Monday, 10 July 2017

Trying to understand why I don't like Cave Story as much as everyone else

I'm going to spoil the majority of Cave Story here so I'd advise not reading this unless you've played the game if you have interest in it. For what it's worth, I do think it's a fun little game that's pretty cheap so if I'm not here to tell you that it's overrated trash that you should ignore - if you've been interested in it, don't let my opinion sway you away from the game (if it would for whatever reason lol).

This is going to be quite a different to the other pieces I've written here. I don't want to give my full thoughts on the game because I haven't actually played the full game - I know that there is a hidden "true" ending that you obtain for doing some bonus stuff during the game. While that hidden segment sounds really fun, I'm not going to go do it right now because I simply didn't enjoy the game enough to replay it from scratch and get the true ending.

I've seen the game described as a Metroidvania which, on the surface, makes a lot of sense. The game has floaty jumps, you run and shoot stuff, you collect health and missile powerups and you even cycle through weapons using the same controls. The inspiration from Metroid is clear - the game ends with an escape sequence as the island falls, similar to the endings of Metroid games where the planets explode. However, while Cave Story has clear inspiration taken from Metroid, it's still not really a Metroidvania. In games like Super Metroid, the player is given a new powerup and then forced to backtrack through an old area discovering all kinds of new things using their new powers. Cave Story is a much more linear game - while there are hidden objectives found by using new powers like the jetpack, the player is never forced to backtrack and discover things on their own. The game teases at this a little bit by giving you the Minigma Village as a "hub" of sorts - I expected this to be an area where I could use new powers to find new things in but I was let down.

I should clarify that not being a Metroidvania is not a bad thing at all. Super Metroid is my favourite game but I typically prefer my games to be as linear as possible with only a few exceptions. By all accounts, Cave Story should have been right up my street. And the thing is that Cave Story is still perfectly fun. Shooting things is great, they all drop stuff which is satisfying to collect and all the rest but I still have problems with it. I'm going to attempt to list my problems with the game in an objective sense to try and understand myself why I don't like this game as much as I should.

1). The controls 
I played Cave Story+ on the PC which was its original release system as far as I know. The game gives you a small cutscene of somebody unrelated to you then drops you in the game. You have to press down to go through doors rather than up like I expected but I'm fine with this - down isn't really a commonly used button in these games so this works fine. The thing is that Cave Story isn't exactly altogether clear on which buttons do what.

To clarify, I do not think every game should have a tutorial and the less tutorials the better. Super Metroid doesn't have one. The thing is though Super Metroid was played on an SNES controller with very few buttons. A jumped, X shot things, L and R made you shoot diagonally. The game tells you to use B when you get the Speed Booster and Y is used when selecting weapons - due to the controller's simplicity, chances are that the player is going to press it at some point anyway and figure out what it does. Even if they don't, you can still select all your weapons with Select (another thing the game tells the player to do once they get missiles) so this is never a problem. Super Metroid, for a SNES game, has fairly complex controls with multiple different weapons and tools but is always extremely simple to understand.

For Cave Story, it has much more simple controls but doesn't tell the player anything. Like I said, I was playing on PC and the keyboard has a lot of buttons. I worked out that Z and X jumped and shot alright but when other buttons are introduced, the player is not told in that pop up prompt how to use them. You change weapons with A and S which I worked out by flailing at buttons around Z and X to work out how to do it but that's all. It took me a bit longer to work out how to open the map and inventory - for quite a while, I was opening up the inventory by alt tabbing in and out of the game because I hadn't worked out any other way.

So hey, maybe I'm just fucking stupid and everyone's going to go "really" at me but let me expand on this. The thing is that Cave Story was developed for a controller with way, way, way more buttons than a SNES controller but you still can't shoot diagonally in this game. This boggles the mind and I really can't think of any reason why this wasn't included. Fighting flying enemies in this game was much more annoying than it had to be because there was no way to shoot diagonally - I had to just run directly underneath them and hold fire or just jump from the side and hit every two seconds.

The layout of the buttons also doesn't really make much sense. I played with my index finger and middle finger on X and Z respectively. The other buttons that are mapped out are A, S, Q and W - all buttons that I'd have to move my middle finger or index finger to reach. Nothing is mapped to Space or Shift or Control for my other fingers to press which I also find very confusing. This was definitely something I could have just remapped myself, though, and I don't think pressing Select in Super Metroid is too comfortable either so I won't stress this point too much.

The final thing I found odd about the controls is changing weapons. In Super Metroid, weapons go in a fixed order - normal attack, missiles, super missiles, super bombs and then utility weapons. This was done for a very specific reason as these are in the order of strength and general usefulness. You're going to use the normal attack the most, then missiles and so on. When you press Y, you go back to the normal attack which allows you to quickly get an idea of where you are in the menu. In Cave Story, you go backwards and forwards with A and S in the menu. For me personally, I found myself having to glance up at my weapons pretty frequently to get an idea of where I was in the weapons menu - the weapons aren't really put in there in order of strength or usefulness or anything like that because there is no order. I found it pretty hard to remember exactly how many button presses it took to get to my exact weapon I needed. When the final boss was vulnerable, I felt reluctant to swap to my missiles in case I messed up and swapped too far.

Even though I spent a year on the controls, they're actually a very small part of it but I couldn't find a way to write about it without going into it way too much. The game generally controls pretty well even on a keyboard. The game wasn't detecting my controller, by the way, which is why I used a keyboard.


2). Deaths and respawns
The game's save system is identical to Metroid's. There are save points around the place that are separate to healing points but generally close together - if you die, it's back to the last save. However, there is a difference in design here. In Metroid games, the difficulty generally doesn't come in combat - you have a lot of health and you're typically much stronger than your enemies. The enemies are something to watch out for and you have to be careful not to take too many hits, of course, but you generally won't actually die as long as you're careful.

Cave Story, being a more linear game, has levels with enemies designed to kill you. There's another Metroidvania-esque game with challenges designed to kill you called Ori and the Blind Forest. It has save points too but it also has checkpoints that you can place anywhere so dying really isn't a big deal. I thought Cave Story was a much harder game than Ori was and Cave Story does not have such a system. Generally, games where you die somewhat frequently will have quick respawns to lower frustration but Cave Story doesn't attempt to do this at all. Too often, I was forced to go through the same part of a level over and over again because I kept dying towards the end of it.

Worse than that are the instakills you can't possibly see coming. After like three hours of not being in the game, a sandshark randomly just appeared out of one square of sand and did 15 damage (half my health) towards endgame. This forced me back a few minutes. Why? How could I have possibly known that? There's also a section completely in darkness that's designed to lure you into an area where a sandshark will kill you. If you attempt to explore in the Plantation and go up, you will instantly die in one shot. There are stalactites falling from the ceiling on the second visit of Egg Chamber that you can't possibly know about in advance. There's an enemy in the Egg Chamber which starts a countdown - I thought "oh, I must have to hide behind cover or something" and then it exploded and one shot me. Cheap instakills are always bad design but they're much more forgivable in games with frequent checkpoints - something that Cave Story does not have.

Cave Story also has a problem of putting save points too far away from its bosses. Super Metroid did this too with Ridley but the difference is that Ridley doesn't have an attack pattern you have to learn or something like that - he's an extremely simple boss so your first attempt is going to be similar to your last attempt. The bosses in Cave Story often have patterns or attacks that you're going to learn as you fight them more which becomes infuriating as you have to play through three minutes of enemies before you get to them every time. The first time I got to Monster X, I was running forward as you'd expect. The camera pans to the right when you're moving right so I couldn't see anything on the left and - oh. Monster X has appeared and has now run over me for 10 damage. The Sisters in the Egg Chamber are similarly bullshit in that you open a treasure chest and lol whoops here's a boss when the last save point was five minutes ago!

For the kind of game Cave Story is, it probably should have just had save points in every single room or something. I don't wanna say it should autosave because then you might autosave on 1hp and be in a load of trouble. Instead, I was backtracking to save every time I collected anything because I didn't want to bother with waiting through a cutscene again. Speaking of which...


3). Fetch quests vs exploration
Probably the best example of what I mean by this is the Plantation. When I got there, I had my jetpack and level 3 machine gun raring to go - actually, on a side note, I have to give praise for this machine gun which shoots you into the air when you aim down. That's the most fun thing in the whole game by an absolute mile and IMO the whole game should have been built around it. I would happily play another game with such a mechanic so if anybody knows any, please send them my way.

