{"id":1406,"date":"2026-04-11T08:52:22","date_gmt":"2026-04-11T08:52:22","guid":{"rendered":"http:\/\/5fb4e82de4b0d3ea05ca615f"},"modified":"2026-04-11T08:52:22","modified_gmt":"2026-04-11T08:52:22","slug":"hyrule-warriors-age-of-calamity-review","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/hyrule-warriors-age-of-calamity-review\/","title":{"rendered":"Hyrule Warriors: Age of Calamity Review"},"content":{"rendered":"<p dir=\"ltr\">If there\u2019s one thing <a href=\"https:\/\/www.ign.com\/articles\/2017\/03\/02\/the-legend-of-zelda-breath-of-the-wild-review\">The Legend of Zelda: Breath of the Wild<\/a> fans want, it\u2019s more Breath of the Wild, and <a href=\"https:\/\/www.ign.com\/games\/hyrule-warriors-age-of-calamity\">Hyrule Warriors: Age of Calamity<\/a> is here to give us\u2026 something kinda like that. Like the <a href=\"https:\/\/www.ign.com\/articles\/2018\/05\/16\/hyrule-warriors-definitive-edition-review\">previous Hyrule Warriors games<\/a>, this is Zelda as seen through a <a href=\"https:\/\/www.ign.com\/articles\/2018\/02\/13\/dynasty-warriors-9-review\">Dynasty Warriors<\/a> lens, but the key difference here is that Age of Calamity\u2019s premise takes us back to the events of <a href=\"https:\/\/www.ign.com\/articles\/54-things-breath-of-the-wild-fans-will-love-about-age-of-calamity-2\">The Great Calamity<\/a> referenced throughout <a href=\"https:\/\/www.ign.com\/videos\/6-reasons-the-legend-of-zelda-breath-of-the-wild-is-still-riveting-in-2020\">Breath of the Wild<\/a>. This is the story of the Champions, of Zelda\u2019s struggle to awaken her power, and of the resurrection of Ganon. The resulting game is a great fit for Koei Tecmo\u2019s famous 1 vs 1000 gameplay, and also a fun new spin on a much-loved world.<\/p>\n<p dir=\"ltr\">Hyrule Warriors: Age of Calamity really does feel like a love letter to Breath of the Wild. It goes out of its way to include as many of the signature elements of that game as it can, from the bestiary and Sheikah powers, through to cooking, Koroks, clothing options and paragliding, and they really set the tone \u2013 but it doesn\u2019t stop there.<\/p>\n<p dir=\"ltr\">Age of Calamity is packed with systems, mechanics, locations, and Easter eggs pulled from its predecessor, and coming across these is a joy. Of course Link can shield surf! Or parry Guardian lasers. And why shouldn\u2019t he wield tree branches, soup ladles, and mops as weapons? And why not cast Magnesis to yank treasure chests out of the ground or use an Octorok to polish up rusty weapons? And what could be more normal than tuning the Sheikah Sensor to find ingredients across the map? My more than 40 hours with Age of Calamity were filled with moments in which Koei Tecmo\u2019s reverence for the source material was abundantly clear.<\/p>\n<p><output class=\"article-video-container\"><\/output><\/p>\n<p dir=\"ltr\">Age of Calamity is able to expand upon this world in a number of areas too. There\u2019s a large cast of playable characters for one, letting you get a sense for how deadly Impa was as a young woman, or how skilled the Champions were in battle during their prime. We even get to pilot the Divine Beasts, and while these missions aren\u2019t actually <em>all that<\/em> exciting, they\u2019re still a good palate cleanser, as well as an effective way to bring Breath of the Wild\u2019s backstory to life, and to make these lumbering titans feel more real than they ever did before.<\/p>\n<div class=\"quote-container\" readability=\"7\">Age of Calamity really does feel like a love letter to Breath of the Wild.<\/p>\n<hr>\n<p><span>\u201c<\/span><\/p>\n<\/div>\n<p dir=\"ltr\">Perhaps the most significant new twist, however, is also likely to be the most divisive. The opening cutscene introduces us to a miniature Guardian who comes alive at the moment Zelda\u2019s powers awaken \u2013 when all hope is lost \u2013 and then travels back in time to warn the heroes about what is to come. Now, the Guardian itself is adorable, sure, but the time-travelling motif naturally raises the question of whether this prequel will follow the events as described in Breath of the Wild, or whether it will create its own timeline by altering the past.<\/p>\n<p dir=\"ltr\">I\u2019m not going to directly answer that question here, as the story should be yours to discover, but what I will say is that while <em>many events transpire<\/em>, and there\u2019s plenty of high-stakes drama, the actual characterisation along the way is pretty lacking. Zelda, for instance, spends a big chunk of the time playing the one note she played in most of the memories in Breath of the Wild \u2013 namely, self-doubt that she\u2019ll ever unlock her power and be useful. It\u2019s disappointing that she\u2019s played so straight when this was an opportunity to do more with, well, all of the main characters, actually.