Review cover The Legend of Zelda: Tears of the Kingdom (Nintendo Switch)
Official GBAtemp Review

Product Information:

  • Release Date (NA): May 12, 2023
  • Release Date (EU): May 12, 2023
  • Release Date (JP): May 12, 2023
  • Publisher: Nintendo
  • Developer: Nintendo
  • Genres: Adventure, Open World

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative

Review Approach:

Tears of the Kingdom. Ink spills, thoughts dance in turmoil. Zelda's world, I weep.
A sequel six years in the making, we revisit a familiar kingdom on the cusp of a new crisis.

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Before jumping into this review, I want to offer a quick disclaimer about the type of content being discussed. While there will be no major events spoiled outright, I do look generally at quests, puzzles, dungeons, and their rewards to give a better image of the game as a whole. If you intend to go into the game entirely spoiler-free, the verdict boxes at the end of the review will be kept as such. Having said that, they will lack the depth and context required to justify my thoughts.


A Slow Start on the Great Sky Island


The game opens in the same cinematic manner as its predecessor, skipping the title screen and taking you straight into depths of Hyrule Castle alongside Zelda. You're there to investigate the source of a new blight to the kingdom dubbed the Gloom, and fully powered up from your previous adventure, very little is going to get in your way. Though it serves as a natural introduction to the basic controls, its larger purpose is in showing you murals of the Zonai, an ancient race that you'll come to know more through the game, and the source of the Gloom himself, everybody's favourite Demon King: Ganondorf. Ending in a dramatic sequence of his revival, Link gets quite soundly beaten and weakened, Zelda disappears into the void, and the world shakes as a new calamity begins to unfold.

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With the world below fragmented and upheaved, you wake up on the Great Sky Island, serving largely in the same vein as the Great Plateau of Breath of the Wild. It's here you'll learn the ropes by the guiding hand of a friendly spirit, being taught the basics you'll need to survive in the world below. There's a lot of parallels, and while I do feel it's a step up from the Plateau, it does lack that first major "wow" moment you had as you left the Shrine of Resurrection and ran up the hill. Here you get a much slower burn. To get a key mechanic out of the way, your core movement is pretty much the same as what you had in Breath of the Wild. You have the same freedoms, with the ability to run, jump, and climb, with the same limitation of stamina. The Great Sky Island is a much more interesting environment than the Plateau could have hoped to be, and the freedoms given to you by your new abilities open you up to a huge amount of experimentation out of the gate. It does a great job in cramming a lot of information into roughly an hour of playtime if you're eager to get to the surface, but can feel slower than it perhaps needed to on the grounds of you having had three wheels of stamina for the guided introduction before being powered down to just one. It's a tough battle to win. You know the Link you see at full strength isn't going to last, but with the introduction being so heavy on just running, I was more aware than I perhaps needed to be of how much I would come to miss having a bunch of stamina. While there was a lot to see on the Great Sky Island, I instead wanted to rush to get off it to start powering back up. It's not as though I didn't enjoy the island though, and the abilities acquired as I progressed were at the core of why I had as much fun as I did.


The Evolution of Abilities


Much like in Breath of the Wild, and I fear you might read that phrase a lot, the Great Sky Island features four shrines, with each of them either providing you with, or showing you how to use, a power that'll be useful to you for the rest of the game. To start with the most impactful of these, we have Ultrahand. I don't think it's an overstatement to say that your enjoyment of the game will in no small part depend on your enjoyment of this mechanic. At its core you can think of it as Magnesis. You have the same basic way of interacting with objects on triggering the skill where you point and click, and can then move it around. What changes here is that you're no longer limited to just metal objects, and the freedom you have to move the objects is vastly increased. You can now push, pull, rotate, twist, you name it. But that's not where it stops. The most significant part of this skill, and the foundation of many of the game's puzzles to come, is the fact you can fuse objects together. There's several levels of this, and the game breaks you in gently. My first thought, and the thought of many others I can only assume, was to make giant bridges to solve every problem. That worked, and even after beating the game, I have a profound sense of satisfaction every time I bridge a gap instead of doing something smarter and probably more intended. There's obviously more at play here though, and while binding together objects in the wild is fun to make rafts out of trees and the like, the ability comes into its own when you mix in Zonai devices.

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As the hip new ancient civilisation on the block, Zonai technology offers an incredible range of gadgets and gizmos to glue together. Though you can find these out and about, they also quite conveniently come in capsule form, with you able to collect them from what are ultimately gachapon machines littering the landscape. Each of these machines contains four or five types of capsule, and they're generally setup to give you devices that are useful to your specific environment. The variety of Zonai devices on offer is more than enough to get you through the world, and opens up a degree of creativity that's never been explored in the series. If you want to ride around on a Green Goblin-style glider, you can build it. If you want to watch a camp of Bokoblins get assaulted by rocket drones, you can, if you would believe it, build that too. There are a few limitations in how the Zonai devices will just break after so much use, and even within that invisible timer they're powered by batteries. Despite that though they manage to be an incredibly engaging part of the larger game and remain both interesting and relevant even after 50+ hours.

That's just the first ability though. While the others may not be quite as impactful, they each fit in well to this new world, one even addressing a common complaint held against Breath of the Wild: durability. While there can be an argument made for it forcing you to use a more varied pool of weapons, there was a larger issue in ensuring you constantly had viable weapons on hand. Fuse fixes this, to a reasonable degree at least. I'll be blunt, durability is still a large part of this game. It's here to stay, for better or worse. At the very least, there's a justification in-world as to why the weapons are weaker and break so easily, with them having been decayed by the Gloom. What Fuse does is address a part of the issue in the difficulties of maintaining an inventory of viable weapons. In Breath of the Wild you could quite easily find Bokoblins carrying sticks, but you wouldn't be able to use those for anything more than beating the very enemies that carry them. Fuse evolves the weapon system by still making these basic weapons accessible, but allowing you to attach material from your inventory onto them for an assortment of buffs. Where previously beating your bog standard Bokoblin would give you a low-damage stick, you'll now get their stick and perhaps the horn that was on their head. In the worst case, you can throw those together and just like that, you have a relatively capable weapon. This expands further, with certain materials having unique characteristics. Gemstones now have a use outside of their value with diamonds and amber offering a good damage buff, and other stones adding elemental damage. The weapon types remain as they were in Breath of the Wild, adding further variety to fused weapons. Because the game makes basic weapons so accessible, I never felt like I was going out of my way for the sake of durability or having to prepare. If I ran out of good weapons, I'd make more on the spot and just carry on fighting.

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Zonai devices also come into play for the Fuse ability, with you able to not only add them to your weapons, but also your shields too. With devices like flame and beam emitters available, it shouldn't take much effort to think up how they might be viable weapons, but shields? It's not something immediately obvious, but a good chunk of devices thrive when on a shield. You can throw a hydrant on your shield if you need easy access to water, a spring if you want a high one-time jump, or even a cart if you want the smoothest shield surfing of your life. It's a great mechanic that both addresses an issue of Breath of the Wild, and integrates well with the additions of its sequel.

The third ability worth talking about is Recall. As the name suggests, it allows you to reverse the path of any selected object. The Great Sky Island sells it a little short, demonstrating the ability by asking you to make some gears turn in a different direction so they'll carry you up them. That's cool and it's functional, but it only scratches the surface of what you can do with it. Thinking simply, anything an enemy throws at you can be pinged right back at them. That alone is incredibly strong, but with a bit more creativity, you can combine it with Ultrahand and create your own moving platforms to cross gaps or get you up a ledge. It's a powerful tool in finding alternate solutions to puzzles, and also serves as your primary means of getting back to the sky outside of warping, making use of rocks that fall from the heavens. As a skill it's unique in use since it slows time down when activated, giving you a good window to catch whatever it is you're wanting to rewind.

