Tag Archives: the legend of zelda

The Legend of Zelda: Majora’s Mask 3D

Few games have taken me longer to complete than The Legend of Zelda: Majora’s Mask. When it was originally released on the Nintendo 64 in 2000, I did not own a Nintendo 64. I experienced the game in fits and starts at the homes of friends, but never really was I able to sit down and play it by myself. When the game was released on the Nintendo Virtual console in 2009, I bought it and installed it on my Wii, but never finished it. When the Nintendo 3DS came out one of the big titles announced for it was a remake of The Legend of Zelda: Ocarina of Time, which I bought on the day of release. It was all but assumed a remake of Majora’s Mask would follow, but it took Nintendo a few years to make that a reality saving the title until 2015. And at the time of release, I was not in need of a new game so I passed o it initially and I ended up waiting a few years to purchase Majora’s Mask 3D when it was discounted in the summer of 2017 or ’18. And it has taken me since then to finally beat it. I never beat it on the Wii, and I played it irregularly on the 3DS. Sure, I’ve physically spent more hours with games than I have Majora’s Mask, but in terms of the passage of time from the first time I played it to my finishing it I’m not sure anything compares.

Majora’s Mask is in many ways the first true sequel for a game in The Legend of Zelda series. Canonically, the second game in the series is a sequel to the original as Zelda II: The Adventure of Link takes place after the events of the original The Legend of Zelda. However, it’s an entirely different game as Nintendo opted to switch to a side-scrolling perspective and add RPG mechanics to the character progression. About the only thing linking the two was the catchy soundtrack. On the Game Boy, The Legend of Zelda: Link’s Awakening was a sequel to the Super Nintendo title A Link to the Past, but obviously going from the Super Nintendo to the Game Boy necessitated quite a drastic change in playing style. Link’s Awakening ended up being one of the most offbeat Zelda titles, and it also introduced a jump mechanic to the top-down Zelda gameplay popularized by the very first game in the series.

Majora’s Mask though, being a 2000 release, is very much the sequel to Ocarina of Time. The Link character present in both games is the same, and the gameplay engine was recycled. Previously, every Zelda game was constructed from the ground up, but likely lengthy development cycles arising from the technological advances in gaming and simply the cost in crafting a gameplay engine meant Nintendo had a lot of reasons to do a more traditional sequel. It’s something Nintendo really has resisted with Zelda as since Majora’s Mask the only games that qualify as traditional sequels are the DS titles. Because of that reality, some questioned whether or not Majora’s Mask should even be considered a full-fledged Zelda title upon release, which was a bit absurd. It’s an entirely stand-alone game with as much content as basically any other Zelda title up to that point. And since it was built on the back of one of the most popular and critically acclaimed games of all-time it seemed doubly crazy to criticize Nintendo for essentially fast-tracking a Zelda game. If anything, content-starved owners of the Nintendo 64 should have been doing backflips to receive another Zelda game a mere 2 years after the previous one.

Top: N64 original, Bottom: 3D remake.

Majora’s Mask would not be as well received as Ocarina of Time, but you would be hard pressed to find a negative review of the game from 2000. And the same is true of the remake for the 3DS, so why did it take me so damn long to actually finish it? Well, Majora’s Mask is constructed around a time travel gimmick. Ocarina of Time was as well, but Majora’s Mask takes it in a different direction. This game is basically the equivalent of Groundhog Day for video games, only the events of the game unfold over the course of 3 days instead of 1. In it, you once again play as a child version of Link, the Hero of Time. He has ventured away from the kingdom of Hyrule and arrived in the region of Termina when the game begins. Unfortunately, he quickly loses his horse and comes to find out that the town is doomed. The Skull Kid, whom players should remember from Ocarina of Time, has stolen the cursed Majora’s Mask and has used its power to summon the moon to crush Termina. It’s a slow moving moon though, with a creepy visage upon it, that won’t actually strike for 3 days. Link is expected to unseal the power of four lost deities which should stop the moon from crashing into the planet. Unfortunately, there just isn’t enough time to accomplish that goal so Link will need to turn to his trusty ocarina to constantly rewind time to the start of the first day in order to acquire all of the items needed to foil the Skull Kid.

