Tears of the Kingdom Has a PROBLEM

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The Legend of Zelda: Tears of the Kingdom has been  given the near-impossible task of following of one   of the greatest games ever made. The Legend of  Zelda: Breath of the Wild. A game designed around   seeing something in the distance and saying, Wow.  Then riding, climbing, gliding, launching, and   falling your way over to it while being constantly  distracted along the way. Ooh, piece of candy. Ooh, piece of candy. Ooh, a piece of candy.  This gameplay loop results in one of the most   liberating open-world experiences I've ever  played, set on a map that is nothing less   than a masterclass in level design. I couldn't  even imagine how this formula could have been   taken any farther, but then Tears of the  Kingdom comes along and makes Breath of   the Wild feel like a prototype to what's likely  the greatest sandbox ever made in video games. But the more I played Tears of the Kingdom,   the more I started to realize that it wasn't  giving me the same feeling that Breath of the   Wild did. And I think tears of the kingdom's  greatest feature may have come at the cost of   what made the first game so special. And  I am very conflicted, to say the least. So I wanted to take some time and talk about  it. I'm not here to review Tears of the Kingdom.   I'm just here to give some of my thoughts and  experiences on one of the greatest games I’ve ever   played. So sit back, relax, and let a guy alone  in his bedroom tell you about The Legend of Zelda:   Tears of the Kingdom. Across five years, two  playthroughs, one of them being on master mode. I spent over 400 hours playing Breath of  the Wild, exploring every corner of the map,   completing the main game and all of the DLC.  It's my favorite game, causing me to get art   on my wall and the collector's book, which  comes to the little glass spirit orb. But even   though I hold the game in such high regard, I can  still acknowledge that the game wasn't perfect. The weapon durability system divided fans  the most, with players either hating it   or loving it. The inventory system  could be super clunky, and it's most   apparent when you're cooking something,  and you're scrolling through inventory,   trying to find all the items, and then you find  them all, and then you miss the cooking pot,   just for you to then pick them all up  off the floor and then do it again. These things and others sucked, but  despite its flaws, exploring Breath   of the Wild was incredible. It is one of  the most beautiful games I've ever played,   from its visuals to its music. And no game  for me has been able to recreate the genuine   sense of getting lost in a world where you're so  excited to find out what's around every corner. Until I played Elden Ring, which pretty much  nailed it, but that's a totally different   conversation. So surprising nobody, I was very  excited one night, alone in the dark, illuminated   by the light of my screen, watching Nintendo  Direct when they ended the show on one more thing. This teaser officially kicked off the four-year  hype train, where Nintendo, little by little,   gave us more information on the true scope of the  game. But despite what the trailers were showing,   none of us could have ever anticipated  what we were about to be able to do with   these creative tools. Fuse allows us  to combine any two items and make our   own weapons like putting a cannon on a  shield, a flamethrower on your sword,   or putting an electric eyeball on  your arrow to track down an enemy. Recall is allowing us to reverse time  on all the objects around us. Ascend is   letting us go through any ceiling above  us. And Ultrahand and lets you build any   vehicle your mind can imagine. From cars to  planes to boats to whatever this thing is.   And what do you think the Internet does as  soon as they get their hands on these tools,   they make giant stick figures with  flamethrowers and Korok rotisserie machines. With great power comes great responsibility.  Ok, in fairness. That's just what they did in   the first few days. But if you go on now, you're  going to see so many insane builds coming out of   this game. I'm seeing mechs of all shapes and  sizes. I'm watching people recreate Star Wars   vehicles like pod racers, x-wings, and tie  fighters that let you go in first person, I'm   seeing mono wheels, tanks, multi-stage rockets,  three-axis gimbals, spinning death machines. I can keep going, but there is so many  insane things coming out of this game.   It took me tens of hours for me to even  realize the capabilities of the tools in   my hands. In the tutorial, the most  I use Ultrahand for was putting fans   on the back of minecarts and building  longer and longer bridges out of logs. But then one day, I was building a vehicle,  and I dropped it, and I was like, Oh,   maybe I could. Oh, and then I grabbed  it out of the air with Ultrahand,   and I was like, Oh my God, it clicked.  I can take all these tools around me,   and I can combine them together. And then  all sorts of things started to click for me. I could take platforms and then move them  around and then use reverse time on it to   make my own custom elevators. I could  just build contraptions specifically to   help me use Ascend to get to ceilings I  can't reach. It is not an understatement   for me to say that these are some of the most  impressive creative mechanics I've ever seen   in a video game. We've seen building your own  weapons and building your own vehicles before. But that's typically found in sandbox-first games  like Kerbal Space Program or Garry's Mod. So when   you think about it in the context of an open world  with the story, combat, dungeons, and puzzles,   it is a true testament to the master craftsman  at Nintendo that this game can hold any semblance   of narrative and level structure and not just  crumble under the weight of its own possibilities. But for better or worse, the game also doubles  down on many of the core features that were in   Breath of the Wild. The combat system makes a  return and functions in the exact same way now,   including all the enhancements from Fuse and  Ultrahand. Weapon durability is back without   any noticeable changes. The inventory has  been given some small quality life updates,   like a quick access menu, and now you don't  have to