In most cases, video game critics, as well as those of us who have the purpose of getting ahead of the audience to tell or warn about what they might find in a future release, are required to juggle in order to restrict the amount of information that they share about a game. It goes beyond providing an excessive amount of information about the storyline, which is typically the least significant aspect: the fact of the matter is that a game is intended to be experienced in the first person, and it is a tragedy to deny the player the opportunity to find that experience for themselves.
However, we do it. We make an effort to describe the mechanics without going into detail, without revealing the surprises, and sometimes by concentrating coldly on the technical concerns. This is done in order to ensure that the player has a pleasant experience when they experience the first combos, the first camera moves, and the first discoveries. Nevertheless, you are continuously aware that you are stealing something. Furthermore, the level of anxiety has been amplified to an excessive degree with the release of “The Legend of Zelda: Tears of the Kingdom.”
I am hoping that I will be able to conclude this review by simply stating that if you enjoyed “Breath of the Wild,” you will enjoy this new “Zelda,” or even more, because of the new mechanics that have been implemented this time around. We have to proceed a little further, which may be a blessing or a disappointment. In terms of spoilers, I will make an effort to be as brief as possible; but, I will also share mechanics or surprises that the press has not seen yet.
It’s possible that the reason for this reticence is the key to unlocking the game’s enormous potential. The secret to ‘Tears of the Kingdom’, much like it was in ‘Breath of the Wild,’ lies in the step-by-step exploration of the universe that is presented to us. Here, we have a collection of floating islands that are connected to one another in the most varied ways possible. If there were a Hyrule that consisted of enormous fields and incredibly wide terrains, then this would be it. A chasm might exist between them, or they might be connected by bridges or railroads that allow us to travel from one to the other. Both of these possibilities are possible. The ‘Breath…’ principle of vertical exploration, but carried to an extreme, in a version that takes place in an ascending and descending fashion that has never been seen before.
(Although, of course, there will also be exploration on land, in a map of Hyrule that is very different from what was in ‘Breath…’, and there is much more, much more than the skies and the surface, but you will have to find out for yourselves what it is that you are looking for. It is imperative that you have patience, since you will require it.
It will be up to us to pick how we will go to each of them, and just like in “Breath of the Wild,” the player will also have the ability to choose the pace at which they want to go and the dangers they are willing to take. Due to the fact that floating islands make it simpler to delimit where the player can and cannot go, this time around the journey is a little bit more guided. This is because there is no need for invisible walls to be there. Although, as in ‘Breath of the Wild,’ especially in the initial stretch, there are doors that do not open without first passing through other places, among other tricks to ensure that the player does not suffocate, these barriers are made with the subtlety that is characteristic of the best Nintendo games. From the very beginning, the feeling is that “I can go wherever I want.”
One of the most noticeable similarities between this game and “Breath of the Wild” is the game’s colorful, cel-shading-like style. This is likely the most evident similarity. To put it simply, we are confronted with a sequel that is visually highly dependant on the original chapter, with the exception that it has entirely redesigned the opponents, the compulsory disappeared society that we will have to rediscover with our research, and that it shares movement and combat controls as well as certain elements.
Among these inherited mechanics is the option of cooking recipes to improve food, antidotes, and other components that we discover. Additionally, the wear and tear processes of weapons and shields will push us to continually repair and hunt for new elements that can serve as weapons. These mechanics will be passed down to us from generation to generation. Are we going to be dealing with a sequel that is not particularly original, taking into consideration the fact that the controls and the spirit are fairly similar to one another?
Link now gets the assistance of a magical hand that is brimming with skills, as was seen in the previews of the game. The Ultra Hand, which enables him to pick up objects, manipulate them in space as he pleases, and join them together; an absorption ability that enables him to join objects together; the ability to make objects go back in time; and the ability to pass through solid blocks that are on top of him are some of the abilities that these abilities grant him. There are a few more, such as the extremely helpful one that enables him to preserve the constructions he has produced with the Ultra Hand and rapidly replicate them. It is a kind of recipe book for gadgets that helps him save a lot of time.
You can understand that the possibilities are limitless, and this opens the door to the development of a wide variety of techniques, which may be utilized for traversing the environment as well as for challenging adversaries. There are gliders that can fly back and forth from one island to another, corners that were unreachable but may be investigated from a new perspective, and bombs that can go back in time to explode right in front of the noses of the people who tossed them.
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