...Back on topic, I got to the Plantation and started exploring. If you've played this game, you know that's pretty much a waste of time. As I mentioned, I died when I tried to go up and two of the rooms were completely useless outside of one taking me to a healing point. What you're actually meant to do in this level is this:
-Go to the Rest Room and talk to the fisher
-Go down to the bottom and get the key from him
-Go to the teleporter room and get arrested
-Read the letter and break out of jail
-Go to the safe house
-Have your jetpack confiscated, get the mask and go find the broken sprinkler
-Go get a fixed sprinkler
-Bring it to the safe house
-Go get the dude who's transformed into a Minigma
-Use the rocket to go to the end of the level

If you start exploring at first, you've clearly just wasted your time because you're going to get all of the stuff you need anyway (outside of the health pack which is a good thing gj devs). This level is just fetch quest after fetch quest and, as somebody who explored the whole area before starting the chain of fetch quests, it was painfully dull. Unfortunately, a lot of the levels in Cave Story end up structured like this. The most infamous example (as far as I know) is the Sand Zone in which you have to go to an old lady's house, get a dog for her, bring it back, get a dog for her, bring it back and repeat like five times. Going back and forward to the same place over and over again in which you save and full heal each time is not a challenge, it's just padding. When you get down to it, Cave Story doesn't actually have that many levels so I get the feeling that the developers decided to just fluff out the game by having you go do more stuff. Check out the "to-do list" in the Bushlands:
-Go a quarter of the way into the level to get a key
-Go back and give it to a dude
-Go halfway into the level to get to a dude
-Go a quarter back, kill a jellyfish and get some stuff
-Go back to the second dude and use the jellyfish stuff to go through the fireplace
-Travel up until you find the dude stuck in the house who gives you a rusted key
-Use the rusted key on some door, fight Balrog inside (AGAIN)
-Talk to the robot who tells you get some stuff to make a bomb
-Go to the end of the level and get gum
-Go back and get jellyfish stuff
-Go back to the start and get charcoal
-Go get MORE jellyfish stuff
-Make the bomb

So much of this level is just walking back and forth. The thing is that I already said that this can be a good thing in a Metroidvania by using new powers to make older parts you've already visited more appealing but this just doesn't happen in Cave Story. There's no reason the game couldn't just say "hey, go get the Gum which is actually a Bomb and then we're sorted". Making you go all the way back to the start and then back again to the robot is just padding. Also, as happened in the Plantation, exploring the Bushlands is pointless until the end anyway because you'll end up having to visit most of the areas anyway. This is probably my biggest issue with the whole game and the reason I don't like it as much as everyone else. The Labyrinths aren't as guilty as this which I do appreciate but they have the save points miles away from the boss problem so RIP.


4). The gun levelling system
I don't have much to say here as this will probably be subjective but this system fucking blows. When you get hit, you are already being punished for that hit by losing health. Punishing me even harder by making my weapons weaker is just fucking infuriating. The only advantage I see is that it gives value to the experience drops but this is also annoying - you could get either health, missiles or experience drops when you generally only need one or two of the three. It's also really annoying to level down, have to go fight an enemy to level back up and get hit by accident so that you've basically just wasted your time. It's also infuriating because the level 3 machine gun is so god damned fun and having that taken away from you when you get hit so you plummet to the ground sucks hard. Fuck.


This has been way too negative an article for a game I still enjoyed so I'm gonna talk about a few things I enjoyed.
-The soundtrack is amazing (I listened to the Remastered version)
-This game feels very fluid to move around in
-The bosses are largely good
-The machine gun is ridiculously awesome
-The weapon variety in general is really good
-The game has a nice visual style that probably would have been really charming at the time it came out
-The final boss sequence is hard as fuck and spectacularly good

So yeah all in all Cave Story was pretty good/10. I wrote this piece mostly for myself to try and understand why I don't like the game as much as everyone else because it should be my exact kind of game. I have a much better idea of why now which I'm happy about and I hope it was enjoyable enough to read and didn't seem too nitpicky. In hindsight I should have started with the level design thing because it's the biggest problem but whatever, live and learn and all that KBAI

Saturday, 8 July 2017

My thoughts on the Crash Bandicoot N Sane Trilogy

Disclaimer: Crash Bandicoot 2 was one of the first games I ever touched in my life. It's a game that I've played to 100% completion at least six or seven times and, as such, it will be difficult for me to remain fully objective when talking about the game. I didn't own Crash 1 or Crash 3 for another few years but while I'm not as familiar with them, I have still played them both a lot.

To get started, I'm going to talk about some of the engine changes between the originals and this game. It's been well documented around the internet now that most jumps in are now harder. Nobody is 100% sure on why - most people think it's to do with a change in the collision detection - but it is very noticeable, especially in Crash 1. I do not think this was an intentional change. I obviously don't have insight into how the game was created but there are jumps now in the game that require you to push the direction the millisecond after you jump or bounce on something. This can lead to some pretty frustrating moments where previously mundane jumps have to be positioned perfectly. There's one level in Crash 1 in particular where you have to jump on some turtles to bounce across gaps on a bridge which has gone from somewhat challenging to something that costed me thirty of my lives. I also failed some bonuses right at the end just because my jumps weren't perfectly positioned. It's oddly demanding and I don't remember this much being asked of me back in the original games.

This is less of a problem in Crash 2 and Crash 3 due to slide jumps in the former and the double jump/glide power ups in the latter. Still, these games aren't without new odd glitches. The originals were generally very well polished with only a few minor hiccups here and there. I came across multiple minor graphical glitches throughout my playthrough of the N-Sane Trilogy as well as one gamebreaking glitch against N. Tropy that made him invincible even after death so I had to restart. I'm curious as to how more glitches are in the game now considering these are remakes but the glitches are definitely very minor. That said, I imagine that my N. Tropy glitch is extremely rare (I hit him on the same frame I died, I think) so I won't press the matter much further.

Aside from that, Vicarious Visions have added Relics from Crash 3 to Crash 1 and 2 which are extremely welcome. These time trials were always a really fun challenge that made you think about levels in an entirely different way so it's great to see the old levels get updated like that. Levels I've been familiar with for years in Crash 2 suddenly became a different beast as I was no longer waiting for enemies to move through their patterns.

They also added Coco Bandicoot as a playable character for all three games. She can't be used for Crash specific levels like riding Polar, diving or in boss fights. She basically just acts as an alternate skin for Crash but I will say that the team did a spectacular job on her animations. Her victory dance is impossibly cute and other neat touches like how she skates with her hands behind her back holding her laptop are the cherry on top. They did such a good job on Coco that her alone gives me confidence that this team making another Crash game would do well with it - all of her animations are so very Crash that she doesn't feel like an addition at all but rather something that should have always been part of the game.

With that out of the way, let's talk about the actual games.

Crash Bandicoot 1
I think the Crash trilogy is very comparable to the original Sonic games on the Mega Drive - Sonic 1 is an alright game that the sequels improved upon and fixed to make into classics. In my mind, the original Crash game simply isn't very good any more. If I was to recommend this series to someone, I'd tell them to skip the original entirely and move straight onto Crash 2.

In the original game, Crash has an extremely limited moveset of jumping, moving and spinning. He's unable to crouch or slide which makes the way you approach levels very linear. This isn't a terrible problem on its own - the original Mario game had only running, jumping and firing fireballs - but the level design doesn't really attempt to mix up the gameplay in any meaningful way. Pits are simply flat cuts in the ground and enemies are extremely simple for the most part. A large majority of the levels involve you holding up and pressing X at the right time to avoid obstacles. There are also plenty of side scrolling segments which basically fall under the same category. There are a lot of time based challenges in Crash 1 with platforms moving on a specific timer to make you have to make jumps as the game demands it. I don't think the platforming in Crash 1 is ever outright bad - there are good sections like the one in The Lab where you have to spin exclamation crates to open doors but it is for the most part very bland and without variety.

To be fair to Crash 1, it does have some different kinds of levels. There's a level where you ride on the back of a hog that automatically moves forward while you jump out of the way of obstacles that's fun enough to return in both the sequels. There's also a level where you run away from a boulder chasing you which forces some kind of urgency. I always disliked that you run towards the camera in these levels as it can make it a bit hard to know when obstacles are coming up but the levels generally goad you in the direction you're meant to go by leaving a trail of wumpa fruit or by having small lips at the edges of platforms you're meant to jump off.

I will say that Crash 1 actually has some pretty decent bosses after the first few. Well, it's probably fairer to say that the last three bosses are good while the first three are pretty dull/complete pushovers. Pinstripe has a neat cover mechanic that is some welcome variety, N. Brio has you avoiding explosive bottles and jumping on enemies to damage him and Cortex has a whole host of lasers to dodge and hit back at him. Cortex in particular is pretty challenging while also being fair - there's a lot of stuff to avoid but it's all very doable as he generally aims at you or, if not at you, his attacks come in slowly from off screen. Reflecting his attacks back is neat as well because you can't really get over to them fast enough to reflect if you're just running away so it makes you have to play somewhat dangerously at all times.

Crash 1 does a pretty good job of teaching the player about upcoming dangers well before they could pose a threat. Every new mechanic will give you a bit of time to see it before you have to deal with it. Enemies are often placed so an immediate jump would kill the player so they have to stop and wait, see the enemy's pattern and then tackle the challenge. Platforms are placed like this too - the first platforms that appear and disappear into the wall are placed above solid ground on a vertical climb so that failure isn't punishing.

You collect Gems in Crash games by collecting all the boxes in a level. In the original game, dying would reset your box count to zero so you had to collect all the boxes and not die to get a Gem. Considering how challenging some of these levels can be, that's a tall ask so the sequels got rid of the no death requirement with the exception of the special coloured Gems used to unlock alternate routes. I think this is a good compromise and is definitely welcome with the added difficult jumps to an already difficult game.


Crash Bandicoot 2: Cortex Strikes Back
A few seconds of playing Crash 2 and it becomes apparent that this is a much better game. The first thing that Crash 2 does is give you a tiny area to run through before you're taken to the warp room to get used to the controls. I think this is a really good idea as the player is taught very basic mechanics here while also giving the original developers Naughty Dog the freedom to make even the opening levels somewhat complex for experienced players which I'll get to later.

