Hyrule Warriors: Age of Calamity may allow you to control the beast. For Zelda fans, this is a moment when some weight is needed. The Beast is a huge machine that is indispensable for the event of The Legend of Zelda: Breath of the Wild, and although it is difficult to control, it is a level to play when they effectively convey destructive power. If you’ve played Breath of the Wild, these moments are a big air. The power fantasy of using lasers, lightning blasts, and magma volleys to flatten mountains and stack up the killings of thousands of bocobrins, moblins, and lizardfoss is out of full control of those who use them. When you remember that, it weakens. And these destruction tools turn on the master and destroy it when you need it most.
That imminent sense of ruin is why I came to the Age of Calamity, and that’s where it fails most. It always puts you aside that fear, avoids agreeing to the consequences of its apocalyptic premise, and instead encourages you to kill many bad guys and think the beast is cool. It’s been fun to do it for a while, but it couldn’t stop me from being very disappointed by that choice.
The failure of the Age of Calamity story is especially frustrating because the disappointing turn it takes to get there is so clear that it’s done so much so far. The campaign is when a little white guardian-like robot sees the calamity caused by Ganon in the Breath of the Wild, Link is still a royal knight, and Zelda is working to unleash her potential. Stop the outbreak of calamity, which begins by moving back in time before it happens.
Things start enough. This is largely due to the Age of Calamity infusing the breath of the wild look and feel into a long-standing, unrivaled formula. It’s easy to reap a crowd of Bokoblin and Rizalfoss, but big enemies like Moblin and Hinox really take some effort to defeat. Dodge the attack at the right time to launch one of the coolest Breath of the Wild operations, the Fully Rush attack. The original Hyrule Warriors sub-weapon has been replaced by four runes (remote bomb, magnesis, stasis, and cryonis) and is well integrated into combat. Stasis locks the enemy in place and fires them based on how hard they hit them during freezing. Magnetis absorbs nearby metal weapons and throws them back to their owners. Some attacks from larger enemies urge the runes to counter them, stagger them and keep them open to the attack. It gives you a lot of options in combat, along with a magic rod that relies on an elemental counter system.
Every member of the playable cast has their own free mechanics and tricks to help keep things interesting. For links, hold down the attack button to charge the spin attack. Impa marks enemies with magical symbols, collects them, and makes a copy of them. Urbosa can release accumulated lightning to enhance its attacks and charge it. Just push a button. Later characters have a more wild concept, some didn’t joking with me, but they’re all creative enough that I wanted to explore them.
Perhaps the biggest game changer is how every battle is organized. As a Breath of the Wild lover, I got a big kick from the Age of Calamity interface, and its aesthetic actually adds a meaningful layer to the experience. Spend a lot of time looking at Hyrule maps dotted with mainline missions, side quests, upgrades and shops. The main story mission tells the story of the movie, where Link and Zelda recruit champions to rule the beast and stop Ganon in the calamity, but the map tells a broader story. Accessing the new shop may be as easy as collecting supplies on a mission and checking the icons on the map, but secure a trade route so shop owners can properly trade with other towns It is contextualized as to do. After completing the task. It’s a small but great touch to understand how Hyrule took care of those people beyond the scope of the war you’re fighting and when it faces the end.
As the map fills with icons and the story begins to approach the main storybeat of the Breath of the Wild, Age of Calamity explores some of the more inspirational threads of its history. Zelda’s journey to uncover her potential, how its purpose pushes her towards fate at the expense of everything else, and how much burden that kind of responsibility puts on someone. It is often said. It’s fun to see the champions in their heyday. Even if you know where their story is heading.
All these threads converge as things start to get miserable. Hyrule’s arrogance to think that technology he didn’t understand can be reused begins to destroy it. The sense of fate is approaching. But at that most important moment, the Age of Calamity refuses to see the expectation and blinks. The last act was very disappointing without stepping into spoilers. The way to explore the most influential moments in the Breath of the Wild story overturns and denies many of the very resonating Breath of the Wild. For games that aim to give the context of the story, it’s a fatal failure.
At this point, it doesn’t help other parts of the game start running out of their welcome. The new layer of combat is great, but most of the enemies fighting throughout playtime are seen early, with the later boss being a buff-up version of the previous boss. After playing the game for a long time, their instructions become simple prompts, the missions are very easy, boring, and the side missions are grind. It also makes it difficult to forgive camera and frame rate issues. These problems become more pronounced as you move toward more internal areas, increasing on-screen effects and slowing down.
We took a closer look at the story of the Age of Calamity and started it completely on board. In the end, I was doing these tasks out of duty above all else.
Despite the persistent feeling of leaving unchecked on the map how much I invested in this version of Hyrule, I stopped taking side missions and people built Hyrule and suffered. I stopped helping to prepare for. I started completely on board, watching the story of the Age of Calamity, staying with the citizens of Hyrule until the end, and just killing some bad guys. In the end, I was doing these tasks out of duty above all else.
It’s strange to think of a boring story that leaves me so lukewarm in Zelda’s games, even if it’s a spin-off. However, paying off that premise is the burden of the first part of The Legend of Zelda: Breath of the Wild. The main reason to dive into the Age of Calamity is that I love the world and the history it tries to remember. Therefore, it is a big question to reread them and declare that the game will say something new when the most striking moments of its inspiration come from being unspoken. But my problem with Age of Calamity is not that it can’t fulfill its responsibilities. That is, it doesn’t even try. I don’t have the courage to see things through.