Game Ramblings #171 – The Legend of Zelda: Tears of the Kingdom

More Info from Nintendo

  • Genre: ARPG
  • Platform: Switch

It would be extremely easy to point at this game and just go “it’s a sequel, whatever”. It shares the characters from Breath of the Wild. It largely shares the overworld, which at a glance simply features the changes that come from progression of time. At a glance it looks to be largely the same mechanically. However, it’s just a bafflingly better game than BOTW, which was already a bafflingly good game.

One of the things that struck me was that it felt weird that they threw out the runes from the original game. That felt like such a core part of the gameplay of the original that removing them just felt wrong. When you get the new ultra hand and fuse abilities early on, they kind of feel like a weird replacement. But then you fuse a bomb flower to an arrow and you suddenly don’t miss the bomb rune so much. You start to realize that the utility of ultra hand replaces the use of the magnesis rune. You start attaching rockets to your shields and suddenly using stasis launches just feels like a slow part of the past. Then you’re busy building something stupid like the vehicle I made up there and by that point you’ve completely missed that the system has so well clicked in your head that you don’t miss the systems of the original game.

The thing that is so wild as a developer about the set of abilities in the game is how often I would try something and be surprised that it just worked. There’s obvious things like attaching an arrow and bomb together would do something cool because Zelda games have had that in the past. But attaching an eyeball to an arrow? Well of course it’s now a homing arrow because it can see. Attaching meat to an arrow? Now you’ve got something to lure enemies. Attach a rocket to your shield? Now you can fly. Attach a wheel to a rope? Now you can open gates. Attach a control stick to some fans? You’ve got a flying motorcycle. Those are nothing next to some of the crazy things the community has been up to.

It’s one of those things that I can understand conceptually how they pulled it off. Ultimately it’s more of an issue of scale of problem solving than anything else. However, I’ve never been in the position where I could simply make anything work simply because that’s the core idea of the game. Everything within these systems is so well polished because they’ve spent the last six years just perfecting every interaction that you can have. These interactions are also completely not accidental either, because most of them are covered in some place in some shrine in some corner of the world where it was clear that something was made simply because some developer along the way said “I want to make a puzzle, I want this mechanic, let’s get it working” and it became another potential tool in the chest for the team and ultimately for players.

All this is to say nothing about the fact that the game isn’t just a slightly modified overworld. Yes that’s there, and yes there’s a lot of differences that players of BOTW will appreciate. However, there’s an entire set of new sky islands to explore and puzzle through that offer unique challenges in terms of trying not to fall off of them. The introduction of the ascend ability that allows you to pass through things above you greatly enhances traversal in all situations. You then start going into the depths and quickly realize that there’s an entire second overworld as big as Hyrule to explore and find cool stuff in. The depths’ core change is that it’s completely dark until you light it up, and that change alone transforms the game into the strangest combination of survival horror and ARPG that drastically changed the pace of how I was playing the game. That alone is enough of a reason to warrant this being considered a full new experience instead of simply a retread.

All that said I do have some gripes about combat, which felt like the weakest part of the game to me. There was something about the timing of dodges/parries that just felt off to me and I could never really quite place my finger on what it was. So much of the combat once you get past the intro red enemies is about dodging or parrying to lay in maximum damage and it always felt like I was just a bit early or just a bit late. I would make adjustments and end up on the other side of that, never really getting to the point where I was really ever comfortable engaging in combat in the overworld where multiple enemies were around. I felt like I was often just taking a ton of what should have been avoidable damage, but just never could quite make it work.

The frustrating part is I never had this problem against bosses. I beat all the temple bosses first try and had similar results against Ganon, despite the fight feeling like a callback to Wind Waker in being so heavily based around specifically dodging to lay in damage. The fact that bosses tended to be fine while overworld combat was problematic for me made me think that I was battling some sort of input latency or frame pacing issue since overworld framerate tends to be less consistent than the tailored boss areas. In those situations combat just felt nice. Timing things felt fair and appropriate without being too easy. It was rewarding to nail your dodges and get a flurry rush while laying in huge damage. I guess ultimately my problem with combat was that things like late-game Bokoblins felt like more of a threat than Ganondorf which is something I can’t really reconcile in my head.

My combat issues didn’t really negatively impact my feelings on the game though. This is absolutely a game worth playing and if for some reason you still don’t own a Switch, this is game worth getting a Switch to play. It’s so fundamentally good across nearly the entire experience and just constantly throws things at you that will surprise you. It takes what was originally a top game of all time framework and enhances it in ways that sets a new standard for what open world ARPGs should be striving for.

How’d It Age #3 – Metroid Prime

More Info from Nintendo

  • Genre: FPS
  • Platform: Switch
  • Originally Available On: Gamecube, Wii

Under normal circumstances, this would be a very short ramblings. Yes, this aged well. Yes it’s still an incredibly good and fun game. Yes you should buy it. The end.

