Tag Archives: The Legend of Zelda

Let’s all go exploring with Breath of the Wild

It took me a little over four hours to complete the initial opening chunk of The Legend of Zelda: Breath of the Wild, and that’s perfectly fine. I’m talking about the part when Link, after emerging from the mystical cave of resurrecting people after 100 years because it’s cool to do so, must go complete four shrines to acquire all the necessary powers and hang-glider to start him proper on his journey to destroy Calamity Ganon. I’m not mad. Really, not even the slightest. Those opening hours helped teach me tricks and techniques that I’m still using currently to survive and puzzle my way to victory in Hyrule, some twenty-ish hours later.

Right. I got a copy of Breath of the Wild for my Wii U back in June, after I finally finished putting together the second chapter of my ongoing journal comic project Death, Divorce, and Disney. I’ll use this very sentence to plug it hard, so please click and read away. I’m not going to talk too much about the game’s plot, for two reasons. One, from a summary stance, it’s pretty bare bones. And two, there’s a lot I don’t understand yet, like Link’s relationship to Zelda and Hyrule’s people or why these shrines exist, and so on. That all said, we’re playing as an amnesiac Link, who awakens from a hundred-year slumber to a mysterious voice that guides him to defeat Calamity Ganon before he can destroy the kingdom of Hyrule. It’s not too far off from A Link to the Past, where a non-amnesiac Link awakens during a nightly thunderstorm, summoned to the castle by Princess Zelda’s voice to stop…uh, Ganon.

Back to my original point, about how long I spent in the “tutorial” section of Breath of the Wild. I got hung up for a while on how to access the two shrines located in the colder, snowy section of the Great Plateau. I assumed I needed better clothing to keep Link warm, and I was mostly right. It turned out I needed to figure out a recipe for the helpful Old Man and, once satisfied, he’d pass over some magical shirt to keep Link from freezing his nipples off. The problem was I didn’t know how to cook, and in a very non-Nintendo way, the game did not provide me with a hand-holding walkthrough to ensure I knew how to do this. I figured I just walked up to a pot on an open flame and there would be a prompt waiting for me, kind of like what happens in Fallout 4. Nope. All I kept seeing was “sit,” and so I sat, stuck. Turns out, you need to go into your inventory, pick a bunch of ingredients to hold, exit the menu, and then stand by the pot to get the prompt–so far, it’s one of two things I’ve had to look up for the game, and I deeply regret it.

I’m now much deeper into the story and map, but also totally not. It just feels that way to me because the hour count on the game’s save slot has gone way up. There’s still a lot to discover. In truth, I’ve completed a smidgen of shrines, found a few Korok seeds, climbed a couple tall towers, unearthed three lost memory spots, and haven’t taken down a single Divine Beast, though I do have the quest from the shark-people to do so whenever I please. But that’s up to me and my discretion. Personally, I like the less intense side quests, like finding horses or returning chickens to a pen, or just collecting ingredients to try my hand at cooking. Also, taking pictures of weapons and bugs and flowers to fill out the Hyrule compendium is good, wholesome fun that reminds me dearly of Beyond Good & Evil.

When it comes to waging war, I’m not great at combat, and part of that is me feeling like I’m missing a dodge button or something. Early on, I remapped the jump button, and that has helped a bunch, but timing your way around an enemy’s attacks is still a bit tricky, which has, naturally, made me rely more on loosing arrows from afar and being a sneaky elf. Y’know, just about how I play every RPG I get my grubby mitts on. Like many, the idea of breakable weapons breaks my heart, but at least unlike in Dark Cloud, Link isn’t far from a full inventory of things to use when one weapon breaks. It does, however, mess with your head a bit because you’ll find a cool, powerful weapon as a reward in a shrine and then be reluctant to use it in the field because you don’t want it to disappear. I don’t know. It’s a weird system, and I need to learn to not love my gear because nothing is permanent.

Also, Breath of the Wild is the game that actually got me to admit defeat and buy one of these plastic things:

I kind of want more, which is a dangerous thing to say out loud. And not just because they make a magical chest full of fish and raw meat fall from the sky once a day. I have a love for tiny figurines.

Anyways, Breath of the Wild. It’s really good, and I’m completely content to take my time with it. Sometimes I’ll play it for several hours in a night and then not return to it for a few days. That’s okay. Despite having a quest called “Destroy Ganon” since the start of the game, the in-game world is seemingly in no rush to see that actually happen. At least that’s the vibe I’m getting. If anything, my current adventures are leading me far away from Calamity Ganon for the time being and into the fins of a bunch of shark-people that taught me how to swim up waterfalls.

