Tears of the Kingdom Replaces Breath of the Wild’s Best Mechanic

My favorite thing in Breath of the Wild is Zelda’s camera roll. When Link obtains the Sheikah Slate, the sci-fi MacGuffin that serves the same role as Tears of the Kingdom‘s Purah Pad, and which unlocks most of the game’s abilities, included on it are a set of 12 photographs, taken by the princess herself. These photos are of various locations in the game’s world. If you find the location where the picture was taken, you will unlock a related cutscene. Link has lost his memories and these photographs are the trailheads to his restored mind.
In many open world games, tracking locations is simply a matter of map markers and GPS. In Breath of the Wild, finding these photographs requires a holistic understanding of the world and how its various places relate to each other. For the vast majority of the photos, you can approximate the location where it was taken just by looking at it. This clarity makes looking for the pictures a brain teaser with bite. You could just look up a guide to find each location, but the ease with which the approximate destination can be identified makes it joyful to just explore.
No other game (that I’ve played anyway) gets this idea quite right. Some of Far Cry 6‘s quests ask you to find a location from a photo on your phone, but that Ubisoft paradise is far flatter and less identifiable, making looking for landmarks feel like an endless chore rather than an itch in the back of your mind. Elden Ring’s iteration fares better, in which you find the locations where various landscapes were painted. Similar to Breath of the Wild, its world is built around iconic locations, allowing players to look for the paintings intuitively. But without the tie to an intimate prior relationship, it lacks any emotional energy. It’s simply another one of Elden Ring‘s many little tasks.
Of course, there are many fantastic games about taking pictures, like Umurangi Generation and Sekiro, but there are far fewer about the strangeness of holding a picture you did not take, but that you see yourself in—a portal to a world that did exist, but doesn’t anymore. The photographs are not the only way Breath of the Wild paints with the brushes of history and memory. The game recreates locations from past entries in the series, carefully quotes leitmotifs, and even places itself as both the end and beginning of every prior legend. The photographs are the most direct connection to the past, but they are also the most emotional.