Showing posts with label A Link Between Worlds. Show all posts
Showing posts with label A Link Between Worlds. Show all posts

Friday, May 22, 2026

Nintendo Music: A Link Between Worlds Added

cover of the game as featured in the Nintendo Music app

The Zelda additions to the Nintendo Music app have generally gotten more sparse, but maybe they are saving some for the upcoming 40th Anniversary celebrations. In any case, A Link Between Worlds is a good one. It comes with a total of 105 tracks, including the Nintendo 3DS start screen jingle and all the different Milk Bar performances.

This is entirely based on the soundtrack CD, which was one of the last Club Nintendo rewards here in Europe, back in 2015. But it features the exact same tracks, just in a different order. And it's a real treat, even though the Hyrule Hotfoot theme is still haunting me in my dreams, because that's what also gets played during the Endless Cucco Rush.

But tracks like the Lorule theme make me want to play the game again right now. And I've always been a fan of how the Lorule dungeon theme is played in a different style in each dungeon. It was the masterful entry of Ryō Nagamatsu to the series, where it's such a shame that he has left Nintendo. At least they still have the rights to his music for these games, which can't be said for everything.

Not sure they will ever add Oracle of Ages & Seasons, Four Swords, or The Minish Cap, because these were the Capcom productions and Nintendo doesn't seem to have the music rights in this case. They couldn't be included into the Symphony of the Goddesses and aren't featured in the music selection of Super Smash Bros. Ultimate. So, don't expect these to be added... ever. If the Oracle games are remade, they may even have to get new music for the most part (they can still re-use some of the tracks from Link's Awakening). 

Anyway, we still haven't gotten Link's Awakening, neither the original, nor the DX version, nor the remake. Majora's Mask and Twilight Princess are absent as well, where I expect the latter to be added alongside the GameCube title for Nintendo Switch Online, maybe later this year. And then you also have Four Swords AdventuresSpirit Tracks, Tri Force Heroes, and Echoes of Wisdom left. So, they won't run out of Zelda soundtracks to add anytime soon, with or without the Capcom titles.

Friday, October 18, 2024

Echoes of Wisdom ~ Parallels to A Link Between Worlds

logos of both games against the background of Stilled Hyrule Castle and Lorule Castle

This year we got The Legend of Zelda: Echoes of Wisdom, the newest top-down Zelda experience, and it's been a while since we got a brandnew Zelda game in this style. In fact, the last ones were on the Nintendo 3DS, where nine years have passed since the release Tri Force Heroes, and eleven years since A Link Between Worlds – if you're looking for a classic singleplayer Zelda. Curiously, there are many similarities between Echoes of Wisdom and the latter, where this post will go through the most important ones.

The most obvious parallel is, of course, their return to the Hyrule from A Link to the Past. And that's generally a good thing, where these games respect their legacy, instead of coming up with a completely new land that happens to have places called "Kakariko Village", "Lake Hylia", and "Hyrule Castle" on it. A Link Between Worlds stays much closer to A Link to the Past here, only altering smaller parts of the map, while the Hyrule in Echoes of Wisdom is loosely based on the original and expands it around all borders, in an effort to add territories for the different tribes that weren't present in the SNES classic.

Both games also feature some dark and twisted version of Hyrule, much like A Link to the Past did with the Dark World. In case of A Link Between Worlds it's the mirror kingdom Lorule, while in Echoes of Wisdom we have the Still World, made out of fragments from the actual Hyrule. These are quite different from each other in concept, but they have a similar feel to them and both are entered via fissures or rifts visible in the actual Hyrule.

The Still World and Lorule also bring forth another similarity: these Zelda games did not shy away from expanding the lore, especially around the Triforce, which wasn't even mentioned in Breath of the Wild and Tears of the Kingdom. They have introduced a number of things that feel quite important to the universe of the Zelda franchise, while at the same they clearly serve the story of their specific games and aren't likely to return in the future... Whether that's Princess Hilda, Yuga, or the newest villain.

That's a fate shared with the main mechanics of these games, where both the wall merging and the echoes add a completely new dimension to how you're playing a Zelda game, also giving you much more freedom than you had in traditional top-down title. And as good as these gameplay mechanics were, they will probably stay exclusive to the games that invented them.

But maybe Echoes of Wisdom will keep following the example of A Link Between Worlds and spawn a multiplayer-based sequel in the next years. Here you could play as Link and Zelda, where the ability to summon echoes might even return...


~ Two Games Foretold ~

Sadly, another thing Echoes of Wisdom and A Link Between Worlds have in common are their overly extensive marketing campaigns. If you had followed Nintendo's coverage prior to their releases, you may have felt like you had seen it all before as you were finally playing yourself. And that's because you did, where Nintendo doesn't feel the need to hold back for the smaller Zelda games. They didn't spoil the final boss and dungeon, but everything else was fair use.

In case of Breath of the Wild and Tears of the Kingdom they were a lot more delicate, focusing primarily on the start of these games, until the final trailers also showed almost everything... But at least those only had quick bits and pieces, where the Depths may still have been a surprise for you and various other things. You had to truly analyze the trailers and put a lot together to get an idea of the story...

The pre-release coverage of A Link Between Worlds and Echoes of Wisdom on the other hand was a lot more thorough. "This is Princess Hilda, Zelda's counterpart. And these are the dungeons in Lorule, take a look... Here are the Deku and what they are up to. We have both River and Sea Zora in this game and they are squabbling." It's like they felt the need to show and explain as much as possible, as if they were afraid that no one would buy these "lesser" Zelda games otherwise...

Wednesday, June 19, 2024

Echoes of Wisdom ~ New Old Hyrule

Zelda viewing over the game's Hyrule akin to Breath of the Wild

Echoes of Wisdom is yet another Zelda game that will take place in Hyrule, where the Zelda games that don't slowly become a minority. From the trailer we can already see that this won't be a completely new version of Hyrule, however, but based on the one from A Link to the Past and A Link Between Worlds. If you look at the above screenshot, then you will notice how Zelda stands on a ledge above Lake Hylia. Hyrule Castle is in the center and the Eastern Palace is in the east, with the same old rock formation between the two. And then there is a forest area northwest of the castle.

So, this is clearly meant to be the Hyrule known from the Downfall Timeline, which we have explored a couple of times before. If you also count the BS-X Zelda game Ancient Stone Tablets, then this will be the fourth game to make use of it...

It has a lot more evolved from when we last saw it in 2013, however. What used to be Death Mountain now looks heavily mined and has turned cold, with snow on the top, like Death Mountain in Lorule. Hyrule Castle now has a small settlement in its walls, what could be a new Hyrule Castle Town:

screenshot of castle town with one of the houses ripped away

And to the west of the castle there now seem to be some new ruins, which haven't been there before, while there is now a giant rock wall north of Kakariko Village, separating it from the forest above. Also, if you study the main artwork of the game (see here), you can see how Kakariko now has a windmill, like it used to in Ocarina of Time.

Most importantly, though, the game world was expanded. You can now go south of Lake Hylia, as already mentioned, which is seemingly where the adventure begins. In the west you can spot a giant volcano, which might be the new Death Mountain. And below it there is a canyon with some sort of temple, which could be Goron City.

There is a more tropical, jungle-like area, which we have never seen before and could be the Faron Woods of this game or something new entirely. This one isn't really visible in the landscape shots that we got, where potentially this lies somewhere in the east or south.

