The Legend of Zelda: Tears of the Kingdom Review

God tier…

Breath of the Wild is objectively one of the greatest video games of all time. It reinvented an established, wholistic formula into a monumental figure of unprecedented scale and innovation, while simultaneously capturing the essence of its foundation and in many ways, returned to its roots of ambiguity and unadulterated curiosity. Breath of the Wild revitalized the open-world genre from its creative dormancy, while launching its core into meteoric heights, fostering a new sense of explorative choice and non-linear discovery. As I proclaimed in my review from 2017, it is a masterpiece in every sense of the word. How does one follow up on perfection? You harmoniously amplify each impeccable element thousand-fold while incorporating a dizzying flurry of inconceivable mechanics that feel aptly familiar yet categorically novel. Breath of the Wild’s foundation and core structure remain intact with Tears of the Kingdom, where its visual canvass is downright identical to the untrained eye. However, its bevy of idiosyncratic implementations render its masterful playground as unrecognizable. The Legend of Zelda: Tears of the Kingdom is so astronomically impressive that it ineffably makes its innovative predecessor feel obsolete in comparison – a first draft edition of a masterful concept that hadn’t been fully realized. Tears of the Kingdom managed to whimsically surprise me in a multitude of magnificent ways. Audible exclamations of euphoric awe were consistently reverberated throughout its addictive and rewarding cycle of organic discovery and during each passing moment of its surprisingly captivating and poignant narrative. From its unparalleled sense of gargantuan scope and verticality, its intricate implementation of layered problem-solving, the ingenious foundation of evocative exploration and rewarding discovery, and its profound level of astounding creativity and beguiling imagination, each water cooler moment of unprecedented ingenuity and inventive complexity is expertly curated and left me absolutely breathless. Tears of the Kingdom simply improves on the very notion of perfection, appropriately crafting a brilliant experience that is undefined by the standard conventions of the genre, while leaving its competition and predecessor forever hidden in its shadow.

Tears of the Kingdom is unequivocally ambitious and succeeds in delivering one of the most rewarding experiences.

