Reviews from

in the past


Jeu exceptionnel car tu peux construire tout et n'importe comme les tours jumelles ou créer un bonhomme avec un pénis

Mostly amazing, but if you give your player the option and encourage them to just fly over and skip your meticulously-crafted world (which you've made too big anyway), big chunks of the game become a zone-out. One day there'll be a middle-ground between this and classic Zelda that takes the crown.

Still a very good game but probably the weakest out of the main 3D Zelda titles. I think the problem with this game is so many things you do to progress your character involve several tedious little tasks. If you want a better inventory, you better slowly travel all those Koroks to their destination, if you want to not get one-shot by all the enemies, you need to grind out materials. Want more health and stamina? Well you better find and finish as many shrines as possible. All these things would not be such a big deal on their own, but they started to add up as i played through the game. It also would help if the building mechanic was just a bit more consistent and easier to handle. After awhile all those little grindy things you do, every time you need to help a dude fix his sign, and every little contraption you have to put together just feels like chores. Another very odd thing I noticed is that through the dragon tears flashbacks, the game can literally spoil its own story?? Like the flashbacks in botw made sense to be out of order, because they were not telling you the story, but simply adding context to what was told in the introduction. This time around, they just are the main way the story is delivered, which has no reason to be out of order. Again, I want to reiterate that this is not a bad game. It is actually very fun in small doses, and looks and plays as best it possibly could given the hardware; I just wish it felt more consistently entertaining. I beat the 4 main dungeons, did a bunch of shrines, and explored the open world a pretty good amount. Eventually I will come back and finish the game.

Hot take, this game isn't as good as botw

Menudo viaje tú. No se ni por donde empezar. El primero es un autentico juegazo, pero este se pasa. Me engancho como pocos y me dio experiencias jugables inmejorables, que hacia tiempo que no sentía. Lo recordare toda la vida.


This game improves upon breath of the wild in almost every way with gameplay and story being much better than the original

game mechanics wise the easiest 10/10 ever
i like the tone of breath of the wild much more tho

This review contains spoilers

Tears of the kingdom more like tears of myself for multiple reasons. Playing this game was such an interesting experience. My first ever Zelda game was botw and I played it in 2020 so I knew nothing going in. It was an incredible experience and the sense of wonder, exploration, and immeasurable amounts of fun I had while playing it could not be understated. So when I heard there was a sequel coming up I could not wait. However, the game came out in May which was when I got really busy studying for a huge test and I knew I wanted to just play without limitations so I delayed playing the game until October when I would finish the test. Well I began and was having so much fun but then something just shifted after I finished the first dungeon (the wind temple for me) and the game kept losing me. The story had gripped me but the gameplay was not doing it for me and I wasn't having a good time exploring. It felt more so like a chore because of the traversing the map so I completed the fire temple and then water temple and put the game down in November because I was having fun somewhat but I was at times getting annoyed. However I picked it up again a few days ago and did have a lot of fun with the rest of the game (mostly). So now to get into my thoughts on everything.

First I'm gonna start with the story which was storytelling perfection. As I mentioned I have only played botw so beyond that I have no connection to Link or Zelda and I was tuned into the story the whole time. The story made me absolutely adore Zelda to the point that at the end when she came to help fight as a dragon I started crying and then when she was turned back I bawled and then when we had to dive for her I broke down lol. The sacrifice she made because she knew it was the only option was just wow. The time travel aspect was so cool and I like how there was this element all throughout the game of rediscovering this lost civilization of the Zonai it just added so much mystery and wonder to the plot. But ya really strong story wise I mean I'm a crier but I've never cried during a game so Zelda did that girl.

