Hardware has rightfully been the focal point of Nintendo’s 2017, but nobody would be talking about the Switch if it wasn’t for the games. And Zelda isn’t enough to make a successful console. That was one of the Wii U’s biggest issues; while it had some excellent titles, there were often months that went between notable releases. Since the Switch debuted in March, Nintendo has released a steady stream of acclaimed games, several which were ports or sequels to Wii U games that not enough people played. Mario Kart 8 got a deluxe edition, for instance, while the colorful shooter Splatoon received a revamped sequel. And while most of the third-party games on Switch were ports, with older games like LA Noire and Skyrim, they felt new and exciting again on the hardware.
It all seemed like enough to burn through the last of gamers’ goodwill for the often maddening company. But then Nintendo released The Legend of Zelda: Breath of the Wild, and a lifetime’s worth of anti-consumer transgressions were suddenly forgiven. In an era filled with cynical IP cash-ins across entertainment, Nintendo used a formulaic, nostalgic franchise to deliver a fresh reinvention of open-world gaming mechanics. The game is an adept mix of old and new, borrowing elements of Skyrim and Minecraft but augmenting them to recreate the whimsy, mystery, and intrepidness that a lot of gamers felt the first time they booted up the original Legend of Zelda or the seminal Ocarina of Time. The gushing praise for the game, the best-reviewed title of the year, proved that endlessly cynical gamers will always have a soft spot for a Nintendo classic done right.
Zelda immediately transformed the Switch from a curiosity to a must-have gadget. Gamers like Yai Torres, a 30-year-old resident of Arlington, Virginia, who had skipped out on the Wii U, got the system the day it launched. “It’s been a while since I’ve had a Nintendo product but I’ve always been a follower in terms of the latest games,” Torres says. “The fact that they had such a cool console with such a cool game clicked for me.”
I’m still pondering whether The Legend of Zelda: Breath of the Wild may be a bigger achievement than the Switch. Would Nintendo have had such a stellar year if the Switch launched with Super Mario Odyssey?
(Aside: Fun to see Victor end his piece where I was originally going to begin mine: the insanity of 2017.)
The question marks and judgement loomed with the 2016 announcement of Nintendo’s new console, the Switch. A console poised to bring the worlds of mobile and set-top gaming together. The dream. But could a company founded on family friendly, under-powered hardware make a dent against the HD twins (PS4 and Xbox One) and a world where seemingly everyone above age 12 carries around a mobile supercomputer?
Questions. Questions. Questions.
In 2017, Nintendo answered.
The Switch is a literal game changer and its portable/set-top hybrid gimmick is working.
Released world-wide on March 3, 2017, the Switch has sold 7.63 million units as of September 30, 2017, according to Nintendo’s six months financial results briefing for Fiscal Year Ending March 2018. To offer some context, Wii U shipped 3.61 million units in its first 7 months, PS4 sold 7.0 million in its first 5 months; 10 million in 10 months. Microsoft has kept much of the Xbox One’s numbers quiet, but the console sold 3.9 million units in the first 2 months, almost 10 million in 12 months. For the long-game, the PS2 sold 155 million units. The anomalous Wii had lifetime sales of 101.63 million. Xbox 360 sold 84 million units. PS3 sold 80 million.
In the same briefing, Nintendo revealed that over 50% of owners play in both portable and TV modes, 30% play exclusively portable mode, and the remaining 20% play exclusively TV mode.
Compromises notwithstanding, there also seems to be a growing yearning for all games to be brought to the Switch. I’ve unhooked my PS4 and Xbox One. I’ve moved my Switch dock to my nightstand. I’ve gone full handheld. Nintendo has successfully untethered the console gaming experience from the TV, and it’s difficult to go back. The divided worlds of handheld and set-top gaming have coalesced and it’s everything we’d ever dreamed it would be. Without a doubt, this is a future Nintendo has been envisioning since the wildly successful Game Boy.
The Legend of Zelda: Breath of the Wild
Launched alongside the Switch in March, The Legend of Zelda: Breath of the Wild came out of the gates a scorcher.
