“I’ve beaten Zelda II. I can accomplish anything! Dark Souls will be a breeze.” *20 hours into Ornstein and Smough* “Give me Death Mountain any day :’(”
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@zoravaati
“I’ve beaten Zelda II. I can accomplish anything! Dark Souls will be a breeze.” *20 hours into Ornstein and Smough* “Give me Death Mountain any day :’(”
Haven’t tried it out yet, only read the miiverse post, but the new Hero Points system in Triforce Heroes seems to fix one of the problems I had with the game :D
I’ve beaten every Zelda game!!!
That’s it!!! It’s over!!!! I beat Four Swords Adventures!!! I’ve beaten them all!!! I’ve beaten every The Legend of Zelda game!!!
I have become the Hero of Hyrule, the Legendary Hero, the Hero of Time, the Hero of Winds, the Chosen Hero and every other hero as well!
What an adventure. What a unique, epic, extraordinary adventure.
Here are my thoughts on and personal experiences with every single one:
The game that lay the foundations for this phenomenal series. I was overwhelmed by the directionless overworld but soon came to realise how valuable it was in setting up the rest of the series. I hold the exploration and discovery that The Legend of Zelda brought to gaming against nearly every game I play. It’s confusing, it’s arbitrary and it’s difficult but it created a distinctively wonder-filled world for us to explore for years to come.
The first to shake things up in a series that’s so grand because of the individuality brought to every game. This is the one I honestly didn’t think I’d get through but after finally conquering Death Mountain and getting some more sword abilities I absolutely fell in love. Underneath a severely weak opening and many genuinely unfair enemy placements lies a good feeling momentum based platformer that invented a unique style of gameplay, reminiscent but not quite identical to Metroid or Castlevania, that I wish had been expanded on in future titles. The Adventure of Link has inspired me as a game designer to make something that expands on and develops what it created.
One of my favourite Zeldas, ALttP is, in my mind, the quintessential Zelda game. It's slightly more limiting that Zelda 1 but expands on nearly everything else: the items, the exploration, the dungeons - everything's more interesting. A game I revisit frequently because I have fallen in love with its version of Hyrule and the creativity in each of its different levels.
I believe Link’s Awakening has the best story in all of Zelda. I love the trading quests, touring around with Marin, collecting pieces of a song to progress through the game, the quirky characters who teach me music and photobomb my pictures and the adorable little island world to explore that leaves you thinking about it for years to come.
“The best game of all time.” I disagree. First playing it on the 3DS remake, I enjoyed Ocarina of Time a lot and have so much respect for the tolkien-esque version of Hyrule that gave us a seamlessly connected 3D world with unique races and tribes in the Zora, Goron, Sheikah and Gerudo. I do feel that the transition to 3D was a little clunky though and a lot of the world feels devoid of content. I think that many other entries in the Zelda series alone surpass Ocarina of Time so I don’t think it deserves to be called the best game of all time. I do think it deserves credit for setting up the 3D side of the best series of all time though ;)
I also played the 3DS remake of Majora’s Mask. An improvement on it’s predecessor in many ways, with the field of Termina more content-filled than Hyrule field, a more personality and life-filled world and the expansion on the character traits and lore amongst its many different races. Majora’s Mask’s Link had the most diverse and powerful arsenal thus far (masks included). Being able to change into the different races, especially after playing Ocarina of Time, was a dream come true. They pretty much nailed it the first time but I would love to see the return of a playable Deku, Goron and Zora.
Oracle of Seasons was nice but it wasn’t really that memorable for me. I found Holodrum to be a massive pain to navigate. I felt like there were a lot of weird roundabout ways you had to take to get to an adjacent square. The music (especially Subrosia’s theme) annoyed me most of the time as well. I still had fun though and I think concepts like the rings could have been expanded upon in later titles.
