Wednesday, December 31, 2008

2008 – A Silent Zelda Year




To be totally honest, I'm writing this early 2010. I was just looking at the 2008 section and noticed, that it was very empty. And there's a reason, why it's so empty. 2008 was the most silent year for Zelda in the last decade. We didn't know anything about any future Zelda games besides the fact, that one is in the making for the Wii. There were no new Zelda games released and we didn't even see any more re-releases like on the Virtual Console. The year, where Ocarina of Time celebrated its 10th birthday, was the most silent year for the Zelda franchise since the mid-90s. At this time, this blog wasn't even focused on Zelda, because there wasn't too much to talk about Zelda anyway. Which is why this exceptional article was added at a later time.

The biggest and probably only highlight in 2008 was the release of Super Smash Bros. Brawl. It's a great game, full of content and the Zelda franchise didn't come too short. Brawl featured five playable characters from the Zelda franchise, Link, Zelda, Shiek and Ganondorf in the style of Twilight Princess and Toon Link. Stages were the Great Bridge of Eldin from Twilight Princess, Tetra's Ship from The Wind Waker and Phantom Hourglass and the Temple stage from Super Smash Bros. Melee. Also, there are some Zelda items like the Deku Nut, the Bunny Hood and the Heart Container, as well as lots of collectible trophies and stickers covering all Zelda games. And that's just the Zelda part, there were lots of other videogame franchises taking place in this incredible tournament. You will easily spent more than 100 hours with this game.

Besides that, no news for Zelda. We've been spoiled over the last years full of new Zelda games and we're not used to this silence. So, I used the year to get into the Metroid series, which shares similar Action Adventure gameplay elements with Zelda, I like it a lot. Also, since there were no new Zelda games, I decided to check out the spin-off titles for the first time, Link's Crossbow Training and Freshly Picked: Tingle's Rosy Rupeeland. Link's Crossbow Training is sweat, but very short, the game only lasts for about three hours until you have all Platinum Medals. Rupeeland was surprisingly entertaining, since it keeps the Action Adventure formula of the Zelda series, but just check out my review in January 2009.

So, that's the summary for 2008. Luckily the silence was broken in 2009.

Tuesday, December 30, 2008

Zelda Quiz Prices

Hi there,

I finally got my prices send from Nintendo, which I've won at the Zelda Quiz on Nintendofans.de. There I am "Fierce", the guy who scored more than 7000 points. However, the quiz ran from November 2007 to February 2008 and every month the top players could win nice prices, sponsored by Nintendo. This is how I scored and what I've won:

  • December 2007: 2nd Place (First 4 Figures Samus Aran Varia Suit figure)
  • January 2008: 1st Place (Freshly Picked: Tingle's Rosy Rupeeland for NDS)
  • February 2008: 1st Place (Golden Link & Epona figure)


However, I've waited nearly a year now to get the figures from Nintendo, so they added some other stuff as a present for the long waiting time as well.

Friday, November 21, 2008

Ocarina of Time's 10th Anniversary

10 years ago, on November 11th 1998, simply one of the best games of all times was released in Japan, The Legend of Zelda: Ocarina of Time. Congratulations!

Still today Ocarina of Time is considered to be the best Zelda game, even the best video game of all times. A lot of childhood memories go along with a game that fascinated and moved us. With 7.6 million copies sold worldwide it's the best selling Zelda game so far, that got even re-released three times, two times one the Nintendo GameCube and once for the Virtual Console.

Ocarina of Time was the fifth game in the Zelda series, not counting the BS-X spin offs, LCD games, or inofficial games like the CD-i ones. But no one calls Ocarina of Time "Zelda V" – we basically stopped counting after Zelda II, because of the planned Zelda III for the SNES, which was cancelled and resulted in both A Link to the Past and Link's Awakening. Next to the original Zelda game and A Link to the Past, Ocarina of Time is probably the game, which characterized the Zelda series the most. First let's take a look how the Zelda series was like before Ocarina of Time hit the shelves (main titles are bold and I ignored the LCD games):


The frequency confined itself to one release per year at the maximum. If you ignore the BS-X spin offs, there even occured pauses of four or five years in development and waiting time. Of course we didn't have any re-releases like today, except on the BS-X system, where the first BS Zelda was a 16-bit remake of the original The Legend of Zelda and there was even a downloadable version of "Triforce of the Gods" (A Link to the Past), but I don't know the exact date for that (and with "exact date" I mean the year). But more importantly, the big Zelda boom came with Ocarina of Time, as we will see later on. But what is it, which made this game so popular? Why is it that this games constantly hits top 3 places in "best gamer ever" votes? Why is this game a legend, while others are not?

