Tuesday, November 15, 2022

Films That Click (Part 6): Manhattan & Top Five

When I talk about my favorite movies, no movie comes with an asterisk more than Woody Allen's Manhattan. The asterisk is so big it can pass as a gauge earring. 

Typically, we view art under the standard that they pass a moral test. We praise and laud a movie that denounces a moral failing of society and upholds a good lesson. Conversely, we criticize a movie that treats immoral aspects as a positive or even neutrally. From this standard, Manhattan has received intensely negative reevaluations. And this might sound bad, but I want to give a film that is treated by many as immoral and give it a fair shake. 

But first, what is Manhattan? It isn't Home Alone or anything, so let me give a quick primer to the movie. 

Manhattan is about a man named Isaac Davis. And when we open, we learn that he is in a romantic relationship with a 17-year-old, attempted to run over his ex-wife over leaving him for a lesbian woman, is friends with someone who cheats on his wife, and oh yeah he is having sex with a 17-year old! I just want to make that clear. 

On top of that, you have a movie that is written, directed, and starred by Woody Allen who has historically been accused of many counts of sexual abuse and impropriety; much of which has been heavily documented. 

And yet, this movie is really good! 

I am not going to dance around it. In spite of a paragraph's length worth of problems, this movie is incredible. You can say a lot of things about Woody Allen. But saying 1970s/1980s era Woody Allen isn't him at his absolute writing prime is completely inaccurate. 

The writing of Woody Allen, significantly helped with collaborations with Marshall Brickman, is complete unmatched even for modern standards. It has everything screen writers spend years trying to master, and it feels so effortless in films like Manhattan. The pacing and dialogue are completely natural and consistent creating a sought after sensation of viewing a window into people's lives. The story choices don't feel influenced by compulsive habits like genre archetypes. The themes are strong but not to the point where interferes with the organic nature of the story. And finally, it's funny. Very, extremely, undoubtedly funny. 

In addition, this is one of the few Woody Allen films where the cinematography is something worth talking about. You got classic cinematography Gordon Willis, and he portrays the city of New York so well it has basically became the definitive way people view the cityscape. 

I once heard someone describe this film as "a beautiful film about awful people." And to me, that encapsulates Woody Allen and his entire influence on cinema. While I sympathize with people that don't want to uphold narratives about immoral people unless there was a layer of admonishment, I feel at the same time a layer of supercilious and even hypocrisy. The biggest struggle art always faces throughout human history is being subjected to conservative nonsense because it had the gall to be challenging. And now, the people marginalized by conservative people are taking the reigns of lambasting narrative including films made in a particular historical context. Saying the same nonsensical arguments of "this will hurt society" and "this is glorifying what I hate about the world." 

The history of challenging art had showcased violence, sex, and other degeneracies. The one thing all of those things have in common is that they reflect a truer reality than what we're normally exposed to. I don't subscribe to the idea that art has to uphold a moral standard all the time. I subscribe to the idea of art of substance can show a layer of reality. A reality that shows sometimes bad people make it through life fine with no tragic irony or moral lesson attached. And while that hurts, it is also strangely cathartic. To me, it feels less patronizing knowing that a movie is not only not telling you how to feel but outright rooting for underserving people.    

But enough about that. Likely, none of what I said change your mind, and that's fine. So on that note, let's transition from praising an accused sexual predator to praising a guy who cheated on his wife and made a tacky alopecia joke. 

I don't have much to say on Top Five, but I want to talk about it considering how underrated the movie is. This is one of the under the radar movies where I feel like I'm the only one who has seen it. 

Top Five is cut from the same comedic cloth as Woody Allen's work as it feels like a direct vehicle for Chris Rock personal life and view on the world. It's more apparent than contemporary descendants of Woody Allen such as Louie or Curb Your Enthusiasm. I mean Christ, Chris Rock plays a character named Andre Allen. That said, as someone who is a fan of Chris Rock, it's nice to see his take on this type of storytelling. One that's more slice of life and reflective. 

In Top Five, Chris Rock plays a comedian who is trying to break into serious acting. But as a result, he has to deal with the fact that no one gives shit on top of facing his struggles with alcohol and being tied to his restrictive expectations of his audience.   

Top Five certainly has a lot going on plot wise. I only gave my IMdb description, but the film has a lot more moving parts. There is the NYTimes writer that interviews Andre Allen and faces her own issues with substance abuse and expectations. There is Andre Allen's fiancé who makes it abundantly clear she is only marrying him for reality show clout. There are a slew of one off characters all played by famous Black comedians or people in Chris Rock's circle of comedy. 

Top Five has a lot going on, but it's well written to where it doesn't feel it is biting more than it can chew. And more importantly, it is a comedy that is funny. This is an actual dark comedy. Not the Skeleton Twins variety where it's a drama with a five one liner quota. While Top Five isn't a laugh a minute, I was laughing throughout the film. 

This is one of those rare comedies where I was drawn to the one-off characters. Kevin Hart gives his best comedic performance I've seen from him. And if you never thought Cedric the Entertainer was funny, I would suggest seeing him in this. Top Five feels more elegantly casted. This isn't an Adam Sandler movie where actors like David Spade are put in on a whim. There is some genuine thought and care into making this movie work.

In a lot of ways, this is about as close a movie has gotten to the feel of Annie Hall or Manhattan. The dialogue has that natural feel. The plot feels organically driven, and the cinematography is stylish without getting too much in the way (excluding some noticeable shaky cam in certain scenes). However, one point separates it. The movie isn't as deep or nuanced as some of the great Woody Allen films. 

This isn't to say Top Five isn't thematically strong. In fact, how Andre Allen struggles with being a celebrity who is constantly put in a particular box is very interesting. Here we have a character tied to expectation of being funny. He doesn't want to be funny since he associates that part of his life with his substance abuse. There is also an arrogant notion that he wants to be considered a sort of renaissance man 'cause everybody wants to be a renaissance man' as seen in the hilarious scene with DMX. His arc of finding fulfillment within the confines of being a celebrity and type casted comedian is interesting, but it is also straightforward. At least it's straightforward compared to Manhattan whose genuinely morally gray and unsympathetic characters mixed with the genre archetypes of a romantic comedy create a nuanced story. 

