Watch me on Twitch!

Streaming on Twitch whenever I can. (Subscribe to my channel to get notifications!)
Showing posts with label Medals. Show all posts
Showing posts with label Medals. Show all posts

June 8, 2026

New Pokémon Snap (Part 2)

In Part 1, I covered a part of the plot and went over many of the game’s features. Well, there’s more to say today!

Fantastic Photo Features

Yes, Corsola! Get to the apple!

This new Snap game takes full advantage of the abilities of the current consoles, and takes cues from all the ways people have gained to edit their own pictures on smartphones. The photo edit feature is accessible from the Photodex in the Lab.

Cel-shaded is great. I would play a cel-shaded Pokémon game.
First is filters; at time of writing, I had found 15 out of 20, from classic black-and-white and sepia to greater changes like cel-shaded, a comic style, a fish-eye lens, or pixelated. Second is stickers, which can be added to the picture: Symbols, facial expressions, effects and speech bubbles. Finally, special frames can be added for extra flair. Filters, stickers and frames are unlocked through gameplay, by earning research titles and by completing pages of the Photodex.

Still not enough? You can use this menu to add your own caption to the picture, upload it online to your New Pokémon Snap page, or download it to your console’s photo album, if you like it enough for that.

Most of these settings make changes so minute that only a
photographer with real experience would be able to tell.
The biggest exception is the brightness, of course.
Another feature added is the Re-Snap, which you can access after your run through a course has been scored by Mirror. You can take any of your pictures (doesn’t need to be one that the Professor scored this round), re-frame it, and change the brightness, blur, focus size, or focal point; you can even put new filters or change the caption! However, since this can only happen after the scoring’s been done, it doesn’t really matter. It’s just a pleasant extra that allows you to do the perfect shot out of a photo that wasn’t perfect to start with. It’s not pointless, but if you’re playing for scores and exploration and not for the creativity aspect, it won’t be what you’ll gravitate to.

June 5, 2026

New Pokémon Snap (Part 1)


Through the years, I’ve seen a lot of franchises attempt ideas outside of their usual perimeters – as a result, I’ve seen both crashes and burns, and massive, unexpected successes. I don’t think it’s any surprise to say that Pokémon Snap is in the latter category. Released on July 26th, 1999, the Nintendo 64 game featured Todd Snap, a young photographer tasked by Professor Oak with taking pictures of all 63 Pokémon species found on an island.

For a franchise still in its early days, this came out of left field! The game, while short, had everything going for itself. It tickled that desire for gamers to hunt for better scores. It had unlockable tools and mechanics to get different reactions from the photography subjects. And there were plenty of secrets that could be found by just trying things and seeing what happens.

Catching the three 'puff on film is fun. Pissing
them off by playing the flute is even better.

This idea took a long time to return, which always felt odd to me; just make one at every Generation, add new Pokémon and locations, and that should be it, right? Imagine the possibilities! And yet, despite many attempts, several plans for a second Snap game didn’t make it far. Photography didn’t truly return to the franchise till Pokémon Sun/Moon; that side-quest felt like Game Freak testing the grounds. Even though their fans had been asking for this for 17 years by that point! Finally, our prayers were answered, with New Pokémon Snap releasing on April 30th, 2021, on the Nintendo Switch.


With all this time between installments, surely the system has been massively updated, right? Let’s take a look.

Welcome to the Lentil Region

This time, our character is an avatar representing a child. He is greeted on the first island of the Lentil Region by Professor Mirror and his assistant Rita. They direct the Laboratory of Ecological and Natural Sciences, or L.E.N.S., on Florio Island.

A Prof in Pokémon without a tree name? That's rare!
Also, neat pun for the name of the laboratory!
P.S. These screenshots come from the playthrough by
MunchingOrange
. Go check it out!

April 24, 2026

Donkey Kong Country Returns


If there’s a Nintendo platforming franchise I’ve seldom discussed, it’s Donkey Kong Country. I’ve only ever played the very first game, on the SNES, and even wrote a quick “Gaming Memories” article about it some time ago. The two sequels? I’ve never played them, though I know they are available among the Nintendo Classics, and so are all the Donkey Kong Land games for Game Boy consoles. DK 64? Also never played, but I heard a lot about it (as well as all the ways that fans improved its system on emulators). Anything else? Well, I could talk about the Mario vs. Donkey Kong series, but the plumber has no business stealing the spotlight today.

