Wednesday, September 29, 2021

"Vampire Killer - Last Battle (BGM)" - Castlevania Legends (GB)

 


"Vampire Killer -Last Battle (GBM)" from Castlevania Legends on the Game Boy (1997)
Composer: Kaoru Okada & Youichi Iwata
Album: Music from Akumajo Dracula Kuro
Label: Konami
Publisher: Konami
Developer: Konami Computer Entertainment Nagoya





While the title of this song harkens back to "Vampire Killer '' by Konami Kukeiha Club for Castlevania released 11 years earlier, there are plenty of differences between the two songs that account for more than one being written for the Game Boy's 4-bit music chip.  In fact, there are only two parts in this song that are taken directly from the original "Vampire Killer," from 0:00-0:07 and 0:16-0:19 which is similar to the same section following the opening riff.  The rest of the song, or at least to me, sounds completely original.

Admittedly, the sound chip used in the Game Boy is a little harsh on the ears, this song perhaps a little more than others for a couple possible reasons.  First and possibly foremost, this is the battle music when you fight Dracula in his final form and at the time, this was going to be the origin story for the Belmonts and their generation's quest to stop Dracula.  So it makes sense to feature "Vampire Killer" as the music for that final fight.  But because this battle predates Castlevania, this is a dirtier and less complete version of that first song.  I don't know, that explanation sounds good in my head.  And the music sounds good to me too, so there you go.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Monday, September 27, 2021

Game EXP: The Legend of Zelda: Spirit Tracks (NDS)

  


Systems: Nintendo DS, Wii U
Release Date: December 7, 2009
Publisher: Nintendo
Developer: Nintendo EAD

I would not say that I hate The Legend of Zelda: Spirit Tracks.  That would mean that there was nothing I found redeeming in the game and there were several times where I actually did enjoy playing, but those moments were vastly overshadowed by how much I did not like this game.  To date, this is my least favorite game in the entirety of The Legend of Zelda series amongst the games that I have played*, and that statement actually makes me a little sad.  Legend of Zelda games should be fun adventure games to play, not games that are disliked because of mechanics and design.  I should extrapolate in that it is not so much my "least favorite," more like, this is a Legend of Zelda game that I would like to never play again unless it is to actually go back and finish the penultimate dungeon and then go through the final dungeon to defeat the boss.

That is correct.  I have not finished Spirit Tracks because I reached a point in the second-to-last-dungeon that I just threw up my proverbial arms and said, "Fuck it, I'm done with this."  I was not having any more fun.  I was consulting a walkthrough because I am apparently an idiot who cannot un-puzzle this Legend of Zelda game and cannot remember game mechanics that were introduced I do not know how many levels back.  I guess I am still a bit frustrated with myself for not sticking with the game consistently enough to remember how specific characters act and how Zelda as a spirit can be used (more on that later).

When I first started the game, I was a little "eh" about the whole train mechanic and how the whole game centered around trains.  It really just felt like a more on-rails version of Phantom Hourglass and Windwaker, in that instead of navigating a boat around islands, you are conducting a train around various biomes on a larger landmass and you can only explore specific locations (which I guess is not too dissimilar to The Adventure of Link, but only if you were stuck to the roads in that game and couldn't wander into different environments).  I did not mind so much the in-game lore behind the construction of the train tracks as a form of chain to bind in the Demon King Malladus in his prison, and presumably that the chains were at some point used as a device to build trains upon.  Inevitably, the tracks (and in turn the prison) are destroyed (in a sense, and I will give credit to the writers for this left turn plotline) after Zelda is killed and her body taken to be possessed by the Demon King so he can return to the world.  Zelda then accompanies the player (Link, although I named him Jaconian, because why not?) because he is with her when this happens and because Link is in possession of the Spirit Pipes (more on those in a bit).  Together Link and Zelda work with the Lokomos (get it, like locomotive!?), the keepers of the Spirit Tower, and elemental dungeons to restore the Tower of the Spirits that was destroyed after Zelda was killed to stop the Demon Cole from resurrecting the Demon King Malladus.

Now that the plot (more-or-less) has been taken care of, let us get down to all of the issues I had with the game.

The controls in this game are essentially the same as they were in The Legend of Zelda: Phantom Hourglass, but for whatever reason, this game seemed to bother me.  There were countless times when I felt that my right hand while holding the stylus and directing where I wanted Link to go on the bottom screen of the 3DS, that it was covering 2/3rds of the screen, especially if I was having him move from right to left.  I also do not recall the controls being as finicky in Phantom Hourglass, but here I seemed to need to exaggerate my movements with the stylus to get Link to attack and not just move forward, or to run instead of just walk; although apparently there were no significant changes between the controls implemented between the two games from what I have read.  I could probably also chalk it up to the way that I hold the stylus, which is the same way that I hold a pencil, which I know it's not the proper way to hold it because it has been something that I have been aware of since the first grade.  This is also one of the inherent tradeoffs when playing a game on the 3DS that is attempting to make full use of the fact that you are playing on a video game system with a touch screen, and really one of the things I like the least about trying to play games on mobile phones.

