Operation Backlog Completion 2026
Jul 102015
 

Links-AwakeningI entered the Legend of Zelda series late, with Wind Waker. It was fantastic, and I enjoyed the later Zelda games I played, but I never actually completed one of the older ones despite repeated attempts.

Until now.

Link’s Awakening was the fourth game released in the series. It was re-released as Link’s Awakening DX a few years later for the Game Boy Color, and that version is available on the 3DS Virtual Console. I got the Virtual Console version from Club Nintendo and decided to try it. (And that’s your best bet if you want to play it, for obvious reasons.)

Maybe there’s a reason I enjoyed this game even though I’ve never been able to finish the original Legend of Zelda or even the much-praised A Link to the Past. It didn’t feel like the other classic games. First, it’s sort of a sequel, set after Ganon’s defeat. Second, despite being The Legend of Zelda, Zelda herself isn’t in the game at all and it doesn’t feature a rescue-the-princess plot.

Third, Link’s Awakening laid groundwork for future games in the series, like Ocarina of Time. Since I like the later Zelda games, that might be why I also liked Link’s Awakening.

Fourth, it’s just strange. The inhabitants of the island setting are even quirkier than usual for the series, enemies from the Mario games appear, and it’s full of shout-outs… even to James Cagney, of all people.

Link's-Awakening-Cagney-reference

James Cagney reference in Link's Awakening

“You dirty rat! You killed my brother!” is a famous misquotation attributed to Cagney.

Even its gameplay mixes things up a little. Each piece of equipment can be set to the A or B button… including your sword and shield. They’re treated no differently than other items. While I liked to have my sword equipped regardless, I sometimes had to switch it out–for example, to use the Pegasus Boots and Roc’s Feather in combination so I could jump a large gap.

For the most part, though, it plays like you’d expect from a Zelda game. It also has the semi-linear structure I enjoy, with a clear path, optional activities, and incentive to explore and open new areas.

But perhaps what stood out to me about Link’s Awakening the most is that I’ve never felt such moral ambiguity in a Zelda game before. A Link Between Worlds sort of had ambiguity, but since it saved it all for the end of the game, it didn’t really work. Link’s Awakening, however, built it gradually to great effect.

Click for spoilers
When I realized waking the Wind Fish would destroy the island, I started to wonder if I was really on the right side… especially since the dungeon bosses all spoke and made me feel like I was fighting people trying to save their world.

Even after the final boss’s evil rant, I’m still conflicted. Could Link’s Awakening be the one case where Link is actually the villain?

Some fans may disagree, but I don’t think of The Legend of Zelda as a plot-driven series. The games have stories, yes, but they aren’t the most compelling. This might be the first time I’ve left a Zelda game wanting to talk about its plot.

My feelings toward A Link Between Worlds were mixed, and I’m not enthusiastic about the upcoming Wii U Zelda game, but as for Link’s Awakening… I’m glad I played it.

What do you think about The Legend of Zelda: Link’s Awakening? Do you agree or disagree with my thoughts on its moral ambiguity? Let me know in the comments!

Jul 082015
 

Let’s talk about Xenosaga. Xenosaga is an RPG series developed by Monolith Soft and originally released for the PlayStation 2. Although six games were planned, the series was cut off after Episode III. I’ve never played any of them, but if you follow me on Twitter, you might have seen me Tweet about it in the past.

Last September, Bandai Namco producer Katsuhiro Harada drew the attention of Xenosaga fans when he expressed his interest in creating a Xenosaga HD collection. According to Harada, Bandai Namco needs to see a large enough market for Xenosaga to justify the costs of development. He said it might be possible if “tens of thousands” of fans gathered to show their interest.

With the #OperationKOSMOS hashtag as a rallying point, enthusiastic fans started a petition to ask Harada for Xenosaga HD.

Operation-KosMos

The petition crossed 10,000 signatures recently, but it still isn’t the “tens of thousands” Harada needs. While this is disappointing, fans of the series shouldn’t lose hope yet. Xenosaga HD is still possible, as Harada intends to “find another way.”

Most of the people hoping for Xenosaga HD are fans of the series, but there are others like me–people who never got a chance to play the original games. Xenosaga isn’t available on PSN, so my only chance is to track down PS2 copies or hope for some sort of re-release, HD or otherwise.

Remasters have become controversial, but I fully support remasters, remakes, and re-releases of old games otherwise difficult to find. It’s thanks to an HD remaster that I found my new favorite game, after all.

The petition may have failed to gather enough support, but it’s great news that Harada hasn’t given up on Xenosaga HD. Not only is he aware of what fans want, but he’s actively trying to help (which is far more support than other video game movements have from the developers). This E3 included many surprise games fans never expected to see. Maybe Xenosaga HD will be the next big announcement.

