Showing posts with label good. Show all posts
Showing posts with label good. Show all posts
Tuesday, December 24, 2019
Sunday, May 12, 2019
Luigi's Mansion
The Nintendo GameCube -- alongside Sony's PlayStation 2 and Microsoft's Xbox -- wouldn't just represent the next generational shift in 3D gaming, but Nintendo finally stepping outside their comfort-zone. While their stubbornness towards online gaming would endure, their embracing of disk-based media allowed for seemingly countless new possibilities. A flagship game was necessary to prove its power, and with Super Mario Sunshine set to launch the year after, why not go with his overlooked brother?
Enter Luigi's Mansion: initially designed as a tech demo showing off the GameCube's capabilities, the decision to build upon that as a game would render it Luigi's first game -- well, the first one actually involving Nintendo, anyway -- wherein he'd search a haunted mansion for Mario and suck up ghosts with a modified vacuum cleaner. Unlike the 1993 mishap Mario is Missing!, however, Luigi's Mansion would not only deign it fit to put the poor plumber's name into the title, but have actual Nintendo designers, including Mario creator Shigeru Miyamoto himself, make it a reality. It would finally vindicate Luigi -- the second fiddle to Mario's spotlight; the eternal understudy to the first player.
Labels:
2001,
action adventure,
gamecube,
good,
luigi's mansion,
mario,
nintendo
Monday, April 29, 2019
8-Bit Chronicles: Sky Skipper (Hey Poor Player)
Diving into Nintendo history is always a pleasure, especially when it involves a long-lost golden grail such as this. Man, if I could ever achieve what those guys at Sky Skipper Project did...
Contrary to the "good" rating below, I was bit harsher than it deserved. It's weird as all hell, but it's not bad. Really. It just takes time to get used to.
Labels:
1981,
arcade,
good,
hey poor player,
nintendo,
shigeru miyamoto,
shooter,
sky skipper
Friday, April 19, 2019
Metroid II: Return of Samus
Back in the days of Super Smash Bros. Melee when I'd browse its lauded collection of lovingly-crafted trophies, I couldn't help but foster a burgeoning affinity towards one particular replica: Samus's Starship, hailing from Game Boy's Metroid II: Return of Samus. Not because I was experiencing Metroid nostalgia, you understand -- I wasn't yet a fan by Melee's release -- but more so in cultivating a touch of personal pride via its accompanying origin date of 11/91; in other words, my birth date. How vindicating is that? I've always held warm feelings towards Super Nintendo for similar reasons -- perhaps that's why it's my favorite console -- but it surely can't top that. A wonder, then, that Metroid hasn't ousted EarthBound, Kirby, and Smash Bros. from their seats as my all-time favorite Nintendo franchises.
Alas, perhaps it's that the stars only aligned for coincidence as opposed to birthing an outright classic, for Metroid II: Return of Samus never enjoyed the accolades of its successors (Super Metroid, Metroid Prime) or even its own NES progenitor. This isn't due to any untoward experimentation so commonly found in retro sequelization -- if anything, its goals breed potential finally realized in its incredible 3DS remake: Metroid: Samus Returns -- but rather that the Game Boy is ill-equipped to handle such direction; in other words, we're dealing with a game featuring familiar genre pratfalls found in its heyday. As you've likely guessed, the absence of a map system and woefully obtuse level design do little favors for Samus's Metroid-hunting expedition, but I confess my main problem lies within a particularly clumsy bait-and-switch in its music score. I cannot emphasize enough how the opening Tunnel Theme -- one I've written in the past as being a damn good tune -- instills us with urgency and drive, headlining our mission of eliminating SR388's Metroid hives.
Labels:
1991,
action adventure,
aged game,
game boy,
good,
metroid,
metroid II return of samus,
nintendo R&D1
Wednesday, April 3, 2019
Pokémon Red and Blue
That it took this long to cover a full-length review for Pokémon -- having previously only covered brief impressions for Pokémon Soul Silver and Pokémon White while only reviewing the Detective Pikachu spin-off -- most publicly proves this shift, but make no mistake: while we could chalk up any number of reasons why I've fallen off the Pokémon ride, my same passion for writing, game analysis, and historic study applied to its Game Boy roots. It is my dedication to nostalgia that keeps me on this path, and what better evidence than playing both Red and Blue versions via their 3DS Virtual Console re-releases to completion? This was completely unnecessary in itself -- both only differ in version-exclusive Pokémon to catch -- but their infamous balance sparked an insatiable curiosity. If there's any confirmation a deep love for Pikachu still beats in my heart, let it be that.
Labels:
1997,
1998,
aged game,
game boy,
good,
jrpg,
monster raising,
pokemon,
pokemon red and blue
Sunday, January 20, 2019
Kingdom Hearts HD 2.8 Final Chapter Prologue
Okay, now things have just gotten silly. Long have us patient Kingdom Hearts fans weathered wacky names in 358/2 Days and Re:Coded all for the sake of Kingdom Hearts III's ever-nebulous release, but Kingdom Hearts HD 2.8 Final Chapter Prologue? That's not just absurd -- that's pretentious word salad scribbled straight from the aspiring teenager debuting their Kingdom Hearts/Animorphs/My Little Pony crossover fanfiction into the world. Not that Kingdom Hearts wasn't already a fanfictional fever dream in itself, but how on earth am I supposed to say that with a straight face? Kingdom Hearts HD 2.8 Final Chapter Prologue -- gads, even just typing that feels nasty. Thankfully, our ever-oblivious director in Tetsuya Nomura comes to the rescue with his faux-rocket science:
"This Kingdom Hearts Dream Drop Distance compilation follows the previously HD work 2.5...and is worthy as taking its place as 2.6. Since Kingdom Hearts χ Back Cover/Kingdom Hearts Unchained is supposed to be the first game in the mainline series, that is being represented as '0' in the collection. And lastly, Kingdom Hearts Birth by Sleep is '0.1' and that then leads into Kingdom Hearts 0.2 Birth by Sleep."
Where do I even begin? The made-up math? The constant name influx? That despite said collection including Dream Drop Distance -- the convoluted but necessary step into the upcoming finale -- the presence of tech demo Kingdom Hearts 0.2 Birth by Sleep -A fragmentary passage- and movie Kingdom Hearts χ Back Cover only further inflates the baggage of confusing names and superfluous events? Granted, maybe the latter's unfair to 0.2 -- god, did I really just type that? -- but we'll get into that later.
Sunday, December 2, 2018
Worldly Weekend: Kingdom Hearts 3D: Dream Drop Distance
You know what? I'm skipping ahead. I don't have to play Kingdom Hearts: re:Coded to know it's utterly expendable to the series at large and that it was only designed for capitalizing upon the brand. The latter's particularly indefensible upon having the arduous displeasure of watching its movie adaption in Kingdom Hearts 2.5 HD ReMIX, wherein I was begging, pleading for the bloated mess to end. We'll get to that when the time comes, but needless to say, I have very little interest in repeating my trauma with something so mercenary.
