Now it's time to reflect on all the cool enemies in Zelda. This list won't include Mini-Bosses or Bosses (we'll save those lists for another day).
10. Beamos (various)
The Beamos always make for an interesting fight, and there are usually various ways to defeat them across Zelda games. My favorite Beamos are definitely the ones in Skyward Sword, which require hacking their totem-pole structure down to your height so you can deliver a stab to its eye. Once you get the Bow, however, you can make quick work of them with well-shot arrow. My only wish is that in games where you have the Mirror Shield, you'd be able to reflect their lasers back at them. That would make the shield feel much more useful outside of Boss Fights and reflecting light puzzles.
9. Dodongos (Ocarina of Time, Majora's Mask)
Dodongos are big fire breathing lizards with typically vulnerable tails. These are the first enemies that really teach you about positioning and using the Z-Targeting to your advantage. They do a lot of damage though, so you need to be careful facing them early in the game (which is really the only time you face them). Mosty, I just enjoy their design and as a kid, they always felt intimidating enough that I felt very satisfied whenever I killed them.
8. Moblins (various)
These spear wielding foes have been a staple of the series for a long time, but my favorite iteration are probably the ones that appear in the Lost Woods in Ocarina of Time. These were always the most terrifying to takedown because they'd constantly be stalking around the corners of the hedge maze, and if you weren't careful, they'd charge you right into the water.
7. Octoroks (various)
Another staple to the Zelda series, taking on different forms; sometimes aquatic, sometimes on land. There isn't too much to say, but I always appreciated their inclusion in each game.
6. Bokoblins (Wind Waker)
Smaller than Moblins, but scrappier, I always loved their design in Wind Waker. They're never threatening and mostly exist to make Link feel better about his skills. Nothing is more enjoyable than cutting through a mob of these guys like they're made of paper.
5. Wolfos (Majora's Mask, Ocarina of Time)
I'd love to see these guys make a return in more Zelda games. I love their werewolf like appearance; they run like a wolf, but clearly have bigger hind legs meant to support bipedal attacks. An updated version in a new Zelda game could be terrifying and wonderful.
4. Stalchildren (Ocarina of Time, Majora's Mask)
These guys always terrified me; having them spawn while running around Hyrule field at night was a surprise I was not anticipating. And their chuckling laugh whenever they strike is enough to make you want to keep your distance. But Majora's Mask showed a new side of them. Wearing the Captain's Hat allowed you to actually interact with them, and after that, I found them kind of cute.
3. Floor Masters (various)
A satisfying enemy to beat. This monstrous, clawed hand looks intimidating and splits into a bunch of baby Floor Masters upon death. It's nothing too special, but I've always considered them satisfying to kill. They were one of the enemies I could justify using Din's Fire on!
2. Re Deads (various)
Zombies appearing in a Zelda game isn't as far-fetched as it would seem. The undead is a common theme within the games. But the Re Deads are dreadful from their appearance down to their mannerisms. The way they hardly move, staring blankly at the ground until provoked. The chilling scream that freeze's Link in place, and their terrifying latch attack that renders you helpless.
1. Stalfos (various)
Skeleton warriors are an enticing concept and I enjoy all of the different forms they've taken through the series. Skyward Sword used them to help the player perfect their sword swings and their encounters in Wind Waker were tough. They always seemed to serve as a nice benchmark to test the players skills and show you that you've made it to the later dungeons of the game.
Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts
Tuesday, February 7, 2017
Friday, February 3, 2017
Dawn of the 28th Day: Top 10 Companions in Zelda
Today I wanted to look at all of the companions that you get throughout your adventures. Not all of these are your companions through an entire game, but if they're with you for any length of time, I considered them to fall under this category. Let's go!
10. Fi (Skyward Sword)
Though Fi was obnoxious through much of Skyward Sword's quest, often giving you details and tutorials you didn't need (and sometimes giving you the answer to puzzles before you even attempted them), by the end of the story, she had grown on me. The fact that her spirit becomes one with the Master Sword means that she's technically in every Zelda game that features the iconic blade, and before her farewell, she promises that she'll always be with Link, through out all of his lives. Once the game had ended, Fi had become a solid character and though I won't miss her robot-speak, she has established herself on this list.
9. Ricky (Oracle of Seasons)
What could be cooler than riding in the pouch of your Kangaroo pal? How about you give that Kangaroo some boxing gloves that give him the ability to punch tornadoes at enemies? Oracle of Seasons allowed Link to befriend Ricky by bringing him his lost boxing gloves. Once you have his flute, you can call him from anywhere in the overworld and use him to cross gaps and send long-ranged punches at baddies. Ricky isn't a central part of the story, but as a companion, he's one of the most fun.
8. Tatl (Majora's Mask)
Tatl and Link definitely get off on the wrong foot and Tatl's anger towards Link is palpable while she uses him exclusively to find her brother Tael. By the end of their adventure, however, they seem to grow on each other and Tatl's motives become a bit more altruistic. Tatl was also quite toned down in the interruptions department after Navi went down in video game infamy.
7. Makar (Wind Waker)
Koroks are pretty awesome in design. I love the woodland sprite aspect set forth and something about the nature of it all really draws me in. Makar isn't an exceptional companion gameplay wise; he can fly around which is pretty fun and plant seeds to give Link hookshot targets, but his real likability comes from his character concept and the fact that he plays a frickin' violin with a stick.