One of the other issues I had with the game was Beedle's shop, how the store itself operated, and rupees in general.  Each town in each of the biomes had their own limited store, but Beedle, the ever entrepreneur operates a hot air balloon that travels through each of the biomes and you can flag him down by way of tooting your train whistle if you travel under him.  From what I understood about how Beedle's shop operates is that he will have bombs, potions, and randomized treasures that always felt stupidly expensive.  And the treasures Beedle would only keep stocked at one item for every real-world day, so if you bought a Pearl Necklace, you would have to wait until you turned the game off and waited until the next day* to buy something else.  Beedle's shop also offered a frequent buyer's card that after a certain amount of rupees spent is gifted to the player.  But if you do not have enough rupees to purchase one of the treasures and you never end up using potions, but you still use rupees buying another shield because another stupid Like Like ate it.  Again.  Or from having to purchase another block of ice to deliver to the Gorons because it continues to melt while avoiding one of the Dark Trains or fending off one of the flying Snurgles.  The point is, there always seemed something that I needed to buy from a vendor in the game who was not Beedle and I never really needed to buy anything from Beedle to count towards my Membership Card so that I could buy enough to be gifted the Heart Container he has sitting in the back of his store.

And speaking of treasures in the game, I never felt that there was a good explanation as to the treasures and their purpose until, what felt like to me, about 2/3rds of the way through the game when you are told that you can use these treasures to upgrade your train.  And what does an upgraded train get you?  I guess you will just have to buy the parts, use up your treasures and find out because I could not find anything in-game that gave any kind of explanation.  I did read that having a combined train, caboose, canon, and freight car will give the train more hearts (life) whereas your starting train only has four hearts.  So all of these treasures that you collect can be used to upgrade your train, for mostly cosmetic reasons, regardless of the item description.  And the fact that these treasures are located in some larger than normal treasure chests in dungeons felt very annoying.  To complete a puzzle that took 10ish minutes to figure out and finally execute only to be gifted with a randomized treasure that turned out to only be a Mystic Jade, or worse, a Pearl Necklace felt very much like a slap across the face.  Looking back at Phantom Hourglass, I do not think I cared about upgrading the ship either so I must not have focused too much on collecting and/or selling treasures.

Moving down the list of things that I did not like about this game was how Zelda was used and implemented.  The game's director, Daiki Iwamoto said that he wanted Zelda to play a more active and integral role in this game, and once Zelda was killed and she became a ghost, I thought that she would then take on a Navi-like role, either drawing Link's attention to locations, objects or injecting commentary while they were on their adventure to save the world.  What I realized was that Zelda would really only come about when you entered a train station to get back on the train, or during scenes when the two would interact with the wizened Lokomos.  She did show up in the Spirit Tower when you needed her to take over the body of one of the Phantom Knights, but she would mostly stay silent throughout most of the game.  While she was present more than in some previous Legend of Zelda games, I still felt that her role in this game could have been used a lot more than it actually was.

And speaking of things that could have been used more, let us talk a bit about the Spirit Flute, a panflute used by Link to. . .do things?  I guess?  In Majora's Mask, you could use the Ocarina to alter the flow of time, bring about rain, or teleport across the world map (being just a few functions), and in The Wind Waker, you use the self-titled baton to open stone doors, change the direction of the wind, or again, transport yourself across the map to specific locations.  In Spirit Tracks, your musical item I felt was so infrequently used that I would often forget that it was even in my possession.  Your acquiring of it is what allows you to see Zelda in spirit form, and you do use it to unlock the access to temples by playing a different duet with a different Lokomo or to uncover something that you think might be hidden in a surrounding area.  The most useful song was probably the Song of Healing, which essentially summoned a fairy once per game per dungeon (meaning if you died and restarted, you could use the fairy again. . .I think. . .) to heal you instead of using a potion or finding hearts.  Maybe because I had become so jaded with this game, that the song you could use to talk to stones whose sole purpose was to tell you if there were any treasure chests left undiscovered on the specific floor of the dungeon you were on, that I just did not care about playing this song.  Maybe you use the Spirit Flute during the final boss battle against the Demon King Malladus, but I guess we will not know until a few years from now when I decided to do a Legend of Zelda timeline playthrough.

You know, let us end with a few things that I actually enjoyed about Spirit Tracks because I recognize that I have been pretty negative for the last five paragraphs.  I did enjoy the music, with the overworld theme once you cleared a biome being my favorite.  I loved a lot of the sub-weapons and I still think that this way of controlling the boomerang, by plotting its path is a lot of fun.  I liked the snake whip I think because it is a pretty rare weapon in video games although the snakehead could have been used more or had more of an effect on enemies than just stunning them.  Riding the train was occasionally fun and the canon had some good oomph too when your shots impacted either enemies, signs along the tracks or boulders.  Maybe if this game had not been a Legend of Zelda game I might have had a better impression of it, or more likely, I probably would not have played it in the first place.


~JWfW/JDub/The Faceplantman/Jaconian


*P.S.  I have not played the following games in the mainline Legend of Zelda series:
Skyward Sword
Minish Cap
Four Swords
Oracle of Ages
Oracle of Seasons
A Link Between Worlds
Tri-Force Heroes
Four Swords Adventure

Friday, September 24, 2021

Game EXP: Tux and Fanny (NS)

 [Disclaimer:  I received a review copy of Tux and Fanny for the Nintendo Switch from developer and publisher Ghost Time Games.  The game was given and received without expectation of a positive review, only that the game be played and a review be posted in a timely manner.  All words and pictures unless otherwise noted are my own from my experience playing the game.


Release Date: September 9, 2021
Systems: Nintendo Switch & itch
Publisher: Ghost Time Games
Developer: Ghost Time Games
(Current) Play Time: 11 hours 7 minutes*

Tux and Fanny is a point-and-click adventure game in which you collect items to use to solve contextual and environmental puzzles as well as gain access to additional explorable areas.  Tux and Fanny is also the first game in a long time that I have had to literally stop playing for a minute because I was laughing so hard.  I could show you a screenshot of what it was that made me burst out laughing, but it would not make much sense.  And that is also a lot of what makes Tux and Fanny brilliantly written, is how much of the game feels like it comes out of left field in its absurdity.  Oh, and you can read the entirety of Moby Dick by Herman Melville, because why not.

