Friday, October 20, 2017

Zelda Game Reviews 1-6

These reviews are my own personal reviews of each Zelda game. I am reviewing each as if it were the year of release, so I won't fault older games for poor graphics or hardware limitations of the time. Also, I'm only considering the actual game, gameplay, puzzles, and other things like graphics and sound while leaving out the story. The review of the storylines will be a separate post. And please understand that my purpose isn't to criticize the games to tear them down, but to improve them. Most of them I would give a 9.5/10, and in my view, the changes I would suggest would make them 9.9/10 or better. 


Title: The Legend of Zelda


NA Release Date: 22 Aug 1987

System: NES

Game Format: 2D Top-down perspective, open world, non-linear

New innovations: Basically everything. Sword that beams with full life, boomerang, bomb, bow, raft, exploration, armor upgrades, warping, power bracelet, rupees, candle, fairies, dungeon map/compass, keys. 

How it compares to past Zelda games: Since it’s the first, there’s nothing to compare to.

What I liked: It took elements from other adventure type games and gave it great controls, cool monsters to fight, and plenty of secrets to find. In fact, about 3 out of 5 overworld map screens have some kind of cave or hidden secret on it. Another great feature is that almost every part of the overworld is explorable from the start, and levels can be completed in almost any order despite them being numbered. It’s not hard to see why this game was so successful.

Personally one thing that really sold it for me was the sword beam with full hearts thing. Link has 8 usable items (bombs, arrows, boomerang, etc.), as well as more that are used automatically or at the right place (ladder, raft, rings, etc.). 



What I didn’t like: My only real complaint is the uselessness of the “bait,” aka the “grumble meat” as my friend used to call it. It seems odd to have one item slot for something that’s used only once or twice.

Where it fits in the timeline: Second to last game in the “Fallen Hero” branch after the 3-way split. Preceded by TFH, followed by AoL.

What I would have changed: While some of the messages from the old man have become popular memes and examples of bad translation, I would change a few of them to make more sense. Also, I would call the Magic Sword the Master Sword in the instruction manual and item screen. Other than that, it’s a masterpiece and needs no changes to the actual game or gameplay. Despite its age, it’s still fun to play.


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Title:
Zelda II: The Adventure of Link

NA Release Date: 1 Dec 1988

System: NES

Game Format: 2D Top-down map, 2D side-scrolling platform action, gated, linear.

New innovations: Magic meter, spells, most items are passive, jumping, side-scrolling, a much expanded Hyrule, towns and villages, hammer, leveling up system, Down Stab. 

How it compares to past Zelda games: The format is very different from the first game. All items Link finds are either used automatically or on the map screen, and instead of an item button it’s a jump button. 

What I liked: Most people consider this to be the black sheep of the Zelda games because of the different format, but plenty of games go a different direction for the second game of a series. Part of the complaint is about the difficulty, but my 4-year-old son beat the game, so how hard can it be, right? There’s a lot to this expanded version of Hyrule that still hasn’t been seen in any game to date. I did enjoy the intense action, especially against Iron Knuckles.  


What I didn’t like: Some of the spells had limited usefulness. The first 3 spells are used constantly, while some of the later spells are used only once or twice. It would be nice to have a couple more spots where each would be used. 

Where it fits in the timeline: Last game in the “Fallen Hero” branch after the 3-way split. Preceded by LoZ

What I would have changed: About the only thing I can think of is would be to let players start at the Palaces on a continued game, lengthening and strengthening the sword beam, and maybe add a little variation to the townspeople’s messages that don’t actually convey any information. I realize that memory space was limited back then and so they did everything they could to maximize what they had, but a few more interesting hints and some added variety would have made it even better. Other than that, I would rename it to be The Legend of Zelda: The Adventure of Link to be more in line with the rest of the series like it is in Japan. 


