#Pandora's Tower
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azumi-kun · 3 months ago
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Umineko x Pandora's tower parody because why not? 😆
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satoshi-mochida · 1 year ago
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Some games that are currently stuck on older consoles that I hope get rereleased in some way, Part 5:
Part 1, 2, 3, 4, 6, 7
Pandora's Tower
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The Last Story
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Unchained Blades
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Deadpool(putting this here as a technicality since it got removed from digital platforms for licensing reasons)
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Liberation Maiden
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Jeanne d'Arc
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Drakengard series
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Shadow of Destiny(Shadow of Memories)
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Ray Gigant
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Michigan: Report from Hell
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The older Deception Series games
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Disaster Report Series before 4
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Breath of Fire Series
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Xblaze 1 and 2
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Blinx 1 and 2
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Pokemon Conquest
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Higurashi Daybreak(hopefully a newer version would preferably based on Higurashi Daybreak Portable Mega Edition, maybe add even more characters to it)
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Whiplash
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Godhand
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Under the Skin
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Scaler
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Dragon Quest IX
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Namco x Capcom
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Project X Zone 1 and 2
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Time and Eternity(I know it's kind of divisive, but I liked it's style. Battles in Ray Gigant have a similar look, though not the same feel.)
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Mega Man X Command Mission
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Yakuza: Dead Souls
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Yakuza: Kenzan
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Albert Odyssey
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Twilight Syndrome series/Moonlight Syndrome
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rotten-whispers · 4 months ago
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Fear and Hunger 🤝 Baroque Syndrome 🤝 Dante's Inferno 🤝 House of Leaves 🤝 Pandora's Tower 🤝 Boxes
🤝 It is your destiny to enter a horrible and devastating world that you cannot escape, that destroys every part of yourself as you try to progress
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nintendowife · 2 months ago
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Best games I played in 2024
This year I finished 36 games on various platforms, both new and old games (I even played on PS2), some were great, some less great. But which games earned my personal Game of the Year awards in 2024? Let's find out!
1st place: Ara Fell: Enhanced Edition (PC)
A true hidden gem that exceeds a lot of big budget productions in quality and enjoyment. Combines the best parts of JRPGs.
+ Great presentation: cute and sympathetic graphics, surprisingly amazing music, visually pleasing environments, nice overall atmosphere. + Fun combat and gameplay with convenient systems. Skims all unnecessary, cumbersome stuff and keeps things simple and lean, yet gives options for character customization. Possibility for rewarding exploration. + Good sense of progression with stat increases and gear upgrades. + Interesting story with good pacing, likeable characters, well-written dialogue and good humor. + The length of the game is just right. There was never a dull moment and no needless padding. I like a game that respects my time. - Minor nitpick but controls took a moment to get used to: there's no easing, nudging the stick moves the character up/down/left/right at full speed. - I would have hoped teleporting was possible straight via map instead of walking to a teleport crystal.
See my posts about Ara Fell
2nd place: Chants of Sennaar (PC)
Unique puzzle-adventure game that tickled my intellect in just the right ways. Exceeded all my expectations despite knowing it's a well-received game.
+ Visually memorable, stylish, pleasing colors. Good music + audio. + Exceptionally interesting and rewarding game mechanics. Such gratifying feeling to uncover the meaning of the glyphs, getting the logic/grammar of the languages and understanding cultural differences. Logical deduction at its best! + Nice story that had me wanting to find out how it ends. + Well-designed puzzles. - Level design could have used improvement in a couple of places as rooms looked too identical and made navigation frustrating.
See my posts about Chants of Sennaar
3rd place: Pokémon Ultra Moon (3DS)
I really got into Pokémon Ultra Moon and I have 100% Pokédex completion and 259 hours of play time to vouch for it. One of the best games in the series.
+ Rather charming visuals, good music. Overall I just got a really cozy and positive feeling of the game. + Great gameplay with superb team building options. More challenging battles than usual in Pokémon games. Convenient quality of life features. + Quite decent story. Nice character cast, a massive selection of Pokémon. + Nice side / post-game content with great attention to detail, enjoyable and funny side quests with great world-building. - Super double battles, etc. available a bit too late in the game. - The surroundings of the Pokémon Nursery weren't the best for hatching eggs (yet I bred more Pokémon than ever).