<\/p>\n<p dir=\"ltr\">This is especially awkward because in battle, Zelda is a straight-up brawler \u2013 she wields the Sheikah Slate <em>as her primary weapon<\/em>, and yet, this badass killing machine is still meek, bookish, and lacking confidence as far as the story is concerned. There\u2019s even an escort mission in which she can\u2019t fight, despite the fact that \u2013 mere moments earlier \u2013 she was slaughtering hundreds if not thousands of Bokoblins, Moblins, Lizalfos, and everything else Hyrule\u2019s got. If Age of Calamity can toss a time-travelling Guardian into the mix, surely it could\u2019ve done a little more with Zelda, too?<\/p>\n<p><output class=\"article-video-container\"><\/output><\/p>\n<p dir=\"ltr\">Another way to look at it is that Breath of the Wild\u2019s story was disjointed by design \u2013 you pieced it together as you came across memories and other flashbacks, whereas here we have a storyline that runs from start to finish, yet still doesn\u2019t really tell us anything meaningful about its characters.<\/p>\n<p dir=\"ltr\">None of this should really be a surprise, though, because Age of Calamity is not trying to be a Final Fantasy game. Big events are often delivered through narrated text on-screen (with some pretty questionable voice acting), while the cutscenes are largely just brief interludes that help keep the story going, or show off something cool. The primary purpose of the overarching story really is to provide a backbone for ever-evolving gameplay across the dozens of hours of Age of Calamity. And in this capacity it serves its purpose admirably.<\/p>\n<h2>Impa Slap<\/h2>\n<p dir=\"ltr\">While I\u2019d have liked a little more insight into the characters, the Rock Roast of this game really is its combat. The foundation is deliberately simple, with every character having an array of different combos based around regular attacks transitioning into strong attacks, as well as a unique central mechanic. Impa, for instance, uses ZR to place symbols on enemies which she can then absorb with strong attacks to create mirror images of herself. Absorb three symbols and she\u2019s at full power, with a line of clones fighting to either side of her. Impa can feel absurdly powerful in this state, spraying a barrage of blades at anyone in even the vaguest of vicinities. This feeling of power only grows as you upgrade her weapons and start to take advantage of seals \u2013 weapon augmentations \u2013 that suit her play style.<\/p>\n<div class=\"quote-container\" readability=\"8\">Impa can feel absurdly powerful&#8230; spraying a barrage of blades at anyone in even the vaguest of vicinities.<\/p>\n<hr>\n<p><span>\u201c<\/span><\/p>\n<\/div>\n<p dir=\"ltr\">What\u2019s impressive is that every character in the roster is this distinct. Urbosa, for instance, has a lightning gauge which can be channeled \u2013 one segment at a time \u2013 into extra-powerful strong attacks in her combos. Her fighting style is very much like a dance, and I love how she balances elegant, contained moves with outright devastation. Her lightning gauge is instantly refilled after using a weak-point smash too, allowing you to chain together shockingly effective sequences of moves.<\/p>\n<p dir=\"ltr\">Mipha, meanwhile, literally swims around the battlefield, and her key mechanic lets her close the distance to enemies by bursting from fountains, then juggle them in the air before launching them again with another fountain, and so on. Seals that do extra damage to airborne enemies work well for Mipha&#8217;s tridents.<\/p>\n<p dir=\"ltr\">I\u2019d love to <em>also<\/em> tell you about some of the insane characters you\u2019ll unlock later on, but that would be spoiler territory, so instead I\u2019ll just say: <em>woah<\/em>. Age of Calamity has some awesome surprises and some truly deep cuts that fans are really going to love. They don\u2019t all land \u2013 some characters are more intuitive to use and more robust in design than others \u2013 but still, the overall roster is a lot of fun.<\/p>\n<p dir=\"ltr\">Coming back to what we <em>can<\/em> discuss, Link is perhaps the most traditional character, but he also offers up the most variety: he boasts different combos, special attacks, and ZR mechanics based on the weapon type he\u2019s using \u2013 sword and shield, spear, or the two-handed weapon category. Sword and shield, for instance, opens up parrying, shield surfing, and a rapid-fire bow, whereas two-handed weapons let him sacrifice some of his own health to juice up attacks. He\u2019s a powerhouse.