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Zelda, here I come!

  • Kylaila
  • 11/14/2016 03:54 PM
  • 5944 views
"The Legend of Zelda (Solarus Edition)" is, well, that.
It evokes a lot of nostalgia and it already had me on its hook once I started the game and heard the fairy fountain music. My god!
So it's an oldschool zelda fan-game with rips and similar graphic design (A Link to the Past-style, to be precise). I haven't actually played those back in the day, being a young'un I started on N64 and while I did play The Minish Cap and a few things here and there, I have played only very little of the genre.

This version here is a solid entry of a very densely packed world filled with dungeons and treasures to proceed from one to another. However, while you can follow the chains of dungeons well and the majority of the game is paced fast and very enjoyably so, you can also easily miss things and go on without them to only later find yourself in a tough spot (like lacking armor). It's a fun addition at times but I found a few a little frustrating.
The dungeon design feels a little haphazardly put into the grasslands - there is only one big plain from which to access all things - be it deep caves, a magma temple, or an ice palace.
And later dungeons felt a little small and rushed compared to the pace and care I felt in the earlier ones.


It's a late screenshot, whatcha gonna do about it?

Jumping into the game you are greeted by a pretty town. Well, that, and that Zelda is needing help for some reason, and you might as well do it for one reason or another. You know the drill. I didn't really like conversations with townfolks, they seemed more like jerks and nobody else existed in this world (other than a lovely witch selling overpriced, useless potions you could easily replace with ever-abundant fairies).
The graphical fidelity is easy to spot and most areas are pretty to look at, a few dungeons (mainly the spikey ones) have a more utilitarian design and only the water passages look a little bare (specifically the one waterfall map as it is cut off at the sides).

Off to adventure!

You already see two caves and a heart shard trapped inside a boulder wall right after leaving your room.
Too bad you are only equipped with a shield (whatever carrying a shield without the ability to block anything with it is supposed to do), so on to find something else you go. Now being the clutz I am when it comes to finding the obvious, I missed the most important two items right at the start, and I searched every spot (I thought) missing those two.
For one, the sword. It's right outside town, on a cliff, they told me, only I thought it was the one going upwards as I followed the beaten path and was supposed to not follow the beaten path but go somewhere else. After a futile struggle, collecting enough money via pottery to buy a bottle (they sell those invalueable things here!) and making a mental note on every cave I encountered, I finally aquired my sword and could cut things. Wonderful!

Sad discovery, my sword does not cut pottery. It goes right through them. Perhaps Link is taller than I thought.


I will forever miss the sound of pottery breaking. Throwing it doesn't make that satisfying sound, either.

Alright! With a sword I could do something. Maybe. Except you can't, really. You need a bow, duh. I think there is a cave you can pass without one, but anything after that? Nope. I tried. You can actually trick the system by throwing a pot at something instead of using a bow, but then you are stuck afterwards.
I completely missed a nice inviting passageway when I stood right in front of it. And there was the bow. I actually wrote up the creator to ask for help.
Did I mention I tend to miss the obvious?

The Fights

Fighting is pretty straightforward and simple - hit until they die. Done. Just spam that attack button. Your attacks also reach through walls, and there are plenty opportunities to take advantage of that.
Now, there is a variety of enemies here and one bounces you back if you hit them which, combined with environmental damage tiles, makes for an interesting addition and way to fight. Or lacking that, seem a little odd.
The only difficult enemies to fight, bar the boss monsters, are orcs. Because they deflect your attack if you hit their sword first. And since they are also the fastest charging creature, repositioning is difficult. They also happen to be the strongest dungeon creatures later on with nothing else but them crawling around, ugh. Thankfully you can use your prized possessions to deal with them more easily.

Boss fights follow the tried and tested use a certain mechanic to deal with them-method. They are immune to some attacks but receptive to others, and I really liked one where you could actually find ways to block their fire attacks between your attacks.
Most of them were pretty easy with the last few having a power spike. You try a few things until something works and keep going from there. With a constant supply of fairies, you had a lot of leeway for most of them and did not need to dodge every single attack as long as you hit them well enough.
The last one frankly felt like a battle of resources as it was virtually impossible to dodge it all as the attacks became so fast and frequent, and your only hope was killing them before you ran out of health/fairies. It was not fun, and I did not feel accomplished killing them. I just felt lucky I survived with two hearts (a oneshot).

Progression

The bigger satisfaction playing this game came from the sheer notion of covering ground, growing stronger and getting more loot. Oh yes, loot. Give me that bomb bag, please. And quiver.