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Our fourth and final major ability is a simple one to explain: Ascend. If you stand below a relatively flat ceiling, you can jump up to and swim through it until you reach ground above. This is a quality of life ability at its core, and aims to make traversal of vertical terrain that bit simpler. On top of this though, you have a fairly interesting potential present for hiding secrets, and it was fun to see how this was utilised. A closed door is no longer just a closed door; if there happens to be a way under the room, you have a new way in altogether. A number of mountainous areas now also have rocks and overhangs to pull you up, making the once-frustrating climbs that bit shorter.


An Upheaved World


The larger world has changed greatly in these past six years, and while we may have the same Hyrule as a base, it'd be disingenuous to just call it Breath of the Wild's map. Breath of the Wild did a good job of putting forward a vast landscape devoid of life after 100 years of a looming evil. Thematically I think it was quite interesting, but there was little in the way of engagement as you moved from point to point. Tears of the Kingdom takes what is ultimately the blank canvas of a beaten down Hyrule and presents it as a living, breathing world. If Breath of the Wild did an apt job in showing a downtrodden people, Tears of the Kingdom excels in showing a populus on the rise. You'll see people on the roads, more frequent locations of interest, and materials littered throughout the land from an era of rebuilding. It's a clever setting that works well with the new abilities given to you, and ensures you pretty much always have some kind of building blocks around you to start fusing away.

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Enemy variety and placement throughout the world sees a vast improvement too. Gone are the days of Bokoblin and Moblins at every crossroad; we now have Aerocudas, Boss Bokoblins, Gibdos, Horroblins, Like Likes, Evermean, as well as the new Zonai Construct enemies that will fight Ganon's minions if they happen to meet. On top of this, you have a great assortment of new bosses spread around to support the returning cast.

Outside of the ground, Tears of the Kingdom gives you two other areas to explore in the sky and the depths. Given it's where you start the game, the floating islands are something you quickly become familiar with. The reality of it really isn't all that complex, and they mostly just serve as another area to explore, complete with their own style of puzzles and certain things that are only possible so high up. More than anything I came to rely on the sky more as a means of navigating the lower world than as something to explore. Moving over large areas and scouting the map for landmarks and shrines becomes much easier by using Reverse on a falling rock and getting a bird's-eye view. One thing I wasn't expecting is the inclusion of low gravity mechanics on the highest of the sky islands, giving you high floaty jumps that you can repeatedly initiate bullet time arrow shots out of. I wish it were utilised a bit more, with some of my favourite content in the game quite surprisingly being the three mazes lurking in the corners of the world.

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Though you might remember these mazes from Breath of the Wild as being Guardian-littered balls of stress, they're now presented as a unique three-part trial. This trial is, as you might have guessed from the larger topic here, split between the ground and sky, and finally finishing in the depths. I really had a great time traversing between the different environments, and coming up with my own somewhat clunky ways to make it to the sky with the Zonai devices I had on hand. A part of me wishes there were more areas that linked all three layers of the game together, but I thoroughly enjoyed what was available.

The depths are our final layer, and probably the most interesting addition. If you happen to stumble into them as I did before progressing the relevant quests, you'll be met with a remarkably dark environment littered with Gloom. It's also around this point where you'll realise Gloom is in fact a new status ailment that will reduce your maximum health until you leave the depths. It's remarkably stressful, but as you figure out how to light up the world around you and begin to explore, it really becomes a highlight of the game. This is where you'll find the most difficult enemies, as well as some of its more lucrative treasures. Unlike the more limited sky islands, this area stretches beneath the entirety of Hyrule, giving you an impressive amount to do and see should it interest you to do so. Despite being a map almost completely devoid of human life, it manages to keep you invested with breadcrumbs to follow and frequent rewards through the darkness.


Let it Shrine


Shrines return in full force from Breath of the Wild with 32 more to find across the sky on top of the 120 throughout the kingdom, notably in new locations now. With a fresh new design and some new puzzles to go with it, I found myself pleasantly surprised by the overall quality of them. With the nature of the abilities in Tears of the Kingdom, I can imagine it somewhat difficult to create a puzzle that has one explicit solution as so many of the shrines in Breath of the Wild had. While you can often pinpoint what an intended solution is fairly quickly, it's very rare to find yourself limited to just that option now. You can usually skip the puzzle with a bridge, by flinging yourself, by rewinding a platform of your creation, or by just making something obscure and outside of the scope of what the shrine expects. You aren't penalised for this in any way. Instead, the shrines act as a means of nurturing that creativity and showing you new and fun ways you can interact with the world. This is especially true in the new combat-oriented shrines that take your gear from you.

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Similar to the Eventide Island quest in Breath of the Wild, these shrines take everything you had and present you with a limited set of tools to beat all the Zonai Constructs present. Each of these shrines comes with a theme. You might have one that focuses on vehicles, one that focuses on sneaking; my favourite was one that had you running around dodging attacks while setting more and more homing robots loose with weapons strapped to them. Even after clearing 90 or so shrines I still found myself looking forward to the next, which is a marked step up from my experience with Breath of the Wild.


Lending a Helping Hand


Looking outside of shrines and to the larger topic of quests, I found myself never lacking in a goal to be aiming for. Much of this comes down to the more active world, and every other NPC wanting something from you, or wanting to talk to you about something interesting. The quests themselves are nothing spectacular on paper. You might be taking a picture of something, you might be collecting materials, or using your abilities to clear an obstacle. Where they thrive is in the stories they tell and how they manage to make you care about even the least significant of characters.

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Structurally quests can be broken down into three types: standard side quests, side adventures, and shrine quests. Side quests are what we're used to from Breath of the Wild, and will generally see you working with one character to solve an often-straightforward problem. Some of these can be quite lengthy, such as one NPC's desire to be told about each of the 58 wells in the world, but it's in side adventures where things really step up. A new quest type to this game, side adventures see you interacting with multiple characters on larger scale questlines. These might involve you trekking across the kingdom to follow up leads on the location of Zelda, or chasing a familiar face through the depths below. There's a little more variety at play and they feel like more significant endeavours, both in what you're being asked to do and your reward for completing them. As for shrine quests, you can really just think of them as a shrine puzzle outside of a shrine. You might get a riddle to solve, or sometimes need to get the shrine rock to the shrine location by following a beam of light Howl's Moving Castle-style. This style of transport quest is really elevated by the new mechanics, giving you all manner of freedom to get from A to B as you see fit.

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Koroks make their return, and again you're tasked with finding 1000 of the blighters between the ground and sky. It is good to see the short puzzles that make them appear are a little more varied, making good use of the new abilities available to you. A surprising standout in this regard is in the escort-oriented Koroks, requiring you to get one Korok back to their friend a short distance away. You can naturally carry them softly, but there is much more fun to be had in strapping them to a rocket and watching them go. Between this added variety and the fact that a tight inventory isn't as much of an issue here as it was thanks to Fuse, I found myself just enjoying the Koroks as I came across them in oppose to feeling it necessary to seek them out.

As a whole I had a good time with the quests, but there were a few that had me guessing a little in what they wanted me to do. In retrospect I don't think these were the worst, but they did stand out quite clearly in a game that otherwise is fairly straightforward in its requests.


