Showing posts with label zelda. Show all posts
Showing posts with label zelda. Show all posts

Saturday, August 2, 2014

Mrthnly Urpdrt: Arrgrst!

Today I ran into a young woman at the bank, she was carrying a Legend of Zelda bag.  As I stood in line behind her, I considered saying something, but succumbed to shyness, as I am wont to do.  However, on my way out of the bank, I saw her unlocking her bike, parked a couple spots down from mine, and I decided I would just go for it.  I complimented her on the bag and we proceeded to talk video games for a little while.  She was totally happy to chat, and not in a hurry to escape, as I presumed she would be.  However, as we chatted, I began to feel more and more out of touch and like I really didn't know what I was talking about.  Also, I felt old, as i couldn't reference SNES or NES without her eyes glazing a bit, though she smiled and was very friendly.



Wow.  Dare to dream!


One thing we did talk about was our excitement about the upcoming Zelda Games, and the strength of the Nintendo brand in general.  Once the dominant Video Game company worldwide, Nintendo has been waining slowly for the past decade.  However, they continue to strengthen and revitalize their core games, and with any luck they will be able to thrive into the next decade.   I'll tell you one thing:  I've begun to covet the Wii U.  It's the only console that interests me at all.  Steam and my PC should be able to cover anything I might miss out on from Sony or Microsoft, but Nintendo has carefully guarded their product.  I can't say it's a bad idea.  

On a separate note, a local coffee shop has a subscription to Game Informer magazine, which, it seems to me, is the only print video game magazine left after the departure of EGM and Nintendo Power.  I had originally dismissed it, but after reading a random issue, I found some pretty insightful writing.  Also there was a wide range of topics, from game history, industry talk and independent games.  Seems like a pretty decent mag to stay connected.   Hmm, their website seems entertaining and eclectic.  Mayhaps I will have a look.

This past month I haven't really been playing video games.  It's an affliction I'm struggling with of late, though my latest excuse is that it's just too damned hot.  How hot is it?  Well, let's see, yesterday it was 100 degrees by 12:30pm.  Today will be the ninth day in a row over 100.   In fact, it's so hot that my computer will overheat and shut itself down.  My room cooks in the sun all day, and generally spoils my mood.  Suffice it to say, I've resolved to buy a window air conditioning unit for my room.  

I have, however, been reading a library copy of 'A Feast for Crows' by George RR Martin.  This is my second time through, and my intent is to read it more closely this time.  Previously, I had been sort of obsessed with 'what's going to happen?!' that I skimmed ahead to find out.  Now I'm trying to enjoy the prose and the pacing.  So far, so good!  

-D




Nice podcast on the death of EGM, for those who are interested

Friday, June 13, 2014

E3 2014: Post Game Show Recap

Welcome to the day after E3 2014.  The Electronics & Entertainment Exposition has come to a close.  Following last years reveal of the Big Three's consoles, this year looked to be primarily focused on games and which systems you could  not play those games on.  I do not have an exact count (because I'm lazy) of the number of exclusives released for each system (PS4, Vita, XBone, Wii U, 3DS, PC), but as to be expected there were a handful (PS4: The Order: 1886; Vita: Persona 4: Dancing All Night; XBone: Sunset Overdrive; Wii U: Baynetta 2; 3DS: Professor Layton vs. Phoenix Wright: Ace Attorney; PC: Civilization: Beyond Earth).  Additionally there are games being released/announced this year that only last year were exclusives (Dead Rising 3).

And what about gaming products and peripherals (I cannot spell "peripherals" without help)?  I was surprised that I did not hear anything about the Oculus Rift or Sony's Project Morpheus.  And only a couple of days ago and not related to E3 did I hear about Valve's VR headset so I expected to at least hear something from/about one of these products looking to springboard us into the VR "future" of gaming.  I actually had to read an article from RollingStone about a comparison between the Oculus and Morpheus.  Even on Gizmodo I was unable to find anything E3 related, which I found a touch odd, but maybe they are boycotting this year??

Back to the games.