Anyway, here we are with 2012's Kingdom Hearts 3D: Dream Drop Distance for 3DS. Commemorating Kingdom Hearts' tenth anniversary, it's only fitting that a) this would be the very last game to (finally!) utilize the original graphical engines and b) this would be the first in a line of games paving the way to Kingdom Hearts III. In fairness, I cannot recall if the latter was an explicit decision (the "lineup" bit, I mean), but it certainly exists now: there's the mobile Kingdom Hearts χ (which I haven't bothered with, and apparently will have key references in Kingdom Hearts III; groovy) and 2/3rds of Kingdom Hearts HD 2.8 Final Chapter Prologue: the playable Kingdom Hearts 0.2: Birth by Sleep – A Fragmentary Passage (the very end of which directly leads into Kingdom Hearts III's opening) and Kingdom Hearts χ Back Cover. (A cinematic adaption of the aforementioned mobile game, which further convinced me it wasn't bothering with.)
Friday, October 26, 2018
Detective Pikachu
Warning: While I don't outright ruin anything like "whodunit", my discussion of the story does imply some things; in other words, reader discretion advised.
The oddity of my first Pokémon review being a spin-off is duly noted, particularly considering that aside from Pokken Tournament DX, the last one I recall engaging with was the first Mystery Dungeon back in 2006 on Game Boy Advance. Still, you can't deny the appeal of Detective Pikachu: as anyone familiar with Meowth from the long-running cartoon will tell you, this is hardly the first time we have witnessed a talking Pokémon, but it's how this particular critter conducts human speech and mannerisms; namely, the adorable series mascot in Pikachu belting out a gravelly, world-weary vocalization and expressing fondness for women and coffee. Also, he's a detective.
A key sign of both The Pokémon Company and its home developers in Game Freak and Creatures relaxing regulations in the face of Pikachu's enduring popularity, which is a direction we should all celebrate. While thankfully nothing reaches beyond a G rating, Detective Pikachu's eye-grabbing concept is unlike anything the series has ever accomplished before: there's no starry-eyed youths seeking adventure, but a young adult cast on the job; no far-off dreams of being No. 1, but personal drive and soul-searching to discover oneself. All hardly adult, yes, but new territory just the same.
The oddity of my first Pokémon review being a spin-off is duly noted, particularly considering that aside from Pokken Tournament DX, the last one I recall engaging with was the first Mystery Dungeon back in 2006 on Game Boy Advance. Still, you can't deny the appeal of Detective Pikachu: as anyone familiar with Meowth from the long-running cartoon will tell you, this is hardly the first time we have witnessed a talking Pokémon, but it's how this particular critter conducts human speech and mannerisms; namely, the adorable series mascot in Pikachu belting out a gravelly, world-weary vocalization and expressing fondness for women and coffee. Also, he's a detective.
A key sign of both The Pokémon Company and its home developers in Game Freak and Creatures relaxing regulations in the face of Pikachu's enduring popularity, which is a direction we should all celebrate. While thankfully nothing reaches beyond a G rating, Detective Pikachu's eye-grabbing concept is unlike anything the series has ever accomplished before: there's no starry-eyed youths seeking adventure, but a young adult cast on the job; no far-off dreams of being No. 1, but personal drive and soul-searching to discover oneself. All hardly adult, yes, but new territory just the same.
Sunday, October 14, 2018
Super Mario Sunshine
And now, a story: there was, once upon a very brief time, I would've placed Super Mario Sunshine in My Top Five Video Games of All Time; No. 2, in fact, only behind Super Smash Bros. Melee. Call it the fervent hype of one little boy -- stumbling across a pre-release demo in New York City's Toys "R" Us remains one of my all-time favorite gaming memories -- but my bliss in Mario's tropical acrobatics couldn't be denied: be it bopping upon hapless NPCs and aimlessly hopping around the beaches and villages of Isle Delfino, hours upon hours were spent within torrid festiveness. Paradise was here, and it arrived in the anticipated thrill of a new Mario game.
Not many months later, however, a curious thing happened: the game slipped to No. 5, then No. 9, and then slipped off my Top Ten without a trace. It kept falling, falling, falling out of sight until its place within a Top 50 would be unfathomable. To say I grew a budding, resentful disappointment would be inaccurate, but the honeymoon period was certainly over, and the game's faults were too much to ignore.
Labels:
2002,
3d platformer,
gamecube,
good,
mario,
nintendo,
super mario,
super mario sunshine
Wednesday, May 23, 2018
Dedede's Drum Dash Deluxe
While we're questioning the eleven-year absence of Kirby spin-offs, we must also ask: why did it take it so long for King Dedede to get his own game? I mean, really, who doesn't love the gluttonous, self-proclaimed king of Dream Land? His plush design, self-centered antics, not-quite-a-good-guy but not-quite-a-villain morality and penchant for bugged-out eyes have won over many a Kirby fan, myself included, and it is simply ridiculous HAL Laboratory has not granted his own Popstar-trotting adventure to the gaming populace. No matter how you look at it, a downloadable rhythm game ain't gonna cut it!
Still, you could do with a lot worse than Dedede's Drum Dash Deluxe. Like its brother Kirby Fighters Deluxe, this spin-off is also based on a Kirby: Triple Deluxe sub-game by the name of Dedede's Drum Dash, wherein the penguin king hopped along on giant drums to reach the goal all the while clapping and bouncing to the beat of classic Kirby tunes (or perhaps not so classic: not many may recognize the secret Extra song was from Kirby's Dream Collection: Special Edition) Requiring careful precision of jumping, clapping, and navigating obstacles, these four levels were not only among some of the most difficult of Triple Deluxe’s trials, but introduced a welcome dosage of variety hardly explored in the series hitherto (that’s to say, rhythm; only one of Mass Attack’s mini-games springs to mind)
Labels:
2014,
3DS,
dedede drum dash deluxe,
good,
hal laboratory,
kirby,
nintendo,
rhythm
Sunday, April 8, 2018
Worldly Weekend: Kingdom Hearts: Re:Chain of Memories (PS2/PS3)
And so begins Kingdom Hearts's foray into befuddling names. Admittedly, Re:Chain of Memories is hardly as ridiculous and pretentious as the goofy titles we'll become acquainted with down the road; if anything, I'll grant the "Re:" here actually makes sense -- the involved prefix meaning it's another attempt at a previous title -- but its sudden intrusion before the subtitle has always irked me. Still, it's of little consequence.
Really, what I find more fascinating is the brisk turnover between the original Game Boy Advance game and this remake for PlayStation 2: for those not aware of the dates involved, the original Chain of Memories launched at the very end of 2004, while this 3D remake -- a bonus game packaged alongside the Kingdom Hearts II Final Mix re-release in Japan -- released in Spring of 2007 (it received a standalone American release at 2008's end). I struggle to think of any game redone in such a short span of time, and I am never not impressed by this probable record and at Square-Enix's brilliant marketing strategy (what, KH2 with additional features isn't enough for you? Okay, then here's a GODDAMN 3D REMAKE OF A GAME BOY GAME)
Sunday, March 11, 2018
Worldly Weekend: Kingdom Hearts II
Note: minor spoilers within this review. There's nothing too major, but I simply had to talk about how much the story bothered me here.