6. Ezlo (Minish Cap)
Ezlo is another companion with a bad habit of interrupting gameplay with puzzle solutions and tutorials, but I love that they turned Link's iconic green hat into a veritable character. There isn't too much to say about him, but I just always liked the idea, and giving Link the ability to shrink to the size of a minish created some fun puzzles and perspective!
5. Loftwing (Skyward Sword)
I do feel like the Loftwings in Skyward Sword were underused. I'm sure Nintendo took the criticisms about the sailing in Wind Waker and didn't want fans spending too much time in the sky. But whenever I was able to soar around, I was happy. I really love the music while you're flying as well as the sound of wind rushing past you. I just wish there were more islands to explore.
4. Epona (various)
It's hard to top Link's trusty horse. Epona has made herself a staple of the games and riding across Hyrule or Termina on horseback is always a blast that invokes a sense of haste and epic adventure. There isn't too much to say about Epona, but any time a Zelda game takes place on large fields or plains, it's difficult not to picture Epona.
3. Medley (Wind Waker)
Another one of Link's dungeon companions in Wind Waker, but unlike Makar, Medley finds herself being much less of a damsel in distress. I enjoy how she becomes a memorable character from the beginning of the game as she helps you get into the Dragon Roost cavern, but continues to stay relevant. And the Rito design was always appealing to me, so it's nice to see her become so memorable.
2. Midna (Twilight Princess)
Midna is widely loved for her complexity throughout Twilight Princess. Zelda characters rarely go through an actual story arch, so it was refreshing to see a character actually change little by little with every benchmark. Throughout the game, motivations change as new information is brought to light and Link and Midna grow closer. The true root of the evil isn't what either party thought and Midna ends up making some tough decisions between the safety and restoration of her world, and dooming another world from suffering the same fate. Midna repeatedly saves Link's life and by the end of the adventure, we've learned a lot about her in-turn.
1. The King of Red Lions (Wind Waker)
I loved the sailing in Wind Waker. I understand that it wasn't perfect and that there were some stretches where it went on for too long without much to do or see in the meantime. But I always loved the sense of discovery that came with the open ocean. Link's boat, The King of Red Lions is a talking ship that is equipped with a sail, a cannon, and a crane for digging up treasure. Towards the middle of the game, you find out that The King of Red Lions is actually possessed by Daphnes Nohansen Hyrule, the King of Hyrule who plays a large role during the end of the game! Over the course of the Wind Waker, you spend a lot of time on your boat, so it's important that it takes on the persona of one of the coolest characters in the Zelda series.
10. Fi (Skyward Sword)
Though Fi was obnoxious through much of Skyward Sword's quest, often giving you details and tutorials you didn't need (and sometimes giving you the answer to puzzles before you even attempted them), by the end of the story, she had grown on me. The fact that her spirit becomes one with the Master Sword means that she's technically in every Zelda game that features the iconic blade, and before her farewell, she promises that she'll always be with Link, through out all of his lives. Once the game had ended, Fi had become a solid character and though I won't miss her robot-speak, she has established herself on this list.
9. Ricky (Oracle of Seasons)
What could be cooler than riding in the pouch of your Kangaroo pal? How about you give that Kangaroo some boxing gloves that give him the ability to punch tornadoes at enemies? Oracle of Seasons allowed Link to befriend Ricky by bringing him his lost boxing gloves. Once you have his flute, you can call him from anywhere in the overworld and use him to cross gaps and send long-ranged punches at baddies. Ricky isn't a central part of the story, but as a companion, he's one of the most fun.
8. Tatl (Majora's Mask)
Tatl and Link definitely get off on the wrong foot and Tatl's anger towards Link is palpable while she uses him exclusively to find her brother Tael. By the end of their adventure, however, they seem to grow on each other and Tatl's motives become a bit more altruistic. Tatl was also quite toned down in the interruptions department after Navi went down in video game infamy.
7. Makar (Wind Waker)
Koroks are pretty awesome in design. I love the woodland sprite aspect set forth and something about the nature of it all really draws me in. Makar isn't an exceptional companion gameplay wise; he can fly around which is pretty fun and plant seeds to give Link hookshot targets, but his real likability comes from his character concept and the fact that he plays a frickin' violin with a stick.
6. Ezlo (Minish Cap)
Ezlo is another companion with a bad habit of interrupting gameplay with puzzle solutions and tutorials, but I love that they turned Link's iconic green hat into a veritable character. There isn't too much to say about him, but I just always liked the idea, and giving Link the ability to shrink to the size of a minish created some fun puzzles and perspective!
5. Loftwing (Skyward Sword)
I do feel like the Loftwings in Skyward Sword were underused. I'm sure Nintendo took the criticisms about the sailing in Wind Waker and didn't want fans spending too much time in the sky. But whenever I was able to soar around, I was happy. I really love the music while you're flying as well as the sound of wind rushing past you. I just wish there were more islands to explore.
4. Epona (various)
It's hard to top Link's trusty horse. Epona has made herself a staple of the games and riding across Hyrule or Termina on horseback is always a blast that invokes a sense of haste and epic adventure. There isn't too much to say about Epona, but any time a Zelda game takes place on large fields or plains, it's difficult not to picture Epona.
3. Medley (Wind Waker)
Another one of Link's dungeon companions in Wind Waker, but unlike Makar, Medley finds herself being much less of a damsel in distress. I enjoy how she becomes a memorable character from the beginning of the game as she helps you get into the Dragon Roost cavern, but continues to stay relevant. And the Rito design was always appealing to me, so it's nice to see her become so memorable.
