Link's Awakening Remake is Underwhelming

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I feel like for the few flaws that he mentions that are actually very valid and good points (such as the lone trees not being as strong an indicator for seashells anymore due to the game no longer being locked to "rooms") There are many that aren't very strong arguments for such bold statements. I think it's an exaggeration to say that the pacing is screwed, or that "for everything the game adds, it takes away".

Especially the latter point is kind of a hard thing to backup, this game adds lots more than it gets wrong, and looking at the whole picture I believe that it retains the general feeling of the original game: The adherence to cryptic bullshit!

Watching my girlfriend playthrough the first time was like watching myself play through the first time, and it was remarkable how little handholding Nintendo added to this game when, I'd argue, it is one of the most cryptic and confusing entries in the entire series (after the 1st and 2nd games of course.)

You have bosses that are vulnerable to only 1 single attack and that is often never obvious. There are areas required to explore before dungeons that you're never hinted about, you simply have to either know before hand or roam koholint. You cannot defeat the final boss unless you know your way around the egg. The boomerang is now even more powerful than ever but there is no hint or mention in regards to just how honestly game-breakingly useful it is. I absolutely love that Nintendo didn't alter the game to be too hand-holdy and, in fact, actually made many of the bosses harder with very good changes.

The level 4 and 6 dungeon bosses specifically were so comically easy before, it's very refreshing to see them actually put up some kind of a fight now

I personally was never bothered by the 8-way movement or combat as the changes they made to the sword slash (being almost 180 degree rather than just 90 degree) was a solid one. I also almost exclusively used the boomerang over the arrows because it's just that much better (could be seen as a bad thing actually). I agree not being able to back away with the shield is a shame and jumping gaps is harder, but the example he showed in the video is kinda misleading as hook shot is intended to be used there. You may argue that's a bad thing because "you could jump that gap in the original!" but strictly speaking, the original game was so broken you could jump any gap, even ones intended for the blue rooster.

I also don't fully agree with the level 4 theme. While they make a good point about it sounding somewhat discordant, I'd still argue that it is easily superior to the 12 second loop from the GB title.

👍︎︎ 60 👤︎︎ u/slugmorgue 📅︎︎ Oct 07 2019 🗫︎ replies

KingK is the “the joystick in Mario 64 is no big deal” guy right? I find it hard to take him seriously after that.

👍︎︎ 25 👤︎︎ u/CARDBOARDWARRIOR 📅︎︎ Oct 07 2019 🗫︎ replies

I can't believe some of the provocative language this guy uses over such minor nits, "slap in the face", "mutilated brilliance", etc. He spends 5 minutes criticizing the dungeon building mode which is completely optional and he should have just skipped over. And then in 1 minute he brushes past the great new features they've added. I'm a fan of the original but god does it feel tedious going back to after finishing the remake.

I'm glad the remake is receiving universal praise (besides this guy) and is selling well because I would love more remakes in this style where it's essentially a from-scratch rebuild with the same content/puzzles etc.

I knew I was in for a ride with this review when the thesis he leads off with is essentially, the GBC version is already on 3DS, why do we even need a remake?

👍︎︎ 35 👤︎︎ u/mmartinx 📅︎︎ Oct 07 2019 🗫︎ replies

This review is very refreshing, since it doesn't conclude (as most reviews did) that just because it's "more Zelda" that it's perfect no matter how much unnecessary fluff or issues it has compared to the original. He actually calls out that the stuff added and changed doesn't really come off as necessary since the original was already such a tightly crafted masterpiece on handheld. Stuff like having eight way attack directions despite it still being designed for the four way-combat of the original for example, or the forced new OST with no "original OST" option, that remakes like Spyro had.

👍︎︎ 61 👤︎︎ u/Databreaks 📅︎︎ Oct 06 2019 🗫︎ replies

(in reference to the dungeon maker)

Honestly, this was only done to test waters. If Nintendo wants to expand the Maker games outside of Mario, Zelda with dungeon-maker is very likely up next.

No trap/enemy placement + not being able to level share basically shows this was a rushed mode to fill in gaps. Why spend time on an actual dungeon maker in a remake, when they could do that at a $60 pricepoint standalone instead.

That's how I see it.