My dear readers, I ask you to journey with me to a different time: 2005, where Japan's Weekly Famitsu magazine was hyping up Kingdom Hearts II as if it were the Second Coming of Jesus Christ. This is not an exaggeration -- every week, Japanese readers (and Western fans dependent on online scans and translations) were subject to adrenaline-inducing eye candy, with the game's revamped engine providing flashy Reaction Commands and Drive Form acrobatics for protagonist Sora. Clamored Disney films such as Mulan and The Lion King were joining the world lineup, as groundbreaking inclusions like Pirates of the Caribbean, Steamboat Willie and TRON continually surprised fans the world over. A Keyblade-wielding Mickey Mouse was jumping around like Yoda, as the Final Fantasy cameos ramped up with Final Fantasy X's Auron as a party member, Advent Children outfits for the FF7 cast, and even including folks not designed by series director Tetsuya Nomura (Vivi and Setzer, to be precise). Even once-maligned efforts like the Gummi Ship and The Little Mermaid's Atlantica were completely reworked, operating respectively in the vein of Disneyland rides and theater musicals.
In other words, whereas the first game was a good-natured but rough-around-the-edges freshman project, Kingdom Hearts II was set to finally realize the original's dream: a masterful celebration of Disney and wistful nostalgia blended with brooding Final Fantasy influences, all framed within a gameplay engine that could do it justice. Naturally, I myself awaited it as a supernatural revelation, but what did I ultimately think of it when came out?
My dear readers, I ask you to journey with me to a different time: 2005, where Japan's Weekly Famitsu magazine was hyping up Kingdom Hearts II as if it were the Second Coming of Jesus Christ. This is not an exaggeration -- every week, Japanese readers (and Western fans dependent on online scans and translations) were subject to adrenaline-inducing eye candy, with the game's revamped engine providing flashy Reaction Commands and Drive Form acrobatics for protagonist Sora. Clamored Disney films such as Mulan and The Lion King were joining the world lineup, as groundbreaking inclusions like Pirates of the Caribbean, Steamboat Willie and TRON continually surprised fans the world over. A Keyblade-wielding Mickey Mouse was jumping around like Yoda, as the Final Fantasy cameos ramped up with Final Fantasy X's Auron as a party member, Advent Children outfits for the FF7 cast, and even including folks not designed by series director Tetsuya Nomura (Vivi and Setzer, to be precise). Even once-maligned efforts like the Gummi Ship and The Little Mermaid's Atlantica were completely reworked, operating respectively in the vein of Disneyland rides and theater musicals.
In other words, whereas the first game was a good-natured but rough-around-the-edges freshman project, Kingdom Hearts II was set to finally realize the original's dream: a masterful celebration of Disney and wistful nostalgia blended with brooding Final Fantasy influences, all framed within a gameplay engine that could do it justice. Naturally, I myself awaited it as a supernatural revelation, but what did I ultimately think of it when came out?
Labels:
action rpg,
disney,
good,
kingdom hearts,
kingdom hearts II,
ps2,
square enix,
yoko shimomura
Thursday, November 16, 2017
Cat Quest Review (Hey Poor Player)
What, you didn't think I was gonna play this?!? Hardly one of my longer reviews, but perhaps the short length complements the game?
Anyway, please stay tuned for an important post tomorrow detailing Leave Luck to Heaven's immediate future, as well as my decision regarding Twitter. Also, some fun news regarding Hey Poor Player!
Anyway, please stay tuned for an important post tomorrow detailing Leave Luck to Heaven's immediate future, as well as my decision regarding Twitter. Also, some fun news regarding Hey Poor Player!
Labels:
cat quest,
cats,
game journalism,
good,
hey poor player,
indie,
nintendo switch,
rpg
Sunday, August 20, 2017
The Legend of Zelda: Twilight Princess (Wii)
Note: While this isn't the original version of Twilight Princess, since the Wii version was the one released first and remains the only one I've played, this will serve as the "main" review of the game for this blog. Reviews for the GameCube version and the Wii U remaster are scheduled for the future.
Within the bowels of the The Legend of Zelda fandom lies a little theory known as the "Zelda Cycle," a belief pushed by those who cannot comprehend anyone not liking the newest Zelda game. The theory goes in how people will unreasonably lob hate against the latest Zelda title, comparing its mishaps to the impeccable heights of the previous entry despite that game suffering from the same treatment at release. No one quite knows why this cycle of people magically changing their minds takes place -- it may have to do with overzealous keyboard warriors unable to discern they're reading different opinions from different people over time -- but regardless, it's a rather pervasive theory, right down to being referenced by Nintendo's top brass themselves in an Iwata Asks installment.
If my biting sarcasm wasn't telling enough, I think the Zelda Cycle is a load of bollocks. The idea that Zelda games are prone to hosting some sort of nebulous hivemind is nothing less than fanboy drivel, and that aforementioned Iwata Asks thing is one of the more notable examples of second-hand Nintendo embarrassment. True, we could make an exception for The Wind Waker, but only in the case that people cooled on the controversial graphics switch over time; much as I love it, the game received plenty of legitimate criticism upon release.
And yet, I can't help but admit I've never been able to nail my feelings on 2006's Twilight Princess, the series' best-selling game despite being one of its more divided entries. Bear in mind this opinion has never fluctuated wildly, but...well, I'll let the evolution of my 11-year thought process speak for itself:
Upon Completion in 2006: "Well, that was pretty good, I suppose."
A Year Later: "...you know, actually, that was kinda disappointing."
Upon Replaying it in 2009: "Hmm, actually, this is better than I remember it being."
Upon a 100% Completion Replay Last Year: "Eh, it's good, I guess."
So perhaps there is some mystical force responsible for my lukewarm feelings towards Twilight Princess, but regardless, that they exist at all is something I admit with the heaviest of hearts: can you imagine anything more soul-crushing than the game responsible for the greatest reaction in E3 history causing such a divided reaction? This is, after all, the Zelda game practically every Western fan wanted: a realistic Zelda echoing Lord of the Rings aesthetics and a brooding story, and for it to miss the mark still makes me feel...neutral? It's hard to describe.
Let us make this clear: any notions of Twilight Princess being "bad" should be immediately dispelled -- there is a considerable amount of things I enjoy about it, in fact, and I will absolutely call them to attention -- yet there are undeniably bad things in it that not only undermine what should be a legitimately spectacular game into merely a good one, but are largely embryonic in what would devolve into Zelda's worst habits. Much of Twilight Princess' strongest moments are isolated, surrounded by a sea of deafening bloat that smothers any ambitions it so rightly deserves.
There's really no better place to start than at the game's beginning, and it's here I ask the reader what comes to mind regarding Zelda's great opening sequences. Undoubtedly, you have the rainstorm prelude in A Link to the Past, the dreamy mystery of Link's Awakening, the giddy experimentation in Breath of the Wild, and Kokiri Forest's snappy introduction in Ocarina of Time. Majora's Mask and The Wind Waker likely wouldn't rank among said openings, as those were when Zelda began elongating intros for the sake of context, yet even those could be defended on the grounds that they're neither patronizing nor pointless.
Twilight Princess's opening is, sadly, both of those things, choosing to crank up its own beginning by forcing you to spend three days inside a sleepy little village and experience all of its mundane routines. It should be reminded that out of those three days, the first two bear little to no importance in how they force poor Link into herding cows, cat-searching, fishing, rescuing baby cradles, testing your new slingshot or solving monkey kidnappings.