Crash/Coco have been given access to a slide move which allows you to move a little bit faster. Jumping during this slide makes you jump higher and further than normal as well. This small technique allows you to move with much more speed and freedom which makes all the platforming generally more exciting as you keep momentum up. In the original game, you would often just hold up and jump whereas in Crash 2, you're pressing more buttons at a time which makes everything just feel better. You're also able to take shortcuts over gaps that a regular jump wouldn't reach - this is pretty notable in the water levels where you can skip platforms entirely using a well timed slide jump. The developers also made it so that you can jump just after sliding off a ledge to give you the freedom to use a slide jump everywhere and also avoid frustrations where you just about slide off the edge of a platform and die.

Pits in Crash 2 have odd shapes to them which often encourage you to jump from one side to another at an angle - this isn't really any more challenging than just jumping over a pit but it gives the player more things to do as well. Arguably the best thing about all of Crash 2 is how it manages to make even its early levels very creative for experienced players. Crash 1 was a very hard game and Naughty Dog were aware of this - getting to the end of Crash 2 with its mandatory 25 Crystals is a much, much easier affair. I don't think getting all of Crash 2's 42 Gems is as hard as getting all of Crash 1's but it's still more challenging than the main game by a long shot. A general good design philosophy is that optional challenges should be harder than mandatory ones - inexperienced players aren't gated away from content whereas experienced ones are rewarded with more challenging, complex content.

Nearly every single level in Crash 2 has some kind of secret or element to make it more challenging to obtain their Gems. In addition to getting Gems for breaking all the boxes, fifteen of the twenty seven levels also have Gems for doing additional tasks such as completing an optional, more difficult route, beating a level quickly enough or even finding a hidden secret exit. On top of that, those Gems for breaking all the boxes are often complex enough on their own - some are only possible by finding hidden paths in other levels whereas others require you to do backtracking through multiple routes. The infamous example of this is Cold Hard Crash. In Crash 2, there are "Death Platforms" which are basically optional routes that are only unlocked if you reach a certain point in a level without dying. These all have Gems at the end. Cold Hard Crash takes it a step further by having boxes in its Death Route to make it mandatory for getting the All Boxes Gem. But then it goes a step further by making you backtrack through the entire Death Route again to go back to the main path to get the All Boxes Gem. The Death Route is laid out so that it's also challenging on the way back thanks to the icy floor and the obstacles reversing their order of threat (two pillars thumping down from above will take different timing in each direction). In this way, players of three different calibres are rewarded - a player who plays through just the basic level is rewarded with a Crystal, a semi-experienced player is rewarded with a Death Route Gem and an experienced player is rewarded with an All Boxes Gem.

Cold Hard Crash is probably the hardest level in the game and not all of them are as complicated as that. The All Boxes Gem in Road to Ruin requires you to find a hidden route in another level and then you're basically given the All Boxes Gem. I'm unsure exactly how to feel about these hidden routes - I know all of them because I played the game so much as a kid but I wonder if a newcomer to the game would get frustrated if they spent their time in a level getting what they thought was all the boxes only to be told "nope, go elsewhere first". Some of these hidden exits are also quite cryptic but Vicarious Visions have included loading screen hints for levels with these exits which do a good job to keep the secrets secret without making them too obvious. I still do think that somebody would struggle to get 100% on this game without a guide, though.

As I said, the opening levels are able to more complicated thanks to these Gems. In the opening warp room, three of the levels have additional Gems and the two without them have somewhat challenging All Boxes gems - The Pits forces you to backtrack through a separate route and Level 5 (I forget the name lol) has lots of missable boxes as it's a level where a boulder charges towards you. Noticeable, Vicarious Visions have changed Snow Go to make it so that you can't obtain the Red Gem early. Basically, the Red Gem is visible in the level but you have to go to a hidden route in another level to actually obtain it. In the original game, you could obtain it by doing a glitched high jump bouncing off the seal at a certain angle so Vicarious Visions have simply moved the gem further up so this is no longer possible. They also fixed this glitch in general (from what I can see, anyway) which makes it impossible to sequence break Road to Ruin in the same way. You can also no longer jump on areas of the background to skip the pits with the mole rats in Turtle Woods or skip the need for a Death Platform in Diggin' It. These are all welcome changes for the non-speedrunner and I'm glad they were fixed.

While I could endlessly praise Crash 2 all day (and believe me, I could), I will level some criticisms at it. The bosses are nearly all terrible. Tiny Tiger is the only one that's acceptable and even then, he's extremely basic. The final boss in particular is an absolute joke for forcing the player to use a jetpack and not the basic controls. On that note, the jetpack levels in general are very, very bad, breaking up the pace completely and forcing you to move slowly through a 3D space that just doesn't work well. I've also found that the depth perception in these levels is really wonky - I've often flown into things I didn't realise were so close. Depth perception in general is a problem in the Crash games as the camera is often more horizontal than most 3D platformers. This can make it hard to tell whether or not you're going to land on a platform. The water levels avoid this by moving the camera up so I kind of wish that all levels had gone for this fix. Side scrolling levels naturally aren't guilty of this.

The level design in Crash 2 is generally extremely solid throughout to the point that I'm struggling to think of a weak level. Mechanics are introduced, expanded upon and then resolved in a simplistic manner which demands enough of the player to be satisfying. The space levels in Warp Room 5 are a great example of this. They introduce an enemy that has lightning on either side so you have to jump on it. Then it introduces the same enemy with the lightning on its top so you have to slide or spin into it. Then they introduce one of these enemies that changes the lightning from the top to the side so that you have to adapt to its positioning. It then starts to puts these enemies in patterns so they're vulnerable from the top as you would jump over an obstacle before making the next one vulnerable from the side instead, forcing the player to jump into a small space with this enemy. I hope I described that well enough but you can see here that the challenge increases very slowly but in a way that you are taught the mechanics fairly in advance.

The only examples of bad level design are in the cryptic stuff occasionally. There's one notable part where you have to literally jump down a pit on purpose to find a Gem and I really don't know how seven year old Skarfelt worked that out. In this part and when you find the Purple Gem, Naughty Dog decided to put the Gems right at the start of the optional routes. Unfortunately, this was stupid because if you die, you keep the Gem in your inventory and you respawn back on the main route so there's no reason to complete the Purple Gem route at all.

There are also levels where you ride a polar bear creatively named Polar. His levels function the same as the Hog level in Crash 1 but with more variety in enemies and challenges. These are a pretty fun diversion as they're still platforming and you're moving pretty quickly throughout them. There's only three of these in the game counting the secret Totally Bear and the only other time Polar is used is in a brief segment in Unbearable so they're not frequent enough to take away from the main game at all if you don't like them for whatever reason.

Once you beat the final boss, you are given the Sprint powerup, something was previously only in Crash 3. This makes Relic challenges much easier but I do find it kind of odd that it's possible to do Relics long before you obtain this power. If I had started doing Relics before I got the power, I would be pretty annoyed that I'd been effectively wasting my time without the Sprint powerup. It doesn't really add much besides allowing you to make extremely long jumps that wouldn't otherwise be possible but it's a welcome addition nonetheless.

Finally, I think the soundtrack in Crash 2 is much stronger than the first game in my opinion. The snow levels' Death Route song, the sewer levels and the water levels in particular all have really good tracks behind them. They've all been remixed from the original game to varying levels of effectiveness. I feel the sewer song has had a bit of its energy removed due to a lack of "hard-ness" in its intro whereas the snow level Death Route song is now much more intense, making Cold Hard Crash even better than it already was. 


Crash Bandicoot 3: WARPED
A lot of the stuff that makes Crash 2 really damn good is still present in Crash 3 though there are still a few differences. Crash 3's levels don't get as complex as quickly - Crash 2's first level had a hidden Blue Gem whereas Crash 3's first level is just a straight forward slog to the finish. The first route that demands a special Gem crops up before you can physically obtain it which forces some eventual backtracking. Crash 2 put most of its coloured Gems in its first three warp rooms so there aren't really many cases of this happening - the worst example is probably how you get the Red Gem in Level 7 and you need it in Level 6 but at least these levels are in the same warp room. The way that Crash 3 approaches secrets is subtly changed and your mileage may vary on whether or not it's a good change.

In Crash 3, a lot of the optional hidden routes end with the player being transported back to the warp room rather than being moved back into the level. I feel this misses some potential to make the All Boxes Gems more complex like in Crash 2 while also forcing the player to sit through some more loading screens and play levels multiple times. That said, there were two or three of these in Crash 2 and, like in that game, these sections offer extremely focused challenges that are very well thought out. I don't think every difficult section should be built to be backtracked through like in Cold Hard Crash in Crash 2 so having these challenges exist on their own in a vacuum to be developed as much as possible is also a good thing. There are still complex All Boxes Gems as well that require backtracking or hidden routes so, like I said, it's only a subtle change that's neither for the better or for the worse.

