The Legend of Zelda: Tears of the Kingdom: Difference between revisions

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** Like before, the map of Hyrule is mostly blank, and Link must activate a group of towers in order to illuminate the map. This time however, the towers have been modified, so the activation console is on the bottom, not the top, so Link no longer has to climb the entire thing to reach it. Plus, the process in which he activates them is much more fun than last time.
** Ask any fan what the most annoying feature was in Breath of the Wild, and they will most likely say it was the rain. This would happen at the most inopportune times, often while Link was climbing a mountain, causing him to fall. While this still happens, there is a potion called the Sticky Elixir that Link can use to save himself, plus the Frog Armor (gained from the Gazette quest) that provides a more permanent solution.
** Joy Con Drift is a common problem in most Nintendo Switch games, and this can be a big problem here, as a feature of the Ultra Hand involves wagging the R stick to separate items, which can make the drift worse. Fortunately (and the game does not tell you this) shaking the whole controller can do the same thing.
** Any new recipe you discover is recorded in a “cookbook” which lets Link gather up the ingredients for it with one button, assuming they are in his inventory.
** If you need to cook but are far from a cookpot, one useful Zonai device is a portable one. It’s one use, however.
**If Link opens a chest with a weapon but lacks inventory space to take it, the game now presents an option to discard an item in the inventory to make room.
** Autobuild is an unlockable ability that lets you construct any Zona–made contraption you have previously built. You can even conjure up the parts by using Zonaite, but items created this way only last a few minutes.
Zonai devices require Zonaite charges to function, but fortunately, the ones you use in Shrines have unlimited power, so there’s no chance of failing the puzzle by running out of juice.
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** Also, Elemental weapons in Breath of the Wild tended to be the hardest weapons to obtain, making them Too Awesome to Use; the fire and ice weapons were useful not just for instantly killing enemies of the opposite element but also making it through hot and cold climates. The same can be said for any special arrows. With the Fuse power this time around, Link can quickly turn any weapon into an elemental weapon, with the proper materials. Elemental enemies drop parts that can add an effect to your weapon, gemstones now lend their stated elemental powers to your weaponry when Fused on, and certain fruits can be used as arrowheads to give them an elemental kick.
** In contrast to the Stasis power in Breath of the Wild, the game world will freeze while Link readies the Recall power, enabling him to use it in tense situations, like when a Zona-made contraption is about to fall off a cliff. Recall also has the furthest range of all of Link's Zonai skills, adding further to this quality-of-life.
**In the same vein, Ascend doesn't immediately pop you out on top of a surface—Link peeks out the top and the game world also freezes while Link is offered the ability to emerge or descend back down the portal. This gives the player the chance to assess what's going on in the area they Ascended to and allows them not to engage in a situation they're not ready for.
** The incredibly helpful Korok Mask (which acts up when the player is near a Korok) is now available early in the game, rather than being a DLC item. The Travel Medallion and Hero's Path can now be acquired at Robbie's lab, and with the Medallion feature, you can pre-set up to three player-placed fast-travel points instead of just one.
Mobs like Keese and Octorocks are still little more than annoyances, but the drops you get from them have new uses when attached to arrows, providing better range and accuracy.