Admittedly, not all of these are terrible -- herding cows while riding Epona makes for an entertaining mini-game, at least -- but they are only brief, faint flashes of enjoyment in a never-ending swamp of boringness. The duality of the cat-searching/fishing strikes as an immediate down-point: you have to fish for a cat to send it home, see, but the game neglects to mention you have to do this twice, and I still recall begging that cat to eat the greengill I'd just caught. As dedicated readers should know, if I am not enjoying anything involving cats, you are undoubtedly doing something wrong. (On a related note, as we're discussing the Wii version, this particular segment is compounded by awful, unintuitive fishing controls I still can't get the hang of a decade later, although thankfully it's the only time the motion controls reach such a nadir)
Needless to say, the Ordon Village segment is hardly anything more than a convoluted mess of errands and fetch quests -- would you believe the cat fishing thing concludes a particularly tangled order of events just to obtain a slingshot? -- and yet it's amazing how much of that seeps into the rest of the game. Even when stuff finally happens on the third day -- mainly Link's transformation into a wolf and the introductions of Midna and Princess Zelda -- it insists you partake on tedious bug hunts and the like.
Consequently, Twilight Princess' padding suffocates not merely the pacing but dulls the impact from what are incredibly effective moments. Take the meeting with Faron, the very first Spirit of Light you encounter: a chilling choir greets the Faron Woods' freedom from twilight, the camera panning over Link's granting of the iconic green garb we fell in love with all those years ago. Finally, we're about to dive into the sword-swinging action we've been craving since 2004...only to be deflated shortly afterwards when we enter the Forest Temple, which holds the honor of simultaneously being the first and worst dungeon in the game, largely not due to being anything more than hunting down monkeys.
The first entry into Hyrule Field also stumbles. While the kingdom is several times bigger than it was in Ocarina of Time, it cannot hope to emulate that awe-inducing feeling we felt back in 1998, as the grand scope is shortly cut off by another bug hunt, which I neglected to give context to before. See, much of Hyrule is drowned in Twilight thanks to the Twilight King's invasion, and only through destroying the Shadow Insects within can you obtain enough Tears of Light to dispel the shadowy fog plaguing Hyrule. A decent enough context, but it's married to gameplay not suited for Zelda: they're tedious, tiresome scavenger hunts that go on and on, and while Skyward Sword was the first Zelda advertised as having level-based progression zones and whatnot, these segments are embryonic of an overtly linear, railroaded system that doesn't match with Zelda's exploration at all (the worst being by far the one for the Lanaryu region; perhaps it's just me, but I've never been able to make sense of the interconnected mazes of rivers and lakes, and I always get lost).
To summarize, it's all blatant, exhaustive padding that not only deters replays but undermines the introductions of their respective locations (and not just because they're all drowned within a boring aesthetic, but we'll get to that later) . I won't deny there are highlights -- the grim sheltering of the survivors of Kakariko Village in twilight is appropriately chilling, and the Goron sumo-wrestling bits, sabotaged as they are by all the backtracking, are joyfully absurd to watch and engage in, not the least in how they come out of nowhere -- but that even awesome moments like the Bridge of Eldin duel are clumsily inserted within all this backtracking is just all the more frustrating.
The point isn't to say Twilight Princess isn't utterly blameless outside of its padding -- we'll get to its other mishaps as we go along -- but the deluge of tutorials and handholding and whatnot make it a lot harder to appreciate what it does do right. The swordplay, for one; while hardly a difficult game, I can think of few Zelda games on par with or surpass Twilight Princess in terms of quality sword control. There's a great heft to every slice, and that I say this despite the presence of Wii controls is something of a miracle. Not that I'm opposed to motion controls or anything, but a gyro-based control scheme from 2006 is hardly going to be as impressive in 2017, and make no mistake: it does feel a little clunky by today's standards (and the less we say about the "thank god I can turn this gimmicky shit off" in the form of Midna's cackling from the speakers, the happier I'll be), but the distinct pleasure of moving your arms around to initiate sword slicing and shielding is undeniable. Even the Navi pointer on-screen is surprisingly unobtrusive, and it too can be turned off.
Really, when you're not being bogged down by worthless drivel, Twilight Princess does feel great to play. Look no further than horseback riding: Twilight Princess's iteration of Epona remains the series highpoint, surpassing the acceptable clunkiness, Ocarina of Time and avoiding the surprising stiffness of Breath of the Wild. The controls are on point, the horse feeling substantially weighty and thrilling horseback sword battles abound. (I only just wish the Horse Call came far earlier than it did; as anyone who's played the game knows, relying on stray patches of Horse Grass to summon your horse is hardly ideal)
This also extends to the items, although the missteps are present here as well. Not because of any motion control mishaps, mind; if anything, I suspect the comparisons to Spider-Man via the Double Hookshots come from all the manual pointing and aiming. But as cool as new items like the Ball and Chain and the Spinner are, Twilight Princess makes the mistake of only utilizing them within their respective dungeons as opposed to rendering them as organic tools that continually complement the world around Link. Yes, there are quick puzzles decorating the overworld here and there, but they're more or less dumped after their respective dungeons.
But those dungeons! Those are where Twilight Princess is at its A-game. Forest Temple aside, much of the dungeons evoke the best of the organic Zelda dungeon design and "wow" moments, be they the gravity-defying magnetism of Goron Mines, the "oh, wait, this is a dungeon?" for a certain location in Snowpeak or the nostalgia-fueled setting behind the sixth dungeon. Most feel appropriately huge, and with how often these dungeons bank themselves on awe and surprise, it's wonderful how often it genuinely, honestly works.
One example from the sandy depths of Arbiter's Grounds readily comes to mind. Hailing from my first playthrough, I was navigating a room impeded by falling chandeliers, with one particular road obstructed by a chain-activated candelabrum. Pulling the chain to raise it up, I quickly dashed across the bridge before it fell down, but it was too late: I yelped as the rickety structure came crashing down...yet I wasn't dead. Spotting a small indent on the floor, I deduced that since it was too quick otherwise, the entire point was to let it fall around me. A more observant player might've figured that out ahead of time, but I can hardly recall any other puzzle that so quickly shifted fear into an "aha!" moment.
In terms of general engrossment, however, Lakebed Temple and City in the Sky are the obvious highlights, what with how they engage the player in gradually shifting their geography through waterslides and falling towers. All are initiated through the Clawshot, which have Link zipping across both dungeons and instill a true "hands-on" sense of satisfaction in altering your surroundings. And let us not forget their thrilling boss fights of giant eels and armored dragons, which have you riding for dear life within deep watery grottos and treacherous rainy skies.
It's a shame Twilight Princess only shines in segmented locafions, too, as I do like what this iteration of Hyrule is trying to do. Yes, it is rather empty, but let us not dismiss its more inspired concepts; namely, the labyrinths. Interconnected throughout Hyrule, these mazes are blindingly dark, haunted by Skulltulas and endless pits, and only through careful use of your lantern will you successfully navigate their depths. It's the one element of the overworld that comes across as an organic component, and I'd certainly would've liked to experience more challenging terrain akin to those.
And yet, I can't help but notice just how lame the civilizations are. I'm not going to sit here and pretend the likes of Goron City or Dragon Roost Island were accurate depictions of lived-in cities, but surely they were better than the one-room circles that house the Gorons and Zoras! This game's iterations of Kakariko Village and Hyrule Castle Town might provide better arguments here, but the former remains its most dismal iteration to date: a boring, dusty canyon town that, context aside, is utterly lifeless.
