Showing posts with label retrospective. Show all posts
Showing posts with label retrospective. Show all posts

Thursday, March 2, 2017

Subjective Objective's Complete Zelda Retrospective [Updated]



Over the month of February I undertook a task I thought impossible: review every single title in the Legend of Zelda series. Four Swords doesn't count, shut up. Despite some time constraints and more than a few grievances, I managed to get the entire ridiculous thing out on time. For the sake of convenience, I've compiled the whole retrospective in a handy list as a treat for readers who came to this blog late. Just click on the pictures below and dig in for my reviews!

The Legend of Zelda

Zelda II: The Adventure of Link

The Legend of Zelda: A Link to the Past

The Legend of Zelda: Link's Awakening

The Legend of Zelda: Ocarina of Time

The Legend of Zelda: Majora's Mask

The Legend of Zelda: Oracle of Seasons and Oracle of Ages

The Legend of Zelda: The Wind Waker

The Legend of Zelda: The Minish Cap

The Legend of Zelda: Twilight Princess

The Legend of Zelda: Phantom Hourglass

The Legend of Zelda: Spirit Tracks

The Legend of Zelda: Skyward Sword

The Legend of Zelda: A Link Between Worlds

The Legend of Zelda: Breath of the Wild



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Friday, February 3, 2017

Zelda Retrospective: The Legend of Zelda - A Link to the Past Review and Analysis

Four long years and a brand-new home console passed after the release of Zelda II, but in 1991 the third Zelda title would drop to an unbelievable reception: The Legend of Zelda: A Link to the Past. The US would see a localized version release the following year, only a few months after the launch of the Super Nintendo. The game was in development for quite a while, as like the original game A Link to the Past was developed in tandem with the Super Nintendo's new Mario title and even switched platforms from the original Nintendo to the SNES during its development--though please don't quote me on this, I learned this from an unsourced IGN article. Cite your sources and credit your work, people! On a personal level, this game and Super Metroid were the games which finally convinced me to beg my mother for a Super Nintendo well into the fifth generation of consoles, even after I'd already played the legendary Ocarina of Time. My take on the game might be a bit biased, but I'm not going to talk about the latter game just yet. So please join me today in a look back at what I consider to be one of the greatest games ever made.

Review: The Legend of Zelda - A Link to the Past

With a much more powerful console at their disposal, Shigeru Miyamoto's team went hard at work to develop a game that could finally keep pace with ideas merely hinted at in the original Legend of Zelda title. The result is a perfected version of the formula presented in the 1986 game, brought out in full force on the brand new Super Nintendo console; diagonal movement, burnable objects, water physics, and a much bigger and more vibrant world than even Zelda II: The Adventure of Link. Even though the world was smaller in scope than that game, it does have at least one populated town in the vein of Zelda II while maintaining the smaller world and sense of scale of the original Zelda.

One of the most interesting aspects of Link to the Past comes from the merging of elements from the NES titles; the player is given a menu to select items similar to The Legend of Zelda, but within this menu is a selection of spells the player can acquire over the course of the game. Rather than Adventure of Link's approach to receiving spells from sages in each town, all of the spells in Link to the Past are found by exploring the world. To smoothly transition these new additions to the formula of the first game, players are once again given a magic meter which can be extended through exploration.

The combat has been fairly simplified when compared to Adventure of Link, especially since all instances of side-scrolling angles have been removed for a consistent experience. Even the original Zelda would occasionally encroach into sides-scrolling territory for equipment rooms, but this is a minor point. As a compromise, the combat is actually a bit more complex than the original with a few new attacks added to Link's arsenal. The attack button can be held down to add distance between enemies, and in most scenarios holding out the sword will push back both the player and whoever the sword touches in order to play a bit more defensively. The sword now swings in a horizontal arc as opposed to the straight stab of Zelda or the absurd poke of Adventure of Link.

