So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties.
Released: 2 April 2010 Originally Released: 27 August 1992 Developer: Nintendo EAD Also Available For: Nintendo 3DS, Nintendo Wii, Nintendo Wii (Virtual Console, original version only), Super Nintendo Entertainment System (SNES), SNES Classic Edition
The Review: I was a SEGA kid growing up. My only experiences of the Super Mario franchise came from his Game Boy titles and the times I would visit a friend and play SNES with him. I don’t believe he ever owned Super Mario Kart, so my experiences with the game came much later, when I was older and more jaded. Indeed, I’m not a big fan of racing games; I enjoyed Sonic the Hedgehog’s attempts to ape Super Mario Kart’s success, but I’ve never been a fan of racers. Super Mario Kart has always had an appeal to me, though. I may have had more experience with its Nintendo 64 follow-up as a kid, but its cartoony graphics and brand appeal have always called to me. This is the first time I’ve really spent any time with the game, though. Sure, I’ve raced a bit here and there, but I’d never sat down and played through it before. It turns out that, for all its visual appeal and its undoubtable gaming legacy, Super Mario Kart is quite short on features, meaning a shorter review feels more appropriate. Following the fun title screen where the racers mess with each other on a 2D plane, players are given a few options. You can play a one- or two-player game, tackle the grand prix (GP) or time trial modes, and pick a “class” to play on. For my playthrough, I chose the “50cc” class but the harder “100cc” class is also available, with the even more challenging “150cc” class and nightmare-inducing Rainbow Road course being unlocked if you best these latter courses (or choose to play the “SP” version on Nintendo Switch, which has every course unlocked). From there, you select your racer; I imagine each character has different states, with Toad being faster and weaker and the likes of Bowser and Donkey Kong Jr. being slower and tougher. I played as Mario, Luigi, Bowser, and Toad and found they all handled about the same, but I’m pretty sure some are faster than others (bigger characters certainly make for larger targets, if nothing else).
Race across colourful courses as some of gaming’s most recognisable characters.
You can then pick a cup to race for. You’ll race on five courses for each cup and must finish in the top three to qualify, earning points for where you place and gaining 1-ups and a spot on the coveted podium if you race well. B sees you accelerate, A brakes, allows you to drift, and uses an item, X changes the view on the lower screen to either the course map or a rear view, and L and R let you hop over hazards. Since many courses include tight bends and turns, it’s probably beneficial to master the drift function. Unfortunately, I found it a bit finnicky and often span out more often than not, so it was easier for me to simply plough ahead and release B to make those tight turns. Players collect Coins scattered around every course that increase their acceleration, losing them whenever they bump into other racers, and can drive over ? blocks to acquire a random item. Players can place banana peels to cause other racers to spin out, get a much-needed boost from a Mushroom (though I found few courses had straight paths to take full advantage of this), blast other racers with either a Green Shell (which fires straight ahead or can be left on the track like the banana peel) or a Red Shell (which targets the nearest racer), gain a few extra Coins, hop over obstacles with the Feather’s spinning jump, shrink the other racers with a lightning bolt, or gain temporary invincibility with a Starman. In the game’s two-player “Battle Mode”, you can also acquire a Boo, which turns you invisible, invulnerable, and steals an item from an opponent. Additionally, the computer-controlled racers have access to extra items that you never get: Yoshi, for example, tosses eggs onto the track, Bowser spits fireballs, and Princess “Peach” Toadstool and Toad lay Poison Mushrooms that shrink anyone that drives over them. As you progress through the courses, the racetracks not only become more challenging but include ramps and speed boost arrows that can give you an advantage.
Take on the battle mode, or harder classes, to access the game’s most challenging tracks.
Courses are themed after recognisable locations from the Mario series, including Chocolate Island, Boo’s Mansion, and Bowser’s Castle. While things start off pretty easy on Mario Circuit 1, even this course has warp pipes you must avoid and some tricky bends. Hazards become more apparent very quickly, with Donut Plains 1 including a lake you can fall into and muddy water that’ll mess up your controls, and Ghost Valley 1 introduces ramps and gaps in the course you can fall down. If you take a plunge into water or off the course, you’ll lose valuable time (and probably your position) as Lakitu sets you back down, though Super Mario Kart oddly forces players to complete five laps to win, so you’ll probably catch up if you’re lucky. Courses are relatively short, to be fair, which probably explains why you complete five laps instead of the traditional three. Bowser’s Castle usually represents the toughest challenge of any cup, featuring lava pits and Thwomps that squash you or push you back. Other hazards include oil slicks, cracked ice, and Monty Moles that pop up from holes and cling onto your racer. The Star Cup and unlockable Special Cup contained the most visually interesting tracks for me, with Koopa Beach being a fun dash over shallow water and between sandy land masses and Vanilla Lake offering a unique challenge with its ice blocks and snow drifts. Graphically, the game is very impressive; racers all react and showcase a lot of personality both on the course, on the map, and on the podium. Courses are bright and colourful, for the most part, and have a lot of variety, from wooden tracks to stone paths, with the tougher tracks either having destructible blocks or not barriers at all to cause a fall, bumpy surfaces to jiggle you about, or even alternate routes or bridges.
The Summary: I can totally see why people enjoyed Super Mario Kart so much back in the day. I’m sure it was a blast playing against friends and battling for pole position, as well as racing to complete each cup. I completed the “50cc” class, getting first place in every race (thanks, largely, to the Nintendo Switch’s rewind function, I admit) and enjoying each character’s podium celebration. The game definitely ramps up in the “100cc” class, though, with the CPU racers blasting off and gaining on you with a surprising aggression. It was only by booting up the “SP” version that I got a taste of the “150cc” class, which is even tougher, and had a quick race on Rainbow Road, a psychedelic track of twists and turns designed to send you plummeting into the void. Still, I enjoyed the time I put into the game. Each character is full of personality and it’s fun to see them idling around the course on the bottom screen or reacting to a win (or loss). However, I did have some issues with Super Mario Kart. Five courses for each cup with five laps each got a bit tiresome for me, some of the turns and hazard placements were aggravating, and I never seemed to get any good items when I was racing, often being lumbered with Coins or banana peels. While the game does look great, it’s a bit hard on the eyes at times; courses and the backgrounds get very pixelated and distracting, which caused me to make mistakes. Vanilla Lake and Coco Island, for all their unique appeal, were the worst offenders in this regard. Still, it’s pretty fun to tackle the easier courses and cups and just blast around a colourful track with some of gaming’s most recognisable characters. The music is jaunty and memorable, the gameplay is pretty solid (as long as you make good use of your brake and items), and I can’t deny the game’s impact on the genre. However, it’s possible that I would enjoy Super Mario Kart more if I played with a friend, and I do think I’d be more inclined to play one of the modern iterations of the game rather than this classic, but obviously dated, title.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Was Super Mario Kart part of your SNES library back in the day? Which racer was your favourite? Did you ever best the “150cc” class? Which item did you find the most enjoyable to use? Do you think the game still holds up today? Which Mario Kart title is your favourite? How are you celebrating Super Mario this month? Whatever you think, comment below and let me know and don’t forget to check out my other Mario content.
On 21 February 1986, The Legend of Zelda(Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’ve been dedicating every Friday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.
The Plot: Years after Breath of the Wild, Link and Zelda discover the rancid “Gloom” seeping from the depths beneath Hyrule, heralding Ganondorf’s return. When Zelda disappears and the Master Sword is shattered, Link turns to an ancient race to combat the Dark King once more.
Gameplay and Power-Ups: Like its predecessor, The Legend of Zelda: Tears of the Kingdom is an open-world action/adventure game in which players control Link (in one of the rare instances of him not only having that name but being the same incarnation) and explore the vast wilds of Hyrule, a diverse and treacherous land of sword and sorcery. Fundamentally, the controls and basic gameplay mechanics remain unchanged from Breath of the Wild, for better or worse. You press A to talk to Hyrule’s many and varied non-playable characters (NPCs), interact with the environment or pick up objects (stones, weapons, etc), and open treasure chests. To run, simply hold B but keep an eye on your stamina wheel as Link will quickly get exhausted unless you expand it by conquering the returning mini Dungeons (again dubbed “Shrines”). Y swings your currently equipped weapon in a simple combo; hold it to charge up a spin but, again, watch your stamina as you don’t want to end up dizzy and vulnerable. X jumps, with Link deftly hopping over most low objects or executing a jumping attack; you’ll also use this to clamber up walls and surfaces (again, stamina willing). When in combat, press ZR to target the nearest enemy and raise your currently equipped shield to fend off attacks. Successfully tap A while raising your shield to perform a “Perfect Guard” that reflects certain attacks and leaves enemies stunned (though I still can’t get the timing right). Similarly, pressing X at just the right time to dodge an attack allows you to hit a powerful “Flurry Rush” to whittle down their health. Pressing in the left stick sees Link crouch and stealthily sneak around, allowing for one-hit strikes, and you can hold down R when at full health to unleash a Sword Beam.
Link’s returning abilities are bolstered by bizarre building and fusing mechanics.
As before, Link can utilise almost anything as a weapon; sticks, skeletal arms, various swords, clubs, and axes are all acquired by defeating enemies or exploring your surroundings. Each has a different power rating that determines not just how much damage it does, but also how durable it is. The lower the rating, the more likely your weapon will shatter after a few hits. Wooden weapons also catch fire and metal weapons attract lightning, so you must swap them out or drop them to avoid taking damage or being caught short. Similarly, items like pot lids, wooden circles, and iron shields can defend against incoming attacks and have the same elemental issues to consider. Link also acquires various bows, with some firing more shots at the cost of their durability and others hitting harder; similar effects are also applied to weapons and shields. Link can also throw items and attach them to his arrows for additional effects, such as blowing up rock walls and enemy hoards with Bomb Flowers, freezing them with Ice Fruit, or setting vines and baddies alight with Fire Fruit. In Tears of the Kingdom, this comes courtesy of Link’s new Purah Pad, and upgrade to the previous game’s Sheikah Slate, which quickly allows him to “Fuse” objects to his arsenal. This is a versatile ability, allowing you to Fuse items to your swords (and even combine weapons) for added effects and damage. Fuse makes shields more durable or rocket you into the air with…well, an attached rocket…and is also essential for solving puzzles since you must cobble together wooden boards to create bridges, rafts, or more complex vehicles. You can manipulate almost anything with the “Ultrahand” ability, which telekinetically picks up objects to be awkwardly rotated to solve puzzles or piece together your creations. Eventually, you learn the “Autobuild” ability that makes this much easier but at the cost of “Zonaite”, a new mineral that powers your creations and allows your gliders to fly, your fans to blow, and your carts to roll along. Perhaps Link’s most useful new ability is “Ascend”, which sees him clip upwards through the environment when able, eliminating the need to expend stamina climbing rugged mountains and sheer walls. Link can also rewind time, to a limited degree, with “Recall”, allowing him to dart into the sky by reversing the direction of falling debris and bypass raging lava flows on makeshift rafts.
Cook meals and earn Light of Blessings to increase your maximum health and stamina.
As before, Link’s weapon inventory is painfully limited. It can be expanded by finding Korok seeds, but only one slot at a time and the cost increases as you progress. Link’s defensive options are also tied to his outfits, which are found in chests, tied to tricky side quests, or bought from various shops for ridiculous prices. Instead of relying on gathering Rupees, you’re better off selling the precious gems you find by smashing rocks with rock-Fused weapons. You’ll need to do this as Link won’t last long in extreme heat or cold without the right outfits, and some offer additional perks such as speeding up your swimming rate, rocketing you up waterfalls, resisting elements, and upping your attack and defence. Rather than collecting hearts from defeated enemies, Link can either spend Rupees at an inn, collect a “Light of Blessing” from Shrines, or cook meals. This time, any meals you cook are recorded for easy reference; meals can also have added effects, such as temporarily increasing your maximum hearts and stamina wheel. To permanently extend these, you must trade four Light of Blessings at prayer statues dotted around Hyrule to gain either a new heart container or an extra slither to your stamina wheel, a process that remains as tedious as before. Similarly, you can still sneak up on and tame wild horses, adding them to stables and calling them with a whistle. If you have a Breath of the Wild save file, your horses will even be carried over, which is nice. There is a generous fast track mechanic, as before, but you must again activate towers (revealing more of the map in the process) or beat Shrines to utilise this. Finally, you can jump from high places and glide using your Paraglider and, though you can’t drop bombs like before, you can whip out your bow and use the slowdown effect to pick enemies off and, eventually, speed up your gliding with a gust of wind.
The Sages fight alongside you, though it takes all your strength to retrieve the Master Sword.
Like in Breath of the Wild, Link is aided in his journey by reincarnations of the ancient Sages. Following the main story quest (something easily done from the extensive “Adventure Log”) sees you conquer five ancient “Temples” and encounter these allies, who then join your quest, in spirit. Tulin blasts a gust of wind that speeds up your gliding and blows over enemies; Yunobo cannonballs ahead, setting fire to grass and smashing rocks; Sidon protects you with a water shield and blasts foes with a burst of water; Riju adds a lightning bolt to your arrows; and you can pilot Mineru’s mech, attaching various accessories to essentially make a Rock ’Em Sock ’Em Robot. Each ability has a cooldown element (with Mineru’s abilities tied to Zonite) and each Saga follows you on the overworld unless dismissed, battling enemies and bosses alongside you to take some of the heat off you. Mineru is especially usefully when explore the “Depths”, a vast, pitch-black, incredible dangerous environment found beneath Hyrule and accessed via chasms. Down here, you’ll activate Lightroots and toss Brightbulbs to brighten up the area and encounter vast deposits of “Gloom”, a Malice-like substance that permanently saps your maximum health unless you recharge at Lightroots or cook special food. Mineru walks through Gloom and lava without fear, but you must watch for Gloom-infected enemies and the horrific Gloom Spawn, which essentially act as this game’s second counterpart to the Guardians (the first being the various Zonai Constructs). While it’s not necessary to explore the entirety of the Depths, you will visit there many times throughout the story, and it can be beneficial to venture down there to collect powerful weapons or Poes to obtain new clothing. Additionally, you can blast up to the skies to explore various disparate floating ruins not a million miles away from the floating islands of Skyloft. Up here, you’ll find mine carts, caves, and the remnants of the Zonai people, alongside additional Shrines and rewards. The skies are also great for scoping out points of interest on the surface, such as Shrines, towns, or the various geoglyphs that dot Hyrule’s landscape. If you’re really lucky, you’ll spot one of four elemental dragons who can be farmed for precious minerals, with one in particular (the Light Dragon) awarding the legendary Master Sword if you have enough stamina to retrieve it.
Puzzles and traversal are made more challenging with the building mechanics and spiteful Gloom.
Hyrule’s surface remains relatively unchanged from Breath of the Wild; many of the same towns, locations, and landmarks can still be found, though with some alterations. Lurelin Village has been infested with ruffians who need to be fought off, for example; the Rito Village has been beset by a blizzard; and the Gorons have become obsessed with Marbled Rock Roast. The Korok Forest and eerie Lost Woods are shrouded by an impassable mist, Hyrule Castle floats above a chasm of Gloom thanks to the “Upheaval” caused by Ganondorf’s awakening, and Zora’s Domain is polluted by sludge. You must clear out these issues with both your items and by completing Temples, which are thankfully far more visually distinct this time around. Rather than every Temple relying on a clunky rotating gimmick and a repetitive Sheikah aesthetic, they’re much more traditional in their depiction and use of elemental themes. You’ll solve a primary puzzle in each, from activating propellers to unlock giant locks, hitting gongs to release padlocks, powering up water wheels and ancient batteries, and collecting Mineru’s parts. While you do collect keys, this element is downplayed, though you still activate levers and switches (albeit with Ultrahand). Typically, you’re more likely to be moving or combining items, rolling giant balls into targets, and either using Ascend or fans to progress upwards. The Water Temple has a unique gravity gimmick that sees you float around in bubbles, you’ll get a prelude to the Lightning Temple’s boss battle before entering, and the Fire Temple is full of mine carts that require you to switch tracks by firing Yunobo at targets. Just getting to the Temples is a feat in itself, with you forced to venture higher and higher into the skies and cross flying ships to reach the Wind Temple and explore the murky Depths to find the Spirit Temple. Hyrule Castle again acts as a Temple, one guarded by powerful enemies and covering Gloom, and you must venture deep into the hazardous, Gloom-filled chasm beneath it to confront the Demon King. Shrines are far more challenging and diverse this time around, ranging from combat challenges to logic puzzles that’ll have you using Link’s Purah Pad abilities in unexpected ways or battling enemies with makeshift items.
You’ll search high and low and build all sorts to help out Hyrule’s inhabitants.
Like Breath of the Wild, Tears of the Kingdom is an unforgiving experience. Link begins with three hearts and acquiring more is a chore since you’re forced to seek out Shrines (something made much easier by completing a side quest to add the Sensor to your Purah Pad). Even then, having more health can be detrimental since it means consuming more food to replenish your health and Link is frustratingly weak at times. Even simple encounters can end in a game over, meaning it’s often better to just sprint past enemies to preserve your weapons, health, and sanity. To make matters worse, all enemies and treasure respawn when the “Blood Moon” rises, meaning the environment never gets any less dangerous. This remains a frustrating experience for me as I enjoy the combat in the Zelda games but the risk/reward of battling even simple enemies often isn’t worth it. Add to that the frustrating weather effects, which see you slip down mountains, tumble about like a ragdoll from a lightning strike, and collapse from heat exhaustion and you have a game that can be a chore to play. While the Gloom and the Depths can largely be avoided, you’ll endure both eventually and they’re a major headache as it’s not fun to stumble about in the darkness, have your hearts sapped away, and then be surprised by a Gloom-infected rematch with a boss! It seems like every NPC has a story to tell and a mission for you, be it reuniting lost Koroks, exploring wells, seeking out evidence of Zelda sightings, or bringing musicians to the Great Fairies so you can upgrade your clothing (for a small free…) Sometimes, you’re forced to battle waves of enemies or NPCs will turn out to be the aggravating Yiga Clan in disguise. Other times, you’re performing glorified fetch quests for minimal rewards or cobbling together constructs to help Addison campaign for President Hudson. Some Shrines only reveal themselves after you retrieve their crystal, either by battling a mini boss or solving some tedious nearby puzzle; others offer no challenge at all, making for a nice change of pace. Link’s building abilities can result in some remarkable craft, from boats to full-blown planes, but it can be annoying rotating pieces into position, and you’ll expend a lot of your resources to get all the pieces you need and power everything.
Presentation: Link’s model, like all the character models, appears essentially unchanged from Breath of the Wild save for some different attire and his new monster arm. When in sweltering heat, he pants and sweats; when in blistering cold, he shivers; and when standing too close to an explosion, he catches fire. Although he doesn’t speak save for some grunts, there are dialogue options here and there that show is does communicate with those around him. Other NPCs communicate through traditional text boxes or voice acting, which is generally saved for the more dramatic cutscenes and the various memories. Link’s companions have a fair bit of personality, with Yunobo being a standout for me since he’s brainwashed into turning against his people and then determined to make up for it with an enthusiastic gusto! Tears of the Kingdom takes the expansive overworld from Breath of the Wild and expands upon it considerably. The surface is largely the same from what I remember, featuring towns, swamps, mountains, a massive volcano, and rushing waters. Settlements like Kakariko Village and Hateno Village remain, with Link now having a home and encountering many of the same NPCs (some of whom recognise him and others who strangely don’t). The landscape is altered by the presence of chasms leading to the Depths but still contains hidden caves, stables, the ruins of the old world, and recognisable landmarks like the Temple of Time. Hyrule is gigantic and full of different cultures, from the distrustful Gerudo in the arid desert to the proud Zora in their waterfall kingdom. Each area has different weather effects to worry about, from stifling heat to bitter cold, something exacerbated by random thunderstorms and the titanic elemental Gleeoks. There’s also a day/night cycle present, some mist and fog effects here and there, and a real sense of the world having changed both between games and from the fallout of the Upheaval, which sees debris rain from the skies and uncovers long-forgotten ruins that you must explore and decipher.
Hyrule is bigger and more varied (and dangerous) than ever.
By their very nature, the Depths aren’t as immediately impressive simply because they’re seeped in darkness. It’s an oppressive, bleak, and dangerous environment with no inhabitants save for Ganondrof’s minions, the remains of a Zonai outpost, and Robbie’s tentative efforts to explore the Gloom-infested environment. Still, there is a lot to see here once you illuminate your surroundings; Zonai depots, lava flows, and Gloom-versions of the game’s bosses all dwell alongside Bargainer statues where you trade your Poes and rusted weapons you can take. The skies aren’t much better, being a fragmented series of ruins, tracks, and Zonai deposits that you must often glide between. The Shrines have been redesigned (for the worst, in my opinion) and returning areas like Hyrule’s labyrinths and even the elegant castle have an added danger thanks to being infested by Gloom. Shrine interiors are very similar to what we saw in Breath of the Wild, favouring substance over style and restricting your abilities so you can’t just glide to the exit. They retain the ancient mixture of science and magic from Breath of the Wild, but I remain unimpressed by how tedious it gets searching for Shrines just to get enough Light of Blessings to gain one extra heart that’s immediately shattered by Gloom. Still, as mentioned, the Temples are much improved this time around. They not only have a better visual identity but contain more interesting puzzles and a greater enemy variety. The standout for me was the Lightning Temple, which sits within a vast pyramid in the storm-swept Gerudo Desert and is home to the mummified Gibdos. I felt like a proper tomb raider shifting blocks and riding wind currents in here, though the Fire Temple also impressed by being an abandoned mine within a volcano. The Spirit Temple was the most disappointing since it simply hosts a boss battle, but the journey to it through the Construct Factory in the murky Depths was challenge enough.
