Showing posts with label game boy color. Show all posts
Showing posts with label game boy color. Show all posts

Wednesday, May 20, 2015

The Mysterious Nature of Link’s Awakening


I posted this piece to a Zelda forum a while back, but after recently playing through the original black and white Link’s Awakening (I’d previously only ever played the Game Boy Color “DX” version), I thought I’d revisit these thoughts and expand on them. Heavy spoilers for Link’s Awakening are in the latter half of this post, but I’ll warn you beforehand when we get there, as well as put a marker where the spoilers end.

The first Legend of Zelda game I ever played and completed was The Legend of Zelda: Link’s Awakening DX for the Game Boy Color. I remember my older brother showed me the original black and white version of Link’s Awakening and simply said something like, “This is Zelda.” I recall looking over his shoulder and watching him fight Moblins in the Mysterious Woods (from that day on, I would never, ever forget that music). I was immediately intrigued. I picked up the newer, color version of the game and dived in. I spent so much time just being enthralled at how you could cut grass and practiced doing a spin-attack to cut as much grass as possible in Mabe Village, where this adventure begins.

Link’s Awakening has a mysterious nature that I still can’t quite accurately describe to this day. The special, surreal feeling that this game exudes has remained unique to it even all these years, and many other games, later. After about a year of being stuck on a puzzle in the game’s second dungeon, Bottle Grotto (the one where you must defeat three enemies in a certain order), I fully immersed myself in the game during a week of being home sick from school with strep throat. I’ll never forget that initial playthrough. The endless feeling of discovery and intrigue the game provided was something I’d never experienced in a game before. I realize today that this sense of discovery was one of the key factors that initially attracted me to Zelda, and adventure and exploration games in general.

Link's Awakening DX for Game Boy Color
The entire experience is layered with mystery in a way that no other Zelda game has quite captured for me, not even Majora’s Mask, the spiritual successor to Link’s Awakening (don’t get me wrong: Majora is magnificent and mysterious in its own right, and equally as special in its own unique way). The game is full of baffling discoveries whose true purposes only become clear when you find the right tool, character, plot device or when you unlock some other mystery. I remember the first time I entered the abandoned House by the Bay. The music was so lonely and I could only wonder what the significance of this dark, decrepit shack was. Who lived there? Where were they now? Then there are the numerous secret passages and caves that one can find that lie just out of reach and seem impossible to get to, as well as countless other puzzling circumstances present in the game (why is there a flamethrower blocking my path in this cave, and how do I get past it?). The feeling of finally figuring out how to reach one of those secrets or solve one of those puzzling scenarios is one of the most satisfying feelings in all of my gaming career. Of course, you could attribute these elements to many Zelda games, but this one feels especially puzzling and cryptic at times (in a good way), often dangling a tantalizing secret in front of the player but leaving it up to them to figure out how to solve it. And then of course there is the incredibly memorable cast of characters and enigmatic narrative.

Everything and everyone in the game gives off this surreal, almost suspicious vibe. Character dialogue ranges from comically puzzling: “Yep!  Those're  my boys! I'm Papahl, pleased ta meetcha! I'll be lost in the hills later, so keep a look out for me, hear?” to oddly suspicious: “HO HO HO! I'm your bad guy this time!! HO HO HO!” to just plain surreal: “I dreamed that I turned into a carrot last night… What an odd dream...” The central narrative that winds through Link’s adventure is also shrouded in mystery, and the odd (yet charming) cast of characters only builds on this enigma. What are the mysterious Owl’s motivations? Who or what is the Wind Fish? Just what exactly is going on? Nothing is ever quite clear, and as a young kid playing it for the first time, the entire experience felt something like a dream.