2. Midna (Twilight Princess)
Midna is widely loved for her complexity throughout Twilight Princess. Zelda characters rarely go through an actual story arch, so it was refreshing to see a character actually change little by little with every benchmark. Throughout the game, motivations change as new information is brought to light and Link and Midna grow closer. The true root of the evil isn't what either party thought and Midna ends up making some tough decisions between the safety and restoration of her world, and dooming another world from suffering the same fate. Midna repeatedly saves Link's life and by the end of the adventure, we've learned a lot about her in-turn.
1. The King of Red Lions (Wind Waker)
I loved the sailing in Wind Waker. I understand that it wasn't perfect and that there were some stretches where it went on for too long without much to do or see in the meantime. But I always loved the sense of discovery that came with the open ocean. Link's boat, The King of Red Lions is a talking ship that is equipped with a sail, a cannon, and a crane for digging up treasure. Towards the middle of the game, you find out that The King of Red Lions is actually possessed by Daphnes Nohansen Hyrule, the King of Hyrule who plays a large role during the end of the game! Over the course of the Wind Waker, you spend a lot of time on your boat, so it's important that it takes on the persona of one of the coolest characters in the Zelda series.
Thursday, February 2, 2017
Dawn of the 29th Day: Top 10 Unsettling Moments in Zelda
For games that are largely rated E, The Legend of Zelda has certainly contained some creepy or unsettling moments that can affect the player even when rendered in 64 bit graphics. While Zelda is largely about adventure, sometimes those adventures take Link to some very odd and dark places. These are the moments or themes that stuck out.
10. Arbiter's Grounds (Twilight Princess)
Out of this entire dungeon in Twilight Princess, there are several chill inducing aspects that I've wrapped all into one spot on this list. First off, you have the invisible rats. Link will be running around in Wolf mode, only to start taking random damage and find himself slowed way down. The first time this happened to me, I remember not being able to figure out what was causing it, until I turned on my Wolf senses and found the cause; dozens of ghost rats clinging to my body! Another unsettling part about this dungeon are the Poes, which unlike their toonish design from the 64 games, have elongated humanoid mouths, dead eyes, and long grasping arms. And when you find them, they seem to whisper some nondescript words before coming at you. Wrap up this entire dungeon with the fact that it's Hyrule's prison and torture chamber, along with the other terrifying enemies like Stalkins and Redeads, and you have level that won't easily leave the player's mind.
9. Elegy of Emptiness (Majora's Mask)
This is the song used to create a statue replica of yourself in order to weigh down switches in Stone Tower Temple. Sounds fine on paper. Except for the replica of Link looks like something out of a child's nightmare. I won't go into too much description; I'll let the picture below speak more fluently than I ever could.
8. The Shadow Temple (Ocarina of Time)
The music. The atmosphere. The enemies. And something about sailing across a boat to the land of the dead is quite thematic. I always loved how much the Lens of Truth is used in this dungeon as well. I already mentioned its one of my favorite items, and the Shadow temple is a large reason why. I love the sense of mystery and knowing that there are always secrets, even if you can't see them.
7. Shadow Link (Ocarina of Time)
This isn't really an inherently unsettling moment for a lot of Zelda fans, but the Water Temple in its entirety always gave me the creeps. The most intriguing aspect of it would certainly be the moment you walk into a room that's unlike anything you've seen up to that point. Suddenly, you're surrounded by a white clear lake and you seem to have no problem walking across it. The only objects that stand out are the doorway out and an island with a single tree. You pass the island and walk to the end of the room, not noting any way forward. As you turn back, you notice your own reflection is no longer cast on the water, and a shadowy figure stands against the tree, waiting for your return. Your own shadow has escaped to fight you. This could be a horror film concept in its own right.
6. The Moon (Majora's Mask)
Yup...
5. Giant Eels (Majora's Mask)
I'll admit that I have a slight case of thalassophobia (the fear of open waters) and giant sea creatures are a reason why. Being out of your element, helpless in the water, up against a threat much larger than you that you can't even see... the thought never fails to send chills down my spine. The giant eels in Majora's Mask managed to tick all of those boxes, and staring into their glowing eyes as they lunge from their hideouts towards you always made this section of the game a nightmare.
4. The Happy Mask Salesman (Majora's Mask)
The man sells masks... that's all you need to know.
3. Wallmasters (Ocarina of Time, Majora's Mask)
The Forest Temple itself is already quite a creepy area. The ambiance of the music and the dark lighting makes the place feel ancient and haunted. The first time you walk into a certain room, you hear the sound of the wind rushing louder and louder. You see Link's shadow grow bigger and bigger until a monstrous severed hand drops to the ground to attack. What's worse is that grabbing you will bring you back to the opening room. These enemies aren't just terrifying to look at, but they also threaten all of the progress you've made up until that point. A true sense of dread.
2. ReDead Scream (Ocarina of Time, Majora's Mask, Wind Waker)
A terrifying scream at an unexpected moment can be a good shock. Ocarina's ReDeads in Castle Town always scared me as a kid, but nowadays, the scream they use sounds like a re-used soundbite from a 60's Horror Schlock film. Wind Waker, however, brought back a bit of terror to the ReDead scream.
1. Dead Hands (Ocarina of Time)
The Dead Hand was an obvious pick for this list, especially at the top spot. The oddly shaped pale body and it's grotesque movement only set the stage for this abomination. It's own severed hands reach up from the ground to hold you in place while it presses its attack. Once it leans its head down, you see the clownish smile and the unhinged jaw; this is more alien than monster and no Zelda game has conjured up a creepier image.