In my previous post, I mentioned a few games that interested me from my perspective of PC/3DS gaming along with a couple extras that I will not be able to get my hands on unless I acquire a PS4, Vita, XBone or Wii U, which does not look like it is going to happen anytime soon.  You know what, let us explore this idea a little bit.  Of the games that were revealed as exclusives, what game would convince me to buy that particular system.

Playstation 4: Everybody's Gone to the Rapture.  I love The Chinese Room from their work on Dear Esther and how they helped out with Amnesia: A Machine for Pigs.  I imagine that EGtoP will be a lot like both of those games.  A story that is told in FP view that probably will not include any combat, but may have enemies of some sort that you have to avoid.  And it looks absolutely gorgeous.

Vita:  Axiom Verge.  Although Axiom Verge is not a Vita exclusive, it is a Playstation exclusive and there only seemed to be a couple that were exclusive to the Vita.  I only found out about this game a few minutes before typing the paragraph two above this one.  The game looks like a mix between Contra (NES) and Super Metroid (SNES), which is a great combination to have.

XBone: D4 (Dark Dreams Don't Die).  I know that being a male video game player between the ages of 18-35, I should be balls out for Halo 5, Halo: The Masterchief Collection or Sunset Overdrive, but those are just not my bag of tea baby.  I did not like Halo the one time I played it and while Sunset Overdrive looks quirky, I like the idea behind D4 a lot more.  An episodic supernatural murder mystery.  That is just more up my proverbial light rail track (streets are so last year bro).

Wii U: The Legend of Zelda.  While I've stated before my growing disinterest in the Legend of Zelda franchise, but damn is this game pretty!  It will be interesting in the coming months to see what the storyline will be and while I can optimistically that it will not involve Princess Zelda being held captive by Ganon/Ganondorf, I will not be surprised if this is the case.  UNLESS!, this will be a Wii U remake of the original that came out back in 1986, then I might actually have to break down and buy a Wii U on the spot.

3DS:  Theatrhythm Final Fantasy: Curtain Call.  Okay, yes, I already own a 3DS, but if I did not, then this game would probably make me go out and buy the system.  My excitement over this game does have a bit of a hiccup though.  In the first Theatrhythm, there are roughly 60 additional songs that you can buy (at $0.99 a piece) to play in the game.  TFFCC touts a total of 200 playable songs and I really hope that that does not include the songs that Square Enix will be trying to sell me.  I also hope that there is a significant enough difference between the songs from the first game and this sequel, even with the inclusion of Final Fantasy Tactics, Advent Children, FF XIII-2, Lightning Returns and FF XIV: A Realm Reborn.

Lastly, a game that I am extremely excited to see released is Gunman Clive 2, the sequel to the awesome 2d side scrolling western platformer from Hörberg Productions.  Is it bad that being surprised by this games announcement was the most excited I became during all three days of E3 coverage?  I do not say this as a critique of the video game industry, or maybe I am and I just do not know how to articulate myself as well as I would like.  Either way, Steam starts their Summer Sale next Thursday (June 19th), so there is plenty of time to build up my self control and hide my credit card where I know it will not be found.



~JWfW/JDub/Jaconian
But Just The Good Days


P.S.  Three additional games, coincidentially all Final Fantasy related that I did not have place for are a 3DS action adventure game akin to the  Monster Hunter series, a mobile game based on the FF VII motorcycle sequence and a f2p mobile game based off of the Japanese released PSP game, Final Fantasy Type-0.

Wednesday, June 11, 2014

Hyrule Warriors

Update:  Nintendo really is paying attention, check it out:




From the "Hyrule Warriors" trailer at E3.   Looks a bit like this fan art, donut?  





Legend of Zelda Clockwork Empire



I understand that there has been a buzz for a Wii U Zelda game, especially since E3.  But what interests me just as much is this proposal for a new Zelda game, put together a year ago by the webcomic artist Aaron Diaz of Dresden Codak.  As a proof of concept, this game design looks pretty good, in my opinion.  Diaz' art style lends itself to the Legend of Zelda, and his idea of swapping Link and Zelda's roles is a good one.  