I thought Oracle of Ages was the better half of the Oracle games. The world was easier to get around and there was more to see with the switching between past and present. I loved linking up my OoS file and seeing the continuation of the plot (including the fight with Ganon), my rings and that kid I named after myself. Something especially memorable for me was the Mermaid Suit item. Other than Majora’s Mask I’ve always felt too limited in the water in Zelda games. All I could really do was swim and there was never anything interesting to discover below the depths. About a whole quarter of Labrynna is submerged and the Mermaid Suit lets you explore the ocean and still use tools like your sword. Jabu-Jabu’s belly was my favourite dungeon between OoA and OoS and I thought much better than the OoT dungeon of the same name.
A short game that’s difficult to get your hands on and then play with three other people. I was lucky enough to grab the Anniversary Edition and play through it with three friends in about 3 hours. It’s a short game, but it was an awesome 3 hours.
My favourite 3D Zelda. Wind Waker represents everything Zelda should be to me. Grand scale adventure, colour, quirky characters, spontaneity, treasure hunting...Wind Waker has it all! I first played the HD version and I thought the Gamepad controls were perfect for Zelda (looking forward to Zelda Wii U and Twilight Princess HD). When I think of Link, I don’t think of Ocarina of Time link or Twilight Princess Link. I think of Wind Waker Link. Toon Link. The little hero who goes on a big adventure, with sassy facial expressions and curious eyes. I would recommend Wind Waker to any newcomer to the series before any of the other 3D games. I’m so glad Toon Link exists and I can’t wait to see more of him after Triforce Heroes.
Probably the hardest Zelda game to play in its purest form of Four Player Comp-op (competitive co-operation) and the final game I checked off my list. With a meta-game that I could talk about for hours and will surely have to write something on someday this game expanded upon the framework Four Swords set for it. It was a long game for a Comp-op but every level kept things fresh and creative and I can’t think of a better game to end my adventure off on than this homage to all the previous titles.
My first adventure. My most repeated adventure. My most treasured adventure. I have undying love for The Minish Cap not only for getting me into the series but also for everything it offered me as a young gamer. Shrinking into a little Minish and exploring the massive world around you called to my inner child like no game ever had. The environments, dungeons and puzzles are all really solid and there’s just the right amount of side quests. Ezlo is one of the best companions and Vaati’s always been my favourite villain character design wise. I’m always going to love Minish Cap in a way different from any game ever made.
When Twilight Princess came out all of my friends played it and loved it but I was late to the party. When I finally got around to it I was heavily disappointed until about a third of the way through the game. The tutorials, tears of light collection and the barren overworld were boring and a drag to get through. After the water temple the game’s tone started to shift, the world began to open up/get more interesting and so did Link’s abilities. I had a great time with the last two thirds of Twilight Princess and Midna quickly became my favourite companion, even beating out Ezlo from my beloved Minish Cap! I was blubbering senselessly during the credits scene with her. I feel as though TP was similar to OoT but improved upon it in nearly every way.
Oh boy it’s Phantom Hourglass. PH was my second Zelda game and I liked it but after time and after more playthroughs I started to dislike it a lot. I think it’s one of the weakest Zelda games in that the overworld is uninteresting, the dungeons are linear and straightforward and the game as a whole is just tedious to get through. PH’s redeeming qualities include Linebeck and the customisable ship but after I (eventually) finish my recent replay Phantom Hourglass will be toward the bottom on my list of repeated adventures.
Spirit Tracks improves upon everything Phantom Hourglass did wrong. The dungeons are thematically and mechanically interesting, the overworld and transportation across it give you more to do than most and the final boss fight is my favourite in the series. I know a lot of people who turn Spirit Tracks down because it’s “trains” and it’s “not as open as Phantom Hourglass (pish posh)” but I think any Zelda fan who doesn’t play Spirit Tracks all the way through is missing out.
