Posts Tagged ‘classic’

Rating the Return of ‘Traditional Zelda Pillars’ in Tears of the Kingdom

A while ago I finished the new Zelda game; my 17th completed Zelda title (from a possible 20) is in the books! Tears of the Kingdom was a ludicrously hefty 148-hour journey, and I had to abandon any hope of reaching my traditional Zelda completion percent goals, but there were too many impending game releases in this truly ridiculous year and it simply had to go in the completed pile. So on the pile it is, but that doesn’t mean I’m going to repeat past mistakes and let it float away without writing anything. Now exactly three months after launch, it’s time to delve into some potential spoilers and talk about TotK. Read on at your own risk.

After all the pre-release speculation, it turns out that The Legend of Zelda: Tears of the Kingdom does a whole lot to differentiate itself from its predecessor Breath of the Wild, even though it also retroactively codifies a new formula from that game’s legacy by following in specific footsteps. We are talking many articles worth of new and surprising stuff, some of which I still probably haven’t seen. But of most interest to this time and place and writer is the clear effort Nintendo has put into re-aligning the open-ended structure of modern Zelda with a handful of elements more traditional to the series – to mixed success.

I wrote a whole month of needlessly granular Zelda countdowns on this site a decade ago, so this pleases me greatly. What say we ignore all the newfangled systems that actually make ToTK great and go straight into critiquing how successfully each of these traditional “pillars” of the series brings back the good times? Some of these BotW barely had at all, and some are just significantly changed-up from the last outing. What do you mean none of this matters?

Dungeons

* 3 / 5 *

Let’s start with the big one. That’s right: after a significantly different take on the concept via Breath of the Wild’s Divine Beasts, Tears of the Kingdom actually brings back some semblance of region-appropriate themed dungeons with delineated puzzle rooms/areas. There are four of these bad boys in total and each one even packs a proper boss – but do they scratch that nostalgic itch the Link’s Awakening remake and Skyward Sword remaster have reminded us we had in the last half-decade?

Well, not really, but they are a massive step up from those Divine Beasts. Not just because the game actually calls them “temples” either (although that absolutely helps); unlike BotW’s tileset-sharing brown mobile puzzle boxes, each dungeon looks meaningfully different from the other three in both colour scheme and layout. Each is also preceded by some form of testing approach sequence that channels Skyward Sword by tying the overworld to the temple via warm-up puzzles and/or fights; this builds the anticipation of reaching the building itself on four pretty successful occasions.

However, for better or worse the open-ended design powering the last two 3D Zelda games persists within the TotK dungeons, no doubt in part by necessity given the sheer power of Link’s new abilities. Each time the player is tasked with the activation of four or five thematically appropriate devices – in any order – to unlock the final boss room. The potential for the truly gnarly labyrinthine conquests we dreamed of as kids is there, but only the Fire Temple really nudges the kind of scale to realise it, and only the Lightning Temple really makes an attempt to integrate the puzzles leading to its mechanical MacGuffins in a way that harkens back to the glory days of Zelda dungeons. Unshackle the Small Keys, Nintendo!

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The SNES Mini Fills a Nostalgia Gap

OK, wow.

When the Super Nintendo Entertainment System Classic Edition (a mouthful known as the SNES Mini overseas) launched on the last day of September this year, its tiny unassuming shell represented more of a curiosity for me than anything else. Or so I thought. After all, I had owned an NES mini for a brief moment last year, almost purely because it was extremely rare and enveloped in Nintendo hype. I did not, however, play it for very long. The SNES counterpart’s announcement provided a more appealing range of prospective games, to be sure, but even as I placed my preorder there was that nagging voice in the back of my head – “There are so many other new games out. You will barely touch this thing.”

Since its release a week ago, almost every second of my limited home gaming time has been done on the candy-coloured Super Nintendo controller.

My history with the SNES and its games has been more scrapbook than portfolio. I’ll tell anyone who’ll listen that I’m old enough to have grown up with the SNES, but due to spending the first decade of my life in South Africa (living, it must be said, a very fortunate childhood), my introduction to home console games came with the Nintendo 64 in 1999, a year after moving to Australia. When I started this blog almost six years ago the entirety of my Super Nintendo gaming history could be summed up with three portable conversions – the Game Boy Color version of Donkey Kong Country, the Game Boy Advance treatment of The Legend of Zelda: A Link to the Past, and fleetingly the GBA port of Yoshi’s Island. Countless nostalgia-tinted SNES tales told by friends over the years painted the picture in my mind’s eye of a true gaming juggernaut, as did similar recounts from gaming personalities all over the internet, but the means and motivation to play Super Nintendo games just didn’t exist for me until the release of the Wii U Virtual Console in 2013.

I can almost pinpoint the exact week my perspective changed, because as luck would have it I posted something on this very site about my first-up thoughts on Super Mario World and Super Metroid upon the launch of the Virtual Console service. Later that year I put several hours into the first-ever official release of Earthbound in Australia – thanks to that same Virtual Console – and over the ensuing years purchased a copy of Chrono Trigger on DS, flirted with a buggy ROM of the GBA version of Final Fantasy VI, discovered the joy of five-player local Super Bomberman shenanigans, played the DS remake of Kirby Super Star and, just last year, delved into Mega Man X. Each new-old experience increased my opinion of the SNES’ remarkable library and so even though I never actually held one of the console’s official controllers until last year’s EB Expo (yes, for real), I was unknowingly priming myself to be utterly ambushed by a product like the SNES Classic Edition.

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