The world and story have been expanded and changed by the recent, cataclysmic events.
Tears of the Kingdom makes great use of ambient sound for the most part. There’s no sweeping Zelda theme when galloping across the overworld here; just the sounds of enemies approaching or light piano tunes. This changes once you get into battles, ramping up the anxiety when you’re suddenly attacked by a spear-wielding Moblin and battling the finnicky controls as you tumble down a mountainside. Music really only plays a role in the game’s cutscenes, however, which can be replayed from the Adventure Log. Like its predecessor, Tears of the Kingdom invites you to challenge yourself; if you’re brave (or stupid), you can head right to the final confrontation (and win!) and you’re free to explore every area out of sequence, for the most part. The map and Adventure Log can quickly become cluttered with waypoints and primary and optional quests, making it difficult to remember where you’re going and what’s happening next. However, I never experienced any performance issues save for one terrifying moment where the game crashed during the Yunobo fight. The environment renders well; wild animals and NPCs roam freely with no slowdown or noticeable pop-up, though the weather effects do help mask this at times, I feel. Traversing the surface is far less hazardous thanks to the absence of Guardians but the Gloom Hands definitely get your blood pumping when they slither to life and relentlessly chase you across walls and ceilings. Long-time Zelda fans should also enjoy the various nods to previous games in the names of certain locations and NPCs, as in the last game, and Tears of the Kingdom definitely feels like a celebration of the franchise’s rich history as much as anything else. Probably the best callback for me was exploring Hyrule Castle again; though much more restricted thanks to the Gloom and the damage, it was fun revisiting the library and royal rooms. Unfortunately, the plot lost me a bit; I still don’t understand why no one makes a connection between Ganondorf and Calamity Ganon and I must have been distracted when the game explained why Zelda’s been sighted across Hyrule when she’s actually flying through the skies as the Light Dragon.
Enemies and Bosses: As far as I could tell and remember, every enemy encountered in Breath of the Wild reappears here, sporting the same strengths and weaknesses and dropping the same items upon defeat. Hyrule is full of sentient trees, jelly-like Chuchus, odd Pebblits, bat-like Keese, and rock-spitting Octoroks. These common enemies aren’t much to shout about, popping up as you explore and generally being more a nuisance than a threat, but the land is also patrolled by Ganondorf’s more organised and formidable forces. The most commonly encountered are the squawking Bokoblins, often found around campfires, guarding towers, or riding Battle Talus’s. They’re often subordinate to their more challenging silver-clad commanders, trailing behind bulbous Boss Bokoblins, or taking orders from large, goblin-like Moblin. Skeletal variants of these are also encountered, some ride horses on the overworld, and Gloom-infested variants swarm the Depths, but they’re also echoed in the cave-dwelling, ape-like Horriblins. Exploring deserts, swamps, and water-rich areas sees you surprised by the lizard-like Lizalfos, who spit water and turn invisible, and you’ll often face a double threat as Aerocudas patrol the skies. Bokoblins, Moblins, and Lizalfos wield various weapons, from swords to lances and bows, and will call for backup upon spotting you, making even a handful of them a significant threat. Various Wizzrobes are also encountered, often skipping and teleporting about and firing different elemental magic, and the Yiga Clan will jump you when you least expect it, disappearing in a puff of smoke and charging you with their blades. You’ll also contend with mummified Gibdos both on the ground and in the air, though fire- and lightning-based attacks make short work of them. Various armed Zonai Constructs test your combat prowess, acting as smaller but no less threatening counterparts to Breath of the Wild’s Guardians.
Formidable and horrific mini bosses roam Hyrule and launch surprise attacks!
Hyrule is also populated by various mini bosses. Boss Bokoblins are larger versions of regular Bokoblins that wield big clubs and can take quite a beating, caves house different elemental Like-Likes, and giant stone Talus’ assemble from the environment to catch you by surprise, with their only real weak point being the Ore Deposit on their heads. If you’re really unlucky, a massive cyclopean Hinox will wake up and chase you (though targeting the eye turns the tide in your favour), mutated crocodile-like Molduga burrow through the Gerudo Desert and in the sands of the Depths, and a combination of the two, the Frox, also appears down there, sporting the same weaknesses as both. Flux Constructs are usually found in the skies; these sentient Zonai cubes are controlled by a central cube that must be targeted before they pummel you into the stone. Master Kohga also returns, having dropped to the Depths and mastered the Autobuild ability to fashion giant trucks, flying machines, and even a mech to rival Mineru. Though he’s more troublesome this time around, he’s quite susceptible to arrows in each encounter. Before he joins your cause, you must fight the brainwashed Yunobo, dodging his cannonball-like roll in a prelude to one of Ganondorf’s devastating charge attacks. Though far less prominent (at least in my playthrough), powerful, centaur-like Lynels still exist in Hyrule, with a silver variant encountered in the Gloom-filled Depths prior to battling Ganondorf. They’re joined by the various elemental Gleeoks, massive, three-headed dragons that breathe fire, frost, and lightning and are lorded over by an even tougher king. I’m gonna be honest and say I never fought these; I saw them flying around or standing atop mountains and felt their power in the intense weather effects they emit, but didn’t dare test myself against them (or the Lynels, for that matter). Similarly, I simply fled from every Gloom Swarm so I wouldn’t be decimated by Phantom Ganon, though you’re forced to fight this terrifying foe at least twice, once when exploring Hyrule Castle and again to free the Great Deku Tree. Phantom Ganon acts as an appetiser for Ganondrof’s battle, charging with a sword, striking with a lance, causing massive shockwaves with a club, duplicating himself, and spreading Gloom everywhere in easily some of the toughest battles in the game.
The five Scourges are visually distinct and range from simple to frustratingly challenging.
Each Temple houses at least one boss, a “Scourge”, that is, thankfully, not simply a variant of Ganon this time around. You can tackle these in any order but I first battled Colgera, Scourge of the Wind Temple, a gigantic insectoid creature that flies up from within the Wind Temple and forces you to battle it in mid-air (not unlike the game’s final challenge). Colgera emerges from portals and fires ice shards from its body, unwittingly exposing its weak spot, which you must target with Fire Arrows (using Keese eyeballs to help aid your aim). Tornados keep you in the air and Tulin gives you a speed boost, but this wasn’t an especially taxing boss, even when its weak spot switches to its underbelly in the second phase. Next, I battled the Water Temple’s Mucktorok (after getting to grips with Sidon’s abilities in battle with the Sludge Like), a cackling little imp who rides a Molduga-like sludge shark. You must blast this with Sidon’s water wave, clearing a path through the sludge, avoiding its spit attack and shockwaves and chasing the slippery devil down to give it a good thrashing. To enter the Fire Temple, you first dispatch the volcanic dragon, Moragia, that’s attached to Death Mountain by flying around on a nearby Zonai flyer and firing Yunobo at it. Inside, you’ll face the Marbled Gohma, a spider-like rock beast that tries to stomp you and fires explosive chunks of rock. You must fire Yunobo at its legs, crippling it so you can pummel its eye, then send Yunobo rolling up to smack it when it retreats to the ceiling. The difficulty noticeably spikes when you face Queen Gibdo in the Lightning Temple, mainly because you’re so reliant upon Riju’s lightning attacks and lightning-adjacent attachments to your bow. The battle’s further complicated by the Gibdos she spawns in, distracting you and making things very frustrating and difficult near the end. In comparison, the Seized Construct is much easier. Fought in an electrified boxing ring with you controlling Mineru, this thing’s a breeze with the right attachments as you stun it with your arm cannon and smash it into the electrified ropes using a wrecking ball.
Ganondorf throws his forces at you, decimates your health, and then becomes a titanic dragon!
These bosses return in the Depths, if you fancy testing your skills further, and are fought as part of the final battle, much like in the last game. If you best them prior to confronting Ganondorf, however, you obviously won’t need to worry about them. The King of Evil is no joke, however, and is fought in an aggravating multi-stage battle. First, you and the Sages face four waves of Gloom-infested enemies, collecting their loot and hoping you have enough Gloom-resistant armour or food to survive the next stage. Here, you face Ganondorf one-on-one in a fight functionally identical to those against Phantom Ganon. Ganondorf switches between a sword, spear, club, and bow, inflicting Gloom damage with each hit and both parrying and perfect-dodging your attacks. With the right timing, you can whittle him down with the Master Sword; attack-boosting gear and food is a must here, as is Gloom food, but you can also fire Bomb Flowers, Rubies, and Gibdo Bones to take chunks off his health. Victory sees Ganondrof duplicate himself, gaining a ridiculously long health bar in the process. Though the Sages help you, they mostly end up cluttering the screen so it’s advisable to take to the air however you can (Fusing a rocket or Autobuilding something) to litter the battlefield with Rubies and Bomb Flowers. After many deaths, I finally got lucky and got Ganondorf back to half health, which returns the fight to a one-on-one contest. Unfortunately, the Demon King is faster and stronger than ever, sending waves of Gloom and Gloom projectiles, causing Gloom shockwaves, and charging at you, leaving a trail of Gloom in his wake. Luckily, you can strike his projectiles to stun him and, with the right food and a little luck, he’ll eventually be bested. In his rage, Ganondorf consumes his Secret Stone and transforms into a gigantic dragon! Zelda, as the Light Dragon, swoops in to save you, keeping you from falling to your doom, and giving you a boost to reach the Demon Dragon’s back. This stage is mostly a formality, however; just avoid the Gloom scales and target the Gloom pustules on the Demon Dragon’s back. When you get the chance to target the Sacred Stone on his forehead, hold Y to deliver the killing blow and then dive through the sky to rescue Zelda in freefall!
Additional Features: There are 152 Shrines to find across the skies and surface of Hyrule. Each one houses a chest that contains a weapon or some kind of treasure and also awards a Light of Blessing. With four of them, you can trade for an extra heart or an extra sliver of your stamina wheel, which can make combat and exploration much less of a headache. There are also 120 Lightroots in the Depths which, like the Skyview Towers, simply exist as fast travel points (though Lightroots also restore your Gloom-shattered hearts). There are now a whopping 1000 Koroks to find; some are under rocks, some require transporting to their friends, and some task you with solving puzzles. Finding them all expands your inventory and again awards you with a useless (but golden) piece of poop. You’ll also find loads of treasure chests in every area of Hyrule; some house Rupees or rare materials, some gift weapons, and some have clothing. Collecting all three pieces of an armour set can award additional buffs both by default and courtesy of a Great Fairy, and you can dress Link up as his dark counterpart, an enraged God, and even to resemble various enemies. Some materials can be dyed to further customise them and you can further bolster your stats by cooking food, with recipes being saved for further use. Your horses can also be upgraded and customised; by discovering stables and boarding your horse, you’ll earn “Pony Points” to trade in for harnesses and accessories to complete side quests.
Hundreds of treasures, collectibles, and side quests await in this sprawling adventure.
Speaking of, there are loads of optional missions in Tears of the Kingdom. Some are pretty simple, like liberating villages from enemy hordes or retrieving Shrine stones. Others see you gathering materials, photographing enemies and objects, investigating Zelda sightings, and recovering lost or stolen items. Completing side quests earns you Rupees and other rewards, such as food, additional shops, and even armour. Helping Robbie with his research not only upgrades the Purah Pad to detect Shrines and other targets, it also adds the “Hero’s Path” mode to the tablet so you can see where you’ve travelled and gifts you “Travel Medallions” that are essential when fighting your way to Ganondorf. Misko will mark the locations of rare treasure on your map, allowing you to find new armour sets, dogs can be befriended to dig up treasure chests, shop prices can be reduced, and the truth about Zelda’s draconification can be discovered if you explore high and low. Completing the game adds a star to your save file but returns you to your last manual save before battling Ganondorf, meaning you never get to see peace returned to the land on your save file. You can go back and finish any tasks remaining, however, exploring Hyrule Castle docks for the powerful Hylian Shield and collecting Poes to collect new gear. Tears of the Kingdom is also compatible with Amiibos, allowing you to scan in entire armour sets quickly and easily. Sadly, the Master Cycle from Breath of the Wild’s downloadable content isn’t available (though you can build a close approximation) and there is currently no additional content available for the game, but it’s not as if there aren’t hours of content to return to once you’ve completed the main story.
The Summary: Since I struggled with The Legend of Zelda: Breath of the Wild, I was hesitant to get into the sequel, and these fears were entirely justified. The weapon durability mechanic is as tedious as ever, forcing me to run from most encounters when I’d rather be fighting like in the Nintendo 64 games. Link is frustratingly fragile, easily being killed by even the weakest of enemies, and the entire game is an uphill battle to learn and improve. Link’s new abilities do mitigate these issues somewhat; you can effectively double your weapon inventory by Fusing swords and shields together, though often at the cost of holding a shield. I was also very pleased by how much easier the five main bosses were compared to Breath of the Wild’s and how much more visually unique the Temples were. Getting to them was a chore at times but it was much closer to a traditional Zelda experience once I was inside. The Shrine mechanic is as annoying as before, though, and I wish there was a “Novice” option to give you at least one set of weapons that don’t break and that allocated hearts to one set of Shrines and stamina to the other. I didn’t really like the focus on building; it was finnicky to rotate and Fuse things together to solve puzzles and the vehicles weren’t very fun to control. The mechanic didn’t work for Banjo-Kazooie so I don’t see why Nintendo thought it’d work for Zelda, and it just got in the way most of the time. I liked seeing how Hyrule had changed, with familiar areas altered from the passage of time, and how much bigger the world was, but I hated the Gloom mechanic, the sky islands were dull, and battling Ganondorf was like chewing nails. The story was convoluted and somewhat lost amidst all the hundreds of other sub-plots and side quests, though I enjoyed seeing bigger, more ferocious optional bosses patrolling the overworld. Despite all the changes, though, The Legend of Zelda: Tears of the Kingdom still feels like a glorified expansion pack of its predecessor. I had the same issues as before, if not more thanks to the new inclusions, but remain impressed by the scope and sheer scale of the world, so I think it’s fair to give it the same rating as Breath of the Wild and stay in the minority of people who just don’t click with this approach to the Zelda franchise.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think to The Legend of Zelda: Tears of the Kingdom? How do you think it holds up against its predecessor and were you excited to revisit this world? What did you think to Link’s new abilities, specifically the building and Fusing mechanics? Were you also frustrated by the Depths and the dangerous Gloom? Did you also find the main bosses easier than Breath of the Wild’s only to struggle against Ganondorf? Did you ever complete all the side quests and find all the Koroks? Which Zelda game is your favourite and how did you celebrate the franchise this month? Whatever your thoughts on Tears of the Kingdom, drop a comment down below and go check out my other Zelda reviews.
Upon the release of Pokémon: Blue Version and Pokémon: Red Version(Game Freak, 1996), a new craze swept through playgrounds. An entire generation grew up with Pokémon, as clever marketing saw it become a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February.
Released: 13 July 2002 Director: Kunihiko Yuyama Distributor: Toho Budget: Unknown Stars: Veronica Taylor, Megan Hollingshead, Lisa Ortiz, Megumi Hayashibara, and Tara Sands
The Plot: Ash Ketchum (Taylor) and his friends visit the beautiful Alto Mare and befriend its protectors, Latias and Latios (Hayashibara), just as the city is targeted by two formidable thieves, Annie (Hollingshead) and Oakley (Ortiz).
The Review: By the time of Pokémon Heroes, the Pokémon movies had well and truly established a formula and were sticking with it. After a brief introduction to “The World of Pokémon”, we find Ash and his friends – his trusted companion, Pikachu (Ikue Ōtani), and former Gym Leaders Misty (Rachael Lillis) and Brock (Eric Stuart) – visiting the distinctly Venice-inspired Alto Mare. Ash is primarily there to take part in the annual water race, where he’s rocketed through the narrow canals by Totodile (Kayzie Rogers) and competes against Misty (oddly wearing a lifejacket despite her status as a Water Pokémon expert) and other locals while Brock cheers on from the sidelines. It’s all fun and games and gives us a sweeping overview of the city, bolstered by some questionable CGI sequences, until Ash catches the eye of a mysterious, invisible Pokémon later revealed to by the smitten Latias. Though she tries to aid him in the race, Ash ends up being dragged away from the course and the race is ultimately won (by a gnat’s wing) by Misty. While taking a gondola tour of Alto Mare courtesy of former race winner Ross (Michael Sinterniklaas), Ash and the others learn that Latias and Latios are revered as the city’s enigmatic protectors and their image adorns statues and medals across the town, which is kept peaceful thanks to their presence. While Misty and Brock get ice cream, Pikachu is sidetracked by a nearby fountain and encounters a local girl who acts strangely around Ash. Although he shrugs off the encounter, Ash jumps to her defence when he later finds her being accosted by Annie and Oakley and their Espeon (Kayzie Rogers) and Ariados (Unknown). Ash also later races after her through the laneways and into a secluded spot hidden deep within the city. It’s here that Ash and Pikachu meet Bianca (Sands), a girl who looks exactly like the girl he’s been chasing, and her grandfather, Lorenzo (Wayne Grayson), and, crucially, the city’s legendary protectors. After being set upon by the overprotective Latias, cooler heads soon prevail and Ash is stunned to learn that the Eon duo can not only turn invisible but also assume human form. Since Latias and Bianca are best friends, the Pokémon likes to take her form and delights in playing with Ash, with the two soaring through the skies of their secret garden before long.
Ash is stunned when a strange girl turns out to be a Legendary Pokémon in disguise!
Ash learns the history of Alto Mare from Lorenzo, who relates how the city was once terrorized by an Aerodactyl (Unknown) and a Kabutops (Eric Stuart) before a Latios came to town and drowned the two beneath a torrent of water, giving his life to protect the inhabitants. Latias left behind its two babies, Latias and Latios, whom Lorenzo practically raised, and the “Soul Dew”, a glowing orb said to contain Latios’s spirit. The Soul Dew also powers an ancient machine, the Defense Mechanism of Alto Mare (DMA), a powerful amalgamation of ancient and modern technology that can both protect and destroy the city. Lorenzo and Bianca have dedicated themselves to keeping the Soul Dew, the Eon duo, and Alto Mare’s secret from falling into the wrong hands, a secret that Ash promises to guard to keep his newfound friends from harm. Ash also experiences the Eon duo’s other unique ability, “sight sharing”; using his psychic powers, Latios can share what he sees with his sister, who then projects it to those they trust, allowing for a unique and awesome view of the world. With the night drawing in, Ash leaves a sad Latias and her brother to their hidey-hole and heads back to his friends alongside Bianca, who’s stunned to learn that Latias was being pursued by Annie and Oakley. The duo, celebrated agents of the nefarious Team Rocket, are in town specifically to investigate its local legends but even they are stunned to learn of the DMA and the Soul Dew. Unlike the bungling Jessie (Rachael Lillis), James (Eric Stuart), and Meowth (Maddie Blaustein) – who pratfall their way through the feature as background players – Annie and Oakley are capable and formidable antagonists. Equipped with hi-tech gear like drones, zip wires, and even binoculars that let them see through Latias’s disguise, they run rings around the Rocket Trio and even manage to capture Latios. While the two weren’t affiliated with Team Rocket in the original version of the film, the dub positions them as two more far more competent members of the organisation. Their depiction as sisters delighting in mischief and mayhem directly parallels the Eon duo, where Latios takes a more protective and mature stance compared to his more curious and child-like sister.
Annie and Oakley are far more capable and formidable agents of Team Rocket.
Alto Mare provides one of the more visually interesting locations for the Pokémon features thus far. Made up of stone buildings, bridges, and canals, the city certainly stands out, though it does little to make itself unique from its real-world inspiration beyond the Pokémon aesthetic. The city mixes traditional architecture with near-magical modern technology, one with a decidedly steampunk styling and represented by the DMA, a machine apparently capable of controlling water and enforcing a lockdown by sprouting impassable barriers and gates around the city. There’s a lot of history in Alto Mare, which was terrorised by prehistoric Pokémon and maintains its serenity thanks to Latias and Latios, a peace thrown into chaos when Annie and Oakley steal the Soul Dew, capture Latios, and activate the DMA. Oakley eagerly takes the controls of the ancient machine and immediately becomes obsessed by the near-limitless power it offers, believing she could conquer the entire world with its ridiculously vague abilities. The DMA allows Oakley to bring Aerodactyl and Kabutops back to life and order them to seek out Latias, cage the inhabitants behind magical barriers, and conjure tidal waves and even hurricanes. With her brother imprisoned and the city under siege, Latias races to Ash for help and he reveals his new friend to Misty and Brock, who end up trapped behind Oakley’s barriers, leaving the city’s fate in Ash’s hands. Ash is particularly aggrieved by Aerodactyl and forced to once again race through the city’s canals courtesy of Latias and a water chariot. Quite how Ash survives such an ordeal is beyond me, but Latias is a great help with her supersonic speed and psychic powers. While she’s younger and far weaker than her brother, Latias is capable of powerful feats when stressed or her friends are in danger, though using these abilities exhausts her. Her abilities are also volatile and potentially dangerous; when she shields Ash from harm, Latias accidentally deals critical damage to the DMA and causes it to go haywire. While Oakley’s brought to her senses, the entire city is threatened by the machine’s wild nature, forcing Latias and Latios to follow in their father’s footsteps and defend the town and its inhabitants.
