Wednesday, November 27, 2013

2014 Zelda Calendar

Okay, this should end my Zelda shopping spree for this year. It's the 2014 Zelda calendar:


Or actually it seems to be the Ocarina of Time 3D calendar, because eight months are covered by that game...! What the fairy...? I liked the 2013 calendar more, it had more variety to it. For example this one doesn't even include Spirit Tracks. And it looked richer, this one just seems to be simple character arts with nothing much to it.

Also, while I can understand that Nintendo only wants their latest titles, they do have the Virtual Console and adding those games could be a good idea as well. So, why not add some motives for Link's Awakening or the Oracle games? And it seems that these calendars get produced way too early. They weren't even able to add The Wind Waker HD? For the 2014 calendar you'd want the latest games from 2013. I want HD Toon Link! I want awesome Ravio!

Well, hopefully the 2015 calendar will have all that. Because I wouldn't want another year filled with Ocarina of Time 3D and Skyward Sword.

Edit:
Amazon is ridiculous. This 10€ calendar they sent me in a HUGE box (I was thinking I'm getting a new computer or something) padded from all sides... lol. But when I order a 220€ highly limited collectible, they put it in a paper bag. What's wrong with their brains?

Tuesday, November 26, 2013

Majora's Mask References in A Link Between Worlds

Link merged to the wall behind Majora's Mask

Aonuma teased at Comic Con that playing A Link Between Worlds actually would show us that they haven't forgotten about Majora's Mask. And they sure haven't. There are plenty of references to the game to find.

The most obvious one is probably Majora's Mask hanging inside Link's house. If you merge with the wall behind it, you can make it look like Link's actually wearing the mask, which is pretty cool. Also, this leaves lots of room for speculation. Like how did he get the mask?

The second reference would be the return of the Milk Bar with Talon being the owner. Though Phantom Hourglass did have a Milk Bar as well, so this doesn't necessarily have to be a direct Majora's Mask reference.

The big thing for me were the people in Lorule. Not only were they all counterparts to the people of Hyrule, they also started to wear masks. So, I actually believed that Lorule would be revealed to be Termina at some point of the game. Termina even had the hidden Triforce symbols in the Stone Tower Temple, which lead to a theory, which actually fits the story of Lorule quite nicely. But while this has never been confirmed ingame, it's still entirely possibly that Lorule and Termina are actually the same. The state of Lorule with all the giant chasms splitting the country could have been caused by the moon crashing on the lands...

The last reference happens in Hero Mode, it's the secret that you can find. I was asked in the comments, what it would be, but it's better to post this in a spoiler box just to be sure:



So... after all these teasers I'm ready for Majora's Mask 3D, Nintendo! Actually a MM3D release next year would be perfect. Something to do before Zelda Wii U comes out. Since it most likely would be done by Grezzo (a separate team), this is not unlikely, since MM3D could be developed independently from A Link Between Worlds and Zelda U.

A Link Between Worlds – StreetPass Review

This review was originally published on ZeldaChronicles (formerly known as ZeldaEurope) and got translated for this blog in 2021 by the same author.

Last week's review of The Legend of Zelda: A Link Between Worlds didn't cover a big, new feature of the game: the StreetPass battles. Now, that there was the opportunity to dive more into this, it's time to share some impressions. Let the Shadow Link battles begin!

 

The Basics

With the game's StreetPass system you can receive Shadow Links from other players, which you might meet on the go, while your system is in Sleep Mode. You can also create your own Shadow Link based on your current gear, where you can select two of the X and Y items, which he will take in battle.

The Shadow Link then will have a bounty based on the equipment, which ranges from 50 to 999 Rupees. If you meet a Shadow Link in your game, you'll see the name of its player and the bounty, where you now can decide whether to take him on or not. If you win, you'll receive the bounty.

And if you lose... well, there is nothing really to lose here. Lost games aren't counted and your hearts will be refilled after the battle. If you use Potions, other things in bottles or the Foul Fruit, then those will be regained after the battle as well. And if you are defeated, this won't count for the total times defeated at the end of the game either. So, you can just take on the Shadow Links without having to worry about anything.