As a matter of fact, it looks like the Zelda-is-the-hero idea may come into effect in the upcoming Wii-U Zelda game.  At least, that's part of the buzz, and I welcome it.  There have been a bunch of Zelda games, and the series is long overdue to be reworked.  The gameplay trailer looks fantastic, so I am pretty excited to see more.  

-D

Further Links:  (Or Zeldas)




Wednesday, March 19, 2014

Misc Mid Month March Update



I don't have much to say today, so I thought I'd include some silly and neat fan art that I lifted from J.Bruneau's Tumblr.  He is very prolific and it's always easy to find something really interesting or beautiful at that Tumblr.  In fact, the image I chose wasn't the most eye-catching I saw today, but it has a certain sweetness that I really enjoy.  

I'm not playing anything but Zelda Classic right now.  Sorting through some of my older posts, I don't have anything that's ready, but in reviewing some of my older ideas, I did get a glimpse at the limitations of Zelda Classic.  Primarily, the Zelda engine doesn't allow for a few things, namely:  multi-player, heavy dialogue, extended screens and more.

However, there is a scripting language that allows people to bend and break the rules of Zelda Classic.  Quest Designers have built 2d sidescrollers, Megaman themes, Metroid, a bullet hell shooting level?  So, there's definitely room for growth with Zelda Classic.  On the other hand, I am fine with the limitations of the Zelda engine, and I'd like to plan for those limitations and recognize that every one of the game ideas I've had for the last twenty years doesn't necessarily have to work in ZC (Zelda Classic).  

Oh, did I ever mention that Zelda Classic is free?  That's pretty important.  I suppose it has to be free, for copyright infringement reasons.  I think it would go pretty deep too, because even if you replaced every image with a non-Zelda image, you would still be using the Zelda engine. 

Still... how about a Zelda MMO, maybe?   Nah.

Steam just pitched to me a new MMO called Pixel Piracy.  It actually looks pretty neat!  I'm really surprised I hadn't heard of a Pirate themed MMO up to this point, but watching the video, the themes of cannon battles, plundering and island hopping are compelling.  It doesn't hurt that it's in a retro-style.  I'm afraid this game falls into the category of 'a neat looking game that I might never play,'  (so many games end up there) but I hope to hear good things about it soon.  

I'll leave you with a picture.

-D






Wednesday, March 12, 2014

First Impressions: Zelda Classic

Picture lifted from 'It's Dangerous to Go Alone' kickstarter - look it up!

Zelda Classic is a game editor for the Legend of Zelda.  Yes, just like I always wanted.  I had heard of it, and unsuccessfully tried to make it work, wrote it off as bunk.  I just revisited it, this time with success, and I am thrilled to report that this is for real.  Just like I always wanted.

I had occasion to return to this game when a stumbled onto a posting at The Indie Game Source extolling the virtues of Zelda Classic.  This post pretty well expresses much of the enthusiasm I feel at the prospect of fan-made Zelda games in the NES and SNES style.  The links in the above article are all broken, but you can find them again by searching the Zelda Classic archives.  

But actually, I didn't particularly care for the two games I tried from the above article.  One thing I've noticed about some of these quest designs is that they tend to come big and kind of overblown.  In making my own quests, I want to start small, concentrate on making a fun game, and not an epic journey.  

There is a thriving community of Zelda Classic fans, players and designers over at purezc.net.  I've just signed up for the forums, and so far have been well received in the community.  I was looking for a Classic style game (I'm not really interested in the 16-bit style right now) and I was pointed to a forum contributer who goes by Moosh.  I tried out his game "Tale of St. Christoph" and so far I really like it! 

There's so much potential in Zelda Classic, I'm very excited.  The way I see it is that The Legend Of Zelda was such a great game, that it can be remixed time and again, and still be fun.  I'm so glad there is a tool available for the common person to do this.  

So far, I've made a small map, which was fun and simple to do and easy to get carried away with.  Now I'm working on dungeons, and getting the caves to go to the dungeons- and I got stuck there.  I'm following a guide, but it's still tough.  But when I've learned a few basic tricks, I'll turn out a couple quests.  