10. Arbiter's Grounds (Twilight Princess)
Out of this entire dungeon in Twilight Princess, there are several chill inducing aspects that I've wrapped all into one spot on this list. First off, you have the invisible rats. Link will be running around in Wolf mode, only to start taking random damage and find himself slowed way down. The first time this happened to me, I remember not being able to figure out what was causing it, until I turned on my Wolf senses and found the cause; dozens of ghost rats clinging to my body! Another unsettling part about this dungeon are the Poes, which unlike their toonish design from the 64 games, have elongated humanoid mouths, dead eyes, and long grasping arms. And when you find them, they seem to whisper some nondescript words before coming at you. Wrap up this entire dungeon with the fact that it's Hyrule's prison and torture chamber, along with the other terrifying enemies like Stalkins and Redeads, and you have level that won't easily leave the player's mind.
9. Elegy of Emptiness (Majora's Mask)
This is the song used to create a statue replica of yourself in order to weigh down switches in Stone Tower Temple. Sounds fine on paper. Except for the replica of Link looks like something out of a child's nightmare. I won't go into too much description; I'll let the picture below speak more fluently than I ever could.
8. The Shadow Temple (Ocarina of Time)
The music. The atmosphere. The enemies. And something about sailing across a boat to the land of the dead is quite thematic. I always loved how much the Lens of Truth is used in this dungeon as well. I already mentioned its one of my favorite items, and the Shadow temple is a large reason why. I love the sense of mystery and knowing that there are always secrets, even if you can't see them.
7. Shadow Link (Ocarina of Time)
This isn't really an inherently unsettling moment for a lot of Zelda fans, but the Water Temple in its entirety always gave me the creeps. The most intriguing aspect of it would certainly be the moment you walk into a room that's unlike anything you've seen up to that point. Suddenly, you're surrounded by a white clear lake and you seem to have no problem walking across it. The only objects that stand out are the doorway out and an island with a single tree. You pass the island and walk to the end of the room, not noting any way forward. As you turn back, you notice your own reflection is no longer cast on the water, and a shadowy figure stands against the tree, waiting for your return. Your own shadow has escaped to fight you. This could be a horror film concept in its own right.
6. The Moon (Majora's Mask)
Yup...
5. Giant Eels (Majora's Mask)
I'll admit that I have a slight case of thalassophobia (the fear of open waters) and giant sea creatures are a reason why. Being out of your element, helpless in the water, up against a threat much larger than you that you can't even see... the thought never fails to send chills down my spine. The giant eels in Majora's Mask managed to tick all of those boxes, and staring into their glowing eyes as they lunge from their hideouts towards you always made this section of the game a nightmare.
4. The Happy Mask Salesman (Majora's Mask)
The man sells masks... that's all you need to know.
3. Wallmasters (Ocarina of Time, Majora's Mask)
The Forest Temple itself is already quite a creepy area. The ambiance of the music and the dark lighting makes the place feel ancient and haunted. The first time you walk into a certain room, you hear the sound of the wind rushing louder and louder. You see Link's shadow grow bigger and bigger until a monstrous severed hand drops to the ground to attack. What's worse is that grabbing you will bring you back to the opening room. These enemies aren't just terrifying to look at, but they also threaten all of the progress you've made up until that point. A true sense of dread.
2. ReDead Scream (Ocarina of Time, Majora's Mask, Wind Waker)
A terrifying scream at an unexpected moment can be a good shock. Ocarina's ReDeads in Castle Town always scared me as a kid, but nowadays, the scream they use sounds like a re-used soundbite from a 60's Horror Schlock film. Wind Waker, however, brought back a bit of terror to the ReDead scream.
1. Dead Hands (Ocarina of Time)
The Dead Hand was an obvious pick for this list, especially at the top spot. The oddly shaped pale body and it's grotesque movement only set the stage for this abomination. It's own severed hands reach up from the ground to hold you in place while it presses its attack. Once it leans its head down, you see the clownish smile and the unhinged jaw; this is more alien than monster and no Zelda game has conjured up a creepier image.
Wednesday, February 1, 2017
Dawn of the 30th Day: Top 10 Items in Zelda
This countdown focuses on my favorite items throughout the Zelda games. I'll admit that the 3D Zelda seem to have a bias on this list, but that's mostly because I feel the 3D perspective makes the use of these items far more dynamic and involved. The items tend to be staples of a dungeon or area and have made many reappearances throughout the series. Whether they're on this list for nostalgia, iconic value, or how fun they are to use, Zelda has some of the most crazy items across video games, giving Link an undeniable arsenal.
10. The Empty Bottle (various)
No Zelda game ever makes the Empty Bottle feel like the throwaway item it should be. A bottle is your container for potions and other healing drinks. It is your extra life, as captured fairies will bring you back to life if you fall. In Majora's Mask, a game which gives you 7 Bottles, you need them for transporting Zora Eggs or carrying Deku Princesses around. In Ocarina of Time you can even swing a bottle to send projectiles back at Ganondorf during the boss fight. It's a versatile tool that gets points for its simplicity and intuitiveness.
9. The Deku Leaf (Wind Waker)
This item never outlives its usefulness in the Wind Waker. Having a way to glide from platform to platform, especially so early in the game, is quite handy. Plus, flying around is just plain fun. As a preteen, I spent hours on Windfall Island, jumping off of cliffs and trying to find new interesting buildings to soar to. I have a soft spot for items that allow such a sense of discovery.
