Hyrule Warriors: Age of Imprisonment Review

Warriors of the Imprisoning Dawn: Hyrule Warriors: Age of Imprisonment's Epic Echo

Time-Warped to Hyrule’s Founding Fury

In the swirling mists of Hyrule’s primordial past, where the kingdom’s cradle rocked with the rumble of the Imprisoning War, Hyrule Warriors: Age of Imprisonment thunders forth like Rauru’s radiant rage unbound. Developed by Koei Tecmo’s AAA Games Studio, the Dynasty Warriors dynamos who’ve dynastied crossovers since 2014’s Hyrule Warriors debut, and published by Nintendo exclusively for the Nintendo Switch 2 on November 6, 2025, at $69.99 (Deluxe $79.99 with digital artbook and soundtrack), this musou masterpiece clocks 25-35 hours for the main melee (40+ for side-scroll slogs), blending Tears of the Kingdom‘s temporal tears with Dynasty Warriors‘ horde-hewing hack-and-slash in a “generally favorable” frenzy (Metacritic 82, 85% recommendation). It’s the fifth Hyrule Warriors whirl, a standalone prequel slotting into TotK‘s timeline gap, where Zelda’s time-flung flight from Ganondorf’s gloom grafts the sages’ saga into sword-swinging splendor.

You command a cadre of Zonai-era icons, Rauru the radiant regent, Sonia the sage songstress, Mineru the construct crafter, and time-tossed Zelda herself, rallying against the Demon King’s demonic deluge. The plot pulses with TotK‘s lore: Zelda zapped to Hyrule’s dawn, allying ancestors to arm against Ganondorf’s Gerudo gale, appointing sages (Raphica the Rito, Qia the Zora, Agraston the Goron, Ardi the Gerudo) with secret stones for stone-sealed strikes. The Knight Construct, a Link-like automaton unearthed by Korok Calamo, cleaves the calamity, its clashes with a Forbidden Construct facsimile forging a “facsimile frenzy” that’s “epic” and “essential.” It’s a yarn that yanks Breath of the Wild‘s heartstrings with Hyrule Warriors: Age of Calamity‘s calamity chaos, a “gripping tale” that’s “rewarding” with murals memorializing the melee, though its “linear” leash lurches liberty for lore-lovers.

Critics hail it a “musou marvel,” lauding “swordplay symphony” and “heartfelt storytelling,” a “10/10” for Zelda zealots, though “sidequests sag.” Nintendo sages savor “Zonai zaps,” one samurai slaying 50 hours in “sage synergy.” Subtle humor hacks the horde: Rauru’s regal rumble, “By the light, you shall fall!”, faltering on a banana peel, a “Zonai zap” zapping the zapper. With amiibo unlocks and DLC teases (Mineru’s Machines?), it’s a Switch 2 showcase swinging sales skyward.

The Sages Steal the Show

Link is not playable. Let that sink in. For the first time in Hyrule Warriors history, you’re not mashing buttons as the silent hero. Instead, you command the actual founding sages in their prime: light-blasting Rauru, time-weaving Sonia, construct-riding Mineru, and a fully playable Princess Zelda who finally gets to throw hands instead of floating helplessly in a crystal prison. Add the four tribal leaders, Raphica the Rito elder with wind-whipped wings, Qia the Zora queen commanding tidal torrents, Agraston the Goron chief rolling like a living boulder, and Ardi the Gerudo leader channeling desert storms, and the tragic Knight Construct, a broken Master Sword-powered golem that feels like Link’s silent, mechanical ghost. This is the most thematically coherent, visually stunning, and mechanically diverse roster the series has ever fielded.

Every character feels like they belong in this era. Rauru deletes entire crowds with radiant light pillars and a glorious arm-cannon that feels like wielding the Triforce itself. Sonia slows time for flurry-rush combos that play out exactly like Breath of the Wild, letting you rewind enemy attacks mid-animation. Mineru pilots her own zonai mech like a budget Gundam, stomping squads and launching laser barrages. Zelda mixes Recall shenanigans (rewind objects to smash foes) with light arrows that pierce multiple targets. The Knight Construct is pure tragedy in motion, a silent, broken machine fighting with the ghost of Link’s moveset, perfect parries leading to devastating sword beams.