While Breath of the Wild adopted a cinematic touch for its narrative structure and presentation, its core foundation was still limited by the standard conventions of the Zelda formula where many elements relied on the tendencies derived from the franchise’s inception. From its robust advancement in production value to its non-linear approach to narrative design and exposition, Breath of Wild was an organic evolution to the franchise’s core methodology and blueprint for modern storytelling. Its narrative limitations of predictability and formulaic progression held it back from being the storytelling juggernaut it strived to be. Ultimately Breath of the Wild was a welcome and necessary first step in the right direction, laying out the fundamental path for its successor. Breath of the Wild walked so Tear of the Kingdom could run. Tears of the Kingdom’s narrative is one of the many delightfully unexpected improvements to the exceptional formula established by Nintendo’s previous masterpiece – it is simply magical. It is a gripping mystery ripe with tantalizing speculation and poignant melancholy. Tears of the Kingdom delivers resounding notes of futility and sacrifice in completely unpredictable and unconventional ways that left me completely speechless. For instance, the thematic importance and poignant reveal behind the Master Sword and the beguiling spectacle whilst retrieving the legendary weapon legitimately sent shivers down my spine, becoming one of my favourite video game moments of all-time. Tears of the Kingdom’s jaw-dropping finale is also a remarkable achievement of bombastic enthrallment and resonating poignancy, delivering one of the most breathtaking and satisfying resolutions in recent memory. I cannot even recollect the number of times I audibly gasped or exclaimed my bewilderment to the narrative that was unfolding before my eyes. Narrative vignettes, called Memories, make a return in Tears of the Kingdom which act as a non-linear exposition device and a gratifying reward for the masterfully executed exploration. Not only are these Memories less cumbersome to locate but each cinematic nugget displayed through the subsequent discovery offers a riveting snapshot into Zelda’s story that miraculously transcends both the past and future. These non-linear vignettes highlight some of the most breathtaking and sentimental moments in the franchise’s history that range from cinematically bombastic showcases of destructive power to somber, melancholic moments of levity, tragedy, and sacrifice. Tears of the Kingdom establishes a masterful implementation of unequivocal hype and genuine bewilderment that meteorically transcends its narrative to beguiling new heights. In line with Twilight Princess and Majora’s mask, Tears of the Kingdom radiates a notably darker and mature tone, one that is exemplified by its remarkable cold open – a further testament to its innate ability to subvert expectations. Despite this somber inversion, Tears of the Kingdom manages to exude perpetual slices of warmth and tranquility throughout the overarching expedition, striking a harmonious and thematic equilibrium between the newfound darkness and the familiar light. One element that plagued its predecessor and continues to act as a crux to an otherwise pristine narrative package is the inconsistent voice acting. While some characters exude notable depth and exquisite range with their performances, a particular titular character and a select few fall short of the status quo, with their underwhelming performance feeling out of place from the established quality. Alongside its groundbreaking predecessor, Tears of the Kingdom manages to be an impressive, technical feat on the Nintendo Switch. Its true brilliance lies in its ability to adequately function on Nintendo’s underpowered console, given the gargantuan scale and verticality of the newly layered and expansive world of Hyrule. The notable frame drops and rudimentary pop-in is a necessary price to pay to deliver an otherwise seamless experience; whether if you soar through the tranquil gales between sky islands or traverse the environmentally dynamic plains of the idiosyncratic biomes in Hyrule, Tears of the Kingdom is remarkably consistent with its technical performance regardless of the mayhem that is thrown your way. From a visual perspective, Tears of the Kingdom is nearly identical to its predecessor, with many of its assets being repurposed while simultaneously acting as a blueprint for this improved instalment. From the illustrious gleams of a sunrise peering through the clouds to the tumultuous persona of the climate shifts impacting the familiar, yet foreign regions of Hyrule, Tears of the Kingdom’s dynamic and evolving nature lends to its organic environmental design, exemplifying a profound reverence of comfortably familiar and breathtakingly novel. One presentational element this iteration embodies that vastly surpasses its predecessor is its impeccably tuned orchestral score which resonates an ineffable trance of auditory bliss. Breath of the Wild adopted a “less is more” approach to auditory design which served the desired purpose profusely. Tears of the Kingdom doesn’t shy away from the audacious intricacies of a bombastic and prolific composition. While there are moments of tranquil levity parsed throughout the overworld, where the musical score personifies a minimalistic approach, there are an equal number of instances where the electrifying score harmoniously weaves with the integral moments of narrative resonance, incorporating beautiful iterations of the iconic soundtrack that evoke an elaborate equilibrium of nostalgia and novel ingenuity. Tears of the Kingdom’s rendition of Zelda’s classic theme is ineffably exquisite and the Stable Trotter’s performance of the Great Fairy’s Serenade is a heartwarming melody that rivals the whimsical innocence of Howard Shore’s masterful work in The Lord of the Rings trilogy. Tears of the Kingdom’s main orchestral theme is symphonically masterful, arranging melodic chords that ring nostalgic waves of whimsical bliss while striking a thunderous crescendo that exudes an evolving aura of contemporary deliberation. In short, its robust orchestral score resonates with the revolving spectrum of dynamic themes and emotive vignettes, composing one of the most memorable soundtracks in the franchise’s already competitive repertoire of greatness.

Tears of the Kingdom delivers the most evocatively gripping and solemnly poignant narrative in the entire franchise.