That said, Top Five is still a very solid film. If you want a Woody Allen movie experience but more guilt free, this one is an easy choice. 

Now if you excuse me, I got to think of another touchy topic that I want to high wire across assuming I don't fall greatly from this one. 

  


Tuesday, November 1, 2022

An Ode to the Legend of Zelda Games (& How They Rank)

Tears of the Kingdom is coming out, and I caught sort of a Zelda itch. I'm not the biggest fan either. Yet, I felt compelled enough to go through some of the games of the series. And then I figured, well might as well do a ranking. So, from least great to the most great, here are the rankings of every Zelda game. 

Now, to quell the people that will wag their semantic figure, let me qualify a few things. First, I am only including what Wikipedia considers to be a mainline game. Therefore, I will not consider spinoffs (i.e. Link's Crossbow Training) or side games (i.e. Four Swords). Unfortunately, this excludes the CDI games. However, considering I subjected myself to Amazing Spider-Man 2 for the last ranking, I figure the least the universe can do for me is not force myself to play those abominations. 

Secondly, I am going to rank them based on what I consider to be their definitive version. For example, I will exclude the Gameboy version of Link's Awakening in favor of the Switch version since I like that version more. I don't think it is fair to rank a game based on a worse version. 

Finally, I am only considering official Zelda releases. This means no rom hacks. Also, versions with unofficial quality of life mods will not play a factor into a game's ranking. That said, I will include an brief addendum for some unofficial quality of life mods that I'm aware of at the bottom of each entry. 

With all that said, there are eighteen games to go through, so I better get started before I get bored and talk about something else...

Phantom Hourglass

Just to be abundantly clear, I didn't finish all the Zelda games on this ranking. With some, I simply played until I had enough material to write a review on them. In the case of Phantom Hourglass, I couldn't wait to stop playing just so I could write about what is easily the worst mainline Zelda game. 

Phantom Hourglass is the sequel to the Wind Waker as well as the first mainline Zelda game to be made for the Nintendo DS. It's important that I mention the DS as this game is designed to make full use of the hardware capabilities. You might think "ah, a touch screen here and there. Occasionally using the microphone to blow dust off a map." I want to reiterate that the game makes "full" use of the hardware. In that, almost everything, from moving to swinging the sword, requires using the unique DS functions. 

To say this is slippery is not fully describing the game. It is like crawling with bars of soaps tied around your palms. The fact that simple movements can only work via the touchscreen when the D-pad is neglected makes this title dead on arrival for me. 

Now, I try to play the games without mods, but I made an exception with the DS titles. I played both games with a hack that remaps some of the basic controls to the D-pad. It doesn't remove all of the touchscreen shenanigans, but it makes it semi-playable. 

But even if the game was fully functional, I would still consider this one as one of the weakest entries. The sailing is a massive chore compare to the relaxing travel in Wind Waker. You merely set a track and then occasionally do glorified quick time events to shoot enemies and avoid traps as if the overworld travel isn't monotonous enough. The story doesn't have much going for it. This isn't a huge deal for a Nintendo game until the story stops the gameplay to have a cutscene or drawn out dialogue scene. And to top it all off, for some reason, you can't spam roll meaning you can't speed through the map without getting punished for it. I still don't know why they did this. 

But enough about that, let's talk about the Ocean King dungeon-AKA-the dungeon wildly considered the worst dungeon in Zelda history. Unlike other Zelda titles, the DS entries are centered around one big dungeon that you revisit after every chapter to unlock the next part of the game. It's dull to put it bluntly. The gimmick is that you have to complete each section under a timer, and it does nothing to add onto the gameplay but not without trying. To add stress to the timer, you are asked to avoid guards that can give a time penalty if you are caught by one. So in addition to a pointless timer, you also have pointless stealth! 

To give the game "a" credit, Linebeck is a really good companion, but that becomes a speck to the game as a whole when the game is this much of a drag. My hope for this blog was that this would give me the chance to finally complete every mainline Zelda game, and Phantom Hourglass immediately dashed that hope. 

D-Pad Mod: Doesn't fix everything and arguably makes playing it worse as you have to switch between using the D-pad to using the touchscreen. However, if you rather control Link using the D-pad, this is a solid mod. 

Four Swords Adventures 

Stripped down versions of video games franchises have never been my cup of tea. Your Pokémon Stadium variety of "let's hyper focus on one mechanic in a series that stands on multiple interworking mechanics." I am also not a fan of single player games that play better in multiplayer. 

I imagine this game is really fun as a multiplayer experience. I wouldn't know. I played it by myself. And even if I had all the peripherals and controllers needed to play this game with four players, I wouldn't be able to convince three people to play a pretty stripped down Zelda experience. 

Part of me hates putting this one near the bottom because it is quite polished. The game, in my opinion, is easily the best looking 2D Zelda game. It is a nice balance of the earthiness of Link to the Past but the colorful expressiveness of Wind Waker. The game also controls very well at least compared to bloody touch screen controls. That said, the style doesn't make up for the substance. 

You got a pretty thin story that tries to carry a series of fairly mediocre puzzles. There is only so much moving block puzzles and item based puzzles I can take. 

The thing is that the game has no growth. The way you start at the beginning is how you will be at the end of the game. Zelda is all about the growth. How one seemingly random androgynous layman can turn into a capable hero, and the process getting to that point is what makes Zelda so satisfying. Four Swords Adventures lacks any of that. There are no permanent health upgrades aside from temporary ones that last for one level. And more importantly, you don't get to keep any items. Instead, you have to find items on the pedestal, and you can only carry one item per Link. If you thought Zelda having one item slot is bad, imagine having to backtrack through a level to switch items. Now imagine doing that with the fastest form of movement being the Pegasus boots which you can't always use because the game forces you to backtrack to use another item. And once you trade your boots, prepare to roll. Roll. Roll. Roll. 

It feels dull throughout. I couldn't even bring myself to finish it (it didn't help that I lost my save file). The only time I was engaged were the boss fights which are the highlight of the game. They really utilize the four swords aspect. But unlike the regular levels, there are no instances to backtrack to get new items and the puzzles feel more organic. It lacks a lot of the frustrations seen throughout the game. It's a shame you only get one every handful of levels. 