👍︎︎ 6 👤︎︎ u/ka093m 📅︎︎ Oct 07 2019 🗫︎ replies
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You're watching a critique of the Legend of Zelda:  Link's Awakening Remake. This video will be solely   focused on the remake itself, and not on any  of the base game's design. If you're new to   the channel, I already have a comprehensive look  at the DX port for Game Boy Color, where I break   down the story, dungeon, and overworld design in  greater detail. Nothing has changed since that   initial video, or at least nothing noteworthy,  and seeing as this is a quite faithful remake,   I don't see any point in retreading old ground. When the remake was announced, I wasn't exactly   thrilled. In a market already flooded with  remakes, what does a 1-1 recreation of Link's   Awakening really have to offer? Shinier  visuals? Different instruments? Gameplay   tweaks? Certainly it’s novel to glimpse it under  a new light, but I guess another question is:   was there anything so unapproachable about  the original that warranted a ground-up,   $60 remake 20 years after the fact? Especially  when that original is on the 3DS for a couple   bucks. I’d like to answer those questions  throughout the video, because the answers are,   as usual, not exactly clear cut. Let's look  at all of the changes made to the original,   both large and small, so we can come to a  more complete understanding of what this   remake offers that the original might not. Link's Awakening is one of my favorite Zelda   games, though I wouldn't say I have nostalgia for  it. My first experience with it was in December   of last year, and I fell in love with it on that  first playthrough. Despite some annoying moments,   frequent pausing, and intrusive text boxes,  I was captured by the world, characters,   and especially that cruel punchline of an ending.  The remake doesn't really change a lot about the   original on a structural level. You still visit  all the same dungeons, their layout is the same,   every quest, overworld location, and character  are almost identical. What the remake actually   does is add on top of that base: there are now 50  secret seashells instead of 26, 32 heart pieces   as opposed to 12, and a new dungeon builder side  mode instead of the picture house. Some chests in   dungeons and in the overworld have been changed  to accommodate the increase. This applies to the   fishing mini-game, and the Trendy Game, which  now has figurines to collect and store in the   houses of Mabe Village. As such, there are new  rewards in the seashell house on top of what was   in the original. So, while most every chest,  cave, and secret room have the same layout,   the rewards you find may be altered slightly. While I do think this was a nice gesture,   it also starts to make the world feel a little  overcrowded. One of my favorite aspects of the   original was the relatively low amount of  secrets to find, which not only amplified   their importance, but kept up with the quicker  pace of the relatively small island of Koholint.   I generally prefer when Zelda games have less to  find, since it makes each secret more memorable,   and often makes each upgrade feel more  substantial. While I don't necessarily   have a problem with more heart pieces, adding  more seashells was a bit overkill. Heart pieces   can be rewards for practically anything, and  the new ones are typically used to better   flesh out the already existing secret areas or  mini-games, which I definitely approve of. What   were silly distractions in the original are given  a bit more weight, and incentivize you to visit   Mabe village more often. Collecting figurines  from the Trendy Game is especially rewarding,   since you can't get them all at once. You unlock  more after each dungeon, which pushes you to come   back periodically. Connecting with the island and  its people helps to strengthen that cruel ending;   however, secret seashells were a bit different.  You would often find them in set blades of grass,   or underground next to a distinct pattern. While  many of the new seashells fall in line with that   idea, a few of them are slightly puzzling. One  of them has you playing the Ballad of the Wind   Fish next to the water where the sleeping Walrus  was. And I mean ONE TILE AWAY from that water,   because even if you think to use it two tiles  away, it won't trigger. Using the pegasus boots   on trees in the original was usually obvious,  since trees that dropped items were always on   their own. In the remake, there will sometimes be  trees in a set that have different collision. One   tree will shake and drop an item, while the  others will have no reaction and you'll just   bump into them like you would any other wall. You  almost need to have the seashell tuning fork or   you won't even think to run into some of these  trees. This wasn’t a problem in the original   because it was much easier to tell which trees  were part of the background and which weren’t.   There's also the question of why there  needed to be almost double the amount   in the first place. Often it's just the  same idea repeated again somewhere else,   and while it does fill out gaps in the world, it  usually just means double the backtracking. The   warp points in the original were fine, since you  didn't strictly need to keep combing over the map   again and again. You only needed 20 seashells  to get the sword upgrade, three of which were   given to you by the seashell house itself. Again,  this made each seashell location more memorable,   and gave you a wider margin for error since there  are 6 seashells you can miss while still getting   the upgrade. All the remake does is add even  more, pushing the requirement up to 40. While that   doesn't sound bad on paper, all it really does is  add unnecessary filler, especially in the case of   the overworld seashells. Plus, the addition of the  tuning fork makes it feel like more of a task than   a fun side objective, and ruins their location for  players who found their obscurity fun in the first   place. Finding seashells in the original was a  fun side objective I could tackle at my own pace,   while in the remake it feels like another  huge task that I need to complete once I   have enough for the tuning fork and can  run around for a few hours digging.   