Easily my least favourite Zelda. I’m in the 50% of players for whom the motion controls didn’t work. But, if your technology is going to fail for 50% of its user base, can it really be called a successful game because of those other 50%? Aside from having to re-calibrate every 30 seconds I couldn’t stand Fi, was disappointed in the barren sky world, furious when the game promised me an awesome new world through the portal of time but instead just sent me back to the same areas and perplexed by the need to give the whole of The Legend of Zelda a backstory before being perplexed even more so as to that backstory conflicting with the other games and thus making the overall “history” of Zelda make LESS sense?!?! I liked the art-style, I liked the Sandship and I liked the final boss but these aren’t enough reasons for me to want to ever touch Skyward Sword again.
For years The Minish Cap was one of my favourite games and my favourite Zelda game. Then, in 2013, A Link Between Worlds completely rocked my world. The familiar and beloved world of ALttP’s hyrule. Quick movement and straightforward combat. A spontaneous world with plenty to sidetrack you whilst you’re on your way to a dungeon and make every step of the way exciting. Well-used StreetPass functionality. Thematically diverse dungeons with thoughtful puzzles and gimmicks. A dual-screen inventory system derivative of the series past that allows for instantaneous and unobtrusive item selection. A rebooted item system that still somehow gives you MORE treasures to find inside of dungeons and out. Twists, turns, lovable characters and a final scene that makes me tear up every time. A Link Between Worlds is not only my favourite Zelda game, it’s my favourite game overall.
Hiromasa Shikata brought over all the little details of perfection along with A Link Between Worlds’ engine to make Triforce Heroes into the adorable little gem that it is. I have a huge problem with the context in which you play this game being that I find only the local multiplayer to be of any value and it’s rare I’ll find myself in a situation appropriate for playing without setting a day aside. But, Triforce Heroes is comletely successful in shaking up the goals of the player to be costume making instead of regular treasure or item collection and I’ll happily be playing it to completion with friends.
I have loved almost every second I have spent with this series. During the final scene of Four Swords Adventures I kept chanting “It can’t be over... It can’t be over” because I didn’t want to believe that I really had to wait for only future titles to experience new Zelda games...
Whilst my adventure through Hyrule has come to an end until Zelda Wii U my adventure of discussing and analysing the series as a whole is just beginning. All 18 of these titles are so influential to me as a person and as a creator. Every game I make will be inspired by Zelda in some way and I will make sure everything it has taught me about level design, fantasy world building, ingenuity and how to make a game one thing: fun, will carry on through my work.
Thank you Shigeru Miyamoto, Eiji Aonuma, Satoru Iwata, Hiromasa Shikata, Koji Kondo and every single person who worked on Zelda, played Zelda with me or even just talked to me about Zelda. The Legend of Zelda has become my favourite video game series.
Finished Triforce Heroes
I’ll have some more in depth thoughts about it another time but I thought the final boss was awesome and I always have fun playing in local co-op.
But you know what that means...
Tomorrow...
The end of the adventure...
Four Swords Adventures First Impressions!!!
SO GOOD! We’re having so much fun with this game!
Favourite part: The competitive meta-game. The main game is cooperative in that you can’t complete challenges and levels or even advance to the next screen without working together. Underlying that is the battle for the most amount of force gems and oh man, is it a doozy. Force gems are absolutely everywhere and commonly you actually need to work together to collect the high valued ones. This leads to frantic racing and strategic tricking of your opponents to grab the highest valued gems. If you are too much of a dick in getting these games (like fucking people over to steal gems they worked hard to get or taking someone’s gems when they die) everyone will vote on you as the ‘Hero of Darkness’ at the end of the level, taking away up to 300 of your points. In games where scores are close this can change up who would have won. There is a lot to this meta game inside a game already packed with content.
But moving on to that content!
