#also he gets to use that ocarina he picked up in a random town again :D
Explore tagged Tumblr posts
Text
Dads in a dungeon part 2!
They entered the next room and Abel had to close his eyes against the crime against architecture. There were pillars everywhere, going every which way, colliding smoothly before splitting gracefully like carved tree branches. It was horrible to look at, especially with the red, green, and blue intermingling with no rhyme or reason.
Wait… red, blue and green? Abel pulled out the triangle held within the delicate looking metal orb and held it out squinting.
“Well? The colors match up pretty well at least?” Rusl gave him an encouraging grin. Abel huffed at him, how helpful.
He turned the sphere and watched as the whole room, multiple large intersections as well as free floating pillars, moved–or at least the red ones did, which was the color the triangle inside now had facing downwards. Abel rubbed the spot where his growing headache was worst and walked onto the now conveniently placed pillar, walking up the somewhat steep incline until he got to the end, where he had to jump to another pillar. His foot slipped upon landing and Abel scrambled not to fall off the cylindrical object.
Heart pounding and feeling cold sweat run down his neck, Abel sat in place for a few precious minutes squeezing his eyes shut against the drop so long that it simply faded to black below him, with no end visible in sight. Rusl was calling something worriedly to him, and even Fierce’s loud rumble joined in, but Abel stood up and ran up the rest of the pillar.
Rusl and Fierce joined him on the now rather tight platform and upon realizing that there were many different nooks hidden around the room, had Abel stand in the middle and turn the triangle to whatever side was needed to get to the next platform for his companions. Abel was grateful they said nothing about him falling on the very first pillar, but by Rusl’s pat on the back he was sure they had noticed.
After far too much spinning of the room and a lot of backtracking that Abel was glad not to participate in they were finally able to leave the room with more rupees, arrows, and knowledge that the ‘twister,’ as Rusl had named it, was able to not just change orientation of things, but moved space as a whole. Abel was already planning on how they could use it to get to Link.
The next room was filled with lizalfos and easily taken care of by the trio; they didn’t even have anything besides pots to camouflage with! Once they were defeated, the hallway split in two directions. They took one and opened the door to many moving platforms that, after watching for a while, emerged a pattern. Rusl went across and came back with bombs and a smear of blood on his cheek, telling them there had been a Deku baba on the other side. The living, biting plant he described made Abel shiver, trying to imagine having to watch the very plants around them for attacks–taluses were bad enough as it was.
They went back through the split and found the door needed a key, which they quickly inserted. The room opened up, yawning wide, and on the other side was an enormous staircase. Only problem was, the staircase seemed to start melting only a short distance from the top. The first steps to be affected looked like chocolate that had been left in the sun on a hot summer day and then moved somewhere cool and dark to resolidify. Then they distorted step by step until the last clinging drips of stone stair led the eye towards the ground where a pile of what was likely once the rest of the stairs sat, utterly unrecognizable.
Why? Who would build stairs on such a grand scale only to then destroy them in such a strange manner? It made no sense to Abel. The shrines were bad enough, and those had the explicit purpose of training the hero for trials ahead.
Before he could think much more on it, skeletal hands pushed themselves out of previously unnoticed alcoves and revealed stals which attacked them in droves. Fierce took one side and Rusl and Abel took the other. Soon they discovered that those bombs were needed to keep the stals from simply reforming once defeated, though when Abel glanced over it seemed Fierce had no such trouble, figures.
After cleaning his sword and sheathing it for the time being, Abel began to explore the room. He hoped this one would have obvious clues, his head still ached from the pillar room. Eventually he realized there was a triangle motif cut into the ground reflecting the one he held in one hand, with a seed on one side, a healthy looking tree on another, and a stump on the third. He looked at the images and tried to figure out what in the world they meant!
Abel decided to simply turn the triangle blue side down to see what happened. He noted that like the other times he held the object, sides only seemed to shift when intent was involved, or else he’d have likely been flung off into the abyss when he slipped on the pillar earlier. So caught up in these thoughts he nearly missed the stairs moving, though not in a way he wanted. The stairs now dripped like melting snow rather than staying solid.
When he turned the red side to be down, the stairs flowed in reverse. It was almost beautiful to watch and see how they constructed themselves before him, looking as solid as any stone structure he’d known once every grain was in place. There was a click and Abel, remembering how the other stairs here had treated him, gingerly put one foot on the bottom step, hoping it wouldn’t be soft as sand to step on. To his relief it was solid, and together the group ventured up.
As it turned out the stairs continued beyond what they had been able to see from the floor below, though once they got out of the lighting from the last room, an alarming amount of webs started appearing, and they grew in size the further they went up. Rusl was happy enough to use an iron lantern to burn away the webs, but Abel couldn’t help shivering at how large a spider would have to be in order to make a web so thick.
He noted idly how even the webs were twisted by the dungeon, being circular, swirling things with twists and folds that hurt to look at too long instead of the normal patterns of sagging boxes Abel was used to seeing. He shuddered at the implications that any being within a dungeon long enough was changed by it, and felt his desire to leave increase to a painful degree, making his skin buzz uncomfortably.
They got to the top and torches lit up upon them stepping foot on the floor. Abel took two steps forward, felt something drip onto his head, and had the sudden overwhelming feeling that he was about to be attacked. Before he had finished turning around, Fierce had pushed him out of the way and a simply enormous spider was skewered on his sword. Abel shuddered but saw webs on the edges of his vision vibrating, so he stood up to defend against the beasts three men tall and very, very angry at being disturbed. Abel slashed and stabbed but his sword continued to bounce off the hard carapace of the thing.
“You have to hit them underneath! It’s the only place they’re soft!”
With that, Abel was finally getting in hits that pierced and caused sticky fluid to come out, until finally the spider could no longer hold itself up and he managed to decapitate it, watching its legs curl up so that he was sure it wouldn’t get back up for another round.