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Games I’m probably going to get before 2017 ends

We’re inching our way towards the middle of the year, and so far, of the new games released for 2017, I’ve actually gotten a couple. Go me. Namely the re-release of Dragon Quest VIII: Journey of the Cursed King for the Nintendo 3DS and Night in the Woods, which I’m taking my sweet time playing. Other than that, a lot of the big AAA titles have come and gone and will most likely pop up on my annual list of games I didn’t get to play come the end of this year. Still, there are a few I’m keeping my eyes on and will probably get so long as the bank account doesn’t run dry. I don’t need many as my backlog is still ready to burst at any moment.

And now I’m going to briefly touch upon each one. Don’t be shocked when you see that most of them are for the Nintendo 3DS, also known as my beloved confidant.

The Legend of Zelda: Breath of the Wild

Mmm a new entry in the The Legend of Zelda series, and one that many, many critics seem to love. This is going to be my reward for finishing up the second chapter of Death, Divorce, and Disney, which has been a little tough to focus on these last few months as life moves forward. I don’t have a Nintendo Switch, so this will join my mighty collection of retail Wii U games, which includes Super Mario Maker, Wii U Fit, and whatever Mario platforming game the system came with that I’ve never bothered to try. What an honor, and what a difficult couple of months it has been trying avoid a lot of details about this game on the Internet. It’s already out in the *ahem* wild.

Culdcept Revolt

For something like four or five years, I’ve been carrying around a folded index card in my wallet. What’s on it, you ask? I’ll tell you–videogame names. Specifically, the ones to be on the lookout for either at used game stores or yard sales because, as my hair gets lighter and my brain heavier, the memory of all these funky titles is not as strong as it used to be. One title on that list is Culdcept, a turn-based strategy video game that shares some features with things like Monopoly and Magic: The Gathering. There was a PlayStation 2 version that I missed out on, but now there’s a new entry in the series for the Nintendo 3DS. I’m all about collectible card games, but digital is the way to go moving forward, so sign me fast. It comes out on August 29, 2017.

Ever Oasis

Ever Oasis is a new action-adventure RPG from the mind of Koichi Ishii, the creator of the Mana series. As you explore the desert and solve puzzling dungeons, you’ll gather resources to build up your oasis with the water spirit Esna. Allies will join your cause and use their skills to slay larger-than-life bosses. Your oasis is your kingdom, and you’ll get to choose which shops to build, stock their inventories, collect a share of the profits, and keep villagers happy by fulfilling requests. The graphics are colorful and cute, and the combat appears to have some depth to it other than mashing attack. It’s been compared to Fantasy Life, which is all I needed to hear. This will be out on June 23, 2017.

Miitopia

Look, I’m actually a big fan of the StreetPass game Find Mii–and its sequel Find Mii 2–which are mini-RPGs that require you meeting people in real life to make progress through each dungeon. In the end, you can earn new hats for your own Mii to wear, which is always fun. Anyways, Miitopia seems to be something like that, but now a full retail release that, I’m assuming, won’t rely entirely on StreetPass-ing people. I’m down with that. Sounds like you’ll cast these Mii characters in various roles across the kingdom, manage friendships, and give them jobs with distinct stats, abilities, gear, and a custom look. So, part Tomodachi Life too. The main quest is to defeat the Dark Lord and restore the stolen faces of the citizens of Miitopia. I’m so going to put my Shaq and Ron Swanson Miis to work. Miitopia drops on July 28, 2017.

Dragon Quest XI

This one is potentially unlikely, considering there’s been no announced released date for American shores, but I think we might hear something about that come E3. Japan gets it this summer for the PlayStation 4 and Nintendo 3DS, the lucky bastards. Something I’m super excited about for the Nintendo 3DS version is that graphically it features a different style than the PlayStation 4 version, showcasing 3D graphics on the top screen and 16-bit styled sprites on the bottom screen. Otherwise, it seems to maintain a lot of the traditional elements that make the Dragon Quest series both quirky and enjoyable. Again, no U.S. release date announced yet. I’ll let you know when it is slime to pre-order.