The meta game would be no fun if there wasn’t any substance to the main game, but luckily FSA offers its four players plenty to be excited about. Here are my favourite and least favourite levels/mechanics: The horses are so chaotic and intense to ride around on whilst trying to collect all their carrots; we were in hysteria trying to scramble for more carrots and keep the horses between every screen. The village of the blue maiden was substantially different to anything I’ve ever experienced in a Zelda game, forcing us to revisit the same smaller areas repeatedly to solve a mystery detective style. The level where we couldn’t get caught by search lights or we would be thrown into prison was reminiscent of many past Zelda games but with the added multiplayer challenge of everyone having to coordinate through the narrow safe zones at the same time without knocking each other around and one member messing up meaning failure for the entire team. The lost woods took us like an hour to complete but it was such an in depth level that had us all creating mental maps and revisiting areas to uncover new secrets. Alternatively there are some really bullshit mechanics. The lily-pads with Zoras underneath that shoot you into the sky are unpredictable to time and kill you relentlessly. You all have to cross a lot of them and everyone needs to take it in turns to get across. There was also a house we had to push around to kill every single enemy on screen and it required all four of us to be on one side of the house. Lots of running around confused and missing the right opportunities to get enemies that it just became tedious quickly.
There are so many new experiences to be had whilst playing Four Swords Adventures. Nearly every level throws unique challenges for FSA and often for the series as a whole into the game. Some are of high quality, some are tedious and frustrating, but so far I feel like every interesting idea presented has had just enough room to grow and stand out against the rest of the series. This isn’t something I commonly consider when thinking about Zelda but...the story is a complete mess. I’m normally just happy with a simple premise to get me off on my adventure but like...we went to Hyrule Castle in the middle of the game and then...went to it again six levels later...I think...maybe Kaepora Gaebora said something but let’s be honest no-one was gonna read his text. There were six maidens I had to collect but the four maidens we’ve gotten have turned into fairies and now I’m also collecting coloured orbs and...yeah It’s weird. The precision on the controls can also be pretty clunky. When trying to get perfectly in-line to pull a switch or walk across a narrow platform it’s uncommon for you to get it on your first try. You also use the R Button to roll AND pick up other players. This leads to breakdown moments where you try to get somewhere faster but end up slowing down everyone’s progress and annoying someone else without reason. Regardless, I really have a lot of praise for this game. Delighted and impressed so far.
Tomorrow, I’ll be playing through all of Four Swords Adventures with some friends. My final Zelda game. Wish me luck.
Finally beat the third round of the Temple of the Ocean King
Not much to report though. It’s been a month since I last touched the game and I had more or less forgotten the puzzles and were half-way doing them again, so it wasn’t entirely boring. The third stage had some cool puzzles but it was still entirely linear AND most of the puzzles were solved by signs/spirits of the dead telling me exactly what to do instead of me figuring it out for myself.
I was given a checkpoint halfway through the third stage which is really neat because it means that I didn’t have to do this run all in one sitting and I’m assuming it also means I can skip the first few rooms upon my return, which I didn’t know you could do and am glad to see its inclusion.
My most recent analysis of Phantom Hourglass’s fundamental design is that it sacrifices exploration for a large quantity of dungeons. This would be fine, but the dungeons aren’t, for the most part, of a high enough quality (too linear, thematically uninteresting etc.) to justify the sacrifice. Still many dungeons left however so I will hopefully be proven wrong.
Other than that I’ve been playing a tiny bit of Triforce Heroes (whenever I am actually able since I dislike the single player or online multiplayer for discovering new dungeons) and some Zelda II (definitely have a LOT to say about this game, makes so many poor design decisions but gets a lot of the feeling so right. I do love that game despite its shortcomings)
What a great day to be a Zelda fan!
I’ve already preordered the Twilight Princess HD + Amiibo + Soundtrack pack. In fact I got in so early that preorders technically weren’t open yet so they had to leave the money in my account until they could transfer it across… I feel like Wind Waker’s art style was timeless enough that it didn’t need a HD remake but Twilight Princess could be pretty ugly so I’m glad it’s being remade into HD. Sadly, it barely seems to be improved in this trailer. It was mostly cutscenes with only a snippet of gameplay so hopefully when we see more gameplay the HD improvements will have room to shine.
