Zelda's next open world game will have to give up the Kingdom of Tears' best tricks

with The Legend of ZeldaNintendo has spent nearly 40 years creating amazing games in this franchise centered around unique gameplay mechanics, from the humble Hookshot to the world-changing Sheikah Slate. So it's no surprise that Ultrahand is the heart of the physics distortion grabber. Tears of the KingdomIt may be the most impressive of the entire grounds. That said, here are the smartest moves for your next open world: The Legend of Zelda What a game can do is leave behind something iconic. Tears of the Kingdom Capacity is completely behind.

This may sound like heresy to modern fans of the franchise, especially considering how thoroughly Ultrahand defined that title and consumed the discourse for an entire year. But Nintendo has long viewed its signature mechanics as one-off experiments, and there's a strong case to be made that this grabber has already run its course. I'd argue that obsessing over it now might diminish the exact qualities that made Ultrahand thrilling in the first place.

Kingdom Ultrahand's tears were the greatest innovation.

Of course, that sentiment isn't intended to bash Ultrahand. Tears of the Kingdom's Hyrule is a much larger sandbox for construction governed by consistent, reliable rules. Every object has weight, every joint is related to the load it carries, and the physics engine mostly respects all the devices the player combines, but looses the design. This underrated reliability may not sound very appealing, but it's the generational foundation upon which all the cooler things can be built.

Ultrahand gives players real ownership while also making it rewarding no matter how they use it. This meant that no two players could ever tackle a shrine the same way, and that bridges, machines, siege catapults, and flying machines that didn't need to stay in the air all came from the same handful of tools. Mechanics with that kind of systematic freedom are difficult to design and easy to underestimate, and it's a big part of why they age so gracefully over the ensuing months.

Nintendo has long viewed its signature mechanics as one-off experiments, and there's a strong case to be made that this grabber has already run its course.

Metatextually too, Ultrahand has given us so much content to enjoy online. Within days of its release, the internet was filled with clips showing walking war machines, elaborate Korok torture devices, and vehicles that defied both physics and taste. It was truly amazing, it was fun to get some rare social media exposure, and it didn't hurt that every clip was also top-notch free advertising for the game.

Ultrahand had its time in the sun

The problem is that whatever the next open-world installment in the franchise is, it will be the third act, not the second, of the same idea as Ultrahand. The Legend of Zelda: Echo of Wisdom Released in 2024 with Tri-Rod, Bind and Reverse Bind. This is a tool and ability pair that resurrects Ultrahand's object-grabbing core within a smaller top-down adventure. Of course, that doesn't mean it's exactly the same, but it nonetheless felt very familiar watching Zelda pull a rock out of the ground with a green rope.

And in a sense, Echo of Wisdom I was tormented by that familiar feeling. Players and reviewers alike have pointed out that Bind often felt redundant once the ecosystem could conjure up beds, platforms, and monsters on command, leaving Grabber more like a tool that many players forgot they had than a core gameplay conceit. In fact, despite the stark differences between Bind and Ultrahand, I'd say it still remains a pretty big sign that this concept is approaching its breaking point.

Throwing away Ultra Hand is a wise choice.

Ultimately, the strongest argument for retiring Ultrahand comes down to opportunity cost. Because Nintendo's flagship mechanic works best when you own the entire game. They have to shape the puzzle design, traversal and combat from the ground up, and while Ultrahand has fully taken the spotlight in 2023, something else has to take its place here. Adding a new headliner to a new headliner runs the risk of giving you two half-realized systems instead of one exceptional system.

I'd argue that obsessing over it now might diminish the exact qualities that made Ultrahand thrilling in the first place.

I bet that's true on the hardware side as well. The Legend of Zelda I also rely on it. The Switch 2 is a huge step up from the original console, but Ultrahand's continued physics simulation certainly seems like a complication for a budget that could be better invested in something new and more surprising. Removing overhead by eliminating systems can give the next big idea breathing room rather than forcing it to share the stage where it must be directed directly.

Link falling towards Zelda in The Legend of Zelda, Tears of the Kingdom (2023)

Killing Ultrahand also traces the natural progression of this franchise historically. Franchises are constantly and mechanically reinvented. ocarina of time, wind wakersailing train spirit track; Each of these systems locked in exactly one game before the series politely showed them the door. The Ultrahand already has a definitive showcase, and the pattern suggests its natural successor is something we haven't seen yet.

A new slate means there's really no limit to what comes next, but the rumor mill seems to be offering tempting previews of what the next big gameplay gimmick will look like. Continuing leaks about the next open world game points towards some sort of dimension shift traversal. This sounds like some kind of reality-warping loop that could recreate the way Ultrahand solves puzzles through buildings. Of course, Nintendo hasn't announced anything, at least not yet, but the desire for clean mechanics, whether or not certain concepts ever come to fruition, couldn't be clearer.

A space to create something new

Again, none of this is a knock on Ultrahand, which has earned its place among the series' great tricks and toys. The point is that its brilliance came from arriving unannounced and rewriting the rulebook, and no matter how many times you repeat it, you can't get that feeling back by performing the same trick a third time. Respect and repetition are two very different things, and this series has always understood the gap between the two.

The Legend of Zelda It's never been a franchise that buries ideas and digs into the unfamiliar instead of sticking to its best ideas. The best thing Nintendo can do with Ultrahand is to treat it as a finished chapter and trust that it can write a much better chapter from the beginning. In the end, that trust, more than any single device, is why we keep showing up for new visions of Hyrule.

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