Now for the gameplay and heres where I fault the game a bit. A lot of the core mechanics I enjoyed in botw are still here so theres still a lot to love. Where this game loses me is the sages and aspects of the exploration. Exploring in botw felt awe inducing and every second I couldn't believe what I was witnessing but here that just wasn't there. Maybe it was because I already explored parts of this map but I don't think thats it. If I had to place it I would probably say its because of how you're encouraged to explore which is to use flight and height and so I would travel to a place by just warping to a tower, flying up, and then gliding there whereas in botw I actually had to walk there and got to explore along the way which some may think was more annoying but Rivali's gale really helped make that exploration fun. I truly think if this game had that I would have had so much more fun with it. I understand the Zonai devices can literally duplicate that but I didn't really explore the building because I didn't have a desire to so I didn't create flying machines or anything like that. Which brings me to my next issue which was that goddamn fifth temple and the pacing of this game. The pacing is just not great imo. You do the 4 temples, then you think you're gonna fight ganon but actually its not the final fight (which side note I accidentally almost entered the final ganon fight because I thought you had to go through the depths not to the top and was only stopped because I lacked bombs and rocks in the room right before all those murals). Once you beat the phantom ganons they are like theres actually a fifth sage and your like okay so then you have to find where that is do a whole quest there, then you figure it out climb the island and have to move this mask, then you do that and you have to build this body, then you do that and have to get the stone, then you do that and have to fight a boss, then you still have to get the master sword and its like my goodness I was fully prepared mentally to fight ganon hours ago. So ya not great pacing for me. And it makes it worse that the final temple relied heavily on the building feature I barley used adding to my annoyance lol. However I found the other 4 temples really fun (besides the sages who could never keep up) and stimulating. I loved the lightning temple especially because it had that unique battle before where you had to defend garudo town but even just the puzzle-solving in the temple itself was really engaging. Same with most of the shrines. The sky was fun to explore, the depths not so much. All the abilities were so creative, my favourite was probably recall and fuse because of how much versatility they added to the game. I also enjoyed how much fuse changed the weapons system and really helped that feel so fresh and innovative. The final boss was amazing and I went into it not knowing how to flurry rush because I never bothered to learn it in either game so I learned it in real time while fighting ganon. I sucked at first but it was actually really fun to learn and grow to finally take that loser down. The fight was challenging enough but not too hard (I did it with about 11 hearts) so I really liked that about it because I needed to get better to beat it. Plus the final dragon sequence was incredible.

The music in this game my goodness I want this soundtrack to own because its so good. I got chills so many times because of it and they really outdid themselves. The songs and score just made you feel so much and complimented any aspect of the story/gameplay so well. My favourites are probably the army ganon theme, catching Zelda, the dragon fight theme, and the sky islands theme plus also ofc the main theme. Not to mention the opening title sequence just so cinematic my goodness. Art design was also wonderful!! Anyways this was really long but I did enjoy this game overall, I think in a year or so I might pick it up again and see if my experience changes but for now I'm gonna go play every other Zelda game there is because I want to experience this whole series of games

The game I would take with me to a deserted island

Durante essa análise irei debater sobre assuntos comparativos sobre Breath of The Wild e Tears of The Kingdom e descrever alguns problemas e possíveis soluções para esse novo formato que a série está tomando.

Em uma época com tantos lançamentos grandiosos na indústria dos videogames, Breath of the Wild foi o que mais cativou minha atenção nessa nova safra. Sua ênfase na liberdade deliberada em um mundo gigantesco reformulou nossa visão de mundos abertos em jogos. No entanto, muitos conceitos primordiais da franquia The Legend of Zelda foram sacrificados para tornar essa experiência possível. As Divine Beasts são relativamente fracas, os shrines têm uma variedade limitada, e o grupo de inimigos deixa a desejar. Valeu a pena? Com certeza, e não há problema algum em fazer certas escolhas para tornar um projeto com um escopo tão ambicioso uma realidade.

Quando foi anunciado que The Legend of Zelda: Breath of the Wild ganharia uma sequência, muitos fãs esperavam que os desenvolvedores conseguissem moldar essa nova fórmula para incorporar conceitos tradicionais da franquia, como dungeons mais elaboradas e uma narrativa mais densa. Em Tears of the Kingdom, esse objetivo foi em parte alcançado, não de forma direta, mas sim por meio da recontextualização de diversas mecânicas preexistentes.

A fragilidade dos equipamentos foi um dos tópicos mais debatidos entre os jogadores por um longo período, pois no início da aventura, ela permite um combate dinâmico, com trocas frequentes de arsenal tanto por parte do Link quanto dos inimigos, uma vez que esses equipamentos são descartáveis. Contudo, à medida que o jogador se aproxima do desfecho da jornada, o enfrentamento de inimigos poderosos acaba por implicar um desperdício de pelo menos duas armas valiosas, uma vez que os itens deixados para trás carecem de relevância nessa fase avançada da história.
Como os desenvolvedores solucionaram esse dilema? Em vez de meramente prolongar a durabilidade dos equipamentos, a equipe por trás deste título decidiu ir além, demonstrando sua criatividade.

