The Legend of Zelda: Tears of the Kingdom Hands-On Preview: It Lets You Test Out Your Craziest Ideas

It should come as a surprise to exactly nobody that The Legend of Zelda: Tears of the Kingdom is going to be an absolutely massive video game with a staggering amount of things to do and see. After all, it’s the follow up to The Legend of Zelda: Breath of the Wild, one of the biggest, deepest, and rewarding open world games ever made. But what truly caught me off guard with my time playing Tears of the Kingdom wasn’t just how much there was to do – and there was certainly tons – it was just how much creative freedom I had as I attempted to take on every corner of it so far. Breath of the Wild’s core philosophy was effectively “See that landmark in the distance? You can walk there!” In Tears of the Kingdom, it’s more like “See that landmark in the distance? Well, you have a hundred different ways to get there, and a lot of them might not work, but when one does, hoo boy, you’re gonna feel like a genius.”

Let’s step back for a sec, or should I say, soar above. Floating high above Hyrule are the Sky Islands, and that’s where the large majority of my preview of Tears of the Kingdom took place. If the Hyrule below is the updated open world from Breath of the Wild, the sky sections feel more akin to The Wind Waker, just minus the big red talking boat to get around. There are tons and tons of islands up there in disparate clusters and formations and it’s up to you to figure out exactly how you’re going to travel between them, take on their endless puzzles, conflicts, and caves, and move on to the next one. You can soar through the sky on your trusty paraglider, hoping you’ve got enough stamina to not only make the trip but to scale the side of whatever you’re trying to get on top of. If you’ve played Breath of the Wild, you’re already very familiar with that exercise. But this time around, you’ve got a lot more options, and that’s where things get really clever and occasionally, really funny. Using some parts lying around, I decided to make a goofy double decker bomber jet to fly through the skies in style. I couldn’t tell you why I decided to make it a double decker besides “I thought it looked cool at the moment” and really, sometimes that’s reason enough.

Link’s got a couple of great new abilities this time around, the most significant of which is Ultrahand, a remix of his Sheikah Slate rune powers from Breath of the Wild. Ultrahand basically works like The Force in Star Wars: you can use it to push and pull and rotate objects in your environment around you and then stick them to other objects. You won’t be able to use it on organic things like animals or enemies or anything bolted down to the ground like a tree stump or a rock structure, but there are some interesting exceptions to that rule. In one puzzle, a stranded Korok trying to reunite with another Korok on a different sky island needed help getting over there, and since he was wearing a large hiking backpack, I was able to use Ultrahand to pick him up, put him in a minecart, and get him back to his buddy, netting me two Korok seeds as a reward. So we’ll see how often these exceptions appear in the world at large. Hopefully there are enemies with decorative bags or accessories on them that we’re allowed to grab and throw around because chucking a kitted out Bokoblin into the clouds would be a fun alternative to just stabbing it. What? Don’t judge me.

Ultrahand basically works like The Force in Star Wars: you can use it to push and pull and rotate objects in your environment around you and then stick them to other objects.

Back to my goofy double decker bomber jet: using two large fans that were conveniently in the area, I stuck them to some ship parts using Ultrahand and then pulled a steering stick Zonai device out of my inventory to give my ship some maneuverability while flying the mostly friendly skies. Zonai devices are new this time around and you’ll be able to find them in giant capsule toy looking machines scattered around the world. The devices have a variety of looks and abilities and they can generally be used to manipulate or enhance objects around you or in your hands. One example I saw was a rocket shaped Zonai device that, when fused to Link’s shield, allowed him to rocket jump into the sky anywhere, similar to Revali’s Gale from Breath of the Wild, only this time it’s limited to your number of rockets on hand rather than being an ability that needs to recharge, which is definitely going to lead to some crazy and clever puzzle and combat solutions. The building process was slightly cumbersome at first, but I suspect it’s something that will come second nature after some extensive play time. Breath of the Wild controlled a bit untraditionally compared to your standard issue open world game, and Tears of the Kingdom throws in several more interactive systems, radial wheels, and object manipulations. You’ll probably still hit the horse whistle button by accident (which, sadly, didn’t summon Epona in the skies. Somebody get that pony a jetpack!). Luckily, you’ll be able to save the custom vehicles and contraptions you create and summon them when you need them if you have the right materials, so you won’t have to rebuild everything from scratch each time. You’ll also occasionally stick two objects together thinking it makes sense, only to instantly realize that was a very stupid idea, like this hot air balloon glued to a box fan, which created a normally functioning box fan with a decorative hot air balloon stuck to it. Good job, brain.

