Review

The Legend Of Zelda: Tears Of The Kingdom Review

  • First Released May 12, 2023
    released
  • NS

Tears of the Kingdom is a triumph of open-ended game design that pays homage to the best parts of the Zelda franchise's own storied history--and sometimes exceeds them.

The Legend of Zelda: Tears of the Kingdom is so much more than a sequel to Breath of the Wild. While this newest entry in the Zelda franchise is most recognizably similar to that 2017 game, it builds upon the foundation so thoroughly and transformationally that it feels like a revelation. This is The Legend of Zelda at its finest, borrowing the best pieces and qualities from across the franchise's history and creating something new that is emotionally resonant, captivating, and endlessly rewarding.

Breath of the Wild upended the Zelda formula by presenting a vast and lush open world to explore--a reenvisioning of the unguided experience of the original Legend of Zelda for the Nintendo Entertainment System. Tears of the Kingdom follows in its predecessor's footsteps with a similarly naturalistic setting, but the world has changed in subtle ways. Not everything is exactly the same or where you'd expect it to be, and the map is marked with myriad opportunities for exploration and curiosity. Once again, you'll hardly ever round a corner or crest a hill without finding something else to do or engage with. Hyrule feels serene even as it bustles with life and activity. The score is as majestic as it is unintrusive, accentuating a dire battle or narrow escape with an exciting up-tempo rendition of the theme and then easing off with softer tones to let you breathe in the atmosphere.

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Much of the reason that the world feels so different this time is that your tools for engaging with it are so much more flexible. Like the Great Plateau in Breath of the Wild, you don't even enter the open world until you've found four key abilities in a tutorial area. Together, these abilities are the engine that drives Tears of the Kingdom--in the same way Breath of the Wild was centered on exploring wilderness using your slate of abilities, these new tools center Tears of the Kingdom around building and experimenting to overcome obstacles in inventive ways. It's a beautifully implemented evolution of what made Breath of the Wild so special. While it's more ambitious than Breath of the Wild in how much you can express your own creativity, it also manages to do this without buckling under its own weight.

The two most important abilities are Ultrahand and Fuse, since they serve as the cornerstones of exploration and combat, respectively. Ultrahand lets you piece together just about anything you find, including a vast array of new building materials and ancient Zonai machine parts. Fuse lets you modify your melee weapons, arrows, and shields by attaching things to them in a way that’s thematically similar to Ultrahand. The two act as halves of the same whole, encouraging you to constantly try new versions of a mind-boggling array of combinations, simply to see what happens. Attaching Zonai fan parts to a raft can help it cross a river or make it airborne, depending on how you arrange them. A bomb on an arrow makes for an explosive shot, of course, while one on a shield will be a messy surprise when an enemy tries to hit you, or give you the ability to launch far into the air with a shield-surf.

What struck me is how Fuse recontextualizes weapon degradation, which proved divisive in Breath of the Wild. While Fusing items does grant them extra durability to slightly assuage concerns, there's a deeper, more philosophical layer at play with how these new systems interact. Durability in Breath of the Wild was about scarcity and resource management. In Tears of the Kingdom, it feels more about pushing you to try new combinations. When every tree branch or rusty sword you find is a potential test tube for some new experiment, you’re not as precious about each and every object you find. Everything is a toy, and Tears of the Kingdom wants you to play with your toys, smash them together, throw them around, and find joy in the unexpected results.

The other two abilities granted in the tutorial area, Recall and Ascend, are more limited in scope but still quite important. Recall--which rewinds objects back to a previous state--has both combat and exploration applications, letting you easily toss a bomb back at some hapless Moblin or cleverly create yourself a moving platform to cross a chasm. Ascend lets you swim upwards through solid rock, easily finding your way into hidden rooms and quickly reaching spaces that would have taken longer (or been impossible) to manually climb.

One more key ability is optional--and entirely missable--but grows more important as you build an array of machine parts and take on tougher obstacles. Autobuild, an extension of the Ultrahand ability, simply stitches together the requisite parts for a design you either have saved in your recent history, or one that you've marked as a favorite to save permanently. Rather than reconstructing a hot air balloon or small airplane every time you need one, you can simply construct it using parts that are laying around, and fill in any gaps using the cache of Zonai parts sitting in your inventory.

