Sunday, March 30, 2025
2025 Special - The Legend of Zelda: Oracle of Ages
Saturday, March 29, 2025
2025 Special - The Legend of Zelda: Oracle of Seasons
Sometimes I forget just how quickly time moves. Spring 2001, two brand new Legend of Zelda games dropped onto the Game Boy Color. However, I was still neck-deep in everything Dreamcast, not to mention trying to juggle college and a job. In retrospect, these might have been two of the first games to ever enter the dreaded backlog. Let's hold down the fast-forward button until... oh I can't remember exactly... a decade or so? It was around the days of the Nintendo 3DS, and I had just purchased the very same Zelda games. Surely, I'd have the time to... Oh, who am I kidding? Fast-forward again to the beginning of March 2025. It took this long for me to play a pair of great games in one of the most beloved and successful franchises of all time. Sheesh!
Hmm... Honestly, vibe isn't exactly the greatest word either, but I've used it maybe four times in the past 20 years so cut me a little slack.
Now then, Oracle of Seasons is a dense game in many ways. It boasts a massive world full of colorful characters and eight dungeons of increasing complexity and danger. It also houses a substantial underworld with its own characters and circumstances. Going further, the entire overworld is subject to the changing of the seasons, all four of them in fact. Link will cross frozen lakes in the winter, climb freshly grown vines in the summer, and deftly cross the leafy pits of autumn. He'll... also do things involving giant flowers in spring, yeah, I uh... didn't bother to cleverly work that into the last sentence. Under "normal" circumstances, the seasons are completely out of your control, The difference between summer and winter is often just a screen transition away. By exploring the Temple of the Seasons in Subrosia, you can acquire and upgrade a magical wand, allowing you to bypass the many seasonal obstacles. While it doesn't often feel like it, you explore four overworlds to reach the aforementioned dungeons. It's a lot.
In the world of Holodrum, there is not a single "wasted" screen. Whether the path you're treading houses a secret or the path to a secret, there is always something of value to look forward to. A scenario not uncommon to the Legend of Zelda formula, but Flagship takes it a step further with the "gasha" seeds. Plant them in the ground and they'll grow into nut-bearing trees. Crack that nut open and you might get a ring, or something of significantly less value. Collecting rings is fun, even if their usefulness tends to be niche. Like, I myself can't see the value of wearing a ring that turns me into a Like-Like, but whatever. The best rings are either exceptionally rare or require hard work to obtain. Other rewards include NPCs who drop clues pertaining to extra special items, but that's only if you're playing a "Linked Game". By the way, that's a pun that took me almost 25 years to get. Seriously though, Linked Games require that you've finished Oracle of Ages (or vice-versa) and transferred the password to a new Oracle of Seasons (...or vice-versa) play-through. Again, it's a lot.
With so much density packed into every space, the game can feel claustrophobic. There were a number of times where I felt like I couldn't stretch my legs. You know, find my way in the world, move without purpose, that sort of thing. I get that the developers had so much they needed to cram in, and I'm seriously impressed that they were able to do so without the adventure collapsing in on itself. There is one unfortunate casualty, however. The story is nonexistent. You're introduced to Din, who is almost immediately kidnapped and crystalized. Otherwise, a tree gives you directions, and... yeah. It's not a huge problem, since I wasn't lacking for motivation to see this quest to its end.
Minor hiccups aside, the dungeons only got better as I progressed. Inventory management, a "feature" of the Game Boy entries that once bugged me, almost ceased to become an issue. Swapping between a dozen-odd items became second nature, allowing me to appreciate just how meticulously designed some of the later levels can get. That said, there are times where the item-swapping can feel... excessive. This becomes most apparent in the boss battles.
It must be that density rearing its head again, because I felt like Oracle of Seasons was asking a lot out of me. Many of the bosses present a unique spin on known classics. You'll bomb a Dodongo and throw it into spikes, mash a Digdogger with a giant spiked orb, decapitate a Gleeok... repeatedly. This is around the time that I realized the boss battles are actually pretty tough! It's not enough to know how to defeat a boss, I also had to contend with the fact that they seriously wanted me dead. They won't sit around and wait patiently while I figure out their weaknesses. Sometimes, this makes conquering the dungeon all the more rewarding. Other times, this makes for unnecessary stress.
Digdogger... ugh I hate this guy. |
Let's go back to that Gleeok for a bit. The fight has two phases, and Gleeok will only enter the second if both of his heads are destroyed... at about the same time. With the level 2 "Noble Sword", I believe it takes 10 hits per head. Trying to keep a count in my head while the boss is puking up waves of fireballs turned out to be a bit of trouble. Digdogger was also a massive pain. I was still coming to grips with the magnetic glove, so this boss fight made me feel like I was playing tug-of-war with myself. Worst part was I idiotically attempted to use the sword to deal with all of the smaller eyeballs that ran everywhere. They can't be pushed back, resulting in Link getting bashed repeatedly.
