Before you start reading, I’d like to mention this entry will contain spoilers. Thank you! (•‿•)
Hello everyone! Can't believe I haven't posted since may. Life has been exciting, busy, and also complicated at times. I've now started my first year of uni and feel thrilled about it. Seeing myself so close to professionally doing what I love the most feels amazing. I think Script is my favorite subject so far, and, although I constantly struggle with Blender (´∀`;), I'm finding CGI Principles super interesting. Anyways, I finished TOTK in June! It took me about a month to do so, and I had the time of my life. Enjoy this entry I started at the beginning of summer and only finished polishing now hehe!
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The The Legend of Zelda series is one of those things I love so, so much it makes my heart physically ache. It fills it to the point where it makes my chest feel a little tight, and I’m left not knowing whether I should cry, smile, or explode with nothing but adoration.
This, ladies and gentlemen (and others), is the first Zelda game I’ve gotten to try since the day it came out! I pre-ordered it, received a notification on May 12th that it was ready for me to pick up, and I went and took it -and a lovely collector’s coin- home. And I played it. This is incredibly important to me, as a Zelda fan, sure, but as a person, too!
Some time ago, I told my friends about how I would like to experience BOTW for the first time again, which I believe is a very common feeling with multiple things. However, it wasn’t fully true in my case, considering how overwhelmed I felt when I got to put my hands on it in 2020. I wasn’t used to playing on my switch, and I slowly had to learn to take the open world easily. Still, it quickly became one of my favorite Zelda adventures after I got the hang of it, so what I really meant to say was something like “I wish I could experience BOTW for the first time again, inquisitively, maybe even feeling a bit uneasy, but at least not completely terrified”. This is what Tears of the Kingdom has felt like to me, while also being a game of its own, and I will always be thankful for it. Having said this, let's dig in a little deeper!
A new experience
We thought getting a new, formidable experience would be hard after the game’s predecessor. I think I speak for a lot of people when I say it’s only fair to consider that the joke’s on us. Nintendo started TOTK with what I referred to as the “hardest videogame opening on fucking earth” as soon as I finished playing/watching it, which took WAY longer than it should have because I kept pausing it to stand up and breathe in and out and tell everyone I could think of how hard the environment building went, how sweet Zelda’s and Link’s interactions were (when he holds the torch for her? come onnnn), what a RAISE whoever composed the progressive ambience music deserved, and how I had just seen one of the coolest villain “first” appearances ever.
Overall ambience
Tears of the Kingdom comes with a magnificent spiritual vibe to it I resonate a lot with. I just kept thinking about it the more I played. The lost technology look they went for in BOTW was amazing and exactly what the game needed, and even though I wish sheikah tech hadn't fully vanished in TOTK, we're compensated with a very special anciently divine aesthetic. It reminded me a lot of that of the twili (which excited me a lot considering how visually beautiful Twilight Princess is), only lighter. They managed to present us a struggling Hyrule without completely breaking the characteristic liveliness of its landscaping these last two games, without forgetting to emphasize tons of eerie elements.
I have always been an avid defender of BOTW: it received tons of love, of course! But I’ve also seen many takes on it I just couldn’t disagree with more. I’m always incredibly up for critiques, but, aside from being stubborn, those sharing them usually handled their opinions in a very condescending “I am an elder gamer” way, so it was hard for me to sympathize with their points of view. One of the most known complaints was that it wasn’t creepy enough. As if every Zelda we’ve gotten was equally dark as the others, I always thought to myself. And still, it felt like things like the blood moons and the malice, or some minor ones like Malanya (my bizarre love), amongst others, even if they didn’t stop the overall environment from being lighthearted, were being tremendously overlooked. Coming from someone who has always leaned towards the spooky side of the series.
Having said this, I feel like, as I already said, they handled TOTK wonderfully. It's no secret that the developers went insane and gave us THREE map layers, but what's great and important about them is how different they feel from one another.
The sky islands have their challenges and enemies, sure, but the peace they give off is hard to match (I wish we had gotten more of them considering how the upheaval is so directly crucial to the story, though!). The surface makes exploration less overwhelming by letting us move through a map we already know, while still adding changes ranging from the smallest of details to intricate cave systems, which have become one of my favorite places to move around: having no maps for them is so thrilling to me! And finally, the depths. I can think of maybe two things at BEST that made my heart sink deep into my stomach as hard as descending into the underworld for the first time did. The loud, wailing horn unforeseenly breaking any feeling of ease is easily one of the smartest, most direct ways to introduce a territory so unexpected and other-worldly. And HERE is where I wanted to get.
And yet the world is brilliantly cohesive: you will never forget about the other two layers when you're focusing on one. We see this in everyday-exploring when paying attention to the layout of the depths, be it for the water on the surface functioning as underground limits, the abandoned mines we can find under villages or even the subterranean volcanic activity heating up our hot springs; walking around and finding green sceneries broken by an ominous chasm; or completing the labyrinths (which I very much encourage everyone to do) and jumping from the highest of highs directly into a hole in the ground. And this is how outstandingly good they handled the inclusion of different elements in the game: dividing them into separate sections but not letting you ignore their presence regardless of where you were or what you were doing. Focusing the main story and quest on something macabre, much more macabre than what we had seen in BOTW while not getting rid of the calm parts of the game. Essentially perfectly balancing out dark and light.
