BOTW will still be interesting for speed runs and challenge runs but from what we've seen I definitely think casual runs will feel underwhelming now
My hope is that it’ll still have the same appeal that going back to any mainline Zelda has
I’ve been going through oot/MM on the n64 and it’s amazing how fresh they still feel despite being obviously outdated
Previews out


All in all, from Ultrahand to Fuse and dozens of sky islands, these are just some of the things that make this game - the rare direct sequel to a previous Zelda game - feel the most fresh so far. That's because lots of animations, objects, outfits, sounds, and more feel very similar to Breath of the Wild, which is admittedly a slight letdown based on how much of that game hinged around surprise and discovery. But Tears of the Kingdom is layered (or, uh, tiered) and the way you interact with nearly everything has evolved in creative and dramatic ways, so I have little doubt that there won't be a million new things to do and see in the full game. For now, I'm giddy to not only experience it all myself but to also see how the surely massive player base will make and break this game in brilliant and silly ways. With every puzzle and conflict having such a ridiculous array of solutions, the results will likely be endlessly astonishing and entertaining, especially if you look at what hardcore Breath of the Wild players have already been doing for years in a game where it often feels like you weren't supposed to do those things. Nintendo has taken that ideology and legalized it in Tears of the Kingdom and that's immensely exciting, even if it means there will be lots of hilarious fumbling and falling along the way.
As I write this, thinking back on my brief time with Tears of the Kingdom, my mind is racing with the things I didn't try. Few games have met my goblin tendencies with their own goblin tendencies so confidently. My looming concern is whether the bounty of tools Tears of the Kingdom provides might be overwhelming in the long run. Furthermore, just how much sustained prodding can it take? At what point might I peer behind the curtain to see something Nintendo didn't intend on me discovering? Tears of the Kingdom seems intent on allowing chaos to thrive, and that's a dangerous game to play.
vg247.com/zelda-tears-of-the-kingdom-preview
So during my relatively brief preview, while I didn't get to see if the world of Tears of the Kingdom had the same sense of incredible density as Breath of the Wild – and it's always tempting to fall into the trap of assuming everything you haven't seen is as great as what you have – it did give me the same daunting feeling of vastness and almost endless exploration. It would be hyperbolic to say if you were late to the party and played 100 hours of Breath of the Wild recently, rather than in 2017, you're still going to find Tears of the Kingdom completely different. However, the new additions to the core loop make do make this feel like a full sequel, not just an update. The Fuse power steals the show, letting you take an experimental approach to almost everything you encounter.
I played 70 minutes of the game during a highly curated, in-person preview event held by Nintendo in the Chelsea neighborhood of Manhattan. Journalists in attendance were the first outside of Nintendo's inner sanctum to have hands-on experience with the year's most anticipated title, which releases May 12. Those minutes washed away any fear that this is a mere update to 2017′s critical and commercial hit "Breath of the Wild," which has sold more than 29 million copies and was often bought along with the Nintendo Switch console. "Tears" will bring many features never seen before in the series.
It's difficult to gauge a game as sprawling as Tears of the Kingdom after playing for only an hour, but the potential combination of Breath of the Wild's wonder with Minecraft's creativity makes this seem like another potentially big winner for Nintendo.
axios.com/2023/04/26/zelda-tears-of-the-kingdom-botw-release
The bottom line: After an hour with a game that will last far longer, Tears of the Kingdom appears to exemplify the inevitable Zelda franchise ebb to more complex experiences. 1998's streamlined classic The Legend of Zelda: The Ocarina of Time led to 2000's time-looping head-spinner Majora's Mask. The elegant 2002 Wind Waker eventually led to 2011's creative but cumbersome Skyward Sword. With Tears of the Kingdom, Zelda is getting complicated again.