Four Swords Adventures isn't low in the rankings because it is bad like it was for Phantom Hourglass. In fact, every game aside from Phantom Hourglass is at least pretty decent. Four Swords Adventure is competently made. However, it was severely less fun for me compared to others in the series. 


Triforce Heroes

Another multiplayer game that's worse as a single player game. However, it is a notch higher as it seems they took cues from Four Swords Adventures and addresses a few problems I had. 

Triforce Heroes does a better job leveraging the thin mechanics of its premise. That premise being you control Links that can be stacked on top of one another to solve puzzles and defeat enemies. It's barebones, but the game does a decent job keeping you from noticing. Levels are shorter with very little back tracking minimizing a sense of repetition. This plus Pegasus boots given at the start of the game makes the pacing smoother. I don't feel like I am spending minutes of the level simply ambling around the map. 

Items are given at the beginning of the level too. This means levels are designed around those items cutting back tracking even more. 

It doesn't avoid all the tedium. If you are playing by yourself, you are relegated to swapping characters via the touch screen. It's clumsy at least under the knowledge that there is a free L, R, or X button that could've been used to quickly swap between characters. There are also puzzles that operate under a timer forcing very precise switching. Puzzles that are pathetically easy on multiplayer turn to absolute nonsense by yourself. 

And while I didn't finish this game, I get the impression that the game is a bit grindy as you try to gather materials for acquiring the unique costumes. This is mitigated slightly as each level contains challenges that encourage revisiting levels. However, I doubt this would have a serious impact on grinding for rupees and materials. 

And to give Four Sword Adventures some credit, the bosses in Triforce Heroes leave more to be desired. The bosses feel more like retreads. Granted, Four Swords Adventures does the same thing. However, the difference is that Four Swords Adventures puts more effort in making the bosses a fresh experience. Plus, the art style does a lot to make up for the recycling of Zelda monsters. Here, the most each boss does utilize the stack mechanics which I established is barebones. 

That being said, the game cuts all the fat of a streamlined Zelda puzzle game. The story doesn't give the illusion of epicness instead presenting a framework of stopping a witch's curse. Oh and while you're there, get some materials to make some cute clothes. It's stupid and needless. But hey, it gets to the gameplay faster, and I am fine with that. 

So it is better than Four Swords Adventure in terms of gameplay and story. That said, it is still a slim Zelda game with nothing much going for it. And yes, it was made for the 3DS, so one may think to forgive a portable Zelda being thin. But the thing is, the 3DS also has three other Zelda games. Two of which I will be talking about later. We are at the point where the standards in portable games is much higher, but I digress. 


Spirit Tracks

Like Phantom Hourglass, the touchscreen and DS gimmicks absolutely cripple this game. But miraculously, I was able to limp along to the finish line with Spirit Tracks. I had to use the D-pad mod to make it worth sitting through, but I am not ashamed to give these games a bit of a grade curve. 

Part of me is boggled that Spirit Tracks isn't sharing the same spot as Phantom Hourglass. Because at times, this game gets as frustrating if not more than Phantom Hourglass. The overworld travel is merely setting a track and doing quick time events. The main dungeon brings back the annoying stealth nonsense that detracts from the pacing. You still can't spam roll without getting dizzy!

There is even additional bullshit such as an instrument item that can only be used via the microphone. Imagine the tedium of using the Ocarina during the Water Temple and Stone Tower spread across the entire game.  

What props it up is that the game does make more strides in improving its style. We see the return of the Ocean King style dungeon. And while I already mention that the stealth is annoying, I have to give it props for making it slightly better. 

The main gimmick is that your companion, who happens to be Zelda this time, can possess guards. This gives a reliable counter to the guards as well as tie in well with the puzzles. This separates the dungeon from the typical ones as you have abilities unique to the dungeon such as crossing spikes and lava. This plus the exclusion of the timer makes Spirit Tracks less bad than its predecessor. If Zelda wasn't such a nightmare to control with the touchscreen, I would give this dungeon a thumbs up!

The game is still bad. But, there is gotta be something to improving. Such as the dungeons and bosses which are more interesting even with the annoying touch screen controls. 

The titular Spirit Tracks, while an expected continuance of Zelda's mode of travel, is at least more viscerally appealing and doesn't feel like a downgrade like the sailing did in Phantom Hourglass. You can at least make spontaneous turns which is put to good use in certain sections when the game throws enemy trains at you. 

And as a cherry on top, the companion is still really good. Zelda is genuinely funny and charming. This is one of my favorite depictions of Zelda as a character in the series. This isn't saying much since the Zelda series only has two and a half other great versions of Zelda, but credit where credit is due. Zelda along with the music and story that accompany her, is solid. It's largely why I rated this higher than Four Swords Adventure and Triforce Heroes. It's flawed, but the soul of a great Zelda game is there. 

But going back to that sticking point, the touchscreen controls hold Spirit Tracks back. A definitive version that overhauls the entire design could easily make this one enjoyable. I couldn't say the same for Phantom Hourglass. 

D-Pad Mod: Similar to Phantom Hourglass in almost every way. 

The Legend of Zelda 

There are generally two types of NES games. There are the NES hard games which you will see one of them later on in this list. The other is what I like to call the NES quaint games. The Legend of Zelda is a NES quaint title. 

There is nothing much to this title. Other than its really organic exploration, everything about the game has been made obsolete by its successors. The combat doesn't get more in depth than hitting enemies on a particular side or using the occasional item. Puzzles are usually pushing an inconspicuous block or bombing a hidden wall. The game doesn't have a overworld map because the game was designed by a bunch of boomers. 

It's game whose only lasting draw is seeing the things that did and didn't endure over the several decades Zelda has been around. It's neat that there was a Zelda where rupees doubled as your ammo. That Keese were at one point weren't the most annoying enemies in Zelda. I wish certain weird items like the candle became more of a staple. I don't know. I have a weird affinity for the raft. 

Of course, it also established a few flaws that endure a little too long in the Zelda series. You only have one item slot and somehow that problem persist all the way until Link's jump into 3D. You restart from death with three hearts meaning you have to grind for hearts when you die. It's terrible here cause often you either have to grind rupees to buy potions, trek to a fairy fountain, or just use the enemy drop cycle. And while the enemy drop cycle where items come out in a set order may be an interesting mechanic for speed runners, it is not interesting to me. This problem applies to bombs as well. 