…and Spoiler Alert for those that haven’t experienced this handheld gem… (skip the next four paragraphs to avoid major spoilers)

Koholint Island, the setting of Link's Awakening
…that’s because it is a dream. But this isn’t your typical “it was all a dream” story that reveals the twist at the very end as the main character wakes up, and doesn’t explore the concept any further than that. In Link’s Awakening, the dream narrative is woven into every facet of the game’s world and character interactions. Hints are dropped everywhere about the true nature of Koholint Island, and roughly three quarters into the adventure, the truth is revealed to the player, leaving them to ponder it for the remainder of the game and question every step they take. But this isn’t Link’s dream; the entire world in the game along with all of its inhabitants and a visiting Link exist within the dream of a slumbering deity-like being known as the “Wind Fish”. I said earlier that I can’t quite accurately describe the atmosphere of Link’s Awakening, but the best and most obviously appropriate adjective to use is “dreamlike”. One of the interesting aspects of this story is that all of the main characters are driven by selfish motivations, including Link, who wants to wake the Wind Fish so he can leave the island; likewise, the Owl, as an agent of the Wind Fish’s subconscious, manipulates Link into waking up the being, the “villainous” Nightmares…well, we’re told that they want to take over the island, but it seems to me like they’re just trying to protect their own existence. You see, if the Wind Fish wakes up, the dream will end and Koholint Island and everything and everyone on it will disappear.

The friendly couple with the quadruplets in Mabe Village? Gone. The two pen-pals trading letters? Gone. A chef that wants to start a restaurant chain on the island? Gone. And then there’s Marin, a curious young girl fascinated with Link for one reason: he is from outside the island. Marin envies the seagulls and wonders where they come from, she wishes she could sprout wings as well and discover what lies beyond the sea. Her curiosity and actions seem to be those of a sentient, intelligent being. But when the Wind Fish wakes up? She never existed…or did she?

Marin opens up to Link about her dreams
That’s the question at the heart of Link’s Awakening, and it’s a harrowingly complex one for a humble little Game Boy game that first released in 1993, and in a larger context for video games as a whole at the time. In the end, Link destroys the last of the Nightmares (who had been keeping the Wind Fish asleep interminably so their world would never disappear…can’t say I blame them), wakes the Wind Fish, and we watch helplessly as the island and all of its inhabitants are wiped from existence. Link wakes up in the middle of the ocean, floating on the wreckage of his ship, and watches the Wind Fish fly overhead as the credits roll, before “The End” pops up on the screen. It’s a starkly simple but appropriate ending. Just as the Wind Fish tells Link at the end: “It be the nature of dreams to end”. Have you ever had a dream that felt so real, so tangible in the moment, only to suddenly awaken and feel a sense of sadness that all of it is gone forever? I have. Sometimes when I’ve first awoken, I’ve tried to fall back asleep, to go back to the adventure that I was having. But I can’t. It’s gone, existing only in my memory and soon that will likely be gone too.

Now, if the player manages to complete the entire quest without ever dying (something I’ve never managed to do as it’s very easy to die in Link’s Awakening), we are greeted with an extra scene that differs slightly between the original black and white version and the DX version, but both basically amount to the same meaning. Essentially, it is implied in this bonus ending that Marin gets her wish and becomes a seagull. This provides some touching closure for Marin’s character and it also raises even more questions about just how real the world of Koholint really was. I can’t think of another action/adventure video game where the world and all of its people is not only not saved at the end of the adventure, but is completely obliterated, and at the “hero’s” own hands no less. This one aspect is enough to make Link’s Awakening unforgettable for me.

Marin
Major Spoilers end here for those who skipped ahead.

