Showing posts with label Four Swords Anniversary Edition. Show all posts
Showing posts with label Four Swords Anniversary Edition. Show all posts

Wednesday, March 13, 2019

Another 2D Zelda on the eShop?

Before the Nintendo Direct last month, Vergeben said that the new 2D Zelda game won't have a connection to Link's Awakening (source). When it came to predicting the roster of Super Smash Bros. Ultimate, Vergeben was on point, but otherwise it doesn't really seem like we can trust the guy, as proven by the fact that the new 2D Zelda game is literally Link's Awakening.

Now, apparently this came from one of Vergeben's sources, who is confused about this reveal as well and now claims that he or she has heard about a different 2D Zelda game that is going to be eShop exclusive (source). But this is quite the claim, honestly, and far from a safe bet, because Zelda games normally get a retail release, unless it's Virtual Console. But the Switch so far only featured a Virtual Console via the Nintendo Switch Online service.

The only new Zelda that ever used to be eShop exclusive is none other than the Four Swords Anniversary Edition. And even that was just a FREE re-release of an old game with some new features.



So, one scenario would be that we're getting another enhanced port of an old 2D game, where it offers something new, but it's still too "shabby" for a retail release. This doesn't allow for many options, however. The NES games are already part of the Nintendo Switch Online service. A Link to the Past will most likely follow. And the GameBoy (Color) games are currently all ready for remakes. That basically leaves the Four Swords games...

Of course they might decide to re-release the Four Swords Anniversary Edition for free again, maybe make it even part of the Nintendo Switch Online service and add online multiplayer to it. That would be great. Or they could decide to finally do something with Four Swords Adventures, but that could be eligible for a retail release...

Otherwise the emphasis really is on "free". If they ever release something for Zelda that is digital-only, it's probably because it makes no sense to distribute it as a retail release for some reason, like this being a free to play game.

This could even happen with a new game. Take something like Kirby Team Clash Deluxe for example, which is a horrible example with its monetization via Gem Apples, but still an example from Nintendo. They could use the engine of the new Link's Awakening to make a new multiplayer Zelda that focuses on the Battle Mode, like the Shadow Battles in Four Swords Adventures or the Coliseum Mode in Tri Force Heroes.


Similar to the different Kirby minigames on Nintendo 3DS, they could take such a small mode and turn it a game of its own. It certainly had some potential, but ultimately lacked the focus it needed to become something lasting.

Well, this would be something new entirely and could be used to advertise Link's Awakening. "Like the minigame? Then get the real deal with this upcoming remake in the same topdown style!"

Right now we don't have any reason to believe that there really is going to be another 2D Zelda game coming this year, but it's a possibility nonetheless.

Saturday, July 7, 2018

Zelda Encyclopedia: Errors, Oddities and Contradictions


What a book! I've spent the majority of this Saturday's afternoon with sitting on my balcony, skipping through the The Legend of Zelda: Encyclopedia, probably the most extensive work in Dark Horse's Goddess Collection. Much like Arts & Artifacts provided an amazing visual journey through the entire Zelda series prior to Breath of the Wild, it's nice to have this comprehensive collection of information about all the games in the old timelines with Encyclopedia.

I do enjoy having this clean cut created by the 30th Anniversary of Zelda, where everything was coming together once again in these books, before Breath of the Wild created a massive milestone afterwards, essentially starting a new era for Zelda. Well, Breath of the Wild is so expansive, it probably could fill its own book, where there's actually one with Master Works, which will be released in English later this year, also by Dark Horse.

That being said, with a book of this size (328 pages full of information), it is prone to errors. And while it bothers me to have small translation errors here and there, I'm more angered by the fact that the original writers "added their own interpretations and expanded upon the games' stories" seemingly without any supervision. This effectively makes this whole book "non-canon", as thorough as it might have been researched.

Some of these "own interpretations" feel like cheap fan theories, which shouldn't be part of such a book. With Hyrule Historia I was overall fine with what they had established as "facts", but the Encyclopedia went a little bit too far and might even contradict the games at times. I guess, I have to let to sink some of the information in, but here are some larger things of notice:


Oracle of Seasons & Ages in the Timeline


The changed / fixed the timeline placement of Oracles of Seasons & Ages to their own era after Link's Awakening. This is completely fine and it really can go either way. The ending of the Oracle games made it look like they were a prequel to Link's Awakening, where Link sets off in a boat that resembles the one from the intro, where he gets stranded on Koholint. And since Link's Awakening was always said to be a direct sequel to A Link to the Past, Hyrule Historia placed the Oracle games between the two classics.

But, this was always a controversy... Link and Zelda in the Oracle games looks much younger than in A Link to the Past, following the games' main artworks. And when Link and Zelda meet, the dialogues make it sound like they meet for the first time, with Zelda introducing herself. So, this never added up and it's probably a good thing that this was now changed in hindsight.

However, the English version states on page 19 that the hero in the Oracle games is the same one as from A Link to the Past... Which doesn't make any sense at all. Why would they put the games AFTER Link's Awakening, where Link's fate originally always was unknown, if not to make this a story of a new Link? But as far as I know, this is a translation mistake in the English version and the Japanese version states the opposite.

All the timeline diagrams also always put a gap between Link's Awakening and the Oracle games, which symbolizes a jump between different eras, which makes it quite clear that this is supposed to be a new Link and a new Zelda.


Termina Vanished


The Encyclopedia explains that Termina was created by Majora's Mask from the mind of the Skull Kid and that it ceased to exist, after the Hero left... Which doesn't seem to be the case in the game, because we saw the people celebrating, after Link had left. We also saw the Deku Butler mourning for his son in what should have been a part of the Lost Woods... But apparently it was all just another Koholint.

It feels like Nintendo just wanted to shut up the fans asking for another game taking place in Termina, but this kind of kills the mystery surrounding these lands... It does explain, how both Link and the Happy Mask Salesman disappear into thin air at the end of the game. But the thought that you can find your way to Termina through the Lost Woods was always exciting.


Geographical Guesses


Other than the fact that Termina apparently doesn't exist, the book also some controversies about Hyrule and the countries surrounding it.

It treats both Holodrum and Labrynna as some "parallel worlds", while we know that both Zelda and Impa travelled there from Hyrule. Characters from the Oracle games also travel between the two lands, so everything should be connected somehow, but not according to the Encyclopedia...

It doesn't get better with Hytopia, where the book downright states that it lies north of Hyrule, a fact that's coming out of nowhere and has no evidence whatsoever. To make things worse, it formulates the theory that the Northern Hyrule from Zelda II - The Adventure of Link might be, where Hytopia is located, because the people there are so "fashionable". What...?!

At least it acknowledges the fact that the southwest corner of the map from Zelda II is supposed to be the old Hyrule from the first game. But it then tries to make sense out of things by placing the first Hyrule at the foot of Death Mountain from A Link to the Past... I guess, you can see it that way and the Graveyard location does match, but it doesn't explain, how there's suddenly an ocean to the southeast.

So, the book tries to connect similar areas from different eras, where some of these connections are quite questionable. Another example would be Dragon Roost Island, where every fan would have guessed that this is actually Death Mountain from Ocarina of Time. But, no, apparently it's Zora's Fountain, simply because the Zora evolved into the Rito...

If they wanted to theorize about connections like that, they could have used the "Lost Woods" in Oracle of Seasons, where you can find the Master Sword in a Linked Game, as an indication that Holodrum is a neighboring country of Hyrule, instead of deeming it as some parallel world like Lorule.


The Noble Master Four Sword


Apropos Master Sword in the Oracle games... Now, this never made any sense and the Encyclopedia explains it with the Noble Sword receiving the Master Sword's powers. But this doesn't make any sense either, because you never upgrade the Noble Sword, you always get a new sword. And in one case you can even find the Noble or Master Sword on a pedestal in Holodrum's Lost Wood, which is very reminiscent of how you find the Master Sword in A Link to the Past...

At the same time the book states that you can "swap" the Four Sword in Four Swords with the Master Sword by unlocking it in A Link to the Past (page 131)... In reality the Four Sword gains a sword beam akin to the Master Sword, but it doesn't become the Master Sword. The unlockable ability is simply called "Master Sword", but you don't wield the Master Sword in the game. But apparently no one told this the the authors of this book...

Here it would have been correct to say that the Four Sword gained the powers of the Master Sword. The ingame icon for the ability even clearly shows the Four Sword shooting a sword beam, not the Master Sword.


The Dungeon List


The Encyclopedia comes with an extensive "Database" section, where they have a list of "all" the dungeons from all the games. But this one feels rather inconsistent. For starters, they've listed both the Pyramid of Power and the "Mountain Cave" as dungeons in A Link to the Past. Why?

You would think that they are simply being thorough, but it's really an exception. It doesn't list the Maku Path from Oracle of Ages, for example, which at least has a dungeon map screen and is certainly more of a dungeon than some normal caves. How's the "Mountain Cave" any different from other cave complexes in other Zelda games?

