You've already bought and played Link's Awakening, but SHOULD you have? This expert's incredible opinions will AMAZE you. And yes, he got his own score wrong. Patreon support: / nerrel Discord chat: / discord
I like that the art style isn’t just a 3D imitation of the 2D graphics, it went for a pretty bold and unique style and there was a lot of effort put into the art direction. It’s charming and I like how everything has sorta a tactile nature to it, I feel like I could touch these little models and I know what they’d feel like.
@@bbbbbbb51 God, there are a lot of people named Brandon, some might even say, too much, like me, I say there's too many Brandons. Edit: this is bad joke, not a bad take
The sad thing is that from a purely computational perspective, the Switch has enough power to run this game at 60fps as it did with Mario Odyssey, it's just that this game in particular has a memory leak issue which causes it to run really badly when assets are loaded in. Memory leak because, even when you enter, say, a small room where the GPU and CPU should have no problem keeping up, the framerate still drops because it still has unnecessary assets loaded in, getting worse each time you enter and exit a house repeatedly. Being a memory issue, it also noticably improves performance to have the game run off of internal storage as it is the fastest medium for Switch.
6 months in, looks like they don't plan to fix it. I'm fine with 30fps, but I can't enjoy a game with such inconsistent framerate, ruins the flow for me :(
@@chrisnguyen2316 I returned this game after seeing reviews of the framerate. I could have lived with a 30fps cap. 60 is better but consistent is most important, and 60 constantly dropping down to 30 because of triple buffer v-sync is completely unacceptable.
I read that the game actually plays better, when you extract all the assets on a hacked Switch. That makes me believe, that decrypting content from the cart or nand is too slow.
Clearly a Twerking Tingle is worth an extra .13 more than the average point, he clearly rounded up the 8.47 points worth of Twerking Tingles and rounded up to 8.5 for the audience's convenience. Why .13 you ask? well, I think you can figure it out if you just think about it *long* enough.
Jokes on you, there are clearly 10 tingles! Don't you see it? Just because they're monochrome doesn't mean they don't exist, stop bullying monochrome tingles! They also have a life!
Honestly, that was what I thought when I first saw this game, that toy-house look does seem like it would fit into the Earthbound series, especially 3 Because the GBA did not do the game justice visually imo
It's like Shigeru Miyamoto said Nerrel, even bad mathmatics can be made up for with great editing and a good direction of humor. This is why you go the direction you do :D
I love the art style but man the opening and ending cut scenes are so unbelievably beautiful that I wish they would do a Classic Zelda game in that hand drawn art style
The game's actually already packed fairly tightly as-is, and the photographer's house really only served as a gimmick for the Game Boy Printer (though I wish they kept the photographs somehow, such as credit images or something). It's easier to replace that than potentially muss up design elsewhere.
@@SwordfighterRed Only a gimmick? I think it's one of the most charming parts of the original. So very memorable, and I would've loved to see the photos in reimagined HD. I don't see why it wouldn't have worked. It's a simple game. This is not Breath of the wild. It's a remade Gameboy game. All they had to do was prevent some of the photos being missable. Which would've been easy.
@@SwordfighterRed I never even knew anyone who owned a gameboy printer, but we still loved to collect the photos. Didn't matter that we couldn't print them out.
@@ShyGuyXXL Dude, I had a Game Boy Printer! It was a fun little thing. I guess I more meant that the Camera Shop was just _REALLY_ for that specific purpose so there's nothing that was lost that couldn't have been kept in the credits sequence via images or something. Sorry. I, too, liked the photos, especially the artstyle.
@@SwordfighterRed I mean... technically they could've shown up during the credits, but then they'd still need to include the cutscenes you get them from. Which was the most memorable part. The weird thing is, ONE of the cutscenes is actually in the game, the one with Marin at the cliff. So why didn't they just include them all? That's what bothers me so much about this. It wouldn't have been that much more work to have them. Everything else about the remake is great, so it's just SO CLOSE to perfect.
The horse puzzle moves exactly as a Knight piece does in chess, and the direction it will leap in is always the way it is facing, that would be a good puzzle but it assumes outside knowledge that is never told to the player in game.
0:53 to 1:16 is the exact reason so many pokemon fans are upset with the Diamond and Pearl remakes. From the material we've seen so far, the visuals absolutely look phoned in. The character sprites are the biggest issue of contention, and a lot of people defend them by saying "the originals were chibi too, so you should like them because they're being faithful." The original models were pixel art representations of a much larger sprite that the game shows you from the beginning, as a sort of contention that it isn't possible on this hardware to have the more detailed full anime looking sprite on screen, so we will substitute it with this abstracted chibi sprite. Many players looked at the original chibi sprite and imagined a more fully realized model, because the game basically tells you to. Not to mention the strange lighting choices and scattered art direction, I think make the remakes visual style fail on every level to compete with the players interpretation of the original pixel art. At least with Link's Awakening, you can tell that there was more time, money, and effort put in to making a highly detailed and beautifully rendered world. Even if it "isn't to your taste", it's a much higher quality execution than the Diamond and Pearl remakes.