Picture credit: https://zerot.wordpress.com/2010/02/24/analysis-the-legend-of-zelda-a-link-to-the-past-snes/
There was no way I was going to take time out of my busy schedule to grab one of my own.
The swing is a perfect width, clipping most enemies in an arc around Link's model and allowing for pretty tense action, especially when paired with the game's enormous upgrade to movement. Magic can augment combat as well, as can items like bombs, the bow and arrow, and the brand new hookshot which serves as both a weapon and useful item. A colossal new mechanic is introduced in Link to the Past which would become a cornerstone of the rest of the series: the Spin Attack. It might not be as in-depth as jumping, diving and positioning from Adventure of Link, but I honestly can't think of too many ways Link to the Past could be improved on the combat front. Spin Attacks take a second to wind up and can be cancelled if an enemy bumps into Link, but since the hold pushes enemies away in the first place it's often a very safe maneuver. It also doubles the normal sword damage compared to a normal slash, so in many situations players will want to be charging their sword. To balance this, speed is dramatically reduced when Link charges for the attack so it's not feasible to just constantly hold the button down; enemies can still attack Link from the sides or back and when players commit to a direction for charging the Spin Attack, there's no way to change it until releasing the button. Combat is just as deep as it needs to be, closer to the original while exchanging brutally hard-hitting and awkwardly-roaming enemies for responsive, real-time sword combat.

Thankfully, the heart system has also returned from the first Zelda, where enemy attacks can deal anywhere between half a heart of damage to several depending on the character's equipment. Heart Containers were present in a far more restricted capacity in Adventure of Link, with four hidden across the world and the only way to decrease damage taken was by leveling up the player's health stat. Once again, every major dungeon boss drops a Heart Container in Link to the Past, but a new system replaces full Heart Containers found on the world map with smaller Pieces of Heart; players can discover twenty-four of these all over the world, adding six hearts for a grand total of twenty. With the exception of a few of the handheld games, this has now become the series standard for maximum health a player can acquire. That also means that by the end of the game, players will have picked up at least fourteen Heart Containers to mitigate damage in case one isn't particularly interested in sidequests.

Much like the original, Link can acquire new equipment throughout the game to both decrease damage taken and increase damage output. It's a fantastic return to form, and because of the far more detailed world and higher number of Pieces of Heart required to increase maximum health it always feels like a major goal has been reached in terms of exploration. That's not to say it's such a high cornerstone of the experience as wandering the Hyrule countryside in the original Zelda, as the game is a far more linear adventure due in part to the structure. And because this game is such an important part of my life, I want to give it the respect it's due and analyze the general flow of the game, so if you don't want the story spoiled (and if you haven't played the game by now, you should), skip to my verdict at the end.

The Unique Design of A Link to the Past

A Link to the Past begins with an opening crawl much like the first two, though rather than setting up the main goal of the plot it instead explains much of the world and establishes a backdrop for the story. Before the events of the game--ostensibly a prequel to the original Zelda--an omnipotent power known as the Triforce lay hidden in a Sacred Realm. Adventurers sought the Golden Land to discover whatever power was hidden there, though none returned. The entrance to the Sacred Realm began to exude an evil power, so the King ordered seven sages to seal the land away and the event faded into obscurity. As the main story opens, a wizard named Agahnim usurps the throne of Hyrule and subsequently begins to banish the descendants of the sages.

Compared to the introductions of the NES games, Link to the Past throws multiple concepts at the player before the game even starts. I should take a step back and point out that the instruction manual for Adventure of Link also goes into great detail about the mystery of Princess Zelda I; this has since been heavily retconned and I don't really think it's worth delving into. On the other hand, the instruction manual for Link to the Past includes a three-page description of the creation myth of Hyrule, down to the presence of gods and the creation of both the world and the role of the Triforce--interestingly, this blurb in the manual actually is canon to the lore of Zelda. Moving on, rather than dumping the player into the game a brief cutscene plays: a mysterious voice urges for help, but it's Link's uncle who takes the call to action rather than the player himself. The player then leaves their home, but one of the biggest flaws of the game presents itself the first time the player enters the world map.

If the player attempts to go through any of the exits in this first screen, enemy soldiers will cut them off in order to guide them through a set path. I don't necessarily mind railroading the player in order to set up an important setpiece moment, but the linear nature of the prologue is unfortunately reflected in the game's direct approach to pacing. Link to the Past has a story to tell and it's going to make sure you appreciate it whether you want to climb Death Mountain right away or not.

