The same huge kingdom as Breath of the Wild, except now there are islands floating in the sky and a pitch-black cavern world the size of the whole map underneath it. Your new trick is gluing things together, so you can stick wheels and a motor onto planks and drive your homemade car across a canyon, or strap a rocket to a shield. Half the fun is that your contraptions often fall apart at the worst moment and you have to improvise something sillier.
Gameplay video
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Screenshots & review notes

Why it lands
Somehow this improves on a game many thought was untouchable, trading raw novelty for even deeper systems that reward genuine experimentation.

How it plays
Ultrahand and Fuse turn puzzle-solving into a physics sandbox, and while performance dips under complex builds, the sheer creative freedom mostly excuses it.

Style and score
The sky islands and depths add scale without cluttering the aesthetic, and the score knows exactly when to swell and when to go quiet.

Who it's for
It'll happily eat well over a hundred hours, and the ability to build absurd contraptions gives it staying power that newcomers and veterans alike will appreciate.
Frames captured from the gameplay video above; notes are our own take on the game.
What it's like to play
This picks up in the same enormous kingdom as Breath of the Wild, but now there are islands floating in the sky above you and a pitch black cavern world as big as the entire map underneath. You still climb, glide, cook, and fight, but the headline ability is that you can grab almost any loose object, rotate it, and glue it to another one. That means you find some planks, a couple of wheels, and a small engine, stick them together, and drive your homemade cart across a canyon you could not otherwise cross.
Puzzles stop having one right answer. A gap in the road could be crossed with a bridge you build, a hot air balloon, a rocket strapped to a shield, or by pointing at the ceiling and teleporting straight up through the rock above you. Half the fun is that your inventions are terrible. Your flying machine runs out of battery halfway across, your raft spins in circles, and you end up improvising something sillier. The game saves your best creations so you can rebuild them instantly later, which saves a lot of fiddling.
The underground world is genuinely dark, so you throw glowing seeds ahead of you to light a path, and it hides some of the best rewards. The four main temples feel more like the classic Zelda dungeons that older fans missed, each with a theme and a boss. It is a lot of game, roughly sixty to seventy hours for the story and well past a hundred and fifty if you want everything. Early on the number of tools can feel overwhelming, and heavy machinery can make the console chug slightly, but once building clicks it is hard to put down.