See my posts about Pokémon Ultra Moon
Honorable mention: Piofiore: Episodio 1926 (Switch)
Fantastic sequel. Crown jewel of my otome game collection. I think my husband is a Piofiore fan now also. I'm sad there's no third game in the series.
+ Incredible art style, beautiful UI, superb voice acting, great music. + Nice overall story with some very good routes. Memorable and fun characters with good dynamics - I now obsess over them after having played both Piofiore games. + Good localization. + Yang. - Some eye-roll-worthy dialogue and some routes I felt were a bit whatever. - Poor contrast in some memoir parts made it nigh impossible to read parts of the text.
See my posts about Piofiore: Episodio 1926
Honorable mention: Shin Megami Tensei IV (3DS)
This critically acclaimed JRPG with intense atmosphere and rich party customization had me glued to my Nintendo 3DS for a good moment.
+ Great art and music that emphasizes the dark, oppressive and hopeless tone of the game. + Addictive gameplay, especially demon fusing. Good battle system. + A gripping story with multiple endings, cool characters. Surprisingly disturbing content. + Some hilarious dialogue to lighten up the mood. - Weird difficulty curve: very tough start, then last boss fights were no challenge. - Combo of bad overworld map, frequent demon encounters and dead ends was frustrating. - Poorly explained quests at times - how can anyone beat this without a guide?
See my posts about Shin Megami Tensei IV
Honorable mention: Xenotilt: Hostile Pinball Action (PC)
Addictive pinball with a twist - the table attacks back! Sometimes I kept playing this for hours and I occasionally jump back in for a run or two.
+ What vibes! Super cool presentation. The music goes hard (got the soundtrack for Christmas) and the sound effects complement the awesome aesthetic perfectly. Not sure what the lady says at times ("dry your food"?), but she sounds great anyways. + Top notch high-speed pinball gameplay with bullet-hell influences. You can even defeat bosses here. Highly addictive and fun. + No story content found here but there's multiple different game modes to challenge yourself with. - A couple of glitches caused me grief in the early access version, these have apparently been fixed now. - Even though there are smaller bonus tables you can enter from the main table, another main table would have been a great addition.
See my posts about Xenotilt
Honorable mention: 999: Nine Hours, Nine Persons, Nine Doors (PC)
A thrilling mystery-adventure game kept me guessing whodunit. I did not expect all the things that ensued and that made it all the better experience.
+ Nice art style, great Japanese voice acting, super good music as well. + A well-written, compelling mystery story that leaves just the right amount of questions and room for own interpretations. Interesting way to weave real-life events into the story. + Good puzzles: some easy, some pushed me to my limits. - Grating dialogue and relationship between certain characters. - True ending was stretched too long and repeated the same things unnecessarily.
See my posts about 999: Nine Hours, Nine Persons, Nine Doors
Honorable mention: Pandora's Tower (Wii U)
An underappreciated action-adventure classic long overdue for a Switch port. Wholly exceeded my expectations.
+ Pretty good art direction, great music, good English voice acting. Atmosphere and game design choices gave me Dark Souls and Shadow of the Colossus vibes. + Fun gameplay with enjoyable combat, time limit aspect was implemented well. Nice level design. + Unique and compelling setting, story that made me want to keep playing. - Poor camera angles made boss battles frustrating at times. - Aiming the Oraclos chain was clumsy in hectic situations (I used the Wii U GamePad right stick). - Inventory space limit, my worst enemy made an appearance.
See my posts about Pandora's Tower
What comes to the honorable mentions, I wanted to pick a variety of genres. That is why I decided to leave Octopath Traveler II out and replace it with Xenotilt, as I already had multiple JRPGs in my top picks for this year.
Nominees for my personal Game of the Year 2024
Only games I have finished in 2024 have been included.