Exploration continues to be the main name of the game for Tears of the Kingdom, exemplifying that same euphoric and addictive loop of rewarding discovery that established Breath of the Wild as the gold standard of the open world genre. Its emphasis on freedom and non-linear design remains a vital component of its DNA; discoverable quests, cryptic shrines, expansive side adventures, and exquisite points of interests can be uncovered at the player’s own volition, with the entirety of the overworld map shrouded to the player’s preliminary eye and layers of the explorative domain peeling away through uncharted curiosity and organic discovery, following the same beat as Breath of the Wild’s innovative drum. The nature and tools at your disposal for its holistic discovery have been enhanced astronomically. In Tears of the Kingdom, you can still traverse to any single point in the world and Breath of the Wild’s remarkably novel climbing mechanic makes a welcome return, illustrating a pristine level of flexibility and freedom that hasn’t been matched since. Intricately placed caves, caverns, and wells are weaved throughout the tumultuous plains of Hyrule, underlining that euphoric sense of exploration and adventure that is downright addicting. These inquisitive passages of uncharted territory range from bite-sized nuggets of whimsical delight to expansive realms of unwinding extension that provide a substantial amount of depth. I cannot recollect the number of instances where I would be trekking towards a main objective, only to be allured to the tantalizing entrance of a cavern and being swept away by the beguiling trance of discovering hidden bosses, treasure chests, unique collectibles, and improved weaponry, while uncovering secret entrances to completely new regions, locales, or points of interest as a result of this underground expedition. This immaculate philosophy of residual satisfaction acts as a dangling carrot before the player’s eyes and emits a radiating aura of unadulterated adventure and euphoria, paying homage to its founding roots of non-linear design. While its open-world canvas is interpretively similar to that of Breath of the Wild, the extensive plains of Hyrule in Tears of the Kingdom inherently feels more alive and dense, not only integrating the new explorative nuggets I mentioned previously but also placing NPCs generously throughout the vast layers of the world map, who provide side quests, recipes, or at the very least, some form of dynamic dialogue. Breath of the World’s scope was infatuated by the notion of pure size and scale while Tears of the Kingdom’s focal point of evolution lies in its ineffable density and remarkable sense of deliberation. Tears of the Kingdom’s preconceived definition of explorative possibility has evolved substantially through the introduction of its layered world design, taking exploration to the uncharted skies. A myriad of archipelagos are suspended in the vast aerial sea, ripe with their own league of rewarding secrets and tantalizing discoveries, waiting to be uncovered by imaginative explorers. The act of travelling between the pristine skies and acclimated land is ineffably seamless, with the means of the aforementioned travel being a sea of creative flexibility and freedom itself. The colossal scale and imaginative scope of this iteration of Hyrule is ineffably ambitious, with an additional layer of its expansive verticality and structure being kept a deliberate secret, paving the way for a new perception of grandiose perplexity and genuine astonishment. I will refrain from divulging its euphoric wonders of bona fide curiosity and whimsical uncertainty but trust me when I say that discovering the true nature of Tears of the Kingdom’s verticality left me utterly speechless. Tears of the Kingdom’s true ingenuity lies in its newly introduced abilities that rival the unadulterated euphoria of Super Mario Odyssey’s capture mechanic and the mind-bending complexity of Portal’s innovative portal warping system. Tears of the Kingdom’s Ultrahand and Fuse mechanics are remarkably inventive and further extenuates the established formula of creative freedom and idiosyncratic imagination. From a shallow, surface level perspective, the Ultrahand ability would appear to be an enhancement to Breath of the Wild’s Magnesis ability. Magnesis was restricted to metallic objects and only provided Link the capacity to freely move said object within reason. Tears of the Kingdom treats its predecessor’s inaugural implementation as a premature concept, with Ultrahand imploring a marvelous sense of creative thinking and limitless potential. Not only is the selection of controllable objects vastly expanded, but Ultrahand also introduces the distinctive ability to attach objects to one another. Through Ultrahand, you are able to build and manipulate unique constructs that augment idiosyncratic traversal and aid in peculiar problem-solving, resulting in an expansive set of whimsical permutations that profusely advocate the notion of no single solution being the definitive re solution to a presented challenge. From vehicular inventions that transcend the defined blueprint of traversal such as exquisitely built aircrafts that provide aeronautical passage throughout the massive skies of Hyrule, to intricate and idiosyncratic weapons of destruction that evolve the established notion and perception of combat, Tears of the Kingdom’s remarkable constructs illustrate the potential of creative endeavors and the immeasurable possibilities of this evolving canvas. These elaborate creations are made possible thanks to Zonai Devices, which are peculiar items from an ancient race and time that run on an energy charge delivered by an upgradable Energy Cell or a temporary Battery device. The eclectic variety of idiosyncratic Zonai devices can be claimed at satisfying Gacha dispensers, which delightfully spit out heaps of diverse Zonai Capsules for future use. Zonai Devices offer a single function that can be utilized in a multitude of imaginative ways. Fans provide a continuous gust of wind from its internal propeller; these devices can be placed on the surface to provide a torrent of wind which allows Link to ascend with his paraglider or they can be attached to minecarts, aerial contraptions, ergonomic sleds, and makeshift boats to propel the vehicular construct forward within its respective environment. The instinctual combination of a Construct Head and any respective combat Zonai device when attached to a mechanized vehicle creates a motorized weapon of mass destruction. From a massive aerial drone laced with automated cannons and homing laser beams to a heavily armored tank with impenetrable defenses and an overwhelming artillery, Ultrahand along with the unique combination of Zonai devices personifies a sense of combative freedom that allows players to engage the bombardment of an enemy encampment in an undefined and free-flowing manner. The creative and ingenious potential of these vehicular constructs is fully realized through the brilliant minds of the eccentric community, with players building fully functional X-Wing Starfighters, replicas of a towering Metal Gear, and a brilliantly designed Batmobile from the Dark Knight Trilogy topped off with the iconic ejection to the Batcycle. Tears of the Kingdom is a prime example of delivering invigorating water cooler moments that are ripe for beguiling discussion and ludicrous enthrallment.

