Smartwatches have been on the rise over the years, especially when Apple entered the wearable tech market with the very first Apple Watch. In fact, the Apple Watch is the most popular and best selling smartwatch in the world. Ever since its release, the tech company has been refining the wearable with every new iteration.
However, trying to find the sweet spot for an Apple Watch is easier said than done because much like the Apple iPhone and the Apple MacBook, there is no one-size-fits-all solution. That’s where we come in. This buyer’s guide will help you find the best Apple Watch at the best price for you. Whether you’re planning to pick up your first Apple Watch or you’re looking to upgrade, we’re here to navigate you through the various models that suit you the best.
If you want the best Apple Watch in 2023, then the Series 8—which is the most current model—is the one to pick. It has the same features that people have enjoyed in the past with the Apple Watch, such as GPS, heart rate monitor, and sleep tracker.
But, the watch also comes with a new S8 SiP chipset and new features that are not available on previous models, including crash and fall detection for emergency SOS, a skin temperature sensor, cycle and fertility tracking, and more. The smartwatch also boasts up to 18 hours of battery life per charge.
Meanwhile, it comes in two models—41mm and 45mm “always-on” watch faces—while it also comes in four aluminum or stainless steel case colors with matching sport band—including Midnight, (PRODUCT) RED, Silver, and Starlight. The smartwatch also comes in a cellular option, so it doesn’t have to be tethered to an Apple iPhone for mobile data.
Apple Watch Series 7
Runner Up
While the Series 8 is the latest and greatest from Apple, it’s a pretty small upgrade from the Apple Watch Series 7—which is the best runner-up pick in 2023. It features the same GPS, heart rate monitor, sleep tracker, blood oxygen tracker, electrocardiogram (ECG) to measure electrical activity of the heart, and more, but it doesn’t have the latest chipset (it sports the older S7 SiP) and features, like crash and fall detection, cycle and fertility tracking, and others.
Released in 2021, the Series 7 also comes in the same two model sizes as the Series 8—41mm and 45mm “always-on” displays. But, it does come in aluminum, stainless steel, and titanium, instead of the Series 8’s aluminum and stainless steel options.
If you don’t need the latest features and you want to save some money, then the Series 7 is the one to pick. However, Apple discontinued the smartwatch, but you can find it in various color options available at retailers like Amazon starting as low as $221.
Apple Watch SE
Best Budget
Looking for an Apple Watch on the cheap? Starting at $249, the Apple Watch SE (second generation) is a fantastic pick if you’re on a budget. Although its exterior design is a bit older, the SE’s interior is blazing-fast with Apple’s latest S8 SiP chipset—which is the same chipset in the newest Series 8. This means you’re going to get the same speed as the Series 8, but at a fraction of its price tag.
The wallet-friendly smartwatch also features GPS, fitness and sleep trackers, heart rate monitor, and more. It even comes with crash and fall detection—which isn’t available in the Series 7. However, it doesn’t come with ECG, cycle and fertility tracking, or a skin temperature sensor.
It comes in 40mm and 44mm watch face options (“always-on” displays are not available), while there are three aluminum case color options available—Silver, Midnight, and Starlight. Stainless steel and titanium materials are also not available.
Apple Watch Ultra
Best for Adventurers, Athletes, and Runners
Apple created a new category with their newest wave of Apple Watch models. The Apple Watch Ultra—which starts at $799—is made for adventurers and serious athletes who need something with a very long battery life and durability for outdoor activities, such as trail running, mountain climbing, deep sea diving, and more.
Made from titanium and sapphire glass, the rugged smartwatch is designed with an extra physical “Action” button that’s customizable for additional control. This means you can start a workout, mark a location on a compass, begin a dive, and more with just a touch of a button. It even has increased water resistance of up to 100m (about 328 feet) underwater and up to a whopping 36 hours of battery life to keep up with you.
It only comes in one size, 49mm, and one case color, titanium, but also comes in an assortment of band and loop colors and types—such as Starlight alpine loop, blue and gray trial loop, Midnight ocean band, and much more.
Apple Watch Hermès
Best Luxury
Want to splurge? The Apple Watch Hermès is the tech company’s most expensive smartwatch. Apple partnered with Hermès, a Paris-based design house, to deliver an Apple Watch that’s luxurious and chic for high-end and fashionable shoppers.
The watch itself is a 41mm or 45mm Apple Watch Series 8 with stainless steel case, so you’re going to get the same features, functions, and usage as our best overall pick. But, Hermès makes the packaging, exclusive watch faces, and watch bands—which are made from high quality leather or woven nylon and cut and stitched by hand.
However, that kind of opulence is not cheap. The Apple Watch Hermès starts at $1,229 with a Casaque Single Tour woven nylon band and goes up to $1,759 with a Gourmette Metal Double Tour leather band.
What to Look for in an Apple Watch
Although there are more Apple Watch models than ever before, it’s not as overwhelming to pick the best one. While models vary from size, durability, and price, its user experience stays just about the same—thanks to the current watchOS 9 software.