The main object of the game is given to you when you first start out playing after you decide to choose which character you want to start out playing as, although you can readily switch between Tux or Fanny.  Or a cat.  Or a flea.  And while Tux and Fanny are on a quest to find a way to inflate their deflated soccer ball, the Cat and the Flea have their own separate quests and goals to achieve.  But for Tux and Fanny, their objective is to inflate a soccer ball so that they can play together.  And if you travel north of the house, still within their enclosed yard, you find a ball pump stuck up in a tree.  So from the start of the game, you have the object needed to complete the quest and the other object needed to accomplish that task, but no way of getting the ball pump out of the tree to inflate the soccer ball.

At the beginning of the game, you are relegated to just Tux and Fanny's house, and their surrounding yard as the gates to exit the yard are both locked, so your immediate task is to find the key to unlock the gate.  This leads the player to explore the house to find a single key, which could sound incredibly tedious, but this is one of the areas where Tux and Fanny is amazing.  And the house does a great job of familiarizing the player with the general mechanics needed to proceed.  Using items you find around the house to interact with or combine with objects is the primary method to progress.  You do not have any consumables that you are not supposed to use with specific objects so Tux or Fanny will tell you that you cannot feed the Moldy Strawberry to the Goldfish.  There were a couple of times when I took a screenshot of a number sequence because I knew that I was not going to remember it a few minutes later; in one instance, I had Conklederp write the sequence of 14 numbers down because flipping back and forth between the Switch screenshots and the game was not going to cut it.  That might be the only negative thing I have to say about this game.

And then there is the computer.  Tux and Fanny's computer has been a great source of amusement as well as a tool to help you along in your journey.  It can be used to look up information on the Internet such as construction details, showing you which items are needed to craft a bicycle or a fishing pole, and which paintings or trophies you can sell.  And then there are the individual computer games that you find throughout the game itself.  Each of the games centers around a familiar genre be it a 2D platformer, a top-down adventure game, or a text-based choose your own adventure.  While the computer is physically located in Tux and Fanny's house, the developers have thankfully allowed for shortcut keys to access the computer no matter where your characters are in the game.  There are a few games that you are required to play to progress the story, but mostly they seem to exist to give the player another activity and another button on the Button Board.

On top of the multiple genres in the computer games, the game will take you to a video-game-like screen when performing certain tasks.  The first time you enter the Dark Woods, you start a first-person exploration area taking pictures of creatures and objects.  After crafting a bike, you can ride a bike in a third-person view similar to Rad Racer or Road Rash, although the game is forgiving in that you do not lose when you slam into an alligator or clown.  I genuinely felt that the game had been crafted to provide entertainment, rather than trying to beat down the player with the wicked hammer of difficulty.

Developer Gabriel Koenig said that the game would take about five to six hours to beat, and around 10 hours to 100% complete the game.  Because it is me, I ended up taking more time than that, but I think that was because I did not always focus on the main quest.  For the first couple of hours, I was not always fully aware when I was completing quests that would help me progress the main story.  Sure I knew that I had to find a way to unlock the safe in the living room to presumably get the key to unlock the gate to go outside the fence, but I did not always know that completing certain tasks would result in finding another number to the combination to the safe.  A lot of my time has been spent exploring new areas, picking up items, and then finding where I can use them a few screens later, or in some instances, completely forgetting that I had a sewing kit or a fox pelt.  I have also spent a lot of time reading any one of the 38 books on the bookshelf; although I have not read Moby Dick yet and it is kind of tempting to use Tux and Fanny to actually read the whole book.  An added bonus is that the game holds your place in the book when you leave and come back so you do not have to flip back to the last page you read each time you start the game.

And I cannot recommend enough that you engage with the bookcase to read books.  There have been a number of times that, having explored the world significantly more than in the first 30 minutes, that I rediscovered a hint in a book.  For instance, I had talked to a Goblin who missed the music of the ocean and so I went to the bookcase looking for a book on the ocean thinking that there might be some musical notation for the Thumb Piano to play music for this forlorn Goblin.  It turned out that "Things We Found on the Beach" was helpful, but not in the way that I was expecting it to be.  And then there are more obvious hints for progressing the story like in "Custom Costumes".  There is also an in-game hint system that can guide you to your next objective to complete the main quest, although sometimes that is even cryptic.  "I wonder how our feathered friend by the lake is doing" is a lot more direct than "I wonder what I will find in the heart of the dark forest."  And the character will sometimes rhetorically ask themselves the same hint while you are playing.

Even using the in-game hint system and reading nearly all of the books (except Moby Dick and a few of the stragglers on the third page of books to read), I still have found myself a little stuck.  I am (as of this writing) 84.7% of the way through the game, which tells me that I have done a lot more of the side quests than I had originally planned on before I started playing so that I could finish the main quest and get this review out on time.  I know I need to bake a cupcake for the final Forest Goblin and to do that I need flour, sugar, and butter.  I have the flour which I somehow earned by gazing at all the possible cloud shapes.  My brain tells me that because Clouds are grouped with Flowers and Birds and Bugs, that I will need to find the remaining collectibles and I will be gifted one of the two remaining ingredients.  I am honestly unsure what I need to do which means I will probably inadvertently 99%ing** the game while just trying to complete the main quest.