He fought another with Fierce, finding it almost laughably easy when the Deity simply flipped the thing over and stabbed into the floor before backflipping off with as much ease as he did anything.
When the last of the spiders was vanquished, a chest appeared in a burst of life, this one noticeably bigger than the other and decorated with horns at its corners. Fierce lit up, his eyes glowing brighter in his visible excitement as he went to the chest, pulling it open and presenting a much larger key than the ones found previously, the blackened metal twisting sharply around what appeared to be a ruby, managing to look both dangerous and wasteful at the same time.
Abel was not impressed.
Regardless, Fierce pocketed the key and they moved to the next room, which was empty. Immediately Abel looked up, wary of attacks from above after the last room. He found nothing. The room was almost painfully plain after the sheer obnoxiousness or feigned grandeur the others had offered, with only some plain ceramic pots in each corner to prevent it being entirely empty. That and the multitude of giant chains on the door, leading to a centralized lock that only Fierce could comfortably reach.
With a lack of anything better to do, Abel began looking in all the pots one by one. The first held a green rupee, which he grabbed and put in his pouch carefully. Pottery this old should be preserved after all, and he wouldn’t put it past the dungeon to have something horrible happen if one were broken. In the third group of pots he checked he found a fairy, napping at the bottom of the thing!
Abel dug around in his pack and found a spare bottle from something or other. He went to scoop up the fairy and hesitated. He knew it would be so helpful to have one, but could he really trap such a creature? He thought of Link’s scars that covered far, far too much of his boy, he thought of Tilieth’s absolutely gorgeous smile, and before he could second guess himself the fairy was bottled and being shoved inside his pack where he didn’t have to look at it.
Once all the pots had been checked, Rusl suggested they rest before going to the next room. Abel’s aching bones and head agreed, so he spent some time with his cloak over his eyes just breathing. Rusl came over and pushed him to sit. Abel grumbled minimally before–
Oh sweet Hylia, that felt amazing, no wonder he had a headache when his neck was so tense. Rusl continued to softly rub circles in the muscles and Abel could feel his shoulder come down from where they had moved up around his ears without him noticing. By the time Rusl stopped and shook out his hands, Abel was nearly slumped against the floor from the sheer relief the supposed farmer had provided without complaint or asking for anything in return. (He still remembered with dismay how much lighter their rupee pouch had been when Fierce came back from Gerudo Town.)
“Better?”
“Much, but uh how did you…?”
“You got that pinched look Link gets when he’s spent too long without a proper break, and you seem to carry your troubles on your shoulders, jus’ like him.”
Abel decided they have been in here for more than a day because such a simple sentiment had no right making him feel like chu jelly inside.
Then Fierce came over and glanced at Abel and Rusl.
“How did you do that, little Farmer? Is it possible to learn this? My Link could certainly do with that more often.”
Abel felt a flash of fear at the thought of the Deity trying to give anyone a neck massage; his back ached just thinking of the ‘pat’ Fierce had once given him.
Rusl’s sudden interest in the floor had Fierce huffing as he stood to his full intimidating height and pulled out the key. He inserted it into the lock, and Abel watched the waste of metal clatter to the floor before the large doors were pushed open and they entered, wary of danger.
Standing in the center of the room was a pillar much like the ones they had set the stones in earlier. Where the others had shown a smooth dip in the middle for the stones to rest in, the one before him now had curving grooves carved into the bowl-like hollow that met smoothly in the middle. Abel pulled out the cage holding the triangle and felt a pang at the fact that he was about to give it up, but it seemed this was the clue he had on what to do next for the dungeon.
He gently set the thing down into the basin, having to twist it a bit to get the spindly metal aligned with the grooves of stone. There was a strange sound, like someone had taken a wind chime and thrown it at a wall. The sphere expanded impossibly, growing larger and larger until it filled the stone room and the pillar that once housed it had vanished. Abel nearly fell as the metal beneath his feet started turning, finding it hard to stay on his feet with the now constantly changing terrain.
He managed to find his feet among the swirling and turning just in time for the very walls to begin peeling away. The stones making up the walls churned and changed. For a moment Abel was worried they would be fighting some sort of talus! He watched as once the walls had created four legs and a body, with a blocky curled tail, the floor strayed towards the beast being made, to make the head. He felt a small shiver of relief amongst the heart-pounding fear as the spirals slowed, then stopped as less and less floor remained, leaving only a gaping, yawning black almost hungry in its completeness around them. Abel didn’t like his chances of having been able to jump from piece to piece, much less fight while doing so!
Finally the stone being was completed. It shuddered, glowing. Then horrible yellow and red eyes opened, glaring balefully at the group of trespassers. They drew their swords and began to fight.
Immediately a rather large problem emerged. The lizard of sorts had used its tongue against Fierce, but in dodging he had fallen neatly through the gaps in the metal. Abel felt the whole structure shudder as a horrible screeching cry rang out from what he suspected was Fierce stabbing at the floor itself to stay airborne. The very tip of the double helix blade poking out of the metal proved his theory, but it was so smooth that it started slipping as fast as it had appeared.
So now they had lost their best fighter, had to fight in a hazardous battlefield–which would become more so the longer they took with the way another hole in the floor near the first puncture mark was made– and the lizard was made of stone, with no obvious weak point of ore like a talus.
Great.
Rusl jumped the gap and pulled out his golden cucco, hovering in the air with one hand and slashing at the creature’s tongue when it flicked out to try and harm him. Abel grimaced as he got out his bow, since Tilieth and Rusl were both better shots than him, but he truly couldn’t make himself even try to cross the gap. He’d noticed that the monster kept its eyes barely open until its tongue shot out, at which the lids flew wide open and the eyes nearly seemed to bulge, making them the perfect target to incapacitate the thing.