999: Nine Hours, Nine Persons, Nine Doors (PC) A Castle Full of Cats (PC) A Little to the Left (PC) Ara Fell: Enhanced Edition (PC) Call of Duty: Black Ops 6 (Xbox Series X) Chants of Sennaar (PC) Cupid Parasite (Switch) Dragon Quest III HD-2D Remake (Switch) Eastern Exorcist (PC) Easy Come Easy Golf (Switch) Etrian Odyssey Nexus (3DS) Fitness Boxing 2: Rhythm & Exercise (Switch) Gurumin: A Monstrous Adventure (PC) Lies of P (Xbox Series X) Little Kitty, Big City (PC) Metal Gear Solid 3: Snake Eater (PS2) Mizi NO! (PC) Mouthwashing (PC) Nightshade (PS2) Octopath Traveler II (Switch) Pandora's Tower (Wii U) Piczle Cross: Story of Seasons (PC) Piofiore: Episodio 1926 (Switch) Please, Touch The Artwork 2 (PC) Pokémon Ultra Moon (3DS) Project Zero (PS2) Return to Grace (PC) Shin Megami Tensei IV (3DS) SPY×ANYA: Operation Memories (Switch) Super Video Golf (PC) Teenage Mutant Ninja Turtles: Shredder's Revenge (PC) Vanquish (PC) Weapon Shop de Omasse (3DS) Wii Fit U (Wii U) Xenotilt: Hostile Pinball Action (PC) Yakuza 5 Remastered (PC)
Wishing you all a successful New Year 2025 with lots of fun gaming experiences to your liking!
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malicious-code-103 · 4 months ago
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Utterly obsessed with Ruins.
Games that let you explore the ancient, crumbling visage of an advanced culture - a maze of extinct gods, forgotten by eternity.
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onthegreatsea · 1 year ago
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they should make more games about religiously vegetarian women having to consume monster flesh to stay human
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zakkura · 7 months ago
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I would love to see Pandora's Tower and The Last Story get the same remake treatment and updated graphics that Xenoblade Chronicles did.
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lapinarystar · 5 months ago
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If you've never played Pandora's tower you should! Go save this violently British girls life with outstanding wii graphics.
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vgbossthemes · 8 months ago
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lunamikk69 · 2 years ago
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Games I talked about on my blog: 4.- Pandora’s Tower
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jaimeveiro · 1 year ago
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v-again · 9 months ago
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all this talk about Dungeon Meshi reminds me of how Elena in Pandora's Tower eats monster flesh.
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mapas-fantasticos · 1 year ago
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Map of Impera from Pandora's Tower.
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lesbiansaavikk · 1 year ago
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i just found back the name of a game i searched for years that i youtuber i loved liked but since she deleted her channel i had no hope but i managed to find it ,it feels crazy to finally end this search and im just so happy
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the game is called pandora's tower (wii) ,ill try to play it tomorrow if i can emulate it
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nintendowife · 2 months ago
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I finished Pandora's Tower on Wii U a bit over a week ago. I had set myself a goal to start and finish the game during 2024. The game wholly exceeded my expectations. The atmosphere, story and gameplay were pretty compelling and made me want to keep playing. It took me 35 hours to reach the ending.
Pandora's Tower is originally a Wii game from 2011 and it got a digital re-release on Wii U in 2015. If I try to describe the game, I'd say it's an action RPG with elements of Dark Souls titles (opening up shortcuts, similarities in combat), Zelda titles (solving puzzles to advance in dungeons) and Shadow of the Colossus (figuring out how to make the bosses vulnerable to damage).
Setting was pretty unique and dark. You play as a young man named Aeron. You have to delve into towers to kill their master creatures, then bring back their flesh for your girlfriend Elena to eat in order to break her horrible curse that slowly turns her into a monster. You also have to feed her regularly with monster meat or else she will transform and it's game over. This imposes a time limit for your adventuring gigs.
A round meter at the bottom left corner of the screen indicates the degree of Elena's transformation and tells you when you need to go back to feed her. The time limit aspect was done well even though it was sometimes a bummer to have to return before managing to explore everything or open up the next shortcut. It was a bit stressful too. Once I had to just die in a boss fight because I was running out of time and try again.
I enjoyed the gameplay a lot. Combat was fun with a few options for weapons in addition to the Oraclos Chain that could be used for binding enemies and as the main means of damaging bosses. Gaining experience in battle rewarded Aeron with stat increases. The towers had some light puzzles to solve in order to progress and I think they were rather well-designed. I wish all the 12 towers had unique themes and gimmicks as now the last 6 repeated the first 6 themes. The 13th tower, The Centrum housed the final boss.