Bingo. Neither this nor Wind Waker were to my aesthetic tastes, but they're really good at what they do. I don't want more of it when I'm not playing it, but when I am, it's impossible not to enjoy it. BDSP, on the other hand, just feels like a missed opportunity with every second.
@@TheGustave03 Same. I remember when I had no idea how they moved but after throwing them a million times I slowly started to figure out the BAM I noticed they were both black and white and it all clicked. felt really good and is that room is one of the reasons why the sixth dungeon is my favorite.
I really, REALLY love the art style they went with for this game. It’s such a playful, tongue in cheek game already, and it looking like it does is a fantastic compliment.
My only complaint is that I can't justify the purchase of a shot for shot remake of a Gameboy Game for $60. If the game was $40 then I'd be down to get it but until I get it for a good price I'm sticking with the GB original. Now if it was an Oracle game double pack or all three Gameboy Zelda's together I'd be more than happy to buy it for $60.
Same. I love the original and still own my DX copy. I don't feel good about spending $60 for a game that was $40 to start with. Most of everything in this remake is great, but I don't think adding new graphics and minor tweaks to an almost 30 year old game is enough to justify raising the price to a full $60. Usually companies are doing that same amount of work just to keep their games in the $20-40 range, because otherwise those games would be nearly worthless on the market or have very little value below $5 per copy.
You should look up the concept art by katsuya terada for Link's awakening. That's how I saw the game in my head as a kid and always hoped a remake would look like.
Wouldn't it have made more sense to see the game in your head as it was depicted in the artwork that actually came with the game? At the very least, it would make no sense whatsoever for nintendo to remake the game based on concept art that most people have never seen.
I always thought it would be cool if the remake gave you free range to equip whatever you wanted to the face buttons and L and R, so that way you wouldn't really have issues with how the button layout is.
Love your reviews. Playing games arent really part of my life anymore, but you and SNESDrunk really give me the feeling that I've experienced what a game has to offer. Sometimes you even tempt me to play again... :)
I really miss that one really high note in the overworld theme and also wish they'd just done a simple piano cover of the house theme instead of some creepy weirdo xylophone shit. Considering that retro games leave most of their look and feel to interpretation though, I feel like this game was still really successful. A pleasant surprise was when the overworld theme became more whimsical when beach waifu joined your party.
He's absolutely right about the Mysterious Forest soundtrack though. Completely lacking its smooth, "shit's going down"-vibe with the sweet-ass 8-bit drums. It's good, but there are a couple of tunes that didn't really need any tinkering.
I would absolutely recommend "The Second Narrator" channel. He did a reorchestrated version of _every single_ track, as well as tracks from some other games, and they all sound gorgeous, I SERIOUSLY can't recommend him enough.
Yep 2:21 mysterious forest far better and deeper in original and that's sad. I also prefer OG font too. That Textbox feels like a text message and so out of place.
imo its a mixed bag, sword search and overworld are better on original, but beach with marin and face shrine are better arranged (which is impressive, face shrine was very good already)
This was a very well done review and I agree with most of what you say. It’s just that the puzzles were pretty easy, and if you couldn’t figure it out the statues give very nice hints along with the phone booths that allowed for this to be the first legend of Zelda that I was able to 100% without a guide. I also didn’t experience any glitches or preference issues, but I may not have been looking for any. Really enjoyed the video
I think the look of the intro cutscene in the original set the idea of what the graphics were representative of (regardless of how strange it would look to follow that style while faithfully remaking the dungeon layouts), so a lot of people were put off when a version of the game on a system with graphics less crude than the GB had it's own divergent style
I never played the original but didn't feel like any puzzles warranted a google search, the only time i did so was to find who needed the pineapple because i didn't make the link to the guy's wording of vitamins. As for the sounds, link drowning is my favorite.
I feel dumb dumb about this one. I just threw them randomly like in the original, until my ape brain noticed they are supposed to land on specific spots. Then still threw them randomly until they fit. In the end, it took me more time to "solve" the three horses room than the rest of the dungeon. Just like in the original.
Having never played the original links Awakening, I really enjoyed this version, it gave me that nostalgic NES and SNES feeling I hadn't had in years, I loved the field depth and motion blur the art style was different yet gave it this awesome unique in the series feel to it, having played almost all the console Zelda's I really enjoyed playing this and rate it very highly, the creative elements is a definite welcome and is quite noticeable when comparing it to the standard Nintendo Zelda offerings, I was amazed how real the world felt with its art style and sound effects, this was one overhaul that I truly appreciated, the experience certainly delivered, I think the narrator in this video is a little over dramatic in his harsh criticism, there were a few things that I agreed with, yet I did enjoy this game from start to finish unlike Breath of the Wild which after the first 2 thirds felt very repetitive, I take my hat off to the team that remade this game, you did a good job at rebuilding this despite the 8 angle short coming
I really appreciate the pins and maps in the newer Zelda games it really helped me out while playing this remake, I wished I used the pins in between worlds when I was younger lol
I really don't understand how a game that looks like this can stress the Switch hardware so much. Feels like they needed more technical support from Nintendo or just more time to work out the bugs
I thought this game looked too cartoony but after watching you talk about it and seeing some gameplay it brought a smile to my face. I think I’ll be getting this game now
03:46 - mentions "wastes of time" while casually showing the room where I got stuck for over 6 months as a kid (back then no internet, no friends had the game, just me and my gameboy). I think it took me over a year of just giving up and coming back later to get through that one. English isn't my first language, so as a kid that puzzle was hard to understand because I didnt' relate the owl's tip to that room. the frustration xD but still, it was part of the charm. I miss that in breath of the wild. most puzzles are so easy, it takes away that feeling of "I discovered a secret!"