After I overcame my initial hurdles of not finding the starting point, I progressed smoothly and nicely, picked up more hearts, went from one dungeon to the next and was happy with my life.
I picked up some big bags for my weaponary (which hold 99 bombs or arrows, which is frankly .. too many in my opinion, also given that there were exactly three moments where I needed to use bombs in the entire game), killed innocent orcs, ended up ignoring them everywhere I went as any good adventurer does, hoppped over grass and collected things.
There are a few things hidden under grass that I only picked up later on, but that are not really necessary to proceed either.
As a side note, it is a little odd that there are at times cliffs you can jump from (also into the water), but only at one tile of the many you see with the others simply not working. That felt a little odd, but it was clear that you needed to go there so you tried until it worked.

The difficulty did pick up as the monsters started hitting harder, but it only really hit me for the last two dungeons. One enemy taking 2/3 of your health is pretty scary, and frustrating.
Now I feel the density is already very high and I looked out more for the actual dungeon entries and to which to go next then rechecking or destroying every patch of grass. Which apparantly is recommended.


Did I get everything? Probably not. Will I ever fill this all? Nope.

The bigger reason your progress or what you need to get at that point is hard to gauge is because your inventory is standardized, but not made for this exact game. You will not fill it up, period. There is also a thing for heart shards when you only ever find full containers.
You also have one armor slot, why would you need to get better ones? Why would you know it even exists? (I remember armor more being a speciality thing. Like the Zora one to breathe underwater or the red one to survive the heat of a volcano. But that's the OoT experience talking). I did remember reinforced hearts that practically doubled your hearts, but I did not know there are ways to increase your defense.
Apparantly there is also a better weapon to be found somewhere, looking at screenshots, though I could not tell you where and I beat it, so I am content.

This game did not really make me want to be a completionist, because I frankly don't feel the desire to overturn every single patch of grass, and I wouldn't even know if there even is anything to find. So if I could proceed in the dungeon, I thought I was set.

The puzzles on the other hand were easy and straightforward enough to grasp quickly, but had enough variety to be fun. You often needed to combine different items and use older ones in conjunction with newer ones.
There are places where you need to study the map to fall down where you need to, try out different teleporters, not only use the bow to hit buttons but also be mindful of your positioning so you can be fast enough to run where you need to be while the arrow was still flying and other fun things. It changed it up, and I particularily liked the different sense of pace I got with the bow puzzles.

I feel I talked a lot about other things because I am more conscious about them, but I really enjoyed the puzzles in this game. I usually suck at full-on puzzlers and I like the milder variety the usual Zelda game has. This is no exception. There was one place I was struggling with, but just as I was about to take a break I got it and could continue.

So it feels a little hard to judge for me, because the whole point is to search for things on your own, but if you do not know they exist, or that you would need them, then why would you continously search everything when you can already proceed where you know you need to be?
It didn't help that the last few dungeons seemed odd, a little ugly (the blocks for the hookshot were .. everywhere and looked very out of place and forced to use the gimmick one and one last time).

The last dungeon has two big artifacts lying around on the ground for you to conveniently pick up, it also so happened that the first one was a power glove to lift heavy boulders with. And it just so happened that the best reaction to getting it is turning around, leaving the dungeon, and going to a different small one which you can now reach so you can pick up better armor so the orcs there can't two-shot you.
I understand it's all about discovering new paths, or rather every nook and cranny, but that right there is very unintuitive. And no other dungeon quite worked like that.
(there is an armor elsewhere as well, though I only found that one later. It overrides the one you were wearing tho I am not sure which one is better at this point).

All in all:

I liked the majority of it. I hated the start and the ending, but mainly because I was screwing myself over.
I really enjoyed the densely packed world, relying on my wonderful memory of dungeon places and going from one place to the next. I do feel there is a lot that could be polished up, but I think it is a solid game.


Posts

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SunflowerGames
The most beautiful user on RMN!
13323

Thanks for the review.

The 2nd sword is in the fire sorta temple down from the arrow puzzle thingy. You need to use a bomb to open a door. There are is a total of 10 hearts, so you might be missing one. Other than that those empty inventory slots do nothing. Those are items I decided not to use. (The mirror, boots, and cape for example.)
Prolly missed the visual cue to do that, but eh, not really worried about it. I am content with charging through.