The level design in Crash 3 is largely very good. The levels this time are themed off of different time periods and while this doesn't really effectively change anything on a mechanical level (future levels operate very similarly to Crash 2's space levels), enemy types are radically different between levels which makes things feel very fresh. Returning mechanics from Crash 2 are given a new spin in a different environment to mix things up - the ice has turned into oil that's used in the pyramid levels, the things you hang from in the sewer levels are now in the Arabian ones and so on. These mechanics are used in novel ways thanks to the new environments. For example, in the pyramids, an enemy will pull a lever to drop huge weights onto an oil slick that slowly moves towards you. You have to jump over these weights while managing the harsher controls on the oil while making sure to not be underneath the weights when they drop. I think it's impressive that Naughty Dog managed to reuse basic mechanics in different ways just by changing the environments so much.

From what I've said so far, you'd probably believe that Crash 3 is the best game of the series. If every level in the game was solid platforming, I'd probably agree with that sentiment - the pyramid levels in particular are stronger than any of the themes present in Crash 2. Unfortunately, though, "variety" was the "in" thing at the time of development. I don't really have the sources to back me up here but I remember reading interviews with the developers of Insomniac Games as well saying that they wanted as many different types of gameplay as possible, hence Spyro 3's multiple characters and skateboarding segments.

Well, in Crash 3, there are also levels which dramatically change up the gameplay. Whereas the platforming in Crash 3 has had three games to be refined to control extremely well, these "gimmick levels" are basically extremely dull in comparison. Their controls don't really feel fleshed out, leading to some accidental deaths because the player is not used to the sudden movements.

In addition to platforming, Crash 3 has underwater scuba diving levels, jet ski levels, motorbike racing levels, plane levels and levels where you ride Pura which are mechanically very similar to Crash 2's Polar levels. Pura's levels are basically just Polar's but better - the All Boxes Gem is more challenging as you can choose different routes at sections and it's mechanically superior. If you press R1, you start to charge for as long as you hold the button whereas Polar just got a burst of speed for a fixed amount of time. Going for Platinum Relics (the highest tier) in these Pura levels is actually ridiculously fun as you charge through them max speed, bypassing enemies before they've even had a chance to move.

The other four level types aren't so successful. The diving levels are probably the best of the lot - you control Crash moving slowly underwater as enemies fill the screen more and more as you progress. While there's no platforming here, the levels still feel like levels with incremental difficulty spikes so I think these are for the most part a fine change of pace. I much prefer them over the jet pack levels of Crash 2, anyway. I probably wouldn't mind these as much if the other three level types didn't exist.

The jet ski levels sound like they could be pretty fun with constant momentum but, in reality, you're forced to slow down to avoid obstacles because the thing controls so poorly that it's impossible to avoid enemies when moving at any kind of speed. You can still go fast in these levels, don't get me wrong, but you have no chance of obtaining the All Boxes Gems from these levels if you do. These levels don't really introduce much more complex mechanics after the first one and there are FOUR (!) of them in the game if you count the secret one which I do.

The motorbike racing levels are also pretty dull. There's not really much depth to be had here - you just hold accelerate and turn as required. You can avoid some obstacles on the inside of a corner if you cut it very close to the edge of the track and there are boost pads to mix things up a bit but that's basically all. The only real difference between these levels is that the first has no police cars, the second has parked police cars, the third has moving police cars and the fourth has police cars driving towards you. Yes, again, there are FOUR of these levels if you count the secret one.

Finally, there are plane levels. In these ones, you seek out some blimps, shoot them down and then move on with your life. That's basically all there is to it. The planes control perfectly fine but there's no real "level design" here - just an open space with stuff to shoot down. The hidden race level is a bit better as it forces you to line up your vehicle in a particular way to make it through all the rings while going as fast as possible but they're still not too great.

All in all, these levels make up a whopping thirteen of the game's thirty levels. If I count the two Pura levels as well, half the game's levels aren't even the core gameplay. I can speculate as to why this is - chances are that it's much easier to design a level for a plain road with no variation for the motorbike levels compared to making an entirely new level type for Crash to jump through. All of the main level types have at least three levels (outside of future which only shows up towards the end of the game so this makes sense) so at least all of the ideas get explored properly. There are only five different environments for the platforming levels in Crash 3 whereas Crash 2 had seven if I'm generous and don't count the night time levels. I probably wouldn't mind as much if all the alternate game types were as fun as Pura's levels but they're unfortunately not.

I've given this game a lot of criticism so far which is pretty unfair as the game is still very good so I'll talk about its good sides now. It has by far the best boss battles of the series. In the original, you could beat the second boss, Dingodile, in just a few seconds by slide jumping over his barrier. This has thankfully been fixed and so now we have the proper boss we always should have had. The only boss I would call weak is probably N. Gin due to the game randomly becoming StarFox for the duration of the fight but it's actually one of the better alternate gameplay modes so I won't criticise too much. The final boss is pretty good all in all - Cortex uses the same gun and hoverboard he did in Crash 1 which I think is pretty cool and there's a lot of stuff to avoid. I kind of wish that all of the bosses were a little bit harder but I don't really mind too much.

Oh, and Dingodile's boss theme is an absolute whopper of a tune.


Conclusion
I'm thankful that the PS4 doesn't track my playtime on these games because I'm sure my time spent getting platinum trophies on both Crash 2 and Crash 3 in just a few days would be extremely alarming. I've come away from the trilogy extremely satisfied - Crash 2 and 3 both have very good platforming that I would love to see expanded upon in a new game of some sort. I actually think that it's a shame that the first game people will touch in the trilogy is Crash 1 - it totally pales in comparison to Crash 2 and 3 which may turn people off touching 2 and 3 at all. I understand that Vicarious Visions were in an awkward spot here - if they realised that Crash 1 was much weaker, they still had to remake it because ignoring it would upset fans of the first game and I do recognise that such fans exist. As I said before, I'd still probably recommend that a newcomer to the series start with Crash 2. Even though it's the best game, I think that playing Crash 2 first would make somebody more willing to put up with Crash 3's bad levels.

I didn't really touch on the graphics which is like the whole point of the remakes but I will say that I'm extremely impressed with what Vicarious Visions have done. I was a little bit sceptical after I saw the first footage but these games just look so perfect in motion that I have to applaud the team. I watched a bit of footage from the originals when I was writing this and I couldn't believe how much things had changed. It really didn't feel like that much was different which is a credit to the team. It's particularly impressive because the original Crash trilogy used extremely exaggerated animations that only really worked because of the low polygon count like the way Crash's mouth opens so wide after he collects a Gem or the way his eyes go wide during certain death animations.

All in all, I think I would feel comfortable recommending the trilogy to newcomers, especially if you like platformers. It's hard to put my nostalgia aside but I hope with this article I've been able to state why I feel these are genuinely good games. I'd still suggest skipping Crash 1, though. I'm excited for the future of Crash platformers which is something I never thought I'd say.

Now just give me a remake of Crash Team Racing with online and I'll never touch another game again.

Wednesday, 5 April 2017

My thoughts on Breath of the Wild

I suppose I should start off with the disclaimer that I am, in general, not a fan of open world games. I have still traditionally enjoyed games with open world elements such as Metroid and Zelda but being thrust into a world with no aim has never really been my cup of tea. I was very apprehensive of the new Zelda game because of this but I’m happy to say that it exceeded all my expectations. It’s a really, really good game.


That said, I want to highlight some particularly notable parts of my experience. I gave the disclaimer at the start because I believe that this game is a personal one for a lot of people - it’s very difficult to be objective about certain things in this game and everybody played the game in such a different way that it’s also hard to fully relate to one another on our experience.


Full spoilers for the entire game will follow. I will only talk about the game’s ending at the end of the review but I still recommend playing everything before reading. If you don’t want to be spoiled, go play the game first. Tl;dr it’s pretty damn good.


Breath of the Wild’s tutorial section is an extremely solid introduction to the game. One of the game’s core design philosophies is that the player has to do everything on their own and the Plateau is no exception. As the player steps out, they see a massive world and the camera pans slowly over to show the old man walking away from them. One thing that a player may not even notice is that you don’t even have to talk to this guy but it’s pretty hard to go by him and not do this. The path is pretty narrow and, at this point in the game, all the player will have done is press A to interact things in the Cave of Resurrection. If you pick up his items, it prompts a conversation with him where he shouts at you as a joke. Even if you don’t care about talking to him, the game still forces you into a conversation in a way that doesn’t feel hand hold-y.


This is something that is very common throughout the game. The layout of the world gently goads you into the direction of important things. Three of the four major towns are reached by going through a valley or some sort of linear path. You can reach all of them through other means, of course - the game is non-linear, after all - but I’d be surprised if somebody made their way to Rito Village without going over the main bridge. The exception to this, Gerudo Town, is still reached by going through the only major point of interest at a glance in the entire desert on the map. It’s also on the main road. The two research facilities are also located on the tops of hills that encourage you to travel from one specific direction at the end of a road. Korok Forest and the Master Sword can only be entered from one direction at the end of a road as well.


The point I’m trying to make here is that the world isn’t just laid out in a way that makes geographical sense - the world is quietly pointing you in the direction of major points on the map. Now, you could argue that the game gives you markers on the map for all of these things besides the Master Sword anyway but I’d make an argument right back - a friend of mine somehow managed to skip the conversation with Impa and still found all of these things despite having no map marker. When I heard this (and got past my initial disbelief that you could find the Master Sword before Impa even explained what the fuck it was), I started to think about how he had managed to find every point of interest on the map without the assistance of markers.