To set the stage, the initial teaser for the Wii U (prior to the announcement of the Switch) gave a glimpse of an open-world Hyrule, an art style blending The Wind Waker’s cell-shaded cartoon aesthetic and The Twilight Princess’s realism, and an action-packed cinematic:
But it was still yet to be determined if Nintendo was truly offering the open-world 3D Zelda adventure fans had been dreaming of since the original?
Could Nintendo actually deliver an open-world game on par with the likes of Rockstar’s Grand Theft Auto and Bethesda’s Skyrim? If so, how would it innovate? How could it innovative? Would Nintendo’s beloved IP be a fit for an experience of that magnitude? Could Nintendo deliver something of that size and scale?
Nintendo’s 2016 E3 trailer would set imaginations ablaze:
Nintendo seemed to be offering up answers to every question.
Lo and behold, they delivered one of the greatest, most innovative gaming experiences of all time. It not only checked every box and crossed off every worry, it set new standards for open-world games.
From the onset, the player is cast out into the world. There is little in the way of tutorials and much in the way of freedom. Players can roam anywhere and climb anything. The world is a sandbox that encourages invention by utilizing elemental chemistry. Damn near anything is possible. There is no standard way to play the game. Gating is thrown away in lieu of trusting the player to the creation of the designers. Both player and designer are treated with equal importance. In The Legend of Zelda: Breath of the Wild, respect is a two-way street.
That’s not to say that I think the game is perfect. I have my gripes. I feel the music is lacking. Aesthetically, it is not a world I’m keen to revisit. The sword delicacy is maligned. Characters — NPCs and enemies — become repetitive. There is a lack of character present in previous Zelda entries — namely A Link Between Worlds. While this list seems like it would break a game, these faults are surprisingly easy to look past. The game is just that good.
The Legend of Zelda: Breath of the Wild is the best selling Switch title to date, now exceeding 4.7 million units. During its launch month, Zelda sold at an unprecedented 100% attach rate for the Swtich. The game maintains a 97 Metacritic score and boasts a 170 hour “completionist” play time on HowLongToBeat.com.
Regardless of your standard of measuring a game, one thing can be said — The Legend of Zelda: Breath of the Wild is a special experience. Nintendo stripped one of their most beloved franchises down to its core and rebuilt it in a way that sets the standard for open-world games going forward.It is a triumph for a myriad of reasons; but most of all, like the Switch, it was reliving on a dream.
Mario Kart 8 Deluxe
Wii U’s abysmal sales are no indication of the quality of games produced for the console. Arguably, it’s home to some of the greatest Nintendo titles ever — Mario Kart 8, New Super Mario Bros. U, Super Mario 3D World, Super Smash Bros. for Wii U, Splatoon, Super Mario Maker, The Legend of Zelda: The Wind Waker HD. The Wii U’s hit to miss ratio is sure to be one of the lowest of any console, yet most potential players missed out on surefire classics. Thankfully, Nintendo bolstered the Switch’s launch year line-up with one of the best.
Mario Kart is a household favorite franchise, and Mario Kart 8 is the best of it’s form. Selling 4.42 million units, porting the greatest Mario Kart game to the Switch so early in its lifecycle was a brilliant move. It allowed Wii U owners to share the experience with the uninitiated and show off the Switch’s built in local multiplayer gimmick. Playing Mario Kart is like riding a bike. With the Switch’s ever-present multiplayer, players can crack off the Joy-Cons and immediately share and experience. Maybe even an office tournament:
On Mario Kart 8 Deluxe‘srelease day, I brought my Switch to work. It was the perfect venue to test the Switch’s out-of-the-box local multi-player experience. In fact, it was the first time I’d attempted any multi-player on the device in any of its various forms. As far as I know, I’m the only one in the office with a Switch. Gasps filled the room when I removed the Joy-Con from the display. I handed one over to a colleague, showed him around the tiny controller, and away we went.
