The Legend of Zelda is one of the greatest game franchises in gaming history. Spanning over 19 titles in nearly 40 years, its latest two installments, Breath of the Wild and Tears of the Kingdom, have become instant classics.
Tears of the Kingdom (TOTK) is a unique gaming gem that offers exploration and creative expression like no other. Simultaneously, it captivates the player through loot box mechanics, reminiscent of the last of the one-armed bandits.
In this brief article, I’ll delve into the good and the ugly sides of TOTK.
The Good
In a nutshell, the game. The game is outstanding. It is extraordinarily interactive — a vast world where almost everything can be manipulated, torn apart, or fused together. Players, stepping into the boots, sword, and shield of Link, are encouraged to wander the expansive land of Hyrule at their own pace, following their own path, and going wherever their heart desires. The sheer amount of freedom is almost overwhelming.
From its inception, The Legend of Zelda emphasized the game’s core mechanic: exploration. You’d be surprised how seldom this mechanic is employed in commercial games. Fearing that players may roam too freely, most AAA games treat the player like a glorified errand boy, providing a list of missions to complete and pinpointing the exact location on the game’s map, showing the number of steps or miles needed to get there.
Both TOTK and its predecessor, Breath of the Wild (BOTW), are often sparse with the information they provide to players. Locations are marked on the map, but the routes to reach them are far from obvious. Whether by skydiving, horseback, on foot, or via a self-made flying machine, players must be highly creative to traverse the hostile land of Hyrule. The creators of Zelda TOTK place their trust in players, teaching them that getting lost is not an issue when there’s so much to find.
However, to mitigate the risk of losing players who might be overwhelmed by the sheer freedom of exploration, TOTK incorporates another, more transparent layer to keep players engrossed in the game.
The Ugly
I often watch my seven-year-old son play the game. Once, he audaciously raided a goblin nest, courageously conquered them and freed their prisoner, who offered his (skippable) words of gratitude and went on his way. “What!? You don’t give me anything for rescuing you??” my son exclaimed at the ungrateful NPC.
This represents the darker side of Zelda TOTK. Everything has a numerical value attached to it. Players, as Link, roam around Hyrule, hunting wildlife — including endangered species — for their meat and weapons. Acts of kindness come with a price, and the quest for more is never-ending. Whether it’s a better shield or a more potent sword, every chest holds the promise of superior gear or a small fortune.
The loot box mechanic is seamlessly integrated into TOTK’s structure, complementing the exploration aspect. While the exploration mechanics give players the freedom to soar in all directions, the loot box mechanics keep them grounded, always in search of the next reward.
So, Is It Good or Evil?
In a way, the game is akin to the Gloom Sword, a weapon that can be obtained in the darker corners of Hyrule. It’s a magnificent sword, but using it corrupts Link’s hearts. The message emanating from the endless loot box mechanism is one I take issue with, yet it’s undeniably fun. So. much. fun.
At the end of the day, the fact that both my seven-year-old son and I (44) play the same game, each embarking on our own adventures, speaks volumes about Nintendo’s prowess in crafting cross-generational experiences. They are truly the Disney of the gaming world, a title that comes with its own blend of magic and ethical murkiness.