And you are welcome! Sorry it took so long haha. I didn't forget.
author=Kylaila
I will forever miss the sound of pottery breaking.
OoT was the first Zelda game where you could break pottery. It was also the first time you played kid Link. He was probably the right height to swing his sword at pot height.

If you miss the sound of pottery breaking so much, you can watch this video in loop:

https://invidio.xamh.de/watch?v=dXmMQJMFL_I
SunflowerGames
The most beautiful user on RMN!
13323

Yeah,I think I forgot to mention that was a feature of newer Zelda games.
No one plays Link to the Past any more.
OoT IS the first Zelda I played, so thanks for pointing it out.
And convention or not, I am sure we can all agree the sound is very satisfying (even if it's not crisp clear breaking), I don't see any reason not to have it even if the original didn't.

And the height isn't really the deciding factor imho (you start out throwing them as well, they still DO break). It'd be strange if you couldn't hit something just because it wasn't your height, either (also seeing plenty of spider monsters).
They knew what they were doing when they had that above-linked room with tons of pottery.
author=kory_toombs
No one plays Link to the Past any more.
I do!

In 2D Zelda, the only way to get the content of a pot is to lift it. Then you hold the pot above your head and the natural action to do is throw it. The location of the pots will make you throw some at the enemy. As they cause more damages than your first sword, you'll feel good about throwing them. Moreover, they serve as range attack before you get the bow. And when you have the bow, you'll be happy to throw them and save your arrows.

OoT introduced Zelda to 3D and change things a lot. Have you ever throw a pot in OoT and hit an enemy with it? Very hard to accomplish, right. So lifting the pot was satisfying because you reveal its content. But the throwing was frustrating because 3D made it so difficult to hit an enemy. The designers brilliantly cut out the frustrating part by giving the player an easy way to get the pot content in a single fast action: swing your sword instead of pickup-then-throw. They also added that very satisfying sounds Kylaila loves so much. All players who discovered the series in 3D probably prefer to smash pots than throw them even when playing a 2D Zelda.
SunflowerGames
The most beautiful user on RMN!
13323

The younglings all played the Nintendo 64, but I'm old enough to remember this.


Sure.

I still think that adding the satisfyingness of sound PLUS the usefulness would make it even better. I really didn't mean anything else (nothing about the mechanic or direct gameplay aspect of it).
And you haven't really said anything about that *scratches head* If it adds nothing for you, that's cool, I am just left guessing what you actually think about that aspect, and that's awkward.
Adding sword pot smashing in 2D Zelda is a plus if done right.

If Link finds his sword early and never has to defeat enemies trowing pots at them; you've done your player a disservice. He/She will smash all the pots and will never learn then enjoy the fun of trowing them at enemies.

If Link has to defeat some enemies trowing pots at them before he gets the sword, you've shown the player how fun it is to use pots this way. Then it's up to the player to choose what's most fun for him/her depending on the situation. In rooms filled with enemies, I enjoy throwing pots at them. But in rooms without enemy I prefer to smash pots. Actually, in A Link To The Past, I pull out the hammer to smash pots in a single action and indeed the sound is not as satisfying as in Ocarina Of Time.
I uh .. I didn't intend to say you have to be able to smash them with your sword.
That you can use your sword was just my assumption you could coming from OoT first, and it was just a mental note that you can't, aka my gameplay experience playing this.
What I truly miss is indeed the sound of breaking pottery because you can destroy them still - breaking something does not require a certain weapon to do so - (by throwing which is a lovely thing, and which I added you can), but even then the sound is missing. I just put the notes together for convenience sake since it's both about the joy of breaking pottery.
But now I understand the direction you took, so thanks for clearing that up.

The sound it does is very disappointing.
Using a sword or not is secondary imho (you have the same sound in OoT throwing them and it would still be crushed into tiny pieces either way).
Introducing sword mechanics would need to follow the gameplay introduction you mentioned to make throwing pots a known and good alternative, though.

And haha, well, glad to hear you find the sound not as satisfying either.
SunflowerGames
The most beautiful user on RMN!
13323

Either way I used the pots as the Solarus programmer programmed them. I'm not sure how easy or difficult it would be for me to rescript in Lua how that item functions. It might be easy to get it to interact with the sword or different inventory items, but let's not forget the animations and sound effects that would need to go along with that.
As a first step, can the OoT pot breaking sound replace the LTTP one?
SunflowerGames
The most beautiful user on RMN!
13323

You can use any graphics or sound you want in this engine.
That's why you can use it to make a commercial game.
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