In Link's Awakening they list the Southern Face Shrine as a dungeon (that's three rooms), but not the Dream Shrine (that's four rooms). It also doesn't feature the Royal Crypt from The Minish Cap, even though that's an excellent mini-dungeon.

With mini-dungeons it seems to be quite a picky list overall, not featuring the optional ones from the N64 games. It does have the Cave of Ordeals and Cave of Shadows from Twilight Princess, but not the Savage Labyrinth from the Wind Waker, even though those are effectively the same dungeon concepts in the same size.

It lists the "Dark Realm" as a dungeon from Spirit Tracks (it's really not a dungeon, it's just Pac-Man rail tracks), but not the Lost at Sea Station dungeon, which was a huge homage to the Ocean King Temple.

It lists all 32 levels from Tri Force Heroes, plus the Den of Trials, but it doesn't have the Realm of Memories, nor the Hero's Trial from the Four Swords Anniversary Edition. Which leads us to the following point...


Four Swords Anniversary Edition as a Side Note


While the book goes thoroughly through all retail releases of the Zelda series, the enhanced digital-only release of Four Swords for the 25th Anniversary apparently isn't even "canon". It got put on the same page as the BS-X Zelda games, Link's Crossbow Training and the Twilight Princess Picross...

The book is mentioning that this new release has levels based on three past Zelda games, but it doesn't give a name and doesn't mention the Hero's Trial in any form, as if this never existed. It feels like the writers never got to play this version of the game and decided not to bother with it at all. Very disappointing. It would have been nice to read some explanations for both these areas or to at least have their existence acknowledged somehow.


"Minor" Mistakes


While I haven't read everything yet, I've noticed some obvious errors here and there (this list will be updated):

  • The timeline page (11) claims that Ganon was part of the story from Four Swords, probably confusing things with Four Swords Adventures. Again, did the authors even play these games? Probably not.
  • The Lorule pages (32 and 33) have a caption "Life in Hyrule", despite showing villagers wearing monster masks in Lorule.
  • The Item Database lists the "Piece of Power" from Link's Awakening as a "Critical" (= main quest reward) item, while it's just a "Consumable" power-up. Someone probably confused it for the Triforce of Power here.
  • ...

Thursday, August 4, 2016

Replaying the Hero's Trial


I was playing Nintendo 3DS with a buddy the other day in local multiplayer, where we battled in Metroid Prime: Blast Ball, Super Smash Bros. for Nintendo 3DS, Tri Force Heroes (Coliseum Mode) and even the Four Swords Anniversary Edition. In the latter we went through Death Mountain (Silver Key), Vaati's Palace and the Realm of Memories (Golden Door, Link's Awakening). And this also motivated me to try the Hero's Trial again, one of the toughest challenges in the entire Zelda series.

But it went pretty well. I beat the whole thing in one evening, died a couple of times, which is only natural, but never saw a Game Over. The Silver Door I even finished without dying, though it was very close at the end after the Darknuts, where the whole palace starts to attack you with floor tiles.

The Golden Door is much worse, where my first deaths were due to Spiked Beetle confrontations without a shield. You have to use Bombs to flip them and that's not exactly easy, when they run into you. I also didn't use the shortcut, but having the Great Spin Attack made the room with the many Ice Wizzrobes and the Ball & Chain Soldier much easier. In general the Great Spin Attack is a big help for replaying the Hero's Trial, but not always. Holding the sword to load the spin attack leaves you vulnerable, which can be dangerous with quick enemies like Moldorms. But what makes the 2nd floor so annoying is the terrible traction on ice, where you at first almost can't move at all and then can't stop, which makes navigating small ice pathways very tricky and deadly.

Now, on the Hero's Door the downward spiral of dying was even more noticeable. Razor and Armor Seeds help immensely, but as soon as you die, you lose them, and then you die even quicker, especially if you're overrun by enemies. You have a very few invincibility frames and little knockback in Four Swords, so enemies can quickly kill you by just running into you, which they abused a lot in the Hero's Trial to create a high amount of (artificial) challenge.

But there are many ways to avoid damage in the Hero's Trial. Bushes and rocks in the area can block enemy attacks, so it's best not to destroy them upfront. Sometimes you can move blocks in front of blade traps or wind fans, especially on the final floor of the 3rd door. If you keep this in mind, the Hero's Trial can be quite manageable. It's often about being careful upfront and having the right strategy in mind.

Anyway, after successfully going the Hero's Trial I also played through the Hero's Door of Vaati's Palace again, where you go through 12 floors and fight all bosses in their strongest form, which still was very relaxing in comparison to the Hero's Trial and a nice conclusion to my replay sessions of the Four Swords Anniversary Edition for the 30th Anniversary of Zelda. It's a real gem and it's sad that with the shutdown of the DSiWare shop the last hope of a last offering for anyone, who has missed it, will be gone. If you have this game, treasure it.

My current Four Swords Anniversary Edition stats:

  • Medals of Courage: 12
  • Rupees: 540886

Monday, February 22, 2016

Replaying the Realm of Memories


The 2nd best thing to play for the 30th Anniversary right after the original The Legend of Zelda is the Zelda game that actually has "Anniversary" right there in the title: Four Swords Anniversary Edition. This game got released for free on Nintendo DSi and 3DS during the 25th Anniversary, as well as for a short time two years ago in North America. I can only hope that it will be released again this year during the 30th Anniversary for anyone, who originally has missed the game.

For the 30th Anniversary I want to replay as many Zelda games as possible, but with both Four Swords and Tri Force Heroes I doubt that I will replay them from start to finish. There's no real need, since you can replay every level anytime anyway. In addition replaying levels always adds to a savegame: in Tri Force Heroes you can keep collecting materials, while Four Swords Anniversary Edition has a six digit Rupee counter. Mine is currently at 500,000 Rupees, which is a lot and got accumulated by playing the levels over and over again. But I'd rather increase my numbers in an existing savegame, instead of creating a redundant new one. The exception might be, if this game really gets re-released and I decide to play it on one of my other 3DS systems.

Replaying Four Swords Adventures on the other hand would be different, because the game has cutscenes and dialogues that you only get to view on your first time playing through the game. And there's nothing much to add after you've completed the levels, save for having 99 Force Fairies. (Which is why I love the challenges and outfits in Tri Force Heroes, it adds personal progress and keeps you playing for a while.) But I hope that I will be able to play Four Swords Adventures in multiplayer later this year, where I will have a new experience with the game.

Anyway, for now I just decided to go through the Realm of Memories again, the levels dedicated to the Anniversary, where you play through areas of A Link to the Past, Link's Awakening and The Hyrule Fantasy covered in graphics and music from these games. It wouldn't be the first time that I've replayed these levels just for fun, but it's the first time after playing Tri Force Heroes, which opened a new chapter in the Zelda multiplayer games and which I have played a lot recently.

At the beginning I even had trouble adopting back to the singleplayer mechanics of Four Swords. I was more inclined to beat the level the way it's supposed to be done in multiplayer, instead of abusing the "call" mechanic. I even picked up the 2nd Link to carry him around at first. Which is an interesting development, after I felt like Tri Force Heroes was lacking some important singleplayer features from this game. Now the warping actually feels like cheating to me. There still should be something like a "follow" command in Tri Force Heroes, but the other Links shouldn't warp through walls.

And I have to say that GREZZO certainly improved on the level design, when you compare both games directly. It got a lot simpler and more straightforward, but I feel like their levels in Four Swords were very tiresome. The floors are quite large and while the course is usually linear, it's very intertwined throughout the entire area, which makes you feel like you're going back and forth. It's also overusing the enemy switches, where every player steps on a switch, doors get closed and you have to fight some waves on enemies. Tri Force Heroes still has this mechanic, but it usually dedicates its own floors to this, instead of doing it all the time. Overall the levels in Tri Force Heroes are much shorter, but they always give you the feeling that playing one more level is okay. If you keep saying "just one more game", it's multiplayer done right. GREZZO's levels in Four Swords on the other hand just make me want to quit after a while.

It's even worse with the Hero's Trial, which I will save for a later date. These levels are so diabolical and exhausting that I really have to be in the mood for some big challenge, much like with Zelda II - The Adventure of Link. And the Hero's Trial levels are so long, I couldn't ever imagine playing them online with people. Which is why the Den of Trials in Tri Force Heroes got divided in so many zones with entry points...

But overall the additional levels for Four Swords were a good idea and I can only hope that Tri Force Heroes will get some special Anniversary levels as well. It would be very fitting.

Thursday, January 30, 2014

Four Swords Anniversary Edition Available Again

Well, at least in the US... and only for four days, so grab it while you can! It's still for free.

I hope they will make it available in Europe again as well, so I can download it on my 3DS XL. Or they should consider selling this title.

