April 17 2009
by triskalguilo
I bought both of the Zelda: Oracle games when they came out several years back. There was Oracle of Ages and Oracle of Seasons, and having not played them since I originally got them, I wondered why I never remembered Oracle of Ages very fondly. I just started playing back through it again, and boy do I fucking remember now.
Having just finished the third dungeon, I’m seeing a recurring trend: the game requiring you to do things that it doesn’t give you a single God-damned clue about.
Everything was going pretty well until the second dungeon. I got massively massively stuck in a room containing only two things of interest: a red block that you couldn’t do anything with, and a floor tile that was a different color from the rest of the floor tiles. That’s it, no hint, no nothing, all bullshit.
Now it’s standard knowledge in Zelda games that in each dungeon you get an item, and you use that item over and over in creative new ways until the completion of the dungeon — and you probably end up using it on the boss too. The item you get in the second dungeon is Roc’s Feather, which of course allows you to jump.
I jumped up and down on that God-damned tile a million and a half times, and not a single fucking thing happened. It’s not until I died from falling through the holes in the floor (I thought maybe, by some shitty gameplay mechanic, something different would happen if I fell into a particular one) — which took me back to the beginning of the dungeon, allowing me access to a different room that contained another suspicious floor tile — that I discovered what I was supposed to do by accident: it turns out that yes, you do indeed use Roc’s Feather to activate the tile… but you have to jump from a different tile and land on the tile. It doesn’t work if you’re standing on the tile and just jump in place. So, when you do that, the tile changes color — red, blue, and yellow are the colors. So I went back to the room previously mentioned, jumped onto the suspicious tile until it turned red, and boom! The doors opened, and I finally got to proceed.
Next example: I find gay-ass Tingle floating around in a balloon (that I’m pretty sure is inflated by his ass, because that’s where it’s attached), because I got a tip from one of the townsfolk that he was the guy to see about getting a sea chart. Except the tip wasn’t anywhere near that direct, all I got was “I bet that crazy guy has a sea chart”, and not only was Tingle not nearby (making the “that crazy guy” part pretty ambiguous, since he wasn’t, like, right there), the game hadn’t exactly gone out of its way to let you know he was even in the game (I’d only happened to see him while doing some off-the-beaten-path exploring), and the only way I figured that he was the guy was because of previous games in which he was crazy and possessed charts.
So like I said, I found Tingle, and a boxer-kangaroo helped me get up to the ledge he was floating over… except I couldn’t figure out how to get up to him. Following standard Zelda teachings, I tried using the kangaroo to beat him down — since the kangaroo was sort-of an item, and I’d just gotten him — but the kangaroo couldn’t reach him. Similarly to the floor tile debacle, I went through my whole flipping inventory, trying everything, and nothing worked. After about 20 minutes of fucking around, I decided to try jumping and slashing my sword, and poof! That worked. Tingle fell on his ass, but still thanked me anyway and gave me a sea chart.
Next example: in the third dungeon, there’s these four crystal things in four separate rooms. The goal is to slash each of them, and then one room in the dungeon falls down to the floor below it, and you can do more stuff. Yeah, it’s been done — think Eagle’s Tower in Link’s Awakening. The first three crystals were a piece of cake, but the fourth one I spent over a half hour on, again going through my whole inventory. The crystal was positioned like this:
||||||||||
| o H
|—HHHH
In the above highly-artistic diagram, “|” are impenetrable room walls, “H” are immovable blocks, “o” is the crystal, and “-” is a fence… y’know, the kind you can throw things over, but you can’t jump over. Now previously, I was able to walk straight up to all of the crystals, and I destroyed them by slashing them with my sword, so I figured that that’s what I had to do to get this one too. But I couldn’t jump into there, I couldn’t push the blocks, this room was on the top floor in the dungeon (meaning I couldn’t fall into there from a room above this one), and I couldn’t bomb through the room walls from adjacent rooms either (which yes, I know it’s unlikely that Zelda games after the first one have bombable walls that aren’t marked, but I tried anyway).
The item I got in this particular dungeon was the seed shooter (think Ocarina of Time slingshot, except it’s a gun). I tried following the usual Zelda requirement of using-the-item-that-I-got-in-the-dungeon, but as you can see, I couldn’t get an angle where I could shoot at the crystal. Except, as it turns out, I could… as it turns out, you can fire the seed shooter diagonally. So I fired it so that it ricocheted off of the wall, hitting the crystal and shattering it.
Now what’s the main problem in all three of these examples? NO. FUCKING. HINTS.
In other Zelda games, if the level designers decide to be “creative”, and come up with something you’ll probably never fucking figure out, they throw you a bone. In the case of the floor tile, they should have made it so that jumping up and down on the tile would activate it, because nowhere in any Zelda game I’ve played (and I’ve played very nearly all of them) did something happen differently when indirectly interacting with something. You’re always slashing, pushing, lifting, blowing up, etc. directly the object in question. As for sword-jumping, that’s the sort of thing that other Zelda games would have told you that you could do, such as via some villager saying something like “did you know you can jump and slash your sword to hit high-up things?” Same thing with diagonal firing, except maybe via the “you got the seed shooter!” text… but that one was particularly obscure since everything in the Game Boy and Game Boy Color Zelda games operates in four directions only.
And when I say “hints”, I don’t necessarily mean being directly told the things you can do. In other Zelda games, they’d set up the environment so that you could figure something out just by observing. In the diagram above, they could’ve done something really really simple that would’ve saved so much fucking headache: just put a little X on the wall where the seed would ricochet:
||||||||||
x o H
|—HHHH
They could’ve put an identical little X somewhere else in the dungeon, one that you could hit from a straight vertical or horizontal aim, maybe popping out some rupees when hit. That would have taught me that things happen when you shoot those little X’s. Then, when encountering this X, I would’ve thought “hmmm, things happen when I shoot those… but it’s at a diagonal angle. I wonder if I can shoot diagonally…” Then the seed would’ve bounced off of the X, hit the crystal, and I would’ve said “Oooh, neat! I didn’t expect it to do that! But not only did it accomplish exactly what I wanted, I’ve now learned a new skill!“
Those moments I’ve come to call “Zelda Moments”, where something happens outside of your mental box that opens it up. Other Zelda games string these skills together masterfully, each one mere baby steps from the previous one, until they’ve built up to a level that’s strikingly innovative.
In short: If the game is going to teach me something, I don’t want to learn via frustration and exhaustion. I want to learn via curiosity and playfulness.
I know that Capcom did the Oracle games, not Nintendo, and in gameplay mechanics like these, it shows. I’m not saying that Nintendo is infallible, or that “Miyamoto magic” would’ve prevented such things… but it does seem like Nintendo has a much better handle on what makes a game go smoothly. Admittedly, on the grand scale, these kinds of oversights are few and far between… but they’re so mind-blowingly glaring as to overshadow everything else.
So why do I continue playing this bullshit game? Erm, dunno. Let’s go with “masochism”.