It was around this time that I questioned why the game couldn't have just given me some Pegasus Boots instead of Pegasus Seeds. Simply having one less item to juggle would've lifted a lot of weight off of my shoulders. Instead, I felt like I had developed some seed addiction that I couldn't properly control. I'd lose focus pressing buttons that brought me no closer to defeating the boss yet prolonged my inevitable demise. I'm getting selfish here, but maybe the Wand of Seasons should've been a Sword of Seasons. That would've resulted in a significant decrease in trips to the inventory screen, particularly during the fight with General Onox. Sadly, that fight is one of three times we see Din and she's the villain's floating / health-sapping crystalline shield. She really deserved better.
Apologies for dwelling on the bosses for so long. I think that they're actually superb in both concept and execution. The only conclusion I'd draw is that they might've been a little too ambitious for a two-button game. Maybe I'd think differently if these bosses didn't chew through my hearts like a handful of Nerds or gave me an extra second or two of time to react. Again, this could also just be a case of "should've played Oracle of Ages first". There were more than a couple times I thought "Wait. That's it?" upon defeating a boss in that game.
However you decide to approach the Oracle duology, Seasons is one primo piece of work. The dungeons are among some of my favorites in the series. They more than make up for the sometimes-messy overworld and sometimes-frustrating bosses. I'll chalk both of those issues up to the limited time and hardware that Flagship had to work with. A remake could smooth these rough edges out, but I'm the last person who should be holding their breath for that. Do I need to remind everyone how many years it took me to play through the original?
Thursday, March 27, 2025
2025 Special - Ys Book I & II
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Nothing worse than goons in the village. |
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I hate everything. |
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One of the rare instances where I didn't loathe a sewer dungeon. |
Wednesday, March 26, 2025
2025 Special - Samurai Deeper Kyo
Tuesday, March 25, 2025
2025 Special - Rolan's Curse
2025 Special - Shining Soul 2
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Monsters. Always monsters. |
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Seems like I'm always dealing with giant tentacled things. |
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Monday, March 24, 2025
2025 Special - Alcahest
Alcahest is a very individual game.
Hang on a second. Are you telling me that isn't sufficient enough to be considered a review? I'm not kidding. That one line says more about HAL Laboratory's 1993 Action-RPG than anything I could've tossed together. Whatever the rule book was for the genre, HAL tossed it into the abyss, laughed, then proceeded to create something genuine. Something that would be remembered for decades to come. Even if the final result doesn't 100% appeal to me, I recognize its uniqueness and solid gameplay.
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The humble beginnings of a grand adventure. |
You want to know something? I used to be a professional reviewer. Let this be a lesson to avoid burnout at all costs. Best-case scenario? You'll never want to do anything ever again. Worst-case? Well, you're looking at it right now.
Anyway, let's try and unpack the nightmare I've left on the floor. The Action is self-explanatory. Alen, the hero, must traverse eight levels packed with fiends. With sword in hand and friends at his side, he hacks through evil with as much ease as the push of a button. The controls and aesthetics are clearly designed to appeal to anyone who has played through Zelda or the myriad similar titles. Even if you aren't already well-versed in the genre, you'll still pick up the basics in no time at all. There aren't many other ways to say it, this game is just plain smooth.
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Slaying a dragon. |
By the way, that feeling of confusion is totally normal. I swear the developers intended to keep players on edge for the entire adventure, the looming threat of lost progress haunting their every step. That's not what makes the game part dungeon-crawler though. As you're running around, you're bound to notice tiles on the floor. Some send you flying to other parts of the map, but they get more insidious as you progress. Before long, you'll be subject to one-way conveyors, tiles that re-arrange your controls, and all of the other devious tricks that have hounded your forays into DRPGs. There are times where it can get a little grueling, but HAL pulled it off and I can't respect that enough. This is exactly what being a very individual game is all about.
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Insanity straight out of The Bard's Tale trilogy. |
All of these seemingly disparate elements form a game that is cohesive and focused. Perhaps it's the RPG elements that bring it all together. The journey rewards those who choose to explore with helpful restoratives and even a couple pieces of equipment. The upgrades aren't substantial, but the hunt for them adds richness to Alcahest. Also, I like that the journey knows when and how to end, with a bevy of refights that test the breadth of your abilities. The music, provided by HAL mainstay Jun Ishikawa, is also really good. Maybe it sounds akin to "Kirby visits a medieval realm" but whatever, I enjoyed it quite a bit. Again, everything about this game exudes distinctness.