<\/p>\n<p><output class=\"widget-container\" readability=\"-24\"><\/p>\n<div class=\"jsx-2486504960 slideshow-preview\" readability=\"7\">\n<p>Hyrule Warriors: Age of Calamity &#8211; Screenshots and Art<\/p>\n<div class=\"jsx-2486504960 images-container\"><button aria-label=\"Open Slideshow\" class=\"jsx-2486504960 hero-image\"><\/p>\n<div class=\"jsx-3905315446 aspect-ratio-container aspect-ratio-16-9\">\n<div class=\"jsx-3905315446 aspect-ratio-child\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/hyrule-warriors-age-of-calamity-review.jpg\" alt role=\"presentation\" class=\"jsx-2920405963 progressive-image image jsx-2126225085 expand loading\"><\/div>\n<\/div>\n<p><\/button><\/div>\n<\/div>\n<p><\/output><\/p>\n<h2>Stasis a While and Listen<\/h2>\n<p dir=\"ltr\">Of course, these are just a few of the ingredients going into this mighty combat stew. Every playable character can also use four Sheikah runes \u2013 Stasis, Cryonis, Magnesis and <a href=\"https:\/\/www.ign.com\/videos\/how-to-bomb-impact-launch-in-the-legend-of-zelda-breath-of-the-wild\">Remote Bombs<\/a> \u2013 with a unique implementation for each character. Link uses his Cryonis block as a launcher, for instance, while Impa rides hers around like some kind of ultra-compact ice car. It\u2019s fun seeing how each has been realised in-game.<\/p>\n<p dir=\"ltr\">The runes\u2019 role in combat is less freewheeling than you might expect them to be, however, as each boss \u2013 including area bosses \u2013 clearly signposts when to use a particular rune against them. It\u2019s not enough for a big Bokoblin to be holding a shield in front of its body \u2013 you\u2019ll also get an unmissable bomb icon telling you explosives are the way to break its guard.<\/p>\n<p dir=\"ltr\">This happens in basically every combat encounter and, to be fair, is a wise move for a game that\u2019s aiming to be broadly accessible. Age of Calamity\u2019s combat isn\u2019t meant to be punishing, after all, it\u2019s meant to be empowering fun. The main issue for me is that all of this hand-holding discouraged me from experimenting and using my runes at other times, as I didn\u2019t want to get caught out needing to counter an attack while the ability recharged.<\/p>\n<p dir=\"ltr\">That said, there are some instances in which it makes sense to proactively use rune powers. Any time you\u2019re able to open an enemy up to chip away at its weak-point gauge, for instance, you can use Stasis to give yourself the opportunity to whittle it down further. And against any enemy with a weak-point gauge that\u2019s very much your priority, as eliminating the gauge lets you execute a weak-point smash attack which will one-shot most area bosses and do a major chunk of damage to anything tougher. It would have been nice if all the rune powers had a similarly strategic impact, but generally speaking they\u2019re used reactively.<\/p>\n<p><output class=\"widget-container\" readability=\"-24\"><\/p>\n<div class=\"jsx-2486504960 slideshow-preview\" readability=\"7\">\n<p>Every IGN Zelda Review Score<\/p>\n<div class=\"jsx-2486504960 images-container\"><button aria-label=\"Open Slideshow\" class=\"jsx-2486504960 hero-image\"><\/p>\n<div class=\"jsx-3905315446 aspect-ratio-container aspect-ratio-16-9\">\n<div class=\"jsx-3905315446 aspect-ratio-child\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/hyrule-warriors-age-of-calamity-review-1.jpg\" alt=\"Take a look back at 30 years of Zelda history to see what IGN\u2019s reviewers thought of every major game in the series at the time of review.\" class=\"jsx-2920405963 progressive-image image jsx-2126225085 expand loading\"><\/div>\n<\/div>\n<p><\/button><\/div>\n<\/div>\n<p><\/output><\/p>\n<p dir=\"ltr\">Elemental powers, on the other hand, work in much the same way as they did in Breath of the Wild. If you\u2019re facing a Fire Moblin (yes, there are more enemy variants now), using an Ice Rod is going to be super effective, whereas waggling a Fire Rod in its direction will tickle it at best. And of course you can do things like target a metal crate with a Lightning Rod to amplify the area of effect. It\u2019s good to see these kinds of interactions return.<\/p>\n<p dir=\"ltr\">Perhaps the most critical part of why the combat feels good, however, is Age of Calamity\u2019s implementation of dodging. Being able to lock on to larger enemies then dodge away from their attacks is a big part of what gives the action its sense of speed, letting you dance around the outside of a massive enemy or go straight at Lynels, confident you can evade their Savage Lynel Swords. And best of all, if you dodge at the right time you\u2019ll trigger a Flurry Rush that gives you an opening to take a big chunk off the opponent\u2019s weak-point gauge. In Age of Calamity, dodging \u2013 and by extension the Flurry Rush \u2013 is king.<\/p>\n<div class=\"quote-container\" readability=\"8\">Many of the most thrilling missions double down on the fast-paced combat by putting you on the clock.<\/p>\n<hr>\n<p><span>\u201c<\/span><\/p>\n<\/div>\n<p dir=\"ltr\">Many of the most thrilling missions double down on the fast-paced combat by putting you on the clock. There\u2019s a real sense of urgency when you know you need to capture a certain number of outposts or take down a certain set of powerful enemies within a limited time. In these missions you\u2019re not bothering with the cannon fodder or scouring the corners of the map for Koroks or treasure chests. Instead, you\u2019re bee-lining for your objective, entirely focused on dodging attacks and finding ways to whittle down those crucial weak-point gauges. Often you\u2019re also dispatching allies to the other key points on the map so that you can switch directly from one objective to another.