The Nitty-Gritty: The stakes are decidedly low in Pokémon Heroes, somewhat akin to the stakes in Pokémon 3. Annie, Oakley, and the DMA threaten Alto Mare first and foremost and, though Oakley boasts that the machine could allow her to control the entire world, there’s little evidence to suggest this is true. Like all good Team Rocket agents, Annie and Oakley’s main aim is pleasing their master, Giovanni (Ed Paul), and profiting from the city’s secrets. Unlike the bungling Rocket Trio, Annie and Oakley largely succeed in their goals; while Annie simply covets the beautiful Soul Dew, the two capture Latios and torment him with their electrified ring cage. Oakley then takes the pilot’s seat in the DMA and threatens to flood the town, even almost drowning Ash and Pikachu at one point before Latias intervenes. Pokémon Heroes is one of the few feature-length Pokémon productions to present Legendary Pokémon who cannot communicate, either verbally or through their psychic powers. Latias and Latios are powerful Psychic-Type Pokémon and Latias can assume human form, but neither communicate through words and instead use squeals, squeaks, and body language. It works really well and is a nice change of pace from the usually loquacious Legendary Pokémon and the dynamic between the two is unique, with Latios being the overprotective older brother and Latias being a shy, smitten child trying to make new friends. This does, however, lead to a strange relationship between her and Ash where she visibly blushes in his presence and seems to have a crush on him. Largely, this is presented as her need to make friends and play rather than hiding away, but it seemingly goes a step further in the finale when Latias appears to take Bianca’s form once more and gingerly peck Ash on the cheek (much to Brock’s dismay).
When the DMA goes out of control, Latios sacrifices himself to save the city and his new friends.
With Aerodactyl and Kabutops running wild and the city on lockdown, Ash desperately races to the museum alongside Latias to end the threat to the city. There, he and Latias push themselves to injury trying to free Latios, only for Latias to finally break her brother’s cage, at great strain to herself, and damage to DMA in the process. While Oakley was seemingly ready to lay waste to the entire city anyway, the DMA rages out of control without even her tentative influence, threatening to swamp the city with a destructive tidal wave after the Soul Dew is shattered. The waters recede and rear up in a massive tsunami and the Eon duo are left with no choice but to face it head-on, just as their father did years prior. As before, the threat is dispelled and the city is saved, but at great cost. Already injured from Annie and Oakley’s torture, the strain of dispersing the tsunami costs Latios his life and he bids an emotional farewell to his sister before turning into a beam of light. As the waters rush in and the city’s inhabitants are freed, Ash and the others take a gondola out to sea to look for the Eon duo and find only an exhausted and heartbroken Latias. However, they all receive one final gift as Latios’s disembodied spirit shares his sight with them one last time, allowing them to view the world from afar; his soul also crystallises into a new Soul Dew. A sombre and thankful Lorenzo and Biana place the new Soul Dew back in the secret garden and Ash and his friends say their final goodbyes as they leave to continue their journey across Johto. As they leave, they’re surprised by a strangely quiet Biana, who gifts Ash with a sketch of him and Pikachu and a kiss on the cheek, with it left ambiguous whether it was Bianca or Latias that flagged them down. The three then spot Latias proudly flying through the sky alongside the spirit of her brother and father, while the finale further reveals that Lorenzo is hard at work repairing the DMA and Annie and Oakley have been apprehended and imprisoned for their crimes.
The Summary: Pokémon Heroes is a strange entry in the long-running franchise, one between generations and seemingly afraid to commit to focusing entirely on Hoenn as the anime wasn’t quite there yet. It’s a bit of a shame as we don’t get any new Pokémon featured here other than the titular Latias and Latios; even Annie and Oakley simply use Johto Pokémon rather than teasing use with more from the third-generation games. Latias and Latios are the highlights of the film, deviating from many of the other featured by being incapable of communicating beyond noises, but I feel their potential was squandered somewhat. I think more could’ve been made from Latias’s ability to change forms; like, why not have both assume human form and perhaps be unruly, cheeky teenagers who must learn to live up to their father’s legacy? Or perhaps more could’ve been made of Latias assuming Bianca’s visage, like her getting into trouble in town or the two being raised as sisters. Instead, it’s just an excuse for a lot of forced whimsy; Ash and friends must giggle and exclaim “Cool!” at things that really aren’t that impressive. Sure, Alto Mare is beautiful and visually unique but it’s grating seeing Ash and the others so enthusiastic about local traditions and such. I’m not saying they should disrespect them or anything; just act a bit more normal and leave the awe for things that deserve it, like the high-octane canal race. I quite liked Annie and Oakley, and their juxtaposition with Jessie and James and the Eon duo, but they weren’t really all that different from Domino/Agent 009 (Kerry Williams) and the Iron Masked Marauder (Dan Green) in that they were more capable and threatening agents of Team Rocket. In fact, one has to wonder why the film didn’t just re-use Butch (Eric Stuart) and Cassidy (Megan Hollingshead), though the answer is simply that them being associated with Team Rocket was a dub addition. Still, I liked Oakley’s descent into madness once she piloted the DMA, but it’s weird that this machine can do so much without any real explanation. It would’ve been nice to see the evil Pokémon it resurrects being something a bit more formidable, like Armaldo and Salamence, or to at least factor into the finale to up the ante a bit. The emotional gut punch of Latios’s sacrifice lands well, but it’s not enough to save the film, which meanders through a very predictable formula and offers very little not seen in the last two movies.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Are you a fan of Pokémon Heroes? What did you think to Alto Mare and its Venetian aesthetic? Did you like the relationship between Latias and Latios? Do you think the film squandered the potential of the form change gimmick? What did you think to Annie and Oakley? Were you disappointed by the lack of third-generation Pokémon? Which Pokémon game, generation, and creature is your favourite and why? How did you celebrate National Pokémon Day this year? Whatever your thoughts, drop them in the comments below and go check out my other Pokémon content.
On 21 February 1986, The Legend of Zelda(Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’ve been dedicating every Friday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.
Released: 18 May 2018 Originally Released: 14 August 2014 Developer: Omega Force / Team Ninja Also Available For: Nintendo Wii U (Original Version), Nintendo 3DS (Legends Version)
The Background: The Legend of Zelda has consistently been one of Nintendo’s most popular, celebrated, and successful franchises and one of the reasons for this is the consistent quality of its games. While Zelda titles have often included unique gimmicks to separate them from each other, the tried-and-true sword and sorcery formula has remained present throughout the series. Indeed, Nintendo’s few attempts at veering away from this formula have resulted in mediocrity, at best, and ridicule, at worst. It was therefore surprisingly (to me, at least) when Nintendo joined forces with Koei Tecmo to produce a spin-off game, one that incorporated the chaotic hack-and-slash action of Koei Tecmo’s popularDynasty Warriors series (Omega Force, 1997 to 2018). Long-time Zelda producer, Eiji Aonuma jumped at the chance to do something new with the franchise and the game pulled inspirations from across the entire Zelda series and eventually achieved Koei Tecmo’s president Yoichi Erikawa’s dream of selling of a million copies. Initially released on the Wii U and bolstered by a slew of downloadable content (including a previously cut female version of Link), Hyrule Warriors garnered positive reviews, with critics praising the merging of the two franchises while criticising the repetitive gameplay. In 2016, the game was ported to the Nintendo 3DS as Hyrule Warriors Legends; it included all previous downloadable content, a new Fairy system, and new gear for existing characters as well as a code to upload these additions to the Wii U version. Although reviews still praised the port, the limitations of the 3DS hardware (even when playing on the more powerful New Nintendo 3DS) were highlighted as negatives. Regardless, a newer port later came to the Nintendo Switch; billed as the Definitive Edition, this version included everything from the previous games alongside some new costumes. It was also received much morefavourably, perhaps contributing to the release of a sequel title in 2020.
The Plot: In an alternative timeline, the sorceress Cia seeks to resurrect the King of Evil, Ganon, by waging war against the kingdom of Hyrule. To defend her kingdom, Princess Zelda recruits lowly knight Link, the bearer of the Triforce of Courage, to amass an army of familiar faces against Ganon’s dark forces.
Gameplay and Power-Ups: This is the Definitive Edition of Hyrule Warriors, a third-person hack-and-slash action//adventure in which players take control of Link (and many other new and familiar faces from across the Legend of Zelda franchise) to plough their way through seemingly endless hordes of enemies, many of them also series staples. Although each character has their own strengths and weaknesses, they share similar attributes, abilities, and control methods, with a couple of exceptions. Players can fully customise their control scheme but, by default, you’ll throw a regular attack with Y, a combo attack with X, a special attack (when your Special Attack Gauge is full) with A, and dodge with B. You can string together presses of Y and end them with X to pull off combos and character-specific special attacks (such as Link’s trademark sword spin), with more being unlocked as you defeat enemies, earn Materials, and level-up. I preferred to mix these buttons up, assigning B to the regular attack, special to Y, combo to X, and dodge to A but it’s entirely up to you. L targets nearby enemies (an occasionally finnicky system that can keep you from targeting the right enemy if larger bosses are around), ZL guards, R unleashes a powerful “Focus Spirit” attack when the Magic Power meter is full, and ZR lets you use sub-items, such as bombs, arrows, or bottles to restore or buff your character. Later on, if you have a Fairy in a bottle, you can press in the right stick to activate Fairy Magic. You can also switch items by pressing left and right on the directional buttons, or switch characters by pressing up and down. Characters are largely differentiated by their stats; Darunia and Impa, for example, are slower but more powerful characters compared to Sheik and Ruto. Their weapons are also a factor, with Wizzro favouring blasts of dark energy, Midna riding and attacking with Link’s wolf form and her malleable hand, and Young Link having a unique Focus Spirit ability that allows him to potentially retain an empowered state indefinitely.
Cut through endless waves of enemies with special attacks and sub-weapons.
As you defeat the game’s near-infinite enemies, your Special Attack gauge will fill; you can also collect Force Fragments from enemies or pots to fill it faster, and increase its length by levelling-up. Similarly, the Magic Power meter fills by collecting Magic Jars, with these collectibles being as abundant as the hearts and Rupees that enemies, pots, and chests drop all over the map. When these meters are full, you can pull off more powerful special, character-specific attacks that change depending on which weapon you have equipped and any elemental effects associated with that weapon. For example, Lana can equip a spell book or a spear and Link can equip both a Magic Rod with fire properties and swords (including the legendary Master Sword), with each weapon unleashing different special attacks (often with cameos by other Zelda staples, such as Dark Link or the Great Deku Tree). Focus Spirit is a little different and more universal; activating it empowers you for a short time, negating any knockback and instantly exposing an enemy’s “Weak Point Gauge” if you perform a special attack. The Weak Point Gauge appears on tougher enemies and bosses; draining this lets you perform a bigger, more devastating attack to dramatically reduce or completely destroy your target. Other enemies, mini boss types like enemy commanders and such, are susceptible to specific sub-weapons. Bombs against shield Moblins, arrows against the Deku Babas, the hammer against the Blins; whatever the case, an onscreen indicator shows which sub-weapon is most effective against your target. Sub-weapons can also be temporarily powered up from random pick-ups and to activate switches, cross gaps, or stun giant bosses. When equipped with a bottle, your character can drink various potions for buffs and restorative effects, or utilise Fairy Magic in much the same way. Finally, activating Owl Statues across each map sets up warp points so you can quickly teleport to different areas using the ocarina.
The sheer amount of objectives and notifications means it’s probably best to play with a friend.
The game’s onscreen map shows the locations of allies, enemies, bosses, and other notable objectives and items. It’ll display which of your allies are talking, flash when Keeps are in danger, and show the many different objectives that pop up throughout each mission. Pressing + pauses the action and accesses a more comprehensive map. From here, you can check mission dialogue and objectives, review the controls, create a manual save point (though checkpoints occur during most missions), and issue orders to your allies. This is crucial as the game progresses and more objectives appear in each mission; ideally, you want four playable characters in each mission, each powerful enough to hold their own in battle, and to order them to different objectives. The AI attacks enemies and bosses, with allies reducing a boss’s health and defence, but they do tend to wander about or stay in place and I often found it difficult to select a specific target from the map. Ideally, you want to play Hyrule Warriors with a friend as the game can get very chaotic; tutorials, dialogue, objectives, and notifications swamp the already messy battlefield. While you can turn some of these and other onscreen effects off to clear things up, it can make it easy to fail missions if you miss an objective. Luckily, mission success is often malleable; you can lose a Keep or have captains and commanders flee and not fail the mission, and you can fail side missions (usually escorting an ally, defending a Mama Cucco, or defeating Messenger enemies) and still continue. However, if a primary ally (usually Princess Zelda) or your main Allied Base falls, you’ll restart from the last save, checkpoint, or the start of the mission.
Combat is fun and satisfying, if chaotic and often repetitive.
“Chaotic” is definitely the best word to describe Hyrule Warriors; enemies spawn (or pop) in constantly, swarming from Outposts and Keeps that must be captured to secure your position on each map. Mission objectives usually always boil down to capturing as many as four Keeps or strategic locations, such as the Fairy Fountain (which you activate with B to weaken bosses or otherwise aid your allies). Sometimes, you’ll intercept giant Bombchus to keep them from damaging or destroying Keeps. Other times, you’ll defend against enemy commanders, searching for allies or the correct enemy in a swarm of doubles, or taking out Transport troops and Keep Saboteurs. Generally, it’s not a massive issue if a Keep falls, but it is inconvenient. To secure a Keep, you must drain its energy bar by defeating the enemies housed there. This spawns the Keep Boss, who’s easily defeated, and secures the Keep for yourself, occasionally spawning a treasure chest containing Rupees, a weapon, a Heart Piece, or other item. If a Keep or Outpost is captured by the enemy, simply retake it in the same manner. Other times, allies will call for aid; you must rush to them and enter the glowing circle around them to rescue them and restore their health, and you must do this for certain allies (again, Zelda, but often Darunia or Impa and the like) for the mission to continue. Often, enemy Keeps are locked, forcing you to find alternative routes or, you guessed it, search for and destroy specific enemies to open the doors. Combat is satisfying and fun; you plough through hundreds and thousands of enemy troops with relative ease when playing on “Easy” mode, especially with a higher level character. However, it can become frustrating and repetitive; when there are four or five different objectives and you’re bombarded by notifications, it can be hard to know what you should prioritise. Things can get very frantic when playing alone as you’re constantly switching characters and warping across the map to put out fires, so to speak.
You’re encouraged to battle over and over to level-up and buff your weapons and skills.
Defeating enemies earns you experience points (EXP), which allow you to level-up and become stronger. It also earns you power-ups, Materials, and Rupees. Outside of battle, Materials and Rupees are used to further improve your character. They unlock “Badges” that gift additional combos, attacks, and increase their stats and meters in the attack skill tree. You can unlock additional bottles and improve their defence against elemental attacks, reduce knockback and stun, and other defensive buffs; or you can speed up how fast your meters fill or how quickly you take Keeps. You can also spend Rupees to quickly level-up any characters you haven’t used much (since AI-controlled characters don’t appear to level-up) or new characters you’ve unlocked, or spend them in the Smithy. Here, you sell or fuse weapons to reduce your inventory and add extra buffs to weapons. Weapons will either have no “slots” or as many as three, allowing them to be empowered to strengthen your regular or special attacks, earn extra EXP, spawn extra Rupees, deal elemental damage, and so forth. Initially, your inventory is quite limited, but it expands as you progress through the story, though I found it easier to stick with the most powerful weapon and sell the weaker ones and rarely saw a benefit of fusing weapons. There’s also an apothecary, where you mix new potions and elixirs, and you’ll gain new items and sub-weapons from treasure chests. After clearing each mission in “Legend Mode”, you can replay it either in this mode or with any character in “Free Mode”. You can play on a harder difficulty to earn more rewards, or search for the elusive and skittish Gold Skulltulas, which add to various portraits and unlocks additional maps and bonuses. On the whole, Hyrule Warriors is quite easy; if you stick to one or two characters as I did (usually Link), you can become very powerful very quickly. However, it’s easy to get caught off-guard when stronger enemies or multiple objectives pop-up. The game obviously gets tougher on harder difficulties as enemies are stronger and deal more damage, and some missions add additional hazards, such as lightning strikes, bombardments, and health-sapping auras.
Presentation: I first played Hyrule Warriors on the 3DS, where the game was serviceable but the hardware struggled with all the enemies and action, causing some slowdown an pop-up. I specifically bought the Definitive Edition to mitigate these issues and, for the most part, the upgrade is immediate and welcome. The game still suffers from a bit of pop-up and occasional slowdown when there’s a lot happening onscreen or when you’ve completed a mission (meaning many battles abruptly end). There are also noticeable loading times between missions (though tips, fun 8-bit graphics, and story dialogue help to speed them up), but the game performs really well otherwise. Hyrule Warriors mostly pulls its locations and characters from Zelda’s 3D adventures, recreating and reimagining areas such as Hyrule Field and Hyrule Castle, the Twilight Realm, and Skyloft as restrictive sandbox battlefields populated by Keeps, pots, and occasional bridges, dips, and alternate paths. These locations are rather hit and miss; later, you’ll battle in cel-shaded arenas like Windfall Island, which are far more vibrant and fun than the dense, confusing forest or the apocalyptic wastelands ruled by Ganon or the relatively sparse Gerudo Desert. One enjoyable exception was Lake Hylia, which includes not just the lakeside area but the labyrinthine catacombs of the Water Temple. Indeed, with the game’s emphasis on fast-paced, chaotic combat, it’s no surprise that the locations are rather bland. Sometimes, bridges will crumble and you’ll hookshot over gaps, or lightning and other bombardments will fall, or there’ll be plumes of lava or some limited scenery to see (fortifications, usually, or ruins). However, the environments are there to contain you, not distract you, and are largely fun, if limited, nostalgia trips to Zelda’s 3D games.
The game redesigns classic Zelda characters and locations into a new style.
Character models far much better, despite constantly being in motion, attacking, or being bashed about. While I’m not a big fan of Link’s weird scarf, he’s well represented, pulling off all his signature attacks with the same gusto I’d expect from his first 3D adventure. This extends to other playable characters, who all exude their own personalities and fighting styles (helped by intro and outro cutscenes): Darunia is a mighty Goron warrior swinging a giant hammer, Fi gracefully flies and dances about, and Ruto conjures water geysers as she attacks. New characters like Agatha, Volga, and Cia also impress, spawning large magical allies, transforming into dragons, and conjuring dark minions, respectively. Each character has a few costumes to unlock and is fully voiced, with the exception of Link (who talks via a fairy appropriately named “Proxie”) and certain cutscenes, furthering the convoluted plot and alerting you to objectives. Outside of battle, the narrative is told through impressive, high-quality pre-rendered cutscenes that show these heroes coming from across all the Zelda timelines to combat Cia’s threat and Ganon’s return, and they were a joy to watch for how lovingly they recreated the 3D Zelda games. Similarly, the game’s soundtrack includes orchestral remixes of classic Zelda tunes, especially those associated with each of the environments, and collecting Materials and weapons plays a remix of the “Get Item” Zelda jingle. The character selection is impressive, with each having different weapons and attack animations, some more elaborate than others to include cameos and references from across the franchise, and I was really impressed by the stability and options offered, alongside the presentation. Things can get very cluttered and frantic, but Hyrule Warriors is a great homage to the entire Zelda franchise, even with its restrictive environments.
Enemies and Bosses: There are seemingly infinite enemies in Hyrule Warriors, technically speaking, with maps being flooded by monstrous beings recognisable to long-time Zelda fans, most of them being simple cannon fodder to up your combo, EXP, Rupee, and KO count. You’ll cut through swarms of relatively harmless Bokoblins, Miniblins, and Stalchilds (and even Gorons and Hyrulian Soldiers when playing as bad guys or they’re turned against you), which offer only a token resistance. Amongst them, you’ll encounter more formidable commanders, captains, summoners (who quickly become a priority to keep enemy forces down), and the like who target your allies or Keeps and must be prioritised. From there, it only escalates: Dinolfos, Lizalfos, and elemental Poes appear spewing fire, welding stronger weapons, or teleporting and firing elemental or dark projectiles, respectively. Darknuts, Shield Moblins, and Big/Stone Blins put up a tougher fight thanks to their greater armour and more powerful attacks, Gibdos and ReDeads can freeze you in your tracks and spew a heart-sapping poisonous aura, and Aeralfos hover overhead, swopping down and spewing fire. Deku Babas also emit a poisonous aura and are only vulnerable to arrows; Beamos status will blast away unless you explode them with bombs; Cuccos will turn against you if their mother is defeated; Manhandla Stalks burst from the ground to take a bite out of you; and elemental Chuchus need a good whack with your hammer. You’ll also contend with traitorous or mind-controlled forces, restless spirits of dead soldiers, and dark doppelgängers of all the game’s playable characters, with Dark Link being especially notable as numerous versions of him spawn in across maps and must be taken down.
