Tag Archive: link


A magnificent mash-up

Whenever players first hear about a videogame mashup, there are typically two distinct reactions. Some will freak out as their eyeballs gush tears of joy in a manner befitting an anime character and their mind explodes due to the onslaught of unbelievable awesomeness. Others have a more subdued reaction: their face plastered with a look of puzzlement as the world around them slowly shatters due to the immense confusion with which they’re suddenly burdened.

When I first heard about Hyrule Warriors, I admit I fell into the latter category. Don’t get me wrong, I love The Legend of Zelda. I even like Dynasty Warriors, to be honest. But mixing the two together? Please don’t tell Nintendo of America president and COO Reggie Fils-Aimé, but my body was simply not ready. My state of corporeal preparedness aside, the day has come where Hyrule Warriors now sits in my Wii U.

What surprised me right away about Hyrule Warriors was the story. On the surface, sure, we’ve heard it all before. A hero named Link must once again save Hyrule from an unfathomable evil. But this time, he must do it across time and space, visiting Legend of Zelda realms from the past (Ocarina of Time, Twilight Princess, and Skyward Sword specifically) to prevent the four fragments of an eternal evil from reuniting.

Though it sounds simple enough, the story finds a way to stay true to the classic Legend of Zelda formulapaying proper homage when necessarywhile also adding its own wrinkles on how characters came to be and how they aid Link on his quest. Everything’s familiar enough to give welcome pangs of nostalgia, but not quite so unoriginal as to feel brainlessly derivative or lacking in value of its own.

The narrative was also far longer than I expected. The main campaign lasts 18 missions, each about 30 to 40 minutes, and the story takes unexpected twists and turns, thrusting you into the shoes of heroes besides Link to take advantage of the Dynasty Warriors gameplay elements. The only part of the story that disappointed me? The fact that Koei Tecmo couldn’t find a way to work with Nintendo and make this adventure fall somewhere in the convoluted Zelda canon.

If the story makes brilliant use of its Zelda source material, the gameplay is where the Dynasty Warriors part of this mashup comes through. Droves of Bokoblins, Stalfos, and other classic Zelda enemies fill the screen as you hack and slash your way through literally thousands of them during each mission while trying to capture castles, keeps, or forts, and rout the dark forces.

However, it seems like the the development team’s efforts went into trying to fit all those enemies onscreen at once, because the levels that you fight through are some of the most generic, bland locales ever to exist in Hyrule. At least you get something for flaying as many baddies as possible, since Link and the other playable heroes and villains can level up by grinding through those seemingly endless hordes, earning better weapons and crafting materials that provide stat boosts to each character.

To give the gameplay a Legend of Zelda twist, however, each new level often contains a classic dungeon itemsuch as the boomerang, bow and arrow, hookshot, or bomb—which are then used to vanquish familiar bosses like King Dodongo or Gohma.

Unfortunately, even the addition of these classic items can’t prevent the gameplay from getting a bit tedious, even for the most devoted of Zelda fans, since the game quickly devolves into the mindless abuse of a single button. The lack of enemy difficulty is only trumped by the pitiful ally AI that always seems to find a way to get into trouble with these simpleton minions. Even the boss battles quickly become tiresome and simple, with no single creature proving to be a true threat—except when you’re surrounded by the never-ending waves of underlings that often come to their aid.

Fortunately, there’s a lot more waiting to be discovered just beneath Hyrule Warriors’ surface if you can tolerate the somewhat monotonous gameplay. After beating the story, you unlock Hero Mode (an ultra-hard difficulty for all the levels), as well as the ability to go back and replay any level with any hero in Free Play mode. Each level also has hidden gold skulltulas—with a grand total of 100 in the gamethat unlock special art and items as you find more.

The biggest replayability factor, however, might be Adventure mode, which opens up on a 8-bit world map from the original NES Legend of Zelda. Here, you can take on an assortment of challenges, such as killing a certain amount of enemies within a specific time limit, fighting all the bosses in quick succession, or even just answering a quiz based on the game. Each completed challenge unlocks more and more of the map and will sometimes reward you with new items that can be taken back into Story mode. You can also level up the heroes you don’t play with as often, since some sections require specific characters to earn an “A” completion ranking.

Overall, Nintendo and Koei Tecmo did a great job putting a unique spin on one of gaming’s crown-jewel franchises. It’s a mashup that most of us didn’t really want, but we should be happy now that we have it. If you love hack-n-slash games or are just a Legend of Zelda aficionado, then there’s more than enough in Hyrule Warriors to satisfy both those needs.

Developer: Team Ninja, Omega Force • Publisher: Nintendo, Koei Tecmo • ESRB: T – Teen • Release Date: 09.26.14
8.0
If hack-n-slash games are your jamor you can tolerate them but really just love The Legend of Zelda in all its iterations—then Hyrule Warriors is a more-than-worthy warmup for Link on the Wii U.
The Good A unique take on the Legend of Zelda formula that will appeal to fans of the franchise.
The Bad The hack-n-slash gameplay can get repetitive; bosses feel like pushovers.
The Ugly Darunia’s victory dance makes me never want to play with him ever again.
Hyrule Warriors is a Wii U exclusive. Review code was provided by Nintendo for the benefit of this review.