I’ve never once bought an Amiibo but man am I excited for that Wolf Link Amiibo. It’s such a good looking figurine and now I definitely want to get my hands on a Toon Link Amiibo to showcase the two Gamecube –> Wii U HD Zelda protagonists side-by-side.
It was nice to see a bit of Zelda U footage and hopefully this signifies more frequent trailers to come.
Linkle in Hyrule Warriors Legends (whilst feministically problematic) interests me. Something about the crossbows and the spin-kicks make her look like a heap of fun to play as. I’m definitely sold on Hyrule Warriors Legends. Didn’t get the Wii U version but with the inclusion of the Wind Waker and Majoras Mask characters plus the mobility of the port I am totally down for it.
I still haven’t beaten Triforce Heroes but, damn, those free challenges look intense. The fierce deity armour looks so OP but I can’t wait to use it. The Linebeck uniform looks useful and adorable and since I’ve been replaying Phantom Hourglass it’s especially close to home (yes I know I’m currently bitching about PH a lot but I do genuinely love its cast).
Speaking of Phantom Hourglass, it just got released on the Wii U virtual console alongside Spirit Tracks! This is a great opportunity for likely many Zelda fans who haven’t tried them out yet. I am seriously curious as to how you progress past the part in PH where you have to close and reopen the screen though. Rotate the gamepad? Press the home button? Nintendo changing the contents of the puzzle for the virtual console release (unlikely)?
Such a great direct for Zelda news and I’m beyond excited to step into 2016, Zelda’s 30th anniversary, having played every one (I’m coming for you Four Swords Adventures!)
First impressions of Triforce Heroes
Last night my good friends @nightknuckles, @yessoan and I played a bunch of Triforce Heroes! This game is so gooood! It’s exactly the sequel that A Link Between Worlds needed. It’s only been one day and I don’t have many formal opinions on it yet so I’m just gonna gush. Hiromasa Shikata (Director) is a master of little details that bring big enjoyment to the experience. The bottom screen icons work really well, even in local multiplayer. I found the “Go Here” icon the only one we really used practically but the “Cheer”, “Thumbs Up” and “Noooo!” icons gave us many laughs and shenanigan opportunities. The music ball is legitimately one of my favourite parts of the game. Whenever one of my team mates was busy checking what they needed from the next stage I would find and bounce the music ball to listen to a wide variety of iconic Zelda tunes. They had everything from Ocarina of Time to Phantom Hourglass and ALBW! It’s a small minigame that allows you to listen to your favourite songs the better you do (I like to mess up on the Skyward Sword ones >:D) and it couldn’t be more perfect. Nintendo have really been pushing the whole fashion and costumes mechanic and I never got why until I played the game and realised that EVERYTHING centres around the costumes. The costumes give you unique upgrades and look dandy af so you try your best to get the materials you want for making them. All materials are level specific and we would almost always choose a level that had a material we wanted rather than a level to progress the plot. It’s a 1/3 or 2/3 chance whether or not you get the material you want and it took me ages to get this horn that I wanted because I kept getting unlucky. It was frustrating but after finally getting it I realised I had enough materials to make the next costume I was planning on making! None of those repeated levels were in vain because I got two things I wanted AND I’m always one step closer to 100% completion with the challenges. Triforce Heroes has been advertised as completely co-op and this is true in the puzzles, level design and health management. There is one aspect of the game however that can be very competitive. As I said before this game revolves around the costumes and the materials needed to create them. So if I wanted to go to the Ice Caverns but my friend needs a material in the Volcano then we have to vote for the area we want to visit. I’m sure some players will negotiate where to go next with their friends, but we left it up to the vote. It can be a little discouraging when you lose the vote and go to an area you don’t really want to and I felt it sometimes disconnected me from the co-operation and comradery. It could all just be in the way you play though. A few other tiny details annoy me, like automatically catching someone when they fall on top of you, not being able to do much of anything as the middle totem and accidentally picking people up when something else to be picked up is nearby, but overall I had a fantastic time laughing with and yelling over my friends to complete the as solid and creative as ALBW level design. Praise be unto Shikata.