I honestly cannot think of another way of saying how much fun I have been having playing Tux and Fanny, then by unintentionally completing more of the game than I had set out to do.  Like a number of the reviews and Game EXP articles I have written, there are things that I am leaving out, either purposefully or accidentally and I will probably think of those on Saturday afternoon while I am away from my computer.  And because I do not write comedy, the only way I can get across how hilarious I have found the game is to just recommend that you go and play it.  I could include more screenshots of moments when I literally laughed out loud, but that would be like telling you the punchline of a joke without any of the setup; and because it is me, I probably would do a bad job at that too.

Thank you so much to Gabriel Koenig and Albert Birney of Ghost Time Games for the chance to play and review Tux and Fanny on the Nintendo Switch.  I will definitely be looking forward to future projects from these two.


~JWfW/JDub/The Faceplantman/Jaconian
For Its Springtime on Saturn


*P.S. I promise that I will finish Tux and Fanny and when I do, I will post an update on my completed time.

**P.P.S. Except I don't know if I will be able to beat the toothbrushing game because that is a pretty cool concept for a Tetris-like puzzle game and I am not the greatest at those and I feel like I will need to beat the high score in order to get the button.

P.P.P.S.  And what the hell is the Old Key for if not to open the trunk of the rusted-out old car!?!?

P.P.P.P.S.  If I had to watch this, you have to watch this too.  Preferably at 12:47 in the morning in a darkened room.



Wednesday, September 22, 2021

MIDI Week Singles: "Puzzle 3" - Professor Layton and the Unwound Future (NDS)

 


"Puzzles 3" from Professor Layton and the Unwound Future on the Nintendo DS (2010)

Composer: Tomohito Nishiura

Album: Professor Layton and the Unwound Future Original Soundtrack 
Label: FRAME 
Publisher: Nintendo
Developer: Level-5



Being the third game in a series with a well established theme for when the game takes you from the narrative to solving a puzzle.  For the music that you are going to hear a lot of in this game, unless you are following a walkthrough or have the music itself turned off, would need to be calming to the point that you hear it, but that it is not distracting.  The last thing you would want as a composer is for the player to be so distracted by the music that it hinders their ability to solve the puzzle, and there being over 165 puzzles (per the game box).

Because the story of  Professor Layton and the Unwound Future is all about time, it makes sense that the puzzle theme for the game would take on a clock-like feeling.  The song is also coincidentally performed at 60 bpm, but the "Puzzle" theme from the first Professor Layton and the Mysterious Village was also written at the same speed, which I was very thankful for because I would have been a little sad had that not been the case.  Even the chime tone, normally performed with a piano has a coo-coo clock sound to it, and the only missing element would have been the sound of gears moving in the background as a percussive instrument.  But then again, that might create too much noise for a song that is supposed to not be distracting.  And maybe it comes later in the game/soundtrack; I am only a few hours in so I know I have a lot more game to go through.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Friday, September 17, 2021

Spoiler Post: Hyrule Warriors: Age of Calamity

 Before we go any further, I want to preface this article that there will be spoilers for Hyrule Warriors: Age of Calamity.  If you have not played the game and you are planning on it or if you are currently playing it and have not reached the end-game and/or not yet unlocked all of the playable characters and still want to be surprised, I would highly recommend not reading any further.  I also want to say that this article is going to be all over the place and will likely come across as some incoherent combination of rant and thoughtful commentary.  Just bear with me if you want and we will meet up again at the end.


The main purpose of this article is to act as an overflow for a lot of what I either did not say in the primary Game EXP article for Hyrule Warriors: Age of CalamityAnd while some of what I wanted to bring up/mention/discuss would be spoilers, there are some things that you will probably say something like, "We knew about that from the rumors back in 2019, this isn't a spoiler douche-canoe!"  And to that, I will just ignore it because this is the Internet and I can do that.

The use of time travel as a mechanic for why Age of Calamity exists, as I previously said, I am more or less okay with; leaning heavily towards the more side.  I understand the appeal of the mechanic, allowing the writers of a story to ask "What if things happened a little differently?"  Or in this case, "How can we tell the story about how the Calamity came to pass without Ganon actually winning?" There is the inevitable question though of "If you could go back in time, why did you only stop Tradgety X and not Tradgeties X, Y, Z, Î², and Ñ‰ while you were at it!?"  And my only answer to that question is because that is not the story being told?  You could explain it away that when Terrako made the jump back in time that they only had a split second to decide how far back in time to jump.  "But then why didn't they jump further back in time after they knew they were safe!?"  I hear you shout at your computer/phone screen between sips of [insert your least favorite beverage here] and slobbering bites of [ insert food that other people eat that offends you to your core here].  Maybe it was a use it once ability?  "But then how did they use it again, later on, to pull Yonobu, Sidon, Riju, and Teba into the past to prevent the Champions from being imprisoned in their Divine Beasts!?  And while we're at it, why wasn't..." I'm going to cut you off there because unlike you, I have not dedicated the last four years to these questions so I am going to move on.

And speaking of characters being pulled into the past to help Zelda and Co. with their fight against the Calamity, yeah, okay, I guess that works too narratively.  For me though, at this point in the game, maybe just over halfway through, I felt I was just getting comfortable with the playable characters and now I have four more to navigate.  I guess it makes sense for this type of game where part of the point is bringing together characters who would not have interacted being able to fight together, I get that because it would have been an out of ordinary spin-off if you could only play as Link; which would essentially just be another Legend of Zelda game.  I think the turn-off for me, along with feeling like I already had a good feel for the nine or 10 playable characters at that time, and now I have 13 or 14 to manage.  Weapons to upgrade, and levels to keep track of which could turn any enjoyable 10-minute stage into a 27-minute slog as you die or fail to meet the time objective, again and again, ultimately forcing you to quit when you realize the weapon you have equipped was never upgraded.  This might have happened a time or two with a couple of the characters.