The Meat of the Adventure


The main quests are where you'll find the meat of the story content, and while I will keep my thoughts brief here for obvious reasons, I really did enjoy it more than I expected to. Much like Breath of the Wild, the story is split between two areas: the events unfolding around you and the fragments you learn via memory cutscenes. Though I did enjoy this concept in Breath of the Wild, it fell short in the larger context of the game with the stories having a significant disconnect. Learning about the past events and world was interesting, but it never really impacted your current quest in a meaningful way. This time around is different, and while I won't delve into it too much here, it does a much better job of linking everything together for a more cohesive experience. The game also explicitly lays out the order of the memories for you and where to find them within the world, which is a nice touch for those wanting to see events in chronological order.

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The current-day plot is similar in structure to Breath of the Wild. Zelda is missing, and while each of the four major hubs would love to help you, they have their own issues to sort out first. And you'd better believe you're going to lend a hand. The Gerudo are suffering from an unending sandstorm, the Rito a blizzard, the Zora have sludge raining on them, and the Gorons are addicted to contaminated rocks. I really like these conflicts as opposed to it being the same issue of a big machine turning against the people, and it allows for the game to tailor each of these quests better to the area of the world you're in. Your efforts ultimately find you in a temple containing the cause of the issues, and while it might be exciting to hear the word temple, you should temper your expectations a little.

I do like the dungeons on offer here, but it's difficult to compare them to the dungeons of old. While there is a sense of linear progression in getting to the dungeon itself, it ends on reaching the puzzles. Again we're back to a similar structure to Breath of the Wild, though again we see it improved and refined. You have a number of terminals marked on your map that you need to get to and activate, but where I think this really thrives is in keeping with the freedoms the rest of the game offers. A number of these puzzles have alternate solutions you can employ if you're creative with your powers, and it really does feel good to skirt around what's expected of you. Each dungeon ends with a boss, and following the better enemy variety in the overworld, I had a great time seeing something outside of four very similar looking Ganon blights. The bosses themselves tie into the disasters currently occurring, and fit nicely into the world and environment they find themselves occupying for an engaging and fun fight.

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Your reward for completing these dungeons is essentially a companion that can be summoned to fight alongside you. Each of these companions come packed with an ability matching their race, and feel like a more meaningful addition than the champion powers of Breath of the Wild. Instead of just having a new ability, you grow your party as you progress and finish with a team you feel you earned.


Hyrule's Many Collectables and Currencies


A nice touch is that you can upgrade these companions so they'll be able to do more damage and help you better in combat. There's actually a whole heap of things you can upgrade in Tears of the Kingdom, and while I do enjoy having so many things to be collecting and improving, it can feel somewhat unwieldy at times. You have Lights of Blessing to upgrade your health and stamina, Korok Seeds returning to improve your inventory space, Poes found in the depths and Bubbul Gems in caves for unique rewards, Zonaite for battery upgrades. Everything has a place and everything has a use, but a part of me does want it to just be a touch simpler. This extends to the menus too.

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Breath of the Wild operated fairly simply, and to the credit of this new game, a good bit of that does carry over. In terms of menuing, there's just a lot more to fit in for Tears of the Kingdom, especially with how the Fuse mechanic allows you to put any material on the tip of your arrows. Instead of just being able to equip a fire arrow, you'll find yourself pulling up a menu and having to scroll through your entire inventory to find the material that'll give the desired effect. While it does keep your place on the menu if you want to use the same material twice, you need to go to the hassle of re-fusing the material each time. And if you want to go to a different material, it's your entire inventory you're scrolling through again. To mitigate frustration, you are able to sort by your most used materials, but a simple favourites radial or something on those lines would have gone a long way in streamlining what was previously a really simple endeavour.


Pushing Six Year Old Hardware


Now the Vah Ruta in the room I've somewhat avoided talking about up to this point is the console Tears of the Kingdom finds itself on. The Switch was never a particularly strong system, but what may come as a surprise to some is that the game manages to outperform its predecessor significantly. While performance prior to release, or on the cartridge's 1.0.0 patch, was noted to be incredibly inconsistent, the 1.1.0 patch went a long way in ensuring a consistent 30fps for the majority of the game. It's not to say there aren't slow downs, especially when using the new Ultrahand ability, and more especially when doing so in already-busy areas, but it was infrequent enough to not really distract from the larger fun I was having with the world.

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Graphically it's not all too different a story to Breath of the Wild, though the use of AMD's Super Resolution tech may make the 900p docked image look a bit nicer to some. There are more technically-knowledgeable sites that can give you more rounded information on that though. To me, the game manages to look a lot better for the fact there's just more things of interest to look at. The sky is no longer just a skybox, and the depths introduce an entirely new style that works wonderfully. This isn't going to challenge the latest AAA hits from Sony or Microsoft, but considering the context of the platform we're on, it's a fantastic showing. I do live in hope of a more powerful system to play this on in the future, if only to see the graphics a little cleaner and smooth out those final stutters, but nothing the Switch has done has made me want to put the game down.

I do think it's important to address that the Switch does actually add a few features uncommon on other platforms that go a long way in improving the gameplay experience, with gyro aiming being front and centre. It's unbelievably nice to be able to just point and shoot, whether it be with the bow or just orienting your camera to mark a shrine in the distance as you're falling. It's fluid in a way that just works, supplementing the larger control scheme in a way that feels natural. Amiibo also return for those already invested in that ecosystem, but a pleasant surprise is that the vast majority of equipment is entirely accessible in the world regardless.


Final Thoughts


Tears of the Kingdom is marvellous and natural evolution of the gameplay set out in Breath of the Wild. Offering an expansive world full of things to keep you occupied and unique gameplay mechanics to keep you hooked tens of hours later, it is a must buy for the vast majority of Switch owners. While technically held back by the platform it finds itself on, it simultaneously serves as a testament to, and reminder of, what the Switch is capable of.

Verdict

What We Liked ...
  • Expansive and interesting world to explore
  • Ultrahand allows for a degree of freedom and creativity previously unseen in the series
  • Fuse ability mitigates the negative aspects of weapon durability
  • Shrines encourage creativity for the larger game
  • Improved enemy and boss variety
  • Great variety of quests and NPC interactions
  • The story found through memories is impactful and well-told
  • New armour sets and effects act as quality of life improvements
  • Dungeons are a good middle ground between the open format of the larger game and traditional dungeon design
  • Series-high finale and final fight
What We Didn't Like ...
  • Slow start could put people off the larger adventure
  • Ultrahand can be unwieldy and awkward to control, especially with larger creations
  • Some quests are poorly communicated
  • Dungeons can feel short
  • Menus can feel cluttered and difficult to navigate
  • A lot of currencies and collectables to keep track of
  • Held back by the console it finds itself released on
9
Gameplay
If Nintendo are known for putting out games that are fun above all else, this is a quintessential Nintendo experience. Between the revamped world and the abilities given to you to explore and interact with it, this is the modern Zelda formula at its best.
8
Presentation
For the platform it finds itself released on, Tears of the Kingdom puts forward improved performance from its predecessor, and a word full of life. It's by no means perfect, but it all comes together well for an easy to pick up and fun experience.
10
Lasting Appeal
This is a game you can keep coming back to for tens of hours after completion, and likely more down the line as you feel the urge to once again explore Link's new abilities and this upheaved Hyrule. There is an incredible amount to do, and I'm excited to continue to seek out content and eventually 100% this game.
9
out of 10

Overall

Tears of the Kingdom is the natural evolution of Breath of the Wild, and builds upon the foundations laid six years ago magnificently. Featuring an open world full of life and gameplay mechanics limited only by your creativity, it is a gem I can wholeheartedly recommend.
While the review did include what I would consider to be minor spoilers, there were a few parts of the game I really did want to talk about that simply would've crossed a line. With our review editor not being too great at hiding spoilers without some janky HTML wizardry, I thought I'd take up this first reply to lay out a few additional thoughts that went into the review and the larger score. I've broken this down into sections so you can pick and choose what you do and don't want spoiling to you. If you've already beaten the game, feel free to give it all a read. This will be less formal than the review, but I wanted to get it down somewhere.
There isn't really another place to put this, and I tried to make the spoiler tag fit as well as I could without actually giving it away. But. Mech. I cannot believe you get a mech in this game. It's a little clunky, I'll grant that, and it relies on you having upgraded your battery a fair bit before it's really something you can fully use, but it's just such a fun thing. Having gone the entire game watching constructs snatch up Zonai Devices and attach them to their arms and then suddenly being able to do it yourself. It's obscenely satisfying. Much like the motorbike in Breath of the Wild, I wish it were something you had access to sooner, but given the circumstances of getting it, I can somewhat understand why it was kept for later in the game. The boxing matches you do with it were also great fun.