The world of the Breath of the Wild has not been designed randomly. When the player reaches the top of a mountain, they look out and see a point of interest to mark on their map. The designers were very aware of this. It seems like vantage points are often surrounded by more points of interest. It’s very easy to spend hours and hours travelling to one place you’ve seen just because of all the things you’ve distracted yourself with on the way there. Elements that draw the player’s attention are placed at a very strategic distance from each other so that you’ll constantly be bouncing from enemy camp to shrine to mountain to cave to world boss to enemy camp before you reach the shrine you were initially aiming for. While the player does spend large chunks of time between these points of interest essentially doing nothing, there’s a sense of excitement when the player clambers over the edge of a hill and sees what that interesting looking monster was.


I think most of us would agree that in order for an open world game to succeed, a player has to want to explore its world. Previous Zelda games often struggled with this by essentially locking out areas of the world until you had completed previous tasks. On my most recent playthrough of Wind Waker, I gave up on exploring because so many islands required items I hadn’t acquired yet. In Ocarina of Time, you’re flat out not allowed access to many areas When I was playing Breath of the Wild, I came across a giant green dragon called Farosh very early on. As a Zelda veteran, my initial thought was “I’ll deal with that later” before I suddenly realised that I didn’t have to. I could just deal with it there and then.


This was a very exciting realisation and one of the game’s biggest strengths. There is very little in the game that’s locked out from you until you do other things. Anything you can see, you can do as long as you prepare yourself accordingly. The game is extremely punishing (early on, at least - more on that later) but it very rarely feels unfair. Early on in the game, there’s a shrine in the Plateau you need to use Magnesis to get to. When I arrived, I didn’t see the metal door and simply jumped into the river like an idiot and promptly died. A decently quick respawn time along with the total lack of punishment for my death told me flatly all I needed to know - “there’s another solution here” and “don’t jump into a freezing river you idiot”.


So we have an open world game that makes the player want to explore and allows the player the freedom to do things in any way and any order they want. This is a pretty perfect combination and I’d wager that these two goals alone being met is probably what earned Breath of the Wild its endless sea of perfect scores. During my first fifty or sixty hours with the game, I almost agreed with them as well. I found myself losing upwards of five hours of my life on play sessions without pauses just because I was so enthralled in what I was doing. You’re always doing something in this game. There is always a task at hand - a shrine to find, a sidequest to complete, a monster to kill.


To its credit, most games don’t last a whopping sixty hours before they dry up a bit, so Breath of the Wild earns points there. Before I dive into my issue with the game’s longevity, I want to discuss shrines as a goal for the player.


As a big fan of Zelda dungeons, I was hugely appreciative of the news that we were getting over a hundred shrines in the game that were going to be essentially mini-dungeons. As a mechanic, shrines couldn’t fit into the game’s overall design better. The player is told right from the start that they need to get stronger so they can fight Ganon. As you probably know, you can actually just run straight to Ganon and fight him right off the bat if you really want to - but you’ll probably get your ass handed to you. Every important NPC stresses the fact that you need to get stronger before you fight Ganon. How do you get stronger? By completing shrines, the tests set by the ancient Sheikahs to strengthen the hero. Shrines are found how? By exploring the world. Shrines just work perfectly as a goal for the player on so many levels. The player wants to explore the world and wants to get strong enough to fight Ganon and shrines offer both of those while also offering neat little puzzles. Not only that but they also serve as warp points for fast travel so finding them yields benefits even after you’re finished with them.


I think that the problem with shrines is, strangely enough, that they work too well. Finding a shrine is by far the best reward you can possibly get on the map that everything else feels quite unfulfilling. When I reach a peak and find only a Korok seed or a rare monster, it’s a bit disappointing. The other problem with this is that there are simply too many shrines. As the game is totally open world, the developers clearly wanted to make it so every shrine could be done as if it was one of the first you came to. Naturally, shrines further out from the Plateau are a bit more complicated but, for the most part, they’re all pretty simple. The tools that you are able to use in shrines are very limited and all given to you at the start of the game. While the development team was very creative, there are only so many ways you can use those tools - especially nearly a hundred times. After doing enough of them, I began to get a good idea of how the development team thought and now I’m basically just blasting through shrines with no worries at all.


One of the great strengths of the series’ dungeons was their linearity. As they were (generally) completed in a set order, the development team could expand on their ideas as they went along. In each individual dungeon, the same thing was possible - a general pattern would be to introduce an idea, give a twist on the idea and then resolve the idea. The shrines all being mini-dungeons doesn’t allow for this. Quite often, they will start off with a neat puzzle idea and then… that’ll be it. Some shrines can be solved in just a few seconds by working out what the trick you’re meant to do is. Some of them do expand their initial ideas and go on for quite some time but I can’t really work out why only some of them are like this. I think it would have been much better if all of them had this kind of depth that allowed for the development of puzzles past a base idea. One of the ways that shrines are designed to alleviate this is to have optional chests that use the puzzle’s theme in an alternative way to reward players for ‘mastering’ the puzzle but also not punish players who couldn’t figure it out. I can imagine the designers’ thought process - imagine reaching a really tricky shrine and then not being able to work out the puzzle. It would feel really horrible for the player, for sure. I have two counterarguments to this. The first is that the player should get good. The second is that the rewards from treasure chests, on average, simply aren’t good enough to warrant the amount of effort they can sometimes take. More on that when I get to covering weapon durability.


When you enter a shrine, you essentially have seven tools that a shrine is going to ask you to use - sword, bombs, stasis, magnesis, cryonis, arrows or your mind (in the case of riddles). The way I see it is that there are simply only so many ways you can use all of these tools together, especially when the puzzles are so basic. Once you magnesis a chest for the first time, you’ll do it to every single metal chest. Once you use fire arrows to burn down a wooden ledge, you’ll do it to every single wooden ledge. That’s not to mention the fact that you’ll be nearly constantly using all of these powers out in the overworld and during the divine beasts too. The thing is, all of these realisations on their own are brilliant. There’s a shrine where I had to shoot through a lit torch I’d made to burn down a wooden ledge to get the chest. The game hadn’t explain this was a mechanic but it made total sense. That’s actually one of Breath of the Wild’s strongest points but, again, more on that later.


So, what am I saying here, exactly? The first thing to jump to mind is that it’d be neat to have another rune but I’m sure the development team settled on having only four for a very good reason. Maybe it could have been possible that there were ‘series’ of shrines that you could enter out of order - for example, if one was in Eldin and one was in Faron, you would always get the easier of the two first and then the harder one in the other location regardless of the order you chose them in. It would allow the team to create a difficulty curve that I feel the shrines desperately need and the story could definitely explain it away with some Sheikah technology crap. Honestly, though, I think the real solution is to simply cut down on the number of shrines and bump up the number of other objects worth finding. As it is, there really isn’t that much to find in remote locations - when I explore, I am rewarded with shrines, Korok seeds or a pretty view. Side quests encourage you to explore too, often without direction, but I found that these often felt unrewarding compared to shrines. Shrines being one of the most common discoverable objects as well as the most rewarding ones makes other side quests feel almost like a waste of time.


For example, I saw a heart-shaped pond on my map and immediately headed there out of interest. I found a neat little sidequest at the top that was somewhat charming but still only gave me a hundred and twenty rupees as my reward. On the other hand, some shrines give even more money than that and all of them give me what is essentially a piece of heart.


As it is, you already end up with so many hearts that it’s beyond ridiculous. It begins to reach a point where even finding shrines doesn’t feel like much of a reward - I haven’t come close to dying in my last ten hours of gameplay. I don’t think that shrines should be lessened in value but making them rarer and making different objectives would probably be a good idea. Maybe it’s just me but I feel a player should never be disappointed by what they find when exploring in an open world game. Again, though, I want to stress that this is quite a personal game so it’s very possible you’re reading this and thinking “wow, I thought shrines were awesome from start to finish”.


One thing I think we can all agree on sucking though is the weapon limit and durability system. Hear me out, now, before you say that “oh actually I did like it” - I’m not suggesting that weapon durability on its own is dumb and terrible. Taking on enemy camps early on and picking weapons up off of corpses to continue fighting felt really great. Similarly, having to use my entire arsenal to take down bosses was also intense - for the water boss, I was actually throwing my weapons at it by the end of it which I think is really neat. I think it’s a good idea to use weapon durability to essentially gate the player away from just using one insane weapon for the whole game and never experimenting with anything else - the game’s combat naturally encourages you to take on enemies in as many different ways as possible so I can understand using weapon durability to encourage this. However, there are three main, glaring issues I have with the durability system.


The first is how weapons break for doing utility-based actions. I believe that bows are tied to how long you hold the string back for how they break and I believe this should have been changed to simply only break whenever an arrow hits an enemy. I feel there should never be a point where I am essentially punished for finding something of interest or solving a puzzle. For example, there are those small rocks that contain ores like Luminous Stones and the like which you have to break open using your weapons… but the weapons break in doing so. Why? If I have found a reward, I should just have the reward. There is no challenge here - the only decision making involved is that I have to swap to a weaker weapon that pathetically breaks upon hitting rocks. This is a fairly small issue but I still find it quite irritating to be in a shrine and having my bows break as I use fire arrows and the like. Incidentally, I would have liked it if all the shrines that require the bow gave you arrows in a chest as you entered. It can be quite irritating to find a shrine, get halfway into it, run out of arrows, exit the shrine, buy more arrows and return.