This all comes to a head with the dungeon builder  side attraction. To say it's a "dungeon builder"   would probably be giving it too much credit: it's  yet another side mode added into the main game,   and is so tacked on that it genuinely hurts. See,  the idea of adding a dungeon builder to a remake   of Link's Awakening is already a bit of an absurd  idea, but if it was its own dedicated side mode,   I'd at least understand it more. It's like a  backdoor pilot for an official Zelda maker later   down the line, or at least I hope it is. It would  have been the same as including Four Swords in the   GBA port of A Link to the Past: a dedicated side  mode you select from the title screen. Not only is   this mode baked into the main game, replacing  many of the chest and mini-game rewards with   chamber stones, it is woefully underdeveloped.  You can only use tiles from dungeons that you've   completed, plus any additional tiles that you  collect from chests or mini-games. Already,   these dungeons are limited in the sense that you  can only really play around with the premade rooms   the game selects for you. Since the dungeons in  this game are some of the best in the series,   and often require you to consider their entire  layout, you'll often be uncomfortably familiar   with them. This makes the collage of rooms you  explore come across as repetitive. It takes a   very, very long time to actually get varied use  out of the dungeon maker, and you'll have to slog   through Dampe's pre-made challenges first. The challenges usually see you burdened with a few   requirements, like chest or stair tiles. It sounds  fun, but when you realize you can take a bunch of   non-threatening tiles and string together a series  of filler rooms, it quickly becomes repetitive.   The three heart challenge is quickly invalidated  by the player's ability to string together the   shortest amount of rooms to the boss, and add a  bunch of filler rooms afterward that the player   never even needs to visit. The way it works, no  matter what, is that the last chest a player finds   will contain the Nightmare Key. This happens every  single time, without fail. You quickly realize   that, as long as you string together a bunch of  rooms with no chests in them, you can ignore half   the dungeon you've built. After that, you just  fight the angler fish, the easiest boss in the   game, and a three heart run becomes a snoozefest.  It's the same with a swordless run, it's the same   with any challenge Dampe throws your way. It tries  its damndest to force the player into creating an   elaborate set of difficult rooms, but the only  way it can truly do that is by placing those   difficult rooms itself, and forcing the player to  go through them for a chest. Unfortunately, these   restrictive and suffocating layouts are bound to  these unique challenges. Sure, you can arrange a   three heart run if you want, but it will ALWAYS  be in this bottle layout. You can't do anything   more than this, even if you wanted to. Now, this would theoretically be fine if I could   make creative dungeons for these challenges. Sure,  you can kinda cheese them, but I did actually try   creating complex dungeons at first. I mean,  if you’ve been around the channel for a while,   you would know I have a particular taste in  dungeon design that I’d love to take to a   ridiculous extreme. While I did try to make some  great dungeons, I ran into a host of frustrating   roadblocks. You are bound by the game itself to  a set of starting rooms that can only be placed   in certain blocks, and boss rooms that can only  be entered from the bottom. You can only have one   major boss, outside of collectable chambers,  you have no direct control over where your   stairways will connect, you have no control  over what any of the chests will contain,   how many chests will be in a room, how many exits  are in a room, how many enemies are in a room,   what obstacles will be in that room, you simply  cannot place checkpoints at all, and on and on and   on. This means that you are severely limited in  how you're able to stress your creative muscles. I   really wanted to make a dungeon similar to Hyrule  Castle in Twilight Princess, where building up   a surplus of keys could unlock an extra room  with a bunch of useful items before the boss.   Imagine creating something like that here, where  careless key usage could mean losing out on that   secret room. You could pack a bunch of useful  items in there that would make the boss easier,   provided you were able to handicap the player by  limiting the amount of items they start with. Or   better yet, imagine if you could make a dungeon  similar to that section in Skyward Sword where   all of your items are stolen. Imagine creating  this HUGE dungeon, with weird twists and turns,   one where you have to find every single dungeon  item in the game to bypass every obstacle and make   it to the boss. The way it is now, absolutely none  of your dungeons can elicit that same feeling,   since you have to go into them with your current  toolset. So many ideas that will never come to   fruition in this undercooked, waste of time. There is no online integration, meaning that you   are creating dungeons to clear yourself, limiting  the type of challenges you can create. You'll   likely only want to make action-focused, combat  