Soundtrack Saturdays: Hyrule Warriors – Solidus Cave

As you might’ve noticed, I’ve been playing a lot of Hyrule Warriors Legends since it came out last month. By no means is it a perfect game – I’ve covered it in my recent review – but the music undeniably awesome. I never expected that an official Zelda game would feature rock remixes of its iconic music; its themes have generally gravitated toward classical and instrumental works. However, these versions fit perfectly with the game’s style. When you’re outnumbered a thousand to one in an battle against evil and still winning, you’d want to accompanied with some epic music.

If you want more Hyrule Warriors, you can find the full OST here.

Good gaming, good music.

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Hyrule Warriors Legends Review

Hyrule is on the brink of annihilation. A seemingly endless horde of evil monsters is invading the kingdom. The castle’s walls are littered with the bodies of its defenders. Eldin Caves have been completely overrun, and something sinister lurks in its fiery depths. The trees in Faron Woods are burning down, and what’s left has turned poisonous. Princess Zelda is missing in action – again – leaving Impa and Link to lead what remains of the army to certain death.  Whoever is commanding the enemy forces is actively hunting the legendary hero. Is it a personal vendetta? A morbid obsession? No one knows. Regardless, the war won’t stop at just the borders of this Hyrule; its counterpart realms from Ocarina of Time, Twilight Princess, Skyward Sword, and The Wind Waker have all been dragged into the mess.

Even Link is going to need some help with this one.

At first glance, the story seems like a Zelda fan’s dream come true. After 30 years of games, worldbuilding, and diverging timelines, everything comes back together in the ultimate crisis crossover. In order to save his Hyrule, Link has to travel to the other versions and team up with the finest (and in some cases, most popular) warriors in the series. For those who grew up with the Nintendo 64 games, seeing Sheik, Darunia, Ruto, Young Link, and Skull Kid in action will be like a tidal wave of nostalgia. There are several nods to the mythology of respective games; Midna’s true form seen in Twilight Princess returns as a plot point, and Fi explicitly mentions that the current Link is not the same as his Skyward Sword iteration. Sheik’s true identity and Ganondorf’s involvement are foregone conclusions; the narrative indulges in those twists solely for the sake of newcomers to the series. It’s just enough fanservice to keep longtime players nodding along to an otherwise brisk pace and somewhat shallow story.

A narrative with such a grand scale is a double-edged sword. As awesome as it sounds, there’s no way to give every single character the same amount of focus and keep the story moving steadily. It only takes a few battles to liberate each of the respective Hyrules; there’s just enough time for character introductions, some banter, and a brief glimpses of the games by way of the battle maps. Beyond that, the majority of the warriors receive no development after they’ve joined the team. Despite being heavily promoted in the previews, Linkle has almost no impact on the story whatsoever. Link gets his usual arc of starting as a nobody and eventually earning the Master Sword, but now with a “power of friendship” moral tacked on. Even if it is cheesy, it makes sense; this game is all about banding together and making a combined effort to thwart a much larger force. Ganondorf is in an amalgam of the best aspects of his previous incarnations; he is intelligent, ruthless, overwhelmingly powerful, and seems like an unstoppable force of evil. His attempt to conquer Hyrule is one of the most entertaining parts of the game. The same cannot be said for Lana and Cia, the newcomers who drive the plot in their own ways. Their arcs are all about the dangers of obsession, and the emotional turmoil and unspeakable lengths that come with it. The big plot twist would’ve been more interesting had it not been so blatantly obvious, or at least had a slower build-up. Other games have handled similar subject matter, but with far better storytelling.

You’ll probably be too busy killing things to care, though. Rather than typical adventuring and puzzle solving of the Zelda series, Hyrule Warriors Legends is a straightforward musou-style action game. The overall goal is simple: conquer the battlefield and defeat the invading army. This is made slightly more complicated because, you know, you’re usually outnumbered a thousand to one. It’s easy to mow through dozens of minor enemies per second, but you’ll get trouble once you run into things like Icy Big Poes, Moblins, ReDeads, and other recurring enemies strong enough to block and take few hits. It’s even tougher when you’re facing off against a main character armed with a slew of signature moves and impressive durability. As a battle wears on, managing your army takes higher priority over your kill count. In order to stem the flow of enemy forces, you have to conquer their bases and outposts one at a time; doing so lets you control where and how powerful their presence will be. This typically involves running into an enclosed area and slaughtering everything until the game proclaims your success. You can try running blindly across the map and attempt to kill the opposing commander immediately, but you’ll probably get stopped by a locked door, thus leaving your bases unguarded, and your allies without backup. You’re left wide open for counterattacks and surprisingly fast losses. Side missions and objectives pop up frequently, forcing you to improvise your way to victory. The trick is learning to strike a balance between offensive and defensive tactics; steadily crush your enemies, but pay attention to your friends’ needs. Once you’ve gotten everything else out of the way, go for the final kill…

