Review NoctuaSaga 2/5 · Apr 18, 2026 Completed
Yes, yes, well done, Nintendo.
The critical and popular success of Tears of the Kingdom is understandable. The “multiplicative gameplay” concept developed for Breath of the Wild and taken to new heights in this sequel undoubtedly rewards resourcefulness, curiosity, and experimentation, thanks to a wealth of game “building blocks” that can be combined (almost) without restriction and a (seemingly) flawless physics engine. This formula is …
The critical and popular success of Tears of the Kingdom is understandable. The “multiplicative gameplay” concept developed for Breath of the Wild and taken to new heights in this sequel undoubtedly rewards resourcefulness, curiosity, and experimentation, thanks to a wealth of game “building blocks” that can be combined (almost) without restriction and a (seemingly) flawless physics engine. This formula is all the more effective because it is underpinned by art direction and a world that remain as captivating as ever.
However...
By pushing the boundaries of crafting and creative freedom to the limit, within a framework that was designed—and appreciated—for immersion and freedom of exploration, the game seems to cater to crafting enthusiasts at the expense of others.
As a result, it’s harder to recapture that sense of wonder at the open world—that blend of contemplative (yet never aimless) wandering and exhilarating rides—that the world of BOTW offered and that TOTK promised to elevate even further. In this regard, the new Hyrule struggles to distinguish itself from the old. Neither the sky islands nor the underworld fully rekindle the joy of discovery that the main area—already largely familiar to most players—can no longer provide. This may not have been their primary objective, but precisely: as has been noted elsewhere, it wouldn’t have been unreasonable for Nintendo—given the resources and energy invested in development—to follow through on the logic of the kingdom’s “tearing apart,” as announced from the game’s earliest presentations and in its title. For the player, it would have been all the more compelling if the cataclysm that concludes the introduction had left behind only “debris,” sometimes suspended in the air, sometimes buried in the earth’s crust, to astound us and draw us into a literal reconstruction of this world we had grown attached to a few years earlier—particularly by multiplying sequences of falls, glides, and propulsions across all dimensions of space. While failing to reproduce the “breath of the wild” from the first game, this “BOTW 2” would thus have breathed new life into the epic nature of its universe and narrative, both of which could have gained in depth and gravity.
As for the gameplay, it has been said that this game “goes off in all directions.” While this is primarily meant to highlight its generosity, the expression also suggests a certain futility: something that “goes off in all directions” often risks “getting nowhere.” In gaming terms, this amounts to cutting off the final part of the objective-challenge-reward loop, thereby depriving the player of any sense of fulfillment. That’s why the prominent role given to the “Ultrahand” and “Fuse” powers in this Zelda game ended up turning some players off. The endless assembly of artifacts, resources, and other gadgets to achieve results that are more or less useful and fun can become tedious... especially when the process requires crafting projectiles piece by piece—even in the middle of combat—that were previously easy to purchase from the armorer and store in the inventory. Even if said ammunition (for example, flaming or explosive arrows) isn’t essential, the tedious process required to obtain it limits the enjoyment their use should provide.
This last example is, in fact, typical of the changes made to the laws and lore of BOTW without proper narrative justification. The same goes for the Sheikah ruins and technologies, which may have become obsolete from an extradiegetic and gameplay perspective, but for which a few in-game references would not have been out of place, given how pivotal they were in the previous installment. It’s also a shame that the use of save files from the previous game seems limited to retrieving old mounts, which, incidentally, lose their appeal in this sequel so ostensibly focused on verticality. Taken individually, these shortcomings are minor, but when added up, they dampen the nostalgia of fans who are a bit too sentimental.
[Translated from French with DeepL.com (free version)]