The Legend of Zelda: Tears of the Kingdom’s Recall ability is, on paper, simple: You can target an object and rewind the path of that object. To put it another way, if you throw a rock and hit Recall on it at the spot where it lands, it’ll return to the spot it was thrown from. It’s an especially helpful tool in solving Tears of the Kingdom’s shrines and temples, both to fix mistakes and solve complex, moving puzzles.
But it’s also so much more than that — especially when combined with Tears of the Kingdom’s other incredible abilities, like Ultrahand.
When I first started playing Tears of the Kingdom, the flashiest and most appealing new abilities were Ultrahand and Fuse, for obvious reasons. Ultrahand, for one, is the tool used for combining items found throughout Hyrule into literally anything you can think of: Korok torture devices, devastating war machines, and even pickup trucks. Fuse is the weaponry equivalent, allowing you to combine materials and weapons into Keese eye honing arrows or flame-emitting shields. That’s the part of Tears of the Kingdom that’s designed to get a fuck yeah! out of you. Meanwhile, its quieter counterpart in Recall is actually stealing the show.
My first introduction into Recall was using it to solve puzzles in shrines, and, moreover, to fix mistakes I’ve made in there. It’s a simple but helpful tool for puzzles, but it’s when you start to understand the complexities of the ability that it truly begins to shine. In shrines, it can become something of a cheat code —like the Ascend ability — to skip out on puzzles entirely. I use it when I’m feeling stumped or a little lazy, and yet, it does still take brainpower to figure out how to use it best. The ability is the actual definition of the
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