You’ll battle the same boss enemies again and again in a bid to control each map.
These dark doppelgängers often serve as the primary target of a mission, but you’ll also battle the real versions of these on more than one occasion, especially in “Legend Mode”. You’ll battle the likes of Volga, Wizzro, Ghirahim, and Zant more than once, with boss encounters against these often taking place multiple times across a mission. Often, you encounter the boss early on, causing them to flee to the fortified Keep. Defeating enemies or activating a Fairy Fountain draws them out or weakens them, kicking off a rematch, though sometimes you’ll battle two at once or at different times in a mission. One may appear as an ally and then turn against you, adding more enemies to your path, or they’ll summon a Giant Boss to distract you so they can increase their power and send more troops against you, your allies, and your Allied Base. Often, you’ll also battle traditionally heroic characters like Lana, Impa, and Darunia, either because they’ve been corrupted or you’re playing one of Cia’s missions. Either way, these battles aren’t much different than facing regular enemies or their commanders: simply lock on and pummel away, dodging and blocking as needed and unleashing your special attacks whenever possible. Sure, Ghirahim is pretty swift, Volga becomes a gigantic fire-breathing dragon, Wizzro can be a pain in the ass, and Zant can crush you with totem poles, but I never had any issues battling the playable characters when they appeared as bosses. Cia and Ganondorf put up a bit more of a fight, but this was mainly due to them being invulnerable, magically empowered, or hidden behind dark forcefields or fortified Keeps. In these instances, you must cut off the dark power protecting them by, you guessed it, capturing Keeps, defeating enemies, and activating Fairy Fountains. It’s advisable to order your allies to target these bosses to whittle them down and reduce their defences, but I actually had more trouble against Phantom Ganon than regular Ganondorf since the phantom conjured duplicates and did a bit more than aggressively swipe with his swords.
Your allies and sub-weapons are instrumental in besting the game’s Giant Bosses.
As mentioned, these bosses are often joined by Giant Bosses, with multiple sometimes spawning across the map and causing a real headache on the harder missions. These include series staples such as the massive, armoured spider queen Gohma, the fire-breathing dragon King Dodongo, and the monstrous plant-creature Manhandla. These can be some of the most annoying encounters due to having to whittle down their Weak Point Gauge, their high health pool, and the ways you must attack them. Gohma, for example, shields itself from all regular attacks and is only vulnerable when you shoot its laser-blasting eye with an arrow. Similarly, the rolling, rampaging King Dodongo can only be stunned by tossing bombs into its mouth, the Argorok can only be brought down by hookshotting its tail when it glows blue, and you’ll only get to go nuts on the Helmaroc King after whacking its head with your hammer. By far the worst of these for me was the Manhandla, which can only be stunned with the boomerang and, even then, there’s a small window where you can do this. The rest of the time, it spits seeds and bombs about the place completely impervious, making it the most aggravating of the Giant Bosses, especially when it teams up with the others! Another Giant Boss you face (and even control in one mode) is Ganondorf’s true form: the Dark Beast, Ganon. Accompanied by a perpetual lightning storm and attacking with claw and tail swipes, Ganon incorporates the attacks and the associated weaknesses of the other Giant Bosses, meaning you toss bombs when he’s charging a fireball, fire arrows when he charges a laser blast, hookshot his tail when it glows blue, and throw your boomerang after a seed bombardment. You must gather all your allies around Ganon to weaken him, but you’ll only defeat him once Zelda gifts you the Light Arrows in a cutscene. When playing as Ganon in “Ganon’s Fury”, you’ll battle the other Giant Bosses in kaiju fights. However, despite Ganon’s vast size and incredible power, he struggles against these (and, strangely, even regular enemies and commanders) in a straight up fight. Finally, you’ll also contend with the Imprisoned and its smaller minions; this aggravating walking slug can only be brought down by attacking its toes and can send you flying or stun you with paralyzing stomps and a big slam.
Additional Features: There are 100 Gold Skulltulas to find in Hyrule Warriors, with one appearing for a short time in each mission. Collecting them uncovers a picture; there are thirteen of these to uncover, and completing them adds to the game’s options and maps. Completing each mission in “Legend Mode” unlocks it in “Free Play” mode, allowing you to tackle any mission with any character and grind up their level. Since this is the Definitive Edition of Hyrule Warriors, the DLC missions are available as you play through “Legend Mode”. These see you playing a side mission as Linkle, utilising her unique dual crossbows to prove her worth in recycled maps against recycled enemies and bosses, and secondary side missions as Cia and Ganondorf. These act as a prequel and midquel to the main story and see you cutting down Gorons and Hyrule’s finest and recruiting (or outright controlling) dark allies like Wizzro, Volga, and Ghirahim. Finally, there’s an epilogue to the main story where the cel-shaded world of The Legend of Zelda: The Wind Waker (Nintendo EAD, 2002) bleeds into that of Hyrule Warriors, resulting in you teaming up with Tetra and battling the Helmaroc King and Phantom Ganon to stave off the incursion. As mentioned, there are three difficulty settings (“Easy”, “Normal”, and “Hard”), with the even harder “Hero Mode” unlocked after beating “Legend Mode”. The game can be played with another player as well, which I think I would recommend given how chaotic battles can get, and you can test your mettle in the game’s “Challenge Mode”. Here, you’ll be tasked with defeating set numbers of enemies against a time limit, though this is easier said than done as not only are the enemies far stronger, but you also often have to content with multiple, far tougher Giant Bosses stomping about the place. You can also customise your fairy setup in “My Fairy” mode, but I couldn’t access this despite acquiring fairies in “Adventure Mode” (I think you may need an empty bottle on hand for this to activate).
Play Linkle’s story, rampage as Ganon, or test your mettle in the comprehensive “Adventure Mode”.
There’s also the aforementioned “Ganon’s Fury” mode, where you rampage as Ganon, wiping out hordes of enemies and battling other Giant Bosses, sometimes without the ability to restore your health or against a time limit. Sadly, I found this mode wasn’t as enjoyable as it could’ve been as Ganon is surprisingly weak. The major source of replayability in Hyrule Warriors, though is “Adventure Mode”. Unlocked after you clear “Legend Mode”, “Adventure Mode” is a series of additional maps and challenges all themed around different games from the Zelda series. There are two maps based on the first game, one for Link’s first Game Boy adventure, a Wind Waker map, and others themed around his other 3D adventures. Generally, these boil down to the same gameplay loop of taking Keeps and defeating enemies, but they carry a few more modifiers. Manual saves appear to be deactivated, for example, as the missions are much shorter. You’re more likely to be fighting against a time limit, for example, or encountering heart-sapping Keeps. Fun new additions include competing with other forces for KOs or Rupees or taking quizzes where you must defeat the right enemy. Map items acquired in this mode allow you to search for and uncover secrets using bombs, candles, and the like, unlocking new Heart Pieces, costumes, and even characters like the Skull Kid and Marin. These maps can get very difficult thanks to additional concerns: the “Master Quest” map includes stronger enemies, for example; the Wind Waker map includes wind elements, the Majora’s Mask(Nintendo EAD, 2000) map resets with a devastating moon strike after you’ve exhausted your turns; and you must watch out for Nightmare’s influence and portals to Lorule on the Link’s Awakening(ibid, 1993) and A Link Between Worlds (ibid, 2013) maps, respectively. As fun as these maps are, though, it’s the same repetitive gameplay loop over and over and you’ll need a decent guide to unlock all the extras, and even need to find all the Skulltulas to unlock all the maps!
The Summary: I knew that Hyrule Warriors wasn’t optimised for the 3DS when I bought it, but I got it anyway as I’m a big fan of the Zelda series and the gameplay looked fast-paced and hectic. Given I didn’t own a Wii U, this was my only way of playing the game and I remember enjoying it at the time as a bit of mindless fun, so I jumped at the chance to upgrade to this Definitive Edition of the game. The upgrade is readily apparent; the game shines on the Nintendo Switch, performing leagues better and packing all the extra content into one convenient package but still leaving plenty of stuff for you to unlock and discover. The character roster is great, as are the references to the franchise in their appearances, moves, and interactions. While the locations aren’t as impressive, they do what they’re made to do, which is provide a limited, recognisable sandbox for you to plough through thousands of disposable pawns with ease, and the music is absolutely on point. Sadly, the gameplay loop can be very mind-numbing and, at times, aggravating. As the game progresses, the action becomes a chaotic assault on your senses as you desperately try to spread yourself across the map and solve every problem to reap the best regards. This means Hyrule Warriors is probably best played with a friend so you can share the anxiety of having multiple objectives at once, but it’s perfectly do-able alone as long as you know what missions can be prioritised over others. This also means that Hyrule Warriors is probably best enjoyed in short bursts rather than one long session. Missions can get repetitive and annoying as enemies disappear and reappear and the goal posts constantly move, but it’s endlessly satisfying cutting them down with your powered-up character, taking out those annoying Giant Bosses, and snagging new rewards. The sheer variety and content packed into the “Adventure Mode” is daunting, to say the least, and I don’t know if I’ll ever 100% even a single map, much less the entire game, but it’s good to know it’s always there to pick up and bash out a few missions when I need to wind down.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Have you ever played Hyrule Warriors? If so, what did you think to this definitive Edition of the game? Which character was your favourite? What did you think to the chaotic gameplay and playable roster? Have you ever played the Dynasty Warriors games and, if so, do you think the formula translated well into the Zelda series? Did you ever find all the Gold Skulltulas? Which of the “Adventure Mode” maps was your favourite? Would you like to see more Zelda spin-off titles? How are you celebrating the Zelda franchise today? Whatever your thoughts on Hyrule Warriors and the Zelda games, feel free to leave them below or on my social media, and be sure to check out my other Zelda content across the site!
Upon the release of Pokémon: Blue Version and Pokémon: Red Version(Game Freak, 1996), a new craze swept through playgrounds. An entire generation grew up either playing Pokémon, watching the anime, playing the trading card game, and watching the feature-lengthmovies as clever marketing saw it become a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is now internationally recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February.
Released: 12 April 2023 Originally Released: 14 December 2000 Developer: Nintendo EAD Also Available For: Nintendo 64
A Brief Background: Pokémon’s status as a cultural phenomenon wasn’t just due to savvy marketing. It was thanks to a slew of merchandise and ancillary media, such as the popular trading card game, that the franchise dominated an entire generation on the Game Boy. Pokémon first made the jump to 3D two years after the original games released with the Japan-exclusive Pocket Monsters’ Stadium, a limited proof of concept initially created for the ill-fated Nintendo 64DD that was quickly followed by Pokémon Stadium (Nintendo EAD, 1999). Impressing with its lauded 3D rendition of the turn-based battles of the mainline games and ability to transfer Game Boy data via the underutilised “Transfer Pak”, Pokémon Stadium became a best-selling Nintendo 64 title. This success naturally led to a follow-up, first showcased at the 2000 Nintendo Space World festival and which expanded the concept to incorporate Pokémon from the second-generation games. Like its predecessor, Pokémon Stadium 2reviewed well; the game was largely seen as superior to the original, despite including many of the same features and issues, though its sharp difficulty spike was criticised. Like the first game, Pokémon Stadium2 was stuck on the Nintendo 64 for decades and extremely expensive to buy, until it was finally made available on the Nintendo Switch Online + Expansion Pak in 2023.
The Review: Like its predecessor, Pokémon Stadium 2 is a collection of mini games, battles, and various options to gawk at your favourite Pokémon in 3D. In the original release of the game, players could again copy over Pokémon from the Game Boy games (all six versions) to take them into 3D battles against computer-controlled opponents or their friends in single or team-based contests. Of course, this option isn’t available in the Nintendo Switch Online version, but you can still use “rental” Pokémon (though, unlike the CPU’s Pokémon, these can’t be renamed and you can’t change their moves). Although all 251 Pokémon are represented in the game, you won’t get access to Legendary Pokémon Mewtwo, Mew, Lugia, or Ho-oh until you clear each of the game’s various battle modes. Rental Pokémon all come with four moves that have decent Type-coverage and try to accommodate different battle styles. For example, your Pokemon may sport a Physical and Special Attack move, a move to buff their stats (speed, defence, etc), and a move of a different Type (such as Ampharous, an Electric-Type, using Dynamicpunch, a Fighting-Type move). If you pick third-stage evolutions (Typhlosion, Lantern, Houndoom, etc) or Legendary Pokémon, your Pokémon will boast better stats (which you can now view when selecting a Pokémon) and more powerful moves, but these moves may have a greater chance of missing or will have less Power Points (PP). This time around, you can visit Earl’s Pokémon Academy and read through various tutorials (presented as “lectures”) to learn the controls and battle mechanics. You can also view stats and details about each Pokémon in the Library, learning about what each move does and viewing details on Type advantages, making it much easier to pick a diverse team and plan your attack strategies. Type advantages are key to scoring wins and, in Pokémon Stadium 2, you’ll need to factor in the new Dark- and Steel-Type moves and Pokémon. Dark-Types finally level the playing field against the all-powerful Psychic-Types, for example, and Steel-Type Pokémon can cut through Rock-Types.
New Types, items, and moves spruce up the battles but the core gameplay remains unchanged.
As ever, moves deal additional damage if you score a “critical hit”, but your Pokémon may also take recoil damage. You’ll need to be mindful of status effects such as being paralyzed or poisoned, though the game’s still rigged so no two Pokémon can be frozen or asleep per battle. As before, you’ll put together a team of six but only battle with three. You’ll see which Pokémon your opponent has but won’t know which ones they’ve picked, though I did find that Trainers and Gym Leaders tended to favour Pokémon of a certain Type this time (when challenging Falkner, for example, he and his underlings mostly used Flying-Type Pokémon). Still, you need to be mindful of enemy Pokémon surprising you with unforeseen moves and dragging battles out with moves like Protect, Disable, and Attract, which can cost you turns. The battle system has been tweaked here to incorporate items; when selecting you team, you can have them hold a single item that will passively take effect in battle. This will restore some health points (HP), or cure status effects like confusion, paralysis, or poisoning; however, you cannot manually use these items, and your opponent also holds the same items. Winning without receiving any damage earns you a continue should you be defeated (though abusing the save state feature greatly aids in this regard) and conquering the four “cups”, each with their own level restrictions and one of four PokéBall-themed trophies. The Gym Leader Castle returns, now pitting you against the Johto Gym Leaders and your Rival (who battles with Mewtwo, Ho-oh, and Lugia!) This time around, each Gym Leader has a different number of underlings you must battle beforehand, and Team Rocket even gatecrash the castle, forcing you to battle them. Besting all the Johto challengers unlocks the Kanto Gym Leader Castle, where you must face the Kanto Gym Leaders, Elite Four, and resident champion, Red, though you won’t have to battle past their understudies. Sadly, there is no big boss battle against a Legendary Pokémon this time around, though you’ll still unlock a much more challenging “Round 2” mode by winning all the cups and besting the Gym Leader Castle. There is a new cup on offer, Challenge Cup, where you’re forced to battle with a set team of Pokémon, and the “Event Battle!” mode is strictly for players with a game cartridge installed. Battles are as basic as before; since the items are limited, you can still get stuck if you’re hit with status ailments and it’s still way too easy to sweep your opponent’s team in a few hits.
Game modes are slightly expanded but it’s primarily a graphically improved copy of the last game.
There are more options to alter the game’s difficulty and you can even create your own rules for free battles and the expanded move and Type pool does mix things up. However, you’ll still be facing non-stop battles to get to Round 2, which can get tedious. The overly enthusiastic announcer returns, though can again be disabled, and Pokémon still don’t scream their names, which is much more true to the source material than the anime. While the returning 3D models aren’t much different, Pokémon Stadium 2 also brings the Johto Pokémon to life, allowing Lugia to dwarf the likes of Spinarak and even the battlefield. Though the new moves are also represented, the Pokémon still have limited attack animations, however the textures and details have been given a boost thanks to the Nintendo 64 Expansion Pak. Pokémon Trainers are still just profile pictures rather than 3D models but the battle display has been tweaked to include pre- and post-game comments from your foe and even mid-battle statements to better mirror the mainline games. Many of the Pokémon you face will again sport bizarre nicknames and even different palettes, but the arenas are just as empty as before. However, there are more of them and they have more detail and variety going on; even the PokéBall intros and outros have been made more grandiose and the menu screens are far more visually interesting. However, it’s still all very similar to what came before and just feels like a graphical glow-up rather than actually rendering arenas full of animated spectators. Remixes of all your favourite Pokémon themes try to keep battles fun and engaging and the introductory cutscene, title screen, and main map have been spruced up, but again it’s just presenting the same game in a slightly more appealing way instead of addressing the monotonous gameplay flaws. Once again, many game modes are locked off in this version. You can’t visit the Pokémon Lab to organise or bring in Pokémon from the Game Boy games, you can’t visit the “My Room” mode to see a 3D representation of your bedroom from the second-generation games, and you can’t utilise the “Mystery Gift” feature to earn items or decorations for your room.
In the absence of other modes, read up on gameplay mechanics and enjoy some new mini games.
Again, most annoyingly, you cannot access the GB Tower, so you can’t play the first- and second-generation Pokémon games or utilise the speed-up features you unlock through battle. The Hall of Fame and picture mode also seems to be missing, though you can view all 251 Pokémon from the academy, essentially giving you a 3D PokéDex, and take part in quizzes to earn Medals (presumably for bragging rights). A whole new batch of mini games are also on offer here; each has three difficulty levels, with a fourth unlocked by playing on “Hard” mode. There’s another quiz here, too, and you can challenge the “Mini-Game Champion” mode where you play through each mini game, rolling dice beforehand to determine how many “Tokens” are needed to win and competing for the top score. Some mini games are similar to those from before; Pichu’s Power Plant, for example, has you tapping A or B in conjunction with a direction to charge electrodes like Thundering Dynamo and Tumbling Togepi sees you rolling across a treadmill avoiding obstacles, like Run, Rattata, Run. Otherwise, you’ll be tapping A to fly about as Golbats, bashing other players and collecting hearts, tackling rival Hitmontop out of a sumo ring, pressing A at just the right time to slice through falling logs, and dashing various PokéBalls into goals for points. There’s a four-way version of Pong (Atari, 1972) in which you ricochet balls using Mr. Mime’s Barrier, you’ll be running laps around a dirty track with Donphan, counting Pokémon as they march past, and gathering up presents to fill Delibird’s sack. You’ll also be catching falling eggs and avoiding Voltorb with Chansey and playing a version of musical chairs in Eager Eevee, tackling Aipom and avoiding an exploding Pineco when they appear in the middle of the arena. Since I didn’t play Pokémon Stadium 2 as a kid, I have less nostalgia for these mini games but they’re a decent enough distraction. Technically, though, they’re better and more challenging than the last game. As before, you’ll be awarded with special prize Pokémon for beating the game’s battle modes; you’ll even unlock a “Move Relearner” mode, though you obviously can’t take full advantage of any of this since you can’t plug in a Game Boy game.
The Summary: As I said, I never got to play Pokémon Stadium 2 as a kid. I enjoyed the novelty of the first game, and was still playing the Game Boy games, but I think the game was just too difficult to come by or I was spending my money on more fulfilling Nintendo 64 experiences at the time. However, the second-generation games are my favourites so I was excited to see some of my favourite Pokémon, like Typhlosion and Lugia, come to life in 3D. In this regard, Pokémon Stadium 2 doesn’t disappoint; the new Pokémon all look great and the graphical bump provided by the Expansion Pak spruces up the visuals and makes battles a bit more engaging. Sadly, the arenas are still very bland and the game is basically a carbon copy of the last, flaws and all. Once again, it’s just a constant stream of non-stop battling with little to break the monotony. Incorporating items and allowing players to view details of the Pokémon, moves, and Types was great but it’s again all very limited. You’re limited by moves, by levels, and by your customisation options and these issues are only exacerbated in this version since you can’t access the Game Boy titles. To make matters worse, there isn’t even a big battle against, like, Lugia and/or Ho-oh. Sure, the Rival has these Pokémon but that’s not as epic as facing off against Mewtwo. The new mini games are a step up, for sure, and I liked how the overall presentation was much improved over its barebones predecessor. However, it’s still the same game at its core; you battle over and over for cups and trophies, then do it all over again in Round 2. The Rocket takeover was a fun inclusion; I would’ve liked to see that expanded on, maybe even looped in as a rudimentary story mode. Ultimately, I’d say this is the version of Pokémon Stadium you should focus your time and energy on because of the improvements it brings to the table, but it still falls way off the mark of giving a true 3D Pokémon experience and can’t help but disappoint as a result.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Did you ever own Pokémon Stadium2 back in the day? What did you think to the graphical boost and the inclusion of items? Did you enjoy the new mini games? Were you disappointed that the core gameplay remained unchanged? Did you ever best all the cups and Gym Leaders? Would you like to see another title in the series? How are you celebrating National Pokémon Day this year? Whatever your thoughts on PokémonStadium2, drop them below and check out my other Pokémon content.
