Where the Action Is: Exploring the Depths in ‘Tears of the Kingdom’
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The latest installment in the Zelda franchise, Tears of the Kingdom, offers a markedly different experience from its predecessor, Breath of the Wild. While the latter’s spacious world allowed for contemplation and immersion in nature, the former is littered with components for object-building powers, resembling a toybox rather than a sandbox. While the world is busy and utilitarian in design, the addition of the “Depths” region offers a sense of adventure, providing an opportunity for freeform exploration, imagination firing, and driving players to explore.
Director Hidemaro Fujibayashi and producer Eiji Aonuma noted in their interview with WIRED that the Depths were designed to provide an area where players could “get really into the spirit of adventuring and exploring.” This holds in contrast to the game’s other environments – its surface and sky – which lack the same sense of adventure. While Breath of the Wild offered sustained quiet and lost-in-the-woods exploration, Tears of the Kingdom has Lego blocks strewn across its paths and colorful signs marking each milestone.
Despite its departure in tone and activity, Tears of the Kingdom is still an impressive refinement of what a Zelda game can be. It offers a mixture of expected familiarity and novel new additions, making it a remarkably savvy creation for tackling a sequel’s typical need. While it may not be as consistently surprising or feel as fresh as Breath of the Wild, it sets a new standard for what a Zelda game can be in the modern era.
In conclusion, Tears of the Kingdom may not be a suitable option for players seeking the quiet immersive experience of Breath of the Wild, but it offers a unique sense of adventure and imaginative opportunities for freeform exploration. As a newer addition to the franchise, it stands on its own merit, offering a mix of expected and novel features that redefine what a Zelda game can be.