

It’s not a very notable thing, and we don’t see who the hands belong to, but it just seems like what they went for IMO.
Cadence of Hyrule is pretty good, more forgiving and more of a connected map with item-based puzzles compared to Crypt of the Necrodancer. The map is reordered between games, but it’s mostly designed rather than fully procedural. It’s fun.
It borrows heavily from a Link to the Past visually, but has references to many episodes. You’ve got enemies from Breath of the Wild, Gerudo, Goron, even a full Majora’s Mask inspired DLC.
It’s not limited to those two, it’s very common, generally the norm, not having a postgame state when the stakes are too high. You’ve got two choice :
let the player come back to it after you beat the big bad, so you have to create new interactions to try and reflect that, and not change the world significantly so all the stuff that’s left to do is still available and makes sense. It often feels like saving the world achieved nothing.
show in the ending that the player actually achieved something big, to the point coming back after it would not be the same game, basically.
How would you explain returning to BotW after killing the source of all shit and still having hostile guardians and blood moons resurrecting monsters?