Link meeting a Shadow Link at the fortune teller's tent

You'll meet the Shadow Links all over Hyrule and Lorule, but the starting point is the "StreetPass Meadow" in Kakariko, where a mysterious old man, who is just called "Gramps", does the setup for you. There are signs for every Shadow Link available, which tell your their bounties and where to find them. Up to 20 Shadow Links and their signs can appear at the same time, but if you happen to meet more people, then don't worry, they'll get queued up and simply appear, once you've defeated some Shadow Links to make space.

That is, if you're able to even meet that many people with a Nintendo 3DS... And that's probably the main issue with all of this. Unless you live in a big city or happen to have a second Nintendo 3DS around, it's actually super tedious to get into this.

The game will generate some Shadow Links for you, where you can recognize them by the name "Shade" (or "Kage" in certain languages, based on the Japanese word for "shadow"). But these are extremely rare, where you'll only get one after playing the game for five hours. And considering that it might only take you between 10 and 20 hours to beat this game, that's way too long.

Ideally, you would be able to spend your Nintendo 3DS Play Coins at the StreetPass Meadow to make them appear, because after all this is exactly what those Play Coins are normally used for in other games... To give you access to StreetPass content. But for some reason Nintendo decided to use the Play Coins for the Hint Ghosts instead.

 

The Battles

As for battling the Shadow Links themselves, there are two things of note. One would be the fantastic music, which is a remix of the Temple theme from Zelda II - The Adventure of Link, which is also quite prominent in the Super Smash Bros. series. There is truly no better track to inspire the fighting spirit of Zelda fans.

The other thing is that the CPU enemy is actually quite good, at least when compared to other enemies in the game. It's a whole other level. The Shadow Link parries, blocks, dodges and circles around you, while he also makes good use of the items (except for the Net) to put you under pressure. The CPU has its issues with certain environments, however, where this happens mainly in the ice arena, where the Shadow Link keeps falling through the crumbling ice floors. But overall this is the most versatile and toughest enemy in the entire game.

Link facing a Shadow Link in the basic arena

Speaking of arenas, there are only five of them. There is the default arena, which is just a platform in the sky without anything on it (see the screenshot above). There is a forest area with an apple tree at the center and some water puddles. One arena takes place on a grate above lava, where some fire pillars are shooting up, while another takes place on sand. And finally, there is the aforementioned ice arena with crumbling floors and bumpers. Each of them have their own unique elements, which keeps things interesting, but overall there could have been more of them for the sake of variety.

No matter the arena, the battles can be rather unbalanced, depending on the bounty and your own progress, especially in the early in game. If you meet a Shadow Link there with a higher bounty, then it will be incredibly difficult to win this fight. And if you happen to run into an early Shadow Link in the late game, you might defeat him with single strike. (This does have its use, however.)

But if your equipment is on the same level, the fights are perfectly balanced and can be a lot of fun, especially if you take on those Shadow Links with bounties above 900 Rupees in the late game. And this is when you'll notice that the combat is actually rather good.

artwork of the Shadow Link using bombs and Hookshot

That's mainly due to the different items – even those that you may haven't used much throughout the game, thanks to the way of how the items interact with each. A great example is fighting the Fire Rod with a Hookshot. You'd normally expect that the enemy shooting giant flame pillars has the advantage here, but you can use the Hookshot to pull yourself right through the fire to your enemy as a counter move. The Hookshot will even shortly stun the Shadow Link for a guaranteed hit afterwards.

It's quite ingenious, where this lets you use the items in ways you would have never imagined during the main game. And you can't just mindlessly spam them either, where this has actually quite some depth to it, especially since you can bring two items into the battle. It's nowhere near any Beat 'Em Up, but certainly quite good for a Zelda game.

And this raises the question why Nintendo didn't turn this into a real multiplayer mode, where you fight against other people locally or online. The battles are really fun, but fighting against the CPU gets old fast, where you might wish that you could test your skills against other players. With online multiplayer this could have connected Zelda fans all around the world... But sadly, this isn't the case. Maybe in the next game?


The Challenges

Rupees alone aren't exactly the biggest incentive to keep fighting Shadow Links over and over again, which is why there are also 50 medals to collect, which act as Challenges for this mode. Those can be simple things, like "Win 5 times!" or "Use the Fire Rod to deal the final blow!", but also more tricky tasks, like "Win without taking a single step!" ...