This trial and error, genius and idiot song and dance was exemplified best in my attempts to solve a big puzzle in the world where I had to return a glowing stone to a marker on the map with several gaps and a giant rotating sphere shape between it all. I had Ultrahand and Fuse at my disposal, plus Recall, a power that would reverse time on a performed action like I was rewinding a video file. Using gusts of wind, my hang glider, and my bare arms I made several valiant but ultimately inefficient attempts to get the stone across the sky before realizing that I could just Ultrahand the entire puzzle ball and rotate it to make a walkable path to the finish line. Again, good job, brain.

My puzzle attempts, my bomber jet, and pretty much everything else I assembled to get around the world had a distinctly Looney Tunes quality to them, particularly the parts of Looney Tunes where Wile E. Coyote is stubbornly building wobbly catapults, rocket skates, and wingsuits in his pursuit of the Road Runner, a plan that always seems like a good idea until it backfires or he looks down. There’s a lot of trial and error in Tears of the Kingdom, which means a lot of failing, falling, or just barely puttering to the finish line, but a new tool called the Travel Medallion – a blue circle symbol you can drop on most surfaces in the world – allows you to respawn at the location you placed it. If you’ve got a particularly tricky section ahead that could potentially involve a lot of falling to your death, well, just drop your Travel Medallion near you and start experimenting without worrying about having to backtrack. You can pick it back up off your map screen whenever you want and place it somewhere else later. Breath of the Wild was already fairly liberal with checkpoints, but Tears of the Kingdom lets you basically place one anywhere and that’s a wonderful new addition.

Speaking of placing stuff anywhere, another very fun new tool this time around is Fuse. Fuse lets you take objects and materials you find in the world or in your inventory and apply them to your shield, weapons, and bow and arrows. I was getting mobbed by an army of tough bad guys in a fort and saw a giant spiky ball in the world and instinctively used Ultrahand to try to smack it against the bad guys like I would have used Magnesis in Breath of the Wild…before realizing I could just fuse it with my weapon and turn my fairly crappy sword into a much, much stronger spiky ball sword. This was not only fun and cool but it also increased the durability of my weapon, which meant it wouldn’t break as easily. Theoretically you could keep fusing a thing to the same weapon over and over to keep it from shattering which feels like an interesting make-good for people who hated the whole weapon breaking thing in Breath of the Wild. It doesn’t totally overhaul or scrap that disputed design decision, but it does give you a ton of options on how to avoid it while simultaneously giving you a ton of new weapon combinations to play with. Some of the other Fuse combos I saw were a minecart fused shield, a horn fused broadsword, and ruby fused arrows that depleted a rare stone in my inventory to create elementally charged projectiles – which were fiery, awesome, and much stronger than your typical arrow.

Everything I played ran at a consistent framerate – so far, at least.

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.

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.

Hands On: Zelda: Tears Of The Kingdom Indulges Your Idiocy In The Very Best Way

This just in: Bokoblins hate apples.

To say there’s been hype surrounding The Legend of Zelda: Tears of the Kingdom would not just be an understatement, but a fairly poor opening line to any sort of hands-on feature.

On an unrelated note, Nintendo recently invited us to go and have a go at The Legend of Zelda: Tears of the Kingdom at their European headquarters in Frankfurt. We got a whopping 70 minutes with the game, which felt like no more than ten with all the stuff we wanted to proverbially bathe ourselves in, so how did it hold up? Has this so-called hype been justified?

Read the full article on nintendolife.com

Paleo Pines Will Make Your Dino-Dreams Come True on Xbox

Imagine a world where dinosaurs and humans live together in harmony. Packed with friendly, adorable dinosaurs, quirky townsfolk and gorgeous areas to explore, Paleo Pines brings this dino-dream to life through its delightful spin on the typical farming sim, and it’s heading to Xbox soon.

Embark on a lively adventure with your dino pal, a Parasaurolophus named Lucky. You find yourselves on the wonderfully quirky island of Paleo Pines, populated with cheeky dinosaurs and welcoming townsfolk. Make your own patch of paradise by collecting dino friends from the wild and turning a fixer-upper ranch into your homey farmstead with their help. But you’ll find that this game is more than just a farming sim as you look deeper into the island’s mysterious past. It’ll be up to you and Lucky to uncover the lost history of Paleo Pines.

Realistic Dino Depictions Set The Stage For Rewarding Gameplay

From feathered Velociraptors to hard-headed Pachycephalosaurus, Paleo Pines brings to life what new research has shown these prehistoric creatures really looked like. With the expertise of paleontologist Natalia Jagielska (@WryCritic), the development team at Italic Pig has curated a dino lineup that could have stepped out of a time machine from a peaceful prehistoric past. Each feature has been carefully considered to weave an enlightening experience into the cute and cozy gameplay. Check out the Dino Journal to see the lineup of species that await you on the island, with more to be announced!