Essential Links:  (hehe, links)  

Zelda Classic

The official website.  Download the programs here - The editor is called ZQuest and the player is called Zelda-w  (this is important, because if you make the same mistake I did, you'll try to play the games with the editor.  No.  It's for editing)

Zelda Classic User Guide

Zelda Classic isn't particularly intuitive; a guide is definitely necessary.

PureZC.net

Search the Quest Database at PureZC.net to find a quest to play.  I recommend choosing 'mini quests' using the genre menu on the right side.  
This... could...be... awesome!

-D

Saturday, December 14, 2013

Zelda Fan Art




Well, I don't have a post for you all, so I thought I'd just go through some of my bookmarks for some sweet video game art.  Fan art, on a whole, is an incredible thing.  Some amazing stuff bubbles to the surface on the internet.  Like that sweet Ganon picture up there.  Isn't it totally awesome?  That image is part of a series of of Legend of Zelda images I found over at this place called the Zelda Dungeon.

I really appreciate the art style, and I also appreciate that it is all images from the original Legend of Zelda game on NES.  We've waxed about nostalgia for this series before, and about the potential it may have lost over the years.  Images like this remind me of that potential, of how these simplistic critters could look totally sweet and how there could be a rich mythology behind the happenings in the Zelda games.Also, it reminds me of all the cool names the baddies in Zelda have:  Gleok, Dodongo, Keese.

The artist is called Deimos-Remus at deviantart.com.

Also at Zelda Dungeon, I found an interesting article about Skyward Sword that used terms like 'skill scaling'   'sub optimal dominant strategy' and the like.  I love this game theory stuff, and I harbor dreams of being that kind of a smarty pants and getting to talk about video game design all day.

The writer for this article GaroXIcon, and I like him so far.  In addition to the above article, he pitches a direct sequel to A Link To The Past, and says that Majora's Mask is his favorite game of all time.  How do you like that?  GaroXicon is my new video game critic crush.  and Deimos-Remus is my new video game art crush.

-D









Saturday, November 16, 2013

Full Review: Anodyne

Read the First Impressions




When talking about Anodyne, I can't help but say a little more about the ambience.  I want to compare it to a free-to-download indie favorite of mine: Eversion.  This is a little indie game that isn't afraid to get creepy.  It also vibes a bit Earthbound, for the SNES.  It's visually like Earthbound as well:  Anodyne is just between 8-bit and 16-bit style.  It sort of plays like the Game Boy version of Zelda: Link's Awakening.

Like Zelda games, there is a great variety of puzzles to solve.   Unlike Zelda, there are not a lot of equipment upgrades, however, the designers do a great job innovating new and different puzzles as the game progresses.  They also take care to make each stage or region look substantially different from the last, keeping the atmosphere strong, and reducing a sense of repetitiveness.     

The designers were ingeniously courteous in the way they designed the world maps.  They corral you into different winding corridors on the map by the use of locked gates.  However, as you progress, you double back and unlock the gates from the other side.  I don't know if you can beat the game without unlocking the gates, but that would make for one hell of an achievement.  The game itself seems to be only vaguely exploration based.  That is to say, I feel like I am covering every inch of the map in order to progress.  However, that said, I beat the game with 12 undiscovered Cards.

The game comes with a charming little Card System.  You collect various cards throughout the game, which correspond to the different characters and enemies.  Each card contains a caption and an image.  It's pretty cool,  I mean, pointless cards are nothing new, but this game has such a strange storyline, that I'm always very eager to see what the caption is on the cards, even if it's just a throwaway non-sequitur.  Also, the programmers decided not to make the cards pointless: there are locked gates that you can only get through if you have enough cards.

I beat Anodyne in 5.2 hours.  A little underwhelming by the end,  that is my only complaint.  And hey, it might just be my attention span.  There are 12 remaining cards and a secret stage that I haven't yet been to.  I always love these little easter eggs, however, I have not held myself to 100% completion before writing this review.

