Showing posts with label The Legend of Zelda. Show all posts
Showing posts with label The Legend of Zelda. Show all posts

Thursday, July 31, 2025

The Legend of Zelda: Oracle of Ages Review

 (Originally published to Glitchwave on 5/14/2025)













[Image from glitchwave.com]


The Legend of Zelda: Oracle of Ages

Developer: Flagship

Publisher: Nintendo

Genre(s): Action-Adventure

Platforms: Game Boy Color

Release Date: February 27, 2001


For ages, I thought that the Oracle duology of Zelda titles on the Game Boy Color presented minor alterations of the same game as any pair of Pokemon titles. Now, after conquering the action-oriented Seasons, it’s time to delve into its more cerebral twin, Oracle of Ages. My reason for tackling Ages second after Seasons was not based on a preference for swinging Link’s sword at a multitude of enemies, but because of the preconceived notion that Ages was a rather high-brow experience. I was under the impression that Seasons was the little piggy who crafted a shoddy shack out of assorted twigs and glue, while Ages was the more astute brother pig who built a house out of reinforced concrete. Being the big, bad wolf in this analogy, I figured I’d practice blowing down the foundation with the less durable material before attempting to collapse a lung trying to penetrate the solid fortress. Did “practicing” for Ages by playing Seasons make my experience with Ages smoother? From what I’ve gathered, a few returning elements were more readily approachable. Still, no matter the similarities, Ages is truly a fundamentally different Zelda title than Seasons in ways that scratch deep beneath their surfaces. Oracle of Ages may not be too obtuse to humor, but it’s still one of the most challenging titles in the franchise.

The player will have to trust my assertion of Age’s differences from Seasons, for the game’s introduction might prove otherwise. Once again, Link is abruptly summoned to adventure by some sort of cosmic influence, and he awakens in a pleasant spot of grass in an unfamiliar land. This time around, the goddess whose the center of attention in this scene is Nayru, the blue sister of Din, who is alternately more demure than her fiery, self-assured sister. A crowd of curious people surrounds Nayru as she serenades them, but her modest performance is interrupted by a malevolent force. This time around, it’s not Onox with a violent windstorm. The evil perpetrator is a witchy succubus named Veran, who infiltrates the gathering by possessing series staple character Impa to get close enough to the goddess and take full control of her personal autonomy. The plot premises between Ages and Seasons ring so eerily similar that one’s initial assumption of these twin titles being pallet-swapped clones like a pair of Pokemon games. Still, despite the litany of copied properties with a few minor differences, one major implement Ages inserts into its story is the addition of a deuteragonist of sorts. Ralph is apparently Nayru’s de facto guardian, tardily arriving on the scene of her capture and expressing the most zeal for the situation at hand. He’s certainly committed to his role of taking all of the proverbial bullets for the lovely Nayru, and he’s made it a competition with Link to be the one who wins her freedom over the control of Veran and possibly her heart by proxy. I don’t have the heart to tell this poor sap that his efforts will be all for naught, or at least in the department I’m certain he yearns for. Considering that the conflict narrative took a backseat in the nosebleed sections of Seasons until the climactic point of the adventure, it’s nice to see that Ages is implementing a character that will remind the player of the quest’s purpose from time to time.

The Game Boy Color’s pixelated graphics might also make the player believe that Ages’ takes place in the same setting as Seasons, but Labrynna exhibits plenty of fundamental differences from the map of Holodrum. While Seasons tended to evoke elements from the first Zelda game as a sign of the series’ evolution in fifteen years, Ages conversely revels in a prosperous, post-Ocarina period of the franchise. Labrynna shares as many typical topographical features that comprise a Zelda overworld as Holodrum, but the differences lie in what exists in those naturalistic regions. Mountains still tower over Labrynna in the north, but these hilly peaks are the grounds of the Gorons, a major race of rock creatures who were only seen in the 3D Zelda titles up until this point. I suppose the aquatic fish whose heads emerge from under the water to spit balls of fire are classified as “Zoras,” and they are here in the rivers of Labrynna to hurl flaming loogies at all angles relative to Link’s position. For the first time, the domesticated, articulate Zoras from Ocarina of Time coexist with their hostile, neanderthal cousins. In addition to districting sizable sections of the map to two of Ocarina’s major races, Labrynna also has the Zelda world standards of a hub village near the spawn point, graveyards, and grassy plains that stretch for miles. In the context of Ages’ prevalent obtuseness, I suppose the more pressing question regarding the overworld is how difficult it is to navigate through. Surprisingly, I’d make the argument for Holodrum being the more arduous overworld to traverse through, for there are four seasonal conditions that complicate the terrain. This isn’t to say that progressing through Labrynna is smooth sailing throughout, but my experience constantly changing the terrain of Holodrum with the “Rod of Seasons” made all of the progression snags in Labrynna far more approachable. Like Seasons, general progression is hinted at by the wise Maku Tree located around the vicinity of the overworld’s primary village hub. However, the key difference with this character/traversal aid is that in Ages, it’s a younger, gender-swapped version of the mighty, omniscient oak. A distinctly feminine tree isn’t inherently odd, but the bulging, kawaii eyes and facial expressions are slightly disturbing. The female Maku Tree even develops a crush on Link because, naturally, it's her feminine duty to find our intrepid hero sexually irresistible. Is anyone else uncomfortable?

Traversal through Labrynna also acts in conjunction with the game’s “alternate setting.” In Seasons, a land called Subrosia was nestled between a dimensional rift under Holodrum, showcasing a dynamic relationship between both lands, bonded by the core mechanical gimmick of the game. Technically, Ages doesn’t have an alternate setting, complete with its separate zip code and radically different environment. The portals that appear in the square patterns in select spots on the ground will instead transport Link to Labrynna about a century in the past. The general graphical color palette shifts from bright and vivid to a muted tone to discern and signify the two eras of Labrynna’s history, and topographical elements are warped around ever-so-slightly to suggest that approximately one hundred years is enough time for land masses and manmade architectures to naturally bend with the passing of time. With this mechanic at play, Ages yet again reminds us that despite its rudimentary pixels, it’s a game that succeeds the more technically expansive 3D titles of the series. Time travel has been used as a mechanical and narrative conceit for both Ocarina of Time and Majora’s Mask, so I’m going to have to deduct points from Ages for aping a series standard instead of carving out its own distinctive, untested gimmick like its Oracle twin. Still, I’ll give Ages credit for providing the clearest display of time travel and its effects through its gameplay. Unlike Ocarina, whose cataclysmic event was sandwiched ambiguously between two playable time periods and the ephemeral three-day reset of Majora’s Mask, the cause and effect of altering Labrynna’s history showcases a permanent change in its present. For example, King Zora is absent in the present day of Zora’s Domain because he succumbed to an illness, but Link can give him a potion that cures his terminal ailment, so he’s still sitting on his throne in the future. A token of “brotherhood” received from Goron legends will help Link navigate through the present-day Goron tribe, and the Maku Tree’s affections for Link stem from him performing a kind deed for her when she was just a sproutling. The paradoxical nature of time travel is treated with a surprisingly direct correlation, almost as masterfully as Chrono Trigger. It utilizes the premise of time travel more tactfully than either of the 3D games preceding it.

Link uses a mythical harp to transport back to Labrynna’s glory(?) days, an instrument obviously influenced by the time-altering properties of the ocarina. In relation to how the “Rod of Seasons” was the integral item in employing the game’s core mechanic, the “Harp of Ages” is also accompanied by a slew of other tools at Link’s disposal. Because Ages focuses its gameplay on puzzles instead of combat, some items have been swapped to appropriately complement a more wit-oriented Zelda experience. Platforming-intensive items like the Roc’s Cape and the magnetic gloves are no longer of relevant use, but other items replace them to round out Link’s arsenal. A regular hookshot replaces the magnetic gloves in spirit, and clinging to objects out of Link’s reach propels him to areas he’d have issues climbing otherwise. The Cane of Somaria makes its valiant return from A Link to the Past to materialize blocks to use in stamping down button switches and navigating through platforms with invisible trajectories. The seeds are just as prevalent here as they were in Seasons, but the apparatus that turns them into projectile ammunition is a tube that shoots a single seed. Subtracting the simultaneous flinging of multiple seeds may be disappointing if one has played Seasons first, but the aerodynamic force of the tube allows the seeds to ricochet across all the walls momentarily, allowing the player to coordinate their seed shots as if they are playing billiards. If the physics involved with the seed shooter is any indication, the items in store foster the puzzle-latent gameplay of Ages beautifully as the items did for the respective gameplay ethos of Seasons.

When discussing the utility of the weapons available in Ages, I’m mostly referring to instances in the game’s dungeons. Still, the range of Ages puzzles expands far beyond the enclosed parameters of dungeon progression. When I stated that Labrynna was easier to traverse than Holodrum, I meant generally walking about the game’s overworld. When it comes to progressing from point A to B, B usually pertaining to the next dungeon, Ages maintains its puzzle-laden mechanics throughout its run time to such a degree that it’s almost absurd. The entirety of Ages is denser than the deepest of ocean seafloors and stacked with more concurrent ingredients to contend with than eating a triple-decker club sandwich. Sure, the Maku Tree gives Link a general cardinal direction to the next essence, but arriving there is consistently a serpentine zigzagging through seemingly innumerable impediments. Ages isn’t just inclined to not hold the player’s hand at any given point: it expects them to execute feats of traversal equivalent to finding one’s way around a cemetery at night while blindfolded. If the player manages to come close to their destination, one core hindrance will often lead them four or five steps behind. For example, the animal buddies are featured here again, albeit less prominently than in Seasons. To navigate around a bit of terrain on the path to a dungeon, Link needs the special capabilities of one animal buddy, but only one will be of use due to a predetermined selection. Because I was unaware that I had to procure the respective horn that calls either Ricky or Dimitri, I had to find the whereabouts of the uncharacteristically-colored Moosh far away from the place where he was needed and return to the complication at hand while riding on his backside. Before Link can access the third dungeon, Link must first regain all of his tools that have been stolen by a group of bipedal lizard folk who reside on a remote island located at the southeastern corner of the map. The process of taking back what is rightfully Link’s incorporates heavy usage of warping to and fro from past to present, which will happen so frequently that it’s almost recommended that the player plot a schematic chart that details each step. The same process is equally applicable to entering Zora’s Domain, which also involves submerging Link underwater in addition to performing a time warp every few steps. These are only a few examples, as I could easily use every trek to a dungeon in Ages as an example of how complex every waking moment is on the field of Labyrnna. On paper, turning the traversal of the overworld into a ceaseless puzzle box is admirable from a design standpoint. In execution, constantly having to backtrack due to not seeing the game’s intended trajectory quickly becomes vexing and overwhelming.

Don’t get me wrong, the puzzles featured in Ages’ dungeons exhibit a display of constant brainteasers to contend with as rich and demanding as the ones in the overworld. I stated that the consistent issue that plagued the dungeons in Seasons was that each of them felt far more vacant compared to the lavish, detailed ones from previous Zelda titles. With Ages, the aesthetic layout of each dungeon is equally as lacking in terms of foreground properties, but it’s far less bothersome here. One doesn’t have time to bemoan the middling magnificence of the dungeon when they’re wracking their brains in every corner. Setpieces from Seasons transfer over, such as the train carts and turnstiles, and they are incorporated heavily into the mix of progress impediments that litter each of Ages’ dungeons. Joining them to make every inch of Ages’ dungeons as complex as trigonometry are colored cubes meant to be rotated into a fixture to unlock doors and colored walkways where Link mustn't retrace his steps. At least one of these puzzles is dedicated to filling a room per dungeon, but each of these labyrinths displays its own quirks that make them all distinctively challenging. The “Crown Dungeon” involves several gates that are color-coded red or blue, where the gates of one color can only be accessed at a time. “Moonlit Grotto” acts as a light version of “Eagle’s Tower” from Link’s Awakening, where Link must find and destroy a series of blue crystals to unlock a passageway to the dungeon’s final boss. Link uses a new item called the “Mermaid Suit” to swim beneath the trenches of “Mermaid’s Cave” without needing a brief breath of air, while he conversely makes a conscious effort not to dip into the boiling lava surrounding the platforms of “Skull Dungeon.” While emphasizing the puzzles of these dungeons has made them more memorable than the ones from Seasons, a fraction of their resonance is due to feelings of frustration. Because the puzzles per room in Ages’ dungeons are so dense, any dungeon that requires a substantial amount of backtracking is a goddamn nightmare. This is especially the case for the game’s later dungeons, notably “Ancient Tomb” and “Jabu-Jabu’s Belly.” I’d get so irritated trying to retrace my steps in these dungeons that I started to abuse the checkpoints situated between the beginning and the miniboss to regain my foothold, something I never resorted to in Seasons. The latter dungeon mentioned, a top-down 2D iteration of the fish behemoth’s innards, is by far the most maddening Zelda dungeon I’ve ever experienced, adding the elements of draining water in between grueling amounts of backtracking. When people state that they hate Jabu-Jabu’s Belly, they must be referring to the one from Ages, right?