On 21 February 1986, The Legend of Zelda(Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’ve been dedicating every Friday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.
Released: 13 February 2015 Originally Released: 27 April 2000 Developer: Grezzo Original Developer: Nintendo EAD Original Version Also Available For: GameCube, Nintendo 64, Nintendo Switch, Nintendo Wii, Nintendo Wii U
The Background: An instant classic upon release, The Legend of Zelda (mostly) went from strength to strength as the concept was refined and expanded throughout Nintendo’s handheldventures and 16-bitera. Following a long development period, the franchise made a phenomenally successfuljump to 3D with The Legend of Zelda: Ocarina of Time (Nintendo EAD, 1998). Following its success, Nintendo originally sought to create a remixed version for the ill-fated 64DD peripheral, which would eventually become the “Master Quest” version of the game. Designer Eiji Aonuma was unenthusiastic about this, so series creator Shigeru Miyamoto challenged the team to create an entirely new 3D Zelda adventure using Ocarina of Time’s assets in just one year. Aonuma recruited designer Yoshiaki Koizumi to adapt his concept of a time loop gameplay mechanic; Koizumi also (literally) dreamt up the idea of the impending threat of a falling Moon. Realising that Ocarina of Time’s players would be a little older, Aonuma purposely aimed for a bleaker, more melancholy tone for the game, which was bolstered by the Expansion Pak that allowed the game to run much smoother and boast more complex visuals compared to Ocarina of Time. The Legend of Zelda: Majora’s Mask was a critical and commercial success; reviews praised the new gameplay mechanics and it quickly gained a reputation as one of the darker, more sombre entries in the franchise. Following a handful of re-releases, and the success of Ocarina of Time’s 3D remake, Nintendo and Grezzo immediately began work on giving Majora’s Mask the same treatment. Alongside graphical improvements, the team purposely aimed to make Majora’s Mask3D more accessible and included numerous quality-of-life features that were criticised by some. Despite this, the game received positive reviews praising the updated visuals, mechanics, and new elements and the game retained its status as one of the franchise’s most under-rated entries.
The Plot: After saving Hyrule and being returned to his childhood, Link is jumped by a Skull Kid and has his horse, Epona, stolen. Pursuing the thief to the bizarre world of Termina, Link must manipulate a three-day cycle to stop the possessed sprite from destroying the land.
Gameplay and Power-Ups: The Legend of Zelda: Majora’s Mask is a 3D action/adventure game that’s built upon the same game engine as its predecessor, Ocarina of Time, and therefore shares many of the same controls, gameplay mechanics, and features. In a rarity for the franchise, players control the same Link is in the previous game, though returned to his child body (and you can change his name when starting a new file) and exploring a bizarre new land filled with many familiar, but noticeably different, characters. Link’s goal is simple: he has three days to stop the possessed Skull Kid from destroying Clock Town and all of Termina with a giant, nightmare-fuelled moon. To do this, players journey to four areas adjacent to Clock Town, tackle the dungeons (or “Temples”) found there, and defeat the bosses within to awaken the Four Giants, the only beings physically capable of pushing back the Moon. However, your mission is compounded by the ever-present time limit, the drama and side quests of the various non-playable characters (NPCS) Link meets, and the numerous magical masks he obtains along the way. Link’s abilities will be immediately familiar to any returning Ocarina of Time players: A sees you talk to NPCs, open chests, and interact with the environment while B lets you attack with your sword, swiping, stabbing, and even jumping when used in conjunction with A. The Left Trigger activates “L-Targeting”, allowing you to lock on to enemies, NPCs, and other targets and expands your attacking options by letting you raise your shield to deflect attacks and projectiles with the Right Trigger, side hop, backflip, and leap into action.
Though a child, Link is as competent as he was as an adult with his weapons and items.
You assign different weapons and items to the X and Y buttons, while other items are assigned to the I and II slot on the touchscreen for easy use. By default, your trusty ocarina and, later, the Pictograph Box are selectable from the top and bottom left of the touchscreen, which is also where you’ll find your map, health (represented as hearts), magic meter, and item and mask menu. Though a child, Link eventually acquires many weapons he utilised as an adult. These are found within the game’s Temples and are often necessary to defeat the mini boss and main boss within, as well as being used to solve various puzzles. You can acquire the Hero’s Bow and a variety of elemental arrows, allowing you to attack enemies from afar, hit switches, burn objects, and create ice platforms where indicated. Bombs and Bombchus are used to blow upon walls and discover secrets, Deku Sticks allow you to light torches, Deku Nuts briefly stun certain enemies, and you can snag on to certain targets and parts of the environment with the Hookshot to cross gaps or bring items to you. Magic Beans can be planted to create platforms to new areas, the Lens of Truth will reveal hidden paths and secrets while draining your magic, and you can capture life-restoring Fairies or store various potions in one of Link’s many bottles. Players can also strengthen their sword by following a specific side quest; though the Razor Sword is only temporary and will eventually dull, it can be further (and permanently) upgraded to the Gilded Sword. Similarly, you can earn yourself the massive Great Fairy’s Sword and obtain the light-reflecting Mirror Shield, and eventually purchase large Powder Kegs to destroy larger boulders. Link can also expand his inventory with bigger quivers, bomb bags, and wallets. Though you lose all your Rupees and ammo stock whenever you travels back in time, you can bank your Rupees in Clock Town and will find plenty of ammo by cutting up grass and defeating enemies.
Link’s masks afford him unique new abilities, though the controls can be finnicky and clunky.
The Ocarina of Time is again used to manipulate the flow of time. You’ll need to travel back in time multiple times as you’ll get a game over once you reach the end of the third day. Luckily, you can speed up and slow down the flow of time to give yourself more time to complete tasks or jump to specific time periods to complete side quests. Other ocarina songs warp you to the various Owl Statues across Termina, where you can also manually save your game, call Link’s trusty steed, Epona, once you rescue her, access certain Temples, and heal disturbed or unquiet spirits to obtain new masks. Majroa’s Mask big gimmick is the mask system; Link will assume three distinct forms (a Deku Scrub, a Goron, and a Zora) throughout the game, each with different playstyles and lacking his traditional weapons. Deku Link is small and spritely, spitting bubbles from his nose and using Deku Flowers to launch into the air and temporarily fly about like a helicopter. Goron Link is big, slow, and powerful, smashing foes with his fists, slamming the ground, and barrelling along in a spiked ball to cross gaps. Zora Link is sleek and agile, easily cutting through water, walking across the seabed, and tossing boomerang-like fins from his arms. Well, I say “easily” but Zora Link can be finicky to control, often ploughing into walls and being a pain. Each of these forms has their own musical instrument in place of the ocarina and is used not just in their main Temple, but to solve other puzzles and complete side quests, such as purchasing Deku deeds, competing in high-speed, aggravating Goron races, and racing against beavers. Link’s other masks all have special abilities, too, such as the Bunny Hood doubling his running speed, the Blast Mask exploding like a bomb, the Great Fairy’s Mask attracting Stray Fairies, and the Captain’s Hat allowing you to command Stalchildren. The Stone Mask renders you functionally invisible, the All-Night Mask keeps you awake, and the Giant’s Mask transforms Link into a hulking giant for a kaiju-esque boss battle. With the exception of the three main masks, all these masks are optional and obtained through side quests, but it pays to acquire them all to make your life (and the endgame) so much easier.
Termina is full of NPCs, mini games, and side quests that will reward you handsomely.
Termina is full of NPCs, all of whom have different thoughts on the current situation and different issues to deal with. Over the course of the three days, you’ll interact with them several times, with key events being recorded in your handy-dandy Bomber’s Notebook so you can keep track of what’s going on and when. This functionality is great for new players and for people like me, who like to efficiently complete the game’s side quests as quickly as possible. Because of the time travel and three-day loop, you’ll repeat certain events and trigger certain cutscenes multiple times, requiring you to rescue old ladies and injured witches, follow shady characters, and retrieve certain items to complete side quests. Many side quests are ongoing, requiring multiple steps (such as reuniting Anju and Kafei, which will take you right up to the last minute of game time and sees Link and Kafei working together to solve switch-based puzzles in Sakon’s hideout) or occur at specific times (such as the surreal defence of Romani Ranch against alien invaders!) Other quests are more low-key, such as using the Bremen Mask to engross little chicks, defending Cremia’s milk delivery from the Gorman Brothers, besting the various shooting galleries and fishing holes, and delivering fish to the Marine Research Lab. Other side quests can be quite involved, such as reuniting the frog choir, using all of Link’s transformations to form a band, digging up treasure with Dampé, and challenging the mini bosses to a rematch. You’ll also be using all your weapons and skills in Gold Skulltula Houses, taking pictures with your Pictograph Box, visiting Gossip Stones, and answering the Keaton’s quizzes. Your reward for these endeavours is either a new mask, a Piece of Heart to extend your maximum health, a bottle, or some Rupees, all key items to assist your adventure.
The four Temples are packed with new and familiar puzzles and fitting gimmicks.
Each Temple houses not just a new weapon and the usual map and compass, but fifteen Stray Fairies which must be freed and collected, usually by enticing them with the Great Fairy’s Mask. Find them all and you’ll earn Link’s patented Super Spin Attack (hold B to charge up a magic-draining spin attack), double your magic meter, increase your defence, and earn the aforementioned powerful (if unwieldy) Great Fairy’s Sword. It’s worth collecting these as you explore the Temples to avoid having to return later. Time is always against you in Majora’s Mask, so be sure to play the Inverted Song of Time to stave off Termina’s inevitable doom. Though the game only has four Temples, getting to them is a task in itself: Link must follow cheeky monkeys and sneak into the Deku Palace, feed and soothe the Goron Elder’s son and then use the Lens of Truth and Goron Lullaby to bypass the Biggorn protecting Snowhead Temple with a blizzard, mess about finding seven Zora Eggs to summon a giant turtle to reach the Great Bay Temple, and battle through the undead minions of Ikana Canyon and scale up a puzzle-landed rockface to reach the Stone Tower Temple. While each contains many recycled elements from Ocarina of Time (torches, switches (timed or otherwise), climbable and destructible walls, etc), each also boasts a maze-like structure and fitting gimmick. Woodfall Temple is full of poisonous water and large gaps you must fly over as Deku Link, Snowhead Temple features both lava and ice, ramps to careen over and weighted switches to pound as Goron Link, and a large central pillar that needs to be brought down to reach the boss. The Great Bay Temple is, obviously, water-based, featuring a maze of rushing currents, jet streams, and propellers. You must use the Ice Arrows to create platforms and solve puzzles and pay attention to the helpful colour-based indicators to know where new paths have opened up. The Stone Tower Temple is two dungeons in one, featuring a gimmick where you flip the area upside down to access new areas, light-based puzzles using the Mirror Shield, and plenty of opportunities to use the Elegy of Emptiness to create a soulless duplicate of Link to press down switches. As you’d expect, each Temple also contains a mini boss, a warp point, numerous small keys to open locked doors, and a big Boss Key to access the Temple guardian.
Presentation: Even in its original Nintendo 64 incarnation, Majora’s Mask had Ocarina of Time beat hands down when it comes to visuals. Although the game always had a bit of a blurry look thanks to it taxing the console (and the Expansion Pak) to its limits, the graphical upgrade was apparent right away in something as simple as Link actually having his sash and his jumping animations being more dynamic. In the 3DS version, the visuals are as improved as they were in Ocarina of Time 3D, reducing the blur in favour of clarity, adding more emotion to Link’s face, and allowing players to immerse themselves in the world (and induce a headache) with the 3D slider. At first glance, Majora’s Mask seems like a smaller sandbox to its predecessor; you spend a lot of time in one central location and there are only four Temples, after all. However, the opposite quickly proves to be true; not only are there more NPCs onscreen at any one time, their personalities, positions, and roles change across the three-day cycle, adding an unexpected level of depth and emotion to this bizarre adventure. In addition to a day and night cycle and each area of Termina sporting different weather effects and seasons, the world is far more diverse than before. Great Bay, for example, is a vast beach home to the Pirate’s Cove, Gerudo Lagoon, and Zora Cape, a coral-like town that puts Zora’s Domain to shame. Similarly, the Southern Swamp sees Koume and Kotake offer a boat ride through the sweltering foliage, a confusing monkey-filled maze, and the nigh-impenetrable Deku Palace, where the woodland folk don’t take kindly to strangers.
Termina is a diverse land with many areas to explore and environmental effects.
Easily the most impressive area, for me, was Snowhead Mountain. Like Zora’s Domain, Termina’s Goron population have been crippled by inclement weather; in this case, a raging blizzard. Snow and ice covers the environment and the weather has claimed many Goron lives and hides many secrets but, unlike in Ocarina of Time, the snow will melt when you best Snowhead Temple, just as the Southern Swamp with become more habitable. Sadly, travelling back in time undoes these actions and you’ll need to beat the Temple bosses again to re-restore the lands, but just the fact that you can undo the damage done to Termina and see NPCs celebrating in their newfound lives adds so much more gravitas to the game. It compels you to journey on and assist more NPCs, which rewards you with more lore and items, and makes Termina so much richer compared to the more stagnate Hyrule in Ocarina of Time. Ikana Canyon is a desolate, dangerous area filled with undead monsters, rolling rocks, an abandoned village, and the forgotten ruins of Ikana Castle, with its light-based puzzles and spooky inhabitants. The Stone Tower that leads you to the Stone Tower Temple is quite the feat, requiring you to scale it in various creative ways, all before you even flip the Temple on its head to tackle it upside down. Even exploring Termina Field is an adventure in itself; all sorts of respawning enemies lurk in the grasslands, and you can visit the observatory, Romani Ranch, and discover numerous hidden areas all by experimenting with your weapons, mask abilities, and exploring the rich and detailed world. Although the Song of Soaring, Bunny Hood, and Goron abilities make traversal simple, you can rescue Epona and race around on her as Young Link to tick off another desire from Ocarina of Time (though I admit that I rarely used her since she can’t access every area).
This is easily one of the darkest and most bizarre Zelda adventures.
Majora’s Mask is easily one of the most bizarre and bleak Zelda adventures. Right from the beginning, the story starts with a melancholy tone, with Link wandering the lands in search of Navi, only to have his horse and ocarina stolen by the Skull Kid and his mischievous fairy companions, lost in a strange land, and transformed into a Deku Scrub! Like in Ocarina of Time, Link is partnered with a fairy, but Tatl is no Navi; she’s rude, obnoxious, and rarely gives much help when searching for an enemy’s weak spot. Over the course of the game, the two find common ground as Tatl’s concern for her friend and her brother, Tael, grow, and Link’s courage is called upon again to aid the aggressive and slightly demonic Happy Mask Salesman in retrieving Majora’s Mask. Most interactions take place using the in-game engine and simple text boxes, but horrific (thankfully skippable) cutscenes play every time you put on a transformation mask, suitably dramatic cutscenes play when Temples rise up or NPCs are laid to rest to increase Link’s abilities, and you’ll get helpful reminders when day turns to night turns to day and the countdown to destruction looms closer. Speaking of which, the grim-faced Moon looms ominously overhead, growing closer and closer and causing small earthquakes. NPCs become more fearful or flee as the game progresses, and woe befall anyone who lets the timer runs out and must watch the Moon obliterate the land! While many of the assets, models, and elements are recycled from Ocarina of Time, they’re all much improved, with characters constantly on the move and doing their own thing, which you can track with the Bomber’s Notebook. Many musical cues and tracks return as well, though the Termina Field Overture is far more bombastic and engaging for me, and each area boasts a fittingly twisted soundtrack that’s both familiar and unique. The 3DS version changes up the presentation a bit, redesigning the countdown timer, area intros, and tidying up the graphics and assets to really make the colours pop, add helpful guidelines to certain areas, and even mixes up the puzzles and locations of certain items.
Enemies and Bosses: In keeping with the recycling of Ocarina of Time’s assets, Majora’s Mask returns many enemies from the previous game, such as the shield-sucking Like Likes, bat-like Keese (also in fire and ice variants), crab-like Tektites, Poes, Wolfos, crow-like Guays, Peahats, Octoroks (and their larger cousins), Deku Babs, Lizalfos and Dinolfos. Anyone who’s played Ocarina of Time will know how to tackle these enemies, which usually comes down to firing arrows or strategic use of L-Targeting, and the same is largely true of many of the new enemies featured here. You’ve got your normal, smaller foes like beetle-like Hiploops, electrical Dragonflies, Giant Bees, and skeletal fish, but you’ll also contend with strange foes like the Dexihand, Eyegore, and Goron-like Nejirons. Snappers are best taken out by lying in wait in a Deku Flower and exploding up beneath them; snowball-tossing Eenos are susceptible to Fire Arrows; the various ChuChus can be popped to quickly earn health and ammo; and you’re better off simply defending against or firing arrows at the “Real” Bombchus that scurry about. Some enemies will better test your swordsmanship, such as the Garos and returning Gerudos and Iron Knuckles (who attack faster and more aggressively as their armour is destroyed), while you can command the Stalchilds and even avoid or converse with Gibdos and ReDeads with certain masks. Similarly, you can bypass the Death Aros altogether with the Stone Mask, must switch to sub-weapons or play the Song of Storms when touched by a Blue Bubble, and keep an eye out for the vulture-like Takkuri flying around Termina Field to avoid having your items stolen.
Even familiar mini bosses require a bit more strategy to overcome.
Each Temple houses at least one mini boss who must be overcome, sometimes multiple times, usually to obtain the Boss Key or the dungeon’s weapon. Many of these will be familiar not just to players of Ocarina of Time, but also long-time Zelda fans: Dinolfos and Iron Knuckles appear more than once and fit into this category, for example, but Majora’s Mask sees the return of series staples such as Wart and Wizzrobe. Wizzrobe is fought multiple times in multiple Temples, teleporting about, creating illusionary doubles, and attacking with fire or ice magic. Wart appears in the Great Bay Temple and is, as usual, a giant eye surrounded by bubbles that Link must destroy to get a clear shot at its pupil, while being mindful of it firing them as projectiles and bouncing around in a frenzy. The Gekko appears twice in the game, first riding a Snapper and attacked via a Deku Flower and then encased within a giant, gelatinous substance that must be frozen with Ice Arrows and shattered to attack the slippery devil. In the Ikana Graveyard, Link chases the gigantic Captain Keeta, fending off his lackeys and hacking the giant’s legs to get his attention. You must avoid his swipes and flaming barriers and pelt him with arrows to stun him, but the main issue here is keeping up with him so he doesn’t flee (but that’s what Hylia created the Bunny Hood for!) Stone Tower Temple is home to two more tough mini bosses: first up is the Garoa Master, a teleporting assassin who drops from the ceiling and attacks with a charge. Stay away from his attacks to strike back when his guard is lowered, and be sure to keep your distance when he’s beaten as he’ll blow himself up with a bomb! Defeating him earns you the Light Arrows, which are key to dispelling the bats protecting Gomess. Gomess attacks with a scythe that can cut through your shield, so be sure to jump-slash his exposed heart when you see an opening.
Bosses have been redesigned to have new phases and weak spots, which can be aggravating.
Naturally, you’ll have to best each Temple’s boss to awaken one of the Four Giants and acquire their remains. If you played Majora’s Mask on the Nintendo 64, you’ll be in for a surprise here as each boss has been fundamentally changed, somewhat simplifying them and expanding their attack patterns to allow for new ways to beat them. First up is Odolwa, a manic swordman who dances about and strikes with a gigantic blade. Originally, you’d use arrows or bombs to stun him and strike with your sword, but now you must brave being roasted alive as Deku Link to attack from above, exposing a big slimy eye that is a recurring weak spot for the 3DS version’s bosses. I always found Goht one of the more annoying bosses; the fight takes place on a never-ending track filled with ramps and Magic Jars and sees Goht gallop along, tossing bombs, causing rocks to fall, or summoning a thunder bolt. You’re encouraged to race after him as Goron Link, picking up speed to ram him and topple him over to attack his exposed eye, but you can actually just stand by the entrance and pelt him with arrows or even toss a bomb at him to speed things up. Gyorg was initially a pretty simple affair, testing your patience by having you wait on the central platform to shoot him as he jumps over then ram into him as Zora Link. Now, there’s a second phase that’s completely underwater; you must desperately avoid the mines and detach them to stun Gyorg, blasting his giant eye where possible, something made quite troublesome with the clunky swimming mechanics. Similarly, Twinmold is completely different; originally, you’d be forced to don the Giant’s Mask and attack the worm’s heads or tails with your sword while keeping your magic topped up. Now, you only earn the Giant’s Mask after pelting the boss’s first phase with arrows and must stomp about as Giant Link engaging Twinmold in a fist fight, then grab its tail when it’s stunned. Again, this is a much more aggravating boss battle because of this; Giant Link is a slow, lumbering character compared to the slipper Twinmold and your magic drains very quickly, causing the fight to drag unnecessarily.