The Skull Kid from Ocarina of Time is back and he’s kind of a dick now.

What this means from a gameplay standpoint is that you’re constantly managing an in-game clock. If left to its own devices, the three days unfold at an equivalent of one gameplay hour equaling one real world minute. If you let the clock run down, you lose and everyone gets destroyed. This means you’re always running around and trying to accomplish as many tasks as possible as going back to the dawn of the first day means the entire world gets reset. Any consumable items you may have acquired like bombs and arrows are lost, as are the contents of any bottles and such. If you had to undertake certain tasks in order to gain access to a dungeon or similar area, you may have to redo them in order to pick up where you left off. The only things you’re allowed to keep when traveling back in time are key items like the bow and hookshot as well as heart containers and masks. This all results in a gameplay experience that is best described as tedious. Just like any other media centered on time travel, there’s always going to be repetition in the plot and it’s a pretty subjective take on how much is too much. Some people consider Back to the Future Part Two the worst film in the trilogy because so much of it is a rehash of the first film, even though it’s by design. And others love it for that very reason.

Link’s first mask will be the Deku mask, but it won’t be the last.

Because of its gameplay style, Majora’s Mask may be one of the most controversial Zelda titles ever released. I know people who can barely tolerate it, and I also know others who think its the best Zelda title ever released. Because the game is a constant loop of three days, every non-player character in the game has a schedule. You know where they will be on any given day at any given time. For some people, I think such a concept is very rewarding. It’s certainly a tad gimmicky, but it’s a gimmick that definitely wasn’t common on consoles in the year 2000. I personally don’t recall encountering such patterns in NPCs until I played an Elder Scrolls game, though in those games it wasn’t a loop of three days, but still characters could be trusted to be in certain places, on certain days, at certain times. And the ability to play with and manipulate time certainly has some charm. Not only can Link rewind time when needed, he can also slow down the passage of time essentially doubling the amount of time available, or he can move forward in time. Being able to do so plays a role in many side quests as they’re dependent on encountering characters at certain times of day, and rather than waiting around, you can simply move forward in time to wherever, and whenever, you need to be.

Every time Link transforms he screams and I can’t decide if it’s a scream born of terror or pain. Maybe both?

All that said, I am not one of those people. While I found a certain thrill in playing with time each time I started up a game of Majora’s Mask, it was something that wore off. Around the time I got to the second, main, dungeon of the game in the mountains I hit a wall. That’s where I left off for years on my Wii version, and it was the first time I put the 3DS version down for an extended length of time. I came and went over the years though and at long last I can finally say I have beaten Majora’s Mask, the 3D version anyway. Which is fine for me as we’ll get into it soon, but this is the superior version of the game. And while I did beat it, I did not accomplish every little thing in this title which is unusual for me when it comes to a Zelda game. Typically I get every item and find every heart piece, but I was content with this one to just get all of the masks. It’s not a hard game so the heart containers really just start to feel like filler at some point, the last few are also incredibly annoying, but that’s another thing we’ll get to in time.

You will gain access to a lot of masks in this game, some of which only have one application, but in the case of the Stone Mask it’s rather memorable.

Being that Majora’s Mask is built on the same engine as Ocarina of Time it should come as no surprise that the two games look pretty similar. That’s true of the original build, as well as the 3D remake. I played this on an original model 3DS and rarely touched the 3D setting. When it occurred to me to do so, I would, but only for cinematics. The remake is largely a cosmetic improvement over the original as all of the polygons have been smoothed over and rounded off better while the muddy textures of the N64 have largely been removed. The original looked okay in 2000, but the remake is pleasant to look at now and likely will remain that way for a lot longer than the 2000 release did. The upgrades are not just cosmetic though as Nintendo implemented a number of quality of life improvements, as it did with the Ocarina of Time remake. The bottom screen serves as your inventory and the ocarina itself is easily accessible now. Better, you can also see all of your songs displayed as you play so you don’t need to memorize anything. Link can equip four items at a time making it less cumbersome to swap things in and out and the Song of Double Time now allows you to select an hour in the future rather than just move time forward in preset intervals. All of the transformation masks have also received tweaks, some more severe than others. The most notable is Zora Link now swims a lot slower, but he can speed-up by consuming magic which feels like more of a downgrade than an improvement, but it is helpful when swimming in tight confines. There are also far more save points now, which is something that’s appreciated for any game.

