Game Corner: The Legend of Zelda: Ocarina of Time 3D (Nintendo 3DS)

ZeldaLogo

Released: 16 June 2011
Originally Released: 21 November 1998
Developer: Grezzo
Original Developer: Nintendo EAD
Original Version Also Available For: GameCube, Nintendo 64, Nintendo Switch, Nintendo Wii, Nintendo Wii U  

The Background:
I’ve talked before about how my first introduction to the Legend of Zelda series (Nintendo EAD/Various, 1986) was with The Legend of Zelda: Link’s Awakening (ibid, 1993) on the original Game Boy, but even that brief experience was enough to suck me into the hype that surrounded Zelda’s highly anticipated jump to 3D. Development of Ocarina of Time began alongside other Nintendo 64 launch titles like Super Mario 64 (Nintendo EAD, 1996) and was originally planned for the ill-fated 64DD add-on and was originally conceived to use a similar painting-based world progression as Super Mario 64. While series co-creator Shigeru Miyamoto spearheaded the development of an expansive world and versatile combat, it was director Yoshiaki Koizumi who championed the use of the Z trigger to target enemies and Takumi Kawagoe who crafted the cinematic cutscenes to convey the game’s epic narrative. Initially released alongside some limited edition gold cartridges, Ocarina of Time was a phenomenal success, regularly amassing perfect review scores. Reviews were unanimous in their praise and the game became an instant classic that has stood the test of time. Ocarina of Time was ported numerous times over the years but development of a remake for the Nintendo 3DS was first hinted at in 2010, with the team taking the time to meticulous recraft the game for a new generation of players. The project was undertaken by Grezzo, who purposely left some of the original bugs in the game as fan service and not only included but reworked the rarely-seen “Master Quest” mode to be more challenging for even seasoned players. Like the original, Ocarina of Time 3D was met with universal critical acclaim; reviews praised the graphical overhaul and timeless gameplay, and the sales and perfect scores were more than enough to justify Nintendo and Grezzo collaborating to remake its sequel.

The Plot:
Kokiri boy Link is ecstatic to finally be assigned a fairy companion. However, Navi’s presence begins a sprawling adventure that sees Link realise his destiny to oppose the evil Gerudo King, Ganondorf. To do this, Link journeys through time to collect the mystical artifacts needed to rescue Princess Zelda and confront the King of Evil in his foreboding lair. 

Gameplay:
The Legend of Zelda: Ocarina of Time 3D is a remastered version of the classic Nintendo 64 action/adventure game. Players assume the role of Link, a young elvish child in a green tunic whose name they can customise when starting a new save file, of which there are three. Link’s journey takes him all across the land of Hyrule, and through time itself, and the Nintendo 3DS version of the game makes this quest more accessible than ever thanks to some much-needed improvements to the control scheme. Although Young Link starts out with only the ability to automatically jump from ledges, crawl through gaps, lift and toss puts with A, and roll along to smash crates with the same button, he soon acquires his first sword, which is mapped to the B button. The jump to 3D vastly improves Link’s combat prowess; not only can you hold B down or rotate the control stick to unleash a Spin Attack, but Link will also swipe with a series of slashes and can even duck and jab at foes. To make combat even easier, Link is joined by a fairy companion, Navi, who will target any enemies, non-playable characters (NPCs), or points of interest with a press (or hold) of the Left bumper. You can consult Navi for advice on an enemy’s weakness, chat to NPCs from long distance, or use the control stick, B, and A to hop, back flip, and leap at enemies to deal additional damage. Once you acquire a shield, this is mapped to the Right bumper, allowing you to press and hold R to block incoming attacks (and, later reflect certain elemental beams). In place of the Nintendo 64’s C-buttons, players can now map items to the X and Y buttons or to two additional item slots on the touch screen. Similarly, Link’s ocarinas, camera controls, and inventory and map options are also displayed on the touch screen, giving you greater ease of access to everything you need. 

Link’s world, arsenal, and options have been blown open by the expansive 3D engine.

The touchscreen also displays a map of the current area, a miniature version of which also appears on the main heads-up display (HUD), though you can toggle this on and off with the directional pad; his health (represented by hearts), magic meter, and current Rupees (the currency of Hyrule) are also displayed on the touchscreen, significantly decluttering the HUD. Key items you collect to advance the narrative will appear in your ‘Gear’ menu, while equippable items appear in the ‘Items’ menu, which you can customise to suit your preference. In addition to acting as your companion and aiding you in combat, Navi will frequently chime in to remind you of the plot of where you need to head next, ask if you need to take a break, or offer other hints. This can be annoying, especially for seasoned players, as are the constant interruptions from the mysterious owl Kaepora Gaebora, who pops up throughout Young Link’s journey to offer encouragement and advice. Thankfully, you can skip through their dialogue (or ignore Navi entirely, shutting her calls down by entering new areas) with the B button, though this version of the game also includes the ability to receive “visions” from special, obnoxious Sheikah Stones if you ever find yourself stuck. Thankfully, despite this handholding, the game remains as enjoyable as ever; now a fully realised 3D world, Hyrule is large and expansive and you’re free to explore as much as possible depending on what equipment you have. Link can enter water to swim along, for example, but won’t be able to dive until he acquires the Zora Scales, Zora’s Tunic, and Iron Boots. Similarly, destructible blocks, high temperatures, and impassable bridges will block your way until you find specific items or travel through time, though you can still explore much of the overworld field and surrounding areas right from the start. 

The ocarina is part of the game’s time travel mechanic, which affords Link greater options as an adult.

One of the game’s biggest gimmicks is the titular ocarina; by touching the bottom screen, players can play magical tunes to talk to Link’s childhood friend, Saria, for more tips, warp across Hyrule, open new paths, or even make blocks appear or disappear. As you explore and talk to NPCs, such as the mysterious Shiek, you’ll learn more songs that allow you to change the environment, such as turning day to night or causing rain. Link’s quest is split into two distinct parts: first, as a child, he needs to locate the three Spiritual Stones. Then, after awakening as an adult, he can explore new regions of Hyrule in search of five Sage Medallions, all of which are necessary to first access the Temple of Time and then confront Ganon in the desolate future. Link will need to both fight, sneak, and talk his way to these goals; one of your first objectives when you leave Kokiri Forest is to sneak into Zelda’s Castle, a task accomplished only by staying out of sight of her inept guards. When in Kokiri Forest, Link will have to bypass a rolling boulder to get the Kokiri Sword and slap down some Rupees for his first rudimentary shield, before putting these weapons to the test to try and save the Great Deku Tree. Indeed, the first three dungeons lay the ground work for the puzzles and actions you will need to overcome throughout the game; you’ll be lighting Deku Sticks on fire to burn away cob webs, climbing walls and plunging to new levels, hopping to moving platforms, hitting, standing on, or weighing down switches, and defeating all enemies to acquire keys, maps, and compasses all with the goal of acquiring the dungeon’s weapon and defeating its boss. Young Link is eased into all this quite well; the challenge increases with each dungeon he enters, putting new obstacles such as a raging volcano, destructible walls, a hungry fish deity, and a stubborn Zora princess in his path. Although his options are limited as a child, Young Link is key to forging relationships in the future; you’ll only tame the wild Epona by visiting Lon Lon Ranch as a child, for example, navigating the confusing maze of the Lost Woods is far easier as a child, and it’s only by returning to the past that Link can complete a brain-melting paradox, venture into a spooky well, and acquire the Lens of Truth. 

