There is a particular kind of silence that falls over a room when someone hands you a piece of technology that fundamentally shouldn’t work — and then it does, beautifully. That’s the sensation of playing The Legend of Zelda: Tears of the Kingdom for the first time. Nintendo didn’t just make a sequel. It handed players a physics sandbox disguised as a fantasy epic, and somehow the result feels more like a magic trick than a video game.
Story & Premise: Hyrule Turned Upside Down (and Right-Side Up)
Picking up some years after the events of Breath of the Wild, the story opens with Link and Zelda descending into the depths beneath Hyrule Castle, where an ancient, mummified evil awakens. The confrontation goes badly. Link is separated from Zelda, loses an arm, gains a mysterious replacement, and wakes up on a floating island in the sky with no idea where the princess has gone.
What follows is a search across three vertically stacked worlds: the Sky Islands above, the familiar surface of Hyrule, and the genuinely unsettling Depths below — a mirror-world cast in darkness that rewards bravery and punishes carelessness in equal measure. The narrative structure won’t surprise anyone who played the last game; it’s still fundamentally a “collect memories, piece together the mystery” format. But the tone has matured. There’s real weight to Zelda’s disappearance, real dread in the way Ganondorf’s presence seeps into the world, and a handful of story beats — particularly around the game’s midpoint — that land with more emotional force than anything in the previous installment.
It’s not going to win awards for its dialogue or its pacing. Side characters remain thin, and the central mystery telegraphs its big reveal well before the credits roll. But as a backdrop for exploration, it does exactly what it needs to do: give you a reason to care while getting out of the way of the moment-to-moment brilliance.
Gameplay & Mechanics: This Is Where the Magic Actually Happens
Let’s be honest about something: nobody is going to remember Tears of the Kingdom for its story. They’re going to remember it for Ultrahand.
The new ability set — Ultrahand, Fuse, Ascend, and Recall — completely reshapes how you interact with the world. Ultrahand lets you grab objects and stick them together, meaning you can build carts, rafts, hot air balloons, siege weapons, and genuinely deranged Rube Goldberg contraptions out of scavenged parts. Fuse lets you attach materials to weapons and shields, turning a broken stick into a functional spear by duct-taping a rock to the end. Ascend lets you swim upward through solid ceilings. Recall reverses an object’s recent movement through time, which sounds like a gimmick until you’re using it to ride a boulder back up a cliff it just fell down.
Individually, these are clever tools. Together, they are an entirely new grammar for solving problems. Puzzle shrines that would have had one intended solution in Breath of the Wild now have a dozen, limited only by your creativity and the game’s admittedly generous physics engine. Want to cross a chasm? Build a bridge. Or a glider. Or catapult yourself across with a fan and a rocket shield. Or just ignore the puzzle entirely and Ultrahand a plank onto a rock to make a ramp. The game rarely tells you you’re wrong.
This freedom does come with friction. The building interface, while intuitive after a few hours, can be fiddly when you’re trying to attach something at a precise angle mid-combat, and the sheer amount of possibility can occasionally feel paralyzing rather than liberating — analysis paralysis dressed up as open-world freedom. But those are minor complaints against a system this ambitious. Few games this large have shipped with a core mechanic this genuinely novel.
Combat, meanwhile, benefits enormously from Fuse. Weapon durability — long a point of contention among Breath of the Wild veterans — is still present, but it stings far less now that a broken sword can be fused with literally anything lying around to make something usable. Fusing a Keese eyeball onto an arrow gives you a homing shot. Fusing a boulder onto a stick gives you a hammer that turns lesser enemies into paste. It’s a system that turns scavenging from a chore into a genuinely fun improvisational puzzle in its own right.
Exploration: Sky, Surface, and the Genuinely Creepy Depths
The Sky Islands are a gorgeous but relatively light addition — beautiful vistas, some clever aerial puzzles, but comparatively sparse in content density. The real triumph is the Depths, an inverted mirror of the overworld drenched in an oppressive, gloomy dark that only your weapon’s Fuse-granted light or scattered Brightbloom seeds can illuminate. Down there, danger feels real again in a way the surface world — now comfortably familiar to returning players — sometimes lacks. Gloom damage, a mechanic that temporarily shrinks your maximum health if you’re struck by the corrupted enemies below, adds a layer of tension that the original game never had.
The surface of Hyrule has been reshaped just enough to feel new without abandoning the geography players spent a hundred hours memorizing. Chasms punch down into the Depths at key locations, Zonai ruins dot the landscape, and entire regions have been redesigned around new vertical mechanics. It’s an impressive trick: reusing a map without making it feel reused.
