How Zelda Breath of the Wild 3 Bosses Could Evolve After Tears of the Kingdom

2026-06-11·Boss Guides

The Boss Problem Both Games Never Fully Solved

I do not think anyone would say Breath of the Wild had great bosses. The Blight Ganons all looked similar. Fast electric enemy, fast fire enemy, fast water enemy, fast wind enemy. They shared attack patterns. They shared the same arena format. The only one that stood out was Thunderblight Ganon, and that was mostly because it killed you repeatedly until you figured out the Magnesis pillar trick.

The final boss against Calamity Ganon was a letdown. Fighting a giant glowing cloud pig after spending a hundred hours exploring the most beautiful open world Nintendo ever made just felt wrong. Dark Beast Ganon was even worse. It was a setpiece where you rode around on your horse and shot glowing targets. I finished that fight in maybe four minutes and then sat there thinking... that was it?

Tears of the Kingdom improved things noticeably. Colgera in the Wind Temple was a genuinely fun aerial fight where you dive through its weak points. Queen Gibdo in the Lightning Temple required you to use Riju's lightning ability to expose vulnerabilities, which made the companion mechanic feel integrated rather than tacked on. Mucktorok was... okay, Mucktorok was annoying. Chasing a slippery squid through sludge while it bounced around like a wet bar of soap. Not great.

Ganondorf, though. The final fight against Ganondorf in TotK was maybe the best final boss Nintendo has ever done in a Zelda game. The health bar stretching past the screen. The flurry rush duel where he dodges YOUR attacks. His second phase where he Perfect Dodges and you have to flurry rush his flurry rush. And the Demon Dragon finale, while still mostly a setpiece, had actual spectacle and a sense of scale that Dark Beast Ganon completely whiffed.

So the trajectory is upward. Each game has improved on the previous one's boss design. What could the next Zelda do differently?

Bosses That Use the World, Not Arenas

One thing you notice about BotW and TotK bosses is that almost all of them take place in isolated arenas. You enter the Divine Beast or temple boss room, the doors lock, and you fight in a self-contained space. A few overworld bosses break this rule. Molduga fights in the desert use the sand dunes as terrain. Stone Talus encounters use whatever landscape they happen to be standing on. But the main story bosses are all arena fights.

Imagine a boss that you fight across an entire region. A dragon that descends from the sky and chases you across a mountain range. A giant machine that marches through a forest, toppling trees as it moves, and you have to use the collapsing environment as cover. A water serpent that you fight from a boat that you built yourself, the fight drifting across a lake while you manage both combat and navigation.

BotW and TotK already have the systems for this. Dragon pathing across the map proves the engine can handle giant moving entities. The physics engine handles destructible environments and dynamic terrain. Ultrahand vehicle construction proves players can build and pilot complex machines in combat. All the pieces exist. Nintendo just has not connected them into a boss encounter that spans the open world itself.

The closest example is the King Gleeok fights in TotK. Those are overworld encounters where the dragon's attacks affect a wide area and you have to use the natural terrain for cover. They are optional fights, not story bosses, but they demonstrate that large-scale dynamic boss combat in the open world works within the engine.

More Story-Integrated Encounters

TotK's Ganondorf fight works because the entire game builds toward it. You see Ganondorf in flashbacks. You learn his motivations. The moment when his health bar depletes and a second full bar extends past the screen is effective not just because it is a cool visual trick, but because you understand what is at stake.

Most BotW bosses lacked that context. The Blights were just monsters. There was no emotional weight to fighting them beyond checking items off the quest log.

Midna from Twilight Princess is probably the best example of what I mean. She is with you for most of the game. She has dialogue, personality, a character arc. When Zant nearly kills her, you feel something. When you fight Zant later, it is personal. The fight is not just a mechanical obstacle. It is the resolution of a story.

TotK moved in this direction with the companion sages during temple boss fights. Tulin's gust ability in the Colgera fight, Yunobo's charge breaking Marbled Gohma's legs. These moments make the boss fights feel connected to the characters you spent time with. The next game should double down on this. Let the bosses be characters. Give them motivations beyond "big monster guards the temple." Make me care about beating them.

What Switch 2 Hardware Enables for Boss Design

This is where things get interesting from a technical perspective. BotW and TotK boss fights have relatively simple arenas because the original Switch hardware limits how many dynamic objects can be in a scene simultaneously.

Switch 2, based on the reported specs, should handle significantly more physics objects, more complex lighting, and more enemy behavior states. What does that translate to in actual gameplay?

A boss fight where the arena itself changes dynamically during the fight. Not scripted phase transitions like "the floor breaks at 50% HP." I mean the boss physically destroys parts of the arena and the debris becomes traversal elements. A Stone Talus-type boss that throws chunks of itself at you, and when you dodge, those chunks stay in the environment as cover or climbing surfaces. Right now in TotK, a Stone Talus throwing a rock creates a brief physics object that despawns. On Switch 2, those rocks could persist and become part of the fight geometry.

Boss fights with multiple independent boss entities. Not just a boss and minions. Two or three full bosses in the same arena, each with independent AI, requiring you to split your attention. TotK's Demon King's Army sequence before the Ganondorf fight hints at this with multiple waves of enemies, but they are regular enemies, not bosses.

Environmental destruction as a core boss mechanic. Imagine a boss that is literally too large to fight directly. You have to destroy the supports of a bridge to drop it into a ravine. You have to trigger an avalanche to bury it. You have to flood a chamber to drown it. These are all things the engine can already simulate in controlled ways. The next game could make them primary combat verbs instead of one-off setpiece moments.

The One Thing I Hope They Keep from TotK

The Ganondorf health bar stretching past the screen. That moment is perfect. Whatever the final boss of the next Zelda is, I hope the health bar still does that. Sometimes a good gimmick deserves to become a tradition.