10 days later and I still haven’t touched Phantom Hourglass... Fuck the Temple of the Ocean King
Also! Triforce Heroes comes out this weekend! But I won’t be able to get it for another two weeks :’(((((( Hopefully Phantom Hourglass can hold me over (HA!)
Phantom Hourglass and Design 11/10/15
I got halfway through my third run of the Temple of the Ocean King and I just...I just didn’t want to, so I saved and quit and I’ll deal with it later.
The Good: I’m getting really into the salvage arm and the little jellyfish guys that split into two and give you rupees when you shoot them. They’re the only thing making travelling around this world bearable. I also discovered some great game design in this one section. I found the Golden Frog’s island and entered his den. He gave me the stone slate and told me to look out for the smaller golden frogs. Of course I had seen where these were but didn’t know their significance yet so didn’t mark their locations on my map. Now I want them though, so I was worried I had to retrace my steps to try to find them again. Whilst I was in this den though, I was given a little riddle to find some treasure. I found the treasure and it was a sea chart that marked some sunken treasure that was not too far from the island I was on. I decided to go and get it and on my way I encountered a golden frog. This taught me the frog slate mechanic naturally and immediately, and I wouldn’t have found this frog and got this warp point if I hadn’t been given the incentive (the sunken treasure) to travel near him. This is great game design because it allows me to learn a mechanic straight away without it being shoved down my face. Not to mention I get a sunken treasure for doing this too. Two rewards and a new mechanic in one fell swoop!
The Bad: Jolene can get absolutely fucked. She interrupts you so easily. I’m just trying to get a fish or a sunken treasure and she shows up and breaks me out of the flow I was in for a repetitive, simple, monotonous fight that never changes. I hope that I’m done with her soon. Also as previously mentioned the Temple of the Ocean King is boring af. It’s so time consuming and it makes me put the game down faster than anything else. Oh the phantoms are faster now? OH BOY THAT CHANGES EVERYTHING IT’S LIKE I’M PLAYING A WHOLE NEW PUZZLE LEVEL WOW. I also encountered a glitch where I got stuck on an island and had to reroute escape.
The Ugly: The first thing I had to do today was go and find Zauz’s island. I literally had to go out and explore the ocean to find an island. This would make a lot of sense if it were Wind Waker (Wind Waker has a lot of incentive for exploring and finding new islands because there’s so much awesome stuff to do, you might find other things along the way and simply sailing feels really good), but there really isn’t any incentive to explore in Phantom Hourglass. The main reason for this is unbelievably because everything has been layed out for me on a map in a game about exploration. There’s no reason to explore a vast ocean because I know exactly where I’m going the whole time. But now they’ve added exploring to find islands into the mix. Essentially what this means is I’m drawing lines all around the map until I happen upon something. This isn’t good because it’s exploration that has been shoehorned in and doesn’t fit with the natural way of getting through the game. Add Jolene from earlier into the mix and this is just a giant pain. This frustration is highlighted by the Spirit Island. I only got to the Spirit Island because I remembered it’s existence from my last play-through. In order to find the Spirit Island you have to happen upon it in the middle of some triangle rocks. There’s nothing there normally, so there would be no reason to draw a line there, so why would I EVER go there? I’m assuming an NPC tells you about it or something (morelikelyasign) but I’ve found no such NPC and for something so essential I really shouldn’t have had to look up where it was online. Adding to the fact that I don’t find sailing fun (which I’m starting to notice a lot more is in the enemy designs, more on that after I play more), and the fact that the dungeons have been completely linear up to this point, I don’t see why I would be expected to or would assume to go off and explore the map of Phantom Hourglass. P.S. I had another hit-something-in-the-right-order “puzzle,” however this time it was shaken up because I had to 1) solve a riddle and 2) draw the map of an island to understand which order to hit the switches in. If the switch hit puzzle at the beginning of the game and this one where the only inclusions of that mechanic I would acknowledge it as a good mechanic and a great use of the DS/map system.