Ultrahand evokes a brilliant induction of creative ingenuity and endless potential, forever changing the nature of free-flowing exploration.

Combat in Tears of the Kingdom remains a strong catalyst for intuitive simplicity and satisfying complexity, with the invigorating parry, perfect dodge, and flurry rush mechanics making a resounding return. As demonstrated in Breath of the Wild, landing a perfect parry emanates a satisfying auditory blast in the wake of a counterattack, performing a perfect dodge creates an opportune window to unleash a glorious flurry of slashes, and drawing your bow whilst in mid-air results in slo-mo bullet time, allowing for pinpoint accuracy for critical shots which echo a gratifying and resounding chime. Breath of the Wild’s controversial weapon degradation system also makes a notorious return. While the eventual demise of my favourite weapons was an upsetting realization of inevitability, it forced me to adapt and step outside of my comfort zone, driving me to use different weapons and unique combinations that I’d never consider otherwise. One minute aspect where Breath of Wild reigns superior over its successor is the comparison of its Champion abilities to Tears of the Kingdom’s Sage abilities. Not only were the Champion abilities more practical and strategically useful in exploration and combat encounters but their execution was significantly more intuitive and user-friendly in comparison to the Sage abilities. You have to physically walk up to the Sage’s avatar during the hectic battle and situate yourself at the required angle before receiving the prompt to activate their ability. It is a needlessly cumbersome mechanic, where Breath of the Wild allowed players to activate Champion abilities at the press of a button. It is the only element that is inferior to its predecessor. Tears of the Kingdom’s Fuse mechanic is an incredible innovation that audaciously shifts the established conventions of its combat systems. With this idiosyncratic ability, Link can fuse any object or item to an equipable weapon, further enhancing both its durability and overall attack power. This remarkably inventive ability of imaginative complexity has forever changed the fabric of Zelda’s dynamic combat, establishing creative flexibility and freedom with the vast permutations between weapons and applicable items. Fusing incorporates a litany of unique combinations that have different functions from standard combat enhancements to strategic tools of practicality. Fusing a Korok leaf to an offensive weapon will unleash a gust of wind, hurling enemies into the turbulent gales of your projectile while fusing a Zonai rocket to your shield will propel Link perpendicularly towards the sky as a practical means to attain significant ascension at a higher velocity. The true reverence of its fusing abilities stems from the colossal amount of monster parts you can fuse to enhance the attack power of your base weapon. When you defeat a monster in Tears of the Kingdom, they drop a slew of different parts from guts, nails, horns, and tails – some pretty grotesque stuff. In Breath of the Wild, monster parts simply served as an ingredient for concocting elixirs. In Tears of the Kingdom, monster parts are an integral component for fusing as they tend to have the highest attack power boost, especially monster horns. Fusing monster horns and other rare items to a base weapon not only greatly increases its attack power but can also change the inaugural functionality of the weapon. Fusing the crescent horn of a Silver Lizalfos to your weapon transforms it into a terrorizing scythe whereas fusing a ruby to a weapon converts it into a magical rod conjuring destructive fireballs with every swing. Monster parts and the tantalizing possibilities imbued from their fusion combinations provide another robust incentive for rewarding exploration throughout the overworld and the previously aforementioned caves. Exploring the vast caverns already provides a euphoric sense of awe and wonder whilst uncovering the hidden secrets of the uncharted plains, but defeating enemies housed within these concentrated areas act as a reward itself as their dropped parts are invaluable materials capable of powerful combinations when fused correctly. The Fusing mechanic also replaces Breath of the Wild’s different arrow types, where players can fuse various items to regular arrows which greatly shifts their base function and typical