Thursday, November 9, 2017

Breath of the Wild: Update 1.3.3 Released


Finally there's a new update for Breath of the Wild of version 1.3.3, following the 1.3.1 update from August. They skipped a version number and we can only speculate why that is. Maybe version 1.3.2 was going to support the new amiibo and was made a while ago, while version 1.3.3 then added the new Xenoblade Chronicles 2 gear. We will probably never know.

Anyway, here are the official patch notes:

  • The amiibo of the four Champions (Revali, Daruk, Urbosa, and Mipha) are now supported.
  • The side quest to receive Xenoblade Chronicles 2 collaboration gear is now available.
  • An issue preventing the × mark for Game Overs from being recorded in Hero’s Path mode from Ver.1.3.0 onward has been fixed.
  • Various fixes to improve gameplay.

As soon as you load the game, the new Side Quest named "[Xenoblade Chronicles 2]" will appear in your Adventure Log. Compared to previous EX chest quests, this one offers a new feature with red shooting stars falling from the sky. They look and sound similar to the shooting stars that will earn you the Star Fragments, but the red ones are triggered directly as soon as you look at the right area and the actual drop is much more noticeable, where you can always clearly see and hear the impact. And instead of a Star Fragment, the impact points will house one of three red chests, which are new in design:


You can even see a little Star Fragment decoration on these chests! Once you found all three of them, this is how the fully assembled Salvage Gear looks like:


  • Salvager Headwear
  • Salvager Vest
  • Salvager Trousers

Like the Tingle set it does have a set bonus from the start ("Swim Dash Stamina Up" in this case), but the pieces can't be upgraded at all.

However, concerning DLC armor there is actually an improvement in the new update. As you might have noticed in the description, it doesn't include the typical "if you sell it, you can't get it back" warning anymore. Instead it's just a "rare find". The same change applies to the Nintendo Switch Shirt and all armor items from the Master Trials DLC pack and there's a good reason for that.

You can now purchase all DLC armor from Granté's Collection:


This only includes the ones, which you've found already. But you can now get duplicates and what's more important, you can finally get them back, if you accidentally sold them! This actually crosses off one point from the long list of issues, which is very good news. It shows that Nintendo is still willing to improve the game. It's a small step in the right direction, but there are a few more steps to take!

The Armor inventory is still limited to five pages, which can hold up to 100 pieces of armor, and as of version 1.3.3 there are 98 individual armor pieces in the game. So, if you get one of everything including all the new armor, there are only two open slots left. Hopefully Nintendo will expand this by one page or else you will have to sell the goods in order to make space for all the upcoming DLC armor (if there are more than two pieces coming, which is highly likely).

According to GameFAQs, the falling chest at Mount Drena was also fixed. It now sits on top of the mountain. The glitched chests in Hateno Village, at Rassla Lake, Aris Beach and the Old Man's Hut weren't fixed, however.



Update: amiibo functionality

Other than the Divine Helms, scanning the Champion amiibo will reward you with the weapons of the respective tribe, but seemingly not the Champion weapons themselves. In addition Daruk drops minerals, Mipha drops fish, Urbosa drops meat and Revali drops fruits.


While the Divine Helms do support the "Ancient Proficiency" set bonus as a replacement for the Ancient Helm, they don't have the "Guardian Resist Up" buff, but only the buffs already advertised by Nintendo:

  • Vah Rudania Divine Helm: Flame Guard (Lv1)
  • Vah Ruta Divine Helm: Swim Speed Up (Lv1)
  • Vah Naboris Divine Helm: Electricity Resistance (Lv1)
  • Vah Medoh Divine Helm: Cold Resistance (Lv1)

To upgrade a Divine Helm it takes the same materials as for the Ancient Helm, so that's:

Tuesday, November 7, 2017

Grezzo Working on a Legend 2

Grezzo, the developers behind Ocarina of Time 3D, Four Swords Anniversary Edition, Majora's Mask 3D, Tri Force Heroes and Ever Oasis have new job postings on their website with a certain phrase on top:


"Would you like to make a legend with us? 2"

If this feels familiar, then that's because back in June 2014 they had a similar job advertisement, where the year after they released both Majora's Mask 3D and Tri Force Heroes. The job advertisement could have been for either one, based on the description it probably was Tri Force Heroes, but this is a direct reference to the job ad from before, where the "2" hints at the fact that they're doing this again. So, it seems like they are back to work on Zelda, which is nice to hear.