challenges, since those will test your mettle no   matter what. Creating your own puzzling layout  lacks the same bite as it would playing one,   since you'll already know how to clear it. At that  point, it's just a bunch of busy work. You really   need to be able to play other levels, that is  quite literally the only reason Mario Maker even   functions the way it does: without the ability  to play other people's levels, or to have other   people play your levels, it would be a fundamental  and critical failure. It's why I wish this was a   side mode: it would still be severely limited,  and I likely wouldn't touch it all that much,   but at least then it wouldn't interfere with the  main game. At least then it wouldn't hide heart   pieces behind mundane dungeon arrangements, at  least then it wouldn't replace previously useful   rewards with underwhelming chamber stones, at  least then I wouldn't have to play the entire   game just to get the most use out of it. Really,  if you want something like this in the main game,   it just needs to be built like challenges in  previous Zelda games. Have a prebuilt dungeon for   the three heart challenge, have a pre-built boss  rush, have a pre-built swordless challenge. That   would be a lot more satisfying all in all, since  the player would be confronted with new challenges   worthy of the rewards that accompany them. You  could still use rooms from the dungeons, it would   still work. The problem for player creation is  that they're too limited, but that's not a problem   if the dungeons are pre-built. At that point, it  would just feel like a series of challenge rooms,   and that could have been fun in its own right. There have been other changes that affect the game   in an adverse way. Movement both looks and feels  horrible. While the original did still have eight   directional movement, link could only attack  in four directions. While this sounds awful,   it worked surprisingly well. You could sort of  glide around the battlefield, confident in where   your attacks would strike or where an enemy would  strike you. In the remake, you are locked to eight   directions at all times. You snap quite awkwardly  between those directions, and it can make combat   extremely frustrating. These diagonals only serve  to make combat more confusing. Holding up your   shield and moving can often accidentally force  your Shield into a different position and leave   you open to attack. Ranged attacks also suffer  because of this, since you have four whole new   directions to contend with. Sometimes you might  want to shoot an arrow to your right, but you'll   accidentally shoot it at a diagonal. It happens  so often that it can make certain encounters way   more frustrating than they really need to be. This  wouldn’t be a problem if they just let Link knock   an arrow and aim before firing, but the arrow  still fires off instantly at the press of a single   button. If they weren't going to implement that  four directional diagonal glide of the original,   they really should have just added free analog  movement. While the design of the base game is   clearly on a tile grid, that also didn't stop  A Link Between Worlds from having a full range.   Honestly, Link's Awakening in particular  probably could have used smoother controls   considering there's actual platforming involved.  It feels like there's a lot less leeway with the   bottomless pits than before: where you could  effortlessly clear these gaps in the original,   and often get yourself out of a bad situation by  jumping at the very edge of a tile, the remake   seems to have restricted this a great deal. This  makes platforming less fun to actually execute,   especially in cases where you could skillfully  avoid Hookshot usage to nab a few secrets.   Speaking of the Hookshot, its added usage in  the river rapids mini-game kinda infuriates   me. There I was, trying for literal hours to  get into this left section for the heart piece,   to reach these secret areas: I just couldn't  do it. In the original, you simply picked a   path of currents and let them whisk you away  somewhere. Sure, it was a bit trial and error,   but it was simple fun. It's kinda like using a  pachinko machine. In the remake, you actually   can't access certain areas until you have the  hookshot, which just feels like a slap in the face   to long-time fans. There is literally nothing that  would indicate you need a Hookshot, not even a   warning. Due to how unwieldy the currents already  feel, and how arbitrarily you end up where you do,   you'd be forgiven for assuming you just have to  brute force it and hope you're lucky. Sometimes   I'd make it in the top secret area, and sometimes  I wouldn't, despite performing the same inputs   each time. Sometimes I'd end up in a secret area  by pure chance, sometimes I wouldn't. There are no   rules, it's a madhouse, one that ultimately just  needs a hookshot so you can cheese the entire   race. What was wrong with the original version  of this mini-game that it needed to be changed   in this way? A lot of these additions end up  making me ask that question: why is this here?   It sucks, because everything else that's been  added genuinely improves the base game. There   are no more screen transitions on the overworld,  which makes exploring it feel more seamless.   