Tuesday, August 28, 2012

One Million Rupees

So, I've finished this game recently:


New Super Mario Bros. 2 - a big pile of recycled content covered with a coin collecting gimmick. It's definitely not the first time that Nintendo recycled the content of one game to make another. But it's the first time that such a follow-up lacks any ambition. For Majora's Mask they reused pretty much everything from Ocarina of Time, even the characters. But the game was so full with great new ideas, interesting gameplay mechanics, dense atmosphere and amazing new worlds that only few people cared about the recycling. In case of New SMB2 it all just feels like an expansion pack for New Super Mario Bros. Wii.

They tried to hide this with the new main gimmick of collecting as many coins as possible. While this gives you tons of lives, it doesn't add anything else. There's a main counter for coins, but nothing to unlock except for a new title screens that gets unlocked by collecting one million coins. Nintendo actually advertises the game by challenging you to collect one million coins...

So, I've fully completed the whole game (five sparkling stars) and guess how many coins I've collected... probably close to the million, huh? ... Actually it's just around 50.000 - 1/20 of the main goal. What teh eff, Nintendo?

Well, I could start playing Coin Rush mode and grinding coins everywhere, but for what really? So, that the title screen changes? But even if I would go through the effort, there's actually another one for 10 million. That's just too much and collecting coins is not much fun at all.

How could Nintendo screw this up so badly? This is weird, because they made a game with similar mechanics, which got the coin collecting concept entirely right - The Legend of Zelda: Four Swords Anniversary Edition. This little free gem was all about collecting as many Rupees as possible. There's also a main counter for Rupees and you unlock harder levels by collecting more Rupees. You need 5.000 Rupees in a normal stage to get the best key and you need to collect 30.000 Rupees alltogether to unlock the Hero's Trial.

30.000 Rupees are not hard to get, you might even get them at once in the 12 floor version of Vaati's Palace. Still you might continue to play, because collecting Rupees in this game is fun and there are many different random levels. You will turn every rock, cut every piece of grass and fight with your buddies over all the treasure chests just to get those precious Rupees!

Right now I have collected a total of 410.000 Rupees. It's the entire opposite of New Super Mario Bros. 2! And instead of collecting one million coins in New SMB2 I'll challenge Zelda fans to collect one million Rupees in Four Swords instead. Probably the better waste of time.


UPDATE:
To encourage you to actually reach the million coins Nintendo of Europe gives away prizes. So, I thought, I'd give it a try. A Mario fan package is definitely more interesting than just a different title screen. Reaching the million by just playing is of course nearly impossible or you'd have to waste tons of time. So, you have to use some tricky farming methods to win as many coins as fast as possible. I started with the dual Goomba pipes in 2-4, but check this out. Extremely easy way to reach the 30.000 cap in Coin Rush mode. Got the million within two hours...

Tuesday, February 21, 2012

Four Swords Anniversary Edition Gone

Happy 26th Anniversary, everybody!

To celebrate the new year of the Zelda franchise Nintendo just removed the Zelda Anniversary channel from the eShop and with it the Four Swords Anniversary Edition. You can't even purchase the game, it's just gone. With that right now Four Swords just became the hardest to play Zelda game again, unless of course you have a DSi or a 3DS with the game installed. I guess those units will be very valueable in a few years unless Nintendo decides to rerelease the game for purchase.

It even appears that I can't redownload the game in case I delete it. It's listed in my downloaded games, but instead of a blank download button (like with the other downloaded software) you only get a message saying "currently not available". Well, I haven't tried deleting and redownloading the game, I would be extremely stupid to do that.

Update: It appears that you can redownload the game.



Of course it might be that Nintendo rereleases the game because of "popular demand" and sell it for eight bucks or whatever. Removing the game increases the interest in it, because it now suddenly turned from a "boring free game" into something rare. They could also release a new version of the game minus the "Anniversary Edition" brand, maybe even with some new content. But it's doubtful and it would raise the question, whether everybody (including people who got the Anniversary Edition) has to pay for it or not.

Well, I'm happy that I got Four Swords installed on my 3DS, because I certainly wouldn't want to miss it. Of all the anniversary stuff this is my favorite, with the Realm of Memories stage you can play through all four generations of 2D Zelda (NES, SNES, GameBoy and GBA), all in one experience. And the Hero's Trial is the most badass challenge in the entire Zelda series. It's definitely not the best Zelda game, but it's enjoyable, both in mutliplayer and singleplayer.

Monday, February 20, 2012

End of 25th Anniversary



This is it. The 25th Anniversary ends today. If you haven't downloaded the Four Swords Anniversary Edition, this is your last chance to get the game (for free). It's still unknown, whether the game will be available for purchase after or removed from the eShop alltogether. But it's likely that they will sell the game later because of "popular demand".

Well, the 25th Anniversary delivered without any doubt the greatest year, the Zelda franchise has seen. Ocarina of Time 3D, the Four Swords Anniversary Edition and Skyward Sword were released during the time span of the anniversary and to celebrate Nintendo offered many different events and merchandise. Here's again the overview from my 2011 article:

  • Robin and Zelda Williams commercials for Ocarina of Time 3D,
    Four Swords Anniversary Edition and Skyward Sword
  • Ocarina of Time 3D Soundtrack CD for all early registrations
  • Link's Awakening DX as the first GameBoy Color Virtual Console game
  • a special remake of Four Swords dedicated to the anniversary available for FREE
  • a Zelda Flipnote contest
  • Zelda 25th Anniversary Symphony orchestras spawning the Symphony of the Goddesses tour
  • Zelda 25th Anniversary Symphony CD bundled with all first edition copies of Skyward Sword
  • Golden Wiimote bundled with the Limited Edition of Skyward Sword
  • special Zelda stage in Super Mario 3D Land
  • three 25th Anniversary Zelda eShop cards
  • Zelda 25th Anniversary Nintendo 3DS Limited Edition Bundle
  • Golden Nunchuk (only Japanese Club Nintendo so far)
  • Hyrule Historia Artbook (only Japan so far) revealing the official Zelda timeline
  • other merchandise like t-shirts and posters

Nintendo really has put A LOT of effort into the 25th Anniversary of Zelda. A lot more than what they did for Mario and Metroid hasn't seen any celebration yet. My personal favorites have to be the Four Swords Anniversary Edition and the Hyrule Historia book. Both offered things I've been waiting to get for YEARS. An accessible Four Swords and the official timeline. Finally I can enjoy all of Four Swords whenever I want without being dependent on a second player, I'm really happy about the singleplayer and the new levels are great. And I never was someone, who enjoyed all the timeline debates, so I welcome the official one, which might not be flawless, but is still pretty good.

The Zelda themed hardware is also nice, though I had my troubles with the 3DS, as you all know. And there are some things, where I still didn't have the chance to enjoy them, like the Zelda orchestra. I still hope that the Symphony of the Goddess tour comes to Germany and to a city nearby, I would definitely go there then. And I still couldn't get any of these Zelda eShop cards, it seems they are only available at GameStop and I don't have one nearby. Maybe next time I go to Berlin, but I don't have any plans yet. And because of the Zelda eShop cards I don't want to buy any normal ones, which is why I have yet to enjoy Link's Awakening DX (or any other GameBoy game) on my 3DS.

And there isn't really anything Nintendo could have done more to celebrate the anniversary. I was only disappointed, that here in Germany the Club Nintendo didn't offer any interesting Zelda merchandise, except for the Golden Link and Epona statue, which nobody can effort, and a Link towel. Yes, a towel. I still have tons of bonus stars and I was hoping that for the anniversary Nintendo would offer some nice prices. But there weren't any, I'm still sitting on my Club Nintendo stars. And there was quite some good merchandise made by Nintendo (like posters, pens, small ocarinas), but they didn't offer any of it for the Club Nintendo, which is a shame. And of course they could have released more downloadable Zelda games. Like the Oracle games or the Game & Watch Zelda. But focusing on Four Swords and Link's Awakening instead was probably the smarter choice, one free game to lure them in and another one for purchase. Link's Awakening DX was (and probably still is) the best selling eShop game. And it's good that they saved games like the Oracles for later to fill the empty void we're heading through until the release of the next Zelda game.

Well, you can't say it enough, this was probably the most exciting year for a Zelda fan ever. We got nice games, great merchandise, cool music and a constent wave of Zelda related news. And the above list shows only the official efforts done by Nintendo. Zelda fans all over the world celebrated in their own way and done their bit to the anniversary, there's tons of great art to consume, funny videos, epic artworks, nice cosplays and many more. It was a great year to be a Zelda fan. And it's doubtful that there will be another big year like this until the golden anniversary in 2036. Nintendo didn't celebrate the 20th Anniversary of Zelda and that was the year when Twilight Princess came out. Only few people recognized the 20th Anniversary of Zelda, I personally didn't even think about that at the time. But celebrating an anniversary seems like a big deal in the video game industry at the moment. Mario 25 years, Zelda 25 years and now Street Fighter 25 years, Mega Man 25 years, Epic Games 20 years. Everybody celebrates. So, it's hard to tell, whether this trend will continue and Nintendo will celebrate the 30th or 40th Anniversary or not. Or if it's really just the silver/golden quarter century anniversaries that get celebrated. It's also a question of marketing. On an old system like the Wii Skyward Sword needed every boost, which is probably the reason, why Nintendo did so many things to get attention on Zelda.

