Sunday, October 29, 2017

Zelda Game Reviews 20-Story

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. 


Zelda Reviews Part 1


Zelda Reviews Part 2





Title: The Legend of Zelda: Breath of the Wild



Release Date:
3 Mar 2017 (both versions)


System: Wii U and Switch


Game Format: 3D, open world, non-linear, almost seamless


New innovations: Breakable weapons/bows, Shiekah Slate, square bombs, cooking/crafting, Shrines, Divine Beasts, food as main health restorer, temperature effects, climbing.


How it compares to past Zelda games: Wow. This game perfectly merges traditional

Zelda games and the open world concept. It is GINORMOUS, and in a lot of ways, I can see that this is what they were going for originally when they made Skyward Sword, but now they stuck the landing and basically got everything right. Darn near perfect.



What I liked: Although it doesn't seem like it at first, about the only "classic" Zelda item missing is the Hookshot. Instead of a puzzle with 1 solution (and perhaps an alternate solution for clever people) there are many solutions that would work in real life. They found the perfect way to make an open world game inside the Zelda universe, where completing shrines and Divine Beasts can be done in any order. The map was huge and had lots of variety and character. I actually enjoyed the lack of a major overworld theme, much to my surprise. It made the music that did appear (battles, towns, and a few other places) seem more noticeable. There’s so much to do that it’s easy to become immersed in the game. The quest tracker made it easy to keep goals and side quests in mind. It was so immersing that my wife started calling it my, "other girlfriend."


What I didn’t like: The auto-saving takes away a lot of the consequence of dying. Perhaps

after a while it should autosave less often to ramp up the difficulty (this is a complaint I have about games in general, not just BotW – I liked the idea of not being able to save in most spots to make going into a dungeon or on a journey a little bit of a gamble in older games). Korok seeds only came in 20 varieties – which means there are on average about 50 of each kind to find. A little more variation would have been nice.

I'm not sure of the reason of the change to blue in the champion tunic, but the clothes of the wild were a little ugly. A bunch of [admittedly, bonus and non-consequential] content was locked behind a paywall (amiibo) but there are cheaper ways, thankfully. I can buy that after 10,000 years, there were some tech advancements combined with magic. But everything seems to always hail back to some long forgotten era (the Shiekah tech, in this case).

Also, (and this is very minor) dawn starts at around 3:30 AM. That's just too early. It should start getting light around 5:30 with sunup at 6:00 or so. 

Where it fits in the timeline: Who knows? It happens so long after any of the games it could be the last game in any of the three timelines or even a fourth one.


What I would have changed: Reduce the total number of Korok Seeds to find a bit and up the varieties. Included a few more memories to flesh out the story a little more. Get some harder Boss battles, and have 4 harder dungeons. Make the beast mode Ganon harder. Have some more books lying around or dialogue to tell some of the lore. More enemy variety. Make the Master Sword a requirement to defeat Ganon instead of just a good idea to find it. 2 additional heart containers for 100 Korok seeds each to motivate finding at least 750 seeds. The inability to climb up vertical surfaces (he’s not Spiderman) or at least put some kind of brick texture to make it believable that he could wedge is fingers in between the bricks. A way to switch whole outfits quickly like you can with weapons. A couple more small towns and another fortress ruins like Akala somewhere. Make it so there’s an option between “regular” and “pro” style HUD. A large war-chest in Link's house (once he buys it) to keep extra clothes/meals but also limit how much he can carry at one time. 

Wow. This seems like a long list, but most of them are very minor things that would have pushed this game from being nearly perfect to being perfect. A more detailed list can be found in this post.


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Title: The Legend of Zelda: Tears of the Kingdom



Release Date: 
12 May 2023


System: Switch


Game Format: 3D, open world, non-linear, almost seamless


New innovations: Ultrahand, weapon fusing, time rewinding, Zonai devices


How it compares to past Zelda games: Very similar to BotW in terms of map, weapon-breaking mechanics, shrines, and story progression. 




What I liked: 


What I didn’t like: 



Where it fits in the timeline: After BotW

What I would have changed: Some of the gripes I had with BotW, such as clothing organization or a fast-equip option, are still present, though the inventory menu has been improved a little. 



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This last section is all the things I would do to change about the storylines and timelines to make things fit better and map the Zelda series as a tapestry of tales that might be the video game version of The Lord of the Rings or something. I believe that if they had adopted a "lore-master" to be in charge of continuity and back-story, these games could have been just that. Watch the Timeline videos to get a sense of what the lore/story has been before reading my suggested changes. As a matter of personal opinion, I generally give deference and preference to previously established facts over retcons and revisions, so later games will have a lot more suggestions than earlier ones. I also agree with Doomcock's Rules of Canon, outlined in this video, so the fact that all the games are released in some kind of random order is a little bewildering/perplexing.