8. The Ball and Chain (Twilight Princess)
Wait. You're telling me I actually get to keep this thing? There isn't much to say about the ball and chain; it's exactly as advertised. You get to swing around a giant spiky iron ball on a chain and send it flying towards enemies. Once you get it, it can almost replace your bombs as you can use it to smash through huge boulders. It's not overly useful outside of the Snowpeak Manor dungeon, but it certainly earns its place for being unique in the Zelda universe
7. The Ocarina (Ocarina of Time, Majora's Mask)
Making sweet, sweet music is always cool. I don't really count the Ocarina from A Link to the Past, since you didn't have control over the songs you played. And Majora's Mask earns some extra credit for having your instrument change depending on if you're a Goron, Zora, or Deku. And having a magical instrument that can change the weather, warp you around the world, or even send you back in time makes for a unique game experience.
6. Lens of Truth (Ocarina of Time, Majora's Mask)
Another item that enhances the player's feeling that there is always more to be discovered. I just enjoy the prospect that there are hidden secrets throughout a world and that each area is much bigger than it lets on.
5. Magnetic Gloves (Oracle of Seasons)
Flying around via magnetism has to be the coolest concept I've seen in a Zelda game. I would love to see them bring back this item to a 3D Zelda. Using the polarity of the gloves to push and pull objects or to push and pull yourself around a room creates for some fun puzzles and scenarios.
4. The Beetle (Skyward Sword)
The Beetle earns its spot on this list for being purely useful, while also fun to use. As much as I didn't care for the game's motion control, steering the beetle around while you collect different things, trigger switches, and even pick up bombs to rain death from above, was entertaining and added to the experience rather than detracted from it. And the fact that you could upgrade it to be faster and more durable always felt like a worthwhile way to spend your cash.
3. The Skull Hammer (Wind Waker)
If there was one weapon I could use instead of Link's sword, it would definitely be the Skull Hammer from Wind Waker. The Magic Hammer and the Megaton Hammer from past Zelda games functioned very similarly to the Skull Hammer, but none of them really swung with the same satisfying crunch. Either as an overhead slam or a home-run swing, the Skull Hammer is always a blast to use and send enemies flying or flatten them like pancakes. And there isn't anything quite as brutal as freezing an enemy with an Ice Arrow and smashing their frozen body to bits.
2. The Bow (various)
Feeling like a crack-shot with the bow is a gratifying feeling. The Bow also has had many types of arrows to allow it to solve puzzles and interact with the world in different ways. Fire Arrows and Ice arrows can always be used for cool effects, and Light Arrows usually make an appearance to take on the final boss. I'd say the most welcome addition are the Bomb Arrows, which arc through the arrow thanks to their added weight, but give a much needed way to take out objects from a distance.
1. The Hookshot and Clawshot (various)
As I mentioned when I brought up the Deku Leaf; flying is fun. Even more fun, is zipping from wall to wall in a Spiderman like fashion. Like the Deku Leaf, I love items that open up that sense of discovery and give you different methods to traverse the world. In Ocarina of Time, I'd spend hours hooking from rooftops in Kakariko Village, and my jaw dropped when Twilight Princess gave you a second Clawshot to mess around with. Skyward Sword followed this trend, but it felt far less useful than the City in the Sky made those items in Twilight Princess. Overall, I can't help but get giddy whenever I get the hookshot as I drool at the possibilities of reaching new heights.
10. The Empty Bottle (various)
No Zelda game ever makes the Empty Bottle feel like the throwaway item it should be. A bottle is your container for potions and other healing drinks. It is your extra life, as captured fairies will bring you back to life if you fall. In Majora's Mask, a game which gives you 7 Bottles, you need them for transporting Zora Eggs or carrying Deku Princesses around. In Ocarina of Time you can even swing a bottle to send projectiles back at Ganondorf during the boss fight. It's a versatile tool that gets points for its simplicity and intuitiveness.
9. The Deku Leaf (Wind Waker)
This item never outlives its usefulness in the Wind Waker. Having a way to glide from platform to platform, especially so early in the game, is quite handy. Plus, flying around is just plain fun. As a preteen, I spent hours on Windfall Island, jumping off of cliffs and trying to find new interesting buildings to soar to. I have a soft spot for items that allow such a sense of discovery.
8. The Ball and Chain (Twilight Princess)
Wait. You're telling me I actually get to keep this thing? There isn't much to say about the ball and chain; it's exactly as advertised. You get to swing around a giant spiky iron ball on a chain and send it flying towards enemies. Once you get it, it can almost replace your bombs as you can use it to smash through huge boulders. It's not overly useful outside of the Snowpeak Manor dungeon, but it certainly earns its place for being unique in the Zelda universe
7. The Ocarina (Ocarina of Time, Majora's Mask)
Making sweet, sweet music is always cool. I don't really count the Ocarina from A Link to the Past, since you didn't have control over the songs you played. And Majora's Mask earns some extra credit for having your instrument change depending on if you're a Goron, Zora, or Deku. And having a magical instrument that can change the weather, warp you around the world, or even send you back in time makes for a unique game experience.
6. Lens of Truth (Ocarina of Time, Majora's Mask)
Another item that enhances the player's feeling that there is always more to be discovered. I just enjoy the prospect that there are hidden secrets throughout a world and that each area is much bigger than it lets on.
