Game Ramblings #35 – The Legend of Zelda: Breath of the Wild

More Information from Nintendo

  • Genre: Action/Adventure
  • Platform: Switch
  • Also Available On: Wii U

I kind of expected this one to not live up to the hype, especially given the reviews it was getting up to release.  However, for me it definitely nailed it.  Even given the quality of past Zelda games, this is a tremendously special game.

As far as open world games go, there’s a certain set of expectations involved with what you’re going to see as a player.  Most of them have some form of collecathon of things all around the world, a relatively loose structure in how you get between different quests, and more recently, some way to reveal portions of the map to the player as they explore.  Breath of the Wild certainly sticks to some of these conventions, but in doing so they’ve also shaped the conventions in a way that make the game still feel distinctly Zelda.

Nintendo went all the way with the story being entirely open world.  Once you finish the tutorial you’re given a couple quests as is typical of the genre.  What isn’t typical is that one of them is literally to go kill Ganon.  From this point forward, you can either explore and do things that will expand your repertoire, or you can literally go finish the game.  More than any other open world game I’ve played, this very quickly establishes the expectation here.  You can do whatever you want, whenever you want, and finish the game whenever you feel like it’s time to do so.  Everything else that is typical of Zelda games falls into this setup.  What also isn’t typical is that the tutorial gives you all of the items and skills you will earn within the game, upgrades not withstanding.

Despite some of the lead in news, dungeons are there, but you have to earn your way to them, and they can be done in any order.  The dungeons themselves focus more on puzzles than combat, and tend to be somewhat shorter than past games.  However, what they lack in length, they make up for in quality.  The core theme here is puzzles tied to environment manipulation.  Upon completion of the core puzzle, there is of course a boss fight, this time acting as proof of mastery of the skills earned at the start of the game.  While not being a necessity anymore, the quality of the dungeons absolutely made them worth completing, if for no other reason than the story elements they provide showing the past of the world.

It’s also worth nothing that despite the reduction in dungeon count and size, the world itself provides more than enough to cover this missing element.  Within the world you can find over 100 individual shrines to complete, as well as towers that provide the map viewing coverage typical of open world games.  While these things do provide the way to fast travel, these are also the main puzzle element present in Breath of the Wild.  Each tower tended to focus one on specific skill in manipulating the environment to get to the point where you could climb and complete the tower.  On the other hand, each shrine effectively acts as a fantastic mini dungeon, with a huge variety in what is available.  These ran the gamut of what was available in the game.  Some of the shrines were just simple combat rooms.  Some shrines had a focus on individual skills like manipulation of air for gliding, or the use of fire-based weapons to burn a path to the end.  Still some of them were there purely for amusement, like one physics-based minigolf shrine.  While completing the shrines did ultimately give rewards that resulted in heart and stamina upgrades, they also provided a nice way to break up the game as I traveled around the world of Hyrule.

Despite all the changes from the usual Zelda formula, the one that was most striking to me is how they changed the use of music in the game.  Outside of towns, there is hardly any music, apart from some sporadic piano melodies.  Even within towns, the music was typically fairly subdued, and the bulk of what could be called the soundtrack was composed of ambient noise from the abundant wildlife throughout the environment.  When the music does kick in though, they definitely aren’t shy about bringing in some hints of the past whether it’s night or day.  Overall while it’s not as in your face as is typical, this soundtrack is another memorable one in the books for this series.

