If there is one immutable gaming law it is this: endow players with the power to construct anything in the known universe and the very first thing they will build is a flaming penis. So it is with The Legend of Zelda: Tears of the Kingdom 📷: Nintendo
by giving players true open-world freedom. Where past games kept you on a strict, predetermined path,transformed players into latchkey kids: Do what you want, just stay out of trouble.
It was the player’s individual journey that made the game so special, whether it was how they chose to explore Hyrule’s vast new land or whatever incredibly stupid, silly pickle they got themselves into. A few days after the game’s release, “I accidentally set a bear on fire and accidentally mounted it and now I'm trying to stay calm as I set the forest on fire with the bear help.”
Under my control, Link, Hyrule’s legendary hero reincarnated across generations to save the world, is a blundering idiot., Nintendo isn’t trying to revamp the entire series. It’s iterating on its creation in, adding new features and abilities to explore a familiar world with a new mission. Both director Hidemaro Fujibayashi and producer Eiji Aonuma felt—and still feel—that there was potential they’d yet to tap.
This is achieved, in large part, thanks to Link’s new Ultrahand and Fuse abilities. Ultrahand allows players to pick up objects and stick them together, while Fuse lets them pull inventory to craft things like homing arrows or swords with pots on them for some reason. The game allows all manner of ingenious or boneheaded options indiscriminately. And while there’s nothing more satisfying than a clever combination, players could also stand to learn from what they get wrong.
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