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Zelda: Tears of the Kingdom – 7 Small Quality-of-Life Changes the Game Needs

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Tears of the Kingdom is a masterclass-level game, that’s pretty much a unanimous opinion. But, like any game, a few small fixes can go a long way.
Zelda: Tears of the Kingdom is such a fantastic sequel to Breath of the Wild and adds so much to the core systems of the game that people are making the comparison of BotW being the ‚beta version‘ and Tears of the Kingdom being the ‚full release‘.
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All that said, it’s not a ‚perfect‘ game by any means. There are a lot of little changes Nintendo could make to the systems in the game or mechanics as a whole that would vastly improve players‘ experiences. Let’s go over the most pressing Quality-of-Life (QoL) changes that this game could sorely use.
Starting with some spoilers right off the bat, as Link investigates the four Regional Phenomena across Hyrule, he unlocks ‚abilities‘ in a comparable way to the Champion abilities in the previous game, just in the form of actual summons that use the powers.
But, the way that players actually ‚use‘ these abilities once they’re active is incredibly unintuitive. Not only does it require Link to turn his focus away from an opponent to go interact with the summon and trigger the ability, but more often than not he basically has to ‚chase‘ the summon down to do so as their auto-pathing AI can be a bit wonky. It almost feels like an involuntary ‚challenge‘ that Nintendo is forcing on their player base in a way.
Thankfully, it’s a simple fix, as many fans have suggested, all Nintendo had to do is turn the Sage Abilities into a power Link can have active on the power wheel (remove the ‚Map‘ ability slice and replace it with ‚Sage Abilities‘). Once the Sage Abilities would hypothetically be activated, each of the four of them would be set to a different direction on the D-Pad, and would automatically jump to Link if he pressed the associated input.
The sheer amount of potential combinations for different weapons, armor sets, materials, and so on in Tears of the Kingdom is almost incomprehensible. This is a game built for people to express their creativity, and no one’s arguing against that point when people are surfing on frozen meat and launching Bokoblins off cliffs with a Mushroom Spear.
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But, there are so many Materials in the game that it can be awkward to scroll to the one Link actually wants to strap onto an arrow (or even throw by hand) in the middle of combat. Granted, time is paused while players are scrolling through this absurdly long list of Materials, but that doesn’t mean that’s acceptible.

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