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Title: The Legend of Zelda: A Link to the Past

NA Release Date: 13 Apr 1992 (Original), 2 Dec 2002 (GBA Version)

System: SNES (Original), GBA (Re-release)

Game Format: 2D Top-down perspective, slightly restricted dual open world.

New innovations: Incorporated plot development, dual worlds, Master Sword, multi-use action button, hookshot, bottles, Pegasus boots, swimming, pieces of heart, ocarina, Cane of Somaria, magic powder, shovel, mirror shield, chickens, Big/boss key, detailed overworld map, spin attack.

How it compares to past Zelda games: The format is very much like the first one, but with the addition of an action button and a greatly expanded item/equipment system. 

What I liked: This is the game where they perfected the 2D Zelda formula. While mostly
sticking closer to the original LoZ, it incorporated a few elements from AoL (magic and spells like Bombos) and added many more new things never seen before. Between the 13 dungeons, the dual overworlds, the definitive version of the Zelda theme, and much, much more, this game is nearly perfect. They added a lot of new things that became Zelda staples such as bottles and the spin attack. The opening gets you pumped up and into the game quickly, and is probably the quickest for getting the player into a dungeon. The music is excellent, as nearly every track from the game has been re-used or remade for later games. This was also the first one to have a little plot development as part of the game. 


What I didn’t like: Link didn’t get to keep the shovel, and saving/turning off counted as a “death,” but those were corrected in the GBA version. 

Where it fits in the timeline: First game in the “Fallen Hero” branch after the 3-way split. Preceded by OoT, followed by OoS

What I would have changed: My only beef with the game is the upgrading of the Master
Sword (especially in light of ALBW). I guess I would make it more like OoT where you can have a selection of sword choices – but only the Master Sword could kill Ganon. It just feels wrong to have to upgrade what’s supposed to be the best sword for fighting evil. I don’t mind having a bigger/sharper/etc. sword that inflicts more damage to the average enemy, but it needs to be the Master Sword to kill Ganon.


Thoughts on the GBA version: I liked the addition of the riddle quest and the Palace of the Four Sword, that saving no longer counts as a death, and the slight textual changes. I’m even cool on the ability to start from multiple locations, new shops, and pretty much everything else. But one thing I didn’t like was the addition of Link’s yell when swinging the sword. It gets annoying after a while. Also, I didn’t like how the functions of the start and select buttons were swapped. The only other thing I would like is an alternative way to unlock the Riddle Quest and Palace of the Four Sword without needing to play Four Swords (sorta like what they did with the Anniversary Edition of Four Swords).


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Title: The Legend of Zelda: Link’s Awakening

NA Release Date: 6 Aug 1993 (Original), 15 Dec 1998 (DX version), 20 Sept 2019 (HD version)

System: Game Boy (Original), Game Boy Color (DX Version)

Game Format: 2D Top-down perspective, gated, linear

New innovations: Shield is now an active item, equipping multiple items, trading sequence, Nintendo character cameos, fishing, different dungeon music, bomb-arrows, photographs, secret seashells.

How it compares to past Zelda games: For being a Gameboy Game, it is incredibly detailed with graphics resembling A Link to the Past more than, say, Zelda 1. Also for being able to pull off SNES type moves with only 2 buttons was impressive. But mostly it was like a Gameboy version of ALttP.

What I liked: This was the first “gaiden,” or side-story Zelda game, and as such it was originally regarded as a little weird compared to the other 3. But now in retrospect, it fits right in and blazed the path for other gaiden games. It borrowed heavily from ALttP (and with good reason), but added its own little charm and had to do many of the same things with only 2 buttons. It’s kind of a sad tale, but one that is satisfying to complete. 

What I didn’t like: Not being able to see how many pieces of heart Link had found (corrected in the DX/HD version). Having a more plot-based story makes non-linear exploration impossible – but each game has to find a balance between plot and open explorability. Having 2 options for the first picture, and that getting one of the pictures results in everyone calling Link “Thief” for the rest of the game (both in the DX version). 

