Showing posts with label Skyward Sword. Show all posts
Showing posts with label Skyward Sword. Show all posts

Friday, March 17, 2017

On Breath of the Wild

I awoke in a strange tomb, filled with machines that were alien to me. A voice that I didn't recognize and whose source I couldn't identify begged me forward. I exited the tomb to find a world that was not only alien to me, but ruined and hostile. This world I was tasked with saving, and save that world I did. Along the way I helped people out in small ways, finding ingredient for their cooking or taking pictures for them, and in big ways, stopping beasts that threatened their homes or saving them from attacking creatures, and I recovered my memories along the way.

It had been 100 years since the times that I remembered, and all but a few that I cared about were long dead. I stopped my training and preparations short to finish the mission by destroying Ganon and saving Princess Zelda. Afterwards I went back out into the land I now remembered was known as Hyrule to continue finding the ancient shrines that granted me strength and to continue doing what I knew how to do, help people. I helped a man build a town from nothing and find a wife. I showed weapons to a child who had heard about them from his now gone grandfather and who desperately wanted to see them himself. I helped so many people it became hard to find more people who needed help. I found some men tearing down an abandoned house down and bought it for myself. I invested in that house, made it nice, made it my own. I settled down. Hyrule is safe, I hope.

I finished Breath of the Wild this week for the most part. I beat the game, all the shrines, and the side quests. I still have some unupgraded armor and some side tasks that aren't tracked that I haven't done, but I've done the things that I really care about. Truth be told I don't have a lot of experience with open world games. Prior to BotW I guess you could say the last ones I played was Metal Gear Solid V and Shadow of Mordor though Grand Theft Auto: Vice City is more similar to BotW. I'd say that the closest experience that I've had to Breath of the Wild would be World of Warcraft. They both really capture a feeling of exploration, especially during the my early time playing the WoW in the base game and its Burning Crusade and Wrath of the Lich King expansions.

The Legend of Zelda series of games is one that's near and dear to my heart. If you take the original game's release date of Feb 21, 1986 and do the time conversion to American Central Time, my birth was only a handful of hours off. Like Link, I'm also left-handed (though that's changed for Link since motion controls) and I have pointy ears. I saw people play the first two Zelda games but the first one I really got to dig into and beat for myself was A Link to the Past. I've been hooked ever since and now that I have Breath of the Wild done, all I need to do is wrap up my playthrough of Majora's Mask and I'll have completed every canonical Legend of Zelda game, console and handheld.

Running out of significant things to do in Breath of the Wild has been bittersweet. I've loved the game immensely and I've been glad to do everything that I've done and am sad to have run out of major things to do. If the game would let me I'd gladly cross the great canyon that separates Hyrule from the rest of the world to the north and west or drive a sand seal through the Gerudo Desert to parts unknown.

It was so amazing to play a game, not just a Zelda game, that pushes you out into the world and says "Go where you want. Here's your goals, but I'm not going to stop you from doing what you want to do." There are entire zones that aren't necessary to any of the main quests. This is very different from the previous entry Skyward Sword which was very structured/linear. Like many people I enjoyed Skyward Sword but I didn't finish it until a year or more later because I just wasn't drawn to it. I've been consumed by Breath of the Wild for the past week and a half and I really think that's because it's really earned being called an adventure game. You quest and explore and are HEROIC. It's truly amazing to not know exactly how to get somewhere or what you'll encounter along the way.

One of the recurring complaints about Breath of the Wild has been w/ the durability system they added for weapons and shields. While it is frustrating for a great piece of gear to break, it creates a tension and adds a layer of strategy to the battles that I really enjoy. It adds value and strategy by forcing you to consider what weapon you want to use against a particular enemy and making you make sure you have a good spread of weapons for the enemies that you're encountering. Finally breaking out the weapon you've been saving for a special occasion or an enemy that's just pissed you off is incredibly satisfying. All they really needed was a nicer UI for dropping/exchanging items.

The oddest thing is that I don't know if I'd want a Breath of the Wild 2. The Zelda games generally have the same rough story/map, it'd be too much if they had the same gameplay as well. For a mechanical successor to BotW to succeed it's going to need to take place somewhere new or have a different story archetype. Even if there's never another Zelda that I love as much as Breath of the Wild I'll still be incredibly happy. They've done something incredibly magical with it that was the Zelda game that I wasn't even aware was the one I've always wanted.


Saturday, March 31, 2012

Thrill Digger


Rupees: 140 Games: 1
Bombs: 6 Rupoors: 6
Safe Remaining: 28 Hazards remaining: 12

The Rules of Thrill Digger

Thrill Digger could be described as "minesweeper with uncertainty." When you click on a cell, instead of displaying a number that tells how many bombs surround that cell, a color is revealed that provides vaguer information about how many hazards surround that cell. The colors are:
  • Green: Zero hazards, is worth 1 rupee
  • Blue: 1-2 hazards, is worth 5 rupees
  • Red: 3-4 hazards, is worth 20 rupees
  • Silver: 5-6 hazards, is worth 100 rupees
  • Gold: 7-8 hazards, is worth 300 rupees
I say hazards because there are bad things other than bombs. Bombs, like in minesweeper will end your current game. There are other hazards called Rupoors which instead of increasing your rupee count will decrease your rupee count by 10.

What are rupees for?

The game is hard, and your chance of winning a particular game is very low. A new game costs you 70 rupees and the real goal is how many games you can play before not being able to pay for a new game. So your real goal is to get as many rupees as possible before hitting a bomb.