You’ll need both Links’ attributes to beat the game’s dungeons and enemies.

After acquiring the three Spiritual Stones, Link is sealed within the Light Temple until he’s old enough to wield the legendary Master Sword. Upon waking, he’s now older and tougher, but unable to use some of his childish items like the slingshot or boomerang. Adult Link, however, has access to a far greater arsenal of weapons, in addition to NPCs taking him seriously as a hero, though this is countered by the Temples he must conquering being longer and far tougher. Adult Link will explore strange winding corridors, rescue imprisoned Gorons, continuously alter water levels, hop to invisible platforms, and redirect sunlight in his quest for the Sage Medallions, frequently having to travel back to the past to help solve specific puzzles. He’ll also need to collect Silver Rupees to open gates, dissolve red ice, pound rusted switches, lift gigantic blocks and columns, and dodge spinning blades to progress. Adult Link also has the benefit of being big enough to ride Epona, who greatly speeds up foot travel; you can call Epona at any time when in Hyrule Field and mount her with A, speeding her up with taps of A for as long as you have carrots available and clearing fences with ease. If you ever need a break from all the adventuring, there’s a fishing hole available, shooting galleries to earn Rupees and weapon upgrades, a fun (if erratic) variation on bowling, and numerous side quests to complete to keep you playing. 

Graphics and Sound:
When it first released on the Nintendo 64, Ocarina of Time was the pinnacle of what the console could achieve; a large open(-ish) world with many varied locations, a sprawling narrative, and numerous NPCs and enemies to interact with. It had a day and night cycle, with skeletal enemies and ghosts spawning at night, areas changed as you journeyed through time, and Link was at his most expressive yet, swinging his sword, shivering and sneezing, or gasping when low on health. Unfortunately, the Nintendo 64 version hasn’t aged all that well; the graphics were quickly surpassed by its successor, which fixed multiple issues with Link’s model and other textures, and the presentation was soon noticeably lacking against subsequent games, though the performance and sheer impressiveness of the original still holds up overall. This version of the game gives Ocarina of Time a much-needed graphical overhaul; not only are the menus made far more intuitive, allowing you to quickly apply tunics and boots to Link, but all the character models (especially Link’s) have been given an upgrade to be more expressive and detailed, even on the Nintendo 3DS’s smaller screen. Speaking of which, there’s obviously the option to enable the 3D features of the system, though I’d recommend leaving it off as it can really make your eyes hurt after a while and it distracts from all the funky new textures and colourful revamp given to Hyrule, the text, and basically every aspect of the game. 

Hyrule’s colourful and ever-changing locales have been given a much-needed graphical boost.

Unfortunately, this hasn’t extended to expanding upon the admittedly barren Hyrule Field; while an impressive overworld, bolstered by a triumph theme song, Hyrule Field quickly becomes annoying to cross through even with the benefit of Epona and there’s not much happening there even in the grim future. Thankfully, the game’s towns and regions make up for this, Hyrule Market, Kakariko Village, and Goron City are all bustling urban environments with lots of back alleys, houses, and nooks and crannies to explore and you’ll marvel at the beauty of Zora’s Domain and the magical wonder of Kokiri Forest. Even better, every area always has ore toit; each opens up when you acquire new equipment or return as an adult, allowing you to brave the intense heat of Death Mountain, dive to the bottom of Lake Hylia, and tackle to hazardous Gerudo Desert. Each area is full of lively NPCs, from condescending guards to overbearing monarchs and mischievous forest imps. Each will flesh out the world and offer clues, both vague and explicit, on how to progress, with some even tasking you with fetching or delivering an item for them and others, like Mido, showing outright aggression towards you. Over the course of your adventure, the lives of Hyrule’s inhabitants and the nature of the world will noticeably change; in the seven-year time jump, the grotesque Dampé will die, Hyrule Market will fall into desolate ruin, construction work will be completed, Lake Hylia will dry up, and Zora’s Domain will be irreversibly frozen. Sometimes, you can impact these events, such as restoring the waters to Lake Hylia, reducing the windmill operator to tears, and restoring the family in the House of Skulltula, and other times monuments to Ganon’s evil will remain in the world, like the deceased Great Deku Tree and boiling lava pit where Zelda’s Castle once stood. 

Dungeons are more distinct than ever and the cutscenes and models have been nicely retextured.

Link’s journey also takes him into a variety of dungeons; the first three are visually very distinct, with you exploring the cobweb-infesting insides of the aforementioned tree, venturing into a dangerous rocky cavern, and trudging through the insides of Lord Jabu-Jabu while carrying (and tossing) the self-entitled Princess Ruto. Puzzle elements such as switches, platforms, and gated areas are personalised in these dungeons and noticeably more uniform when tackling the elemental Temples as Adult Link, though these make up for this by being bigger, more challenging, and no less visually distinct. Each dungeon has a memorable theme assigned to it, whether strangely upbeat or darkly ominous, and Link must utilise all his arsenal to best them, including returning as a child to solve puzzles or acquire new items. No two Temples are the same here; you’ll be tracking down naughty Poes and pushing puzzle blocks together in the Forest Temple, hopping over lava and vertically traversing the Fire Temple to free Gorons, desperately sinking, swimming, and altering the water level in the Water Temple (something made much easier by this version’s colour-coded areas), crossing an eery river on a large barge and uncovering invisible hazards in the Shadow Temple, and using sunlight and time travel to overcome the Spirit Temple. In addition, there are many smaller challenges to overcome; you can uncover fairy fountains to gain helpful buffs, endure the frigid dangers of the Ice Cavern, sneak around Gerudo’s Fortress sniping the all-female guards from afar to rescue the construction workers, and push gravestones to uncover secrets. While characters (and especially Link) will grunt, laugh, and make rudimentary sounds, all of the game’s dialogue and story is told through text, though it’s no less engaging, and each cutscene grabs your attention, with the tale of the three Goddesses, Link’s triumphant rescue of Epona, and the emotional reunion between him and Zelda being just three standout moments. 

Enemies and Bosses:
Almost all of the franchise’s classic enemies make their 3D debut here, with Link slashing at bat-like Keese, dropping bombs to destroy crazed Armos statues, reflecting projectiles back at Octoroks, avoiding the squeeze of Wallmasters, frantically chasing down Leevers, and cutting Tekties in two. Many of Link’s enemies are memorable for their disturbing nature; Gibdos and ReDeads, for example, will shamble and crush you with their embrace, screaming to freeze you in place, while disgusting Like Likes will shallow you (and your shield and optional tunic) whole, and Cuccos will take a spiteful revenge if attacked. Many enemies are specifically designed to take advantage of Link’s new combat abilities; you’ll engage the formidable Stalfos, Lizalfos, and Dinolfos in sword combat, striking when their guard is down and defending against their sword swings, and similarly only be able to attack the Wolfos when they’re not defending against your sword strikes. Likewise, you must wait for the Skulltula’s to show their bellies to destroy them, Poes will only be vulnerable for a short time, club- and lance-wielding Mobiles cannot be attacked directly and require the use of stealth and your ranged weapons, which will also keep you from getting shocked by Biris, and be temporarily unable to use your weapons upon touching bubbles. Other enemies, such as Fire Keeze and Dodongos, can set you on fire, burning any wooden equipment you have attached, freeze you in place, or are disguised as regular objects like doors to keep you on your toes. 

