I've been dogged by a foe since The Legend of Zelda on the NES. A mysterious, vanishing wizard in form obscuring garb: the wizzrobe. These guys have ended more of my adventures as Link than Ganon could ever hope to.
At the least, Misery Mire lived up to its name.
Within that dungeon's depths are some three Link corpses. One fell at the gaze of the dungeon's boss, the other two at the hands of wizzrobes. Each prone, green-tunicked body was swept aside with a quick reset, though.
I am going to finish this game with zero deaths. Even if it means playing parts of it four times over.
Besides, this ought to be the llast time I get careless and is definitely the last time I'll leave such a gap between saves. Nothing teaches you to save often like having to replay sections of a game over again.
Though this little boondoggle got me thinking. Saving in Zelda games was a roundabout process up until the franchise went 3D.
In Ocarina of Time and Majora's Mask you're asked if you want to save each time you exit your menu. In the HD remake of The Wind Waker, though, the save button is once more tucked aside.
Is this shift a reflection of Nintendo's broadening the Zelda franchise's approachability?
Most people who've picked up The Wind Waker probably have experience with the series if not that entry specifically. So the need to save frequently isn't really present, and putting the save button amidst your menus makes sense.
Whatever the case, my liason with A Link to the Past is just about over. The Ice Palace and Turtle Rock loom before Ganon's Tower, but each is about to take its own quick tumble.
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