He missed twice before his third arrow landed right in the pupil of the giant lizard. It thrashed and stone blocks came flying off in all directions. Abel had to duck and weave around the shrapnel, coming dangerously close to the edge more than once in the effort to avoid getting hit. Rusl had dropped on what counted as the floor to avoid the flying rock, but once things settled he ran up the slope until pushing back into the air with his cucco.
“Now we just have to keep doing that! Good work Abel!”
Abel wondered at the complete trust Rusl was putting in him, and at the confidence that they would defeat the thing, Fierce or no Fierce. Abel pulled out another arrow and brought up his bow.
He ducked on instinct to avoid the tail sweeping his way while the tongue once again went after Rusl in the air. He blew some hair that had fallen over his eyes in annoyance, of course the monster was smart enough to try and prevent them from abusing its weakness the same way once more. This meant Abel had many more false starts, where he had to drop to avoid a tail swinging his way, but it was only the second arrow he fired that landed in the eye.
The rocks were more numerous this time, and faster too. He panted with the exertion of trying to dodge them all while staying on the narrow strip of metal that kept him from the abyss. He stumbled after a particularly tricky dodge and watched with a numb sense of impending pain as a stone came at him faster than he could move.
Suddenly the ear-splitting screeching of Fierce’s sword rending metal was much closer than heard previously, and Abel’s vision was overtaken by the large blade, only inches from his face. The rock plinked harmlessly off of the strange metal and the sword retreated back below the ground as the last of the rocks flew by.
Abel hoped that had been on purpose. He suspected that not even the mythical healing of a fairy would save him from Fierce’s disgustingly effective sword.
With the return of their ability to fight came a new challenge, because why would things stay predictable? The lizard would, after Rusl got a slash on the tongue, turn the color and texture of the metal and abyss, moving around and only regaining its stonelike state when it was about to attack them both again. So it took Rusl and him a considerable amount of both time and arrows to manage hitting the third time. Both acquired some cuts and bruises along the way.
Then the lizard rolled up, moving through the air like a wagon wheel from a particularly violent cart crash. Abel hit the floor as it came whizzing by and only cautiously peeked out from his hair when the sounds of displaced air stopped.
It appeared that the lizard had changed tactics, for now it curled up and hid, sending bits of stone out that remind Abel eerily of pebblits to fight them. He had no blunt weapon with which to attack the annoyances, but when he caught a glimpse of the lizard out of the corner of his eye, it looked soft.
He managed to dig out a bomb while dodging the rocky pebblits, lobbing it almost desperately at the creature. He hit! Then the pebblit gave him what was sure to be a nasty bruise on his shin before retreating.
When the lizard was done moving violently through the air, the pebblits sent this time were noticeably more aggressive, and Abel found himself panting to keep up and dig a bomb out of his bag. He threw it, missed terribly as he had to jerk at the last moment to avoid getting clobbered again, then watched as Rusl was hit with a flying stone from the pebblit attacking him.
Rusl crashed to the ground, and instead of hopping up and going at the wall again like a madman, lay as a puddle of red grew beside him. Abel felt his eyes widen as he scrambled, what could he do? He had no hope of taking on this monster by himself–
The fairy!
But, in order to give Rusl the fairy, he would need to cross one of these gaps. He shuddered, but the pebblit charging at him gave him no time to fear as he leaped, his heart pounding in his ears and his stomach in his mouth. He nearly slid off the other side and scrabbled for purchase. A quick bomb was thrown at the approaching pebblit and he pulled out the bottle, trying to undo the cork with shaking hands.
The fairy, apparently impatient, went through the glass bottle (why had they stayed in the first place?) and started flying in tight circles above Rusl, dropping glowing pink dust as they went. Abel held his breath, and only let it out when Rusl began to sit up.
“Wha? Oh! A fairy. I didn’t know we had one.”
“Oops.” Abel winced.
Rusl sent him a knowing look before clasping his outstretched hand and heaving himself up. With determination, they fought anew. It was hard and scary, but finally after two more bombs successfully detonated, the lizard separated into every individual stone, each vanishing one by one. The metal strips joined together to create a solid platform in the abyss with a strange door on one side.
After the constant screech of metal and stone, arrows and bombs whistling through the air, and Rusl’s eye-burningly bright cucco’s cries, the silence was eerie, with only heavy panting breaths daring to be heard. Until Fierce’s head popped over the edge with a loud bang as his sword skittered away from where he was holding on with white knuckles to the platform and both Rusl and Abel were quick to help him up.
“I think… A nap is in order.” Fierce sounded strained, which was so strange coming from him that Abel blinked to make sure he was seeing things right.
“Cheers to that, Fierce!” Rusl only took the time to peel off his bloodstained clothes and use them as a pillow before he was asleep.
Abel couldn’t agree more, though before he joined his companions in the realm of dreams, he pocketed once more the strange, seemingly impossible triangle that had clattered to the ground in the middle of the platform.
@skyloftian-nutcase here's part 2! with a huge thank you to @bluevaractyl for helping me parse through my soup filled brain in making this much better!
#nan writes#Dad Squad#rusl#abel#fierce dadity#Abel is such a fun Pov to write from#poor Fierce he was absolutely terrified for Captain during that boss fight#also he gets to use that ocarina he picked up in a random town again :D#the return of Rusl's golden cucco#surprisingly very useful in this quest!#Rusl is doing so well here#when the Dads get out of here is when the Yiga start getting ... desperate#:)
20 notes
·
View notes
Text
Completed - Zelda II: The Adventure of Link
Oh, my language is going to be vulgar on this one.