Em Tears of the Kingdom, é introduzida a habilidade "Fuse", permitindo a Link mesclar objetos do ambiente em seus equipamentos para desencadear uma variedade de novas funções. Entre as várias possibilidades, destacam-se: a fusão de armas para expandir sua área de ataque, a combinação de itens elementares para conferir propriedades especiais às armas, e o uso de objetos robustos para aumentar a durabilidade. Além de resolver de forma criativa um dos problemas mais recorrentes de seu antecessor, "Fuse" permite quase infinitas possibilidades do jogador engajar em combates e ao mesmo tempo cria motivos para ir atrás de inimigos mais poderosos que são os portadores dos melhores materiais de fusão. Entre todas as melhorias implementadas, essa certamente se destaca como uma das mais impressionantes em minha opinião.

Sem dúvida alguma, a engenhosa física interativa programada é o aspecto mais impressionante desses dois títulos tornando incrivelmente gratificante explorá-la para resolver desafios em Hyrule. Muito foi comentado pelos desenvolvedores o quão difícil foi fazer essa física funcionar em todas as partes de Breath of the Wild, pois a mais pequena mudança quebrava áreas já feitas dentro do game. Dito isso, o momento que esse sistema é melhor apresentado são nos pequenos desafios impostos em shrines para testar os conhecimentos que o jogador tem das regras e mecânicas estabelecidas no mundo. Embora isso funcione perfeitamente quando as mecânicas estão em seu auge, a realidade é que menos de 50% dos shrines exigem verdadeiramente um pensamento crítico e atenção do jogador.

Para expandir esse processo criativo foi criada a "Ultra Hand", uma habilidade que permite uma interação com o cenário e a física de uma forma jamais vista, encorajando uma maior liberdade para a criação de engenhocas, engajamento em combates, deslocamento e resoluções de quebra-cabeças. Consequentemente, sua inclusão teve um impacto extremamente positivo nas shrines, que agora apresentam desafios muito mais interessantes, demandando um entendimento das novas habilidades do personagem e recompensando a criatividade do jogador. Aqui segue alguns exemplos de boas shrines: Deep Force; todas as Proving Grounds; Fire and Ice; Foward Force; Level Power; Built for Ralis. Não me interprete mal, Tears of the Kingdom possui shrines ruins e bastante repetitivas, mas é evidente um grande avanço na qualidade desses desafios quando comparados com seu antecessor. No entanto, há um problema relevante a ser abordado: a combinação das habilidades Ultrahand com Recall e Ascend acaba por comprometer esse processo criativo. Isso é um ponto discutível, mas acredito que boa parte das shrines sejam possíveis serem resolvidas fundindo um foguete no escudo.

"Quebrar" o jogo faz parte da experiência com esses títulos, algo afirmado pelo próprio Eiji Aonuma. No entanto, as pessoas frequentemente esquecem que o verdadeiro significado dessa interpretação é que os desenvolvedores almejam criar desafios nos quais os jogadores possam encontrar várias maneiras surpreendentes de resolvê-los. Não acredito que utilizar foguetes e abusar das habilidades em quase todo quebra-cabeça encaixe nesse quesito, mas sim que isso representa uma falha no balanceamento de Tears of the Kingdom. Esse conceito será muito mais abordado daqui para frente, uma vez que ele causa um detrimento em várias áreas dessa aventura.

Dessa vez, também temos uma narrativa significantemente melhorada, com antagonista melhor e um arco de desenvolvimento bem elaborado para a Zelda, o que confere uma maior significância ao confronto com Ganondorf. Embora este último não tenha uma profundidade excepcional, apresentar um vilão de forma convincente já faz um bom trabalho nesse meio. A cena em que a Master Sword é retirada da cabeça de um dragão enquanto Zelda discursa é, sem dúvida, a mais impressionante de toda a franquia.

