"Did he just insult his own intelligence?" |
"Hey there, Dreamboat..." |
Link:
“Yo, Impa! Check dis thing on my hand!”
Impa:
“Nah, I got ya beat. Check out this sleepin’ babe.”
Link:
“Whoa, who is that pretty mama?”
Impa:
“Man, that’s Zelda!”
Link:
“What?! That looks nothing like the one I saved.”
Impa:
“Duh! This is the ORIGINAL Zelda…we made a legend about her *wink* but srsly
you gotta save her.”
Link:
“Where’s the one I saved?”
Impa:
¯\(°_o)/¯
Link: “Fair enough. Now this ancient scroll that I can read says I gotta
put 6 crystals in Easter Island Heads, so I’ma go do dat. See you in 12 years!”
-End Scene-
"...not you, Shipwreck!" |
The gameplay is very unique when it comes to other
Zelda games. You fight enemies in side-scrolling environments, which are
entered through the weird looking overworld. When you kill the enemies you see
that little numbers float out of them and that’s probably the time that you
realized that you’re getting experience. This is probably the reason that some
people like to think of Zelda as an RPG. When you level up you can level up
magic, attack, or health. Each one costs a different level of experience so,
for example, say you don’t want to level up health after you get 50 experience
points. You rather level up magic first for whatever reason and that costs 100
experience points. You can cancel out and then be halfway to 100 experience
points, which you feel is better because you would’ve had to start from 0 if
you got health. Personally, it’s just easier to just level up what they tell
you to. It’s way easier to get track of and if you get a Game Over you lose the
experience you gained. So it’s better to level up something when you can.
"What the hell! No Welcome Home Party?!" |
Speaking of magic, there’s magic in this game too. You
get them from old dudes in every one of the towns you visit. I only have two spells
so far: shield and jump. They add that extra layer of strategy to the game that
is a staple of any Zelda game. If you’re perceptive you’ll think that I’ve only
beaten two temples. Well, you’re wrong! You can get the spells before you
complete the temples so I’ve only beaten one. This brings up the next thing I
want to talk about: the difficulty. I’ll put this as easily as I can: this game
is really hard. I had played this game before on an emulator and only got as
far as Death Mountain. It seems darn near impossible at some points. It’s hard
because of the limited movement provided in the side-scrolling segments. If you
get caught in between enemies you’re gonna get hit…a lot. Even if you’re
objective is running, you’re gonna get hit a lot. You can’t move in three dimensions
like the first game. But there’s a jump button, which is particularly rare in a
Zelda game. Most of the enemies take more than one hit and can hit you before
you’re in range to hit them. Thankfully the control is responsive for movement
and attacking because there is a lot of precision and timing needed to take
down a lot of these varying enemies.
Thanks for warming me up Mr. Dragon. It's a bit nippy outside. |
I also managed to pay a visit to Prof. Fitz
Quadwrangle this week, but not on that same train ride. I’ll be brief, since
most of you have lost interest by now and either closed the window or are
scrolling for the short paragraphs. I gained access to the Slow-mo dimension,
which opened up a lot of interesting puzzles. However, this also slapped me with
the challenging of overcoming the jumping on floating objects learning curve.
...at least I'm not in school |
That frustrating learning curve came right on the
first slow-mo puzzle, in which you must traverse six or seven launched objects
over a death pit to get to the other side. For whatever reason, the nameless
wonder has the acceleration of a drag racer and will overshoot the target
object if you move and then jump. Naturally, I eased up a bit started
undershooting it. Soon, I got the feel for the jumps and could make my way
across like 3 of them before I messed up. Maybe I’m just really bad but I died
like, no joke, 20-25 times. The only reason I didn’t rage quit was because of
the entertaining phrases that are shown when you die.
There are better ones, I'm just too lazy to take my own pictures |
After
that puzzle room, though, I found the puzzles to be creative and reasonably
challenging. It just baffles me as to why they put so many things to jump
across, 3-4 would’ve been sufficient. It was easily the most frustrating part
of the game so far. If I don’t experience any more of those frustrating
situations, I’ll chalk it up to a lapse in skill.
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