Naturally, the puzzle-oriented gameplay that is intertwined with overworld and dungeon progression seeps into how Ages’ bosses are dispatched once Link manages to outwit all of the conundrums leading up to them. Unlike Seasons, whose boss roster was an amplified reunion of baddies from the very first Zelda title, Ages conjures up several original foes to conquer. Really, these bosses had to be fresh and unfamiliar, for it’s the only way to ensure that the player spends a considerable effort scratching their brains on how to defeat them. Discussing these bosses in great detail would be a disservice to the grand riddle behind all of them, but I will say that the weapon or tool acquired in their respective dungeons is utilized wonderfully. However, the one spoiler I will elaborate on in regards to Ages’ bosses is intended to be a fair forewarning for the game’s climactic duel against Veran. After climbing her tower and learning that Ralph is going to erase himself from existence in his blind fury to save Nayru, Veran puts the goddess's body up as a wager for finally defeating her in a three-stage fight. The first stage is a reheated version of when Link fought her beforehand, but the next two will likely put the player in a bind. For a final boss intended to culminate a puzzle-oriented experience, there’s very little brain function required in defeating Veran. In fact, swiping at her as she buzzes around the room as an abominable series of giant insects with her witchy, feminine face involves more guerilla combat similar to any boss from Seasons. The boss feels like a leftfield rug swipe because it doesn’t involve any of the shrewd skills of puzzle solving to conquer in a game bursting at the seams with them. It’s certainly not as ball-busting as Onox was, but it might be wise to utilize the advantages of the appraised rings to survive this final fight. It’s not as if the game offers a ring to boost the player’s cleverness.

After playing through Oracle of Seasons, the objective I kept a conscious thought of was to see if Ages would supplement its twin’s shortcomings. The reality of the relationship between these two GBC games is that they are two different extremes lying on two entirely different ends of the Zelda spectrum. It's a Heat Miser and Snow Miser kind of dynamic presented between both of them, and their stark contradictions cannot feasibly converge into one nuanced product. Fortunately, most other Zelda titles already fall in a middle ground between both extremes, so either unbalanced experience with the Oracle titles presents the possibility to indulge in the type of Zelda gameplay one prefers to their heart’s content. I enjoy a tasteful mix of both, but I think I’ll side in favor of Seasons because Ages is austere to a fault. Still, the slightly elevated narrative and masterful utilization of the time travel mechanic gives me enough substance to appreciate Ages anyway.

Wednesday, July 16, 2025

The Legend of Zelda: Oracle of Seasons Review

 (Originally published to Glitchwave on 5/14/2025)













[Image from glitchwave.com]


The Legend of Zelda: Oracle of Seasons

Developer: Flagship

Publisher: Nintendo

Genre(s): Action-Adventure

Platforms: Game Boy Color

Release Date: February 27, 2001




For seasons, I assumed that the Oracle duology of Zelda titles on the Game Boy Color presented minor alterations of the same game, like the Pokémon titles. In reality, Capcom's subsidiary company, Flagship, graced Nintendo’s first colored handheld system with two fully-fledged Zelda games that have separate stories, dungeons, and other distinctive creative attributes. It’s like being half Jewish during the holidays, with another treasure trove of presents arriving on Christmas once the candles of Hanukkah, lit weeks prior, are extinguished. Still, despite the excitement of indulging in a Zelda menage a trois, it’s likely that the primary demographic could only afford one of these titles at a time. Because of a lack of disposable income, it was paramount to choose which of the Oracle titles to buy based on one’s personal preferences. I am not faced with this crucial decision because 24 years of time passing has made both Oracle games readily accessible for cheap, but choosing which of these games to play first was still something to consider. I landed on the red-covered Oracle of Seasons not from an impartial round of Eeny Meeny Miny Moe, but because Seasons is rumoured to be the simpler of the two. If the Oracle games represented the two sides of the brain, Seasons is apparently the emotional, creative right, or at least when contrasted with Ages’ emphasis on puzzles. I’m not averse to puzzles in gaming, much less ones in Zelda games, but Seasons seems like a logical first because of how advanced Ages seems in comparison. Still, I am basing this decision on the information I’ve gathered from public consensus, so now I can see for myself whether or not it holds water.

Handheld versions of Nintendo titles tend to take liberties with their respective franchises’ narrative traditions, and Game Boy Zelda games aren’t apprehensive in shuffling up the series formula if the whimsical fever dream of Link’s Awakening is any indication. Like the aforementioned title, Oracle of Seasons deviates quite a bit from the standard Triforce quest in Hyrule. Link inexplicably falls in the soft grass of a land called Holodrum, and he’s greeted by a girl with brilliant red hair who takes him to what looks like the campground of pioneers that have docked their caravan on a grassy plain. A wicked storm interrupts their merry dancing session, and a sinister cyclone whisks everyone away except for Link. However, this is no indication of violent, spontaneous weather patterns. Behind the cyclone is a sinister figure named Onox, who has captured the red-haired girl, the goddess Din, in the first step in his diabolical scheme to essentially murder the planet by upsetting the balance of the seasons. Oracle of Seasons may present a new setting, add unfamiliar characters, and alter the stakes in the major conflict, but all that the various factors at play in the premise do is mask the tired similarities. Tell me, what’s the fundamental difference between saving a captured Din versus Zelda, or the sinister plan of the main antagonist? Strikethrough Din with Zelda and Onox with Ganon(dorf), and everything will still comfortably fall into place as a standard Zelda story. They can’t all be mavericks like Link’s Awakening.

However, one cannot substitute Hyrule for the kingdom at the center of Seasons’ setting. Where Koholint Island was all around askew, there is something more comfortably familiar about Holodrum, despite it deviating from the standard Zelda setting of Hyrule. Actually, the eerily off-putting aspect of Holodrum’s familiarity that the player might notice is its geographical similarities to Hyrule as it was depicted in its very first iteration on the NES. The first dungeon can be accessed immediately as the game begins, and it’s a gangly, hollowed-out tree situated on an island connected by a bridge from the mainland. Link visits a western graveyard in the later portion of the game, and I’m fairly certain that the foreboding domain of Onox is situated in the same geographical location on Holodrum’s map as Ganon’s was on Death Mountain. Really, what reminds me the most of Hyrule’s 8-bit debut in Holodrum is how segmented its map is. To signify that Link has arrived in another district of Holodrum, a white light accompanies the classic transitional loading freeze that occurs whenever Link steps out of the square perimeter boundaries that comprise the world’s entirety. The added luminescence is quite jarring, and it distracts the player from learning the layout of the map. Fortunately, Oracle of Seasons was developed in a post-Ocarina of Time world, so the developers have implemented accessible features to prevent the overworld from regressing into the esoteric maze that was the first game’s Hyrule. Teleportation items called Gale Seeds are so plentiful that they literally grow on trees, and a map is available as a constant reference point that details where the player has and hasn’t visited yet. If that fails to work, the omniscient wisdom of the Maku Tree will set the player on the right track, once they pop his sleepy snot bubble anyway. Holdrum’s various kernels of compact design evoke the most classic of Zelda maps in ways that all the subsequent upgrades of Hyrule don’t.

Holodrum is fairly adequate as a substitute for Hyrule, but the true point of interest regarding the map of Oracle of Seasons is the other world that exists beyond/beneath it. The swirling vortexes found on the field teleport Link to Subrosia, a mysterious netherrealm with an adjacent relationship to Holdrum on the surface. A Link to the Past presented a dichotomy between darkness and light, with the “dark world” engulfing Hyrule in a warped and disorienting chaos depicted in a Hieronymous Bosh painting. Despite the surrounding lava (that looks like boiling Coca-Cola thanks to the pixelated graphics) that radiates Subrosia in a perpetual, crimson glow, the district is not the contrast of good versus evil that A Link to the Past presented. Surprisingly, Subrosia is quite the humdrum little burg. Subrosia has homes, shops, and all of the other establishments that comprise a civil society. Its cloaked denizens look suspicious on the surface, but they are a perfectly domestic race of creatures. Interacting with them will expose their good-natured demeanors that they veil under their shrouded clothing. Link will join a dance troupe with strict team choreography, take a female Subrosian wearing a cute pink bow as a gender signifier on a date, and have one of his items stolen by two delinquents that he must reattain. Hey, getting mugged is far more commonplace than being attacked by pumpkin monsters and disembodied skulls. Because there was a hidden veneer of friendliness in Subrosia underneath the hellish surface, it made the alternate Oracle of Seasons overworld far more interesting than the seemingly inviting one on the surface.

The primary reason for visiting Subrosia for a significant portion of the game relates to the game’s central mechanical gimmick. In each of Subrosia’s temples lie the four goddesses that will grant Link the power to manipulate each of the four seasons. With a swish of the magical item known as the “Rod of Seasons,” Link can alter the weather of Holdrum to fit the typical outdoor conditions associated with each season, provided he can find a tree stump on the field to stand on. Each season naturally comes with a unique set of environmental circumstances to contend with. Spring is when the foliage is the most fertile, so Link can use plant pods to bounce himself upwards while gazing at beautiful, freshly-bloomed flowers. The prolonged period of vegetative growth leaves the herbage wild and unkempt by the summer, allowing Link to climb a series of vines like a ladder. The golden autumn is apparently when the pesky mushroom obstacles are ripe enough to rip from their roots, and the snow of winter is obviously a unique, seasonal hindrance to work around. Sections of Holodrum are designated to a certain season, but they can always be altered with the rod to unlock passageways that only specific seasonal conditions allow. Ultimately, besides the aesthetic change, those conditions really do boil down to the ones I previously mentioned. Spring and winter are the two seasons that present a varied seasonal contrast, while summer and autumn seem like an arbitrary obligation. I understand that not incorporating all four seasons into the fray would be incredibly uneven, but they could have at least implemented more than a single element into the mix to make the seasons more mechanically discernible. Overall, I suppose that the four constantly shifting with every corner of the map provides enough intrigue about how the weather conditions affect the layout of the land, even though it is the source of the jarring, white transitions I mentioned earlier.

The “Rod of Seasons” is the item in Oracle of Seasons with the greatest narrative precedence, but the other tools in Link’s arsenal are just as imperative in his quest to restore environmental balance to Holdrum and rescue the fair Din. It turns out that I spoke prematurely when I said that Link’s Awakening featured unique Zelda items that were endemic to it. Many of those items have transitioned over to the subsequent handheld Zelda game and were either greatly innovated on or were rebranded completely. Roc’s Feather returns and allows Link the capability to jump once again, but it is eventually upgraded to the “Roc’s Cape” that extends its aerial ability to a glide function. I’ve mentioned the gale seeds that teleport Link to a select few destinations, but I neglected to delve into the other types of seeds that grow around Holdrum with their own distinct properties. Essentially, the seeds function as surrogates for Zelda items that have been misplaced. Ember seeds light torches and trees like a lantern, and pegasus seeds will supercharge Link’s moving speed and jump length without the footwear apparatus that allowed him to do this in Link’s Awakening. Kind of seems like a downgrade because of the ammunition, eh? These seeds can either be dug out of their sack or slung as a projectile with the slingshot, which can now fire three shots simultaneously with an upgrade. A series of horns will call three animal buddies to assist Link’s traversal on the field, and the player can control this eclectic gang of creatures while Link rides on their backs or in their pouch like a joey. The pouch in question belongs to the kangaroo named Ricky, whose phenomenal jumping capabilities can elevate Link up those towering cliffs while walloping enemies with his hefty boxing gloves. If the steep obstacle is instead a waterfall, a dodongo named Dimitri will carry Link up the cascading drop point while probably being ignorant of how many of his kind Link has slaughtered at this point. Lastly, a winged-Charmin bear named Moosh will use the sheer force of his bodyweight to crush rocks with an airborne slam. I’d be willing to bet that the trio of animals summoned by the horn as help was taken from the animal buddies from the Kirby’s Dream Land games, but the core difference is that Link’s mobility consistently feels like an enhanced modification, like driving a car instead of pedaling a two-seated bike from the back. I should also highlight the magnetic gloves, for they’re a wonderfully kinetic innovation on the hookshot that propels Link over perilous gaps with far more player involvement. I would sell the item selection in Oracle of Seasons short because much of it is a variation on the ingenuity that Link’s Awakening displayed in this department. Still, continuing the trend of ingenuity that the previous handheld Zelda game presented with Link’s array of gadgets and extending on it is nothing to sneeze at. It’s far more engaging than what was presented in Link’s Awakening while not diminishing the previous game's contributions. In addition, the grueling trade sequence quest that made progression in Link’s Awakening a chore is optional here. The Master Sword acts as the incentive for the player’s diligent efforts in completing this series of side quests, with a specific pattern learned in Holodrum’s Lost Woods unlocking its location.