There lies the source of Twilight Princess's sluggishness. I cannot claim it is entirely full of ugly sights -- the towering emptiness of Morpheel's lair after its' defeat, for one, or the gloomy melancholy of the Lost Woods -- but so much of the game's aesthetic lies within dull, washed out colors that often settle for hues of brown, and it's never very enthralling to look at. While it's understandable that bold colors wouldn't be emphasized within a realistic-driven title -- it's not as if Ocarina of Time or Majora's Mask were particularly colorful, either --- it's hard to get caught up visually when so much of it looks this inert, and I figure this is why the Twilight Realms feel as sluggish as they do.
The character designs also suffer in their attempt to carry over Zelda-esque figures. Consider how we've had some goofy-looking designs in the past (with occasional missteps; look no further than the portly women NPCs in Ocarina of Time), but they generally served the purposes of their respective artstyles; namely, Tingle in Majora's Mask and the snot-filled Zill in The Wind Waker. Twilight Princess forgets that if you just carry this on within a realistic direction without a hint of irony, you're going to have some real grotesque-looking figures.This isn't to say there aren't some inspired concepts -- that the Goron Elders house steaming miniature volcanoes on their backs is too cool -- but it's not that uncommon encountering characters which look like this:
or run across critters that I cannot imagine were created as anything but the most eye-burning of nightmare fuel, as evidenced by Link's expression at meeting Ooccoo.
Really, it's hard not to see where one's distaste with the artstyle would hail from. It wouldn't be until Breath of the Wild that Nintendo would find a nice middle ground between colorful fantasy and grounded character design, but alas, that took some eleven years...
Even the music is only memorable in fragmented occasions, and it kinds of breaks my heart to say that. Toru Minegishi heads the soundtrack with Asuka Ohta -- and the legendary Koji Kondo supervising -- and when they do nail it, they nail it: the utter despair of Midna's Theme/Midna's Lament, the chilling power of the Light Spirit theme, and the heartpounding finale of the Final Boss theme. (I'd also cite the sheer adventure of the Hyrule Field theme, but as evidenced by the Wii U remaster and Super Smash Bros. Brawl's rip, it was obviously constrained by system limitations)
But they're surrounded by songs that don't evoke much of anything. I have earlier praised atmospheric songs in Zelda, but the problem with Twilight Princess it focuses too much on that particular direction and not many of the songs stick to memory. One can see this in, say, the dungeons: the previous Zelda games interchangeably used atmospheric and songs with a stronger melody to create a stunning ear-grabbing blend of ambience. Compare the haunting hypnosis of Ocarina of Time's Forest Temple to Twilight Princess's iteration and note which one absorbs you more. Only City in the Sky matches this quality very late into the game, and it's disappointing nothing else even so much as echoes this quality.
It's all enough to make one walk away from Twilight Princess not feeling much of anything, even when considering all the good things it accomplishes. Running around in the wolf form is cool, for instance, and I like the attacks involved with it, but that so much of it is associated with the boring Twilight Realms renders it "eh". Even the story falls into this trap, as what should otherwise be a strong tale is imbalanced through the strength of its characters. I enjoy seeing Colin grow via his admiration for Link, for instance, but I struggle in recalling the names and personalities of the Resistance members. The yetis are adorably hilarious and absolutely make the fifth dungeon, but I care not for the Zora prince Ralis and his grief, which can be chalked up to his precious little screen time.
In particular, I can't help but note the balance between the two Twili. Anyone can agree Midna is a fiercely engaging sidekick to the extent one could even say she's the true protagonist of this Zelda, yet I cannot help but feel Zant is wasted as a villain. Unlike many, I'm actually rather fond of the personality shift in his last appearance, but only in concept; juxtaposed with the calm ruthlessness displayed beforehand, it's far too abrupt and I've never been convinced it was a facade all along. Had there been some effective foreshadowing beforehand, I'd likely think differently. (That he gets sidelined by a certain other villain is also unfortunate, but I'm already too deep in spoiler territory as it is)
There are other things I enjoy in isolation. Naturally, I enjoy the emphasis on cats being Hyrule's animal of choice this time around, and take great amusement in one particular sidequest involving a wild west showdown. Despite what I mentioned previously about the realistic style not meshing with more absurd Zelda character designs, Malo -- the shrewd toddler who discovers the joys of capitalism -- is the one delightful exception, and I can't help but notice how he expertly dodges sword swings should the player swing their sword in his vicinity. Seeing as how he opens his own market empire (complete with theme song!), perhaps he's the true villain of this tale.
More than anything, however, Twilight Princess feels tired. While not without merit, even underneath all its successes lies a tired familiarity, a fatigue that makes one go "I've done this before." When married to bloated padding, dismal aesthetics and handholding and all, it culminates into this bizarre paradox of being too much Zelda and yet not very much like Zelda all. It certainly looks like Zelda, what with Link and Princess Zelda and the first three dungeons being forest, fire and water, and even before we groan at the same tired twists and formulas, the actual look for it is as tiring to watch as being reminded you've picked up a blue rupee every time you start up the game. Sad to say, any ambitions it has are quashed underneath this crushing misdirection, one that would come to erroneously define the next few years of Zelda.
Within the bowels of the The Legend of Zelda fandom lies a little theory known as the "Zelda Cycle," a belief pushed by those who cannot comprehend anyone not liking the newest Zelda game. The theory goes in how people will unreasonably lob hate against the latest Zelda title, comparing its mishaps to the impeccable heights of the previous entry despite that game suffering from the same treatment at release. No one quite knows why this cycle of people magically changing their minds takes place -- it may have to do with overzealous keyboard warriors unable to discern they're reading different opinions from different people over time -- but regardless, it's a rather pervasive theory, right down to being referenced by Nintendo's top brass themselves in an Iwata Asks installment.
If my biting sarcasm wasn't telling enough, I think the Zelda Cycle is a load of bollocks. The idea that Zelda games are prone to hosting some sort of nebulous hivemind is nothing less than fanboy drivel, and that aforementioned Iwata Asks thing is one of the more notable examples of second-hand Nintendo embarrassment. True, we could make an exception for The Wind Waker, but only in the case that people cooled on the controversial graphics switch over time; much as I love it, the game received plenty of legitimate criticism upon release.
And yet, I can't help but admit I've never been able to nail my feelings on 2006's Twilight Princess, the series' best-selling game despite being one of its more divided entries. Bear in mind this opinion has never fluctuated wildly, but...well, I'll let the evolution of my 11-year thought process speak for itself:
Upon Completion in 2006: "Well, that was pretty good, I suppose."
A Year Later: "...you know, actually, that was kinda disappointing."
Upon Replaying it in 2009: "Hmm, actually, this is better than I remember it being."
Upon a 100% Completion Replay Last Year: "Eh, it's good, I guess."
So perhaps there is some mystical force responsible for my lukewarm feelings towards Twilight Princess, but regardless, that they exist at all is something I admit with the heaviest of hearts: can you imagine anything more soul-crushing than the game responsible for the greatest reaction in E3 history causing such a divided reaction? This is, after all, the Zelda game practically every Western fan wanted: a realistic Zelda echoing Lord of the Rings aesthetics and a brooding story, and for it to miss the mark still makes me feel...neutral? It's hard to describe.
Let us make this clear: any notions of Twilight Princess being "bad" should be immediately dispelled -- there is a considerable amount of things I enjoy about it, in fact, and I will absolutely call them to attention -- yet there are undeniably bad things in it that not only undermine what should be a legitimately spectacular game into merely a good one, but are largely embryonic in what would devolve into Zelda's worst habits. Much of Twilight Princess' strongest moments are isolated, surrounded by a sea of deafening bloat that smothers any ambitions it so rightly deserves.
