Silent Hyrule

The culprit: The Legend of Zelda: A Link to the Past (SNES, GBA, Wii)

Did you know that Link was actually a pink bunny at heart? This is revealed due to the main mechanic of The Legend of Zelda: A Link to the Past, the third instalment of the Legend of Zelda series. The game sees Link travelling to an alternate dimension of Hyrule, in which all living things appear as their true selves. Ergo, the pink bunny. Which is meant to represent innocence. A bit ironic, considering a real bunny’s reproductive drive, but let’s not get into that.

So what do we have here? Well, ALttP is still one of the most popular and critically acclaimed entries in the series to this day, in the same category as Ocarina of Time and Breath of the Wild, and one which I’m personally very fond of. It also happens to be the first Zelda game I actually finished (the first game was far too difficult for me when it first came out on the NES). The graphics are detailed and cute, the gameplay is fun and makes good use of the various artefacts Link comes across, and many later staples of the series make their debut here. For instance, the concept of a parallel dimension to Hyrule ­– and not time travel, as the title seems to suggest – was a novel approach to the series at the time, but one that has been revisited since then (c.f. the two Oracle games, The Minish Cap or Twilight Princess). I was also very surprised to discover that this game is tied with OoT and A Link between Worlds for most dungeons in the series (12).

The chronology of the Zelda series is…complicated at best but suffice it to say that ALttP is actually a prequel to the first two games, and all three belong to one of the three alternate timelines that branch out of the events of OoT. Confused yet? Anyway, the story goes that, long ago, Ganon stole the Triforce from the Golden Land, turning it into the Dark World. Seven Wise Men managed to seal him away, but now an evil sorcerer called Agahnim is attempting to break the seal. He does this by kidnapping the Seven Maidens, descendants of the Seven Wise Men (Zelda is one of them) and sending them to the Dark World.

The game starts with Link waking up in the middle of a stormy night due to hearing Zelda’s voice in his dreams. Link’s uncle, whom he lives with, tells him to stay at home, while he goes to investigate Hyrule Castle (its first appearance in the series). You wouldn’t expect Link to listen, and he obviously doesn’t, finding a secret passage to the castle and following his uncle. He finds him mortally wounded shortly afterwards, takes up his sword and shield, and sets off to smite some evil. I.e. rescue Zelda, then the rest of the Seven Maidens before the seal is broken.

As mentioned previously, the main gameplay feature of ALttP is Link’s ability to travel between Hyrule and the Dark World. However, this doesn’t happen right away. Unlike the first two games, where Link was automatically understood to be the hero and just got on with the main quest from the start, in this game, he must first prove himself by collecting three pendants, each named after a piece of the Triforce. So the dimension-switching mechanic is only introduced about one third of the way into game. Nevertheless, it’s a clever gameplay feature. While living beings in the Dark World appear as their true selves (hence Bunny Link, at least until he finds an item that transforms him back), inanimate things appear as a twisted version of themselves. For example, Kakariko Village (also its first appearance in the series) is a den of thieves and monsters, the island in the middle of Lake Hylia is frozen over, and the Desert of Mystery becomes a swamp. Water is stagnant and green, trees have eerie faces, rocks become skulls, bushes become thorny thickets, and all enemies are upgraded. A bit like Silent Hill, but rather less gory.

Combat and exploration are back to the overhead view of the first game, making them feel more seamless. While a couple of bosses may prove to be annoying (looking at you, Moldorm), the overall difficulty is a lot less punishing than in the first two games, and you can now save properly. Link’s movement range has also been improved, and he can now walk diagonally and attack sideways. He can also charge up his sword to unleash a spin attack, which is twice as powerful as a regular attack and damages all enemies around him. There’s also a pair of boots which allows him to run. More importantly, ALttP marks the first appearance of the Master Sword, an Excalibur-esque blade stuck in a rock which can only be removed by the true hero of Hyrule, and which has since appeared in most subsequent Zelda games.