close the chest to reopen it every   time your inventory is full. A lot of people  just dropped the first game entirely because   they were just bored or overwhelmed as  soon as they left the tutorial area,   And Tears of the Kingdom functions the exact same way to the point where, for example,  when you get to the first town,   there's a questline you can start that  unlocks many of the core abilities for   your main piece of equipment. You can leave  the town never to return, play the whole game,   and never even realize you're missing these  abilities. I can see why that's annoying,   and it could turn a lot of people off, but at the  same time, this is why I find the game so amazing. It creates these stories that you then get  to go tell your friends where you're like,   Oh, I did this thing, and I found this other  thing after. And then your friends like, Oh,   I didn't do that thing, but I went over here,  and I found nothing and yada, yada, yada, yada,   yada, because odds are your friends are on  a completely different path than you are. And it creates these stories to tell  each other versus just being like,   aye bro, how far are you in the game? This  all means, if you like the first game,   you're going to love the sequel. And if you  didn't like the first game, you're probably   not going to like this one either. And the  same can be said about the story in this game. Just like the first game, the story is told  through flashbacks, text boxes, and shortcut   cutscenes. By the nature of the game's design,  not pushing you in any direction and letting   you do what you want to do, it does take away from  all the urgency to any of the stakes in the story.   It's incredibly hard to push a story forward  and let a player do whatever they want to do. And I don't think I can ask for more  outside of what Nintendo's already   done to balance between the two. With  that said, Tears of the Kingdom’s story   is way more compelling than Breath of the  Wild. Each area that the main story takes   you to feels much more impacted by the  events that are taking place. And after   completing each area, your actions have  a very visible effect on the landscape. The game also does a much better job of immersing  you because it has traveling with companions   and fighting alongside groups of NPCs. Just  these few things did a lot for attaching me   to the world where the last game made me feel  much more disconnected. There's also multiple   moments in the story that are just gorgeous, or  really fun to play and just like had me going,   but I understand this won't be for everybody,  but we don't play these games for the story. We play these games to explore the world  and play in the sandbox. And this brings   us to the part where I feel the most  conflicted. In Breath of the Wild,   traversing the environment required a different  strategy depending on where you were. Each region   subtly encouraged and limited certain modes of  travel. When you're in Hyrule Field, your horse   is the best way to get around because it limits  your paraglider with nothing to jump off of. But then you get to the Elden region, and you  can’t bring in your horse. So now running and   paragliding is the best way to get around. Once  you get into the desert, now you can’t jump off   of anything, and you can bring your horse in, so  shield surfing becomes a fast way to get around.   The game carefully balances what you can and can't  do in each environment to keep the gameplay fresh. The game ensured that no single form of  movement would dominate in all scenarios.   By tastefully limiting the methods of  travel, it forced you to engage with   each environment's challenges uniquely.  And then it created a variety of gameplay   experiences throughout the game. But Tears  of the Kingdom works a little differently.   I haven't been the most creative when  it came to building vehicles so far. Most of the time, my vehicles are  just consisting of a few parts,   or I'm just using whatever the game's prompting me  to use in front of me. And after I saw this thing,   it became my go-to vehicle in most  situations. But I enjoyed making   boats to travel around the coast or making  cars to go up mountains or go off-roading. It just kept the game fresh, changing up  what vehicles. I was getting around it,   but it quickly became apparent to me that nine  out of ten times, the fastest way to get around   was flying, and the game doesn't really make it  that hard to do. Let me explain where I'm going   with this by giving you a few experiences I had, I  first started having these thoughts when the game asked me to climb Death Mountain.  I get to the base of the mountain,   and my first instinct is to build a little flying  machine to start going up the side. It takes me   about 20 seconds to get halfway up the mountain,  and I realize that there's a minecart track that's   snaking around the mountain that takes you up. I  think to myself, okay, well, that might be cool. So I hop back to the bottom, get on the track, and  it starts this whole five-minute sequence where   I'm riding up and using my new sage power to fight  off enemies that are fighting me on the track.   I thought to myself, Wow, that was pretty sick.  I'm really glad I did that. But then I get there,   and I'm like, Oh, is there other times that  I might have missed something like that? I then find myself in the Fire Temple, and  the fire temple has this really impressive   minecart system in it. The dungeon has you solving  puzzles to get higher and higher up the track. And   it took me about 30 minutes to get halfway,  and I got a little stuck. I'm sitting there   for about 10 minutes or so, weighing through  my options, trying to figure out what to do. And then I realize, Oh, I can  just build a flying machine and   skip over the entire minecart track.  