After two disappointing DS entries and to me what felt like
a lucklustre Wii entry, I felt that maybe it was time to leave Zelda alone. The ‘major’ entries to the Zelda franchise have increasingly become bogged down
by long laborious story sequences, overlong tutorial ‘sandboxes’ and desolate
overworlds. Yet, in
the back of my mind, I’ve always wanted to experience again the sheer joy of
the Zelda game that got my hooked –A Link to the Past.
I was beyond thrilled when Nintendo announced earlier in the
week that there would be a new 3DS Zelda game set in the world of A Link to the
Past. This is a game that I’ve thought
about and cautiously wished for. After
downloading the 3DS preview trailer, it was apparent that this a real honest to
goodness non-gimmicky top-down Zelda.
The antidote to the creative doldrums the franchise finds itself in.
Of course, a short
one-minute trailer can only show so much. Thankfully, Nintendo also had demo units for
journalists to try and since last week plenty of hands on impressions have
began to filter through. One in
particular shows an extended hands-on video with a direct sound feed from the
3DS, confirming that the soundtrack, at least for this demo, is a sufficiently
moody remixed dungeon theme from A Link
to the Past.
Visually, the game embraces its pedigree, bringing
back the fresh looking round faced Link of the late 80s and early 90s that I
grew up with, with the yellow banded trim on his green cap. The ornamentations such as snake/cobra themed
motifs, and the metal dungeon doors with the evil eyes are back. Everything
from puzzle components of the test dungeon and the layout of overworld itself
drew directly from A Link to the Past.
The extended demo
confirmed that this 3DS entry will be tight compact Zelda game with quick
and easy swordplay and shield mastery with fast navigation through the screen. This
speed is further reinforced by the fluid framerate, which appears to run at a
very impressive 60 frames per second. The ease with which Link moves on screen and his
quickness harkens back to that era of games where things respond as they
should. There are also subtle modern progressions. In the demo, the magic bar (green bar on the left of the screen) now slowly recharges when magic isn't being used. Eliminating one layer of inventory and magic points management that bedeviled some Link to the Past players.
Aesthetically this is as I had imagined A Link to the Past
could look in 3D. Granted we mainly only
see a few scenes outside in Hyrule and mostly inside dungeons, the minimalistic designs is the modern
interpretation of A Link to the Past’s clean pixel Art, with a sheen added to
the walls and floors as they catch bits of light and reflect sparks from Link’s
shield blocks.
While the 3DS demo clearly brought over visual elements from
A Link to the Past, the aesthetic choices for the 3D conversion haven’t been without
its critics. There were some who were
concerned they looked simplistic and not ‘lived –in’ enough, prompting Industry
personality Cliff Bleszinski aka Cliffy
B (formerly of Epic) to chime in with a disappointed tweet that people who arecomplaining are ‘part of the problem’. In
an extension of the critique, one piece of fan art from A Link to the Past’sopening sequence was used as a primary point of comparison in one of the
discussions over at NeoGAF. The argument seems to be essentially asking for a
‘grittier’ look. The rocks needed
texture, the grass needed to be browner.
I’m not really sure that’s what the Zelda of our childhood
would have looked like had it been a modern franchise. While we can quibble over Nintendo’s art
direction, I would agree that the demo dungeons lacked visual unity. It is as
if we are merely watching layers stacked upon layers, with no aesthetic logic
to their design. Where is the light coming from exactly?
Even in the 1990s, the designers of A Link to the Past’s many dungeons understood
that dungeons needed a logical unity of purpose to their design. Following this approach, they took care to
show how the levels were lit, and how floors and puzzles were interconnected and
how the overall design fit a purpose, often with hidden patterns and
multi-tiered Indiana Joneseque puzzles that blew my twelve year old mind. Doing this pushed the SNES’ to show off its
many graphical effects, playing with light and darkness, pushing the SNES with
a generous use of transparency effects and parallax scrolling.
The proposed Zelda
game for the 3DS could do more in terms of pushing the 3DS in that
direction. Luigi’s Mansion Dark Moon
showed us the 3DS can pull off some impressive lighting. So let’s see more dungeons
with light sources like torches reflecting and refracting light around gleaming
rooms, beams of light filtering through
and illuminating the environs and staircases, clever trap doors and secret
entrances that unite the dungeons into a single puzzle, rather than a collection
of puzzles as we’ve seen in the demo. That
said, demo is the operative word. This is a demo experience with a test
dungeon. Nothing would indicate we’re
playing a finished product. The dungeon may not even be in the final game.
I’m fairly confident Nintendo will deliver with this title
in terms of crafting a compelling experience.
To that end gamers and fans of the franchise should also be cautious in
jumping to conclusions by either proclaiming the game’s success as forgone
conclusion or lamenting Nintendo ‘cutting corners’. It feels that both points of view
over-exaggerate and fit into pre-existing narratives of people want to see
rather than a true unadulterated first impression.
The Legend of Zelda demo on the 3DS is clearly impressive in
how closely it captures the spirit of the original SNES title. Here’s to hoping that the final product will
not disappoint.
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