There's really no better place to start than at the game's beginning, and it's here I ask the reader what comes to mind regarding Zelda's great opening sequences. Undoubtedly, you have the rainstorm prelude in A Link to the Past, the dreamy mystery of Link's Awakening, the giddy experimentation in Breath of the Wild, and Kokiri Forest's snappy introduction in Ocarina of Time. Majora's Mask and The Wind Waker likely wouldn't rank among said openings, as those were when Zelda began elongating intros for the sake of context, yet even those could be defended on the grounds that they're neither patronizing nor pointless.
Twilight Princess's opening is, sadly, both of those things, choosing to crank up its own beginning by forcing you to spend three days inside a sleepy little village and experience all of its mundane routines. It should be reminded that out of those three days, the first two bear little to no importance in how they force poor Link into herding cows, cat-searching, fishing, rescuing baby cradles, testing your new slingshot or solving monkey kidnappings.
Admittedly, not all of these are terrible -- herding cows while riding Epona makes for an entertaining mini-game, at least -- but they are only brief, faint flashes of enjoyment in a never-ending swamp of boringness. The duality of the cat-searching/fishing strikes as an immediate down-point: you have to fish for a cat to send it home, see, but the game neglects to mention you have to do this twice, and I still recall begging that cat to eat the greengill I'd just caught. As dedicated readers should know, if I am not enjoying anything involving cats, you are undoubtedly doing something wrong. (On a related note, as we're discussing the Wii version, this particular segment is compounded by awful, unintuitive fishing controls I still can't get the hang of a decade later, although thankfully it's the only time the motion controls reach such a nadir)
Needless to say, the Ordon Village segment is hardly anything more than a convoluted mess of errands and fetch quests -- would you believe the cat fishing thing concludes a particularly tangled order of events just to obtain a slingshot? -- and yet it's amazing how much of that seeps into the rest of the game. Even when stuff finally happens on the third day -- mainly Link's transformation into a wolf and the introductions of Midna and Princess Zelda -- it insists you partake on tedious bug hunts and the like.
Consequently, Twilight Princess' padding suffocates not merely the pacing but dulls the impact from what are incredibly effective moments. Take the meeting with Faron, the very first Spirit of Light you encounter: a chilling choir greets the Faron Woods' freedom from twilight, the camera panning over Link's granting of the iconic green garb we fell in love with all those years ago. Finally, we're about to dive into the sword-swinging action we've been craving since 2004...only to be deflated shortly afterwards when we enter the Forest Temple, which holds the honor of simultaneously being the first and worst dungeon in the game, largely not due to being anything more than hunting down monkeys.
The first entry into Hyrule Field also stumbles. While the kingdom is several times bigger than it was in Ocarina of Time, it cannot hope to emulate that awe-inducing feeling we felt back in 1998, as the grand scope is shortly cut off by another bug hunt, which I neglected to give context to before. See, much of Hyrule is drowned in Twilight thanks to the Twilight King's invasion, and only through destroying the Shadow Insects within can you obtain enough Tears of Light to dispel the shadowy fog plaguing Hyrule. A decent enough context, but it's married to gameplay not suited for Zelda: they're tedious, tiresome scavenger hunts that go on and on, and while Skyward Sword was the first Zelda advertised as having level-based progression zones and whatnot, these segments are embryonic of an overtly linear, railroaded system that doesn't match with Zelda's exploration at all (the worst being by far the one for the Lanaryu region; perhaps it's just me, but I've never been able to make sense of the interconnected mazes of rivers and lakes, and I always get lost).
To summarize, it's all blatant, exhaustive padding that not only deters replays but undermines the introductions of their respective locations (and not just because they're all drowned within a boring aesthetic, but we'll get to that later) . I won't deny there are highlights -- the grim sheltering of the survivors of Kakariko Village in twilight is appropriately chilling, and the Goron sumo-wrestling bits, sabotaged as they are by all the backtracking, are joyfully absurd to watch and engage in, not the least in how they come out of nowhere -- but that even awesome moments like the Bridge of Eldin duel are clumsily inserted within all this backtracking is just all the more frustrating.
The point isn't to say Twilight Princess isn't utterly blameless outside of its padding -- we'll get to its other mishaps as we go along -- but the deluge of tutorials and handholding and whatnot make it a lot harder to appreciate what it does do right. The swordplay, for one; while hardly a difficult game, I can think of few Zelda games on par with or surpass Twilight Princess in terms of quality sword control. There's a great heft to every slice, and that I say this despite the presence of Wii controls is something of a miracle. Not that I'm opposed to motion controls or anything, but a gyro-based control scheme from 2006 is hardly going to be as impressive in 2017, and make no mistake: it does feel a little clunky by today's standards (and the less we say about the "thank god I can turn this gimmicky shit off" in the form of Midna's cackling from the speakers, the happier I'll be), but the distinct pleasure of moving your arms around to initiate sword slicing and shielding is undeniable. Even the Navi pointer on-screen is surprisingly unobtrusive, and it too can be turned off.
Really, when you're not being bogged down by worthless drivel, Twilight Princess does feel great to play. Look no further than horseback riding: Twilight Princess's iteration of Epona remains the series highpoint, surpassing the acceptable clunkiness, Ocarina of Time and avoiding the surprising stiffness of Breath of the Wild. The controls are on point, the horse feeling substantially weighty and thrilling horseback sword battles abound. (I only just wish the Horse Call came far earlier than it did; as anyone who's played the game knows, relying on stray patches of Horse Grass to summon your horse is hardly ideal)
This also extends to the items, although the missteps are present here as well. Not because of any motion control mishaps, mind; if anything, I suspect the comparisons to Spider-Man via the Double Hookshots come from all the manual pointing and aiming. But as cool as new items like the Ball and Chain and the Spinner are, Twilight Princess makes the mistake of only utilizing them within their respective dungeons as opposed to rendering them as organic tools that continually complement the world around Link. Yes, there are quick puzzles decorating the overworld here and there, but they're more or less dumped after their respective dungeons.
But those dungeons! Those are where Twilight Princess is at its A-game. Forest Temple aside, much of the dungeons evoke the best of the organic Zelda dungeon design and "wow" moments, be they the gravity-defying magnetism of Goron Mines, the "oh, wait, this is a dungeon?" for a certain location in Snowpeak or the nostalgia-fueled setting behind the sixth dungeon. Most feel appropriately huge, and with how often these dungeons bank themselves on awe and surprise, it's wonderful how often it genuinely, honestly works.
One example from the sandy depths of Arbiter's Grounds readily comes to mind. Hailing from my first playthrough, I was navigating a room impeded by falling chandeliers, with one particular road obstructed by a chain-activated candelabrum. Pulling the chain to raise it up, I quickly dashed across the bridge before it fell down, but it was too late: I yelped as the rickety structure came crashing down...yet I wasn't dead. Spotting a small indent on the floor, I deduced that since it was too quick otherwise, the entire point was to let it fall around me. A more observant player might've figured that out ahead of time, but I can hardly recall any other puzzle that so quickly shifted fear into an "aha!" moment.