So, I'm a crusty millennial who likes old garbage. Most of the media I like is old enough to drink and be a member of the US congress, but probably couldn't be due to the country that produced it. Now, I'd like to think that I've got good reasons to like older media, particularly when it comes to video games. It's a bit hard for my NES to bug me for microtransactions/DLC and emanate the screams of children and man-children alike. But, as much as I like my retro junk, there's one thing I'm very, very happy about regarding modern video games. The variety of game types now-a-days is a blessing. It's rare that someone is stellar at all game types, and I sure have my weaknesses.
It took me a long time to realize that I could be good at video games, and I wholly blame the glut of 1980s platforming games on that.
Look, platforming is not a forgiving genre. Particularly, back in the day where you had characters dying in 1-3 hits before factoring in death pits. It existed then for the reason that fourteen million instakill indie horror games exist now. Instantly killing the player is a lot easier to code than, say, having to track a health bar or their new position as an enemy swats them into a different room. Sometimes, a coder's gotta do what they can to keep themselves sane.
But, from a player's perspective, this style sucks!
Getting good at a platforming game requires practicing the same levels over and over again, developing a sense of your character's inertia and limitations. Without a save state or a warp to narrow in on a particularly troublesome location, it's hard to get learning to stick. You could lose a lot of games and time trying to put it all together. And some poor little character is always suffering because of your ineptitude! Such failure feels like a fork in an electrical socket. Succeeding in these circumstances requires a great deal of emotional resilience and a contrary attitude. And you know what? That's just not something I had as a kid. In fact, one could say I had my aggression and competitive drive scolded out of me. I'm just now getting that back.
So, yeah. I had a little trouble with "Zelda II: The Adventure of Link."
"Zelda II" is part of a trifecta of NES games that get routinely shit on by retro reviewers. Like its peers "Super Mario Bros. 2" and "Castlevania II", this game is generally considered an inferior game due to an extreme change of gameplay and appearance from its predecessors. And you know what? That attitude sucks. I'd rather have a variety of different games with a cast I like than have them pigeon-holed into one genre. In "Zelda II"'s case, however? The game mechanic shift was so extreme that I can easily see the ire it raises. Hell, I felt it. I wouldn't go so far to say that it's the worst Zelda game ever, but man, does it have structural defects.
In "Zelda II", Link's goal is to save an ensorcelled Zelda from eternal slumber by picking up a Triforce chunk that was pitched into a fuck-off palace way at the edge of Hyrule. (No, not the Zelda from the first game. Another Zelda. Same Link, though.) To do that, he's got to slap six gemstones into various temples across the countryside. Naturally, that includes picking up his trusty sword, leaping into battle, and then maybe straight into a death pit.
That's right. This Zelda is actually a Mario.
Further complicating the matter is a sharp switch in battle style and item accruement. While the previous Zelda game was about room management and ranged combat (or at least, as much as that was allowed), this game is all about jamming Link's dinky sword into an enemy's face and running off as fast as he can. Now, Link can learn a few tricks to help with the slash and dash, like directional stab mechanics and spells. But, as far as getting new weapons to help you? Sorry, bud. No bombs or boomerangs here. Well, except for the assholes throwing boomerangs at you, anyway. You just can't steal them.
The game encourages polishing the player's skill with Link through a level system. After acquiring XP through good ol' fashioned monster murdering, Link can cash his points out, improving his life, magic, or attack power. As the player levels him up, stats become more costly to improve. If Link gets a total game over before you use your XP, it is wiped out. Alright, fine. Fair, I guess. But, I wouldn't recommend looking at Japanese footage of this game if you don't want to give yourself a migraine. It turns out that as a part of some rebalancing, the level-up system was stacked to try and keep players from dumping all of their points into a single stat early into the game. Particularly, attack. Considering how painful and annoying enemy logic gets in this game, it's such a drag to learn that Japanese players literally could cut their way right out of that struggle. Thanks for dicking with the game design again, American publishers.
I guess we got better looking sprites and sound effects out of the deal? Hooray for wiggly Barba.
Even with leveling mechanics and a handful of heart and magic containers, this Link feels much frailer than the original Zelda's Link. Like, it's hard to believe he's supposed to be the same guy. Even at max health and defense, you could get Link wiped out with 8-32 hits (as opposed to 16-64 hits from the first game.) Exacerbating that is a life system that can yoink those health bars at any pit's whim and Link's range/health restoration being tied to a limited pool of magic. It feels like you're playing with a ceramic replica of the original character. You can make it work in a fight, sure, but you'd rather have a sword than a shard of a broken teapot.
If you don't have a bushido-level acceptance of death, you're not going to make it very far in this game. I'm not being hyperbolic. You have to accept that you are going to kill Link. You're going to watch that little fairy boy fade to black as the world flashes around him, and you're going to see that a lot. You're going to toss his bitch ass into the river to get a game over and restock your lives because fuck if you're going to wipe out inside a dungeon and have to start your bitch ass back at Zelda's temple again. That little counter on the main menu isn't how many times you have wiped out. It's how many times you've clawed your way out of the abyss with a middle finger raised.
Oh. Minor epilepsy warning on boss and Link deaths, by the way.
Having gone full bleak there for a moment, there are a few pieces of knowledge that can help slow down the cycle of life and death:
There are towns with nice ladies in red dresses and orange robes that will heal your ass for free. You should talk with them a lot.
There are classes of enemies that will drop items after they have been killed six times. Most of the time, this is a magic bottle that restores MP. Sometimes, it's a bag of experience. No monster will drop anything to heal your HP.
Also, some enemies are literal rat bastards that steal your XP. Some also give you no XP on killing them. Yeah. I know. Annoying.
The Life spell is in Saria. The downward stab is in Mido. (I realize these are very strange sentences if you're more familiar with "Ocarina of Time.") Getting these can make a night and day difference in surviving the game. So, keep that in mind.