The second issue I have with the weapon durability system is the total lack of attachment to each weapon you find. Let me give you an example to explain what I mean. If you’re in a shrine, you may need to do an extra challenge to acquire a chest. When you do that and obtain rupees, ore, a guardian part or, better yet, a piece of armour, it’s generally quite rewarding. Receiving a weapon from a chest feels flat as hell to me. I’m not suggesting that the player gets attached to some diamonds but at least that diamond will be useful to you in a unique way, be it by being sold for lots of money or being used to craft stuff. A weapon will soon break at best and be weaker than your whole arsenal at worst. If you don’t get a chest from a shrine, there’s a little marker to show you never got the chest. So when I opened up a chest and got a twenty six strength bow weaker than all of my current bows, I still dropped a bow just to open the chest to get rid of that marker. I don’t think it should be possible to do an optional, more difficult task and receive a prize that is literally completely useless. The only times I found myself excited at receiving weapons was when I received really strong ones for the first time, like my first Guardian Sword or Edge of Duality. After that first initial wow, though, I don’t think any weapons ever became exciting again. I feel this problem would still be around even if weapon durability didn’t exist - the player could still very much open a weapon weaker than all of theirs - but I feel even opening a strong weapon doesn’t really matter too much because you know it’s just going to break. It’s especially odd to me because the Master Sword in Zelda has always been a brilliant example of building up and matching player expectations whereas picking up a sick new weapon in Breath of the Wild doesn’t make me very excited. Obtaining Daruk’s legendary Boulder Breaker, it feels kind of ridiculous that I’m apprehensive about using it for fear of it breaking.


What I’m trying to say is that I should never feel disappointed for obtaining a new strong weapon. Moving on.


My last issue with the system is definitely a more subjective one - I think weapons just simply break too quickly. I don’t have the numbers off hand but it feels like my weapons are snapping to pieces after just a few rotations with each. This kind of goes against the core design of the game which I believe is the ability to do anything the player wants to do. In general, the only limiting factor on the player’s ability to do something is their own skill (or, in some cases, a lack of equipment that they can purchase like the Fireproof Armour). Weapons snapping like twigs is really odd, then, because I think it’s entirely possible for an early game player to find an endgame monster and be physically unable to win purely because of their weapons breaking. I’m not familiar enough with other open world games to know how they deal with this issue - and, to some, it may not even be an issue - but I definitely found it irritating.


Let’s talk about Breath of the Wild’s difficulty curve. A lot of my friends (myself included) were talking about how difficult the game was when we all first got our hands on it. After spending a lot of time with it, the game has now become laughably easy. This is, of course, intentional - the player wakes up in a post apocalyptic Hyrule that one shots them and has to become stronger to fight Ganon. The enemies being so strong is a really good way of building up Ganon, too - if regular mobs are one shotting you, just how strong is Ganon? I think placing Guardians in the initial area and near the Plateau was a stroke of genius. When you see an enemy, the natural instinct is to fight them but I would be very surprised if a new player was able to take down a Guardian without spending a LOT of time at the activity. They flat out one shot you - and these are the immobile ones?! Personally, I find it quite disappointing in games when the story builds up a legendary monster who then ends up kind of whatever. The final boss of Spirit Tracks dealing half a heart comes to mind. Guardians, on the other hand, I could definitely imagine those destroying Hyrule. When I learnt how to deal with them - and, like every enemy in the game, they become quite easy after you do learn how to - I could still understand how they destroyed Hyrule. You telling me a villager is gonna pick up a pot lit and be parrying their laser beams?


Back to the topic of difficulty curve. Considering that the world is so sprawling and intimidating, it makes a lot of sense for things to get easier the more you play. The world becomes less intimidating as you begin to know more about it. The way that the game accommodates this is by having enemies do scaling damage. The guardians in the Tests of Strength do a percentage of the player’s hearts rather than a flat amount. This is a great solution to the obvious problem of “what if the player has too many hearts”?


Typically, the difficulty curve of the game is balanced around two things - the player’s improving skill and the character’s improving skills. As the player plays more, they get better at the game. That much is obvious. In addition, the character will frequently obtain more abilities or become stronger. A good example of this is Pokemon. At the start of the game, you’ll just be spamming Tackle on the starter of your choice but by late game, you’ll have access to a whole team of Pokemon with four different moves each. You are gradually given access to more complex moves and ideas while the AI’s teams are also made more complex. By late game, you are expected to use all of your character’s new skills in conjunction with all of the skills you have picked up as a player throughout the game - you’ve learnt when to switch out, when to go for non-attack moves and so on.


In Breath of the Wild, I feel this isn’t really as possible as the character is given all of his skills right at the start. This means that the only thing left for the difficulty curve is to take into account how much better the player has become. To its credit, this is done pretty well - late game enemies expect you to parry whereas early game enemies expect you to just hold shield. In addition to this, Link becomes exponentially more powerful throughout the game, going from holding a random club and beating up bokoblins with three hearts to having upwards of fifteen while decked out with weapons all as strong as the Master Sword. I think this is fine, too. It’s incredibly satisfying to just one shot enemies that previously gave you trouble. It also feels really neat to come across world bosses that tower over you and just annihilate them with the power of the goddess and all that jazz. Over seventy hours or so, you go from a weak, scrawny little Hylian to the most powerful being in Hyrule.


While I like the difficulty curve in general, I do think it goes a little bit too far. In my fight with Molduga, the sand worm near Gerudo, I was racing around on my sand seal and struggling to get hits. It hit me and, while gliding, I pumped an endless sea of arrows into it. I landed, got hit again and just repeated, fairies and Mipha’s Grace keeping me healed. As they ran out, I just ate food. Basically, I just brute forced my way through and dodged nothing because I’d lost my sand seal and the thing eventually went down. Maybe I’m at fault here for killing the thing in such a lame way? Regardless, I think that the problem with the game’s difficulty curve is that you just become too overpowered. I think that the numbers go up just a little too high. Your weapon’s damage doesn’t just double, late game weapons are eight times more powerful than early game weapons. You have five times more hearts than early game. Your armour is five times more powerful than early game. Enemies do not become five or eight times more powerful than early game.


Personally, I think the solution to this would be to do away with the conventional three hearts we start with and instead start with ten hearts that each represent ten hitpoints - basically giving us a hundred health but keeping the heart aesthetic. Each heart container should then give you an extra ten health. At the moment, the player doubles his hearts after only twelve shrines - that’s only an ninth of all of the shrines - and so early game enemies are completely trivialised after this small amount of time. Link becomes too powerful too quickly. I believe by increasing all of the base numbers, the game’s difficulty curve becomes a little bit more natural. I don’t think that initial “holy shit everything is killing me” should stick around forever but you understand what I mean. I think the same thing about weapons and armour - they should start off at numbers a little bit higher and then increase slightly throughout. Armour in particular combined with hearts makes it so even guardians are lightly scratching me in the late game. Again, I’m okay with Link becoming the most powerful being in Hyrule but he just becomes that too quickly.


Difficulty curve in open world games is always very difficult to balance. I don’t doubt that the team were well aware of how their difficulty curve works and I’m sure it was a conscious design decision to sacrifice the difficulty curve in exchange for the ability to go anywhere at any point. I agree with this sacrifice even if it’s something I personally enjoy less because I know how much other players love open world things but I still think some aspects of the difficulty could be addressed.


The reason I say that the first fifty to sixty hours of Breath of the Wild are golden compared to the rest is that the game is almost too big. Simply put, there isn’t enough actual variety in the world to match the sheer size of things. Every enemy I came across was extremely threatening the first time I fought one but, after the first few times, I kind of learnt what to do and wasn’t intimidated any more. The game doesn’t really have enough variety to constantly make the player learn new things. This is fine to an extent - even linear games reuse enemies, obviously - but I would have liked to have seen more different types of enemies in the game.


Most enemy types in the game are vaguely humanoid and drop a weapon. This makes sense - the player will be using up weapon durability to kill an enemy so they either have to drop a weapon to replace the one you used or come with extremely worthwhile gear like the world bosses. It’s quite telling that the most common non-humanoid enemies are the Keese and ChuChus found right at the start of the game. I think this could have been addressed by giving monster parts a bit more value. At the moment, all they do is make elixirs and upgrade equipment. For elixirs, the player will have so many monster parts that they’ll very rarely be grinding for more. For equipment, this is a good idea - having to fight Lynels to upgrade the Berserker gear gives me a reason to go back and fight an extremely intimidating enemy I may otherwise skip. I think it would have been nice to have other uses for monster parts outside of these two and the sidequest involving that one guy near Eldin I forget the name of.


