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    Trinity Dragon's The Legend of Zelda (NES)

    [January 25, 2008 04:53:15 AM]
    Gameplay
    Well over two hours into the game, I managed to find a second temple and have beaten neither, collect one extra heart, a raft, a ladder, a candle/flamethrower, and no sign of a storyline to date. I know the general goals but only because I have played other Zelda games and actually been able to progress through a temple. In reality this feels like an arcade game designed to eat your quarters rather than provide entertainment. This feels like beating myself with a stick and this comes from a slightly obsessive completionist.

    The only social interactions that this game offers is buying and collecting items from old men and old ladies who speak in nonsense to you. Unless monsters count as part of the social interactions, which would boil down to a mutual desire to mindlessly kill one another, the strange humans living in walls and caves seems to be the extent of all social interactions within the game. There is an interesting interaction between the player and the game though. The player tries to progress through the various areas and levels with the goal to make a net positive effect on their score. The game prefers to be hell bent on killing the player at every possible turn.

    I easily died close to a hundred times in the few hours that I’ve played it but for some reason that only seems to simultaneously frustrate me and drive me to keep playing. Death isn’t a motivation to stop playing but to play harder and get killed more often. It is therefore fortunate that the game does not run on quarters and that the player can eventually get more advanced at evasion and blocking.

    Although the game is not exactly fun it is irritating enough to drive the player for further completion. This is an interesting approach to making a game but not particularly good for sales. The ability of the player to advance in the game depends almost entirely on how fast they grow and develop evasive and offensive techniques. Unfortunately this ability is not something that is common in all players and for a large portion of the audience this would just be an exercise in frustration.

    Design
    Although such techniques are regarded as archaic now the side-scrolling grid layout of the game was probably innovative at the time of its original release. Also the idea of a collective inventory would have been a novel concept at the time of Zelda’s introduction to the gaming world. (This is where someone with a detailed and extravagant knowledge of gaming history would correct me or confirm my assertion) The multiple attack method of the Zelda games would also be new to an audience that would have been rooted in jumping on the enemy’s head or throwing a tiny fireball at them (Mario).

    The level design seems to consist of the idea that as you move further away from your starting screen the more powerful and harder to beat the enemies get. This makes the progress slow and difficult to move quickly from one area to another as is possible in later games. The terrain changes from forests, to mountains, to deserts, to oceans within the span of 5 or fewer grids. This is particularly challenging the first time you encounter certain enemies and obstacles.

    As the player continues to move through the levels, they acquire more items to add to the inventory and weapons array. Defeating bosses yields greater rewards and more crucial items for the greater goals. Game also rewards clever puzzle solving such as moving across a small moat with a ladder, pushing blocks to access secret areas, or quickly lighting a room with a candle.

    The conflict for this game arises from the same general source as the Mario games: that which is not your ally hurts you upon contact and may actively try to kill you. Beyond that the game is adamantly unspecific as to what grudge everything bares you and why. Usually the most challenging aspect of any particular enemy is the large groups of 4 to10 that they always appear in and the combined random movements that make a sword less than a practical weapon for combat.
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    [January 25, 2008 01:09:44 AM]
    Summary
    The original Legend of Zelda game acts as the basis for all (or at least most) other Zelda games. The objectives are, as always: collect your various items and pieces of equipment, collect the Triforce pieces, defeat a number of bosses you really have no right to beat, and rescue the princess. This is pretty straightforward except that the game quickly conspires against you and makes itself excessively difficult and unintuitive.

    Gameplay
    The game starts in medias res by sticking you into the middle of nowhere with nothing but a shield in your inventory. The game gives you no introduction, no clear objectives, no overarching goals, and no weapons. This is an unhelpful and unintuitive start for any player and it couldn’t have been helpful to any player who had never heard of the game before (which would have included the entire release audience). Really the game never gives you a specific objective or even a target location.

    The map for the game uses single block areas with preset boundaries, terrain, and enemies. The area map is composed entirely of a single gray block that has a small green dot to indicate where you are. The individual bricks are often difficult and sometimes treacherous to navigate especially when there is a swarm of enemies to attack you. The only safe locations are homes and shops, which are set into the walls of the terrain. Even the occupants of these houses are mostly unhelpful people who sit there and either ask you to buy something or do nothing. The map yields no target location or even a layout of the terrain so you are sent off to wander aimlessly until you either find something or die.

    If you are lucky you enter the first hole on the starting screen and get the wooden sword from the old man there. The only way to use this is in straight thrusts except that en you have full health the attack also projects a flashing sword that flies across the map like an enemy projectile. You are almost always in combat (excluding homes and shops) and it often takes multiple hits to kill an enemy if you even can kill them. Often you will lose half of a heart (1/6 of your starting hit points) from even touching an enemy and lose your projectile ability.

    The control scheme has the limitation of only having 4 buttons and a direction pad. This eliminates many of the options that 3D games allow for but eve with that limitation the designers made the selection screen controls unintuitive and difficult. Aside from the problem of a large majority of deaths occurring because of limitations of movement and large groups of enemies there is no way to access the save screen without dying and once you’re there you must use the Select and Start buttons to navigate instead of the direction pad. This unintuitive setup makes the game frustrating to deal with.
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    Status

    Trinity Dragon's The Legend of Zelda (NES)

    Current Status: Playing

    GameLog started on: Wednesday 23 January, 2008

    Opinion
    Trinity Dragon's opinion and rating for this game

    Logged. More difficult than most other games I've played.

    Rating (out of 5):starstarstar

    Related Links

    See Trinity Dragon's page

    See info on The Legend of Zelda

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