Marvel Heroes Omega

I have a bunch of the Marvel Ultimate Alliance and X-Men Legends games in my collection, still untouched. However, I did play a ton of Diablo III: Reaper of Souls on the ol’ Xbox 360 and really enjoyed the changes for console. Marvel Heroes has been heading in this direction for a good long while, and while it is free on PC, I’ve not been able to devote the hard-drive space to it. So I’m looking forward to the free-to-play version called Marvel Heroes Omega on Xbox One and PlayStation 4. Me thinks I’ll be going with Squirrel Girl because no one is better than Squirrel Girl. That’s just a hard fact, deal with it. This is tentatively scheduled for release in Spring 2017. Hey, that’s kinda now-ish.

And that’s all I can think of for the foreseeable future. Granted, E3 draws near, and I’m sure there will be some surprise reveals for the holiday season that I might be interested in. I’m not expecting Elder Scrolls VI or Disney Magical World 3 any time soon, but maybe something else might look interesting enough to keep a sliver of my brain occupied until it is released. We’ll see. I’ll say it again, that I really don’t need any more games to play. Oh, also, I still wanna check out both LEGO Worlds and LEGO City Undercover. Sigh.

What games do you plan to still pick up in 2017?

2016 Game Review Haiku, #38 – Legend of Xenia

2016 gd games completed legend of xenia

Thought dead, the princess
Washes ashore, to find keys
Kill slimes, all colors

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

The Legend of Zelda: The Minish Cap really makes you shrink

gd early impressions The-Legend-of-Zelda The Minish Cap

Don’t ask me why, but I often like to begin playing a new game–well, new to me, that is–during the Thanksgiving holiday break, with me digging into Metroid II: Return of Samus and Ratchet & Clank: Size Matters in the past. Well, this year, I only had my Nintendo 3DS with me as I traveled down to South Jersey for turkey, Christmas tree decorating, and too much Black Friday shopping even during “regular” hours, and while I dabbled in my daily staples of Pokémon Shuffle and Nintendo Badge Arcade…I wanted something fresher. You know, from 2005, the era of the Game Boy Advance. Enter The Legend of Zelda: The Minish Cap.

This is also one of those freebie 3Ds Ambassador titles given to all us early investors, of which I’ve played just about all of them for various lengths of time. You can read some words on things like Kirby and The Amazing Mirror, Metroid Fusion, and Yoshi’s Island: Super Mario Advance 3 by clicking this very sentence. I think the only one left for me to really try, and maybe write about some day, is Fire Emblem: The Sacred Stones.

The Minish Cap‘s quest begins when Link, who I renamed Pauly, is chosen by the king of Hyrule to seek the help of the Picori after Vaati destroyed the Picori Blade and petrified Princess Zelda. Also, evil monsters are now running rampant in Hyrule, with Vaati creating as much chaos as possible in his search for the Light Force. Link was selected for this journey because he’s able to see and interact with the Minish, a race of small, elf-like people. Along the way, Link rescues Ezlo, a strange being resembling a green cap with a bird-like head, who joins him and is able to shrink the leading adventurer to the size of the Minish.

The basic gameplay is nearly identical to previous games in the series, with Link acquiring items, exploring dungeons, and defeating bosses for extra hearts and story-vital trinkets. The two stand-out elements that make this GBA adventure unique, as far as I can tell, involve Link shrinking down to the size of an ant and fusing kinstones. The former is used to open up new areas to explore, but also provides some stunning visuals, with plants now as large as trees and shoes on a tabletop a major roadblock. You see tiny doors everywhere, but you can only shrink in specific areas, which means you have to either figure out how to get there or come back later on when, I assume, you kill and roast Ezlo, gaining his powers by piercing his duck-like flesh with your cartoony chompers.

Fusing kinstones, is really addicting, mostly because it is really rewarding, and I hope the loop of finding a kinstone, fusing it with someone, going out for that revealed treasure, and finding more kinstones never fades. Basically, kinstones are items you collect as you cut grass and attack enemies, and back in town, if a person has a bubble over their head, you can take your half of a kinstone and match it with theirs. If they complete each other, something will reveal itself on the Hyrule map. So far, it’s been rupees, entrances to hidden areas, and more difficult enemies that drop a lot of money.

