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[Zelda Re:]
Zelda Re: Issue One! 13 Jul 2008 — by MagmarFire |
For most of us Zelda fans, we’ve been through many dungeons, and these dungeons may have (1) killed you so many times that you wanted to throw your controller, DS, GBA, and siblings out the window; or (2) made your head explode to the point where you had to resort to teh interwebz (e.g. The Desert Colossus? ) for assistance. For some of us, we always had that extra heart of Life Energy, that one extra fairy, that one extra bomb, you name it. These necessities were all that we needed to get that dungeon treasure, put the smack-down on the boss, and save that sage/spirit/whatever. But time and time again, there was that one dungeon—that one goddessforsaken place that had some of the greatest Zelda players’ minds turned into a vat of pudding (mmm…chocolate ^_^ ), and it has, through the ages, transformed from game to game as the hardest/most hated dungeon in the game, regardless of its position in the game’s linearity. For most of us…it makes us gag at looking at a glass of dihydrogen monoxide. For those of you who have never taken chemistry, that’s the “technical” name for what we often call water. Yes, it’s the
The The site also says, however, that the going will only get easier from then on, which would make sense, because if the “Hey, what are you doing here?” he’ll say. “You didn’t save the other two Sages!” “Hah! I don’t need to save them!” Link will say with pride. “I beat the Now, for the first issue of Zelda Re:, we’ll be taking a gander at some of the issues that gamers everywhere have had trouble from floors, to features, and to bosses. You’d best prepare yourselves. In We Go! If only this were a C item... --> As seen in The Wind Waker and Twilight Princess, you can set your Iron Boots to the X, Y, and Z buttons (except for Twilight Princess, of course, where you have to use Z for Midna’s advice), thereby greatly increasing the efficiency as to how many times you can go through the “Iron Boot Cycle,” as I call it, within a certain amount of time. An excellent addition on Nintendo’s part, I say. However, for some reason, this was not in Ocarina of Time. Why? From what I see, it possibly could have cluttered the Items Subscreen, and since the items are in an array, adding an item row or column would create “empty spots” in the subscreen that quite possibly would be too difficult to fill with more items. After all, there are a limited number of dungeons and side-quests and time to make the game. In this case, this is understandable, but it still increases the time you’ll make your stay in this temple… “Miyamoto, what does the temple say about its water level?” It's over nine thousand, right? Anyway, as the title would suggest, another irritating part of the dungeon was going back to the three Triforce symbols on the walls in order to change the water level, as it was obviously a major part of the dungeon to have water in certain areas and to have certain areas be dry. Those of you with good memory could exploit this pretty well, as you’d have to remember where each of these symbols was to begin with in order to change it; if you could not remember where it was…well, sucks to be you. You’d have to do a bit of finding, making it feel a bit repetitive to go through the dungeon, having to raise and lower the water level only for one puzzle or other. This is another reason why this temple can take quite awhile to go through. And it’s the finding your bearings part of the dungeons that make many water-based dungeons feel very difficult. If you have a map on you—and a compass, for that matter—use it well! Shadow Duel Yes, for all you Eloze fans out there, as quite awesome as he is, Dark Link can really be considered a pain in the fanny in the Wow... I really need to lay off the Chateau Romani... The Boss This thing is just bizarre! It has a nucleus that can control water (ala Avatar: The Last Airbender) and can strangle the crap out of you if you get caught in it. What’s more, if you seek refuge on the outer rim of the room you fight in, you have to watch out for spikes, and since the Longshot you get in the dungeon doesn’t home in on the nucleus, grappling it can be difficult, too. At least two arms can form from the nucleus’s rotating in the water, and these arms…well, they’re a bit too friendly, if you ask me. I think they’ve been in there way too long and just want a hug. If you’re not careful, you’re going to get a hug, all right—and it’s going to hurt! This is what happens when Miyamoto watches The Abyss... It’s Over! (Almost) There you have it: some of the plethora of things that lead gamers into the Wacky Shack. What was Nintendo thinking when putting the Statistics Gameplay: 4/10 Exp: Repetitive to go through due to water level changes, and the battles can get quite annoying. It’s a good dungeon to play, nonetheless. Originality: 10/10 Exp: It may be annoying, but you have to admit, this dungeon boasts massive originality. You have to go through certain levels, solve puzzles, and accommodate those puzzles accordingly with water changes. Graphics/Detail: 9/10 Exp: Being able to travel through water like in Super Metroid and fight underwater beasties and notice the changes in sound every time you go under is pretty awesome, indeed. The whirlpools, although annoying to me, looked pretty sweet. And look at that—they have dragons there, too! ^^ Overall: 7.7/10 Final Thoughts Here we are! The first issue of Zelda Re:! Enjoyed it? Hated it? Ignored it? Regardless, it's up! I'm sure at least some of you will agree with some of my points on here, and if you did enjoy it...well, this will be a monthly or bi-monthly column here at TDC, so check here every so often to see whatever the ol' Mags (okay, I'm not that old >.> <.< *points* Hey, is that a demonic duck of some sort!? *flees* Special thanks to Area 51 for information, to various sites for the pictures, and to Dan Shive for getting me out of an awkward silence. Also thanks to Baka Nezumi for pointing out the tip about the Megaton Hammer. |