The Legend of Zelda: Tears of the Kingdom: How to fix the game (Paragliding and Stamina Bar).

How to Fix: The Legend of Zelda: Tears of the Kingdom Point of reference: Drop the paraglider and Stamina Bar.

During my playthrough of Tears of the Kingdom, there were several instances where the paraglider acted as a get-out-of-jail-free card and hindered on-foot environmental exploration.
Arguably, the most vital segments of Tears of the Kingdom come to life early on. Link has yet to be boosted on stamina, and the paraglider is nowhere to be seen. To progress the sky islands, the player has to use ultrahand and ascend to reach various segments of the island. The Ultrahand puzzles are straightforward, and there is no immediate workaround to skip the beautifully crafted landscape.

Progression feels well-earned and there is a flow to the slow and steady exploration. The stamina bar limits the vertical movement, which brings Link to explore the caves, hillsides, bridges and ruins to find other solutions. The player is given time to explore the immediate surroundings, without paragliding over every enemy camp, treasure chest and small and large ponds of water. Link has to create a small raft to enable a crossing over a large body of water. This incentive is removed later on in the game when paragliding makes this process obsolete. There is effort involved in reaching various points of interest. The player is rewarded fittingly for combing through the nooks and crannies that are scattered about. The world still feels grand and majestic at this point. Link is not yet a behemoth that towers over the world with ease and comfort. The beautiful architecture of the Temple of Time and the serene color schemes are a sight to behold. The luminous green of the shrine entrance, mixed with the scoria rock seamlessly blends into the environment. Extra kudos to the concept artists of this game, creating such a cohesive sky landscape, that seamlessly continues in the sleek and stylish interior of the shrines, which seems to borrow inspiration from modernist art and zen-like interior.

The exit point of the sky islands also sees a fitting conclusion, where Link fearlessly leaps into a large body of water after taking a dangerous plunge. It does not take long before the pool of water becomes completely irrelevant as a landing point. The player is quickly guided to receive the paraglider, and thus, the somewhat linear nature is replaced with a feeling of invincibility which does not bode well for exploration. To be Continued:

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