It's not quite as bad as Adventure of Link, which requires players to grab otherwise-useless plot-critical items from each dungeon before progressing further, but it's still a far cry from dumping the player in Hyrule and telling them to go nuts. All that aside, the story is pretty engaging and creates a unique setting--despite the opinion of Shigeru Miyamoto himself, who thought by the time A Link to the Past released "swords and magic [were] quite common." The appearance of a darker reflection of Hyrule was an interesting change of pace and has since been a common theme in the Zelda series, not to mention more than a few Nintendo properties like Metroid Prime 2, where the player traverses a dark version of the title's setting.

That, however, is jumping ahead. While it's not necessary to talk to every single NPC and finish every sidequest to progress the plot--the player can skip talking to an NPC in Kakariko village who guides them to Sahasrahla, for instance--some events must be completed before the player can move forward. The trek to Sahasrahla's hideout serves as a nice interlude between rescuing Zelda and officially exploring dungeons, and there's plenty to do in the world before the first major dungeon. Where the original Zelda basically forced players to explore the world before tackling the dungeons, Link to the Past offers its enormous Hyrule as a mostly optional sandbox for the player to discover secrets and minigames.

The only problem I really have is that for the first part of the game, there's a definitive order the player must follow before progressing through the story. Sahasrahla needs to be talked to for the player to pick up the Pegasus Boots, which he won't give away until Link shows him the first Pendant. The boots are required to knock down the Book of Mudora, which are then required to enter the Desert Palace. The Desert Palace houses the Power Gloves, a necessity to unlock Death Mountain.

I'm not going to pretend like the first Zelda didn't hide required items in dungeons, because that's honestly part of the charm behind the major theme of exploration. Explore the dungeon, find an item, then find a use for the item once you've left the dungeon. Bombs are still required for King Dodongo, the candle is required to enter the eighth dungeon, the raft pretty much only has two uses and one of those is to find a dungeon. But what was so special about the sense of adventure in that game was that if a player found a dungeon, there wasn't a thing that could stop them from exploring it. You might come face to face with an enigmatic monster who you need to feed meat because "grumble grumble" is supposed to tip you off that he's hungry and the confusion around this destroys your fragile three-year-old ego, but after coming across a roadblock like that your next course of action is to simply leave and explore a bit more.

That's the catch, and it's why I prefer A Link to the Past multitudes more than The Legend of Zelda. With few exceptions, the entirety of Hyrule is available for the player to conquer, but the game is far from the daunting meatgrinder its predecessor can be at times. It's also not so dreadfully linear as Adventure of Link, as the dungeon items in that game are entirely superfluous keys required to continue to the next area.

The brilliance of A Link to the Past is in the basic structure of exploration and conquering dungeons. Side activities exist all over Hyrule to strengthen the player, and there are several completely hidden items some players may not find for their entire first playthrough if they're not thorough. Each dungeon instead leads players to find an item which will augment their tools to explore the world and engage in combat.

For example: the first pseudo-dungeon, Hyrule Castle, introduces the player to the lantern, the boomerang, and naturally the sword and shield. With these items players can then cut down trees and fight enemies on the field, opening up a majority of Hyrule. The Zora flippers and Power Gloves are required to fully explore the light world, and it's not until players have full access to the Dark World with the hookshot and magic mirror that all the secrets can be found, but I personally feel the world opening gradually helps make an already huge map feel even larger. Several secrets can be found on each screen, and thanks to the scrolling nature of the world map as opposed to fixed coordinates of the original it never feels like players are retreading old ground. To go a step further, the second dungeon gives players access to the bow and Sahasrahla imparts the Pegasus Boots as a secondary treasure; the second dungeon's item allows players to lift rocks which can be used to attack enemies and opens many of the Light World's blocked areas, and the third dungeon gives players both the Magic Mirror (by way of the old man on the mountain) and the Moon Pearl to safely traverse the Dark World, which is coming up shortly. These items also serve to foreshadow the twist of the second half of the game while gearing the player up to confront the upcoming upswing of difficulty.

The Master Sword is also nothing short of brilliant as it's established very early in the story. Link is tasked with finding the Master Sword and finding Sahasrahla is necessary to learn about the Pendants. Players can actually interact with the Master Sword before finding the Pendants if they want to fully grasp the gravity of their adventure, and upon drawing the Master Sword the benefit is immediate: not only does the swing double the damage of Link's uncle's sword, but Link is also given a long-range attack as strong as the first sword when at full health. Because of its width and how long each swipe travels, players go from a bright-eyed adventurer to a killing machine the moment they draw the sword from its pedestal. There is even a blacksmith found as early as Kakariko village before finding the first Pendant who offers to upgrade swords if his brother is found, opening a sidequest that can even upgrade the Master Sword at a later point in the game.