Ocarina of Time was not only the first 3D Zelda, it was a revolutionary milestone in the history of video games. Even though it was based on Super Mario 64's 3D engine, it was not Miyamoto's goal just to create Super Mario 64 with a sword, like the original The Legend of Zelda game was not just Super Mario Bros. with a sword. Eiji Aonuma stated that the original goal was to create a 3D version of A Link to the Past and you can't deny the similarities between those games.

One important step for the conversion of Zelda into 3D was the so called Z-Targeting (or "L-Targeting" on the GameCube). With Z-Targeting it was possible to target an object, don't loose sight of it and strafe around it. All your attacks will automatically go into the direction of the targeted object, which was especially nice for distance attacks such like arrows. Also, the Z-Targeting was an easy way to adjust the camera right behind you, in case there weren't any targetable objects around. This technique of controls was innovative for its time and made navigating and operating in 3D environments much easier. It quickly became a standard in the industry and was even used in first person shooters, such like Metroid Prime.

The story was about showing the beginnings of Link, Zelda, Ganondorf, and even the Triforce itself. In its time Zelda fans weren't aware that there are different generations of Links and Zeldas, though A Link to the Past already introduced a different generation, so the story of Ocarina of Time was confusing at first and more looked like a reboot than anything else. The story starts with Link as kid, who was living among the tribe of Kokiri under the protecting aura of the giant Deku Tree, in the middle of the Lost Woods. But Link was different from the other Kokiri, because he didn't have a fairy. But on the day, where he finally was blessed with one, the Deku Tree send him on a mission to find princess Zelda and to fulfill his destiny...

For the role of the antagonist Nintendo chose to give Ganon a human form, Ganondorf Dragmire, the king of the Gerudo thieves. Rampaging the lands of Hyrule he was looking for the Triforce, a sacred relict created by the three goddesses – Din, Nayru and Farore – after creating the world, hidden inside the Sacred Realm. But Link and Zelda's attempt of stopping Ganondorf ended in a dreadful future, where Hyrule is suffering under the Ganondorf's tyranny. Link now has to travel through the times in order to stop Ganondorf and of course save princess Zelda.

Oh, well... I got carried away. Quite a story, but we all know that the story in Zelda never really was what mattered. Everything in Zelda is built around specific main gameplay ideas, even the story. For example, they invented the idea of the fairy, because they wanted to have an interactive pointer for the Z-Targeting. The time traveling was part of the game, because they wanted to show us Link in different ages. Originally, there were even plans to have him as an old man, who got strong powers and could lift rocks with his bare hands. But the most important aspect was creating the first 3D Zelda game. This influenced a lot of things. For example, they made Ganondorf not because it would be a cool story to have a human Ganon, they created him because a huge pig monster in 3D all the time would look ridiculous and not like a serious enemy.

What I liked especially was the vast feeling of freedom in this game. The first time when you leave the forests and enter Hyrule Field just feels so amazing, because unlike in Twilight Princess you don't have two rock walls on each side guiding your path to Hyrule Castle Town. No, you can go visit the farm, Kakariko, the Gerudo Valley, and Lake Hylia, where you already could get some heart pieces or other secrets. Non-linearity was still king here and in the second half of the game you could alter the order of the dungeons to your liking. Ignore the Forest Temple and play the Ice Cavern first? No problem, feel free to do so. (That way you could even enter the well inside the Forest Temple without releasing the water first.) Switch Fire and Forest Temple? No problem. Switch Fire and Water Temple? No problem. Switch Shadow and Spirit Temple? No problem. And the dungeons themselves could be solved in a very non-linear fashion, for example the "fan favorite" Water Temple.

Some of the items had to change, so they could work in the third dimension. For example the Magic Rods became now Magic Arrows and some items never made the jump into the third dimension, like the Cane of Somaria or the Magic Powder. But the new perspective made some entire new items possible like the Iron Boots, the Zora Armor, or two-handed swords. One special item was the Ocarina of Time, in the end the game was even named after it.