Beyond the mysteries and the intriguing narrative though, Link’s Awakening was a trendsetter for the rest of the Zelda series, and it never seems to get any credit for it. Not only was this the first time we see Link venture away from Hyrule, Princess Zelda, Ganon, the Triforce and all that business into a completely new place with a completely new story, mythology and characters, but Link’s Awakening also pioneered several trends that would go on to define Zelda games in the future, and that had an especially large influence on the Zelda game that immediately followed, that being the most widely regarded game in the series (and one of the most widely regarded video games of all time), Ocarina of Time. A large cast of uniquely quirky NPCs, a large trading quest that stretches across a sizable portion of the game (a la the Biggoron’s Sword quest in Ocarina of Time), a large collectathon side-quest, fishing, dungeons with unique background music and more of their own personality, a talking owl that serves as the hero’s guide, an ocarina with a more expanded role that plays several different songs used for warping and solving puzzles, and even the Lens of Truth (known as the Magnifying Lens here, but it essentially serves the same function) all come from Link’s Awakening. I’m sure many people would be quick to credit Ocarina of Time for bringing all of these elements into Zelda, but nope, it was the first handheld title in the series; a humble, often underappreciated little masterwork that established all of this. Ocarina of Time only developed these elements even further, and later titles continued to develop them and add to them. I would argue that Link’s Awakening is just as important to what the Zelda series would ultimately become and be known for as A Link to the Past is. As for the influence that Link’s Awakening has had on me personally, that should be clear by now: it’s one of the most important works of art in my life and continues to inspire me all the time.

So basically what I’m saying is that if you’ve never played Link’s Awakening, I highly recommend you change that, dammit! It is one of the deepest and most unique games in the Zelda series and tied as my personal favorite, along with Majora’s Mask and The Wind Waker. You don’t have to know anything about the Zelda series to get something out of this game (it was my personal first after all), so even if you have no experience with the franchise, I’d still recommend checking Link’s Awakening out. You can still find the original Game Boy cartridge and the DX Game Boy Color version online, but if you own a 3DS, you can simply download the DX version from the eShop for a few bucks (that’s the version I recommend anyway). Hey, while you’re at it, you can also download two Zelda games that are even more overlooked than Link’s Awakening: Oracle of Seasons and Oracle of Ages, both of which also come with a high recommendation from yours truly.

What are your thoughts on Link’s Awakening? Do you have a similar memory of your first Zelda experience? Or of your experience with the first game you played in one of your favorite series? What video games give you a sense of wonder and mystery similar to my experiences with Link’s Awakening? Let me know! I’d love to hear about it!

Thanks for reading!

Sunday, August 25, 2013

Shantae (Game Boy Color) Review



I've always thought that the infamous Castlevania II: Simon's Quest was a good idea, but one that was poorly executed. I liked the idea of a sprawling 2D world full of branching paths and dotted with towns and dungeons, but in the end the game just turned out to be pretty boring. There were several factors that weighed the game down: tedious grinding in place of actual challenge, bland dungeons with boring design, and just other silliness like the slow text boxes marking day and night transitions. The idea of having one seamless, explorable 2D world was later translated into the Metroidvania formula made famous by Castlevania: Symphony of the Night on the PS1 and later perfected (in my own humble opinion) in the Aria and Dawn of Sorrow titles. But we never really got another game quite like Simon's Quest. Zelda II (which was released before Castlevania II) comes to mind, but Zelda II features an overhead world map and various separated 2D action environments instead of one continuous 2D world. For the record, Zelda II is also just a much better video game than Simon's Quest on every level. The concept of a 2D scrolling world that eventually loops with townsfolk to talk to and dungeons to explore is a game concept that sadly seemed to have died with Simon's Quest's flawed execution of the concept.

Until Shantae was released for the Game Boy Color in 2002 (and FINALLY re-released for the 3DS Virtual Console about a month ago, meaning I don't have to shell out over $200 to play the game anymore).

Shantae takes everything that made the concept of Simon's Quest interesting: a big scrolling 2D overworld that's filled with monsters and different pathways as well as several towns, but does everything so much better with a charming story full of very memorable characters, interesting and well-designed dungeons, a similar day and night system without the text boxes, and other tweaks like retaining progress even after all lives are lost. The only risk in losing all of your lives in Shantae is being sent back to the nearest save point; all other progress, including all acquired items and gems (the game's currency), sticks.

Shantae, forced into action after pirates cannonball her lighthouse home

But Shantae is much more than just a well-realized execution of Simon's Quest's concepts. Ir's hard not to remember the troubled second chapter in the Castlevania legacy when playing Shantae, but Shantae is also just a damn fine, refreshingly original 2D action adventure in its own right.