I guess I shouldn't skim past the game's exploration, because it does have a quality that very few games have. I like the fact there is little fanfare to actually finding things. Sure, there is the iconic jingle that plays when you pick up something or open a door, but that's really it. There is no anticipation music or anything cinematic to build the tension of discovering a cool thing. It gives the adventure a sense of realism. Because if this game was real life, there wouldn't be no fan fare. It's something I wish more games would do. 

This game's quality reflects more on the series than the game itself. The fact that there are only three games out of seventeen I consider worse than this game highlights how good the series has been since the original Legend of Zelda's release. It's a marvel that thirty some odd years later and this series is still keeping things fresh and interesting. I at least can't say the same for some other franchises. 

For what it's worth, this game holds up in the sense that its still playable. I wouldn't recommend playing it unless you're curious about the history. But objectively speaking, I have played worse. It kind of goes without saying consider I'm literally doing a worst to best ranking right now. 



Legend of Zelda Redux: While mostly cosmetic, this quality of life hack does improve the game significantly. It fixes the issue of respawning with three hearts. Your wallet can hold more rupees. It is generally an easier grind than playing vanilla. 




Breath of the Wild (Switch)

A shock for some since many consider Breath of the Wild as one of the best Zeldas or just games in general. But frankly, I am just not that into it. 

If you want a longer explanation as for why this game isn't anywhere close to being one of my favorites, Matthewmatosis' review on it more than explains it. However for the sake of avoiding being a lazy writer hanging on the curtails of a much better pundit, I will give my explanation. 

First, I am not blind to the many qualities this game has. The exploration is amazing. There are a lot of little details and the world has a sense of reality that isn't really seen in many open world games. This breeds so many organic moments where you are thinking like an adventurer rather than a player, and that is a notable distinction. For example, one of my favorite memories from my first playthrough happened while I was heading up Death Mountain. I didn't have any equipment or items, so I instantly started burning up once I entered the mountain. I instantly left and wondered how to get up there. Suddenly, I noticed an inn. Being the adventurer that I am, I figured that a merchant must be selling heat protection there in the same way any salesman would when given an opportunity to sell wares at a tourism chokepoint near a volcano. And sure enough there was, and I was rewarded for thinking within the confines of the world. 

It's telling that a lot of my fond memories are basically stories like that. Moments where you discover a fascinating location or use the sandbox in a esoteric way to solve a problem. The game is extremely flexible in this regard. It's a world that can genuinely say that it gives the player the freedom to play how they want.

Unfortunately, its greatest strength is also the source of a lot of my criticisms of the game. Every facet seems to be held back by the mentality of player freedom and diverse gameplay. The game wants you to use a bunch of weapons, so they degrade extremely quickly. The intimacy of holding onto one weapon for an entire game is lost. Combat encounters are fun, but there isn't a real benefit to completing them. At best, you will get a nice weapon that will degrade anyway. There is also a lack of permanency of clearing bases as enemy camps will inevitably respawn. There are a lot of Korok seeds to discover but then they become a nightmare if you are a completionist. Divine Beasts and shrines can be played your way but lack any personality as a result. They also don't have many cool items to discover. And for a game whose selling point is its vast open exploration, it's disappointing that the extrinsic rewards are often predictable such as the spirit orbs. 

More egregious flaws are the climbing and the story. One feels way too abundant and simple making it a chore, especially when you have the deal with rain. The other is too hands off to leave any sort of impact. A few characters aside, it is one of the more forgettable aspects of Breath of the Wild. While I can say this game is really special in how natural the exploration is. On a moment to moment basis, I found the game a bit tedious to play. 

It's a game whose death is a thousand needles. Every part of the experience feels slightly worse because of the freeform style. In the face of breaking the Zelda mold, it broke a few enjoyments that I really like in Zelda. At best, I can say that Breath of the Wild 2 doesn't have much to do to improve on the formula. Those thousand needles could easily be wiped away leaving a game to truly fall in love with. 


Skyward Sword (Switch)

If any game benefits from the "definitive version" rule, it would be Skyward Sword. If I made this list just a year ago, this game would easily be the worst title in the ranking. There wouldn't even be a contest. But now with the switch version, it complicates things. 

This and Breath of the Wild really highlight how vast the appeal a Zelda game can be when both games can cater to two very different tastes and still evoke the look and feel of Zelda. In the case of Skyward Sword, the draw is a lot of the things I really like in Zelda. The dungeons are great. Some are quite linear, but they are aesthetically pleasing and creative. I like a lot of the characters. While some people, memers specifically, have latched onto Groose and Ghirahim, I grew to really like Zelda in this one. She maybe my favorite depiction of the character. Granted, she doesn't get enough screen time, but she makes the most of what she has. It is the first time, ignoring say Spirit Tracks Zelda, that Zelda was immediately likeable. You know you got an affable female character when it makes you realize how sad and lonely you are.

The biggest positive though is that Skyward Sword for the switch fixes two of the biggest problems that made Skyward Sword the most frustrating game in the series. Those two problems being Fi and Fi. 

While I said I like the characters in this game, that sentiment doesn't extend to Fi. A soulless, uninteresting, poorly written drag, that singlehandedly drove the game to a constant halt. She is a reoccurring interruption and is one of the most patronizing tutorial characters in gaming history. This improvement alone takes Skyward Sword much higher as removing Fi's interruptions makes the game paced far better. This extends to skipping cutscenes, faster dialogue boxes, and removing redundant item notifications which were desperately needed. 

Unfortunately, no definitive edition can fix a lot of the core issues Skyward Sword has. It has the opposite problem of Breath of the Wild where it is extremely rigid. There is barely any worthwhile side content. You have easily the most linear Zelda game outside of Four Sword Adventures where overworld sections are essentially one pathway to the dungeon. The enemies, and even some bosses, boil down to hitting them with the right swish of the motion controls and nothing more. The greatness of the desert sections and the Timeshift stones are countered by the tediousness of Death Mountain. You got pointless padding like collecting notes like a monkey's paw variant of Banjo Kazooie. The Silent Realm and other stealth sections are theoretically great, but are marred by the fact that your movement isn't catered to stealth mechanics very well.  