Majora’s many forms and difficulty are rendered mute with the overpowered Fierce Deity Mask.
Once they’re all beaten, you must return to Clock Town on the final day and play the Oath to Order. This summons the Four Giants and stop the Moon from falling, but causes the Skull Kid to freak out and the demonic Majora to assume full control. You’re then transported to the strangely idyllic Moon’s surface, where you must challenge four short, troublesome obstacle courses themed around each Temple. If you’ve collected every additional mask, you can trade them all in here and gain the Fierce Deity Mask, which can only be worn in boss rooms and transforms you into a hulking adult equipped with a massive sword that fires magic-draining energy beams when L-Targeting. This is the only way I’ve battled the game’s final boss, Majora itself, which has three distinct forms: Majora’s Mask, Majora’s Incarnation, and Majora’s Wrath. You can tackle each using arrows and bombs and traditional tactics, but I never have. I simply L-Target the weird, increasingly grotesque demon and fling sword beams at it until it’s defeated. Its attacks include charging at Link like a buzzsaw, shooting a reflectable beam of fire, circling at super-fast speeds, firing energy blasts, dodging your conventional attacks, and attacking with two disturbingly organic tentacle-like whips. Majora also attacks using the boss’s remains and by summoning spiky, spinning tops and can cut through your shield if you’re not careful, but none of this is a concern with the overpowered Fierce Deity Mask.
Additional Features: There are fifty-two Heart Pieces to find all around Termina; some are hidden in secret holes, some are up trees or require your weapons to access, some are gifted to you as rewards, and some require you to complete side quests. You’ll be dancing with the Rosa Sisters, giving a weird, disembodied hand some toilet paper, stopping a timer at exactly ten seconds, checking mailboxes, and besting the shooting galleries to acquire these helpful upgrades. Your main objective throughout the game is to acquire all the different masks, which requires interacting with all the NPCs and keeping an eye on their routines with the Bomber’s Notebook. While some masks are more useful than others, each has a specific function and will allow you to get other masks, Heart Pieces, or rewards depending on who you interact with when wearing them. Similarly, it’s worth seeking out the upgrades to Link’s sword, wallet, and items, if only to further explore the world, and making sure you bank your Rupees before resetting the three-day cycle. You’ll also find many Gossip Stones placed all over that will give you hints if you interact with them while wearing the Mask of Truth, and the Sheikah Stones return from Ocarina of Time 3D to provide you with more detailed directions if you get stuck. The manual save system has been revamped, with additional Owl Statues appearing in the game (though you can’t warp to all of them), and some of the rewards and side quests have been changed. Most notably, Link can now acquire seven empty bottles (which is, admittedly, a little excessive), with the last gifted after completing a new side quest involving the Gorman Troupe. Another new feature is the inclusion of two fishing holes, which you can either pay to use or acquire a pass to fish for various fish, though there are no rewards tied to this beyond trying to snag the legendary Lord Chapu-Chapu. Since the game resets when you go back in time, there’s no Boss Rush Mode this time around and, sadly, the developers didn’t see fit to include a mirrored Master Quest mode, though you now have three save slots instead of just two.
The Summary: The debate about which game is better, Ocarina of Time or Majora’s Mask, is seemingly never-ending and, honestly, it’s a tough choice. Majora’s Mask is definitely a more daunting challenge; I can play through Ocarina of Time with my eyes closed but I’ve never beaten Majora’s Mask without a guide, purely because I want to complete all the side quests before facing Majora at the end and have the overpowered Fierce Deity Mask on hand. Yet, Majora’s Mask is such a step up in terms of visuals, scope, and world-building. Termina feels alive in ways Hryule does not and the stakes feel so much higher since you can see how the impending doom affects the different NPCs. The three-day cycle is as daunting as it is annoying at times, resetting all your hard work but also pushing you to restore the next area and save this bizarre land. Majora’s Mask may seem smaller due to its more focused approach, but the game and its land is as big (if not bigger) than Ocarina of Time, expanding upon and improving every element of its predecessor and really making you feel the gravitas of its bleak narrative. Link may not acquire any new weapons here, but the mask-based gameplay mixes the formula up in surprising ways, changing Link’s form and altering the way you play (even if the controls can be a struggle at times). The 3DS version makes way more changes to the original game compared to Ocarina of Time 3D and, while some (like the simplified bosses and tweaked controls) can be frustrating, the benefits outweigh these issues. The expanded Bomber’s Notebook, being able to jump to specific time periods, and the changes to side quests help make the game accessible and fresh for old and new players, in my eyes. Ultimately, I think Majora’s Mask is a dark horse of the franchise; it’s an incredibly engaging experience, packed with side quests upon side quests, and more than stands alongside its predecessor as one of Link’s finest (if surreal) adventures.
My Rating:
⭐⭐⭐⭐⭐
Rating: 5 out of 5.
Fantastic
Have you ever played the Nintendo 3DS remaster of Majora’s Mask? If so, what did you think to the graphical overhaul and additional features included? Which of the masks and many side quests was your favourite? Would you like to see this version ported to the Nintendo Switch to make it more accessible? Did you own Majora’s Mask back in the day? If so, did you ever tackle the final boss without the Fierce Deity Mask? Were you a fan of the three-day cycle? I’d love to hear your memories of Majora’s Mask so leave a comment below and go check out my other Zelda content!
Upon the release of Pokémon: Blue Version and Pokémon: Red Version(Game Freak, 1996), a new craze swept through playgrounds. An entire generation grew up either playing Pokémon, watching the anime, playing the trading card game, and watching the feature-lengthmovies as clever marketing saw it become a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is now internationally recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February.
Released: 12 April 2023 Originally Released: 30 April 1999 Developer: Nintendo EAD Also Available For: Nintendo 64
A Brief Background: Pokémon was an instant cultural phenomenon when it first released. It wasn’t just because of the games, which cleverly encouraged players to “Catch ’Em All”; it was the slew of merchandise and ancillary media that made Pokémon a household name. Right from the beginning, Pokémon was followed by spin-off games; whether it was the incredibly popular trading card game or other videogame genres, like pinball, Pokémon dominated an entire generation, especially on the Game Boy. Two years after the original games released, Japanese Nintendo 64 players were treated to Pocket Monsters’ Stadium. Originally intended as a launch title for the ill-fated Nintendo 64DD, the game was limited to only forty playable Pokémon but set the template for 3D Pokémon battles. Pokémon Stadium was its successor, incorporating 3D models and animations for all 151 Pokémon and being chosen for international release over its predecessor, much like how the inferior Pocket Monsters: Green Version was superseded by its successors. It was HAL Laboratory president Satoru Iwata who studied the Game Boy source code and converted it to work on the Nintendo 64, though Pokémon Stadium’s other big selling point was its ability to communicate with the Game Boy using the unique (and sadly underutilised) “Transfer Pak” to import copies of Pokémon from the handheld titles. Pokémon Stadium was generally well received at the time; reviews largely focused on praising the 3D models and impressive adaptation of the turn-based battle system, though criticised the annoying announcer. Though a best-seller, and followed by a superiorsequel in 2000, Pokémon Stadium was stuck on the Nintendo 64 until it was finally made available to modern gamers, via the Nintendo Switch Online + Expansion Pak, in 2023.
The Review: Pokémon Stadium is a 3D Pokémon adventure in which players could upload copies of the Pokémon from the Game Boy games and battle it out in 3D against computer-controlled opponents or their friends. Since the Nintendo Switch Online version lacks connectivity with the Game Boy games (which aren’t even available on the Nintendo Switch Online as of this writing), you’re limited to using “rental” Pokémon, which can’t be renamed or customised in any way. When you first start the game, only 149 Pokémon are available to rent but you’ll gain access to Mewtwo and Mew by clearing all the game’s battle modes. Each rental Pokémon has four moves, with the third-stage evolutions (like Blastoise and Charizard) sporting better stats (higher attack and defence, for example) but wielding more unreliable moves (such as Fissure, a one-hit knockout move that can miss four times out of five) or moves with less Power Points (PP), such as Fire Blast and Mega Beam. Although I mentioned stats earlier, you can’t view the stats for any Pokémon in the game, rental or otherwise. You have no idea how strong your Pokémon is beyond the level they are and you have no options to improve their stats. The best you can do is use moves that buff them in battle, such as Swords Dance, to increase your chances of attacking before your opponent, or ones that de-buff your foe (such as Sand Attack to reduce their accuracy). As ever, Type advantages are a key factor in battle; Fire-Type moves are “super effective” against Grass-Type Pokémon, for example, which have the edge over Water-Type Pokémon. Many moves also have a chance of landing a “critical hit” for extra damage, missing, hitting you with recoil, or causing status effects. Pokémon can be burned, frozen, put to sleep, paralysed, and poisoned and you have no way to solve these ailments as there are no items here (though the game’s rigged to ensure no two Pokémon can be frozen or asleep in a battle).
All your favourite Pokémon are brought to life to battle in 3D.
The limitations don’t end there, either. Although you assemble a team of six Pokémon, you only ever battle with three. Similarly, while you can see your opponent’s available Pokémon, you have no way of knowing which ones they’ve picked so it’s best to assemble a diverse team. Luckily, every Pokémon has a diverse move pool consisting of elemental attacks, status-inflicting attacks, buffs, or alternative elemental attacks (Marowak, for example, not only has Ground-Type moves but also uses Fire Blast, a Fire-Type move) to provide additional coverage in battle. If you win without taking a single hit, you’ll earn an extra continue to battle on should you be defeated (though the Nintendo Switch’s save state feature can mitigate this). When taking on the titular Pokémon Stadium, you compete in one of four “cups”, each imposing level restrictions, to win one of four PokéBall-themed trophies by gaining six consecutive victories. The Gym Leader Castle has a similar setup, except you only have to win four battles (besting three underlings before challenging the Kanto Gym Leaders, Elite Four, and your Rival) and there are no level restrictions. Besting all these battles unlocks a final super boss battle against Mewtwo, in which you take six Pokémon in battle to beat him, unlocking the much tougher “Round 2” mode and changing both the title screen and the main menu accordingly. Battles are pretty basic; once you get over the fun, colourful, cartoonish animations of the Pokémon, you start to see how limited your options are. You can’t do anything but power through if your Pokémon is poisoned, its moves are disabled, or it gets confused and attacks itself. Type advantages can see you sweep entire teams, but the diverse move pools mean you can’t underestimate opponents, especially if you chose poorly when assembling your team. Finally, battling non-stop can get really tiresome; it’s definitely a game best played in little spurts rather than trying to beat everything in one sitting as the novelty quickly wears off.
While the visuals are decent, gameplay quickly becomes tiresome.
The grating announcer doesn’t help; this overly enthusiastic guy will spout the same exclamations over and over, chastising you if you take too long or pick the wrong Pokémon and screaming praise for every correct decision. Luckily, you can turn him off from the options. Unlike in the anime, Pokémon don’t scream their name when in battle (except for a Pikachu imported from Yellow Version), but this actually makes the game more appealing in my eyes. Pokémon are rendered in full 3D and exhibit a lot of personality; Mr. Mime actually mimes when idle, Onix’s body rotates and squirms, Muk is all sludgy and gooey, and Primeape dances about ready to fight. Rival Pokémon often sport rudimentary nicknames and alternative colour schemes and, while they only have a handful of animations, these work for the moves they perform, which are all brought to life in suitably dramatic fashion even if physical moves (like Mega Punch and Slash) don’t actually connect with the opponent as the Pokémon stay on each side of the arena. You never see the Pokémon Trainers except in profile pictures before and after battle and, while audiences react and make noise in arenas, you won’t see any spectators (at least, not clearly, anyway). Arenas are largely empty and underwhelming, to be honest; some are suspended over water or lava, some are inside, some outside, and you battle Mewtwo in a surreal sky landscape, but there’s nothing to really see as the focus is squarely on the 3D Pokémon models and their attack animations. This is fine and it all looks good and more accurate than the depictions in the anime, but again it’s all quite bland and tiresome after a while. The game is bolstered by renditions of the classic Pokémon theme, battle music, and other in-game tunes, which are always fun to listen to, but the introduction movie is incredibly basic and just showcases a few Pokémon models flying about.
While the mini games are fun, many of the game’s best features are now missing.
Of course, it’s not all battling in Pokémon Stadium, but that is half of the story in this version of the game. Normally, you could visit Professor Samuel Oak’s lab and organise or trade in Pokémon from the Game Boy games, but you can’t do that here. Most notably, you used to be able to access the GB Tower and play the original games on your TV screen, with options to speed up the gameplay at hand, but that’s also not available. Since you can’t import Pokémon, you can’t get the special Surfing Pikachu, though you’ll still be awarded with one of eight semi-rare Pokémon each time you clear the Gym Leader Castle. You can still visit the Hall of Fame and view the Pokémon character models up close, though you must best the Gym Leader Castle with all 151 Pokémon to do this (which also earns you a Psyduck that knows Amnesia). Luckily, you can still visit the Kids Club and play the many fun mini games on offer, either against the computer or alongside your friends. Here, you’ll copy Clefairy’s dance instructions, gobble up sushi with Lickitung, race against Rattata, cast Hypnosis against other Drowzee, see how any times you can get Magikarp to splash, charge up a dynamo with Pikachu or Voltorb, defend against incoming rocks with Kakuna and Metapod, toss Ekans like a ring, and dig into the ground with Sandshrew. These mini games are only short but they’re quite fun and addictive; the timing can be a little off at times and other times you must pay attention to not drain your health bar, but it’s enjoyable enough battling alone or against friends. I do wish the game did more with these, though, like maybe had a random mini game play during the cups to let you earn single-use items or some kind of buff. Other options include a gallery (another limited feature where you can photograph Pokémon to view its model, though you obviously can’t print these anymore), the ability to jump straight into a CPU battle, and unlockable stickers for the gallery when you beat “Round 2”. Beating the Kids Club’s “Who’s the Best?” mode on “Hard” unlocks the “Hyper” difficulty, but it can’t be denied that the game’s appeal and longevity suffer with this version since you can’t access the GB Tower.
The Summary: I remember when Pokémon Stadium was announced and first released. It was the first time I can remember pre-ordering a game, and all my friends and I delighted in seeing our portable Pokémon brought to life in 3D. It was a big deal then, but it can’t be denied that Pokémon Stadium hasn’t aged well, hence this shorter review. It’s certainly still a lot of fun and a nostalgic high to see those early 3D Pokémon models, which were reused for many years after and are actually more lively than in some of the modern games, and I loved that they made noises like the in the Game Boy titles rather than screaming their names like in the anime. There are a few options available here, but Pokémon Stadium is essentially a glorified party game. When you’re not battling for cups and trophies, you’re battling the Gym Leaders, a friend, or the computer. When you’re not doing that, you’re playing mini games which, while fun, aren’t enough to sustain your interest for longer than half an hour or so. Without the GB Tower functionality, Pokémon Stadium loses a lot of its replay value, and you’re forced to focus on the repetitive and tiresome battling. With limited options, no items, and no room for customisation since you can’t import your portable team, the battling just appears very shallow and basic. As a 3D representation of Trainer and Gym Leader battles, it’s serviceable but Pokémon Stadium only does a rudimentary job of representing that one aspect of the mainline games. It’s fun enough in short bursts, but even then it can be tedious hearing the same announcements over and over and essentially just hitting A again and again to spam super effective moves since it lacks the depth and complexity of its far superior portable counterparts.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Did you enjoy Pokémon Stadium? Were you excited to see your team brought to life in 3D back in the day? Which of the mini games was your favourite? What did you think to the limited battle options and repetitive gameplay? Did you ever fill up the Hall of Fame and defeat Mewtwo? Are you disappointed that so much of the game is inaccessible in this version? Would you like to see another battle-centric 3D Pokémon game? How are you celebrating National Pokémon Day this year? Whatever your thoughts on PokémonStadium, feel free to leave them below and check out my other Pokémon content across the site.
On 21 February 1986, The Legend of Zelda(Nintendo EAD, 1986) was first released in Japan. The creation of legendary game designer Shigeru Miyamoto and Takashi Tezuka, The Legend of Zelda launched one of Nintendo’s most popular franchises. This year, I’m dedicating every Friday to Nintendo’s most famous silent protagonist, Link and his vast and enduring fantasy world of sword and sorcery.
Released: 9 February 2023 Originally Released: 4 November 2004 Developer: Capcom / Flagship Also Available For: Game Boy Advance and Nintendo Wii U
The Plot: Apprentice blacksmith Link accompanies his childhood friend, Princess Zelda, to the Picori Festival, where monsters are unleashed by the evil wizard Vaati. With Zelda petrified, Link teams with wise-cracking magical hat Ezlo and assists the pixie-like Minish people in restoring the legendary Picori Blade to confront the threat.
Gameplay and Power-Ups: The Legend of Zelda: The Minish Cap is a traditional, 2D, top-down action/adventure game in which players take control of Link (or whatever they choose to name him), in the “toon” style of his Wind Waker counterpart, and embark on a quest to save Hyrule, and the Princess Zelda, from new sorcerer on the block, Vaati. As a Game Boy Advance title, the controls are as basic as it gets and akin to the previous handheld Zelda titles. You equip any of Link’s weapons and items to either A or B and then use that button to attack, defend, hit switches, solve puzzles, and whatever else your items are capable of. The Right Trigger performs a roll, speeding up your travel time, and also performs similar actions to A (like speaking to non-playable characters (NPCs) and opening chests). R is also the only way to open locked doors, which can be clunky as it would’ve been easier for Link to simply manually use any keys he possesses. The Left Trigger also performs a dedicated function, fusing “Kinstones” with NPCs, which I’ll detail in a bit. The + button pauses the game and brings up your inventory screen, the pretty basic map (which uncovers the more you explore and highlights notable areas), a subscreen showing how close you are to extending your health bar, total Mysterious Seashells and Tiger Scrolls, and allows you to save the game or enter “sleep” mode. As I’ll also get into in a bit, Link is joined by a hat-shaped companion, the insolent Ezlo, who constantly interrupts your gameplay to offer blindingly obvious advice that would make Navi blush. Also like Navi, you can choose to ask him for a tip by pressing -, though I’d just as soon never speak to him again. As you’d expect, Link acquires his standard sword and shield but the enigmatic Grimblade Brothers will teach additional sword techniques, such as a rolling attack, the aerial downthrust, and patented moves like the Sword Beam and Spin Attack. Some of these are more like padding, though, such as Link having to learn to attack with his sword when running with the Pegasus Boots.
Link’s traditional and new weapons are brought to colourful, cartoony life.
Many of Link’s recognisable weapons return here and function exactly as you’d expect. The bow and arrow lets you to hit eye switches and take out Eyegore statues, bombs blow up walls and discover new areas, and you can purchase a boomerang to stun targets or hit switches. This can be further upgraded into the Magical Boomerang, allowing you to manually direct it. Eventually, you can swap out the regular bombs for remotely detonated ones (though there are few benefits to this) and obtain the optional (and missable) Light Arrows for extra arrow damage. The Flame Lantern lights up dark areas, ignites torches, and burns certain enemies and spider webs. The Roc’s Cape lets you jump and glide short distances, the aforementioned Pegasus Boots let you run really fast, and the Ocarina of Wind warps you to any Wind Crests you’ve uncovered. The Minish Cap debuts three new items: the Cane of Pacci (which flips certain enemies and objects and creates temporary boosters in holes to launch you higher), the Gust Jar (which sucks up enemies, propels you across gaps when used on spring mushrooms, and turns lily pads into rafts), and the Mole Mitts (which dig through dirt). The Flippers, Grip Ring, and Power Bracelet are all passive items that don’t need to be equipped to use and let you swim and dive, climb certain walls, and pick up and toss jars and such, respectively. Link can capture life-restoring Fairies or store potions in bottles, increase his total bomb and arrow inventory with bigger bags and quivers, and also carry more Rupees by finding bigger wallets. Link’s sword is progressively empowered as you acquire the four Elements, duplicating Link into as many as four copies to push bigger blocks, step on or slash switches, and attack enemies, as well as fire a special beam that restores petrified NPCS. Finally, you can upgrade the shield into the reflective Mirror Shield, though this requires awakening a sleeping Biggoron and waiting for him to finish chewing on it.
Link’s shrinking ability doesn’t live up to its potential, and Kinstones are overused.