Hyrule wasn't just expanded with new areas, but also with the tribes that live there. It's getting a lot livelier than in A Link to the Past & Between Worlds. As already mentioned, there could be Goron City at the new Death Mountain in the northwest.

Zelda entering Gerudo Town

But you can also find Gerudo in this game, which is their second appearance in a top-down Zelda title, the first one being Four Swords Adventures. (Unless you also count Cadence of Hyrule.) They have their own Gerudo Town / Fortress somewhere in the desert. Maybe we will also see the Rito at the snowy mountains, which would be their first appearance in a top-down game. And there is more than a single Sheikah this time around.

Four different Zora looking at each other in two groups

Both the classic River Zora and the Sea Zora co-exist in this version of Hyrule, which was an idea from the Oracle games, mainly Oracle of Ages, to explain why the Zora from the 3D Zelda games were so different. But in the Game Boy Color classics the two different types of Zora never interact with each other, one is hostile and the other is not. In Echoes is Wisdom it looks like there will be some conflict between the two different Zora groups, which is very intriguing.

a Deku Merchant

Finally, the Deku have returned, which marks their first appearance in a mainline Zelda game in almost 20 years. The last two games to feature them were The Minish Cap and Four Swords Adventures. Crazy, right? (Again, Cadence of Hyrule also got you covered there and even has a playable Deku.) We only get to see a Deku Merchant here, but there might be others around, probably in the Lost Woods.

Deku Tree

Speaking of, this even will be the first top-down Zelda game to feature the Deku Tree from Ocarina of Time, which probably is found somewhere in the Lost Woods, maybe even at the spot where the Master Sword used to be. There is still some pedestal there, but not the exact same one.

Is it a coincidence that LEGO will release a Giant Deku Tree set a couple of weeks before this game, a Zelda game where you can take things from the environment to build with it? I think not...

Anyway, this game has pretty much everything that you might have wanted from A Link Between Worlds already. While the 3DS game also has changed up the world from A Link to the Past quite a bit, it still stayed quite faithful to it, maybe a little too faithful.

With Echoes of Wisdom they could potentially be making the ultimate version of Hyrule for the top-down perspective by taking the beloved Hyrule from A Link to the Past once more and adding a lot to it. And I can't wait to explore this.

Wednesday, November 22, 2023

A Link Between World's 10th Anniversary

10 YEARS

Another anniversary to behold: A Link Between Worlds is now ten years old! I haven't talked about this game in quite some time, so this a good excuse to change that. In the shadow of the overly successful Breath of the Wild, it's easy to forget how this Zelda title acts as a bridge between classic and modern Zelda.

It uses the world of A Link to the Past as its foundation, but tells its own story in this world, very similar to Tears of the Kingdom. And after the Zelda series had become increasingly more linear with games like The Minish Cap, Twilight Princess, Spirit Tracks, and Skyward Sword, it dared to move in the opposite direction, letting the players go for the dungeons in many different orders. For this it also experimented with the idea of giving the player most main items at the beginning of the game, which became a staple for the series afterwards.

The wall merge ability was ingenious, on a similar level to Ascend in Tears of the Kingdom, where it's something that will be easily missed when going forward with the series. It made playing a top-down Zelda game a lot more three-dimensional and let you think around the corner, quite literally.

Going forward, I'd love to see this game remastered on Nintendo Switch, more so than Ocarina of Time. It could probably re-use assets from the Link's Awakening remake, which borrowed from A Link Between Worlds to begin with. The StreetPass stuff with the Shadow Links could be even transformed into an online feature, making this part of the game more accessible today.

And I also hope that a future Zelda game will eventually explore Lorule once more. It's a shame that we probably won't see characters like Ravio, Princess Hilda, and Yuga ever again, outside of Hyrule Warriors, because they felt more meaningful than your usual one-game characters. But to be fair, it was not the most serious addition to the lore, where there is a lot of goofiness involved, especially with the naming. Though, it's not as bad as its multiplayer sequel, Tri Force Heroes.

Overall, A Link Between Worlds is an enjoyable and fast-paced Zelda game, which did a great job at easing the fans into the open world experience that was to follow. And I'm personally quite excited to see what the future will bring for this game and the land of Lorule.

Monday, May 1, 2023

Ryo Nagamatsu has left Nintendo

Face Shrine in the Link's Awakening remake, last room before the boss

The bad news continue... Today composer Ryo Nagamatsu has announced on Twitter that he has left Nintendo as of April 30th. This is what he has to say:

I have made a decision to leave the company of April 30, 2023. I will work a little wider and more directly to help those who need my help and to help the industry. Thank you all for your kind support! I look forward to serve you in the future!

He is the guy who has made the music for all the recent top-down Zelda games: A Link Between Worlds, Tri Force Heroes, and the Link's Awakening remake, where his Zelda career actually started with The Legend of Zelda: Battle Quest, the mini-game in Nintendo Land. He really did some great work on the series and certainly left a mark, where this will be a loss, but let's wish him all the best!


Via Nintendo Life

Saturday, June 15, 2019

Link's Awakening Remake: Rupee Rocks?

There was some other small addition visible during the Treehouse Live segment for Link's Awakening, where I'm sure some people have missed it: it seems that Rupee Rocks were added to the game.

You can clearly see such a rock north of Dampé's Shack, which wasn't there in the original versions and has a green glowing effect on it (this effect can be seen better in the video):

screenshot of Dampé's Shack, where you can see the special rock just north of it

That's probably a Rupee Rock and they first appeared in the GameBoy Advance version of A Link to the Past. Since then they have appeared only one more time, in A Link Between Worlds, where it's likely that the same team, who was developing A Link Between Worlds, is now working on Link's Awakening and re-using some features from the 3DS game.

It's also not the only thing that was brought over from A Link to the Past and A Link Between Worlds. As we already know, apples can grow on trees as well, where Link can get them (probably with the Pegasus Boots) and eat them:

screenshot of Link eating an apple north of Martha's Bay

Saturday, April 6, 2019

Rumor: A Link to the Past Coming to Switch?

According to these tweets, both Metroid Prime Trilogy and The Legend of Zelda: A Link to the Past got registered in Best Buy's system. The former shouldn't be a surprise, but the latter certainly would be. And the new Link's Awakening is already there, so this might not be a simple confusion with the title.

This is very curious, since we're already getting the Link's Awakening remake and SNES games will come to the Nintendo Switch Online service eventually, maybe even this year. Also, a remake like this would have been best on the Nintendo 3DS, where we already have A Link Between Worlds and they could just use that game's graphics, enemies and everything to remake A Link to the Past entirely without any bigger efforts.



So, it seems very odd that a remake of A Link to the Past could be announced for the Nintendo Switch soon. But let's wait and see what this all will be about.

Tuesday, May 29, 2018

New Nintendo 2DS XL Hylian Shield Edition Announced


Well, that's certainly something different from all those golden editions that we got for Zelda themed handhelds so far. This is looking good and I would even consider getting this for my collection, if it were available in my area, unlike the Hyrule Edition New 3DS XL, which simply was too similar to my beloved Majora's Mask 3D Edition and therefore not as interesting.

