Game Ramblings #216 – Hyrule Warriors: Age of Imprisonment

More Info from Nintendo

  • Genre: ARPG/Musou
  • Platform: Switch 2

This was a wildly fun experience, but as I played it I was left with a particular thought – this is not a particularly good musou game. In isolation, this is a much better combat experience than your typical Warriors game but so much of it occurs in either 1-on-1 boss fights or small scale combat encounters, which is completely the opposite of what I expect out of the genre. So if it steers away from the core gameplay loop that much, is it still worthwhile?

When I think of your typical Warriors title I think about huge multi-person battleground combat maps where I’m trying to capture and keep hold of multiple camps while fighting off enemy commanders, leading to fights where I’m easily eclipsing 1000+ KOs in a single round. The first Hyrule Warriors certainly leaned into that for the most part. However, that screenshot above is more typical of your Imprisonment battle with large ones reserved for a few very particular story missions. Generally speaking, the bulk of content here is a 5 minutes or less game loop where you finish a couple quick objectives on the way to a solitary boss fight. Perhaps it’s because I didn’t play much of Age of Calamity but it caught me off guard.

If the musou experience is what you’re looking for, you just aren’t going to get it here. Even in the large fights it feels mostly lost. Sure, I capture camps but very few of them are ever in future danger of being recaptured by enemies. Sure, some secondary commanders spawn but they generally bee line right for one of my NPC commanders. Sure I have a party of people that I can command, but they are wholly incapable of taking out enemies or capturing points on their own, leading to a lot of swapping who is active as the player. If someone were to hop to this right from Dynasty they would probably be very confused as to why it’s carrying the Warriors name.

But then you play some more and the combat against bosses in particular starts to grab you. Boss fights are quite simply not just hack and slash encounters.

There are elemental attacks to take into account and chaining that you can do. For example, you can freeze an enemy with a series of ice attacks, then hit it with lightning for explosion. You can combine wind attacks with other elements to create tornadoes capable of hitting large groups. you can burn an enemy then hit it with water or ice to open it up for critical damage. Dodging takes on a ton of importance here relative to other Warriors games as well. Executing a perfectly timed dodge opens up the enemy for a flurry attack where the player can lay in a bunch of large damage, as well as knock down its stun meter. Once that stun meter is knocked down all the way, it also opens up the boss for a large attack generally capable of cutting down a quarter or more of its health at once. This is then combined with the ability for pairs of player characters doing combo attacks together for similarly large damage.

These one-on-one encounters then feel a lot less like a musou experience and more like a traditional action combat game, and that is greatly to its benefit. Where I enjoyed the original Hyrule Warriors for being a musou game, I started to enjoy this game because it was not. What it ends up being for me is a game that feels like a Hyrule experience shrouded in war, rather than the more individual experience that Zelda games typically have. It feels like it’s leaning on the action combat of the series, but not leaving away the fact that in war things are often going to be faster and more chaotic. The game loop then generally being short 5 minute segments ending in a boss makes a ton of sense. You are being encouraged to quickly dispatch with unimportant KOs and focus on the small handful of big bads that are really tuned to be fun to fight within the combat paradigm that they built for the game.

So that gets us back to the question – if it steers away from the core gameplay loop that much, is it still worthwhile? I think the answer that I arrived at is that yes it is still worthwhile, and it took the game continuing to beat me over the head with spectacle to get there. As the game went on I stopped thinking about whether or not I was playing a musou game and thinking more about timing my dodges correctly. It was less important that I was KOing 1000 things and more important that I was KOing the one boss. It was less important that I was doing hack and slash chaos and more important that I was chaining elemental attacks. The combat fundamentals end up being so much fun that the things that I initially felt were missing ended up fading into the background. Yes, this may not be a typical musou game, but in the process they’ve crafted something else that is a lot of fun on its own.

Game Ramblings #195 – The Legend of Zelda: Echoes of Wisdom

More Info from Nintendo

  • Genre: Action/Adventure
  • Platform: Switch

The big thing that came out of the pre-release press for this was obviously that you get to play as Zelda for a change. However, beyond it being set dressing that didn’t really make a huge difference to the feel of the game. What did was the core hook for the game – that instead of swinging a sword around (technically, kinda sorta….) you get to make copies of things that do the fighting for you. What you end up getting out of that is a 2D Zelda that feels like it’s Link’s Awakening by way of Tears of the Kingdom, and boy is it a lot of fun.