Young Link’s dungons and bosses will expertly teach you ky gameplay mechanics.

Young Link will have to defeat three bosses to obtain the Spiritual Stones which, like the dungeons themselves, set a precedent for the game as they are best fought with the weapons you obtain in their lair. First up is Queen Gohma, a massive, slobbering spider-like creature that scuttles about on the ceiling, drops Gohma Larva to attack you, and lurches or drops on you. Fortunately, you can shoot a Deku Seed at her big, glaring eye to stun her, easily allowing you to destroy her with a few sword swings. King Dodongo is a little tougher as he’s much bigger and rolls around an arena with lava in the middle. When he pauses to breath fire at you, you need to toss a bomb in his mouth to stun him for an attack, with the biggest issue here being avoiding his cannonball-like rolling. After chasing a Big Octo around a rotating spiked platform and slashing at its ass, you’ll battle Barinade within Lord Jabu-Jabu. This pulsating, electrical monstrosity protects itself with Giant Biri, which must be destroyed to expose its core, and blast of electricity from its artery-like appendages. Your best bet is to hang back with your guard up and continuously toss your boomerang to take care of Barinade’s defences, then leap in sword attacks when its stunned. Later, Young Link will need to venture to the Bottom of the Well to retrieve the Lens of Truth, which is guarded by the unsettling Dead Hand, which teleports in a burst of dust and holds you in place with a field of disembodied hands while it closes in to take a bite. Similarly, Young Link will battle an Iron Knuckle in the Spirit Temple, though this fight is both slightly easier and slightly harder than battling them as an adult. It’s easier because Young Link can completely hide under his Hylian Shield, but harder because his Kokiri Sword does way less damage; you also can’t get too close as the Iron Knuckles deals massive damage with its axe, though it can be tricked into destroying nearby columns to restore your health. 

Thankfully, the versatile combat system is capable of tackling even the most monstrous bosses.

Adult Link has a far greater challenge ahead of him as he must battle five monstrous bosses to acquire the Sage Medallions, with each Temple also sheltering at least one mini boss. The four Poe Sisters will give you the runaround in the Forest Temple before leading the way to Phantom Ganon, an apparition of the King of Evil who randomly appears from paintings strewn around the arena. Pick the right painting and fire an arrow at him until he ditches his steed and then engage in a game of dead man’s volley, smashing his magical projectiles back at him to bring him to his knees, but make sure you keep your distance as these exchanges intensify very quickly. After chucking bombs at the Flare Dancer and avoiding its explosive demise in the Fire Temple, you’ll take on the fire-spewing dragon Volvagia. Volvagia will fly around the small island, diving into and bursting from pools of magma strewn about; when it does, you’ll need to avoid its flame-like whips and smash it with the Megaton Hammer, then take shelter on the climbable walls of the island as Volvagia causes rocks to rain down. In the Water Temple, you’ll have a surreal encounter with Dark Link that’s easily won with the Megaton Hammer or Biggoron’s Sword before taking on the most annoying boss of the game, Morpha. Morpha is a sentient nucleus that brings the arena water to life, sprouting tentacles that will grab and throw you into the spiked walls that line the room, and which can only be damaged by snagging to with the Longshot and pummelling it before it can hop away. After besting another Dead Hand in the Shadow Temple, you’ll battle perhaps the strangest boss of the game, Bongo Bongo, a grotesque beast that can only be seen with the Lens of Truth. This battle is made tricky by the arena floor, which will vibrate as Bongo Bongo hits it, ruining your aim as you shoot arrows at its hands to stun them or its eye to open it to a more meaningful counterattack, 

All of Link’s weapons and skills will lead him to a climatic confrontation with the King of Evil!

After overcoming another Iron Knuckles as Adult Link (revealed to be Nabooru in disguise), Link will battle Ganon’s surrogate witch-mothers, Kotake (who controls ice) and Koume (who controls fire). As they fly well out of range, you’ll need to use the Mirror Shield to reflect one element back at the other to bring them down; after enough hits, they’ll fuse together into the strangely alluring Twinrova and wield both elements. This time, you need to absorb three consecutive hits of each element on your Mirror Shield to blast them with a flame or ice burst, all while avoiding being charbroiled or frozen solid. Once you have all the Sage Medallions, the Six Sages will create a magical bridge for you to enter Ganon’s Castle, which contains mini challenges themed around each Temple, more Iron Knuckles, and a two-stage showdown with the King of Evil himself. In the first phase, you need to hang right back and avoid falling down to the lower levels as it’s a long journey back up to his throne room; Navi is useless here but you can still L-Target Ganondorf, reflecting his bolts back at him in another game of dead man’s volley that’s actually easier than when fighting Phantom Ganon as Ganondorf is largely stationary (though he does have a more powerful multi-blast attack). Damage Ganondorf enough and he’ll bring the whole castle down, forcing Link to run for safety as Princess Zelda magically opens gates, before transforming into the gargantuan, rampaging pig-beast, Ganon. This fight is ridiculously easy, though, even with the scripted loss of the Master Sword; simply roll between Ganon’s legs when he swipes at you and attack his tail with either the Megaton Hamme or the Biggoron’s Sword until you can retrieve the Master Sword. Eventually, Zelda will hold him in place with her magic, meaning all you have to do is land the final blow with the Master Sword to banish Ganondorf and restore peace to Hyrule. 

Power-Ups and Bonuses:
As ever, you can replenish Link’s health using hearts, fairies, or potions; enemies, crates, and bushes will drop hearts to restore your health bit by bit or you can assemble four Heart Containers by searching about, or gain an extra heart with each boss you defeat. Fairies and their larger variants will also restore your health and you can even capture them in one (or all, as I do) of the game’s bottles to restore some health when you’re defeated; similarly, potions will also replenish your health in the same way. You’ll also find Magic Jars to refill your magic meter, which drains as you cast spells, and Great Fairies will increase your meter just as they teach you these spells. These power-up your Spin Attack, allow you to cast a blaming attack, let you setup a mid-dungeon teleport that’s super useful in the Water Temple, and surround you with a temporary protective shield. Some weapons, like the elemental arrows, and items like the Lens of Truth also drain your magic, so use them sparingly to avoid being caught short. 

Link’s weapons, gear, and magic can all be upgraded to counter new enemies and areas.

Many of Link’s trademark items and weapons are featured here, either in chests, gifted to you by NPCs, or bought from shops. You can fire Deku Nuts and arrows with the slingshot and Fairy Bow, respectively, with the latter also able to fire flaming, freezing, and light arrows for additional damage, retrieve items, hit switches, and stun or damage enemies with the boomerang, and cross distances by latching onto special surfaces with the handy-dandy Hookshot. The Megaton Hammer will activate rusted switches, the iron Boots let you sink to and walk on the bottom of lakes, the Hover Boots let you briefly run on thin air at the cost of your traction, and you can toss bombs, let loose Bombchus, or stun enemies with a blinding Deku Nut. Link can also earn (or buy) coloured tunics to withstand extreme heat and breath underwater, dive deeper with Zora Scales, and acquire swords so powerful they need to be held with both hands. Additionally, Link can acquire three different shields and upgrade his wallet, ammo, and the range of the Hookshot by completing mini games and exploring dungeons, as well as use bracelets and gauntlets to heave large objects with ease. Secret grottos and areas can be sought out once you earn the Shard of Agony by destroying Gold Skulltulas, Link can rescue Epona from the greedy Ingo by outracing him as an adult, and Young Link can buy and plant Magic Beans that will sprout into floating leaf platforms in the future to find yet more goodies. 

