My first play demo was deliberately mysterious with the backstory. The Legend of Zelda: Breath of the Wild had robotic ancient Guardians and other remnants of ages past, but Tears of the Kingdom continues the explorations into a lost, decayed world of former tech glories with the Constructs, and the mysterious Zonai, makers of the pieces of tech you use to construct machines with Ultrahand. Its pieces form into new shapes but also shatter apart. One massive boss at the end of my session, a giant being made of cubes, feels dropped right out of Minecraft. These little cute ancient robots, seen in the Tears of the Kingdom trailers, are everywhere. "Constructs" are a major presence in the game so far that I've played. I'm not the only one who's building things, I think. These vending machines give out machine part essentials. Classic Zelda: an illusion of open-ended decision-making, with clear answers hidden underneath. Having the ability to make tons of items and machines may seem like a way to fast-track through a challenge, but I found that sometimes the answers weren't what I thought they were. Grabbing things and moving them with Ultrahand is definitely a new key tactic, similar in feel to the Magnet moves in Breath of the Wild, but applicable to way more items. I tried a few puzzles on one floating island, and found a variety of solutions. The new powers also mean new puzzle-solving tactics. But I also have to learn to juggle the extra nuance of Ultrahand, and its object-turning subtleties. It's another reminder that going vertical is a major new dimension in this game.Īll these powers show up in a wheel now, easier to access. NintendoĪscend, a power that shoots me through a ceiling if there's one above me, sends me flying way up high to pop through a bridge overhead. Popping up randomly into a fight? It can happen.
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