Revisionist history
“Legend of Zelda: a Link
to the Past” has commonly appeared on lists as not only the best
game of the Zelda series, but one of the top games of all time.
While I wouldn’t quite go that far, it certainly is a worthy
addition to the line, and an inspiration to many games of the 16-bit
era and beyond. You’d think that a portable update of this game
would be something Nintendo would chop at the bit to put out. Well,
given that the world is still waiting for the first two games in the
series to become portable, it’s a bit of a miracle that this version
ever came out, complete with a new side to the game.
First, let’s cover the
familiar face here. This game, A Link to the Past, is actually a
prequel to the first two Zelda games, and thus it involves the
predecessors to Link and Zelda. Of course, because designers of
games really aren’t that creative with names, they are also named
Link and Zelda. If not for the fact that every first-born male in
my family, to date, has Edward in his name, I’d be much more vocal
about the lack of sophistication in Hylian names. At any rate, this
Link is trying to prevent your standard-issue Evil Wizard, this time
named Aganihm, from opening a portal to the Dark Realm, where the
infamous Triforce lies in wait, corrupted by the wishes of the thief
Ganondorf.
To nobody’s surprise, we
have here the classic “save the princess and the world” plot. To be
fair, though, “The Legend of Zelda” series has never been about its
groundbreaking plot arcs. Indeed, the Zelda series has always been
about epic adventures, and epics, since the original Homer decided
to get off his duff and write this stuff down, have been about doing
the simplest stories in a larger-than-life fashion. I think that
fighting across two dimensions, a normal one and a mutated and
twisted Dark World, marks this as an epic in grand tradition.
In fact, an astute gamer
will notice that many details in this game were later stolen
outright for future games. All genres too – for example, “Final
Fantasy 6” (or Final Fantasy 3 to the unwashed masses) played off of
the triad of mystical power, and the effects when that is disrupted
into a corrupt and twisted world. Honestly, after playing this
game, you can go over about a dozen different games that borrowed
concepts, major and minor, from this game. Perhaps that is the true
measure of a classic.
The control scheme of the
game is very strong, although it by default isn’t as strong as the
original’s controls. Since the GBA only has two action buttons in
reach of the right thumb, instead of the Super Nintendo’s four, the
shoulder buttons on the system actually become required usage, as do
the select and start buttons. This can be a bit of a problem if you
are over the age of 16 and your hands are too large for the system.
Thus, this remake does tend to favor those too young to really
appreciate the game when it first came out.
The graphics are tweaked
only slightly, but rather fortunately so. At first, you’ll be
suckered to believe that the graphics are exactly the same as the
original version. Indeed, the smooth frame rate and the sharp
details are all still there from the original. It manages to get
shrunk down without any loss of graphical quality. The tweak,
though, is only noticeable if you compare the two versions
together. The Game Boy Advance version actually uses a brighter
color palette. In other words, Nintendo and Capcom (who worked
together to bring the game to the GBA) decided to learn from
Konami’s lesson in “Castlevania: Circle of the Moon,” and made this
game easy to see in most lighting conditions. If they had a Nobel
Prize for Gaming, this clever thought would have taken it home.
The music as with all
portable games, doesn’t quite hold up compared to the rest of the
game. Even after you consider that the Game Boy Advance is vastly
superior to every earlier portable system, but the simple fact
remains that the system is still reliant on the same mini-speakers
that come with Radio Shack “build your own radio” kits for children
and psychotic recluses. Even though the music is restored in
perfect measure, you are still listening to it on something I made
in 5th grade with aluminum foil. While still notable,
the game’s music is best played out on a large home stereo system.
Learn how to connect your GBA to one on your own time.
Of course, this is just
the old hat portion of the package. Nintendo and Capcom saw that
while it would sell, building a marketing campaign around one simple
classic wouldn’t be enough. Thus, they came along with the
additional presentation, Zelda: Four Swords. To be perfectly blunt,
this is right up there with the idea to start selling sugar,
caffeine, and crack in that sweet elixir, Mountain Dew: Code Red, as
great marketing ideas.
This game , surprise of
surprises, also features Zelda and Link, but no clue as to which
generation. Honestly, does it really matter? Zelda brings Link to
see the Four Swords, which supposedly has the power to divide a soul
into pieces. This somehow seems like the kind of thing you wouldn’t
want lying around, but there it is, sealing Vaati, the Wind Mage…
until it naturally comes loose. Stupid government contractors.
This allows Vaati to get out, so naturally he decides to be a
villain and kidnap the nearest female, which conveniently is Zelda.