You play as Shantae, a "Half-Genie", belly-dancing, transforming, hair-whipping storm of awesomeness. Shantae is the self-appointed guardian genie of a small fishing village called Scuttle Town. The story kicks off when the adorably named, yet incredibly villainous lady-pirate Risky Boots attacks Scuttle Town in order to steal a Steam Engine from Shantae's adopted Uncle, Mimic, named so for his ability to discover and duplicate ancient relics from the old world (in this case, a steam engine). After learning that Risky plans to steal four elemental stones (like a stone that produces an endless stream of water) to help power the machine and fuel her plans for steam-powered conquest, Shantae sets off on a quest across Sequin Land to unearth four labyrinths, find the stones before Risky, and foil the evil pirate's plans.

Shantae is not amused by Risky Boots' antics

It's a very Zelda-ish plot, but one with an entirely unique flavor. Genies protecting fishing villages? Evil pirates using steam-power for world domination? The way Shantae combines so many disparate elements and blends them into this wildy fun (and funny) adventure is big part of the game's charm. And I haven't even mentioned the roaming caravan of friendly, sapient zombies yet!

Shantae's action is split between the large scrolling overworld (which eventually loops around if you go far enough to the right or left, just like in Castlevania II), towns, and dungeons. Town exploration is particularly interesting because while in a town, you view things from a third-person, behind the back perspective and move left and right. This differs from the rest of the game which plays out in a standard 2D side-scrolling fashion. While in a town, you can talk to passing townsfolk and also enter different buildings and shops in the town. One of the main delights of visiting each town is all the weird people walking around, especially at night. Half of these characters barely even look human, and I love how during the nighttime, everyone is wearing dark cloaks and looks super shady. Townsfolk offer advice for your adventure, foreshadow future discoveries, or just offer some funny gossip. All towns have a save room, a bath house (for health recovery), and a shop. Some towns even offer unique mini-games like a dance parlor and a gecko race. Also, living in every town is a friendly, quirky character who will help Shantae on her travels, like her dim-witted sparring partner Bolo who has eyes for Risky Boots, or her old friend Sky, a trainer of "war birds" (whatever those are) who lends her trusty bird Wrench to Shantae (an animal who lives up to his name in a comically literal way).

Hanging out at the dance parlor

In the overworld, Shantae will travel over plains, through forests, across deserts, through swamps, and over mountains. Upon leaving Scuttle Town, players can travel in whichever direction they would like, but they may run into more difficult enemies and puzzling roadblocks if they go a certain way. It's usually pretty clear where to go next, but it's nice that players are still given a choice on which direction to travel in. There's a lot of backtracking involved, but overworld travel is kept engaging by the classic Metroidvania/Zelda formula of finding new abilities that allow Shantae to access new areas and uncover hidden shortcuts and collectables, like heart holders that permanently increase the genie girl's health. Ordinary-looking tree stumps and rocks can be broken apart to find hidden caves, and walls and special surfaces can be climbed to reach new areas. Shantae doesn't find a set of tools or weapons to reach these new ventures though (although a plethora of different subweapons can be bought from shops and used); instead she uses her natural genie abilities to transform into different creatures.

This leads me to one of my favorite features in Shantae which is her ability to use different magical dances to transform into different animals as well as perform other tasks such as warping to the game's various towns. By pressing a button, Shantae will start dancing, and by inputting different buttons in time with a beat, Shantae will perform different dance moves. Throughout the game, players will learn how to use certain combinations of these dance moves to transform into creatures such as a monkey that can cling to and climb walls and an elephant that can smash apart obstacles. Shantae features wonderfully vibrant, detailed graphics and animations, especially for a Game Boy Color game (it was one of the last on the system), and these lively animations are no more apparent than in Shantae's set of slick dance moves.

Monkey!