What's interesting here is that they are looking for developers with experience in Unreal Engine, so this is certainly not about another Nintendo 3DS game and they might be developing for the Nintendo Switch now. As a longtime Unreal fan this has me excited quite a bit and also sparks my curiosity, because this could lead to a few things.

Overall the Unreal Engine is quite versatile and can be used to make sidescrollers or games from the topdown perspective for a 2,5D look, as much as any traditional 3D game in different visual styles. So, the speculations are all over the place. I've seen fans asking for HD remakes of both Ocarina of Time and Majora's Mask on the Switch (see this article from Morgan Lewis for example), where the Ocarina of Time in Unreal Engine 4 project by CryZENx certainly left many impressions of how nice this could look...


But I personally would say that it's way too early to remake the Nintendo 64 Zelda games again, because the Nintendo 3DS iterations are still good enough. The only 3D Zelda game that hasn't seen an update yet is Skyward Sword and I'm convinced to see Skyward Sword HD at some point in the future on the Nintendo Switch, because the Joycons enable this game all too well. But this would be a project of a similar size to the Wind Waker HD, where you have very little effort, because the original visuals of Skyward Sword are perfect for HD upscaling. There's no need for Grezzo or any other studio to translate the game into Unreal Engine 4.

My best bet would be that they are working either on an entirely new topdown Zelda game or a remake of Zelda II - The Adventure of Link for the Nintendo Switch. In a recent interview with Jeuxvideo.com (source) Aonuma was even asked about such a remake, where this might not be a coincidence. I've even considered such a remake in the past after interviews with Miyamoto about the original (see here), where this could lead to a new approach for a sidescrolling Zelda. This even fits the "2" in the job ad quite well, because Zelda II - The Adventure of Link was called "Zeruda no Densetsu 2: Rinku no Bōken" in Japan.

Others claim that this might be a reference to "Seiken Densetsu", also known as the Mana series, because Koichi Ishii, the head of Grezzo, used to work on the Mana series for Square Enix and they are developing a remake of Secret of Mana, but it's doubtful that Grezzo is actually involved there.

Breath of the Wild: Xenoblade Chronicles 2 Costume

Today Nintendo aired their Xenoblade Chronicles 2 Direct and as quite a surprise they announced new armor for Breath of the Wild based on the character Rex from the game:


This will be distributed on November 9th as a free update that contains a new side quest, which will lead to the outfit. Supposedly, the same update will also support the four new Champion amiibo, which will be released on November 10th.

I don't expect too much here - the new side quest will probably be on the same line as the armor pieces gotten from "Misko's Journal" in the Master Trials DLC, so some randomly dropped chests somewhere with armor pieces that can't even be upgraded...

But this is nonetheless a nice promotion and a nod to the fact that Monolith Soft, the developers of Xenoblade Chronicles 2, helped out with creating the world of Breath of the Wild. This outfit also fits the game surprisingly well thanks to the new tech theme in Hyrule.

However, this also opens the door to similar promotions, where the costumes might not look as integrated as this one. With non-Nintendo games on Nintendo systems we get these kind of costumes all the time, for example there is Link's gear in Skyrim now, but it never really has been the other way around for Zelda. Breath of the Wild is certainly a popular game and seemingly predesignated for such promotions, but hopefully Nintendo won't overdo it in the future, where we could end up with Link crossdressing as Bayonetta instead of the other way around.

On a side note, if you now collect all the armor in the game, including this new Rex costume and the four Divine Helms, the Armor inventory should be filled except for three slots. Two, if the Rex costume comes with an additional helmet or head gear. It's hard to tell from the pictures, whether the helmet on the back is a separate piece or a part of the body, but in any case there's not much space for additional armor left. There will also be more armor in the Champions' Ballad DLC, where we've already seen one piece, so hopefully Nintendo will expand the Armor inventory by one page in one of the upcoming updates or otherwise it won't be possible to collect everything anymore.