Mario Kart 8 Deluxe wasn’t much more than Mario Kart 8 + the DLC with a new Battle Mode. Whereit falls short is it’s insistence to unlock everything the original game had to offer. It’s certainly a great value to provide new players with everything there is to offer, but nothing is left for anyone to pursue. I’d have loved to re-race for the cups I’d previously unlocked for the Wii U version. It was truly surprising how demotivating it was to play one of my favorite games when everything had been achieved for me.
However, while I still believe retailing for $60 is a bit high for the title, it can’t be understated how great it is to have the highest-fidelity, local multiplayer ready, greatest Mario Kart game with you at all times.
In the vain of Wii U ports, Splatoon 2, the sequel to the Wii U’s Splatoon, sold nearly 75% of the original within 2 months (3.61 compared to 4.87 million units).
Splatoon takes the shooter genre and turns it into a kid-friendly paintball frenzy. Splatoon 2 added tot he experience by offering a single-player campaign. But the addictive core of the game is its short, territory-hording Turf Wars. Two teams do their best to ink as much of a stage’s territory in their color while warding off the opposing team. The bouts are short and weigh-in much like a Mario Kart race. It’s always anybody’s game. Players can feel just as important in supporting roles as they can on offense.
Splatoon 2 was the first game to support Nintendo’s Switch Online iOS and Android app. Though, much ire was drawn by the app’s poor online chat service. (Players are forced to route communications through their smartphone as opposed to the Switch.) I have not had an opportunity to use the app, so I will not comment.
In addition to a problematic smartphone app, my main gripes with Splatoon 2 are the inability to back out of lobbies while waiting for players as well as the near impossible task of playing with folks on your friends list. It’s infuriating.
However, the core game is still a delight and shows off the prowess of the Switch’s online multiplayer — at least once a match is underway. Splatoon 2’s stylistically original and serves as an inviting experience for all next to its gritty wartime counterparts.
Mario + Rabbids Kingdom Battle
In August, Ubisoft delivered the first Mario experience on the Switch. Yes. Ubisoft. Not Nintendo. Ubisoft. Trusted with Nintendo’s icon and core franchise, Ubisoft delivered not only a charming title on par with other Mario entries, but a tight, satisfying, and unique strategy game to boot.
In the vain of XCOM, Mario + Rabbids Kingdom Battle plays like cartoon chess. The player selects a team of three (Mario + two other characters, so long as one is a Rabbid) to battle a slew of Rabbid baddies in a series of turn-based bouts across 4 worlds. As players progress, weapons are upgraded and skills are gained. There are plenty of collectibles to keep completionists active. Difficulty spikes are educational rather than infuriating. And the Mushroom Kingdom is more gorgeous than ever.
VGChartz puts the game at 0.51 million units sold, which doesn’t seem like a huge disappointment, but for a game that I thoroughly enjoyed, I’d like to see it bump up a bit this holiday season. Mario + Rabbids Kingdom Battle is an absolute delight.
Say nothing of big third-party titles like Mario + Rabbids Kingdom Battle, Skyrim, or Doom, the growing selection of top-notch indie — or “Nindie” — titles is nothing to scoff at.
One of the biggest concerns of Nintendo is their seeming inability to attract third-parties to their consoles since the SNES. The Switch is no different. It is the “second console”. But, boy has it attracted grade-A titles. The current #Nindie Hits roster looks a little something like this:
Shovel Knight: Treasure Trove
Retro City Rampage DX
SteamWold Dig 2
While Nintendo has been quiet on first-party titles for 2018, the plethora of indies (and major third-parties) porting to the console provides Switch owners a stable of great games for months, nay, years to come.
Boy howdy, get the nostalgia intoxicated ready. On the heels of Nintendo’s wildly… successful(?) NES Classic came the SNES Classic. With a library of 21 classic — arguably essential — games, the SNES Classic was/is the hot item of 2017.
Launching on September 29, 2017, retail lines and online pre-orders were a mess. I’d imagined Nintendo had learned from the missteps of the NES Classic, but seemingly, no. Initially, it may have been easier to stumble across one, but it has again turned into a frenzy for the little throwback.