There are also several spots in the world to upgrade base equipment--I don't want to get too far ahead of myself with these reviews, but this is a feature I sorely wish would have been implemented in many of the future games. The boomerang, shield, Master Sword, and arrows can all be upgraded for free simply by exploring and discovering specific fairy fountains, though these are all hidden pretty well from the player.

The Dark World

After defeating Agahnim and being drawn into the Dark World, the game truly begins to shine as the atmosphere changes, enemies grow more powerful, and the landscape is completely devoid of life. The game makes a small misstep by forcing the player to return to the first dungeon, but more than makes up for it by making it clear that the Dark World is absolutely not playing around. The plot becomes darker as a result as Link desperately searches for the sacrificed maidens, including Zelda, in order to confront Agahnim's master, Ganon.

Ganon managed to find the Triforce before the game began and made a wish to morph the Sacred Realm into a vision more suitable for himself; if Link doesn't stop him from mustering his forces before the two worlds merge, Hyrule will fall. This sets up an interesting parallel between A Link to the Past and the original Zelda, given that in the first game Ganon successfully took over Hyrule, but A Link to the Past makes it clear that this game is a prequel to the events of the original.

The first maiden marks the location of every dungeon on Link's map, though the bigger challenge is in how the player can actually approach these dungeons as they're all hidden throughout the world. Even though the dungeons are clearly marked in a numbered order, at this point the dungeon order can be mixed up in several ways. I believe this to be the height of Zelda open-endedness, as it's not so ridiculous as to leave the player wandering fruitlessly in the world like the first game and not so linear as the first part of A Link to the Past or any part of Adventure of Link. Each dungeon also feels wildly different and they all have interesting gimmicks, a far cry from the palette swapped dungeons of the first two games. Bosses can be fought in a number of ways, with multiple weaknesses for players who want to experiment.

The pre-Dark World dungeons can also prove as a comfort to players who are daunted by the size and danger the Dark World poses, as any new player now knows that almost every item required to progress will likely be found within the dungeons. This is also the point the game demands players to explore Hyrule as some of the later dungeons are blocked off by spells hidden throughout the world, although because of the easily-accessible warp mechanic in the second half of the game it's far easier to fly around and backtrack. To give the game a sense of progression, at this point soldiers will be scouring the Light World for signs of Link which really bolsters the feeling that the world is moving along with Link.

After saving the Maidens and defeating Agahnim again, Ganon appears and crashes through the Pyramid of Power, another subtle convenience in that any time a player restarts the game they're right in front of the final boss. It's annoying to have to start over with three hearts, but given how easy it is to find fairies it's not a big problem. What is a problem, however, is that Ganon shares his weakness of silver arrows from the original game--silver arrows which are hidden on the world map. For players who want to just get to the battle and end the game, this might serve as an annoyance. Luckily, the fairy fountain which upgrades the arrows is on the Pyramid of Power, and the shop which sells the Super Bomb to access the fountain is located at none other than Link's own house in the Dark World. Link's house is close to the Pyramid, so players won't have to search far and because it's in such an obvious place it likely won't be too long before the player finds it. I do find it annoying that the wall blocking the fountain isn't very clear, but given players can enter and find the two best weapons in the game is hardly a high price to pay for a bit of exploration.

The encounter with Ganon is also very memorable, especially if you grew up in a time where you had to fill in the blanks to make up for the rudimentary graphics. I always like the idea of mortal enemies fighting in a collapsing arena, and the game actually conveys that pretty well as Ganon tears down the Pyramid during the fight. It's tense and actually pretty difficult, even if it does rehash some of the original game. Link enters the Triforce chamber and makes his wish to set the world right, elevating A Link to the Past over either of the original games as this is the first time the Triforce is seen in its entirety.