5. Magnetic Gloves (Oracle of Seasons)
Flying around via magnetism has to be the coolest concept I've seen in a Zelda game. I would love to see them bring back this item to a 3D Zelda. Using the polarity of the gloves to push and pull objects or to push and pull yourself around a room creates for some fun puzzles and scenarios.
4. The Beetle (Skyward Sword)
The Beetle earns its spot on this list for being purely useful, while also fun to use. As much as I didn't care for the game's motion control, steering the beetle around while you collect different things, trigger switches, and even pick up bombs to rain death from above, was entertaining and added to the experience rather than detracted from it. And the fact that you could upgrade it to be faster and more durable always felt like a worthwhile way to spend your cash.
3. The Skull Hammer (Wind Waker)
If there was one weapon I could use instead of Link's sword, it would definitely be the Skull Hammer from Wind Waker. The Magic Hammer and the Megaton Hammer from past Zelda games functioned very similarly to the Skull Hammer, but none of them really swung with the same satisfying crunch. Either as an overhead slam or a home-run swing, the Skull Hammer is always a blast to use and send enemies flying or flatten them like pancakes. And there isn't anything quite as brutal as freezing an enemy with an Ice Arrow and smashing their frozen body to bits.
2. The Bow (various)
Feeling like a crack-shot with the bow is a gratifying feeling. The Bow also has had many types of arrows to allow it to solve puzzles and interact with the world in different ways. Fire Arrows and Ice arrows can always be used for cool effects, and Light Arrows usually make an appearance to take on the final boss. I'd say the most welcome addition are the Bomb Arrows, which arc through the arrow thanks to their added weight, but give a much needed way to take out objects from a distance.
1. The Hookshot and Clawshot (various)
As I mentioned when I brought up the Deku Leaf; flying is fun. Even more fun, is zipping from wall to wall in a Spiderman like fashion. Like the Deku Leaf, I love items that open up that sense of discovery and give you different methods to traverse the world. In Ocarina of Time, I'd spend hours hooking from rooftops in Kakariko Village, and my jaw dropped when Twilight Princess gave you a second Clawshot to mess around with. Skyward Sword followed this trend, but it felt far less useful than the City in the Sky made those items in Twilight Princess. Overall, I can't help but get giddy whenever I get the hookshot as I drool at the possibilities of reaching new heights.
30 Days of Zelda
To celebrate the countdown to The Legend of Zelda: Breath of the Wild, I'll be posting 30 days worth of Zelda content. This will mostly take the form of Top 10's; let's see if I can think of 30 Zelda topics worth listing!
Friday, June 20, 2014
Review: Mario Kart 8
Mario Kart 8 is an injection of adrenaline right into the Wii U's quivering heart. Now the console has had a rocky start and despite a fairly solid lineup of games currently available for the system, gamers are still reluctant to make the purchase, as if there will be "perfect time to buy" during some unforeseen golden harvest of Nintendo titles. Well, though we may still be waiting on a few titles, I'm willing to say confidently that now is indeed the time to pick up a Wii U. Mario Kart 8 comes powersliding onto the scene and though there are minor shortcomings and a few missed opportunities, this is one power house of a title that will draw you in with its comfortable controls, multiplayer madness, and gorgeous graphics.
Visuals are crisp and each detail pops impressively as Luigi's mustache flutters gracefully in the breeze and Bowser's shell shines after being submerged in water. This is the most beautiful looking game on the Wii U to-date and, dare I say it, topples over many of the "next-gen" titles we've seen so far thanks to the unique art design. And what's most noteworthy is the game functions with this level of graphical fidelity at a buttery smooth 60 FPS, a benchmark that is commonly pushed to the wayside these days in favor of higher resolution and packing the screen with textures. Mario Kart 8 definitely proves that games can have their cake and eat it too if developers are willing to plunge into a bit of creativity with the art style.
The sound design is spot on from the diverse rumble of each kart's engine to the noisy green shell nipping at your heels. Each course features memorable music, both reimagined from older games and original compositions that you'll joyfully hum long after the Wii U has powered down. Dolphin Shoals, for example, features a dynamic soundtrack that changes depending on where you are in the course, delivering a sense of triumph as a jazz saxophones blares while your kart rockets out of the depths of the sea and straight into the sunlight.
There were features implemented in Mario Kart 7 to change up the races; a glider for soaring through the air and driving completely submerged in water. Those both return on top of a new mechanic acutely advertised with MK8; anti-gravity sections. Certain points of the course flip the kart's wheels on their side and let you stick to the track as it twists and turns like a roller coaster. And despite its initial simplicity, this adds multitudes of depth to the racing; as alternate routes open up underwater, through the air, or up the sides of walls, players are presented with plenty of viable options in which path to take to sneakily overtake the competition.
I've never seen better course design in a Mario Kart game and I think it's due to how neatly anti-gravity pulls everything together and allowed the developers to stretch their creativity. Even remakes of courses have their own updated spin and each new course dips its toes into the new mechanics, keeping every part of the race fresh and exciting, but never distracting. In fact, the camera operates so smoothly behind your character that you'd be hard pressed to notice which was is up as you casually stroll along ceilings like a lunatic. During many races, it wasn't until I noted the impressive course backgrounds flipped around that my brain clicked and I realized I had been driving upside down for the last stretch of the road.