Whatever the issue, be it awful channel supply or manufacturing woes, the Classic series is another fortune in Nintendo’s pocket — if not monetarily, for the press coverage.
Super Mario Odyssey
Super Mario. The pinnacle of Nintendo’s franchises.
A new Mario title is something special. The best video game maker does not squander its resources on Mario. Nintendo uses Mario to define console generations, gameplay innovation, artistic direction, and design standards. Mario is as much an icon as he is a vision.
Super Mario Odyssey launched on October 27, 2017 — 7+ months into the Switch’s lifecycle. It is a reimagining of the Mario series, with a series of worlds outside of the Mushroom Kingdom in a play-style similar to arguably the most important Super Mario game of all time — Super Mario 64. (If that last sentence gives you pause, just wait until you beat the game.)
Like Zelda, I have my qualms with Super Mario Odyssey. The world design is too disjointed without a cohesive story. The move-set is over-the-top. The inability to distinguish what Cappy (Mario’s new hat-companion) can and can’t possess is frustrating. The music sides cinematic over thematic. The main storyline is… odd, if not gross. Overall, little outside of New Donk City is memorable.
My misgivings aside, numbers speak for themselves. Like Zelda, Super Mario Odyssey boasts a 97 Metacritic score. “Within three days of its release, the game had sold over two million copies worldwide.” (Wikipedia) Nintendo of Europe claimed that Super Mario “Odyssey is both the fastest-selling Mario game and Switch game ever in the region.”
Super Mario Odyssey is without a doubt a change of pace for the franchise. While I do wish the execution was a bit tighter, I am likely in the minority. Through and through, it is a quintessential Mario game. It is undoubtedly fun and innovative; charming and warm. It is the perfect nightcap to Nintendo’s fantastic year.
Game of the Year
From the launches of the Switch and The Legend of Zelda: Breath of the Wild in March, the announcement of a Nintendo theme park, frenzied and flawed retailing of the SNES Classic in September, to the heralded Super Mario Odyssey in October and stable 3DS sales throughout, 2017 was Nintendo’s year.
Nintendo has established that great gaming experiences should not be limited to TVs. It’s hard to imagine the Switch wasn’t always the company’s vision. The Game Boy sold 118.69 million units. The DS: 154.02 million. The 3DS: 68.98 million and remaining stable. The Wii U, while a flop, put the writing on the wall. Porting gameplay to the GamePad was a now obvious sneak peek at the future we’d all been dreaming of.
The company is projecting nearly double operating profit from the previous fiscal year, forecasting 960 billion yen ($8.6 billion), up from 489 billion ($4.39 billion). While it seems obvious that the 3DS line will eventually spin down, they’ve just released the new 2DS XL line as well as decent stream of games. Meanwhile, the Switch is just getting started on what appears to be a very bright future.
Shortly after this piece was published Brendon Bigley, formerly of Anchor.fm, interviewed me to discuss the state of Nintendo. The interview was later added to the Ported Podcast feed.
Breath of the Wild feels like a return of the schoolyard culture, where friends meet to discuss the latest things they’ve found in a Nintendo game and share rumors of even bigger possible secrets, except now the schoolyard is the entirety of the internet. It’s comfortable with assuming that you’re smart enough to figure things out, and it knows that it’s not going to be ultimately responsible for everything you miss or even built-in frustration. The answer to every puzzle is a quick Google away, and the game’s design seems comfortable with that option being a viable path to moving forward.
In terms of performance, it’s immediately clear to the naked eye that the docked Zelda stutters in places where the mobile experience does not – and to confirm this, we manually counted frames by eye based on our camera shots to ensure accuracy in producing the performance test below. It’s really easy to isolate this issue as it occurs frequently in the open world, right from the beginning of the game. In some places, we see the smooth 30fps update while docked drop down to a momentary 20fps – confirming a basic double-buffer v-sync implementation.
