How to overcome the insurmountable? Over the past five years, that question must have crossed the minds of Nintendo’s designers tasked with developing The Legend of Zelda: Tears of the Kingdom daily.
Because it is said soon, but these people have the “ballot” to make the continuation of breath of nature, the game with the highest number of perfect scores in history. A title acclaimed by critics and the public that is considered a masterpiece and that, even today, continues to surprise with the depth of its mechanics.
The Legend of Zelda: Tears of the Kingdom – Demo with Eiji Aonuma
Seen like this, It’s hard to believe that Tears of the Kingdom is capable of surpassing Breath of the Wild… But if we leave the speech with grandiose words for a moment and look at everything from a more critical perspective, we can find several aspects that can be improved in Breath of the Wild that, if corrected, would make Zelda Tears of the Kingdom an even more complete game.
And that’s why we’re here today: to review the key aspects The Legend of Zelda: Tears of the Kingdom needs to top Breath of the Wild.
5 things Zelda Tears of the Kingdom needs to top Breath of the Wild
More and better dungeons
And let’s start, of course, with the most obvious: the dungeons. In terms of design, Breath of the Wild’s dungeons followed the same philosophy as the game itself: freedom above all else.
Rather than following a specific path, Breath of the Wild’s dungeon puzzles were free to solve, resulting in an exquisite design. However, they all suffered from one problem: they were very similar from a visual point of view.
We propose a challenge: can you remember what the inside of Vah Ruta and Vah Medo was like? And can you remember what it was like inside the Water Temple and the Fire Temple from Ocarina of Time? If the answers are no and yes, you will agree with us on this point.
The other change dungeons need is increase your number. Compared to other installments of The Legend of Zelda saga, Breath of the Wild is one of those with the fewest dungeons… And although it made up for it with more than a hundred shrines, in the end more traditional dungeons were missing.
In definitive: Zelda Tears of the Kingdom needs more dungeons and make it more memorable.
bosses to remember
Having few dungeons also means having few bosses, and this is another aspect that Zelda Tears of the Kingdom needs to improve.
In fact, everything we said about Breath of the Wild dungeons can be applied to bosses: the Ganon’s Wrath they were the imposing foes that waited at the end of every divine beast, but then again, both their visual design and behavior weren’t overly memorable.
This was partly due to the open development of the adventure, as being able to go through the dungeons in the order we wanted, the bosses did not require any specific method or skill to defeat them, making the fights lack a little spark.
And for sample, a button: the “open world bosses” (Hinox, Petrarok, Centaleon, Moldora…) had much more charm than the ones in the dungeons. And the reason was the noticeable differences in their visual appearance and attack pattern.
If Tears of the Kingdom is meant to surpass Breath of the Wild, must include epic boss fights that remain etched in our retinas.
An unforgettable soundtrack
Breath of the Wild opted for a really particular soundtrack; its loose piano notes served to accompany the exploration, evoking feelings of nostalgia and mystery.
Personally, we thought it worked really well within the game itself, and we wouldn’t mind if Tears of the Kingdom repeated the play, but it’s true that it sometimes lacked the bombastic, catchy melodies of traditional Zelda installments.
We’re also not saying that the entire soundtrack should consist of epic fanfares, but a mix between “soft” melodies and unforgettable songs would be the formula for success in The Legend of Zelda: Tears of the Kingdom.
Greater importance to the story
The story is another of the most criticized aspects of The Legend of Zelda: Breath of the Wild. As the title puts freedom of exploration above the rest of the elements, history has been relegated to the background.
In fact, Breath of the Wild did something that, while not everyone’s favorite, we thought was genius: fully understand the story, we had to find a series of memories following the clues they gave us. It was a masterful way of combining freedom of exploration with storytelling.
Still, we understand that this approach isn’t for everyone, so if Zelda Tears of the Kingdom wants to please a larger number of players, should choose to tell the story in a more traditional way.
Or, at least, tell most of the story in a more traditional way and reserve narrative innovations for those who want to get the most out of the game.
We take that for granted, but it’s still important: we hope The Legend of Zelda: Tears of the Kingdom has a few surprises up its sleeve.
And we take it for granted because there are still a lot of doubts surrounding the expected game for Nintendo Switch: who is the villain? What happened to Link’s arm? What happens to the Master Sword? What are theTears of the Kingdom” what does the title refer to? Will Zelda be a playable character?
Because we don’t, we don’t know basic stuff… like how dungeons work in this issue (so point number one could have been fixed). We are sure that the day we take the helm we will have some surprises.
This is also important to silence the critical voices that claim that Tears of the Kingdom could have been an expansion, implying that news like the combinationO infiltration nod ultraman are not enough (all seen in the latest trailer). Will we see any novelty not yet revealed that will be able to convince the detractors?
We’ll probably have to wait until May 12th to find out, when The Legend of Zelda: Tears of the Kingdom is coming to Nintendo Switch.