As for enemy types themselves, I don’t actually mind there being mostly humanoid enemies. I also don’t mind recolours of enemies… to an extent. I may be wrong here but I feel like the only enemies I’ve come across with regularity are mokoblins, moblins, lizalfos, wizzrobes, lynels, octorocks, keese, chuchus, pebbits and the various guardian types. There are other enemies like the hinox and talus world bosses too. With nearly all of these enemies, I can remember my excitement and apprehension when first fighting them but it’s all just vanished now that I know their tricks. My first hinox boss fight felt extremely rewarding, my tenth did not. Recolouring enemies to make them more powerful and make their AI slightly better is a pretty neat idea that allows the team to reuse the same enemy but to its full potential but I can’t help but feel it was relied on too much here. Simply put, there aren’t enough enemy types in the game. I would have liked to have seen more unique world bosses or rare monster types in each area. I remember exploring Faron and coming across a strong Lynel at the top of a mountain. Twenty hours later, I was exploring the Hebra Mountains on the other side of Hyrule and… came across a strong Lynel at the top of a mountain. Both fights are fun but one felt considerably more dramatic than the other.


I’ve come across as overly negative so far so let me shift onto a few really good things about Breath of the Wild’s design. The obvious problem with allowing the player to do anything is that they may not figure out exactly what it is they have to actually do. I don’t even think there’s a case to be made for the game teaching the player its mechanics really well or something - the mechanics are just all so sensible and obvious that it comes across as effortless. An example from my playthrough I’m sure a lot of players relate with is how I reached one of the shrines on the Plateau. It was across a gap from me and I didn’t really see any way I could have gone. There were a few trees around and I had a woodcutter’s axe so I put two and two together, cut down the tree to make a bridge and - holy shit that actually worked?!


I can’t stress enough how excited I was over this small revelation. I believe the woodcutter’s axe mentions that it can cut down trees but at no point did it say they can make bridges. It was just something that made sense and so I did it. Nearly all of Breath of the Wild’s mechanics are like this. Electricity is never explained but metal conducts electricity so of course using a metal block, weapon or chest would conduct it. Vines in shrines are never explained but of course using fire on the vines burns them. I could give countless other examples but you get the idea.


It’s been said a lot that Zelda games are never played for their story and, while I agree, I don’t think that’s all there is to it. There’s a difference between the game’s story and the context for the player. If you’ve somehow read up to here and are now scared about spoilers, now’s the time to turn back.


Breath of the Wild tells its story in a rather peculiar way. There are two major, standard cutscenes towards the start of the game and, from there, it becomes completely open. The rest of the story is told through memory flashbacks either found in key locations by the player or at Divine Beast quests. As a long time Zelda player, first stepping foot in Hyrule Field had quite the peculiar feeling for me. Gone was the bright, vibrant world from Ocarina or Wind Waker with their catchy overworld themes. The sky was bleak, the ground grey and the piano melancholy. It struck quite a chord with me - this was a game in which the heroes failed to save the day. The memories are particularly good because, with the exception of the last two, they all take place before anything goes wrong. The story told during these memories is exactly the kind of thing you would expect during a Zelda game or, indeed, any story about a hero. The hero and all his friends are gearing up to save the day and stop Ganon, no problem!


And then Link is yanked out of the memory and stares at the faded, often forgotten fragments of something that used to be great. They didn’t save the day. All of those friends that you loved in those memories - yeah, they all died. And now you have to work to make it all right again.


I apologise for sounding dramatic. The story in the Breath of the Wild, while simple, is extremely effective at making the player want to do things. Even if you don’t care about the characters or their writing, I think the world itself is something to care about enough to want to help it. There’s something somewhat painful about the memories in the game - looking at what once was a great kingdom and then being shown what it was allowed to become is honestly quite sad just because the world was so beautiful and idyllic. Every character tells you to get stronger and to destroy Ganon and the memories you see show a confident cast of characters who all thought they could do it themselves. Everything you do in the game builds Link up to be able to fight Ganon and avenge his fallen comrades. There’s still an argument to be made that the game has the typical Zelda weirdness of “Oh the world’s in trouble but gimme a sec to go fishing” but the majority of the playtime will be spent exploring everything and finding shrines to become strong enough to fight Ganon. While exploring, you come across memories that tell you more about the story and make you want to destroy Ganon even more.


I separate player’s context and the story because I’m not personally a fan of the writing. Don’t get me wrong, I do enjoy the way that Zelda’s character is developed - she behaves quite realistically of the girl with the enormous pressure of fate on her shoulders that can’t do as she was fated to do. I like her internal struggles that go on for the first few memories before she quietly accepts that she just can’t do it and has to rely on Link. I’m also a huge sucker for games explaining why silent protagonists are silent - Zelda’s diary in Hyrule gives a brief explanation that I really love. I could make an argument that this could have been presented slightly better - tons of expository, static text boxes don’t make for the strongest reveal - but the ideas here are fine. I personally say the story isn’t too great because it is one that quite clearly wants me to focus on its characters first and foremost but the characters' writing is quite stilted.


The way that the four other heroes talk to Link feels very… forced to me. There’s odd peculiarities in the writing that nobody would actually say. Mipha’s “I would always heal your wounds for you like I am doing right now” is probably the worst example - I can see you’re healing me right now, why would you say that…? Could you imagine if you were eating food with an old friend or something and they said “we used to always eat food together like we are doing right now”? This is what I mean when I say it comes across as forced. I’m expected to believe that, with the exception of Revali’s (the best) cutscene, these characters have been friends or at least acquaintances of Link’s for a long time but they talk in a way that is clearly intended for the audience’s benefit. After all, these scenes are the first time the audience will see any of them but I find it hard to believe that Link has been friends with Mipha for so long when she talks like that.


I do quite like the post-dungeon cutscenes where the hero stands atop their Divine Beast and monologues. The characters here are all quite sad but still focused on their task, exactly as it should be. Mipha wondering if she could see her father is a really nice touch. It ties into that idea I was talking about earlier where the characters clearly failed early on and now Link has to set aside his grief to get on with the job. Everyone does. Nobody outright says “wow we were way too confident and look what we’ve done” but you can kind of tell that everybody is thinking it.


Other examples of weird writing are how every single character insists on saying “one hundred years ago” in the same kind of way. All of the heroes say that the bosses killed them a hundred years ago, Impa says a hundred years ago multiple times, the king says a hundred years ago, random NPCs talking about the calamity say a hundred years ago - is it getting annoying yet? I kind of understand why this has to be - each of these NPCs could be among the first you come across so they really have to clarify but it feels weird to me that people feel the need to say “the great calamity a hundred years ago”. As opposed to a different great calamity? I’m pretty sure there was only one.


This brings me to the topic of the Divine Beasts themselves. These are basically the dungeons of the previous Zelda games. Seeing as my favourite Zelda games are Link to the Past and Ocarina of Time solely because they have the best dungeons, I find the Divine Beasts something of a let down… but still not outright bad by any means.


It seems that these dungeons were designed the same way as the game in that you can do any of the challenges in them in any order. Like I’ve said before, though, I think this is detrimental to difficulty curve and balance within the dungeon. It means that the designers can only use a neat idea once instead of using it and then expanding on it. This does still happen to extent, of course - going through the Zora Divine Beast, the player is going to realise the multitude of different ways you can use the thing’s trunk to control the dungeon. While I’m on the topic, by the way, I struggle to imagine just how many hours each of these must have taken to make. Making a dungeon that’s shaped like an animal and then using that animal’s movement as a gimmick while also keeping the whole thing cohesive must have been a massive challenge. I’m extremely impressed that the dungeons are all as good as they are. I feel the Rito one is the weakest due to being too simple and the Gerudo one is the strongest due to having the most content and the most progression. This seems very subjective, though, as I know plenty of people who really dislike the Gerudo dungeon, so I’ll talk more about some other things in the dungeons.


The Divine Beasts, on their own, are all designed extremely well but I can’t help but feel they’re a little bit samey. This was clearly intentional as they were all designed by the Sheikah and all that but I think it would have been nice to have them set up slightly differently in some way. Maybe make one of them only require one terminal right at the end, maybe make one of them only give you the ability to tilt the thing halfway through. I understand that I come from a biased perspective here but two great things about previous Zelda dungeons are just missing here - the feeling of discovery and the feeling of threat.


When going through previous Zelda dungeons, one would be introduced to a foreign concept and then use it frequently throughout the dungeon. They would often see some things that they couldn’t really use but were notable enough to catch their eye. The player then receives an item, the whole dungeon clicks and everything makes sense. Even though the player doesn’t necessarily work out anything, there’s still a very satisfying feeling as everything slots into place and the player feels intelligent. While this isn’t entirely absent from Breath of the Wild and I don’t suggest that the series should continue with its traditions of giving an item to use on the boss forever, I do find the game’s dungeons to be quite shallow compared to the rest of itself and to the rest of the series. When going through my first one (the Zora one), I was really impressed by the design of the place and I still am. Going through my second one (the Goron one), I had the same feeling but I found it much easier due to familiarity with the mechanics. By the time I reached the later ones, I’d kind of just worked out how they work. This is a common problem with Breath of the Wild as a whole - it’s lack of variety after the first few hurdles - so it’s not too surprising to see it here. I think the heroes’ dialogue all being so similar is very damaging to the feeling of the dungeons. Every hero tells you to get the map, tells you how many terminals there are and tells you that this boss bested them “one hundred years ago”. I came into later dungeons with a sense of familiarity which just did not exist with previous Zelda titles.