use case. Fusing a bomb flower or fire fruit to an arrowhead will transform it into a volatile bomb arrow or an invigorating fire arrow respectively. You can also fuse any pillaged monster parts to your arrows, with some combinations increasing the damage output of the arrow while others add practical enhancements to the base function. Attaching a Keese eyeball to an arrowhead will add a homing effect to your projectile guaranteeing a critical shot, while fusing any wing part from a fallen enemy will allow your arrow to travel a substantially longer distance. The added functionality and fuse potential of items make foraging and pillaging a fundamental component to the core of Tears of the Kingdom’s foundation. Lending to its paramount stature of ubiquity and resourcefulness, pillaged and foraged items continue to be used as the required ingredients for armor upgrades curtesy of The Great Fairy. Base weapons found on the surface tend to have weaker stats due to their decayed nature, which serve as both a gameplay crutch and an integral narrative device. Weapons in pristine condition are an alluring rarity and can be discovered in the deepest corners of Tears of the Kingdom’s elaborate world of obtuse verticality, propelling another tantalizing reward for exploring and charting the unknown. Randomly generated modifiers make a glorious return in Tears of the Kingdom, with the alluring potential of attaining a base weapon, bow, or shield with a notable enhancement. Increased durability, decreased charging time, an improved flurry rush, and increased attack power are few of the many permutations available. Tears of the Kingdom also introduces armored enemies, which function in the same manner as their standard counterparts, but require a bombardment of explosives or a visceral assault from a hammer type weapon to remove their armor shell. Enemy encounters retain that essence of palpable intensity with climactic battles between the vast compendium of monsters striking a resonating chord of exhilaration and methodical deliberation. From the arduous duels against ravenous Lynels to the required precision to combat a monumental Flux Construct, there is never a shortage of bombastic skirmishes to partake in and with the vehicular creations of intricacy achieved through Ultrahand, encounters can be overcome in a number of imaginative ways, the means of which are limited by the creative ingenuity of the player. Gleeoks are undoubtedly my favourite new addition to the overworld’s large catalogue of destructive creatures. These colossal three-headed dragons are frighteningly menacing and bombard you with malevolent beams of fire, frost, and/or thunder. These battles are a remarkable spectacle considering their gargantuan size and asinine arsenal of destruction, with the final phase radiating a brilliant chord of symphonic intensity, putting your skills of aerial combat and intricate resourcefulness to the test while also permeating a cinematic rush of triumph upon landing the final blow. Your gratifying reward for slaying this monumental beast is its horns, which can be fused to your weapons to create exquisite elemental armaments that unleash a flurry of elemental chaos with each glorious swing. Gloom Hands are also a formidable and objectively terrifying new enemy that instil a profound sense of impending dread upon their surprise confrontations. These demonic monstrosities are agile and relentlessly aggressive, delivering insurmountable damage once they’ve caught you within their grasp. Taking damage from Gloom Hands will inflict you with the gloom effect which not only damages you but also reduces your maximum number of hearts. Gloom Hands also emerge from a pool of gloom which moves alongside the tormented tendrils, rendering the encounter forfeited if they get too close to you. Defeating these grotesque abominations will result in a malevolent surprise – an almost tortuous phase two of the encounter, a moment of despair that I will not spoil. With the organic permutations of its dynamic environments and its expansive toolbox advocating player freedom and evocative flexibility, Tears of the Kingdom’s approach to non-scripted and free-flowing combat is a marvelous achievement.

With the introduction of the ubiquitous Fuse mechanic, new ferocious monstrosities of destruction, and vehicular constructs of imaginative execution, Tears of the Kingdom’s dynamic and open-ended combat is an addictive delight.