Additional Features:
There are thirty-six Heart Containers to find here, which will increase your health to twenty hearts. This can then be doubled by visiting a Great Fairy outside Ganon’s Castle, who will effectively half the damage you take from enemies. There are also 100 Gold Skulltula’s hidden all over the game and they’re well worth seeking out, at least to start with, as destroying increments of ten will restore the family in the House of Skulltula and award helpful gear like a bigger wallet, the Shard of Agony, and a Heart Piece, though the final reward of a Huge Rupee is very disappointing. Both Young and Adult Link can choose to complete trading quests; Young Link’s is based around trading masks with various NPCs, sometimes being stiffed on the sale, all to acquire the Mask of Truth so he can talk to Gossip Stone, while Adult Link’s trading sequence is tougher, but yields a far better reward; by racing across Hyrule without warping, often against a tight time limit, and trading items back and forth, you can eventually acquire the unbreakable, super powerful Biggoron’s Sword that makes mincemeat of enemies and bosses. If you can’t be bothered and don’t mind wasting your Rupees, you can buy the destructible, nigh-useless Giant’s Knife instead, but this is a complete waste of time. It’s also worth completing the shooting galleries, even though the Gerudo one can be tricky due to being an auto-shooter and the tight window for landing bullseyes, as these will increase the ammo for your ranged weapons. Similarly, you can take on the Gerudo Training Ground, solving puzzles and besting enemies for keys to grab the Ice Arrows, but this is entirely optional and mainly for completion’s sake. 

Hunt down Gold Skulltulas, test yourself against the bosses, or take on the “Master Quest” challenge!

This version of the game comes with some lucrative additional features; while it unfortunately doesn’t add back in the Sword Beam or Unicorn FountainOcarina of Time 3D includes a “Boss Challenge”, accessible from Link’s house after clearing the Forest Temple, which is essentially a boss rush against all the game’s bosses against a time limit and with limited health and items. However, a far more substantial inclusion is “Master Quest”, which is unlocked upon first beating them game. Although previously included in the “limited edition” releases of The Legend of Zelda: The Wind Waker (Nintendo EAD, 2002), this much tougher version of the game has been tweaked here to mirror the entire game. “Master Quest” also noticeably mixes up the puzzles and enemy placements, offering a substantial challenge even for seasoned players as tougher enemies and more difficult puzzles appear as early as Kokiri Forest; even the Gold Skulltula locations have changed, and you can also test yourself against the “Boss Challenge” for this mode, too, which stands as a much appreciated inclusion for long-time players of Ocarina of Time. Finally, you can still teach a friendly scarecrow a custom song, win yourself a cow by racing Ingo, hunt down the Big Poes haunting Hyrule Field, try and snag the elusive Hylian Loach, and this version of the game gives the option of using the Nintendo 3DS’s gyroscopic controls (which, again, I wouldn’t recommend), and removes and changes some of the blood effects. 

The Summary:
When I was a kid, there were a handful of games everyone owned for the Nintendo 64 and Ocarina of Time was one of time. Although I’d only had a brief flirtation with the franchise when Ocarina of Time released, I knew it was a big deal as all the gaming magazines hyped it up and it was exciting to delve into this sprawling, action-packed, nuanced adventure. I replayed Ocarina of Time over and over, finding every secret and obtainable item possible, even exploring it with an Action Replay to wring more out of it. It was a seminal title, one that hooked me on the franchise forever more, and this 3DS revamp is everything the original was plus more. The graphical overhaul is very much appreciated, to the point where I’m sad that this port is stuck on the 3DS’s small screen because Ocarina of Time has never looked better. The quality-of-life features offered by the touchscreen and the additional hints are great, addressing every issue gamers had with the original version and offering even more content, including the fabled “master Quest” challenge. While I would’ve liked to see the game tweaked and expanded like its successor, Ocarina of Time 3D is still the definitive version of this classic game in my eyes. Being able to play on the go, reliving those memories and conquering those challenges and losing myself in this immersive fantasy adventure is a thrill that’s only gotten better with age. Everything from the memorable NPCs, the fun side quests, then intuitive and surprisingly deep combat, to the massive bosses, the quirky humour, and the entertaining time travel mechanics keep me as hooked now as they did as a teenager, and I still regularly plug this cartridge in to relive those memories. Honestly, you don’t need me to say it; Ocarina of Time has more than earned its flowers and all I’ll say here is that I highly recommend you add this version to your library as soon as possible, or dust off your Nintendo 64 and start a new playthrough today! 

My Rating:

Rating: 5 out of 5.

Fantastic

Have you ever played the Nintendo 3DS remaster of Ocarina of Time? If so, what did you think to the graphical overhaul and additional features included? Would you like to see this version ported to the Nintendo Switch to make it more accessible? Did you own Ocarina of Time back in the day? If so, which of the game’s bosses and dungeons was your most or least favourite? What did you think to “Master Quest”; did you manage to beat it? Which Zelda titles would you like to see remade in the future? I’d love to hear your memories of Ocarina of Time so leave a comment below or on my social media, and be sure to check out my other Zelda content across the site! 

Game Corner: THQ/AKI Wrestling Retrospective

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With WWE 2K18 (Yuke’s/Visual Concepts/2K Sports, 2017) due to be released in a couple of weeks, I thought I’d take the time to revisit some classic wrestling titles on everyone’s favourite polygonal home console, the Nintendo 64. Inevitably, with every new WWE videogame released, debates reignite, resurface, and rage on about why (oh, why, just…why?) can we not get a new videogame in the style of WWF No Mercy (Asmik Ace Entertainment/AKI Corporation/THQ, 2000)? Granted, these debates usually occur on extremely adolescent and unruly forums, such as those on GameFAQs, but there is, nevertheless, a good reason for this. Well, actually, there’s two: nostalgia and the fact that AKI and THQ produced some simplistic and yet incredibly deep and addictive wrestling videogames back in the day. The partnership between Asmik Ace Entertainment and the AKI Corporation began way back in 1996, with Virtual Pro-Wrestling on Sony’s PlayStation, which was later published in North America by THQ as WCW vs. The World in 1997. Following this, AKI and THQ’s wrestling titles would be exclusive to the Nintendo 64 for the foreseeable future and the first instance of this collaboration came with the Japan-exclusive Nintendo 64 title Virtual Pro 64.

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Virtual Pro-Wrestling was the precursor to greatness.