Por outro lado, não sou muito fã da mecânica que permite ao jogador pegar as memórias em qualquer ordem. Em uma narrativa mais coesa como essa, isso acaba por diminuir o impacto das cenas e prejudica a continuidade da história. Em Breath of the Wild, a ordem desconexa das memórias não era tão problemática, uma vez que o conteúdo delas tinha apenas relações superficiais entre os personagens e a narrativa era menos estruturada.

O combate e as várias formas de atravessar o mundo em Hyrule são impressionantes quando atingem seu ápice. Tomemos como exemplo os Gleeoks, dragões que exigem precisão no uso do arco, habilidade de movimentação para desviar de ataques, preparo adequado de equipamentos e até mesmo o uso de poções, se necessário. Esses monstros destacam-se como uma excelente maneira de elevar os embates em Tears of the Kingdom, com potencial para serem tão memoráveis quanto os Guardians. No entanto, mais uma vez, dois problemas fundamentais surgem: o poder excessivo do bullet time e a liberdade de cura a qualquer momento. É compreensível que o uso de várias estratégias para abordar os inimigos seja parte essencial da estrutura do jogo. Contudo, é evidente que essas duas "mecânicas" estão desequilibradas, pois acabam por minar a capacidade de desfrutar de todas as nuances mencionadas anteriormente.

Se você chegou até aqui, é perceptível que quanto mais exploramos as mecânicas e as ideias desse novo formato, mais evidente se torna o problema que afeta esse sistema: a liberdade deliberada. Defendo firmemente que essa liberdade seja a essência artística desses dois jogos; no entanto, seria muito bem-vindo se os desenvolvedores impusessem algumas restrições a essas "quebras" na jogabilidade. Não estou sugerindo que, em uma atualização, removam a hover bike, o bullet time ou a capacidade de usar a ultrahand com recall. Quero expressar que ao estabelecer novas limitações de forma ponderada os jogadores seriam motivados a explorar a diversidade e a criatividade dos diferentes aspectos do mundo, refletindo exatamente a visão de Eiji Aonuma e Hidemaro Fujibayashi.

Outro aspecto preocupante é a crescente quantidade de objetivos que se apresentam no mundo do jogo. Desta vez, nos deparamos com 15 torres, 81 placas do Hudson, 120 lightroots, 139 side quests, 147 gemas de bubbul, 152 shrines, 194 cavernas e, obviamente, 1.000 koroks. Esse excesso de metas superficiais pode levar o jogador a investir dezenas de horas em atividades que não contribuem significativamente para a progressão da história, oferecendo uma sensação de recompensa ilusória - uma falha comum em muitos outros jogos de mundo aberto. Embora Tears of the Kingdom tenha conseguido integrar esses objetivos de forma mais coesa ao mundo do jogo em comparação com seus concorrentes, a obra certamente se beneficiaria ao reduzir esses números para priorizar a qualidade sobre a quantidade. Às vezes, menos é mais.

Por fim, The Legend of Zelda: Tears of the Kingdom representa a visão idealizada de Breath of the Wild pelos desenvolvedores ao longo desses dez longos anos de desenvolvimento. Com total certeza, é um dos melhores videogames desta geração, inovando em vários aspectos e elevando o padrão do gênero. Fico bastante ansioso desde que Eiji Aonuma mencionou que este é o formato que a série adotará daqui para frente, pois acredito que ainda há muito a ser aprimorado para alcançarmos a visão idealizada do que seria um The Legend of Zelda nesse formato. Espero sinceramente que continuem aprimorando e não retrocedam!







Breath of the Wild but again. Spawning on this game’s version of the great plateau makes you think there’s something new here, only to drop you back into Hyrule Fields and reveal that the sky is simply not as populated as the game alluded with it’s opening segment.

still didnt finish it but soooooo much better to me than breath of the wild

Even clearly limited, this game delivered one of the best adventures I've ever played, it's pure fun, with impeccable story and art direction, and it's the closest thing to an epic heroic journey we have in video games.