Oh, if only it all worked that well.

In certain respects, Hyrule Warriors Legends is technological marvel.  Taking such a huge Wii U game, adding even more content, and then cramming it onto a 3DS cart is nothing short of astounding. It’s far from perfect, though. There are still plenty of glitches to be fixed; I’ve had every enemy randomly freeze after using an Owl Statue warp, but then prevent me from conquering any bases. Some of the auto-saved checkpoints can re-spawn objectives you’ve already completed, refuse to unlock doors, or mess up your weapon’s hit detection. Your AI-controlled allies are borderline useless; the Hylian Captains fail miserably so often, they’re probably all secretly traitors. No matter how much you level up and develop the playable characters’ abilities, they will become utterly inept the moment you switch to another warrior mid-battle. The sub-weapon system, which includes arrows, bombs, and other Zelda staples, has awkward, lethargic controls and is poorly utilized. It’s used to defeat major bosses like King Dodongo, Gohma, and Manhandla, but little else aside from simple puzzles tacked on for the sake of battlefield progression or bonus items. The AI for those monsters are especially abysmal; it’s common for them to constantly recycle their animations instead of set attack patterns, which turns their fights into annoying, time-consuming games of chance.

The camera, which utilizes the C-Stick a la Monster Hunter 4 and Majora’s Mask 3D incredibly well, is barely responsive in certain directions. You’ll spend more time struggling with it than against any enemy in the game. It’s not uncommon for your view to get stuck in a corner or behind a wall, which is absolutely lethal in more difficult battles. That’s a huge problem when you have to rely on it to switch between targeted foes. Speaking of which, seeing all those dozens of classic Zelda monsters moving onscreen at the same time is amazing…Assuming you’re playing on a New 3DS, of course. The game runs decently on it, but you’ll still encounter foes that are invisible unless you’re standing right next to them. Some of the maps – Death Mountain and Valley of Seers come to mind – have intricate, cleverly-designed structures, but the draw distance is lacking, and the colors and textures are far below the 3DS’s usual standards. Even if you don’t care about the graphics and have are using an older version of the system, the poor camera controls, the sheer amount of processing, and their impact on the gameplay deserve some consideration.

The game tries to distract you from its shortcomings by focusing on its most important aspect: the combat mechanics. There are over 20 playable characters, each with unique movesets and abilities. While it’s easy to mash the X button and unleash a barrage of weak attacks, you can mix them up with stronger moves, and build up an energy meter for powerful specials. There’s no real challenge in terms of timing or technique; unless you’re trying to stun and kill a boss in a single combo, it all boils down to preference. The controls are wonderfully responsive and the attacks are flashy, and that’ll hopefully be enough to get you through the most tedious fights. There’s nothing quite as awesome as annihilating a small army by summoning Ganondorf’s giant demonic arm, or having Zant twirl and flail around like a maniacal blender. Stylishly juggling enemies with Linkle’s dual crossbows defies common sense, but it looks cool. Everyone gets unlockable alternate weapons, but the main characters get far more attention; aside from the Master Sword, Link can wield the Magic Rod, the Twilight Princess Spinner, and a few others, all with different uses and animations. Everyone can be further developed via the simple upgrade system, which allows you to improve combos, chip damage, item usage, and other stats. Combined with the character models, music (the Hyrule Field, Gerudo Desert, and Eldin Cave rock remixes are amazing), achievements, and Puzzle Swap-style artwork, there’s a ton of content waiting to be unlocked. No matter how bad the rest of the game seems, there effort involved in designing the moves and additional content is undeniable.