Each Grand Prix offers a set of courses that are unique and diversified. There will certainly be some crowd favorites, such as Wario Mountain, a single lap track that starts at the back of a cargo plane oin top of the snowy peaks and ends at the bottom of a slaloming ski slope. Others like Sweets Canyon will aggravate many players with its tight curves threatening to plunge you into an offroad terrain of sticky chocolate, but regardless of personal opinion, each track has been crafted with care and showcases each racing mechanic in a beautiful, balanced way.
Though if there are going to be complaints about the races, it will be concerning item balance. I personally think the item distribution is better than it's ever been. Blue Shells and Lightning are rare this time around, so much in fact that sometimes you're gifted with several races in which you don't encounter one or the other. But now racers can no longer stack items by dragging their current item behind their kart, so 1st place is left with less impenetrable defenses to compensate for the minimized amount of little blue devils. The Coin (returning to MK8 as a method of reaching your top speed) is a pretty common item in 1st as well, meaning not every item you gather can be used as an effective shield. Of course, the RNG can and will play you for a fool. 2nd or 3rd place can hit the jackpot with Triple Red Shells and become a whirlwind of force and you'll cuss as you get your sixth Coin in a row as players behind you fire shells at your exposed ass. But despite some frustrating "Of all the luck..." instances, the balance is generally fair and the most skilled player will win 9/10 times.
A few new items make their debut, but there isn't too much to say about them. The Boomerang can be thrown forward or backward and returns to you after reaching its max distance. A potted Piranha Plant chomps around you, gobbling up bananas, coins, shells, road hazards, and anything else that might be in your way, including other racers. Crazy 8 appears in the form of 8 items circling around your character, which you can time your button presses to use them in sync (though I just mash and fire everything at once). The two most talked about items will be the Fire Flower, which gives you the ability to spray a flood of fireballs around the course and the Super Horn, a single use shockwave that destroys anything around you, including the almighty Blue Shell.
On the driving front, I will claim as a long-time Mario Kart player that the physics have never felt better. There's a sense of power to behold as you drift around a series of corners, building up a boost that slingshots you past someone else. Whether you're landing trick shots with green shells or drafting behind your buddy to gain enough speed to pull ahead as you cross the finish line, each race becomes a series of "Did you see that?!" moments, making local multiplayer the true meat of the experience.
Mario Kart 8 supports up to 4 player splitscreen, maintaining its impressive 60 FPS when racing a second player, but dropping to 30 FPS after adding a 3rd and 4th participant. The drop in framerate is noticeable-- especially if you played a few races in smooth 60 FPS before your buddies joined-- but after a match or two, it fades into the background as the typical fun and frustration of a night filled with Mario Kart creeps in its place.
But even though Nintendo offers a wonderful splitscreen experience that cannot be found in other current gen platforms, there are still a few missed opportunities that could have brought the game up a notch or two in terms of functionality. For instance, an option for a 5th player, allowing one player to use the Gamepad screen, would have been a welcome touch and is something we've already seen in other games such as Nintendo Land and the upcoming Mario Party 10. Or at the very least, they could have given one player the option to strictly use the Gamepad screen. As it stands, if you switch to the touch screen during multiplayer, it still displays a splitscreen view. More screen options would free up some TV space for the other drivers and it could have been a clever method for head-to-head Battle Mode as "screen peeking" would be removed from the equation.
My other major disappointment is the severely mundane character roster, which is packed with enough palette swaps and babies to make you wonder if Nintendo is completely blind to the 30 years worth of interesting, diverse Mario characters to draw from. It's an absolute shame when Baby Daisy, Baby Rosalina, and Pink Gold Peach make the cut over favorites like Petey Piranha, Dry Bones, King Boo, and Diddy Kong. As I stare at the screen full of Koopalings, I'm left wondering if there was a rush to get the roster to a certain number before the game went out the door. I never thought I'd say this, but I'd even prefer Birdo to be in if it meant a more diverse cast. I'm hoping that DLC can spice things up a bit.
But Minor complaints aside, this is one solid racing experience and one of the must-own multiplayer games of the last five years. The online mode is sturdy with minimal lag and fast lobbies, offering tons of longevity to the game. My only wish is for some DLC courses, karts, and characters to keep things interesting. As much as I love each of the 32 courses, after pouring hours and hours into them and memorizing each and every curve, I'm already ready for something fresh to keep me coming back. If you're a Wii U owner, this game deserves to be on your shelf. If you're not a Wii U owner, the Wii U deserves to be on your shelf, for now really is "the perfect time to buy."
Visuals are crisp and each detail pops impressively as Luigi's mustache flutters gracefully in the breeze and Bowser's shell shines after being submerged in water. This is the most beautiful looking game on the Wii U to-date and, dare I say it, topples over many of the "next-gen" titles we've seen so far thanks to the unique art design. And what's most noteworthy is the game functions with this level of graphical fidelity at a buttery smooth 60 FPS, a benchmark that is commonly pushed to the wayside these days in favor of higher resolution and packing the screen with textures. Mario Kart 8 definitely proves that games can have their cake and eat it too if developers are willing to plunge into a bit of creativity with the art style.
The sound design is spot on from the diverse rumble of each kart's engine to the noisy green shell nipping at your heels. Each course features memorable music, both reimagined from older games and original compositions that you'll joyfully hum long after the Wii U has powered down. Dolphin Shoals, for example, features a dynamic soundtrack that changes depending on where you are in the course, delivering a sense of triumph as a jazz saxophones blares while your kart rockets out of the depths of the sea and straight into the sunlight.