You do get a spell that will turn you into a fairy. You can use it to game pits and sneak past lock doors. Just don't abuse it too much. It's expensive.
The dungeons have this little statue in front of them that you can whack with your sword. In most locations, it'll drop either a magic bottle or an Iron Knuckle. Game entering and exiting a dungeon as much as possible to restore yourself to full vitality.
You can get into random fights on the overworld (represented either by a little black blob or a more threatening human-sized blob.) Staying on gold roads will mean these encounters produce no enemies.
Also, you can use those random battles to override forced platforming sections. Not that I would recommend cheating in such a fashion. 😉
The game will give you a level up after you plug a gemstone into a dungeon. If you're close to leveling up anyway, turn around and grind up to the top, cash in what you've got, and then go pitch that gem.
Link has a crouch, not a duck. You think pressing down on the D-pad will evade projectiles aimed at your face, but it does not. Crouching is only good for blocking floor-level garbage. It's best not to think of the down button as much as possible, really. Only use it to pick up crap off the ground and cheese the final boss. Otherwise, jump.
I know that I said earlier that "Zelda II" is mechanically like a Mario game, but you know what other perspective might help? Try and play Link as a Metroidvania Castlevania character. There's an attack style in games like "Castlevania: Symphony of the Night" and "Aria of Sorrow" where you walk, jump, and attack in such a way that you never stop moving forward. That's what you've got to do. Walk, jump at an enemy, bonk on forehead. (Depending on how fast you press the attack button, you may need to delay swinging your sword just a teeny bit. At least, I had a bad habit of swinging too early.) With any luck, when you hit the ground, you will be able to keep on moving. You do not want to get stuck playing "poke-the-hole" with your enemies, particularly with how turtle-y some of them can get.
So, the game's a brutal bitch, but I don't want to spend the entire time shitting on it. Let's talk about improvements.
Honestly, I like the sprite style of the side-scrolling sections better than the previous game. Everyone/thing has more room to be rendered, so they look clearer. I can't say the monster or dungeon design here is my favorite, but hey. Easy to see. Yippie. Could have used a map though. Maybe some more tile textures in the dungeons?
NO. STOP. BE NICE.
There are more people around that want to help Link out. Like, whole towns filled with helpful healing ladies and dudes that will teach you magic and the occasional sword strike. Most of their conversation makes sense (although, there's a memetastic fault in translation regarding a character being named Error instead of what I'm assuming should have been Errol.) People good. Want to help people. People help me.
Except for towns where some of the people are monsters, and one of the times they overlapped a healing lady to get text box priority, and then they killed me. Boo.
I'M SORRY. I HAD A HARD TIME.
The music variety is pleasant. Only a few tracks have escaped the game to go into use elsewhere, but there's only one that I'm really iffy on. The NA release did a fine job transposing what they could using a different sound chip, and there are striking uses of the sample channel being used in ominous situations.
But…like…I struggle to see where fighting through this game is worth it. And maybe it comes down to the final boss. Like, the penultimate one? Absolutely cool. A bitch to fight, but I can't knock how massive and intricate its sprite is. But, the final boss? I suppose it comes down to personal tastes, but I find mirror matches/rivals to be exceedingly dull. Like, good for you. You know how I fight. I do too. Come back to me when you know the weaknesses of my style and use a fresh set of skills to throw at me.
Like, it's not the worst ending in the Zelda series. (My vote for that would go to "Link's Awakening.") You do get Zelda saved. But, given that the final boss is some kind of dark clone of yourself…it begs a lot of questions. Was there any concrete plan for the forces of darkness in Hyrule, or were various monster tribes just scuffling around, being dicks without any overarching plan? Were some monsters trying to keep you out of the Great Palace for a good reason? Would there have been any threat of Ganon reviving at all if Link just…sat on his ass behind a castle for the next century or managed his anxiety in a different way? Why does the manual bother to separate Zeldas and the game does not? Oh, wait. The Japanese intro correctly distinguishes this and the American one does not. Why am I not surprised? What's the difference if you don't see the Zelda you saved from the first game, anyway?
This game is a lot of work. I had to psych myself up to play it every time, and by the end, I was rattled enough by my nerves that I literally camped in my bathroom for a few minutes just to make sure I didn't get sick on the couch. Very stressful. And I'm not sure that stress was worth it, frankly. Life's hard enough as it is right now. I literally have a stress rash on my neck from the shit I'm going through in real life. No, you did not need to know about that. But maybe you need to know that I've been having a hard time lately, and this game did nothing to alleviate me from the stresses of reality. And what's the point in checking out from reality if a fantasy world is just going to make me miserable, too?
There are better games to play in this style. Hell, there are better games on the NES in this style. You know what you should go play? "Faxanadu." It's uglier than "Zelda II", sure. An absolute idiot when it comes to basic mathematics. But it's very chill about platforming and death. And maybe I just want to chill the fuck out for a while.
4 notes
·
View notes
Photo
5 Random Facts - Spencer Sage
1. Spencer’s relationship with his father and sister is complicated, to put simply. His mother met him during one of her travels to the past and for a while they met each other secretly for a few months. Then they broke things off after his daughter was born and Lynda carried on with her travels. Victor didn’t know about Spencer’s existence until a few years ago when Lynda finally gathered up the courage to meet him again. After that Lynda and Spencer would stop by to visit the Parkingtons in an attempt to get to know them more. Spencer knew his mother was making an effort but the Parkingtons were in a completely different world. He and Victor never saw things eye to eye and Dylan, his half sister, didn’t want to acknowledge his existence, which Spencer doesn’t entirely blame her for. However, Dylan’s spoiled brat attitude is another story. And just his luck Spencer was stuck in the past and forced to live with the Parkingtons. Ever since he left town, Victor hasn’t contacted him at all and honestly, Spencer couldn’t care less, especially after his father began seeing him as something to improve his image and less of a person.