Seeing this come out of the ground was an insane moment.



Edit:
It's dawned on me that the only thing stopping you from going here from the start of the game is a health check. You can have this basically from the start. That is wild. I'm very much looking forward to my next playthrough.
So I mentioned that these were a step up but my God do these have more impact than they did in Breath of the Wild. In BotW they really didn't matter. They answered a question that you never really asked, and while it was nice to see what happened leading up to the game, it was never crucial in helping you advance your current objectives. The memories here hit different. Front and center, they address the core issue of the game in Zelda's whereabouts, while also answering questions that arise from other cutscenes. The game showing you where all of these memories are and the order to watch them in is also a nice touch since it gives you the option of piecing together a fragmented story or following it through from start to end. The map is something I appreciated as somebody playing at launch where other guides are a little slim. It all just fits into the world really nicely, even if it is a bit of a shame the room that houses the map doesn't serve a higher purpose when the memories have all been seen. All of this culminates into the big reveal of Zelda's grand sacrifice, and all of that linking back to the start of the game where the light dragon clears the clouds before Zelda asks you to find her. It hits so much harder when you put it all together. From the start it was in the back of my mind that Breath of the Wild didn't have a light dragon, but it took me a little too long to put the pieces together.

I also just need to share the below screenshot from the memories because this face haunts my nightmares.

The finale is something that really stuck with me, and it's been eating away at me that none of my friends have made it to the end of the game yet. Before anything else, I was really surprised by just how much content there was left even after beating the four dungeons. The game just kept going, and it really didn't lose pace. All of this culminates with you exploring the depths of Hyrule Castle where the game first started, and I really can't express the emotions that hit me as I blew away the rubble on the mural you saw right at the start of the game, just to reveal Zelda right there. I really do love how well this game links together the beginning with various other moments to give you these genuinely impactful moments.

After that, you get the horde fight, which was a fun brawl, and then the boss rush. Thankfully I didn't have to go through that having beaten all the dungeons, but maybe I'll give it a shot down the line. The final boss was a real treat though. Ganondorf was a genuine challenge, and I have no shame in saying that. It felt like a more enjoyable boss for his taunting and the character that had been built for him through the memories. It just isn't the same when you're fighting something like Calamity Ganon where it's just evil without any real motivation, and Ganondorf doing things like flurry rushing you is terrifying. The dragon fight that followed was a nice set piece, and definitely felt more involved than the beast phase from Breath of the Wild despite being fairly similar in nature.

The health bar was a genuinely great touch too.



All of this ends with a remarkably satisfying use of the quest completion with "Destroy Ganondorf: Complete" and "Find Zelda: Complete". It really was just a great experience from start to end.

 
Pics have a red X in the spoilers @Scarlet

Gotta say, agree with of lot of your points. I've actually just started playing after watching my son complete it and we're mostly having fun building things now!

I feel this game is so much botw but at the same time it really isn't in every good way. Im re exploring a familiar terrain that has real fresh feel and new ways to explore although i am missing revali's gale in the early stages!! It really is like going back to your childhood neighbourhood and seeing what's different now!!!

Personally I'm blown away with it and some of the creations we're seeing are simply genius too! I wonder what, and of course if, dlc could bring in that department? Exciting times!
 
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Reactions: 6adget and Scarlet
Pics have a red X in the spoilers @Scarlet

Gotta say, agree with of lot of your points. I've actually just started playing after watching my son complete it and we're mostly having fun building things now!

I feel this game is so much botw but at the same time it really isn't in every good way. Im re exploring a familiar terrain that has real fresh feel and new ways to explore although i am missing revali's gale in the early stages!! It really is like going back to your childhood neighbourhood and seeing what's different now!!!

Personally I'm blown away with it and some of the creations we're seeing are simply genius too! I wonder what, and of course if, dlc could bring in that department? Exciting times!
I think the red Xs have something to do with this:

https://gbatemp.net/threads/problem-with-embedding-attaching-images.633224/

I did also hotlink the images, so you should be able to click on them even if the issue persists.
 
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Honestly, 9/10 is a fair review as it's what I give this game as well. My gripes are pretty much that the "crafting" with ultrahand can be a bit weird and thus frustrating and I can't stand in general a couple bosses and the Goron dungeon. Those MINECARTS DAMNIT!!!
Overall great improvement from BOTW and great on its own but yeah...not a perfect 10/10 like everyone is saying.
 
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The menu could use some "favorite mark" so item you want can be at top all the time. Also they should allowed to use fuse in the menu instead of just bring the item out and active the tool everytime I want to make a new weapon.
 
I'd put it at 7.5-8 since it uses a lot of recycled stuff from a 6 year old game, runs really bad on native hardware and is not too great at directing you to the next objective in many places leading to having to go online to ask. That's an inexcusable thing and indication of bad game design at this point. $70 is too much imo. 25-30fps at 900p or less is pitiful. Main quest per howlongtobeat is 50hrs, took me 34hrs with little quests included, getting most of the skytowers and also shrine fast travels all over the map. On the other hand it does have a lot of content, a lot of it fun and has a point but also a lot for just typical time wasting like a lot of phone games. The armor hunting is ok, at least now you can just look it up what they look like and go after what you like. I liked some of the villages little side stuff, hateno stands out most, but wasn't willing to invest the time into convoluted stuff like the frog armor quests. The wandering around aspect is pretty fun as well, a lot of hidden quests and such from talking to npcs and random events etc

The depths are definitely under developed and look procedurally generated, nothing too interesting and to get around to the various lightroots takes a lot of time for very little reward other than the coliseums for armors. The sky is sparse other than the first island it's few and far between. This also needed to have diving underwater elements to it, oddly lacking in a top shelf open world game. A lot of filler, reminds me of AC odyssey and it's endless bandit camps and such just gets really old the 50th time and on.

And it is definitely really for young adults and up since it's text only most of the time and involves lots of really odd controls, like fusing and other things. You almost need a phd in finger gymnastics and it's not too great in the middle of a boss fight. And speaking of boss fights a couple of the regional bosses are really tough but also involve obtuse things which are not explained well so lead to frustration and once again back to the internet to look up how to do them, water temple puzzles are prime example. This game really needed an integrated hints system of various levels, better way point system, an invincible/assisted setting for younger players, more voiced characters, faster movement for link and his glider, etc etc
 
"dungeons can feel short"

As a big Zelda fan, this is one of my larger complaints - the dungeons in botw and totk feel shorter/easier than even Zelda 1

The lightning temple was an exception and felt more like a return to form, but I miss the old days of a large temple to really sink your teeth into
 
It's a pretty fun game. Is it worth 90 cad + tax? Maybe not for some, but I've been putting a lot of hours in to it lately so I would say yes for me. Still the question remains, if Zelda is so good, how come she's not in Mario Kart™ 8 Deluxe for Nintendo Switch™ eh?
 