Verdict

While A Link to the Past can at times seem like a retread of many elements from its NES predecessors, I don't think I need to justify myself when I say the developers took every single negative qualities those two games had and distilled the best qualities into a perfect, timeless experience. Beautiful sprites, a unique setting dying to be explored, endearing characters, a dark plot and some of the most memorable music in video game history, A Link to the Past is sheer perfection. Oh yeah, I completely glossed over the music. I wish I was more of a music guy, because honestly this game deserves all the praise it can get for creating such an amazing soundtrack on such old hardware. Anyway, Nintendo struck gold in 1991, and I can't think of anything I would change. This game will always have a place on my all-time top ten, and if it's not on yours I don't want to know you.

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Wednesday, February 1, 2017

Zelda Retrospective: Zelda II - The Adventure of Link Review

Reception to the original Zelda was both immediate and overwhelming. A critical and commercial success, the game changed the shape of the entire gaming landscape with its mix of real-time action and heavy emphasis on character growth based on exploration. Games for years afterward would try and fail to capture the open-ended game design, inspiring the creation of brand-new genres in its wake. Naturally, Shigeru Miyamoto's team at Nintendo went to work straight away to create a sequel for the game, an infamous title that has rent the series fanbase since its release. Is it as bad as its legacy imply? Does it deserve better? Let's delve right in.

Review: Zelda II - The Adventure of Link

Zelda II is, in a word, different. The gameplay is different; the presentation is different; even the title is different--the American version even dropped the "legend" part of the title. I'd like to point out that being different is not a negative quality, especially in a sequel. When approaching an original title for a sequel, a big concern is differentiating the new from the old. Just look at your modern military shooter--how many new games were shoveled out in the seventh generation to capitalize on Call of Duty's success? Dozens? Hundreds? Then you have sequels that are just a little too different; if you told me Resident Evil 6 was going to be a crazy action shooter with gun katas, I would have told you to please get out of my house because I don't personally know you, dude.

The main concern is where Zelda II lies on that spectrum. Is it a good sequel, or is it too different? Well, look at the first moments of the game with a fine-toothed comb, beginning with the intro.



Looking at the two at a glance things seem relatively similar. The original game begins with a striking blast of music while the Triforce glows and the waterfall at the bottom of the screen rushes down. In contrast, the title screen of the sequel opens with the lone sword at the tip of a cliff, overlooking the ocean while stars twinkle in the sky. The music is far quieter, more contemplative to reflect the more personal story before the logo crawls into view. You can draw even more comparisons when the story backdrop appears: in the original game, the sky grows dark as the music quietens before the triumphant main theme returns and the title screen fades entirely to make way for the text crawl. A similar lead-in occurs with Zelda II, though the music becomes discordant while the story plays out.

The stories as well are notably different: for the original Zelda, Link is tasked by Impa to recover the Triforce of Wisdom in order to defeat Ganon and save Hyrule. It's a simple premise for a game, and the main themes of exploration are presented well. Link needs to find the Triforce, and in order to do that he must go on a quest. Zelda II features a far less desperate story and is more akin to a fairy tale: a sleeping spell has been placed on Princess Zelda, and Link is tasked by Impa place stones in statues across the vast land of Hyrule. Unlike the original game, this new story occurs across the entire continent which Hyrule seems to consist of, though there's little to indicate where exactly Hyrule Castle is located. It's a kingdom, right? But either way, that's splitting hairs. The scope of the game is far larger than the original, though the story is more intimate. To fully grasp the larger world, here's a completely non-canon and unconfirmed image comparing the possible maps of both games and how they overlap:

Credit to nobody because you idiots don't attribute these things to yourselves


Even if this is simply a fun bit of speculation, Zelda II does indeed take place in a larger Hyrule and nothing exemplifies this more than the second screen of gameplay. I say second screen because the first screen is:


Opposite of the original Zelda, the first screen of gameplay in Zelda II places Link in a bizarre 2D plane, though this is a much smarter bit of design than players might initially believe: in order to ease players into the action, the game forces players to become familiar with the new controls by having them walk out of the temple. This is also one of the few instances in the game's side-scrolling view where players aren't going to be forced into combat, save for exploring villages. Zelda II was designed from the ground up as a side-scrolling action game with a heavy focus on sword combat so naturally the developers would want players to become as knowledgeable about their skill set as possible. This marks one of the bigger differences in the two games, as combat consists of semi-random encounters on an overworld--I'll return to combat in a bit because there's quite a bit to talk about, but this leads into what I consider to be the second biggest difference and one of the major faults I have with the game. As soon as players acquaint themselves with the controls in the palace, they are thrown into the game's world map:

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
One of my favorite features of the original Legend of Zelda is the intimate nature of exploration, as it really felt like Link was part of the world of Hyrule. The scope was smaller, but the scale felt larger to accommodate the feelings of dread and wonder that Miyamoto tried to impart from his childhood memories. The world is also far less dense as a result: rather than searching for bushes to burn, rocks to bomb or woods to get lost in, the world map of Zelda II consists of stupid obstacles the player must tackle with specific items found in dungeons. This could be a monster who needs to be soothed by a flute, rocks that need to be destroyed with a hammer, or towns that are inexplicably hidden on the world map. I'm going to just be as open as I can here and say that this is nothing more than a completely average JRPG field map, complete with scaled-down towns and landmarks. I absolutely hate this change and you should too.

Furthermore, rather than enemies wandering the map at their own pace, black blobs will occasionally appear and track Link while searching the world map. When touched, the player is thrown immediately into a combat scenario. I sincerely hate the fact that monsters are so bland while exploring the world, and Miyamoto himself seems to also dislike how combat was presented.

The actual mechanics behind combat are actually pretty interesting, as enemies have different weaknesses and can be approached in multiple ways. Some enemies can only be damaged by a jumping attack, others raise their shield and need to be attacked by a sweep, while some enemies attack from afar and require the player to avoid their barrage of ranged attacks to exploit their weaknesses. Blocking, like the original, is also automatic which means a greater emphasis is placed on precise movements, though this is also balanced out by stronger enemies having unblockable attacks. Link can obtain spells to compliment the player's fighting style, some of which include a fireball, a damage-reducing shield spell, a spell to increase jump height, a screen-wide area of effect attack, a healing spell, a spell that allows the shield to reflect magic, and so on. This is also the first time Zelda introduced a magic meter, which, like the player's health, can be increased by picking up Heart Containers and Magic Bottles. Oh yeah, hearts have been replaced by a bland, generic health meter. It's stupid and ugly.

While I'm on the topic of combat, I'd be remiss if I didn't point out the brilliance of dungeons in the game. Zelda II makes pretty clear the difference between running around in the overworld, visiting towns, and combat encounters with only the first taking place in an isometric perspective. Towns will never cause players harm and most even have healers to assist Link, but dungeons all begin with the same entrance and are carried by an imposing soundtrack. Level design is somewhat similar to the original with locked doors, winding passageways and secret items necessary to continue the adventure, but the 2D perspective can become disorientating and really adds to the sense of exploring a forgotten temple. Even this comes with a downside as, unlike the original, there's no map found in Zelda II at all. The original game obviously had maps for every dungeon, but aside from that it also had a world map. It might not have been detailed, but it still gave the players a sense of direction. Excising maps entirely was a poor choice, especially with how winding and repetitive some of the later dungeons can get.

Unlike the original game, Zelda II annoyingly requires the use of some spells in order to defeat a few of the bosses, one in particular being the penultimate final boss. I don't necessarily dislike a game requiring the completion of puzzles in order to tackle later challenges, but requiring players to discover clandestine items and puzzles is a concept that I'm glad to see gone from modern games. There's also the fact that Link's sword is barely longer than a dagger and can be extremely frustrating when enemies hit for non-inconsequential damage, but I'll get back to that in a minute.

The problem isn't just in hiding requirements from the player, but also the utterly horrendous localization job. Cryptic hints are reduced to pure gibberish at multiple points, and on more than one occasion this is usually the only hint that the player will ever be given about the mere existence of said puzzle. There are too many instances of this to count and I don't particularly feel like going back through the game to find examples, so take that as you will. Then there are simply frustrating elements like the player finding a plot-crucial item underneath a chair when there was no indication that was even a thing present in the game. Not only does this grind the adventure to a halt, it also obliterates any sense of the game being open-ended like the first Zelda. One dungeon will include a plot-critical item required to advance through the world, which will then help the player in finding a spell required to open a new temple, and in that temple a new item will be hidden to open the world further. The original had designated level numbers, but they were by no means necessary for a very large majority of the game. Zelda II has a path it wants you to follow and so help it, if you step out of line just once--!