Birth of a hero

As reserved and conservative as they may come across at times, Nintendo knows how to celebrate the big moments. Mario’s 25th anniversary saw the release of a limited-edition Super Mario All-Stars, reminding us that it’s OK to look back on the past and appreciate those old games for what they were—and what they’ve done for so many of us as gamers. Well, now another Nintendo mainstay’s joined the 25th-anniversary club, and he’s got a brand-new game that pays tribute in its own special way: The Legend of Zelda: Skyward Sword. Featuring classic elements, characters, and enemies from many of the best Zelda games of the past—with plenty of nuances to make it its own standalone title—Skyward Sword’s conceived as a prequel to Ocarina of Time, a title not only considered by many to be the best Zelda game of all time, but also one of the best videogames of all time. Those are some pretty heavy Iron Boots to fill.

Skyward Sword opens with a brief history of Skyloft, an island in the sky created by the Goddess to save humanity from the massive monsters that populate the earth below. To protect the remaining people, the Goddess devised a cloud barrier that would both keep humans off the land and the monsters out of the sky. Once this backstory’s established, we find Link, as always, oversleeping. Zelda—who’s portrayed as Link’s lifelong friend in this game—sends a majestic bird called a Loftwing to wake up our pointy-eared hero, and he heads over to the statue of the Goddess as Zelda prepares for a traditional Skyloft ceremony. After a short opening quest that introduces Skyloft’s many denizens, Link must participate in the ceremony, which serves as the game’s flying tutorial. Once victorious, Link and Zelda embark on a celebratory flight across the clouds until a dark tornado from beneath the fluffy barrier reaches up and knocks Zelda off her Loftwing. Link must now find a way down below the cloud barrier—and, in the process, fulfill his ultimate destiny.

The first thing you’ll notice is the distinctive look the adventure takes this time around. Strongly inspired by impressionist art, Skyward Sword will take your breath away as it mixes elements from Wind Waker and Twilight Princess to suggest the feel of a living painting. But this new graphical style also has gameplay elements in mind, as it allows for exaggerated enemy designs that still maintain elements of realism. That creates more obvious strengths and weaknesses in many of the foes Link faces, and it’s also an obvious nod to the controls—but more on those later. You’re constantly solving puzzles and meeting challenging foes even when you’re not dungeon-crawling, which adds a lot of playtime to the overall adventure. The audio’s also brilliant, featuring a full orchestral composition that seamlessly flows with the story. And, of course, music once again plays an integral role—a traditional Zelda motif for many years now. All in all, this game will please your eyes and ears better than any Wii release—aside from, perhaps, the Mario Galaxy titles.

Skyward Sword lays enough groundwork so you can see how this is indeed a prequel to Ocarina, but you’ll also notice parallels to later games in the series: Link’s crimson-colored Loftwing acts as Link’s transportation in the air much like the King of Red Lions does for Wind Waker’s oceans. And Fi, the spirit of the titular Skyward Sword, acts much like Navi does in Ocarina, locking onto targets and providing hints and information when needed. These elements work well, and I’m sure they’ll stir up timeline enthusiasts once they see all the connections, but it’s when you start to scratch past the surface of Skyward Sword that you begin to see some of the flaws. Though many key elements from past games are still present, like exploring diverse regions, conquering puzzle-laden temples, and collecting fantastic items to help you overcome larger-than-life bosses, some changes might irk fans—beyond the fact that Link starts with six hearts instead of the traditional three.

The most blatant annoyance storywise definitely has to be Zelda’s disempowerment. Though she still plays this society’s role of princess as the knight headmaster’s daughter, she almost comes off as pining for Link from the second you meet her. In the EGM offices, we likened it to Metroid: Other M’s unfortunate relationship between Samus and Adam. I understand that Zelda and Link are played off as best friends in this game, but she just comes across as reliant upon Link long before she falls below the clouds—following him around like a lovesick puppy and hoping he’ll win the ceremonial festivities so they can take a celebratory ride together above the clouds. You could argue that since this may be the very first Zelda, she hasn’t yet evolved the characteristics that come with being a princess of a large kingdom. Still, it just comes off wrong and dampens the moments when she tries to be the more strong-willed character we’ve grown accustomed to over the years.

In the grand scheme of things, this could be construed as minor, but what really keeps Skyward Sword from reaching the level of several of its predecessors is the control scheme. Remember how I mentioned that the visual design emphasizes enemy strengths and weaknesses? Well, this graphical quirk comes from the conscious decision to make Skyward Sword too reliant on motion controls and Wii MotionPlus—and it’s this element that singlehandedly holds the game back from elite status.

