Link's extraordinary adventures that range from lava monsters and hot air balloons to waterfalls, the undead, temples and deserts, forests and flying cities are all graphically depicted in cel-shading. Although drawn in this non-photorealistic three-dimensional style, there is something cinematic about the end effect of
Tears of the Kingdom. It is like a highly immersive animated film.
The universe available to gamers is huge. Link does not just explore the surface of Hyrule (as in the previous chapter), he goes up into the sky and clouds, and down into deep caverns populated by mysterious beings. All this multi-level universe can be explored, and it is packed with different environments, in which every space has specific features and colours to define its atmosphere. Light plays a key role in this. It tells us where we are and it defines emotional nuances, from dark spaces lit by artificial torchlight to open places where sunlight accentuates natural details (we could easily dedicate an entire article just to Hyrule's flora and fauna) and the constructions that have to be built. (The latter is a feature that unleashes the imagination and creativity of every gamer, as can be seen in
this site which shows some of the most amazing creations).
It was not easy for Nintendo to invent a new Zelda chapter after the planetary success of
Breath of the Wild, a video game loved by critics and audiences alike. (The musician St. Vincent has confessed to playing it
for about 300 hours). Tears of the
Kingdom not only lives up to its predecessor, it has also raised the bar once again to reach perfection. It is a game that stimulates the creativity of all gamers by pushing you to really think outside the box.