LoZ: This is the first game, and therefore cannot really contradict itself as there is no previous lore to screw up. But maybe a little more time into some of the backstory would have been nice. In light of more recent games, info on how Ganon was resurrected would also have been nice. And now that we have the Master Sword in many games, clarification as to whether the Magic Sword is supposed to be the same one, but the lore wasn't as established when this game came out.

AoL: No changes necessary. It was a direct sequel, and didn’t really contradict anything. But perhaps a little more clarification that this sleeping Zelda was different from the first Zelda would have been nice.


ALttP: No changes necessary. Being a prequel, it doesn’t necessarily rely on players knowing the previous two games to get into this one. I liked all of the back story that the manual had about the creation of Hyrule, Ganondorf and his followers, and the Triforce. It helped give the impression that this kingdom had more history to it. I think it would be nice if there was something about how he can’t go back to being Ganondorf now and is permanently Ganon. About the only thing I might change is take out the word "forever" out of the ending when describing the Master Sword sleeping.


LA: No changes necessary. This was a side-story and doesn’t need to change anything since it doesn’t affect or contradict anything from the Hyrule history.


OoT: The events of this game seemed to a lot of people to be the events described in the back story of ALttP. It would have been nice to follow that story a little more carefully, though for the most part it all fits. Also, as we now know this game causes a 3-way split, some indication of that would have been nice. The story seems to indicate that this was an origin story, given that it played out the events of the back story to ALttP, and explained why Link wears what he wears (raised as a Kokiri) – but subsequent games that happened earlier have alternative reasons/explanations for Link’s attire (Ezlo --> hat or Knight Academy standard uniform).


MM: The only change I would make is a little clarification on the “friend” Link was searching for at the beginning. Most think it’s Navi, but others think it’s the Skull Kid. It’s a Gaiden game, so there wasn’t much to contradict.


OoS/OoA: Being a side story, there’s not much that needs changing, other than renaming the Master Sword (which isn’t really the Master Sword – the Capcom developers just lazily used that title to mean “best sword” or something) and having Link already know Impa and Zelda. And some further clarification as to whether this is really the same Link from ALttP/LA and these two games are the backstory for why Link is on a boat. And it would have been nice if the recurring animal companions recognized Link in a linked game like how Blossom and Bippin did.


FS: No changes necessary. I liked the inclusion of a non-Ganon final enemy.


WW: No changes necessary. It continued the story of Ocarina of Time after the hero left Hyrule.


FSA: This is more of a major change – I would take out Ganon entirely. Not only is this supposed to be a different Ganon than all the others (according to the official timeline), but I like having Vaati as another alternative guy. I might also switch the placement of FS and FSA, since FS mentions Vaati kidnapping girls and that is shown in this game.


MC: I would tweak the story slightly to fit in better with FS and FSA, like having the extra Links be different colors once he gets a charm from Din/Nayru/Farore, and that in the end Link upgrades the Four Sword once more to make the 4 players permanent (thus fitting in with FS/FSA).


TP: I would have gone into a little more detail/backstory about how Ganondorf already obtained the Triforce of Power, and how Kakariko ended up deserted. Now that we’ve seen Demise, it would be nice to make Ganondorf’s sword in the final battle the same as Demise’s.

PH: No changes necessary to the story. But I would have changed the musical cue for obtaining the Phantom Sword to be different than the Master Sword's cue.


ST: Because it’s a new Hyrule, there is not really a whole lot of history to conflict with. But adding yet ANOTHER special sword waters down the idea of a special sword (Master, Four, Phantom, and now Lokomo Swords). I would have reused the Phantom Sword from PH instead of just being gifted a new one (as in maybe someone held onto the Phantom Sword in the castle for future use).


SS: For the first few games, I enjoyed knowing there was some sort of nebulous backstory, but as we keep getting more and more prequels, there needs to be a definitive beginning point, and this game purports to be it. However, elements of the plot in SS seem to point to even earlier events. I would not have had Link and the others wear hats so that MC was the first instance of the hat, even though OoT established that Link dresses the way he does because he was raised Kokiri. I would have also had this incarnation of Link be the "Hero of Men" mentioned in the Minish Cap backstory. I would not have included new species unless it's really clear that they were supposed to be the progenitors of the races seen in other games. I think the Master Sword should have been forged in three pieces by three different smiths, not an evolved Goddess Sword. And when Demise is defeated, instead of being absorbed into the Master Sword, he should have been sealed inside of the other blade (the "anti-Master Sword"?) and it shattered into like 20 pieces, and each piece being found will trigger the next time Demise can return as Ganon.