Still, it is recommended that the player go the distance and become Holodrum’s de facto delivery driver to earn the Master Sword because Oracle of Seasons is the most combat-oriented Zelda game to date. In fact, this was the core design initiative that drove the game’s development, highlighting the physical factor of Zelda’s gameplay while diluting the puzzle aspect. Because Oracle of Seasons is a far more meat-headed Zelda title, the dungeons tend to be quite sparse. Stepping into one of these labyrinths, especially after playing Link’s Awakening, feels like attending an open house where all of the decor and knick-knacks that give a home a lived-in quality have been removed. Removing the clutter that comprises the typical Zelda dungeon was a conscious decision on the part of the developers. In place of the intricate set pieces that involve methodical planning to navigate around are clusters of enemies waiting to bombard Link in close quarters, and a key is usually earned upon defeating all of them. Like many elements in Oracle of Seasons, the vacant dungeon design that emphasizes enemies is evocative of the first Zelda game’s minimalism. Still, as an intentional nod or not, the stark vacancy on display here, without the excuse of 8-bit hardware as a hindrance, leaves a lot to be desired for the dungeons in Oracle of Seasons. Admittedly, Seasons does feature a select few puzzles that are fairly substantial, but they are very few and far between all of the hordes of enemies. No amount of carts on train tracks that most of these dungeons cram into the mix can salvage the fact that the overall layout is concerningly emaciated. All of the dungeons in Seasons tend to blend together into a forgetful mush as a result. Still, I must detail the surprising fact that the later dungeons in the game feature platforming challenges fit for something like Super Mario Bros. once the Roc’s Feather upgrades into a cape. One sidescrolling section in the “Sword and Shield Maze” where Link is dodging fireballs over lava while jumping on platforms reminded me more of Bowser’s Castle rather than any of Ganon’s domains.

Considering that combat is given a greater emphasis, one might assume that Seasons’ bosses are quite formidable, and they’d be correct. It’s not as if the series has struggled to offer a meaty challenge with their climactic dungeon foes in the past, but some previous entries, such as Link’s Awakening, stumbled at every step to supply their dungeons with worthy final battles. Come to think of it, so did the first Zelda game for the most part, and I think the developers were working with the same sentiment in mind. By far, the most overt form of Zelda 1 worship that Seasons commits is recycling the same boss roster in almost the same order. However, thanks to either Capcom’s initiative or hindsight inherently upgrading them, the familiar foes that underwhelmed us in the past have evidently been bulking up over fifteen years. The Dodongo doesn’t just walk around nonchalantly so Link can gingerly place a bomb down its gullet, and the Digdogger greatly utilizes the magnetic gloves even if it makes the fight rather finicky. I laughed out loud when all it took to vanquish Gohma in the first Zelda game was a single arrow to the eye. All that laughter did was fuel vengeance inside the cyclops arachnid, and his newfound swiftness and grabbing ability are not to be taken lightly.

Even though Onox fulfills the character role of Ganon as a Zelda title’s primary villain, his fight is incomparable to any of the evil swine’s. Labeling Onox’s duel as an endurance test would be an understatement. The final battle against the maniacal “general of darkness” is equivalent to running a marathon in the Amazonian Jungle, keeping watch for the unregulated obstacles that are bound to trip up anyone if they don’t maintain constant vigilance while sprinting. Pegasus seeds will aid in eluding the swings of his giant flail, but it's going to take some considerable trial and error in avoiding an encased Din who joins the fight as a shield of sorts. Onox’s second phase in the dark depths of his tower’s basement, where he transforms into a dragon creature, is completely ludicrous. Why? Because the platformer-intensive design of this battle is an honest-to-God Dr. Wily fight from Mega Man masquerading as a Zelda boss. From the X-axis perspective to jumping on his massive hands to reach his weak point at eye level to the spray of lightning-fast energy bullets, don’t tell me that the mad, grey-haired doctor isn’t going to pop out of the beast in a capsule upon its defeat. That is, its eventual defeat after several grueling attempts of perfecting each stage while Link’s health is still beeping like a vital signs monitor by the end. Congratulations, Onox; you can now confidently step out of Ganon’s shadow and claim the distinguished title of the hardest boss in Zelda history (that I know of).

Keep in mind that I can’t comment on whether or not Oracle of Seasons is intended to be one half of an overarching Zelda experience with Oracle of Ages yet. I can only assess the game on its individual merits, and it’s certainly a jumble of uneven elements. Delving into the bad, or lackluster, aspects first, Seasons has a habit of neglecting many Zelda elements that are usually integral to an excellent Zelda experience. The narrative is practically sidelined for the duration of the game, and the conflict that catalyzed it is terribly clichéd. I don’t mind the emphasis on combat, but diminishing the puzzle factor of a Zelda dungeon to this degree presents a lack of nuance that typically makes them exceptional. Still, Oracle of Seasons excels by taking the onus of Link’s Awakening to subvert the mechanics of a standard Zelda title every step further with its item roster. I’ve griped about the redundancies of the season-changing mechanic, but it's such a prevalent aspect of Seasons’ progression that it's anything but a waste of potential. Oracle of Seasons is a game with stark strengths and weaknesses on the quality spectrum. I have a suspicious feeling that Oracle of Ages will compensate for what Seasons is lacking while faltering with what it shines in, but that has yet to be determined.

Thursday, May 22, 2025

The Legend of Zelda: Link's Awakening Review

 (Originally published to Glitchwave on 4/7/2025)













[Image from glitchwave.com]


The Legend of Zelda: Link's Awakening

Developer: Nintendo

Publisher: Nintendo

Genre(s): Action-Adventure

Platforms: Game Boy

Release Date: June 6, 1993


The Legend of Zelda: Link’s Awakening is a little weird. This peculiar statement might be disputed nowadays due to the iconic series plunging down rabbit holes that delve deeper into surreal and abstract territory. Still, Link’s Awakening is the first instance of Nintendo’s seminal high fantasy series diverting from its conceptual confinement as the interactive version of the archetypal epic narrative told throughout time. Considering that Nintendo tends to be as attached to the standards of storytelling like an infant to its mother's breast, I can’t do justice in illustrating how refreshing it is whenever one of their franchises flees the coop of conceptual captivity and starts sprouting some radical ideas into the mix that spruces up the fixed formula. Frankly, a smidge of fresh ingredients added to the pot per entry isn’t asking for much. Because Nintendo tends to be adamant on sticking to traditions, any instance where the familiarities are twisted even slightly is a holy gift from God. Tweaking the established properties of Nintendo’s heavyweights seemed to be the secondary selling point of the original Game Boy, other than its obvious portability. To sell a system with inferior hardware to its homebound counterpart, Nintendo had to brew its creative juices to offer something intriguing. Like the Super Mario Land titles, Link’s Awakening intermingles some quirks with the recognizable Zelda fare. Surely, despite its streaks of creativity, Link’s Awakening still can’t possibly hope to match the magnitude of the grandiose, 16-bit series staple that is A Link to the Past, right? Right? Well, even though Link’s Awakening is being supported on a system that a modern graphing calculator could outperform, do not assume that Zelda’s handheld debut is merely an odd alternative tailor-made for lengthy car rides and or the funeral services of great aunts and uncles.

Simply setting a Zelda title outside the parameters of the glorious and all-too storied kingdom of Hyrule is enough to give any Zelda fan such as I a throbbing anticipation boner, and attempting this digression for the first time must’ve been especially arousing for a handful of gamers back in 1993. Instead of waking up in a bed to the call of adventure, Link is found washed ashore on an unknown beach after his ship is capsized by a mighty bolt of lightning during a tempestuous storm. Unconscious with a pint of salty seawater likely clogging his lungs, a girl named Marin arrives and awakens the hero of time from his drenched stupor. She informs him that he has luckily landed on the shore of Koholint Island, the interim setting where Link’s Awakening is paving new ground for the franchise. However, even without a moment to be gracious that he’s not a bubbling corpse floating face down in the ocean, Link desperately wishes to return home to Hyrule. To his chagrin, travelling back from whence he came is not as quick and easy as a click of the ruby slippers. In order to send Link back to familiar territory, he must find eight sacred instruments scattered throughout the island’s temples and conduct a rousing solo symphony to wake the Wind Fish hatchling in the giant, polka-dotted egg that sits atop a volcano. Only with the Wind Fish’s lucidity will Link be transported back to his homeland. Instead of a heroic epic with the magnificent stakes of saving the world, Link’s Awakening is presented with a man-versus-environment sort of conflict, forcing him to adapt to an uncharted land whose context implies he’s in survival mode. Downscaling the scope of a Zelda adventure could arguably risk underwhelming players who have grown accustomed to the formidable task of preventing the world from plunging into unfathomable darkness. Personally, dialing down the majesty of the typical Zelda adventure showcases a range of narrative potential that is often undermined with the cycle of resplendent triforce matters.

Still, I doubt any veteran Zelda fans would be fooled into thinking that Link’s Awakening provides a drastic shift in the standard series narrative by twisting the premise. If you’ve paid close attention, you’ll realize the instruments are surrogates for the triforce pieces, judging by the number of them needed for the orchestra and their MacGuffin roles that pinpoint every significant milestone in the game’s progression. Essentially, the player is still on the same overarching quest that Hyrule has consistently mandated, but the vital differences lie in the finer details. On the surface, traversing through the island nation of Koholint from a top-down angle, screen by screen, will remind any seasoned Zelda fan of exploring through the pixelated planes of Hyrule. Once they spend enough time in this queer little strangeland, its personality will start to flourish.

Given that Koholint is an island enclave surrounded by water, the environment of the setting is more tropical than Hyrule, which is enclosed by a mountain range. Link can revisit the southern shores where he was fortunate enough to be washed upon from the drink to further explore what lies between the sandy dunes. The villages directly north of the crashing waves are incredibly tranquil, probably due to each abode being spaced out by another square from its nearby neighbors. A cemetery located near the central district of Koholint features some strikingly eerie trees where hostile crows can be found perched on their branches. The atmosphere of Koholint can shift from peaceful to disquieting at the drop of a dime. Yet, the shift in mood is never jarringly sudden, making the player startled by the subtle changes if they pay attention. In my perspective, the inclusion of Mario properties, such as Goombas and a docile chain chomp named BowWow that Link borrows to clear away the wild vegetation in a swamp, is the most unnerving aspect of Link’s Awakening. Link apparently drifted so far away from Hyrule that he’s been sucked into a dimensional rift that caused an uncanny quasi-crossover. Despite the many peculiarities one will find around the island that instill a sense of Link being trapped in uncertainty, there are admittedly plenty of geographical similarities to Hyrule. The apex elevation point of the land where the Wind Fish egg sits comfortably is located in the north at a twelve o’clock angle like Death Mountain, which shadows the castle domain located only a few blocks south. However, the castle is as abandoned as the ruins located east of the presumably once-royal estate, bearing no significance as the land’s capital like the regal fortress at the center of Hyrule. While Koholint setpieces may connote strong structural similarities to the standard stomping grounds of the Zelda franchise, one core difference, besides Koholint’s general atmosphere, is that the world map is far more compact. One might negatively attribute this factor to the fact that the original Game Boy could only render so much inside its black and white mechanical and physical confines, but the limitations at play here make the map more succinct. There isn’t a single square of wasted space across the entirety of Koholint Island, giving the player a better opportunity to become more intimately familiar with their surroundings. Since A Link to the Past had already impressed us with its sprawling amplification of Hyrule, it’s honestly refreshing to explore an area scaled down more modestly.

While Koholint Island is comparatively less spacious than Hyrule’s 16-bit overhaul in A Link to the Past, do not conflate the relative ease in navigation with ease in progression. Ostensibly, in order to cause the player as much confusion and instability as the would-be green protagonist is probably feeling, the developers have formulated an invisible haze around Koholint that clouds the player’s sense of orienting themselves to the narrative’s direction. Pixelated Zelda titles tend to be notably obtuse, but Link’s Awakening is borderline ethereal in directing the player towards the main objective. The island’s few, yet charming, denizens will offer hints to the desired destination, but their directions are still clouded with too much subtlety to be of any helpful aid. It’s like asking someone to point in the direction where Las Vegas is located and getting a response saying that it’s a city in Nevada. An owl occasionally swoops down and sends Link on the correct path, but he still obscures too much information from the player for me to label him as his guiding light. Whether or not the locals are acting difficult to scorn the outsider or their manner of speaking doesn’t communicate clearly to Link because he’s a foreigner, finding any indication of the whereabouts of each instrument’s location can often feel as frustratingly hopeless as trying to find shelter in Siberia during a blizzard. A large chunk of the game’s progression runs concurrently with a trading sequence involving several needy Koholint citizens. It begins with Link winning another Mario trinket in the shape of a Yoshi doll during a crane game, and the line of bartering from then on is an exhausting one. The process of finding the specific NPC who asks for the specific item and then stacking over fifteen of these interactions on this initial encounter is an endeavor so circuitous that it would be better fitting for an optional side quest rather than the primary objective to further the story. Sure, the alarming lack of guidance in Link’s Awakening does a fantastic job at fostering that sense of freeform exploration that spurred the series creation, but executing that ethos here in particular feels like one of those off-kiltered days in the woods where Miyamoto ventured too far from home and became frantically lost when the sun set on him. A walkthrough would be a vital auxiliary piece of aid to accompany Link’s Awakening, like with any game. However, what the player truly needs is one of the developers by their side, pointing out not only what to do and where to go, but also the rationale behind their design decisions.