All of these building tools and the Ascend ability effectively deemphasize your stamina meter for climbing, but the construction tools make the game so vertically oriented that it makes traversal flow naturally. That's also due to the Skyview Towers, which serve not just as waypoints for filling out the map, but as cannons to launch you far into the sky. As you ascend, you'll reach another layer of the map, where the Sky Islands reside, with their own secrets to uncover. The sequence in which Link launches into the air is seamless. Rocketing into the sky and then falling back to earth feels thrilling every time, and you can use the vantage point as you descend to float towards a goal or look around for undiscovered landmarks.

To my shock, ascending to the sky and then falling back to earth ran smoothly. There has been plenty of concern about the aging Switch hardware being adequate to run Tears of the Kingdom well, and for my part, I barely ever saw a hitch while playing mostly in handheld mode. In fact, the rare instance in which I did notice a slight frame rate dip in both handheld and docked modes wasn't during the big grandiose moments like launching Link into the sky, but rather, a smaller moment like exploring the bustling Kakariko Village during a rainstorm. Even then, the performance dips were minor and temporary. In docked mode, it's easier to spot a loss of some detail on faraway objects when flying high, but the painterly style obscures it well. Leave it to Nintendo to squeeze more technical prowess out of its own systems than seemed possible, this late into its lifespan. (Monolith Soft, which assisted in development, has similarly accomplished incredible feats with Switch hardware, most recently with Xenoblade Chronicles 3.)

The map is again littered with landmarks, especially Shrines, which serve double duty as fast-travel points alongside the Skyview Towers. The Shrines are key to upgrading your health and stamina, and as before, these are quick, snack-sized puzzle and combat rooms. I tended to activate them as fast-travel points and then go back to do a string of them in a row. A new, separate consumable can also be used to upgrade your portable battery pack so that your Zonai machines can run that much longer. And in the massive underground area, you can light your own way with Brightbloom seeds and activate special bioluminescent plants that act as their own fast-travel points. This separation between three layers of the open world, each with its own vastly different ambiance, makes exploration truly feel like adventuring in a vast, uncharted world.

These tools, and the sprawling world they inhabit, give Tears of the Kingdom a particular flow that feels unique to the Zelda franchise. You aren't simply solving puzzles or fighting battles--you're engineering solutions. You might encounter a gap you can't cross, a fight you can't win, or a puzzle you can't solve. But you know you have the tools, and you know where you can find the materials, and all that's left is to think it through, gather what you need, and put your plan into action. If that plan fails--and sometimes it will--you tweak your design or your plan and you try again. Despite the incredible freedom, it's not overwhelming. While creative solutions are encouraged and might make some challenges much easier, you can certainly make it through the story using simpler designs. It rewards you for flexing your creative muscles, but it meets you where you are.

The four major quadrants of the map correspond to the four major dungeons, which this time are more traditional than Breath of the Wild's Divine Beasts. For one thing, in a knowing nod, these ones are actually called Temples, each named after an element like Wind or Fire. They are structurally similar--each revolving around a series of locks in one way or another--but they are wildly different in style and tone. The Thunder Temple segues from an Indiana Jones homage to an extremely traditional Zelda dungeon complete with mirror puzzles, for example. The Wind Temple, meanwhile, takes place in a floating airship with a dense overlapping structure. There are moments in each Temple that feel audacious, like nothing you've seen in a Zelda game before, all intermingled with style and presentation that will please those who, like me, missed the classic-feeling Zelda dungeons in Breath of the Wild.

You don't receive a special item in each dungeon that corresponds to its puzzle structure, however. There are no Iron Boots or Boomerangs to be found. Instead, each dungeon features a companion specific to one of the diverse races in Zelda lore, like the Goron or Zora. Your companion effectively grants you their own power on demand for puzzle-solving and combat, making it feel like you've found a special item while also imbuing it with character. Each of the four major characters is lovable in their own way, with fantastic character design that makes them stand out from their brethren. Combat is mostly deemphasized in the Temples, letting you focus squarely on exploration and puzzle-solving for most of their duration.

That isn't the case for the bosses, though, which are some of the toughest I've seen in any Zelda game. These ferocious beasts are there to put your skills and companion abilities to the test, and more than once I had to leave a dungeon entirely to better prepare. I was glad to see that Tears of the Kingdom allows for that, and even counts on it, letting you fast-travel out of a dungeon to spend time elsewhere and then easily pick a battle back up when you fast-travel back to the closest waypoint. Your companions don't come with you when you leave, but once you've conquered a dungeon, you'll have their ability to call on from then on.