In the meantime, I still need to play Xenogears, as I mentioned earlier this year. What is your experience with the “Xeno” games? Do you think Xenosaga HD has a chance?

Jul 062015
 

When I started the sequel to one of the best games I played in 2013, I didn’t expect it to make me examine the “show, don’t tell” lesson of storytelling. Dragon Age 2 gets a lot of criticism, mainly for its repetitive environments and combat.

Dragon_Age_II_LogoThe repeated environments bothered me not because I found them monotonous, but because they tie into a greater problem I’ll discuss in a moment. As for the combat… I honestly didn’t notice much of a difference. Maybe it’s just been too long since I played Dragon Age: Origins, but I can’t explain how the battle system changed.

On the other hand, I’ve heard Dragon Age 2’s story praised in spite of gameplay flaws, but the story–or rather, storytelling–is what lessened the experience for me.

That’s not a jab against BioWare’s decision to make Dragon Age 2 a frame narrative. I liked the idea that the entire game is recounted by Varric to one of the Chantry’s Seekers, Cassandra. It didn’t use the frame narrative structure to its fullest potential, as explained by one reviewer here, but in general it didn’t bother me.

I liked most of the characters. It had great party banter, which is always one of my favorite parts of games like this. My party members’ side conversations ranged from poignant to hilarious, sometimes both at the same time.

Dragon-Age-II-banter

I generally wanted to know what would happen in the story, but at the most critical moments, the game just didn’t manage to make me care enough. The plot lacked cohesiveness, with only a couple threads tying the first act to the last. But its biggest problem was that, as if the writers forgot the player wasn’t a passive listener like Cassandra, it insisted upon telling things that would have been more effective if shown.

Nothing demonstrates this better than the time skips. Dragon Age II is divided into acts separated by time skips. The game spans years, but you only get to see a few select segments. Times skips are great… when they actually matter. This is why the repetitive environments bothered me. The city of Kirkwall and its surrounding lands didn’t change after the time skips. The people didn’t change. Even the party members stayed the same, with only the occasional line of dialogue about how long they’ve been friends to remind you that time has passed.

Fortunately, I knew which character I wanted to romance immediately.

Fortunately, I knew which character I wanted to romance immediately.

That’s a related problem: the narrative knew Hawke and the party members still spent time with each other across all those years, and treated them accordingly. I, however, didn’t feel I knew them nearly as well as I knew my Dragon Age: Origins party members.

Instead of talking to them on a routine basis, new interactions with your party members become available as side quests. This disjointed the experience for me. It felt less natural. Likewise, the romance felt more like I was checking off boxes rather than getting to know the character.

But the problem with Dragon Age 2’s time skips goes a lot deeper than unchanging environments or shallow character relationships. It strikes the core of the plot and the heart of the story’s “show vs. tell” problem. After one time skip, the game dropped me into an argument between the templars’ Knight-Commander and the mages’ First Enchanter and asked who I thought was right.

Imagine you walk into a room, and your friends are arguing about something that happened the previous day without you. Then they ask whose side you’re on. That’s how I felt. Hawke knew if their accusations about the events of the past few years were valid, because she actually lived through them. But me? All I had to go on was a line of narration from Varric and two people arguing. I refused to side with either and assumed the game would help me figure it out as I played more.

I hate you all.

Maybe if we argue loud enough, she won’t notice the storytelling flaws.

And this is Dragon Age 2’s great mistake. It wants to tell a morally gray story, but it doesn’t balance the two sides. It repeatedly tells you why one side is wrong, through dialogue and narration. It kept telling me mages were oppressed. Why not show me? Then it tried to balance its anti-templar ranting by tossing in corrupt mages, to an almost ludicrous degree.

Why didn’t the plot take us into the Gallows to see how oppressed mages are? Why didn’t we have a Circle mage as a party member? Heck, why not have a templar party member too?

Click for spoilers
In my game, Bethany got taken to the Circle. That would have been a great chance to open a window onto the plight of mages, with built-in sympathy… except she was just fine there.

The game’s crucial moral choice was a difficult decision, not because the game portrayed such a morally gray situation but because it failed to do so. I didn’t believe the First Enchanter was right, because it didn’t show me enough from that side. I didn’t believe the Knight-Commander was right, because her reactions were irrational. The majority of the NPCs had stopped making logical sense by that point, and the game hadn’t convinced me to really care. I wanted to just turn around and leave Kirkwall’s idiocy behind me.

Of course, I couldn’t, so I picked aside and forged ahead… into an ending that made me wonder if my decision mattered at all.

It’s hard for me to pass a verdict on Dragon Age 2. I enjoyed it while I played it. I liked the characters and the idea of the plot. It had some cool moments. The general gameplay didn’t bother me.

But in the end, I found its narrative forgettable rather than compelling.