When transformed, Link can’t use any of his items except for a transformed version of his ocarina. He does, however, gain access to new abilities and items like the Goron powder keg.

The main game asks the player to explore the world of Termina and acquire masks, which serve as the main feature of the gameplay gimmick. The masks largely replace the specialized items we’re used to finding in past Zelda games. The Goron mask, for example, basically gives Link the same “powers” as the hammer from Ocarina of Time while the Zora form has a boomerang attack and gives Link the ability to swim. The other mask, and the first one you get, is the Deku Scrub mask which gives Link the ability to hop across water and utilize the Deku flowers to basically hover a short distance in the air. There are still items to be found in dungeons, but far fewer than the typical Zelda experience. The masks themselves though are visually interesting and thematically as well as each mask is actually inhabited by the spirit of a deceased individual. It’s a bit sad that when Link is wearing one friends of the dead fellow mistake him for their dead friend or relative, which adds a tragic element to the story.

Swimming as Zora Link has been altered so that he swims much slower. This make navigating some tight spaces more manageable, but it’s less fun. Plus it’s still swimming and swimming is always annoying in games.

There are four main dungeons in the game that have to be completed in a specific order. If that makes the game sound short, it’s a bit longer than you think as each dungeon has basically another dungeon that has to be completed first. The first dungeon usually contains an item needed to progress the story or is necessary in opening the location of the dungeon you need to access most. Those four main dungeons each contain the mask of a deity, and assembling all four is needed to stop the moon. Those four masks are unwearable, but that doesn’t mean there is any shortage of masks in the game. There are 20 total masks, the majority of which do very little and are relegated to a specific purpose that once taken advantage of is no longer needed again. Some are neat though, like the one that turns Link’s head into a bomb and allows him to self-destruct thereby giving you infinite bombs. My favorite is probably still the Bunny Hood, a holdover from Ocarina of Time, which just makes Link run much faster. It’s annoying to get, but definitely worth it once acquired. The last mask you can get is basically a bonus item. Dubbed the Fierce Deity mask, it turns Link into an adult version of himself that’s over-powered that turns all boss battles into a mere formality. It’s the type of mask you should probably go after once you’ve beaten the game once, unless you prefer the final boss be a pushover.

Goron Racing is one of those annoying things you have to do and it pretty much sucks.

Which is something that isn’t needed anyway as the game is pretty easy. Even the puzzle elements aren’t particularly tricky and the ones that stumped me the most were usually the ones that required the least amount of thought. I got stuck for a bit in the last dungeon because I simply didn’t kill every enemy in a specific room, but the enemy was a statue that only comes to life if you touch it, which is the type of enemy where the purpose seems to be to avoid touching them! And these two were even situated in lava, so go figure. Combat is by far the most dated aspect of this game as it’s very simplistic and really not a whole lot of fun. Only one enemy will attack Link at a time if you’re locked onto them and the vast majority can be defeated just by smacking them. Others require the player to either deflect or parry a strike, then counter. Most of the bosses have been tweaked from the original release as well to add a weak point that you need to strike in a fairly obvious manner, then smack them around with your sword. Only the underwater boss gave me any trouble, and the final boss was a bit disappointing in how easy it was to fell. I suppose it was better than a boss fight that required a bunch of switching of masks or something, but lackluster combat isn’t a new problem for Zelda and it was even my biggest criticism of Breath of the Wild.

You’ll memorize this friggen song during the last dungeon, whether you like it or not.

