Drag to turn the hero
Spoiler-free comparison
Same hero.
Three Hyrules.
One adventurer, rendered live in 3D, restyled to echo the look of each game. Flip between eras and see what 25 years of Zelda did to the world around him.
The character is an original figure built from code, not a model from any game. Styling only hints at each art direction.
What changed, side by side
Filter by topic. Anything marked Opinion is a take, not a fact.
Ocarina of Time1998 · Nintendo 64
Breath of the Wild2017 · Wii U, Switch
Tears of the Kingdom2023 · Switch
The world
A hub field with paths to towns and dungeons. You go where the game opens the door next.
Open from the start after a short tutorial area. Travel in almost any direction and tackle things in your own order.
Reuses the BOTW map, then adds islands in the sky and a dark underground layer below.
Getting around
Run, roll, ride Epona. Z-targeting lock-on made 3D combat and talking at range manageable.
Climb nearly any surface (it costs stamina), glide with a paraglider, surf on your shield.
Everything from BOTW, plus Ascend to swim up through ceilings and rides you build yourself.
Special abilities
Items found in dungeons and songs played on the ocarina unlock new ways forward.
Sheikah Slate runes learned in shrines, such as bombs, magnetism and time stop.
Ultrahand to move and join objects, Fuse to attach things to weapons, Ascend, and Recall to rewind objects.
Look and feel
Early 3D: blocky shapes, simple textures, hazy distance.
A cel-shaded, painterly style introduced at E3 2016, with lots of draw distance.
Keeps that style, with more vertical scenery and busier effects.
Taste Opinion
Tightest and most authored. Old camera and menus show their age.
Best for pure exploring. Weapon durability divides people.
Best for tinkering and building. Familiar map can feel less fresh.
The numbers
Metacritic scores are for the original platform release. Click a card to flip it.
Where would you start?
For someone new to Zelda. This is just for fun.