Is it worth ten bucks?  Well, that's like a trick question, since I got it in a Humble Bundle and also - I generally try to get games on sale, so I usually pay about 7.50 for a game, or even 5.  So, with that context, I still think it's probably worth ten bucks, but I recommend getting Anodyne, or any game, when it's on sale.  Bottom line is that this game is a labor of Love from a tiny team of 2 designers, and it shows.

-D


P.S.  Okay, now I went and reviewed it on Metacritic.  I gave it an 8.  My username is FeaxPotts.  Always nice to have a typo in your username :P  I think I want to go back through all my game reviews and review them on meta critic.  Especially those ones with metacritic scores that I disagree with.

Note:  This game came with an Android version as well.  I gave it a shot on my smart phone -- I don't like it.  Maybe I need time to adjust to having touch buttons.  The biggest problem is the control pad.  It's so slippery, and it's located on the lower left-hand side of the screen, and I'd like it a big higher.  I find that when I lift my thumb, I always set it down on the top of the pad, rather than the center.




Friday, October 25, 2013

First Impressions: Anodyne





Here's a song from the game for you to listen to




an·o·dyne
ˈanəˌdīn/

adjective
1. not likely to provoke dissent or offense; inoffensive, often deliberately so.
"anodyne New Age music"

noun
2.a painkilling drug or medicine.


Anodyne is a 2-d, top-down Zelda clone.  They even include the 'stop when you strike' feature that I think is pretty neat.  It is a Zelda clone by engine, but not by theme.  Unlike Zelda, the game is immediately eerie, dark and strange, and there are reasons to distrust what you are told.  There is an ambient soundtrack through the first portion, and as the world expands, the soundtrack seems to want to expand, but can never quite become a fanfare in that bright, Zelda style.  I should mention I'm a big fan of Zelda clones.  

The gameplay is not as complex as Zelda games.  For example, it wasn't until about two hours into the game that I gained an ability beyond the basic attack.  On the other hand, the basic strike has a secondary use, which is to pick up and drop bits of dust.  These bits of dust have been used in a few different ways.  The designers have used these few abilities to craft some interesting puzzles, and the combat can be tough.  The enemy movement and projectile patterns keep me on my toes.    

The game appears to be open-world and non-linear, though there are clearly established 'zones.'  I have no idea if I'm going to the right place at the right time, and that aimlessness seems to be a part of the design. One thing I like is that there is a moment where you find a road sign, the first in the game, and it is too unclear to read. I don't know why, but I really like that the first road sign you see has no content. It stands out as something to read, but too bad, it's faded, and you can't make it out. Where to from here. The good news is:  I have yet to get stuck.  I think this speaks to a sense of care on the part of the designers.  

If you have a hankering to play a well-designed clone of early Zelda games, but with a creative and creepy vibe, then I recommend giving Anodyne a look.  I'm going to play through the rest, and try to craft a more thorough posting.  

-D


P.S.  I originally heard of Anodyne from Indie Games Magazine.  They've got this great little Android App that I use to read about games while waiting in lines.   I picked up Anodyne from a recent Humble Bundle.  If you aren't hip to the Humble Bundles, I suggest you check them out.  I've already given you a starter by embedding a link in the previous sentence.  Also, they have a very intuitive website address, and if you ask google about Humble Bundles, I'm sure it will help you.  Humble Bundles are a big part of why I started gaming again, after taking a many-year break.





  

Tuesday, September 10, 2013

To Zelda too.



1980s Link is frustrated that his Franchise has become stale

I started this post on a day I called in sick-- paid sick days were a perk to my previous place of employment.  And, wouldn't you know it, after a crashing into a nap, post sick-call, I woke up with the earnest desire to play Zelda II:  The Adventure of Link.  Then it occurred to me: there is a very good chance that I stayed home sick from school at some point in my childhood and played Zelda II.  That's neither here, nor there, but I have been thinking about the game since getting up.  

Zelda II is often seen as an aberration in the series, the experimentation with side scrolling and RPG elements being too much for some people.  But I loved this game.  It was a family game and I've played it a bunch of times throughout the years, but I've only beaten it a couple of times.  I made similar claims of favoritism regarding Zelda I and those claims are true; but Zelda II occupies a different and very special place in my memory.