All the previous installments in the Zelda series featured a musical instrument, a simple flute or an ocarina. In The Legend of Zelda and A Link to the Past it was used for teleportation, in Zelda II to open certain paths, and in Link's Awakening to do all of these things and even solve special puzzles. Link's Awakening was the first game where you could play different songs on your flute, three altogether. In Ocarina of Time this was now stepped up with 13 different songs, all of them causing different magical effects. But you could also play freely on your ocarina, with Z, R and the analog stick you were able alter the tones and come up with your own songs. However, with the Ocarina of Time you could alter the time, summon rain, teleport, or call your horse. Some of these songs like "Saria's Song" became instant classics and still remain in our ears today.

Calling your horse is a good point: one of the most spectacular innovations in Ocarina of Time was Link's horse, Epona. With her you could quickly cross the vast fields of Hyrule and she became so popular, she starred in six later Zelda games (though you could only ride on her in three of them) and became an important part of the series.

Also, the high number of collectable items was very nice as well. Next to the for its time already high number of 36 Pieces of Heart, you could find up to 100 golden spiders, the so called "Gold Skulltulas". Hunting those was fun and I still remember the amazing ambience: Kakariko at night, the wind mill rattled and the cursed spiders rustled. It was awesome. Generally, the atmosphere in Ocarina of Time was great thanks to the use of atmospheric ambient sounds and the epic soundtrack of Koji Kondo, who managed to create the perfect score for every environment. Music, that people still love and enjoy today. It's timeless. And in my humble opinion only Majora's Mask with its intense and depressing ambience managed to outmatch the atmosphere of Ocarina of Time.

Ocarina of Time is THE must-have title of the entire Zelda series. It was groundbreaking in controls, presentation and world design for 3D games, and still represents the pinnacle of the Zelda series for a lot of Zelda fans. If you haven't played it until today, then get a copy NOW.

10 years are gone since the release of Ocarina of Time and a lot happened for the Zelda series. The Zelda series already is three times as big, not counting any spin offs or re-releases. Let's take a look how the series looked like after Ocarina of Time hit the shelves (European release dates):


The difference is remarkable. The high number of releases was enabled, because there was more than one development team working on Zelda simultaneously. Capcom's studio "Flagship" developed both Oracle games, Four Swords and The Minish Cap and therefore all new handheld Zelda games for six years. Nintendo EAD3 split into two teams, the big one, which worked on big 3D titles like The Wind Waker or Twilight Princess, and a smaller one. This smaller team then created both Four Swords Adventures and Phantom Hourglass and now probably is working on another Nintendo DS Zelda title.

Also, Nintendo assigned Vanpool to develop a Zelda spin-off, Freshly Picked: Tingle's Rosy Rupeeland. So, we had four different teams working on Zelda in the last ten years, making the large number of different releases possible. And of course the Zelda series recorded a variety of re-releases via bonus discs, the NES Classics series and the Virtual Console. The only empty years on this list are 2002 and 2008, but it was not empty in 2002 for Japan and the USA, where The Wind Waker and Four Swords were released before Europe.

This year probably is the first time since the mid 90's where Zelda fans don't know where they are going. The last time was before Ocarina of Time, so let's hope this is a good sign and Nintendo is working on something special for the Zelda series right now. Something that can achieve the same impact as Ocarina of Time had ten years ago.

Wednesday, July 30, 2008

Smash Bros Brawl Stages

In this post, I will show some of my self made Brawl stages here on this blog. Even better, you will be able to download and play them as well. I made about 20 stages by now, but I will only show you the best of them. At least for now, maybe I'm going to release some more later. Well, the stage builder is actually pretty limited, so don't expect anything on Unreal Editor level. When I started creating levels with Brawl's stage builder, I randomly placed some structures, I wanted to use, and built the rest of the level around it. Sounds lame, but some of the results were pretty good. An example for one of those maps is "Sector 23", you can see below. I also built a lot of smaller Battlefield type of stages, but while they are good, they are nothing special at all. However, I soon realized that the stages from the stage builder are not only lacking in visuals but in something else too. What's it, what makes a Smash Bros stage a real Smash Bros stage? Right, it has to be connected to a certain game or franchise, or else it doesn't feel like part of the whole SSB universe. That's why I concentrated on creating some stages, which are related to other games. Unreal Tournament, Metroid Prime Pinball and Tetris specifically.

  • Name: Sector 23
  • Comment: -
  • Size: Medium
  • Music: Sector 1
  • Download

This is one of my stages, which was created by random input, I've mentioned above. But it's actually pretty nice, there are a lot of ways to go and run. Music is Sector 1 from Metroid Fusion, which why I've named it "Sector 23". I picked the 23 because of obvious reasons.