There were features implemented in Mario Kart 7 to change up the races; a glider for soaring through the air and driving completely submerged in water. Those both return on top of a new mechanic acutely advertised with MK8; anti-gravity sections. Certain points of the course flip the kart's wheels on their side and let you stick to the track as it twists and turns like a roller coaster. And despite its initial simplicity, this adds multitudes of depth to the racing; as alternate routes open up underwater, through the air, or up the sides of walls, players are presented with plenty of viable options in which path to take to sneakily overtake the competition.
I've never seen better course design in a Mario Kart game and I think it's due to how neatly anti-gravity pulls everything together and allowed the developers to stretch their creativity. Even remakes of courses have their own updated spin and each new course dips its toes into the new mechanics, keeping every part of the race fresh and exciting, but never distracting. In fact, the camera operates so smoothly behind your character that you'd be hard pressed to notice which was is up as you casually stroll along ceilings like a lunatic. During many races, it wasn't until I noted the impressive course backgrounds flipped around that my brain clicked and I realized I had been driving upside down for the last stretch of the road.
Each Grand Prix offers a set of courses that are unique and diversified. There will certainly be some crowd favorites, such as Wario Mountain, a single lap track that starts at the back of a cargo plane oin top of the snowy peaks and ends at the bottom of a slaloming ski slope. Others like Sweets Canyon will aggravate many players with its tight curves threatening to plunge you into an offroad terrain of sticky chocolate, but regardless of personal opinion, each track has been crafted with care and showcases each racing mechanic in a beautiful, balanced way.
Though if there are going to be complaints about the races, it will be concerning item balance. I personally think the item distribution is better than it's ever been. Blue Shells and Lightning are rare this time around, so much in fact that sometimes you're gifted with several races in which you don't encounter one or the other. But now racers can no longer stack items by dragging their current item behind their kart, so 1st place is left with less impenetrable defenses to compensate for the minimized amount of little blue devils. The Coin (returning to MK8 as a method of reaching your top speed) is a pretty common item in 1st as well, meaning not every item you gather can be used as an effective shield. Of course, the RNG can and will play you for a fool. 2nd or 3rd place can hit the jackpot with Triple Red Shells and become a whirlwind of force and you'll cuss as you get your sixth Coin in a row as players behind you fire shells at your exposed ass. But despite some frustrating "Of all the luck..." instances, the balance is generally fair and the most skilled player will win 9/10 times.
A few new items make their debut, but there isn't too much to say about them. The Boomerang can be thrown forward or backward and returns to you after reaching its max distance. A potted Piranha Plant chomps around you, gobbling up bananas, coins, shells, road hazards, and anything else that might be in your way, including other racers. Crazy 8 appears in the form of 8 items circling around your character, which you can time your button presses to use them in sync (though I just mash and fire everything at once). The two most talked about items will be the Fire Flower, which gives you the ability to spray a flood of fireballs around the course and the Super Horn, a single use shockwave that destroys anything around you, including the almighty Blue Shell.
On the driving front, I will claim as a long-time Mario Kart player that the physics have never felt better. There's a sense of power to behold as you drift around a series of corners, building up a boost that slingshots you past someone else. Whether you're landing trick shots with green shells or drafting behind your buddy to gain enough speed to pull ahead as you cross the finish line, each race becomes a series of "Did you see that?!" moments, making local multiplayer the true meat of the experience.
Mario Kart 8 supports up to 4 player splitscreen, maintaining its impressive 60 FPS when racing a second player, but dropping to 30 FPS after adding a 3rd and 4th participant. The drop in framerate is noticeable-- especially if you played a few races in smooth 60 FPS before your buddies joined-- but after a match or two, it fades into the background as the typical fun and frustration of a night filled with Mario Kart creeps in its place.
But even though Nintendo offers a wonderful splitscreen experience that cannot be found in other current gen platforms, there are still a few missed opportunities that could have brought the game up a notch or two in terms of functionality. For instance, an option for a 5th player, allowing one player to use the Gamepad screen, would have been a welcome touch and is something we've already seen in other games such as Nintendo Land and the upcoming Mario Party 10. Or at the very least, they could have given one player the option to strictly use the Gamepad screen. As it stands, if you switch to the touch screen during multiplayer, it still displays a splitscreen view. More screen options would free up some TV space for the other drivers and it could have been a clever method for head-to-head Battle Mode as "screen peeking" would be removed from the equation.
My other major disappointment is the severely mundane character roster, which is packed with enough palette swaps and babies to make you wonder if Nintendo is completely blind to the 30 years worth of interesting, diverse Mario characters to draw from. It's an absolute shame when Baby Daisy, Baby Rosalina, and Pink Gold Peach make the cut over favorites like Petey Piranha, Dry Bones, King Boo, and Diddy Kong. As I stare at the screen full of Koopalings, I'm left wondering if there was a rush to get the roster to a certain number before the game went out the door. I never thought I'd say this, but I'd even prefer Birdo to be in if it meant a more diverse cast. I'm hoping that DLC can spice things up a bit.
But Minor complaints aside, this is one solid racing experience and one of the must-own multiplayer games of the last five years. The online mode is sturdy with minimal lag and fast lobbies, offering tons of longevity to the game. My only wish is for some DLC courses, karts, and characters to keep things interesting. As much as I love each of the 32 courses, after pouring hours and hours into them and memorizing each and every curve, I'm already ready for something fresh to keep me coming back. If you're a Wii U owner, this game deserves to be on your shelf. If you're not a Wii U owner, the Wii U deserves to be on your shelf, for now really is "the perfect time to buy."
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