The Legend of Zelda: A Link To The Past - SNES
Conjuring up images of the Terrahawks main villain from the title, The Legend of Zelda never really appealed to me from an external POV. I like my fantasy dark not cutesy, I liked my action to be destructive and my roleplaying to be tactical & choice based, so I'm not sure how I ever came to actually own this. I probably just went off a Mean Machines or C&VG review, and picked it up on the fly. Either way, it wasn't an event. But after playing it though I definitely enjoyed it, remember it fairly fondly, and have been looking forward to this return.
And what can I say. In fact, where the fuck do you start with a game like this? It's hard to know where exactly where, because there's just so much magical goodness in there. Straight from the opening sequence this game absolutely drips quality from every single pore. It's all been said a million times before, but here I am now so lets crack on with it.
Balance. If ever a game absolutely nailed the layering and balancing of all it's aspects, it's this. We're talking 50 spinning plates lined up on a tightrope, atop of a 150 Meter skyscraper balanced. Each of the games elements from combat, to dialogue, to secrets etc. are all perfectly placed & supremely interwoven. It's fucking ridiculous how natural & absorbing the whole world, adventure & journey feels because of this. And that'd count for fuck all if those aspects themselves were shit, but they 'aint. Nope, they're all pretty much bang on the money too.
The gameplay is smooth as fuck, and gives you complete, precise control of everything. When you get hit, die or fuck up you know it's your fault. The enemies are plentiful and varied too so you're constantly having to find new ways to deal with them. The difficulty overall is, again, wonderfully balanced. Always challenging, often tricky, but rarely too hard. You always walk a great line between losing & replenishing life & magic, and you can be cruising along for ages, then bam! Switch off or plough ahead without any thought, and you're toast. It's not difficult at all, but it just slaps you in the face often enough to ensure that you have to keep your wits about you.
The story is perfectly weighted for a game like this too. Enough content and role-playing aspects to keep you interested & break everything up, but it's not weighing you down or spewing bullshit at you either. It's simple, it's straight-forward, but it still does it's job spot on, adding an extra layer of depth to the world & events, and that extra bit of interest too. Despite the fact that each NPC doesn't really say or do that much, almost every one still manages carry a certain amount of personality about them due to their visual design & role in the game. The flute boy, the bug boy, the mustached man in the desert, the witch making her brew etc. they all feel as if they have a story & thus make the world feel more alive. There's no real depth to it all in terms of C&C substance etc. but what it does do is give the world character, and that just makes everything feel warm & fuzzy inside.
And that world itself is designed fantastically, and absolutely begs you to explore it. It's constantly dangles carrots and throws potential secrets at you, and each item or reward which you can obtain is usually hidden behind a wonderfully woven puzzle, which can vary from really straight forward, to cunningly frustrating. And one of the real stars of the show are the dungeons. Most are an utter joy to play through, all with their own theme & vibes, all containing stupendously clever & intriguing puzzles, and again all absolutely mastercrafted to a tee.
And almost everything is designed to feel significant too. For example, when you go to rescue the Princess from the dungeon it feels like you descend into a dungeon. Similarly, when she's in the wizard's tower, the game is designed so you really feel yourself ascending the tower to get to them. These are just two small examples of an approach that is adopted throughout the game and which makes the whole experience incredibly absorbing. Most amazingly, it just keeps throwing new things at you, right up until the very end with the last dungeon being a super accumulation of all what you have learned & experienced, with a few more new bits thrown in to boot. It's frankly stunning how the game manages this, and shows incredible dedication, and game design endurance.
But I do have some complaints. Very minor ones, but they still exits. The near-death beeping is annoying and unnecessary. A few of the items are a bit pointless, and rarely needed, and it's a shame they didn't utilize the L&R shoulder buttons to allow you to switch between items too. It did start to grip my shit constantly having manually select them. The game also - very briefly - sags a tiny bit in the middle when the explore-dungeon-explore-dungeon formula's repetition starts to ware at you. It probably could have done with something to break up all the exploration & dungeon crawling, just for a change of pace when it got to around the 6th or 7th dungeon in, and I left it for around 3 or 4 days before returning to it for a breather.
But let's not fuck about, every single little piece of this game has been mastercrafted to perfection, with love, care & attention lavished on each part too. It's nothing short of stunning and a flagship game of the era. One of the few which could genuine go toe to toe with some of the better PC games of that era too. A bonefinde, 100%, timeless classic that is an absolute must own. If this was released in 2021 it'd still be GOTY material easily.