When I received Willow on the NES as a surprise gift back in 1990, I incorrectly assumed that it was a watered-down port of the arcade game. Admittedly, I wasn't particularly knowledgeable back then. One time I thought Faxanadu was a port of Pyros aka Wardner. As a kid, I tended to draw unfathomable conclusions. Maybe this was my way of unconsciously downplaying every gift I received. Tch... How selfish. Or... Or! I'm just stalling for time by coming up with these overwrought explanations for every random moment of my childhood. Nobody wants to read about such nonsense. Heck, I'm not even sure if they want to read about the subject of today's article, yet here we are.
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Dragons kick ass, even during allergy season. |
Of course, it has to be mentioned that this game was brought to us by Capcom, makers of some damn fine action platformers, but not much of anything in the RPG realm. I believe it was their expertise in the arcades that helps to elevate Willow above a number of its contemporaries. Willow is one of those Action-RPGs that just feels right to play. Again, it starts with the sword. You'll be swinging or stabbing for basically the entire quest, and every strike is convincingly realized. Holding the d-pad in a direction while pressing the attack button does a thrust, good for enemies a slight distance away, or for getting around their defenses. Pressing the attack button does a swing. Wider range, not as direct, but great for defensive play. Speaking of defensive, the shield Ufgood lugs around isn't for show, and will protect him from a lot of attacks. This includes melee, which is a surprise, to be sure, but a welcome one.
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It's always nice to have a shield that actually deflects stuff. |
Though enemy variety isn't the strongest, I think the game does more than enough with what it has to offer. The repetition of certain monsters helps the player become accustomed to the fundamentals. They gain an understanding of what to expect, which makes them more confident in their own abilities. To put it another way, you're not going to be blind-sided by some new creature that punishes you for sticking with what has worked in the past. Well, there are rare enemies that are immune to most swords, but you'll have them figured out just as soon as they make an appearance. This approach is why I always welcome primarily arcade developers to take on other genres. It's their clear understanding of the essentials that make for fair and engaging games.
Willow also punches above its weight in terms of presentation. Whenever Willow encounters monsters in the overworld, the screen becomes alive, surroundings distorted by the presence of evil. It really adds to the experience, particularly since the protagonist isn't a seasoned adventurer. Caverns, though not diverse in look, all have sensible layouts, and their complexity never reaches an unreasonable point. This keeps the pacing fairly even, ensuring that you'll interact with all of the interesting sights that await. Damn. It must have been at least a decade since I've said, "This game does a lot with very little." so I'll go ahead and throw that in there.
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Even the trees want to kill you dead. |
Still, I don't think there's anyone who can mention this game without gushing about its soundtrack. There is not a single wasted piece here. Everything fits and sounds wonderful. The truly exceptional songs such as Zhena's theme and Nockmaar Castle elevate the adventure to previously unseen (unheard?) heights.
And yet... just like that it's over. Willow is not a game that sticks around for very long, though that can be safely argued as a good thing. This adventure doesn't even attempt to outstay its welcome. If you have a guide nearby, you'll see everything in just a few hours. That's just an observation by the way. I can't imagine wanting 10 hours of this. Capcom delivered a finely tuned product that is still fondly remembered today. Absolutely miraculous by "licensed NES game" standards.
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