One of the clues that Age of Calamity was not going to be the prequel that I thought it was, and that characters were not going to be consistent with how they were in Breath of the Wild (after the heroes from the future appeared to help out their respective Champions) was when Calamity Ganon's Prophet of Doom Astor, betrayed the Yiga Clan and Master Khoga ended up becoming a playable character.  This plot twist of sorts did make sense in this timeline because, in this timeline, the Blights were driven back from their attacks on the Devine Beasts, so Astor needed a new influx of souls to bring the Blights back and the near limitless members of the Yiga Clan does seem like an excellent source for that purpose.  That being said, I was not really enticed to play as Khoga for several reasons.  First was that his starting weapons were at level 1, so despite him being at a comparable level to the other characters I had spent the last 50+ hours playing with, his attacks did not feel as powerful.  Plus there was a whole new move set to learn and become accustomed to and a brand new power gauge mechanic and specific for him, a stamina gauge to keep track of, that outside of missions where you were required to use Khoga, I mainly left him alone.

I do wish that there had been another way to upgrade your weapons apart from paying gold to have them forged/mashed together.  There were some other services where you could use monster parts and other loot components along with rupees, but weapon forging only took rupees.  And speaking of rupees, I never seemed to have enough, maybe maxing out at 15,000 at one point before blowing it all on weapon upgrades, rare food ingredients, and a mission or two that required you to fork over 5,000 rupees (stupid Great Faerie missions).  I guess part of me did appreciate that this wasn't a game whereby the halfway point you were just collecting money for the rest of the game because you already bought everything, but there were several times that I just ground levels for 30-40 minutes because I needed gold for any of the reasons mentioned above.  Mostly though it was to upgrade weapons

Although I should not blame my inability to keep track of what weapons I had equipped or what level they were as I know that I did not either fully understand or do a good job with the whole weapon seals (which was a part of the weapon forging process) thing until near the end of the game.  Weapon Seals are abilities that you can give your weapons when you take them to the blacksmith, but you are limited to three abilities, with passive skills like "Perfect Dodge Timing Window," "Special Attack Charge Rate" and "Reduced Ice Damage," you could customize and augment how you approach what Ganon's forces throw at you.  Me, I just jammed weapons I did not care about into the forging/leveling-up without looking at what was doing what.  Maybe there was a tutorial that I blazed through but there were times when I did not feel like I knew what I was doing and that the game did not do a good job explaining the whole process.  Again, this is probably on me.  I think the only time I ever switched weapons was if I found what I thought was a better base weapon than the one a character currently had equipped.  For Link, there were a couple of missions that had a requirement where he could only use a two-handed weapon and then I would switch to and Ancient Battle Axe++ (which came with the ++ designation, I did nothing to upgrade it to that).  For Zelda, sure, that Shiekah Slate has an extra part on it, that must mean it's more powerful.  That was literally my thought process.

Speaking of Zelda, I loved that you could FINALLY control her in combat (although I guess you could already do that in Hyrule Warriors: Definitive Edition) but I wish her move-set was a little more user-friendly.  Her attacks felt kind of slow and not very powerful compared to Daruk and but I frequently felt like I could not get the timing quite down for her to feel effective.  Her powers and move set did change in maybe the last third of the game after she unlocked her power and instead of using the Sheikah Slate.  I did prefer this form of Zelda as I felt her attacks were a little more straightforward, but there were times when she still felt grossly underpowered compared to the other characters at the same time in the game.  There was a late-stage mission after she awakens her power where you have to kill 1,000 enemies and I must have attempted that stage five times, replaying after failing to reach the 1k kills by the time the timer ran out, before giving up to grind levels to get rupees to upgrade her Sealing Bow of Light because it sounded more powerful than the Sacred Bow that she starts off with after unlocking her power.  

The only other thing that kind of annoyed me about Zelda, and I recognize that this is a fairly petty thing, was her catchphrase of sorts.  Each character has a powerful attack that you can use any time after filling a gauge and when you use it, each character has a different catchphrase that they say as they perform their attacks; although Link just does his grunt/scream.  After Zelda unlocks her power, her power attack is that she can draw from her power gauge and just unleash a strong attack (being more powerful than her other two default attacks), and each time you attack while drawing power from your power gauge, she says her phrase: "I must protect Hyrule, every way I can." (It could also be "anyway I can" but I can hear it either way, depending on what I want to hear).  By that point in the game when she gains this ability, her phrase had already gotten pretty stale, and having her say it five times in the span of fewer than 30 seconds did not help matters.  See, I can be petty too.

The last thing, at least for now, I can think of to talk about one of the characters I just did not care for, for one reason or another.  At 93 hours and after unlocking Calamity Ganon as a playable character, I felt that I had had all the enjoyment I was going to get out of AoC.  I had finished the main campaign.  I had finished all of the post-game missions to reassemble Terrako (which I honestly thought felt cheap just to get another playable character, but like the rest of the game, I was proved wrong and Omega Force again wrote a great sequence justifying this narrative choice) and after playing a couple of the missions where you engaged Astor in a few battles that felt like they should have been used earlier in the game I unlocked Calamity Ganon.  I did play a couple of missions as Ganon and I guess it was fun to use his moveset and take out a semi-large amount of enemies, but this just felt like a level from a game about playing different characters from a franchise, not playing a story.  And again, this was not the reason Age of Calamity interested me in the first place.  