Since getting all of that extra stuff requires item drops, you’re going to be replaying. A lot. It’s easy to plow through the main story in a single weekend, but unlocking everything is a slow, arduous burn. You’ll spend the majority of your time on Adventure Mode, which has you tackle battles with specific win conditions and a grading system. You might have to kill a certain number of enemies with limited time, all while being chased around by a boss. Or you could slog through the laughably easy quiz missions, which give you a gauntlet of specific enemies to slay for your answers. Others, such as boss rushes and Cucco turf wars, can be surprisingly challenging. That’s especially true with the grading system; your score determines what mission you unlock next, so you’ll have to play exceptionally well if you want to get anywhere. Progression in Adventure Mode is further complicated by its layout; it’s a set of grids that resemble maps from other Zelda games. You’ll earn candles, whistles, and other old-school items that help you unlock new areas, characters, and equipment. It’s all about knowing when and where to use those items, just like the original game. Even if it is challenging and frustrating, it’s a clever, creative way to celebrate the franchise.

That can be said for the game as a whole. Hyrule Warriors Legends is an impressive feat that ultimately falters under its creator’s ambitions. Porting one of the biggest Wii U games to a handheld console was never going to be perfect, and it shows. Even if you’re playing this on a New 3DS, be prepared for glitches and questionable camera controls. The developers rightfully focused on making sure the characters played smoothly and stylishly amidst a ridiculously huge amount of enemies onscreen, and sacrificed the rest of the visuals in the process. The AI leaves much to be desired, though slaying hordes of video game monsters with iconic heroes is quite fun. If there was any Nintendo game that would benefit from patches and DLC, it’s this. There’s plenty of room for improvement in many areas, and time will tell if and how it’ll happen. Much like the overall Zelda franchise, Hyrule Warriors Legends has had a rough start, but could be potentially brilliant. Despite having so many heroes, it still needs a savior.

Originally posted here.

RIP, Satoru Iwata

Yesterday, Satoru Iwata passed away. For those unfamiliar with his work, he was the president and CEO of Nintendo. But he was so much more than that; unlike countless other businessmen and executives, he earned his success the old fashioned way: starting from the bottom and working his way up. He studied programming in the 1970s, when video games were still in their infancy. He began as an unpaid intern for Commodore, then became a freelancer for HAL Laboratory while in college. After graduating, he worked full time and rose up its ranks in the early 90s. He had a hand in founding Creatures Inc., the folks responsible for bringing Pokemon to the world. He didn’t wasn’t just some guy in suit, either. He took over programming for Earthbound and saved it from developmental oblivion. He programmed the original Pokemon Red/Blue battle mechanics into Pokemon Stadium without any reference documents, using just the Game Boy’s source code instead…in one week. He famously compressed the all of the original game into the Gold/Silver cartridge, just to surprise and reward players for beating the regular quest. When Super Smash Bros. Melee was facing a delayed release date due to programming issues, he – already Nintendo’s General Manager of Corporate Planning – went downstairs and personally debugged the game hands-on, all in less than a month.

Yeah, he was that good.

He was in a unique position of growing alongside his industry; unlike many of his peers, his insight into game design came from the effort of making games the old fashioned way, with a focus on the fun experience while dealing with the hardware limitations. He understood that focusing so much on flashier graphics and processing power wasn’t necessarily the answer, and that appealing to people beyond hardcore gamers was incredibly important. Nintendo is often derided for appealing to kids instead of adults, but he was proud of it; he argued that children have an instinctual understanding of whether a game was good or not. He refused to let the company stagnate, constantly pushing them to try new things. He was initially mocked for bringing forth the DS and Wii – both consoles had unorthodox designs and admittedly terrible launch lineups – but was eventually vindicated via record-breaking sales numbers and some of the finest games in the last decade.

What was more inspiring is what Iwata did when the company wasn’t succeeding. Nintendo fell into a slump when it released the Wii U, mainly due to its high prices, strange design, and lacking lineup. The company was losing money, and he was being roasted by both gamers and corporate shareholders alike. Instead of stepping down, he voluntarily cut his salary in half to make up for it! That was the second time he did it, too; when the 3DS’s sales went poorly, he took the same action. When corporate demanded why he hadn’t fired employees for the sake of profit, he absolutely refused to do so, saying that it wouldn’t work well long-term, and that it’d wreck the company’s morale. If you look around online, you’ll find countless stories of people meeting Iwata and saying what a passionate, candid, and kind guy he was in person. When Ocarina of Time was released, he even went out and bought a copy on the way home from work. His hilarious “Direct To You” presentations and sense of humor have become the stuff of Internet memetic legend. The hundreds of thousands of tributes pouring in – even from Sony and Microsoft, Nintendo’s business rivals – shows just how loved and respected Iwata was.