To get back to the combat, one of the more frustrating elements of the entire game is in character progression. In the original Zelda players could find stronger swords and better armor simply by searching through the game's world. If you want to be a spoilsport you could simplify this down to a mere stat increase, but the player was still invested in exploration when it came down to increasing their base stats. Furthermore, a damage increase was all that was really needed. Look at how massive Link's sword was in the original game compared to his body:


That thing is enormous! To scale, Link's sword in the original game must be the length of his entire body. I'm only half-joking; feasibly, the sword is long enough to safely attack any target and give the player time to maneuver around if the action got dicey. Let's compare this to Zelda II:


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Flaccid, small, and all-around worthless, the sword found in Zelda II might just be the worst in all video games. I want to strongly reiterate that I appreciate the combat and think it's one of the best on the NES, but the piddly length of Link's sword is one of the biggest detriments to the overall game. To make matters worse, there's no way in the game to strengthen the player's sword--you can upgrade your attack, but that's about it.

You'll notice in the combat screenshot that every stat has a number, leading to my biggest complaint with the game: The Adventure of Link has a full-blown experience-based leveling system akin to other RPGs of the time. If the real-time combat is a huge leap forward in terms of gameplay, then reverting to what other games were doing at the time in terms of character progression is jogging backward at a breakneck speed. As if the game didn't need anymore negative qualities, for some absolutely stupid reason the developers added a 1-up system like Mario or Ninja Gaiden. Dying will restart Link from the beginning of an area, but losing all one's 1-ups will throw Link back to the very first screen of the game with all his currently-pooled experience points taken away. This adds a completely unnecessary level of difficulty on top of an already challenging game; just think about my horror when I found myself one hit away from death facing one of the bosses of a later dungeon. It's a good thing the Wii U has save states, because if I'd had to start over from that point this review would probably have an even harsher tone. Killing that guy without being hit was a nightmarish experience, by the way.

Part of what made the original Zelda so memorable was the forward-thinking approach to the design of a role-playing game. As I mentioned in my review for the game, it's simply awe-inspiring to see a game released before so many RPG series so venerated today and flip the genre in so many unique ways. For Zelda II to fall back on mechanics like giant, empty overworlds full of mostly-random encounters and then include a by-the-numbers experience system is simply baffling, not to mention the finite restart points. So much of the game could simply be replaced with mechanics found in the original Legend of Zelda; simple changes like finding better gear or armor rather than finding a worthless spell to turn Link into a fairy to solve two puzzles throughout the entirety of Zelda II would have created an experience that stood out from the original Zelda while still being fairly unique in several aspects.

I do like the inclusion of towns though, and the presentation of the story is pretty novel. The game's closing scenarios are, to me at least, pretty profound, as Link is tested by a silent sage who draws out his shadow for a duel that's since become one of the most iconic scenes of the entire series. Dark Link has all the moves the player character does, turning the final boss into a test of skill over brute force. Light and shadow play a prominent role in the game; every time a boss is defeated, Link's shadow flashes across the background to foreshadow the final boss. I suppose you could glean that Link's final trial is overcoming his own fears, but I like to think it's more of an internal struggle over the literal darkness in Link's heart. Courage to overcome your fears is one thing, but the courage to confront your moral failings is just as important. Link becomes a hardened warrior over his experience and each boss highlights this maturity. so what better way of punctuating this theme than a hero overcoming personal change?

Verdict

All the quibbles aside, I actually found myself enjoying The Adventure of Link. Granted, I was completely glued to a guide for the entirety of my experience, but even if I wasn't I don't think this game loses as much as The Legend of Zelda when it comes to that. If the theme of the first game is personal growth by exploring the world, I'd say the theme of Adventure of Link is growth by exploring one's self. Much like the game's change of Link's health from a row of bright and iconic hearts to a bland and forgettable health bar, Zelda II: Adventure of Link loses a lot of the heart that made the first game so unique. To rely on mechanics the original game subverted so well to create a fairly standard action game betrays what made the original Zelda so special. As a child I fondly remember my time adventuring around the seemingly massive world of The Legend of Zelda, and returning to that game is always a pleasant experience. Playing Zelda II for the first time as a hairy adult probably doesn't help things in terms of nostalgia, but a good game is good forever. Zelda II merely flounders, barely staying above water by a very few powerful moments. It's such a shame, too, because those last few minutes are some of the best in the entire series.




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