Doh, I can't into greentext. Once more.
The Legend of Zelda: Tears of the Kingdom is set in the same world with a new game's worth of content on top. Zelda fans there also summed up how much new content there is, which antis try to hide. It has about 10 times the content of The Champion's Ballad, the biggest Zelda DLC for BotW.
>Tears of the Kingdom doesn't only have new mechanics and story. It has an all-new sky map, with 32 new shrines, where just the Great Sky Island has hours of content, and the Rising Island Chain is one of the most atmospheric introductions to any Zelda dungeon, though the Wellspring Islands do well, not to mention the Thunderhead Isles quest in the Mineru storyline, triple-level mazes, diving challenges, and 20+ island archipelagos, and a new underworld the size of the overworld, with 120 lightroots.
>The main overworld areas differ so much they feel new; the Rito area is frozen, the Gerudo area is flooded, the Goron area has cooled, you rebuild Lurelin after it's attacked by pirates. There's so much new content, Hyrule Field for example has a village settlement now called Lookout Landing that has such a labyrinth of a cavern beneath it it's longer than two old Zelda dungeons put together.
>The game's got 152 new shrines in total, 120 being grounded, and 147 new caves and entrances, with Bubbulfrogs to hunt, and 5 new companions, and a bunch of new enemies like the Fire, Ice, Shock, and Rock Likes, Evermeans, Gibdos, Little Froxes, Moth Gibdos, Horriblins, Soldier and Captain Constructs, and ostriches, and 15 to 24 new bosses and mini-bosses like the different Gleeok types, Frox types, boss Bokoblin types, Flux Constructs I through III, Battle Taluses, Colgera, Moragia, Marbled Gohma, Sludge Like, Mucktorok, Queen Gibdo, Seized Construct, Phantom Ganon, Demon King Ganondorf (1 and 2), and the Demon Dragon, and 91 exclusive materials, and 65 new weapons, and 23 new main quests, and 32 new shrine quests, and 60 new side adventures, and 139 new side quests, for a total of 254 new quests, and 1000 Korok seeds, and new armors, and 14 all-new mini games. At least 7 new dungeons with the Wind Temple, Fire Temple, Water Temple, Lightning Temple, Construct Factory, Hyrule Castle, and Gloom's Lair, and areas vast enough to feel like dungeons, like the three multi-level labyrinths, or the cavern system under Lookout Landing.
>The YouTube channel Gamer's Little Playground has a Zelda: Tears of the Kingdom All Cutscenes video with a runtime of 7 hours, 52 minutes. The new content alone, from Tears of the Kingdom, surpasses other Zelda games in elapsed time.
>The Depths has major dungeons: the Fire Temple, Gloom's Lair, and the Construct Factory, or Spirit Temple, which gives you a new partner, Mineru. The Light World in ALTTP had 3 dungeons but Depths dungeons are much bigger and longer.
>There are 120 lightroots, many without a clear line of sight. Finding them is an environment puzzle until you realize they invert shrines, then finding one helps with the other. There's about 10 abandoned mines, most unique, the Central Mine giving you the key mechanic Autobuild.
>The Master Kohga of the Yiga Clan side adventure takes you to a few and offers multiple boss fights against Kohga, whose unique mechanics in each fight make them feel separate. There's about 43 mines altogether. The Depths has stronger enemies, battle coliseums where you fight them in waves, and many bosses, some only down there, like the Froxes, each Kohga fight, Marbled Gohma, Seized Construct, and Ganondorf. Many first meet Phantom Ganon there in the Deku Tree quest. Yiga fortresses are everywhere, each different from the last, that can be creatively infiltrated for Yiga schematics and other treasures. Chests with armors reward exploration, it's got places to ascend up to the overworld to complete objectives like ascending into the Ancient Tech Lab.
>It has bargainer statues and rewards for finding them, Zonaite camps, treasures defended by mobs, native items like Bomb Flowers that help blast open caves and Muddle Buds and Puffshrooms that confuse enemies, thousands of Poes that guide you to points of interest and offer minor rewards for nook-and-cranny exploration, forge and smithing and mining constructs, rematches with story bosses in new locations, like 15 groves, and the mini-dungeonish Ancient Underground Fortress.
>There are many differences which fundamentally change the gameplay experience. Stop the gameplay at a random moment and your engagement with TOTK's world probably feels novel.
>For example, in the Gerudo area, the flooding totally changes your navigation strategies and gameplay approach. New caves and shrines are everywhere, so novel discoveries are constant. Ground's broken apart from the Upheaval so terrain is often new. The desert now has quicksand and sinkholes all over (some leading to caves and sprawling undergrounds) that change navigation and affect quests like Sand Seal racing. The whole desert's now shrouded in a sandstorm. The Gerudo took shelter in a new subterranean village to explore. You raise a whole pyramid from the desert sands as a major feature of the landscape, which you explore in full. It's not just the desert either, like I said the Goron area has cooled, you rebuild Lurelin after it's attacked by pirates, the Rito area is frozen, and other changes. Caves have more content than most Zelda games' main stories. There are 147, beyond any Zelda. Some are huge. They're dense in content. They're handcrafted with designs that encourage spelunking. Finding hidden passages and alternate routes to get their Bubbul gems, treasures, items, and armor demands attention to detail, sources of light, and an overall careful exploration of nooks and crannies.
>Great climbing physics made me feel I'm really exploring caves. They're celebrated in reviews, and they're memorably different, each with identity, a giant leap from OOT grottos reusing the same small room. For examples, in the Southern Mine Cave has a mine cart theme park mini game with 2 difficulties where Link flings arrows at balloons while traversing a multi-lap track. In the Eventide cave, while on a mysterious island you enter a hidden arch via watercraft on the unseen side of Koholit Rock to discover a pirate hideout, complete with pirate ship.
>After battling these pirates, you use boards to bridge their ship to a hole in the cave wall to discover the Marari-In Shrine. In the Meadela’s Mantle Cave you discover a lore book about a Skyview Tower blocked off on the surface, then raft through a vast underground waterway, drop down a waterfall, and construct a platform so you may ascend from below into the very same mission-critical Skyview Tower foreshadowed before. In the Ancient Tree Stump cave you enter the base of a hollowed out mega-tree to find beneath it a tangled system of gnarled roots to skillfully navigate while Keese bats try knocking you off.
>Memorable moments take place in caves, like how YunoboCo HQ's cave features a bespoke boss battle with an old friend, now under an evil influence, where the slopes of the arena accommodate the fight mechanics.
>I beat the game and it has about 10 times the new content of The Champion's Ballad, the biggest Zelda DLC for BotW.
>I spent more time than the length of most other Zelda games on new content.