I wish I had a personal story about meeting him. I wish I could say that we crossed paths at a convention, or that we shared an elevator, or that I pitched an idea and worked for him. But I can’t, and now I never will. Instead, all I have are the games he made, and the memories of how he helped shape my childhood. Yes, I caught all 151 of the original Pokemon, played almost every Kirby game, and spent countless hours fighting in Smash Bros. My gaming library is full of titles made with him as the Executive Producer; I wouldn’t be the same person without Mario, Zelda, Metroid, and other Nintendo franchises influencing me. While I don’t play nearly as much as I used to, gaming is still very much a part of me. It reminds me of something Iwata once said:

“On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer.”

Thank you for everything, Mr. Iwata. We understand.

Soundtrack Saturdays: Majora’s Mask – Inverted Stone Tower Remix

Hey, folks. You might’ve noticed that I really like Majora’s Mask. Since its released in 2000. it’s always been my favorite 3D Zelda game in terms of tone and theming; the concepts of change, loss, death, and determination to act despite them are surprisingly deep for a Nintendo game. The idea of immersing yourself in a self-contained, dream-like world and unraveling its dark secrets interests me for some reason. Of course, Wind Waker’s epic sailing appeals to the adventurer in me, but I’m always drawn to MM’s sinister world and the characters trapped with in it. There’s a real sense of tragedy and desperation involved. However, there is also hope; the choices and actions you undertake affect the outcome, often in ways you don’t foresee. It’s a great life lesson, even if it is masked (no pun intended) by a bizarre, twisted tale. The soundtrack is just as somber as you’d expect. While there aren’t any upbeat songs in the playlist, this awesome OC Remix of the original Inverted Stone Tower theme has long been a favorite of mine.

If you want more Majora’s Mask, you can find the full OST here.

Good gaming, good music.

The Legend of Zelda: Majora’s Mask 3D Review

I’m holding out for a hero ’til the end of the night

Termina is on the brink of annihilation. Armed with the dark power of Majora’s Mask, the Skull Kid wanders the land and corrupts everything in its path. Nothing can escape it. The Southern Swamp has been poisoned, and its holy temple is now in ruins. In the north, Snowhead’s idyllic springtime countryside has been ravaged by an endless winter storm, and its inhabitants are dying in the frozen wasteland. In the west, a family grieves for those lost in the Great Bay’s monster-infested waters. In the east, the ancient Ikana Kingdom is being slowly overrun by its undead subjects and rotting from the inside out. In the middle of it all, the residents of Clock Town go about their daily lives. They’re pretending that everything is still normal, that the sense of foreboding and desperation is just their imagination. But they know better. The moon is falling, and it’s going crash soon. When it does, all the suffering and loss will be forgotten in the apocalypse.

You have three days to save the world. Go.

It’s not going to be easy. If the hero was anyone than Link, it’d be impossible. Thanks to the Ocarina of Time he acquired in the previous game, he can travel back in time whenever he needs to…and he will. A lot. Termina is a massive place; fully exploring even one section requires you to relive same days several times. The basic game structure is standard Zelda series fare; you complete a dungeon, load up on items, find hidden areas, collect heart pieces, etc. But what makes Majora’s Mask 3D different is that you’re operating under a time limit. Termina will die in three days, but each in-game hour equates to 45 seconds in real life. Even if you use an ocarina melody to slow things down, you’ve got a maximum of three hours to get your business done and escape back to Day 1. It’s pretty tense at first – you’re under enough pressure as it is – but this new version makes the process far easier to get into. There are more save points, which are ideal for portable gaming sessions; unless you have to stop while deep in a dungeon, there’s little risk of losing much progress. It’s perfect for newcomers, though veterans of the original might be disappointed by the lack of difficulty. The clock display is simpler to read, and even displays the progressing minutes. The game also introduces a revamped Song of Double Time, which lets you fast forward to specific hours of the day. This is a huge improvement over the original N64 game, which only let you skip between day and night. With this new song, you have much greater control over how you plan and progress through each loop.

