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For
the new generation of gamers out there, here's what it's all about.
Zelda, a princess in the land of Hyrule, has been kidnapped by an
evil wizard and is going to be used in an arcane ritual, along with
three other maidens, to cement the wizard's dark powers. It's up
to you to play as the hero, Link - a young woodland born lad - to
stop the evil scheme of the mad mage and rescue Zelda in the process.
It's a fairly simple and fairytale-like story, which hides some
of the cleverest, most enjoyable, most frustrating and most compelling
game design you're ever likely to come across.
The
game itself is a top down role player along similar lines to Golden
Sun or Pokemon. You guide Link through a very large playing area
called the Overworld, chatting to people you come across, avoiding
the various guards and denizens out to get you, digging out dungeons,
checking out villages and generally roaming around exploring and
puzzle solving. It differs from a game like Golden Sun in that there
is no turn based combat - all your enemies are on screen, there
to hack at with your sword, stun with your boomerang or shoot with
your bow and arrow.
The
controls are fairly simple - your in-game actions are A to fire
ranged weapons like arrows or boomerangs, B to swipe with your sword
and the right shoulder button to perform an action, such as push,
pull or dash. Besides that you also have your select button, which
pulls up your inventory and allows you to swap items and the left
shoulder button, bringing up either the overall map of Hyrule or
the dungeon you are presently exploring. They are really simple
controls and can be picked up very quickly. This is great, as it
allows you to get involved in your quest without mashing the buttons
of your Gameboy too much.
The
quest itself is absolutely immense - there is just so much squeezed
into this one land! The main objective revolves around collecting
certain mystical artifacts from several dungeons but you can pick
up items along the way to help you. These include power-ups that
extend your life, glass jars to catch fairies or fill with potions
from local alchemists, books that help you translate the inscriptions
on certain temples and all kinds of other items.
However,
you're not really going to get far unless you brave the big dungeons
at some point. In each you find a maze of rooms and passageways,
some filled with denizens out to eat you, some with fiendish puzzles
and some with both. Either way, you're not going to get through
a dungeon the first time, or the second or third time probably!
This is where the new save feature, something missing from the original,
comes in handy. When you die you can save the game so when you restart
it, you begin (if you choose to) at the entrance to whatever dungeon
you were trying to tackle, with any keys or power-ups earned still
in place. I have to say this is a great help and a welcome addition
to the game.
Besides
the main dungeons there are also sub-dungeons to find. If you see
a crack or chink in a wall, plant a bomb there and run through the
hole it creates - on the other side you could find new weapons,
rupees to buy stuff at the village, nasty monsters or advice on
where to go next. In fact, these suggestions about what to look
out for are invaluable, as often you're going to find yourself running
from one place to the next, wondering what you should be doing.
Okay, the map helps by pinpointing certain things you should be
looking for and also aids you in finding unexplored areas, but the
game can still be frustratingly difficult at times. If you are a
gamer like me, who prefers to enjoy the journey rather than the
beating your head against a brick wall over puzzles, I'd recommend
getting one of the many online hint or walkthrough sheets available.
The journey is helped along by some lovely graphics. It's clear
that almost as much thought went into these as into the gameplay.
The key to their success is their simplicity - they are pared down
to primary colours and pastels; given a rounded feel without the
overcomplication of realism or expression. If you have the original
Gameboy Advance then you're going to find this helpful, as even
a poorly lit screen doesn't hinder you when the visuals are laid
out in such a manner.
The
visuals do seem to be a direct port from the SNES game of yore but
that's no bad thing. The sprites are small and fairly simple but
there is no mistaking what each represents, be it Link, a guard
or some bundle of wriggling, bloodsucking worms heading straight
for you. The sprites are generally surrounded by a thin black outline,
so it's easy to differentiate between the background and the your
on-screen opponents or benefactors. The end-of-dungeon baddies are
big, brassy and well animated, which gives you something to look
forward to if you are a graphics aesthete such as myself. It's quite
nice just letting yourself get nobbled by them so you can take them
on a second time and enjoy their artistry and design!
The
Overworld layout is nicely done too. The forests and trees are again
simple but effective, being lovely rounded things. When you come
across a village, the houses are straightforward but decorated in
a variety of fashions and are very easy to differentiate between.
There are many other Overworld features, including a graveyard,
a river system complete with waterfalls, a rather rocky and dangerous
mountain and a misty wood filled with hidden dangers. The dungeons
are nicely rendered as well; the tiling on the floor is fairly unobtrusive
but definitely a departure from the sandy floor of the desert or
the grass of the plains. The variety of statues scattered liberally
around each location add an air of foreboding and adventure.
The
sound helps along the feel of the game as much as the graphics do.
There are a variety of different tunes for each section you are
in, be it a peaceful melody for the Overworld village, a triumphant
marching song as you wend your way across the plains, or an eerie
low key nerve tingler as you explore a dungeon. Again, this seems
to be a direct port of the sounds from the SNES but there does seem
to be one notable addition - Link's voice whenever he swipes at
someone. It's a nice new touch to an already well-rounded series
of sounds. In fact, the overall ambience and feel created by the
audio is remarkably well done for a handheld such as the Gameboy
Advance.
With
the second half of the cart, Four Swords, you and up to three other
friends get the chance to explore dungeons that are randomly arranged
each time you visit them, making the gaming experience different
on every occasion. The gameplay revolves around co-operative puzzle
solving - you don't get far if you don't help each other out. However,
you are each competing to collect the most rupees too, so this leads
to some fairly frenetic and tense moments between friends. There
are a few differences between the graphics of this new version and
A Link to the Past; the background graphics are more detailed and
the Link characters look more like the cartoonish creation on the
new Gamecube title than the old SNES version.
For
sheer lastability, this one is going to run and run, particularly
if you have a link up cable and three willing compadres. Four Swords
really adds something to an already vast adventure in A Link to
the Past. Once you complete the single player version, which is
going to take you absolutely ages due to it's ingenious design and
difficulty, you have the opportunity to take on whole new dungeons
with your friends.
The
Legend of Zelda: A Link To The Past/Four Swords is superb value
for money. Not only do you get the all-time SNES classic with a
couple of tweaks including a better save system, but you get a brand
new multiplayer game on top with limitless lifespan due to the randomly
generated dungeons. If you have played Zelda before and want to
relive the amazing gaming experience, then get this game. If you
are new to Zelda and want to see what all the fuss is about, then
get this game. It really is that simple!
Reviewed by Dave Wynn for AceGamez (All Rights Reserved).
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