Another staple of the series which makes its debut in this game are heart pieces. While Link only collected whole extra hearts in the first two games, here, he can cobble together a new heart container every time he finds four heart pieces, which are hidden in various places throughout the game. Some even require you to make use of the dimension-switching mechanic, as terrain between the two dimensions is sometimes different in subtle ways. This is a nice way of adding some more optional – and sometimes challenging – content into the game.

A Zelda game wouldn’t be complete without the now-customary array of gadgets at Link’s disposal, and ALttP broadens his options quite significantly by comparison with its two predecessors. Alongside the usual suspects such as the boomerang, bombs and bow (alliteration ahoy!), he can now use things like a hookshot (for grappling onto things or pulling items towards him), a bug-catching net (mostly used for catching fairies, but has at least one other surprising use), a whole plethora of magic wands and medallions with different effects, or even an invisibility cape. Many of these make use of Link’s Magic Meter, which makes a return from Zelda II and will become a mainstay of the series going forward.

Music is another area of many “firsts” in this game, as several of the series’ most iconic tunes make their debut here, such as Zelda’s Lullaby or Ganon’s Theme. The quality of the music is obviously still rather tinny, but the tunes themselves are good at inspiring a sense of adventure, discovery and/or menace, as necessary.

All in all, this is one of the milestone games in the Zelda series, as it brings it significantly closer to its modern-day formula, much more so than the rather bare-bones first game or the decidedly atypical second one. The fact that it’s a fun and well-crafted adventure is definitely a plus. So if you’re a Zelda fan but haven’t had a chance to explore the older entries, this is one you should absolutely check out.

This is why people are afraid of clowns

The culprit: Final Fantasy VI (Super Nintendo, PlayStation, GameBoy Advance)

Final Fantasy VI was the first Final Fantasy game I played, and, as such, it holds a good deal of sentimental value. To this day, it remains one of my favourite games of the series. It’s also still one of the most popular ones. The last FF of the The will to fight SNES generation, it was unleashed upon the Western world as FFIII back in the day, due to the numerical confusion caused by the non-release of FFII and the real FFIII. Epic, exciting, engrossing, full of drama, humour and emotion, this game brought a new sense of scope to the FF saga. Gone are the elemental crystals and four orphans copypasted from the first FF. The game develops a distinctly steampunk vibe and not only introduces the first–and, for a long time, only–female lead in the series, but also its first truly memorable and unique villain. Couple that with one of the largest and most lovable character casts, not to forget a wonderful soundtrack, and you’ve got yourself a recipe for success.

Graphically, in comparison to the two FFs which preceded it on the SNES, the game is a good few miles ahead. 2D it may be, but it’s beautiful 2D. The environments are quaint and detailed, just like illustrations to a fairytale. The only background that I can outright criticise is the chocobo riding screen, which just ends up hurting your brain after a while. The sprites are large and very expressive, broadening the palette of the characters’ visible emotions even further than FFV. There is also no longer any difference in size between the sprites on the world map and the sprites on the battlefield.

Just as all its predecessors, FFVI has been remade a couple of times, and now exists on the SNES, PS and GBA. Like FFV, the PS version comes with lovely introductory and concluding FMVs. But, unlike FFV, I wouldn’t really be able to give a definite recommendation as to which version to play. I’ve not tried the PS one, although I hear it has a serious issue with loading times, but between the SNES and GBA versions, it’s really a toss-up. The game remains largely identical, with only two optional dungeons and four new Espers added to the mix (and, considering the huge amount of Espers already available in the original game, they feel like overkill). The major bugs have been squished, and the script has been partially retranslated, but considering the iconic status that Ted Woolsey’s original SNES text has acquired, this wasn’t exactly necessary or expected. However, none of these changes harm the game either, so it’s just a matter of picking the easiest version to find. But, by all means, if you love RPGs and have never played this game before, do yourself a favour and remedy that ASAP.

Detailed review available! Read more here.