Look, I’m playing The Minish Cap with a guide open next to me on my laptop; however, I am not following the guide line by line. In the past, I’ve struggled to get through many quests involving Link, Princess Zelda, and the Tri-Force because I either get lost or forget where I need to go next or simply walk away from the journey for too long. There’s a reason why I still haven’t gotten through The Legend of Zelda: A Link Between Worlds, and it’s because every random chance I hop back into it…I don’t know what I’m supposed to be doing, what world I’m supposed to explore. Anyways, at any time, you can press “select” to get a clue as to where to go next from Ezlo, but even that is not always crystal clear. My greatest fear is returning to a dungeon I already completed and spending a chunk of time in it before realizing I’m supposed to be elsewhere, using that boomerang. So I’m only using the guide to keep me on the main path; I will not let The Minish Cap suffer the same fate as Link’s Awakening.

I’m really enjoying it, and, through glancing at the guide, The Minish Cap doesn’t seem to be the longest of Link’s adventures. That’s fine by me. There’s only a month left for 2015, and I have a number of other conquests to see done before 2016 comes crashing into my face. Cue panic face.

Abobo’s Big Adventure is a risible romp through the NES era

AbobosBigAdventure001 gd impressions

I’m now at the point that I no longer remember where I download these strange little games. Could be a random website, some sort of bundle, or even just a blog post pointing me to something interesting. I just stumble across them in my “videogames” folder on my desktop days, weeks, and months later, with new names popping up left and right, often giving me pause. Maybe I accidentally fed one after midnight, and now they are spreading like wildfire, threatening to take over my time with so-called bigger games, despite many of these wee indie oddballs working a thousand times better than anything produced by an actual studio these days. Mm-hmm. Still annoyed about that.

Thankfully, Abobo’s Big Adventure helped put a smile on my face and keep me distracted while Dragon Age: Inquisition continued to fold in upon itself. And that’s surprising, because, while I appreciate the NES for what it was and still is today, I have little nostalgia for it. I never had one as a wee boy, though some neighbors did; videogaming didn’t truly happen for me until that Christmas morning when I unwrapped a Super Nintendo, which came pre-packed with a copy of Super Mario World. That said, Abobo’s Big Adventure is a loving tribute to the NES era, and I get a lot of the references and sprites and winking nods, but there’s also some more obscure elements zipping right on by. It’s an odd mix of old and new, but is thankfully a ton of fun to play, even rekindling my desire to trek through the original Legend of Zelda.

For those that don’t know–and I didn’t know upon starting up this free Flash game–Abobo comes from Double Dragon, appearing multiple times, often as a boss character. I played some Double Dragon in my early days, but this character never stood out to me; I guess the developers behind Abobo’s Big Adventure felt otherwise, thrusting him upon a quest to rescue his son, the hilariously named Aboboy. To do this, Abobo must travel through eight different levels, all themed to a classic NES title. I got as far as the one based around Mega Man, but more on that soon.

The controls are very simple, though they obviously change a bit from level to level. Basically, you move with the arrow keys and execute techniques with “A” and “S,” giving you the sensation of using an NES controller in terms of complexity. You can fill up a meter and tap both A and S together for a special move of sorts. Abobo’s actions change with each level, going from fighting goons in scummy alleyways to exploring a top-down dungeon to floating right to left thanks to some helium-pumped balloons. Abobo’s Big Adventure does a good job of mimicking how these old games looked and played, while also infusing them with modern mechanics and less-than-inspired teenage-level humor. Yup, looking at you, penis-shaped Zelda dungeon map. It’s probably silly to call this out in 2014, but the built-in Achievements system is quite flashy and reminded me of the days when Achievements were designed to be fun, rewarding, and experimental. After reading some descriptions, I went back and got a few out-of-the-way ones.

Much like their original counterparts, some parts of Abobo’s Big Adventure are tough, real challenges of skill. This mostly relates to the boss battles, such as the Old Man in the Zelda-themed one, but I found the entire Balloon Fight flight to be a tough grind, as well as the underwater level. The difficulty became too much once I hit the Mega Man level, which features everyone’s favorite off-screen laser beams to narrowly avoid. If you’ll recall, I’ve never been even mediocre at Mega Man games, and so, after multiple attempts of trying to take down the second form of the boss here, I’ve walked away. The keyboard’s not cutting it. And that’s okay. I got through most of Abobo’s Big Adventure, had a pretty good time, and saw plenty; I can’t imagine what comes later is too surprising, though I might find a Let’s Play to see what the last few levels act like.