The tribal leaders bring biome-specific flair: Raphica dives through enemies like a feathered missile, Qia summons whirlpools that suck in squads for drowning combos, Agraston curls into a rolling deathball that flattens formations, and Ardi whips scimitars in desert mirage illusions. Pair any two for Sync Strikes, and some are jaw-dropping unique: Rauru + Zelda creates a literal light-speed nuke that vaporizes half the screen, Sonia + Mineru rewinds time on a mech barrage for double damage. This is the deepest pairing system in the series, with over 50 possible combos that encourage swapping characters mid-battle.

Upgrades come from spoils of war: assist ancient Hyruleans for ability amps (Rauru’s light pillars now chain between foes), or forge Zonaite Steel weapons that extend combo strings. Amiibo support unlocks sage outfits and special effects, but the real depth is in the Sync system’s synergy, position two sages near each other with full Sync gauges, and unleash hell. It’s the first Hyrule Warriors where the roster alone justifies multiple playthroughs, each character viable for 100% clears.

Zonai Devices Meet Musou Mayhem

The classic one-vs-a-thousand formula returns, but now every character has Zonai devices on a rechargeable battery meter that completely change the flow of combat. Flame Emitters turn strong attacks into flamethrowers that ignite grass for firestorms, Ice Emitters freeze Lynels solid for shattering smashes, Rocket Shields let you surf explosions into crowds like a human missile, and Time Bombs freeze entire mobs in stasis for free weak-point smashes. Perfect dodge into flurry rush is still here and still delicious, but now you can also force weak-point gauges with clever device use: freeze a Lynel with an Ice Emitter, then shatter it with a single strong attack, or use a Hover Stone to float above a boss’s ground-pound and rain arrows on its exposed core.

Bosses are the highlight. Each major enemy has an elemental affinity, forcing you to swap devices and characters on the fly. The Forbidden Construct fights are pure spectacle: massive, screen-filling mechs that demand perfect timing, device synergy, and sage switching. One phase has it charging a laser; counter with Sonia’s time-slow to dodge and plant a Time Bomb, then detonate while Mineru’s mech pins it in place. Another has it spawning drone swarms; Rauru’s light pillars wipe them while Zelda rewinds their projectiles back at the boss. It’s the first Hyrule Warriors where the battlefield actually feels as creative as the mainline games, and the first where I actively wanted to replay missions just to try new device combos.

The new Warrior Special is charged by dealing and taking damage, then unleashed for screen-clearing devastation: Rauru becomes a literal sun that incinerates everything, Sonia freezes time across the entire battlefield for a free combo spree, Mineru’s mech goes super-saiyan with glowing runes. Sync Strikes take it further: certain pairings trigger unique animations (Rauru + Mineru = a light-charged mech punch that deletes half the map). The battery management adds just enough resource tension to keep you thinking without ever feeling restrictive; most devices recharge in seconds if you’re aggressive.

It’s not perfect; recycled enemy types from previous games still pad the ranks, and the camera occasionally loses its mind in tight spaces. But when everything clicks (and it clicks a lot), it’s the most satisfying musou combat has ever felt. This is the first Hyrule Warriors where you’re not just mowing lawns; you’re conducting an orchestra of destruction with Zonai instruments.

A Story That Actually Lands

Fully voiced, gorgeously animated cutscenes tell the real Imprisoning War: Sonia’s murder, Rauru’s sacrifice, Mineru’s heartbreaking decision to erase the Knight Construct from history, and the birth of the Depths. Multiple endings and hidden chapters unlock on repeat runs, giving the story real replay value. The Knight Construct’s tragic last stand against its corrupted twin is one of the most emotional moments in any Warriors game, period. For once, the campaign isn’t filler between fights; it’s the reason the fights exist, and it lands with the weight of mainline Zelda.