While the demo showed off the massive scope and versatility in just a few small areas, it feels like I've barely scratched the surface. My demo included absolutely no story content, I didn't explore any shrines, and I'm no closer to answering the question of whether Tears of the Kingdom will include more traditional Zelda dungeons. There's a lot of mystery left to uncover, even after receiving a much better sense of the new building tools. That mystery, like the brain-bending amount of customization and creativity that will surely extend from these tools, will be something players will have to explore together when the game launches on May 12. Starting then, just like the first game and perhaps even more so, the community of Zelda fans will get to plumb its depths together. Tears of the Kingdom looks to be Nintendo inspired by its own fans' creativity, and next month, that cycle will start all over again.
gameinformer.com/preview/2023/04/26/sky-island-hopping-in-hyrule
Leaving my hands-on demo, I'm equal parts excited and intimidated by what The Legend of Zelda: Tears of the Kingdom brings to the table. On one hand, I cannot wait to see just how clever and nearly game-breaking we can get using these various mechanics; it's truly amazing to see Nintendo react to the community's creativity in Breath of the Wild with a sequel that leans into how players used the mechanics in ways they probably never thought of. In giving players even more tools (and just as many new problems to solve), Nintendo is showing it's not afraid of letting players loose in a massive open world with perhaps the most open-ended mechanics it has ever implemented.
Previews out
!https://www.youtube.com/watch?v=Mq07sK-q-S0!https://www.youtube.com/watch?v=2EMZzW7hj0Mhttps://www.ign.com/articles/the-legend-of-zelda-tears-of-the-kingdom-hands-on-preview-it-lets-you-test-out-your-craziest-ideas?utm_source=twitter
All in all, from Ultrahand to Fuse and dozens of sky islands, these are just some of the things that make this game - the rare direct sequel to a previous Zelda game - feel the most fresh so far. That's because lots of animations, objects, outfits, sounds, and more feel very similar to Breath of the Wild, which is admittedly a slight letdown based on how much of that game hinged around surprise and discovery. But Tears of the Kingdom is layered (or, uh, tiered) and the way you interact with nearly everything has evolved in creative and dramatic ways, so I have little doubt that there won't be a million new things to do and see in the full game. For now, I'm giddy to not only experience it all myself but to also see how the surely massive player base will make and break this game in brilliant and silly ways. With every puzzle and conflict having such a ridiculous array of solutions, the results will likely be endlessly astonishing and entertaining, especially if you look at what hardcore Breath of the Wild players have already been doing for years in a game where it often feels like you weren't supposed to do those things. Nintendo has taken that ideology and legalized it in Tears of the Kingdom and that's immensely exciting, even if it means there will be lots of hilarious fumbling and falling along the way.
https://www.polygon.com/23697960/zelda-tears-kingdom-preview-release-date?utm_campaign=polygon&utm_content=chorus&utm_medium=social&utm_source=twitter
As I write this, thinking back on my brief time with Tears of the Kingdom, my mind is racing with the things I didn't try. Few games have met my goblin tendencies with their own goblin tendencies so confidently. My looming concern is whether the bounty of tools Tears of the Kingdom provides might be overwhelming in the long run. Furthermore, just how much sustained prodding can it take? At what point might I peer behind the curtain to see something Nintendo didn't intend on me discovering? Tears of the Kingdom seems intent on allowing chaos to thrive, and that's a dangerous game to play.
https://www.vg247.com/zelda-tears-of-the-kingdom-preview
https://twitter.com/genepark/status/1651210216032051201So during my relatively brief preview, while I didn't get to see if the world of Tears of the Kingdom had the same sense of incredible density as Breath of the Wild – and it's always tempting to fall into the trap of assuming everything you haven't seen is as great as what you have – it did give me the same daunting feeling of vastness and almost endless exploration. It would be hyperbolic to say if you were late to the party and played 100 hours of Breath of the Wild recently, rather than in 2017, you're still going to find Tears of the Kingdom completely different. However, the new additions to the core loop make do make this feel like a full sequel, not just an update. The Fuse power steals the show, letting you take an experimental approach to almost everything you encounter.
https://twitter.com/jasonschreier/status/1651211570461003777I played 70 minutes of the game during a highly curated, in-person preview event held by Nintendo in the Chelsea neighborhood of Manhattan. Journalists in attendance were the first outside of Nintendo's inner sanctum to have hands-on experience with the year's most anticipated title, which releases May 12. Those minutes washed away any fear that this is a mere update to 2017′s critical and commercial hit "Breath of the Wild," which has sold more than 29 million copies and was often bought along with the Nintendo Switch console. "Tears" will bring many features never seen before in the series.