  • Name: Deck 16
  • Comment: Unreal Tournament
  • Size: Medium
  • Music: Yell "Dead Cell"
  • Download

In Nintendo's first attempt of allowing the creation and sharing of user created content, of course the one game has to be honored, which was groundbreaking in this field and even brought custom content to video game systems: Unreal Tournament. You have to use your fantasy here, but this stage is meant to be the original Deck 16 in cross-section. The ramps are there and one of the structures is used for the small catwalk, where the Shield Belt was placed. Because there is no bio waste acid or other hazardous fluid availabe in the stage builder I used spikes on the ground level. Too bad it's not possible to use your own mp3 files or I would have used the original "Go Down" theme for the stage. Instead one the Metal Gear tracks is played, which comes close to the techno style music from UT.

*updated on January 14th, 2009* I got rid of unnecessary walls and the stage is now of medium size for better gameplay.

  • Name: Smash Pinball
  • Comment: -
  • Size: Medium
  • Music: Main Theme (Metroid)
  • Download

To be totally honest here, I saw this stage somewhere on YouTube and reconstructed it by myself. So, it's basically not my idea, but still a good stage though. The idea is simple, the stage is built like a pinball table. There are conveyors on the lower level, which lead to a pit, springs to push you up as well as ice and falling blocks on the upper level. Everything is always on the move in this stage, which makes pretty fun and intense gameplay. The music track is the guitar version of the Brinstar theme, which is played in Metroid Prime Pinball all the time. Plus the whole space station theme shows, that I had Metroid Pinball in mind, when I built this stage.

  • Name: Tetris Terror
  • Comment: -
  • Size: Medium
  • Music: Tetris Type B
  • Download

This idea is definitely the most obvious one. I mean, when you first start the stage builder and see all those square blocks, you first think about making either a Mario or a Tetris map. Nintendo even put remixed versions of the original Tetris music in the game, though there is no official Tetris stage, so the whole thing screams practically after one. And there are a lot of them out there. So, this is my version of this idea, plain-colored with a lot of falling blocks to fit the Tetris concept. Actually the falling blocks can be used as a nice strategy here, if you let them crumble in the right moment, they can push down or hinder your enemies. I had a lot of fun playing this stage with some buddies, but be prepared for a lot of suicides.

  • Name: Tetris Terror 2
  • Comment: -
  • Size: Medium
  • Music: Tetris Type A
  • Download

This is my newest stage, built it yesterday. And, as you have with no doubt surmised, it's again about Tetris. This time, it's multi-colored and more solid. Only the big square block is a falling one, the others are either ice or normal blocks. Again there's a ladder and some moving platforms to help you moving between the blocks.

To play the stages, simply download the files in the \private\wii\app\RSBP\st directory on your SD card. Enjoy.

Wednesday, July 16, 2008

The Legend of Zelda: Brainstorming Adventures

So, after the disappointing event yesterday, I've calmed down and Miyamoto gave us some statements about some of the core franchises including Zelda. The good thing is, they actually want to take Zelda some steps further and want some big unique ideas for the next Zelda game on the Wii. The bad thing is, it seems like they don't have any yet. According to Miyamoto, it looks like they're still in their brainstorming phase and try to find those ideas, which will revolutionize the Zelda franchise. Though on the other hand creating a First Person Zelda would be a too drastic change for Miyamoto, which I don't understand, because in combination with their new WiiMotion Plus accessory a first person perspective would be the perfect choice for sword fighting and all other actions. And experiencing Zelda in a new perspective could be the fresh wind, the series needs so badly.

Also, if I understood the statement on IGN right, the smaller Zelda team responsible for Four Swords Adventures and Phantom Hourglass is working on their own new project, though some teammembers swapped places with the Wii Zelda team. That's pretty much good news for me, because I was hoping for a second NDS Zelda or maybe a WiiWare Zelda, which probably could be finished some time before the next Wii Zelda, maybe end of 2009.

Also, absolutely no news about Retro Studios and their newest project, if there's one. Disappointing.

Source: IGN News

Wednesday, July 9, 2008

Retro Studios' next project

The Metroid Prime trilogy was fantastic, I just love all three of those games and I'm very curios about, what the next big project of Retro Studios will be. We've only got two big news since the release of Metroid Prime 3: Corruption. One is that they're being said not to work on a Metroid title, the other one is, that some important employees left the company, but which should hopefully not effect their work on upcoming titles.