But for now this seems to be a GameStop exclusive in the US. It even comes with A Link Between Worlds pre-installed, which is a nice deal. But this makes it look unlikely that we will get another Zelda game on the Nintendo 3DS this year, because otherwise they probably would have waited with releasing a Special Edition for this game. (But this is Nintendo we're talking about, so they still might release another 3DS Zelda game and another New Nintendo 2DS XL Edition for that one...)

With the current success of Breath of the Wild, it's clear that Nintendo wants to push things. And getting people to buy a Nintendo 3DS system of any kind for its very good Zelda library is a smart move, because there is much more interest in the franchise now and some of its best games can be found on the system.

That being said, this is already the fifth Special Edition of a system in the Nintendo 3DS family and that's not even counting the ugly Nintendo 2DS Bundle with Ocarina of Time 3D from last year. Things went out of hand here. Do we really need a Zelda Special Edition (New) Nintendo 3DS / 2DS (XL) every year?

What we would need is such a bundle for the Nintendo Switch... I'm still waiting for one!

Monday, May 28, 2018

Mini Game Online Leaderboards


Back when I was really into Rupee Rush from A Link Between Worlds, probably my favorite mini-game in the entire Zelda series, I made the suggestion that the game should have had online leaderboards for mini-game high scores.

Now, Super Mario Odyssey has exactly that for most of its mini-games, like the Jump-Rope Challenge, the Beach Volleyball or all those Koopa Freerunnings. They don't feel as enticing, however, the first one got even glitched twice by now... But it's something that still might be interesting for future Zelda games.

Nintendo will certainly push their new Nintendo Switch Online service from now on, where probably the majority of their games have to support online functionality in some way. For Zelda there are multiplayer-centric episodes every now and then, as well as additional battle modes, which could do the job. But for a Zelda game without any online play, mini-game leaderboards seem like a safe bet.

It's also something that adds value to the game, while it's not really required for playing and completing it. Nintendo's online services will be shut down eventually, like it already was the case for Nintendo DS and Wii, and then the games don't work online anymore, which is a problem. It kills the timelessness and might even prevent you from completing them. In case of Tri Force Heroes you can at least still complete it in local multiplayer, but something like the Friend Vouchers in Metroid Prime 3: Corruption can't be done anymore. So, I'd rather have mini-game online leaderboars than some forced online feature like the Friend Vouchers.

But it would need good mini-games for this. Something that's fun and where you keep going, continually improving your high scores. Honestly, I only ever had this experience with Rupee Rush in the Zelda series. Breath of the Wild has terrible mini-games for the most part, where I was glad that only two of them had exclusive rewards attached to them. I certainly didn't miss online leaderboards there. But this doesn't mean that the next Zelda game wouldn't profit from such a feature.

Tuesday, May 1, 2018

Smartphone Zelda Content Concepts

A Zelda game developed for Android and iOS mobile devices, following games like Super Mario Run, Fire Emblem Heroes and Animal Crossing: Pocket Camp, isn't unlikely and already had been rumored last year. In a recent post I've explained, why I would like to have such a game, but in the meantime I've been putting more thoughts into how the contents of such a game could look like and how it all would be structured.

For this I didn't look far, but instead I've been taking many pages from the multiplayer Zelda outings, mainly Four Swords and Tri Force Heroes. Those count as some of the least popular Zelda games, but let's face it, a Zelda game on smartphones probably won't become a fan favorite either. But it could become something that works well on the platform and would focus entirely on singleplayer this time, which certainly would be preferred by some fans.

Let's go through the basics again. The game would utilize the top down perspective and Toon Link as its protagonist, similar to Tri Force Heroes or the Nintendo DS Zelda games. The touch controls would be based on the latter, so you point in the direction where Link should be going, you tap things in the environment to interact with them, you tap enemies to attack them and there would be button in one corner of the screen to activate your current item. Simple.


Areas and Dungeons


With smartphone games people often want to play in short bursts, instead of going through extensive play sessions that they get from PC or console games. There are exceptions, of course, but Nintendo's smart device titles so far have backed this up. Playing short levels in Super Mario Run and quick rounds of strategy in Fire Emblem Heroes support this play style.

So, with a Zelda game on smartphones it's likely that it will adopt the level-based structure of the multiplayer installments: Four Swords, Four Swords Adventures and Tri Force Heroes. Instead of having a big connected overworld, the game world would be divided into individual areas that give access to shorter levels. Let's take a look at Four Swords and Tri Force Heroes here:



Four Swords featured the Sea of Trees, Talus Cave (ice cave dungeons), Death Mountain and Vaati's Palace. The Anniversary Edition also had the Realm of Memories and the Hero's Trial on top of that.


Tri Force Heroes had the Woodlands, the Riverside, the Volcano, the Ice Caverns, the Fortress, the Dunes, the Ruins and the Sky Realm. Additionally, there has been the Den of Trials as a free DLC level. From the selection of areas this is looking really good here.

The difference between both games is that Four Swords had randomly generated stages in each area (except for the additions in the Anniversary Edition), while Tri Force Heroes had four static levels per area.

It's remarkable how Four Swords featured procedurally generated content at its time, which is quite popular with "Roguelike" games these days. Technically, the game didn't fully generate everything at random, but put together its stages based on different templates. But there are so many that I kept discovering new floors and rooms, even though I've played through the game various times. It really adds to the replayability, which is something you want to have with a smartphone title.

In the case of Tri Force Heroes you had three additional "Challenges" per level, which gave you a reason to replay them, but once you've beaten all 32 levels in all four variants you were done with the game and there was no reason to keep playing other than the fun of it or to support other players with their remaining Challenges. But you'd really want to avoid such a stop here, where procedurally generated levels are the key.

Of course even with level generation you will learn and discover all patterns eventually, but it still would offer a lot more to discover than static levels. It would also allow for a continuous increase in difficulty, where the more often you beat a certain level, the harder it will become.

Now, I would add the typical "themes" as areas to the game: forest, volcano, water, ice, desert and so on. But each area would have an overworld stage and a dungeon stage. So, if you select the forest, you can play either some Lost Woods type of level or a Forest Temple dungeon. You can chose every area from the start, but you need to beat the overworld section first, before you can go into the dungeon. And the dungeons always end with a boss. So, there are two sides to each area, which makes sense for a Zelda game.

Beating a boss for the first time will reward you with an additional Heart Container. Beating a stage will score you something different. Four Swords used different keys for Vaati's Palace for this, but it could be something like Force Gems or Spirit Orbs. Let's say you keep collecting "orbs" from the levels, because this seems like a typical mobile game currency. You could keep getting more orbs from repeating the same stages, however, each playthrough will become more difficult and challenging. Tougher puzzles, stronger enemies, harder to find secrets and so on. You might be able to select lower difficulties again, but then you wouldn't get any new orbs.

Finally, those orbs are required to enter the final dungeon. This could be something that has levels to it, like a giant tower. You need a certain number of orbs to open the first floor, but once you've beaten it, you can strive for higher floors, where the difficulty increases and where you might get different endings and greater rewards. You can compare this to the three Epics in Four Swords, where you can replay the game two times for a greater challenge, just that this would be longer lasting and more challenging. It could even go on forever.

Additionally, the game could have a special trial area, where you would have something like the Den of Trials (a survival dungeon like the Cave of Ordeals from Twilight Princess or the Trial of the Sword from Breath of the Wild), with bosses thrown into the mix. And maybe also special super challenging stages like the Hero's Trial in the Four Swords Anniversary Edition.