I build one real quick, and I hop in,   and it takes me only 15 minutes from that point  forward to finish the entire rest of the dungeon,   including the boss fight. Then later, I'm in  the desert, traveling through the sandstorm. It's supposed to be this part of the  game where your map doesn't work,   and you're stumbling through the storm trying  to find your way. They put these little gusts   of wind throughout the whole thing, and  then you can pick up and then see where   you're at and get a sense of direction  and then go back in and get lost again. As I was traveling through the storm the whole  time, I'm sitting there thinking to myself,   Well, I want to experience this. This  is a unique part of the game. I want to   see what the developers have made. This is  pretty cool. But I also know at any point,   I could just build a flying machine and skip  this entire thing, and it would be faster. I decided, You know what, I'm just  going to make a little sand sled   and zoom around. I get to the part  where I need to find the sand temple,   I'm zooming around on my sand sled, and I'm  about a third of the way in the puzzle. I   see something out in the distance.  I think that's where I need to go. So I head that way, and I got lost. I'm  thinking to myself, Oh, this could be   this whole cool experience where I'm lost in  the sandstorm, trying to find my way back,   you know, kind of the whole point  of the sandstorm. Need to peak over,   get your bearings, get back in, you know?  But I'm like, this is taking too long. I build a flying machine, I get above the storm,  and it takes me 3 minutes to finish the rest of   the puzzle. So this is where I'm conflicted. I  understand what makes Tears of the Kingdom amazing   is its ability to allow you to approach any of  these scenarios in any way you want. And as I said   earlier, these are some of the most impressive  creative tools I've ever seen in a video game. I felt like these tools really hit their  stride for me while I was in the shrines.   Most of these shrines are just giving me a  bunch of Lego pieces and letting me figure   out how I wanted to finish the shrine. And  it was always super satisfying for me to find   these solutions in my own way. And I enjoyed  it way more than I did In Breath of the Wild. And I really like the way these tools  work for the open world puzzles,   like when you have to make the stands  for the Hudson Construction Company,   or every time you have to get the stable  trotters to the fairies by making a vehicle   out of their carriage, it was really satisfying  for all these puzzles and the shrines when your   answer was the right answer, and it  obviously wasn't the intended answer. And I feel like this is a lot of the charm of the  game where you feel like you're cheating in a lot   of these puzzles, and the game's just letting  you do it, and it works. And in that context,   cheating is fine. But the thing is, I  don't want to feel like I'm cheating   myself out of an experience in the  open world. In Breath of the Wild, I loved coming across all these different  handcrafted experiences. They forced me   to change my playstyle and offer different  gameplay opportunities that the whole game,   the game will put these creative restraints  on me. And then the path of least resistance   would often force me to try something new.  But in Tears of the Kingdom, a game of far   less restraints, way too often the path of least  resistance was the same thing flying over it. The game asks you to build vehicles all  the time, and every time I decided not   to build a flying machine, it felt like I  was intentionally making the game harder   on myself instead of actually being put  in a scenario that requires a different   approach. With all that being said, I still  love this game. I still took the boat rides,   drove off-road, and rode my shield  in all the appropriate places. And every time I decided to take one of these  approaches, I really felt the magic that this   game was trying to give by giving us so many  other ways to explore the world. And I haven't   even mentioned how amazing the depths in the sky  islands were to explore, and it's really worth   noting that I didn't feel the same way exploring  these two areas as I did on the base map. And it has to be because these two areas  were built with these new tools in mind.   While the base map, aside for a few tweaks  here and there, definitely wasn't designed   with the same intentions. I don't think in  any way that the experiences I've had with   the game take away from how amazing this game  is and how incredible these mechanics are. I just really wish I didn't have such an easy  way to skip so much of this great content that   the developers have made for me to experience.  The Legend of Zelda: Tears of the Kingdom is a   true achievement. Very few games have ever  gotten me this excited about games as a   medium. The level of creative expression  that this game gives players to explore. One of the best-made open worlds is unheard of,  and I don't think we're going to be able to see   any game do anything like this for years, if  not a decade, to come. In a gaming landscape,   we've become so accustomed to buggy and unfinished  AAA releases. It feels like a true miracle that a   game of this quality and this scope is releasing  on a Nintendo Switch. The distance that Nintendo   has put themselves ahead of the competition can  only be met by very few players in the industry. Only true masters of their craft could  have ever pulled off a game like this,   and I think everybody owes it to  themselves to go out of their way   and try, what's my new favorite game, The  Legend of Zelda: Tears of the Kingdom.   Well, if you're still here, thank you so much for   watching. This video took me  a few weeks to put together. I've never done something like this before, but  it was a lot of fun doin. If you like the video,   please leave a like, if you want to see more,   consider subscribing. If you agreed or  if you disagreed with what I had to say,   please leave a comment down below. And  yeah, that's about it. Thank you. Bye.
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Channel: Nic Davidson
Views: 16,618
Rating: undefined out of 5
Keywords: 2023, BOTW, Breath of the Wild, Ganon, Ganondorf, Nintendo switch, TOTK, Tears of the Kingdom, The Legend of Zelda, Zelda, before you buy, commentary, critique, funny, game review, gameplay, ign, legend of zelda, nintendo, open world games, pointcrow, review, switch, tears of the kingdom gameplay, tears of the kingdom hype gaming, tears of the kingdom review, tears of the kingdom theory, the legend of zelda tears of the kingdom, video essay, zelda tears of the kingdom, zelda totk
Id: p7PouPHzISk
Channel Id: undefined
Length: 12min 51sec (771 seconds)
Published: Wed Aug 02 2023
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