I can live with the simple nature of the battle system in this game, but what drove me nuts was just the little things. The camera isn’t great, even when playing with the Circle Pad Pro which allows for manual manipulation of the camera, and it’s something I found myself fighting with more than expected. The targeting system can be finicky, but at least there’s no shortage of health available so that didn’t bother me too much. What would bother me the most are the alternate forms of Link, specifically Goron and Zora Link, as controlling them was such a chore. Goron Link has a rolling ability and there are moments in the game where you have to roll on a track while Zora Link has to swim and swimming is just never any fun in video games. The end of the game features some optional dungeons that drove me insane as it puts the lackluster camera and controls for those two forms in the spotlight and if you want every heart container you just have to soldier through it. The penultimate dungeon also introduced a mechanic where you flip the dungeon upside down which proved incredibly tedious. The last song you learn for Link’s ocarina, The Elegy of Emptiness, also allows Link to make a duplicate of himself for the purpose of standing on a switch. And you can duplicate Link as many times as transformations you have! The problem is you’ll end up doing this over and over as you leave and re-enter the dungeon, which is required to flip it and complete it, and watching those mask transformations and songs over and over is maddening. Nintendo apparently either loves its cinematics too much to make them skippable, or it hates its fans. I don’t know if it rises to the level of the infamous Water Temple, but the overwhelming tedium of this game just wore me down by the time the end arrived.

There are at least a few rewarding side quests in this one, and not just in terms of the item you get at the end.

I have a lot of complaints and mixed feelings when it comes to Majora’s Mask 3D, but in the end I do think it’s a good game and worth playing, I just think reactions to it will be volatile from person to person. It’s a game you can’t be in a hurry to play or else it will frustrate you, but sometimes you’re staring at a red battery light on a handheld and time becomes precious. When I ranked the Zelda games almost five years ago, I called this the seventh best game in the series. When ranking them then, even though I had never finished the game, I was reminded of how a lot of games in this series feature some degree of tedium and gimmicks that overstay their welcome. What distinguishes this game above some of the others is that the gimmick at least feels clever, and that’s a feeling that doesn’t really ware off. Sure, the combat doesn’t impress and the end game starts to feel a bit “samey” when most enemies just require the bow and sword, but there is a charm to the game’s structure and some of the characters are actually memorable, when Zelda plots are often just “meh.” And if you are going to play just one version, the 3D remake is definitely the superior one. While the changes to Zora Link make that last, optional, dungeon super annoying, that’s not enough to outweigh the other quality of life improvements and increased visuals. The only thing that stinks about playing the 3DS version is that you’re confined to a portable. You can certainly do better than the old model 3DS I have, but Nintendo has yet to make 3DS games available on Switch or introduced a 3DS player (there are third party hacks that can accomplish this, but nothing official) so that’s unfortunate, especially because the game contains a fantastic soundtrack. It’s a shame it’s trapped on those tiny speakers, but I suppose you could hook up some nice headphones. It was nice to get a Zelda fix though, especially with Breath of the Wild 2 still without a release date, and at least I can finally say I have beaten Majora’s Mask.


Switch Thoughts Part II (and more Zelda)

Nintendo-20161123-ZeldaWhen I first posted my reactions to the Nintendo Switch I had only owned the console/portable hybrid for a few hours, many of which were spent asleep. It’s now been more than a week since then and I’ve been able to spend a considerable amount of time with the latest from Nintendo and I wanted to post some additional thoughts.