Each model will run at its best, while delivering notifications, tracking health vitals and sleep, taking phone calls, sending text messages, and, of course, displaying the time all from the convenience of your wrist. But, there are differences in the hardware itself that could make it tough to navigate, so here’s what to look for in an Apple Watch in 2023.
From casual everyday use to the rugged outdoors, there’s now an Apple Watch for just about all users. Starting at $399, the Apple Watch Series 8 is the model most people will gravitate to—thanks to its sleek design, wide range of features and apps, and usefulness when paired with an Apple iPhone. It’s the all-around favorite for its speed, long battery life, and utility when tracking health and sleep. It’s the gold standard.
However, if you’re on a budget, then go with the previous model Apple Watch Series 7 or the wallet-friendly Apple Watch SE (second generation). The Series 7 has just about the same features and usability than the latest Series 8, except it’s slower and doesn’t have crash and fall detection or cycle and fertility tracking. Apple discontinued the Series 7, but you can still find it new at retailers like Amazon and Walmart at slightly cheaper prices.
As for the SE, which starts at $249, it features an older design on the outside, but the latest S8 SiP chipset on the inside. This means it will run as smooth and fast as the Series 8, but without the latest features, such as an ECG, cycle and fertility tracking, and a skin temperature sensor.
For the serious athlete or the outdoorsy among us, the Apple Watch Ultra will satisfy. Apple created the Ultra line specifically for adventurers, athletes, and runners who want precision and detailed tracking and utility. This model is rugged enough for even the harshest of conditions and activities, such as mountain climbing and deep sea diving.
Meanwhile, most Apple Watch models come in two sizes—either 41mm or 45mm “always-on” watch faces—except for the Apple Watch SE, which comes in 40mm or 44mm, and the Ultra, which comes in only one size, a generous 49mm “always-on” display. Picking the best size for you depends on the size of your wrist.
As for connectivity, there are only three Apple Watches that have a GPS-only model option—the Series 8, Series 7, and the SE. This means you’d have to be tethered to an Apple iPhone for mobile data. But, the other models—Series 8, Series 7, and Ultra—have GPS and cellular connectivity options. This means you don’t need an iPhone for mobile data to use these models. They have their own cellular antennas and work independently. But, this also means you’d have to get a separate mobile plan line for the Apple Watch.
Overall, the Apple Watch Series 8 is the best option for most people. It hits the mark when it comes to the newest features and price. But, if this model is too expensive, then the Series 7 is a worthy runner-up pick—especially since it has just about the same design as the Series 8 at a discounted price.
The Legend of Zelda: Tears of the Kingdom is here, but Cardy, Matt, and Emma haven’t had a chance to play it yet so you’ll have to wait until next week to hear all about it. In the meantime, the opportunity is taken to design our own (weird) dream Zeldas made up of bits and bobs from other games. Before that, get on board for some quick Honkai: Star Rail thoughts.
Has a game ever gotten better after you’ve finished its main story? Give us your co-op game suggestions and drop us an email: ign_ukfeedback@ign.com.
As a sequel to Breath of the Wild, Tears of the kingdom of course has numerous connections to its predecessor from the world the game takes place in to its characters to its story. But it also has an extremely tangible connection: it reads your Breath of the Wild save data, and uses that data in Tears of the Kingdom for a feature that we’re all surprisingly emotional about.
WARNING: Spoilers for what this feature does begin below the video. Read at your own risk!
Like Breath of the Wild, Tears of the Kingdom includes horses that you can seek out, tame, and ride around the fields of Hyrule. In fact, we have an in-depth guide to horsing around in our Wikis section. But one incredible feature of Tears of the Kingdom’s horses is that the game will read your Breath of the Wild save data, and let Link import any horses he tamed in Breath of the Wild simply by visiting a stable.
You’ll need to have the save data downloaded to your current console for this to work, so if you played on a different Switch, you have to make sure your data is uploaded to the cloud and then downloaded to your current machine, or manually transferred. Be sure to use your same profile as before too! But once that’s there, you can visit any stable in Tears of the Kingdom and speak to the man behind the counter to view horses you have boarded there. Their names and customization will be saved, too.
So if you have fond memories of the horse you rode on to defeat Ganon six years ago, good news: it’s still here waiting for Link all this time later. Thanks, buddy.
For more Tears of the Kingdom content and guides, we’ve got you covered. You can check out our review of Tears of the Kingdom, which we called “an unfathomable follow-up to one of the greatest games ever made, somehow improving upon it in nearly every way.” And for help getting started, take a look at our Wiki guide to everything you could ever want to know about making your way through Hyrule.
Rebekah Valentine is a senior reporter for IGN. You can find her on Twitter @duckvalentine.
The Legend of Zelda timeline is fairly disconnected between games, meaning you don’t necessarily have to play the previous entry in the series to enjoy the latest. That doesn’t necessarily apply to Tears of the Kingdom, however, because the developers always planned on making it a Breath of the Wild sequel.