2. As for his half sister, despite being a walking stereotype of a catty high school girl, Dylan isn’t that bad. After living with the Parkingtons for a while, Spencer started getting along with her better. They couldn’t be seen hanging out together at school or in public places where her friends might see them for obvious reasons but when it was just the two of them, she was actually a decent person. She admitted that she disliked him at first, especially since she found it hard to picture her father cheating on her mother, but over time she was kind of happy to have a sibling. Spencer didn’t expect to grow to like her considering how she treated people who she saw as inferior at school. Both of them started getting along by bonding over their mothers, whose deaths affected them greatly. From there Spencer began to feel sorry for her as she was pressured by her father and her friends to fit certain image while her mother was the only one who didn’t. His respect for her went up when Dylan confronted Victor about how he made her feel after her mother died and how he treated Spencer like a charity case while hiding the fact that he’s his father to avoid ruining his repuation. As a result her father disowned her, which put her in a terrible position as she was already in trouble with him for an alleged hit and run case that he couldn’t bail her out of. Despite that, Dylan felt she had nothing to lose and let the law handle her future. To pay her back, Spencer used his mother’s connections to help prove her innocence and after that was over Dylan moved in with her grandparents. The two of them keep in contact once in a while to check up on each other.
3. Spencer has a tendency to run away and avoid his problems. Being a time traveler, it’s quite easy to do. It’s a bad habit he picked up from his mother although she eventually worked out her problems. When in doubt, just run away. Unfortunately with his time travel powers not working as well as usual due to illness, time travel as a method of avoidance ins’t as effective anymore. Although his powers are slowly returning they’re quite unpredictable so to be safe he only travels for a short time and keeps it to a minimum. The last thing he wants to do is get stuck in another unfamiliar time period with no one to help. At least over here he’s got Sapphire and Steven. Spencer’s not the best at dealing with problems and it can be frustrating for himself and his friends. If it can be resolved then he’s fine but if there’s any sort of challenge then the first thing that pops into his mind is to give up and avoid it. He can’t help it but at least he’s making an effort to change that mindset.
4. Once upon a time Spencer almost indirectly destroyed a dimension. His mother led a team of time traveler scientists there to investigate the increase in catastrophic forest fires. Spencer tagged along with her because she didn’t want to leave him at home alone. There, Spencer met another time traveler named Finn Dobrev and a ghost named Cloud. Finn and Cloud were playing with a friend’s experimental invention, unaware that overuse can tear down the fabric of a dimension. Since the planet was evacuated and everyone else was busy working, Spencer decided to join in on their dimension hopping shenanigans. Things were going well until a forest fire started where they were hanging around and while the hole connecting the two dimensions was left open, the fire spread. Fortunately it was a desert country in the middle of nowhere but it allowed the fire to burn uncontrollably. Spencer, Finn, and Cloud attempted to avert the tragedy by going back in time but since they were unable to prevent the fire from starting, things didn’t work out as they expected. They also found out the hard way that the fabric of dimension surrounding the planet was irreversibly damaged due to the invention. It took a several tries but they finally kept the damage to a minimum. From that moment on, Spencer, Finn, and Cloud vowed that if they were going dimension hopping, they would use legitimate gadgets to do so and if they were going to use a third party contraption, use it only for emergencies.
5. He can play the trumpet, harmonica, piano, trombone, and ocarina. At school Spencer is in jazz band where he plays the trumpet and harmonica, both which he’s been playing since he was young. Spencer is also a master on improvisation and dabbles in songwriting. He and Sapphire would put on performances in public places such as the park or the boardwalk to earn some extra cash. Aside from being known as a time traveler, Spencer is known for his love of jazz. In fact back in his time, he would’ve been a soloist on the trumpet at his old school’s band if he wasn’t traveling with his mother as often. When he and Sapphire were living with the Parkingtons, jazz band was the only thing that got them through school, even if they didn’t really fit in. Spencer never really thought much about his future until recently and with senior year coming up and the fact that he’s made a home in this time period, he’s really starting to put his future into consideration. He doesn’t know what he wants but Spencer’s interested in pursuing music since it gave him direction and separated him from being notable time traveler scientist Lynda Sage’s son, an image that he’s held all his life. For someone who often leaves things behind without worrying about the consequences, he has a hard time letting go of his mother and what her name and legacy left behind, sometimes to the point of seeing himself as an extension of her. Eventually he’ll have to let her go but for now he’ll deal with it later and try to focus on what he can do, like start thinking about his future and hope that by then he’ll have things more sorted out.
3 notes
·
View notes
Text
DualShockers’ Favorite Games of 2019 — Iyane’s Top 10
December 31, 2019 12:00 PM EST
2019 had a lot of cool mecha related games, but a lot of other great games from other genres too. Here are my top 10 from this year.
As 2019 comes to a close, DualShockers and our staff are reflecting on this year’s batch of games and what were their personal highlights within the last year. Unlike the official Game of the Year 2019 awards for DualShockers, there are little-to-no-rules on our individual Top 10 posts. For instance, any game — not just 2019 releases — can be considered.
I assume anyone who clicked on this wishes to read me talking about myself and my Unneeded Opinions (one of my favorite sentences of 2019), so I’ll do just that. 2019 was another year that went by in a flash. I’ve reached my first anniversary writing on DualShockers in September, and I’ve been pretty busy overall. As such, there are multiple games on this list I actually didn’t finish yet.
There are many games released in 2019 that I was really hyped about but didn’t have the time to try out yet either, and I’d like to start by listing some of them:
We first have games I’d consider mainstream, such as Devil May Cry 5, Judgment (I actually bought it in Japanese) Astral Chain. Then you’ve got more niche things, like Daemon X Machina (I’m waiting just in case a PC port gets announced), the Grandia remasters, SaGa Scarlet Grace, and Friends of Mineral Town Remake.