I still think this art style would have worked  better in a new Zelda game that could take better   advantage of it, but it still works wonders for  Link's Awakening. It's a cute, kinda wacky game,   with a cute, kinda wacky art style. The Pegasus  Boots, Power Bracelet, sword, and shield are no   longer equippable items. This leads to far less  frequent item switching. You no longer have to   sit through that text box for simply walking into  a rock without a power bracelet. You can place   markers on the map, which makes backtracking a  lot easier. Your map generally just gives you   a lot more useful information than it used to,  especially in dungeons. Some bosses have been   tweaked so that they're more challenging, like  Facade, whose face will now appear in different   sections of the room, and will spawn holes far  more aggressively. Bombable walls, while sometimes   telegraphed too obviously, will oftentimes  blend in with the new lighting and camera,   in a way that makes them genuinely fun to find.  You actually need to scan your environment, while   looking at your map for clues, to spot bombable  walls. It fixes that paradox of the original,   where no indication would be too cryptic, but  any actual indication was too obvious.   Hero mode is selectable from the start, which  is much appreciated, and feels noticeably more   difficult. I actually felt like I needed the Blue  Mail, whereas in the original I'd almost always   select the Red Mail for ridiculous damage output.  Some of my deaths were due to Link's slower   movement speed, or should I say, the enemy's  increased movement speed? It's actually been   documented that Link moves about the same speed,  so it isn't true that he moves slower; however,   I think the reason it can sometimes feel that way  is because enemies move and attack way faster than   before. Bombs instantly explode when they touch  the ground, for instance. One of the mini-bosses,   who will frequently throw bombs, is incredibly  hard now just because he's so much more   aggressive. It sometimes feels impossible to  dodge his bombs and grabs. Other than these   quirks, though, it was a refreshingly  challenging way to revisit the game.   I love how bullshit the Trendy Game is. Crane  games in real life kinda suck, and for a silly   side mode, this emulates that feeling even more  realistically. I adore logging onto Twitter and   watching just how many weird things can happen  to people. Since it only costs ten rupees,   it's really hard to stay mad at this thing. It's  really cute. Certain cutscenes are enhanced by   the rehauled visual design, adding more  detail to people's homes and expressions   than ever before. It does help connect  you with everyone on a far deeper level,   and adds more charm than was present even in  the original. Then again, for everything cool   this remake adds, there's something else that  feels out of place. While some of the songs have   been remade exceptionally well, especially the  arresting redux of the Face Shrine dungeon theme,   other songs have not survived the transition  as gracefully. Angler's Tunnel was not exactly   a great song in the original, but it's  made even worse in the remake. It mixes   new instruments with old instruments in perhaps  the strangest and most discordant way imaginable.   Moments like Marin following you to the animal  village are ruined by compositions that feel   like they came out of a modern Yoshi game  because they were done on a recorder. It's   a mixed bag of musical renditions for a game  that already had a fine enough soundtrack to   begin with. If it just had an original soundtrack  option, none of this would even be that much of a   problem. For as beautiful as the game's visuals  are, the framerate is horrendous, dropping at   seemingly random intervals at a consistent  rate. It really distracts from the visual   splendor when it feels so choppy to play. That's kinda the theme of this video and this   remake: for everything it adds, it removes  something else. Item management is less   cumbersome, but movement makes combat more  cumbersome; secrets are still fun to collect,   but there are even more of them for seemingly no  reason; some side modes have been better fleshed   out, while others feel like an afterthought;  some of the new secrets are rewarding,   but some have been rendered obsolete by  chamber stones; the visuals are gorgeous,   and yet the soundtrack is underwhelming. It's  still Link's Awakening, and that's still fun   and exciting and beautiful: but almost nothing  they added really needed to be there. It screws   with the pacing of an intentionally smaller  scale Zelda title, and makes for a remake that,   as is frustratingly the case most of the time, has  both meaningful and useless fixes to that core,   which means: there are now two versions of the  game, each with strengths and weaknesses, and you   will always need to make that painful decision  about which version to play. That decision is   made exceptionally worse as the original is  nowhere to be seen on the Nintendo Switch,   meaning if you want to play Link's Awakening on  Nintendo's most current hardware, you have to buy   the remake. They have given many people no other  choice than to experience this flawed remake over   the original. Many people are calling for Nintendo  to remake the Oracle games in a similar style,   but I'm wondering what's going to happen to  those originals if they're remade. What is   going to be added to them? What's going to  screw with that original design? What new   content is going to mutilate the brilliance of  those games? Do we really need more? Weren't   they fine as they were? Is it worth spending  time on these projects? Charging $60 for them,   dedicating an entire team of people to  them? I wonder, in an alternate universe,   what could we have gotten instead? Could we  have gotten an original game to stick in our   hearts and minds forever, or would we be stuck  in a safe, neverending dream of the glory days?
Info
Channel: KingK
Views: 264,414
Rating: 4.6151395 out of 5
Keywords: Link's Awakening, Remake, Review, Retrospective, Critique, KingK, Zelda
Id: 8YK35s1w2hA
Channel Id: undefined
Length: 23min 8sec (1388 seconds)
Published: Sun Oct 06 2019
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