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IndirectActiveTransport Since: Nov, 2010
02/04/2022 04:09:40 •••

Eastmost Pennisula Is The Secret.

The Legend Of Zelda presents itself as a struggle to retake a kingdom from invaders who reduced it to a wasteland. Its sold on vast exploration and overwhelming challenge. It delivers. Not always in the best ways, but it delivers.

Some of the enemies, especially outdoors, come off more like wildlife than a ruthless mercenary force. Combat as a whole often comes off more like pest control than battle, but Link usually feels satisfyingly tank like, or motorbike like when the sword and shield don't quite cut it. It gets too luck reliant and forced at times indoors, especially with darknuts, who are only vulnerable to two weapons, block all attacks while turning in random directions and often have to be killed to move on or even turn back. They're not actually coming for you, nor believably attempting to hold a position, just erratically walking around while you methodically poke at them because.

I don't enjoy the way traps and room hazards are mixed with combat either. It feels like things so active should have ways to disable or circumvent them. In otherwise more difficult games, including the next in this series, that is the case with active dangers. Still, combat is satisfying and legitimately challenging outside of these instances.

The map is large, full of interestingly varied locations and Link moves at a reasonable pace. Travel is engaging. The only things obviously limiting where you can go are the monsters and hazards. There are enough surviving residents giving hints, shops selling equipment and tools to find in the dungeons for most of what you see to become reachable in time. The grid structure works well and the game is full of charm. The Legend Of Zelda is overall an enjoyable experience. Its biggest weakness is that it's too cryptic for it's own good.

If action and adventure is your thing play it, but this not a game you should expect to beat without help. Your progress will ultimately come to a halt not because you are not good enough, but when you come to a room with a guy who says "Grumble grumble", which is key to advancing further. Not every game needs to be easy enough for every player to beat, and I understand the intent was to get players talking to each other, but I question why there was not something for a second player here. That would give players some incentive to start talking about the game, particularly how to advance in it.


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