The thing that made this game work for me so well was the little moments. It’s the same thing that really worked for me about Breath of the Wild and Tears of the Kingdom. Sure, the core loop is still fun and classic Zelda – go to a general location, puzzle your way through a dungeon, get a heart container and a shiny upgrade – but the little moments within that are magic.

That screenshot up there is one of those moments for me. You gain nearly immediate access to spawn echoes – copies of things you’ve found or defeated in the world – so my initial instinct for combat was “lol army of bats”. And that is a perfectly valid way to play the game. However, you get to flying things that bats are simply not good against; they’re simply too fast. One of the other powers that you get is the ability to lock onto objects that move and pull or follow them around. They don’t explicitly teach you use it as a combat mechanic, but in typical confounding Nintendo fashion they put the mechanic in front of you so often that eventually it just clicks. I ran into these birds and they were just obnoxious to me because they were fast and swarming, so I locked one down to just stop it for a breather. That’s when the light bulb went off. Lock it down and send an army of whatever after it since it can’t move. And it just works.

Those little moments happen all over. Large gap that you need to clear but is too far to jump? Well, you can use an echo of a classic 2D Zelda flying tile. Or you can build a bridge of beds. Or you can grab a bird echo and float over the gap. Or you can make a chain of spider echoes and climb on their webs. Or you can create a chain of water blocks to swim across it. Swarm of enemies about to attack hiding in grass? Well, you can use your Link transformation and fight them directly. Or you can send a pack of wolves to fight them. Or you can set the grass on fire to kill them. Or you can trap them in water blocks and drown them. Or you can create an elevator block and simply go over the top of them. Need to move a block onto a switch behind a fence? Well, you can use your attachment power and push it along. Or you can use a fan to move it. Or you can create an unnecessarily complicated stack of objects to knock something else onto the switch. Or you can spawn an Armos to path onto it.

If this sounds very much like a “play it your way”, that’s because it is. What I ended up finding the most fun was nearly entirely avoiding using the Link copy powers and focusing entirely on spawning echoes in weird fashions to get through the game. Even on the last fight I went in this direction. My focus there was on spawning echoes to fight for me and avoiding damage, making the experience a defensive dance in minimizing health loss. The game is basically a tool set for you to screw around and find solutions where the end result as a player is laughing because your absurd idea actually worked. In that way, it feels exactly like the building toolset in Tears of the Kingdom.

However, all of these options really gets into what keeps this game in simply “very good” category than being truly great. The UX around selecting your echoes is miserable. The entire selection process is being presented with an enormous growing list of echoes, at least 75% of which are completely useless by end game, and a few basic sorting options (most used, recently used, recently found, category, ….and one I’m forgetting). Finding an echo you haven’t used in a while is a needle in a haystack and there’s really no reason this couldn’t have been at least minimized.

One option they could have taken? Simply reduce the list as the game went on. There’s a whole bunch of spots where you get level 1, 2, 3 variations of the same general monster (ex: Spear Moblin). When you first get the echo, it totally makes sense that they both exist as the newer one is stronger and costs more to spawn. However, one of the upgrades you get throughout the game reduces the spawn cost of specific echoes. Once the level N and N+1 match, there’s no reason that the lower one couldn’t simply be removed from the list entirely.

Another option they could have taken? JUST LET ME TURN OFF SOME ECHOES. There are just so many things you can spawn here, and a lot of them I never found a good way to work into my combat experience. I get that there would probably be some hesitancy that the player would turn off something important to progression, but at the same time Nintendo has shown in the past that they are incredibly capable of tutorializing important things in ways that remind the player that “hey this is important”. But 4 beds? I don’t need 4 beds. I don’t need the 8 or 9 types of moblins that I found. I certainly don’t need the 5 or 6 statues that I found beyond the one dungeon where they were a mechanic.

The game really just ultimately suffers a bit from too many choices that don’t have any impact, and cleaning that up would oddly enough have really elevated the experience, as digging through menus for the thing you want at any specific time is really a grating experience.

That said, the game was still an absolute joy. It’s both a path forward for the 2D entries in the series in terms of overall quality and a great title on its own. It shows that Zelda games can still be full of action without necessarily requiring a sword. It shows that there’s still legs in dungeon-focused experiences instead of an open world. I suppose it also shows that Zelda can be a star on her own, though I’ve never really been convinced that Link being the hero really matters beyond it being set dressing. It’s the perfect title for the Switch where it is in its life cycle, providing something high quality and experimental while we wait for the bigger next console to come out.

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.