What became quickly apparent playing this game was just how polished it was, and it’s always in the little details.  There’s a ton of wildlife around, and it’s not just there for show.  It can be hunted, and the supplies you earn from doing so can be cooked into food to heal Link in battle.  Because you CAN climb anywhere, you end up climbing just for the sake of it.  Because shrines are then typically glowing orange against the background, climbing anywhere typically gives you new goals on the horizon to go for, further providing you with new things to do.  Large scale bow aiming with the analog stick is there, but subtle motion controls provide an extremely fast and precise way to accurately aim in small amounts for things far in the distance.  Camps of enemies can be cleared in straightforward combat, but it’s also just as practical to roll a rock down a hill onto the group, send fire arrows into explosive barrels, or lead enemies into traps by chucking bombs into their midst.  Those are all little separate things, but I hope it’s making my point here.  The amount of polish in place is of a level that only a few other companies ever attempt to approach. This is on a level typical of companies like Naughty Dog or Rockstar, and I’d dare to say it surpasses them.

All that said, weapons that can break are still a terrible idea.  It’s not that weapons are hard to find in BotW, but when you’re trying to fight a boss and you run out of weapons from lack of preparation, it can be extremely frustrating.  This did push me to collecting Korok seeds to upgrade my inventory, and by the end of the game was a non-issue, but boy were early large scale fights super obnoxious when weapons started running out.

I’m the type of person that will pretty much buy hardware on launch without fail.  Regardless of how many games are coming out, there’s going to be something in there I want to play.  What is rare is that I recommend other people to buy hardware just for one game.  Breath of the Wild is one of those.  If you have neither a Wii U or a Switch, you should get one just for this game.  Go grab a system for yourself or go grab one from a friend.  Just find a way to go play this.

Game Ramblings #33 – The Legend of Zelda: Oracle of Ages

More Info from Wikipedia

  • Platform: Game Boy Color
  • Genre: Action/Adventure
  • Also Available On: 3DS Virtual Console

I figured it was about time to start getting into the Zelda spirit again.  I’ve always been a big fan of the portable Legend of Zelda titles, going back to getting Link’s Awakening as a pack-in with my original Game Boy.  Back when the two Oracle titles came out, I made the effectively random call to buy Seasons, and never really made it back around to playing Ages.  With the upcoming release of the Switch and Breath of the Wild, I figured it was a good time to get back to it.

As classic as it is, the base gameplay of the top down Zelda games has always been pretty much the same, and Ages is certainly no different in that regard.  You’ve still got a pretty decent sized overworld, with movement restrictions slowly opening up as you gain more items.  Combat is still simple, with four-direction sword attacks and a series of combat items that can also be used for damage.  However, Ages does have some of the more interesting takes on items in the series.  Rather than a hook shot to pull you to places, you have a switch hook that switches the locations of Link and the object he hits, giving an effective reposition mechanic against both enemies and environmental obstacles.  Rather than a bow and arrow, you gain a seed shooter, which can shoot a variety of seeds with different effects, and importantly can shoot in eight directions.  And then there’s the Cane of Somaria which….makes boxes (yes, it’s actually useful).

Like Link to the Past’s Dark World, there’s a second form of the world, this time centered around a past/present time travelling mechanic.  Initially the two versions of the world simply act as a way to enter individual dungeons in specific time areas.  However, as Link gains more ability to freely travel through time, puzzles start spanning across both time zones as plants grow, islands move, and later generations of people flourish.  There’s also a number of spots where actions in the past influence changes in the world of the present, giving some of the better logic puzzles that any of the games, both 2D and 3D, have had in the series.

Given its age, this game has really aged quite well.  For as good as the 2D Zelda games have typically been, I would be pretty confident putting the Oracle games at least close in quality to A Link to the Past, and certainly better in quality than the rest of the 2D entires.  Even now the game is absolutely worth playing, with both high quality gameplay, and a well put together world.  Visually it’s pretty obviously an old Game Boy game, but the emphasis the development team put on smart color use and clean sprite designs has meant that everything still looks pretty damn good to this day.

Do yourself a favor and pick this up on the 3DS Virtual Console, as well as both Oracle of Seasons and Link’s Awakening DX.  If you’re looking to scratch that 2D adventure itch, you aren’t going to find better than these.