Once the player manages to locate their destination through traversal that feels like spelunking without a flashlight, they will fortunately be treated to what is definitively the finest roster of dungeons the series has seen thus far. Whereas the overworld in Link’s Awakening is unforgivingly ambiguous and A Link to the Past’s dungeons tend to be overly convoluted, the inverse seems to be the case regarding both games’ attributes. The winding labyrinthian constructs that house the various instruments aren’t necessarily straightforward, but none of them involve design gimmicks that are so leftfield that make the player scratch their heads in bafflement until they start bleeding, like the outside forest maze of Skull Woods or the multiple slippery floors of the Ice Palace in A Link to the Past’s latter dark world half. The gimmicks that diversify the dungeons of Link’s Awakening are consistently approachable and do not divert out of the box of dungeon parameters to work with too drastically. For example, the tasteful double entendre of “Key Cavern” involves managing the many metallic door and chest openers that fall from the ceiling upon defeating a block of enemies. “Catfish’s Maw” features both Cheep Cheeps and Bloopers as the aquatic enemies to contend with in this submerged dungeon, and Turtle Rock (no association with the dungeon from A Link to the Past, thank God) features segments where the player has to draw the remainder of the block’s floor by manually pushing around a device that resembles a Roomba. The one exception in Link’s Awakening that does break beyond the boundaries of conventional dungeon traversal is Eagle’s Tower in the northeastern mountains of the island. Here, only the impact of a hefty, green, and black sphere is enough to break the columns that structurally support this stone tower. I struggled in figuring out that razing the top half of the dungeon with this gleaming, glassy globe was the primary objective at hand, and configuring the possible directions to transport it proved to be equally as challenging as any of the harder dungeons in A Link to the Past. Still, the unconventionality of Eagle’s Tower is more enthralling than any dungeon from that game because it’s so satisfying to coordinate the ball’s location with the column and then smash it to smithereens. Hints given by the owl effigies erected across a few of each dungeon’s corridors are far more straightforward than the riddles of their flesh-and-blood counterpart, as long as the player finds the beak that allows Link to communicate with them. Overall, the dungeons of Link’s Awakening excel over the lineups in its console predecessors because of their consistency and balanced difficulty curve. Still, I do not appreciate progression points being impeded by bomb walls with imperceptible cracks, an unfair mark of early Zelda that the developers evidently did not reconsider yet, and that almost ruins the stellar streak in Link’s Awakening.

Much of the progression in each of Link’s Awakening’s dungeons is also contingent on the item that Link receives. Similar to the strengths of the contained areas that they are obtained in, the doodads that make up the space of Link’s trusty bag are equally as exceptional. The collective of items here doesn’t rewrite the content of Zelda's arsenals, but Link’s Awakening warps the way each item is utilized, which in turn makes it refreshing. In Link’s Awakening, the titular hero isn’t confined by a magic meter with a finite source of energy. Because the typical restriction has been lifted, Link is free to use magic items like the Pegasus Boots and the Magic Rod (although this item is obtained too late in the game to go buck wild with it) more liberally than ever before. Other items, such as the separate bag with the magic powder, not only illuminate dim sections of dungeons, but they can also ignite enemies in flames by sprinkling it on them, as if it has the same divine properties as holy water. The quest of collecting twenty seashells to upgrade Link’s sword isn’t nearly as stringent as the chain of trading sequences, for Link only has to collect four-fifths of the total of them scattered across the island. Somehow, the boomerang has transformed from an early game projectile compensation tool to an enemy-shredding powerhouse, the Zelda equivalent to Mega Man 2’s Metal Blade with inexhaustible energy (provided Link keeps catching it on reentry). Lastly, the one truly original item in the game that is the crown jewel of Link’s arsenal is the Roc’s Feather, which allows Link to manually jump to hop over gaps and essentially increase the capabilities of his overall mobility. If giving Link an ability that he struggles with in the astronomically more advanced 3D Zelda games doesn’t sell the player on Link’s Awakening, I don’t know what would.

To my dismay, Link’s Awakening is beset by an unfortunate case of DKC syndrome, even though the game predates Rare’s Donkey Kong resurrection title by a year. This term was coined (by me) to highlight a game in which the bosses are laughably easy, especially when compared to the levels with meaty challenges that precede them. Up until this point, the Zelda franchise hadn’t suffered from this awkward contrast, but Link’s Awakening proves to be a trendsetter for the worse. Given that the first boss is a repeat of Moldorm from A Link to the Past, the boss that every fan unanimously despises, it sets a terrible precedent. Still, future bosses such as the languid shooting section of Hot Head’s fight and the brief hacking of the Angler Fishes’ shiny protuberance elevate the doofy Moldorm into the ranks of a competent boss fight. Yikes. The giant, creepy face that is Facade is an especially new low for Zelda bosses, for I was flabbergasted that the intended method for defeating it was to simply keep dropping bombs on its immovable face. Only with the game’s final boss, the shadowy nightmare that resides in the deep recesses of the Wind Fish egg, does the challenge intended for a boss fight come to fruition. The phantom figure will use its amorphous physicality to transform itself into the shape of many formidable boss fights from the series’ past, and the last phase of the fight will test the player’s proficiency with the Roc’s Feather like an Olympic jump roper. Admittedly, while the final boss of any game should ideally be the most challenging, all of the substantial effort needed to beat it should not be allocated entirely to it.

Conquering the final boss should feel victorious, but the narrative of Link’s Awakening conversely suggests otherwise. In plenty of instances leading up to excavating the interior of the giant egg shell, NPCs and bosses warn Link that finishing his quest will result in the disappearance of Koholint Island. The setting is but the fabrication of the Wind Fish’s coma dream, explaining the illogical traversal and the myriad of Mario properties. One usually wouldn’t put any weight into the words of menaces, but they speak not out of deception, but of fear. When Link frees the Wind Fish from its indefinite slumber, the player witnesses Koholint Island disintegrate before their very eyes, transporting Link to a scene where he’s supporting himself on a wooden slab of his ship to keep himself afloat in the ocean. All the while, Koholint's NPCs, like Marin, whom we've come to know and adore, fade away into the ether of Link's hazy memory. Usually, I’d be lambasting any piece of media that decides to end with the revelation that it was all a dream because it’s the most contrived plot device imaginable. However, in the case of Link’s Awakening, the reveal of Link’s actual whereabouts is quite effective. I don’t buy the stance that he’s the game’s true villain or that he’s acting as a useful idiot for the Wind Fish, for I get the impression that all of the narrative context that would lead any player to that conclusion never even occurred in the first place. Seeing Link still in peril after the events of that fateful storm, when we were so confident that he had at least found somewhere with a solid footing, gives the player total narrative whiplash. His continual state of uncertainty leaves us with a potent sense of dread, and the juxtaposition to the whimsy and wonder of Koholint makes the reveal all the more devastating. Existentialism is a theme that the more unorthodox Zelda titles often explore, but Link’s Awakening presents such heavy themes in the bleakest fashion.

Farore, Nayru, and Din have all but abandoned Link, leaving him in the uncaring arms of lands outside of Hyrule that have evidently caused our hero much strife. For the player, Link stepping outside of Hyrule to a godless realm that exists in the metaphysical space of unknowing is exactly what the franchise needed. Despite how abstract the peculiar land of Koholint is in navigating it, it doesn’t distract from how this island provides the Zelda series with a burst of creativity that Hyrule wouldn’t allow, which extends, but is not limited to, the items, dungeons, and atmosphere. Let us not forget that Link’s Awakening is no less grand in length and content than A Link to the Past, despite that it was designed for a system with less functional power than an Easy-Bake Oven. That alone is impressive enough to elevate Link’s Awakening beyond any of its console predecessors. Decades onward, Link's Awakening maintains its allure because it's still one of the more unique adventures the series can offer. It's a Zelda Adventure oozing with personality and mystique.

Sunday, January 19, 2025

The Legend of Zelda: Breath of the Wild Review

(Originally published to Glitchwave on 11/26/2024)



 











[Image from glitchwave.com]


The Legend of Zelda: Breath of the Wild

Developer: Nintendo

Publisher: Nintendo

Genre(s): Action-Adventure, Open-World

Platforms: Wii U, Switch

Release Date: March 3, 2017


I approached The Legend of Zelda: Breath of the Wild with the same sense of skepticism and apprehension as a father meeting his daughter’s new boyfriend for the first time. Like a paternal parental guardian who is inclined to give their little girl’s new squeeze an ocular pat down, I surveyed the then-oncoming new breed of Zelda game with concern and stubborn dismissiveness. The linear 3D Zelda with a heavier emphasis on the narrative that ushered me into the series during my formative gaming years had been swapped for a bonafide open-world experience, and anyone reading this will want to slap me silly for preemptively labeling it as “Skyrim with the Master Sword.” One might chalk up my cynicism to immaturely refusing to accept change, but I had empirical proof to be wary of the direction that Zelda was heading towards. By 2017, gaming had evolved drastically from the open-world genesis point that GTA III showcased back in the early sixth generation of gaming. Open-world games had transformed from the impressive cutting edge of interactivity to a point of prevalence where they seemed like the only sufficient standard of the modern age. Oversaturation of the genre had shifted what was tightly constructed, non-linear sandboxes into bloated empty deserts with nothing of note for miles and zero sources of stimuli to spark that sense of excited curiosity that open-world games once facilitated. Nintendo had also hastily launched the successor to the Wii U, an uninspired commercial dud whose tepid presence in the HD console wars had almost ousted the long-standing champions from the circle of competition. Starting anew with fresh artillery while the war was still raging connoted that Nintendo had recognized their blunder and backpedaled to rectify all of their losses and corner that coveted gaming market. Unfortunately, I had assumed that igniting their redemption arc with the Switch was at the expense of their integrity, appeasing the masses by catapulting Zelda into the fray of the vapid technical posturing that the open-world genre had devolved into. How narrow-sighted I was with my preconceptions, and Breath of the Wild’s astounding adulation not given to the series since Ocarina’s monumental release wasn’t even a factor in my moment of clarity. Breath of the Wild wasn’t an example of a guideless, wounded franchise jumping on a stagnant trend in the hopes of garnering some cheap attention: it was a pioneering open-world linchpin returning to its roots to reclaim its former glory and show these clueless whippersnappers how to construct an ample digital country that is nothing short of captivating.

While BotW introduces itself with a prophetic promise of good triumphing over evil like all of its Zelda predecessors, a unique alteration of its classic narrative is that the player is plunged into the halfway point of this epic saga. The reincarnated hero who always takes the form of a blonde, non-verbal elfin boy or his post-pubescent version is not introduced in a humdrum scenario where he is oblivious to his messianic potential. Link, who is now embracing his canon name for the first time instead of letting the player treat him like an avatar by sticking him with whichever goofy moniker they create, has already been established as the embodiment of hope for Hyrule. However, seeing him in his state of suspended slumber without even a shirt on, much less his distinguishing green tunic, is surely a humbling scene for this young man of immense prestige. Once Link emerges from the cave into the sunny outdoors of the second-most-recognized kingdom in gaming, a wizened man with a bushy, foot-long grey beard proposes that Link uncover the secret runes hidden in the sunken sanctums of the four shrines located around the area in exchange for his paraglider. Once Link completes this task, the mysterious elder reveals his true form as Rhoam Bosphoramus Hyrule, the regal king of this enchanted land. On the roof of the dilapidated Temple of Time, the king dumps a heaping load of exposition on our Hero that explains the state of the kingdom he governs and why we were introduced to our hero while he was pruning up in a bath situated in a cave. One century ago, the same Link fought valiantly alongside Zelda and the four champions against the classic cataclysmic threat that is Ganon, or “Calamity Ganon” in this specific incarnation of the pernicious pig. While their efforts were admirable, none of them anticipated that Ganon possessed the power to influence the armed machines created by the Sheikah long ago to combat the foreboding invader, and flipping the switch from protector to aggressor on these mechanical marvels resulted in an event that Hyrule historians dub “The Great Calamity.” To prevent Link from befalling the same fate as the champions in this holocaust, Zelda creates a magic seal whose enormity accomplishes saving Link and stowing him away in his cryogenic long morrow, hiding the Master Sword in the hazy shade of the Lost Woods, and trapping Ganon and localizing his malicious influence entirely to the grounds of Hyrule Castle. While the expositional splurge is overwhelming due to its sheer comprehensiveness, elaborating on the events of the past that inform the context of the present almost splits BotW’s story in half like Ocarina of Time. Sure, actual involvement with the tranquil former half elevates the devastation of the grim state of the future/present. Still, I applaud the unorthodox way the developers are telling this tale, and the tattered state of Hyrule from what has already happened matched with the destructive stakes of what could occur in the future from Ganon’s looming presence places the player on the same edge that invigorates them to save the kingdom.

