Many years ago, I gave Breath of the Wild a somewhat reluctant 5/5 stars. I enjoyed the game, but I still wasn't as enthralled with it as I wanted to be. It was considered the best game of all-time not only by this website, but also IGN, Edge, and British GQ. But the game grew on me and I had to acknowledge that it had a lot going for it: the impressive physics engine, the multiple collectibles, the fun shrines, the simple but ingenious cooking/crafting system, and most importantly, the ability to climb and glide.
I initially gave TOTK 4/5 stars. I put in maybe 70-80 hours into it and was having fun, but it still felt very same-y. Hyrule hasn't changed much and I felt like Tears of the Kingdom was mostly re-treading the same ground as BOTW.
I came back to the game after a few months of not playing and it, which helped me gain a much deeper appreciation of the game.
First things first, the good new stuff. Fuse is one of the craziest mechanics I've ever used in any game. It's probably the centerpiece of combat in TOTK. It's a great way to utilize melee weapons that you don't have storage space for. For example, I was able to attach a Royal Halberd to my Master Sword, which allowed me to swipe multiple targets at the same time.
The other main thing you'll Fuse are monster parts, which can dramatically increase power. I was able to cheese the final boss by attaching Gibdo Bones (+40 attack) to a Lynel Bow (which fires three arrows at once). You do all sorts of silly fusions such as adding elemental damage to weapons or bombs on arrows.
Ultrahand is the other main new mechanic that you've probably seen online. I haven't made any of the crazy mechs that others have made, but I still had a lot of fun with the mechanic. While I still think that building carts for traversing the overworld seems kind of pointless, it definitely helps a lot with aerial transport. There were a number of shrines where I had to transport the green crystal back to its base. I'd attach fans, rockets, and hot air balloons to platforms and steer them to try and crash land on the destination island. I know I just scratched the surface of this mechanic's potential, but it's such an interesting idea that I would've liked an excuse to build more contraptions.
Ascend doesn't seem like an exciting mechanic at first as it's pretty basic, but I really warmed up to it. While there are some fun puzzles using the mechanic, the main upside is that it just makes traversal much easier. Climbing up large walls is still a chore no matter how much stamina you have, but being able to phase through entire floors will always feel good.
While Hyrule is mostly the same, TOTK introduces two new locations: Sky Islands and The Depths.
The Sky Islands are pretty small compared to the rest of the map, but they do offer a chance to utilize the game's aerial traversal mechanics. You can still find a lot of exciting things up there, mostly a handful of extra shrines, zonai devices, and the exceedingly rare Sage's Wills. The Sky Islands don't feel very integral to the game, but I still spent quite a few hours flying and gliding several miles between islands, fighting Flux Constructs, and finding those rare shrines floating hundreds of miles above the ground.
The Depths are a great idea in concept, but could've been fleshed out a bit more. I didn't explore them very much outside of the necessary main story quests, but when I did, I had an absolute blast. The Depths are creepy and atmospheric and you have to rely on Lightroots and Brightbloom seeds to light the way. Even then, I spent a lot of time running through pitch black illuminated only by the gloom or lights in the distance. It's a very cool and unique feeling that I don't often find in many other games.
My main complaint about The Depths is that it can feel a bit pointless. Without shrines, there doesn't seem to be much incentive to explore. You can find Poes and Zonaite, two new types of currencies, but most of The Depths feel like they could've just been procedurally generated like a Valheim level. I loved exploring The Depths, but I just wish I had more incentive to do so.
The Shrines are still a highlight, just as they were in TOTK. I think I completed almost 90 of them in total. The puzzles are still a lot of fun and mostly pretty easy to figure out. I had to look up how to solve only a handful of them, but the rest felt very satisfying to complete. There are countless moments where something just clicks in your brain and you get to feel like a genius when you understand the puzzle's logic.
I spent about a week or so powering through the final two temples and the last of the main quests and enjoyed every moment of it. Sure, I still have some complaints such as the fact that you now need to do a bunch of dumb side quests to awaken the Great Fairy fountains, but I still had a blast all the way through. I probably could've ended the game much earlier, but I felt underpowered fighting Ganondorf and spent an entire day grinding shrines (and got three extra hearts), scavenging for Sundelions, activating the remaining Sky Towers, and finding the Phantom Armor (which I had to look up).
Even after 150 hours, there are still many shrines I haven't found, side quests I haven't completed, armor I haven't upgraded, and recipes I haven't cooked. Hell, I didn't even get the Autobuild feature until nearly the very end of the game. This game feels absolutely massive and it was a joy to explore and do the numerous things you can find on the map. Part of me wishes it was harder, so I'd actually have an excuse to use the 20+ heart containers I acquired and the dozens and dozens of food I cooked but never ate. Either way, TOTK is a towering accomplishment and well-deserving of the praise it's received. It's an improvement on BOTW and I don't know how the Zelda franchise will out-do this one.