The Switch is both an under-powered console and an over-powered (if there is such a thing) handheld. The point is driven home each time I use my Switch. As a handheld, the battery life when playing Zelda: Breath of the Wild is around the two and a half hours Nintendo cited in the build-up to the Switch’s release. We don’t know if that will hold true for all titles, but I do wonder if that performance will represent the best Switch can do. After all, Zelda is a Wii U title ported to Switch and it’s reasonable to conclude it’s not fully utilizing the power of the console. Perhaps more demanding titles will drain the battery faster, or the opposite could be true if the games are better optimized for the Switch. Needless to say, the battery life isn’t very good and I’ll be curious to see how Super Mario Odyssey runs when it’s released later this year. The portable also runs pretty warm, and I guess that’s to be expected considering the tech underneath. The Switch is very thin, but it’s pretty well ventilated so I’m not worried about over-heating. The button layout is definitely not perfect. It’s so thin that the triggers aren’t particularly satisfying and they’re very close to the front shoulder buttons as well. The right analog stick is in an awkward position, as is the phony d-pad on the left. The small face buttons don’t really bother me at all though, perhaps because I’ve spent many hours with my 3DS, though the small plus and minus buttons can be tricky to find.

As a console, the Switch definitely struggles some with Zelda. I had read about framerate drops and can say they’re very real, and very noticeable. Sometimes the game gets really jittery, and it’s definitely not a good way to showcase the console. The transition from portable to television mode is indeed seamless, so at least that much works. I’ve played the game, and it’s still my only game, with both the joy con shell and a pro controller. I have never had the left joy con completely de-sync, as others have reported, but it still wasn’t seamless. Sometimes Link would keep running after I had stopped pushing a direction on the analog stick, and it did cause me to die at least once. Nintendo’s suggestions for people having the sync issue are pretty much a load of bullshit, wanting you to reduce interference from other wireless devices and so on. Most people probably have a bunch of connected devices at one time, be it game consoles, smart TVs, computers, tablets, etc and just reducing that type of noise is no longer realistic in 2017. The Switch also seems to struggle with its wireless connection to the internet at times, while other devices in my home experience no such issues. It would have been nice if Nintendo had included an ethernet port on the dock for a dedicated wired connection, but I assume they felt that would mess up with the quick turn-around from TV mode to portable mode. They still could have allowed the user to make that call themselves though if a wired connection was their preference.

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Somewhat to my surprise, the joy con shell makes for an adequate, albeit small, controller.

Aside from the input lag I experienced with the joy con shell, I was mostly content with how the “controller” felt in my hands. I was some-what skeptical going in, but if it’s performance was perfect it’s possible I would have had some minor buyer’s remorse about the pro controller I picked up. Since I did experience such lag though, I’m naturally happy with my purchase of the pro controller. It’s still too expensive, but it at least works well. The layout is definitely far better than what’s present with the joy con setup, and it’s more or less an Xbox controller. I do wish the D-pad was more comfortable to use, as I suspect fighting games will feel awkward with it. It still takes some getting used to, being a new console and all, and I found myself having to look down at it to find the plus and minus buttons since they’re grouped in the middle with the capture and home buttons as well. And since the controller is all black, the buttons could be hard to find in low-light settings. I was accidentally snapping pictures instead of bringing up the map screen in Zelda on my first go-around with the pro. Since then I’ve grown used to it, though because of the framerate issues (and also partly because the 2 and a half hour battery life helps to remind me to stop playing and go to bed) playing the Switch in portable mode has been my preferred method. If the performance on television was better I’d likely prefer TV mode with the pro controller.

The Switch is fairly large, though thin, making it a cumbersome handheld for actual on the go play. I still haven’t taken it out for my usual commute, as Gamestop has yet to produce the case I pre-ordered in January (apparently I arbitrarily selected the case that would appear in the lowest numbers, or they all got ear-marked for bundles. Some retailers list it as being in stock next week so I’m hopeful for the same), but it’s clear this will be the hardest portable to lug around, though not impossible. I carry a messenger bag and I’m sure I’ll be able to make room for it. I can already do so with a Vita in a case, and it only becomes challenging if I’m carrying a laptop and a tupperware or pyrex dish with my lunch in it. It gets a little cozy in there, but I find a way. I find myself comparing the Switch to the Vita often as I play either one. There’s no comparison with the 3DS. While the older Nintendo handheld is definitely the most portable of the three devices, it’s also the least impressive with its low-res screen. I have an original launch Vita, and its OLED screen is still the best I’ve seen on any handheld, but the Switch’s compares quite well. And like the Vita, the Switch feels like a high quality device where as most Nintendo handhelds feel more like a toy. If the Switch can attract JRPGs like the Vita has then it will definitely become my go-to portable even with the poor battery life (the Vita at 3 to 3 1/2 hours isn’t much better).