It's difficult to gauge a game as sprawling as Tears of the Kingdom after playing for only an hour, but the potential combination of Breath of the Wild's wonder with Minecraft's creativity makes this seem like another potentially big winner for Nintendo.
https://www.axios.com/2023/04/26/zelda-tears-of-the-kingdom-botw-release
The bottom line: After an hour with a game that will last far longer, Tears of the Kingdom appears to exemplify the inevitable Zelda franchise ebb to more complex experiences. 1998's streamlined classic The Legend of Zelda: The Ocarina of Time led to 2000's time-looping head-spinner Majora's Mask. The elegant 2002 Wind Waker eventually led to 2011's creative but cumbersome Skyward Sword. With Tears of the Kingdom, Zelda is getting complicated again.
https://www.gamespot.com/articles/zelda-tears-of-the-kingdom-feels-even-more-open-ended-than-you-think/1100-6513526/
While the demo showed off the massive scope and versatility in just a few small areas, it feels like I've barely scratched the surface. My demo included absolutely no story content, I didn't explore any shrines, and I'm no closer to answering the question of whether Tears of the Kingdom will include more traditional Zelda dungeons. There's a lot of mystery left to uncover, even after receiving a much better sense of the new building tools. That mystery, like the brain-bending amount of customization and creativity that will surely extend from these tools, will be something players will have to explore together when the game launches on May 12. Starting then, just like the first game and perhaps even more so, the community of Zelda fans will get to plumb its depths together. Tears of the Kingdom looks to be Nintendo inspired by its own fans' creativity, and next month, that cycle will start all over again.
https://www.gameinformer.com/preview/2023/04/26/sky-island-hopping-in-hyrule
Leaving my hands-on demo, I'm equal parts excited and intimidated by what The Legend of Zelda: Tears of the Kingdom brings to the table. On one hand, I cannot wait to see just how clever and nearly game-breaking we can get using these various mechanics; it's truly amazing to see Nintendo react to the community's creativity in Breath of the Wild with a sequel that leans into how players used the mechanics in ways they probably never thought of. In giving players even more tools (and just as many new problems to solve), Nintendo is showing it's not afraid of letting players loose in a massive open world with perhaps the most open-ended mechanics it has ever implemented.
MOMMY!!!
From IGN - On a technical level, everything I played ran at a consistent framerate - so far, at least. Breath of the Wild was a launch game for the Nintendo Switch and ran into occasional dips in framerate in dense outdoor areas like the Korok Forest. For years Nintendo fans have speculated that Tears of the Kingdom would launch alongside a more powerful Nintendo Switch Pro model so bigger, more resource intensive games wouldn't run into framerate issues but unless Nintendo has been secretly hiding a next gen console for the Tears of the Kingdom launch day (spoilers: they're not) then the six year old Nintendo Switch hardware will have to do. Most of the sections I've played of Tears of the Kingdom took place in the sky and ran fairly smoothly, so we'll have to see how things fare once Link starts fighting a bunch of enemies in a thick forest in the vast Hyrule down below the clouds. Either way, if you didn't personally have an issue with those things in Breath of the Wild, you'll probably be fine here too.
yo new gameplay??
Some gaming journalists and content creators got to play a bit of the game some days ago and have now dropped some preview footage and commentary.
Ability Wheel

second tweet ive seen saying this.... and i agreed BOTW controlls sucked as well
second tweet ive seen saying this.... and i agreed BOTW controlls sucked as well
https://twitter.com/jasonschreier/status/1651211570461003777I played elden ring with its 3 buttons combos on top of also every button being tied to something, im good to go
second tweet ive seen saying this.... and i agreed BOTW controlls sucked as well
https://twitter.com/jasonschreier/status/1651211570461003777Even in BotW there was a lot of buttons to keep track of so it takes a bit to get used to but when you do…you can do all kinds of things…all kinds.
Thanks! I wondered how did link manage to put that enormous laser spinning tower on the bokoblin camp in the trailer, now i know
Looks amazing but the fps in some footage looks abit concerning, hopefully not an issue in handheld mode
Bomb Flowers are back
That means probably no Remote Bombs that we had as a Sheikah Ability but really fun to see Bomb Flowers again.