I said I enjoyed the gameplay, but it wasn't without frustrations. Camera angles were a hindrance in boss battles at times and aiming the chain was clumsy in hectic situations, especially when it kept snapping to wrong parts. I played using Wii U's GamePad where right stick controls the chain. Ugh, the plant boss that you had to chain into a pole in order to avoid it going back into light to heal up. I was screaming at the screen fighting that one. My usual enemy made an appearance too: inventory space limit.
Characters were pretty nice. I enjoyed seeing Elena change from a religious vegetarian into a meat lover! I was very pleased with the music and the English voice acting surprisingly wasn't grating. The old lady Mavda's design and voice acting reinforced the Dark Souls vibes I got from the game.
The game has 6 possible endings to encourage replaying the last stretch of the game. The bond you form with Elena affects the ending you'll get. Affection is raised by chatting with Elena and giving her gifts. I got the second best ending on my first go and also replayed the final boss to see the best ending.
I think Pandora's Tower is an underappreciated classic long overdue for a Switch port. I'm so glad I got this game before Wii U eShop closed down as this title was truly worth experiencing!
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glassmarcus · 1 year ago
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Take a shot every time I mention Zelda
*Played in March 2023 While I had Covid, Written in May 2023
Within the first hour of playing it, I started categorizing Pandora's Tower as a Zelda-like. It's not labeled as such usually because there are a lot of elements The Legend of Zelda series exemplifies which Pandora’s Tower lacks. I had no clue what sub genre this would fall under before playing it. I assumed it was a Hack nSlash game with RPG elements and a few puzzles involving your chain. I usually do a bit more research before buying a game for 90 bucks at a retro game store, but it didn’t really matter what genre it was. Pandora’s Tower has a historical significance that made me want to own a physical copy. It was one of the 3 Operation Rainfall games, right along side The Last Story and Xenoblade Chronicles. To summarize, Operation Rainfall was a fan movement to get 3 Nintendo JRPGs released in the United States, which surprisingly succeeded. As someone who wanted to buy all three but could only purchase Xenoblade, getting my hands on the other two was always a dormant dream of mine.
I booted it up with the full intention of playing a God of War type game with a leveling system, but having finished it, the only parallel I can draw is that the main character uses a chain weapon. The structure, design, and even story motifs are remarkably analogous to Zelda. But does it really fit the billing for the genre? I could just say it doesn't matter and judge it by its own merits, but I think there’s something of worth to consider here. It might be a bit reductive, but I find it genuinely interesting to frame my thoughts on the game in this way. It's better than just ignoring it as I sincerely thought about the Zelda franchise frequently while playing Pandora’s Tower. Not only because it borrows concepts from the series, but because it nails them to a startling degree.
The first thing about Pandora's Tower that made me jump to the Zelda analogs was the dungeon design. Yea I know, Shigeru Miyamoto didn't invent dungeons and simply having dungeons shouldn't raise alarms. But they were put together in a distinctly Zelda way. It's not like you are just going from room to room looking for keys and solving puzzles as you go. These are the type of dungeons that are puzzles in and of themselves. They require an intimate understanding of their architecture and unique mechanics. Not all Zelda Dungeons are designed this way, but all dungeons designed like this remind me of Zelda. They are a common occurrence in this franchise and are likely my favorite part of it.
People seem to really latch on to the idea that Zelda is all about open world exploration at its core, and that isn't a baseless conclusion. The first game was more about finding the dungeons than anything else. The dungeons themselves were essentially gauntlets full of terrible enemies and puzzles where you push a single block. They were a narrative cornerstone for sure, but not something to look forward to gameplay wise. That started to slightly shift down the line with every following game until we got to Ocarina of Time. Ocarina was a big title for the Nintendo 64, but it can feel cramped when compared to its 2D brethren. There wasn't this big map full of secrets anymore. They were there, but it was more condensed. There was a noticeable dearth of open areas to run through. That vibe of being an adventurer combing each corner of a kingdom was lost. But to replace it was the change in dungeon design philosophy.
