Game Ramblings #89.1 – Mini Ramblings – Cadence of Hyrule: Story Mode – Octavo

Original Ramblings

A bit of a surprise expansion to Cadence of Hyrule dropped this week, a new story path for the game featuring the game’s main villain Octavo. I went ahead and did a run through of it, and while this didn’t necessarily warrant a full post, I did a bit of a Twitter-focused mini ramblings. Below is that thread.

Game Ramblings #94 – The Legend of Zelda: Link’s Awakening

More Info from Nintendo

  • Genre: Action RPG
  • Platform: Switch
  • Original Versions: Game Boy, Game Boy Color (DX)
It was nice seeing this again after all these years.

This was the first game I got on the Game Boy. When my family got me the Game Boy for Christmas, Nintendo wasn’t doing Tetris as the pack-in, and boy was that a lucky thing for me. I played this for way too many hours as a kid, wracked my brain over the puzzles, and I’ve loved the Zelda series ever since. Even at the time of its release, this was a special game, and now that it’s been given the modern treatment it’s worth playing more than ever.

From a high level, there’s not much of a surprise here – it’s a 2D Zelda game. You go to dungeons, you get an item, you use that item to get through the dungeon, by the end of the game you’ve got a tool set to take out the boss. It’s not that this one was necessarily breaking totally new ground, but that it was doing so in a handheld game, and was STILL as good as (and I’d argue better overall) Link to the Past.

There was just something about this one that always hit better for me, and I think I figured it out with this play through. Link’s Awakening plays a constantly good balance of both telling you what to do, and giving you a bunch of leash to go exploring on your own. There’s always a bit of a hint coming out of a dungeon about where to go next. That gives you enough of a bread crumb to go on. But those spots you walk past that you don’t have an item for yet? That item you just got in a trade quest and don’t know who the next step is for? You’re always going to want to go off and explore. Even on the Game Boy that always worked better for me than Lttp‘s somewhat more open ended nature, and it hasn’t stopped working well here.

It helps that the items here are still a ton of fun to use. There’s some of your usual suspects here (bow, swords, shield, weight bracelets, etc) to get you into the game – and boy doesn the inclusion of dedicated sword and shield buttons REALLY help this remake. However, this game also had its weird items that just WORKED. Roc’s feather to jump over things? Fun item at the start. Combine with the Pegasus Boots to really jump far? Now you’ve got a great combo. A shovel to give you more of an excuse to find treasure? Why not. Some magic powder that you can use to stun enemies or turn a raccoon back into a human? Why the hell not. This game really just embraced the weird in a way that the rest of the 2D games often didn’t want to do and it’s all the better for it.

The dungeons themselves are also really solid. I’m assuming it was due to the limited nature of the system, but these dungeons really lean on puzzles over combat. You’ve got your usual puzzles tied to the dungeon’s main item, but this one also does a bunch of puzzles that slowly build upon each other across multiple dungeons. A lot of these end up being some variant of switch manipulation that modifies where you can go throughout the level. These are typically tied into the item puzzles to add multiple layers of solving in one. It ends up really reducing combat to boss fights, which is a benefit for how simple the combat really is. It leaves the boss fights down to puzzle solving with the right item and sword spam to kill, and the rest of the game to swinging only when necessary.

All that said, fuck adding physics to this damn crane game.

This one’s pretty simple – this is one of my favorite games in the Zelda series in general made pretty for modern consoles. The gameplay that made it so good 25 years ago has been tweaked a bit to feel up to date, but not changed where it wasn’t necessary. There’s a lot to be said about not messing with what worked and Link’s Awakening is definitely a good example of that. Where Breath of the Wild proved that a rethinking of the formula was a good direction for the series, this one proves that it’s not always a bad thing to be a bit classic.