The visual aspect of Zelda’s presentation became a relevant talking point when The Wind Waker riled up the fanbase with its bright and bulbous cartoon aesthetic. Since then, the 3D Zelda games have drastically swapped their color palettes per entry to reach a fan consensus on an agreeable art style. Well, Nintendo can confidently close those polls wired to their PR department, for I can’t imagine any Zelda newcomer or staunch series veterans sticking their noses up at the graphical gorgeousness that BotW displays. How can anyone resist the sensation of being gobsmacked by the sequence when Link emerges from his hundred-year stasis to the cliffside view of the kingdom’s sublime breadth in all its majestic glory? It’s the indelible image of the game that sold players on BotW, and it’s not difficult to see why the developers honed in on this spectacular shot. Forget the Grand Canyon–Hyrule from this angle is the most awe-inspiring landscape one could witness with their sense of sight, and I don’t care whether or not it’s a landscape fabricated by the advancements of digital technology. It immediately causes the player to salivate at the prospect of intimately visiting all of the places seen in this lofty perspective through the course of their untethered privileges granted by the non-linearity of the open-world genre. Breathtaking landscapes aside, the pleasantness of BotW’s graphics is due to the developers seemingly not choosing a radical, discernable aesthetic at all. Compromising between the polar visuals of The Wind Waker and Twilight Princess with Skyward Sword produced an art style that was still an acquired taste. Scrapping the idea of comparing and contrasting the previous games with a style that is at least clear and competent works wonderfully. Not every aspect of a game has to be revolutionary to be effective. However, what is a revolutionary aspect of BotW’s presentation is that the game finally features fully-fledged voice acting, so the detractors who commonly critique the series omitting this for so long (who, let’s be honest, were never fans of the franchise anyway) can silence their outcries with this appeasement. I’d comment that the voice work of the characters is overall solid for a first go-around, but this is one of the most iconic video game series supported by a lavish Nintendo budget that rivals a Hollywood film production. Perhaps each series that transitioned from 2D to 3D should’ve waited twenty years to attempt unlocking their character’s vocal cords. Alas, even with this technical feat of evolution, our boy Link still opts to grunt and yelp to express himself. Old habits die hard, eh?

When it comes to the geographical schematics of the land existing beyond the outside viewpoint of Link’s elongated bedroom, Hyrule has gone through considerable operation time under the developer's knife to enhance itself. No, I am not specifically referring to its high-definition gloss, even though I realize that its HD visual fidelity is yet another modern presentational attribute making its series debut. Given that BotW is an open-world game and the world map encompasses the entirety of the playtime, the developers needed to graft a sizable amount of meaty muscle onto an area that is usually a glorified highway designed to route the player to a more notable destination located off to the side. Thankfully, the procedure proved a success, as Hyrule is now a mesomorphic goliath with washboard abdominals, or so to speak. Every conceivable topographical landform is represented on Hyrule’s map, and each of the varied terrain, no matter the size and scope, is intermingled across Hyrule to showcase a geographically diverse world. Bodies of water include lakes upon basins upon beaches upon rivers and tributaries. Mountains are scattered across the map like a genuine range instead of being confined to one monolithic land mass like a typical video game level, and the steep elevation of each of these peaks guarantees that snow and ice will be a constant element of the foreground. Before venturing into the heart of the desert, Link will have to pass through a spacious canyon that serves as a logical precedent to its arid emptiness. Can you believe this is the same overworld that was formally nothing but a flat span of astroturf? Ocarina of Time’s primordial depiction of Hyrule served as the essential broth, but BotW’s sprawling protraction of the kingdom is a hearty stew that adds a smattering of ingredients that enrich it with protein. Incidentally, the specific Hyrule Field outside of the castle in the central district of Hyrule remains a vacuous green valley. It amuses me that some things haven’t changed even with all of this progress.

If the player is looking for somewhere that resembles the lively hustle and bustle of civilization, plenty of villages and inns are interspersed between the eclectic ecosystems. One notable village that looks rather Japanese-inspired in this incarnation is Kakariko Village, and the rustic burg isn’t situated at a stone’s throw from the gates of Death Mountain for once. In fact, all of Hyrule’s familiar stomping grounds have survived the Great Calamity/open-world translations, but they’ve been shuffled like a deck of cards. While Kakariko Village is slightly east of central Hyrule, Death Mountain still resides in the northern tip of the kingdom, with the proud and stout Gorons chewing igneous rocks and rolling around on the brimstone base of the volcano as always. The Gerudo ladies are as insular as ever, barring all men (or “voe”) from their gynocentric oasis society in the southwestern desert and unabashedly sprinkling their native language into conversation with outsiders. The Rito bird people and the scaly, aquatic Zoras coexist in this iteration of Hyrule, albeit on opposite sides of the kingdom. The significance of featuring both races on the same map is that the developers have wisely retconned their foolish grasp on how species evolve from The Wind Waker. The Korok tree imps also find footing here from when Hyrule was depicted as an everlasting ocean, but how their residence of the Lost Woods is neighboring the unfathomable heat radiating from Death Mountain without smoldering into the atmosphere is highly questionable. Perhaps it’s due to keeping the player away from uncovering the Master Sword as soon as Link awakens, but their choice of location still suggests that science is still a foreign concept to Nintendo. Little villages withstanding, some detractors of BotW’s world have the gall to state that it’s too vacant for their liking, with an inability to be stimulated by pure naturalism compared to the glitzy electricity of a city setting. As an avid hiker, the emphasis on desolation when paired with a landscape of this magnitude resonates with me greatly. Go figure that many gamers don’t go outside. Besides, there are a myriad of secrets to uncover at every corner of the map that are sure to instill a sense of constant curiosity.

The all-encompassing word I would use to describe BotW’s gameplay is organic. One could apply this term to the varied terrain of the naturalistic landscape but to compound the terminology, perhaps the most organic aspect of BotW’s open-world gameplay is how the player traverses it. After briskly descending from the plateau with the paraglider, the entirety of the map is primed for exploration of his volition. Link can scour the seashores, climb to the highest of mountain tops, and go shield surfing down the dunes of the desert immediately after the plateau tutorial. Link has never felt this physically dexterous in any previous Zelda title. When I mentioned climbing mountain tops, I was not referring to the gentle ascent with a trail. BotW’s Link has the extraordinary ability to climb any conceivable surface across Hyrule: which can include the craggy sides of mountains, towering building surfaces, and the backsides of gargantuan enemies. Link’s hands have such impressive adhesive properties that I’m almost convinced he’s an unmasked Peter Parker. He can even jump manually with a button trigger, which any Zelda veteran will note is a revolutionary stride in Zelda’s mechanics. Of course, Link’s endurance threshold with climbing, swimming, or running is contingent on a green wheel parallel to his health, and it tends to exhaust quickly. With Link’s Tarzan-like physicality, no crevice of Hyrule shall be left unturned.

…Well, to be completely honest, this is all true on a technicality. There are no invisible progression barricades blocking Link from visiting any of these locations, but he might not be able to withstand the weather conditions of a particular place. The plateau tutorial eases the player into this environmental mechanic when one of the runes is located atop the frosty peak of Mount Hylia. Unless the player is able to conjure up a solution to heat Link’s body, he’ll slowly but surely succumb to frostbite and die. On the other side of the coin, the boiling heat of either Death Mountain or the dry dearth of moisture in the Gerudo Desert will also result in the same rate of declining health. Some areas will be swamped with hoards of Moblins or Lizalfos camping out under the stars to sound the horn at Link’s presence and ambush him like a tribe of headhunters. Even though BotW’s combat is exactly the in-depth system I yearned for with the previous Zelda games, with hefty health bars, precision dodging, and parrying involved, any slight miscalculation in the fluidity of fighting will often be fatal even with a stacked row of hearts. Not to mention that the Guardian mechs will be patrolling certain areas of the kingdom in large numbers. Their impervious, mechanical shells matched with how they can obliterate Link with a single, targeted laser blast while trucking it down any terrain on their four legs like a mad tarantula will strike terror in any player. Also, it’s wise to avoid any enemy that resembles a centaur. With all of these dangerous factors in mind, BotW employs something I call “implied progress,” a subtle way of informing the player that the area is beyond their current capabilities like in a Metroid game. One way that I gauged an area’s difficulty is how much adversity came with climbing the district’s Shekiah Tower where the piece of the map for that area is uncovered. If the tower did not feature support decks on the side to alleviate my diminishing stamina wheel or was surrounded by intimidating enemies, I took it as a hint to perhaps return at a later date. Or, I could hone my skills or find another avenue to overcome the challenge, for, again, there still isn’t any tangible obstacle keeping me from achieving my goal.

The hostile conditions of Hyrule and Link’s innate inability to persevere through them arguably puts BotW in the distinction of a survival game. Link’s nomadic status through the unadulterated, uncaring wilderness always puts him in potential harm, and one of the methods used to overcome the harsh conditions is to mix all edible elements he finds on the field to craft either food or elixirs he then stuffs in his pocket like a mangy packrat. Speaking of what’s in Link’s pocket, his inventory of weapons and how they are intertwined with the survival equation is probably the largest source of contention regarding BotW. Let’s have a discussion on realism in video games, shall we? The video game industry’s initiative in progressing the medium was focused on enhancing the visuals to display something akin to reality. Now that they’ve reached a peak of progress where graphics are indiscernible to films, they’ve allocated their resources to heightening game immersion through a realism imperative. The way in which BotW utilizes gaming’s newfound interest in realistic hurdles is that every melee weapon, shield, and bow degrades to the point of shattering from overuse. The only exception to this rule is The Master Sword gained by navigating the Lost Woods and unsheathing it with enough hearts at one’s disposal, but its power will still deplete if one uses it as their primary means of offense. I…suppose the wear and tear of any item will realistically render it useless. Still, if I purchased anything and it busted beyond repair after the meager amount of time spent using it like with these weapons in BotW, I’d demand a full refund even if I misplaced the receipt. While I empathize with the echoed groans of the player base, I ultimately have no serious qualms with this mechanic. Everyone has been clamoring to use the enemy’s weapons again like they could in The Wind Waker, and I enjoy the emphasis on ensuring a diverse roulette of combat–even if it is rather strictly enforced. If one is concerned that this mechanic will leave Link vulnerable in a fight, they can expand the total inventory of each weapon type by exchanging Korok seeds with the pudgy Hestu so he can increase the timbre of his maracas with them. They’re the most abundant collectible in the game and the most common reward for meticulously searching the map. Still, what type of seed has a distinct smell like the Korok seeds apparently do? The less I know the better, but I think Link should still invest in some gloves.

However, one aspect of realism in BotW that genuinely grinds my gears is the weather. In most temperate ecosystems, there is naturally going to be a shift in weather patterns due to factors like the water cycle and general sways in the atmosphere. Besides altering from day to night, the weather will also change periodically from cloudless sunshine to precipitation that might be accompanied by thunderbolts and lightning. When rain coats the land in wetness, Link’s climbing ability is completely handicapped as he won’t be able to grasp any surface without slipping. Because traversal in BotW is highly contingent on climbing, adverse weather that prohibits this ability severely puts a damper on the freeform aspect of the game. All the player can do is wait out the weather, and that’s the antithesis of stimulating. I realize that rain is a realistic part of life that we all must endure, but what is the point of giving it a collateral condition in the game other than just to inconvenience the player? A positive trade-off should’ve at least made this gameplay obstacle less cumbrous, but perhaps that would’ve negated that desired hint of realism. What are we intended to take away from this, that rain sucks? No, playing the waiting game because of the rain sucks.

The category of items in Link’s inventory that will never depreciate is the selection of runes acquired in the first few moments of the game. None of these items are intended to be used for offense. Rather, their utility lies in manipulating the elements of Hyrule for either standard traversal or solving puzzles. The bombs return to raze the cracked walls in the dirt, but now they emanate a light blue glow and detonate by a manual trigger instead of a timed fuse. Magnesis is essentially a giant magnet with the ability to carry items with metallic properties with the grappling power of a protracted energy beam. For objects that don’t feature these magnetic properties in their atoms like boulders, paralyzing them with Stasis and exploiting their inertia with a good whack or two will send them flying. Lastly, Cryonis will freeze a circular space of water which juts out to use as a platform like the ice arrows once did. Oh, and there’s a camera to create a compendium of Hyrule’s various creatures, enemies, and vegetation. One might argue that giving Link all of these gadgets all at once in the beginning like how Q equips James Bond before every mission relinquishes the opportunity for cumulative achievements spurred by utility-gated progress points. Still, solidified progression impediments are not the name of the game here. With a little intuition and some elbow grease, this specific array of gadgets should allow the player to overcome ANY obstacles they may encounter. Only by allowing equal time to become acquainted with these runes and their functions will the player become comfortable enough to attempt the downright eccentric capabilities of these nifty tools. Succeeding via experimenting with the physics of these runes is more organic than a baby turnip plucked from its roots. Or, should I be referring to these runes as applications, considering that the Sheikah Slate that stores all of these functions shares an uncanny resemblance to a smartphone? Forgive me, but I can’t help but laugh at the fact that the most sacred piece of esoteric Sheikah technology that is only permissible to be held by the chosen warrior of prophetic destiny is essentially something that the vast majority of the world’s population owns and keeps in their pockets at all times.

