![]() That’s thanks to Tears of the Kingdom’s powerful crafting systems, which allow Link to create inventive solutions to problems. ![]() One big difference, though, is that shrines don’t always have one set solution. Even combat-focused shrines have specific gimmicks this time, testing players’ mastery of specific item fusions or environmental interactions. One has players solving puzzles using buoyancy physics, while another has them ascending their way to the top of a rotating cube. Each one functions like a Portal test chamber built around a specific gameplay mechanic or theme.
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