I’m not going to delve too deep into the Virtual Pro series as I never played these videogames; instead, with my young mind only grasping the simplest concepts of the pro wrestling world, my first exposure to the series came with the release of WCW vs. nWo: World Tour (Asmik Ace Entertainment/AKI Corporation/THQ, 1997). When I was a kid, this was the wrestling videogame everyone had and everyone played, to the point where I vividly remember finally getting a copy and playing it all through the night during a sleepover with some friends of mine and driving them to near boredom as I worked to unlock and complete everything as they had done weeks and months before. WCW vs. nWo: World Tour’s roster is split into various factions including the titular WCW and nWo but also some fictional wrestling promotions featuring renamed Japanese wrestlers to dance around tricky copyright issues. Each wrestler has four different attires, allowing you to play as Sting in his surfer persona and Hollywood Hogan in the good old fashioned red and yellow. An interesting twist of irony here is that, these days, people will lose their shit about 2K including five separate versions of Sting, yet players of World Tour should be more than used to this given that you can play as Sting and the imposter Sting recruited by the nWo back in the day.

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TWO Stings!? Blasphemy!!

World Tour introduced many of the gameplay mechanics that would become staples of this videogame series over the coming years; up to four players can play at once in a variety of matches, though only a single player can take on the league challenge to win championship belts and unlock hidden wrestlers. The core gameplay is built around a simple and yet intricately challenging grapple, strike, and reversal system: players perform a light grapple by tapping the A button and a strong grapple by holding the same button. Pressing a direction on the D-pad in conjunction with either the A or B button will see their wrestler perform one of ten different grappling moves, while light or strong presses of the B button alone (or A and B together) will strike the opponent with a kick or a punch. Players can block incoming strikes with the R trigger and counter grapples with the L trigger. Players can also perform submission holds on a downed opponent, dash at their opponents to land running attacks or dodge around them, drag their prone opponent’s body around the ring, climb the corner turnbuckles, exit the ring and grab weapons from the crowd, or taunt by wiggling the analogue stick. Taunting, and successfully countering and landing moves, raises your wrestler’s Spirit meter; once it is full and flashes “SPECIAL!”, players can perform a strong grapple and wiggle the analogue stick to perform their wrestler’s finishing move and attempt a pin fall.

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Nearly every wrestler has a Powerbomb as a Special move.

And good luck with that; World Tour has a steep difficulty curve, even on the easier settings, that can make some matches last nearly ten minutes at a time as you trade counters and moves with your opponent, constantly egged on by the rising and falling cheers and jeers of the crowd and the thumping bass of the in-game music. However, playing through each challenge and winning championships allows you to fight against, and unlock, a number of hidden characters to add to the already-substantial rosters (even Muhammad Ali shows up…as “Joe Bruiser”, whose entire moveset consists of punches!) Sporting a distinct cel-shaded appearance, WCW vs. nWo: World Tour is easily the simplest and least technically-impressive of the AKI/THQ wrestling videogames; there is no create-a-wrestler function (though you can alter the colours of the wrestlers’ attires) and very little options outside of the single and multi-player aspects. However, AKI/THQ took a significant step in the right direction with the subsequent release of WCW/nWo Revenge in 1998.

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Some wrestlers came out with valets or managers.

Revenge took every aspect of its predecessor and improved upon it vastly; wrestlers now have individual entrances (sometimes including a valet or holding a weapon, though their individual theme music is unfortunately absent), there are more animations and variety for reversals, a cartoon referee appears onscreen to visualise pin falls and submission holds, an instant replay triggers whenever a wrestler hits their Special move or a signature attack, and arenas are modelled after those seen regularly on television and pay-per-view events. Players can now also steal their opponent’s taunt by rotating the analogue stick in a clockwise direction and a combo system, of sorts, allows certain wrestlers to string together strong striking attacks at the cost of some of their grapple moves. Wrestlers also enter the ring wearing their championship belt and sport more true-to-life finishers and signature manoeuvres thanks to the addition of multiple new animations and moves.

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Customisation has always been an option.

However, there were some drawbacks; losing the cel-shaded appearance, characters now appear far more polygonal than before. The difficulty curve remained relatively consistent, meaning that even a dominating performance from a player and the successful delivery of a Special move would not guarantee victory in the majority of matches. Instead, players had to earn their victory, wearing their opponent down with counters, strikes, and grapples in order to win a championship belt and, again, unlock hidden wrestlers. Create-a-wrestler was still absent but the editing options for existing wrestlers was greatly expanded, allowing players to play about with existing attires in interesting and fun ways. WCW/nWo Revenge was the last of AKI and THQ’s titles with the WCW license; from here on out, they would take their revolutionary videogame engine and ideas and apply them to the WWF brands. WWF WrestleMania 2000 (Asmik Ace Entertainment/AKI Corporation/THQ, 1999) was the first of these endeavours and, as before, AKI and THQ took everything that worked in their previous videogames and expanded and improved upon them further still.

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Just another chair shot for poor old Mick…

The improvements can be seen immediately; just as Revenge opened with a introduction sequence showcasing its roster and gameplay elements, WrestleMania 2000 begins by showcasing the best of the best of the WWF’s acclaimed Attitude Era. Following this, players are taken to a comprehensive menu screen where they can elect to play a single or multi-man match with the title’s exhaustive roster; while the roster is still arranged in groups, they are no longer organised into factions and the roster is comprised entirely of those seen on a weekly basis back in 1999. Whereas AKI’s WCW titles featured a rather simplistic series of one-on-one matches in the pursuit of individual championships, WrestleMania 2000 includes a lengthy career mode called the Road to WrestleMania. Players select a wrestler and a tag team partner and play a series of matches through one year, facing lower-card wrestlers, taking part in tag team matches, and winning championships in the pursuit of the WrestleMania main event.

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After facing Foley’s personas numerous times, you’ll welcome this fight!

Winning multiple championships may mean that the player has multiple matches on one card and the better your progress, the more hidden wrestlers you will unlock; only a 100% success rate will reap the best rewards, which is a pretty tall order considering the mode’s difficulty spikes and drops depending on your success rate and the opponent you are facing. There will even be a few cutscenes in this mode where hidden wrestlers (usually one of the three faces of Foley) will challenge you to defend you championship.

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WrestleMania 2000 introduced a proper create-a-wrestler mode.

Perhaps the most significant addition was the comprehensive create-a-wrestler mode, which also allowed players to freely customise their name, music, video, and appearance. Using the create-a-wrestler mode, however, players could piece together close approximations of wrestlers not included in the videogame, such as Kurt Angle or Tazz, in addition to those who hadn’t appeared in a WWF ring at the time, such as Diamond Dallas Page and Goldberg, or entirely original characters. Players could choose from an exhaustive list of moves, many of which are carried over from the previous titles, to pretty much create anyone they could envision.

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Only a 100% win streak will reap the best rewards.

In addition, players could create a custom championship belt to defend or entire pay-per-view events; wrestlers all have their own individual entrance themes and tag teams even came to the ring with their team name displayed. The only real downsides were the increased polygonal look of the videogame and the sharp difficulty spike in Road to WrestleMania mode, which could result in players struggling to put away the Godfather but dominating Chris Jericho within two minutes. Finally, the pièce de résistance, the crown jewel in the AKI/THQ partnership, WWF No Mercy. It’s strange to me that the follow-up to WrestleMania 2000 would take its name from a strictly B-level pay-per-view event but there was nothing B-level about this videogame. WWF No Mercy was the culmination of nearly six years of development, refining, and improvement, featuring the biggest and deepest roster yet, the most striking graphics available, the most intricate story mode of all of AKI’s wrestling titles, and the deepest create-a-wrestler you could ask for. There’s a good reason this videogame has been heralded as one of, if not the, best wrestling videogames ever made; more than nostalgia, it’s depth and replayability.