Tears of the Kingdom continues its enthrallment of beguiling innovation through the Ascend ability, a mind-bending power that allows Link to dive upwards and pass through solid objects, so long as there is a relatively flat surface above and below. While this intricate tool of practicality is predominantly used as a means for elaborate problem-solving, Ascend is a remarkable instrument of affluence and convenience, elevating the nature of traversal and further extenuating the depth of its explorative identity. Excavating the depths of an illustrious cavern is euphorically delightful with a swift, convenient exit always possible thanks to the Ascend ability. Through ascension, you can reach previously inaccessible areas, with many moments of astonishment stemming from the discovery of completely new regions and points of interest after emerging from the catacombs of the unknown. Tears of the Kingdom’s level design is so impeccably crafted and complexly woven, it can accommodate the intricate and undefined use cases of the Ascend ability without breaking its core foundation and technical being. Tears of the Kingdom’s final display of idiosyncratic power is its Recall ability, which works as an expected rewind mechanism. This ability allows Link to reverse the flow of time for certain objects, which is extremely resourceful from a combat and traversal perspective. Falling pieces of debris from the levitating sky islands can be recalled, causing the debris’ trajectory to reverse, and allowing Link to ascend towards the expansive skies as the debris returns to its place of origin. You can also use the Recall ability to resend any physical and hazardous projectile back to the enemy in a remarkably satisfying, almost cartoonish fashion. Tears of the Kingdom’s repertoire of unique, idiosyncratic abilities is brilliantly showcased and aptly demonstrated through the return of its exquisitely designed Shrines. These bite-sized challenges of masterfully crafted ingenuity are impeccably designed and implore a profound sense of problem-solving. Link’s newfound abilities have significant prominence in each Shrine’s subsequent resolution, with the intricate nature of each power brilliantly weaved into the DNA of the Shrine’s elaborate design. With over 120 uniquely designed pockets of alluring enigmas sprinkled throughout the overworld, there is never a shortage of euphoric moments of realization and tenacity. Shrine Quests apply the same foundation of this problem-solving logic and delegate their inquisitive DNA to the expansive environment and overworld surrounding it, requiring the player to locate the hidden Shrine crystal and return it to its respective base. Expanding from the inner sanctum and confinement of a traditional Shrine, Shrine Quests have a reliance on environmental reconnaissance and critical thinking, a nice extension and departure of the established ebb and flow. Completing a Shrine in Tears of the Kingdom will grant you a Light of Blessing, which function in an identical fashion as its predecessor’s Sprit Orbs. Trading four of these key items will grant you a Heart Container or Stamina Well, permanently increasing your maximum hearts or stamina respectively. Breath of the Wild’s answer to the notable omission of traditional dungeons was the Divine Beasts, colossal mechanisms that could be explored in a similar fashion to the established notion, but lacked a prominent sense of environmental and thematic diversity that fans of the franchise came to expect. Not to mention the boss encounter at the end of each Divine Beast was a carbon copy of one another, Divine Beasts offered a grandiose aura of spectacle but ultimately lacked the required essence of residual complexity and diverse ingenuity that resulted in a   iterative step backwards for some. Tears of the Kingdom’s deliverance of Temples is a notable return to form for the established foundation of this franchise. While they don’t reach the same meteoric heights and illusive complexity of the dungeons in Twilight Princess or The Ocarina of Time, Temples in Tears of the Kingdom are still oozing with remarkable nuance and free-formed problem-solving, with each offering a unique gameplay and aesthetic twist catered to the environmental hazards plaguing that specific region. Each Temple is impeccably crafted with a unique element in mind, brilliantly shifting the core of its fundamental navigation and weaving in clever usage opportunities for the previously mentioned Sage abilities and Link’s newly formed arsenal. Even the prelude to each Temple is just as robust and enthralling as its subsequent dungeon; from traversing illustrious sky islands in zero gravity to an aerial battle atop the peak of Death Mountain, these riveting and arduous expeditions act as a delectable appetizer to an immaculate main course. To top off the brilliant notion of its beguiling Temples, each glorious labyrinth of bewilderment is concluded with an invigorating boss encounter, delivering a bombastic enthrallment of chaotic maneuverability, and intricately weaving in Sage abilities to the free-flowing DNA of the extensive battle. Tears of the Kingdom’s intrinsic problem-solving nature extends to every facet of its holistic being. Open-ended exploration relies heavily on a profound level of critical thinking; from the simplistic complexity of activating a Skyview Tower to the addicting and cryptic nature of its laborious quest design, Tears of the Kingdom requires a substantial amount of environmental examination and creative interpretation. Every minute element in Tears of the Kingdom has been revamped to incorporate some form of critical thinking, with progression being tied to overcoming cryptic challenges in all different shapes and sizes.