Game Ramblings #31 – Gravity Rush 2

More Info from Sony

  • Platform: PS4
  • Genre: Action/Adventure

In a lot of ways, Gravity Rush 2 is entirely a sequel by the numbers.  It’s taken both the good and bad of its predecessor and given us what is essentially a larger, more colorful package with a new story.  To some extent the game felt like a couple of separate games plugged together in the middle, with a nice epilogue to round things out.  Ultimately though, this melding of everything worked out and made the game worth playing.

The first thing that fans of the first game will notice is that this game is fantastically colorful.  The new city of Jirga Para Lhao is a huge step up from Hekseville in presentation alone.  Soaring through the sky just running through the city is still the best part of this game, and it’s absolutely more beautiful than ever.  The idea of everything being bigger and brighter sort of becomes the theme of the changes.  Rather than the flat upgrade system of the previous game, there are now non-stat ability upgrades AND talismans, acting like customizable add-ons for Kat.  Rather than just one set of powers, there are now two new forms that supplement Kat’s ability set, giving much needed to the combat system.  Rather than just running around one city, you now get two (as well as a pretty substantial side trek after the first time the credits roll).  Basically, a lot of what made the Vita original so enjoyable is all there, but with some added layers on top of it to expand it into a more typical AAA experience.

However, it’s this idea of bigger and better of the original, rather than better for the sake of being better where things started to sour for me.  In some ways, this sequel feels like they didn’t really learn anything from the original game.

Although entirely due to the nature of the gravity shifting, the camera is still dead awful.  This is combined with boss battles that often lose a noticeable horizon to result in combat that can often be at best disorienting.  The camera also tended to deal with blockers extremely poorly, resulting in Kat disappearing and losing complete sense of direction any time I was near a wall or large enemy.  It’s also worth mentioning that motion controls haven’t really translated that well from the Vita to PS4, though they are entirely optional.  However, using just the right analog to control the camera results in a lot of the lack of precision problems typical of action games on console.  The combination of poor camera and somewhat finicky controls resulted in combat situations again being my least favorite part of the game.

The challenge areas and climb through the World Pillar also make their return in this game, and like the original, they often go on way longer than are necessary.  These areas basically exist to remove core mechanics from the game in order to present players with different gameplay.  However, rather than feeling challenging, they often simply slow the game’s pace down, as there are more than enough other powers to get through the game safely.

Like the first game, the story was what kept me going through the game.  However, this one was somewhat disjointed.  My best non-spoiler description of the story is that it felt like it was supposed to be comprised of at least 2 games the length of the original, with the epilogue chapter being absolutely important, but not large enough to be a third on its own.  The TL;DR here is that the first half of the game is in the new city, the villain is defeated, and you’re off to Hekseville.  The second half of the game has a seemingly new villain, and only at the very end of this portion, and specifically in the credits, are the connections to the first half of the sequel, as well as HUGE revelations to the first game and anime revealed.  The two halves have their ties, but ultimately felt like it was planned as two Vita-sized games that were squeezed together to fit into a PS4 game.

The strangest thing here though is that after the credits roll, the game was not remotely complete.  There’s an entire multi-hour epilogue to the game that wraps up the series’ story, as well as reveals the entirety of Kat’s back story prior to the first game’s start.  Fans of the series absolutely must complete this, as it completes the entire saga across both games.  However, because it wasn’t tied to any of the core story, it kind of exists on the side and can easily be missed if you turn off the game after the credits roll for the first time.

In the end, this was a strange game.  Anything that was a plus or minus in the first is still here, so you kind of know what you’re going into if you’ve played the first game.  The gameplay definitely has some fundamental problems with pacing, controls, and camera, but it’s still a fun game at its core.  The story itself is also great, but feels like it was three independent ideas that were shoved into one game to complete the series.  Given how neatly everything was wrapped up, I suspect this was the last we’ll see of Kat’s adventures, but if it is the end, they did a great job wrapping up the story in a complete fashion.