So while I have not fully finished all of Calamity Ganon's missions and unlocked all that there is to unlock I feel like I am done for the time being.  There is the DLC which gives you some new playable characters (see above about feeling overwhelmed with character choice and how they relate to the story at large), new weapons for Link (see above about the Master Sword), the Divine Beast motorcycle for Zelda (maybe when she is sprinting or is it an actual weapon?), and some additional stages and features.  Maybe it is just me, but I feel like this DLC came out too late for me to be interested in it.  Maybe if it was released within the first two or three months after the game was out, but the game was released in November 2020 and the DLC came out in May 2021.  I guess I was still playing the game at that time, but I was already set in my ways with the characters I liked and see the first part of this paragraph again.

That is is folks.  That is all I have got for now.  More than I was planning on putting out there, and I am 98.47% sure that I will come up with something else I could have added when I reread this article in a few weeks, but I may just relegate that to a Twitter thread rather than a full article.  So thank you for joining me on the one-sided semi-coherent journey back through Hyrule Warriors: Age of Calamity and maybe we will visit again sometime after Breath of the Wild 2 is released.  Or after I start and finish playing any of the other Legend of Zelda games that I have yet to play.  Or if I decide to do a chronology playthrough, being when I pick up Spirit Tracks again and just finish that playthrough to call it good because I am not starting that drudgery all over again.


~JWfW/JDub/The Faceplantman/Jaconian

Wednesday, September 15, 2021

MIDI Week Singles: "Menu" - EqqO (NS)

 


"Menu" from EqqO on the Nintendo Switch, Oculus GO, & Android (2018)
Composer: Nicolas Bredin
Album: EqqO - OST
Label: Bandcamp
Publisher: Nakana.io
Developer: Parallel Studio 


I chose this song from EqqO for two reasons.  The first is that upon listening to the entire soundtrack, this was the song that stuck out in my mind as one that I could recall while playing the game.  That is not to say that the rest of the music was not memorable, just that the music is so integrated with each stage in the game that it is difficult to think of the game without music.  The second is that I love the simplicity of the song as a whole.  It is just the composer Nicolas Bredin playing the guitar.  That is it.  I love the melody, which in my headcanon is Eqqo's Theme, even if there is not specifically an "Eqqo's Theme" titled song.

I do not recall hearing this theme again in the soundtrack and I have not finished the game yet so I do not know if this theme is used again outside of the menu.  But I am comforted that every time I have turned the game one, that I am greeted with this serene menu theme, which is a great place to start in this somewhat melancholy yet hopeful tale.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Wednesday, September 8, 2021

MIDI Week Singles: "Overlooking Hyrule (After the Calamity)" - Hyrule Warriors: Age of Calamity (NS)

 

"Overlooking Hyrule (After the Calamity)" from Hyrule Warriors: Age of Calamity on the Nintendo Switch (2020)
Album: No Official Release
Publisher: Nintendo & Koei Tecmo
Developer: Omega Force


I realize that this song is nearly identical in theme to the other MIDI Week Single article we posted back in January for "Overlooking Hyrule - Prelude to Calamity."  The bones are almost the same, but the end result is still different.  In, we will just refer to it as "Prelude," you have the Age of Calamity theme on the piano and only very light, wispy-sounding chords in the background.  Here, there is still the main theme played on a piano, but it now has a string section backing it and the piano is allowed to play beyond the four notes that it could only play in "Prelude."  And then you have additional instruments joining in around the 30 second mark, filling out the sound beyond what was once just a nearly isolated piano.  And then around 1:02, whatever that flute/oboe instrument is plays a motif reminiscent of Zelda's theme.

This version of the Age of Calamity theme plays after having finished the main campaign and during the post-game content, essentially doing what you were doing during the entire game: looking over a map of Hyrule wondering which of the 20+ quests that just popped up you can and should do next.  There is no longer the dread of the impending Calamity, and you do not really have to do anything if you do not want to although (spoilers) if you want to help out your friend then you are more than welcome.  And if you want to finish unlocking all of the playable characters (which always felt odd to me; check out a future article about this bit).

What I love about this variation on "Prelude" is that there is all of the pent-up relief that is just overflowing.  Maybe it is just the context of the game coming through in the way I feel about it, and I cannot be un-biased in that feeling, but I would like to think that it comes across to those unfamiliar with either Breath of the Wild or Age of Calamity.  Maybe part of it is also the last year and-a-half and trying to imagine what the following year will be like and hearing music like this, picturing the After Times, makes me at least hopeful.  And I guess I kinda needed that right now.


~JWfW/JDub/The Faceplantman/Jaconian

Monday, September 6, 2021

Game EXP: Hyrule Warriors: Age of Calamity (NS)

 


Systems: Nintendo Switch
Release Date: November 20, 2020
Publisher: Nintendo & Koei Tecmo
Developer: Omega Force
My Play Time: 93 Hours 

Before going any further, there are going to be spoilers, of sorts, for both The Legend of Zelda: The Breath of the Wild and Hyrule Warriors: Age of Calamity.  Since Age of Calamity is a semi-prequel (I will get into that designation later) to Breath of the Wild, I feel that I could not adequately talk about this game without revealing some level of spoilers.  So y'all've been warned.

Secondly, this is a difficult game to write about.  All told, there were 20 massive battle stages which often took upwards of 30 minutes to complete, and 150+ smaller stages that could take as few as 45 seconds to up to 20 minutes.  A lot of the smaller battles were not as story intensive but did contain some level of a story or at least an interesting location so that it did not always feel generic location in Hyrule where you fought monsters.  There are also a lot of points the story hits, from the introduction of each of the Champions to meeting younger versions of characters and visiting known locations in BotW.

