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ns's best of the year has been locked in, a subversive 2d plug-in experience! review of "zelda wisdom reappears".

2024-09-29

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"the legend of zelda: wisdom reappears" has been officially released this week.
as the first work in the series to truly play "princess zelda", this game has quite a few differences in gameplay, but it maintains the consistent flavor of the series and also makes many preliminary attempts for the future of this series. .
if you think you are "zelda》 series fans, then don’t wait here, place an order quickly, and hurry up the store to ship it, and you can still make it in time for the national day holiday!
if you haven’t come across 2d zelda (top-down zelda), or are still wondering whether to buy it or not, i believe you will have the answer after reading this article.

 independent work 

because it uses the same engine, many players may subconsciously think that this game is a sequel to "dream weaver island".

but in fact, "wisdom" and "dream weaver island" have nothing to do with each other in terms of plot and setting. they are completely two separate works. even in this game, zelda and link are completely unknown to each other.
in fact, this has been the consistent practice of the past "zelda" games. there is no connection between each work. even if there is, it is only an extremely weak connection in the background setting. that is, there is only one connection between "the wilderness" and "tears of the king". strong correlation.

 look and feel and optimization 

"dream weaver island" has many frame drops, which makes many players worried about the optimization of this game.

this game targets 60 frames, but in most cases it fluctuates rapidly between 30 and 60. at the same time, the frame rate of this game is at least maintained at above 30 frames throughout.
therefore, players who are not so sensitive to frame rates should feel that this game is smoother than "dream weaver island". players who are sensitive to frame rate fluctuations will feel that the game is dropping frames all the time.
perhaps nintendo should provide an option to force lock 30 frames. since 60 cannot be stabilized, just run it at a very stable 30 frames. that would actually look better.

 wisdom online 

the two core gameplays of this game are "copy" and "synchronization".unlike link, who has various weapons and equipment that can directly interact with the world, zelda, except for synchronization abilities and transforming into link, requires replicas to indirectly realize all other interactions.

one of the greatest joys of the game is the process of discovering, using, and combining replicas. especially in the early stages of the game, every time a new copy is discovered, it feels very fresh.

since many replicas have different functions and some have wonderful combinations with each other, whenever you get a new replica in the early to mid-term, you will be looking forward to using it in a suitable situation.
for example, the pot obtained early can be used to hide, gain weight, and be insulated from heat; the flying floor can not only be used as a long-distance weapon, but can also be used to move quickly...
although after mastering a lot of usage logic, the sense of surprise and achievement will decrease in the later stage, the experience in the early and mid-term is really excellent. this feeling of "ah! my wisdom is still online" has always been there. what the zelda series of games strives for.
in fact, the most replicated items are not objects, but monsters. there are so many types of monsters in the game that you can copy and summon them after killing them for the first time.
different monsters have their own attack methods, the environment they are in, and the enemies they are good at dealing with. therefore, when facing different enemies, it is also important to release the appropriate monsters.
in addition, monsters are not only used for battles, but also have special purposes in many scenes. it is also important to make full use of synchronization capabilities. for example, spiders can climb with zelda, many treasure chests require moles to drill holes to get to them, and small tornadoes can even cooperate with beds to achieve zelda's version of "wind bombs" (this may be a bug).
now zelda is truly a pokémon master. pokémon players should be able to understand the fun of collecting and fighting!

 traditional maze 

the reason why the "legend of zelda" series has been able to endure for more than thirty years is that it has repeatedly broken the ceiling of game design, and the large maze that reflects its innovative gameplay is a very important part.

however, in breath of the wild and tears of the kingdom, the traditional large mazes were replaced by mythical beasts/temples, and some small puzzles were also scattered among various temples. the ultra-high degree of freedom and the design of the traditional large maze can easily conflict, causing the game experience to be destroyed by the degree of freedom.
one of the design goals of this game is actually to challenge both high degree of freedom and traditional maze design.
the result was quite successful. zelda's scene interaction ability is also very strong, but it is not too overwhelming. this ensures the freedom of "solving problems in multiple ways" and at the same time avoids as much as possible the lazy gameplay of "one trick can do everything".
each large maze is great in terms of length, flow, and difficulty. some mazes are still challenging even for players who have played all zelda games.

 there are still shortcomings and regrets 

although this game has greatly advanced 2d zelda in many innovative designs, it still has many small and large details that affect the game experience.

first of all, this copy selection list continued from "tears of the kingdom". although there are some operational optimizations, it is still not very easy to use. not to mention completely changing the selection method, just separating monsters and items will definitely improve the experience a lot.
additionally, the angle issue when releasing the replica is very uncomfortable. the player controls zelda with a joystick, but the player cannot guarantee that zelda must be facing the eight directions every time. sometimes zelda looks like it's facing straight, but in fact it's tilted when using the replica, and you have to adjust the character's angle very finely, which is very painful for players whose joystick directions are misaligned. .
in addition, as mentioned before, although the princess can transform into link in this game, due to the energy tank limit on the transformation time, not all occasions are suitable for the princess to go into battle in person. most of the time, she needs to summon monster companions.
however, the ai ​​of monsters is often not very smart, and misses or cannot be seen are very frequent. in some scenes, i watched two monsters hit each other, and no one hit the other after fighting for a long time. it really felt hopeless. .....
finally, it is a small regret that this game does not feature the light puzzles and time puzzles that the "zelda" series has always been proud of.
the latter can be said to require corresponding settings, so it is normal not to have it, but it is a pity that there is no light to solve the puzzle. it can obviously produce many wonderful effects with this open gameplay, such as ice cubes can refract, trampolines can achieve intermittent lighting, etc. .

 story 

the story of the zelda series has never been the most important, and this assignment is no exception. it belongs to the consistent style of the series. there is nothing particularly outstanding, but it cannot be said that it is bad. it is just a "very zelda" plot. love is beautiful.

but, after all, this is a 2d movie, and of course it won't have the high-quality plot performance of "the wilderness/king's tears". some friends may have only played these two games before entering the game, so don’t have any expectations for the plot and performance of this game, otherwise it may disappoint you.

 summary: 2d zelda for a new era 

after more than ten years, we finally have a top-down zelda again.

old players have been looking forward to the return of the traditional maze for many years, and at the same time, the new era of open gameplay represented by "breath of the wild" has also been deeply integrated into it.
although the game's concept and design choices still bring about some compromises and problems, this does not prevent it from bringing a new and wonderful 2d zelda experience.
more importantly, for the entire zelda series, the positioning of this game is very similar to the 3ds's "trigon 2" back then. "trigon 2" attempts to solve puzzles without restrictions on props. players can use any props to challenge the maze. this provides the design and theoretical basis for the open design of "breath of the wild".
it is foreseeable that many of the designs in "reappearance of wisdom" will also lay the foundation for another breakthrough in 3d zelda in the future.


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