The Legend of Zelda: Tears of the Kingdom hands-on: A sequel with endless creative potential
In a lot of ways, Fuse makes me feel sorry for other developers because it's an ability that’s wildly fun but seems like a nightmare to program due to all the possible combos. In short, it lets you combine pretty much any one item – from plants to stuff like bombs – with any one of your weapons to often surprising outcomes. In, you can see series producer Eijii Aonuma demonstrating a few combos, but when you finally start messing around with things on your own, the results can be astounding.
There are also a lot of handy utility combos like fusing a light-emitting plant to an arrow to illuminate caves and such. Not only does this give spelunking a moody almost-like vibe at times, it’s also an expansion to gameplay as lighting has a direct effect on how you experience new areas. And if that wasn’t enough, combining items also increases the durability and strength of the base items, so you’re incentivized to try out a wide variety of fusions.
. Ultrahand allows you to build machines using nearby materials and from what I’ve played the possibilities are endless.
The one downside to Ultrahand is that it definitely takes some time to get used to the controls. It’s almost like Nintendo dropped a streamlined version of, which is great because you get a lot of freedom on how to put things together. However, moving and rotating each piece so that it attaches properly to your vehicle requires some patience.
In Tears of the Kingdom, you can use the Ultrahand ability to create all sorts of both ground and air-based vehicles. After my 75-minute demo session, all I could think about were the endless number combos and possibilities I wanted to try.
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