Link’s newest gimmick in The Minish Cap is the ability to shrink to microscopic size, courtesy of Ezlo’s magic. This is performed primarily at magical tree stumps and allows you to enter small holes, climb small steps and vines, and access out of the way places. When shrunk, you’ll interact with the pixie-like Picori tribe (or “Minish”) scattered throughout Hyrule (once you’ve consumed a Jammer Nut, that is) and be given additional side quests and assistance from them. In this form, Link takes more damage and his weapon usage is limited, but he can talk to animals and cross small lily pads. Occasionally, Minish Link enters Armos statues to activate or deactivate them and the action frequently zooms in to follow him up rafters, into the Minish towns, and through enlarged (from your perspective) areas, like in Honey, I Shrunk the Kids (Johnston, 1989). Apart from this, Ezlo is more a hinderance than anything; he’s obnoxious and rude and demanding and pops up to point out the obvious, severely dumbing down puzzles and interrupting the gameplay. The other big mechanic here is Kinstones; as you slash bushes, defeat enemies, and open chests, you’ll find several coloured Kinstone pieces. These are fused with certain NPCs to alter the overworld in different ways. This may involve spawning a treasure chest containing another Kinstone, or Magical Seashells, or a Big Rupee, or even a much tougher gold enemy for an additional challenge. Fusing removes vines to open new areas, parts waterfalls, drains ponds, and even spawns in NPCs for you to trade and train with. You can buy Kinstones, but they cost a lot and it’s not really worth it as you’ll inevitably find them on your travels, and none of the main variants are necessary to complete the story, though the benefits (extra hearts, Rupees, and training with the uncovered Grimblades) can be worthwhile. Specifically, fusing with Din, Farore, and Nayru spawns Lucky Butterflies which, when touched, increase your digging, shooting, and swimming speed. The only time you’re required to fuse Kinstones is when you find golden ones, such as in Cloud Tops, where you navigate a maze of clouds, floating about to find different halves of golden Kinstones to activate five propellers and be blasted up to the Palace of Winds.
I would’ve liked to see more creative use of the duplication feature in puzzle solving.
Link’s shrinking ability isn’t just used on the overworld; you’ll frequently shrink in Dungeons to reach new areas and progress. As ever, Dungeons contain a map, compass, and new weapon to aid your journey, as well as secret areas, switches, and stairways to other floors. Sometimes, you’ll drop or push blocks to lower levels; others, you’ll push levers to let in sunlight to melt blocks. Frequently, you must eliminate all enemies to open doors, or push jars or statues onto switches for the same effect, though it’s much more likely you’ll be duplicating Link to solve these puzzles. Tornados carry you across bottomless pits, moving platforms carry you across gaps, and floors are often covered in collapsing tiles, spikes, or rolling spiked logs that must be avoided. You’ll jump up to mesh bridges (and down through certain holes), hop up and across cloud platforms, push ice blocks into place, cross gaps using powerful wind blasts from propellers (in conjunction with the Roc’s Cape), and spring across chasms with the Gust Jar. There’s a giant rotating barrel in the Deepwood Shrine which must be rotated to progress, high-speed mine carts in the Cave of Flames that you redirect with switches, the Fortress of Winds is a veritable labyrinth of floors and dirt, the Temple of Droplets is a largely pitch-black mixture of ice and water, and the Palace of Winds offers the constant threat of falling to your doom. For the game’s final Dungeon, Vaati corrupts Hyrule Castle, transforming it into a monster-infested Hell filled with recycled enemies and hazards from previous Dungeons. While largely inspired by A Link to the Past and Link’s previous handheld entries, it’s in Dark Hyrule Castle where I saw some of the strongest parallels as exploring the Dungeons, battling Darknuts, and restoring the petrified NPCs was very similar to Link’s celebrated 16-bit adventure. Sadly, only two of the Dungeons are Minish-sized (the Deepwood Shrine and Palace of Droplets). Though you don’t really notice as you’re exploring these Dungeons, the developers did include larger variants of common enemies as boss battles. Still, I feel they didn’t take full advantage of Link’s new miniature perspective in these (or other) areas as the shrinking mechanic was more of a gimmick or hinderance a lot of the time.
Presentation: I’ll be the first to admit that I never really cared for TheWind Waker’s cartoony aesthetic. It’s grown on me over time, but I much prefer the more realistic, fantasy-orientated style of Link’s other 3D adventures. However, it works really well here; probably better than in 3D. Link is super expressive; from his grunts and yells (carried over from this 3D titles) to his messy bed hair, his look of sheer panic on a runaway minecart, and the way he races around when on fire. He’s a jaunty little cartoon sprite, bobbing along and reacting to everything around him. Ezlo is very animated as well, popping up on Link’s head to react to and comment on their surroundings or the plot, and all the NPCs are similarly cartoony and fun to behold. Many will be familiar to long-time Zelda players, such as Malon (with her milk cart and nearby farm), Dampé the grave keeper, Ingo (now a real estate developer), and Gorons intent on ploughing through a rocky underpass. Many characters fuse Kinstones with you to solve a personal crisis, such as the overworked mailman, the librarian searching for lost books, and a poor man haunted by a restless spirit. The Minish Cap is a little light on new races but there are anthropomorphic characters to find, animals to chat to (as a Minish), and, of course, the gnome-like Picori tribe. These peaceful little sprites have a main village and live in little mushroom houses or up in the rafters, their homes made out of barrels, walls made of books, and heating provided by flickering candles. When Link is turned microscopic on the overworld, a helpful bubble indicates where he is. Though his actions are limited, he has full access to his arsenal when the game zooms in, casting dirt paths with the shadows of grass and blocking his path with chestnuts and such. Minish-Link must avoid cats looking to swipe him and relies on lily pads to cross water until he gets the Flippers, and you must be on the lookout for small holes, paths of flowers, and flappable objects to progress and shrink or return to full size.
The “Toon” style really suits the traditional Zelda aesthetic and brings Hyrule to life.
The Minish Cap’s overworld and Dungeons are heavily reminiscent of A Link to the Past, mixing locations such as ruins, a swamp, and Hyrule Castle itself with areas I’m more familiar with from the 3D games, like Lake Hylia and Lon Lon Ranch. Mt. Crenel acts as a Death Mountain substitute, featuring falling boulders, climbable walls, tornados to fly you about, and a Minish mine where Melari repairs the broken Picori Sword. Like the Swamp of Evil, Castor Wilds is a murky swamp full of thorns; you’ll need the Pegasus Boots to navigate this area, and shrink to clamber inside Armos Statues within the maze-like ruins. Finally, the Flame Lantern lights your way in the desolate Royal Valley, which contains a looping maze in its haunted forest. Aside from the Minish Village, Cloud Tops and the Palace of Winds and the Temple of Droplets impressed me the most, visually. The other Dungeons are very formulaic, despite some fun perspective and depth effects, but these three have you up in the clouds or high in the sky or navigating a frozen labyrinth, respectively, which really mixes up the formula. Dark Hyrule Castle is similar, putting an ominous spin on the palace’s ornate rooms and recycling all previous hazards, but I was disappointed that the Dungeons didn’t utilise Link’s new miniature perspective to make their visuals and layouts standout more from the likes of A Link to the Past. Instead, The Minish Cap often resembles a toon-ified version of that game, doing little to stray from the usual stone trappings of those Dungeons and being a little too familiar at times. Still, there are fun touches, like the Biggoron atop Veil Falls, the big bell in the bustling Hyrule Town, guards to sneak past, and occasional weather effects. The game’s story is all relayed though text boxes, as usual, but key events are told using stained glass murals, Wind Waker-style art is showcased in the end credits, and the sprite-based cutscenes are full of cartoony life. The music is as infectious as ever, with familiar and slightly tweaked classic Zelda tracks at the forefront (many I mostly recognised from A Link to the Past and Ocarina of Time), though new areas and Minish locations have a spirited flavour that adds to the game’s whimsical, fairytale-like charm.
Enemies and Bosses: All of Zelda’s most recognisable enemies make a return in The Minish Cap, though redesigned to evoke the toon style of The Wind Waker. This is most evident in the Moblins, who charge with spears or fire arrows and have much more life and detail compared to past 2D Zelda titles In some cases. This ups the challenge represented by some enemies, such as the various Dark Knights you’ll encounter. These are essentially mini bosses and swarm Dark Hyrule Castle, defending against your attacks and landing powerful sword swipes and even boasting a charged thrust. Your best bet against these enemies is to hop over them with the Pegasus Boots and attack from behind, a tactic mirrored when facing the Ball and Chain Soldiers. Other enemies require strategic use of your other items, such as using the Gust Jar to suck up and fire out the annoying Peahats or pull the masks off Helmasaurs, tossing your boomerang at Sparks, or using the Cane of Pacci to flip Spiked Beetles and attack their vulnerable underbelly. Like Likes masquerade as Rupees and steal your items, Keatons and Takkuris make you drop Rupees on contact, Madderpillars (also a kind of mini boss) fly into a rage with you bop their noses and attack their tails, and you’ll even encounter Bob-ombs and Lakitus. ChuChus fry you, Floor and Wall Masters return you to the Dungeon entrance, and Octorocks and Deku Scrubs are subdued by deflecting their projectiles. Cloud Piranhas snap at you from the clouds, fake doors crush you, and Acro-Bandits leap from the ground in a swaying tower. You’ll also battle elemental Wizzrobes, who teleport about shooting ice, fire, or lightning; Stalfos leap and toss their bones at you; and Slugglas drop from above. By the time you reach Dark Hyrule Castle, rooms are filled with an assortment of these enemies. Though you can often simply bypass them, you’ll need to defeat a gauntlet of them before Vaati completes his macabre ritual to reach the petrified Princess Zelda in the finale.
Too few bosses require the shrinking mechanic, but they’re mostly big, fun challenges.
The Minish Cap is surprisingly light on bosses; four of its five main bosses guard an Element, which empowers your sword and duplicates Link, relinquishing a Heart Piece to extend your life bar. The first boss you battle is a gigantic green ChuChu; well, it’s actually a regularly sized one but you’re in Minish form, so it appears huge. A blue variant appears later in the game too, now sporting electrified skin, but the tactic of sucking at its “feet” with the Gust Jar and whacking it with your sword when it’s stunned remains the same. Next, you face the turtle-like lava dinosaur Gleek, which sits in a pool of lava and spits fireballs in a circular motion. You must run behind it and flip its shell with the Cane of Pacci to race up its neck and attack the crystal on its back. In retaliation, it rains rocks and breathes fire, making the fight more difficult as it progresses. Mazaal is the only one of the main bosses to incorporate the shrinking mechanic in. A strange, disembodied Aztec head and fists, he is stunned by shooting and slashing the jewels on his hands (which try to crush and hit you). You then shrink, enter his head, and attack the glowing pillar to deal damage. As the fight progresses, you use the Mole Mitts in his head and dodge a Shrink Ray attack from his eyes. The Big Octorok is fought in a shallow pool that it freezes, reducing your traction and making avoiding its pellets much harder. Well, I say “avoid” but you actually smack these back with your sword to stun it, allowing you to set fire to the petal on its back. This causes rocks to rain down and the Big Octorok to freak out; it also charges, spins around, and creates a smokescreen to limit visibility. Finally, the Gyorg Pair are easily the most unique boss in the game. This fight takes place in the skies of Hyrule on the back of two manta ray-like creatures. When riding the red one, you must dodge the smaller blue one and its fireballs and duplicate Link to attack the red one’s eyeballs. You then hop to the blue one, slashing its eyeballs, and repeat, watching for smaller green variants that fly past.
Vaati assumes some familiar forms in his attempt to spread darkness throughout Hyrule.
After battling past the many Darknuts that haunt Dark Hyrule Castle, you’ll finally confront the master swordsman and corrupted sorcerer, Vaati. Vaati takes many forms, one similar to Agahnim, one like Arrghus or Vitreous, and one like Nightmare’s final form, Dethl. The first form, “Vaati Reborn”, morphs him into a dangerous sorcerer protected by many small, spinning eyes. These encircle him, distracting you as he shoots fireballs, and must be destroyed to expose his big, eyeball-like weak spot. After enough hits, he encases the eyes in protective shields that must be sucked off with the Gust Jar. The eyes also fire vertical laser beams (just stand between them) and Vaati erratically teleports, making him a harder target to hit. For his second form, “Vaati Transfigured”, fought immediately after in a psychedelic landscape, Vaati takes his obsession with eyes to the next level. In this fight, you shoot arrows at the small sphere surrounding the central body to uncover four red eyeballs. You must then duplicate Link into the same formation and attack, continuing your assault when he’s stunned. However, Vaati spews destructible spiked balls and a spread of electrifying balls, which can be tricky to dodge especially considering his large hit box. After he’s defeated and Princess Zelda is revived, Dark Hyrule Castle collapses and Vaati’s true, final form, “Vaati’s Wrath” emerges. In this form, he pursues you, again firing balls of electricity, and sends his extendable claw arms under the ground to attack. When one pops up, stun it with the Cane of Pacci, shrink down, and venture inside to destroy the one real bladed eyeball amongst the fakes to literally disarm him. Repeat for the other arm and Vaati sends four electrical orbs your way from the small eyes in front of him, as well as a spread of larger orbs. To win, simply avoid the spread and duplicate Link in a line to deflect his smaller shots with your sword (the timing can be tricky), which will stun him and soon end his dreams of conquest.
Additional Features: As you’d expect, there are forty-four Pieces of Heart to find all around Hyrule. Collecting four will extend your life bar, so they’re worth seeking out. While some are just lying in the open, others require your items to reach or are gifted by fusing Kinstones. Opening chests, defeating enemies, and cutting grass also sees you collect Magical Seashells. Unlike the similar items from Link’s Awakening, these are essentially infinite in number (though your inventory maxes out at 999) and are traded for figurines in Hyrule Town, similar to the Pictobox side quest in The Wind Waker. This is quite a time-consuming task, however, as you must speak to the proprietor, set how many Magical Seashells you wish to trade (with the percentage of a new figurine increasing the more you wager), and then pull a lever to get an egg-like capsule containing the figure. The more places you explore and the more NPCs you meet, the more figurines you can get, with your Magical Seashells being replaced by the Carlov Medal once you obtain all 136 figurines. This, in turn, opens Baris’s house, gitfting you another Piece of Heart and the Phonograph, which acts as a sound test for the game. Similar to the Magical Seashells, there are a near-infinite number of coloured Kinstones to find. Fusing with NPCs unlocks new areas and gifts rewards that aid your quest, and completing all fusions awards you with a Tingle Trophy. Clearing the game earns you a Triforce stamp on your save game file; you can have up to three of these and also change the language to suit you. Finally, the Nintendo Switch version lets you play the European and North American releases (with subtle differences between them), rewind should you make a mistake, and create save states at will, dramatically reducing the game’s already low difficulty.
The Summary: I’ve wanted to play The Legend of Zelda: The Minish Cap for the longest time. Finding a physical copy was expensive, even unboxed, so I consoled myself with the knowledge that it would be another Zelda game that passed me by…until I upgraded my Nintendo Switch subscription and finally dug into it. Visually, the game is very impressive; colourful and lively, The Minish Cap is like playing a cartoon and I really enjoyed how it translated a Wind Waker aesthetic onto a traditional Link to the Past formula. The core gameplay is as reliable as ever; Link has some fun new toys to play with that mix things up, like the Gust Jar and Mole Mitts, though I do feel these could’ve been emphasised more. Similarly, the shrinking mechanic became tedious after a while. Generally, it’s simply anther way to get from one place to another and fuse with different NPCs rather than changing the puzzles in a meaningful way. Likewise, while the graphics represented these sections well, I think the developers could’ve done more with it, such as more bigger enemies and obstacles that meant using the duplication feature in interesting ways, rather than just hitting switches. Ezlo was also a pain in the ass, thankfully rectified in the post-game, and the Kinstone fusing got old quickly, too. This mechanic replaces traditional fetch and trading quests and is used as a shorthand for everything, limiting your exploration options and adding an element of grinding. The bosses were fun, if too few in number, but Vaati wasn’t the most enigmatic or threatening villain and the story felt uncharacteristically low stakes for a Zelda game. As a spiritual successor to A Link to the Past and the handheld games, The Minish Cap does well and the core Zelda gameplay is always enjoyable, but I don’t think this one lived up to its full potential and it ended up being more of a chore at times.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Was The Legend of Zelda: The Minish Cap a staple of your Game Boy Advance library back in the day? Were you a fan of the Wind Waker art style and, if so, what did you think to the way it was implemented here? Did you enjoy the shrinking mechanic and the Kinstone fusions or did they become tedious for you, too? Did you ever fuse every Kinstone and collected every figurine? What did you think to Vaati as a villain? Would you like to see the Minish return? Which Zelda game is your favourite and how are you celebrating the franchise this month? Whatever your thoughts, share them below and be sure to check out my other Zelda content on the site.
Upon the release of Pokémon: Blue Version and Pokémon: Red Version(Game Freak, 1996), a new craze swept through playgrounds. An entire generation grew up with Pokémon, as clever marketing saw it become a massively lucrative and popular multimedia powerhouse. Accordingly, February 27th is recognised as “National Pokémon Day”, which I expanded to an entire month of Pokémon this February, which is even more fitting given that February 6th is the day that Mew gave birth to my favourite Pokémon, Mewtwo!
Released: 10 May 2019 Director: Rob Letterman Distributor: Warner Bros. Pictures Budget: $150 million Stars: Justice Smith, Ryan Reynolds, Kathryn Newton, Bill Nighy, Suki Waterhouse, Ken Watanabe, and Rina Hoshino/Kotaro Watanabe
The Plot: When his ace detective father goes missing, Tim Goodman (Smith) reluctantly teams up with his Pikachu partner (Reynolds) and aspiring report Lucy Stevens (Newton) to unravel the mystery.
The Review: Pokémon: DetectivePikachu takes place in Ryme City, a bustling, neon-drenched metropolis billed as a utopia for humans and Pokémon alike to live and work together in harmony. The city was built by billionaire tycoon and Pokémon advocate Howard Clifford (Nighy), a disabled visionary who poured his heart and soul into protecting Pokémon and fostering positive relations between them and humans. Much of this is related to the audience during Tim’s train ride to the city and in a format not unlike the “Welcome to the World of Pokémon” introductions included in many of the animated features, and is a fun way to show how Ryme City sets itself apart from other regions and locations. There, Pokémon battling is banned and people are discouraged from having PokéBalls. The relationship between humans and Pokémon is supposed to be more symbiotic and mutually beneficial, though that doesn’t stop everyone Tim meets asking where his “partner Pokémon” is. We’ve seen similar cities to this in the videogames and anime; indeed, the idea of humans working alongside Pokémon has been present since the first games. However, it’s presentation in this decidedly Blade Runner (Scott, 1982) inspired environment is not just to stuff in a load of Pokémon cameos but also to acclimatise viewers to the idea that, in this world, Pokémon are real and integrated into society. Still, the world of Pokémon: DetectivePikachu should be instantly recognisable to series fans and the film thankfully doesn’t bog down its run time with heavy handed exposition into its mechanics. This may be somewhat alienating to newcomers but it’s pretty clear from the title and the presentation who this film is aimed at, and I appreciate that it embraces the concept and plays it straight. It also has some tenuous ties to both the anime and the videogames: Mewtwo is said to have “escaped form the Kanto region” twenty years ago and Pikachu tearfully sings the anime’s original infectious theme song at one point, meaning the film can easily be seen as an extension of one or the other (or both, if you like). Layman viewers are tossed a bone in the main character, Tim, who is noticeably distinct from every other character he meets in that he doesn’t have a Pokémon partner and seemingly has no interest in the creatures.
Distraught Tim reluctantly partners with Pikachu to investigate his father’s death.
Again, this isn’t something new; the animated features often include characters either wary of or disinterested in Pokémon. Tim was an avid Pokémon fan as a kid; young Tim (Max Fincham) followed and participated in battles, collected the cards, and lived the Pokémon life. However, that all changed when his mother died; this drove a wedge between him and his father, who threw himself into work with the Ryme City Police Department, leaving Tim to be raised by his grandmother (Josette Simon) and grow up resenting both his father and the Pokémon he preferred to spend time with. Rather than growing up to be a Pokémon Trainer, Tim takes up a tedious job in insurance and has no interest in partnering with a Pokémon but ends up lumbered with his father’s cheeky Pikachu partner when he travels to Ryme City following his dad’s sudden death. Tim’s clearly shaken by his father’s demise and wrestling with conflicting emotions. He struggles to express himself when meeting with Harry’s friend, Lieutenant Hideo Yoshida (Watanabe), who relates that Harry always loved his son. This is little comfort to Tim, who’s clearly rattled at being denied the chance to get some closure and just wants to get home as quickly as possible. The deerstalker-garbed Pikachu completely upends that, however, since Tim can strangely understand the pint-sized detective. Tim initially reacts to this with shock and horror, believing he’s either going mad or has been adversely affected by a mysterious purple gas he discovers in Harry’s apartment. Even when he accepts that no one can understand Pikachu but him, Tim is reluctant to assist the Pokémon in figuring out what happened to his partner. Believing he lacks the same detective skills and expertise as his father, Tim repeatedly shuns Pikachu, who latches onto him out of desperation since he’s suffering from amnesia but feels it “in his jellies” that there’s more to Harry’s death than the media and the police want to admit. Pikachu’s insistence is infectious, and Tim reluctantly agrees to help with his investigation, aiding Pikachu by talking to humans for information while Pikachu interrogations Ryme City’s Pokémon. Though he’s uncomfortable carrying Pikachu on his shoulder and indulging his hairbrained theories, Tim proves a great asset when they question Harry’s informant, a Mr. Mime, leading to a hilarious moment where Tim threatens (through pantomime) to light the Pokémon on fire!