The one drawback of this open structure is that your special abilities can't be counted on to stack on each other. Older Zelda games would eventually ramp up the puzzle difficulty with the wide array of tools at your disposal, because the linear order meant that by the time you reached the sixth dungeon, the game could count on you to have the items from the fourth and fifth dungeons. Since Tears of the Kingdom lets you play dungeons in any order, the puzzles can only be structured around one key ability at a time. This is the trade-off for the open structure, and it's a fine-enough compromise since the game gets plenty of mileage out of its dungeon puzzles regardless.

Exploring these dungeons and gathering these allies is all tied back to the central story. Tears of the Kingdom's story is my favorite aspect of the game, and it is absolutely my favorite Zelda story in years. It begins as Link and Zelda investigate a blight, named the Gloom, that seems to be emanating from underneath Hyrule Castle. In an uncharacteristically creepy touch, the two find a desiccated corpse--immediately recognizable to Zelda fans as Ganondorf--being held down by a glowing, disembodied arm. Ganondorf snaps back to life, wounds Link, and breaks the Master Sword. In the ensuing chaos, Zelda falls into inky blackness, and when Link awakens, she's nowhere to be found. In place of his right arm is the one that was found holding Ganondorf.

The story goes on to explain that, ages ago, the first King of Hyrule united the Sages--representatives of each race of Hyrule--against the army of the Demon King, Ganondorf. Now, with your new arm, you have the power to reunite the Sages and tap their powers, leading to your cross-country trek to find those with their bloodlines who can fulfill the pacts their ancestors made a millenia ago. Each of these new Sages grapples with the responsibility in their own way, which makes each temple its own small character story with their own individual payoffs. The world of Tears of the Kingdom is one in which diversity is a strength, built on the backs of individuals brave enough to work for a collective good. There's a palpable sense of weight as each of them accept their mantle, some more hesitantly than others. Some are confident leaders who feel beholden by attachments, while others feel guilt-ridden by mistakes or tired of being underestimated. They're some of the strongest tertiary characters in Zelda history--imminently lovable and humane people who each drive home the themes of collective responsibility and the weight of heroism in different ways.

No Caption Provided

But more than the Sages or even Link, this story truly belongs to Zelda. Your main quest, both in terms of the story and literally in your quest log, is to find Zelda. There's a throughline of mystery to the whole affair, with scattered reports of Zelda sightings across the kingdom. Discovering where she's gone is told in a non-sequential manner, with the mystery slowly unraveling toward an incredible, stirring revelation. There is a specific moment in this story that will go down as one of the most memorable in all of Zelda canon.

When I think of the Legend of Zelda series, I've always thought about transcendent, mythic moments: pulling the Master Sword from the pedestal in A Link to the Past, waking the Wind Fish in Link's Awakening, the three major characters representing aspects of the Triforce in Ocarina of Time. Tears of the Kingdom has a moment that matches each of those, and I felt the scope and power of it so strongly that I shed my own tears. As much as I loved each of those pieces in Zelda's past, I'm not sure if it's ever evoked that level of emotion from me before.

And then, of course, there is the story you write yourself through gameplay--when you built a clever machine to cross a chasm, explored a dark cavern with only your wits and a handful of arrows, raced through a thunderstorm on horseback to find shelter. Zelda: Tears of the Kingdom is a canvas for your own creativity, a book to write your own stories, a world to create your own legends. It gives you back as much as you put into it, and beckons you to soar, burrow, engineer, solve, adventure, and explore.

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The Good

  • A gorgeous, serene open world with activity and discovery around every corner
  • New building tools create a unique flow revolving around experimentation and engineering solutions
  • An emotionally evocative story that revolves around a central, captivating mystery
  • Full of audacious moments like you've never seen in a Zelda game

The Bad

  • Occasional, very brief performance hitches

About the Author

Steve Watts played The Legend of Zelda: Tears of the Kingdom for approximately 50 hours, and he plans to play at least that much more. Review code was provided by the publisher.
276 Comments  RefreshSorted By 
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onehitta323

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Edited By onehitta323

One of the greatest games of all time. I hope Phil Spencer is taking notes. This is how it's done. Congrats Nintendo.

4 • 
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Dushness

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Starfield better be at least as good as this game

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TheCupidStunts

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Edited By TheCupidStunts

@dushness: What have you seen up to this point that would even give you that expectation?