On Friday, January 13 at 1 PM Japan Standard Time, Nintendo unveiled new details about their Switch “home” console. While hard tech specs didn’t make an appearance — I thought for sure Nvidia would have been showcased — deeper insight to the Joy-Con, play styles, and 2017 library were provided. Above all, what the keynote will be remembered for is an awkward Squid Researcher.
Nintendo Switch will launch in “Japan, US, Canada, major European countries, Hong Kong, and other territories” on March 3rd. It will retail in Japan for ¥29,980, the US for $299.99, and varying prices in the European territories.Software will not be region locked, which is an incredibly big move for Nintendo.
Pre-orders for the Switch went up after the event and appear too have quickly depleted.
As a whole, the presentation felt backwards and tonally awkward. Without building any hype, Nintendo opened with launch dates and pricing. The Joy-Con demonstration as well as the trailers for first-party titles 1-2-Switch and Arms felt long-in-the-tooth. At least two of the presenters garnered “WTF” moments that also seemed to throw off one of the translators. And then there was Hisashi Nogami’s Splatoon 2 appearance as a “Squid Researcher”.
Nintendo makes cute games and they’ve done cute things during presentations, but they’ve never struck me as outlandishly awkward. The Splatoon 2 portion sapped the presentation of its professionalism, which feels odd to say as it’s a game about squid children shooting paint at one another. At it’s core, Switch is a toy. But it’s audience doesn’t treat it that way. Nintendo is a global company. It has been since the Wii, and certainly before that to its core, 30-somethings audience.
Even for the crazy toymaker, there has been something professional about their presentations, marketing, and — since the Wii — industrial design. The latter of which is present in the Switch. The system’s design is as plain as ever and comes in stark contrast to a squirt-gun wielding executive taking the stage.
Note the quotes around “home” in my intro. Early in the presentation, Nintendo stated that the Switch is a “home” console:
7:45: “Nintendo Switch is a video game system for the home.”
8:14: “Nintendo Switch has been designed to be a home console gaming system that gives you the freedom to change your play style.”
Within 30 seconds, Nintendo hammered on the idea that Switch is built for the home. It felted pointed and explicit. It’s an important point. The Switch is intended to be the dream: a home console you can take with you.
Modes of play include:
TV Mode: “Typical video game style.”
Tabletop Mode: “Play video games in front of a screen with others, wherever you like, even away from the TV.”
Handheld Mode: “Take it with you and play indoors, outdoors, or anywhere you like.”
On the point of battery life, Nintendo claims that the Switch will have two-and-a-half to six hours of battery life when in a portable mode. Nintendo.com gives the example “The Legend of Zelda™: Breath of the Wild can be played for roughly three hours on a single charge.” After October’s initial announcement and industry chatter after, I crossed my fingers that the Switch’s portable play would average three hours. At it’s minimum, two-and-a-half hours is a sweet spot. It may not get you through a flight from San Francisco to New York, but it shouldn’t need to. Studies show that 3 or more hours of gaming can being to have negative psychosocial effects.
The Switch will also offer 8-person local multiplayer in portable mode. Depending on adoption, this could be a killer feature. The capability alone screams that Nintendo is gunning for a new generation of portable gaming.
Last but not least, it was great to see Nintendo adopting USB-C. Color me shocked that Nintendo, the company that passed up HDMI on the 2006 Wii and was still using resistive touchscreens on the 2011 3DS and 2012 Wii U, would ship a device with the latest standard in USB technology.1
These are impressive little gizmos with a funny name. From what I could count, they include:
7 gameplay inputs (buttons) on each controller
NFC (shown on right, but presumably both)
Home button (right)
Camera button (left)
Accelerometer and gyro sensors
“-” (left) and “+” (right) buttons
Motion IR camera (right only)
The HD Rumble demonstration claimed that the sensation of a glass with one, two, or three ice cubes rattling as well as the glass filling up with water could be felt in a single Joy-Con. The best I could figure was that HD rumble include three independent rumble motors, allowing for altered effects.
It’s worth noting that when the Joy-Con are separated from the Switch itself, the right Joy-Con features a joystick in its center. I can’t imagine this feels great. I guess I’ll leave it up to a company that shipped a controller with an analog joystick in its center to make that call.