So, the only thing we know for sure is, that they're NOT working on a new Metroid. To sum up, there are two major rumors flying around, I find both of them very interesting. The first one came from a famous female blogger, who said, that they're working on a Zelda spin-off, whatever this means. If you've read my The Future of Zelda article here, you know, that maybe the next Wii Zelda is going to be in first person perspective. And who's the best in creating first person games for video game systems? Correct, Retro is. Their experience with the Metroid Prime series is just incomparable, so they would be the best for the job. Which is why I believe, that they eventually have worked on Zelda Wii at some point. But a spin-off title would mean something entirely different or something like the Zelda games made by Flagship(Capcom), not the next new main project.

The second big rumor concentrates on the guy, you can see on the left. After his infamous performance in Super Smash Bros Brawl Kid Icarus aka Pit is said to finally get his third installment on the Nintendo Wii. While the second game,Of Myth and Monsters for the GameBoy, was already created for the American market, it's not unlikely that an American developer will get the responsibility for the third game. Also Kid Icarus was originally the little brother of Metroid, made by the same developers. And considering what a good job Retro did with reviving the Metroid franchise, I mean all those details, the gameplay, the story, the atmosphere, the fanservice, everything was perfect, they definitely are the best to bring Kid Icarus back to life again. Plus think about it, Pit fights with a bow most of the time, so a first person shooter would be (again) the best format and Retro would be (again) the best for the job. According to Wikipedia, some rumors say, that Factor 5 is the one to work on the next Kid Icarus game, but with all their experience in space and flight simulations, shouldn't they better work on Starfox or something?

Again all I can say is, that we hopefully get all our questions answered next week on the E3. I can't wait.


Sources:
Surfer Girl Blog
Zentendo News

Monday, July 7, 2008

Let's flood Hyrule

Next week the infamous E3 happens to be in Los Angeles, and everyone is excited about what's coming next for Nintendo's big franchises, escpecially Zelda. Because most Zelda sites are like totally dead right now, which hopefully changes next week due to some new information, everyone gets excited about the biggest nonsense. A fake interview with Aonuma and artwork about a Zelda game named Valley of the Flood make the circuit, so overblown with stupid fanservice, that it hurts my head everytime I see someone writing, "this is not a fake, it has to be real". Read the interview in the link below and make your own mind. The fake artwork was made by WiiCast, who took the image from the novel Perdido Street Station.

Actually some of the ideas weren't too bad, especially the points about the story. "Project Deluge" is said to be placed between the adult ending of Ocarina of Time and The Wind Waker. It covers the prologue of The Wind Waker, where Ganondorf is resurrected and everyone is waiting for the Hero of Time to return. The player now takes the role of a crazy guy, who actually believes, he is Link, but is not. So, no Mastersword or Triforce of Courage for him in his journey against Ganondorf. Of course everything ends up in a disaster and Hyrule being flooded, so you start to explore the flooded world. While this sounds like a cool story, the question is, how should it end? With everyone dead but Ganondorf? Sounds like a contrasty ending to Twilight Princess.

The big problem with this fake is, that Nintendo never really cares about the story, like they do in the interview. The first thing are the new gameplay elements, the story is always developed around them, not the other way around. For example, they want Link to turn into a wolf. A wolf alone looked boring, so they added something to ride on it. And this way Midna was born. You see? So, a Zelda developed around a "cool" story is never going to happen, as well as most of the other fanservice stuff.

And the one thing, I will never understand, is the voice acting problem. Why in all words does everyone and really everyone connect voice acting in Zelda with Link talking? It's even the problem, Nintendo uses for an excuse not to do voice acting in Zelda. Ever played Metroid Prime 3: Corruption? In this game, every single character got voice acted, but Samus. She doesn't speak a word and look, it works fine. I don't see a reason, why they shouldn't handle it the same way in Zelda. Link doesn't have to talk, but all the other characters do.

Back to Deluge, I really like the idea of using Steampunk elements in Zelda, especially the one about a railroad system in Hyrule. I love the picture of Link riding next to a train, defending it from Bulblin bandits, Wild West style. Talking about it, a Western Zelda including Steampunk elements sounds really promising. Iwata even talked about the idea of a Western Zelda, because he enjoyed the Hidden Village scenario in Twilight Princess quite much. So, I wouldn't be too suprised, if something like this will turn into reality, though without a FanFic as the main story.

So, just be patient until next week, I'm pretty confident that Nintendo will show us some of THEIR ideas, how the future of Zelda will look like, on the upcoming Electronic Entertainment Expo.

Sources:
IGN Boards
WiiCast
Artwork used in the fake image