I have also decided to break this article up into three sections as opposed to three separate articles, which is what this was slowly turning into.  First, there are my expectations about what I wanted the game to be and what it ended up being.  The second is how it relates to Breath of the Wild as a prequel that takes place 100 years before the events in that first game.  Third, is how the game stands on its own merits and as my first foray into a spin-off game in the Warriors franchise.

Expectations.

If you have not yet read my expectations of this game article that I posted shortly after starting it back in December 2020, I laid out what I thought the story in the game was going to entail, where it was going, and where I fully expected it to end by the time the credits rolled.  I recommend reading that article because there is some important information that I am going to cover and I am going to be referencing some of my assumptions.  Sort of.  First off, I was wrong on several fronts.  The game did not end with Zelda covered in mud and sobbing, and not all of the events that lead up to Link being placed in the Shrine of Resurrection for 100 years would end up occurring.  The Four Champions were not trapped within their respective Divine Beasts and presumably killed by Ganon Blights.  And by the end of the game, with the story that was told and all of the characters that were involved, I was okay with how this story ended.

When you look at the official Legend of Zelda timeline (which we all might need a little help in following) you see that with Ocarina of Time that there is a split in what Link decides to do after defeating Ganon, if Link is even able to defeat Ganon (which leads into the A Link to the Past timeline).  So with this alone, with there being three separate timelines in the official canon of this series, why should I be so dead set with Calamity Ganon taking over Hyrule?  Perhaps in the Breath of the Wild timeline, the diminutive Guardian was destroyed during the attack, which is why it never appeared in BotW?  

The presence of a character that traveled back in time to before Calamity Ganon attacked and took over Hyrule is the first key to coming to terms with a story that diverges from expectations.  But this divergence was not presented in a way that came across as a slap across the face with a molten sledgehammer.  A lot of the story seemed to happen the way that the events leading up to Calamity Ganon's arrival might have happened in the Breath of the Wild timeline (see below for greater clarification), even introducing the new character of Astor who helped to bring about the coming of Calamity Ganon who was never mentioned in BotW (more on Astor below).

How It Relates to Breath of the Wild

Because this game involves a character who travels through time, you could argue that if the Diminutive Guardian (DG) travels to the timeline in Breath of the Wild, then its presence alone alters the timeline that it transported itself to.  The in-game function of the DG is partly to explain how the functions of the Sheikah Slate, the item that Link uses in BotW to create bombs, ice blocks, etc can be used by other characters who do not have a Sheikah Slate.  So giving characters this advantage, no matter how small, will alter the past.  That being said, there are some questions about the timeline in AoC compared with that to BotW even in the events that had taken/were taking place when the DG showed up in the AoC timeline.

For the first half of the game, there felt like there was little consequence of the DG traveling back in time to when before Calamity Ganon took over Hyrule, so the events that were transpiring felt like they could have happened even if the DG had not interfered.  Zelda traveling to the four different regions of Hyrule to conscript the four Champions to pilot the four Divine Beasts against the forces who were intent on bringing about the Calamity was great to witness, seeing how each race and group interpreted what Zelda had to say and how she convinced them to go along with her plan.  During the quests there was plenty of foreshadowing, but not so heavy-handed that it felt like you were getting hit in the face with badly written cheese (looking at you Troy).

One of the highlights was being able to pilot the Divine Beasts, to witness what their intended power against Calamity Ganon's forces would have been.  Each Divine Beast functioned fairly similarly with a standard attack, an area of effect attack, a blocking maneuver, and a charge attack that would instantly kill anything it touched; with the obvious exception of Ganon Blights.  There were a number of "woooaaah" moments for me at least, witnessing the power of these machines and then knowing that in the BotW timeline, that even their power was not enough to repel Calamity Ganon's ruin upon Hyrule.  


And those moments when the Ganon Blights would have won (kind of) happened in the game, but then there were deus-ex machina moments for each Beast brought about by the Diminutive Guardian that I will not mention further, so in a way you did somewhat see what the end of each of the Champions would have been like in that timeline.

Then there was the inclusion of the character of Astor who we are shown might be the one responsible for bringing about Calamity Ganon (back?) into being.  This was a new character created for this game to fill in some of the gaps in the story from BotW, to explain how/why Calamity Ganon was resurrected/brought back/summoned, and for there to be a consistent antagonist who was not the constant threat of Calamity Ganon, especially for the first half of the game.  I actually really liked Astor as the game's antagonist and was sad that there were not as many quests (both big and small) that included him.  

I think what really intrigues me about him as a historical figure, is that no one in BotW mentions him at all, that he was forgotten as the catalyst to Calamity Ganon, which is explained away because the character did not exist until AoC, so it will be interesting to see if they are brought up in Breath of the Wild 2.  In the post-game, after beating the main campaign there were a few battles that included fighting Astor that would have felt more appropriate scattered throughout the game at different points, in an attempt to stop the Calamity from happening.  To me it felt like there were long stretches of the game where you kind of forgot that Astor was even in the game, especially leading into the end game.

The end-game itself, after the main campaign, felt like a mixed bag.  There were a series of quests that were directly related to the end of the story which made sense why some events would continue on past the destruction of Ganon.  There were even skirmishes with some of Ganon's remaining forces and I liked these battles because it felt more real, that peace would return to Hyrule immediately after Calamity Ganon's defeat would have been too clean of an ending.  Then there were battles, some with Astor and others that did not seem to make sense coming after the end of the game, but I can understand from the developer's standpoint needing/wanting to have end-game content with some of the main antagonists.

