277 lines
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HTML
277 lines
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HTML
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<title>"My thoughts on Tears of the Kingdom" | acorneroftheweb</title>
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<div class="article-meta">
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<h1><span class="title">“My thoughts on Tears of the Kingdom”</span></h1>
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<h2 class="date">2023/09/01</h2>
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<p class="terms">
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Categories: <a href="/categories/games">Games</a>
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Tags: <a href="/tags/zelda">Zelda</a> <a href="/tags/totk">TotK</a> <a href="/tags/botw">BotW</a> <a href="/tags/games">Games</a> <a href="/tags/switch">Switch</a> <a href="/tags/nintendo">Nintendo</a>
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<p>
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Hello again, been a while hasn't it?
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You know, existing can sometimes be just enough.
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During the summer, I started a playthrough of the new Zelda game and it leaves me with opinions.
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I thought I would write about it to explain my opinions on the game and fully understand what I even think.
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So let's get into it, shall we?</p>
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<div id="outline-container-headline-1" class="outline-2">
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<h2 id="headline-1">
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Me and other Zelda games
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</h2>
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<div id="outline-text-headline-1" class="outline-text-2">
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<p>When I was a kid, I was introduced to Zelda by my uncles, playing Wind Waker, Link's awakening and later Twilight Princess.
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It got me hooked on the games, the exploring was a great and going through dungeons.
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I would go on to play most of the main line Zeldas and they offer different experiences but all offered something that I enjoyed.
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The scope of Ocarina of time, the creepy nature of Majora's Mask, the plot of Skyward sword, it was all so much fun.</p>
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<div id="outline-container-headline-2" class="outline-3">
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<h3 id="headline-2">
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Then Breath of the Wild came out
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</h3>
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<div id="outline-text-headline-2" class="outline-text-3">
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<p>I experienced it later than most people, other than the one time I got to try to speedrun it at a friends house.
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The scale of it, and the fact that it had so many points of interest available to one just walking through the world.
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I enjoyed it a lot.</p>
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<div id="outline-container-headline-3" class="outline-4">
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<h4 id="headline-3">
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The tools available
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</h4>
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<div id="outline-text-headline-3" class="outline-text-4">
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<p>There were complaints about the weapons breaking but I felt, with the addition of the bombs and other tools, was a puzzle to solve.
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You could always traverse the world without using one of the powers.
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Sure, they could make it easier, as seen in speedrunning with bomb jumps or stasis hits.
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When approached with a mountain range one could climb it, sometimes with more difficulty than others.
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Take the waterfalls of the Zora domain,
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one could use the ice blocks on the side of the waterfalls to climb,
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but you could also use the Zora armour or take a different route by climbing.</p>
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</div>
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</div>
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<div id="outline-container-headline-4" class="outline-4">
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<h4 id="headline-4">
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The dungeons and repetition
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</h4>
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<div id="outline-text-headline-4" class="outline-text-4">
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<p>The dungeons in the game were hype approaching them.
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They were big, causing issues for the inhabitants of the world.
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But when actually doing the dungeon, it was a an exploration to get to some switches to then defeat an unrelated boss that felt that it didn't have a build up.
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It felt like a let down.
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When actually facing Ganon though, it did hold up since they had set him up with a castle to either sneak or battle your way through.</p>
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</div>
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</div>
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<div id="outline-container-headline-5" class="outline-4">
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<h4 id="headline-5">
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The story and it's presentation
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</h4>
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<div id="outline-text-headline-5" class="outline-text-4">
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<p>The base contents of the story in BotW is well presented and you immediately understand what happens.
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Zelda, Link and the other heroes were overpowered, so Link was sent to regenerate while Zelda held up the fortress.
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You wake up in a different world, where it seems that Ganon more or less has won, and you have to return to save Hyrule.
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But to get more information, you have to find points that you can see in pictures.
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These pictures have the issue of being in specific locations that are easy to miss for an adventurer.</p>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<div id="outline-container-headline-6" class="outline-2">
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<h2 id="headline-6">
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Here comes Tears of the Kingdom
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</h2>
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<div id="outline-text-headline-6" class="outline-text-2">
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<p>So I got to borrow my friends old switch to play Tears of the Kingdom.