While games like Shovel Knight and Axiom Verge are obviously deeply inspired by the classics from gaming’s so-called Golden Age, Abobo’s Big Adventure is them. Just slightly warped and more accessible. If you’re itching for something kind of like an NES game, but also not, I say give this a go. Watch out for that damaging TMNT seaweed in the underwater level though.

Alundra dreams about one obtuse puzzle at a time

alundra early thoughts PS1

According to an online walkthrough, I’m just about halfway through Alundra. And yes, I’m playing with a guide at my side; if I didn’t, I would have given up on the action-adventure Legend of Zelda wannabe sometime back during the saint puzzles in Lars’ Crypt. Or maybe even in the Coal Mine. No doubt about it. But like a bad dream, I’m jumping around and getting ahead of myself. Let’s take it back to the start, just after the awesomely anime cutscene that reinforces the fact that this was most definitely made in the 1990s by Matrix Software, a Japanese video game development company from Tokyo.

The story, while cliché in places, like collecting a bunch of crystals via one dungeon at a time to stop a big baddie, is actually kind of interesting: Alundra, the silent protagonist you control and name of the game, is an elf from the Elna clan of Dreamwalkers. He comes to Inoa after getting shipwrecked, but also because of a recurring dream where a mysterious figure calls him “Releaser” and says he must save the villagers from the evil wizard Melzas. After a while, the people of Inoa begin blaming Alundra for all of the terrible happenings despite his earnest attempts to save them. It’s a pretty straightforward and rather serious story, with some goofy moments and characters now and then, such as Bonaire, the surfer dude and his dream of winning over Sara, a bodacious babe.

I can’t recall if Alundra was ever called “the Zelda killer” though I do know that phrase was used around Dark Cloud, which was not at all a Zelda killer, but did eventually lead to a fantastic sequel that I still need to beat one day, but only after I restart and get all the vital photos along the way. Sorry, got distracted. To get to the point: Alundra is no Zelda killer. Far from it. If anything, it’s a Landstalker/Zelda clone, but much harsher, with subpar controls, and doesn’t give a lick if you can’t figure out its puzzles. Sure, you are traveling across an open world, slashing grass, tossing bombs and pots, charging your sword up for a more powerful attack, and gaining new powers after specific dungeons that can help you advance in the next one, but that doesn’t mean you can toss away your yellowing copy of The Legend of Zelda: A Link to the Past now that Alundra is in your life. We all know that Charles Caleb Colton said, “Imitation is the sincerest form of flattery,” and I’ll leave it at that.

Just kidding. Alundra is not terrible, but it’s probably one of the more frustrating games I’ve played in a long time, and I really don’t know how people played this back in 1997 without a helpful walkthrough at their side. I’ve had to look up just about every puzzle past the first few dreams Alundra jumps into, and it’s not because I’m a mindless idiot; in fact, I’d like to think I’m fairly smart, intelligent enough to figure out many point-and-click game puzzles. For many of Alundra‘s puzzles, it’s not all about figuring out the solution, but also executing the moves to get the job done. There’s a lot of platforming- and timing-based moves you have to do to open the door to the next room, and unfortunately, Alundra does not move very well. You can only walk in four directions, and the jumping never feels good. Run is assigned to the triangle button, but it is useless because you can’t run and jump–only run. Plus, there’s a lot of depth perception going on in hopping from one column to another, and oftentimes, if you miss a landing, it means starting the jumping all over again, usually from much earlier in the process. That’s my biggest hurdle here: identifying what jumps can and cannot be made.

A couple of negative nitpicks include that while you pick up new armor, like boots and chestplates, these are not visible on Alundra. Fine, I can let that slide. Not every game is about that, but unlike The Legend of Zelda, you can’t even see what gear you have collected in your inventory menu. You just have to remember. It is automatically found and applied, which is disappointing, especially since you get a decent jingle when opening treasure chests and defeating dungeon bosses. I like seeing everything I’ve found along the journey, whether it is useable or not. Fighting enemies is tedious due to Alundra’s inadequate ability to move fast, as well as move and attack at the same time, leading me to avoid combat in most cases.

But despite all that, I’m still really curious. About everything. Just to see what happens next, what special tool Alundra will earn, and so on. It’s probably because I’ve been dreaming myself of playing this game for so long, ever since I read about it in some nascent issue of PSM, but by the time I got around to being able to buy videogames at my leisure, stores no longer carried PS1 games. Flash-forward many, many years, and you can now find Alundra on the PSN for a couple of bucks, and dang it, I really need to know if it was worth all the waiting, all the hoping. Given how much frustration I’ve already encountered eight or nine hours in, I’m thinking no, but one never knows, and I’d rather see it to the end and know for sure then spend some more years living in uncertainty.