In terms of general engrossment, however, Lakebed Temple and City in the Sky are the obvious highlights, what with how they engage the player in gradually shifting their geography through waterslides and falling towers. All are initiated through the Clawshot, which have Link zipping across both dungeons and instill a true "hands-on" sense of satisfaction in altering your surroundings. And let us not forget their thrilling boss fights of giant eels and armored dragons, which have you riding for dear life within deep watery grottos and treacherous rainy skies.
It's a shame Twilight Princess only shines in segmented locafions, too, as I do like what this iteration of Hyrule is trying to do. Yes, it is rather empty, but let us not dismiss its more inspired concepts; namely, the labyrinths. Interconnected throughout Hyrule, these mazes are blindingly dark, haunted by Skulltulas and endless pits, and only through careful use of your lantern will you successfully navigate their depths. It's the one element of the overworld that comes across as an organic component, and I'd certainly would've liked to experience more challenging terrain akin to those.
And yet, I can't help but notice just how lame the civilizations are. I'm not going to sit here and pretend the likes of Goron City or Dragon Roost Island were accurate depictions of lived-in cities, but surely they were better than the one-room circles that house the Gorons and Zoras! This game's iterations of Kakariko Village and Hyrule Castle Town might provide better arguments here, but the former remains its most dismal iteration to date: a boring, dusty canyon town that, context aside, is utterly lifeless.
There lies the source of Twilight Princess's sluggishness. I cannot claim it is entirely full of ugly sights -- the towering emptiness of Morpheel's lair after its' defeat, for one, or the gloomy melancholy of the Lost Woods -- but so much of the game's aesthetic lies within dull, washed out colors that often settle for hues of brown, and it's never very enthralling to look at. While it's understandable that bold colors wouldn't be emphasized within a realistic-driven title -- it's not as if Ocarina of Time or Majora's Mask were particularly colorful, either --- it's hard to get caught up visually when so much of it looks this inert, and I figure this is why the Twilight Realms feel as sluggish as they do.
The character designs also suffer in their attempt to carry over Zelda-esque figures. Consider how we've had some goofy-looking designs in the past (with occasional missteps; look no further than the portly women NPCs in Ocarina of Time), but they generally served the purposes of their respective artstyles; namely, Tingle in Majora's Mask and the snot-filled Zill in The Wind Waker. Twilight Princess forgets that if you just carry this on within a realistic direction without a hint of irony, you're going to have some real grotesque-looking figures.This isn't to say there aren't some inspired concepts -- that the Goron Elders house steaming miniature volcanoes on their backs is too cool -- but it's not that uncommon encountering characters which look like this:
or run across critters that I cannot imagine were created as anything but the most eye-burning of nightmare fuel, as evidenced by Link's expression at meeting Ooccoo.
Really, it's hard not to see where one's distaste with the artstyle would hail from. It wouldn't be until Breath of the Wild that Nintendo would find a nice middle ground between colorful fantasy and grounded character design, but alas, that took some eleven years...
Even the music is only memorable in fragmented occasions, and it kinds of breaks my heart to say that. Toru Minegishi heads the soundtrack with Asuka Ohta -- and the legendary Koji Kondo supervising -- and when they do nail it, they nail it: the utter despair of Midna's Theme/Midna's Lament, the chilling power of the Light Spirit theme, and the heartpounding finale of the Final Boss theme. (I'd also cite the sheer adventure of the Hyrule Field theme, but as evidenced by the Wii U remaster and Super Smash Bros. Brawl's rip, it was obviously constrained by system limitations)
But they're surrounded by songs that don't evoke much of anything. I have earlier praised atmospheric songs in Zelda, but the problem with Twilight Princess it focuses too much on that particular direction and not many of the songs stick to memory. One can see this in, say, the dungeons: the previous Zelda games interchangeably used atmospheric and songs with a stronger melody to create a stunning ear-grabbing blend of ambience. Compare the haunting hypnosis of Ocarina of Time's Forest Temple to Twilight Princess's iteration and note which one absorbs you more. Only City in the Sky matches this quality very late into the game, and it's disappointing nothing else even so much as echoes this quality.
It's all enough to make one walk away from Twilight Princess not feeling much of anything, even when considering all the good things it accomplishes. Running around in the wolf form is cool, for instance, and I like the attacks involved with it, but that so much of it is associated with the boring Twilight Realms renders it "eh". Even the story falls into this trap, as what should otherwise be a strong tale is imbalanced through the strength of its characters. I enjoy seeing Colin grow via his admiration for Link, for instance, but I struggle in recalling the names and personalities of the Resistance members. The yetis are adorably hilarious and absolutely make the fifth dungeon, but I care not for the Zora prince Ralis and his grief, which can be chalked up to his precious little screen time.
In particular, I can't help but note the balance between the two Twili. Anyone can agree Midna is a fiercely engaging sidekick to the extent one could even say she's the true protagonist of this Zelda, yet I cannot help but feel Zant is wasted as a villain. Unlike many, I'm actually rather fond of the personality shift in his last appearance, but only in concept; juxtaposed with the calm ruthlessness displayed beforehand, it's far too abrupt and I've never been convinced it was a facade all along. Had there been some effective foreshadowing beforehand, I'd likely think differently. (That he gets sidelined by a certain other villain is also unfortunate, but I'm already too deep in spoiler territory as it is)
There are other things I enjoy in isolation. Naturally, I enjoy the emphasis on cats being Hyrule's animal of choice this time around, and take great amusement in one particular sidequest involving a wild west showdown. Despite what I mentioned previously about the realistic style not meshing with more absurd Zelda character designs, Malo -- the shrewd toddler who discovers the joys of capitalism -- is the one delightful exception, and I can't help but notice how he expertly dodges sword swings should the player swing their sword in his vicinity. Seeing as how he opens his own market empire (complete with theme song!), perhaps he's the true villain of this tale.
More than anything, however, Twilight Princess feels tired. While not without merit, even underneath all its successes lies a tired familiarity, a fatigue that makes one go "I've done this before." When married to bloated padding, dismal aesthetics and handholding and all, it culminates into this bizarre paradox of being too much Zelda and yet not very much like Zelda all. It certainly looks like Zelda, what with Link and Princess Zelda and the first three dungeons being forest, fire and water, and even before we groan at the same tired twists and formulas, the actual look for it is as tiring to watch as being reminded you've picked up a blue rupee every time you start up the game. Sad to say, any ambitions it has are quashed underneath this crushing misdirection, one that would come to erroneously define the next few years of Zelda.
Sunday, October 30, 2016
Worldly Weekend: Dragon Quest (Dragon Warrior) (NES)
Yet again we're faced with another NES box art malady. While the box art for Dragon Warrior is hardly as offensive as Mega Man's, it submitted to the all-too-common illusion of making the game seem "cooler" than it actually was (which, to be fair, was present in Japan as well). Whereas the American cover portrays a generic medieval fantasy, the Japanese artwork portrays a more colorful, light-hearted affair.
As it should; after all, it was done by none other than Dragon Ball's Akira Toriyama, whose 80's trademarks of cute, squat protagonists and fleshy, rotund beasts would set the tone for the series (it's no coincidence the dragon is cuddlier than your average Final Fantasy monster: the same would echo across the game's variety of enemies, not the least of which is the famous Slime).