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Yet another 9...sigh.
Really? And you barely mention how unecessary stamina is, outside of correctly bringing up how comparatively-great it was to have a maxed stamina wheel at the start only for it to be revoked. Or how weapon fragility completely devalues rare equipment, or that given as rewards, when it'll break soon anyway and can be replaced by some random weapon Fused with Ore or something. Or how this game isn't at all respectful of the player's limited time, due to eschewing map markers and expecting the player to find things themselves (which can mean players unknowingly overlooking things and not being able to locate things hidden by terrain).

This is a 6, or 7 at most. Not 9.
 
would this one be good if i didnt like BoTW or no
I sped through BOTW (~15 hours) because I didn't like the changes that BOTW brought to the franchise. I put in over 120 hours into TOTK. But I used a durability cheat code, and at the end, I used infinite rupees, lol.

I think it's better than BOTW. The Japanese/Ghibli type of storytelling is very charming. But no triforce.
 
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"dungeons can feel short"

As a big Zelda fan, this is one of my larger complaints - the dungeons in botw and totk feel shorter/easier than even Zelda 1

The lightning temple was an exception and felt more like a return to form, but I miss the old days of a large temple to really sink your teeth into
The lightning temple definitely was a highlight. I got way more amusement than I should have out of making “we have the mirror shield at home” jokes lol.
 
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would this one be good if i didnt like BoTW or no
I didn't like BotW and for some reason ended up loving TotK. TotK builds on the BotW foundations but is more refined and tuned in. The tablet powers are vastly superior in TotK and the shrines design is much better as well. Exploration is also much more rewarding.

Durability is still an issue but it's not as bad as in BotW. Still it does suck to craft an überpowerful weapon and see it break after some hits. Weapons should at the very least be the more powerful the more durable. This "master sword needs to rest" BS is back too and it's ridiculous.

I am not struggling with stamina as much as in BotW but there's still adjustments to me made, for example running should not drain stamina, or at least much slower. Link being able to only run for 2 seconds in the beginning is silly. It's a really bad design decision in such a huge world to explore.

It's also a pain to have to change outfits everytime you go to a snowy/desert area, potentially leaving you with low defense to tackle a dangerous task, there should be a thing like extreme temperature immunity after you've completed the related temple or something like that.

Gameplay can be clunky because of the massive amount of controls to memorize, and it can make combat tricky. In this area I sorely miss the OoT combat system which was to the point and so tight. I also hate that you must hold the ZL trigger and there's no option to change it. Generally speaking there's a huge lack of customization options, but that's a lazy staple of Nintendo games.

But despite all this I've had a blast exploring these worlds and I've been sinking all my time into this game since it leaked. Btw why not include the leak date in the product info :rofl:

Exploration is massively rewarded and side missions seem much more engaging than in BotW. I'll need to replay BotW afterwards to see how it feels now, who knows maybe I'll finally like it this time.
 
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I unfortunately got the game at release myself. In the grand scheme of things, I don't think it's an unreasonable amount of time to take a week to cover such a large game.
My point would be: ask Nintendo for review copies to properly get out a review in time.
 
My point would be: ask Nintendo for review copies to properly get out a review in time.
Yeaaaaah it isn't always as simple as just asking for pre-launch copies with places like Nintendo lol. Back in the day we were on the "two weeks before launch" list, and recently we've had launch codes from them. We didn't get a launch code for this one either, so who knows what's happening in that department. Nintendo giveth and NIntendo taketh away I suppose lol
 
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I unfortunately got the game at release myself. In the grand scheme of things, I don't think it's an unreasonable amount of time to take a week to cover such a large game.
An honest review doesn't need to be rushed. It's always better than nothing, and a lot better than fluff.
 
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Nice review here, thanks.
I am glad in a way that at least, Zelda games always have an impact on our community and the industry.

But geez, 9 ?
At my elderly age, we don't give credit to grades anymore, it is more of a consumerism necessity for a brand, but in the end it blindfolds the player. The game could have been great, if only god awfull recycling and useless farming time wasters weren't the norm.

We've still got everyone favorites:
- Farming shrines
- Farming rupees (I used to only play with the sheikah suit, being a stealth dude, here you go through the sick-grand-ma utterly stretched quest, then kindly asked for 1 800 rupees for the set ?! **** it)
- Farming korok poop
- Farming arrows
- Farming crafting stuff for fairies (I guess, I couldn't stumble upon those girls n ~20 hours)
- Farming weapons (slightly less an issue, I can fuse ridiculous things together now...so long cool looking royal weaponry...)
- Farming food (I put it in last, cause while it can be trouble some to find some required shrooms early, if you only use fairies you avoid cooking annoyance)

And now the brand new novelties:
- Farming crystals for energy (the new definition of excruciating, 100 for one meager slot and there are 27 to acquire !?)
- Farming golem parts for your (random, because fun I guess) contraptions
- Farming BOMBS
- Farming eyes, wings, strange fruits...Ugly monster stuff to boost arrows

This games feels like we didn't had WW in 2003 but got MM in 2004. Six years for this ? Come on...

- Completely get rid of the shrines.
- Hide 4 time less hearts/stamina containers all over the map instead
- Rework battle mechanics completely (combos would have been fun for a change)
- Proper dungeons
- Proper storytelling (with cutscenes and the triforce MacGuffin)
- Last but not least: Massively tune down farming, it feels like a cheap ragnarok online ripoff

The thing is, I am really trying to enjoy the ride, but geez, my steam deck is already giving me UT99, SC1, C&C3, Dungeon Keeper, Persona 5, Doom Eternal....Call me a dumb boomer if you like, but Zelda can't compete anymore, they are completely out of touch from what made this serie so great.

It is not Zelda anymore because it is not Tezuka nor its spirit and nobody managed to live up to its legacy so far.
My time is too precious to play this crap.
 
Thanks for not giving it a 10/10 like most dumb people these days. Sure Zelda games are Top tier quality games but ToTK was just another BoTW DLC.
Nah, only in difficulty. The entire world is different, which I greatly appreciate. It wasn't just a copy, paste job.
 
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I'm really enjoying the game myself, just spent the the full weekend playing the game (that rarely happens these days). I really like the fusing ability and it does make weapons last a lot longer. Nothing beats fusing two spears and waving around a massive stick (hehe).

I've been spending most of my time playing around the sky islands.

Yeaaaaah it isn't always as simple as just asking for pre-launch copies with places like Nintendo lol. Back in the day we were on the "two weeks before launch" list, and recently we've had launch codes from them. We didn't get a launch code for this one either, so who knows what's happening in that department. Nintendo giveth and NIntendo taketh away I suppose lol

I guess it can be related to all the news and posts about the leak around here? Dunno.
 
I guess it can be related to all the news and posts about the leak around here? Dunno.
Yeah, it’s not all that surprising in the grand scheme of things. Having said that, this is in large a community that enjoys the Switch and first party Nintendo titles (as much as we also love to complain about them lol), so it is really nice when they do come through to make that kinda coverage easier.

It’s hard to hold it against them, even if I would obviously prefer the site to be on that elusive list.
 
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I haven't enjoyed a game this much in forever. There's just way more to do in this game and the new abilities really tickles the creativity out of me to mess around and even cheese some puzzles with them. I'm losing so much sleep time just playing this and not even BOTW did that to me (and I enjoyed that game a good amount, too).
 
It's hard to take most high value reviews seriously, as BotW exists.

Was this any other IP, I'm sure most reviewers would pan the game, ranting how much of the predecessor is still evident.

I wonder if the rip of the game would read BOTW MORE, like Mario Galaxy did.

More of a good thing is never bad, though, but I can't help thinking of how we are all brainwashed and give Nintendo free passes.
 