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No Mercy believed in gender equality, if nothing else.

After the suitably over-the-top opening sequence, players could enter the Championship mode to compete in a series of matches and win a championship belt. Unlike WrestleMania 2000, players competed for each belt individually (or alongside a friend if they chose to go for the Tag Team Championships) and this mode featured multiple branching paths and cutscenes based on a variety of WWF storylines; for example, players could play through the entire WWF Championship storyline and fight against Triple H in exactly the same manner as Mankind did, even transforming into Cactus Jack for their street fight at Royal Rumble, or they may lose a match and branch off into a storyline mirroring Chris Jericho’s issues with Triple H from 2000. Once the player won a belt, they could play the mode again in order to defend it. With its multiple paths, no longer forcing players to win 100% of their matches, and far more manageable difficulty curve, No Mercy’s Championship mode was light years ahead of anything seen in AKI’s previous videogames and it’s a lot of fun to play differently each time to 100% each path.

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Purchase new content in the SmackDown Mall.

New additions to the gameplay in this title included not only a graphical overhaul that makes wrestlers far lass polygonal but also the inclusion of running grapples, both from the front and behind, the return of blood (though early editions of the videogame would randomly wipe themselves due to some glitch involving the blood), guest referee and ladder matches, a breakable announce table at ringside, multiple backstage areas to fight in, a new version of the cage match to better display the in-ring action, the Survival mode (where players faced an endless Royal Rumble against every single wrestler in the title and in which you could unlock hidden wrestlers), and the SmackDown Mall. In the Mall, you could use the money you earn in Championship and Survival mode to unlock loads of extra content, from new moves and gear to use in create-a-wrestler to hidden characters and weapons.

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You could create almost anyone in No Mercy.

Speaking of create-a-wrestler, this mode returned better than ever; the moves and attire options made available were more than extensive, allowing you to not only create WCW, ECW, and Japanese wresters not included but also modern day wrestlers to keep the videogame as up-to-date as you desire. The inclusion of wrestler faces (both as avatars and to use on your created wrestler) and certain attires also allowed you to create omitted wrestlers like Gangrel and the Mean Street Posse. Each attire slot could now be assigned entirely unique attributes, meaning you could use one slot to create four separate wrestlers and all that they are forced to share is a moveset. The developers even utilised this to put TAKA Michinoku and Funaki in the same slot, something 2K are seemingly reluctant to do in this day and age (despite proving they are capable of doing so in the past). There were, however, some drawbacks; wrestlers no longer had their entire entrances and tag teams no longer entered as a duo, multi-man matches suffered from slowdown that was not present in previous titles, there were no good mask options to create luchadors like Rey Mysterio, the Big Show was entirely absent from the videogame and (hilariously) replaced in Championship mode with Steven Richards (as opposed to, say, Chris Benoit or even the Big Bossman), and, as mentioned, early copies of the videogame featured a game-breaking glitch that would cause the data to be randomly lost.

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Still the best multi-player wrestling videogame, for my money.

This was a major downside to the videogame at the time, as many players had corrupted copies, and even reissued copies of the videogame would often be prone to this glitch. Unfortunately, WWF No Mercy was the last videogame produced by AKI and THQ; despite apparently planning a third title, WWF Backlash, THQ and AKI parted ways, meaning the WWF videogames would follow the model set by the equally-enjoyable WWF SmackDown! (Yuke’s/THQ, 2000) up until the modern era. Since then, the standard set by AKI has not even attempted to be emulated much less imitated by THQ in their subsequent titles. Moving away from the simple, but in-depth grappling system developed on the Nintendo 64, WWE videogames now seek to closely emulate the televised product through simulated gameplay rather than arcade-style action. Although, graphically, AKI’s titles have not aged terribly well, nothing can take away that rush of nostalgia when starting up a new session on WWF No Mercy; instantly, I am transported back to a simpler time when me and as many as three other friends would spend all day and night playing match after match and pushing the cartridge to its very limits. No WWE videogame since has received that kind of constant love and attention from me, as online gaming and the realities of everyday life intervene with the simple pleasure of gathering around a television and throwing Spears at each other endlessly with the very best polygons money can buy.

Game Corner: Conker’s Bad Fur Day (Xbox One)

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ConkerTitle

Similar to Banjo-Tooie (Rare, 2000), Conker’s Bad Fur Day (Rare, 2001) is an action-platformer originally released near the end of the Nintendo 64’s lifespan that I had planned on picking up back when it first came out but, due to a combination of having no money and other priorities at the time, I was never able to. I remember borrowing a copy and briefly playing it but nothing concrete; since then, I had trawled Amazon and eBay to try and find a copy, only to find it reaching extortionate prices as one of the rarest and most expensive Nintendo 64 titles even in an unboxed state. In 2005, Microsoft released a prettied-up remake for the Xbox 360 which I planned to get once I bought the Xbox One. Luckily for me, however, the title was including in the Rare Replay (Microsoft Studios/Rare, 2015) collection and, after sixteen years of waiting and anticipation, I was finally able to play this elusive title with high hopes of an experience comparable to that of its predecessors, Banjo-Kazooie (Rare, 1998) and Banjo-Tooie.

Boy, was I disappointed.

In Conker’s Bad Fur Day, you assume control of an anthropomorphic, beer-drinking red squirrel named Conker who, after a particularly bad night of drinking and debauchery, attempts to stumble home to his girlfriend, Berri. However, the Panther King’s side table is missing a leg and his lackey, Professor Von Kriplesac, suggests using a red squirrel as a substitute; thus, Conker is not only beset by the Panther King’s minions but also a series of increasingly daft missions and side quests, and the search for wads of cash that are dotted about the land. Although the overworld and scope of the game feels smaller than Banjo-Tooie, the concept is similar; Conker traverses a large overworld, which provides access to a number of sub-worlds, in which he must complete a number of side quests and missions to be awarded with cash. Once Conker has accumulated enough cash, he can access other worlds and the game expands further. Each world allows Conker to perform new actions and afford him different abilities, but he cannot carry these over into another world (for instance, in one world, Conker wields a shotgun to dispatch zombies, but he cannot use this weapon in the overworld or in other areas). There are also numerous times throughout the game when Conker can utilise a context-sensitive pad to open up new areas or reach the ever-elusive cash.

Conker’s Bad Fur Day utilises a life system, which is a bit of a step back from Banjo-Tooie, which gave the player unlimited lives. Conker has to grab squirrel tails in order to gain extra tries at beating the game but, once they run out, it’s game over and you have to start again from the last save point. Conker’s health is measured in segments of chocolate, which can be found dotted around every level of the game. However, this is where the game’s most glaring issue lies; Conker is probably the weakest videogame protagonist ever. Conker takes damage when he falls from anything higher than a couple of steps (meaning that a fall from a great height will result in instant death more often than not), chocolate segments are few and far between, and there’s no way to expand or enhance his life bar. There are numerous times when Conker either takes double damage or dies instantly from one shot, making the game feel very cheap and frustrating as it’s not so much a question of player skill and more the fact that Conker is so incredibly weak, especially compared to Banjo and Kazooie.