I think it's important to note that the clay had not hardened on this game series when Zelda II came out. Hell, it was only the second game in a series that by now spans over a dozen.  There was no reason to think that each sequel would be the same as the last.  As a matter of fact, it occurs to me that Mario 2 (Mario USA) was also radically different from Mario 1.  However, unlike Mario, we had to wait until a new console system came out to get a third installment of the Zelda theme.  

I have to admit that I was a little disappointed in Zelda III choosing to be another top-down game.  Even though that game is probably my favorite game ever. And in retrospect, it was certainly an impactful decision for the whole franchise, as the next in the series, Link's Awakening, was also top down, and every subsequent Zelda game for a portable system has been a top-down design.  

But back when Zelda II was still relatively new, it was a great game.  I loved the side scrolling, I loved that you got to use Magic and I loved the RPG elements.  Raising levels and an overworld map, two important RPG innovations.  Basically, Zelda II is a completely different game than Zelda I was, and there is no need to compare them.  I think this variation between sequels is great, I wish more game series were like this.  Zelda II was also a true sequel  - the story picks up chronologically after the events of the first game, and Ganon is dead.  

The side-scrolling, overworld map and RPG elements were abandoned after Zelda II, and frankly, I think to the detriment of the series as a whole.  I wish Nintendo had been more willing to branch out and experiment with this series.  I don't mean to sound bitter, but in my humble opinion, the Zelda franchise has grown stale and over-marketed.  I think this can be shown by the release schedule of Zelda games.  In the 1980s, two games were released.  The decade of the 90s saw four games. The 2000s saw seven Zelda games released.  I believe it was during the decade of 2000-2010 when Nintendo missed its opportunity to branch the series in a new direction. But, you know, maybe it's never too late.   




----------------------

Zelda RPG anyone?

Esuna and Kamil - How about Zelda and Link?

And since I'm in love with my own ideas, I want to talk about my old idea for a Zelda RPG.  This was inspired by playing 'The 7th Saga' by Enix on SNES,  something I did a lot of as a teenager.  This was sometime after Zelda III came out, but long before Ocarina of Time.  While playing as Esuna, whom I always played as, I had a moment when I imagined Princess Zelda casting the ice spell.  When playing as Kamil,It wasn't too hard to imagine Link there, sword and shield in hand,  and suddenly I want a Zelda RPG with battle style identical to 7th Saga.  

Now take these two characters above and re-imagine them as Zelda and Link.  Not hard to do eh? Just put a green hat on Kamil and pretty much leave Esuna the same.  At least it wasn't hard for me to imagine in 1996. I thought it would be so cool to play as Zelda and Link fighting side by side.  Mario RPG came out at around this time, and I thought it was a fantastic and innovative game.  In that game, I enjoyed being able to play as Princess Toadstool or Bowser, and I longed for a chance for the Zelda Universe to expand in a similarly clever way. 

It's too bad that we've made it this far without a proper Zelda RPG.  I really think Nintendo dropped the ball on that one.  By Zelda III, the world was lush and full, ripe for development in an RPG style.  The series featured two top-down games and a side scroller with RPG elements.  Further expansion of the series into a multi-genre franchise seemed possible then.  By now, I worry that it may be too late.  Or, is it never too late?  How about it, Nintendo?  

-D




Zelda-- I mean Esuna casting an ice spell.  



Many thanks to:

http://serenesforest.net/forums/index.php?showtopic=38230

for exactly the image I was looking for.



Friday, May 3, 2013

Family Fun Time

got this image right off the Nintendo website
Growing up with my Family, I was the undisputed #1 fan of video games.  I'm not sure when this was clear, but I do recall working hard to prove this point, even if no one particularly wanted to compete with me for the title.  I just knew that video games were for me.  When my family bought a new TV, I insisted that the old TG&Y piece of crap TV go into my room.  And even though I had to use a pair of pliers to turn it off and on, I was a rich child- I had what I wanted.  