Friday, November 3, 2017

Breath of the Wild: Divine Helms Abilities

The Champion amiibo will be out next week and Nintendo posted the following on Facebook about the abilities of the new helmets that you can unlock with them:

With the Champion amiibo coming out on November 10th, learn more about what each helm does in The Legend of Zelda: Breath of the Wild!

When any of the Divine Helms are equipped with Ancient Cuirass and Ancient Greaves (All armor items need to be upgraded level 2 ★★ or above), you’ll also trigger a set bonus, Ancient Proficiency, which increases the attack power of Ancient or Guardian series weapons. All of them will increase guard from ancient energy attacks, while defense level and required materials for level-up are the same as those of Ancient Helm. Enemies' remaining HP/full HP will also be visible like the Champion's Tunic.

Additionally, there are specific effects for each item:

  • Vah Rudania Divine Helm: Flame Guard (Lv1)
  • Vah Ruta Divine Helm: Swim Speed Up (Lv1)
  • Vah Naboris Divine Helm: Electricity Resistance (Lv1)
  • Vah Medoh Divine Helm: Cold Resistance (Lv1)

And here are their artworks again:


Well, this sounds really good! It's almost funny, how they explicitly mention the set bonus, after I've complained several times that the previous alternate headgear like all the jewelry didn't provide this. This was especially disappointing with the Ancient Set, where the Ancient Cuirass and Ancient Greaves look pretty badass, but the Ancient Helm looks extremely dorky. The Diamond Circlet was a more expansive alternative, but didn't provide the useful "Ancient Proficiency" set bonus. So, I'm glad that there finally are nice alternatives available. And not only that, they also give the HP numbers of enemies similar to the Champions' Tunic.

What's intriguing is that they all offer a 2nd ability boost based on the four armor sets of the different tribes. So far no piece of armor in the game did this and now they basically also function as alternative head pieces for all the tribe armor.

If Nintendo is really good, they also provide a set bonus in those cases, e.g. using the Vah Ruta Helm together with the Zora Armor and the Zora Greaves enables the "Swim Dash Stamina Up" bonus or using the Vah Rudania Helm with the Flamebreaker Armor and the Flamebreaker Greaves makes you "Fireproof". And if Nintendo is really, really good, they also add the set bonus to head pieces that should have them, like all the jewelry or Sheik's Mask.

It felt like the first DLC handled the armor in a very sloppy way and hopefully Nintendo is willing to improve all of that.

Wednesday, November 1, 2017

Ocarina of Time 3D Nintendo 2DS Bundle Announced


Wrong bundle, Nintendo! This is not a Nintendo Switch, nor Breath of the Wild! And it doesn't even it look good! You're doing it wrong!

Jokes aside, with a 80$ price tag this is really a good deal for anyone, who wants to dive into classic Zelda. Breath of the Wild certainly spawned some new interest in the series, where both Ocarina of Time 3D and A Link Between Worlds would be my recommendations to anyone, who wants to get into Zelda. My only problem would be the missing 3D, because the 3D effects in both games are excellent and a good reason to own an actual Nintendo 3DS, instead of a Nintendo 2DS model.

And the green color isn't that appealing... But it doesn't get any cheaper than that. Considering that the game alone costs 20$, you get a 60$ Nintendo 2DS system here.

Breath of the Wild: Explorer's Edition Announced


This is not going to make me buy a Switch, Nintendo!

This is a special Black Friday item in North America, where you get the game together with a 100 page guide and a map on November 23rd. This might coincide with the date of the 2nd DLC pack, the Champions' Ball, however, this new edition doesn't even contain the DLC, so there's no guarantee.

So, nothing exciting here. I'm still waiting for a special Breath of the Wild console bundle and I know many others, who do. If Nintendo wants to boost their Zelda Christmas sales, then that's the way to do it and not just some Beginner's Edition.

