![]() ![]() ![]() But it’s interesting how hard they worked to keep you playing the main campaign. Formative titles such as Shenmue, Driver and Grand Theft Auto provided players with weird stuff to discover in the environment, and by doing so they gave players the agency to create their own fun. In truth, the contract between game designers and game players – where the latter did exactly what the former set out – began to break down as soon as the modern open world genre took hold the late 1990s. I decided I was never going to finish Tears of the Kingdom, and that was such an immense relief. For several years, I’ve been writing about how experiences such as Fortnite and Minecraft are no longer games to play but places to be (hang out with friends, build some stuff, whatever), and I was finally able to apply this sense of freedom to a big role-playing game. ![]() ![]() Without a deadline to finish it (thanks Keza, for taking on the review), I could just enjoy it in my own way. Is it all too much?Ībout 10 hours into the main campaign – which, as ever, revolves around a quest to track down the eponymous royal but somehow also manages to be mind-numbingly complex, like Middlemarch with monsters – something important happened: I let go. Like many other gamers my age, I thought to myself, that would have been great when I was 25, but I’ll get an hour a day on this thing at most. Like Breath of the Wild before it, the latest title in Nintendo’s role-playing adventure seriesis a vast odyssey with an intricate narrative constructed from dozens of quests, supported by a fully functioning world. Almost every critical reaction seemed to contain the same sentence: “I’ve been playing for 60 hours yet I’ve barely scratched the surface”. When the reviews for Legend of Zelda: Tears of the Kingdom went online earlier this month, I started to panic. ![]()
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