

If the Hyrule below is the updated open world from Breath of the Wild, the sky sections feel more akin to The Wind Waker, just minus the big red talking boat to get around.


Floating high above Hyrule are the Sky Islands, and that’s where the large majority of my preview of Tears of the Kingdom took place. Let’s step back for a sec, or should I say, soar above. Breath of the Wild’s core philosophy was effectively “See that landmark in the distance? You can walk there!” In Tears of the Kingdom, it’s more like “See that landmark in the distance? Well, you have a hundred different ways to get there, and a lot of them might not work, but when one does, hoo boy, you’re gonna feel like a genius.” But what truly caught me off guard with my time playing Tears of the Kingdom wasn’t just how much there was to do - and there was certainly tons - it was just how much creative freedom I had as I attempted to take on every corner of it so far. After all, it’s the follow up to The Legend of Zelda: Breath of the Wild, one of the biggest, deepest, and rewarding open world games ever made. It should come as a surprise to exactly nobody that The Legend of Zelda: Tears of the Kingdom is going to be an absolutely massive video game with a staggering amount of things to do and see.