Differences between Skyward Sword and this version

In Skyward Sword, after you dug up a spot, the game wouldn't leave a reminder of what you had dug up there. This made the game excruciatingly hard because it's really hard to remember so many things. Furthermore, there was no way to mark a location where you thought a bomb to be located. Lastly, I took Skyward Sword's Expert difficulty and adjusted it down a bit to a level that I find to be much better. Lastly, in my version, your first click will never be a hazard, which is very important in minesweeper-esque games.

To mark cells as dangerous, toggle the "Digging" button and then click the ones that have hazards.

I may come back and update this with more features or a better look. But right now it is without bugs (as far as I know) and fully playable.

Saturday, December 10, 2011

Thrill Digger: My New Obsession

Mole Mitts by ShadowBoyRyu

It's like this, but different.
Thrill Digger is a minigame included in The Legend of Zelda: Skyward Sword. It is a minesweeper-esque game in that there are hazards scattered around a grid and the spots in the grid that don't contain a hazard give a clue as to how many hazards surround that spot on the grid. In minesweeper, there are bombs and numbers. A number tells you how many bombs are in the eight squares around the number. The board starts off with none of the squares revealed. Each click reveals a square's contents. Clicking on a bomb ends the game with a loss. To win the game you must reveal every non-bomb square. Versions of the game allow you to plant a flag on spots to mark them as containing a bomb so you don't make a mistake later.

Thrill Digger operates slightly differently. There are a couple different classifications of object:
  • Hazards
    • Bombs - When you dig up a bomb, the game ends and you take a heart of damage
    • Rupoors - A black rupee. You lose 20 rupees. These do not end the game.
  • Rupees - These indicate how many bombs surround that square and give you rupees.
    • Green - Indicates there are zero hazards in the surrounding squares and gives you 1 rupee.
    • Blue -  Indicates there are one or two hazards in the surrounding squares and gives you 5 rupees.
    • Red -  Indicates there are three or four hazards in the surrounding squares and gives you 20 rupees.
    • Silver -  Indicates there are five or six hazards in the surrounding squares and gives you 100 rupees.
    • Gold -  Indicates there are seven or eight hazards in the surrounding squares and gives you 300 rupees.
The goal is to collect as many rupees before you hit a bomb. In this game it is very hard to complete a board, and you aren't necessarily supposed to. The reason that it's so hard is because the rupees don't tell you exactly how many hazards surround them. That uncertainty greatly increases the difficulty. If you do manage to complete a board, you're rewarded with a high-quality crafting material. 

There are three difficulties. Beginner costs 30 rupees to play. It is a 4x5 grid with 4 bombs and no rupoors. Intermediate costs 50 rupees and is 6x5 with 4 bombs and 4 rupoors. Expert costs 70 rupees is 8x5 with 8 bombs and 8 rupoors. So a particular play is a win if you dig up more rupees than you put into the game. I personally find intermediate to be the easiest to complete. There's a very good reason for this. Consider this chart.


Summary information for the difficulties
DifficultyWidthHeight#Squares#Bombs#Rupoors%Bombs%Hazards
Beginner54204020%20%
Intermediate65304413.3%26.7%
Expert85408820%40%

Intermediate is the easiest to complete for me because it has the lowest percentage of bombs. There are more hazards overall, but they're less likely to end the game.

I'm completely in love with this game, even though I really don't like how the game doesn't keep a reminder what was dug up in a particular spot. I can't play intermediate or expert for very long without needing graph paper on which to chart my progress. Despite that, I've played it incessantly.

Oh, and by the way, if you think this is all that I have to say about this super awesome minigame, you're wrong. I have much more to come, including strategies and much much more.

Tuesday, October 18, 2011

Rant: Skyward Sword's Right-Handed Bias

Oh god her elbow!

When Twilight Princess came out for the Wii, I was disappointed that they changed Link to be right-handed for the game. I understood the decision, more people are right-handed, and I understood that since Twilight Princess was a late-game addition to the Wii's lineup that left-handed support (in the form of a left-handed Link) would probably have been a difficult addition. Quite frankly, many other people felt the same way.

You'd think that since Skyward Sword was built from the ground up as a Wii game, and because of the knowledge that many people wanted a left-handed mode for Twilight Princess that such a mode would have been included for Skyward Sword. This is unfortunately not the case. I'm really disappointed by this.

Why am I so disappointed by this? It reflects a lack of caring on Nintendo's part. I know that it's not a big deal for to include left-handed support because left-handed people can still play the game just fine. It would have been a really nice gesture toward left-handed players, however.

Link had, until Twilight Princess, been left-handed. It had actually been an error, at first, but Nintendo rolled with it and kept him left-handed for all subsequent releases. I have always loved Zelda games and when I realized that Link was left-handed like me I only felt more attached to him. Then I realized that we were born at nearly the same time, so to speak.

I was born at 6:00 AM on February 20, 1986. When you account for the time difference between America and Japan, it was 8:00 PM on February 20, 1986. The Legend of Zelda was released four hours later in Japan, in February 21. This proximity of births made me feel even closer to Link.

What's funny is that normally, languages have a built in bias against leftness. 'Right' implies correctness, freedom, moral goodness, and immediacy. 'Left' is also the past tense of 'to leave'. In other languages it's worse. In French, 'adroit' means right and skillful whereas 'gauche' means left and clumsy. In Latin, 'dexter' means right and skillful whereas 'sinister' means left and unskillful or even harmful. In English, 'sinister' means evil.

When I played Twilight Princess, I stubbornly played it with the remote in my left hand. The hardest part was actually learning how to use an analog stick to move with my right hand. I will continue this tradition forward into Skyward Sword. Quite frankly, if I'm impaired by this in some way, such as a left-to-right swing functioning differently from a right-to-left swing, I might just stop playing.

In German, 'links' means left. If only he would have stayed that way.