Almost famous

The culprit: Final Fantasy V (Super Nintendo, PlayStation, GameBoy Advance)

Final Fantasy V is the last game of the series that was ‘skipped’ upon release for some reason or other, resulting in its successor being known as FFIII instead of FFVI for a while. Once again, Western audiences had to wait a few years before the game became available outside Japan, bundled with FFIV in the Final Fantasy Anthology collection. In hindsight, I can understand why the oversight occurred. Don’t get me wrong: FFV isn’t a bad game. There have been far worse entries in the series both before (FFII) and since (FFXIII). ‘Bland’ is probably the word that springs to mind most readily. There’s a story and characters, and they all seem to tie in and mesh together reasonably well, but I definitely got the feeling that something was missing. You can’t blame it on character interaction, because there’s plenty of that. You can’t blame it on lack of backstory either, because there’s a good deal of that as well. So perhaps it’s just that, by some devilish stroke of bad luck, the wondrous spirit known as Charisma has managed to bypass the entire cast, bar one.

The game does have its qualities, nevertheless. It further builds on the graphical achievements of FFIV, with larger and better-designed character sprites which now gain a modicum of expression. They can laugh, look angry or surprised, which is a pretty big improvement over what the FFIV sprites could do. It’s also the first time in the series that full-fledged characters coexist with a job system, the latter having been significantly improved by comparison with its FFIII predecessor, which probably makes it the best aspect of the game. FFV’s other perk is that it makes a point of maintaining an upbeat attitude throughout, even when the characters go through rough times, making it one of the most lighthearted games in the series, especially in comparison with its three immediate successors.

Nowadays, FFV exists on the SNES (thanks to the RPGe fan-translation), PS (with some introductory and concluding cinematics) and GBA. Having played the SNES and GBA versions, I would recommend the latter. While there haven’t been any groundbreaking changes, aside from the mandatory additional dungeons and such, the retranslation has greatly improved the game, capitalising on character interaction to compensate for their individual blandness. This, alongside the well-oiled job system, makes the game almost memorable.

Detailed review available! Read more here.

Of paladins, dragoons and spoony bards

The culprit: Final Fantasy IV (Super Nintendo, PlayStation, GameBoy Advance, Nintendo DS, PlayStation Portable)

Starting the tradition of three Final Fantasies per console, this is the first game of the series on the SNES, and, contrary to its two predecessors, this one actually did make it out of Japan in timely fashion. It also started a numbering confusion that would last for a while: since it was the second FF to be released outside of Japan at the time, it would be known as FFII. The original SNES game notably exists in two versions: what is called the ‘easytype’ or American version, and the ‘hardtype’ or Japanese one. The ‘easy’ and ‘hard’ bits should be self-explanatory. I guess the developers believed that the rest of the world wasn’t quite up to par with Japanese gaming standards. It probably didn’t sit very well with some people, as the Japanese version has since also benefited from a fan translation into English.

Despite this variation in combat difficulty, the game is the same in both versions, and it’s certainly a memorable one. For the majority of the Western audience, this was the first FF with properly characterised protagonists and a sizeable cast of them to boot, one of the largest in the series, in fact. Since every character also has a fixed class, or job, this also gives said classes a recognisable face, so to speak. Cain/Kain and Cecil, for example, have set the tone for the abilities and physical appearance of all dragoons and paladins in the FF series. Just about everything else in the game has taken a significant upgrade from previous installments as well: better (and longer) storyline, better combat mechanics, better graphics (with the notable introduction of battle backgrounds). True, the characters sprites still look somewhat squished while on the world map, but they are otherwise more detailed than the ones on the NES. Since this is still early enough in the series for first times, this game also marks the first appearance of proper save points.

FFIV also holds the title of “Most Remade Game in the Series”: as of today, it’s available to Western audiences on four different consoles. There’s the original SNES version, a PS version, with short cinematics of dubious graphical quality added at the beginning and at the end, which was released together with FFV as part of the European Final Fantasy Anthology bundle, a GBA version, a DS version and a PSP version, bundled with the game’s sequel, The After Years (which was previously only available on the Wii), as well as an exclusive episode covering the transition between the two. Each remake thus offers something new to the experience, the GBA and DS versions introducing the most significant changes. Overall, I would say this is one the best games in the FF series: solid, well-paced and fun, well worth playing or replaying.

Detailed review available! Read more here.