Aspiring journalist Lucy helps Tim and their investigation leads them to Clifford Howard.
Tim also provides Pikachu with the strongest lead in their muddled case when he’s accosted by aspiring reporter Lucy Stevens and her Psyduck (Michael Haigney). Struggling as an unpaid intern repeatedly ignored and chastised by her peers, Lucy is desperate to break a big story and senses that something’s amiss about Harry’s death. This is primarily because she has acquired several vials of the purple gas Harry was investigating, a strange substance known as “R” that temporarily drives any Pokémon that inhale it into a blind rage. Though he claims otherwise, Tim is clearly smitten by Lucy (and, honestly, I don’t blame him) and, while he doesn’t tell her the truth about Pikachu, he does review her notes and work with her to figure out what’s going on. Pikachu tries to help Tim flirt with and grow closer to Lucy, but despairs when Tim proves to be awkward around her and lack game. However, Lucy doesn’t seem to mind and finds the troubled young man charming, even when he’s stumbling over his words or making a fool of himself. While Yoshida believes Harry perished in a car crash, Clifford’s advanced holographic technology shows the detective survived and that both Mewtwo and Pikachu were at the scene, compounding the mystery further by naming his resentful son, Roger (Chris Geere), as the one behind the R. Thanks to Lucy’s digging, Tim learns of an abandoned research facility where Mewtwo was held against its will and harvested to synthesise R, and all signs point to the genetically engineered Pokémon turning its wrath on its captors and, by extension, Harry, who was contracted to capture it. Though this is clearly the big break Lucy has been looking for, she never abandons Tim in favour of getting her scoop like some fictional journalists. Indeed, they remain united throughout the film, working together to help each other, though Lucy continues to run into obstacles when she desperately tries to warn Ryme City’s inhabitants about the R gas in the final act.
Though suffering from amnesia, Pikachu is determined to solve the mystery of Harry’s disappearance.
Since he isn’t a detective, Tim’s at a loss about how to investigate his father’s death and even more helpless at uncovering proof that Harry survived. Thankfully, Pikachu is more than capable of carrying the bulk of the detective work. Though he’s suffering from amnesia, he’s no less determined to root through newspaper clippings, articles, photographs, and unturn any stone to find some kind of connection. Fuelled by caffeine and an insatiable lust for solving a good mystery, Pikachu tackles the investigation with gusto, chattering a mile a minute and standing up to any challenge. This bites him in the ass when he and Tim infiltrate an illegal underground Pokémon battle run by Sebastian (Omar Chaparro) and Pikachu’s forced to battle a voracious Charizard to get information from Sebastian, a sequence that showcases Tim has retained knowledge of Pokémon battles, but the amnesia has caused Pikachu to forget how to fight! Pikachu’s stunned to see he was at the scene of the crash and heartbroken when the Pokémon Comprehensive Laboratory (RCL) footage suggests that he betrayed Harry and led to his death/disappearance by freeing Mewtwo. Tim, Pikachu, Lucy, and Psyduck’s desperate escape from RCL sees them eluding not just a contingent of Greninja but also nearly crushed to death by giant Torterra masquerading as a forest, further results of the RCL’s horrific Pokémon experiments. Pikachu is gravely injured during the escape, which deeply upsets Tim. Despite him shunning Pikachu, and all Pokémon, he comes to connect with the adorable pint-sized detective and is devastated at losing him, both because he considers him a friend and partner and also because he’s the last link to a father he never knew. Luckily for them, some local Bulbasaur guide them to Mewtwo, who heals Pikachu and adds a touch more exposition to what really happened before being ensnared by Roger’s drones. However, this brief glimpse leaves Pikachu despondent and he wanders off, believing he’s a danger to everyone, only to stumble upon the crash site and realise it was the Greninja who attacked Harry’s car, not Mewtwo, and rush to help Tim confront the true mastermind behind the film’s events.
The Nitty-Gritty: Given the movie’s title, it should be no surprise that Pokémon: DetectivePikachu is primarily a mystery story. There’s the obvious mystery surrounding Harry’s unexpected death, which evolves into a mystery about whether he survived or not, what happened to him after the fact, and what role Mewtwo and the Cliffords played in it all. Pikachu, Tim, and Lucy are united in investigating this conundrum, which intersects with all their lives: Lucy’s been investigating the R gas, which was found in Harry’s apartment and produced at RCL, with each step piecing more of the puzzle together for them. Along the way, they’re hounded by numerous obstacles: first, the R gas turns some Aipom rabid, showcasing how dangerous the gas can be, then Tim and Pikachu have to survive a battle with a similarly enraged Charizard, and finally they face persecution from Roger and his minions as they seek to recover Mewtwo and cover up their tracks. All the while, they’re shadowed by Clifford’s mysterious and unnerving bodyguard Ms. Norman (Suki Waterhouse), who turns out to be a Ditto in disguise, and forced to flee from every confrontation since Pikachu cannot remember how to fight and Psyduck’s powers are too unpredictable to be reliable. This means Pokémon: DetectivePikachu doesn’t have many traditional Pokémon battles or mechanics, a fact only exacerbated by Ryme City outlawing battles. Indeed, Sebastian’s arena is the closest thing we get to seeing Pokémon battles; the rest of the time, the characters are fending off or running from Pokémon driven into a frenzy by R. It’s an unusual approach but it seems to serve the narrative well. This isn’t the traditional story of an aspiring Pokémon Trainer earning badges and overcoming a nefarious team of criminals. It’s a young man desperately trying to figure out what happened to his estranged father in a colourful and chaotic world where Pokémon of all shapes and sizes exist.
Many Pokémon are brought to life but the effects often suffer as a result.
The idea of doing a live-action Pokémon movie had been doing the rounds for some time and many aspiring digital artists had tried to show how the concept would work on the likes of Deviantart, with these efforts being pretty close to the final result. Pokémon: DetectivePikachu is stuffed with all kinds of Pokémon, from Machamp and Snubble working with the police department, to firefighting Squirtles and various Flying-Type Pokémon soaring through the skies of Ryme City. Charmanders walk the streets, Jiggypuff (Rachael Lillis) sings karaoke, Greninja hunt our protagonists, and gigantic Torterra shift the very landscape and it’s all taken entirely in stride. There’s literally nothing unusual about these creatures wandering around as they like and the integration of Pokémon into human society is fun to see, though the CGI can be questionable at times. It’s obvious that most of the work went into bringing Pikachu to life; he’s the most detailed, expressive, and nuanced of all the film’s Pokémon. Everything from his little red cheeks, his glassy and vivid eyes, and the tufts of fur on his body are beautifully brought to life, and he interacts seamlessly with Tim at all times. The same isn’t true of most other Pokémon, unfortunately. While Gengar looks great rendered as a gaseous, leering spirit, Charizard, Machamp, and even Psyduck appear a bit too cartoony. This is largely because the filmmakers stick very closely to the Pokémon’s original designs, which is commendable and definitely brings them to life, but results in them sticking out against the more realistic backgrounds. It’s a bit like Who Framed Roger Rabbit (Zemeckis, 1988) but, whereas it made sense for the Toons to appear as living cartoons, it doesn’t quite work for these supposedly real creatures to appear so fake. I definitely think it works for the most part and I’m impressed that Pokémon: DetectivePikachu includes so many Pokémon and integrates them so well, but I do wonder if the effects might’ve been better served by focusing on a handful of Pokémon. Like, maybe if Ryme City were a little different and Pokémon are largely banned and Clifford was trying to change that, so you’d only see a few different types of Pokémon, freeing the animators to make them look as good as possible. It’s a minor thing, but a noticeable one, for sure.
Tim stops Clifford’s mad plot and Mewtwo finally reunites him with his father.
Sadly for me, the Pokémon who suffers the most from this is Mewtwo. Appearing sleek and eel-like, it lacks the armoured, menacing appearance it usually exudes, though it’s no less threatening in its actions. Once again captured and experimented on, Mewtwo flies into a rage and destroys its facility, but is unable to save Harry from the Greninja attack. However, his loyal Pikachu offered to house Harry’s consciousness until Tim could be brought to Mewtwo to reunite Harry with his recuperated body. These revelations all come after it’s revealed that Clifford’s Ditto has been posing as Roger all along (or, at least, for much of the film) and that Clifford was behind everything. Interestingly, Clifford’s goal isn’t world domination or power; it’s to transfer his consciousness out of his crippled body and into the most powerful Pokémon of all. Successfully possessing Mewtwo’s body, Clifford unleashes the R gas throughout Ryme City using a balloon parade, turning all Pokémon feral and leaving them susceptible to his Psychic powers. Again, this isn’t to control them, but rather to use Mewtwo’s hitherto-unknown ability to merge a human’s consciousness with a Pokémon to literally unite the two species in a forced harmony and allow humanity to “evolve” into a better form. While the mismatched Pikachu battles Mewtwo atop the balloons, having rediscovered his Electric-based attacks, Tim fends off Ms. Susan, who assumes various forms (including an unsettling masquerade of Lucy) and removes Clifford’s control device from his prone body, breaking his connection to Mewtwo. Sadly, Lucy isn’t much help during all this as she’s infused with her Psyduck while trying to get the panicked civilians to safety, but she’s charged by the real Roger to break the story after Mewtwo restores everyone to normal. This includes Pikachu and Harry, who returns to full health as Ryan Reynolds and is delighted when Tim decides to stick around and build bridges with his estranged father.
The Summary: Pokémon: DetectivePikachu has a lot going for it. I really liked the design of Ryme City, how it mixed old and new technologies and East and West in its makeup and echoed the tech-noir design of Blade Runner to be both sleek and futuristic but also grimy and dangerous at the same time. I quite liked Tim’s character and his arc; it’s nothing especially ground-breaking but I think Justice Smith did a great job with the character’s emotions and charming awkwardness. I loved Kathryn Newton; she’s super cute and I liked that they didn’t have her simply be obsessed with her career and screw Tim over for her big break, though she does get a bit shafted in the finale. Ryan Reynolds was also great as the wise-cracking, coffee-obsessed Pikachu. Pikachu is as adorable as ever but given a fun edge through his snarky demeanour and obsession with cracking the case and figuring out what happened to his memories and his partner. It was a bit of a shame to not follow a more traditional Pokémon story and characters, but I think it works well for Pokémon’s first live-action outing. I feel the movie appealed to both long-term fans and newcomers by choosing this format and it help make the presence of these cartoonish creatures more acceptable by focusing on them as just an everyday part of life. Sadly, the effects can be a bit hit and miss; like I said, I think the filmmakers overreached a little by featuring a few too many Pokémon and the CGI does suffer at times as a result. Pokémon: DetectivePikachu also struggles a bit with its pacing; it seems to drag a little in the middle, making exciting sequences seem lifeless in the process, and I wonder if this could’ve been prevented by having Lucy be a Pokémon Trainer and thus injecting some traditional battles to keep the pace up. Still, it’s a fun and heart-warming film that appeals to kids and has some fun content for adults (mostly in Ryan Reynolds’ depiction of Pikachu), and it’s worth it just to see Bill Nighy go on a maniacal rant while possessing Mewtwo’s body!
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Did you enjoy Pokémon: DetectivePikachu? What did you think to the depiction of Pokémon in a live-action aesthetic? Did you like the mystery surrounding Harry and Tim’s depiction as reluctant partner to Pikachu? What did you think to Ryan Reynolds’ portrayal of Pikachu? Were you disappointed that there weren’t more traditional Pokémon battles? What did you think to the CGI and was your favourite Pokémon included here? How are you celebrating National Pokémon Day this year? Whatever your thoughts, drop them in the comments below and be sure to check out my other Pokémon content.
January sees the celebration of two notable dates in science-fiction history, with January 2 christened “National Science Fiction Day” to coincide with the birth date of the world renowned sci-fi writer Isaac Asimov, and HAL 9000, the sophisticated artificial intelligence of Arthur C. Clarke’s seminal 2001: A Space Odyssey (1968), being created on 12 January. Accordingly, I dedicated all of January to celebrating sci-fi in all its forms.
Released: 30 September 1998 Developer: DMA Design
A Brief Background: Developed by DMA Design, the team behind classics such as Lemmings (1991) and the original Grand Theft Auto (1997) and who would go on to be rebranded to Rockstar North to spearhead the subsequentGrand Theft Auto franchise, Body Harvest had a tumultuous development history. An early example of open-world gameplay, Body Harvest was initially planned as a launch title for the Nintendo 64. Unfortunately, the complex nature of the ambitious gameplay mechanics prevented that. Language barriers also caused issues for the Dundee-based team, who drew inspiration from B-movies and sci-fi classics when conceiving the time travel plot. Nintendo of Japan had many notes regarding this, wishing the narrative to be simplified, and the initial idea to incorporate role-playing mechanics was ditched in favour of a more mission-based structure. While Body Harvest received only average reviews, it’s been praised as a hidden gem for the console thanks to its many gameplay mechanics and replay value.
First Impressions: Body Harvest is one of the Nintendo 64’s more obscure and ambitious titles, primarily because it takes place in a very large (if, often, very empty) open world and affords you a great deal of freedom regarding exploration. As related through the open text and cutscene, you take control of genetically engineered soldier Adam Drake, who battles bug-like aliens who routinely return to Earth to harvest humans. With the aid of a time machine, Adam (and therefore the player) visits various historical locations over a 100-year period before confronting the enemy head-on on their artificially created comet. Body Harvest is a 3D, third-person shooter with puzzle solving elements and vehicular sections, and a lot of back and forth between locations sprinkled in as aliens teleport in and attack the area. Players can interact with their environment (open doors, pull levers, talk to non-playable characters (NPCs), check drawers and chests for goodies, light candles, etc) with A, fire their current weapon with Z, and hold the Right trigger to enter a targeting mode to better blasts alien bugs. While shooting in this mode, you can press C-Left or C-Right to dodge roll out of harm’s way or press C-Down for a complete turnaround. You can switch weapons by pressing up and down on the directional pad, take calls from Daisy (who alerts you to alien attacks and objectives), and view a larger (though surprisingly unhelpful) map from the pause menu. A mini map is also present but, while it shows you vehicles and enemies, it’s not the best at pointing you in the right direction so you’ll be doing a lot of jumping between active gameplay and the pause map to make sure you’re going in the right direction. Adam can swim, but not for long, and can replenish his health, ammo, and fuel by grabbing pick-ups dropped by enemies or found in people’s houses
Blast alien scum in this fun, but clunky and incredibly challenging, obscure N64 title.
Adam starts the game with his default pistol (which has infinite ammo), but you can also grab a machine gun, shotgun, rocket launcher, and TNT for blowing up boulders blocking your way. Each level hides three Weapons Crystals and three Alien Artifacts; finding the crystals grants you a unique, powerful alien weapon and finding the artifacts allows you to replay the boss battle. You’ll also make use of the Sun Shield, another infinite ammo weapon that burns up bugs and lights torches, and hop in various vehicles with C-Down. Each vehicle handles differently, with trucks chugging along, motorcycles blasting away at breakneck speed, and tanks crashing through gates and trees. Most vehicles see you switching to the machine gun by default but tanks fire an infinite gatling gun or mortar cannon, though you must keep an eye on your fuel and vehicle health. You can also jump in fire engines to extinguish fires and, eventually, pilot various planes and even the all-powerful Alpha Tank. A degree of auto aim helps with the shooting sections, which are where Body Harvest shines. It can be hectic attacking bugs as they’ll attack buildings and eat or capture NPCs, forcing you to quickly take them out to add to your high score and keep from failing because the environment has been too badly damaged. Each stage is broken up into at least three sections, separated by a boss battle (against an alien “Processor”) and a shield wall. The only way you can save the game is by defeating these bosses, meaning you can lose a lot of progression very quickly if you don’t stay healthy. Adam (and the game’s vehicles) can be a bit clunky to control, moving very slowly and utilising “tank” controls. He’s also quite fragile, falling down dead from sustained attacks and even drowning if you stay in water for too long, with no lives, checkpoints, or respawn points to help you if you make a mistake.
Solve puzzles, save NPCs, and blow up large alien Processors to progress.
I played Body Harvest as a kid and loved it. Something about the graphics, as blocky and simple as they are, and the bug-blasting action really stuck with me, even though the game was always difficult. You get two difficulty settings (“Hero” and “Zero”), though the game cannot be completed on “Zero” and is pretty unforgiving at times no matter which one you pick. Adam is a big, lumbering target, vehicles struggle to turn and get up hills, and ammo isn’t exactly plentiful. There are some puzzles to deal with, too, like searching for keys or pulling levers to lower bridges. As long as you enter every building and chat with NPCs, you should figure these out but Daisy’s not much help at delivering specifics so an online guide is recommended. There are also some handy-dandy cheats to help you out; by naming one of your three save files ICHEAT, you can activate these with in-game button presses. These grant you all weapons, stronger firepower, weaken bosses, turn Adam into his dark doppelgänger, and even make him dance. Sadly, while you can fully replenish Adam’s health, there’s no invincibility, which really handicaps my ability to overcome Body Harvest’s immense difficulty curve. It’s not even really the difficulty; it’s the lack of check- and save points that really cuts the legs out from the game. Thus, unfortunately, I couldn’t even clear the first stage, which takes place in Greece in the 1900s. It didn’t help that the game’s thick with fog and slowdown, but I gave up shortly after beating the first Processor. Just getting to this had me wandering around the ruin-strewn valleys looking for a key to the military hanger, putting out fires, and being crushed by alien mechs. These all explode in a spectacular splatter of alien gore, which is very satisfying, but it’s not very fun when you’re at full health and then get clobbered down to nothing. I blew open the boulder, jumped in the Panzer tank, and defended the monastery and village from attacks, but got screwed by the mortar-firing Humber and died shortly after exploring an underground passage.
My Progression: I was determined to beat Body Harvest on at least the “Zero” setting but failed miserably. It’s just a very tough, obtuse, and clunky game. The map seems very big from the map screen, but the environments are quite small, which is actually helpful as you’ll be doing a lot of backtracking and exploring. Looking ahead on the Greece stage, it seems you eventually get a crash course in aviation, have your first run-in with Adam’s alien twin, and take control of a boat to reach new areas. I was screwing about trying to find a boat when I died on my last attempt, so I don’t think I was too far from the second Processor but my motivation for trying dwindled after this death. If the game employed a lives system, these issues would be immediately circumvented. Indeed, it’s very unusual to play a Nintendo 64 game that doesn’t have a lives system and it unfortunately makes Body Harvest unnecessarily difficult and inaccessible. You can use the ICHEAT and refill health code to help, but it’s not going to do you much good if the “human” damage bar fills up or you get caught in a crossfire, ending your run and forcing you to restart from the last save point (or, worse yet, the level’s start!)
Unfortunately, the game’s too difficult for me to experience the later stages and bosses.
It’s a shame as there are some unique and fun looking stages later in the game. Players travel to the swamp-like Java, an American city, hop in a Scud missile launcher in frigid Siberia, and blast around the alien’s home comet in the all-powerful Alpha Tank. There, if you survive the onslaught of aliens and their projectiles, you’ll confront their mastermind, a brain in a jar, and Adam’s doppelgänger, who apparently transforms into a monstrous form. You’ll pilot a gun boat, test drive an experimental submarine, and commandeer a UFO to track down and destroy Black Adam’s (not that one) doomsday devices. It all sounds, and looks, very thrilling and I wish I could’ve experienced it with some kind of level skip or invincibility cheat, or if the game were a little more forgiving or had a lives system. Honestly, your best bet is to get a Gameshark or similar cheat device as Body Harvest is one of the toughest games ever, never mind on the Nintendo 64. It’s insane to me, honestly, that the game is so punishing. By the time Body Harvest came out, regular save points were well established on the system, either using the cartridge or a Memory Pak. There’s no excuse for not allowing manual saves or dropping in more save points to help players out but, again, simply having a lives system would’ve been enough. Start Adam with three lives and have him pick himself up or respawn after a life’s lost, then hide lives in buildings or behind score points. Instead, I’d wager very few players managed to get past Greece and, even then, were probably stunned to find the game ended prematurely on the “Zero” difficulty.
Body Harvest is at its best when you’re blasting aliens or driving around and blasting aliens. The on-foot sections and puzzles are clunky and boring, the environments don’t lend themselves to exploration, and the visuals are subpar considering some of the titles that were available at the same time. I’d love to see more of it but it’s too frustrating to keep me motivated to try so, sadly, it goes back on the shelf as a piece of nostalgia that I cannot crack. The alien bugs look great, as do the vehicles, but buildings and character models are very basic, blocky, and forgettable. Even Adam doesn’t impress with his plodding orange armour and inability to jump or control well. The sheer amount of wandering about, pulling levers and exploring, probably explains why the alien processor isn’t much of a fight, especially in the thick-hide of the Panzer tank. It just sits there, firing energy bolts, and blows apart after a few hits. If you collect the level’s unique alien weapon, these battles are apparently even easier, though I don’t think you can access the weapon in the first area alone. But perhaps you had better luck. Maybe you easily blasted through the levels despite the lack of save points. Perhaps you easily assembled the Weapons Crystals and took out Black Adam. If so, I’d love for you to tell me how in the comments.