Items


Unlike in a normal Zelda game you wouldn't keep the items with you, but they would be part of the stages, like in the Zelda multiplayer games. So, for the sake of simplicity you can always only carry one item with you at a time, which can be swapped on item pedestals.

There could be many different items throughout the game for lots of variety. Anything that was established in top down Zelda games and that works with touch controls could be considered. Here's a list of ideas:

  • Lantern
  • Shovel
  • Slingshot
  • Bow
  • Bombs
  • Boomerang
  • Hammer
  • Grappling Hook
  • Whip
  • Gust Jar
  • Fire Rod
  • Ice Rod
  • Lightning Rod
  • Tornado Rod
  • Sand Rod
  • Water Rod
  • Cane of Somaria
  • Magnetic Gloves
  • Roc's Feather
  • Pegasus Boots
  • ...

These are all items that were featured in past Zelda games, but of course there could and should be new ones as well. There are many possibilities here, though Nintendo often likes to keep the selection of core items small, like around eight different ones. This has been the case for the multiplayer installments and Nintendo DS games, but it's still possible that Nintendo could make Ravio really jealous with such a game.

There shouldn't be any usage limitations like ammo or even a magic / stamina / energy meter. Four Swords and Four Swords Adventures didn't have any limits to the items and it worked fine. The Nintendo 3DS games introduced the energy meter for items to prevent spamming and to add a little challenge, but with touch controls you couldn't go all crazy anyway. As long as nothing gets as overpowered as the Hammer in Phantom Hourglass, things will be fine.

And not having a meter will add to the simplicity. You don't want too many things to clutter the screen. Ideally, there only would be the item and your hearts visible at all times.


Outfits


With a game like this you want a collectible that's useful and that stays with you outside of the stages. Four Swords and Four Swords Adventures didn't have something like this, but Tri Force Heroes then introduced the outfits, which were arguably the best thing about the game.

And this is quite popular with Nintendo games right now. Breath of the Wild offers over a hundred different armor pieces and Super Mario Odyssey has many fun costumes, where they currently keep adding new ones in updates, which is exciting. But Tri Force Heroes did it before and put Toon Link in many cool and crazy outfits, which all had different abilities.

There's also lots of potential for fan service by putting Link into costumes based on different tribes and characters from the Zelda universe, like this neat Darunia outfit, which lets you walk through fire and swim through lava:


There were also outfits based on Fierce Deity Link, Linebeck, the Kokiri, the classic River Zora, the Hammer Bros. from Super Mario, Tingle, Princess Zelda and more.

It was a great feature, where they could just copy the whole thing and even bring a majority of the outfits back. I doubt that anybody would mind. Some outfits were based on multiplayer features or the Energy Gauge, which probably wouldn't return, other outfits might be altered and there certainly would be many new outfits that Tri Force Heroes didn't have, for example to enhance any of the new items. It would be like with the masks in Majora's Mask, which originated in Ocarina of Time, but were expanded even further for the sequel.

Like in Tri Force Heroes you would craft the outfits from Rupees and treasures found in the stages. The main difference here would be that the treasures aren't a reward for beating a stage, they are found everywhere inside the stages by killing enemies, cutting bushes, lifting rocks, opening treasure chests and so on. This would really reward the players, who take their time to explore everything within a level, instead of simply rushing to the finish like.


Shadow Link Battles


While this entire concept has taken a lot from the multiplayer-centric Zelda games, it was so far focused on singleplayer and for good reasons. When playing a game on your mobile phone the connection isn't always the best. And with Nintendo's smart device titles it's already annoying enough that they require a good connections (think LTE) for most of the time or they won't work... The situation wouldn't become any better with an unstable multiplayer on top of that.

It will be interesting to see what Nintendo has planned for Mario Kart Tour, but so far the multiplayer modes were based on "ghosts". Super Mario Run puts you against other players' attempts at the "Toad Rally". And in Fire Emblem Heroes you can create a team for the Arena, which will be controlled by the AI, if another player chooses to challenge you.

But the Zelda series has done something similar before with the StreetPass Shadow Link Battles in A Link Between Worlds. There you could create your own Shadow Links and face the Shadow Links of other players in an arena, which was the fiercest enemy in the game. Tri Force Heroes brought this special AI back, but sadly only for the Den of Trials.


Here it could work similar to A Link Between Worlds. Your Shadow Link will have the same number as hearts as you, which gets used to rank you with other players in the beginning. Additionally you can equip your Shadow Link with an item and an outfit.

Before you enter the arena, you can chose the same: one item and one outfit. The arenas will be based on the different areas and dungeons from the game and have various hazards, but won't have any items in them. This added too much of a luck factor to Tri Force Heroes, where players may or may not spawn right next to their desired items. So, it's best to let them choose what they want upfront.

It's also thinkable that you might face multiple Shadow Links in one match, instead of just one. There could even be different modes, like one where you need to collect Force Gems in a given time.


Content Updates


Nintendo likes to update their smart device titles with new content, features and events on a regular basis. This keeps the games in the news and brings players back to them. And it adds a significant reason to keep playing the games.

Here this would be simple. Major updates would add new areas to the world, which could come with new items that are useful in there. For example there could be a swamp area that features the Water Rod. And of course there would be new outfits to upgrade the new items or to help within the new environments, like a Deku outfit that prevents you from sinking in bogs.

New outfits could also always be part of smaller updates, which are released more often. These could even be there to promote other Zelda or Nintendo games at the time.

Additionally, there could be special "Challenges" for specific areas, which are only available for a limited time and which will reward you with rare materials or many Rupees or "orbs".


Payment Options


With games on smart devices there is always the question, how they eventually become profitable for the developers. Nintendo has tried different approaches here, where Zelda could be somewhere between things.

The game could only give you access to one or two areas in the beginning. You can still enter the final dungeon, if you grind enough "orbs" (or whatever) from those areas, but you can also unlock additional areas by purchasing them. Ideally, there would also be a way to buy the full game, where you get access to all current and future areas at once.

Additionally, there could be micro-transactions to purchase "orbs", Rupees or materials. I'm not a fan of those, but I also don't mind them, as long as they are fully optional.


Conclusion


All of this doesn't really re-invent the wheel here. Make it singleplayer, take the controls of the Nintendo DS Zelda games, take the procedurally generated levels of Four Swords, take the outfits from Tri Force Heroes and the Shadow Link Battles from A Link Between Worlds and all of this would make an entertaining mix for Zelda fans, who want to game from time to time on their smartphones. Of course Nintendo would potentially come up with something new instead, but past Zelda games have already proven that the series might work just fine on smart devices with what it already offered.

Tuesday, January 9, 2018

Remaking Link's Awakening on the Nintendo 3DS

Following the previous rumors about a remake of Link's Awakening in the style of A Link Between Worlds, I put some more thoughts into how such a title would look like on the Nintendo 3DS. The rumors described it as more "open" to follow the success of Breath of the Wild, where A Link Between Worlds already had the same goal.


Overall the engine of A Link Between Worlds could easily be used to remake the GameBoy (Color) Zelda games. It wouldn't have to follow the SNES style visuals - similar to the town of Hytopia in Tri Force Heroes such a remake could just define its own visuals based on the engine to create something that's closer to the looks of the GameBoy style.