Build Heartwarming Friendships With Dinos Of All Shapes And Sizes

The island of Paleo Pines is a dino lover’s dream, and befriending dino companions is the name of the game! A collection of bashful dinosaurs roam the wild areas, waiting to become your friends, as well as ranch helpers. Pique their curiosity by mimicking their calls with your flute, then seal the deal with a tasty treat and trustworthy nose boop! You can further gain their trust by creating cozy pens on your ranch and keeping track of their likes and dislikes in your handy dino journal. Fill your haven with a variety of creatures as you go about your quests across the island. Dinos move around, and some are harder to find than others or may appear only under special conditions, so new discoveries await you as you continue to explore!

Of course, you have a very close bond with your original steed, Lucky, who you’ve known since she was just an egg. And it turns out that Lucky is special to everyone on the island… no one has seen a Parasaurolophus in years. Is she the last of her species? Or is there more to her story than either of you could have guessed? You’ll find yourself immersed in a heartwarming journey to help your dino pal in her quest to reunite with her own kind.

Dino Ranch Hands Put a New Spin on Farming Sim

Animal Crossing with dinosaurs? Say no more! (But I will anyway.) Paleo Pines puts a unique twist on the cozy farming sim; here you get to build your very own dino sanctuary. As you start out in your new home, you’ll plant and water crops the old-fashioned way—by hand. But earn your new friends’ trust and they’ll help you deliver a roarsome harvest that you can trade with the townsfolk. 

As your ranch grows, you’ll learn that each dino has a special farming skill to help you with your tasks. Ride your Styracosaurus with its horn in the soil to till some new plots in double time. Ask your T-Rex buddy to take in a mouthful of water and spew it over your crops to water multiple at once. Then, assign your herd of Compsognathus to harvest them when they are grown. With a bit of love, care, and attention to detail, you can grow the highest quality produce in all of Paleo Pines. Soon, you and your dino ranch hands will be the talk of the market!

Check out the announcement trailer for Paleo Pines on Xbox here. For more information on Paleo Pines, Italic Pig, and Modus Games, follow @PaleoPines on Twitter, Instagram, Facebook, and Discord, @ItalicPig on Twitter, Facebook, and Instagram, and @ModusGames on Twitter, Facebook, Instagram, and Discord.

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Zelda: Tears of the Kingdom Improves Cooking With a New Pot, Recipe Cards, and More

Cooking hearty, fulfilling, and occasionally dubious meals was an integral part of survival in The Legend of Zelda: Breath of the Wild. Sure you could have skipped that feature entirely and just eaten 40 apples and a bag of raw meats every time your health was low after a time fight, but combining the right ingredients to cook a big custom meal that would boost your strength, stamina, and resistance to the elements was definitely a much smarter winning strategy.

Well, cooking is back in the upcoming sequel The Legend of Zelda: Tears of the Kingdom and there are a few really cool new improvements to go with it.

A brand new cooking pot

Let’s start with your cooking device itself. In Breath of the Wild you generally needed to find a cooking pot in the wild — usually in a village, stable, or similar communal location — to actually combine ingredients into a recipe and make a meal. You could also start a fire anywhere and crudely throw individual edible items onto it and make stuff like cooked apples or hard boiled eggs, but those things didn’t give Link nearly the same boosts as combining two to five things in a pot and cooking up a specific recipe.

Tears of the Kingdom circumvents the need to travel to specific locations to cook by giving you a cooking pot Zonai device that effectively allows you to cook almost anywhere in the world, or at least anywhere with a flat surface. Zonai devices are depletable resources that you can manipulate with Link’s new powers like Fuse and Ultrahand, so you’ll be limited by the number of cooking pots you have in your inventory if you want to start cooking while you’re up in the clouds or hanging out on a mountain top down in Hyrule.

Either way, it’s pretty awesome that you’ll now be able to cook up a bunch of hearty meals before a big fight anywhere rather than having to fast travel to specific locations. However, and this is important: keep in mind that pots are one time use only and they break after cooking a single meal, so you should definitely make that meal count instead of cooking up a plate of gross, blurry food. Have a spicy pepper steak. You’ve earned it.

Link’s recipe cards

Additionally, Tears of the Kingdom also has a recipe database in your sub menus that shows you a list of recipes, including which items you’ll need to create them, what sorts of stat and health boosts they’ll give Link, and a picture of what the completed dish looks like. Think of them like those recipe cards that come with meal prep kits like Blue Apron or Home Chef. It seems as if cooking a recipe for the first time will unlock that recipe in your records for the rest of that play through.