On the field, the runes will aid the player in uncovering Hyrule’s various secrets kept hidden underneath all of the unassuming crevices, namely staggering amounts of Koroks playing hide and seek for their leavings. For the most part, the utility of the runes will be tested in the various shrine trials. Rising from the earth and infesting Hyrule like a series of Starbucks chains, the Sheikah shrines are essentially obstacle courses constructed by the ancient Sheikah people in order to test the warrior acumen of the predestined hero. There are 120 of these arcane curiosities strewn about the map in all imaginable corners of it, so they are treated like a collectible as much as an accumulative side quest. Actually, perhaps I shouldn’t label the shrines as such because it downplays their significance. Upon completing four of the shrine courses, Link will have enough to exchange the purple orbs granted to him at the Sheikah monk’s finish line for increasing his maximum heart counter or stamina wheel. Heart containers are not sharing the space of secret gathering with the Korok droppings on the field as they previously did, so you can imagine why proactively engaging in the shrines is of the utmost importance. Increasing one’s health or stamina costs the same quantity of spirit orbs, so it’s the player’s choice whether they wish to stumble through combat scenarios or cultivate the endurance to sprint away from them. I jest, sort of, but both are vital enough to generate an incentive for the player to complete as many shrines as possible in order to enhance Link to a point of self-preservation. Aided by a beeping radar, always encountering an undiscovered shrine on the map during exploration is its own reward due to both their ubiquity and tendency to hide in the shaded, inconspicuous regions of the map. Each shrine also serves as a beacon for fast travel in BotW to ensure that the player isn’t forced to waste time tediously trekking or relying on the limited travel capabilities of their horse companion (even though riding one still quickens travel time considerably). They’re at least a much more stimulating reward for exploration than Korok caca. However, the engagement felt through the process of accomplishing the shrine’s task always varied. 120 is quite an extravagant amount of shrines to excavate through, so the developers padded the content of the shrines in order to meet their evident quota. I grew tired of the game testing Link’s strengths through minor, modest, and major increments through fighting the same sword and or spear weilding, junior-scaled guardian robot. Offensive tools such as fire arrows also allow the player to unnaturally expedite the puzzles. It’s a testament to the organic gameplay, but it kind of defeats the intended mathematical logic of puzzle-solving. To spruce up the act of shrine solving, a number of them involve considerable tasks taking place in the overworld to unearth the shrine itself. Pondering over the riddles outside the standard underground setting is stimulating enough, but many outdoor shrine puzzles that don’t involve limerick clues are so difficult that they aren’t worth the hassle. If a distant island off the southeast coast of Hyrule piques your curiosity, I have to warn you that visiting that island will engage a challenge that leaves Link at his most naked in every context of the term. Take it from me and pay this island never no mind.

Paying compliments to the shrines in BotW feels like a sort of Stockholm syndrome is seeping in. How can I forgive Nintendo for omitting the winding, layered, and labyrinthian dungeons I adore from the series in favor of these dime-a-dozen puzzle rooms with the same sterile and formulaic interior decor? At first glance, the shrines are not an acceptable substitute for the typical dungeons that have been integral to Zelda since Link was but a blob of 8-bit pixels. However, one of the main quests in BotW introduces something more akin to the traditional broadened expeditions…somewhat. In addition to the army of guardian robots who roam menacingly throughout Hyrule, the Divine Beasts are also under the spell of Ganon’s corruption. The four gargantuan mechanical behemoths were constructed by the Sheikah as blockades against Ganon’s presence and were designated to each of the major homogenized racial societies that exist in Hyrule. Each of the Divine Beasts also resembles animals fitting for the appropriate habitat surrounding the respective races; a soaring eagle for the heights of the Rito, a salamander circling the volcano of Death Mountain, an elephant seated in the deep basin near the waterfall of Zora’s Domain, and a camel stomping around the dry Gerudo Desert. They were once piloted by Link’s four champion friends but since they were slain a hundred years prior, their idleness causes strife to their racial designations by inflicting severe weather phenomena such as flooding and lightning storms. With the aid of the modern, living successor of each champion, Link destroys each of the defense arrays of the Divine Beast and boards them to regain control.

The process of repurposing the Divine Beasts is a bit more reminiscent of the classic Zelda dungeon, only because of their longer length than a shrine and the amplitude of their interiors. Despite the varied exterior phenotypes of each Divine Beast, the objective across all of them is to find five terminals that connect to the Beast’s core. Once arriving at the core with all terminals switched on, a being spawned from Ganon’s dark antimatter duels Link for its control–using the general elemental power of the beast in combat. Boss battles that aren’t sentient rock golems and Moblin ogres aside, it didn’t take me long to realize that the Divine Beasts were glorified shrines with the augmented spectacle of adventuring through the inner machinations of a colossus. Shifting the angle of the beast with the map as a consistent strategy with all of them only dilutes the modicum of diversity that the shrines fail to provide. Substantial dungeon surrogates, I think not.

The other major quest assigned to Link is recalling the events from the first half of his hero arc that occurred a hundred years prior. Because a century of sleep likely has a rattling effect on one’s mind, Link is suffering from a serious case of CRS. To piece together his fuzzy memory, legendary supporting character Impa gives Link a photo reel of twelve different landscape shots taken by Zelda over a century ago. By finding where these photos were taken in the kingdom, Link has a flashback presented as a cutscene that details the context behind the photograph. The scenes are scattered all across Hyrule, so it will require a proficient knowledge of the world map in order to acutely discern the whereabouts of the scenery taken in the photograph. Because exploration is already facilitated in a myriad of other ways, the player should at least find an inkling of familiarity in a speck of the twelve photos. Between the two main quests that BotW offers, I found this one to be the more favorable of the two. As I said before, exploration is BotW’s bread and butter and has never been executed in a 3D environment to this extent. Any task that is exploration-intensive feels fresh and exciting because it doesn’t resemble a bastardized version of something I held dear from the previous titles. Identifying the location of the photo with the limited scope filled me with feelings of pride and accomplishment that all of the floating around the map with the paraglider had paid off with some tactile reward. I, however, was not amused when one of these photographs forced me to visit the grounds of Hyrule Castle and ascend to the heights of its higher floors amidst all the malice. It should’ve been a memory left forgotten in time.

The “Cherished Memories” quest also unlocks vital references to the game’s lore. Sure, we become aware of Hyrule's dour history as a reward for completing the tutorial, but this quest allows us to experience it through the constricted lens of cinematics. When finding where these photos were taken in the kingdom, Link has a flashback presented as a cutscene that details the context behind the photograph. The player teleports to the events of Link’s past in a fractured fashion between twelve short segments. We see Link making preparations with the four champions to defeat Ganon when the day arises and the rigorous training Link will have to do to ensure victory. More importantly, the scenes are through the perspective of Zelda, who is present in all of them on account of taking the pictures where they took place. Due to being occupied with sealing Ganon to the confines of Hyrule Castle, we only witness Zelda as she was in the past through these cutscenes. From the twelve scenes we’re granted, she’s given more characterization than since she cosplayed as a pirate in Wind Waker. Over the course of the cutscenes, she frets over her dutiful role as a royal representative of Hyrule, second-guessing her ability to protect her kingdom especially compared to Link. In between her struggles with imposter syndrome, there are more mirthful moments of marveling at flowers and horseback riding that give Zelda dimension as a human being that is more nuanced than her royal title. When shit hits the fan and Zelda runs from the chaos with Link, her cries of anguished failure are truly devastating because we know first-hand how much she dreaded this outcome. BotW Zelda may not be as winsome as her Skyward Sword depiction, but this iteration is without a doubt the most developed depiction of the princes of Hyrule.

If anything, the photo location in Hyrule Castle is an indication that BotW’s organic freedom even extends to setting foot where the game’s final battle occurs. What this means specifically is that the two quests that would typically lock entrance to the game’s climax can be disregarded entirely. Yes, once Link leaves the elevated space of the plateau, he can technically penetrate the malice encapsulating Hyrule’s capital estate and march his way to Ganon’s domain guns blazing. Of course, this expeditious plan is like barging into the operations of the Italian mob and announcing that you’ve been giving the grizzle to all of their wives. Do you think the outcome of this action will result in the favor of your livelihood? The greatest utilization of BotW’s laissez-faire progression and liberal parameters is that the player is in total control of the preparations before facing off against Ganon. In my case, maximizing the stamina wheel allowed me to totally eschew any encounters with the sturdy enemies and flying sentries circling around the castle entirely. As for the fight that awaited me in the castle’s main chamber with a particularly ghastly version of Ganon in his “calamity” form, I was taken aback that half of his health bar had been decimated by the four Divine Beasts converging their cannon beams and showering the evil swine in a barrage of energy. The other half I had to deplete legitimately was a cinch because I had practiced parrying the mini guardian’s laser blasts in the shrines too many times to count. The sequence after Calamity Ganon where he transforms into his colossal, quadrupedal pig self feels slightly more scripted with Zelda giving Link light arrows and placing triforce targets on vital places to pierce Ganon with them. Still, it’s all worth it to reduce the demonic threat into pork chops and see Hyrule in a tranquil state in the final cutscene. I’ve seen criticisms online calling Calamity Ganon an unfittingly easy finale, but that’s because these people all unwittingly made it an uncomplicated bout through preparation. It’s like acing a test after diligently studying for it for a week in advance, and there’s no better analogy despite how lame it sounds.

If you’ll excuse me, I have to go and give myself seven stinging lashes for writing The Legend of Zelda: Breath of the Wild off as a chance to capitalize on a languishing trend. In the large swathe of time when the third dimension had transformed Zelda into a linear action-adventure series, Miyamoto’s core inspiration of getting lost in the wonderment of the wilderness that engineered the open parameters of the pixelated Zelda titles was compromised due to the limitations of early 3D gaming. Skyward Sword clumsily skidding off the rails of the track that Ocarina of Time had set for the series was a wake-up call that 3D gaming had evolved enough to the point where Miyamoto’s initial direction could be fully realized. Considering the world and the loose methods of traversing it, Miyamoto can now rest easy knowing that his vision has been achieved beautifully. Still, I prefer the elements of the previous 3D Zelda titles for their meatier, diverse dungeons and tighter progression structure that keeps the game from feeling nebulous as BotW does at times. Breath of the Wild does not eclipse games like Ocarina but finds a secure foothold amongst them with its differences. However, compared to its open-world peers, it takes them to school and bends them over their knees–paddling them like a disciplinary Catholic nun. The Legend of Zelda: Breath of the Wild is a landmark in the open-world genre, and it’s been so long since a game from the franchise holds the prestige of being a generation-defining trailblazer.

Wednesday, August 30, 2023

The Legend of Zelda: Skyward Sword Review

 (Originally published to Glitchwave on 8/20/2023)
























[Image from glitchwave.com]


The Legend of Zelda: Skyward Sword

Developer: Nintendo

Publisher: Nintendo

Genre(s): Action-Adventure

Platforms: Wii

Release Date: November 18, 2011


I’ve waited for this for a long time. While my analytics would beg to differ, The Legend of Zelda: Skyward Sword was the very first game I ever reviewed back in 2017. I never published this review to any online outlets, for it was an emotional mess of a review that lacked the organization, articulation, and polish I try to strive for when writing these days. I believe one of my college professors described this rough writing process as “unleashing the monster,” an analogous comparison to a rampaging beast with a writer’s free flowing, unflinching ID in the drafting process. Did I feel inclined to put in the extra effort to rant and rave about Skyward Sword because I needed to express how the game floored me? No, it was quite the opposite, as I loathed every minute of drudging through it for two years. Back then, only a negative experience could make me that zealous. I still possess this review somewhere in the catacombs of my Google Docs, but I’ve left it to my personal archives. Starting fresh with six years of writing refinement is the optimal way to approach this game for reevaluation. Finally, after replaying and reviewing every mainline console Zelda title prior to this one, I ache with anticipation. I finally get to rip Skyward Sword a new asshole and considering how it already stinks to high heaven, I’m about to make its already appalling stench tear a hole in the ozone. Actually, this is what I initially foresaw for this review: to echo my former one only in a more dignified format. However, after replaying Skyward Sword, my hostile fervor for this game has quelled quite a bit. Still, there is so much objective evidence in this game to fuel a diatribe on what is the most maligned Zelda game since Zelda II.

A lot of Skyward Sword’s makeup is a compromise between the previous two 3D Zelda titles, namely the graphical presentation. After consecutive bouts of controversy regarding the visuals of both The Wind Waker and Twilight Princess, Nintendo appeased their havering fans by striking a balance between the light of the former game and the darkness of the latter. The result seen here could probably be described as Wind Waker’s cel-shaded brightness being baked overnight in a kiln. It’s a warm, water-colored maturation of the rounded, cartoonish puffiness seen in Wind Waker, deviating from the sharp and damp moodiness of Twilight Princess. My personal quibble on Skyward Sword’s aesthetic is that its milky tint verges on a strong resemblance to Disney’s hand drawn animation, a look too saccharine for my liking. I’ve always adored the exuberance of the Wind Waker’s visuals and am disappointed that Skyward Sword’s animated aesthetic isn’t a bodacious piece of eye-candy. While not as strikingly lurid as The Wind Waker, the balance between animated expressiveness and stark realism should at least prove not to piss off the irresolute Zelda fanbase at first glance.

