Hyrule Warriors: Age of Calamitywalks a fine line. On one hand, it’s marketed to be a prequel toThe Legend of Zelda: Breath of the Wild, theNintendo Switch’s blockbuster launch gamethat remains a top-selling title. On the other hand, it’s a hack-and-slashDynasty Warriorsspin-off, making it part of a series generally regarded as difficult to approach for casual audiences.Age of Calamitybalances this well, becoming a stellar entry-levelDynasty Warriorsgame forZeldafans in particular, but its niche may not work for everyone.
It’s difficult to discuss this game without comparisons to its predecessor.Breath of the Wildgarnered immediate critical and fan acclaimfor reinventing Nintendo’s fantasy-adventure franchise. However, a more under-sung strength of the game was the way it remixed conventional series elements with a new aesthetic. One comes to truly appreciate how iconic that take on Hyrule became in such a short time with the strangely nostalgic feeling of seeing it in the new context thatAge of Calamityprovides.
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To this end, every battlefield is a slice ofBreath of the Wild’s open world. This makes it fun for fans to recognize nooks and crannies they interacted with in a different genre, and one of the best things aboutAge of Calamityis it maintains a veryZeldasense of explorationby hiding chests, Korok seeds, and more on every map. The sense of being in a living world is maintained through the level of detail, and there are enough alterations to sell being back in time. For instance, structures are built up around the once-desolate, somber tutorial area of the Great Plateau.
Yet it’s not entirely accurate to call the game a prequel. Anyone who played theAge of Calamitydemo, which contained its first few levels, knows thestory revolves around a time-traveling Guardianshowing prominent figures their inevitable fate. Time is a commonZeldamotif, but this idea feels contrived, especially with a villainous force aiming to maintain the fate of Hyrule (like a blander take on this year’sFinal Fantasy 7 Remake). The results are jarring, and make the game hard to recommend for those unacquainted withBreath of the Wild.
Yet, while establishing this conceit makesAge of Calamity’s middle stretch drag, its third act is gratifying for those who playedBreath of the Wild, and worth not spoiling. Character-building legwork for thefour Champions of Hyruleand characters like Impa helps immensely. Whereas they were mostly relegated to flashbacks before, now much of the script and full cutscenes are dedicated to these allies' budding relationships, creating a strong presence for new fans and retroactively improvingBreath of the Wild’s emotional impact.
Character moments and world-building are whereHyrule Warriors: Age of Calamityknocks it out of the park, especially in how that intertwines with its gameplay loop. Those who have not played aWarriors-style hack-and-slash may see it as button mashing, but it’s more like a refined dance.
The cast of playable characters is powerful to an overexaggerated degree, able to cut through hundreds of monsters with flamboyant attacks activated through combinations of two buttons. The care put into diversifying them with conventions fromBreath of the Wildis astounding. For instance,Zora Champion Mipha’s special attack, a mechanic that charges as characters deal damage, can heal her teammates. She also creates water spouts to climb likeBreath of the Wild’s waterfalls so she can access airborne moves.
Also building upon this diversity in characterization are theSheikah Slate runes (Magnesis, Remote Bombs, Stasis, and Cryonis). Everyone can utilize them, and they all add their own spin: Rito Champion Revali will drop multiple bombs like a stealth plane, while Gerudo Champion Urbosa leaps off a grounded explosive. Few characters have no redeeming qualities, and it’s clear every playstyle could be someone’s favorite.
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Boss monsters, from Moblins tothe giant Hinox, have huge health pools primarily dealt with through special attacks or weak-point strikes. A meter will appear when the boss performs an exhausting combo or when the player dodges with perfect timing, counters using a rune, or applies status effects (particularly effective against brand-new elemental bosses). If this meter is depleted, a weak-point strike acts as a free special attack, and the system of repeatedly breaking it encourages a rhythmic shift between offense and defense.
Divine Beasts piloted by each Championoffer the only gameplay that breaks away from this formula, but it’s hard to call their handful of missions more than a distraction. That said, it is fun to mow down thousands with the gargantuan machines that offer unique mechanics, such as Vah Naboris' twin-stick shooter layout or Vah Ruta’s lock-on missile strikes.
More typical battlefields, hectic and underscored by pulse-pounding music, are a far cry fromBreath of the Wild’s quiet introspection. However,Age of Calamityblazing its own path creates a sense of community for a world all but abandoned in its predecessor. Players choose one-to-four characters each battle, dictate where they go like a military commander, and swap control at will.
Beyond main story missions, there are hundreds of battles and collectible-based objectives unlocked across thecleverly reused map of Hyrule. Everything includes flavor text that tells hundreds of vignettes, namely dealing with civilian troubles: Tasks like loaning Rupees to a Gerudo woman for her lipstick boutique or replicating Mipha’s training for curious Zora children.
LikeBreath of the Wild, dozens ofmonster parts, fungi, fruit, raw ores and more can be gatheredin each area, and using these items to complete tasks brings hope to the people. Each also unlocks new things for the player, be it recipes for combat bonuses, shops to buy items, sensors for finding specific items, or character buffs.
Completing the game’s objectives sometimes reward purelycosmetic outfits for Link(withoutBreath of the Wild’s bonuses), but players will want to help the people for their stories and to gain more health and combos for each fighter. The player also progressively unlocks facilities like the blacksmith that add a deep, RNG-based weapon customization system to further specialize characters. The game rewards those who put forth the time in dividends, becoming more engaging as it goes.
The main campaign can run upwards of 45 hours if players do every side objective when it unlocks - and even then they will likely only hit about 75 percent completion. Combat is ultimately the same song and dance over and over, but the steady increase in complexity eases players into mastering all its facets, leading to the hours melting away as every action contributes to piecemeal goals.
Hyrule Warriors: Age of Calamityis worth the investment for this gameplay loop, far more than other Koei Tecmo and Nintendo crossovers likeFire Emblem Warriors. It’s satisfying both mechanically and for world-building that enriches its universe. The narrative may not appeal to everyone despite its stellar moments, but getting to know Hyrule and its protectors absolutely will. After this,Breath of the Wild 2can’t come soon enough.
Hyrule Warriors: Age of Calamity
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Set 100 years before Breath of the Wild, Hyrule Warriors: Age of Calamity gives players another chance to team up with Zelda, the four champions, and Impa. Players are even able to control each character, using their unique abilities to defeat hordes of enemies. The game is a great companion to Tears of the Kingdom, especially for fans who love to dive deep into the lore of the Legend of Zelda series. Both the base game and the expansion pass are on sale, with the expansion pass adding new characters, stages, and more!