And I HAVE to say, if you want darker, go replay Twilight Princess, or actually pay closer attention to the plot and additions of this one. Enjoy things! (°ー°〃)
Comebacks and additions
It's also really exciting that we got to see elements from older titles. It's no secret that BOTW already constantly referenced previous videogames in the series, but TOTK's revamping of classics was really exciting. I have to say my favorite reappearance were the Gibdos. I just love Gibdos. I always have. I freaked out so much when I first *thought* I had seen them in one of the cutscenes. Their new insectish design goes hard as fuck. I'm really grateful they're related to Gerudo's phenomena and temple, which were the ones I loved the most. I won't really be getting into them separately but I do want to say I really, really like how they managed to mix the divine beasts feeling and classic dungeons for TOTK. I was hoping for stuff a bit more challenging, but they gave us such stunning and heterogeneous concepts that paid homage to previous games so greatly I can't even complain. All of them working with the terminal dynamic but having immensely different designs this time, bosses included, kept me curious and hooked. Rito and Zora temples felt newer, while Goron and Gerudo ones brought me back in time because of their mechanics.
“I don’t think I was supposed to do that… but it worked!”
From building simple bikes to attacking villages with Troy horses, the whole "build whatever you please" addition was INSANE. Coming from someone who didn't even abuse it that much, which I consider great, too, and I mean how it implements yet another way of playing the game, giving the player an even wider selection of ways to approach and play an already so open game.
I don't have many things to say about this other than hats off to Nintendo (sigh, I know) for coming up with such a crazy variety of devices for us to mess around with COMBINED with all the new stuff we could do with Link's abilities. My favorite one is ascend because I thought Link looked very cute in the little animation that popped up everytime I used it, despite it also being the one that re-wired my normal human brain into a maniac that had to constantly remind himself that no, it is not possible to go through the ceiling in real life.
With how amazing the entirety of the game is mechanic-wise, it makes you wonder if they made the sages deeply stupid on purpose. Particularly Sidon, seriously, that man was NEVER there when I needed him. Jesus Christ.
The ending
I know some people found the ending plain, but it's not an opinion I can resonate with. I think the idea is lovely and I spent the entire time hysterically crying. However, I won't deny that Zelda coming back to us as we knew her felt a little rushed, and if I coldly think about it, I would have liked a more deeply detailed explanation as to why what happened happened. Looking back at it, it also disappointed me that Link got his regular arm back, and it would have been lovely to see Zelda keep some dragonesque features. I guess I'm not a fan of starting over with a clean slate after adventures so emotional and meaningful. And still...
Some more notes
I don’t want to be fully blinded by love, because there *are* some things I would like to get off my chest. It’s important to acknowledge whatever flaws even your favorites might have, in my opinion. It might actually make you love them more :)
Even if I consider the story to be incredibly beautiful, I have to criticize the storytelling. Not that it was hard to understand, because the memories system we already worked with years ago is really effective in my eyes, but non-full-linearity for main quests didn't feel like the best choice for the tale being presented to us. I wish some things were only available for us to complete after getting clearing others. My main issue is especially the last dragon tear, which I went for as soon as I visited all the previous ones early game. It made the entire Find Princess Zelda mission feel a bit less intense, because it only made it more obvious that the Zelda everyone had been seeing was not the real deal. I don't think it's a HUGE mistake (I wouldn't even call it one in the first place), because, by the looks of it, Link's weak point is Zelda, and it makes sense he would still go after her when he's already aware of what really happened, be it out of pure denial or hopefulness. So, again, this wasn't a disappointment or anything, I just wish the order what we see and do as the main story was a little more rigid, while still giving us freedom in choosing what region we visit first, for example.
I would have also liked to see Link being a bit more expressive in cutscenes. I think his stoicism sometimes turned into hieratism, taking into account that we know he's a Link full of personality, as we can see ingame during certain interactions with characters and our surroundings. It wouldn't break his character to maybe have him frown a bit more strongly, or smile* a little, like we have seen in previous games without it ever messing up his characteristic "blankness" for the player to project onto.
*Check this out if you have finished the game, tho! :)
Something I already appreciated in the previous game that TOTK only enhanced, is how he's always acknowledged as a nice boy, a short boy, a pretty boy. People comment on his traits, they notice him for all these things that have nothing to do with being the hero of their land, which feels like a breath of fresh air, like we're more than just Hyrule's last hope, like we can just be the generous person who's willing to bring some rice to a lady that finds us cute, rebuild a village or help out a musical troupe just for the sake of it. This might be a bit over-the-top emotional, but again this is the person who takes off all of Link's equipment and puts him to sleep calmly after preparing warm milk for him writing. I just love him that much. You give me chances I didn't have before and I'm gonna make good use of them.
Thank you for reading all of this. I think I'm much better at randomly rambling than at trying to write a single thing down, mainly because of how many thoughts I have about everything. Keeping things brief becomes nearly impossible to me when it comes to a series I love so much, so I highly encourage you to watch or read some essays about specific parts of the game, and to stick around here to see if I ever decide to make some myself!
Ps: I didn't really find the right spot to mention this while I wrote, but you should totally check this awesome article out. It's about trans discovery and joy related to Link. I think it's very much worth the read and it conveys a lot of thoughts and feelings I wouldn't really know how to put into words myself, it made me very emotional to read it when it first came out. :)
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