Okay, this is actually the greatest game of all time, completely seriously. I stopped playing this game at 115 hours, and had explored maybe half of the world. I’m so serious when I say I could put twice as many hours in this game as I did and still would have more to explore. The value of this game comes in the open world, and the creativity this game sparks. This game improved on everything I didn’t even think you could improve on from breath of the wild. The building mechanic, the fusion, they are all incredible abilities that lead to so many great moments. The only real issue I have with this game is the story, I think it’s kinda lazy and once you figure out the plot twist before everyone else does it gets a little silly. But that's not why you play this game, and if you’re playing for the right reasons you will get an amazing gaming experience. It’s fucking insane to me that when I found out this game was coming out I kept thinking to myself that there was no way they could improve from what BOTW built off. When I found out they were using the same region I was very cautiously optimistic. The sky islands were an interesting subversion but I thought there was no way they could fit a whole new game's worth of content up there, and I was right. Then I found out about the depths. There's literally a map sized nega-verse directly under Hyrule that I didn't even know about till I played the game. Each shrine is rewarding, and the gameplay and combat are great as expected. God this game is amazing.

Maybe I’m being too cynical with this, but I’ve never been more happy to see the credits in a game. They did a great job of fleshing the world out from Breath of the Wild. It truly felt like Hyrule was healing from what happened previously, but once you dug into it, you realized how boring everything was.

Combat was the same, sidequests are just fetch quests, and the story is one of the most forgettable in the series.

I want to love this game, but I also want a life, and I feel like I need to sink more than the 80+ hours to get everything out of it.

It’s a fun game, but it lacks charm. Ganon fight was peak tho.

Better than BotW in nearly every way, Nintendo has spoiled us again in terms of sequels and thoughtful, gaming-changing experiences. Can’t wait to see where they take the series next.

Better than BOTW but not as special the second time round.

What can I say other than they did it again.

Take what I said in my BotW review and paste it here. That's what the did for the overworld after all :).

In all seriousness, TotK really doesn't solve much of Botw's problems, and even adds a few of its own, such as Zonai devices not being worth the effort and the depths and sky being vacant of meaningful content.
I give them the same score because it really just comes down to the fact that any problem that Totk fixes from Botw, it replaces with an entirely new problem.

This review contains spoilers

It was almost impossible to hit the expectations of the sequel to Breath of the Wild, but this game did it. Tears of the Kingdom hit so many highs as BotW did, and delivered on pretty much everything I hoped for. Exploring the depths, creating weapon combinations, and rediscovering Hyrule, this game is pretty much the best I've ever played - while still having some shortcomings, in my opinion. Most of my gripes boiled down to wishing it did more as a direct sequel and referenced more of the events of BotW and AoC, but the team decided to focus more on telling a wholly different story. Which after accepting that, fine. (But still, I miss Kass so much).

Starting at the introduction, the opening scene with Zelda was fun, and definitely made me wish we had more time to interact with Zelda. (And of course, it was great re-treading this area at the very end). The Great Sky Island was and felt much more linear than the Great Plateau, though I feel like it's a bit overblown - there are extra passages and areas to explore and get some hidden Koroks and treasures, and there's the completely optional Flux Construct to fight, which was extremely fun for me.

The new mechanics and moveset took some getting used to, but by the end of the Great Sky Island it felt very natural to use them all, though Ultrahand still took a bit to learn how to rotate the way you want. The menu-ing for fuse was also a bit cumbersome, though I also got used to that. I do miss Stasis and the bombs, but there's no doubt these abilities are refined siblings of BotW's.

One qualm is that TotK did introduce more meta game menu-pausing with Fuse. Though I don't mind the mechanics of it, I was already pausing to eat a full-course hearty meal every time I got walloped in BotW, and that did take me out of the action. I don't know how TotK would solve this "issue", since it is just a base mechanic of the game, but adding Fuse to menu through and find the right thing to fuse, especially if it's one of the first times I'm fusing it, continued to take me out of the action. Eventually, as most people did, I ended up just having a staple rotation of the few things I constantly fused to, like the Brightbloom seeds, fire fruits, bomb flowers, and muddle buds, as well as the elemental fruits/jellies and some horns for weapons. Though the game has an endless breadth of creative options, the paths I defaulted to hit no resistance or challenge, besides specific cases like the disadvantages of using Gloom weapons in the Depths.