You’ll still have to manually stack items in Link’s hands and then drop them into a cooking pot manually as there’s no way to hit a prompt on the recipe card and have it sort through your inventory and automatically cook a recipe for you. That feature certainly would’ve been helpful (especially in scenarios when you want to cook several of the same meal in a row before a tough boss) but for now at least you’ll be able to dig through your database to recall a recipe instead of digging through your own memory.

So are you excited to get cooking in Tears of the Kingdom? Are you gonna make hearty, healthy meals anywhere or will you force Link to eat cooked wood like I did to survive the Master Trials? Let us know in the comments below and make sure to check out our full preview for more.

Additional reporting by Casey DeFreitas.

Brian Altano is an executive producer and host at IGN. The Legend of Zelda is his favorite video game franchise, Link’s Awakening is his favorite game of all time, and he’s never finished Skyward Sword despite several valiant attempts.

Microsoft’s proposed Activision Blizzard acquisition has been blocked by the UK

Microsoft’s proposed acquisition of Activision Blizzard King has hit a large snag on the road. The UK’s Competitions And Markets Authority (CMA) previously released their provisional findings on the $69 billion buyout, laying out concerns over less competition and innovation for UK gamers. Microsoft were allowed to respond to the CMA’s findings, but it seems they weren’t able to quell the regulator’s concerns, as the CMA have now vetoed the merger.

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Random: Nintendo’s New Zelda Video Asks “When Did You First Wield The Master Sword?”

You have my sword.

The countdown to The Legend of Zelda: Tears of the Kingdom is very much on, and in the run-up to the game’s release Nintendo is taking a look back at Link’s journey with the Master Sword throughout the series.

From what we have seen of Tears of the Kingdom so far, it’s fair to say that the legendary blade has seen better days and, fortunately, all of those ‘days’ are showcased in a recent video published by @NintendoUK on Twitter.

Read the full article on nintendolife.com

How Redfall and Starfield’s Style Ended Up at a Real-Life Fashion Gala

Summary

  • Bethesda Softworks partnered with fashion outlet ELLE to showcase two one-of-a-kind outfits inspired by Redfall and Starfield
  • Design students Ingrid Norberg and Linn Hermander created the designs, which were shown at the 2023 ELLE Gala in Sweden
  • We interviewed both designers about their designs and their thoughts on fashion in gaming

Gaming style has existed for decades – from Master Chief’s signature Mark IV helmet to the swashbuckling styles in Sea of Thieves.  Over time, more modern, open-ended forms of aesthetic expression have made their way into games, through the way of custom character creators or collectible skins. What we put on our virtual bodies is now just as important as what we drape over ourselves, if not more so.

Games can also inspire real-world outfits, and that has been deftly showcased at this year’s ELLE Gala, which took place in Stockholm. As part of the show in collaboration with Bethesda, two unique outfits inspired by upcoming titles were shown on the red carpet. Both outfits were created especially for this event, and are one of a kind designs not available anywhere else.

Left to right: BELL, wearing the Redfall look, next to designer Ingrid Norberg, Yaegar wearing the Starfield look, next to designer Linn Hermander. Photo: Suie Le

Designers Ingrid Norberg and Linn Hermander had the opportunity to create the looks, inspired by Redfall and Starfield respectively. Norberg penned an edgy but sleek outfit inspired by the post-apocalyptic world of Redfall, while Hermander opted for a stylish, retro space aesthetic akin to the interstellar vibes shown in Starfield.

We were lucky enough to be shown the original concept sketches for the two designs, and we were able to ask the designers about their inspirations, their work processes, and what they loved most about this fabulous collaboration between ELLE and Xbox.

Lady In Red(fall)

For the Redfall design, designer Ingrid Norberg took a less traditional approach, opting for a grungier style while keeping to the classic red carpet GALA look.

“I got hooked on the slightly hip-hop street style hit by an apocalypse,” Norberg says. “The colors are clear and at the same time soiled in their shades, which creates a lovely feeling of constant twilight.”

The original sketch by Norberg, next to artist BELL wearing the completed Redfall look

As shown, the outfit consists of a slouched hoodie in a deep purple, with military style belts crossed over the top. The bottom half is dark blue jeans that are worn and frayed, with fishnet tights peeking through the gaps. The ensemble is tied together by a khaki skirt, with a removable trail attached by an eye-catching zipper.

Norberg has sought to convey Redfall’s setting through the design and explains that it’s worn by a woman from a modern, functioning, contemporary background and has been thrust into a world where survival is the most important thing.