Every item in the game gets some love here, where you get motivated to try everything at least once, instead of just using your favorite items all the item. You also don't have to worry about missing anything here, where doing a Challenge for an upgraded item will also score you the same Challenge for the normal variant. So, if you use the nice hammer to defeat an enemy, it will also count for the hammer. Everything can still be achieved at the end of A Link Between Worlds, where you can just beat the game without worrying about StreetPass at first.

And this is even some really good post-game content, where you might return to the game, even long after you've already beaten it in normal and Hero Mode. (The Shadow Links also do quadruple damage in Hero Mode, by the way, which can be really tough.)

There is also a nice reward for clearing all Challenges, where this lets you battle against a CPU with the highest bounty at any time, without the need for finding Shadow Links.

 

The Conclusion

StreetPass in A Link Between Worlds is a really good extension for the game, where the battles against Shadow Links can be a lot of fun and the Challenges will engage you for a while, even after having beaten the game.

The major downside is that you can't summon Shadow Links using Play Coins, which would have been very helpful. And overall this feels more like something that would have been a lot better as a battle mode against other players...

 

The Good:
  • Fun battles with some depth against a decent CPU
  • Zelda II music
  • 50 Challenges to complete (without missables)
  • Makes good use of items
  • No penalties for losing

 

The Bad:
  • No use of Play Coins to summon Shadow Links
  • Only five arenas
  • It's no Battle Mode

A Link Between Worlds Collector's Guide

Got this today:



This won't be part of the Zelda Box (which also got released now), so if you want the 7th book, you need to buy it separately. It's weird that they didn't include this one as well, but whatever...

Naturally there's a nice extra, but this is the first time, where they didn't add a map of some sorts. This time you get a framed litograph, which looks absolutely gorgeous. Other people have pictures of their family on their desk, I have the Master Sword... :D

The guide itself is 320 pages thick, about the same size as the Spirit Tracks guide. It follows my principle of doing all sidequests first, so they basically clear all areas before they head into the dungeons. I did the exact same thing on my 2nd playthrough, so I approve. Except for some differences in the renting prices I didn't notice any mistakes on my first look. Usually I'm able to spot a bunge of things, but it looks like they did a good job overall. And it was interesting for me to learn the names of the new bosses... here they are:

Margomill (the eye on a pillar)
Stalblind
Zaganaga (the desert boss)
Knucklemaster (the Wallmaster boss)
Gemasaur King
Grinexx
Dharkstare

I love the names. Nice mix ups of the original boss names. Argghus and Moldorm only returned in their original form and name.

What the guide is missing is any info about StreetPass. They tell you how to set it up, but that's it. Nothing about the Shadow Link Battles, nothing about the challenges, nothing about the arenas. For example the Phantom Hourglass guide actually had an entire section just about the multiplayer arenas, which was cool. Maybe they only had one copy of the game and couldn't really test it? Luckily I did their job in my StreetPass Guide, so check it out, if you need any help with that!


I also got the Zelda Box today, however, it was delivered to my home address. So, I will have to wait until Christmas to check it out... should be a nice Christmas present though. :D

Monday, November 25, 2013

StreetPass Guide FAQ

 
Link talking to a Shadow Link near the Fortune Teller tent

My StreetPass Guide on GameFAQs just got released! Check it out. It contains all info about clearing all StreetPass challenges, battling Shadow Links, etc.

Actually I made guides for absolutely everything in German for ZeldaEurope: Heart Pieces, Maiamais, bottles, items, Master Ore, minidungeons, minigames, Hero Mode ... I've written many guides for ZeldaEurope already.

Sometimes I also release guides in English, but then it has to be something special. Something not everyone can do like my 64 Ring Guide for Oracles or the TotoK Speed Guide for Phantom Hourglass. I felt like the StreetPass functionality was special enough to make fledged out guide for it. It's funny how it's the first guide there, even before Pieces of Hearts or Maiamais... but I let someone else have "fun" with those.

Sunday, November 24, 2013

Cleared all 50 StreetPass Challenges in A Link Between Worlds!

 
Link vs. Shadow Link

 
Now I only need the stupid Cucco to 100% the game...