On to 25 more great years...

Monday, November 7, 2011

Four Swords Anniversary Edition, Extra Round 2


Yesterday I again had the chance to play the new Four Swords Anniversary Edition in multiplayer together with the Evelyn Jade from ZeldaEurope.de. By now she had already beaten the Hero's Trial, so it was an equal match this time and a lot of fun. This game can really bring out your worst sides. There's no other game in the world where you compete this much while you actually have to cooperate. It's an amazing multiplayer concept. And it's downright evil, I did some really bad things yesterday to win. I'm not proud of it, I won't give you any details, but I won. But to be fair it was very close... and she sicced Bow-Wow on me. :D

Well, we had to get the final Hero Key from Death Mountain and clear the third and final door of Vaati's Palace, the one with the 12 floors and all bosses in their strongest form. Getting the Hero Key went smoothly, we got into a new area, which I've never encountered before, where you had to move a large block through a maze. At the end there was an entire room filled with bombable and normal blocks, pretty much like a multiplayer area from the Bomberman games. Normal Wizzrobes would spawn there (yes, you were basically playing Bomberman with Wizzrobes) and we used this opportunity to farm some Rupees. The normal blocks would give cover and there were also some cleverly hidden treasure chests revealed by pushing some of these blocks. Of course we got the Hero Key on our first try, we are pros after all. While playing Vaati's Palace I got to see at least one new area for Vaati's Palace and one new key room for the Talus Cave. I've played all the stages so many times by now, that it's a miracle that I'm still getting to see new stuff. Capcom really put a lot of work into the original game, so that it could be enjoyed many, many times! But I'm repeating myself about that.

I have more than 360,000 Rupees by now... that alone should speak for the replay value.

Last time I stated that you couldn't exploit Rupee Wraiths and Rupoors during Rupee Fever. But actually the game still lets you do that, nothing has changed here and we even used this tactic a couple of times. I don't know why I was under the impression that they changed this, maybe last time Jade and me both run over a Rupoor at the same time, but I already fixed the review and updated the last post. Sorry for the misinformation.

That's it, after this match both Jade and I now got a 100% save file of the Four Swords Anniversary Edition. It's definitely a fun little game, a great way to kill some time until Skyward Swords gets released (ony 11 days left, yay).

Friday, November 4, 2011

Hidden 25 in Hero's Trial

After the initial frustration I had with the Hero's Trial in the Zelda Four Swords Anniversary Edition I finally returned there to look more into it. And while replaying all three doors I discovered not only a nice shortcut, but also that the number 25 - as in 25th Anniversary - is hidden in various areas as an easter egg. When you play the Hero's Trial for your first time, you probably won't notice most of it, because you're too busy to survive. But right now I'm trying to find all of them... and this is what I got so far:

Door 1, Floor 1:
This is probably the most obvious one. Right after the goal there's an island in the water, the island and the bushes on it take the shape of a large 25.

Door 2, Floor 2:
In the northwest right after the part with the Moblin Archers, where the shortcut is located, there are some of these platforms, that only one player can see. Together they take the form of a 25.

Door 2, Floor 3:
There's this nasty area in the northwest with lots of bone throwing Stalfos, hidden Beetles under bushes and air streams on a large catwalk above the abyss. This catwalk actually has the shape of a large 25.

Door 3, Floor 1:
There's this large grate at the end, where all the Stalfos and Ball & Chain Troopers spawn on it. This grate looks like a giant 25.

My theory is that each floor got a hidden 25 somewhere, some of them might be not as obvious. For example it might be that an entire floor is built around a 25-shaped structure. This is hard to tell on the small screen and it would be nice if you could look at the areas in total, after all GREZZO made some impressive mazes here. For most of the 2D Zelda games there are full maps available in the internet, I hope someone does the same at some point for the Hero's Trial (and the Realm of Memories). But I will keep looking and if you know anything, let me know in the comments. This post will probably get updated regularily.

Thursday, November 3, 2011

Awesome Shortcut in Hero's Trial Door 2

Are you struggling with the Hero's Trial in the new Four Swords Anniversary Edition? I bet you are, but don't worry, there's help. Some people at GameFAQs (look here or here) discovered a nice shortcut that let's you skip more than half of the second floor of Door 2, the ice level. This has some of the worst parts in the entire Hero's Trial, like the room with the multiple Ice Wizzrobes accompanied by Ball & Chain Troopers. But with a nice little trick you can actually skip over this nightmare right to the final battle on the floor. 

And this is how it works: at the beginning of the second floor, right after you dodged the Moblin Archers there are some bushes at the right side, 12 in total. Below these bushes there's a ledge with two treasure chests on top of it. The wall below the bushes right between the treasure chests is bombable. Here's a picture, the red X marks the bombable spot in the wall:



Awesome, right? Now, wait a minute... you don't keep the items from the previous floor and you don't get any bombs here. So, you do you blow the wall up? Well, a lot of luck is involved actually. You have to cut the bushes and hope that a bomb appears, be very quick and throw it to the spot. Luckily, this spot is early in the floor, you don't even need a minute to get there. So, if you fail, you just pause the game, use the "Retry" option and start the floor over. It took me about 10 tries to get it done, but that's still better than fighting lots of nasty Ice Wizzrobes. I also got 3000 Rupees from the first floor, which is more than enough for the final floor!

If you open the wall, you will be able to enter the shortcut, which feels a little bit like a glitch, because Link suddenly appears magically between the two treasure chests on top of the ledge. But this part is right before the final battle against some Helmasaurs, Moblin Archers, Stalfos and two Darknuts, in the area with the many rocks right before the goal. You only have to do a little Magnetic Glove puzzle and then you're through. This saves a lot of time and trouble! I wish I knew this when I originally played through the Hero's Trial. So, keep this shortcut in mind for when you're having any trouble.

(Actually, I remember that in Talus Cave on a certain floor there was also a treasure chest that you could only reach if you happened to find a bomb under some bushes, unless you brought bombs from a previous floor. This is probably where this idea for the shortcut came from.)

Update: the whole thing also motivated me to replay all of the Hero's Trial. I definitely got a lot better since the first time I struggled through the thing. It's still a big challenge, but it's not as frustrating as it used to be. It actually starts to get fun somehow, especially now considering that you can skip one of the worst parts. And the Hurricane Spin Attack actually was not as useful as I thought it would be, because it's not as overpowered as in The Minish Cap.

Tuesday, October 25, 2011

The Legend of Zelda: Four Swords Anniversary Edition (Review)



To celebrate the 25th Anniversary of the Zelda franchise Nintendo decided to do something special. Not only is there are huge live Zelda Symphony orchestra, but Nintendo also decided to dedicate a new Zelda game to the anniversary. This game is an enhanced port of The Legend of Zelda: Four Swords as a downloadable title for Nintendo DSi and 3DS. And it's entirely free. If you got a DSi or a 3DS there's no excuse for not downloading and playing this game right now! However, the game will only be available for a limited time (until February 20th 2012) and in case that you don't own a DSi or a 3DS yet, you might have to consider buying one of these systems in order to get this game before it's gone. This review might help you with this decision. Unlike other reviews about the game, this one will be very thorough. So, beware of potential spoilers.


The Original Four Swords

Four Swords was originally made by Capcom for the GameBoy Advance and came as an addition to the GBA version of A Link to the Past. It was the first multiplayer Zelda game and it introduced Vaati, as well as the concept of the Four Sword to the Zelda series. And when it comes to multiplayer, I'd say that Four Swords still offers the best multiplayer Zelda experience. It's pretty much all about collecting as many Rupees as possible, but while you have to cooperate to beat enemies, overcome obstacles and solve puzzles in many clever ways, you're also competing all the time. The player, who collects the most Rupees, gets a Medal of Courage at the end of the stage. And it's fun to fight each other for who gets the precious gems first. It's this mix of cooperation and competition that makes this multiplayer game really unique.