How the Game Stands on its Own

I had previously never played any of the games in the Warriors series, be it Hyrule Warriors: Definitive Edition, Fire Emblem Warriors, or any of the Dynasty Warriors on other non-Nintendo systems.  I think it was the basic idea of the series from the outset that did not interest me, in that what if warriors from different time periods (or different games within the same series) all fought together against a common enemy.  What was different about Age of Calamity was that it took place within the story of a single game, involving the player in events that were hinted at in Breath of the Wild.  That for me was the biggest draw, to essentially play one version of history with the characters that were there during a time that was talked about by only a few of the characters in BotW who had lived through it.

I do not know about other Warrior games, but the fighting mechanic here felt like a combination of knowing how the character you chose to fight fights, how well you can button mash, and how well you can remember which button-mashing sequence you are on to execute the specific attack you want to let loose with.  I did a lot of button-mashing by the way.  That is not to say that there was not any technique or skill involved, I would just frequently find myself mashing the Standard Attack button until I decided I should hit the Power Attack button and mash that for a while.

One of the more overwhelming aspects of the game that had nothing to do with the actual battles themselves was the growing roster of characters you could choose to use in a mission.  When you start the game, you have control over Link and partway through the first battle, you gain access to Impa and you learn about switching characters mid-battle while sending off the other character(s) to an area where an objective needs to be completed, like dispatching a mini-boss or retaking an outpost so that you do not have to run your character halfway across a sprawling map.  You gain access to new characters throughout the game and most appear to be at about a similar level with your highest level character so that you do not have to spend an hour grinding them up from level one.  You also have the option of unlocking a training facility where you can pay rupees to raise characters levels, which I did not use at first, but by the last third of the game, it was the only way I could get all my characters to where I wanted them to be without spending over an hour with each one.  By the end of the game, there were 18 playable characters, and with most missions using between one and two characters, leveling took a while (see the previous sentence); chapter missions you could sometimes use up to four characters, but those missions could take upwards of 35 minutes and the tradeoff of time spent to levels earned for only four characters did not feel worth my precious time.  For me, I found that I favored a few characters when I knew that there was going to be a challenge and I ended up focusing a lot of my time with Link, Impa, and Mipha.  My least favorite characters (without getting into spoilers) were probably the Great Faries and Revali; there are an additional three characters who I did not like using, but again, spoilers.

Once you decided which character you were going to use, you could also choose what weapon you would equip them with.  Most characters came with their default weapon and throughout the game, you could modify it by combining it with other equipable weapons for that specific character to improve it at a blacksmith station (I will just say that this mechanic kind of confused me until the last third of the game).  Most characters ended up with three similar weapons they could use while Link had the largest variety of swords, spears, axes, and a wooden spoon.  I think the biggest issue I had with this mechanic, especially for Link, was that once Link gains access to the Master Sword, there was really no reason to switch to another weapon unless there was a side-mission that specifically called for a particular type of weapon, like the Two-Handed Weapon Traning.  True, if I wanted to use a spear I would just use Mipha, if I wanted to use a great sword I would use Daruk, but in place of a weapon durability mechanic like in BotW, I would have liked to have had the option of carrying an additional weapon into battle, that you could switch depending on the specific battle.

One of the best things about this game was the scope of the battles, especially the chapter battles.  in BotW, I would sometimes wonder how there were so many enemies that would respawn throughout the world and AoC helped to explain this when in any of the chapter battles, you would kill upwards of 1,000 enemies, more than 30,000 if you were piloting one of the Divine Beasts in the later stages.  There were a lot of battles where I genuinely felt like a complete bad-ass in the midst of this massive war.


And I feel that the fighting in this game has spoiled me for BotW and I am a little afraid that when I go back into that game, that I am going to want to mow down hordes of Bokoblins and Lizalfos while utilizing the Sheikah Slate as you could in this game.

I do not think I would say that Age of Calamity has sold me on Warriors games for the future, especially if games are created from other IPs like Metroid Warriors, Street Fighter Warriors, or Dragon Quest Warriors.  For me, the story would need to make sense for when the game is taking place, and not just "let's pull in fighters from all over and they can fight together!" kind of sense.  All of the characters apart from the ones specifically created for Age of Calamity like Astor and the Diminutive Guardian were all pulled from the Breath of the Wild universe, not from every other Legend of Zelda game, otherwise, I would have played Hyrule Warriors: Definitive Edition.  There have been other Warriors titles that were created in a similar vein like Fist of the North Star: Ken's Rage which follows the story from the manga of the same name (minus the Ken's Rage part).  The point is, while I loved what Omega Force did with the game itself as far as the story is concerned, I am still going to be selective towards additional Warriors titles in the future.


I know for a fact there are a lot of aspects of this game that I have only touched on and others that I have left out completely [cooking mechanic, spoken dialogue, deeper information on fighting mechanics, aspects of characters who I have intentionally left out to limit spoilers, frequently running out of rupees, grinding for animal parts, stupid Korok Seeds, and music (holy hell I fell like I could do multiple Game Scores articles about the music in this game)] and I probably could have taken up one or two more articles of this same size, but I feel that I have already taken up too much time.  

Hyrule Warriors: Age of Calamity was a fun game, and I loved it a lot more than I was expecting.  I went it hoping for one game, was given that game to a certain extent, and then more story beyond that which diverged heavily from what I was expecting.  But everyone involved with this game, especially the writers did an amazing job with one of Nintendo's flagship IPs and I would love to see the same group of writers return for either another Legend of Zelda game or even have them create a new IP with all of the characterization and emotion they wrote into each/most of the scenes.


~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


P.S. This was my attempt at a tl;dr and coming in at around 2,800 words, I feel like I managed to pull it off somewhat well.