Zelda's next Open-World game must abandon Tears of the Kingdom's Best Trick

With The Legend of ZeldaNintendo has spent nearly forty years building incredible games in this franchise around unique game mechanics, from the humble hookshot to the world-changing Sheikah Slate. As such, it's no surprise that Ultrahand, the physics-warping grappler at the heart of The tears of the kingdommay be the most impressive of the lot. That said, the smartest move next open world The Legend of Zelda the game can do is leave the iconic The tears of the kingdom ability behind completely.

That might sound like heresy to modern fans of the franchise, especially given how thoroughly Ultrahand defined that title and swallowed discourse for the better part of a year. But Nintendo has long treated its signature mechanics as one-and-done experiments, and there's a strong case to be made that this guy has already run his course. I'd argue that sticking with it now might detract from the very quality that made Ultrahand exciting in the first place.

Tears of the Kingdom's Ultrahand was innovation at its best

Of course, that feeling is not to bash Ultrahand, because the mechanic is genius, turns The tears of the kingdom's Hyrule into an even bigger sandbox for construction governed by consistent, reliable rules. Every object carries weight, every joint relates to the load it carries, and the physics engine mostly honors whatever contraption players bolt together, no matter how disjointed the design. The understated reliability may be unglamorous, but it's a generational foundation on which everything more spectacular can be built.

Ultrahand gave the player true authorship, all while feeling rewarding no matter how it's used. This meant that two players might never solve a shrine the same way, and that bridges, mechanics, siege catapults, and flying machines that had nothing to do with staying in the air all came out of the same small handful of tools. A mechanic with that kind of systemic freedom is hard to design and easy to underestimate, and it's a big part of why the mechanic aged so gracefully in the months that followed.

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

Metatextually, Ultrahand also provided so much content to enjoy online. Within days of its launch, the internet was awash with clips showcasing walking war machines, elaborate Korok torture devices and vehicles that defied both physics and good taste. It was incredible, a rare time when opening up social media turned out to be fun, and it certainly didn't hurt that each clip was also prime free advertising for the game.

Ultrahand had its time in the sun

Thing is, the next open-world entry for this franchise—whatever that might be—would be the third act of an idea like Ultrahand, not the second. The Legend of Zelda: Echo of wisdom brought Tri-Rod, Bind, and Reverse Bind 2024, a tool and a couple of abilities that revived the object-grabbing core of Ultrahand in a smaller top-down adventure. Of course, that doesn't mean it's exactly the same, but seeing Zelda pull a boulder out of the earth with a green tether still felt very familiar.

And in a way, Echo of wisdom suffered from that familiar feeling. Players and reviewers alike noted that Bind often felt redundant when the ecosystem could conjure up beds, platforms, and monsters on command, leaving the grappler more like a tool that many players had forgotten they had with them than a central gameplay conceit. Despite the marked differences between Bind and Ultrahand in real life, I'd say that remains a pretty loud signal that this concept is nearing its ceiling.

Ditching Ultrahand is the smart move

Ultimately, the strongest argument for retiring Ultrahand comes down to opportunity cost, as Nintendo's flagship mechanics work best when they own the entire game. They should reshape puzzle design, traversal, and combat from the ground up, and while Ultrahand fully deserved that spotlight in 2023, something else should take over from here. Attaching it to a new headliner along with something new risks delivering two half-realized systems instead of one exceptional one.

I'd argue that sticking with it now might detract from the very quality that made Ultrahand exciting in the first place.

I'd bet that's true of the hardware as well The Legend of Zelda also relies on. Switch 2 is a serious step up from the original console, but Ultrahand's constant physics simulation really seems like a budget complexity that could be better spent on something new and more surprising. Clearing that overhead by getting rid of the system can give the next big idea room to breathe instead of forcing it to share a stage like it should right away.

Link Falling Against Zelda in The Legend of Zelda Tears Of The Kingdom (2023)

Getting rid of Ultrahand would also follow the natural progression of this franchise, historically speaking. The franchise consistently reinvents itself mechanically: Ocarina of Time, Wind Waker's sailing, the trains off Spirit tracks; each of these systems anchored exactly one game before the series politely showed it the door. Ultrahand has already had its defining showcase, and the pattern says its natural successor is something we haven't seen yet.

A new table certainly means there's no limit to what could come next, but the rumor mill seems to offer a tantalizing preview of what the next big gameplay gimmick might look like. Persistent leaks about the next open-world game point to some form of dimension-shifting traversal, which sounds like the kind of reality-bending hook that could reinvent puzzle-solving the way Ultrahand did by building. Of course, Nintendo hasn't announced exactly anything, at least not yet, but whether or not that specific concept pans out, the appetite for a clean slate mechanic could hardly be clearer.

Room to build something new

Again, none of this is a knock on the Ultrahand, which has more than earned its place among the series' amazing tricks and toys. The point is that its brilliance came from arriving unannounced and rewriting the rulebook, and no amount of iteration can recapture that feeling by pulling the same trick a third time. Reverence and repetition are two very different things, and this series has always understood the gap between them.

The Legend of Zelda has never been a franchise that sticks to its own best ideas, choosing instead to bury them and dig up something alien. The best move Nintendo can make with Ultrahand is to treat it as a closed chapter and trust to write a much better one from the beginning. After all, that trust—more than any single gadget—is why we keep turning up for each new vision of Hyrule.

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