But I have some thoughts here on the various versions, with a bit of a wild card. I’ve played all the versions of this that have come out, whether it’s the original release, the Wii update for Trilogy, or what is now the remastered version on Switch. If I look at the versions side by side, I don’t think there’s a real clear winner in terms of which one is the best. There’s things that the last two do that I think are interesting and better, so the real question is, which one should you play?

The Switch version is a pretty easy recommendation, especially if you’re a typical console FPS player. The dual-stick controls drastically modernize the game, making general traversal much better than other versions. It allows the game to just flow better, which is a bit of a surprise to me. It also drastically reduces the benefit of aim lock, which is something that surprisingly makes the game quite a lot easier. It’s also easy to recommend it because of the updated visuals, which really do a surprising amount to modernize the experience.

However, I don’t think that’s the best control scheme. I actually think it’s pointer controls, and unfortunately I don’t think that the Switch pointer controls feel as good as they do on the Wii. I noticed that they were occasionally getting out of sync which is something that I’ve seen on other pointer-style Wii ports, as well as with motion-assisted games like Splatoon. This is where the Wii version via Metroid Prime Trilogy really shines. The pointer input scheme on that version is as close to mouse-focused aiming as I’ve ever seen on a console game, and it shines in this experience. It makes boss fights in particular incredibly precise to fight, and again is something that reduces the need to really use aim lock. Combined with a heavier reliance on strafing compared to the original, this is as PC-styled as the series gets.

That said, I do have a wildcard and that comes in the form of PrimeHack. This is a fork of the fantastic Dolphin emulator that adds in support for traditional PC keyboard/mouse controls to Metroid Prime Trilogy, assuming you have a legal way to rip your discs down or feel like sailing the high seas. This can be combined with things like the Dolphin supported for HD texture packs to transform the PC experience into something closer to the remaster’s visual styles with an even better control scheme. The first time I played Prime in this way was a revelation. It transforms into a PC game so easily that I can’t believe more shooters aren’t trying to fill the adventure game niche that this series did. At high framerate and resolution combined with keyboard/mouse controls, this just feels like a modern PC game, despite being 20 years old.

I suppose I never really answered the question of which version you should play, and I think my answer really comes down to any of them. Play the Switch if it’s the easiest to get at. Play the Wii version if you want consistent shooting input. Rip your disc and play it on PC with a texture pack if you really want a surprising experience. However you play this game, you won’t be disappointed. It really does still hold up.

Game Ramblings #162 – Splatoon 3’s Single Player

More Info from Nintendo

  • Genre: Third-person shooter
  • Platform: Switch

Splatoon 3 sits in a weird spot. It’s far more involved than the base single player of Splatoon 2 thanks to it taking advantage of the sort of Portal chamber setup from the Octo expansion. However, it’s not nearly as inventive as that was. Because of that it’s simultaneously a lot of fun but also predictable, so I’m not entirely sure what to make of it.

It’s easy to get drawn into a game when it’s this stylish, and that’s always been a mark for the series. They get a ton of mileage out of bright colors, the cool painting mechanic, and a great soundtrack. However, that’s all stuff that we knew we were going to get. The Octo expansion for Splatoon 2 showed a certain level of play that the series really benefited from in a single player setting. Having a level where you play Breakout is unexpected. Having a level where you are pushing a ball around a maze is cool. It felt like it was taking the playful aspects of the shrines from Breath of the Wild and putting them into a shooter.

Splatoon 3 has the same meta game aspect as that, but it feels like it leaned too hard into the shooter aspects. The levels are almost entirely one of two things – physics platform puzzles around your ink jumps or straight up combat segments. The handful of times that it leans into something a bit more playful, it often feels like it’s just replaying ideas from Octo. It’s not that the mechanics are bad, because honestly the levels are a ton of fun in isolation. However, it’s disappointing. We already knew the mechanics would be solid, and we already knew how they work because this is the third game. It didn’t need to lean into reteaching that core.

The boss fights end up being the real highlight of the single player as a result. Some of them are purely combat focused, but really play well into mixing ink movement and accurate firing. The one above is a standout, not because it’s original, but because it is a 100% riff on the same manta ray ink fight from Super Mario Sunshine. Ya, it leans way harder and leans way more unforgiving, but it was fun to see something so obvious being done to great effect. The final boss just ends up being a complete spectacle. It’s got multiple phases, some ridiculous robot fighting, and all the story spectacle of something that belongs as a game ender.

It was also nice to see some more lore. The previous games have fed some aspects of this being a post-human post-apocalypse world, but seeing the full scope of how the world got into its current state and how the inklings came to exist was a nice little bonus.

In the end though, I was just wanting more. I’m not necessarily looking for something open world or more traditional third-person shooter, because I’m not convinced that it would bring anything beneficial to the gameplay. Splatoon as a multiplayer experience is such a specifically crafted core gameplay that I don’t think translates to a larger experience. What I wanted was just more creativity in making interesting puzzle chambers. The thing that they benefited from with Octo was being able to just do silly things because they were crafting 2-3 minute long isolated experiences. This just felt like it leaned too safe, despite the quality of what is there.