Skyward Sword also makes a compromise between Link’s age. Previous Zelda titles alternate between a pre-adolescent eleven-year-old Link and a barely legal adult Link of 18/19, with Ocarina of Time as the game that formally established this dynamic and the sole title where Link’s age is relevant from a thematic standpoint. Skyward Sword introduces “teenage Link” at the age of 15 or 16. He may fit the stature of a fully grown Link, but is treated with a sense of condescension as a child. If that sentence doesn’t summarize the teenage experience, I don’t know what does. This source of angst is conveyed via Link’s life as a sophomore student at the boarding school Knight Academy on his airborne home of Skyloft.

Regarding the incongruous Zelda timeline, Skyward Sword’s placement is at least easy to follow because it is set far before every other title released before it. That’s right: Skyward Sword is ostensibly the very first Zelda adventure to ever occur. Because of its relatively humble beginnings, Zelda’s name hasn’t the slightest regal connections. She’s merely Link’s peer at the academy and Link’s lifelong friend. The only level of prestige she bears is being the daughter of the academy’s headmaster Gaepora, who evidently was reincarnated as an owl in the distant future. Zelda is just a sweet, giddy teenage girl whose friendly affections for Link are portrayed through the opening sequence where they interact in anticipation for the annual Wing Ceremony. Both Zelda and Link are also caught up in a love triangle with fellow classmate and local beefy, broad-shouldered chad Groose. His palpable envy for Link’s relationship with Zelda becomes a liability when Groose sabotages Link’s chance to win the grand prize of an event with Zelda by stashing his Loftwing, this game’s feathered Epona companion. I’ve always shared the sentiment that this opening sequence proves to be the best that 3D Zelda has offered yet. Not only does it effectively introduce a recurring setting along with the dynamics of characters new and old, but Skyward Sword marks the first time where Link and Zelda resemble real human beings. Their interpersonal relationship is adorable and seeing them interact domestically with each other makes their characters surpass their typical avatar leanings with paramount implications, even if Link is reserved to his grunts and yelps as usual. Perhaps the volatile teenage period adds a certain coming-of-age edge. It certainly beats the drag of an introduction presented in Twilight Princess with Link performing farm work by a country mile (no pun intended). What’s most impressive is that the stoic, bland Zelda character finally evokes a sense of wanting to protect and save her from the player.

However, the introduction is unfortunately the extent of Skyward Sword’s magnificence, as everything plunges downward similarly to how the capturing of Zelda ultimately sets signals the remaining duration of the game. Where do I begin in detailing the scrolling laundry list of issues I have with Skyward Sword? Well, I’ve already mentioned Skyloft, the society situated in the sky, for starters. The hometown of the teenaged iterations of Link and Zelda is a quaint, rustic village with fluffy, white clouds obscuring all other land masses potentially surrounding it. The unassuming folk of Skyloft operate their remote community modestly, living in single room wooden cottages around the interior perimeter with the bare essentials of home decor. The meager amount of energy this community collectively uses is powered via the windmills placed all over the isle, an ingenious source of inexhaustible energy considering their high altitude location. The windmills provide energy to a few notable buildings, namely the one-stop-shop Bazaar tent at Skyloft’s center and the Knight Academy dormitories at the isle’s northwestern peak. Overlooking the cascading lake basin off the eastern side opposite the tower in the plaza is the specially designated Isle of the Goddess, where the winged statue of the goddess Hylia casts a benevolent shadow over Skyloft’s denizens. The statue also acts as a giant effigy for the community as she’s a spiritual figure regarding Skyloft’s origin along with the rest of the outside world. One may interpret the aspects of Skyloft’s communal identity as being overly pristine to the point of suspecting something darker underneath (not referring to the friendly monster Batreaux residing under the floorboards of a stable) the suspended surface, but it really is as idyllic as it sounds. There is nothing inherently wrong with Skyloft in regards to its layout or atmosphere as I was charmed by its tranquil coziness. The problem lies in how the game uses Skyloft in the grand scheme of things as it exemplifies the closest definition of a hub in a Zelda game. Really, Skyloft isn’t too different from the lively areas from the previous games such as Windfall Island or any depiction of the Hyrule epicenter around Zelda’s castle. Still, those were notable destinations on the map that Link only routinely visited on his own volition for side quests past the few obligatory story situations. Having to revisit Skyloft to restock on Link’s various wares and resume the rhythm of the narrative interspersed between the dungeons feels like Link is constantly tethered to his humble beginnings. A substantial factor of the hero’s intrepid journey is leaving the nest, which the previous games conveyed wonderfully. Revisiting Kokiri Village or Grandma’s house on Outset Island once after completing a sizable portion of the game causes a sensation that washes over the player on how much Link has grown. Being forced to visit home again and again is a half-measure that dilutes that epic effect of adventuring.

The Skyloft hub isn’t an awkward nitpick of slight streamlining found in Skyward Sword: it’s indicative of how the entire game flattens the 3D Zelda design into a fucking crepe. Let’s extend my grievance of Skyloft one meter beyond to the fluffy, crystalized masses of condensation that pillow the floating commune. Ideally, the surrounding sky should act as the game’s vast, vacant open area like the Great Sea from Wind Waker. The blue sky up above is as seemingly immeasurable if not even more so than its watery parallel down below that divides the continents. That sense of wonder with any potential discovery in this sprawling space is arguably heightened by the fact that Link’s sight is heavily shrouded by the viscous, white liquid accumulations. Therefore, exuding that grandiose scope of adventure should be a breeze according to regulation. However, my disappointment is the immeasurable factor pertaining to Skyward Sword’s wide open range of boundless air because of how confined the skies truly are. Nintendo really emphasized the “limit” in “the sky’s the limit,” misinterpreting the age-old idiom and twisting the meaning of the expression. Any of the notable destinations situated outside of Skyloft like the Lumpy Pumpkin tavern and that island with the bamboo shoots (there are so few distinctive spots) still feel like they are in the windy civilization’s jurisdiction, short ventures off the mainland with the same direct curtness as going to a convenience store to buy a pack of cigarettes. That kind of trip needs to be brief in order to curb the intense cravings immediately. In a game like Zelda with no routes to any addictive substances, that sensation of basking in the free-flowing excitement of an uncharted adventure felt in Wind Waker is practically gone. The context of immersion is the only instance in which I will forsake convenience in a video game. Also, why do the clouds look so sickly? The golden, popcorn-butter tint disgusts me enough to become inclined to lecture the yokels of Skyloft on emitting greenhouse gasses. At least Link’s Loftwing animal mate soars through this semi-toxic sky gracefully, retaining some assets from Epona while adding some surprisingly smooth motion control flying features.

To add another layer of irony to how restricted the sky is, Skyward Sword’s world expands exponentially once Link dives down to the surface world underneath the clouds. Besides volumizing the scant area of the world map, the surface world is especially intriguing from a narrative standpoint. You see, the humble people of Skyloft are a bit ignorant. No, this isn’t another stab at how they’ve polluted their air quality, but how they’ve put the surface world on a pedestal. The clouds around Skyloft are so thick that the surface world is but a mythical realm told in stories of legend around their campfires. Even with breeds of horse-sized birds at hand, no one has thought to use their innate soaring prowess to penetrate through the wispy divider because of some silly indoctrination passed down several generations. Link’s call to adventure gives him the golden opportunity to break through the forbidden barrier and become the first human resident of Skyloft to explore the surface world, Zelda withstanding on account of her captivity. The surface world is divided into three districts that vaguely resemble some notable geographical tropes from series past while connecting the areas to the future Hyrule by sharing the names of the kingdom’s provinces mapped out in Twilight Princess. Faron is still a deep forested realm, but with the atmospheric mysticism dialed back compared to Twilight Princess due to the sun’s rays not being filtered through the blanketing leaves of the many trees. Eldin is the site of an active volcano like the familiar Death Mountain, only with a streaming lava moat around its perimeter as an uninviting defensive measure as opposed to falling rocks. Lastly, the Lanayru desert fills the void of what will eventually become Gerudo, and there’s even a species of dragonfly here that references Hyrule’s arid valley of sand. Lanayru is also my favorite of the three areas because of its gimmick involving hitting a purple crystal to transform the barren quicksand pits into a fertile patch of grassland over a certain radius.

From the perspective of a Skyloft resident, I’m sure the terra firma of the surface world is jaw dropping beyond comprehension. As a seasoned Zelda veteran like myself, however, the surface world is relatively dull. While shifting the landscape of Lanayru is neat and all, this desert still displays the same prevalent design issue like its woodsy and molten borders, and it's that all of these areas are as boxed in as the sky above them. Considering how thematically polar all of these areas are, it’s not surprising that there is a significant layer of division between them unlike the districts of Hyrule. The sky's the mediator between these three areas as it is the only means of transport between any of them. Link will dive off his Loftwing and use his trusty sailcloth to negate the violent impact of his crude arrival’s velocity, and return to flying around Skyloft by requesting the option at one of the various bird statues. Never will Link find a method of transporting between the three realms more organically by foot or by any grounded vehicle. It’s the sky’s way or the highway. Because of the hub world acting as a transit station between each area, the surface world feels so disconnected. The traversal process feels no different than being transported via a magical painting hanging from Peach’s Castle in Super Mario 64, something that ruins the much-needed interconnectivity of a Zelda world. Funny enough, the color signifiers of each area seen from the sky are displayed like a scalene triangle, a sense of organization that would have some sense of cohesion. However, given how short the distance is between them in the prohibitive sky hub, it inadvertently makes the surface world seem pitifully small.

The singular areas themselves are designed like playgrounds. They each offer enough ground for Link to excavate, but the parameters are far too defined. Besides a way to establish boundaries between each area, this enclosed construction makes the consistent objective for each area feasible. However, it does not make them enjoyable. Before Link enters the area’s dungeon, he must undergo the “dowsing” process which involves using his sword as a radar to ascertain the location of a myriad of collectables. The initial scent trail to follow is Zelda’s, but who is the game trying to kid thinking rescuing her will be that quick and effortless. Utilizing the sword as a dowsing rod will be put to use to find five of the same objects located across the map that have some semblance of context with progressing through to the dungeon. Having to play a game of metal detecting with this feature is especially aggravating because in order to locate the objects, the player has to compromise the third-person view in favor of Link’s first-person perspective with a beeping glowing purple reticle at the center. Apparently, this process also requires rigorous concentration, which is why Link’s movement is reduced to a glacial tiptoe when seeing through this mode. The physical and narrative pacing during these sections is slower than molasses and having to perform these tasks before EVERY dungeon is maddening.

But who is the person/thing that mandates this grating tedium? I’m glad I finally reached my segway into discussing Fi, because she was and still is the primary source of my source of frustration with Skyward Sword. On the fateful night of Zelda’s capture, Fi beckons Link to follow her to the basement level of the Isle of the Goddess to uncover the Goddess Sword (the beta version of the Master Sword) and unsheathe it from the marble casing. The levitating arcane being that led Link to this location is the spiritual soul residing in the mythical sword, and she is obligated to aid the prodigal Link to victory against the universe's dark forces. The player is going to wish that Link settled for a knock-off forged by the local Skyloft blacksmith because pulling the sacred sword and receiving Fi as an auxiliary prize feels like a curse. Fi’s idea of assisting Link is to mollycoddle him like an overbearing parent. Her constant interruptions just to play the role of Captain Obvious in every situation are an insulting slight to every player’s intelligence and shows she has zero sense of self-awareness. But how could Fi conceivably be cognizant about how useless and annoying she is given her state of existence? She’s essentially a glorified AI Nintendo implemented to facilitate the new crop of gamers that the Wii garnered with its unparalleled accessibility. She’s C-3PO if the effete, metallic know-it-all was dipped in cotton candy wax, swallowed a vocoder, and wore a cloak and fishnet stockings combo to signify the gender swap. Half of Fi’s input is telling Link her approximate percentage odds on any given scenario. Need I point out the obvious reference? Unlike Han Solo who will tell C-3P0 to shut his fucking mouth unit, Link will be forced to comply with paragraphs of text that moves along like black sludge without any objection. Fi skating on the air when Link reaches his goal at the end of a dungeon attempts to make her more personable via acts of gaiety, but the scene is uncomfortably uncanny like a holographic dead celebrity in a commercial. I want to pull a Tonya Harding and bust up her knees to make it stop. If the Fi-possessed Goddess Sword is the unevolved version of the mighty Master Sword, then the significant improvement is simply made by performing an exorcism to permanently rid the blade of its condescending spirit. Nintendo somehow managed to craft a partner character worse than the infamous Navi, and I use the word “character” tentatively when describing Fi.