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Defeating a boss. |
If there's anything about Alcahest that sounds off-putting, then don't be afraid to utilize save-states. As always, play the game in a way that makes you comfortable. This Action---RPG does have some weirdness to it. Still, its weirdness is kind-of wonderful. Whether or not you adhere to the developer's vision, you're likely to have a really good time.
Sunday, March 23, 2025
2025 Special - King Colossus
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A "room" full of monsters. Classic stuff. |
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This collapsing bridge is pretty cool. |
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You'll be spending some time at the coliseum. Beat them to DEATH! |
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Saturday, March 22, 2025
2025 Special - Neutopia 2
The previous introduction to my Neutopia 2 review, which you'll never see because it sucked so badly, was so "old man yelling at clouds"-coded that after writing it I rushed to the mirror just to make sure I hadn't just aged 40 years in seconds. Imagine my relief when all I saw in my reflection was a pizza starring back at me. Why yes, I have been delivering pizza for my entire life. The second you give me an opening I will spend the rest of eternity complaining about it.
Alas, I'm not here to complain about my job. I'm here to complain about Neutopia 2, a video game that should've been a slam dunk. The perfect example of a sequel that vastly outclasses its predecessor. Instead, it's a better but. Do you remember all of those times you've been asked what you thought about a sequel and responded with "it's better but..."? Next time, just say it's a better but and move on. Don't even bother explaining, they'll understand what you mean.
...You can probably guess just how badly I want to walk away from this review.
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Jazeta sucks. |
Far more important is the fact that using the sword feels a hundred times better. Jazeta's son, aka Larx, can attack in eight directions. He doesn't have to stop moving to stab beasties either. The additional maneuverability makes a world of difference in combat. Fighting actually becomes second-nature instead of an inconvenience, and that's what you want a video game. The new boomerang sub-weapon is nice, with the only catch being that you can actually lose it if you aren't careful, and they are a bit pricy to replace.
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fire rod |
There is one other particularly notable weapon, though I'm not sure how much praise I'm allowed to heap on it. The flail, which is hidden in one of the mid-game dungeons, is honestly fantastic. It has massive reach and coverage, while not suffering the "might push enemies on you" issue that plagues the rods. It does cost ten gold every time you use it. Still, you're probably not hurting for cash, unless you're blowing it all on medicine and boomerangs.
The world of Neutopia has also changed massively since the last adventure. Gone is the hub shrine, and has been replaced with a more natural overworld, with just the right amount of linearity to keep you focused. The dungeons have also seen a significant overhaul. They're more bespoke, often resembling the locations they're housed in rather than an assortment of rooms smashed together. In one dungeon, you'll explore a pair of towers, crossing the bridges between them as you climb. They don't quite approach the theming that you'd commonly see in a Zelda game, and that's fine. What's here gives Neutopia 2 an identity all its own.
In terms of pacing, it's another across-the-board improvement. You'll still have to put up with a rather slow walking-speed for the first dungeon, but shortly afterwards, you can do a mild sequence-break to pick up substantially faster boots. Dungeons increase in difficulty as you progress, but they don't necessarily increase in size and complexity either. There is more consideration for how everything in this game works. Extra confidence and care, which is exactly what you love to see in a sequel.
Yet with all this flattery, I've still got a better but on my mind. Why is that? Well, you see. There is one appreciable aspect of the first game that I forgot to mention. The last boss isn't at the end of a dungeon. In fact, he's just a couple rooms away from the starting hub, allowing you sufficient rest and preparedness for the final battle. In Neutopia 2 however, they stuck the final boss at the tail end of the large final dungeon. Which means, if you fail to defeat him, you're going all the way back. That is a lot of needless frustration! Why would the developer make such a change? Now that I think about it, if my dumb ass forgot about one of the first game's few great qualities, then do doubt others did the same.
Huh... well shit.
Speaking of the final boss. Dirth is a real piece of work. He teleports around the arena, using the elemental rods against you. It's a clever idea, but misery in practice. Now normally when facing a boss with three attacks, you've got a 33 and a 1/3 chance of getting the attack you can counter, but Dirth is a gigantic ass and almost exclusively uses the attack that you can't do anything about. This is one of those times where I had to break out the save-states to preserve my sanity. I am not repeating a whole dungeon just to get pushed around by RNG. Going further, if I showed up at Dirth's door with just the fire rod, would he only attack with fire? Punishing players for being thorough sounds exactly like something a video game would do, but I doubt it's actually true. Unfortunately, I don't have any intention of replaying the entire game just to find out for sure.
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Dirth sucks |
I hate pizza so much.