In all honesty, it is hard to decide whether to put this game over BoTW. Like Breath of the Wild, its highest of highs are tainted with the lowest of lows. Both really exemplify the Zelda tier of "solid game with too many annoying flaws." And unfortunately, there is one more before we start getting out that paradigm.  



The Adventure of Link

Now, I am not ashamed to admit that I have used a walkthrough at least once in pretty much every Zelda game I've played. I guess my lateral thinking isn't good enough for even Zelda puzzles. That said, I will mainly use a walkthrough a handful of times. It's not like Zelda games basically require a walkthrough to simply survive, right? ....right?

Enter Zelda 2, which is easily one of the hardest games I've ever played. It took me this year, plus a walkthrough, plus an egregious amount of save states and rewinding to get through this game, and I still profess that this is one of the most genuinely challenging games ever. It's got all the fixings of a hard ass NES game. Cryptic puzzles, unpredictable enemy patterns, death pits with tiny floating enemies that knock you into said death pits, the list goes on. 

And yet, I had a lot of fun with this one. It feels like a prototype to a hypothetically amazing Zelda game that never existed. There is so much to this game that feels so fresh even 35 years later. The way customizing stats have this risk/reward factor where you skip leveling up for a different stat but risk losing all of your XP if you game over. I hate games with a game over system, but Adventure of Link is one of the few games where I don't really mind it. It plays so much into the strategy of the game, and it helps that game overs don't erase progress unless it is XP which rarely feels like a total loss. It's no different to a Souls game. 

Still, I can't ignore that this game is full of jank. I can imagine a playthrough where I didn't use save states, and it would have been a nightmare. I emphasize that this is a prototype, because it feels like that sometimes. Certain enemies have no telegraph making their attacks extremely hard to dodge. And since this is 2D, there is little room to actually dodge. 

And then, there are the blue iron knuckles, which I am dedicating an entire paragraph to because I hate them that much. Now, I understand there is no fun in a game having a dominant strategy. However, there is fun in having a "strategy," and there is no God damn strategy with blue iron knuckles. It is a crap shoot. Just jump-duck-stab and hope that you don't take unnecessary collateral damage. 

I know this game's release date is like a decade older than me but it couldn't hurt to include upgrades for some spells. The healing spell gets worse and worse the more you level up. It would be nice if there was an upgrade to lessen the magic cost or up the amount it heals. 

This is game is certainly worth playing. It's jank, but it is a fun jank like an old tire swing. I don't feel the need to give a call to action to play this game since I feel this game is finally getting the appreciation it deserves. It's long overdue that a game with interesting RPG design, great boss fights, and level design finally got its respect. Although to be fair, maybe if you weren't such a shit sometimes, you would have gotten it quicker. 

Fucking blue iron knuckles, pieces of shit....


Zelda 2 Redux: By all accounts, this makes Zelda 2 much more bearable to play. I highly recommend this hack if only for its ability to cut the amount of mana cost for spells. 

Link's Awakening (Switch)

We are officially into the tier of really solid Zelda games starting with the Switch version of Link's Awakening. 

I avoided this game for the longest time, partly because I didn't want to pay $59.99 for a Game Boy remake, but mainly because I didn't think a game that originated on the Game Boy would be anything special even with a graphical and gameplay overhaul. If NES games are quaint, then that is doubly so for Gameboy titles. 

However, unlike most Gameboy titles, Link's Awakening manages to pull away from that stereotype by being quite unique and implementing a lot of personality. 

This game is a fully fledge Zelda game. And because this is a remake, it fixes a few issues that the Gameboy version has. For starters, this is one of the few 2D Zelda games where you have more than one item slot which lowers the amount of menu usage. It's not as perfect as it can be as a few items could have been implemented into an additional button such as Roc's Feather, but it is better than nothing. You also have a much more pleasant art style. The diorama feel is great and feels more artistically earned than Brilliant Diamond which also tried the style. For a game whose themes are about dreams, escapism, and imagination, the diorama is such a precise fit. 

Speaking of themes, this is one of the more thematically rich Zeldas. Part of me wants to say this is my favorite Zelda from a thematic standpoint because, unlike another Zelda that we'll get to, this game doesn't reach for the easy cynicism that most artistic games like to strive for. Oh sure, it is melancholic in nature. The game ends not by saving the world but essentially erasing a dream world that you will grow to love as real. Yet, there's a sweetness to it. It's sad, but it is necessary. It shows a side of escapism that, while wonderful, holds a person back from moving on. I'll spare more of the literary analysis as so many people have done it already. 

Unfortunately, there is nothing extraordinary beyond the themes. Overall, it is just a standard Zelda game. At worst, this game suffers from some really bad wayfinding. You are given such a big map yet the game will only continue unless you do one specific thing on one specific part of the map. A lot of Zelda games have this problem, and it is definitely worse in earlier entries. However, I think it sticks out more here since this game is so unlike most Zelda games in terms of atmosphere and story. I wish it also wasn't like Zelda in terms of being lost on what to do next. 

That said, if you have some doubts on picking up this game, I would suggest leaning towards getting it because it is a fulfilling Zelda game. Maybe try to get luck out with a discount or emulate it if you are unwilling to give a large corporation money. 

A Link to the Past 

If I had to convey the eclectic appeal and essence of a Zelda game, I would use A Link to the Past as a case study. Granted, it is an easy choice since Link to the Past practically invented Zelda's appeal. 

A Link to the Past is one of those games where you forget how genius the game is. All the things that makes Link to the Past great feel like no brainers because it has been done to death by practically every Zelda game and other action adventure games since. It's crazy to think that at one point, a video game had to establish the most basic things first, and Link to the Past is one that help standardize how video games would be structured. 

This game effortlessly does so much for the Zelda formula. The first game to have a second world which is a reoccurring thing in Zelda. It's split into two distinct halves which reinforces the simple yet effective gameplay loop. The game sprinkles extra upgrades around the world to discover far beyond any Zelda title up to that point. It holds up incredibly well. 

However, it's timelessness is about the only thing this game has going for it. That might sound oxymoronic, but let me explain. Usually, a Zelda game has something mind blowing that keeps the game fresh years after it came out. For example, the way the 3 Day Cycle is for Majora's Mask. 