Anyway, in the past you got stuff like a map and a small guide even as part of a normal game package. A Link to the Past did this for example, where you had a map of Hyrule with hints on the back. And manuals usually offered colorful tips for the game - as a kid I kept studying my manuals. Today you're lucky, if you even find a physical copy of the game in your box and not just some download code. Or you need to buy some "Explorer's Edition". I guess, this edition might have value, especially since the guide book certainly exceeds the classic manual, so it certainly will find some buyers, but most of those, who don't have the game yet, don't have a Nintendo Switch.

Sunday, October 29, 2017

Metroid Prime Revisited


After replaying all the classic 2D Metroid games and completing both the new 3DS Metroid games, Samus Returns and Federation Force, it was time to revisit the Metroid Prime Trilogy in early anticipation of Metroid Prime 4. When the anthology was originally released for the Wii in 2009, I cleared all three games with 100% scans and items on Normal Mode. My goal now is to clear the remaining Veteran and Hypermode difficulties and to collect the rest of the Credits in order to unlock everything in the gallery. The latter is only relevant to Metroid Prime 3: Corruption, so with the first two games it will "simply" be about clearing the higher difficulties.

Why bother with Veteran Mode and not just jump straight into Hypermode? Well, the Metroid Prime Trilogy takes note on your save files, what difficulties you've already beaten. In a save file there are these little circles on the left border of each game slot and they will be only filled after beating the corresponding difficulties. This doesn't work its way down, so clearing Hypermode doesn't count as clearing Normal or Veteran Mode, even though they are the same thing with different damage values. But for me clearing Veteran Mode first is a nice way to familiarize myself with the games again, before I take on the highest challenge.

In case of Metroid Prime I also activated the Fusion Suit during Hyper Mode, which I jokingly called "Fusion Mode", because it pretty much was the same thing as in Samus Returns. And all that without scanning any amiibo! Well, to be fair, to unlock the Fusion Suit in the original version on the Nintendo GameCube you had to link the game with Metroid Fusion on the GameBoy Advance via a cable...

But overall the approach of beating Veteran Mode first as a practice paid off a lot in this case. I rarely died in both modes, but I actually died more often on Veteran, figuring things out. Only Meta Ridley gave me a lot of trouble in both modes... I even started to call him "Metroll Ridley", because the second phase of his battle seemed like pure trolling. You can easily wear him down to about 10% of his health with only a few scratches, but that's where he starts to wear you down, while taking little damage himself. My mistake was that I always tried to dodge his ram attacks, instead of shooting him with a charged shot in the mouth right before this attack. The constant ramming at the end then cost me my life a couple of times. Frustration pure. But it's not so hard, once you know ALL the tricks.

It's similar with the Omega Pirate, who surprisingly gave me very little trouble. I only died on my first try on Veteran, but then never again. The tricks here are to use Power Bombs to destroy his Phazon armor and then to ignore the Space Pirates by jumping around, while spamming the Omega Pirate with Super Missiles. It's doable.

Practicing on Veteran also helped a lot with the time later in Hypermode. It was quite the disaster during my Veteran Playthrough, taking above 11 hours. Navigating the world of Metroid Prime can be annoying, because it's a maze with no real shortcuts. Especially if you miss stuff and have to cross the same hard-to-navigate areas multiple times, it can be a little frustrating. For example I went into the sunken Frigate Orpheon without the Gravity Suit, because I misremembered its location. I thought it was down there, but then I had to get all the way back up without it, which wasn't much fun. I couldn't even just load my last savegame, because there is a Save Station down there, which I used without hesitation. It was still interesting, because the enemies are different at the time (no Aqua Pirates, but tentacles on the bottom).

Another wrong turn for me was missing the Artifact of Spirit at Phendrana's Edge, so I had to go back through that area, where you actually find the Gravity Suit, three times in total. On top of that this game has lots of platforming for a First Person Shooter with many vertical areas, where you often find yourself in rooms that are shaped like a tube. Around the same area in Phendrana it's easy to fall off somewhere and drop down all the way into the water, while Flying Space Pirates are still shooting at you. Experiencing this in First Person Mode isn't much fun, it's usually quite disorienting.