Dungeons are allowed to be compact. So while the overworld design suffered in the jump to 3D, the dungeon design was allowed to truly shine. Dungeons couldn't be gauntlets anymore, there wasn't enough space for that. They had to use the space they had more effectively and become more complex. Dungeons need to be a place players spend time in so they feel like milestones within the game. And Ocarina succeeded in this by making dungeons something you had to solve rather than something you had to get through. Each room existed in context with another and you had to use your mastery over your abilities to corral them so they can cooperate.
When people think of a hero, they are probably imagining a brave soul venturing into the vast unknown. I tend to think of an individual who overcomes a precarious situation using nothing but wit and the minimal tools at their disposal. That's the adventuring fantasy for me. The finding the dungeon part is great (it's actually just as integral), but it's always been an appetizer for my insatiable cravings. So I'm happy to say that after playing Pandora’s Tower, I'm stuffed up to my head. Pandora's Tower gets right to the point. No fluff included, likely because they didn't have the development time to add any. This game has 12 dungeons and you will spend 90% of the game in them. There is no appetizer, there's hardly any side dishes. It just a fucking steak. That's all you get, because that's all you need. All the bells and whistles that give Zelda Dungeons that extra oomph aren't here. No mini bosses, no big keys, and no mid dungeon item. And I'm not even upset about that last one because you are given the best Zelda item from the jump.
We can all agree that the Hookshot is the best Zelda item right? Ever since Link to the Past introduced it, every game without it feels incomplete. Movement is always something that's been limited in Zelda games. You don't move particularly fast and you normally can't jump on command. This is what makes the mobility items so enticing by juxtaposition. That somewhat sluggish movement is no longer a problem once you get the Pegasus Boots and sacrifice your control for speed. Gravity isn't anchoring you once you get the Roc’s Feather. And the Hookshot takes those ledges and balconies on the other side of the labyrinth that take 5 minutes to navigate to and makes them traversable in seconds. Despite the hookshot only being allowed to latch on to certain points, it gives you more freedom than you thought was possible at the beginning of the game. And what makes it better than every other mobility item is that it's not just a mobility item. The Hookshot is a shorter ranged, lower damaging, Bow and Arrow that is worth using because it has infinite ammo. The Hookshot brings items towards you. The Hookshot exposes enemy weak points. The Hookshot activates switches from a distance. The only thing that can possibly compete with the versatility of it is possibly the Grappling Hook, which basically got merged into the Clawshot later. The Clawshot is the actual best Zelda item, but I usually just lump it together with the hookshot. It's just a hookshot that allows you to hang and latch on to walls like Spider-Man. Twilight Princess gave you a lot of toys to play with, but nothing got me more excited then when you find the 7th Dungeon item and it’s just a 2nd Clawshot. The Hookshot evolves to such a degree between games that you could probably design a whole Zelda game around it. And Pandora's Tower is that game.
The Oraclos Chain is the Hookshot's final form. It's does the work of an entire suite of explorer items all by itself. And it never feels like they're shoving mechanics where they don't belong. Everything you can do with it is intuitive. You can grapple from wall to wall. You can swing from ledge to ledge. You can connect objects together. You can use its leverage to launch heavy objects to a specified point. Activating switches, opening doors, operating mechanisms. If you imagined "what if I could do this with a grappling hook or hook shot?" you likely can do that thing. And you can do all of it from the beginning. There are no upgrades to your chain other than it getting stronger as a weapon. Everything listed above you can do immediately, you just don't know you can. The first 5 dungeons are about teaching you the mechanics of the chain and each time you learn a new ability, it feels like you unlocked something. And then the next set of dungeons act as checks to make sure you have mastered applying said mechanics in tandem. Pandora's Tower nails that feeling of being an adventurer with a limited tool set simply by having a single item. In terms of the use of the Oraclos Chain in individual puzzles, I couldn't ask for more.