The narrative is structured around the six major sage awakenings, each a self-contained epic that builds to the final assault on Ganondorf. Rauru’s chapter has you defending Hyrule Castle from the initial Gerudo invasion, culminating in Sonia’s death and Ganondorf’s transformation. Sonia’s arc focuses on training Zelda in time magic while fending off monster hordes, with heartfelt moments where the queen sees her future self in the princess. Mineru’s storyline dives into the Depths, uncovering the Forbidden Constructs’ rebellion and her decision to hide their existence. Each tribal leader gets a biome-specific chapter: Raphica’s windy Rito peaks, Qia’s watery Zora domains, Agraston’s volcanic Goron crags, Ardi’s sandy Gerudo wastes. These aren’t throwaway levels; they’re lore-rich vignettes that explain how each sage earned their stone and why they’re willing to die for Hyrule.

What elevates it is the voice acting and writing. Japanese cast is flawless, Yui Ishikawa as Zelda brings the same quiet strength as Mikasa from Attack on Titan, while Takehito Koyasu’s Ganondorf drips with demonic charisma. English dub is equally stellar, with Matthew Mercer chewing scenery as the Demon King and Allegra Clark’s Sonia delivering lines with regal warmth. Cutscenes use TotK’s exact animation style, with dynamic camera work that makes sage duels feel like Kurosawa epics. Hidden chapters unlocked after NG+ reveal Mineru’s full backstory and the Korok Calamo’s role in protecting the Knight Construct’s legacy, tying directly into the Great Deku Tree’s origins.

Side missions add depth without bloat. Assist ancient Hyruleans in rebuilding villages, forge alliances with Impa’s Sheikah spies, or hunt down Ganondorf’s four archfiends in optional superboss battles. These aren’t fetch quests; they’re mini-stories with branching dialogue that affects sage bonds and unlock unique Sync Strikes. The post-credits stinger, showing Calamo’s tree centuries later with the Construct shard embedded in its trunk, is a gut-punch that perfectly bridges to TotK’s present.

It’s not perfect, the pacing dips during the mid-game tribal chapters, and some dialogue boxes Ganondorf’s monologues. But this is the first Hyrule Warriors where the story demands your attention, not just your button-mashing endurance. It’s emotional, respectful to canon, and replayable in ways the series never has been.

Peaks and Minor Gripes

Peaks: This is hands-down the best character variety in Hyrule Warriors history. Every sage feels distinct and era-appropriate, with Sync Strikes that encourage creative pairings. Zonai device integration is genius, battles never feel repetitive because you’re constantly swapping gadgets for elemental matchups. The story is legitimately great, with emotional beats that rival mainline Zelda and cutscenes that don’t skimp on spectacle. Boss fights are the best in any musou game, demanding device synergy and sage swaps. Multiple endings and hidden chapters give real replay incentive beyond just grinding levels.

Gripes: Some enemy types are recycled from previous Warriors games (looking at you, endless Bokoblins). The camera still has classic musou meltdowns in tight castle corridors or dense Depths sections. Repetition does creep in around hour 30 if you’re 100%-ing every side mission, musou’s eternal curse. And yes, the inevitable “why can’t I play as Link?” complaints from the crowd that forgets this is a prequel set thousands of years before he was born.

None of these are dealbreakers. The highs are so stratospheric that the lows feel like minor turbulence on an otherwise perfect flight.

Final Thoughts

Hyrule Warriors: Age of Imprisonment thunders temporal triumph, 25-35 hour homage “swordplay symphony” blending TotK‘s tears Dynasty‘s hordes in “gripping tale.” Sync Strikes “cooperative,” weak-point “smash” smashes, Zonai “devices” dazzle. Side scrolls sparkle specificity, Knight Construct “facsimile frenzy” forges.

Hordes “repetitive,” controls “clunky” snag. Yet nicks noble, deft deployment ensures musou masochists indulge sage ecstasy. For Calamity cronies, par-fect parley, treat tying timeline without noose.

*We prepared this review with a digital copy for the Switch 2 version provided by Nintendo PR”

8

Great

As far as I can remember, I've been surrounded by technology. My father bought us a Commodore 64 so I started playing games as a baby, following my passion with Amiga 500, then PC and so on. I love game related collectibles, and when I'm not collecting I review games, watch movies and TV Shows or you may catch me keeping a low profile at Game Events.

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