Zelda: Breath of the Wild has been a fun experience thus far. I’m not sure how many hours I’ve been able to sink into it, but it’s been a lot and yet I don’t feel I’m at all close to being done with the game. I’ve probably found around 30 shrines so far, but I’ve only completed one out of the four mythical beast dungeons and uncovered maybe half of the game’s gigantic map. That’s definitely been the one aspect of the game that was not oversold:  it’s massive and it’s time consumingly so.

screen shot 2016-06-14 at 12.17.30 pm

The vastness of Zelda’s world is imposing and its best feature. I just wish the Switch could keep up with it and reduce all of the pop-in present.

Otherwise, I find it interesting how Zelda is both held to high standards by gaming critics, but also graded on a  curve at the same time. As the first open-world, or sandbox game, in the series it does a lot of interesting things, but also could do others better. There’s a day-night cycle, which isn’t new for Zelda, that also includes weather effects. Much of the game requires Link to scale mountains and sheer surfaces, but climbing in the rain is pretty much a no go. It makes sense, but as a gameplay device can be really frustrating when you’re in the middle of scaling a large mountain but you have to stop when rain strikes. There’s also a moon cycle, that so far feels random, but it’s possible that it’s not, where a blood moon will rise in the sky and resurrect all of the enemies Link has defeated. It probably exists as a device to keep the game populated with enemies to kill and providing an explanation for why a fort you may have cleared hours ago is suddenly overrun by enemies once again. I’m fine with that part of it, but every time this blood moon rises the game pauses and shows a cinematic. It can be skipped, but the loading time it creates is brutal. I’m not sure why the load time even exists given this isn’t a disc-based game, but maybe it has something to do with the game being a port. I had three “days” in a row while playing last night that ended with a blood moon and it drove me nuts. The cinematic was fine for the first instance, but I don’t know why the game plays it every damn time.

Weapon durability is new to Zelda, well, mostly new as there was a sword in Ocarina of Time that Link could break. Now though that durability applies to every weapon in the game, and they break pretty damn fast. It’s one of those gameplay mechanics that definitely adds something to the game, but I’m left feeling that Nintendo took it too far. There are numerous enemies I just bypass because I don’t want to “waste” my weapons on them, and that’s not really a fun way to play a Zelda game. Otherwise, I very much enjoy the weapon variety as well as the armor variety in the game. Since armor doesn’t deteriorate like weapons (except for shields), the new pieces you find kind of feel like the dungeon rewards from the past games. Some armor simply ups Link’s defense, but most will have some other benefit like heat resistance or stealth.

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While some have claimed to have made it through the game without cooking, it’s still pretty essential and pretty cumbersome in execution.

Cooking is another hyped gameplay element from Breath of the Wild that is present with mixed results. I like it on principle, and Link is able to craft health restoring items as well as status-altering elixirs from fruit, nuts, meat, and monster parts. The interface is poor though, requiring you to fumble through your inventory that’s not organized in any logical fashion and have Link hold the items he intends to cook. You then jump out of the menu to view Link holding everything and you have to drop it into a cooking pot, which can be found all over the place in the game. You will probably screw it up from time to time and Link will just drop everything on the ground, forcing you to pick it all up, go back into the menu, and re-find the ingredients once again. Once you cook something, it will be available in your inventory along with the recipe you used to craft it, but if you consume it that recipe is lost to you. I’m not sure why Nintendo didn’t just include a virtual recipe book along with the Adventure Log. While you’re limited to how many melee weapons, shields, and bows you can carry around, Link has unlimited space for ingredients which is both good and bad. Good because you’re free to pick up all of the spoils, bad because it makes finding what you want that much harder when sifting through your inventory.