Tears of the Kingdom’s focal point of problem-solving is imbued in every thread of its DNA. Its true brilliance lies in its philosophy of independence and reverence, supporting the notion that no single solution is the definitive resolution to a presented challenge.

No single review can appropriately capture the essence of Tears of the Kingdom’s magic, there’s simply not enough time or headspace to cover all of its ingenuities. From some of its addictive mechanics that I didn’t get the chance to touch on, such as its unapologetically robust cooking and foraging system or its diverse survival mechanics and dynamic weather implementation, to its complex ideologies of cryptic challenge and ubiquitous problem-solving, Tears of the Kingdom is unfathomably massive in both physical scope and interpretive scale. I didn’t even detail the detriments and challenges stemming from the Gloom that plagues the intricate layers of Hyrule, introducing new aspects of adaptability and survival. Tears of the Kingdom’s level of verticality is an absolute marvel, and its gargantuan sandbox of enthrallment is accentuated by the deliberate care and engagement of each element housed within its expansive world. I rolled credits at the 155-hour mark and was welcomed with a completion rating of 55%. I undeniably have a bountiful number of hidden secrets left to discover, side quests to delectably unravel, rare equipment to attain, and unknown regions to explore, but the mere fact that my 155 hours equate to 55% completion of its gargantuan world is completely asinine and bewildering. Tears of the Kingdom personifies a remarkable maturity and evolution for the franchise, with its gameplay chops ascending the stratosphere in grandiose complexity and creative interaction. Its non-linear and cryptic structure is weaved into every fabric of its DNA. Supporting the notion of one solution never being the sole answer to a presented challenge – thought-provoking Shrines, enigmatic quests, explorative puzzles, and even the sequence of its presented events, Tears of the Kingdom respects the player’s intuitive flexibility and creative interpretations, with the developers essentially taking a back seat and allowing you to approach any situation, moment, or encounter in the way that you see fit. Just like with Breath of the Wild, you can even venture off the main line path to fight Ganon immediately after the tutorial. Tears of the Kingdom tells the most compelling and poignant narrative of any Zelda game, emanating emotive chords of heartbreaking sacrifice and enthralling astonishment. It is equally as layered and ambitious as the masterfully crafted world they inhabit. Its seamless transition between the expansive layers of Hyrule is a technical achievement of ineffable proportions. The symphonic depth of its auditory perfection echoes resounding blasts of harmonic heroism and haunting tranquility. Its innovative and creatively abstract abilities form new realms of ingenious possibility for non-scripted exploration and combat. Many of these abilities can be chained together in quick succession as a creative means to overcome or outright skip established challenges and puzzles, resulting in awestruck moments of well-earned euphoria and elation. Tears of the Kingdom’s catalogue of invaluable collectibles is another rewarding incentive for its free-flowing exploration, with each gratifying item of rarity providing some form of improvement or upgrade to your equipment or inventory. From the overabundance of Korok Seeds to the intricate placement of a Bubbulfrog and its illustrious Bubbul Gem, these valuable items of enhancement emphasize the unanimous guilty pleasure of Tears of the Kingdom’s true addictive and distractive nature. Tears of the Kingdom’s beguiling display of world interaction and adaptive creativity is simply breathtaking. It is an astounding vessel of unparalleled ambition and overwhelming interpretation that undisputedly succeeds in delivering one of the most fulfilling video game experiences of all time. Tears of the Kingdom is a conducive showcase that Nintendo is not bound by the standard conventions of the modern video game industry, elevating the status quo to new meteoric heights once again. If Breath of the Wild was heralded as one of the greatest video games of all time, then the only appropriate attribution for Tears of the Kingdom is that it is the greatest video game of all time.

Rating: 10 out of 10.

10

Posted by

Your friendly neighbourhood video game writer/musician from the Great White North. While he's been playing video games since the late 90's, the one video game that kickstarted this obsession, hobby, and possible career (?) was Bioshock, and the rest is history. A firm defender of The Last of Us Part II and believer in Super Mario Odyssey's superiority over Breath of the Wild.

One thought on “The Legend of Zelda: Tears of the Kingdom Review

Leave a comment