The Nintendo Switch is fast approaching its sixth year on the market, and while it has built an impressive list of exclusives over time, its best title is perhaps one that released on the very same day as the system itself.The Legend of Zelda: Breath of the Wildis a refreshing take on the open-world formula, with so many of its intricacies provoking genuine wonder and curiosity asHyrule doesn’t easily give away all its secrets. The series is as storied as they come, and plenty of people have different favorite entries.The Legend of Zelda: Tears of the Kingdomwill hope to improve on a near-perfect and beloved formula, likely reexamining key elements like the Divine Beasts.
During the 2017 release, players can engage with the minimalist story as much or as little as they like, asBreath of the Wild’s charm lies in its survivalist gameplay and endless potential for physics-based problem-solving. Link awakens from the cave in which he has slept for the past 100 years with nothing, and slowly starts to rebuild his strength to take on the menacing Calamity Ganon. Perhaps the biggest blemish on the game’s resume is the design and execution of the Divine Beasts.The Legend of Zelda: Tears of the Kingdomwill need to spice up the Beasts ofBreath of the Wildif they’re going to play a part as dungeons a second time.

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Divine Beasts Felt Far From Divine
Fully committed to an open-world design,Breath of the Wildneeded a way to provide challenging obstacles to overcome that aid progression. The 120 shrines dotted all around are innovative and interesting, feeling like puzzles that would otherwise be in a traditional dungeon but delivered in a bite size way that facilitates exploration. There are, however, a handful of larger areas that warrant more time. The Divine Beasts in each of the four settlements feel like a half-step, taking more time than a shrine but less time thanan expectedZeldadungeonto overcome. They do well to bring a unique flavor to the Rito, Goron, Zora, and Gerudo areas, but undoubtedly leave players wanting more.
The bosses that come at the conclusion of the Beasts feel like copies of each other, and all four places have a similar aesthetic on the inside that makes them repetitive if done in quick succession. In comparison to otherZeldadungeons, they were sorely lacking, and something as simple as a color change could have worked wonders to add a different tone to each, like a tranquil blue for Vah Ruta of the Zora, or a burning red interior forVah Rudania that stalks Death Mountain. Comparing these to the likes ofOcarina of Time’s Shadow Temple orSkyward Sword’s Sandship, there’s no contest as to which are more memorable to fans.

The Divine Beasts Need a New Atmospheric Approach
Breath of the Wild’s Divine Beasts were a fraction of the size and scope of a typicalZeldadungeon, but the biggest issue isn’t necessarily their size. The drab, murky walls aren’t inspiring and each beast, regardless of its species or dwelling looks exactly the same. Without the tone, aesthetic, and music that it has, the Stone Tower Temple in 2000’sMajora’s Maskwould just be a string of puzzles to solve. Great visuals and music can go a long way, and whileBreath of the Wild’s subdued soundtrack is perfect for the game’s atmosphere, dungeons need music that is more indicative of the room on display.
A different color palette, more iconic soundtrack, and presentational flourishes are all it would take todrastically improve the Divine Beasts, andThe Legend of Zelda: Tears of the Kingdomis in the perfect position to improve upon one of the few things thatBreath of the Wilddidn’t get right. The game is still a largely unknown entity as its release date gets closer, but the Divine Beasts are essential to this new take on Hyrule, and they are in dire need of a makeover, should they act as dungeons a second time.
The Legend of Zelda: Tears of the Kingdomreleases June 16, 2025 for Nintendo Switch.
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