Anyways, another good evolution was of the shrines. Gone were the monotonous Test of Strengths, replaced by interesting combat training shrines. Some of the overworld shrine quests did get a little monotonous, but for the most part, finding these shrines were pretty rewarding. And after I realized they all lay over Lightroots, figuring out shrines via Lightroot locations, and vice versa, was both fun and thematically cohesive! Besides one infuriating instance where I had to really delve into some long tunnels just to figure out the shrine was several meters underneath me.

About the world itself, I really liked how there were more people on paths that you could help, and much more interesting side quests (besides Tarrey Town). Though the world was the same, the lonely melancholic vibe was largely replaced by new settlements, the more mechanical looking Skyview towers, atmospheric wells and caves, and terrifying Gloom hands.

The sky islands were beautiful, and I did spend minutes just watching the clouds go by and looking at the landscapes, though I still wish there were more of them. Also wish there were more quests to do up there besides the shrines and the stone slabs. Some more of the unique things like the forge island chain and the three ring gliding challenges would've been nice. Getting the sage's wills from exploration felt sometimes rewarding, after beating a King Gleeok, but other times lame, in an obscure chest on an island chain. Coolest thing by far were the three Zonai labyrinths though, basically creating a cohesive set of three mini-dungeons with an overworld section, a low-grav sky section, and a final depths section with a Flux Construct fight.

On the depths: I managed to make my way down the depths via the first chasm I ran into, even before going to Lookout Landing and getting the paraglider - my Hero's Path will show the ten or so deaths I took while spawning a wing, rewinding to jump on top of it, and trying to sail down Hyrule Field Chasm.
(Yes, that's a log fused to a stick as my weapon.)
The shock and fear of all the gloom and monsters chasing me was quelled from the relief after hitting my first Lightroot. Then I promptly teleported back out - back to the Great Skyland, since I hadn't even done any shrine on the surface yet.

In general, the Depths were a great addition and basically was "hard mode", though besides fighting the bosses, there wasn't much incentive to explore. When finishing up my map percentage post-game, I had like 8 groves and forests to list out that I just didn't traipse through, even though I had lit up all of the darkness. Still though, throughout early and mid game, the depths were a fun break from the rest of the game, and I didn't ever really tire of collecting Zonaite and crystallized charges. I made it a point to complete chunks of the Depths in between the dungeons, and seeing boss platforms in certain spot before having even beaten those dungeon bosses gave me a exhilarating sense of anticipation.

Seeing my horses from my BotW save was sick. Loved that. Although after getting the golden horse, I basically stuck to that the rest of the game, making many vegan meals for Malanya to upgrade to perfection.

My path through the game (or my own Hero's Path)

After grabbing the glider, my path took me first through Gerudo while trying to reach a sky island, and I landed in the oasis town. After meeting up with Riju, though, I decided to go back to Central Hyrule to do more exploring. Ended up somehow following the path up to Goron City, curious about what the heck was up with the Gorons. And after breaking through with Yunobo, I progressed through the rest of that entire region.

I poetically beat the Moragia fight while on a plane ride myself (very cinematic rising out of the volcano, but anticlimactic only taking three hits - oh well). Though I was lightly spoiled on learning dungeons were back, I still enjoyed them all - though it got a bit tiresome learning they all followed the same formula of go to five points, use the sage's ability, music progresses, continue.

Made my way down to Lurelin and saved the town, hopped over to Eventide and cleared the coliseum in the depths (that Midna's Helmet kept me safe for a long portion of the mid game).

Though Purah was yelling at me to go to Rito Village, I went to see fish boyfriend and cleared up the sludge at Zora's Domain. Though shooting the King's Scale through the teardrop and bounding up to the dungeon was sick, the dungeon and boss itself were not as fun.

After completing some neat side adventures with the Great Plateau and the Stable Trotters (reuniting theme was nice but still I miss you Kass), finished the Gerudo area and the Lightning Temple, which was quite fun. I'll give a rating of these four dungeons afterwards.

Then I sequence broke hard, blindly wandering through the Thunderhead Isles and making my way to the fifth sage Mineru. Probably the stand-out of the story for me - I found this whole sequence exhilarating, discovering it all unprompted and seeing those Main Quests populate my Purah Pad. I had already run into and discovered all the four depots earlier, and realizing what they were meant for as I rode that platform down from made me fistpump in excitement. The mech boxing was very fun, though kind of sad they repeated that with the last Kohga fight.