Unless Link to the Past is one of your first Zeldas you've played, it doesn't have that unique draw. The alternate dimension gimmick that acts as its only unique draw has been done in four other Zelda games. Seven Zelda games if you include Twilight Princess, Minish Cap, and Skyward Sword. 

It's a shame that Link to the Past is a victim of its own innovations. For what its worth, it is still a blast to play. And to give Link to the Past some credit, it has little stand out moments. The scene where you get the Master Sword is still unmatched. The parts where you interact with townsfolk or other creatures in Hyrule is still charming despite the complete lack of cutscenes or expressive animation of later games. 

You also have one of the more open Zelda games with the dungeons in the second half of the game being completed in any order. I find this more freeform than the original Zelda. Sure, Zelda 1 is far more open. The focus on leaving choice to simply dungeons and extra items is less intimidating; it's the ice cream flavor effect in action. In addition, Link to the Past latter half dungeons doesn't require dungeon items avoiding enforcing a order like in Zelda 1. 

For me, Link to the Past does all the Zelda things well but not particularly excellently leaving me satiated but unimpressed. For that reason, it is a Zelda game I almost never revisit. If this game is among your favorites, I am sorry, and I hope you had an easy time getting your heart medication today.

A Link to the Past Redux: Like all the previous redux mods, this addresses all the dated qualities of Link to the Past. I would also recommend trying the randomizer for this game. 




Oracle of Ages & Oracle of Seasons 

I should note that there were a handful of Zelda games that I haven't played prior to starting this review. Naturally, I took the liberty to finally playing those blind spots. And if I had to pick which game(s) that were the biggest surprise for me when visiting for the first time, it would definitely be the Oracle games. 

I am pairing Oracle of Ages with Oracle of Seasons together because I don't have much to say that would require separating the two. And more importantly, it is practically impossible to separate the games as mutually exclusive. 

The biggest surprise when playing these games is that they are not like other games with paired titles like Nier or Pokémon. Unlike those games, the Oracle games really run with the concept of having two similar games paired together. For starters, both games are not alike at all. In Oracle of Seasons, you get a more action oriented 2D Zelda alla the original NES version. There's even some returning boss fights like Aquamentus and that four headed clam thing. As for Oracle of Ages, we get more emphasis on puzzles including one line drawing puzzles and block puzzles. Their overworld core mechanic is practically the same, but they're contextualized differently with Oracle of Ages and Seasons having time travel and changing seasons respectively. 

Secondly, and my favorite part about the pairing mechanics, is the two games have a ton of interaction. Upon finishing one game, you are given a code which links to the other game thus turning a standalone game into a sequel. Characters and events carry over from your first playthrough depending on what you did. You unlock a secret dungeon and a true ending sequence. You also gain unique items iconic to the series such as the mirror shield. 

Together, they become the longest Zelda in the series, and it is pretty good. This game has such a joy to it. It isn't trying to be subversive like Link's Awakening. Like the next game on this list, it is just a nice pleasant game. You got talking animals. You got a sort of 80s fantasy movie feel where the plot is silly but taken seriously. The drama has some edge with actual stakes. I was shocked I was this drawn to a Game Boy Color game released in the early 2000s. These games were one of the few Zelda games to be designed by Capcom, and Capcom seems to focus on the idea of Zelda as comfy games. Considering what I love about Zelda is some of the comfy nature, and I have a more of a bias towards this game. It's a shame Capcom only went on to design three of them. 

If I had any problems with this game, it would be the same problems I have with the other 2D Zeldas. Say the three O's with me now: "One item slot, Obtuse sections, and Overly repetitive combat." However, these problems were more forgivable in this game since the Oracle titles were just so damn charming for me not to care. 

Minish Cap

With these rankings, I try to revisit all the candidates that fit the criteria. Well as I already mentioned with Phantom Hourglass, I didn't do the same with this list. Zelda games are quite long. Most games average about twenty to thirty hours depending how fast you play, and I ain't going to do that times eighteen. 

This leads to Minish Cap which is unique in being the shortest traditional Zelda game in the series. It took only a weekend to replay this game, and it felt like a splash of water. 

I have a bias for shorter games (when done right). It lends itself to situations where the game feels incredibly jampacked with no sense that the game is wasting your time. It is a very short but sweet game. 

This game is so underrated. There is so much to love about Minish Cap. And while each Zelda game gets praise for its creativity, I don't hear this game get brought up in the same circles. The premise in this one is that you can shrink to the size of an insect. And like the best Zelda games, they really run with the concept. They also integrate it well with the dungeons which is unique with Zelda. Often in dungeons, they are mutually exclusive from the main gimmick of that Zelda game. With a few exceptions, like the Sand Temple from Ocarina of Time or Tower of Gods from Wind Waker, they don't really embrace the concept in dungeons. With Minish Cap, every dungeon uses the shrinking element in some way. Throwaway enemies become full on boss fights and random objects become a larger obstacle when moving around. 

You also have arguably the best companion in the series in the form of Ezlo. I guess now is a good time to bring up what makes a good companion. They are such an essential part of Zelda, and I have only mention them in passing.

There are three traits that I like in a Zelda companion. They good ones are often helpful, unintrusive, have a great personality, and basically are the complete opposite of Fi. Few never manage to strike all three. Ezlo from Minish Cap is one of those few. He is so great. He is as natural as the hat Link wears. Even though I've played the game before, I still read his advice because Ezlo gives the game so much more personality. In fact like the Oracle games, Minish Cap exudes a ton of personality. 

I had a tough time deciding whether Minish Cap was the best among the Capcom Zeldas, but I think this game wins me over purely over its precise length. The Oracle games can be pretty bloated by comparison especially when you play them together. The collectables, while shallow, are more fun in Minish Cap. Putting together puzzle pieces is a little more satisfying than collecting rings. 

It still got the annoying one item slot. And yes, this will be the last time I will be complaining about this shit. 


Majora's Mask (N64)

For a lot of people, this is consider blasphemous to rank Majora's Mask as the fifth best Zelda game. It's the hipster golden child of the Zelda community, and they are eager to make sure you know. 

To their credit, their sentiment is not without reason. Majora's Mask is great. If Link to the Past is a good case study on how to showcase the broad appeal of Zelda, then Majora's Mask is a good case study on how to perfect the unique Zelda mechanic. 