There are a few limitations in how the Zonai devices will just break after so much use, and even within that invisible timer they're powered by batteries. Despite that though they manage to be an incredibly engaging part of the larger game and remain both interesting and relevant even after 50+ hours.
 
The review was literally made under two weeks, tho. Same as other reviewers got before release.
I personally like that this review came out after everyone had a chance to play it. I am more skeptical of reviews based on reviewer copies anyway.

@eyeliner I'm not sure how much you have played it, but I enjoyed how it's the same world and how much they were able to change it. It basically justifies the existence of BOTW for me.
 
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One thing that truly frustrates me about BotW's and TotK's (undeserved, but I've already made my thoughts well known) massive success, is that it incentivises Nintendo to continue using this damn aggravating open-world formula in future games - and thus, makes the chances of returning to the old, fun formula significantly less likely. Especially since there's no longer any division between 'handheld' and 'TV console', since the Switch is kinda both (aside from Switch Lite).

I wouldn't be so annoyed, if Nintendo had announced a traditional game in the works to satiate closed-world fans like myself, but...why would they when so many people love this stupid open-world experiment?
The closed-world form doesn't have to be strictly linear - just look at A Link Between Worlds, which allows players to tackle dungeons in almost whatever order they want. Why not do something like that again?
 
and thus, makes the chances of returning to the old, fun formula significantly less likely.
From the financial service stand point, what do we have ?

Open world is a trend which requires much ressources to create the map, then far less to fill it with generic quests, audience's gameplay time being fooled by bloated "exploration", sorry, walking phases.

According to contractors, recycling allowed Nintendo to lay off a huge amount of the original artists during the developement, .

Finally, low definition allows to drastically cut the budget in term of texture size and physics engine.

All-in-all, what do we have here ? A state of the art example of how to run a highly profitable video game project. Only a minority of old timers will complain, loyalists will applaud and chase the unfaithfuls.

Your quote makes me believe that 'the furrow has been drawn' and can't be undone now. Depression 101.

Another quote that comes to my mind is from the 2000' Daria TV show: "when you get people used to expect nothing, the slightest little thing out of the ordinary becomes an exceptionnal event"
 
From the financial service stand point, what do we have ?

Open world is a trend which requires much ressources to create the map, then far less to fill it with generic quests, audience's gameplay time being fooled by bloated "exploration", sorry, walking phases.

According to contractors, recycling allowed Nintendo to lay off a huge amount of the original artists during the developement, .

Finally, low definition allows to drastically cut the budget in term of texture size and physics engine.

All-in-all, what do we have here ? A state of the art example of how to run a highly profitable video game project. Only a minority of old timers will complain, loyalists will applaud and chase the unfaithfuls.

Your quote makes me believe that 'the furrow has been drawn' and can't be undone now. Depression 101.

Another quote that comes to my mind is from the 2000' Daria TV show: "when you get people used to expect nothing, the slightest little thing out of the ordinary becomes an exceptionnal event"
Damn, this is extremely well put!
Bravo, perfect summary of what I think about today's gaming landscape.
 
From the financial service stand point, what do we have ?

Open world is a trend which requires much ressources to create the map, then far less to fill it with generic quests, audience's gameplay time being fooled by bloated "exploration", sorry, walking phases.

According to contractors, recycling allowed Nintendo to lay off a huge amount of the original artists during the developement, .

Finally, low definition allows to drastically cut the budget in term of texture size and physics engine.

All-in-all, what do we have here ? A state of the art example of how to run a highly profitable video game project. Only a minority of old timers will complain, loyalists will applaud and chase the unfaithfuls.

Your quote makes me believe that 'the furrow has been drawn' and can't be undone now. Depression 101.

Another quote that comes to my mind is from the 2000' Daria TV show: "when you get people used to expect nothing, the slightest little thing out of the ordinary becomes an exceptionnal event"
I feel like this is exactly what we're seeing here. Sure, the story and gameplay mechanics may be fine, but graphically speaking, the performance of the Switch is not strong enough to handle higher quality graphics. I say it's time for Nintendo to start thinking about a gaming PC like the Steam Deck.
 
I haven't gotten around to playing it yet but for how much of it is literally just botw recycled and that it's $70 on top of that I just can't understand the score its getting across the board.

It's a glorified expansion pack. Majora's Mask had more original content while reusing assets than this did. (And it was developed in 12 months versus 5+)
 
I haven't gotten around to playing it yet but for how much of it is literally just botw recycled and that it's $70 on top of that I just can't understand the score its getting across the board.

It's a glorified expansion pack. Majora's Mask had more original content while reusing assets than this did. (And it was developed in 12 months versus 5+)
$70 with inflation is actually cheaper than $60 in 2017

So TOTK is actually cheaper than BOTW when it came out

Video game prices are overall lower, and wages have grown faster than inflation
 
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Considering the number of death threats levied on critics that gave anything less than perfect scores for the last game, it's tremendously brave to be giving this score to this one.

I wish I was joking about that. But the Zelda fan base is also the same fan base that accused me of having brain damage because I like Nintendo hardware but couldn't care for a given platform's obligate Zelda game. So, take that for what you will.
 
Considering the number of death threats levied on critics that gave anything less than perfect scores for the last game, it's tremendously brave to be giving this score to this one.

I wish I was joking about that. But the Zelda fan base is also the same fan base that accused me of having brain damage because I like Nintendo hardware but couldn't care for a given platform's obligate Zelda game. So, take that for what you will.
Honestly I was more concerned with giving it a high score given the general mood of the forum towards Nintendo lately lol. Feels a bit vindicating to read that other people enjoy it too and it’s not just me.
 
"Some quests are poorly communicated"
Poorly explained objectives are one thing I keep running into. Like the tower where the bird dude is just like, "Yo, can you get me some mushrooms from the caves under this tower?" And it turns out that the solution has nothing to do with mushrooms. That's just one example of many.
 
"Some quests are poorly communicated"
Poorly explained objectives are one thing I keep running into. Like the tower where the bird dude is just like, "Yo, can you get me some mushrooms from the caves under this tower?" And it turns out that the solution has nothing to do with mushrooms. That's just one example of many.
That is the exact one I had in mind writing that. The puzzle itself wasn’t too hard to figure out, my larger issue was that he says “bottom of the hill”, when he in fact means “directly under the tower” lol
 
That is the exact one I had in mind writing that. The puzzle itself wasn’t too hard to figure out, my larger issue was that he says “bottom of the hill”, when he in fact means “directly under the tower” lol
And also literally has a solution that has nothing to do with his request. There's another one I remember being a baseball challenge but that was about as poorly explained as it could get.
 
Considering the number of death threats levied on critics that gave anything less than perfect scores for the last game, it's tremendously brave to be giving this score to this one.

I wish I was joking about that. But the Zelda fan base is also the same fan base that accused me of having brain damage because I like Nintendo hardware but couldn't care for a given platform's obligate Zelda game. So, take that for what you will.
shit death threats? you know the more dangerous people are those that don't say anything and arrive at your door with a shotgun, @Scarlet the reason why they don't send review codes to us is cause despite us doing actual gaming news and review we support (and give support) for hacking consoles nuff said
 
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According to contractors, recycling allowed Nintendo to lay off a huge amount of the original artists during the developement, .
Would love to see the source on that (because I can't find anything on that anywhere). It's honestly very hard to believe that this is the case.

Edit: This was the closest thing I found, a random metacritic user review.
(Embed not working, click on icon to see the screenshot)
 
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After 100 hours I'm putting it down until I feel like playing more. A bit burnt out - and it's not from farming. I've gone for the story and shrines. I gave myself all the materials, koroks, item slots etc today because I feel like I earned all that sidequest crap when I played the previous game.
 