I think it’s kinda bad story telling that all this time (since ALttP) there have been 3 goddesses, and this game suddenly talks about a fourth (Hylia). I do like however, that a goddess became Zelda and that’s why they have always had the Triforce of Wisdom or some kinds of light force/power. But I think using the same word (goddess) was a mistake. It’s almost as if they’re starting a new kind of “lore” and ignoring stuff previously set forth in ALttP and OoT.

ALBW: I would have the Triforce of Courage hid in the end of the game to pave the way for LoZ and AoL. I would explicitly state that Lorule is the kingdom that popped up in the Dark World after Ganon was killed, and remove Ganon as a villan. Yuga’s motivation would be to merge Hyrule/Lorule working under Hilda's orders, and remove the Lorule Triforce element from the story entirely – instead have it be the regular Triforce that kept the Dark World going and in its absence the land has been crumbling (hence the deep crevasses everywhere). After defeating Hilda/Yuga, Zelda has compassion and opens a portal letting the good people of Lorule into Hyrule as refugees. Zelda pardons Hilda because she was acting to save her people, but strips her of titles and is now a "normal" citizen. Zelda and the king choose to split the Triforce because it’s too much power for one person and too tempting of a target for thieves/usurpers. In the end, Link gives the Master Sword to Dampe to hide in the Graveyard (paving the way for the sword to be found in a graveyard in LoZ). More on this in a separate post.


TFH: No changes necessary. This is another side-story, and a multiplayer one at that. Link is stepping in to replace a different, past hero of the kingdom of Hytopia.


BotW: It looks like story-wise they’re continuing the lore from SS and skipping over lots of stuff in the middle (hence the 10,000 year jump) while only paying lip service to it (and map name service). It’s not clear which timeline it happens in. Make it a year instead of 100 years that Link has been resting/healing. An explanation that Ganon split himself into 5 entities to take over the beasts and castle (à la horcruxes from Harry Potter) and when they are defeated the man Ganondorf appears (slain).


TotK: Coming soon


Overall Changes that can apply to most games: 

If I were given the chance to go back in time and tweak the games a little, here's what I would do in general. 

1. Reduction of tedium and annoyance:

There's a lot that could be done to improve the dialogue screens of things that happen frequently. It's really annoying to have to constantly re-read and flip through 3 screens of dialogue in order to buy something. For example, the worst part of doing the figurine quest in the original WW is all the dialogue it takes to get just 1 picture turned into a figurine - it's suuuuper tedious. Then multiply by 100. Ugh. Thankfully, the HD version more or less fixed that particular issue. But I think game testers should let the developers know that after doing something 3 or 4 times, the dialogue can be skipped, including when Link finds yet another of some item he's been collecting all game. Something else to reduce annoyances is to remove all of Link's grunts and yells at everything he does. Maybe do it randomly 1 out of 4 rolls or whatever, and like 1 out of 8 sword swings. 


2. Reduce repetition of themes so much, and have more map/music cohesion:

I would use fewer Forest-Fire-Water dungeon progressions, as well as fewer Link-Zelda-Ganon-Triforce stories and have more gaiden-type games but perhaps ones which happen inside of Hyrule. I would also shore up some of the different map layouts and make them a little more uniform but that also show passage of time (like how the Ranch Remains in BotW imply that it used to be Lon Lon Ranch from OoT, or how the hill between Link's house and Kakariko eroded between ALttP and ALBW). I would also be a little less sloppy with the musical cues, names, and symbols that seem to be just tossed around randomly from games. Make them mean something specific and consistent rather than be just easter eggs or shameless callbacks.


3. Hero Mode for advanced players:

The other main idea I had was to include a "Hero Mode" that is accessible from the beginning of the game, and not something that has to be earned by finishing it once on "normal" mode (sorta like how WWHD/TPHD did it). Several games already have something like this, but the main thing it does is that enemies do double damage and/or there are no hearts to fill Link's life. 

My version of a hero mode would be that almost all of the tutorials would be skipped for things that have been Zelda staples. In addition to more damage/fewer recovery hearts, there aren't bombs/arrows/magic that can be found easily in pots or from thrashing around in the grass. The only place to get arrows or bombs would be the shops, and Link would need to carry potions or fairies to restore life. This would even extend to boss fights, where if you ran out of bombs/arrows/magic, you would have no choice but to die and try again with better aim or being a little less wasteful. It would also make the shops have a purpose, the bomb bag/quiver upgrades would be more meaningful, and the rupees would actually be useful (admittedly, this isn't too far afield from how the two CD-i games handled inventory, but in the context of a good game it could work). And maybe have a little more randomness in boss fights to increase difficulty.

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