There’s good reason to have it, too. At first glance, it’s easy to assume that you’re supposed to cram as much adventure into each three-day session as possible. That’s not always the case, though; some of the most important moments in the game happen at various – but specific – hours of the game. While you’re gallivanting all over Termina, its inhabitants have their own plans. Sakon always tries to steal from the old lady on the first night. There’s a mystery afoot at the Romani Ranch, and its horrific extent isn’t revealed until the third day. Reuniting Anju and Kafei is one of the most intricate (and tragic) side-quests in the Zelda series, and it requires you to be at <i>exactly</i> the right places and times. You won’t figure most of these things out unless you stand back and observe where and when people go. This Groundhog Day-style method of getting to know the NPCs is mitigated with the Bomber’s Notebook. The N64 version of this daily side-quest planner was functional, but a vague; rather than using its cues, you were far better served by reading a guide to complete it. Majora’s Mask 3DS improves upon it with entries for all the pertinent characters, their locations, and active objectives. It’s more organized and takes a lot of the time-wasting guesswork out of the equation. It’s a double-edged sword, though; discovering stuff through your own observations and effort felt more rewarding. Having everything spelled out for you lessens Termina’s mystique. Regardless, you’ll be surprised at the tapestry of bizarre and twisted stories interconnected throughout the game.

You’ll be rewarded for your efforts with a collection of masks. There are over twenty, each with different effects on either Link or the surrounding environment. Some are used to progress certain side-quests or acquring heart pieces, but others are more practical. For example, wearing the Captain’s Hat or Gibdo Mask in front of ReDeads – those nightmare-inducing enemies from Ocarina of Time – they’ll perform a harmless interpretive dance. The Stone Mask makes you invisible to minor enemies, and the Bunny Hood lets you move faster. You’ll spend most of your time using the three main transformation masks, though. These are obtained during key moments in the game, and allow Link to physically transform into a Deku, Goron, or Zora. Each of these has their own playing style and drawbacks; the Deku is tiny and slow, but can temporarily fly and hop across water. The Zora swims quickly and has boomerang fins, but weak against elemental attacks. The Goron fares better against heat and cold, but sinks like a stone. However, it lets you curl up into a ball and roll around at high speeds. Zooming around Termina Katamari-style is ridiculously fun. When you’ve acquired a few masks, take the time to explore and experiment with them; you might be surprised at the results.

The process of equipping masks – and any item, for that matter – is streamlined thanks to the 3DS’s touch screen. The menus are well organized and responsive, allowing you to choose and button map the inventory quickly and efficiently. This is especially rewarding in later dungeons like the Stone Tower Temple (arguably the most tedious part of the original game), which require you to use several items to solve puzzles and get past obstacles. The biggest improvement, however, is the revamped camera controls on the New 3DS. The older games relied on Z-Targeting to keep the camera focused on enemies and important items. For its time, it was a revolutionary new method of maintaining perspective 3D environment. Outside of combat was another story; you’d have to constantly re-center the camera behind Link, or enter first-person view to look around. If you’re playing Majora’s Mask 3D on a regular 3DS, you’ll have to contend with those limitations as well. Unless you’re a masochist, there’s no way you’d suffer the alternate gyroscope aiming mechanics. The Circle Pad Pro gives you more control a la Monster Hunter 3 Ultimate, but it’s rather cumbersome. If you can, play this on a New 3DS; the C-Stick gives you free reign over the camera, allowing you to explore areas without having to deal with awkward and rigid angles. It takes some getting used to – it’s a pity Nintendo couldn’t incorporate a second control stick instead of a relatively tiny nub – but it’s responsive and definitely worth using. It’s a great example of how updated technology can make old games feel new again.