At the same time it would make sense, if a remake of Link's Awakening wouldn't be a simple remake, but its own story placed after A Link Between Worlds. The latter was in many ways very similar to A Link to the Past and also remade that classic Hyrule overworld on the Nintendo 3DS, where you could the describe the game as a mix of a remake and a sequel, a "requel". And for Link's Awakening Nintendo could create another requel as well, where they bring back the island of Koholint and where they will also tell the story of the Wind Fish, but it will be a new story, experienced by the Link from A Link Between Worlds and Tri Force Heroes after his travels through the Drablands. The Wind Fish could have simply fallen asleep again over the ages and is in need of a new hero.

This would give Nintendo the opportunity to base the game on the original material, while creating something new at the same time. A strict remake of Link's Awakening would probably be boring and like A Link to the Past the game isn't really in dire need of one.

Well, the original Link's Awakening was quite linear outside of its dungeons, where you usually needed the key item from one dungeon to proceed to the next. In addition there were scripted events after completing certain dungeons, where otherwise you couldn't make any progress at all, even with the dungeon item at hand. Most of these events have to do with the companions that will follow you around throughout the game. So, let's take a look, how these restrictions could be eased up...


Items


Roc's Feather, Power Bracelet, Pegasus Boots, Flippers, Hookshot... Almost all of the dungeon items in the game help you with traversing the overworld of Koholint. But ideally you wouldn't be as limited by their obstacles right from the start. They could serve as short cuts, but there should still be ways around that you can take from the beginning. The original game even allowed for early exploration of some parts, but it stopped you with some (unnecessary) dead ends.

In the very least Nintendo could provide a choice between a couple of dungeons at a time. For example in the beginning you would be able to play either the Tail Cave or the Bottle Grotto. And both the Roc's Feather and the Power Bracelet would allow you to go east on different paths, where you could access either the Key Cavern or the Angler's Tunnel...

A Link Between Worlds opened its game up via Ravio's shop, where you could rent and purchase most of the items in the game. And Link's Awakening essentially had the predecessor of that idea with the Town Tool Shop in Mabe Village...


There you could buy the Shovel, Bombs, as well as the Bow. You didn't have to purchase the latter, since it's only required for a key inside Turtle Rock, a dungeon that has about 50% optional parts. The Shovel, however, was required to beat the game, where you have to buy it before Level 3 at the latest.

A Link's Awakening requel could place more of its key items into the shop, instead of into its dungeons, but such a drastic change probably wouldn't be necessary. In fact getting all items early in both A Link Between Worlds and Breath of the Wild made it somewhat meaningless where you go first, because you can't really miss anything. The only thing to miss is a real feeling of progression. Here it would be interesting, if Nintendo tried something different, where the game is still open, because you don't really need all the items from the dungeons to make progress, but where at the same time these items provide access to shortcuts, optional parts in other dungeons and hidden secrets like the Secret Seashells.

Apropos, the Secret Seashells could potentially become more similar to the Maiamais from A Link Between Worlds, maybe even be replaced by them, where you still get the upgrade for the sword, but also for the other items. They could also add various items that weren't part of the original game, e.g. an Ice Rod.

With some items it would also be interesting to make good use of the 3D effects, where the Roc's Feather seems like the most interesting candidate, which probably would replace the Tornado Rod in some form.


Companions


In Link's Awakening you had various entities follow you around Koholint as part of the quests: the Chain-Chomp Dog BowWow, the lovely Marin, an annoying Ghost and the useful Flying Rooster. All of them were restricted to a specific part of the game, where after completing certain tasks you would part from them.

A Link's Awakening requel could do things differently by always granting access to the companions after "unlocking" them for the first time. Want to take BowWow for walkies? Just ask Madam MeowMeow! Want another date with Marin? Just ask her out and bring her back to the Weather Vane afterwards.


Talking about the Weather Vane, the Flying Rooster could even become your new method of "teleportation" in the game, essentially replacing Irene's Broomstick from A Link Between Worlds. And much like in the 3DS Hyrule, you might find Weather Vanes everywhere on Koholint as save points. Of course the Flying Rooster would need to be unlocked early one for this scenario.


Hero Mode, Trial Cave, Clothes


Well, naturally they could add the typical features that Zelda games have seen in the last years: a Hero Mode option, which they could call "Nightmare Mode", and a floor-based enemy gauntlet, which might even include most bosses. Nothing too special here, but always nice to have. Ideally such a "Nightmare Mode" would also modify the dungeons in some meaningful ways, instead of simply increasing the damage. And the trial cave could be implemented via different levels in the Dream Shrine, where the Minish Cap already had a similar feature with Simon's Simulations.


It's questionable whether the Color Dungeon or the photo quest would actually return in such a requel, since they won't aim to sell GameBoy Color systems or GameBoy Printers with a new title on the Nintendo 3DS. But in the very least the Red and Blue Mails from the Color Dungeon could be preserved as rewards for the trial cave or whatever new dungeons they might add. They could even go as far and bring back the outfits from Tri Force Heroes in some form, where you could collect them for different bonuses.


StreetPass, Online Multiplayer, amiibo...


Ideally Nintendo would keep the game pure and clear of most hardware gimmicks aside from the 3D. A Link Between Worlds featured StreetPass, while Tri Force Heroes focused on online multiplayer and also offered some Miiverse integration. The latter is already dead, however, while the rest seem to be dying features. So, Nintendo might want to stay off them. It's more likely that they will try to integrate amiibo in some form, because that's something they haven't done with the Nintendo 3DS Zelda games yet.

Sunday, September 11, 2016

Lorule Warriors Legends: A Link Between Worlds Pack Expectations


Hyrule Warriors Legends keeps us Zelda fans entertained during the 30th Anniversary of The Legend of Zelda with new DLC packs every two months. The final DLC is scheduled for late October / early November and will finally dive into one of the younger games of the franchise: A Link Between Worlds. Certainly a charming game, which offers lots of potential content for Hyrule Warriors! But what can we really expect from the last DLC? What will await us in detail? Let's speculate on Hyrule Blog!


Characters and their Weapons

The A Link Between Worlds Pack will feature two new characters and it already has been leaked here, who these two characters are. The same leak told us about Toon Zelda, so it's most likely accurate. But even without any leaks it should be clear that in the end it comes down to these three:


The Lorule trio of Ravio, Hilda and Yuga. It shouldn't surprise anyone that it's going to be two out of these three main characters of the game. And since both the roster menus on Nintendo 3DS and Wii U have space for three additional characters to make it an even 30, there is also the slight possibility that we're getting the complete Lorule trio at this point, where one character will be free DLC similar to Medli. That would be utterly amazing and we shouldn't expect this to happen, but in any case let us look at the potential movesets and weapons of all three Lorule superstars.

Hilda would continue the streak of playable princesses in this game and her weapon would be her Staff / Triforce Scepter. In A Link Between Worlds she summoned dark vines and Koei Tecmo would probably make good use of this for her fighting abilities. She might also take a page from Cia's book and summon Dark Ravios around her.