Shantae's list of dance moves and the act of dancing itself reminds me a lot of using both the Ocarina and the Wind Waker from the Zelda series. Also similar to Zelda, Shantae will acquire a new transformation dance in each dungeon and then use that dance to further her exploration of that dungeon, defeat its boss, and then explore new areas in the overworld. Every dungeon also introduces some kind of interesting new mechanic besides just the animal transformations, such as a magic panel that changes Shantae's color to red or blue, and puzzles are based around being a certain color at a certain time. I enjoyed all the dungeons quite a bit, although I found most of the bosses to be a bit too simplistic and easy. The only exception is the final boss, who is difficult, but in a cheap way that felt broken to me. I would attack the boss repeatedly point-blank with zero results only to attack it again in the same manner later and land a hit. I never quite figured out whether there was some pattern I was missing with this boss or if it really was just a clunky battle in terms of design.

I also want to point out a couple glitches I encountered in the game. I'm not sure if these were present in the original Game Boy Color cart, but both were encountered in the game's second dungeon. One of them involved me picking up one of the labyrinth's "warp squids" (collectables Shantae can find in each dungeon that allow her to learn a dance for warping to towns), after which the game became a mess of colorful lines and froze. Luckily, I was able to pick up the same warp squid without incident after retrying. The next glitch was an odd one that occurred while fighting the second dungeon's boss. First of all, either the boss is really, really easy, or a strange glitch allowed me to defeat it super quickly. Then, after I'd defeated the boss, the screen started to shake and after picking up the elemental stone that appears after each boss, the boss creature briefly reappeared, still in its death animation, before I was transported out of the dungeon. Weird. I'm not sure about the boss glitch, but I read online about the warp squid glitch happening to other people and apparently for them it also erased their save file, which thankfully did not happen to me. If you plan on playing the game on the 3DS Virtual Console (which you should because it's worth your time), you might want to be extra careful while in the game's second labyrinth.

Outside a town and inside a dungeon

Besides her transformation abilities and the wide range of subweapons available in the game (which I personally never found much use for), Shantae's main method of attack is whipping foes with her magical ponytail. This attack works fine enough, but it's held back by the attack's annoyingly short range. I found this very jarring and it's one of my few major complaints with Shantae. It's sort of hard to explain, but with a "whip" I expect there to be a certain range of attack and I just feel like I need to get too close to an adversary to land a blow. The whip's less-than-optimal performance is also exacerbated by the fact that many normal enemies roaming the overworld take about a million hits to kill, especially at nighttime when they all get stronger.

Throughout the game, other special attack skills can be purchased from a certain shop but the hair whip always remains the most convenient method of attack and it never gets an upgrade. I found these other skills in the game to be either too cumbersome to use or just downright useless. They either take too long to execute or end up putting Shantae at risk. One "upgrade" makes Shantae perform a forward dash attack. The problem here is that this attack is performed by holding down the "run" button in the game for a second or two to charge it up, which I'm usually constantly pressing. I can't count how many times I'd be standing on ledge, only to accidently charge up this attack and have no choice but to send Shantae flying off a ledge and into a pit of spikes to her death (spikes one-shot Shantae, which can get pretty annoying because they are very, very prominent in the game). This "upgrade" is more of a severe inconvenience than anything else and is also pretty useless in a fight because of how long it takes to charge. The player is seriously better off not buying this skill, and the other ones aren't much better, especially considering how pricey they all are.

Shantae vs. Risky

Other than these few flaws though, Shantae is a fantastic action adventure. It may borrow many concepts from Metroidvania and Zelda, but it melds them into a unique adventure with a sense of style all its own. Also, one of the best parts of Shantae is just how focused and tightly-designed it is; the game has zero filler and feels just the right length. Between Shantae's adorable belly-dancing, unique animal transformations, all the quirky and well-animated enemy designs and NPCs, the unique and catchy soundtrack, and just the funny and whimsical atmosphere this game presents, Shantae is a very memorable experience any player won't soon forget. You'll know what I mean when you compete in a footrace against a Zombie girl named Rottytops.

Moreover, Shantae proves that it's really not that difficult to have an action adventure video game that stars a cool, interesting female protagonist whose main power isn't her ability to grow a pair of gargantuan breasts that would break the back of any normal human female.