Where it fits in the timeline: Fourth game in the “Fallen Hero” branch after the 3-way split. Preceded by OoA, followed by ALBW

What I would have changed: Restoring the ability to skip conversations in the DX version and the ability to re-equip the green tunic. Also, the music for the Piece of Power/Acorn gets old if the player is good at not getting hit. I would change it to more of a 20 second loop. 

Thoughts on the DX version: Color made it better. And the additional dungeon and picture quest are great as well. But I would have added the ability to go back to a green tunic. Also, for some reason they cut out the ability to skip past dialogue boxes, which is particularly annoying when Link runs into cracked blocks or weird objects, or when he gets a Guardian Acorn. I’m also not a big fan of “forever-gones,” meaning things that can be missed and never recovered. In this case, some of the pictures can only be taken while Marin is around and if the player doesn’t know this might skip past it. 

Thoughts on the HD version: This version kept all the charm of the past versions and only upgraded the visuals and music. But since there are more than two buttons available, the controls are much better. The inclusion of a dedicated Shield, Run, Lift, and Sword button means far less item switching. More heart pieces and seashells means more scavenging/searching, which adds a little depth, and there's even a log of found pieces/seashells. The fishing and crane mini-games were given new features, and the bosses are a bit harder (which is good), but not completely different (like what they did with Majora's Mask 3D). The only thing taken out were the pictures from the DX version, but it was replaced by a Mario Maker-like feature to make your own Zelda dungeon. It's not quite as deep of a feature as I was hoping for, but I think with a future update it could be made even better. One other nice thing is that the one thing I wanted on the DX version was included - the ability to switch back to the green tunic. My only real gripe with the game is the name - it should have been called Link's Awakening HD or something. Overall a nice remake, but I think full price ($60) was perhaps a bit too high. If there's a future update making the dungeon maker better then I will retract that statement. And also, here's hoping they use the same engine to make an Oracle games remake on the same cartridge.


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Title:
The Legend of Zelda: Ocarina of Time

NA Release Date:
23 Nov 1998 (Original), 19 June 2011 (3D Version)


System:
N64 (Original), 3DS (3D Version)


Game Format:
3D, mostly linear, gated


New innovations:
3D, horse, Equipment options, Light arrow (instead of silver), fire/ice arrows, Z-targeting, constant companion, slingshot, Deku and Goron and Gerudo races, playing music instead of pre-made songs, wallet upgrades, skulltullas, rolling, masks, bombchus.


How it compares to past Zelda games: This was new territory, as 3D games in general were newer. It retained many elements of past games, such as stepping on switches and pushing blocks, but did so in an additional dimension. There were many new kinds of puzzles that couldn't have been done in previous games. 

What I liked: This was an extremely groundbreaking game. Many 3D games owe their control scheme, GUI, and gameplay elements to this game. It transitioned a 2D series into 3D perfectly. It had many new musical cues that continue to be used. Going back and forth between adult and child times was cool, as it let the player see the difference having a hero makes. The plot made the game more cinematic than any of the previous games. The game was perfectly balanced as far as dungeons, overworld, and side-quests.


What I didn’t like:
Hyrule field seemed really open and vast, ripe for exploring, but it was actually quite empty. I’m guessing that part of it was by design to make Epona more desirable, but I wish it had more character and features. I also wish that game makers would have stuck a little more closely with past Hyrule maps unless they have specific reasons in the story. Also, Navi was quite annoying, sometimes revealing the answer to a puzzle before the player had a chance to try it. She should have been more of a guide to consult rather than a spoiler alert. Overall the game seemed a little too easy and I wish there was a Hero Mode. Also, I didn’t like how fairies filled up all 20 hearts, making red/blue potion completely superfluous.



Where it fits in the timeline:
Last game in the unified (i.e. pre-split) timeline. This game’s outcome is what makes the split happen. Preceded by FS, followed by ALttP, MM, or WW.