So if you haven’t already played Breath of the Wild and are wanting to dive right into what our Tears of the Kingdom review called a “A remarkable sequel that somehow raises the bar”, you may want to slow your roll. While you can certainly play Tears of the Kingdom without playing Breath of the Wild and still enjoy yourself, you’d be missing out on one of the best Legend of Zelda games of all time.
If you do want to skip to the latest Zelda game, though, the official story recap above should fill in the broader strokes. Otherwise, let’s dive into some of the reasons you should for sure play BotW first.
The Breath of the Wild Map Sets the Stage for Tears of the Kingdom
Outside of the obvious story tie-ins between games, both games being the same version of Hyrule is a huge reason to play BotW first. The Breath of the Wild map is enormous, and many of the locations are also in Tears of the Kingdom.
Considering Tears of the Kingdom is set years in the future, something you’d be missing out by the previous game is to see the evolutions that have taken place in Hyrule. Things have changed, and if you don’t have the context of what it was like before, you likely won’t be able to enjoy the smaller details.
The Characters Have Evolved Over Time
Yet another aspect that comes with a direct sequel is that there will be a lot of crossover characters between titles. Link and Zelda will have changed over the years between games, but so will most of the surrounding characters. The story will likely still make sense without the context of what core characters like Sidon and Riju were like in Breath of the Wild, but you’ll still be missing a lot of great story details.
Breath of the Wild Is One of the Best Games of All Time
Perhaps the most important reason not to skip The Legend of Zelda: Breath of the Wild is the simplest of them all. It’s flat out one of the best video games of all time. Not only was it the first truly open-world Zelda game, it brought in new elements to the genre that revolutionized how we interact with open-world games in general. There’s so much to explore and uncover that you’ll likely never get tired of doing just that.
Tears of the Kingdom was made on the foundations that Breath of the Wild built, both literally and figuratively. It would be a shame if you missed out on playing such an amazing game just because the sequel has arrived.
If you are playing Breath of the Wild for the first time, or replaying it before Tears of the Kingdom, you can check out our guide on how to finish the game quickly using our Wiki guide.
Also be sure to check out our Tears of the Kingdom guide for all of the gameplay tips, tricks, and secrets in the new Zelda game when it goes live.
If you posted gameplay or fanart – or really, anything at all – about The Legend of Zelda: Breath of the Wild over the past six years, congrats: you may have had a small hand in influencing its sequel.
In a long interview published by Nintendo, producer Eiji Aonuma, director Hidemaro Fujibayashi, and designer Satoru Takizawa talked about how the reaction to the previous game guided their approach to Tears of the Kingdom, and how it encouraged them to give players even more freedom.
When asked if they ever watch fan gameplay videos, Aonuma answered, “there was some talk about them among the development team.”
“The direction of giving players the freedom to do anything in this game came about precisely because of the reactions of people who played the last game,” he said.
“Even though it’s been six years since the last title was released, many fans still post drawings, comments and videos on social media,” Takizawa added. “Especially when the team is facing difficulties during development, these things light up the eyes of our staff and make them think, ‘Alright, let’s show ’em what we’ve got!’ “
“Letting players come up with their own solutions to puzzles gives them a stronger sense of being the only one to have figured them out.
After all three thanked the fans, Aonuma went into more detail about how the reception to past Zelda games impacted their approach to Tears of the Kingdom’s puzzles.
“I’ve seen some fans say that the Legend of Zelda games make them feel like they’re the only player to have solved the puzzle, and that’s what they like about the series,” he said. “I think letting players come up with their own solutions to puzzles gives them a stronger sense of being the only one to have figured them out than if we got them to use pre-defined solutions. In a sense, this is something unique to the Legend of Zelda series, and I think it’s something that’s brought out even more in this title.”
Elsewhere in the interview, they also gave advice to those who’ve been eagerly awaiting to start playing tonight – especially since Aonuma has finished Tears of the Kingdom 20 times already.
That sense of freedom and exploration is certainly something that’s come up a lot around Tears of the Kingdom, with IGN’s Tom Marks writing in his 10/10 review that it “both revamps old ground and introduces vast new areas so immense it somehow makes me wonder if Breath of the Wild was actually all that big.”
Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.
If you ever wanted to go fast like Sonic – but in Crocs – now is your chance. SEGA has teamed up with Crocs to release a new line of Sonic-themed Clogs and Jibbitz charms.
The upcoming collaboration takes notes from the world of Sonic, which includes Gold Rings that you can collect throughout the game, Chaos Emeralds, chili dogs, and of course, Sonic’s red shoes. The Jibbitz charms will include fan-favorite characters such as Tails, Amy Rose, Knuckles, and Shadow.
Officially announced today we’ve gotten our look at the Sonic Crocs! Red crocs with a White Heel Strap that has the Sonic the Hedgehog logo with 8 different jibitz exclusive to this pair These will be available in Toddler, Kids and Adult sizes and will drop on May 23rd https://t.co/ir8HPYansYpic.twitter.com/30w0fOUbLx
You can pick yourself a pair on May 23 if you’re in the U.S. and May 24 for everyone else. If you want to purchase the Classic Sonic the Hedgehog Clog, they’ll cost $59.99; the Kids’ Classic Sonic the Hedgehog Clog will cost $49.99; and the Toddlers’ Classic the Hedgehog Clog will be $44.99. In addition to that, loose Jibbitz charms will cost $4.99, and the charm pack will cost $19.99.