I personally like that this review came out after everyone had a chance to play it. I am more skeptical of reviews based on reviewer copies anyway.

@eyeliner I'm not sure how much you have played it, but I enjoyed how it's the same world and how much they were able to change it. It basically justifies the existence of BOTW for me.
My best example for it to be the 10 experience would be something akin to Elder Scrolls, Tales of, Ys series of games (heck, any other Zelda before). They expand, while being comfortably familiar but are a totally new experience, or even have a completely different tonal shift. This one is just more of a good game with some very cool mechanics slapped in.

But enough has been said. And I agree the game is good, but not "10/10 would recommend" kind of good.

That would be A Link to the Past.
 
Would love to see the source on that (because I can't find anything on that anywhere). It's honestly very hard to believe that this is the case.

Edit: This was the closest thing I found, a random metacritic user review.
(Embed not working, click on icon to see the screenshot)
Monolithsoft made the overworld map for the first game. Nintendo probably didn't need them for the 2nd game nearly as much, since all the "ground work" was already done, and they just had to edit the already-made terrain.
 
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Monolithsoft made the overworld map for the first game. Nintendo probably didn't need them for the 2nd game nearly as much, since all the "ground work" was already done, and they just had to edit the already-made terrain.
What about the massive underworld that is the same size as the overworld?
 
Nah, only in difficulty. The entire world is different, which I greatly appreciate. It wasn't just a copy, paste job.


That's a trailer by Nintendo and most of the footage looks pretty much identical to BotW, except of course the ending.

Having new BotW content is great, but this "game" is worth 9's and 10's? Uh, okay.

@Bladexdsl what do you think of this trailer by Nintendo? :P
 
Monolithsoft made the overworld map for the first game. Nintendo probably didn't need them for the 2nd game nearly as much, since all the "ground work" was already done, and they just had to edit the already-made terrain.
I'm sure they still hired them to optimize the world itself more with the sky islands and depths and to improve load times when warping around or going in and out of shrines.

Anyway, that doesn't really answer anything from what I'm asking, which is the source of where they heard from "contractors". And the closest thing I could find was some random metacritic user review.
 
Anyway, that doesn't really answer anything from what I'm asking, which is the source of where they heard from "contractors". And the closest thing I could find was some random metacritic user review.
Not every business decision needs to be (or will ever be made) public, so cool it. Jez. :rolleyes:
 
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Monolithsoft made the overworld map for the first game. Nintendo probably didn't need them for the 2nd game nearly as much, since all the "ground work" was already done, and they just had to edit the already-made terrain.
...Which meant they couldn't focus solely on Xenoblade Chronicles 2, when they really should have been allowed to. That game is quite solid for what Monolith could pour into it (especially with the extensive post-launch support - something not done with XC Definitive or 3), but who knows how many issues could have been fixed if it weren't for BotW.
 
Not every business decision needs to be (or will ever be made) public, so cool it. Jez. :rolleyes:
I'm genuinely curious where they heard it from, that's all. If it's just something they pulled out of their ass or heard it from someone else who also has no proper source, then lol. :tpi:
 
I'm genuinely curious where they heard it from, that's all. If it's just something they pulled out of their ass or heard it from someone else who also has no proper source, then lol. :tpi:

You are definitely right.
While browsing reviews on metacritic, I stumbled on a dude claiming he was part of the contractors, his name being part of the credited dev team.

His rant was quite long and pretty cool, not full flame, just describing the development policy.
I was skeptic at first, so I checked his MC account, only one review and account title based on his full name, weird.

Then I checked his references on linkedIn, indeed, this is the name of an experienced game developper.
You know what ? I checked this very morning, his commentary was removed from MC. Darn, I always fully delete my browser history when exiting brave...

So we have two plausible explanations:
- an angry moron took one random name (or a coworker's) in the games credits (two/three days after release, a talented angry player may I had) to write this comment, making the choice to be as cool and respectfull as possible in his argument so not to be taken as a troll

- the dev may have legitimately written the comment as a bottle to the sea of MC bad reviews then removed it to prevent the inevitable backfire

I am sorry, but I lost my source for now.
 
Edit:

I just read the link you gave, that's it !
The comment I was talking about ! Unable to find it this morning, weird...

What do you guys think about him ?
Does this look plausible to you ? I hope the dude won't have too much troubles...
 
Edit:

I just read the link you gave, that's it !
The comment I was talking about ! Unable to find it this morning, weird...

What do you guys think about him ?
Does this look plausible to you ? I hope the dude won't have too much troubles...
If he actually said such a comment, it's possible that he could be blacklisted within the industry, especially if he's breaking NDA.

But I heavily doubt it's the actual person (or if he even existed), considering that this looks to be some random person impersonating someone else, especially with no proper use of capitalization and punctuation.

Is this really how a professional should type?

Not to mention he says he could not put his name behind such a project (TOTK), and in the beginning of the "review" said to check the credits in each game. "Aaron Shiffer" A guy with plenty of skills being a graphic designer for BOTW AND a 3D audio location designer for TOTK (according to his "review"). But his name isn't even on the credits for both games.

And you can see from that guy's metacritic profile he only made one vote and it's TOTK.

Either way, it just smells like bullshit to me because if this is actually true, there would be way more people speaking up about it, especially with how much praise the game has been getting for almost 2 weeks now. All I could get out of reading his "review" (which it wasn't) was just some random hater who didn't like TOTK getting all these high scores from critics and pretended to be a developer who worked on the game to make himself sound more believable in METACRITIC of all places.
 
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Nice review here, thanks.
I am glad in a way that at least, Zelda games always have an impact on our community and the industry.

But geez, 9 ?
At my elderly age, we don't give credit to grades anymore, it is more of a consumerism necessity for a brand, but in the end it blindfolds the player. The game could have been great, if only god awfull recycling and useless farming time wasters weren't the norm.

We've still got everyone favorites:
- Farming shrines
- Farming rupees (I used to only play with the sheikah suit, being a stealth dude, here you go through the sick-grand-ma utterly stretched quest, then kindly asked for 1 800 rupees for the set ?! **** it)
- Farming korok poop
- Farming arrows
- Farming crafting stuff for fairies (I guess, I couldn't stumble upon those girls n ~20 hours)
- Farming weapons (slightly less an issue, I can fuse ridiculous things together now...so long cool looking royal weaponry...)
- Farming food (I put it in last, cause while it can be trouble some to find some required shrooms early, if you only use fairies you avoid cooking annoyance)

And now the brand new novelties:
- Farming crystals for energy (the new definition of excruciating, 100 for one meager slot and there are 27 to acquire !?)
- Farming golem parts for your (random, because fun I guess) contraptions
- Farming BOMBS
- Farming eyes, wings, strange fruits...Ugly monster stuff to boost arrows

This games feels like we didn't had WW in 2003 but got MM in 2004. Six years for this ? Come on...

- Completely get rid of the shrines.
- Hide 4 time less hearts/stamina containers all over the map instead
- Rework battle mechanics completely (combos would have been fun for a change)
- Proper dungeons
- Proper storytelling (with cutscenes and the triforce MacGuffin)
- Last but not least: Massively tune down farming, it feels like a cheap ragnarok online ripoff

The thing is, I am really trying to enjoy the ride, but geez, my steam deck is already giving me UT99, SC1, C&C3, Dungeon Keeper, Persona 5, Doom Eternal....Call me a dumb boomer if you like, but Zelda can't compete anymore, they are completely out of touch from what made this serie so great.

