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Personally, my play-through through BotW felt more like creating a story while in TotK it felt more like a sandbox with quests. Zelda has always had a story, it's not comparable to Mario Wonder. I didn't feel that Tears was directed at all, far less than Skyrim and Far Cry.

While I was playing and following the game on Reddit there were tons of posts how to play (which order to follow) and not inadvertently spoil the story by doing things out of order, too soon, too late, skipping steps. Next to endless posts how to make the game more gamey, which 'rules' to follow to create some challenge and/or add an adventure flair to the game. The consensus was mostly, don't use the hoverbike, don't fly everywhere, limit/ignore the Zonai stuff and either leave the tears or check the temple to do them in order. Don't go to the lost woods too early, don't worry Crysis at Hyrule castle is not the end yet, safe to do when prompted.

My main 'issue' was that exploring meant messing up the story. I didn't have that problem in BotW despite doing exactly the same, head out and look for interesting things. In TotK that led to ending up at the temples far too early and from the wrong way, then having to back track to find the quest to unlock the rest of the puzzles. I ended up completely skipping the Ring Ruins Quest and had Mineru far too early, as well as the Master sword. That turned the story delivery into a big mess with the big twist revealed before I even had seen the setup.

As a sandbox with Zelda themed quests, awesome game. It just didn't feel as much as a Zelda adventure as BotW was.