We’ve known about The Legend of Zelda: Breath of the Wild since 2013. And the October 2016 announcement of Nintendo Switch teased a new 3D Mario game. Two staples we, without a doubt, knew we were getting. Even Skyrim was a fairly sure certainty for the platform.
The equivalent of Wii Sports for Wii and and Nintendo Land for Wii U, 1-2-Switch is Switch’s tutorial game. It looks extremely awkward, but I’ll blame that on the all to lengthy Mexican standoff demonstration. For better or worse, it was a solid reminder that Nintendo is a toy company.
Interestingly, Nintendo introduced a first-party fighter. But not just any fighter. In true Nintendo fashion, Arms is also a shooter of sorts. A fighter-shooter hybrid labeled as a “Fighting sports game.” It looks like it might even be fun without motion controls. Like other Nintendo franchises before it, it appears to feature a cast of (possibly) memorable characters such as Spring Man and Ribbon Girl. Will Arms be the next Wii boxing or Splatoon? What do you think of the name?
While Wii Remotes (how did they not go with “Wiimotes”?!) were available for Wii U, Switch seems like a much more natural fit for Splatoon. As far as motion control shooters go, I loved the feel of Metroid Prime 3 on Wii. It’s also nice to see Nintendo doubling-down on this new franchise.
Mario is out of the Mushroom Kingdom, and seeming into the real-world. At least for some portion of the game. Super Mario Odyssey is meant to evoke “the excitement when visiting unknown countries for the very first time.” The visuals look incredible, relying heavily on shadows and environmental physics. This is in contrast to another visually impressive Mario game — Super Mario Galaxy, which used an opposite lighting effect on Mario, providing a white shine around his model. While the visuals and openness of Super Mario Odyssey look sunning, there is something discomforting about seeing the cartoonish Mario next to Sim-ish humanoids. I’m most looking forward to this game.
I’ve always wanted to dive into the Xenoblade series, and this might be the title that does it. The art design is imaginative and the scale looks impressive. The blue armor and prominence of a helmet on one of the characters kept screaming “Mega Man” and had me scraping credits in search of any possible crossover. The one thing I couldn’t shake from this trailer was the scene of a character riding a lion-like creature. The frame-rate seemed very low and jittery. A similar jarring moment occurred during the Xenoblade Chronicles trailer in the Nintendo Direct 1.14.2015. (See my note mid-way down the page.)
Boy, oh boy, does this game look great! Next-level Paper Mario meets Retro Final Fantasy? It’s titles like this that make me excited for the portability of the Switch. Something about retro stylings screams “personal” and “portable” to me.
I’ve been itching for a portable version of Skyrim since I tried playing on Xbox 360. Skyrim is a game to get lost in; to spend hours with. But to spend hours taking over the TV in our house would be unconscionable. Needless to say, I never got more than three hours into this game on Xbox 360. I’m very much looking forward finally working through this game on my own portable screen.
There was a brief clip of a Street Fighter game during the final Switch video. Like others, I immediately thought we’d seen a glimpse of the Virtual Console on Switch. Alas, it appears to be a standalone version of Ultra Street Fighter II: The Final Challengers.
I don’t have much to say about Super Bomberman R. I was never a huge fan of the Bomberman series. I do recall playing a ton of Blaster Master Jr. on Game Boy. I mainly wanted call out my nostalgia and affection for Bomberman 64.
Breath of the Wild is a Switch launch title. Nintendo presented this as huge news, but it comes off more as a confirmation to quell fan fears. Beyond that, not too many additional details were given. The new, extended trailer showed off the breadth of the open Hyrule as well as new and familiar characters. And while cartoony, the tone of the narrative seemed fairly adult.