Another aspect of Skyward Sword that practically shares an equal billing of vexing incompetence with Fi are the controls. We initially weren’t afraid of contesting with the radical peripheral of motion controls because Twilight Princess made them work with relative simplicity when the Wii console launched. However, one could still argue that Twilight Princess was initially designed as the Gamecube’s swansong and the motion controls for the Wii version were tacked on. Skyward Sword is the only mainline Zelda title exclusive to the Wii with the motion controls in mind. Sometime in the middle of the Wii’s lifespan, Nintendo decided to amplify the Wii’s true motion control capabilities by introducing the Wii Motion Plus appendage wedged between the Wiimote and the nunchuck. Now, the kinetic involvement in using the motion controls would feel eerily closer to reality, or at least that was the ideal result. While the additional fluidity of the add-on sounds fun in practice, Nintendo did not consider that a game like Zelda involves a deeper, more complex gameplay schema than the party sports showcase Wii Sports Resort and the hack-n-slash sequel Red Steel 2. When the extensive range of motion is mixed in with analog control and a use for each button on the controller, the multifaceted amalgamation can make the general controls awkward, to say the least. Link’s unsheathed sword stance sees him pointing it outward like an amateur fencer, making me worry that one clumsy trip will cause him to get impaled. Of course, Link can’t throw too much caution to the wind when moving because he now has to contend with a new stamina gauge which is both colored and shaped like a lime. It depletes quickly when Link is sprinting or executing the roll move (making the player use it sparingly now), but it also accounts for advanced sword skills like the diagonal and horizontal spin dash. I guess Link’s stamina was a new consideration to aid in the kinetic immersion of the enhanced motion controls but besides a few neat puzzles, I’m not certain the implementation was entirely necessary.

Putting Link’s energy into better consideration will be tested on the field with the familiar range of enemies like the flying Keese and the gelatinous Chuchus. The common Zelda enemies that the game overloads on Link are the Moblins/Bokoblins. The ugly, mangy swine shaped in Ganon’s image are the most humanoid of Hyrule’s storied bestiary, which means they are the prime candidate for testing the player’s dexterity with the Wii Motion Plus controls by blocking Link’s sword swipes with rough-hewn cutlery. Their defensive maneuvers are surprisingly responsive and their numbers can get overwhelming when one with a horn calls in the cavalry to deal with Link intruding on their territory. The Lizalfos enemies also appear to challenge the controls even further with greater agility and sturdier defense, but much less frequently as they are endemic to the Eldin region. For the most part, the combat controls with standard enemy encounters are tolerable. The controls become an unyielding chore regarding the forward stab maneuver outside of the four cardinal directions. Executing this move always seems like a stroke of luck and in instances with the totem pole laser and the scorpion boss battle, the player can be punished unfairly if the controls decide to waver. Overall, the level of player involvement does somewhat fulfill my wish for 3D Zelda’s combat to engage the player with substantial difficulty. Still, with the context of Skyward Sword’s motion controls, it’s like being grateful that my brisk morning walks are more strenuous now that I’ve contracted polio.

One aspect that gels well with the motion controls are the bevy of new gadgets at Link’s disposal. The item lineup in Skyward Sword dials back on the audacious factor that made the ones from Twilight Princess so entertaining, but more than compensates for their more frequent usage and utility. The Beetle is a mechanical drone in the shape of the insect of its namesake, fluttering around like a remote control biplane to navigate through tight, out-of-reach crevices and drop bomb plants on rocks and enemies from up above. The Gust Bellows blasts away hefty mounds of sand that have accumulated from Lanayru’s fallow decades while the whip allows Link to latch onto switches from a distance and snatch trinkets from enemies. Bombs have been integral items since the dawn of the series, but Skyward Sword marks the first time where Link can roll them like explosive bowling balls. All of these nifty tools were significant proponents to making the first three dungeons as engaging as they were. I thoroughly enjoyed cutting down spider webs with the Beetle in the Skyview Temple, rolling bombs down chutes to blow up the sea lava monkeys in the Earth Temple, and rotating pulleys on platforms in the Lanayru Mining Facility with the Gust Bellows. They all elevated dungeons that would quite frankly be far less memorable without them. Each of these items can also be upgraded at the blacksmith’s bench in the Skyloft Bazaar using the various materials that enemies leave behind, building on their range of utility even further.

The second half of Skyward Sword is signaled similarly to its 3D Zelda predecessors. Once the first quest of piecing together three essential artifacts is complete, another version of the previous arc is presented with a whole new slew of dungeons to excavate. The narrative context that discerns Skyward Sword from the others is that the latter arc is spurred by the need for Link to enhance the Goddess Sword. The “skyward sword” alluded to in the title does not refer to the relative elevation of the sword’s burial site, nor is it a phallic innuendo. Link’s most strapping skill with this sword is the Skyward Strike, achieved by pointing the Wiimote upward and holding it to charge solar or holy energy to release it as a ranged vertical slice. This move functioned well when it came to activating the winged triforce icons, but its tepid burst is indicative of its vestigial state of weakness that Link must enhance to crack open a time gate where Zelda is taking refuge. Summoning the sacred flames also involves the harmonious strumming of a divine harp, this game’s instrument that can be played with the Wiimote, and the plans are conducted out of another temple in the (not so) far off reaches of the cloudy domain of Thunderhead. So far, Skyward Sword does enough to deviate from the tried and true Zelda quest line by altering the context a bit.

The dungeons featured in the second half of Skyward Sword are the most exemplary sections in the game. Behind the glistening waterfall at the edge of the river in Faron Woods lies the Ancient Cistern, a sanctified temple illuminated in the divine, bright light of the Gods. This Hindu-esque holy garden with blooming lotus flowers and lily pads resting on the surface of its majestic pool of water at its center is a stunningly gorgeous scene, the exemplary case of the game’s impressionistic visuals finally flourishing. Before one gets the impression that Link has been raptured away to the promised land, the heaven depicted here has no Earth as a median point to prevent Hell from being its conjunctive neighbor. The Ancient Cistern’s basement is a contrasting underworld cave with a moody blue stillness, coagulated streams of blood, and hordes of condemned, Bokoblin zombies. The basement section of the cistern doesn’t exactly compete with the same level of visual splendor as its opposite side, but the contrast is still conveyed effectively. Using a boat in Lanayru with a time-crystal attached, Link and one of the native plucky robots set sail on the once-bountiful sea, manipulating the effects of the purple gem to emulate its former prosperity. A cloaked pirate vessel simply referred to as the “Sandship” has taken the crew of the Lanayru robot with the sea captain’s hat hostage, and Link must rescue the lot of them while attempting to uncover the next sacred flame somewhere on board. Not only is a pirate ship a unique and exciting setting for a Zelda dungeon, but the motif of working in tandem with the unfruitful present and cultivated past of the area makes for some wickedly clever puzzles here. Shish Kebabing thorny water plants to make for magma platforms and clawing at the backsides of humongous centipedes in the Fire Sanctuary is also cool, I guess. I’d place the former two dungeons side by side with some of the series finest, along with the fight against the golden Shiva golem Koloktos at the climax of the Ancient Cistern. Tearing him limb from limb with the whip and brutally breaking open his core with his own giant scimitar sword feels incredibly cathartic. Unfortunately, the kraken Sandship boss Tentalus is not worthy of its ostentatious “Abyssal-Leviathan” title. It looks like a goofy Monsters Inc. extra with a weak spot so conspicuous that even Fi never bothered to point it out.

The caveat to experiencing Skyward Sword’s best sections is that Link will have to endure a smattering of busy work on the way up to them. I could’ve started discussing the game’s pension for padding during the passage on the dowsing fetch quests, but stalling between the meat of the game persists to an especially egregious degree in the second half. I’m not referring to collecting the Sacred Tears across each area as I enjoy the more contained and gamified version of what was presented in Twilight Princess with genuinely harrowing stakes. What I don’t approve of is the portions that occur between the Sacred Tears scavenger hunt and entering a dungeon, minus the thrilling minecart rollercoaster segments in Lanayru. Skyward Sword is already pushing the revisitation of these areas for a second time, so you can imagine that blowing through the first dungeon again is skating on thin ice with my patience. Escorting a particularly arrogant Lanayru robot through the fiery cliffs of Eldin to douse the flames around Fire Sanctuary wasn’t exactly a highlight either. To make the vein on my head pulsate even more with the growing irritation, the final quest to collect the three pieces of the Triforce is the epitome of inanity. What herculean objectives must be met to collect such consecrated pieces of Zelda lore? Swimming for music notes in a flooded Faron, another handicapped stealth mission in Eldin, and growing a peach from a tree that grows in Lanayru. By this point, one could get the impression that the game is fucking with them with all this repetition. On top of all of that, Link must attend to repressing The Imprisoned in the Sealed Grounds every so often. The scaly, nightmarish monster with a throng of razor-sharp teeth shakes his rooted encumbrance to wreak havoc on the Sealed Grounds as chronically as a bad case of gonorrhea, and Link must send him back to a state of concealment THREE times throughout the game. Was all of this content necessary? The extensive padding just bloats an already lengthy game to the point where my sanity is bound to burst.

Link also fights Skyward Sword’s main antagonist three times, but the narrative staves off from exhausting his encounters. The surprising part about this pervasive villain is that it isn’t Ganondorf. Sure, a flame-haired prototype of Ganondorf named Demise is the looming threat over Skyloft and the epic final boss of the game. Still, the technical definition of an antagonist is the strongest counteractive force against the protagonist, and this description more appropriately fits Demises apprentice Ghirahim. This androgynous, thin white duke of evil initially acts as the first roadblock as his fight will demand a reasonable level of proficiency with the motion controls. His second fight in the Fire Sanctuary will act as another checkup, and the third fight before the final boss is the penultimate culmination of motion controlled prowess. While his fights verge on being unfair because the controls are inherently finicky, I still appreciated Ghirahim as a character. It’s refreshing for a Zelda game to feature a villain that is a constant physical impediment to progress rather than the dark omnipresence of Ganondorf until Link faces him at the very end. That, and Ghirahim’s devilish charm adds a charismatic layer to his sadism as he waves his snake-like tongue around Link’s ear and threatens to torture him so ruthlessly that “he’ll grow deaf from the sounds of his own shrieks of pain.” A genuinely bone-chilling threat if there ever was one. One highlight moment with Ghirahim is his untimely end when Demise uses his puppet one last time to forcefully extract the weapon inside him. Even though his master has murdered him after the lengths he went through to resurrect him, he still accepts his fate with psychotic glee. The man is fucking daffy.

Discussing Ghirahim’s strengths as a villain reminds me of the compliments I gave Skyward Sword at the beginning. I realize that Skyward Sword’s true substance lies in all of its characters, their interactions with one another, and the growth that occurs by the end of their adventure. Zelda is no longer the rosy-cheeked little girl she once was after braving the dire implications of her eminent destiny. She’s matured greatly through this whole ordeal, and the player can determine this even without the weighty logs of exposition she delivers. Impa, Zelda’s Sheikah protector from Ocarina of Time, returns in two forms of time, with her elderly form assisting Link in the present and her younger form for Zelda in the past. When she disintegrates from old age at the end, the moment is profoundly bittersweet because of the time in which Link got to interact with her. Really, the outstanding case of character growth in Skyward Sword may come as a shock to the uninitiated, and that is regarding Groose. At the middle mark of the game, this school bully stereotype (complete with his own two little cronies too) learns that he’s not the center of the universe. I mean this quite literally as the wizened soothsayer Impa states matter-of-factly that Groose is not destined to save Zelda like Link. This revelation that his hopes with Zelda are fruitless causes a moment of clarity to occur. With his biggest insecurity reaching a point of closure, he gets over himself and starts making himself useful as a supporting character to the cause. By the end, this meathead douchebag with a stupid hairdo actually became a loveable big lug of a guy who became Link’s friend. Has the franchise ever reached a positive character arc of this magnitude before? Impeccably, this is a first.

Well, Ocarina of Time: I hope you’re happy. How can you still flaunt your impact with a sense of pride when Skyward Sword is a product of your legacy? While Wind Waker and Twilight Princess both came with minor deterrents, I still defended them as worthy successors to Ocarina of Time with great fervor. Now, because of Skyward Sword, I am marching alongside my dismayed Zelda fan brethren waving a picket sign that says, “NOT MY ZELDA” in bold red letters. I suppose a 3D Zelda title that is a slave to its design philosophy was bubbling up on the surface for quite a while, and Skyward Sword was the boiling point. Skyward Sword is rife with uninteresting filler content, a shoddy use of the motion control scheme, and overstays the welcome of all of its areas. It has a partner character as grating as Navi, gameplay more repetitive than Majora’s Mask, a Triforce quest as insufferable as Wind Waker, and has a more sluggish sense of pacing than Twilight Princess. Skyward Sword is a wake-up call that what Ocarina of Time established for the series has finally run its course. I’m glad I played it again after all these years as its positive aspects started blossoming in my mind. Yet, Skyward Sword possesses too many objective flaws to forgive and gloss over.

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