That goes double for the overall presentation. The original Majora’s Mask reused just about every asset from Ocarina of Time. Thanks to the N64’s Expansion Pak, it managed to hide its creative, but undeniably aged appearance. Its transition onto the 3DS is nothing short of stunning; textures and colors have been redone in gorgeous detail. Unlike most games, it makes you actually want to use the 3D effects. You can waste a whole time loop just wandering around Clock Town and seeing how alive it is. Look at all the mosaics and posters on the walls, or how the lighting and shadowing change over the day. The Great Fairy Fountains are incredibly shiny, and the sunset view at the Great Bay is amazing. Even Tatl seems more energetic than before. The sheer scale of the buildings and the draw distance are really impressive; Termina Field and Ikana Canyon feel much larger than they used to. It feels like Link is merely a tiny part of a much larger, vibrant world. More importantly, it retains the sinister tone of the original game. The moon is not only falling, but it has a monstrous, leering face that gets ever closer to devouring everything. Listen to how the music subtly shifts as the days pass; the cheery Clock Town theme becomes increasingly frantic and deranged, eventually giving way to a somber, tragic theme in the final ten hours. The lack of an orchestrated soundtrack is such a shame, especially given the 3DS’s audio quality. No matter where you are, the sudden clanging bells are always an ominous reminder that time’s running out. Not to mention some of the NPCs; the Happy Mask Salesman is somehow even creepier now that his smile is more fleshed out. The phrase, “You’ve met with a terrible fate, haven’t you?” is still strangely chilling.

Looking back, the original Majora’s Mask deserved so much more attention than it received. Ocarina of Time was a hard act to follow, and the time-based mechanics seemed strange and unfitting for the series. It’s great to see it finally take center stage; it’s a wonderfully nostalgic trip for old gamers, and newcomers will find unique and engaging experience. Termina is one of the most lively – and often terrifying – places in the Zelda series, and you’ll want to explore every last inch of it. Some of the new features, such as the upgraded Bomber’s Notebook and the Song of Double Time go a long way in making things more accessible. However, they also make the game incredibly easy; some of the mystery and intrigue was lost in the translation. Uncovering the windy, twisted story felt like an accomplishment when done alone. However, the touch screen menus and updated camera controls are inarguable improvements; once you’ve gotten used to these, going back to the N64 version will be difficult. The visuals are among the best on the 3DS; Nintendo took an already beautiful game and made it absolutely stunning. There are only three days to save the world, but you’ll enjoy every second of them.

*Also posted here.

Soundtrack Saturdays: Super Smash Bros. 4 – Gerudo Valley Remix

Since its release at the beginning of October, all of my gaming time has been relegated to the new Smash Bros. Having a game of this scope and scale is a double-edged sword; it’s by far the most extensive title on the 3DS, but due to hardware limitations, it’s not quite as good as its predecessor on the Wii. This is especially true when it comes to the soundtrack, which has only a fraction of Brawl’s mind-blowingly huge playlist. That doesn’t mean the music is bad, though; Rio Hamamoto shows off a new flamenco remix of the classic Gerudo Valley theme from Ocarina of Time. The original was amazing enough (seriously, give it a listen), but the instrumentals in the new version add so much energy.

If you want more Super Smash Bros. 4, you can find the full OST here.

Good gaming, good music.

Soundtrack Saturdays: The Legend of Zelda: The Wind Waker – Dragon Roost Island

Video

The Legend of Zelda is one of gaming’s oldest and most beloved franchises. The fact that it’s still going strong after nearly 30 years is a testament to its fun and creativity. But when The Wind Waker was released on the Gamecube in 2003, longtime fans were taken aback; the fantastic medieval realm of Hyrule had been replaced with a seemingly endless ocean. The massive fields were replaced with islands. Epona, Link’s trusty steed from Ocarina of Time, was replaced by a small sailboat. The creepy, foreboding atmosphere of Majora’s Mask was replaced with a bright, cheery cel-shaded world.

Yeah, it was different.

But it wasn’t bad, though. The Wind Waker had a style all its own; the combat was more fast-paced, there was a huge world map to explore, and Nintendo demonstrated just how gorgeous cel-shading could really be. It also had one of the most memorable and awesome final bosses in not only the Zelda franchise, but in all of gaming. The shift in tone is also reflected in the game’s soundtrack; Dragon Roost Island is just one several amazing instrumentally-based songs in Zelda’s repertoire. Just try listening to the Great Sea Theme without imagining yourself at the bow of a ship, the wind in your face, waves crashing beneath, and a horizon that never ends…

If you want more Wind Waker, you can find the full OST here.

Good gaming, good music.