It’s worth noting that this isn’t the first time Sega has collaborated with a shoe brand before. In 2021, it partnered with Puma to make a Dr. Eggman and Sonic-inspired shoe collection. Following that collaboration, SEGA teamed up with FILA to create another Sonic-themed shoe, but this time it was to promote Sonic the Hedgehog 2: The Movie.
Shoe manufacturer FILA announced the Ray Tracer Evo X Sonic 2 slip-on sneakers, which are designed to look like the Blur Blur’s iconic kicks. pic.twitter.com/OO9B6r3ObA
While most of the world is still waiting to boot up The Legend of Zelda: Tears of the Kingdom, producer Eiji Aonuma has already finished it 20 times, and he has some advice: “don’t head straight for the ending.”
Breath of the Wild, of course, was praised for its vast open world that encouraged non-linear exploration, and Aonuma says that detours are even more fun this time around.
“I’ve played this game from start to finish about 20 times, and I can say that it’s more fun with detours, even more so than in the previous game,” he said in a recent interview published by Nintendo. “When testing the game, I sometimes needed to rush ahead to clear the story, but later on, as I started to go off on side paths, I realized… it’s a whole different game!”
It got to the point, he revealed, where even he was surprised by the things he could do in Tears of the Kingdom. Despite clearing the game as many times as he has, he claims he “never felt bored once.”
“As I started to go off on side paths, I realized… it’s a whole different game!
“Even when sticking things together, there are so many different combinations that even I don’t know all of them,” he went on. “I even discovered something new the other day while shooting the gameplay demonstration video. So, it may take some time, but as you take detours and try out whatever you can at the time, I think you’ll be able to enjoy the game in your very own way.”
And for what it’s worth, IGN’s own 10/10 review agrees, with Tom Marks writing that it has “almost alarming number of tasks to complete, mysteries to discover, and delightful distractions to keep you from ever reaching that place you naively thought you were headed.”
So basically, get distracted – you’re supposed to!
Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.
Bandai Namco announced that One Piece: Odyssey’s Reunion of Memories DLC will release on May 25. In this upcoming expansion, the Straw Hats are approached by a girl resembling Lim and they are sent into another world.
Over on the PlayStation Blog, Bandai Namco explained how the Reunion of Memories has a new battle system called Limited Order Battles that emphasizes a more strategic way of fighting. In a battle with Rear Admiral Barricade, the Straw Hats must defeat him while avoiding knocking out his sailor allies. Defeating the sailors isn’t necessary to win the battle, and each sailor knocked out only makes Rear Admiral Barricade stronger.
While the Straw Hats can stun and confuse the sailors, the DLC adds an NPC ally that will try to defeat the sailors, boosting Barricade’s power level. The purpose of this ally is to make battles more dynamic.
Additionally, the DLC’s narrative has a branching storyline system where players can choose between two options. One choice potentially keeps the Straw Hats away from danger while the other will put them in it. When the Straw Hats are trying to save the mayor of Water Seven, they can either save the workers and ask for their help or take the streets back to the mayor’s house. Both paths result in a battle but the enemies will be different.
One Piece: Odyssey was released on January 12 for PC, PS4, PS5, and Xbox Series X|S. The Reunion of Memories DLC was teased back in April, but now it’s confirmed to release later this May.
In IGN’s One Piece: Odyssey review, we said, “One Piece Odyssey proves that a classic turn-based RPG is a good genre fit for the world and characters of One Piece, and that makes it rewarding despite a lack of tension in its all-too-easy fights and some frustrating quest design that pads out its length.”
George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.
When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey
Ask yourself this: what do you want from a sequel to The Legend of Zelda: Breath of the Wild? More enemy variety? Better dungeons? Totally unexpected new ideas? Or is simply more Hyrule to explore enough for you? Thankfully, you don’t have to pick just one, because Nintendo’s response to all of those answers is a casual but confident, “Sure thing.” The Legend of Zelda: Tears of the Kingdom doesn’t necessarily revolutionize what already made Breath of the Wild one of the greatest games of all time, but it’s not a sequel that’s simply more of the same, either. This sandbox is bigger, richer, and somehow even more ambitious, with creative new systems like vehicle building, ridiculous weapon crafting, and a revamped map with a dizzying amount of depth further fleshing out the intoxicating exploration that made the original so captivating. Breath of the Wild felt far from unfinished but, inconceivably, Tears of the Kingdom has somehow made it feel like a first draft.