<\/p>\n<p dir=\"ltr\">Combat can be a little rough around the edges, however. The camera isn\u2019t always helpful and sometimes loses the action completely. And while Age of Calamity generally feels fast and responsive, the frame rate <em>can<\/em> vary a bit, and this is even more noticeable in splitscreen co-op, where the game\u2019s gorgeous visual style also takes a significant hit. It\u2019s a real shame Koei Tecmo didn\u2019t allow for online co-op.<\/p>\n<p><output class=\"article-video-container\"><\/output><\/p>\n<h2>On the Level<\/h2>\n<p dir=\"ltr\">Age of Calamity can be as easy or as hard as you want it to be. Aside from the broad difficulty settings, you have the freedom to attempt missions while you\u2019re under the recommended level, or conversely, only ever attempt missions once you\u2019re well above. There are so many missions that unlock over the course of the campaign that I almost never found myself having to grind to hit a certain level. In fact, the times I repeated missions were for specific drops or enemy trophies to help me complete subquests across the map. The vast majority of the time I was doing new missions.<\/p>\n<p dir=\"ltr\">I really like the way the progression system is structured, too. You can pay to level up allies if need be, but a character\u2019s level is obviously only part of the picture. Completing more missions with a character means you\u2019ll get more weapon drops for them, and spare weapons can be fused onto your existing weapon to make it more powerful and add additional perks via the seal system. And no, your weapons will never break \u2013 not even if it\u2019s a tree branch.<\/p>\n<div class=\"quote-container\" readability=\"8\">Spare weapons can be fused onto your existing weapon to make it more powerful and add additional perks via the seal system.<\/p>\n<hr>\n<p><span>\u201c<\/span><\/p>\n<\/div>\n<p dir=\"ltr\">I\u2019m also a fan of how cooking has been implemented in Age of Calamity. Recipes are unlocked, as opposed to discovered through experimentation, but if you have all the ingredients you\u2019re able to cook one or more meals before every mission, and this opens up a whole host of possibilities. If you\u2019re slightly under-leveled you might want to stack on attack power or reduce damage taken. If you know you\u2019ll be facing a series of bosses you may want to widen the timing window for triggering Flurry Rushes. Perhaps you just want as much XP as you can get. Or bonus rupees. There are so many options, and sometimes making Dubious Food is absolutely the right choice.<\/p>\n<p dir=\"ltr\">Age of Calamity really does offer a wealth of content. All the way through the main story I was steadily unlocking new characters, revealing more missions, gaining access to more services and perks, seeing new weapon seals pop up, and upgrading my roster with more combos, more hearts, stronger powers, and so on. At no point did I hit a wall; instead I was always making progress, and always having fun. And even now, with the main story complete, my journey still isn\u2019t over because there\u2019s so much left to do.<\/p>\n<p><a href=\"https:\/\/www.ign.com\/articles\/hyrule-warriors-age-of-calamity-review\">News Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>If there\u2019s one thing The Legend of Zelda: Breath of the Wild fans want, it\u2019s more Breath of the Wild, and Hyrule Warriors: Age of Calamity is here to give us\u2026 something kinda like that. Like the previous Hyrule Warriors games, this is Zelda as seen through a Dynasty Warriors lens, but the key difference here is that Age of Calamity\u2019s premise takes us back to the events of The Great Calamity referenced throughout Breath of the Wild. This is the story of the Champions, of Zelda\u2019s struggle to awaken her power, and of the resurrection of Ganon. The resulting game is a great fit for Koei Tecmo\u2019s famous 1 vs 1000 gameplay, and also a fun new spin on a much-loved world. Hyrule Warriors:&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/hyrule-warriors-age-of-calamity-review\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1407,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[],"class_list":["post-1406","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ign"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Hyrule Warriors: Age of Calamity Review | Arcader News<\/title>\n<meta name=\"description\" content=\"If there\u2019s one thing The Legend of Zelda: Breath of the Wild fans want, it\u2019s more Breath of the Wild, and Hyrule Warriors: Age of Calamity is here to give\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, 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