‘Zelda: Tears of the kingdom’ revolutionizes by putting creativity in 1st place; g1 played

‘Zelda: Tears of the kingdom’ revolutionizes by putting creativity in 1st place;  g1 played

Sequel to ‘Breath of the wild’ is the new game of the year by offering tools for the player to find their own solutions to the challenges presented. Until the release of “The Legend of Zelda: Tears of the Kingdom”, many games promised total freedom for players. Few came close. The sequel to “Breath of the wild” (2017) seems to be the first time that promise has been fulfilled – and even surpassed. The game that arrived on the Switch on the 12th, and which sold more than 10 million units in three days, brags itself as the game of the year by offering a creative revolution. On the development side, it brings a rich and complex world filled with varied puzzles. On the other hand, that of the public, it offers all the tools for everyone to find and build their own solution to the challenges – which gradually becomes more fun than battles or even the general narrative. Watch the trailer for ‘The Legend of Zelda: Tears of the Kingdom’ Strong arm The story of “Tears of the Kingdom” begins some time after the end of “Breath of the wild”. As the people of the fictional kingdom of Hyrule rebuild their lives, an ancient evil spirit escapes an age-old enchantment and throws the entire region into chaos once again. In the process, Princess Zelda disappears, her castle becomes a floating ruin, and the hero Link is seriously injured. The introduction serves as a great starting point for two basic justifications for any action RPG sequel. The injury explains the protagonist’s diminished strength at the beginning of the game. The new arm, transplanted in place of the original, provides the powers that will guide the warrior in the game. Great powers Skills are largely responsible for the freedom+creativity combo presented in “Tears of the Kingdom”. The main one gives the player the possibility to create different types of structures and machines with elements scattered throughout Hyrule. They range from simple wooden platforms with wheels, or small boats with a fan to drive the sail, to real works of engineering, such as tanks that shoot missiles or warplanes armed with lasers. Even a simpler power, like climbing and traversing surfaces located just above the hero, amplifies the feeling that anything is possible in the game. Over time, sillier tasks like helping a clumsy builder fix signs across the kingdom yield moments of genuine satisfaction in finding a cleverer way to keep them upright. It doesn’t take long before each new achievement becomes the real motivation to keep playing – much more than finding powerful items, defeating big enemies or getting ahead in the main story. And if complex powers like temporal manipulation (in which an object returns to where it came from) or abilities like gliding, shooting an arrow, and re-engaging the glider before crashing to the ground seem like too much to remember, the player needn’t worry. The game teaches each one of them little by little, without haste, with intelligent challenges in its gigantic open world or at the altars, locations scattered throughout Hyrule that restore Link’s strength, without ever getting boring. ‘The legend of Zelda: Tears of the Kingdom’ Disclosure The problem of rewards Some of these things, by the way, are some of the game’s biggest flaws. Passengers, but still demand their price. The enemies aren’t the most challenging, and the bosses, despite being introduced in a few different contexts, mostly have the old “knock where it shines” logic. In the end, the lack of difficulty in the battles only accentuates how fun the puzzles are – and how it is possible to solve them in the most varied ways. Unfortunately, the same cannot be said for items like armor or weapons. As frustrating as it is to have to constantly change swords or axes, as they all break after a few hits, nothing is worse than invading an enemy base and defeating all opponents only to find, inside a nice chest, five arrows . Okay, it might sound a little petty, but “Tears of the Kingdom” has a serious problem with rewards. It seems that the developers spent so much time thinking of ways for players to build their own tools that they decided: “let them make their prizes”. ‘The legend of Zelda: Tears of the Kingdom’ Disclosure Link, content creator As you can see, it’s very difficult to talk for a long time about the new “Zelda” without going back to the constructions. But they are not everything. The Hyrule of “Tears of the Kingdom” is very similar to the one of “Breath of the Wild”, but still as beautiful – on a console much less powerful than the competitors, in proof that “realism” is not synonymous with quality – and as alive as its predecessor. Walking through the kingdom is constantly coming across unknown places, but full of intriguing secrets. Even regions explored to exhaustion, like the first settlement to which the player is guided by the campaign, hide mysteries in their depths. Sometimes, a small passage in the wall unblocked by some accidental tremor is enough for a commitment of hours to reach the end of a maze of corridors, stones and enemies that never get repetitive. These are just some of the reasons why “Tears of the Kingdom” has dominated player social media since its launch, with videos of insane inventions or condemned practices in some war conventions. And it’s probably just the beginning. Apparently, the limits of this new “Legend of Zelda” are in the size of the madness/creativity of its millions of Links.

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