Unlike all other Zelda games with the exception of the successor Four Swords Adventures this game is divided into individual stages. The original game only got four different stages (not counting the tutorial): the Sea of Trees, the Talus Cave, Death Mountain and Vaati's Palace. That's a forest area, an ice cave, a fire area and a sky dungeon. So, at first glance it might be deceiving that this game doesn't have much to offer. In fact you can go through this game and beat Vaati within an hour. It's that short and most people stopped there, expressing their disappointment about the length of this game. However, the game is far from over when the credits roll, actually it merely started. The stages are randomly generated and offer three different difficulty levels for immensive replay value. The randomization works quite smart, a stage usually consists of three floors, where the final floor is the boss. The other two floors are completely random. You never know, what you will get. Well, it isn't fully random as in Minecraft for example, Capcom made all the environments per hand. But there are many different frames for a setting and one of these frames gets randomly chosen. The frames may also get one randomly selected puzzle room, where you usually earn a key. There are also many different puzzle rooms and countless combinations between frames and the rooms. And there are enough environments to play through the game dozens of times. Additionally the content of treasure chests (with the exception of the keys) is randomized each time. The player count is also taken into consideration and the levels get modified based on how many players there are. So, the large 4x4 blocks only appear during four player mode and so on. The only downside is that the ideas for puzzles and obstacles are somehow limited and it can get repetitive after a while. But it still offers enough variety for you to replay the stages many, many times.


Well, the game also encourages you to beat it at least two more times thanks to two additional playthroughs. To open Vaati's Palace you need to collect the three Silver Keys first. But Vaati's Palace has actually three doors, each of them leading to a different challenge. For the second door you need to collect all three Golden Keys from the normal stages. These require you to get 3000 Rupees instead of just 1000 and the bosses also get harder. And in the final run the Hero Keys demand a staggering amount of 5000 Rupees per stage, which can be challenging. Opening Vaati's Palace with the Hero Keys leads to a 12 floor stage, where the settings can be entirely random and where you face all four bosses from the game in their strongest form. Playing this final stage alone takes at least as long as beating the game for the first time. So, there's a lot to do to keep you and your friends busy for many play sessions.

If you want to know, how this game plays, feels and looks like just play The Minish Cap. Capcom basically recycled everything from Four Swords to make The Minish Cap, the entire engine, graphics, sprites, sound effects, items and even most of the enemies. However, this game has little to no story, you can compare it to the complexity of a Mario game's story, princess gets abducted by bad guy, hero splits up into four copies by using a magical sword, beats the bad guy, end of story. The only NPC interaction in this game happens with fairies inside the tutorial. So, if you're looking for some big epic tale, this game is not for you. It's all about the multiplayer idea and for this it sacrificed some of the things that might be important for you in a Zelda game.

Like in Four Swords Adventures you can only hold one additional item at a time. You start with shields, but you can also find Remote Bombs, the Bow, the Boomerang, the Magnetic Glove from Oracle of Seasons, the Pegasus Boots, the Roc's Cape, the Gnat Hat (the inspiration for the Minish Cap) and the rare, but fun Chain Chomp, inspired by Bow-Wow from Link's Awakening. Each item gets at least one secondary use in the game, for example the Gnat Hat doesn't only let you shrink, it also prevents you from sliding on ice, and all of the items get used equally throughout the game.

Something unique in Four Swords are the temporary collectibles, the Magic Seeds and Rupee Shards. You only keep them during the stage and they are always randomly distributed all over the level. The seeds can be found below grass, pots or rocks, the Rupee Shards can also be gotten from treasure chests. The idea of the Magic Seeds came from the Oracle saga, but in this game they are used to boost your stats. The red Razor Seeds boost your sword attack power, the blue Armor Seeds increase your defense and the Pegasus Seeds make you walk faster. You can collect two of each, but you will lose them if you die. The Rupee Shards are like Pieces of Heart only for Rupees, if one player collects four of them he gets a large golden Rupee worth 500.

Well, that's pretty much everything there is to the original Four Swords. For a little game that was meant to be a simple bonus to A Link to the Past this is pretty impressive. Capcom made their own engine and graphical style for this game, all of which later became popular with The Minish Cap. And the individual stages offer immensive replay value thanks to the randomization. It's a small game that got heavily overlooked due to the fact that you couldn't play it alone. Until now this might have been the most unrecognized game in the series save for the BS-Zeldas. And that makes it the perfect choice to be the base for some Anniversary game.


The Singleplayer

The biggest complaint about the original Four Swords was that you couldn't play this game on your own. You needed at least a second player, who also owns a GameBoy Advance and a copy of the game, and a connection cable. Otherwise you never got to play it and considering the fact that you were also missing out the new content in A Link to the Past that way, this was really disappointing. There were many Zelda-fans, who never got to play the original game or who went through quite some efforts like playing coop with themselves using two GBAs at once or linked emulators.

Luckily GREZZO came up with a solution here. They added a singleplayer, where you play the two player mode on your own by controlling two Links at the same time. It might have been inspired by the singleplayer mode in Four Swords Adventures, but it's actually quite different. You switch between both Links by pressing L or R. The inactive Link stays at the same spot and is invulnerable during the entire time. By pressing X you can summon the second Link to your side with your whistle, he will follow you around and automatically assist you in different actions. The best example would the Hikkuns, red enemies that you have to pull apart from two sides. The moment you start pulling one side, the other Link joins you by pulling the other side. He also assists you to push or lift large blocks, to kill Nokkens (those are enemies that need to be thrown), to light torches, to drive mine carts, to destroy rock walls and to attack Vaati's flowers. That's about it, but it's all you need to get through the various floors.


They also had to dumb down some stuff to get it to work in singleplayer. The most noticeable thing are the eye switches and levers. In multiplayer you have to activate them all at the same time. In singleplayer they now stay activated or retracted for a while, so you can hit or pull them one after another. You don't even have to quickly switch between the two Links, you can just use one and take your time. The timer is that long and it feels weird at first. Together with activating torches those were puzzles, where you had to time yourself with the other players. Coordination is a huge part of the multiplayer and simply not required in singleplayer, which is why some of the puzzles now feel somehow meaningless. Also, in the multiplayer there are certain levels, which were designed to encourage competition. For example there are raceways, where the fastest player gets all the treasures and the other players get locked out. These passages are completely pointless in singleplayer. And there are puzzles, where you need to find a way for all players to get to a certain point. In singleplayer you just use the whistle to summon the second Link and it's done. So, overall playing the game in singleplayer got a lot easier.

Some enemies were also dumbed down. Namely the Bulbuls and the Rupee Wraiths. The Bulbuls are red enemies with large, round, green belly and normally they would just bounce off your sword. The only way to defeat them was attacking them from two sides. Now in singleplayer you can defeat them with only one player, but you need to be really quick and persistent, so they are still quite tough enemies. The way how they changed them works really well. Rupee Wraiths on the other hand now do little to nothing. In multiplayer they make you drop many Rupees for a while. This keeps you busy with recollecting them and the only way to get rid of this annoyance is passing them onto other players. Well, in singleplayer there aren't any other players, so the Rupee Wraiths just disappear after they made you drop three Rupees. You can easily ignore them now. The amount of Rupees might get higher if you run into multiple Rupee Wraiths on the same floor, but usually they won't bother you anymore. Also, the boss Manhandla of the Sea of Trees now doesn't have any multicolored flowers anymore. But the boss is still very tough in singleplayer, so it doesn't really matter.

Those changes may feel like the game was dumbed down, but there's no real reason to complain about it. Unlike Four Swords Adventures the original Four Swords was never built with singleplayer in mind, this game was never meant to be played alone. So, what GREZZO delivered here is already as good as it gets. Because nothing was cut from the singleplayer. You get to play the entire two player mode expierence on your own, no floors or puzzles or enemies were cut from the singleplayer mode. And this is great.

Well, one thing got cut, the Rupee Fever. In multiplayer you earn double Rupees as long as all players have full health. Using Rupee Fever is the best strategy to get enough Rupees for the Hero Keys and without Rupee Fever it seemed pretty much impossible. Now you have to look for spots where stronger enemies respawn to farm enough Rupees, which can take a while and be quite boring. But this seems to be the only way to get the Hero Keys in singleplayer. On the other hand it might be that the Rupee Fever would have made the singleplayer even easier than it already is, which is why GREZZO removed it. There needs to be some balance for all the advantages that come with the new singleplayer. However, this isn't the only thing that makes collecting Rupees in singleplayer harder: the Rupee Shards became too rare in singleplayer. In fact you rarely will get four pieces. It happened to me many times that I found three Rupee Shards, but no fourth one despite opening every chest and cutting all the grass. This was not my inability to find the last part, there simply wasn't any fourth shard. They are hidden randomly and GREZZO just made them a little bit too rare in singleplayer.


The New Stages

In the GameBoy Advance version you could unlock two new sword techniques, the Sword Beam by getting the Master Sword in A Link to the Past and the Hurricane Spin Attack by solving the new Riddle Quest in the same game. Of course the new version doesn't come with a free copy of A Link to the Past, so GREZZO had to come up with different means of unlocking the sword moves. There would have been many easy ways to include them, but they chose to add two entire new stages to the game, the Realm of Memories and the Hero's Trial.

Unlike the four original stages, the new stages aren't randomized. You only have to beat them once anyway. But like Vaati's Palace they have three different doors. If you beat one door, the next one opens. Each door leads to a different level made of three floors with no bosses. That's 18 new dungeon floors alltogether, which is a lot. This is probably the highest amount of new content that ever got added to a revamped Zelda game. And it will take you a while to get through the new stages.