Unfortunately haven't gotten the game yet so I don't even know if this is a thing, but what would have been a cool Easter egg bonus to unlock in the game would be if they would allow you to change the overall color palette to that of a green screen like the original Gameboy or the Gameboy color palette, while keeping the same 3D visuals
I kind of liked the digital movement. I find that much modern animation runs the risk of trying to flow too smoothly or organically that it feels slow and unlike any artistic style it's trying to improve on. The sudden shifts that came with only 8 directions resembled a lot of what I imagined a digital game modernized would look: kind of like the way the fix-it-Felix-jr people were animated in Wreck-it-Ralph.
In general I liked the presentation of this game. THE main issue I had with it was the D pad didn't do anything. Why! It was originally a D pad game. Using the stick actually made it harder to precisely control.
im really hoping we get remasters of the oracle games as well, preferably with a different art style that more closely matches the cutscenes in those games
I felt that they had to restrict the players movement in this game in order to keep some of the puzzles in tact. If I'm remembering correctly there were a few puzzles that could be abused if 360 control was added. Just letting people use the hookshot at the new angles allowed for a little bit of jank in and of itself.
Just checked and you're right. A handful of items are restricted to eight directions. I hadn't thought about that when I had first written that post. I'm still fine with the control method we have. It reminds me of the original and in no way hinders the gameplay experience.
I loved the chess puzzle in the face shrine. Its a night, so it only moves in an L, and the floor is a chess board. I figures it out all by myself and made my brain mega happy
I loved it; flaws and all. The graphical style and music make it very cute and charming; the gameplay is tight and responsive; and the updates really helped make my preffered version I do really miss the Photo Gallery, and I don't see myself using the dungeon maker instead; but thankfully, I can still take my own pictures of different events. One occassion that didn't get photographed in the original was Link and Marin's "date" where the sit beside the sea; or even when Link first listens to Marin vocalize the Ballad of the Wind Fish
4:00 the way those Knight statues bounce... When I played through as a kid every single time I'd just throw it till it worked. Then when I replayed now I did that too but I found it WAY harder to get it to hit the right place than in the original... then my roommate was like "I don't get it, why aren't you just throwing it there? It's like a Knight chess piece right?" and my mind was fucking blown that I had somehow never realized that lmao
Why a dual remake? The original plan for the Oracle games was three games, only for one of them to get cut. So, personally, I hope that an Oracle games remake includes the cut third game.
Late to comment but... something I learned from watching a Caddicarus video was that, the Switch can overload its RAM which hurts performance. Which it can be remedied by turning the Switch off manually (not by putting it into sleep mode) for a little bit of time to properly recover. Great video regardless.
my biggest bummer with the remake is that the art style kills the mysterious atmosphere for me. its adorable, & im not saying that the original was ~super serious~ but i felt there was a somewhat darker tone, especially on the GB
0:45 I disagree, the biggest improvements (although not the most difficult to implement) was the massive quality of life improvements, try going back to the original and you'll find 50% of your gameplay time is accidentally triggering the same unbelievably slow dialogue if you so much as brush up against a rock, also inventory management and UI had a massive overhaul.
I haven't played the remake myself yet, and I actually only played through the original (or, the DX version) for the first time like, two or three ish years ago, and one of my first complaints was that you could kind of tell some areas of the overworld were meant to be part of an area that the camera could pan you through rather than needing a screen transition, which was really annoying. I think having the camera free in the overworld was practically necessary, though I kinda wish they'd broken it up with some transitions; having it all visible at all times seems, not quite right, in some cases. Though, again, haven't actually played it, maybe I'll change my mind on that when I get around to it.
The original game was severely limited by the Gameboy having so few buttons. Just putting it on a system with more buttons made a world of difference. I never had any difficulty with the puzzles personally. The game is pretty good at staying within a given area of the map with what it requires you to do. The frame rate and lack of analog stick movement really sucks. It would’ve been really cool to allow free analog movement with the stick, and 8-way movement with the d-pad. Mapping the feather to the other triggers would’ve been a nice touch as well. Even in spite of those three issues, the frame rate is the only one that truly bothers me. I do think if those three things were fixed, the game would be pretty close to perfect.
I absolutely adore this graphics, reminds me of that early rendition of mario and bowser in the nintendo power, it looks like clay but a 3d rendered one.