But things went much, much better in Hypermode, when I knew all the locations of every item and could plot a quite efficient course through the game. Plus, I had the practice for all the platforming areas and I could traverse the various rooms much quicker, so in total I was able to shave off about four hours of my time. It's still far from any world record, but my personal best and that on the highest difficulty.


Overall I have to say that replaying this game felt similar to Super Metroid, where the throne was shaken quite a bit. I always regarded both Super Metroid and Metroid Prime as the best Metroid games, but I'm not so sure anymore. Unlike Super Metroid, however, Metroid Prime isn't in need of a remake. The game still looks, feels and plays amazing. An HD remaster would be more than enough, if Nintendo ever wanted to touch this game again.

The problems lie more at the core here. One example would be the aforementioned platforming, which doesn't suit the First Person playstyle all too well. And this was already toned down heavily in the sequels, if I remember correctly. Some of the fights also don't work too well in First Person, especially with bosses that try to push you in a corner or ram into you. The most annoying enemies are probably the War Wasps in the beginning with that silly Hive Mecha fight...

But the biggest gripe I have is about the visor and beam switching. When compared to the sequels it's just not that good. The Thermal Visor doesn't even feel like a real upgrade, because the game forces you to traverse those disorienting dark areas after acquiring it. Both it and the X-Ray Visor limit your view quite a lot and both it and the X-Ray for the most part are only there to target otherwise invisible enemies, which isn't good game design to begin with.

It's similar with the beams, where the game turns into a massive "shoot the right color" puzzle. It's not strategic like in Metroid Prime 2: Echoes, where the beams consume ammo and you want to use them at their best potential. The only ammo here are missiles and they are rarely ever worth it. If Federation Force got one thing right, then it's missile power, because they feel relatively weak in Metroid Prime, where at the end you might only consume them for the beam combos like Super Missiles or to shatter frozen enemies.

Well, Ice and Plasma Beams offer a significant boost in power, but otherwise it's really just about matching the color of doors and enemies over and over again, which is very simple minded. They even have a Metroid variant that's about switching to the right beams, the Fission Metroid, while Metroids overall are much weaker in Metroid Prime than in any other Metroid game.

And of course there are the various Beam Troopers, which feel somewhat incomplete, because they don't really fire the corresponding beams at you, it's just all power shots. Ironically the Power Troopers are the most dangerous ones, because they can't be stun-locked like the others and they fire really fast. This got me bad in Hypermode on my way to the Power Bombs through the Phazon Mines. The Power Troopers in the Ore Processing did so much damage in a short time that I had to heal by changing from Elevator Access A to Elevator A many times to farm health orbs from the explosive crates and the Scatter Bombus. It even feels like a relief, when the Metroid haunt the Ore Processing and the troopers are gone...

Getting to the Power Bombs can be quite tough, because it's a long way without any Save Stations in between, but the part afterwards is even more so rewarding, where you backtrack through the entire world, collect all the hidden items and Chozo Artifacts, before you dive down into the Phazon Hell again and phase the last three bosses.

The final boss is then the pinnacle of all the switching, where in the first phase you have to switch to the right beam and in the second phase to the right visor... Very original. What's even worse, the game gives you the cool looking Phazon Suit only to introduce the red Phazon shortly after, which acts exactly like Phazon before. And I hate that room, where you have to do some platforming above a sea of red Phazon that endlessly spawns those annoying Fission Metroids. The final boss isn't something that you want to try again because of this room alone. It's like the whole ending of the game is a concentrated culmination of what's wrong with it...

But I don't just want to complain. Metroid Prime is still a prime game. If Super Metroid is the equivalent to A Link to the Past, then Metroid Prime is the Ocarina of Time of the Metroid series. It beautifully transformed the greatness of Super Metroid into a First Person Shooter/Adventure. Diving down in the world of Tallon IV is still amazing even at today's standards, where I especially like the Chozo Ruins. This place is absolutely magical and lets me immerse into the game every single time.

But still I'm happy that I'm done with this game for now, because I'm really excited to dive into Metroid Prime 2: Echoes next!