Yuga is probably the most interesting candidate here thanks to his Brush Wand. That should allow for some interesting moveset ideas, however, turning himself or others into paintings as a fully developed gameplay mechanic would probably be out of the question. But in the very least he could paint things that come to life, like the soldier enemies from A Link Between Worlds. He also could summon walls that come out of ground to turn himself into a painting for a move. And following his boss fights he probably will shoot energy attacks and create copies of himself, maybe even incorporate elements from Yuganon.

While Hilda and Yuga already hold their potential weapon types in their hands on the above artwork, it's not as obvious with Ravio. He does have lots of possibilities with his shop items, though, where an interesting approach would be that he uses the "Bracelet" as his weapon type and utilizes all the different items for different moves and combos in a more clumsy style. Alternatively Koei Tecmo could focus on one item, where the Tornado Rod would be the one that's unique and fit Ravio's clumsiness very well. And other items from the shop still could be part of the moveset, similar to how Toon Link uses the train with the Sand Wand. It's also very likely that both Sheerow and Ravio's big bag of Rupees will play a part in the moveset. So, expect a very colorful character.

Additionally for Ravio it would interesting, if he had a similar mechanic to Linkle or even Zanto, where he's taking the mask off. Or alternatively he could get a costume without the bunny mask similar to Cia.


The Adventure Map

The Grand Travels Map showed a new approach, where Koei Tecmo combined two worlds into one. And it's likely that the final Adventure Map will follow a similar dynamic, where we get both the classic Hyrule from A Link to the Past / A Link Between Worlds and Lorule in 8-Bit as one big 16 x 8 map. Let's call this the "Two Worlds Map".


You would start in Hyrule and then unlock portals via Bracelet item cards to enter the individual separate areas of Lorule, where you find the various "Final Battle!" missions. And all would be accompanied with a nice 8-Bit rendition of the classic Dark World theme.

As the item cards on this map they could use all nine items from Ravio's Shop for various purposes, e.g. using the Ice Rod to eliminate flame rings, which unlocks rewards. Collecting Maiamais as item cards would also be nice, which you then can use on Mother Maiamai for bonuses.

This might even tie in with this map's big bonus. The Twilight Map gives double material drops, the Termina Map gives double weapon drops, the Grand Travels gives more food drops and on the Koholint Map you can chose the perk that you want. Maybe on the "Two Worlds Map" the perk will be getting more Rupees, since A Link Between Worlds set a big focus on Hyrule's infamous currency with Ravio's Shop. Maybe the map in general gives you more Rupees, maybe you receive the boost with Mother Maiamai or maybe Mother Maiama even gives you an Experience boost in addition. There are many possibilities here.

It could also be that this Adventure Map will utilize "Hero Mode" for a final push of difficulty. Unlike the DLC Maps on the Wii U, the new Adventure Maps on the 3DS have been really nice so far, maybe even a little bit too nice. So, as a final challenge the map could become a lot harder, but potentially also use a mechanic, where you're able to make it easier with the use of Item Cards. Maybe even Mother Maiama could turn "Hero Mode" into "Nice Mode" for you, so you're collecting all the Maiamais for a good reason.


Costumes and other extras

What we've never gotten with any DLCs is new stages and it's very unlikely that this will change here. But it could be that we're getting a simple "Lorule Field" version of the typical Hyrule Field stage in the game. It would be the third alteration of this stage already, but it could turn out really nice with Lorule Castle in the background and a giant chasm instead of the river, maybe even a mirrored version of the original stage.

Anyhow, there are eleven 4+ weapons left and as usual there probably will 16 recolor costumes in total. Zelda already has a Hilda recolor from the Master Quest Map, but in case of Link I could see him getting a full Ravio recolor. It would be similar to the purple tunic from the Master Quest Map but with black hair and the striped scarf. Ganondorf could also get a Yuga recolor just to complete this trio in color costumes as well.

The sages also give additional material for recolor costumes, e.g. Darunia could get a Rosso recolor and Ruto an Oren recolor for obvious reasons. Naturally Impa would see the colors of her A Link Between Worlds counterpart and so might Zelda. Young Link could have a Gulley costume and Toon Link might get a Osfala recolor for the sole fact that he uses the Sand Rod now. A Sahasrahla recolor would be a nice fit for Daphnes. Lana and Cia could be Seres and Irene, because Seres has a book and Irene is a witch, who gets to fly Link around. And of course Tetra should have a thief girl recolor. The possibilities with A Link Between Worlds are amazing!

Fairy clothing could be equally fruitful. We already have a Hilda costume, but outfits based on Ravio, Irene or Seres are likely as well. Seres looks very close to one of the water fairies that we already have, the one on the Termina Map:


So, you could essentially recreate that character in My Fairy, which wouldn't be the first time.


Conclusion: Ravio, Hilda, Yuga, a Hyrule + Lorule Adventure Map, many interesting costumes... There's tons of potential with the A Link Between Worlds Pack and we can all look forward to it!

Tuesday, May 17, 2016

Hyrule Warriors Legends: 30th Character? Lorule Trio?

The current roster of Hyrule Warriors and Hyrule Warriors Legends has exactly 24 characters and leaves an open spot in the lower right corner:


Back in January this already bugged me and at the time I suggested that Koei Tecmo will add one final character to fill the roster screen. And as it turned out, this character is going to be Medli, who will be available for free this Thursday. She fits this spot very nicely in a set of four The Wind Waker characters, which are all in the same column.

However, she's not going to be the last character to be added. We will get four more in the DLC: Marin in the Link's Awakening Pack, most likely Linebeck in the Phantom Hourglass and Spirit Tracks Pack and two more characters from A Link Between Worlds. And with that we're back to having this ugly little open corner in the character menu again. 29 is a prime number, so there's no way that they could evenly re-arrange the roster. And we're back at the question, if Koei Tecmo might add "one final character" to make it an even 30.

Now, I've already mentioned the possibility in my DLC predictions, but after a similar discussion on GameFAQs I'm even more convinced that we're going to get the full Lorule trio at the end of the DLC:


Ravio, Hilda AND Yuga. Two of them will be paid DLC, one of them a freebie. The freebie characters so far always have been tied to the newly released Adventure Mode Maps. Cia, Volga and Wizzro all were available for free, but their hearts and weapon upgrades were locked on the Master Quest DLC Map. The same happens this week with Medli. You can get her for free, but if you want her stuff in Legends, you will need to buy the Master Wind Waker Map.

On the Wii U all DLC characters are autonomous by now, so she will be a real freebie there. But I suppose that the upcoming DLC for Legends will handle all paid DLC characters the same way as Medli. This time the characters won't be sold separately in Japan, so there's no reason to unlock all their weapons right away and tie all their hearts to levels. Koei Tecmo heavily listened to feedback so far and many people didn't like the autonomous DLC characters. You also want to unlock stuff with them, make real progress other than just leveling. Or else these DLC characters are not fully worth it.

Now, if they really decide to add another character as a free gift and as a "thank you" to the fans, then it will probably happen at the end and that's in November, where the A Link Between Worlds Pack will be released. And since the freebie characters are usually tied thematically to the simultaneously released Adventure Mode Maps, it makes sense to get another character from that game. And here it makes fully sense to complete the Lorule trio of Ravio, Hilda and Yuga. One of them will be free DLC. And the other two will be part of the DLC pack.

