----Side Note: Nintendo EAD Could Not Have Made Tears Of The Kingdom
When Tears of the Kingdom released earlier this year, it managed to do one thing that Breath of the Wild hadn't after six years of existence: split the Zelda fanbase. Some players hadn't really clicked with BOTW and thought TOTK was a great improvement. A somewhat larger group loved BOTW and thought TOTK was a shallow retread of the same ideas. Either way, there's no doubt that the newer game is going to have controversy as part of its legacy for years to come.
And all this raises some questions. Why did they make Tears of the Kingdom this way? Why is it so similar to Breath of the Wild, all the way down to reusing an entire world map? Have we left the period of experimentation behind and entered a new era of "Breath of the Wild-likes"?
I can't be sure about any of this, but one thing I am sure of is this. Tears of the Kingdom is indicative of a massive change in Nintendo's approach to designing games, a change which has its roots in a corporate restructuring that occurred well before the release of the Switch in 2017.
And in this Side Note, we'll explore how it happened and what it replaced.
Thanks for watching, everybody!
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