Twilight Princess’ motion controls worked because the game was more forgiving of your movements; simple flicks of your wrist would provide the desired results. Now, due to the enemy design revolving around the motion-control gimmick and being forced to use the MotionPlus—which follows you too well—you’re often pulled out of the immersion, because you’re constantly reminded that you are holding a controller whenever the controller doesn’t do what you want.

A perfect example is the miniboss you face in the first temple. It’s a Stalfos, a Zelda enemy staple from the very beginning. This dual-sword-wielding skeleton towers over Link, so in order to do damage, you must swing where the Stalfos isn’t blocking. If he’s holding his swords horizontally, you must swing horizontally through the gap; if he’s holding them vertically, you strike vertically. Unfortunately, if you’re like me and have played a good amount of button-mashers over the years—or even just older Zelda titles—your instinct is to attack hard and fast. But if you swing too fast, even with MotionPlus, Link won’t be able to catch up to you. Or, worse yet—since I’ve yet to meet someone who prefers to play games standing up—if you’re sitting down, it’s impossible to swing the controller perfectly horizontally or vertically every time, and you’ll often have to reset your position, destroying the illusion of immersion.

Another failure of Wii MotionPlus comes with bombs. For the first time in the series, you can roll bombs into crevices and holes instead of just dropping them or throwing them, and this is necessary at certain points to open doors or take down particular enemies. The problem, though, comes from the way most people hold a Wiimote. Think about it: You have your thumb on the A button, your index finger on the trigger, and your other fingers wrapped around where the batteries are stored. If you attempt to roll something, like in Wii Sports Bowling, you’re going to turn the Wiimote to its side so that the bottom of your hand faces toward the sky. The problem in Skyward Sword is that this makes the bombs sail far off to the right of your intended target and forces you to overcompensate with an uncomfortable palm-down technique more akin to throwing a bocce ball.

So, yeah, the controls are pretty rough. And it breaks my heart, because I think this could’ve been one of the greatest Zelda games yet had the controls just worked. But, despite the controls, this is still a great Zelda game. You’re looking at a 30-hour-plus adventure if you’re a Heart Container fiend like myself—and probably still a good 20 hours if you’re just looking to complete the story, even if all those fetch quests get a little tiring after a while. Even with cruddy controls, The Legend of Zelda: Skyward Sword is still an epic adventure worthy of the franchise—and it should absolutely be played by all fans of the series.

SUMMARY: Skyward Sword has all the elements of a spectacular Zelda tale, but poor controls prevent this from reaching an Ocarina-like level.

  • THE GOOD: Classic Zelda elements remind us of 25 years of greatness
  • THE BAD: Poor motion controls remind us of 5 years of flailing futility
  • THE UGLY: The hole in my living-room wall after throwing the Wiimote through it in frustration


SCORE: 8.5

The Legend of Zelda: Skyward Sword is a Nintendo Wii exclusive and therefore reviewed only on the Wii.

Originally Published: June 21, 2011, on EGMNOW.COM

Game: Legend of Zelda Ocarina of Time 3D
Publisher: Nintendo
Developer: Grezzo
Platforms: Nintendo 3DS

Release: 06.19.11

Players: Singe Player

ESRB Rating: E10+ – Everyone 10 and up

The Good: One of the best games of the past 15 years revamped for a new generation
The Bad: Need to complete story once to unlock Master Quest
The Ugly: New hint system is completely unnecessary

When I was 13, I remember waking up Christmas morning and one present stood out above all else. It was The Legend of Zelda: Ocarina of Time, a golden cartridge that would redefine what I thought of action/adventure games and that I would beat a dozen times over the next several months as each time I found something new.

A few years later, I would wake up early on a random Sunday morning and drive to my local toy store to pre-order The Legend of Zelda: Wind Waker in order to get Ocarina of Time: Master Quest for the Gamecube. Again, I would devote many hours to this evolved version of the original Ocarina of Time.

Now, I’m older and wiser (sorta) and I don’t wake up early that often anymore if I have anything to say about it. So when my phone starting going off early one morning, much like Navi trying to wake up Link in his Kokiri tree house, I was not happy. I felt a familiar thrill though when it was my boss assigning me Ocarina of Time: 3D.

The biggest difference between this version of Ocarina compared to the others is obviously the graphics. The flawless 3D gives you a whole new sense of depth that you feel on every step of the journey, but especially when using your slingshot and bow. Not to mention the painstaking detail put into every corner of Hyrule now. Every house and shop is full of life and color (in the past anyway) from the ceilings to the floors and really shines through.

Score: 9.5

-Ray Carsillo

Originally Published: January 8, 2011, on Youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Link’s Crossbow Training for the Nintendo Wii.

Originally Published: December 4, 2010, on Youtube.com/CGRUndertow

As a part of CGR Undertow, I looked back at Zelda II: The Adventure of Link for the original NES.