It is not Zelda anymore because it is not Tezuka nor its spirit and nobody managed to live up to its legacy so far.
My time is too precious to play this crap.
Then go play your games old man, Zelda is eating good here even without you. 10m in 3 days no sweat.
 
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Then go play your games old man, Zelda is eating good here even without you. 10m in 3 days no sweat.
Thank you young fellow.
I am sincerely glad you are having a good time with this entertaining software.

I always have enjoyed discussing with pre-industry-crisis players.
Before big N and SEGA rising, they have known and enjoyed a flourishing market and never felt necessary to dig into 90s/00s gaming.

Why ?
All our tastes are set in the stone between 10 and 16yo.

" just some random hater who didn't like TOTK getting all these high scores from critics"
I may disagree, I found him quite convicing considering the TOTK content I witnessed.
But you are definitely right, we cannot be 100% sure of this source, especially if his name is not in the credit roll.

Attacking corporate decisions takes serious balls from an insider, dev-hells only surface months after release. On the other hand TLOU2 whistle blower was a textbook counter example...
 
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What about the massive underworld that is the same size as the overworld?
The underworld is basically just a mirrored version of the overworld...

wages have grown faster than inflation
You made my day with this one. Thanks for the laugh !

This games feels like we didn't had WW in 2003 but got MM in 2004. Six years for this ? Come on...

- Last but not least: Massively tune down farming, it feels like a cheap ragnarok online ripoff
While I'm enjoying the game (agaisnt all odds) I agree with these points. I just can't believe it took 6 years to put this game that basically just builds upon BotW's foundations, uses the same engine, etc. And yeah there's too much farming going on.
 
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It took me about 110 hours to do all shrines, story quests, get ancient armor, and upgrade it (as well as a couple others) to max. And I got the "good" ending. I don't think I'll pick this game up ever again, but it was a lot of fun. So, I disagree with the "lasting appeal".
 
I feel like everyone complaining about it being a direct sequel haven't really played the game. I played through the entirety of breath of the wild and it's dlc before playing tears and I barely recognized the world beyond the towns. Everything has been changed to be more interesting and challenging. The shrines and dungeons are all a huge improvement over botw and everything is just improved. I liked botw but I love this game. Having said that can we please get another new top down 2D zelda game? A Link Between Worlds is still the best zelda game and I need another.
 
I feel like everyone complaining about it being a direct sequel haven't really played the game. I played through the entirety of breath of the wild and it's dlc before playing tears and I barely recognized the world beyond the towns. Everything has been changed to be more interesting and challenging. The shrines and dungeons are all a huge improvement over botw and everything is just improved. I liked botw but I love this game. Having said that can we please get another new top down 2D zelda game? A Link Between Worlds is still the best zelda game and I need another.
We'll get another one next, probably. Just like BOTW -> Link's Awakening Switch.
 
I think Tears of the Kingdom takes practically everything from Breath of the Wild, and just makes it better! It's pretty incredible! Considering how crappy Nintendo is as a corporation, I do not like to praise them, but just this once, I gotta hand it to them! This is well worth the $70! Way to go Nintendo! Now if only your consumer relations were as high quality (aside from the occasional and minor performance drops) as this game, then no one would be looking down on you and saying such hateful things about you!
 
It is better, OG Switch stutter a lot with that game.

No. They found a glitch frame that occured because of a coincidental rounding issue and wanted to multiply it by infinity to pretend that there could be a performance boost.

Watch your video.
 
No. They found a glitch frame that occured because of a coincidental rounding issue and wanted to multiply it by infinity to pretend that there could be a performance boost.

Watch your video.
I have watched it. OG Switch drops to 20fps frequently when the scene is busy. The Nvidia Tegra X1 in OG Switch is a 22nm chip. The OLED Switch uses a 14nm chip, it runs cooler and I think is the reason for the slight performance gain.
 
The slow start did put me off a bit. The starting area seemed to be unnecessarily big, and you basically have to walk a circle around the entire thing just to do the starting shrines. Took me like 2 weeks to get past that part because I just didn't feel like it.
Finally got into it now that I'm down from that place though. Exploring and doing shrines is as fun as ever. Maybe more so because Ultrahand enables much more complex puzzles (although so far, the puzzles have been pretty easy, haven't really had to build anything more complex than putting 2 objects together)
I do agree that Ultrahand is difficult to control. I keep making mistakes I have to undo, and the way rotating objects works isn't very intuitive. It's not obvious how to get from A to B if you need to rotate the object diagonally.I think I would actually prefer if you could rotate the object just by rotating the controller, similar to the motion control mazes in BotW, it would be much more intuitive that way.
 
I have watched it. OG Switch drops to 20fps frequently when the scene is busy. The Nvidia Tegra X1 in OG Switch is a 22nm chip. The OLED Switch uses a 14nm chip, it runs cooler and I think is the reason for the slight performance gain.

The video demonstrates no evidence that the OLED version performs better.
 
Watch the video again. If you have both the OLED and OG Switch, you will know.
I've watched it twice. They use frame counters on their hacked switch, but they provide nothing on the OLED. The phrase "if you have both the OLED and OG Switch, you will know," from some unknown person on the internet, is equally as valuable as this clickbait youtube video.
 
I've watched it twice. They use frame counters on their hacked switch, but they provide nothing on the OLED. The phrase "if you have both the OLED and OG Switch, you will know," from some unknown person on the internet, is equally as valuable as this clickbait youtube video.
You obviously have the OG Switch, it stutters a lot. Borrow an OLED Switch with TotK and play it, you will feel the difference.
 
You obviously have the OG Switch, it stutters a lot. Borrow an OLED Switch with TotK and play it, you will feel the difference.

My experience with TikTok 1.11 was pretty good. I'm calling BS on your YouTube video. "Trust me bro" is not a satisfactory substitute.
 
9 of 10? ok may be as personal opinion but the game do not deserve more than 8 for me.

Change my mind.
 
Very very good review and I think the points raised are fair. I really loved the game but I can see why some may not enjoy it as much as me. Weapon durability was kind of addressed thanks to fusing, although I'd argue it's more brushed under the carpet rather than actually solved. But to be honest I never really minded weapon durability much personally so I was ok with it. The only part of the game that I'd say hindered my enjoyment was the stamina system which I've disliked in all Zelda games it's ever been in, but I can live with it.

I like how they remixed the overworld and I really enjoyed checking out how things changed compared to in BOTW. Almost felt like seeing an old friend if that makes sense at all! Ultrahand and all the various abilities are much improved over BOTW and I appreciated their addition. As mentioned earlier, I think fusing was a neat addition and it was super fun combining certain things seeing what it makes. However I can see why someone may dislike it, especially if you didn't like BOTW, since it doubles down on the management/regulation aspect that I've found some people dislike about BOTW. I like how they gave the dungeons unique theming this time, and that lead up to the Rito dungeon was honestly awesome. Trying to not be too spoiler-y here with my thoughts but you catch my drift hopefully...

I think for the next game they could maybe make it a bit more of a denser experience which is still open world, but fuses (sorry for the TOTK pun) the best aspects of older Zelda games with the best aspects of the open-air Zelda games (BOTW and TOTK). This would serve well to cater to both types of Zelda fan. That would help save time on creating so much land, I think TOTK is like x3 the size of BOTW which was already so huge I didn't explore a good amount of it anyway to begin with! Seems like a nice compromise. Maybe throw a new 2D game alongside too, please :P. Best of both worlds!
 
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Review cover
Product Information:
  • Release Date (NA): May 12, 2023
  • Release Date (EU): May 12, 2023
  • Release Date (JP): May 12, 2023
  • Publisher: Nintendo
  • Developer: Nintendo
  • Genres: Adventure, Open World
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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