Phantom Hourglass and Design 10/10/15
Pretty positive today. Played a few sidequests and the entirety of the Ghost Ship dungeon this time around. Also, I completely forgot that fishing existed in PH o.O. After fishing a bit more and discovering more of the map I’ll see how I still feel about PH’s overworld being boring.
The Good: The Ghost Ship dungeon was the best one so far. It didn’t follow the typical dungeon formula/structure and the aesthetic kept with the Ghost Ship theme the whole way through. The boss fight was fun and the boss herself (themselves?) felt more meaningful after travelling through the dungeon with them. Most Zelda bosses just appear at the end of a dungeon and it’s hard to have a connection with them beyond the boss fight. When bosses like Diabolical Cubus Sisters and TP’s Argorok are interacted with/seen throughout the dungeon there’s this awesome sense of connectedness between the boss and dungeon. Maybe I’ll make a video about this too :O?!?!! The Bad: During the steering-through-the-fog mini game I kept steering into mines that popped into vision WAAAAY too late for me to react to them. During the boss fight it was kind of a pain to get link to swipe the balls back at the boss. He kept stabbing when I wanted him to swing. The controls aren’t very reliable in this game and it can get annoying sometimes but I had plenty of health so it wasn’t too drastic. The cut-scene, whilst the most entertaining thus far, did drag on for a while. The Ugly: There was ANOTHER “puzzle” that was “solved” by reading a sign and doing what it told me to. I also didn’t have to go back to the Temple of the Ocean King between this dungeon and the Temple of Courage which is definitely a good thing. The fact that not having to do a fundamental portion of the game is a good thing still warrants it come under the ugly category though.
P.S. Linebeck dropping Tetra and freaking out then trying to cover it up was one of the funniest scenes I’ve seen in Zelda.
Phantom Hourglass & Design: 07/10/15
Today I beat the Temple of Courage. The temple had some cool ideas but many of them were wasted and I ultimately found the temple fell short for Zelda standards. The Good: There were these cool arrow shooties introduced that I hope are expanded upon because they have a lot of good puzzle potential (they were used again in Spirit Tracks for some pretty creative puzzles IIRC). The boss was interesting, using the top screen to find an invisible enemy. Again, I wish that the mechanic was used more because after one hit it was done. The Pols Voice enemy also made a return and this time I could interact with it by yelling into the microphone (Nintendo finally got their dream!!!). Unfortunately I was on a train so I’m glad that I was still able to defeat the Pols Voice without the microphone. The Bad: Moving platforms were used all throughout the temple and it was frustrating to hop on and between them. I would commonly glitch out between the platforms and felt that they left the shore too quickly but traveled between shores too slowly. This is a game where I spend half my time slowly travelling from one destination to another with barely anything to do. Islands and temples are a break from that, and it was unwelcome in what was typically an action filled portion. Also, I never got much of a choice between which platforms to be on, it was just one straight platform to the next. That linearity was a reflection of the entire dungeon. I opened up the main room and frequented it but there was still nothing I could do out of order to complete the dungeon. Big let down in a Zelda game. The Ugly: My least favourite part of the dungeon was a “puzzle” (with the biggest inverted commas you’ve ever seen) around the second or so floor. I made it to a room full of levers and after pulling on them all randomly to no avail I went down a floor to see what else I could do. I was expecting a sign puzzle like in the first part of the game (you had to figure out the order of the switches based on snippets of information given by three different signs). Instead, all I got was one sign telling me straight up the order I needed to pull the levers. I cannot fathom how a simple puzzle I learnt at the beginning of the game was DOWNGRADED for a much later dungeon. The idea was that I remember this number order and use it later in the dungeon. The only other time it was used was to do basically the same thing again in an adjacent room but with hitting switches instead. Passively following a set of instructions with no difficulty, TWICE, is far from a puzzle and doesn’t belong in a puzzle adventure game. This better be the last time this mechanic is used because I’m pretty over signs telling me exactly what I need to do next. I am too often finding that the cool ideas Phantom Hourglass has for puzzles/enemies etc. are only used once or twice. The uncreative, straightforward and frustrating ones are repeated far too often (ithinki’mstartingtosenseathemewiththisgame’sdesignphilosophies whaaaaaaaaaaat did I say that out loud???). P.S. Linebeck’s ex-girlfriend showed up to fight me and he cowered in a box. It’s okay Linebeck, I know how you feel.