I moved one game system, and eventually all game systems into my room, whereupon I held dominion over them.  I don't remember asking permission, I simply remember exercising Manifest Destiny over our family's NES and SNES.  After all, hadn't it been *I* who had badgered my parents, non-stop, for what seemed like years-- to buy a Super Nintendo?  And wasn't it me who saved up his own money to buy a Nintendo 64 the day it came out?  I deserved those systems, and that was all there was to it.  My younger sister Samz may have protested. After all, she played the most video games after me, and was a stalwart co-op game ally.  But I was insistent in my role as #1 game player of the household. 

It wasn't always this way.  There was a period when video games were for the whole family.  I can't quite place it, but it was a time before the Super Nintendo, but after the Original Nintendo.  My parents tended to drag their feet about buying me new toys, they didn't seem to understand that Nintendo was the greatest thing there was, and really, the best use of their money, as far as I was concerned.  Our Atari 2600 carried us through the first couple of years after NES was released, and we finally got a Nintendo with the Super Mario/Duck Hunt cart.   I can barely remember when this happened, but I know my age was still in single digits.

Anyhow, during the time before I  took over all matters of video gaming in our house, there was a golden period of the original Nintendo Entertainment System, where we all would play games, sometimes together, as a family.   Except my Mom - my Mom never got into any games at all, and I have a fuzzy memory of her holding a controller with a dumbfounded and annoyed look, like it was something the cat dragged in:  "What am I supposed to do with this thing?"    

My Dad would definitely do the funny move-the-controller-to-make-the-car-turn action that everyone does at some point when they're new to video games.  Action games weren't really his thing.  He and my older sister Emz both showed a preference for RPG and Adventure games.   Dad and Emz didn't play many games but they did play a few pretty seriously.  And when they got involved, then it was on!   

I have to tell you, having my Dad play video games with us was probably the coolest thing in all of gaming.  I had all the enthusiasm for gaming, I wanted to play NES more than anyone, and I dedicated the most time.  But I think fondly of the group effort that resulted whenever my Dad got involved.   I experienced that wonderful balance that many of us know- between playing the game, and watching others play it, and feeling involved all the time.  I miss that.

My Dad brought in other elements of his own.  The one that stands out most in my mind was mapping.  He broke out graph paper and a ruler, and proceeded to map every dungeon in Zelda II,  and also every dungeon in Ultima Exodus.  This allowed those of us who weren't playing to participate in a significant way.  And since I was pretty young at the time, it helped me to work on the new skill of cartography (after a fashion). 


Below, I'm going to say a little bit about the games that stand out to me as Family Games.  
>>Read More

Friday, June 1, 2012

Legend of Zelda - Combat and Sound

In my previous post about the Legend of Zelda's aesthetic of simple, consistent visuals and open world exploration, I found it difficult to talk about those elements and not include two other, ever-present elements: Combat/Play Control and Sound.  These elements synch up so perfectly with the visual aesthetic, that the game would play very differently if there were changes to these areas.

Regarding Combat/Play Control:  I am  combining these two elements because I am defining combat simply as play control while under threat of attack.  You don't have to strike an enemy to be taking part in combat. When exploring the overworld map, enemies are obstacles just as much as trees or rocks.  Many times all the player wishes to do is to get through the screen and on to the next screen, but flying arrows or Peahats prevent that.   

I think one subtlety that Zelda does really well is to have Link pause for a brief moment whenever he attacks.  This adds a sense of control that free swinging and running would have been without. The one-two button combination of keeping a sword for the A button and an item for the B button is the defining innovation of Zelda's combat system.  Any player who has made it through the game is likely to have mastered the ability to fire a boomerang at a diagonal, with deadly accuracy.  When I'm wandering the map, I may just want to stun a few enemies and move on.  The unmistakable sound of the boomerang striking an enemy instantly assures me of my success, and I need not break stride.


Regarding Sound:  while it's not the same as graphics, it is arguably equally important in a similar way.  Similarly limited as the visual aesthetic, Zelda doesn't have a wide array of sounds, but the sounds it does have are consistent and fantastic.  The funny, dull sound of Link receiving damage, the satisfying sound of shooting the sword when attacking at full power, the scene-change trigger sound of footsteps.  These sounds couple with the graphics to guide me through the game. 