But it's really nice. If you clear all 50 challenges, you are able to battle Gramps whenever you want. He will have the best possible gear and two random items to provide a nice challenge. The battles are really fun, I wish you could play this mode with other people online. The fighting system with the energy gauge is really great and I could see this working in multiplayer just fine.

How did I get all 50 medals in just three days? Well, I used the golden 3DS XL and my second copy of the game to set up three dummy savegames with weak Shadow Links. It's easy to kill them and score the more difficult challenges. Yes, I cheated, but I wanted to know what the reward will be.

Shadow Links also appear randomly after a certain amount of play time for anyone, who doesn't get StreetPass hits. But that is taking way too long, where the game should offer you the possibility to buy Shadow Links with Play Coins from Gramps. That's what Play Coins are meant for after all.

I'll also submitted a StreetPass Guide to GameFAQs with all medals, arenas, strategies, etc. Should be online tomorrow, unless someone beat me to it.

999 Seconds in Cucco Run Endless Mode???

Ah, come on, Nintendo...!

Lately I've been trying to truly 100% all Zelda games. What's the difference between 100% of all items and a true 100%? Well, the latter includes everything that is possible to unlock. Even small changes and silly rewards that noone else would care about.

Luckily this was kept within limites in the Zelda series. At least so far. I already did the ridiculous 999 hits thing in the sword training of both the Wind Waker and Spirit Tracks. There are special tricks for that, so it's somewhat possible.

Next step was Rollgoal. You know, the terrible marble track minigame at the fishing pond in Twilight Princess. Clearing all courses once unlocks the Frog Lure, so that was basically a must. But I never bothered with going beyond the Frog Lure, as any sane person would do. However, I lost my sanity a while ago and clearing level 8-8 unlocks a nice level select, so if you truly want 100%, you need to clear all 64 levels. Have fun... Well, I already mastered this on the GameCube. Got pretty good at the game and it took me about an hour to beat all 64 levels, so it was not as bad as expected. But I probably will never attend a 100% run of Twilight Princess ever again (something likes this truly kills the replay value for 100% runs) and there's still the Wii version left to complete, where Rollgoal has motion controls... oh, joy.

But after the Wii Rollgoal madness, finishing the 2nd Quest in The Wind Waker HD and clearing all StreetPass challenges in A Link Between Worlds, I was supposed to be done with everything...! To have cleared every Zelda game! I was actually looking forward to this... but then I learned of the newest horrors in A Link Between Worlds.

There's an unlockable for staying alive or 999 seconds in the endless mode of the Cucco Run minigame... you get 3000 Rupees and a stupid large chicken appears that can heal you. You can compare it to the unlockable cow in Link's house in Ocarina of Time... Why, Nintendo, why...? Why can't it just be the 3000 Rupees? Because then it wouldn't unlock anything special and therefore wouldn't count... Or why not unlock the big chicken after 100 seconds...? Why the full 999? Why did this have to be? Why is it called "endless mode", if you actually have to beat it?

And the minigame is so unfun and frustrating... after a while I enter zombie mode and just do it without thinking. However, one small mistake and you get ripped out of it. I can easily see myself being hit in the 996th second or something... I've once written an article about minigames in Zelda and how bad minigames can ruin an otherwise perfectly fine Zelda game. And the Cucco minigame is a great example of this can happen.

A Link Between Worlds has such great replay value, I actually saw myself playing this over and over again. But as a 100% guy this is bad. Really bad. I know, I shouldn't let myself ruin it all by such a small, insignificant thing. But I just can't help it. Call it an "itch" as Sheldon Cooper would describe it - if there's something left to do in a Zelda game, I feel an itch until I got it done. And now the game turned from "fun to replay many times" to "if I replay this, I have to go through the endless chicken hell again"... great, Nintendo, just awesome! I'm sick of you adding ridiculous 100% chicanes. Please patch this.

It also takes A LOT of time to deal with this. 999 seconds is about 17 minutes. But of course you won't do it on your first try. It probably takes many hours of practice to finally beat it. Urghs... Well, looks like I won't be buying Super Mario 3D World then, because I will probably be busy dodging chickens for the next months... Too bad. :D