Four basic mistakes that Zelda: Tears of the Kingdom makes – and how we would improve it


ZELDA is one of the biggest releases of the year and got almost perfect review scores across the board.

However, just because a game gets 10/10, it doesn’t mean that it’s perfect.

There’s just a few things we would do differently.

There’s a couple of basic things we’ve noticed that would make the experience so much better.

Here’s the four changes we’d make to The Legend of Zelda: Tears of the Kingdom.


We love the new Ultrahand ability, and some of the best things about the latest Zelda is seeing everyone’s silly creations.

But our one issue is what happens when you grab an item to build something.

There are only two axes available to rotate 3D objects, meaning it can be difficult to get an object to face the way you want it to.

It’s not at all intuitive, and can become quite frustrating when you end up trying for a long time.

The Map

Zelda’s open world is huge, and you often see something you want to explore while you’re on your way to something else.

You can mark these with stamps; the only marking you can see on your map while moving about are pins.

These are limited to just six, and worse than this, you can’t add a note to them to tell you why you marked that spot in the first place.

With a world so huge, we wanted to be able to mark out more without resorting to pen and paper.


The binoculars are an important tool in Tears of the Kingdom as they allow you to add pins to things you see in the overworld.

Yet, it doesn’t have the function to zoom in or out, meaning you can’t precisely place your pins where you want to go.

This seems like a misstep as the camera app does have a zoom function, so the binoculars should definitely have it as well.

Zoom is probably more important for the scope than the camera, so it seems weird that this is missing.

The controls

This has always been an issue with Nintendo games, where you can’t remap your controls.

It’s not only an issue for accessibility, but it can be difficult to do some things that should be easy.

The way the controls are placed means it’s difficult to run and jump, and even harder to end that with an attack.

It’s likely that this was on purpose to prevent people from doing unintended tricks, but it still feels like a misstep.

Written by Georgina Young on behalf of GLHF.