On the overworld, the delightful Zelda fanfare is very fitting for joyfully wandering around, the song is light and whimsical.  No pressure, the world is open to you, do what you want.  When you enter a dungeon, the droning dungeon song does it's job.  This place is not a happy place.  You're not going to find a faerie around the corner, you really don't have anywhere to run.  It's time for business.  

-D






The Legend of Zelda - Graphics and Exploration


Click on an image for a larger version
I think Zelda 1 is my favorite game of all time.  The reason for this is that I can very easily daydream myself into the world of Zelda 1.  All I have to do is take a breath, and Zelda 1 appears in my mind.  And it's always in a nice, dream-state, imprecise version of it.  It's like I can *smell* Zelda 1.  The visual representation appears the strongest, the colors and the general shape of the game, which are both very distinctive.  I'm going to try to describe and analyze what it is about Zelda 1 that makes it so distinct.  *I would also like to note that this post was not inspired by Jack's Memory Post - it was serendipity that we were both thinking at the same time, about the same phenomenon; of being transported into a game memory. 

There are some clear contributing factors to how easily I can imagine the Zelda world.  I played it when I was very young, and highly impressionable.  I played it a LOT.  But, in addition to these things, it is also a great game.  And it is on that fact that I wish to focus.  Yes, Zelda has been done before, but that's what makes it a great trial run for game analysis, that is, for game analysis on a good game.  The Legend of Zelda has a very distinct and consistent aesthetic, and it is an open-world exploration game.  I think these are the components which make the game particularly engaging.

Today I want to focus on the overworld map.  Particularly about the sense of exploration and how the visual style helps to facilitate that sense of exploration.  The game is viewed from top-down, and is divided by screens.  So when I enter a screen, I can see everything in the screen that I can affect or can affect me.  The game map in Zelda is essentially a series of rectangular pictures of screen size, positioned side by side and top to bottom to form a larger rectangle. I can only view one picture at a time, and I can move freely within the picture I presently inhabit.  Passing between screens is an important part of the game, allowing me to run for safety if danger lurks in my present screen.  The transition between screens is, for everyone who plays the game, a signature part of the visual aesthetic.


Each screen is made up by mostly tile-based images.  Bushes, Rocks, and Enemies all fit within small 16 x 16 pixel squares, as do all hearts, rupees and items (I discovered these dimensions when playing Mario Paint for the Super NES).  This consistent size and use of simple, primary colors creates a simplistic design that might be called minimalist.  There were never any real surprises, in a given screen, but there were always different arrangements of the small number of tiles.  The simplicity and limitations allow for everything to be placed purposefully, the consistency makes it so that the player is never pulled out of the game by bad design.

A great deal of my time playing Zelda has been spent wandering the map.  Just kind of looking around.  Early on in the game, it's pretty tough, because the enemy is tough, and Link is weak.  But after gaining a few more heart containers and a few more weapons, the world begins to open up.  Enemies and combat represent obstacles to be overcome, you have to earn each new screen you explore.  Because the games graphical consistencies, I can size up a screen in an instant. I really want to look around in that forest area, but is crawling with Moblins.  I'll stick to the Octorocks on the beach.Or I'd love to check out death mountain, but all those Centaur guys make that really tough to do.  It's fun to look around just for the sake of looking around, but if that's not enough, there's also a large number of hidden goodies to find.

It is possible to know this game completely; to literally leave no stone unturned.  No wall un-bombed, no bush unburned.  Jack points out that there was no visual cue as to when a bush was burnable or a wall was bomb-able.  You just had to give it a try an hope for the best.This method is was out of vogue by the time Zelda III came out, but I don't think it was necessarily a bad mechanic (Though it would have been nice to have gotten the red candle just a little earlier in the game -ed).  With no visual cue, I would burn every bush, but I would start with the ones that I thought made aesthetic sense, as though I could figure out and understand the programmer's visual style and thus, save myself time in the never-ending search for a new cave.  I felt more of a sense of exploration, knowing that I just might find something, and sometimes did find hidden caves that were secrets to everybody.