Six years later, Tears of the Kingdom doubles down on that nucleus of gameplay, presenting the player with a sweeping new crusade in a fantastical land filled with startling vistas, gripping puzzles and malevolent goblins. It’s part travelogue, part mystery, part brain-teaser.
As much as it closely resembles the mechanics and appearance of its predecessor, Tears of the Kingdom holds many secrets and no little innovation. Nintendo has clearly learned from the untrammelled success of Fortnite, Minecraft and even Elden Ring, incorporating far broader elements of construction, improvisation and aimless fooling around with physics.
Series stalwart Link returns as the hardy adventurer forever cast as a lowly hero who saves the kingdom of Hyrule or (in the less enlightened times) Princess Zelda. In this sequel, a new demon king threatens Hyrule and Zelda goes missing only to make sporadic appearances as a potentially evil influence. But as always the plot here is less important. It is more the game’s mission to send the player on a dazzling odyssey in search of MacGuffins through wildly different terrain, from lush fields to desert to mountain to forests of snow. You wander open-eyed with wonder. You wonder at the sights and your mind wanders at the possibilities.
Can I go way over there? Yes! Could I climb that peak? Yes! Can I attach that thing to this yoke and make something incredible? Yes! What the hell is that? Let’s find out!
Breath of the Wild dabbled with enabling…
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