What I would have changed:
About the only change I would make is so that the Biggoron
Sword can’t be used in the Deadman’s Volley fight with Ganondorf, and tweak the economy and make grass rupees scarcer, and bomb/arrow/magic refills less common to force players to stock up at the shop. Also, Hyrule field seemed kinda empty (I realize that it may be this way to highlight Epona’s usefulness, but still). And the ability to turn off Navi. Most other gripes were fixed in the 3DS version. Fairies should only fill 7 hearts like on ALttP. And adding in the traditional Zelda theme somewhere in the game.

Thoughts on the Master Quest version:
I thought this was a great alternate version of the game. The overworld is all the same, but all of the dungeons have been remixed and made considerably trickier. Besides having more obscure solutions to the puzzles and traps, some are made intentionally deceptive by subverting patterns learned by playing the regular version of the game multiple times. There really is no downside to it, especially since the game was free with a pre-order and gives a harder challenge to those who want it. But it is in an odd place when it comes to classifying it - is it a remake, or a spin-off? In a way it almost feels like an official ROM-hack, and not unlike the BS-Legend of Zelda games. 

Thoughts on the 3D version:
The graphics and animations look way nicer. The addition of the Sheikah Stone helper was a bit unnecessary, as Navi already gives too much away, but at least it’s voluntary to use. However, I wish there was an option to turn off the Stone entirely. Being able to organize your equipment your own way was nice, I guess. But changing the boots to an item instead of equipment was a godsend. Having 4 items open plus the Ocarina instead of just 3 also made things a little more convenient and required less pausing for switching equipment. Finally, adding the traditional Zelda overworld theme to the 3D remake credits was a nice touch. Plus including the Mirrored Master Quest as a bonus was the first opportunity for a lot of people to play it if they missed out on the original limited release for the Game Cube. 


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Title: The Legend of Zelda: Majora’s Mask


NA Release Date: 26 Oct 2000 (Original), 13 Feb 2015 (3D Version)


System: N64 (Original), 3DS (3D Version)


Game Format: 3D, gated, mostly linear, recurring


New innovations: Transformation masks, pictobox, Tingle.

How it compares to past Zelda games: Extremely similar to Ocarina of Time but with a new twist, a smaller overworld, and fewer dungeons. However, it made up for it with a lot of personality and charm.


What I liked: This is one of my favorite Zelda games. I love getting to know all the
characters and how they are three dimensional who do/say different things at different times of the day. The time system is very unique and cool. The return of the Zelda theme was nice, but at the same time, it felt out of place in Termina. Playing as different races was very interesting and added a lot of challenges and possibilities. The size of Termina Field and its features was pretty good for the game (IOW, it seemed less empty than OoT’s Hyrule Field) and it had plenty of small things to discover. It improved the graphics slightly using the expanded RAM.


What I didn’t like: This game runs low on dungeons. If Ikana Canyon and the Mountains had a small mini-dungeon (like the spider houses), it would have been nice.


Where it fits in the timeline: First game in the Child branch of the timeline. Preceded by OoT, followed by TP


What I would have changed: Tweak the economy like I suggested in OoT. Other than that,
I like most of the changes made to the 3DS version, except for each boss having an eyeball to attack, how Zora Link can’t swim fast without using magic, certain things were made too easy, and that the Happy Mask Salesman gives Link his notebook. Perhaps one more dungeon would be nice. It seemed like Link ran into a wall when he changed areas (i.e., going from Termina Field into the Swamp) so I would extend those out just a little.


Thoughts on the 3D version:
Like the 3D version of Ocarina, it looks much better. The new Bomber’s notebook is too easy to obtain, and it gives too many hints. Changing all the bosses to have a Majora’s Eye weak spot really changed the way those battles are fought, and I’m not sure if it makes them better, worse, or just different. I’m not a big fan of the fishing, so including it didn’t add any value to me. And the change to the Zora swimming wasn’t welcome. But the fan-made patch that restored a lot of these things makes the game quite a bit better and closer to the original version. 











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