The Realm of Memories stage is entirely dedicated to the 25th Anniversary, here you walk through familiar areas from past Zelda games. The entire graphics are overlayed with sprites from classic Zeldas and original tunes are played. The first door leads to environments from A Link to the Past, the second to Link's Awakening and the third to the original NES The Legend of Zelda. You get to play the first dungeon from these games and two areas from the overworlds, usually a forest. Especially the Link's Awakening stage is very cool, everything is shown in the classic greenish monochrome GameBoy looks. Though it might look like some fan mod at times and not like some professional Nintendo product, it's still a fun addition and offers a nice feel of nostalgia.

The Hero's Trial on the other hand features dark and twisted versions of the game's original four settings. For example the forest area looks quite wintery now. This stage is meant to be a challenge for Zelda-veterans and it's a hard one, if not the hardest challenge in the Zelda series yet. They key element here are relentless fights against hordes of enemies in the most hazardous environments. The developers really use everything the game had to offer against you. The enemies come in large numbers in the most evil combinations. For example you might run into Ice Wizzrobes to freeze you and Ball & Chain Troopers to smash your frozen bodies. In the GameBoy Advance version of Four Swords you would never run into more than four enemies at once, however, in the Hero's Trial you will be overwhelmed by swarms of enemies. And the enemies of Four Swords can be very, very nasty, especially the bone throwing Stalfos, the Spear Moblins, the Darknuts and the Wizzrobes. They are usually harder to defeat than their counterparts in The Minish Cap, for example Darknuts and Spear Moblins are nearly impossible to attack from the front.

But what makes the whole thing so brutally hard is the very short recovery time in this game. The invincibility window after getting hit is really tiny, even a smaller enemy can easily kill you by simply running into you. And GREZZO really abused this in the Hero's Trial to create some cheap diffculty. You get cornered by lots of enemies, which are hard to fight back, and additionally other enemies will attack you from the distance. Imagine Stalfos and Wizzrobes shooting at you from all sides while Ball & Chain Troopers surround you. You can't dodge all of it and you will die a lot. A LOT. It also likes to use all kinds of traps like pits, ice floors, Blade Traps, air streams, spiked floors and similar to make the fights even harder. And it never ends. The floors are very long, the longest in the entire game, and when you think it couldn't possibly get any harder the game ups the ante. It's cruel, it's cheap, it's relentless, it's exhausting. It's hell in Zelda. If you've beaten the Hero's Trial, you can call yourself a Hero for sure. And if you ever wanted a real challenge in Zelda, then this is for you. (As a nice easter egg the number "25" is hidden throughout the stage several times.)

Generally GREZZO's level design is quite bland. The levels are very linear and repetitive. They heavily abuse the big switches that spawn enemies as soon as all players step onto them. You're basically running from one of these switches to the next. There's some platforming here and there, rarely a puzzle, but mostly it's just progressing through the areas on a linear path and fighting lots of enemies. It gets tedious and in the Hero's Trial this kind of level design might kill your last nerves. It also kills all possible replay value. You might replay the Realm of Memories once or twice, but only because of its nostalgic charme, not because of the level design. And the replay value of the Hero's Trial is pretty low, in fact you might never want to play it again in your life as soon as you're done with it. In this way the new stages are the complete opposite of the original four stages, which offer very high reply value and open gameplay.

On the other hand the new stages were fully made with the singleplayer in mind, unlike the rest of the game. At no point the stages will feel dumbed down or weird. In fact playing the new stages in singleplayer might be an advantage. In the Hero's Trial you can abuse switching between the two Links in order to survive. In multiplayer you might die much more often here, because there's no way to safe yourself from being cornered. The new singleplayer mode really gets to shine in the new stages.


Other Changes

Next to the addition of a singleplayer mode and two new stages the DSiWare version underwent a series of other smaller additions and improvements.

Most noticeable are all the new sound effects. GREZZO occasionally changed some sound effects in Ocarina of Time 3D, but here you really get the feeling that there was some overly bored sound designer working on this game. From collecting Rupees, over swinging your sword to using the Pegasus Boots or the Roc's Cape. Many actions sound different in this version. And it's not like they are better or worse than the original sound effects. They are just different for whatever reason.

Since the DSi has two screens, the second screen now is used to display your seeds, Rupee Shards, the map, the current time, the stage's name and the floor number. Originally you could display the map and the collectibles by pressing L, while the floor number was in the upper left corner. The icons for the seeds and shards are quite large, so you can also easily see them while looking at the upper screen. The whistle that summons the second Link in singleplayer can be used to draw attention in multiplayer. And all except the first player can freely chose their color. In singleplayer you can chose the color of the second Link.

The minimal time bonus at the end of a floor now is 50 Rupees per player instead of only one. This is a lot, you basically get a good amount of Rupees for free.

Pots now can be broken with your sword. Originally you had to pick them up and throw them like rocks. Smashing them with your sword is much faster and feels nice, it also got a nice new sound effect. And there's a little easter egg, where something from N64 Zelda games made it into the Anniversary Edition, which was a nice surprise.

A nice addition to the game is the total Rupee score. If you finish a stage, all your Rupees will be added to this score. If the score reaches 30,000 Rupees the Hero's Trial gets unlocked (alternatively you can also collect five Medals of Courage). The score is a nice addition, because now you never play a stage for nothing. If you fail to get a key, the Rupees at least get added to your score. And if you replay a stage just for fun the Rupees also count and you can watch the score growing higher and higher.

Collecting Medals of Courage in multiplayer is now entirely optional. In the original version collecting 10 of them would unlock the Riddle Quest in A Link to the Past, which then would unlock the Hurricane Spin Attack in both games. Now in this version everything can be unlocked in singleplayer, which is a good thing.


No Online, No Download Play

The biggest complaint you hear about the Anniversary Edition is the lack of online multiplayer. However, the game was originally designed for local multiplayer and it wouldn't work well online. Communication is very important, you can't beat the game without cooperating, telling other players what to do and spot on timing. Quitting and griefing are also huge issues, which could turn an online version into a frustrating nightmare. And an online mode is a little bit too much to ask from a free game. The new singleplayer eliminates the need of an online mode anyway, if there's no one around you can play the game on your own now.

Download Play would have been nice, so that you could also use older DS systems. However, you can't save your progress using Download Play, which is probably the reason, why this feature wasn't included.


Personal Thoughts

Ever since Four Swords was released for the GameBoy Advance I was obsessed with the game. For one simple reason: it was the only Zelda game that I couldn't play. You needed a second player and there was no one with a GBA around. This year, eight years after the original release, I finally got to play the game, I went both through the original version on the GBA and the new one on the 3DS. So, this was already a pretty big Zelda-year for me and Skyward Sword isn't even out yet. The new singleplayer is an old wish coming true. Thanks to this new addition I can finally play the game whenever I want. I don't need to track down a second player or sprain my hands by using two GBAs at once. Considering that the game was never meant to be played alone, GREZZO did a good job here. Yes, it might feel weird at times and it's nothing but an afterthought, but I can now play this game whenever I want and this is totally awesome. What I really like about playing this game is that it allows short Zelda sessions. If you feel like playing some Zelda, but you don't have the time for a fullblown singleplayer adventure, then this is perfect. You can just pick up this game, play a single dungeon and then turn the game off. And thanks to the random levels you don't know what you will get and you might even run into something new. I've fully beaten both versions of the game, I replayed all the levels just for fun multiple times now and I still get to see new areas. Which is absolutely amazing.

And the fact that this is a downloadable game makes picking it up even easier, because you don't have to switch any discs or cartridges. I just turn on my 3DS and tap the icon. Ever since the introduction of WiiWare I saw the future of 2D Zelda games in download services. What survived on the GameBoy for many years is now a dying breed. Classic 2D Zelda games with nice sprite graphics might be a thing of the past, especially now that the current handheld system is all about 3D. But as small downloadable games 2D Zelda still might have a chance to survive. And the Four Swords Anniversary Edition is the first step in this direction - while it's not an entire new game, it's the first exclusive downloadable Zelda title. It's also the first new 2D Zelda title since The Minish Cap. And I bet that many Zelda fans want more Zelda games like this.