A lot of what I just wrote about is what I don’t enjoy about the game, and part of that is a reaction to all of the perfect scores I’m seeing being handed out. And while I don’t view this game as perfect, I can say I am enjoying it quite a bit in spite of those above complaints. One thing I really like is how the elements play a role, specifically with heat and cold. If Link goes to the top of a snow-covered mountain in standard equipment, he will literally freeze to death. You have a variety of ways to get Link through these areas, and that’s something that adds realism to the game without detracting from the fun-factor (unlike the rain). Lightning is also one of your most formidable foes and it’s best to avoid trees and metal when a storm is raging, though you may also find it possible to use it to your advantage too. That’s the aspect of the game I like best, so far. There’s just a lot of things for Link to do, and multiple ways to solve a problem, and the game just lets you figure that out yourself. I saw a video online of a player tossing a chicken at a moblin while the moblin was attacking. It struck the chicken, which summoned a bunch of other chickens to attack just like what happens when Link gets abusive towards the farm animal. Link can also ride on shields, which the game doesn’t explicitly tell you about, and jump on the backs of large animals and ride them around.

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Link can sneak up on an unsuspecting horse, mount it, and tame it. Don’t be shy about trying the same on similar animals. You may be surprised to find out what can happen, or not, since I basically just gave it away.

Mostly, I like that Breath of the Wild is trying something new, and it’s a throwback to the original Legend of Zelda. In that game, you’re basically dropped onto the map and given a sword. After that, it’s figure it out on your own. Breath of the Wild is basically the same thing, though the first hour or so of the game is a tutorial of sorts, but it’s done in a way that’s less boring than usual. This game doesn’t hold your hand and it will kill you a lot. Thankfully, it’s generous auto-save feature means death isn’t as big of a deal as it could be. I’ll hopefully eventually do a proper review of the game when I’m done, but I have no idea how long that will take. I’m pretty confident it will at least crack my top five as far as Zelda games go. While it’s refreshing, and I want to see Nintendo do more with this format going forward, I do miss the dungeons and the many shrines in the game aren’t really up to par as replacements. The shrines are mostly just quick little puzzles. They’re usually not hard to figure out, but execution can be tricky. Which is kind of funny, because they feel like a gameplay component that would be right at home on a portable adventure, which Breath of the Wild became when it was ported to Switch.

All in all, I’m pretty happy with my Switch purchase, though it’s also a bit of a luxury item for me as well. I could have just as easily picked up Zelda on the Wii U, where it’s performance is probably a little better than it is on the Switch. The only thing the Switch has going for it over the Wii U where Zelda is concerned is that it is a true portable. Aside from Zelda, the software is quite lackluster and is likely to remain so even through summer. I currently have no idea what my second Switch game will even be. There’s no Virtual Console service at the moment, so I can’t even turn there for additional games. The two games I’m most interested in right now are Super Mario Odyssey and Skyrim, and both of them are set to arrive in Q4 of this year. In other words, I could have very easily held off on buying a Switch until the fall and probably would have been just as happy. It’s also possible that by the holidays Nintendo will have better addressed some of the hardware issues and maybe will even smarten up and make a game like 1-2 Switch a bundled game. I personally have no interest in buying that game, especially at full retail price, but I’d welcome it as a pack-in. By the end of the year, we will also likely have a clearer picture of who’s supporting the Switch and what’s Nintendo doing with the online and Virtual Console. We may also know if the Switch is unofficially replacing the 3DS. Right now, there are still 3DS exclusive games coming our way, but maybe by the holidays we’ll know if Switch versions are coming or if future games will be available for both. That’s all just a long-winded way of saying that while the Switch is nice to have, you shouldn’t be kicking yourself if you didn’t get one at launch and are struggling to find any in stock. Don’t give Gamestop a stupid amount of money for one of their bundles they’re currently selling either, unless you really want everything in the bundle. I would guess the Switch will start becoming readily available during the summer and into the fall, where it could very well become scarce again around the holidays if its performing well. And even come then, it’s possible the only other great game available is Mario. At worst, by then most people will know if the Switch is something they have to have.


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