Link, seeing the plot unfold before his eyes, picks up the only
weapon handy, the Four Sword, and splits into four versions of
himself.
Basically, this is a
simplified version of the classic Zelda games, with the bonus that
it is a multiplayer game. Actually, it’s biggest flaw is immediate
– it is only multiplayer, and everyone has to have it in their GBA.
So pester your friends until they actually get a copy as well, and
then pick your Link. The first player gets to wear green – Classic
Link. The second player is clad in red, and becomes Fire Link. The
third player dons blue, and becomes Aqua Link. Finally, the fourth
player wears purple, and becomes Showtunes Link. This player might
as well just give in and start singing any Frank-N-Furter piece from
“Rocky Horror Picture Show.”
Anyhow, once you figure
out who gets stuck looking up to Christopher Lowell, you take your
team of Links into action. The premise is simple – you and your
companions have to collect enough rupees to bribe fairies, who are
apparently sick of this communist claptrap the other Zelda games
forced upon them, into giving you the keys to Vaati’s demesne. Once
there, you beat upon his Wind Mage skull like you caught him hitting
on your spouse. Simple enough – you work as a team, get cash, and
try to beat any enemies that come at you.
The interesting dynamic
that develops is a cooperative competition. You are all trying to
get as many rupees as possible, with the winner getting a token to
designate his victory. Purple Link may also be doing this to assert
their virility, but we won’t discuss that here. At the same time,
though, you have to keep your companions not only alive, but
thriving. For one thing, it costs you rupees to revive anyone. Not
only that, but if everyone has full life, all rupee collections are
doubled. So you do have to choose – leave your friend to his fate
and get the cash, or preserve him and let him potentially get it?
It does make the game interesting.
The only real trouble is
that, because this type of game is rare, almost nobody is going to
be used to how it’s played. More often than not, this will result
in some number of Links sword-fighting over rupees. In the end,
though, I’ve noticed that the game presents a variant of the
Prisoner’s dilemma. You profit the most if you work together at all
costs… except when they least expect it. It’s not a question of
avoiding dirty play. It’s rather a question of knowing when to play
dirty.
The graphics of the game,
while strong, do fall slightly short of the main presentation. In
this one, Link appears even more cartoonish, as if the programmers
think people will universally enjoy the upcoming Celda abomination.
I think you need not guess as to my opinion on the matter. The
enemies and backgrounds are also simpler, albeit very clean. Most
likely, in order to make the game flow more smoothly, the designers
used a simpler scheme. While I wish Link’s head didn’t resemble a
constipated turnip, I guess having the game run smoothly is a fair
trade-off.
The control of the game
is where this really shines, though. First, the game moves silky
smooth, no matter how many people are hooked up. Second, the
controls are kept deliberately simple, which results in two
different aspects which are brilliant. First, the controls are
actually much easier to handle than Link to the Past’s controls, and
as such it’s actually more comfortable for people who can pass as
adults to play Four Swords. Second, stripping down the controls
means that the various Links can only have one item to back up the
sword, and they have to work together to use them well. Indeed,
there is quite a bit of strategy needed just to get through the
levels, and nobody really has a monopoly on the action.
As you might expect, the
sound is a bit of a problem. Perhaps the biggest problem is that
the systems synchronize everything except the music. Therefore, if
more than one person has the volume on, you’ll hear what roughly
sounds like an epileptic monkey on a sugar rush playing a grind
organ. While you have an off-chance of having them roughly in
synchronicity, it’s best if only one person has the sound on. In
all truthfulness, the designers probably should have stuck with
effects only, which would not have been nearly as distracting during
play.
Of course, the big
question that many people will have is, how much effect does one
game have on the other? Sadly, very little. The only effect to
carry over from Link to the Past to Four Swords is that, once you
get the Master Sword , you can fire a beam from your weapon in Four
Swords when your life meter is filled. You’d think that there would
be some benefit to beating the game, but you’d also think that we
could come up with a competent person in government. On the flip
side, a new dungeon opens up in Link to the Past once you clear Four
Swords, but it appears somewhat late in Link to the Past, and
doesn’t really add anything to the classic game. It sadly adds
nothing and could really be done without.
In the end, this game is
made for two groups. One group is those who, for some reason, do
not have a copy of the original version. Whether you never bought
it, you blasphemer, or lost it, and should perform Hari Kari to
preserve your family’s honor, or watched as aliens decided to take
it instead of probing you, you should take this opportunity to own
it now. The others are those that don’t mind shelling out for a
new, and excellent, four player game bundled with a decent facsimile
of a video gaming classic. Maybe nostalgia isn’t what it used to
be, but at least it’s still fun.