As a longtime Zelda fan and a real veteran of the series I was looking for some good challenge for a long time now. Usually a new Zelda game doesn't offer any challenge at all, you know the drill, you know the tricks, it gets routine. So, naturally I was really looking forward to the Hero's Trial. However, I didn't think it would turn into my personal nightmare. When I first heard about the Hero's Trial I was thinking on the lines of something like the Hero's Caves in the Oracle games. These two dungeons offer some of the best puzzles and challenges in the entire series. And I was looking forward to get a good mix between tough fights and crazy puzzles. But if you're looking for any puzzles in the Hero's Trial, you won't find any. There's some platforming, but usually it's all about cheap traps and getting you killed by tons of enemies. I certainly like the idea of the tough fights, I always enjoyed the dungeon simulator minigame in The Minish Cap or the Cave of Ordeals in Twilight Princess. But in the Hero's Trial I got sick of it. Because of the low invincibility time the fights can be really frustrating and you get totally overrun by all kinds of enemies. It all feels so cheap, it's not the kind of difficulty you would ever expect to appear in a Zelda game. Well, but in the end I certainly can't complain that I wasn't challenged by this. And the frustration came mostly from the fact that I just had to beat this in order to get everything. Now that I've finished the Hero's Trial, it actually starts to get fun somehow, without the pressure I can enjoy the fights much more. It's definitely a great new challenge, something the Zelda series hasn't seen before. Something really hard. Something people talk about. Forget Zelda II, this is the new killer.


Conclusion

Of all the Zelda games that Nintendo could have chosen to be revamped for an Anniversary Edition this was definitely the best choice. With this new version Four Swords went from zero to hero. Thanks to the new singleplayer mode many Zelda fans can now finally experience this game for their first time. The new Realm of Memories stage offers a fun and nostalgic trip through old times, while the Hero's Trial will challenge even the hardest Zelda players. The multiplayer might be the best in the series, but after all this game was designed for multiplayer. And because of that you shouldn't expect a full epic Zelda game here, there's no big story or character interaction, this is a Zelda game reduced to dungeon gameplay. But you can't really complain about anything, because it's for free. You don't look a gift horse in the mouth. Even if they just had dumped the same old game with wireless multiplayer on the DSi it would have been fine, since this doesn't cost you anything. But instead they added an all new singleplayer and new stages, which is pretty impressive for a free game. The only real complaint would be that this only stays available for a limited time. But maybe they will sell it later on the eShop because of "popular demand".

+ intriguing Zelda multiplayer experience
+ great mix of cooperation and competing
+ very high replay value of the four original stages thanks to random floors and multiple playthroughs
+ new singleplayer mode lets you enjoy the game on your own for the first time
+ new stages offer nostalgia and challenge
+ can be enjoyed in between
+ great way of celebrating the Anniversary
+ it's FREE!!
- level design of the new stages is linear and repetitive
- Rupee Shards are too rare in singleplayer
- only available for a limited time

Sunday, October 23, 2011

Four Swords Anniversary Edition, Extra Round


Yesterday I had the chance to play the new Four Swords Anniversary Edition in multiplayer together with Evelyn Jade from ZeldaEurope.de. She didn't have the chance to play through the game yet, so she was the host and we picked up her latest savegame. We've beaten the first door of Vaati's Palace, cleared the Realm of Memories and got all three Golden Keys. It was a lot of fun, after all this game was meant to be played in multiplayer and not alone. And I'm really happy that I had the chance to play the game with her.

It's also a little bit more challenging. You really have to work together at points and you can't abuse the warping. For example the Link's Awakening stage turned out to be much trickier in two player mode. You can't just go somewhere using the Roc's Cape, let the second Link appear right next to you and use his bombs to blow some cracked blocks up. One player has to get the bombs and he needs to find a way around the swamp. A lot more coordination is needed here. But after all that's what multiplayer is about... cooperating.

Okay... cooperating and competing. And what makes this multiplayer game so unique is that you do both at the same time. You work together but you fight for the Rupees. Since I already got the Hurricane Spin Attack I had the advantage and at the beginning I annoyed the hell out of Jade using that technique... :D It's especially helpful during Rupee Rain or during the credits, where all the fairies appear. Well, then I had to promise to stay fair and not use it. And resisting to use the Hurricane Spin was really hard for me, because after all I went through HELL to unlock this thing. But we both got some medals at the end and it's not like you need these things anymore. Unlike in the original version collecting medals isn't necessary to unlock anything. And maybe next time we will be equally powerful for a real match. ;)

Of course I wouldn't post this if I hadn't made any interesting observations. The 50 Rupee minimum time bonus stays in multiplayer and gets even multiplied by the player count. In our case we would at least get 300 extra Rupees per stage for doing nothing else but reaching the goal. In the original version it was 6 Rupees, one Rupee per player and per floor. This makes a 294 Rupee difference, which sometimes might be the difference between winning or losing. While playing the GBA version it happened that we were short on a couple of Rupees at the end of a stage. Something like 2930 Rupees while going for the Golden Key in Death Mountain for example... so, yeah, this can really make a difference. And in four player mode you would get 600 Rupees extra for nothing!

The second difference was that they fixed the exploit, where you abuse Rupee Wraiths and Rupoors (the Black Rupees) during Rupee Fever to your advantage. Ah, I missed Rupee Fever so much, especially the catchy tune. Scoring like 8000 Rupees? Not a problem when you really use Rupee Fever all the time (in case you don't know what Rupee Fever is, when all players have full health the Rupees count doubly). However, in the GBA version you could even exploit Rupee Wraiths and the black Rupees. You dropped Rupees, but you could recollect them and get twice the amount back. Let's say you touch a Rupoor and you drop four small red Rupees, that's 80 Rupees alltogether. If you recollected them, you would get 160 Rupees back thanks to the Rupee Fever. They fixed this in the Anniversary Edition, the dropped Rupees now also count doubly. You drop four red ones, you lose 160 Rupees instead of 80. So, no abusing of Rupee Wraiths or Rupoors anymore... that's bad, because it was actually a very clever tactic. UPDATE: Actually they didn't fix it, you can still use this tactic. I'm sorry for the wrong information, my mistake.

But except for these things the multiplayer works exactly the same as in the GBA version. They only other difference is that you can use the whistle to annoy the other player(s), which can be fun. The only thing that could make it more annoying would be Link shouting his "Come on!" phrase from The Wind Waker each time you use the whistle, that would be so unnerving.

Generally I'm pickung the game up every now and then for a short session. It's perfect for some Zelda action in between. I'm usually replaying one of the original stages, because maybe I get to see a new floor, which I've never encountered before. Love the randomization and I actually got to see some new stuff. It's really amazing how many different floors there are. The new stages on the other hand provide very little replay value. Especially the Hero's Trial. I replayed the first door, which isn't as bad as the other two, once using the Hurricane Spin Attack. But overall the level design is too linear and too tedious, one enemy spawning switch after another. And unless I feel like torturing myself I probably won't be replaying the other two doors anytime soon. But by now I collected a total sum of over 220,000 Rupees, which speaks for the general replay value. You're going to return to this game once after a while, which makes it different from other Zelda games. If you're finished with a normal Zelda game it might rest for years... but not this game and the fact that this is a downloadable game, where you don't have to swap any discs or cartridges, makes picking it up even easier.

Now after experiencing the multiplayer I'm finally ready to finish my promised review. Unlike all the superficial reviews of this game this one will be very thorough.

Tuesday, October 4, 2011

Four Swords Anniversary Edition, Final Round



100%. Like in the original game you get a nice golden Four Sword icon on your save file if you've beaten Vaati's Palace using the Hero Keys. I don't know if you also have to beat the Hero's Trial to get the icon, but I guess not.

First of all, I want to say that the new total Rupee counter is a nice thing. Not only is this a good alternative way of unlocking the Hero's Trial (normally you would have to collect 5 Medals of Courage to unlock it, which isn't possible in singleplayer), it also ensures that beating a stage is never for nothing. For example if you try to get a Hero Key, but weren't able to collect 5000 Rupees, the Rupees at least get added to your highscore. Or simply replaying a level also adds to the score, which adds a little bit to the replay value. I already got over 130,000 Rupees by now and this score will be growing. But it's a shame that the Hero's Trial is the only thing that gets unlocked by the Rupee highscore. They could have added some other extras.

Now let's talk about the interesting part: how to farm Rupees. Without Rupee Fever it is impossible to get 5000 Rupees in a normal stage, so all you can do in singleplayer is farming Rupees by slaying the respawning monsters. Preferably monster that drop those large Rupees worth 50, 100 and sometimes even 200 Rupees. Those are Bow Moblins, Spear Moblins, all types of Wizzrobes, Gibdos and Darknuts. Not the nicest selection, I know. The easiest to kill are Gibdos and Bow Moblins, so aim for those. Spear Moblins have better defense and offense than their bow brothers and can hurt you quite badly. Wizzrobes can be annoying and cast fire or ice on you, both aweful stuff. Well and Darknuts usually disappear before you can defeat them. And they are super rare. So, the best options are Bow Moblins and Gibdos.

The first stage, where I got a Hero's Key, was surprisingly Death Mountain. That was the stage that always came last when we played the GameBoy Advance version. First I tried farming with Fire Wizzrobes, which was a terrible idea. So, I headed on and the next floor turned out to be the ideal farming spot. It started with a minecart and Boomerang pedestals. Take those Boomerangs and head on. There will be an area, where only Gibdo spawn. Stun them with the Boomerang and kill them for lots of easy money. I also got two Razor Seeds, which fastened the process.