The second aspect - the feeling of threat - is probably much more objective. Previous Zelda games had dungeons littered with enemies, large gaps and intimidating hazards. The Divine Beasts in Breath of the Wild just have weird dark goop and floating skulls. While I don’t believe that rooms have to be littered with enemies to be entertaining - God knows that puzzle rooms would be hell with them - it is kind of jarring that the story builds up how insanely dangerous it would be to enter a Divine Beast and then, once you’re inside, there’s next to no risk of death. I speculate this is because you can do the terminals in any way, the team wanted the player to experiment with the tilting mechanics as much as possible and focus less on combat. It was also probably difficult to make enemy layouts that were able to stay intact with the dungeon itself tilting so much - hence the main enemy type is stuck to surfaces and sends out flying skulls. Again, this could have been solved with slightly different variety in the dungeons but I understand why these sacrifices were made.


The last thing to talk about on Divine Beasts are their bosses. I’ve seen extremely mixed opinions on these - personally, I thought all of the bosses were at least good. I think it’s really neat to fight the bosses in areas that were already used in the dungeon (with the exception of Waterblight) and the fights generally evolve in a fairly natural way. Thunderblight in particular stands out as good fight that forces you to dodge its cool looking attacks on strange flooring. I don’t really have much to say about these fights - I don’t think they can really have the depth of the other fights in the game due to the fact that you can’t sneak up on them. They’re definitely a step up from the “use an item and hit them three times” but maybe they could use a bit more changing up in how they actually fight. Most of them come down to working out a strategy and then wailing on them which isn’t necessarily a bad thing but it could use some more depth.


It occurs to me now that I haven’t actually talked about the graphics and sound. Everything looks fucking amazing and I know nothing else about graphics really so yeah. Soundtrack-wise, I like the idea of atmospheric piano but I’m not so sure it worked well in practice. I could compare it to Super Metroid, another game with a feeling of isolation and an atmospheric soundtrack. Super Metroid (and other Metroid games, for that matter) just have so many more memorable themes in the game. Even though everything is quiet and dreary, the soft Maridia theme sets an incredible tone of total loneliness that just isn’t present in Breath of the Wild while also being a good song in its own right. Breath of the Wild just doesn’t have songs in it outside of boss themes. These boss themes are generally pretty good but, to me, the best songs in the game are the ones that play in Hyrule Castle and during the fight with Calamity Ganon - both of which use songs from previous games. Maybe it’s just nostalgia but I’m not a massive fan of any of the other boss themes. They’re all good but no more than that which, from a Zelda game, just isn’t enough. As for the areas, I think they could have benefited from slightly more intrusive soundtrack. A lot of people I know have praised the songs in Zora’s Domain and Rito’s Village but, honestly, I didn’t even notice them while playing. I guess this was also the intent of the developers and maybe I’m just an idiot but those songs didn’t really stand out to me. They’re both good as well, don’t get me wrong, but I just wonder why so many of the areas in the game sound so similar. I couldn’t hum you any of the tracks in the game outside of maybe the boss theme.


I’ll put it another way. When I think of exploring Gerudo Valley, I hear a guitar in my head. When I think of exploring Goron City, I hear those… weird… sounds in my head. When I think of Hateno Village, Central Hyrule, the Flight Range, Faron, Eldin… I just think of pretty visuals. I can’t remember the songs of any of these. Maybe it’s better this way? Like I said, I loved touching down in a destroyed Hyrule Field and hearing just a quiet piano accompanying me but not every area had to be like this.


The final thing I want to discuss is Hyrule Castle, the final boss and the ending. Hyrule Castle as a final level I think actually perfectly compliments the design of the game while also giving a straightforward goal that I really like personally. There are a lot of different ways to get through Hyrule Castle, all of which reward you in different ways. Going underground takes longer but is safer and rewards you with the Hyrule Shield, going directly makes you fight multiple guardians and white-maned lynels. You can use waterfalls if you want, climb up different pathways, use Revali’s Gale. Revali’s Gale kinda breaking the final dungeon could be seen as a let down but I think it’s kind of cool - to me, Ganon is underestimating people and people are showing they can take that bitch down. Dramatic again, I know, I’m sorry. Anyway, Hyrule Castle really feels like the ultimatum of what the game was building up to. The fights are brutal - it’s properly threatening unlike the dungeons - the music is epic, the environment is incredible, you’ll have to use all of your tools to get everything and it rewards exploration. Perfect.


As for the final boss… hmm. Calamity Ganon phase one is generally pretty good I’d say. He has good variety in his attacks but is kind of rendered obsolete if the player knows how to parry really well. I’d say parrying in general is actually something that could have used a bit of nerfing as it’s just too powerful but I dunno. I don’t think the fight is a cakewalk but I did beat it on my first try and I only beat it after fifty shrines or something. I think the fight that I fought - somewhat challenging but still doable on my first try - should have been the fight I got if I had every shrine. Ganon is meant to be world destroying but was still beaten somewhat comfortably by a Link with half the shrines. I can only imagine how much of a cakewalk he’d be for people who had everything. I’m fine with him eventually ending up weaker than the player - Link is being blessed by the Goddess and I think it’s fair enough to not expect every player to get every shrine - but I think he’s maybe a little bit too easy. Making him a bit harder by doing more damage, attacking quicker and moving around more could have gone a long way into making this fight more memorable.


Also, why is he a spider. I don’t understand.


The fight after this, Beast Ganon, is definitely way too easy. I’m generally not a fan of final bosses dramatically changing the gameplay for the final boss a la Sonic but you could argue that you’re still using skills you picked up in the game by using a horse so it doesn’t really matter too much. Beast Ganon just isn’t very aggressive. The attacks he shoots out are laughably easy to avoid and don’t one shot you as the manifestation of hate definitely should. Using the light arrows is neat and all and it’s a great spectacle but it’s just so easy. It’s embarrassing to admit I got hit at all. Finishing him off with the matrix-style arrow shot is really cool, though, and something that makes a lot of sense as the finisher considering the player may not have the Master Sword. I think this fight would have been cooler if Ganon was more mobile and aggressive, chasing the player down and forcing them to use all of their skills. Beast Ganon is a little bit too big for this fight to have worked on foot so maybe making him smaller and having the player take out his limbs first would have helped? I dunno. This fight came during my initial fifty to sixty hours of childlike wonder and was the first thing that just straight up disappointed me. I’d be hard pressed to find anybody who thinks this is a hard boss fight.


The game has two endings but I’m not really sure why they bothered. In one ending, Zelda playfully asks if you remember her, encouraging you to get the rest of the memories. Neat. Naturally, I rushed and got the last two I needed, came back, fought Ganon and got… nearly the exact same ending…? Nothing happens in that extra ending besides showing that Link and Zelda are friends restoring the kingdom. No shit, that’s what I would have expected from the first second of gameplay. If the true ending had shown the effects of defeating Ganon on the rest of the world or (wishful thinking, I know) another boss, maybe it would have been worth it. As it is, I don’t think it was worth the effort of the dev team. I guess it’s neat to see a green, restored Hyrule that we see in the memory cutscenes but that’s just it - we see it. We don’t experience it. It’s no different to imagining the restored Hyrule.


This is already clocking in at nearly nine thousand words for what I initially started as a way to get my thoughts down on paper and there’s still a ton I didn’t cover - combat’s versatility, the spiritual powers, the balance issues with food, the extremely good town sidequest, the fairy fountains being amazing and so on. I may do another post after I’ve played everything in the game - I already feel a bit dodgy writing so much about a game I haven’t done a hundred percent of yet.


Besides Korok Seeds. Fuck the Korok Seeds.


To avoid ending on a negative note, I want to have a little thought exercise on what the next Zelda can learn from Breath of the Wild. If we see another open world Zelda game, I expect it to take place on a different continent. I think Hyrule has been well and truly fully explored in this game so I really doubt another open world Hyrule could be anywhere near as compelling. I expect the next game to be more in line with a traditional Zelda game, actually, similar to the reasons that Majora’s Mask was so different to regular Zelda games - how can you top something that’s getting perfect scores? The answer is to move in a different direction as Zelda always does. I do think that future open world games have the potential to be even better but it would require a very fresh approach. Climbing mountains in Hyrule is brilliant but I’m not sure if climbing the exact same mountains in another game would be as good, even if it doesn’t take place in Hyrule. A forest is a forest regardless of which game world it’s in.


All that said, Breath of the Wild gives me complete faith that whatever Nintendo crack up next for Zelda, it’s going to be good. One thing you may have noticed throughout this article is that next to all of the issues had the disclaimer that I understood what the development team were thinking. This is extraordinarily rare when it comes to game design. Most games have issues that the devs are fully aware of but are unable to fix due to it being an inherent issue with the game or the game being too far in development by the time they catch it. Everything I personally dislike about Breath of the Wild is something the team were actively aware of and just disagreed with me on. I tried to stay objective where I could but I did title this essay “My thoughts on” for a reason. This is going to be a very personal game to a lot of people because all of us experienced it in vastly different ways. We’ve all put tens and hundreds of hours into it and still explored far off reaches that others may not have even touched. My brother only just got his hands on the game but was telling me about a shrine I hadn’t even found after all of my gameplay.

Despite all of the racing thoughts I have in my head about the game from a critical perspective, I don’t think anything will ever change the sheer magical feeling this game provided me with. It set out with a clear design goal and it didn’t just hit it, it smashed it so far out of the park that it landed in a different country. Breath of the Wild is a masterclass in design and leaves me extremely optimistic for the future.