Zelda TOTK: An Unnecessary Masterpiece

Did The Legend of Zelda: Breath of the Wild (BOTW) truly need a sequel? I doubt it. The characters within this iteration of Hyrule could’ve easily rode off into the sunset following 2017’s Game of the Year. Even still, the crew at Nintendo knew exactly the type of goldmine they were sitting on. Which leads us right back to where we started, Hyrule Castle enveloped in darkness, Princess Zelda missing in action, and you (Link) tasked with solving this situation. 

While The Legend of Zelda: Tears of the Kingdom (TOTK) definitely retreads some familiar territory, it does not lack innovation. Every single element of BOTW is subject to reinvention in TOTK. This is no surprise with Nintendo’s track record, but it is still worth noting. 

Cheating is Fun

The development team chose to adopt a certain mantra, “cheating is fun.” A relatively wild statement given the source, but you will hear no argument from the Action Replay generation of gamers. The mechanics implemented to achieve this particular message include the “Ascend” and “Recall” abilities. 

In a world filled with options for traversal, these two abilities provide the brute force solution. Ascend accomplishes a simple task, teleporting directly above you. You don’t want to walk backwards out of the cave you just explored? Ascend. 

Ascend’s in-game animation.

On the other hand, Recall can get you basically anywhere you want to go. When used in succession with the “Ultrahand” ability, you can move an object to where you want to go, release the object, climb on top of the now sitting object, and simply use Recall to have it travel to where you want to go. Sounds overdone, but once a player masters the concept, you can pretty much cheat your way through any obstacle. Which, as the developers said, is definitely a lot of fun. 

Zelda’s Fate

The core mechanics of TOTK are excellent, there is nothing more to say about them that hasn’t already been said by many. In truth, what I find to be the largest change between the two games is the surrounding world. Despite using much, if not all, of the same Hyrule map as its predecessor, TOTK completely revamps it. BOTW was designed to feel desolate in service of the story that was being told. In this version of Hyrule, a lost civilization is restoring itself by your previous actions. 

The world is alive, and Link is no longer alone in his fight. BOTW chose to purposefully remove all of his trusted allies from the scenario. A decision that forced Link to build new bonds throughout the Kingdom of Hyrule. The storytelling of TOTK is well aware of this. The only problem being that this is still a Legend of Zelda game, so we must arbitrarily remove Zelda ASAP. While this may initially seem frustrating, players will quickly remember the weight Zelda’s absence can hold. There is continuously something beautiful about storytelling through a vacancy. 

During her sabbatical, Zelda chooses to place her faith in not only Link, but the friends they obtained in their past adventure. An entirely full vote of confidence, that despite her misplacement, they will sufficiently save both her and her kingdom. This establishes a healthy form of weight for the player. Each mission is equally important as the last. In a world where anything is possible at any time, that sense of continuous consequence is critical. Games with a sizable length can ultimately begin to feel superfluous, TOTK never reaches that point. 

Spoiler Alert

The world is vast, that much is obvious. Then there must be a lot going on, right? TOTK’s story kicks off just as Nintendo’s E3 2019 presentation told us it would. An encounter with Ganondorf beneath Hyrule Castle that results in a bit of mayhem. Unclear to us laymen at the time was the eventual outcome of this particular moment. I, personally, didn’t have time travel shenanigans on my bingo card. Even still, I found it to be a welcome addition. 

Link and Zelda navigating beneath Hyrule Castle

Zelda’s positioning in an age long forgotten provides her character with two separate additions. The first, her inevitable absence, providing players their ultimate goal. The second, a sense of agency for her own journey. A non-playable character doesn’t always feel important to the gameplay, but TOTK avoids this issue. It feels as if Link and Zelda constantly work in tandem, despite the separation of at least a thousand years. Each dungeon conquered by Link and his comrades feels like a scenario carefully designed by Zelda. 

“The Dragon’s Tears” questline only deepens this feeling of togetherness through time and space. Link investigates geoglyphs left behind by Zelda’s newfound civilization, with each one providing him a glimpse into the past. In turn, this creates the true mythos of TOTK. The hows and the whys of Zelda’s actions carefully come to light during each peek into the past. Once her fate reveals itself, you, as the player, wholeheartedly understand the decision. Which begs the question: how does one get back to the future?

Back to the Future

If you haven’t already, go ahead and pull those bingo cards out one more time. I don’t have: “Zelda transforms herself into a mindless immortal dragon, in order to provide Link with the necessary tools to defeat Ganondorf” on mine. That’s just my card. Of course, yours could’ve been different. This newfound power is provided to her by the ancient Zonai, founders of Hyrule Kingdom. 

The Light Dragon

Obviously, there is a lot to unpack within Zelda’s decision. The undeniable truth of it lies within The Legend of Zelda’s status as a never ending love story of sorts. Throughout the various iterations of Link and Zelda, they always find their way back to each other. TOTK does not revolutionize this formula. It simply shows you the lengths Zelda is willing to go to in order to return home to Link. At the same time, it allows you to experience the lengths Link is willing to go to in order to retrieve Zelda.  

All of this culminates in a grand scene, upon the back of the Light Dragon that roams the skies of Hyrule. Link is bestowed the Master Sword once again. A weapon safeguarded and restored by Zelda for thousands of years. Triumphant in essence, but sorrowful by design. A solution to Ganondorf is now available, but a hefty portion of the goal is now unavailable. With evidently no solution, a sense of sorrow weighs heavily upon the scenario. It is up to Link to complete the task Zelda left for him on his own. 

TOTK’s Closure

The lowest of lows sets in just as the final confrontation approaches. A harrowing sentiment to undertake, for sure, but Link still has his allies in present day Hyrule. Alongside them, and the power of the Master Sword, Ganondorf arrives at the extent of his capabilities. In a moment of weakness, Ganondorf invokes the same ancient power as Zelda, transforming himself into an immortal dragon. A maneuver a tad bit more likely to be on the bingo card, given his status as evil incarnate. The resulting action scene of Link riding the back of the Light Dragon against this new version of Ganondorf feels vastly more celebratory than challenging. 

Good ultimately conquers evil, and a happy ending awaits. In a bit of unsatisfying handwaving, Zelda transforms into her human form once again. TOTK cites the ancient power of her ancestors as reasoning for the backslide of sorts. A bit of mediocre storytelling, but the joyful reunion between the core characters more than makes up for it. 

Is TOTK necessary? No. Is it beautiful nonetheless? Yes. BOTW spends little time begging for a sequel. TOTK doesn’t care, and didn’t ask. It’s simply here, and it’s going to take its rightful place on the top of tier list rankings. 

A sequel does not erase the greatness of its predecessor. BOTW is forever and always going to be one of the greatest games ever, but TOTK surpasses it in too many ways to count. 

10/10.

Luke Seale Written by: