Nintendo • 2023 • Nintendo Switch

Nintendo • 2023 • Nintendo Switch
Yes, for most players who want a huge adventure built around curiosity and playful problem-solving, Tears of the Kingdom is worth it. Its best trick is making almost every detour feel meaningful. You set out for one shrine, find a cave, build a ridiculous flying machine, stumble into the Depths, and still end the session with real progress. The game asks for patience with fiddly menus, a willingness to self-direct, and a pretty big time budget if you want the full payoff. Combat and bosses can sting, but the game is usually forgiving, and you can pause or save almost anytime. Buy at full price if open-ended exploration, clever tool use, and long solo adventures sound exciting. Wait for a sale if you liked Breath of the Wild but bounced off its looseness, because this sequel gives you even more freedom and even more systems. Skip it if you want tight pacing, constant story momentum, or very short campaigns.
Ultrahand, Fuse, Ascend, and Recall let players solve fights, puzzles, and travel problems in personal ways, making success feel inventive instead of prescribed.
Wandering off the marked path regularly pays out with shrines, caves, wells, minibosses, or useful materials, so detours feel rewarding rather than wasted.
Many players love how the surface, sky, and Depths stack together, turning travel into a vertical adventure where old landmarks gain fresh scale and meaning.
Even fans often say attaching materials, browsing long lists, and placing objects with Ultrahand can feel awkward, adding friction to otherwise clever play.
Players and technical coverage commonly note performance drops during heavy effects, crowded fights, or large builds. Usually manageable, but still noticeable.
Some players love seeing a transformed version of the old world, while others miss the novelty of a completely new map and feel less surprise on the surface.
This is a long solo journey you can pause almost anytime, though the world's constant distractions make short check-ins surprisingly likely to turn into full evenings.
Most of the work is planning routes, reading terrain, and tinkering with tools, with only short bursts where timing and combat reflexes really matter.
You'll grasp the basics quickly, but feeling clever with Fuse, Ultrahand, and the rest takes a handful of hours and plenty of playful trial and error.
It feels adventurous more than punishing: tense in caves, boss fights, and the Depths, but usually forgiving enough that setbacks become stories instead of rage quits.
Games with a similar rhythm and feel, even if they look different