At the Sea of Trees search for Bow Moblins, because they are easy to defeat. I used the area, where the entire floor is surrounded by a ledge with lots of grass and treasure chests on it. You start in the Northwest, right near the goal, next to some Pegasus Shoes. In the northern lower area the Bow Moblins would spawn. This place was ideal, because there were plenty of grass to heal yourself. Not that the Bow Moblins made any real damage...

I guess you could look for Gibos in Talus Cave, but I found a nice spot, where farming with Wizzrobes actually works great. It's a small room north of the goal with normal Wizzrobes (red ones that shoot beams instead of fire) and these weird floor tiles that only one Link can see. There are four pathways made of these tiles leading to treasure chests and one is nearly completely surrounded by blocks. Stay there, the blocks will keep you safe from the Wizzrobe fire. As soon as one Wizzrobe spawns on the pathway I attacked him with the Hurricane Spin Attack. This is probably the safest way of using Wizzrobes to farm Rupees. Worked fine for me and I hate Wizzrobes. UPDATE: I found another nice spot to farm Rupees in Talus Cave using Bow Moblins. It's a spot, where the goal is on higher grounds surrounded by bushes. At the west side Bow Moblins will spawn.

There are some other details, which I have noticed. Rupee Wraiths were dumbed bown big time. They only steal three Rupees from you and then vanish, you can entirely ingore them. They might take more, if you happen to run into more than one Rupee Wraith on the same floor, but overall they are not as annoying as in the multiplayer. This is understandable, because they are a pure multiplayer element. It's about passing the Rupee Wraith to another player, so that he is busy losing Rupees instead of you. There's no point in having Rupee Wraiths in singleplayer, but at least they got a small appearance. In multiplayer I would use them to double the amount of Rupees I lose by recollecting them during Rupee Fever. That way a Ruppe Wraith actually turned out to be useful. However, there is no Rupee Fever in singleplayer and you can't use this technique. So, it's good that they didn't make the Rupee Wraiths stop you.

And Rupee Shards are definitely too rare. In most cases I couldn't get a full set. They should have made sure, that you get a number that is divisible by four in a stage setup. Or at least four shards per stage. It's stupid that you can only find three Rupee Shards during one stage, even if you turn every stone and cut every single straw of grass. I sometimes have the feeling that they replaced the Rupee Shards with fairies. There are so many fairies hidden in singleplayer (at least in the normal stages, in the Hero's Trial you're lucky if you find a single heart), it's excessive and absolutely unneeded. There were never so many faires, when we played the multiplayer on the GBA. But there were lots of Rupee Shards hidden under grass and rocks.

There's also a nice easter egg. When you replay one of the three key stages, the Great Fairy at the end will be replaced with a Great Fairy from Ocarina of Time and Majora's Mask in all her glory. I don't think this was the case in the GBA version and although I actually prefer the Great Fairy design of Four Swords and The Minish Cap, it's nice to see that something from the N64 Zeldas made it into the Anniversary game.

So, that's about it. Another Zelda game completed 100%. Only Ocarina of Time 3D missing. And Skyward Sword. I had a lot of fun and trouble with this game and I will definitely return to it regularily to replay some levels. It's perfect to satisfy a small Zelda hunger. Expect a detailed review of the Four Swords Anniversary Edition soon here on Hyrule Blog! Unlike other sites I only review a game after fully beating it. Some sites didn't even know about the Hero's Trial...

Robin and Zelda Williams Four Swords Commercial

Didn't see that coming. Hilarious.



I love these commercials. I guess now, Skyward Sword will get one, too. Can't wait to see Robin Williams swinging the Wiimote.



Yet he smiles... but wait until he discovers the Hero's Trial. :D

Monday, October 3, 2011

Four Swords Anniversary Edition, Round 4: End of Hero's Trial

Yeaaahhhhh! I did it! I've beaten the Hero's Trial!! I can't tell how relieved I am that this is over. This was the toughest and most enduring challenge in the entire Zelda series yet. Forget the Great Palace or the Cave of Ordeals. If you want a real challenge, play the Hero's Trial.

Well, my playthrough of door 3 took a very similar course to my playthrough of door 2. I somehow got through the first two floors and saved 2000 Rupees. Then I had to retry the final floor about four times until I finally did it. If you know the traps, you can prepare yourself and take many precautions in this floor, which makes things easier. The final room with dozen Eyegores was really fun. They were easy to beat, just gang them up and then switch between both Links. They dropped many Rupees, which really helped in the final fights, lots of Darknuts and Ball & Chain Troopers. Best way to deal with this is equipping both Links with Bombs when you enter this room. After you've defeated the Eyegores pick up the bombs again and start blasting. It's your best weapon in this situation. I'm actually surprised that they didn't also add some Wizzrobes to screw you up even harder. But I guess that even for the Hero's Trial this would have been too cheap.

Right before the goal there was another switch, but I already expected that this one will trigger fairies like in floor 1-3. And that was really nice, though I had enough Rupees left to survive even more terror. While I slashed myself through the faires I said to myself "I did it!" multiple times. Ahhh, this felt so good.

Now all that's left is the Hero's Keys. But this should be a breeze compared to the Hero's Trial and very relaxing. The Hurricane Spin Attack is lots of fun to use, it might happen that I will replay even some parts of the Hero's Trial using this.

Sunday, October 2, 2011

Four Swords Anniversary Edition, Round 3: Hero's Rising

Zelda II is officially not the toughest challenge anymore, which the Zelda series has to offer. The Hero's Trial in Four Swords AE is the new king of the hill. But it shouldn't be proud, because all it does is abusing the game's mechanics to create cheap death traps. It's cheap, it's cruel, it's relentless and it's never ending (or at least feels like it at the moment). And it's our own fault. Zelda fans kept whining over the years how easy the new games were. And this is Nintendo's answer. "You want some challenge? How about this?"

All I played today for hours was the Hero's Trial. I've finally beaten the second door only to get my ass kicked again behind the third door. Well, you have to see what's coming and prepare yourself, if you get surprised all the time it doesn't help. Though the level of surprise gets lower. You know it won't stop until they at least spawned some Ball & Chain soldiers. It's actually surprising if not all hell breaks lose after stepping on a big switch.

I was really looking forward to the Hero's Trial, because I expected something like the Hero's Cave in the Oracle games. Some really good puzzles that can keep you trying and thinking for hours, some stuff where you have to show your skills and some badass fights. It should challenge you, but it also should be fun. The Hero's Trial, however, is just torture. I'm torturing myself with every second I spent in this dungeon. It's very repetitive, all you basically do is step on switches and expect to get swarmed by countless tough enemies. There's some platforming between the fights, but nothing exciting. The puzzles are no-brainers, if there are any. It's all about the aweful enemy combinations in the worst possible places.

Well, my second attempt on the second door went quite well until floor 3, the sky palace one. I died a couple of times during the first two floors, but I also collected 3000 Rupees. Door 3 then really tested my patience, I had to repeat it like five or six times until I finally got to beat it. Luckily there's the new Retry function that let's you reset a floor. Otherwise I probably would have gone crazy already. What gave me huge trouble were dozens of skeletons throwing bones at you while you navigate platforms and try not to get thrown into the pits by air currents and to dodge Spiny Beetles. At the end of the stage naturally they had to spawn two Ball & Chain Troopers and several Fire Wizzrobes on a small platform over the air. Everything else would have been ridiculous. Interestingly there seems to be a swarm of fairies like in the credits at the end of each door. Imagine that you get killed at the end, because one of the these faires pushed you into the abyss. I would have gone so mad...

Door 3 takes place at ... surprise, surprise... Death Mountain. The first floor focuses more on platforming, which was a nice diversity. And the second floor is actually the first non-linear dungeon design that Grezzo offered so far. There's a large room with a lot of fumaroles and locked doors. There spawns a key in the center each time after completing a section. It's not the most innovative non-linear design, but it's better than everything the new stages offered so far. Well, I was careless, died a lot and Ball & Chain soldiers killed me at the end. I will try again tomorrow and hopefully close this insane chapter of Zelda.

But I've heard that the Hurricane Spin Attack makes the Hero's Trial very easy. Just keep spamming the Hurricane Attack. Well, it was basically the same in The Minish Cap. Nothing could stop you after you got the Great Spin Attack. The Dungeon Simulator minigame also played with insane enemy combinations, but the Great Spin Attack made everything easy. So, I'm looking forward to abuse the Hurricane while replaying parts of the Hero's Trial. All those Darknuts, Ball & Chain Soldiers, Gibdos and Wizzrobes are going to get their asses kicked! Look forward to my revenge, game.



I also replayed the A Link to the Past level in the Realm of Memories. It's not as fun as the Link's Awakening stage though. If I had to rank them, I would say Link's Awakening is the best, A Link to the Past second and the NES Zelda stage third. This one I haven't even replayed yet.