Game Ramblings #89 – Cadence of Hyrule: CRYPT OF THE NECRODANCER FEAT. THE LEGEND OF ZELDA

More Info from Brace Yourself Games

  • Genre: Rhythm RPG
  • Platform: Switch

This is definitely one of those games that I assumed would work when it was announced, but you can never really be sure. Outside of the obvious rhythm gameplay of Crypt of the Necrodancer, it’s not that far off of Zelda. It’s still basically an action RPG with a bunch of inventory. It still encourages you to romp through effectively dungeons to progress. It’s god a damn good soundtrack. But still, this is Zelda. Somehow this has come out and feels great, feeling like each of their series at the same time without losing anything in the process.

Under normal circumstances, this would be a screenshot of a standard Zelda 2D title, but that little bar at the bottom is where it starts to separate itself.

The screenshot above does a good job of visually laying out how much things are the same, but totally different. On the surface, this looks like a 2D Zelda-series RPG. There’s some familiar looking enemies, a normal item wheel, hearts, rupees, keys, a slightly angled camera viewpoint. However, that little bar at the bottom and the specifics of the grid are where you start getting the Necrodancer gameplay.

Like Necrodancer, any movement or attack is most effective when done on the beat of the music. At the same time, enemies also move and attack on the beat, so you’ve got a play around keeping on eye on what you’re doing and an eye on the enemies to make sure you aren’t getting trapped. While it’s technically a turn-based game as a result, the practical pace is really close to an action RPG and it ends up straddling the line between familiar and new really well.

Combat is also a bit different than expected for a Zelda game, mostly due to a large unexpected variety in ways to attack. Each character that you control has its own specialty, and you can swap between Link, Zelda, or Necrodancer’s Cadence at any time once you reach them. You’ve still got your Link-style broadsword attacks that hit a wide line in front of the player. However, you can also use spears for extended range straight attacks, flails for L-shaped AoE style attacks, or daggers for real close-range combat. Even on defense you have more variety than just Hylian shields, with characters like Zelda able to activate a projectile-reflecting magic shield if timed correctly. You can even add modifiers to your weapons like health drain or poison to add some additional flexibility to your loadout.

The positive outcome of all of this is that I really spent time modifying my gear loadout and character selection based on what I knew would be most beneficial to me at the time. Early on I went more spear-focused in order to keep enemies at a larger range from me. As I gained some hearts and defensive items, I started moving into broadswords in order to take out more than one enemy at a time, even if it allowed them to get closer at range and occasionally hit me. As a whole it ends up in a battle system that has tremendously good flow due to the rhythm focus, but still has a ton of ways to play to your strengths at any time in a way very reminiscent of high end ARPGs.

It definitely helps that there’s a lot of familiar things in the gameplay though despite all the changes. You’ve still got to save up your rupees to buy things in shops. You’ve still got to visit Kakariko Village to move forward. Hell, you’ve still got to get lost in Lost Woods as part of your quest. However, through it all the focus on rhythm gameplay really feels like a fun fresh take on the Zelda formula.

And oh boy that soundtrack. The Zelda soundtracks on their own are really special, and really familiar to a lot of gamers. Living up to that alone is something that shouldn’t be taken lightly. However, the need to really hit a music pace that allows for a good gameplay pace added a level of technical need that the team really nailed. The familiar Zelda themes are morphed into new genres – whether it’s jazzier takes on the main theme or Song of Storms, or more dance-based overworld themes, or even rock-focused takes on the Gerudo Valley theme – that really push a fast gameplay pace while still being fantastic takes on familiar themes. This is the rare game where the soundtrack alone is worth the price of purchase, but you still get a great game on top of it.

It also helps that the bosses are punny as hell.

This is definitely a game out of left field. While Necrodancer on its own is a fantastic game, the fact that Nintendo allowed for the Zelda license to run wild in the Necrodancer universe. What ends up coming out of it is something that just works fantastically well – as long as you’re comfortable in the rhythm style. Is this going to be a replacement for the upcoming Link’s Awakening remake? No not really. Is this better than I could have hoped for as a way to get more Necrodancer content? You better believe it.