Before we dive too deep into Hyrule, a quick note about spoilers. I won’t spoil the (actually pretty great) story Tears tells, but these games are about so much more than the plot. That magic the first time you see one of BotW’s dragons soaring overhead is around every corner here too, and the last thing I’d want to do is steal the many moments that made my jaw literally drop from you. That said, there are some huge parts of Tears that are introduced fairly early on that I will be talking about because of how fundamental they are to why this game is so impressive. I am going to preserve as much of the magic as I can but, if (like millions of others) you’ve already decided you are going to play Tears, you should probably just go play it and then come back to share in the wonder with me later.
On top of that, you’ll likely want to have played BotW to fully understand much of what I’ll be discussing here – not to mention because it’s an incredible game and you’re depriving yourself by skipping it. Tears looks even smarter and more expansive when you know what came before it, but many of the recognizable basics shine just as brightly. Things that are as simple as being able to climb nearly any wall or glide as far as your expandible stamina will take you, or the concept of shrines acting as self-contained puzzle chambers you can solve to boost your abilities are things I don’t have time to get into here simply because there’s so much new to cover.
I can safely say people who enjoyed BotW will almost certainly like Tears, partly because of just how similar these two games are. The initial structure is a very familiar one: you start in a masterfully crafted introductory area where you learn the ropes and get a new set of powerful abilities, then dive into the open world with a main quest marker that quickly splits into four. From there you are free to do whatever the heck you want. You can even march right to the finale of the campaign if you know where to look, though that’s not quite as straightforward to attempt this time around (which is probably for the best, as I do not recommend it for anybody but the inevitable speedrunners, whom I proudly salute).
The story stands out from your typical Zelda plots.
The bulk of the cutscenes and big story moments are also once again collected at specific spots around the map, shedding light on the history of Hyrule and the source of the “Upheaval” – a bombastic event at the start of Tears that opens up menacing chasms, causes the ruins of an ancient civilization called the Zonai to appear floating in the sky, and peppers the surface with new structures and strange anomalies. This still might not be the best storytelling structure over the course of such a large game, as it leaves you without much direct interaction with its central characters for most of your time playing, but that’s very easy to forgive when the story itself is so dang cool.
Sure, it’s about stopping some evil jerk (welcome back, Ganondorf) and saving Princess Zelda as usual, but the direction that familiar shell is taken is buck wild at times in the best possible way. I’m still a bit amazed Nintendo decided to go the way it did, and the freshness that surprise provides helps Tears stand out amongst your typical Zelda plots. It’s not storytelling on the level of a game like God of War or anything, but it can be a legitimate high point instead of simply the entertaining background flavor it was mostly relegated to in BotW.
Exploration is the lifeblood of the recent Zeldas, though, and doing so is still an absolute delight in Tears – especially when the new building system empowers you to slap together custom cars, boats, and flying machines that truly let you navigate its world however you want. BotW has influenced countless other games since its release in 2017, but one of the most important lessons that very few of them seemed to learn is that a blank map can be more powerful than a full one. There is an enormous amount of stuff to do and see, and if you were handed a checklist of waypoints to methodically clear off right away it could easily feel overwhelming rather than exciting. Instead, you are given the bare minimum you need to complete the main quest, a pile of pins, and a blank map just begging you to fill it in yourself.
Marking down points of interest as you dive in from the sky, hearing rumors as you talk to townsfolk, or simply getting lost and stumbling by something interesting is so much more rewarding than following an arrow to your next destination. It comes from experience, but Nintendo has incredible confidence that we will seek out the map’s secrets without being led directly to them – and if we don’t see absolutely everything, that’s okay. It makes the whole adventure feel so natural, so much less “video gamey” than you might expect, which is particularly important when Tears basically doubles the size of this world.
This may be the same map, but it in no way feels repetitive.
While this is the same fundamental map of Hyrule, it in no way feels repetitive to explore – even as someone who’s scoured BotW for secrets. The story doesn’t give you a hard number, but it’s been a few years since the defeat of Calamity Ganon, and the people are rebuilding. The main town is a brand-new outpost that has sprung up in Hyrule Field just outside of the castle, giving you a hub that evolves in entertaining ways as you progress. It’s a ton of fun to recognize characters or locations and see how they’ve grown or changed, but even beyond those explicit differences, Tears simply sends you along unexpected paths and to unfamiliar locations. That made me constantly see parts of Hyrule I knew and loved from a different perspective, breathing plenty of life into a map that clearly still had more than enough to give.
And if that’s not enough for you, there are also more substantial changes. I’ll leave many of the fine details for you to find on your own, but I will say that whole areas have been drastically altered by the Upheaval, causing unexpected weather anomalies or creating brand-new terrain for chests and shrines alike to hide in. The main quest has you marching toward many of those areas head-on, but there are also plenty of examples off the beaten path that I’ve discovered across the more than 100 hours of playing (and I’m sure there are many more I’ve missed). For example, the beach town of Lurelin in the southeast didn’t play a huge role in BotW, but almost immediately Tears tells you it’s been attacked by pirates, putting both its rescue and its rebuilding in your hands.