Came up with a new video idea!
A Link Between Worlds lets you choose which dungeon in Lorule you want to do in ANY order. Some could be considered harder than others but you’d still be able to do the Ice Ruins before the Theives’ Hideout (I sure did!).
I was thinking about how the designers managed this. Surely you would need to learn the mechanics and get better at a game by playing the easier levels in preparation for the tougher levels, right?
I was watching a blind Let’s Play of ALBW and noticed how the first three dungeons (Eastern Palace, House of Gales & Tower of Hera) all teach you about different elements of puzzle solving. House of Gales and Tower of Hera can be played in any order as well so they too can’t rely on knowledge/skill learned from the other dungeon and must teach players about different things.
I have a theory that EP, HoG and ToH each prepare the player and give them all the necessary skills needed for the rest of the dungeons. More research is required!
Phantom Hourglass & Design 01/10/15:
The Good: I got the salvage arm and the salvaging mini game wasn’t too short nor too long and it required skill. I was really impressed! It’s a big improvement from Wind Waker’s clunky disappearing glow rings and finding ship parts is much more exciting than finding rupees. The only concept I can remember similar to this in Spirit Tracks was the bunny catching mini game which I find much shallower. The Bad: When I got the salvage arm I wasn’t told how to access it. Then I was asked by a sign (as opposed to trying to figure out a puzzle for myself) to hit some statues and make them face a door, only to see that I couldn’t access one from where I was. I had to go all the way around the island and then all the way back to open the door. The Ugly: I had a fight with a purple squid thing who shot green spiky balls at me. In order to avoid the spikes I could either shoot them or move around the monster. This meant either staying still or “hard turn[s] to port[/]starboard!” that broke up what little flow was there. It wasn’t that bad but it just reinforced my dislike for the sailing mechanics in Phantom Hourglass. Shallow, un-sailing-like and un-challenging.
P.S. An old man gave me a pearl necklace which I found amusing
I’ve been replaying Phantom Hourglass to recollect my thoughts on why I feel it’s one of the weakest entries in the series. I’ve already discussed many of my points on this reddit post: “https://www.reddit.com/r/zelda/comments/38tbpd/phantom_hourglass_vs_spirit_tracks/” I now want to be more fair to the game and give it another shot.
I’m currently about to get the salvage arm so I’m not too far in. So far though, travelling around on the boat has been pretty boring, the controls have screwed me over many times, and I’m sick of Ciela already. I’m hoping things will start to look up soon...
Planned Video Discussions:
Adaptations of the Zora: A history of the various adaptations of the Zora species. Zora have taken the most unique shapes of all the non monster races in the Zelda series including once even being a monster race! The adaptations of the Zora also reflects the versatile adaptations of the Zelda series itself.
Phantom Hourglass Video: I believe Wind Waker is the better boat game, Spirit Tracks is the better DS game and wonder what that leaves Phantom Hourglass. I view it as one of the weakest entries in the series and want to explore why.
Jumping as a mechanic: A video discussing Jumping in Zelda incl. when it has worked, when it hasn’t and what should be improved upon. For example, I believe that the 3D Zelda games could do with a jump function that isn’t just walking off of a ledge.
Swimming as a mechanic: A video discussing Swimming in Zelda incl. when it has worked, when it hasn’t and what should be improved upon. For example, I admire the creativity of the underwater swimming mechanic in Oracle of Ages but can’t stand how it controls. I want to explore how the unique swimming mechanics work in terms of functional player control across all games.