And note the difference in name, too: Dragon Quest became Dragon Warrior for US release. The cause may not be as immediately apparent as that of Rock Man to Mega Man, as a pen-and-paper RPG of the same name held the "Dragon Quest" name. The word "Warrior" also undoubtedly appealed to American boys more than "Quest," and so the series was dubbed as such here until 2005's Dragon Quest VIII.
Just as it does with box art, Leave Luck to Heaven represents games with their American names whenever possible. But as developer Enix (or should I say Square-Enix?) went to the trouble of retconning the Dragon Warrior name, so shall I for the reviews.
At any rate, it's well-known Dragon Quest became a phenomenon in Japan, providing the building blocks for Japanese RPGs: medieval worlds of fantasy, spells obtained upon leveling up, and a hero whose name is up to the player. Such success was not repeated in America, as its late release paved the way for its niche status over here. A 1986 RPG revolving around antiquated menus/commands would hardly light sales-charts in 1989, and while a Nintendo Power subscriber giveaway proved successful, said giveaway was initiated only to empty unsold stock.
Unfortunate, but at least we got an improved product out of it. Much of it boiled down to player convenience; for instance, no longer did the save system rely on tedious passwords, but a battery-pack save. The Famicom menu was far too cumbersome in that you had to choose the direction of the Talk command, but here it's just a simple selection. Even the graphics were adjusted across the board, as NPCs and even the hero himself are now applied directional animations. (Speaking of which, I highly recommend clicking here to witness the Japanese version's unintentional hilarity courtesy of the hero's groovin' trot. Nothing quite like 80's cringe!)
It was an ambitious undertaking directed by none other than the late Satoru Iwata, then a programming prodigy steadily rising within the ranks of HAL Laboratory. As the game that more or less forged what we know today as "JRPGs," playing Dragon Quest was something of a moving experience: to know a part of his legacy was being responsible for bringing what essentially jump-started an entire genre to our shores--and on top of all that, improving it--awakened a melancholic blend of gratitude on more than one occasion.
Alas, it's not enough to salvage the game from old age. It's vital to dispel any claims of mediocrity: Iwata's tweaks ensure Dragon Quest functions okay in a modern age, but an 80's menu-based RPG has much more going against it than the timeless likes of space-shooters and precision-based platformers.
Really, it's crazy just how much of this has to do with the game's overall pacing. There's not a whole lot of meat to Dragon Quest's campaign, so it relies on being one big grindfest from beginning to end. It's not an exaggeration to say over 80% of one's time will be spent fighting monsters, accumulating EXP and leveling up rather than embarking on swashbuckling adventures. Needless to say, tedium can settle rather quickly.
Other trappings of its age are hit or miss -- like other open-ended 80's games, the world of Alefgard is far from linear and expects players to follow vague NPC hints for progression; naturally, this results in players getting lost, and the frustration of unrelenting (not to mention random!) enemy encounters might discourage exploration. Thankfully, Alefgard isn't particularly big in comparison to future 8-bit RPGs (namely its NES sequels and the Final Fantasy games), so it's easy to memorize the lay of the land.
There's other minor annoyances: for one thing, having NPC villagers walk around towns is a novel 8-bit touch, but it's not so "novel" when they decide to block exits and store counters. This is something hardly exclusive to Dragon Quest, mind you; after all, it's another piece of retro baggage, yet I still found myself shaking my fist at those who dared blocked my inn stops. ("I'm only at 5 HP, dammit! I'm gonna die!")
It's a good thing then that the game's world is so charming. Dragon Quest's localization took the liberty of injecting the script with Elizabethan-styled dialogue, with characters speaking like "Take now whatever thou may find in these treasure chests to aide thee in thy quest" or "Thou hast been promoted to the next level." Before playing, I was immediately apprehensive: wouldn't such an embellishment smother the script with stuffy language, particularly since Dragon Quest games are known for their witty dialogue?
I was surprised to witness that wasn't actually the case. Not only was the script relatively free of errors (a rarity in an era ripe of mistranslations and typos), but such a direction was rather fresh compared to the the dry, passive scripts commonly found in localized RPGs of the time. It's still a direction cheesy enough that I wouldn't want touching a modern localization, but within the context of those equally-cheesy 80's, it somehow fits like a glove.
Speaking of localization, most of the aforementioned graphic changes are for the best; truth be told, not only do the new sprites hue closer to the round, squishy citizens commonly found in 8-bit RPGs, but the Japanese version's NPCs look like what an ill-fated Americanized version would attempt to render it "cooler".
Really, the only aesthetic misstep is the infinitely bland title screen, which doesn't have a patch on iconic Japanese logo. Just look at all that wasted gray space!
Such moments even extent to the simple story: the rescue of Princess Gwaelin triggers an "aww" moment of the most triumphant kind -- the hero's overworld sprite carrying the princess bridal-style back to her castle. Director Yuji Horii's first attempt at an "emotionally involved" system might be rather barebones today, but that it elicits such emotions thirty years later speaks of fine craftsmenship.
And let's not forget the music by the legendary Kochi Sugiyama which...which...look, I'm sorry, but I can't avoid the elephant in the room. As much as Mr. Sugiyama is a talented composer, as much as he's contributed to the success and awareness of video game music, he's also kind of a terrible human being. Yes, the very first champion of game music is not just a history revisionist; he's a hardcore nationalist who regularly funds and participates in organizations that fuel such conspiracies.
Having grown up with Dragon Warrior Monsters and only just recently diving into the main series, this was immensely disappointing to learn. That his politics are removed from what is ultimately a playful, light-hearted series is a blessing we can all be thankful for, but knowing that his Dragon Quest proceeds go directly to history-revisionist foundations that suppress elderly rape survivors does not weigh easily on my conscience. While I will continue applauding his efforts in future Dragon Quest reviews, I won't be so neglectful in mentioning his misdeeds.
But since I've already called it out, what is effective about Dragon Quest's score? There's simply no going about reviewing Dragon Quest music without diving into the main theme, which makes its first appearance here. A bright, celebratory march that greets us at the title screen, we're up and ready to enter the game's world upon the first note.
Naturally, Sugiyama's legacy as a classical conductor dwells within every one of his compositions, but it's most apparent in the above battle theme. Creeping and slow, it recalls to mind that of a stalking menace lurking behind us. Just look at how well it translates into orchestra!
The cave theme also engages in, to my knowledge, one of the earlier experimental themes for NES/Famicom. Ignore how the above video is probably two minutes too long and click on the playlist button; see how there's eight different versions? In the game's final dungeon, the song gradually lowers in tempo as you descend deeper and deeper, echoing the apprehension before taking on the Dragonlord. How's that for scaring your pants off?
But as iconic as the main theme is, my favorite track lies in the overworld theme: Unknown World. As Dragon Quest highlights a solitary journey, it's only fitting that its world echoes a theme of loneliness. Laced with uncertainty, that we're left to discover what the game's world holds makes for a palpable effect.
Much like the game itself, actually. While not without its mishaps, Dragon Quest braved new waters for the sake of one goal: to distill the complicated RPG genre for a widespread audience. This could not just be done by simplifying the system; with Dragon Quest's hero being tied to the player's identity, we become invested easily, and so we're willing to leap over any hurdles involving clunky menus and uncertain progression.
Such an admirable achievement became the ever-improved fabric of the series going forward, but its heart still beats within its first effort. It's a relic, but a functioning relic: its age doesn't stop it from being accessible, and that alone makes a quest worth embarking on.
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