On the dragon tears: a common complaint was that since these were so linear, finding them out of order spoiled the story heavily. I think I was fortunate enough to find the majority of them in order, but I also feel like that complaint is a bit overblown - completing one temple basically gave the full story anyways. The two that would suck to get out of order are definitely 9 and 10 though, where Sonia is killed and then the subsequent is immediately after of Ganondorf becoming the Demon King. I lucked out in finding those back to back, running around Lurelin and then traipsing up past the Ice Gleeok in Tabantha. Besides that, I found them to be very neat vignettes and also pretty engaging to find, some locations more challenging than others. And the culmination at the end of Zelda and the Light Dragon - again, the story's pretty obvious, but it still hit with that final tear.

Continuing to willfully ignore Purah, I grabbed my Master Sword from my girlfriend's head and explored every sky island along the way. When I finally made it to Rito Village, I had....30 hearts. Still got blasted a bit by Colgera though, what an amazing boss. I can see why they push you to go there first - that whole experience is an incredible showcase of TotK, and should definitely be the spot to go to.

Overall thoughts on the dungeon storylines: despite being repetitive and formulaic, the sequences themselves were incredibly engaging and cinematic. I still think these dungeons fall closer to the Divine Beasts than traditional 3D dungeons like from a Twilight Princess, but the differing atmospheres and puzzle solving was captivating all the same. Of the four dungeons, I'd give the following rankings:

- The build up / questline up to each dungeon: Zora, Rito, Goron, Gerudo
Getting up to the Great Wellspring via the waterfall was sick, followed closely by the Stormwind Ark journey jumping up the ships. Running up Death Mountain was still pretty fun, but having the Lightning Temple just be on the overworld instead of in the Depths was a missed opportunity, in my opinion. I also didn't do Gerudo justice by finding Riju and then fucking off for 100 hours.

- The dungeon itself: Goron, Rito, Gerudo, Zora
I'll have a soft spot for Lost Gorondia, it being my first, but those mine carts are quite fun. Rito is a solid second, with the different layers of the ships. Gerudo takes third here with a fun pyramid structure, but I felt like the Zora dungeon was a bit too cramped for all its grandiosity.

- The boss: Rito, Goron, Gerudo, Zora
Colgera takes it easy. A completely different fighting style in the air, diving through the beast itself (I only learned afterwards you can bomb arrow it too), ultra cinematic. Marbled Gohma takes solid second, using Yunobo to take out its legs and knock it down from the ceiling. Queen Gibdo is a creepy menace but I just felt like using Riju's ability wasn't the most thrilling. Mucktorok stinks - floppy guy keeps running away.

Now for the story itself. After getting over the disappointment of not having more interconnectivity with BotW, I found this story to be...solid. Predictable but still fun and didn't take away from the main theme of these last two games - exploration. Delving into the history of the Zonai and learning more about them through the slabs and legends was, just like for the Sheikah in the previous game, more rewarding than the story told directly, in my opinion.

And that final boss fight/seqeuence. Jaw dropping, obviously. Not much more I can add to that discourse. Incredible from start to finish.

(Nintendo I know you said you're not making DLC but pleaaase. Dream DLC that'll never happen: Kass comes back, gives answer for connection between Sheikah and Zonai. All I want.)

Gee... As much as i seriously love this game, at times i don't know how i feel this game. I'll feel like this is one of the best games i've ever played and at times i only wish the games story could be better. but overall i can say that this is such as amazing experience i only wish i didn't rush towards the end so i wouldn't get spoilers on twitter. but seriously i don't think i have still even seen any spoilers online that i haven't looked for so i'm kinda sad i rushed the story


a big improvement over BOTW, i really enjoed the building mechanics and the updates to the world. Dungeons feel better and more challenging, but still i wish the combat was flush out better.

didn't impact me like botw but it's still a wonderful adventure

Excellent comme BOTW, mais il corrige tous ces défauts ce qui en fait un meilleur jeu

Game muito bom, mas tipo, eu zerei e nunca mais abri, meio que o jogo não me pegou tanto quanto o Botw