So, you might ask, why they simply didn't announce three characters for the A Link Between Worlds Pack, then. All upcoming DLC packs are evenly balanced. The Master Wind Waker Pack is the cheap one, which only has a new Adventure Mode Map. The following packs all give you a new Adventure Mode Map and two new movesets. They all also cost the same price. That's a good system and by releasing a third character for free alongside the last pack, it will make them look good, but at the same time it will be a huge incentive to buy the DLC for everyone, who hasn't bought it already. You suddenly have the pretty Hilda in your roster, but she looks so lonely... And you can add Ravio and Yuga to keep her company for just a small price! It's a good strategy and win-win for everyone. But of course they haven't announced a 30th character yet, because they want to keep it as a surprise for then.

If they want to keep the order of "Ravio, Hilda, Yuga" in the roster screen, the free character will probably be Ravio, while Hilda and Yuga are added to the end. But it really could be any of the three, though I personally believe that Yuga will be part of the paid DLC, because he has the most extraordinary moveset potential. He was also one of the first fan requests that Koei Tecmo has publicly addressed on Twitter around the time, when the first game was released. The other one was Linkle and we all know, how she turned out...

We'll see, but right now I'm convinced that we will get the full Lorule trio in the current Hyrule Warriors games. It would be awesome.

Wednesday, March 30, 2016

Replaying A Link Between Worlds in Hero Mode

Between Twilight Princess HD and Hyrule Warriors: Legends I've been replaying A Link Between Worlds and A Link to the Past, where I finished them both last Friday. Because I visited home over the Easter holidays, I will now post my thoughts with a slight delay.

Well, in case of A Link Between Worlds, I've already
replayed the game last year on my cartridge copy and I started playing Hero Mode right when Tri Force Heroes was released. So, my replay session of Hero Mode got split into several parts over the course of about five months and in the beginning I played the Hyrule dungeons. Late February I returned to this savegame, when I visited home to help my mother moving, and there I was going for the Titan's Mitts and all 100 Maiamais, basically completing about all sidequests.


StreetPass Frenzy

Less than two weeks ago then there was a Manga Con in Leipzig, where I visited all four days of the convention to meet some friends and participate in some Nintendo events (I scored 2nd place in a Mario Kart 8 tournament). And a convention like this is perfect for getting lots and lots StreetPass hits, where I returned again to A Link Between Worlds to fight all those Shadow Links of people.

This was actually the first time, where I cleared all 50 StreetPass challenges legitimately and even got all 20 apples on the Apple Tree without setting up fake StreetPass hits with one of my other 3DS systems. And with so many StreetPass encounters it was also the fastest. There are even many 50 Rupee bounties, because some might just set up StreetPass in the beginning and then never bother with it again. But I didn't have to use my dummy Shadow Links for some of the tougher challenges and strategies from my StreetPass Guide like the "Bombos Byrna Drink" worked like a charm.

Still, there were also quite some people with tough Shadow Links, which can be dangerous in Hero Mode, so I kept playing until my StreetPass Meadow got filled with golden signs. Having lots of those is also good to fill up your total Rupee counter quickly, because you can get up to 999 Rupees with a single StreetPass fight. Now, all there was last to do last week was clearing the remaining Lorule dungeons, getting the best equipment and then battling all the Shadow Links.

I still played quite some Rupee Rush though and even managed to break the 1000 Rupees in the Lorule version. I even had a run, where I got exactly 0.00 seconds left... So, I was quite unhappy that I didn't have internet access to show these records on Miiverse....


Hero Mode Course

When replaying the normal game, there are tons of possibilities in what order you play the dungeons. 2520 different possible orders to be accurate. In Hero Mode, however, I feel like the game is getting quite linear for myself, because there doesn't seem much of a choice for me. The quadruple damage is very tiresome, so I want to get the Blue Mail first and then go for the Titan's Mitts to get as strong as possible for the difficult stuff.

So, my order of the Lorule dungeons was as boring as this:

  • Swamp Palace
  • Thieves' Hideout
  • Desert Palace
  • Skull Woods
  • Palace of Darkness
  • Turtle Rock
  • Ice Ruins

When I played normal mode, I actually started with Ice Ruins and then cleared Turtle Rock next. It was still easier than doing them last in Hero Mode, because only with the Red Mail you receive as much damage as with the Green Mail in Normal Mode.

Skull Woods is still the downer, because this dungeon is just a massive disappointment over the original. Now, that I had the chance to directly compare the dungeons between A Link to the Past and A Link Between Worlds, I'm actually quite fond of most of them. They could use some tougher enemies here and there, especially in the earlier dungeons, but over all they are very well designed, in my opinion much better than the originals. Except for Skull Woods. They turned an open dungeon with multiple entrances, which is a pretty cool idea that rarely ever has been utilized in Zelda, into a linear mess...

But the other dungeons make up for it. I still think that the Ice Ruins are one of the best dungeons in the series, it's just so well designed and also offers a good challenge. I also enjoy Turtle Rock a lot, as well as the Desert Palace. And after going through A Link to the Past again, I also prefer the new Palace of Darkness and Tower of Hera over the originals.


Anyway, this was the fourth time that I have fully completed the game (except for the 999.99 seconds Cucco Run), twice in normal mode and twice in Hero Mode. And I enjoy it a lot, this probably wasn't the last time. I love the ending, gets me every time. It's beautiful.

Wednesday, February 10, 2016

Let's Update A Link Between Worlds

"Let's Update" will be a new series on this blog, where I talk about hypothetical updates to Zelda games released on current systems - something like the Den of Trials update for Tri Force Heroes, but for the games that came out before. This is not really about, what I think might happen, because Nintendo is clearly done with the previous games, so they most likely won't see any updates. So, this is about, what I would have liked to see in hindsight, if the game ever got an update. But at the same time I still want it to be realistic in the realms of what Nintendo actually could have pulled off, so something like an entire 2nd Quest or new dungeons isn't exactly reasonable.

Let's start with A Link Between Worlds. What if A Link Between Worlds received an update? What would you add? How would you add it? What would you change? Other than the usual "stability improvements" and fixing of glitches, of course. (Some of this was inspired by a thread on ZeldaUniverse.)


Boss Rush Mode

I very much enjoy battling the bosses in A Link Between Worlds, so it's a shame that there's no quick way to battle them again. Every Zelda game should have such a feature and I don't understand, why Nintendo never did it again after Ocarina of Time 3D and Skyward Sword in 2011.

I would add it as another level in the Treacherous Tower. They won't let you enter it, unless you brought all items. It might also only extend to the bosses, which you've already beaten so far to prevent spoilers. And I probably would leave Yuga out of it, since his appearance there wouldn't make much sense and his boss fights are not that much fun anyway. So, it would be Moldorm, Margomill, Arrghus, Stalblind, Gemasaur King, Knucklemaster, Zaganaga, Grinexx and Dharkstare seeking revenge on you.


The reward for your troubles could be an upgrade to the Hint Glasses, which colors them blue, similar to the Super Lantern and the Super Lamp. It's the only item in the game, which didn't receive an update and it would fit the pattern. With the "Super Hint Glasses" you can not only see Hint Ghosts, but also the health bars of your enemies, similar to the Hero's Charm in the Wind Waker. So, whenever you fight a boss again, you can see exactly, how much health he has left.


Naturally such an item shouldn't be given to you at the very end of the game, like they did in the Wind Waker HD, because then it won't find much use. But maybe like the Hylian Shield in Skyward Sword, you can get it after beating a part of the Boss Rush. Let's say that only the bosses, which you've previously beaten, appear in this level. And if you can clear a course with five or more bosses, you will be rewarded with the Super Hint Glasses.