For those who don't know, in Majora's Mask, the world operates under a three day cycle. You, the player, have to do as much as you can under those three days: collect masks, complete dungeons, and finish side quests. Not doing so, or choosing to reset to Day 1, will reset the world. Aside from a few key story items, everything from NPCs to completed sections will return to the state as if you never interacted with them. 

This was another walk though heavy game for me. The three day cycle mechanic is utter genius in execution, and no game that tried to replicate this mechanic has come close to surpassing. That said, it doesn't address the common problem in time cycle based games. That being that they aren't exactly great on first playthroughs. 

I'm not very familiar with this game, and by extension not good at time loop games, so this game is more trial and error for me than other Zelda games. And since I already established that I prefer Zelda games for their comfy nature, and Majora's Mask becomes less my cup of tea. The dungeons are a massive difficulty spike if you were acclimated to the basic Zelda dungeon. With this plus a time limit and some obtuse sections, and this game is one of the most challenging Zelda games. 

It's a game I merely appreciate than like. However, it speaks to the stunning brilliance of this game that I appreciate it enough to rank it as fifth best despite not personally enjoying it. 

This game is unbelievably creative with handling its premise. They use the entire buffalo when making this game which is insane considering the unusually short development time. I guess the short turnaround lend itself to a situation where the developers didn't questioned or judged their decisions. So because of that, we get an entire side quest covering three days to get one mask complete with an intriguing story and climatic pay off. We get a villain that feels like an antagonist from a different game that decided to invade this one. We get a disarming examination of death in a game of talking fish and plant people. There is a surprisingly realistic portrayal of people facing the last moments before the end of the world. There are aliens for some reason!

It's a game with so much confidence, and it is infectious. While I don't love actually playing it, it doesn't mean I don't love sinking my teeth into its melancholic bones.  

Majora's Mask Redux: It's another redux! What else do you want me to say?!?


Twilight Princess

Twilight Princess is a game where with a couple of changes could easily be my favorite Zelda game. Combat reached its peak with the hidden moves. This plus a wonderful sense of game feel creates such a smooth flow in the combat. It has my favorite companion in the series in the form of Midna. And while the graphics haven't age particularly well, I love this game's aesthetics and atmosphere. It may not be for everyone, but it sits so well with me. 

The bosses and dungeons are also phenomenal. There is no weak dungeon or boss in this game. All of them are interesting, visually stunning, and memorable. And as someone whose favorite aspect of Zelda is the dungeons, that is a big plus. 

I like the characters and some of the story beats, so why do I place this game as merely the fourth best? 

Well, in order to play Twilight Princess, you have to sit through the worst opening hours in any video game ever. Now, a lot of great games have weak opening hours. See Earthbound as an example. However, there is something about Twilight Princess that is so offensive. You got to spend ten to fifteen minutes being introduce to every single little thing. You need a section on how to use your fishing rod. You need a section on how to control your horse. You need a section on how to aim with a slingshot. You need a section on how to use your sword. Beyond the tutorials are the tedious wolf sections. After you are turned into a wolf, along with being painfully introduced to every mechanic of the wolf via tutorial, you have to hunt for bugs which last way too long at least when considering what little you can do when in wolf form. The Wii U version curbs this aspect a little bit, but I don't think it is enough. The first two hours cram in way too many tutorials and chores. By the time you get to the Master Sword, where the game becomes practically untouchable for me, you are extremely drained from the experience. There are literally too many starts and stops early on making it one of the worst paced opening hours I've seen in a video game. 

Additionally, the game owes a lot of its identity to previous installments, specifically Ocarina of Time. Granted, some of those ideas get neat little spins in Twilight Princess such as the hammer being changed into a cool ball & chain. However, there is no truly unique element that can be seen in many of the more well regarded Zelda's. You also get the sense its drive to evoke other Zelda games hampered Twilight Princess' pacing. We aren't arduously going from the woods to Kakariko to Zora's Domain one sequence at a time for the purposes of creating an engaging story. We are doing it because Ocarina of Time did it. Similarly, things like the Twilight Realm feel like they weren't developed beyond the idea of trying to be like other famous Zelda mechanics. 

It's a game held back by the comparisons to its older brothers. In a world free from those comparisons, this is easily the best Zelda game. Hell, in a world where Twilight Princess had a better first two hours, it can be one of the best games ever. Unfortunately, we don't live in that world. But despite that, it is still one of my favorite Zelda games. If you have never played a Zelda game before, this game will really impress you. 

Ocarina of Time (3DS)

This may not be my favorite, but it is easily my most played. There is something about Ocarina of Time that just clicks with me more than the fan favorite titles like Majora's Mask or Breath of the Wild. 

Most Zelda games manage to do one thing really well. Maybe it is the atmosphere, the dungeons, or the exploration, but Ocarina of the Time manages to do everything fairly well on the title where Zelda was making the transition to 3D. 

A handful of games are often overhyped as being one of the greatest games ever made, and Ocarina of Time is practically the poster child of that sentiment. Some will push back against that going as far as to say Ocarina of Time is a dated slog. While I don't think Ocarina of Time is the greatest game, it's influence on the gaming canon cannot be ignored. I love it the same way I like Citizen Kane or Great Gatsby. A very innovative work that manages to contain a series of timeless moments that feel almost ethereal. 

While every Zelda is great for its moments, I mainly think of Ocarina of Time in exclusively in moments. The moment where you enter in Jabu Jabu's Belly. The moment where Ganondorf turns into Ganon. The moment where you discover Sheik's identity, fight Phantom Ganon, and touching the Master Sword. It is just an experiential game that resonates silently within you. 

Yes this game has flaws. The game basically requires that you play the 3DS version if you want to play it officially as the N64 version can be very frustrating. Aiming sucks thanks to the N64 analog stick which makes certain minigames and the Poe side quest into a nightmare. The menu UI doesn't load fast enough. And in cases like the Water Temple, where you need to access the menu constantly, this too becomes a nightmare. Even ignoring the problems that were fixed by the 3DS version, the game has some frustrating fast traveling. You have to memorize a particular song to go to a place that may not have utility in terms of travel. The Fire Temple is annoying, and there are certainly some classic Zelda moments where you are left aimless with no idea where to go next. 