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I bought the game myself, and a new pro controller to get to play it.
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I started it and had mixed feelings quickly.
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Hearing Fi from the sword did have me in tears when it broke though.</p>
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<div id="outline-container-headline-7" class="outline-3">
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<h3 id="headline-7">
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The toolbox
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</h3>
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<div id="outline-text-headline-7" class="outline-text-3">
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<p>What made feel bad was how things, like the powers were introduced and how some of them seemed necessary for progressing on the platform.
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Coming from Breath of the Wild, this felt very strange.
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You had to build boats with a ultrahand,
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that when using pro controls (as I did since I dislike the clutter that it shows on the screen),
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doesn't tell you how to deconstruct things if you mess up.
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Ascend is built in the same way,
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but instead of you constructing the solution (which there might be different ways, but all include ultrahand),
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the world is designed to use ascend.</p>
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<p>
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The teleport system also affects how you traverse the world, since the world is almost 2/3 times the size.
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There are specific points of interest that allow you to travel from the overworld to the sky or the underdark,
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which means that you have to be able to get to them in an easier way.
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The teleport makes this so much easier.
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But this makes the simple walking around and finding something interesting feel like a waste.</p>
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<p>
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Fuse, fuse, fuse.
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This ability makes me dislike the combat so much.
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Instead of finding interesting weapons out in the world,
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you have to fight enemies to then convert your weapons into something new.
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You can't ensure that the weapons will work as it was intended,
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since you will want to deal the most damage.
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Then a sword can become more like an axe due to the nail you fused.
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And the normal weapons,
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that are simple to understand,
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are almost unusable due to breakage being ramped up.
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I ended up just using the bow,
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since that will work as one would expect no matter what,
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and adding bombs to specific arrows rather than gathering bomb arrows is a change that I approve of.</p>
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</div>
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</div>
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<div id="outline-container-headline-8" class="outline-3">
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<h3 id="headline-8">
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The dungeons
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</h3>
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<div id="outline-text-headline-8" class="outline-text-3">
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<p>The dungeons have a similar problem with the switches.
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You arrive at a dungeon, and need to hit a button that depends on a switch of some form.
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But the boss is actually setup.
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It is them that is shown to affect the areas.
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Queen Gibdo is making the storm, Colgera is making the snow storm, and Mucktorok is slinging out the sludge (I have yet to get to death mountain).
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So the reward does feel related to what you are working for when helping these areas out.</p>
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<p>
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I am doing TotK a bit of a disservice here though, with how the switches are made.
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They are more interesting,
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since they aren't all based on moving an area with the use of the map,
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but they are in large part the same concept.</p>
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</div>
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</div>
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<div id="outline-container-headline-9" class="outline-3">
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<h3 id="headline-9">
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The story
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</h3>
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<div id="outline-text-headline-9" class="outline-text-3">
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<p>In TotK, the story starts in a much clearer way, and introduces this old civilization.
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Zelda has been transported through time.
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It feels way more in depth compared to BotW.
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It does however conflict a bit with other games in my mind,
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in particular with Skyward Sword,
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but that is something that doesn't really matter when it comes Zelda.
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The way to get more information is by talking to the different factions, and finding the tears.
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The tears are the same idea of the pictures from BotW,
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but implemented way better,
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since you can see theme way easier.
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The issue that was raised to me by a friend,
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was that the world doesn't react to you gaining more information about what has happened if you don't do it in the correct order.
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If you finish the tears before dungeons,
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it gets a bit messed up.
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Also, if you decide to go to another region than Rito in the beginning, you won't get the foundations of the tears explained either.
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So TotK fails a bit in their ability to explain the story due to them not wanting to limit how you navigate the world.</p>
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</div>
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</div>
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</div>
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<div id="outline-container-headline-10" class="outline-2">
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<h2 id="headline-10">
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What does this mean?
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</h2>
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<div id="outline-text-headline-10" class="outline-text-2">
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<p>I think that some of the ideas that Tears of the Kingdom introduces creates an interesting game,
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but it bases a lot of what was created in Breath of the Wild and suffers therefore.
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A game that either focuses a lot on the story or the exploration is what I think I want from a game.
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And I am not saying you can't have both, but it will need to make sure that either aspect doesn't infringe on the other.</p>
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