(Another item that potentially could be upgraded are the Pegasus Boots, so that they let you change direction while running, like the Pegasus Boots in Ancient Stone Tablets.)


Minigame Improvements

Make it so that the Endless Cucco Run rewards you with the Giant Cucco after 100 seconds, not the full 999.99 seconds. Make it so that the Endless Cucco Run rewards you with the Giant Cucco after 100 seconds, not the full 999.99 seconds! Make it so that the Endless Cucco Run rewards you with the Giant Cucco after 100 seconds, not the full 999.99 seconds!!

I admit that's all I really want, the rest is just a bonus. And this is certainly a change that would make completionists like me quite happy. The four people on this earth, who actually already did the full thousand seconds of torture, still get the bragging rights with the record. There's no need to keep the reward exclusive to so few individuals.

The Octoball minigame also caused quite some frustration, where they probably could have made things a little bit easier...


For example you should be able to give a horizontal window with the Circle Pad; center, left or right. And the timing for the precise aiming should be easier to hit by making the ball slower overall.


Buy Shadow Links from Play Coins

Currently, if you can't find people for StreetPass, the only way to complete all 50 StreetPass challenges are the pre-generated Shadow Links. However, those only appear after every five hours of unpaused ingame time. And that's too rare. They should reduce this time to two hours and/or even make it so that you can use Play Coins to buy Shadow Links from Gramps. After all that's what Play Coins are there for, they let you get stuff in StreetPass apps for whenever you took the 3DS for a walk, but didn't meet anybody.

Tuesday, July 7, 2015

Replaying A Link Between Worlds


With the announcement of TriForce Heroes I decided to play through A Link Between Worlds again for the first time since release. I still had an empty cartridge of the game around, which wanted to be filled with complete savegames. And with the New Nintendo 3DS XL and its easy to push Start button, I might even give the Cucco Run 999.99 seconds challenge a second try after all this time.

But in any case A Link Between Worlds is a Zelda game with good replay value. It's a short Zelda game, you might not even need 10 hours for the core, it took me around 15 hours to complete everything again including StreetPass medals. So, you can essentially beat this in one weekend and with that it's easy to pick up, even if you don't have too much time. But what makes replaying A Link Between Worlds so interesting, are all the options. What items to buy first, the order of dungeons, exploring all the areas. It's for sure the most non-linear Zelda experience.


Dungeon Order

While the game is quite non-linear, you have to force yourself to play things really out of order and not fall into a certain pattern. I guess most people play either Thieves' Hideout or the Swamp Palace first, simply because they are in the area and they give you good benefits with the Blue Mail and the Sand Rod, where the latter lets you get the Titan's Mitt next, which is like the one big item that you can't really early. Turtle Rock and Ice Ruins are probably played last, because they are the more difficult ones. And dungeons like the Dark Palace and Skull Woods end up in the middle. This order makes especially sense in Hero Mode, where you want to keep things easy enough.

But since I had to play through the normal game again to unlock Hero Mode (as I said, this was an untouched cartridge version), I decided to mix things up and go for the hard stuff first. So, I started with the Ice Ruins and then continued with Turtle Rock. When I originally played the game for the first time, the Ice Ruins were my second dungeon and provided a great challenge, so I wanted to re-experience that. And it can be tough, you can't block any of the Ice Wizzrobe attacks without the Hylian Shield and you take some good damage without the Blue Mail. For the boss Dharkstare I actually needed two fairies, though I don't have any practice here (it's a shame that this game never got a Boss Battle mode).

I played Thieves' Town next, because I wanted to play the Desert Temple without upgrading the Sand Rod before. I've never done that before, but this time I forced myself by upgrading all other items first. I wanted to see, if this adds any challenge, but it was only really noticeable with the boss Zaganaga, where the sand walls would disappear while attacking the creature. I played the Swamp Palace last, so that I wouldn't profit too much from the advantage of the Blue Mail. That way I stayed a little closer to Hero Mode.

My least favorite dungeon is probably Skull Woods by the way. In general the dungeons feel weak when compared to their counterparts in A Link to the Past, especially with the enemies, but at least most of the dungeons in A Link Between Worlds have a great feel to them and unique ideas. Skull Woods is just a complete disappointment though. The original Skull Woods had this really good idea of a dungeon with multiple exits. Now here they streamlined this so much that it almost seems to be linear... and the dungeon feels very empty, when compared to the original.


Ravio's Shop

In general buying and upgrading all the items had a very natural flow to it, while replaying the game. It's very well balanced, the amount of Rupees, which I got to buy the items in Ravio's shop, perfectly matched the numbers of Maiamais I had already gathered. So, I would always buy the items to upgrade them immediately. And I've never ground for Rupees, I just explored and got all the chests in dungeons.

The main issue with the item shop though is that you can just rent them all at once in the beginning. You have more than enough money for it and suddenly you can go everywhere and take everything, the only exceptions being things and paths, where you need the Sand Rod and Titan's Mitt. A better system would have you get one item after another, but then you would have the problem of making the wrong choice, where you can't make any progress, until you get enough Rupees to effort another item. So, the rental shop certainly won't have any future in Zelda games, but it was interesting to have it one game. It also adds to the most powerful start in any Zelda game, it can be exciting to get so many items at once.


StreetPass

I also replayed the StreetPass battles and got all 50 medals again. I love this feature, I'm really looking forward to the Coliseum Mode in TriForce Heroes, if it's anything like it. It's just so much fun and I hope they keep the Zelda II music, maybe even remaster some more tracks from the game, like the battle music or the song of the Great Palace. I also hope that the Coliseum Mode will have challenges again, because it can be a lot of fun to collect the medals. Since it has been a while, I even looked up my StreetPass guide. It's a nice moment, when past-you can teach you something. If it can help me, I know for certain that my guide is really helpful.

Anyway... with a third Nintendo 3DS at hand and playing the game on a cartridge, I tried to optimize the strategy of StreetPassing myself to the fullest. I can switch the cartridge around all systems and accumulate 18 Shadow Links with a single StreetPass meeting. With that many you can easily complete all the StreetPass challenges in a single day. However, it seems like it doesn't add any signs onto the meadow, if you haven't played the savegame on that system before, so you have to setup StreetPass again at first, before it loads the Shadow Links.

Of course HomePass would be the best option, but I have yet to set this up and doing it on my own has the advantage that I can create cheap Shadow Links with a bounty of 50, no shield or items for some easy kills, which is very helpful with some of the tougher challenges.

But in general I like, how the StreetPass feature adds some afterplay to the game. You keep returning to the game and go over all of Hyrule and Lorule for the Shadow Links. It's a good feature, which keeps the game alive a lot longer than any other Zelda game.


Rupee Rush

This is the best and most addicting minigame in the entire Zelda series. Period. Like the Shadow Link battles this never gets old. My current records are 342 Rupees in Hyrule and still 993 Rupees in Lorule.


Hero Mode

I've only started the file to setup StreetPass here, but I haven't really replayed Hero Mode yet. I will save that for later this year, when we're getting close to the release of TriForce Heroes. With a fresh experience of A Link Between Worlds I can make better comparisons between the games.