“I think that the look has evolved as the clothes have been broken, redesigned and given new features,” Norberg explains. “Functional elements such as zippers and buckles versus the purple hoodie and jeans become a crossover between the military and street wear.”

“But I couldn’t forget that I was doing something that would work at a Gala after all. There came the skirt that has a long, more draped side. That was my little gala nod.”

Using new fabrics would’ve been the most time-efficient way to create the outfit – and Norberg tells us that time was of the essence on this project. However, using brand new materials didn’t create the recycled, apocalyptic vibe that Norberg was looking for, so they had to get creative.

“I prefer to work with reused materials anyway I can for environmental reasons,” they add. “The only reasonable thing was simply to sit down in front of a good movie and slash up a bunch of old cargo pants and jeans from second hand.”

Norberg hopes that fashion in video games will grow as an extra creative medium for designers.

“It’s fun with fashion and people might get more ways to identify with the games and the different worlds that provide fantastic escapism,” they say. “The fact that Xbox and Bethesda are represented by these looks at the ELLE Gala in connection with the release feels like a smart and fun move that I hope is made more in the future!”

The Devil Wears NASA

For the Starfield gown, designer Linn Hermander explains that she was quickly inspired by the space fashion trend that blossomed in the 1960’s, which tied together elements of retro and futurism. Starfield’s design is described as “NASA punk,” mixing classic space looks with a choppy, swashbuckling feel.

The original sketch by Hermander, next to artist Yaegar wearing the completed Starfield look

“It was important to me that the look should not feel like a costume,” Hermander explains. “Even though cosplay is so incredibly cool, I wanted to emphasize that you can combine fashion and games. The two so easily become completely different worlds, but one does not have to exclude the other.

“I wanted to create something that felt cool and fashionable while clearly relating to Starfield.”

The outfit consists of two parts. The dress features a sleeveless top half with a high neckline, with two asymmetric cut outs on the left-hand side. The front of the dress is capped at the knee similar to a mini skirt, while the back and sides are longer. The color palette is a mix of rich blues and greys, inspired by “the view of space through the window of a well-loved spacecraft.”

It pairs with a matching coat, inspired by the space suit worn by Constellation members in Starfield.

I wanted to create something that felt protective, hence the jacket is padded and very large,” Hermander says. “It should envelop the wearer like a spacesuit protects an astronaut.”

The design process was not without its challenges according to Hermander; Starfield is a new universe that draws inspiration from many sources

“It is always a challenge to make your visions a reality.” Hermander tells us. “Starfield is a whole new world with so much inspiration to get and when you do something like this, you really want it to be just right. Everything from material choices to fit and accessories is thought over many times. But thanks to everyone involved, this collaboration has gone very smoothly!”

Hermander says that the exchange between the gaming and fashion industries during this project has been absolutely fantastic and adds that the chance to work with such large companies so early in your career is only dreamed of for many.

“My eyes have really been opened to how rewarding cross-industry collaborations are,” they say. “There are so many ways to express creativity and it is only right that we put our heads together.”

Redfall launches on Xbox Series X|S and PC on May 2. Starfield arrives exclusively on Xbox Series X|S and PC on September 6. Play both games day one with Xbox Game Pass and PC Game Pass. 

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May Savings promotion comes to PlayStation Store

The May Savings promotion comes to PlayStation Store on April 26, bringing with it a vast selection of titles discounted for a limited time*.

You can get a preview of a selection of games that will feature in the promotion below. When the promotion goes live, head to PlayStation Store to see the full list and find out your regional discount.

*The May Savings promotion runs on PlayStation Store from April 26 at 00.00am local time until May 10 at 23.59pm local time.

Age Of Empire 2’s Return Of Rome expansion adds every civilisation from the first Age Of Empires

Real-time strategy game Age Of Empires 2: Definitive Edition is now exploring the series’ own history with the Return Of Rome expansion pack, bringing back The Roman Empire and every other ancient civilisation from the very first Age Of Empires game. It’s coming on May 16th, and it essentially lets you battle and conquer like it’s 1998 again.

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Mario Movie Announces “Special Screenings In Japanese” (North America)

“Beginning Friday, April 28”.

If you’ve already been to see the Mario Movie a dozen times and are looking for a fresh way to enjoy this animated movie, read on… Illumination and Nintendo have announced there’ll be special screenings in Japanese from 28th April. These special US and Canada screenings line up with the film’s release date in Japan.

GoNintendo points out how these screenings will apparently be “Japanese without English subtitles” but it could also be on a case-by-case basis, depending on the cinema.

Read the full article on nintendolife.com