Saturday, October 21, 2017

Zelda Game Reviews 7-12

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. In other words, I'm trying to not commit the sin of presentism. 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: Oracle of Seasons


Release Date: 14 May 2001

System: Game Boy Color

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

New innovations: Seed Bag, Magic Ring system, Password continuation system.


How it compares to past Zelda games: Extremely similar to Link's Awakening DX. It uses the same engine, music, and graphics (with newer additions).


What I liked: The game was modeled after Link’s Awakening, so I liked the graphics/music. But I thought the seasons affecting terrain was very cool (no pun intended). Subrosia added more area to the map, and there was a lot of nostalgia in regards to the placement of the first dungeon and the dungeon bosses. The ring and password system really made the game fun, and it felt like Link really was continuing the quest and able to bring along past upgrades, which is really cool.


What I didn’t like: The Maku tree got a little annoying. Also, like Link’s Awakening, the names of the 8 MacGuffins Link is after are easily forgettable. After finding out that this originally was going to be a LoZ remake, I was disappointed at how similar the games ended up being in some aspects - instead of a nice tribute it comes across as lazy development. 


Where it fits in the timeline: Second game in the “Fallen Hero” branch of the timeline. Preceded by ALttP, followed by OoA.


What I would have changed: Change the Master Sword to some other name, like the Great Sword or something. Mixed up a few of the dungeon bosses so they didn't turn out to be in the same order as LoZ


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Title: The Legend of Zelda: Oracle of Ages


Release Date: 14 May 2001

System: Game Boy Color

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

New innovations: Seed Bag, Magnetic glove, Magic Ring system, Password continuation system.

How it compares to past Zelda games: Extremely similar to Link's Awakening DX. It uses the same engine, music, and graphics (with newer additions).


What I liked: Pretty much the same things as Oracle of Seasons. The game is the only one where time travel is treated like regular time travel, and forced the player to think 4th dimensionally. I also liked how some items in OoS got a level 2 upgrade (like the feather to the cape) while other items got an upgrade in this game. There were some really great puzzles in this one.


What I didn’t like: Labrynna seemed to have a lot of open, unused/unoccupied land, like the fairy forest or all the water that needed crossing to get from place to place. The Goron dancing seemed considerably harder than the Subrosian dancing and felt unnecessarily strict.


Where it fits in the timeline: Third game in the “Fallen Hero” branch of the timeline. Preceded by OoS, followed by LA.


What I would have changed: Change the Master Sword to some other name, like the Great Sword or something. And depending on if this game is played first or second, there is the possibility of having an unexplored square on the map – that needs fixing. And filled in the "empty" sections of the map with more interesting enemies and landscaping.


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Title: The Legend of Zelda: Four Swords

Release Date: 2 Dec 2002 (Original), 28 Sept 2011 (Anniversary Edition)

System: Game Boy Advance (Original), DSi/3DS (Anniversary Edition)

Game Format: Top-down, multiplayer, stage-based

New innovations: Multiplayer, Minish Cap (Gnat hat), Hurricane Spin.




How it compares to past Zelda games: It feels sorta similar to ALttP, but with brighter, more "cartoony" graphics and animation. 

What I liked: Finally getting to play Zelda multiplayer. Cutting the game up into stages made it easy to turn off and take a break. A new villain. The way the levels were always changing and adapting depending on the number of players and such. The connectivity between ALttP and FS made playing both games more interesting.

What I didn’t like: The setup is really expensive, given that you need 2 GBAs and 2 copies
of the game and a link cable to just play 2 player. It was really hard to find friends to play with, meaning it was nearly impossible to play FS or finish the new changes to ALttP. It doesn’t really give you a hint that there are 3 epochs, so the first time I played the game through once and called it good.

Where it fits in the timeline: Third game in the unified (i.e., pre-split) timeline. Preceded by MC, followed by OoT.

What I would have changed: Only the changes they already made for the Anniversary Edition, and to make it buyable anytime, and tweak the map to fit in better with others.

Thoughts on the Anniversary version: An improvement as far as usability goes, since it requires less equipment and more people have a 3DS these days. But the main improvement is that it's playable in single-player, which was not possible in the original. I also like that they added levels to replace the ALttP crossover functionality which makes the game a bit longer, and makes it a little more “complete” as a stand-alone game that doesn’t rely on ALttP as much. The Anniversary Edition is the definitive version of this game. 


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Title: The Legend of Zelda: The Wind Waker

Release Date: 24 Mar 2003 (Original), 20 Sept 2013 (HD version)

System: GameCube (Original), Wii U (HD version)

Game Format: 3D, gated, linear

New innovations: Boots as regular item, spoils, temporarily playing as someone else, figurine collection, sailing, Beedle, parachute-type item (Korok Leaf), stamina meter (when swimming), camera control.


How it compares to past Zelda games: Similar in 3D format to Ocarina of Time, but with some improvements and a newer, brighter cel-shaded graphical style. 


What I liked: I wasn’t thrilled about the cel-shaded graphics from the trailer, but I really loved them once I started playing. They let Link be so much more expressive than ever before. The ocean was quite open, but there were multiple things to make it interesting (barrels, seahats, etc.). The humdrum of the ocean was more or less corrected in the HD version with the swift sail. Having Tingle require so much money was a nice rupee sink. Playing with the Tingle Tuner was sorta fun for a bit, but mostly only useful for the gold statues and cheesing one particular mini-game. It has the right amount of nostalgia and new material while keeping it fresh.