Lastly, we’ve got some visual novel games: Berubara Gakuen, Gnosia (Japanese outlets hyped up this game in a similar fashion that what happened with Disco Elysium in the US and Europe), Ciconia Phase 1 (the thing I was actually hyped for the most in 2019), Eve Rebirth Terror (idem), and the Yu-No remake.
I’m on a quest to play everything that Hiroyuki Kanno wrote after getting my mind blown by Eve Burst Error. Yu-No is one of these things, but the character design in the remake is bland as hell. Ryou Nagi is a great artist, and you can see that with Heavy Object or Ar Tonelico, but for some reason, everything remake-related he touches turn into the blandest thing ever. The same thing happened for the newest Langrisser I&II remake; it’s like some huge conspiracy. As such, I’ll probably grab the Yu-No remake in Japanese, as that version includes a port of the original.
Anyway, that was just a small intro to show my tastes and what to expect in this ranking. Here are the games I’ve enjoyed the most in 2019, and note that it’s not only games released in 2019. Also, note that the top 5 are all pretty much my top 1.
10. Cyber Troopers Virtual-On Masterpiece 1995-2001
I suck at Virtual-On. But I love it, especially Oratorio Tangram, and being able to play it remastered on PS4 is nice. The only thing these ports of the three Virtual-On games sadly lack is local multiplayer split-screen. Virtual-On is the originator of Gundam Vs like games and all the anime 3D arena battlers of varying quality releasing each year, and it’s the best one there is.
Other games I considered for this position were Destiny Connect, Shenmue 3 (which I didn’t play myself and watched an online friend’s playthrough), and Zanki Zero (I was supposed to review that but ended up never finding the time to finish said review). I picked Virtual-On because it didn’t require me to write 2000 words to explain my mixed feelings about it.
9. Space Engineers
According to Steam, I’ve played 47 hours of Space Engineers with my online friends. I’m pretty sure at least 20 hours of that was us trying to figure out how the game works and being annoyed and how counter-intuitive many elements are. This includes reading wikis and only to realize it’s outdated info, looking for Uranium only to realize you can’t find any on planets, or trying to design vehicles, copying blueprints and recreating them block by block. And a lot of other dumb stuff.
Besides all these frustrations, Space Engineers is my favorite multiplayer game I’ve tried out this year and I’ve made some great memories with it, as an online friend streamed some of our adventures too. I’ve tried making the Senegalese flag with wind turbines (too long to explain): we managed a trip to a moon and putting the Algerian flag on it (a French joke too long to explain) and we did a MASK opening sequence parody with a vehicle parade.
8. Ocarina of Time Randomizer Version 5.0
youtube
I actually put this on my list last year as well, but seeing that the game’s meta has changed since then, this is fine. Again, I don’t have the time to play this myself and enjoy watching races instead, This year, ZeldaSpeedRuns held the OoT Randomizer Season 2 tournament, which ended in June with the victory of Marco against WTHH.
Now, the Season 3 tournament bracket matches just started in early December, with the version 5.0 0f the mod, changing the meta. We’ve already got a surprising upset, with first tournament winner and 2nd qualifier ATZ losing against 31 qualifier Killerapp23. Getting into detail would take too long and be incomprehensible if you’re not already into OoT rando, so I’m just gonna say this is the most interesting esports thing to watch ever. And like I said last year, it’s incredibly fun.
7. Wing Commander IV: The Price of Freedom
Wing Commander IV is one of the many games I’ve played in my childhood which left me with a huge impression. Along with things like Shenmue 1 & 2, this is one of the games I used to regularly quote until my high school years or so. I’ve finally got the time to rediscover the game this year. I didn’t end up replaying it myself though and watched a full playthrough of it. It was really interesting; I remembered many iconic scenes from the game and some characters, but I had no idea what the overall story was about anymore.
It’s surprising how anime space opera the story is, and I wouldn’t be surprised if something Japanese inspired the story. It all comes to Japan. This also made me realize, in a sense, that Wing Commander IV is pretty much one of the first visual novels I played and what made me enjoy well-written stories and choices. This is also what made me both love and hate draconian choices, multiple routes and characters’ deaths. I hate not being able to save characters.
6. Romancing SaGa 3 Remaster
Back in my childhood I tried playing Romancing SaGa 3, as it was among the various SNES roms I had at disposal. I quickly realized that it’s completely different than most RPGs and unlike many games in Japanese such as Super Robot Wars 4: I couldn’t trial and error my way through.
Around 18 years later, Romancing SaGa 2 Remaster comes out in 2017; it’s awesome, and a masterpiece. And then in 2019, Romancing SaGa 3 Remaster is finally out and it’s even more awesome. I’m currently in the final area of the game after playing as Sarah, because she has a fluffy afro ponytail. I just wish the game had a turbo button.
Tie-in 6. Persona 5 Royal
This is a tie-in as that’s an enhanced version of a really recent game, which was my 2016 favorite. I purposely played through Persona 5 only once, only maxing the coops and not doing much of the other side content, in case such an enhanced version ever released.
Even then, and even considering how much of a masterpiece that Persona 5 is, clearing such a long game again is annoying. Most of the new scenes I’ve seen so far, most notably Kasumi’s and Takuto’s scenes, are all incredibly nice though. The renewed dungeons and bosses’ designs are fun, and Joker is even more Lupin The Third-like with the wire hook, but there’s nothing groundbreaking either. I’m far from reaching the new part at the original’s ending, as I’m just about to reach the Hawaii part. Hopefully, it’ll be a nice ride.
The five games below are all my actual number one.