And if that’s not enough for you, there are also dozens and dozens of caves, wells, and sky islands to explore. These are all largely self-contained little encounters to complete, ranging from hidden fairy fountains to expansive obstacle courses that put your cleverness and combat prowess to the test. I loved stumbling upon a new cave and fighting my way through winding halls full of monsters to find some hidden piece of armor at the end – or sometimes even a larger boss monster guarding a shrine. Meanwhile, looking up instead of down, using one of the new Skyview Towers to launch myself into the air let me easily find shrines on the surface before gliding to a nearby floating archipelago filled with its own challenges to take on.
And if that’s still not enough for you, then boy oh boy did I save the biggest for last – and let this also serve as a final warning that if you want to know nothing beyond what’s been shown in trailers and previews, turn back now (granted, this part is revealed to you very shortly after the introductory area). Even with all of what I’ve talked about so far, I can understand if someone might think Nintendo took a safe route by reusing the same (if altered) map, but it was when I dove down one of the angry, red chasms that dot the surface and into the Depths below that all my doubts melted into pure, joyous amazement. Rest assured that the generally small sky islands do not represent the entirety of the new area to explore, because waiting beneath is a dangerous, pitch-black map that is literally the size of Hyrule itself. It is massive. I have played over 100 hours of Tears and I have revealed maybe half of this wondrous new area.
Any doubt melted into pure, joyous amazement when I dove down my first chasm.
While roughly the same size as the surface, the Depths doesn’t have as much in the way of side quests or story moments but is full of treasure chests to seek out and plenty of surprises worth discovering for yourself, many of which are brilliantly hidden in plain (if very dark) sight. It acts as Zelda’s version of a “poison swamp”-style nightmarescape, too, thanks to a red substance called Gloom that coats both its terrain and enemies. When you take damage from Gloom, your max health is decreased until you either return to the light or eat a Gloom-removing meal, adding an enjoyable mounting pressure to every fight.
What do I mean by “return to the light?” That’s a whole different can of worms. The Depths is completely dark (like, Advanced Darkness dark), meaning you have to throw out collectable Brightbloom Seeds as you walk to see where you are going, which gives exploration a totally different and much tenser feel. There are no shrines in the Depths; instead, there are dozens of structures called Lightroots that heal your Gloom damage and illuminate a part of the map around them when activated, giving you another completionist goal that’s equal parts compelling and extensive.
Taken all together, the Depths and the sky islands act as brilliant complements to the more traditional surface activities, stretching a structure I was already intimately familiar with into beautiful settings and wild situations I very much wasn’t. Whether it’s lighting up the darkness below, flying a custom glider between floating rocks hundreds of meters up, or just seeing what’s down at the bottom of some random well, there is so much to do in Tears that it’s easy to spend hours upon hours completing tasks without ever once looking at your quest log. You might be heading to a point of interest only to get sidetracked by some cave worth exploring nearby or a citizen with a quest for you, and suddenly you’re off getting hopelessly distracted by a delightfully spontaneous activity that’s just as exciting.
That was part of the magic of BotW too – as well as plenty of other great open-world games – but now there are uncountable opportunities to end up wildly far away from where you thought (almost always incorrectly) you were going. One time I was making my way toward a tower hoping to chart a new section of the map when I stumbled upon a friendly drummer in need of some honey, so I promptly switched priorities and headed toward a nearby forest in search of bees… and of course, it wasn’t very long after that I was in the literal underworld being murdered by a giant robot as a result. I just wanted some honey. Nintendo had different plans for me, and I couldn’t be happier about that.
It’s hard to overstate how big this game feels, even in the context of Breath of the Wild.
In 2017, I had played just over 80 hours of BotW when I finally decided to beat the final boss, feeling content that I had done all of the side quests, shrine hunting, and other odds and ends that I wanted to do. Not quite all that existed, mind you, but definitely a significant majority and certainly all of what really tempted me. Similarly, I beat Tears’ main questline around the 82-hour mark, but this time I feel like I have barely done half of all the things I still want to. Even more than 20 hours after that, I still have dozens of Lightroots to find, plenty of shrines left to complete, two maps marked up with loads of unexplored points of interest, a laundry list of side quests waiting for me, and so much more.
I took my time playing through the main quest stuff, too, letting myself wander and get distracted as I so love to do. It’s hard to overstate how big this game feels, even in the context of a predecessor that made me say that exact same thing. The in-game tracker tells me I’ve barely passed 50%. Send help.
So much of Tears feels like a direct response to BotW and what people have said about it since its release, a fact that can be seen clearly across its bolstered enemies and weapons, but perhaps most obviously in its dungeon design. The Divine Beasts got a lot of flack for bucking usual Zelda dungeon trends, and while their equivalent in Tears doesn’t scratch that itch of collecting a compass, map, and key item like in older Zelda games either, they are at least a lot more thematically interesting and varied this time around. The tasks themselves aren’t actually very different from the Divine Beasts, but their flavorful new context and the epic paths that generally lead up to them are a thrill, making them all far more entertaining than the rather restrictive insides of those ancient machines.
