Zelda: Tears of the Kingdom's shrines are a puzzle design marvel | Digital Trends

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Breath of the Wild's shrines function like pop quizzes, Tears of the Kingdom's act more as a learner's permit test.

As a puzzle game fan, my favorite part of The Legend of Zelda: Breath of the Wild is its shrines. These mini-dungeons often act as ingenious little puzzle chambers that test my understanding of the game’s abilities and physics. I was thrilled when I loaded up The Legend of Zelda: Tears of the Kingdom and immediately found that the development team kept that idea intact for the sequel.

Recommended Videos Driving permit exams Tears of the Kingdom’s shrines aren’t much different from Breath of the Wild’s on paper. Each one functions like a Portal test chamber built around a specific gameplay mechanic or theme. One has players solving puzzles using buoyancy physics, while another has them ascending their way to the top of a rotating cube. Even combat-focused shrines have specific gimmicks this time, testing players’ mastery of specific item fusions or environmental interactions.

This isn’t a bug or an oversight; it’s exactly what Tears of the Kingdom wants you to do. The entire game challenges players to outsmart the developers, creating ingenious solutions to their puzzles. Whenever I pull off a clearly unintended trick, it makes me feel like the world’s greatest engineering genius. That sensation isn’t just in shrines either.

 

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