5. 13 Sentinels: Aegis Rim
I’ve been waiting for 13 Sentinels since when it got announced in 2015. I could even say since 2013, as I hoped a game related to the Vanillaware Happy New Year 2013 Geroge Kamitani artwork above would come out someday. I had incredibly high expectations for it and none of it were betrayed as of now.
It’s awesome. It’s fully-voiced. It’s got giant robots. It’s the most beautiful (2D) game since forever. It’s like if an old Japanese adventure game got made with current technology. It’s a shame the game bombed in Japan. If you’re interested, I’ve written more about the game, and I’m recording myself translating the game as I’m playing through it.
4. Ys IX: Monstrum Nox
Ys IX: Monstrum Nox is amazing on all points. I’ve rarely had so much fun walking around and exploring a city in a game. I think what makes the game the most amazing is how it’s pretty much the culmination of the Ys series since it switched to the party system, and as if one of the first versions of the first Ys games were transposed to 3D. The verticality of the environments is used so well you can still feel lost despite having a map. Falcom might pretty much be one of the smallest, penniless studios in Japan despite its longevity; they still make the best action RPGs ever. What I’ve seen of the story so far is particularly amazing too, and Toshihiro Kondo is a good writer along with being a good company president.
I’m currently taking a break from the game after reaching what I guess is around 1/3 of it. I was so hyped I had to play it at launch, but I want to do all the other Ys games I didn’t do yet first, even if it’s absolutely not necessary to understand the story. I like being able to understand every single reference in a series like this. I’m the kind of person who wishes to know exactly how many times Kazuya and Heihachi threw each other out of a volcano/mountain.
3. Super Robot Wars T
I didn’t play Super Robot Wars V nor SRW X as they initially didn’t release on Switch. If we don’t count SRW OG Moon Dwellers, which was on my top ten 2018 list, SRW T is my first SRW game since the SRW Z3 finale on PS3 in April 2015. It’s pretty great, be it the story, its cast list, or the animations. Everything about it is nice. Having things like Cowboy Bebop, Gunbuster, Rayearth, Gun x Sword, and Captain Harlock together feels incredible. It’s extremely sad that Captain Harlock’s seiyuu Makio Inoue passed away right after he finally got in SRW.
A new OG anime directed by Obari and a new OG game would be nice. I’m happy the series seemingly won’t get a new game in 2020, so the development teams can take their time.
2. Fire Emblem Fuukasetsugetsu / Three Houses
This game has my favorite cast of characters in a Fire Emblem game, along with Fire Emblem Seisen no Keifu/Genealogy of the Holy War, and I could write a 1000 word article on every single character on this picture (if I was paid adequately for it). This is only one of the many reasons why I like this game. In a nutshell, I’d say I love the fact that I find it very innovative and yet similar to the other Fire Emblem games I’ve played and liked so far, and how it’s true for every aspect of the game.
Check out DualShockers‘ review for Fire Emblem: Three Houses.
1. Project Sakura Wars/ Shin Sakura Taisen
youtube
This opening sequence has over 1.7 million views, and half of these are all me. While I’m not done with Shin Sakura Taisen yet, I fail to imagine how the game could even disappoint me so far, seeing how amazing it is. Before the game launched, I wasn’t concerned about the battle system change, but whether the new cast would be interesting or not. If there was a world Guinness record for most baseless worry of 2019, this would get it. This game got everything that makes Sakura Taisen so awesome. The strong female characters, the cool mecha, the great worldbuilding, the comedy. It’s a great new start in the series and I hope we’ll get more. I shared a few impressions on the game and just like 13 Sentinels, I’m recording myself playing the game, translating at the same time.
That’s it for my top ten.
If you’re wondering about my expectations for 2020, the game I’m looking forward to the most so far is the Seiken Densetsu 3 remake: Trials of Mana. Then we also have things like FF7R, Rune Factory 5, Space Channel 5 VR, Brigandine…I’m also eager to see KOF XV even if I won’t play it. Lastly, 2020 will also mark the tenth anniversary of the Pretty Series franchise. The Pretty Rhythm anime seasons and its King of Prism sequels were my favorite anime of the decade, so I’m looking forward to what Avex and Takara Tomy have in store for the anniversary, and if we might get some games other than arcade games out of it.
I’m planning to stay on DualShockers and keep writing about Japanese games in the new year. I don’t have the time nor the paycheck to cover every single news as fast as possible, but I always try to bring to the table as much info as I can, along with relevant translations and observations. Hoping you’ll keep reading us in 2020.
Check out the rest of the DualShockers staff Top 10 lists and our official Game of the Year Awards:
December 23: DualShockers Game of the Year Awards 2019 December 25: Lou Contaldi, Editor-in-Chief // Logan Moore, Managing Editor December 26: Tomas Franzese, News Editor // Ryan Meitzler, Features Editor December 27: Mike Long, Community Manager // Scott White, Staff Writer December 28: Chris Compendio, Contributor // Mario Rivera, Video Manager // Kris Cornelisse, Staff Writer December 29: Scott Meaney, Community Director // Allisa James, Senior Staff Writer // Ben Bayliss, Senior Staff Writer December 30: Cameron Hawkins, Staff Writer // David Gill, Senior Staff Writer // Portia Lightfoot, Contributor December 31: Iyane Agossah, Senior Staff Writer // Michael Ruiz, Senior Staff Writer // Rachael Fiddis, Contributor January 1: Ricky Frech, Senior Staff Writer // Tanner Pierce, Staff Writer
December 31, 2019 12:00 PM EST
from EnterGamingXP https://entergamingxp.com/2019/12/dualshockers-favorite-games-of-2019-iyanes-top-10/?utm_source=rss&utm_medium=rss&utm_campaign=dualshockers-favorite-games-of-2019-iyanes-top-10
0 notes