The other huge improvement throughout all of Tears is the boss variety. No longer are you fighting four variations of the same Ganon-adjacent enemy; you’re now facing unique and often wildly entertaining foes that can occasionally stand with the greats of the series. I don’t want to give away too much about them, but a standout for me was certainly a gooped-up monster that felt like a Splatoon villain had somehow infiltrated Hyrule. New boss-like enemies abound all across this map, in fact, with the returning Hinox and Talus joined by leaping Frox and fearsome three-headed Gleeok.
It’s not just the bosses – enemy variety as a whole has been vastly improved, and it’s elevated the still rather straightforward but extremely satisfying combat as a result. At the simplest level, Bokoblins can now carry baskets of throwable items or wear armor you have to break specifically with blunt weapons, but they can also be led by a huge Boss Bokoblin that coordinates their attacks. New Horriblins menacingly crawl along cave ceilings, Constructs can shoot rocket arrows at you, Like Likes will devour you whole, and Little Frox will scurry out to eat the Brightblooms you’ve worked so hard to collect and plant in the Depths. It’s a wide and impressive menagerie that can genuinely push you to play differently depending on what’s in front of you.
The weapon fusion just says, “Yes” to whatever you throw at it.
That’s also true of the absolutely absurd new weapon fusion system, which lets you attach any item or object onto any other weapon, shield, and often even arrowhead. Monster horns now act as powerful blades or bludgeons to buff your base weapons, letting you do sweet things like replace the blade of a rusty sword with the katana-like saber of a Blue Lizalfos horn. You can also do extremely dumb stuff, like put a bomb on the end of a stick to blow both you and your enemies up the moment you jab them with it, or put a minecart on a spear because… I don’t know, why not? It’s a system that just says, “Yes” to whatever you throw at it, and then trusts you to figure out what’s good, bad, or incredibly funny.
Even though the somewhat controversial weapon durability system is back, so you should prepare for the heartbreak of your favorite sword shattering in your hands all over again, it’s been totally recontextualized by this new fusion system. Suddenly, you can essentially farm strong weapons simply by killing powerful enemies, because having a bag full of monster parts is the equivalent of having dozens of backup weapons just waiting for a handle to be attached to. You won’t find fire swords just lying around anymore – you have to make them, and any base sword will do fine if you’ve got the horn of a fire dragon to slap onto it.
There’s loads of room to min-max and build high-damage weapons that are tailor-made to take down the hardest enemies Tears can throw at you here, but so much of the power and playstyle of a weapon coming from the attachment instead of the base meant I was always excited to hunt down more powerful parts rather than hoard what I managed to find. (Or I would just stick a stick on a stick so I could poke an enemy from twice as far away, whatever sticks for you!)
Tears adds additional nuance to combat by giving you even more options to explore, too. Throwing items are now a key part of every encounter, letting you hurl everything from bombs (which are now an explosively powerful consumable item rather than a weaker but infinitely reusable ability) to special plants – like the excellent Muddle Bud that makes enemies attack each other, or the Dazzlefruit that causes them to drop their weapons. These items can be attached to arrowheads for the same effect from afar, and shields can even have objects like flame or ice throwers slapped onto them to transform them from a defensive option to an offhand weapon. The controls for throwing and attaching arrowheads started out a little tricky, since you have to select the items you want to use one at a time, but once I got the hang of it I found it to be a super-intuitive system that let me pull off cool mid-fight maneuvers I would never be able to do in BotW.
The building tools walk the line of powerful but approachable extremely well.
The complementary ability to weapon fusion is the boundlessly creative Ultra Hand building system. Essentially, BotW’s Magnesis power got a huge upgrade that now lets you pick up, rotate, and attach almost any object to another with ease. This is supported by dozens of special objects, called Zonai Devices, that you can pull out of your inventory at any time, giving you immense freedom in how you navigate the world around you. It’s amazing how often I would take a Zonai glider and a few fans out of my pocket to build a makeshift airplane and fly somewhere extremely far away extremely fast, and I loved experimenting with powered wheels to make cars that could take me from town to town faster than any horse. Your creations can even be effective in combat, with one Zonai device acting as a Roomba-like base that automatically drives toward enemies, waiting to be loaded up with whatever instruments of doom you can concoct.
These building tools walk the line of powerful but approachable extremely well, being fairly snappy and easy to use while allowing for a level of customization it’s hard to find the limits of. Why climb that cliff when you can just strap a hot air balloon to a log and ride it up? Why swim across that river when you could quickly assemble a speedboat instead? One time I was driving a little car I’d built, only to reach a dead-end mountain next to a deep valley – but instead of abandoning my creation to climb over, I channeled my inner Doc Brown and turned it into a flying car that was able to hover around the mountain instead. Did Nintendo mean for me to go that way? I have no idea. I didn’t earn anything for it, but that simple act might still be one of the most rewarding gaming moments I’ve had in a long time. “I’m not sure I was supposed to do that, but it worked” sort of feels like the unofficial slogan of BotW to me, and Tears leans even harder into that creativity.