At the very beginning of the keynote, Shinya Takahashi gave a quick run-through of Nintendo’s past consoles. It had a nice Apple-y touch, focusing on the innovation and lessons of the past to brought Nintendo to the Switch:
Famicom (NES): Shipped with two controllers
Game Boy: Pioneered portable video games as we know them today
Super Famicom (SNES): Added X & Y and L & R shoulder buttons
Nintendo 64: Introduced the first analog joystick and rumble (Rumble Pak) to a controller
GameCube: Included a handle with the intention to be a home console could move from location to location
Nintendo DS: Touchscreen portable gaming
Wii: Brought motion controls to the mass market
Wii U: Enabled console gaming off the TV
Without question, Switch is another unique and possibly industry changing device. Like Apple, Nintendo often skates to where the puck is headed, defining industry trends. And without question, the biggest dream of all is being able to take your home console on the go.
1I am so thrilled that USB-C seems to be taking off like it is. Within months of Apple going whole hog on their MacBook and MacBook Pro lines, I’ve purchased a Drobo 5C and ROLI Lightpad Block that are also equipped with USB-C. Now I’ll be able to add Nintendo Switch to the mix.
His final video, uploaded on January 2nd, shows him using the same method to defeat Ganon, the game’s pig-faced final boss. Particularly important in Garrett’s playthrough was the use of the hookshot — a Zelda mainstay that fires a retractable chain — as a form of echolocation. When Garrett fired it against a wall, he’d hear a telltale clang; if he fired it into thin air, it would reach the end of its tether before returning to his hand, spooling backwards with a different noise.
The video streaming service is in the early stages of developing a live action series based on “Zelda,” about an ordinary boy named Link who must rescue a princess named Zelda and save a fantasy world called Hyrule, said a person familiar with the matter. As it seeks writers to work on the show, Netflix is describing it as “Game of Thrones” for a family audience, this person said.
As it is still seeking a writer to work on the series, Netflix has a long road to travel before a “Legend of Zelda” series actually becomes a reality. It’s also possible that Netflix or Nintendo will kill the project before it gets off the ground.
Considering Netflix’s vision without a writer, I’d say this has a very long road to travel.
The centerpiece Link on this board game mash-up is the worst eyesore. It’s a tiring distraction that takes me away from the other details. I would have much preferred a subdued Triforce behind a centered Monopoly logo, or just a lone gold and green Monopoly logo. Even the symbol collage on the cover of Hyrule Historia holds a fairly robust LoZ history. Why not pop that in the center of the board.
Aside from the obnoxious centerpiece, the box uses the same cartoon green from Hyrule Historia, a book I’ve walked away from purchasing number of times based on the shade of green alone.
If you’re going to build physical items from virtual worlds (especially cartoony ones), tailor them to the aesthetics that work in the real world. Make them fit. We do not live in Hyrule nor The Mushroom Kingdom. It’s likely no mistake that Mickey’s Toontown rests at the rear of the Disneyland. It is of pure novelty while the rest of the park feels inhabitable.
Is looking around a room and finding an eyeball in a wall really super fun for people? Like, the game is 3D now so everything isn’t laid out before you like a map anymore, so I get that there’s this sense that you walk into a room and aren’t getting all the information about the room right away. But is stopping your forward motion, stopping everything to look for a diamond to whack that’s in a soulless crevasse in the wall so you can open a door that leads to another room with a locked door and some other silly open-sesame trick… is that fun?! Is this what you want?!
Let me explain something. A puzzle is something you have all the information for. The only thing standing between you and the solution is your own ability to put the pieces together in the right way. The satisfaction you obtain from solving a puzzle is from the “a-ha!” moment when the pieces fit and you have only yourself to blame for it.
If you’re missing a piece, how are you even supposed to get to a conclusion? You rack your brain; run in circles; go, “what do I fucking do?!” until you find the last piece on a whim and suddenly it all makes sense. You say, “Well shit!” or, “Ah, come on!” The satisfaction doesn’t come from the door opening, it comes from the puzzle itself. If the puzzle itself isn’t satisfying, well there you go. The puzzle itself isn’t satisfying.
Arin Hanson just ripped apart my favorite game, and I am very okay with that. Great video on game design and (ultimately) Nintendo’s return to the origins of the Zelda franchise. Worth every second.