Graphics & Presentation
Running on the same Nintendo Switch hardware as its predecessor, Tears of the Kingdom is a testament to what clever art direction can accomplish when raw horsepower isn’t an option. Draw distances have improved noticeably, pop-in is rarer, and the game’s handling of dozens of physics objects on screen simultaneously — carts, rafts, contraptions, debris — is honestly remarkable for the hardware. It isn’t a technical showcase in the way a PS5 exclusive might be, but the painterly, storybook aesthetic continues to age gracefully, and the game rarely looks anything less than gorgeous, whether you’re watching sunrise break over the Gerudo desert or descending into the bioluminescent gloom of the Depths.
Sound & Music
The score leans heavily on quiet, ambient orchestration punctuated by swelling, thematic callbacks at emotional high points. It’s restrained where a lesser game might have gone bombastic, letting the wind, the creak of a wooden cart, and the ambient hum of a Zonai device carry much of the sonic texture. When the music does swell — during a boss encounter, or a particularly moving cutscene — it earns the moment rather than demanding it.
- Ultrahand and Fuse genuinely redefine open-world problem solving
- The Depths add real tension the original game lacked
- Combat feels fresh thanks to weapon fusing
- Astonishing technical achievement on aging hardware
- Rewards creativity more than almost any open-world game before it
- Story remains serviceable rather than gripping
- Sky Islands feel comparatively thin
- Building interface can be fiddly under pressure
- Weapon durability still frustrates newcomers
- Overwhelming freedom occasionally becomes overwhelming, full stop
Longevity: How Long Will This Actually Keep You?
A straightforward story completion, hitting only the critical path shrines and skipping most side content, will run somewhere around forty hours — already a substantial commitment by any genre’s standard. Players chasing full completion, however, are looking at triple digits. Between the main shrines, the Lightroots scattered through the Depths, Koroks hidden across every region, side quests tied to returning and new NPCs, armor upgrades, and the Depths’ resource-gathering loop for crafting Zonai devices, this is a game built to be lived in rather than simply finished.
What keeps that hundred-plus-hour runtime from feeling bloated is the sheer variance in how you can approach any given objective. Unlike collectible-heavy open-world games where completion often means repeating an identical activity dozens of times with cosmetic variation, Tears of the Kingdom’s building systems mean two players clearing the same shrine, the same Depths encounter, or the same overworld puzzle can have wildly different experiences depending on what they’ve decided to construct, fuse, or improvise. That variability is doing a lot of quiet work to keep six-figure playtimes from ever feeling like a grind.
The autobuild feature — unlocked partway through the story, letting you instantly reconstruct a previously built vehicle from scavenged materials — deserves specific mention here. It’s a small quality-of-life addition that meaningfully changes the back half of the game, removing a lot of the repetitive part-gathering that could otherwise have worn thin across a hundred-hour campaign.
How It Compares to Breath of the Wild
Comparisons to the previous entry are inevitable, and largely favorable. Breath of the Wild’s revelation was the sheer scale of Hyrule and the freedom to approach it from any direction; Tears of the Kingdom takes that freedom and applies it vertically as well as horizontally, then hands you the tools to reshape the terrain itself rather than simply traverse it. Where the original game was about discovering a world, this one is about reconstructing it — literally bolting together the means of your own progress out of whatever happens to be lying around.
It isn’t a strictly superior experience in every respect. Some players will miss the comparative simplicity of the first game’s more minimalist shrine puzzles, and the reused overworld map — however cleverly reworked — means the sense of discovering an entirely new Hyrule for the first time can’t be fully replicated. But taken as a complete package, the sequel does more with its foundation than almost any other follow-up in the medium’s recent history.
Who Should Play This
This is an easy recommendation for anyone who enjoyed the previous game, obviously, but it’s also worth serious consideration for players who bounced off Breath of the Wild specifically because of its systems. If weapon durability soured you, Fuse largely resolves that complaint. If you found the physics puzzles too constrained, Ultrahand blows that ceiling off entirely. The one group who might want to manage expectations is anyone hoping for a tighter, more narratively driven experience — the story remains a backdrop rather than a centerpiece, and players craving a plot-forward adventure may find themselves more engaged by the mechanics than the mystery driving them forward.
Rating Breakdown
| Story | 8.5 / 10 |
| Gameplay | 9.8 / 10 |
| Graphics | 9.0 / 10 |
| Sound Design | 9.0 / 10 |
| Replayability | 9.5 / 10 |
9.4 / 10
Depplo Editor’s Choice
Final Verdict
It would have been easy — and understandable — for Nintendo to iterate cautiously on a game as beloved as Breath of the Wild. Instead, they tore out its foundations and built something structurally bolder in almost every way. Tears of the Kingdom isn’t just more Hyrule; it’s a different way of thinking about what an open world can ask of you. The story may not linger long in memory, but the systems will. Few games this year, or in recent memory, so consistently reward the simple act of asking “what if I tried this instead?”
For players who bounced off the original’s weapon durability or found its physics puzzles too rigid, this sequel addresses nearly every complaint while multiplying the scope of what’s possible. It’s a rare sequel that doesn’t just meet expectations — it resets them.