These building tools are woven into every part of Tears, with most of its shrine challenges asking you to make use of them in inventive or inspiring ways. However, this isn’t The Legend of Zelda: Nuts & Bolts. That is to say, this system doesn’t warp Tears into something unrecognizably about building. In almost every scenario where a contraption would be the best or “intended” way to do something, you’ll find the pieces for a simple creation sitting nearby. There’s also an Autobuild ability that lets you save designs and hunt down schematics for developer-designed creations. That means Tears provides shortcuts if you aren’t really interested in this side of it while simultaneously empowering those of us who are to essentially play Kerbal Space Program within The Legend of Zelda.
I had tons of fun using these tools to find solutions to the problems put in front of me. A highlight is a recurring character who needs help holding up a sign at dozens of different locations around Hyrule, asking you to use nearby resources to prop it up in progressively more ridiculous situations. Getting from point A to point B can become an engaging puzzle all its own, whether that’s building a contraption to help get a Korok (yes, this world is once again full of them) to his far-off friend, or making a traveling band’s carriage fly to get them up a mountain side. Amidst all this cleverness there’s also a hysterical air of Looney Tunes lunacy, letting you strap literal rockets to anything and everything and then watch like Wile E. Coyote as your plans disastrously blow up in your face or simply drive off out of control. Sometimes failure is just as amusing as success.
It’s clear Nintendo was listening to feedback after BotW.
Your other two new abilities take a less prominent role, but they support the additions made elsewhere nicely. You can reverse time on objects with Recall, which is largely used either to ride rocks that have fallen from sky islands back up where they came from or to send an enemy attacks back at them in neat ways, while Ascend lets you warp through the ceiling up to whatever is above you. Given all of the caves in Tears, the ability to quickly get above ground again or climb certain mountains faster is essential, and it can even be used to find all manner of sneaky secrets. It took my brain some time to remember I even had this power, but once I started “thinking with portals” it became one of my favorite tools. Neither of these abilities are quite as exciting as Ultra Hand or Fuse, necessarily, but it’s notable that I never once mourned the loss of Stasis or Cryonis, which are completely gone since Link no longer has the Sheikah Slate from BotW.
There are also a million and a half little quality-of-life improvements that make it even harder to go back to BotW after Tears. That includes super-simple things like the fact that you are now given the option to drop a weapon, shield, or bow right away when you open a chest with a full inventory rather than having to back out first, open the menu, drop the thing, and open the chest again. But there are also more involved changes, like finally having a convenient recipe list that saves every meal and elixir you’ve ever made or found, which I actually specifically said would be a great addition just a couple of weeks ago. I couldn’t even begin to round up all the little bits and bobs like this, and it signals loudly that Nintendo was listening to feedback, even if it didn’t always make drastic changes in response.
One place Tears hasn’t necessarily improved over BotW, however, is performance. This can be a beautiful game, especially when flying high above its gorgeous landscapes with a consistently incredible soundtrack in the background, but the reality is that even when running in docked mode it’s still at 1080p resolution and 30 frames per second, at best. Obviously, that does not technically compare to what games on PlayStation 5, Xbox Series X, or PC can do. However, unless you value resolution and frame rate above absolutely everything, including gameplay, that’s not really the point.
The majority of the time Tears runs just fine, but the frame rate will take noticeable dives any time there are too many effects on screen at once. It didn’t feel any worse than the same exact issues in BotW, though it is a little more noticeable in the simple but charming new raids you can do against enemy camps with a group of NPC monster hunters. I also infrequently noticed things could briefly freeze while diving down quickly from the sky (the same sort of freeze BotW speedrunners see when zipping across Hyrule a little too fast).
The frame rate still dips sometimes, but I saw essentially no bugs in over 100 hours.
But on the whole, just as before, these issues rarely interrupt the action in a truly detrimental way. The frame rate dips can certainly be distracting at times, but the only harm they really cause is the emotional damage of making me once again pine for a Switch Pro, as we’ve all been doing for the past several years. Would it look nicer on a more powerful, more modern system? Definitely, and I hope Nintendo makes one before too long. But does that mean I am going to touch my PS5 or Xbox again until I’ve finished exploring this new version of Hyrule? Not a chance.
It’s also really quite remarkable that I saw essentially no bugs across more than 100 hours of game time, positioning it far away from a mess like last year’s Pokemon Scarlet and Violet or plenty of other recent games on other platforms. Frankly, the fact that you can jump from the very top of the sky and dive all the way to the surface, straight through a chasm, and down to the floor of the Depths seamlessly, with zero load screens, on a Switch made in 2017 feels like a miracle, and that makes overlooking the handful of moments I saw it hang for a second or two while doing so incredibly easy.
Phil Spencer’s recent comments about Xbox’s third-place standing in the video game marketplace have created quite a stir in the Xbox community. We play Phil’s quote and then spend a LOT of time reacting to and discussing it. Plus: it’s the First Annual Xbox Games Showcase Draft! We compile a list of the games we think are most likely to make an appearance at next month’s Showcase. Some of our choices might surprise you!
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Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.