Conker’s basic controls are fluid and smooth; Conker runs, jumps, swims, and can hover in the air by spinning his tail like a helicopter all with the same grace and poise you expect from a Rare title. Conker’s main enemies whenever he is performing these basic platforming actions are the camera, which swings around wildly and is oddly intrusive, and the fact that Conker can easily slip from paths and walkways; without the ability to grab ledges, it’s far too easy to fall to your doom. However, it’s when you gain access to his additional abilities where the game’s flaws begin to really rear their head. When Conker receives the aforementioned shotgun, you have a choice between using it from a third-person perspective (which makes it difficult to aim) or from a first-person viewpoint (where the controls are reversed, slow, and clunky). Similar to the forced first-person shooting segments from Banjo-Tooie, any time Conker has to use guns really brings the game down and makes for some of the most frustrating parts of the game; Conker reloads too slowly, has terrible aim, and the shooting is annoyingly bad from a company that perfected first-person shooting in GoldenEye 007 (Rare, 1997) and utilised a far better third-person shooting mechanic in Jet Force Gemini (Rare, 1999). Honestly, I expected much better from Rare after they proved they can do first- and third-person shooting and action platforming a lot better in their previous titles. The fact that all these elements are so poorly implemented in this game really makes it difficult to play through and to enjoy.

However, Conker’s Bad Fur Day has many elements that are enjoyable; the game looks and sounds amazing, with some of the wackiest and strangest anthropomorphic characters you’ll ever encounter (Conker encounters a talking pot of paint, an opera-singing giant turd, mafia weasels, and battles a Xenomorph, amongst other things). Heading into this game, I was fully aware of its mature content; blood bursts from enemies as they are blown apart, characters swear every other word, and the game definitely isn’t taking itself seriously at all. To my surprise, Conker isn’t actually the foul-mouthed character I expected heading into the game. He’s a drunkard (the opening moments have you controlling him as he stumbles about and pees everywhere) and a greedy little git (he attacks wads of cash with a frying pain and stuffs them down his shorts with reckless abandon) but it’s actually the other characters he meets that swear and provide most of the mature content.

Conker’s Bad Fur Day is also, to its detriment, an oxymoron; the game has a lot of variety but also way too much repetition. So, one minute you might be gunning down wasps, rolling balls of poo into a giant turd mountain, or retrieving objects to fulfil your missions but you can guarantee that if you have to do these things once you’ll have to do them again, anywhere from three to five times. It gets extremely frustrating to have to repeat these actions so many times, especially while fighting the controls; for example, in the first level, Conker has to find some cheese for a mouse. You have to find three pieces of cheese and each one has to be collected separately and also find five bees to pollinate a sunflower (which you later have to use to bounce to a wad of cash but good luck getting the timing of the bouncing right and, when you do get the timing right, the controls fight you so you miss the ledge and fall from a height high enough to cause you significant damage!)

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Seriously, this damn sunflower took me the better part of forty minutes to get past!

Similarly, there’s a part where you have to scare some cows into pooping to access a new area. To do this, you have to trick a bull into hitting a target, jump on the bull, and scare the cow. Once it’s pooped, you kill the cow and another waddles out, and you have to repeat this again twice more. There’s an even worse task in the Rock Solid disco. Conker has to get drunk, stagger around, and pee on a rock monster so it turns into a ball, then roll it into an opening. You then have to roll it along a narrow path, hope you don’t fall off, and onto a switch to rescue Berri. You then have to do this twice more and, if you don’t get enough pee on the rock monsters, they pop up and attack you. Things like this are so incredibly tedious and laborious tasks that get old and frustrating very quickly. Later on, Conker gets transformed into a vampire bat and must poop on some villages to stun them and then carry them to a meat grinder. The controls make all this extremely difficult and annoying to pull off, especially considering how often you have to repeat the task. Things only get worse in the It’s War! Chapter; in a parody of Saving Private Ryan (Spielberg, 1998), Conker joins the war against the Nazi-like Tediz. While this makes for some of the game’s most amusing and controversial moments, it is also host to easily the absolute worst part of not only this game, but maybe any game I’ve ever played.

After defeating the boss, Conker has a limited time to navigate through tight corridors full of laser trip wires; if you touch the wires, explosives go off and cost Conker at least two pieces of health. At various points, Tediz will also attack Conker with bayonets, forcing you to switch to the awkward first- or third-person shooting perspectives to attack them. Once you make it through these obstacles, though, you get locked in a room full of Tediz who start shooting at you; you get about two seconds to whip out a bazooka before you’re blown to pieces. The only way to succeed is to try and try and try again and again to master the trip wires and the Tediz in the corridor so you get through flawlessly and have all of your health for this final shoot-out to give you a gnat’s wing of a chance to positioning yourself properly to shoot all the Tediz. There’s no health in this areas, no chance for error, oh, and, also, if you shoot your bazooka too haphazardly then you’ll blow yourself up!

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Good luck getting through this crap without the fifty-lives code!

However, for every bad part of the game, there are positives; the boss battles are amusing and interesting, the worlds are full of life an activity (although there’s far less to collect than in the Banjo games), and the storyline is very funny and tongue-in-cheek. Ironically, though, the final area and final boss is perhaps the easiest part of the game. In a shocking twist, Berri is killed before Conker’s eyes and a Xenomorph bursts out of the Panther King. Conker has to (clunkily) beat the Xenomorph down and then throw it into an airlock (three times, naturally…). As the Xenomorphs moves in for the kill, the game locks up; Conker breaks the forth wall to get the programmers to help him out and wins the day, but forgets to get Berri brought back to life. Conker ends up being crowned the new king and sits, disenchanted and annoyed, surrounded by the characters he has helped out throughout his little quest (all of whom he hates). Conker’s Bad Fur Day is a beautiful and challenging game…but it’s so damn frustrating and annoying! I don’t mind a challenge but this game takes it to another level! There is absolutely no hand-holding and no quarter given; this would be fine if the controls and camera didn’t work against you all the time and if Conker wasn’t so weak. I wouldn’t mind repeating some of the tasks you have to do if they were actually fun by the third time; once, maybe, but having to repeat some many laborious tasks really gets annoying very quickly. The boss battles are all multi-layered and challenging, though a lot easier than the platforming and puzzle-solving aspects of the game. The humour is crude, rude, and hilarious at certain points; it’s obvious that Rare were having a lot of fun just pushing the envelope and doing whatever they wanted in this title.

However, it also feels like they’re openly mocking the player and purposely implanting terrible gameplay mechanics; that must be the case as I know they can do better action platformers, better first person shooters, and better third person shooters. The game also has a tacked on multi-player component which involves these shooting aspects, however I’ve not played it and have no urge to given how bad the controls are for these parts of the game. And that’s the summary of it all, really. I have no urge or desire to ever play this game again, and that’s really disappointing to me. I loved the Banjo games and everything they did; I love a good, bright, fun action platformer and I’m all for variety and trying now things…but this game just has far too many negative points for me to ever hold it in as high regard as I do Banjo-Kazooie or even Banjo-Tooie, which is a massive personal disappointment for me.

My Rating:

Rating: 2 out of 5.