What I didn’t like: Mainly the tediousness of the figurine quest, but that was mostly corrected in the HD version. I didn’t like how they messed with the Triforce shard quest in the HD version, though. And also how they co-opted the symbols from Oracle of Ages tunes to represent the three pieces of the Triforce (though that's now become a Zelda staple). 


Where it fits in the timeline: First game in the “Adult” branch of the timeline. Preceded by OoT, followed by PH.


What I would have changed: I would make it so that players can choose which of the changes to the HD version they could implement. The only change to the game itself I would make is to add one more dungeon somewhere, and make Hyrule (under the water) a little more explorable, even if there aren’t any real places of interest.


Thoughts on the HD version: As stated above, I wish there was a list of changes that we could customize. I felt like the only real changes that needed to be made were the addition of Hero Mode, the Swift Sail, the 12-exposure Pictobox, and the ability to drop off multiple photos at once to the figure maker. Moving around the Triforce charts and requiring Tingle to decipher fewer maps just reemphasized the rupee economy problem in most Zeldas. I would have also added the ability to connect a 3DS (wirelessly) to the Wii U to emulate the GBA functions from the original game.


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Title: The Legend of Zelda: Four Swords Adventures

Release Date: 7 June 2004

System: GameCube (single player) or GameCube/GBA (multiplayer)

Game Format: Top-down/side-scrolling, multiplayer, stage-based

New innovations: Formations, Force Gems.

How it compares to past Zelda games: Extremely similar to Four Swords, but with graphics and music based on ALttP, and featuring many more levels.


What I liked: Because it borrowed heavily from ALttP, the graphics and music seemed familiar (but see next comment). The inclusion of a 1-player mode is the thing that was sorely missing from the first Four Swords game, and a welcome addition.


What I didn’t like: Because it borrowed heavily from ALttP, the graphics were below what I was expecting from the GameCube. Like FS, getting the multiplayer going was expensive in that each player needed a cord and a GBA. Ganon seems forced into this game as a twist at the end of the game. 


Where it fits in the timeline: Last in the “Child” timeline. Preceded by TP.


What I would have changed: I would have arranged the overworld map to fit in line with ALttP better, but keep the stages the same. I also would have kept Vaati as the only main villian, and left Ganon out of it. The only other thing is to port it to the 3DS/Wii U or the Switch 2's GameCube NSO app.





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Title: The Legend of Zelda: The Minish Cap

Release Date: 10 Jan 2005


System: Game Boy Advance


Game Format: 2D Top-down, Linear, gated


New innovations: Mole Mitts, Kinstones, Gust Jar.


How it compares to past Zelda games: Graphically it looks similar to Four Swords, and musically sounds like ALttP.


What I liked: It has the origin of Vaati and Link's hat. It has 2 "gimmicks" - shrinking down small, and cloning Link. The origin and forging of the Four Sword. The overworld music theme was basically the same as ALttP. It had plenty of nostalgic references musically, and was the only game to reuse music from Zelda 2 (until ALBW used the Palace theme for the Shadow Link battles). 


What I didn’t like: There wasn't a whole lot to dislike but the game didn't take a whole lot of chances either. It also continued the trend of always having a previous hero. In other words, we'll never get to the "first" game ever because Link is always being a continuation of some past hero. 


Where it fits in the timeline: Second in the unified (i.e., pre-split) timeline. Preceded by SS, followed by FS



What I would have changed: I would tweak the story slightly to fit in better with FS and FSA, like having the extra Links be different colors. And maybe a way to keep track of Kinstone fusions. 










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. In other words, I'm trying to not commit the sin of presentism. 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, caves.

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: Eighth game in the “Fallen Hero” branch after the 3-way split. Preceded by EoW, 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: Ninth and final 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), Switch (HD 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 (à la 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 (Narrator: it never got updated). 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 (they did, but not for the Oracle games).


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Title:
The Legend of Zelda: Ocarina of Time

NA Release Date:
23 Nov 1998 (Original), 17 Feb 2003 (MQ), 19 June 2011 (3D Version)


System:
N64 (Original), GameCube (MQ), 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 GameCube. 


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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,
there's not a whole lot I would do to change the game. 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 alters 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. 











My Zelda Music Medley

I have wanted to do something like this for a while, and started this project in earnest back in February 2017 as a way to keep my mind busy while waiting for Breath of the Wild to release. I got about halfway done before the game released, and then did nothing about it for about 6 months (because I was playing so much BotW). But I just finished it and added some pictures to make it more interesting. 


My goal was to put 2 pieces of music from each game that did not appear in other games. So for example, "Ganon's theme" was a good piece of music, but it appears in multiple games. But when you hear "Gerudo Valley," you immediately think Ocarina of Time since that was the only game in which it appears. I was able to mostly accomplish this (a few games have 3 pieces each, and a couple of songs appear in multiple games).

The second thing was that I wanted to keep to using fully orchestrated pieces as much as possible. I was able to find great versions of almost everything, but was unsuccessful on a few and had to use the original game music. However, since the last few games had orchestrated music to begin with, I could use it without needing to find a remix. 

The only thing that I would love to do is to have someone take my medley and record it all using the same instrument set and in the same key so it doesn't seem like we're switching from piano to guitar to orchestra and back. I appreciate all the fine musicians who made each version of the song I used and thank them for their contribution.