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Dushness

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@thecupidstunts: i played tears of the kingdom

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TheCupidStunts

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Edited By TheCupidStunts

@dushness: But we've seen almost nothing of Starfield's gameplay.

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Dushness

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@thecupidstunts: i'm not sure if it will be, i'm just saying it better be. or else

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TheCupidStunts

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@dushness: Or else what???

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NiceMouse

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@thecupidstunts: Or else Microsofts goose is cooked!

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TheCupidStunts

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@nicemouse: Aflac! 🪿

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Muddrox

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@thecupidstunts: Or else he will write words unlike Bethesda has ever read on their Twitter page. Sends chills down my spine...

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LoveBird-

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Edited By LoveBird-

Update: Just played this game 6 hours straight and the only reason I put it down is because I have work to do tomorrow and need to go to bed. Within just a few hours there were so many interesting mechanics and creative ways to solve puzzles. I love how they're so creative in an era of straight up copy paste games.

What's insane is I believe that was just the tutorial I was playing if I'm not mistaken. That means this game is gigantic. People were complaining about the $70 pricetag. There are $70 games these days that are so short you can legit finish them in 3 days -- and that's not an exaggeration.

If you're on the fence, buy this game -- you won't be disappointed. Ignore all the hate. No, I don't work for Ninty. I actually believe they need to update their outdated console and their online is straight garbage. This game is legit though.

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Chubby170

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@LoveBird-: Sky Islands? Its not big at all. And that tutorial area was the most tedious thing ive ever played. Glad you like it. The more I play, the more I dont..

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Dushness

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@LoveBird-: work before zelda? Come on...

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skyx26

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10/10?

Tell me you are a fanboy doing a pay review, with telling me you are a fanboy doing a pay review.

10/10 means is a PERFECT game. In every possible conceivable unchangeable way. That means that after you play this game there is absolutely nothing you would change about it. Story is perfect, performance is perfect, coding is perfect, gameplay is perfect, game mechanics are perfect, sound is perfect, visuals are perfect. If it is a sequel then it has to improve over the original, if not, then is NOT perfect and therefore is NOT a 10/10 game.

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Muddrox

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@skyx26: there isn't such a thing as a perfect game. 10/10 just means that the game is so overwhelmingly good that its flaws are almost trivial by comparison.

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ratchet200

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Edited By ratchet200

@skyx26: Do we have to explain this every single time a game gets 10/10?

No game is perfect. NONE. 10/10 just means the reviewer thought it was that dam good is all.

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5tu88sy

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@skyx26: Imagine how you'd feel if it scored an 11/10. TRIGGERED AF lel

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MechZahnRaziel

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@skyx26: Wow, are you okay?

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Bu1ld0G

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@skyx26: And apparently 7/10 mean extremely mediocre. I'm curious where you found these definitions for 10/10 though.

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JamesHetfield89

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@skyx26: or it means whatever they want it to mean.

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TheCupidStunts

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@skyx26: "Tell me you are a fanboy doing a pay review, with telling me you are a fanboy doing a pay review. 10/10 means is a PERFECT game. In every possible conceivable unchangeable way."

Tell us you don't understand how the scoring system works here, without telling us you don't understand how the scoring system works here. 😸

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mogan

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@skyx26: 10/10 does not mean a perfect game. 10 = Essential; a game the reviewer thinks anybody with any interest whatsoever in the genre owes it to themselves to check out. A game can have blemishes and still get a 10.

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hsox05

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Edited By hsox05

After about 4 hours, my opinion so far is this is a reskinned BOTW DLC way behind in times compared to what other systems are offering. I adore the Zelda series and BOTW is one of my favorite games, but I’m regretting buying TOTK. I’m not ready to give up on it yet, but from what I’ve played so far I’d score it about a 4/10

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Muddrox

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@hsox05: I can't even begin to fathom how someone could conclude that Tears of the Kingdom is BOTW dlc. It's literally impractical to expect anything more than the sheer amount of new content we received in the sequel here. It's fine you don't like it but I am baffled the DLC mindset you have adopted.

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BloodborneLove

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@muddrox: I just finished the tutorial area on the sky and landed on the ground. so far it feels like a DLC, you have the hand instead of the magnet, etc but the mechanics remain the same.
But it is still a 10/10 to me, I can never get enough of Breath of the Wild.