Could Be Better

Game Corner: Banjo-Tooie (Xbox One)

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BanjoTooie

To reach Gruntilda, Banjo and Kazooie had to traverse a variety of worlds and collect a multitude of items, the most important of which were Jiggies – which were required to access new worlds and climb higher up Gruntilda’s castle. The game was a huge success for Rare, heralding a number of successes for the company on the Nintendo 64, and has been a personal favourite of mine for nearly a decade now for its charming aesthetics, catching music, amusing characters, and vibrant worlds.

One of gaming’s most unique duos.

Back in 1998, Rare developed an incredibly intricate and amusing platform videogame called Banjo-Kazooie. The game starred a slightly slow, but very helpful, honey bear named Banjo, who first featured in Diddy Kong Racing in 1997. Banjo, humorously garbed in bright yellow short-shorts, carried around his friend and counterpart – a Breegull named Kazooie – in a blue back-pack. Together, the two were tasked with rescuing Banjo’s kid sister, Tooty, from the evil witch Gruntilda, aided along the way by Bottles, a short-sighted mole who teaches the two their attacks and abilities, and Mumbo-Jumbo, a shaman who transforms the duo into other forms to aid their quest. In 2000, Rare finally produced a sequel, Banjo-Tooie, which was released near the end of the Nintendo 64’s lifespan and has consequently become one of the rarest and most expensive videogames around, even when bought unboxed. As a result, obtaining a copy has been a goal of mine for years, ever since I briefly played it in 2001, and in 2013 I was finally able to procure a copy and play the game through to completion. Of course, since then, the title (alongside the original and many of Rare’s top titles from the area, before, and beyond) was given a high-definition remaster that I later picked up as part of Rare Replay for Xbox One.

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Grunty is back and out for revenge!

Banjo-Tooie picks up two years after Gruntilda’s defeat. Trapped underneath a giant boulder, she summons her sisters, Mingella and Blobbbelda, to free her so she can avenge her defeat. Now little more than a skeleton, she destroys Banjo’s house, killing Bottles, and prepares a special ray gun that will suck the life out of the planet and restore her physical form. Eager for another adventure and desiring revenge for he death of Bottles, Banjo and Kazooie head out to travel new worlds and put the witch to rest once and more all. The first thing to note about Banjo-Tooie is how much bigger it is than its predecessor. Not only can players run around Spiral Mountain (the tutorial area from the first game) and re-enter the mouth of Gruntilda’s Castle, the player can explore and travel through an all-new overworld that is intricately connected to the playable levels in the game. For instance, rather than opening up worlds to enter in a central hub as in the previous game, the players go from one hub to the next following the path of Gruntilda’s digging machine through a huge overworld. Whilst exploring each level, the player can open up shortcuts to other levels, the most obvious being Chuffy the Train, but other sluiceways, tunnels, and paths also exist which connect one world to the next and allow players to traverse what now feels like an entire world rather than an enclosed space.

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Jamjars has some new moves to teach Banjo and Kazooie.

The main aim of the game is still to collect loads of items, but the actual task is much less tedious. Previously, the player was awarded for collecting each world’s 100 musical notes, but the number you collected reset every time you left a world and re-entered it. Now, the number carries over, and they are a lot easier to find and collect. Jiggies, however, are found in a multitude of ways, as before, with each world now being home to a formidable boss battle which will test Banjo and Kazooie’s new skills. Speaking of which, Bottles’ brother, Jamjars, is on hand to teach the duo additional moves. While Banjo and Kazooie are capable of every move from the last game bar one (Banjo’s bear swipes are absent), Jamjars loads the player up with a variety of new eggs to shoot at enemies (which becomes a focal point in the game during its many first-person-shooter sequences), the ever-handy Grip Grab that allows Banjo to hang on to ledges, and the ability to have Banjo and Kazooie separate from each other to tackle switch-based puzzles. Mumbo now becomes a secondary character, as players use his magic to access unreachable areas and acquire Jiggies, while Humba Wumba’s spells are used to turn the duo into new forms, which are new required for a multitude of Jiggy-based tasks and even to conquer certain bosses.

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Banjo-Tooie has many secrets and collectables.

One of the greatest things about Banjo-Kazooie was its many secrets, most of which were meant to be accessed in Banjo-Tooie through a unique “Stop and Swap” feature that, theoretically, would have seen players swap one cart for another to unlock new content. Though this feature was eventually dropped, the ever-mysterious Ice Key and Secret Eggs return in this game, now used to unlock new moves and the awesome Dragon Kazooie, though the full extent of this feature would not be made accessible until the Xbox 360 HD remixes. Banjo-Tooie also features a multiplayer mode, allowing for up to four players to take part in Goldeneye 007-like deathmatches and other modes that, honestly, I haven’t played but I imagine are similar to the same multiplayer modes seen in Conker’s Bad Fur Day. Like The Legend of Zelda: Majora’s Mask, Banjo-Tooie features many recycled characters and character models, as characters encountered in the previous game return to aid or hinder the duo at various points.

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It’s all about the story…except when it’s not…

In the end, playing Banjo-Tooie was an awesome experience, but a couple of things let it down for me. Firstly, why remove Banjo’s bear swipes? This seems like a nit-pick, but I expected Banjo to have the attack when he goes solo and he never acquires it, meaning that he is limited to his Pack Whack move. Second, when you acquire a Jiggy, Banjo and Kazooie no longer go into a cute little celebration animation. The Jiggy is simply collected and you move on. While I don’t necessarily mind this, as the lack of the celebration means you don’t get any wasted momentum, it kind of makes acquiring Jiggies mean a lot less as the characters no longer seem to care. Next, the game takes a long time to get started – the opening cutscene is quite long and, at various points at the game’s beginning, the action cuts to a cutscene that shows Gruntilda’s plan in motion. Then you never hear anything of her plot until the final boss, which is pretty jarring – Gruntilda uses her restoration ray once and you never hear anything of it again, so the threat seems diminished and an afterthought by the conclusion. You also never confront her two sisters, which seemed a given, though the addition of a boss for each level kind of made up for that.

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There’s a bunch of new transformations to play around with.

Certain other aspects are a bit tedious as well; before, when you tried to exit a level as a transformed Banjo and Kazooie, Mumbo’s magic would automatically wear off. Here though, you must return to Wumba to transform back into the duo to exit – similarly, Mumbo and either character alone cannot exit levels and must switch back to do so, which can get a bit tedious. There’s a ton of backtracking in this game, which can be frustrating but it’s great to see how characters and events in one level can affect and influence the other, so I didn’t mind this too much and it didn’t really feel like it was padding the game out, more that the world was big and interconnected, so backtracking is more like a given. Also, in comparison to the first game, the ending felt a little limp and the overall game time seemed less – I finished the entire game in just under 25 hours, whereas I remember working on Banjo-Kazooie for a long time, but that may have just been rooting around for more secrets and such.

My Rating:

Rating: 4 out of 5.

Great Stuff

In the end, the game is a masterful example of how to make a great action/platform title – colourful worlds, great music, amusing characters, loads (and loads) to do, see, and collect, great controls (flying and swimming can be a bit testy, as before, however), and a pretty simple premise. Games like this aren’t really made much anymore – once you beat videogames these days, there’s not much incentive to pick up and play again, but in the Banjo titles there’s always more to do. As the Nintendo 64 copy is quite expensive, I recommended Xbox owners download both titles (or purchase Rare Replay) and play them to death and think themselves lucky to be able to experience the full games.