And then there's the case of the dungeon layouts. Sure the individuals uses of the chain in puzzles are good, but it's much more interesting to me if the dungeon itself is a puzzle as well. Luckily 66% of the towers you travel through have some central mechanism you need to understand in order to progress. These never get as genius as the ones in Skyward Sword or Majora’s Mask, but the implementation of this kind of design makes them far more intriguing than most dungeons that don't attempt this. They really went for it with these layouts. It might be that there's no map, therefore I had to think about the architecture a bit more than usual, but the game never failed to make me feel brilliant each time I figured out what I needed to do in that room I was in 10 minutes ago. Pandora's Tower is my new standard for 3D dungeon design. Not because it's the best, but because it's the most consistently gratifying.
The parallels don't end with the dungeons though. The general set up is vaguely Zeldaesque in that a pretty blonde swordsman who doesn't talk a bunch (Aeron) risk life and limb to save a maiden (Elena). But even beyond the surface level, the structure of the game feels like an amalgamation of different Zeldas. The way Pandora’s Tower splits up its content is identical to a Link to the Past and Ocarina of Time, where the first set of dungeons has to be done in order and encompasses the 1st act, the second set opens up the order in which you can complete them now that you've finished the tutorial and covers the 2nd act, and the 3rd act is 1 super dungeon that test all your skills. But also it takes a bit from Majora’s Mask in that you are constantly on a timer and you are pushed to get as much done as possible.
The Maiden in this game is your girlfriend. It’s never said in explicit text, but that’s 100% what she is to you. Instead of being kidnapped, she turns into a gross Bloodborne enemy. This can only be reversed completely by beating the game and temporarily by leaving the dungeons and feeding her beast flesh. If you take too long, she turns into a monster forever and is no longer wife material, resulting in a game over. This can be somewhat annoying, just like how it can be in Majora’s Mask. But it gives urgency to the story and makes for an immersive experience. The same way you try to maximize each day in Termina so that the citizens of Clock Town don't have to die repeatedly, you get the most out of every dungeon run so that your girlfriend can stop being a slimy monster in constant writhing pain as soon as possible.
One aspect I can say doesn't remind me of Zelda are the functions of the game that I would consider Dating Sim like. It's not like you have more than one option for dating, and she's gonna like you no matter what. But getting her to like you more is very important. So important that the affinity gauge for it is on screen at all times. This social link accounts for what ending you get, what unique items you receive, and most importantly, what dialogue options are available. I gotta come clean and admit that this is a frighteningly effective mechanic of the game. I became genuinely endeared with Elena. I would try to make my dungeon runs quick, not out of fear of a game over, but because I wanted to protect that smile at all cost and I didn't want her to be a monster for a single second. She's not a particularly deep character, but she's just nice and has a British voice actress. So I totally get why Aeron would fight a galére of vicious beast to secure her happiness. I say that as if fighting monsters in this game is some kind of crucible, but it's actually quite fun.
Fighting enemies in Pandora’s Tower gets you the engaging JRPG action you’d expect from 7th gen gaming. There is a single attack for your weapon. It seems boring, but you get some mileage out of it. You unleash a stronger version of your standard attack if you charge it, and if you attack at the correct time in the middle of your charge attack you get to use a sick combo string. As you upgrade your weapons, you get more levels of charge and a new combo to use when you cancel out of it. It's a lot of attacks for just one button and it’s exciting to pull off this over the top combo on enemies that would have gone down for much less. This is the least interesting part of combat though. It's all about the chain baby. Anything you can imagine doing with a chain while using it as a weapon you can do in this game. Grabbing enemies and throwing them into walls. Wrapping it around monsters to restraint them while you hack away at their defenseless bodies. Pulling out a fool's heart. The ceiling for wacky stunts you can pull off with this chain is higher than any tower in this game. The enemy attack patterns aren't complex or anything. Combat is for the most part, a cool playground for you to smack beast around in as many ways as possible. Bosses on the other hand have more than enough depth.
The boss fights in Pandora's Tower are the hypest fishing mini games ever conceived. I'm sorry Big the Cat, you've been dethroned. Using a chain to progressively yoink out a beast's heart is metal as hell. It takes the basic "hit the boss in its weak point" concept to its final destination. The boss knows it has a weak point, it knows you know it has a weak point, and it knows it’s gonna take a while for you to actually damage it. It is ready for your bullshit and will not make it easy for you. Every fight is a puzzle that requires the intellect to figure out the optimal moment to attack its heart and skill to get as much out of that exchange as possible. The most satisfying moments of the game are setting up the opportunity to strike, making the perfect shot into its heart, holding on for dear life, and yanking that sucker out with your most powerful pull. And none of the satisfaction is possible without motion controls.
