Sunday, September 22, 2019

Link's Awakening (Switch, 2019): A Few Quick Thoughts

From the Manufacturer:
Link has washed ashore on a mysterious island with strange and colorful inhabitants. To escape the island, Link must collect magical instruments across the land and awaken the Wind Fish. Explore a re-imagined Koholint Island that’s been faithfully rebuilt in a brand-new art style that will entice fans and newcomers alike. Battle enemies as you conquer numerous dungeons and uncover the hidden secrets of the island.

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I am not completely done with the game, but since I just sunk a significant amount of time into Link's Awakening (Switch) over the weekend, I figure now is as good a time as any to jot down some thoughts.


Pros (So Far):
  • The art style is incredibly cute and engaging.  The entire game has a "play set" vibe that drew me in from the start and hasn't let me go.  This is what prompted me to purchase the game, actually. 
  • The music in the game is great
  • There are a number of cameos from other Nintendo properties (like chain chomps), which is neat.
  • The moment-to-moment game play is fun and engaging; as I said above, I've already put a lot of time into this game.
  • I never played the original Link's Awakening (for the Game Boy or Game Boy Color), but from what I've seen a number of quality-of-life improvements have been made which I very much appreciate.  This includes better button mapping (by grace of the additional buttons of the Switch), a more cohesively implemented warp system, and auto-saves.
Cons (So Far):
  • I don't find this to be a con, but the game is not particularly hard on "normal," mode.  I've never gotten a game over, despite being a considerable ways into the game.  For those who want a more challenging experience, there is a "hero" mode where enemies do double damage and don't drop hearts (healing items).
  • There are occasional frame-rate issues in both docked and handheld mode.  I noticed it, but it never really bothered me or drastically interfered with game play.  Still, those especially sensitive to losing a few frames will be disappointed. 
  • There are still minor annoyances in the moment-to-moment game play that later iterations of Zelda fixed (in my opinion).  In particular, the fact that link's dash does not continue screen to screen (not to mention the painfully long "wind-up" animation), and the use of "magic dust," as a catch all (i.e. I had no idea that it could be used as a torch substitute).  Those familiar with the original games are probably not going to be bothered by these things, but I still found them mildly annoying.
    • On a similar note, the "platforming," sections of various dungeons often felt floaty to me.  The platforming was never so precise that it was a problem / caused lots of frustration for me, but it is a stark difference from games like Super Mario Maker 2.
    • There was also a boss (minor spoiler ahead: it's the "Armos Knight") that has a wonky hit box that makes him especially annoying (though not terribly difficult) to defeat.
  • Some of the puzzle design is obtuse.  While I can appreciate that the game doesn't "hold my hand," and I've solved most every dungeon without assistance, there have been a few instances where I just couldn't figure out what to do next and had to consult a guide.

A Few Last Thoughts:
Though the game shows its age in some ways, and is imperfect in others, it is still a great time.  I've been having a lot of fun!  Beyond that, I plan on posting a more complete review once I complete the game in the near future.

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