Everything old is new again in The Legend of Zelda: A Link Between Worlds

TLOZ A Link Between Worlds early impressions

The first thing I did when I got my copy of The Legend of Zelda: A Link Between Worlds is make a silly Vine video. However, the second thing I did, once the game opened up enough to allow me the freedom to explore, was travel this way and that way and every way possible across the Hyrule map, seeing all my old stomping grounds. Because, in case it wasn’t clear from Grinding Down‘s never-changing header image, The Legend of Zelda: A Link to the Past is my absolute favorite game of all the times, of all time. It is only closely followed by Suikoden II. And I, more or less, know it by heart.

To be honest, when ALBW was first announced, I was put off. Very put off. How dare Nintendo create something that seems to exist solely to play with my childhood and early gaming experience nostalgia! HOW DARE THEY. And even as time went on, as previews and early impressions leaked out to the public and even final copy reviews, I refused to give in. No, I will not stand for this. I cannot. This game needed no direct sequel, and all they really had to do was put ALTTP on the 3DS eShop and watch the rupees flood in.

For one, I thought Nintendo’s newest take on Link and Zelda and the realm of Hyrule looked terrible, like some kind of knockoff, straight-to-DVD version called The Tale of Telba: Princess Panic that you’d find in the bargain bin and toss aside without a second glance. When you think about it, the newest game’s graphics are that way and not SNES era sprite-based because you are playing on the Nintendo 3DS, a system able to produce 3D effects sans glasses. However, by the time ALBW came out, Nintendo itself was over the gimmick–and rightly so–but it had been produced that way for a reason from the very start. Which is a shame. I’d rather have had what looked like ALTTP and no 3D than what we have now, even if it does look pretty nifty in a few cinematic spots.

I’ve only played about an hour or so of ALBW since Tara and I were playing catch-up with The Walking Dead, and it’s nice and bouncy and brimming with wonder, but I’m not sure if those warm, fuzzy feelings in my belly are because the game itself is fun or if it’s just reminding me very much of the same kind of fun I had in ALTTP. I guess that’s going to be the real question throughout is whether or not I enjoyed this very same dungeon more some twenty-two years ago or if the new twist on it is enough to warrant it some distinction.

ALBW opens innocently enough: Gulley, the blacksmith’s son, wakes Link up because he has a job to do, which is deliver a finished sword to the Captain at Hyrule Castle. Why Gulley himself couldn’t do this is beyond me. However, Link eventually finds the Captain stuck inside the Sanctuary by a mysterious man called Yuga–hey, that’s A GUY backwards–who turned the Sanctuary’s minister Seres into a painting before running off. Princess Zelda informs Link that he has to obtain the three Pendants of Power to gain the Master Sword, which can defeat Yuga, and yadda yadda yadda. You kinda know the drill by now. Oh, and thanks to some strange, purple rabbit squatting in your house, Link now also has the power to turn into a painting and move along walls and into cracks.

While I still stand by my negative reaction to how the game looks, thankfully it plays like a dream. Moving around with the circle pad instead of the d-pad makes for speedy trekking, and slashing at grass, firing arrows into trees, and bothering chickens is just as enjoyable as it once was. Navigating Hyrule is a joy thanks to the timeless, slightly remixed tunes, as well as the ability for fast travel via a witch’s broomstick. You can also now acquire all of the items before tackling a dungeon by renting them from that previously mentioned purple rabbit. This allows you to take on the dungeons in your order of choice, which sounds really awesome. Alas, so far, I’ve only done the first mandatory one at the Eastern Palace so I can’t speak to exactly how effective this works. There’s definitely a lot of new stuff here to do–that chicken-avoiding mini-game in Kakariko Village is silly fun–and collect, and a lot of other parts have been streamlined for playing portably, which is always appreciated.

I’ll definitely be eating up more ALBW over the upcoming holiday break, but don’t also be surprised to hear that I went through the trouble of dusting off and hooking up my SNES to play the realest, most amazing Hyrule adventure that Link ever played part in. You know that which I speak of. It’s the one that begins with, “Help me… Please help me… I am a prisoner in the dungeon
of the castle. My name is Zelda.”