I may not have made it clear before, but this is a Wii game. It is a Wii ass Wii game. A bonafide point and flick adventure. And I wouldn't have it any other way. I tried playing this with a classic controller pro. It works, but it's not optimal. You can't point as instantly to aim your chain as you can with the IR sensor. And swinging the Nunchuck to lariat enemies around, and flicking the Wiimote to pull your chain back just feels...correct. Most motion controls aren't as diagetic. Look at other Zeldas on the Wii. Shaking the Wiimote to attack in Twilight Princess doesn't feel like your swinging a sword anymore than pressing a button. In Skyward Sword, swinging your Wiimote does feel like swinging a sword, but it doesn't feel like your controlling a bird's wings...which you have to do in that game. This is the one area I’d say Pandora completely dunks on the Zelda franchise in. Every motion control makes sense and adds to the game. Most 3D adventure games focus a lot on locking on to an enemy to focus on them. I wouldn't say I dislike lock on, but I understand its draw backs. It ends up being a crutch for interacting with your 3D environment and leads to frustration when you target the wrong enemy. Pandora's Tower has a fixed camera so you are always at an angle that favors the player context. If you need precision, that’s where the pointer comes in. And because you don't have to focus on locking on to enemies before attacking, it feels far more natural going from fight to fight.
Unfortunately I have run out of evidence as to why this is a Zelda game. I don't want to admit it, but it's missing something vital. While I prefer the focus on dungeons, Zelda IS more than that. Exploring is an imperative organ of the series. Even though the 3D games were never as good at exploration as the 2D ones, they still tried. Pandora's Tower doesn't. It knows it's limits and stays within it's bounds. And I think that's why I can't call it a Zelda like without some reservation. It lacks....courage.
There are 3 tenants I would attach to the Zelda franchise that I'd say each major entry has followed. Exploration, combat, and puzzles. Or if we are to define it in an even dorkier way: Courage, Power and Wisdom. The Courage of the player is tested as they are shoved into the great and far unknown to brave areas they may not be prepared for. The power of the player is tested as they use their might to slice moblins and octorocks into minced pixels. The Wisdom of the Player is tested as they solve the mysteries of the world and navigate the complex inner workings of the dungeons. And these elements don't just exist in three separate vacuums. They all interplay with each other. You need wisdom to figure out the optimal way to take down an enemy. You need power to fight off the creatures you find on your journey. You need courage to explore the uncharted areas of the dungeons you raid. When all 3 of these pillars are used properly and in correct proportion, the Triforce, or in this case a complete Zelda adventure, is pieced together.
Pandora's Tower has Wisdom. It's got Power no doubt. But it's severely lacking in the courage category. Sure you explore the dungeons, but that's a very limited and structured space. It doesn't feel like an adventure where anything can happen, just a list of bullet points. And those bullet points are great, but now that I've played it, those bullet points don't really stand out. I didn't go out into the world and earn the right to challenge these dungeons. They just sort of appeared on a menu. Pandora's Tower knows its bounds. So it doesn't attempt to have anything between these benchmarks. But that leaves it feeling like it lacks ambition. Not to say it wasn't the correct call, but the adventure does feel a bit undercooked. And honestly, that's fine with me. 3D Zelda games are hard to make. There's a reason the amount of 2D Zelda like games that come out dwarf the amount of 3D ones.
Despite not fulfilling the criteria I myself have lined out, I'm still gonna claim this as a Zelda like. Because it's just unrealistic of a genre to be that strict. The standard for what counts as a 3D Zelda is lower for 2D ones in my mind. So if Pandora lacks 1 pillar but nails the other 2, I won't sweat it. It's better than it being middling in all 3 like Okami is, a game routinely touted as "The actual best Zelda game" by people who have no clue what they are talking about. And while I wouldn't agree with the same being said about Pandora's Tower, I'd be less perplexed. Pandora’s Tower is a Zelda like and a pretty damn good one too.
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