However, I feel these flaws are often the center of the discussion as sort of a mainstream push back against the mainstream hype, but I don't want to indulge in that. The way I see it, no flaws will change the fact that this game is such a seminal experience. 

I love this game so much, I ranked a video essay on this game as one of my favorite movies of 2021. That's how much I love it. If you haven't played it yet, then why are you reading this? This is an almost 10,000 word blog about Zelda, and you haven't played Ocarina of Time? What the fuck is wrong with you?




Various Ocarina of Time Mods: God there are so many. You can put on a blindfold and walk straight into Google and hit your head on a handful of them. Here are my favorites (1, 2, 3




A Link Between Worlds 

If I had to pick an "objective" best Zelda game, I think the one I would nominate would be A Link Between Worlds. Most Zelda games are not without flaws. In fact, I have manage to point out at least one glaring flaw in pretty much every entry and will continue to do so for the next game on this ranking. However, I can't say the same for this game. A Link Between Worlds is the closest I can think to a perfect Zelda game. 

Having no nostalgic attachment to A Link to the Past, this game manages to perfect everything that makes Zelda wonderful. It's got all of my favorite ingredients: great dungeons, creative bosses, and comfy side content. You also have two of my favorite gimmicks that Zelda has ever done. For starters, you are given access to almost every major item in the game in the form of a rental shop. This opens up the game in such a way where you can tackle almost every dungeon in any order. And unlike Breath of the Wild, them frontloading all the best items early on doesn't take away from the extrinsic value of the discovery. Each dungeon contains something of value whether it be a sword upgrade or a new set of armor. This has the added benefit in multiple playthroughs since you can home in on particular dungeons to get upgrades as soon as possible. The rentals also make death more of a punishment since dying makes you lose all your rental items. 

The other is the new ability where you can mesh into a wall and turn into a moving 2D painting to maneuver around the level. It's so genius and meshes so well with the isometric environment that I honestly wonder why this idea wasn't done before in another Zelda game. Like Portal, or other brilliant navigation mechanics, it essentially changes how you view the world. There are so many simple puzzles that involve this mechanic, but they are so satisfying simply because they are so ingrained in a traditionally laid out 2D Zelda. It also explains why it avoids the criticisms levied at Twilight Princess by being a rehash of Link to the Past. Despite literally copying and pasting the same overworld and dungeon layouts, the wall mesh mechanic makes it its own unique thing. 

I feel almost bad that I am not criticizing this game, but I frankly struggle to think of anything wrong with it. I guess it is annoying that you have to grind for rupees in the event you don't have money to repurchase rental items, but that would be a rare situation since the difficulty isn't too bad. You would have to be extremely reckless to run into this problem. 

I also feel bad that an essentially perfect game is only my second favorite game in the series. It's even a 2D Zelda game with more than one item slot! God, I am going to have to work overtime to stretch that explanation for why the next game is better. I guess I will do that now...

Wind Waker (Wii U)

I mention before that part of what makes Zelda special is its eclectic appeal. The entire catalog is so varied that almost any type of gamer can find a Zelda game to love. If you like nuanced gameplay mechanics that test your skills, then you should try Zelda 2. If you like a gripping atmosphere and thematically appropriate game mechanics, then you should try Majora's Mask. If you like your hands dipped in honey while you pretend to play a good game, then you should try Phantom Hourglass. I could go on. 

As you can probably guess, I'm the type of gamer that loves Wind Waker. I think what's so appealing about Wind Waker is that this game is unlike any game I've play. There is this indescribable feeling that I can get from only this game, not from any other Zelda or adventure game for that matter. 

Lots of games are structured like an adventure. Some pundits would inevitably throw out Campbell's monomyth theory. However, there is a difference between something being an adventure and feeling like an adventure. This game FEELS like an adventure. 

Wind Waker, better than any Zelda, immerses the player into the world despite being more linear than the original Legend of Zelda and lacking the simulation mechanics of Breath of the Wild. The secret ingredient is Link, who is easily the most expressive version of the character. It's the personality that ends up effectively achieving Miyamoto's philosophy of "linking" the player and the protagonist. The blank slate nature of Link has always been a contention for me as all it did was expose the gamey aspects of Legend of Zelda. I never felt I was saving the world or the princess. I approach it with the idea that I beat the game once I complete this objective. By making you empathize with Wind Waker Link, who is earnest and childish, you are more ingrain to see the goal through his eyes. You are not "beating the game." You are saving Link's sister. 

And once you are off, you are presented with one fun adventure set piece after another. You break into a prison. You help tribes with their problems. You explored a zombie filled crypt underneath a condo. 

In one sequence, you have to find a guardian whom was forced out of its island. What was originally a section designed as a substitute for a third dungeon due to a rushed development cycle ended up being my favorite sequence. There is a layer where you have to improvise and feels like the adventure isn't designed around you which is rare in the Zelda game.

This is why the second half leaves a bit to be desired. On top of the fact that there is clear padding from the aforementioned rushed development, the game becomes more of a Zelda game where you have to get the set amount of Mcguffins. It becomes less about saving your sister and turns into another Zelda game. This is mitigated in the Wii U version, but it says a lot about the quality of the second half when having less of it is an improvement. 

Still, the first half is more than enough to satiate me. And to its credit, the second half also some highlights such as the ghost ship and Earth Temple. 

And if you play the Wii U version, you will have one of most streamlined Zelda games. There are few annoying control issues. There are a lot of customizable features such as immediate access to Hero Mode and multiple controller options. 

I feel like I scratched the surface with this game. I haven't even delved into the art style or Tetra. Honestly, I might have to do a game retrospect of this game later down the line. I have so much to say on it. But I will leave you with this. Wind Waker epitomizes all the qualities of classic Zelda, modern Zelda, and everything in between. It's adventurous, absorbing, and feels alive. Few games makes you forget you are pushing buttons quite like Legend of Zelda. And even fewer can make you forget you are playing a game at all quite like the Wind Waker. 


Better Wind Waker: If you prefer to play the Gamecube version but with some of the enhancements of Wii U version, then this one is for you. I frankly don't have much to say on this one. I guess I appreciate that the mod isn't just called Wind Waker redux.