Master Trials DLC and The Champions' Ballad DLC were poor-designed DLCs because they took part during the original story, so returning players had no need to return.
Thankfully I played the main game in 2020 after the DLCs were released and I experienced them inside the main story.

Tears of the Kingdom is a well-designed DLC because it takes part after the original story

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Chubby170

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@hsox05: The more I play, the more I am agreeing with those saying this.

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RogerExplodey

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@hsox05: What a ridiculous take. If this is reskinned DLC then every other sequel in existence that has ever used the same engine as the previous game is even less.

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Bu1ld0G

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@hsox05: So still on the tutorial island huh?

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hsox05

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@bu1ld0g: No, I’ve done about 6 shrines and 2 or 3 towers now on ground level. It’s still too early to give it a full score, but this is a massively disappointing game to me. Way too much recycled from BOTW, and overall I don’t like the things that did change. Incredible simplistic plot for a sequel (oh here’s a baddy that is gonna just zap your powers back to exactly where you started last time). With this long of a wait for the game, it should have come out for a new system. I pretty much guarantee you Nintendo will come out with a new system in a year, and have this with proper graphics and frame rate at another $70. Playing a game like this where the main function you use from your arm drops frame rate to 15 FPS is ridiculous. The entire plot of the tutorial island is the same as the plot of the tutorial island in BOTW. the towers are the same function but less fun to figure out how to climb. The Sheikah state was renamed but it’s the same thing. They took away the stasis and bombs I assume because of speed runners. But those were the best things to use against enemies in BOTW, so this just feels like a *down*graded version so far. Until I get to dungeons I can’t give it a totally fair score. But yeah. I played more last night and if anything my personal score went down

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Bu1ld0G

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@hsox05: Fair enough. At least you're giving an in-depth explanation as to why.

I feel your over-exaggerating with the framerate though, stasis on botw gave similar drops, but not that low.. And sure enough, Digital Foundry confirms this - 20 is the lowest dip using Ultra-Hand, and that is in Kakariko Village, it's nowhere near as bad in the open world. That's assuming, of course, you're playing with the latest patch?

If it bothers you that much, dump your copy and play it on PC?

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TreeChopper88

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Edited By TreeChopper88

This game does not even seem to have a fraction of the overall general attention gaming culture gave to BotW. I think many people know something in the back of their heads they just dont wanna admit.

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Muddrox

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Edited By Muddrox

@treechopper88: Interesting... I remember you saying no one liked BOTW. Interesting flip flop'n you're doing there...

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JamesHetfield89

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@treechopper88: true but that’s a really high standard they weren’t aiming for. BOTW was a switch launch title…this was never going to come near that level of hype.

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taylorspace

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5 hours in and so far the game is a 9/10 imo. Yes, it feels super familiar to BotW, maybe even feels like a dlc, but a really good one though. Looking forward to spending another 100 hours in this one.

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LoveBird-

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LOOOOL. I'm just here for the controversy over the 10.0. I knew people would be MAD. No idea why. It's a Zelda game. And not just any Zelda game. It's the sequel to BOTW. The most critically acclaimed game of the past who knows how many years.

Did you read the reviews? Apparently this game improves over Breath of the Wild in every way. What did you expect?

Just picked up my copy from best buy. This weekend is RESERVED.

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hsox05

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@LoveBird-: it doesn’t improve over BOTW though. It just reskins it and changes some power ups. Some for the good some for the bad. So far I liked BOTW WAY better

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jcogopogo

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30 fps?

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mogan

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mogan  Moderator

@jcogopogo: I believe so. On the Switch, anyway.

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Barighm

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@mogan: Where else can you play it? :P

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TheCupidStunts

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Edited By TheCupidStunts

@Barighm: On your TV, docked. Usually the fps are higher in docked mode, as opposed to handheld. Not sure if that's what Mogan meant.

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RogerExplodey

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@thecupidstunts: I heard rumours there is another platform that runs the game much better and fixes the poor resolution.

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TheCupidStunts

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@rogerexplodey: Ahh yes. I don't really go there personally, so I didn't make that leap.

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Barighm

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Edited By Barighm

@thecupidstunts: But that's still a Switch.

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TheCupidStunts

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Edited By TheCupidStunts

@Barighm: Sure, I just took a wild swing. 😄

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davoz28

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Edited By davoz28

Gimme a break. BotW got a 10 for no story at all... Give me a good story and good progression and dungeons like LttP

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