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There are key points in
our cultural history from which all other subsequent pieces draw
influence and reference. These are bottlenecks in the artistic family
tree that all lines must pass through. They are the defining moments:
The Marriage of Figaro; Persistence of Memory; Anarchy in the UK;
The Battleship Potemkin. All are pieces that will forever be regarded
as essential works. And, without any hesitation, A Link to the Past
must be regarded as such.
So how can you improve something that is culturally
so significant without ruining it? The answer: you dont. You
merely include an additional yet separate piece. Thus we have the
re-release of A Link to the Past included with first multi player
Zelda adventure, Four Swords. After their exceptional work on the
Oracle games, Nintendo commissioned Capcom to produce this additional
escapade. Only available for two, three or four persons, each in
possession of a GBA plus a copy of the game, Four Swords is more
than a mere diversion from the main event. Its ultimately
too short to have been sold as a stand alone game, but its
an avenue Nintendo and Capcom should pursue again. Four Swords contains
just the right amount of cooperation and competitiveness that makes
it a great multi player experience.
Players must work together through four dungeons
to face Vaarti, a wind demon who has captured princess Zelda. The
reason for multiple Links running around is neatly explained by
the Four Sword, a weapon that multiplies to wielder to face off
the demon. There is no over-world as with previous Zelda games,
just four large dungeons, each with two stages followed by a boss.
On top of this there are three difficulty levels that alter the
complexity and requirements of each stage as the players progress.
The dungeons are randomly generated, and except for the odd circumstance
of repetition it would be difficult to distinguish.
Players are forced to work together through various
puzzles which extend far beyond simple block pushing. A typical
example might see a player throw another across a chasm, then for
the player to pull the other one across using a large magnet. On
other occasions, the different coloured Links must clash swords
to spark off a fire. Some enemies require verbal communication between
the players, where each can only see the weak spot of the enemy
the other player must hit. Every puzzle requires some degree of
co-operation. When less than four players are present the puzzles
are suitably modified.
As with any other Zelda adventure, rupees are
available in bushes, grass and chests. Here though they play a different
role to mere currency. The group must collect a certain number of
Rupees to complete the dungeon. The number increases depending on
the difficulty level and the group loses 50 rupees every time a
player is reincarnated. The twist to all of this is that the player
who collects the most Rupees is awarded a medal. Collect ten medals
and an extra quest appears in A Link to the Past. This adds a competitive
streak between the players in a rush for rupees. Although players
can not harm each other directly, they can force each other off
ledges or pick one another up. Hurling another player into a chasm
to win a fifty rupee piece is the cause of much hilarity followed
by vows of revenge.
There are many other links (pun not intended)
between the two games. Any player who obtains the Master Sword in
A Link to the Past is also granted it in Four Swords. Completion
of both games allows entrance to a secret dungeon hidden in A Link
to the Past.
If any of this sounds like interfering with the
classic game, it isnt. These additions are merely side quests
and do not impede with the main game in any way. A Link to the Past
now features the yelps present in Ocarina of Time and an absurdly
difficult puzzle in the Ice Palace has been simplified, but beyond
that and few extra frames of animation the game has been left almost
entirely intact. There is certainly nothing here to upset the fan
base in the same way as the Star Wars and E.T. film re-releases.
Which is how it should be. One of the most fondly
remembered and influential games of all time, this deserves no less.
Although the Zelda franchise was well established with the first
two games on the Famicon, the third game took the premise to uncharted
new heights. Full of the touches that have now become synonymous
with Nintendo, it is a game that surprises, tests and enthralls.
The phrase still stands up next to current titles is
used far too liberally and yet here it applies totally. This is
not just misty eyed nostalgia; it is a true work of genius. From
the moment Link steps outside into the rain, the experience is truly
captivating.
It is surprising how little fat there is. The
amount of text is infinitesimal compared to more recent adventures
like Golden Sun and Xenosaga, yet only rarely is the quest unclear.
The amount of time that the player is watching as opposed to playing
is miniscule, something modern games designers would do well to
take note of again. The game has already influenced hundreds of
others and yet it should not be assumed that this title has nothing
left to teach. It is an example of prodigious game design.
Which if true, begs the question why does the
game not receive the perfect score? Normally any game this greatly
revered would be beyond criticism, but were it not for the fact
that even better was yet to come. Whilst the Zelda fan base may
be split over which game is the greatest, the truth be told Ocarina
of Time is both more dynamic and more courageous. Although it comes
very close, nothing in A Link to the Past is as complex as The Water
Temple nor as bold as Ocarinas final stand off with Ganondorf.
One could also argue that the dungeons in A Link to the Past, the
main meat of any Zelda game, are not as engaging as the outstanding
designs in Links Awakening, although the overall experience
of that game is less cohesive. This is highlighted by the new secret
dungeon, which is arguably the best example in the game.
Whatever stands between the various titles though
is slight and it is a verification of A Link to the Pasts
distinction (if one were indeed required) that the only games that
come anywhere close are other Zelda games. Ultimately, there is
no finer endorsement.
It is said that the most important art creates
social change. Although it may seem absurd to heap such praise on
a mere game, A Link to the Past was one of the catalysts
that turned many peoples eyes towards Japanese society and
in turn saw a gradual influx from the East of culture such as Anime
and later Pokemon. It also inspired a huge number of game designers
and continues to have an influence on the industry to this day.
It may be yet another re-release for the GBA,
but this can not take away the games greatness. When recently
Metropolis and 2001: A Space Odyssey were re-released at the cinema,
no cries of Its just another re-release could
be heard, film goers were simply enthralled that they had another
chance to see these great masterpieces. Gamers need to recognise
that they too have a great history that should be celebrated, but
to only see great examples in a museum would be criminal. Games
like this should be played by everyone and if you have yet to sample
the magic, you now have a second chance. Enjoy the ride, for it
is nothing short of breathtaking. |