Screenshot by Destructoid.<\/figcaption><\/figure> So are there dungeons or what?<\/h2> They’re called “temples,” but they’re<\/strong> basically framed like Divine Beasts<\/strong>. After entering them (following a questline to actually discover them), you’ll be tasked with unlocking four~ locks: attached to a door that houses the final boss.<\/p> I can hear the yawns now, but the temples are a step up from the Divine Beasts solely because of how many puzzle solutions are available with the new powers and inherent game mechanics. The sequence-breaking options alone are sick: if you put 10 people in a room and make them solve any given dungeon, everyone would do at least one lock or puzzle differently. Ascend and Ultrahand are the big fun culprits, and the Divine Beast “do any of the locks in order” sequencing works far better now that there are more ways to approach each individual problem.<\/p>
I had a very similar experience with finishing shrines, which return in Tears of the Kingdom<\/em> and are similarly linear. Shrines as a whole are\u00a0a lot\u00a0<\/strong>more dynamic as a result, and I’ve encountered far less frustrating puzzles compared to\u00a0Breath of the Wild<\/em>. The designs, in general, are looser, which not only helps get your creative juices flowing; they’re also less obtuse, and more fun.<\/p> Again, I cannot stress this enough: the powers in Tears of the Kingdom<\/em> are indeed empowering. Instead of slowly climbing up a tower, you can Ascend. If there’s no land mass to Ascend to, you can typically build a bridge or a way to help cut down on a taxing climb.<\/p> Screenshot by Destructoid.<\/figcaption><\/figure> The story is still in the background, and your narrative mileage may vary<\/h2> The framework of the game’s main story is going to be one of the bigger sticking points as we move into the Tears of the Kingdom<\/em> discourse. The faster setup helps a lot, as a lot of the pageantry of the world is not needed given the nature of Tears’\u00a0<\/em>existence as a sequel.<\/p> But a lot<\/strong> of the narrative is still told through flashbacks (which are part of another Zelda-linked sidequest chain), and the structure itself is also similar to how Breath of the Wild’s<\/em>\u00a0story plays out. That said, it does kick off very\u00a0<\/strong>quickly, in the way a direct sequel should, and it does ramp up to deliver an array of lore-heavy material. There’s some tutorializing here (especially when it comes to the new powers), but there’s a lot more urgency with the story upfront, and a little more intrigue when it comes to two major facets: the lore, and Zelda herself.<\/p> We learn about the ancient Zonai civilization, prior wars with the dark forces of Hyrule, and how Link and Zelda fit into all of it. There’s very little I can say about the story without going into spoiler territory, but suffice it to say I did enjoy the narrative a bit more this time around: even if some of its beats are humming along a little too quickly or are out of the way.<\/p> Screenshot by Destructoid.<\/figcaption><\/figure> It’s\u00a0Breath of the Wild<\/em> plussed up, which is going to do different things for different people<\/h2> Depending on your perspective, some of the features present in\u00a0Tears of the Kingdom<\/em> are either a comfy return home or caveats. It’s very similar to Breath of the Wild<\/em> not only in structure, but in terms of core mechanics. Although “Zelda<\/em> games are the same” is a criticism that’s been levied at the series since its “teenage years” so to speak, some fans see that as a boon, not a burden.<\/p> Me? I loved nearly every minute of Tears of the Kingdom<\/em>. From zooming up into the sky to spelunking in the depths, there’s way more to explore here, and I feel like I haven’t even scratched the surface outside of the main story and some key sidequests. But the real kicker that helps separate\u00a0Tears<\/em> from\u00a0Breath of the Wild<\/em> is its big swing power set. I felt like I was in control at all times, and had the ability to create my own path. For a series known for sequence-breaking that’s not just a perk; it’s a strong argument for why Tears of the Kingdom<\/em> will be talked about for years on end, and may even top some favorite\u00a0Zelda<\/em> lists.<\/p> [This review is based on a retail build of the game provided by the publisher.]<\/sub><\/p>","protected":false},"excerpt":{"rendered":"","protected":false},"author":8,"featured_media":377847,"menu_order":0,"comment_status":"open","ping_status":"closed","template":"","categories":[],"tags":[19110,19111,255,19152,228],"article_type":[],"coauthors":[],"acf":[],"yoast_head":"\nReview: Zelda: Tears of the Kingdom<\/title>\n \n \n \n \n \n \n \n \n \n \n\t \n\t \n\t \n \n \n