This series returned on the Wii. Developed by Retro Studios (instead of Rare, obviously) and released on November 21st, 2010 in North America, this entry sees a return to playing with both DK and his buddy Diddy Kong as a new villain rises on their island. Notably, this game had a port for Nintendo 3DS released in 2013, and an HD rerelease for the Switch in January 2025; today, I am covering the Wii game.


Tiki Threat

Oh, that's a big one. Good. It'll just be more satisfying to
break it into pieces at the end.
A normal day on Kong Island is interrupted by the eruption of its volcano. Out of the bubbling lava come large rocks that break, revealing tiki monsters that instantly cool down in the open air. Along with them, a gigantic tiki monster appears from the depths of the volcano. The deity instantly requests a tribute to appease him. The tikis get to work, hypnotizing the island fauna to do their bidding. They direct the animals to steal… what else? Donkey Kong’s banana hoard, of course!

August 18, 2025

Quick Review: Girls Like Robots


I already covered this one a tiny bit late last year during my Missed Year Plans. Time to go in depth.

I'm more wondering why they're grouping together
right there, on the soccer - excuse me, chickenball - field.
Created by Popcannibal and released on February 14th, 2014 (fun date for the concept), Girls Like Robots is a puzzle game in which all the characters are square heads that must fit into various grids and situations. Plenty of students at that school: The titular Girl, the Nerd, the fan of bugs, and so on. The titular robots are here, too. The concept is that these squares have positive and negative opinions of each other, and it’s up to you to sort them into the grids to reach maximal happiness for everyone.

One of the stranger puzzles in the game, where you have to
set characters to block the one guy who's moving around
all happily.
Girls like to be next to robots – and robots like to be next to girls, too, but they cannot handle being surrounded by four girls. Nerds enjoy robots too, but robots are indifferent to them; nerds specifically like occupying the corners of a level’s field, they also like to be next to girls (while girls don’t really like them). Nerds also don’t like to be too many close to each other. June, another square character, is a loner; she doesn’t really care having people next to her, but she loves being next to bugs. Speaking of, bugs on the field will move to empty squares away from other characters you place. Every human likes pie, so you can place a pie among angry people to make them happy! Except robots. They’re the only ones who hate pie. Also, no one likes to be placed on a burning square.

Swapping characters around an already-filled grid,
instead of placing them yourself. More complexities!
It gets weirder by Act 2, with part of it happening on a farm. Cows will release their milk if surrounded by angry people, so for once, the goal isn’t to make everyone happy, but the opposite. Cow milk can douse fires, too. We have new robots with mustaches; they have a grudge with June and hate to be next to her, and she returns the sentiment. And then, there’s fish; they hate being in corners, love being next to each other, and like being next to anyone, but nobody else cares about them. If that’s starting to sound weird, wait till you reach Act 3 and aliens are involved…

Oh no, I've gone cross-eyed.

Yup, they're in space now. It's just something that can
happen in Square Head Land.
There are multiple switches of gameplay, and you might not always know what comes next. Most of the time, you can place anyone anywhere, but other times you don’t get to choose in which order you place the characters; or maybe you can only place them right next to other squares that were already placed. Or maybe the level makes you swap squares around already-filled grids, figuring out where to best place everyone for maximum happiness. Or what about levels where the goal is to stay as close to an even amount of happy and unhappy? Puzzle levels are divided into chapters within each act, so that mechanics and alterations to gameplay can be kept in their own little area.

Some of the bonus mini-games are pretty fun.
This puzzle game is a great example of starting off with a very simple concept and expanding it over time, throwing new curveballs occasionally to surprise players. Every level has different requirements for bronze, silver and gold medals. You can move on to the next level as soon as you get bronze; however, you might want to go for better scores, since each medal (thus, up to 3 per level) grants new points that are added to a "Bag of Happy". At certain Bag thresholds, you unlock new Bonuses, which can be new challenges that either ask you to go for the highest possible score, or special gameplay modes. There’s a comical tone to the presentation the whole way through – especially the narration’s witty comments between levels.

Girls Like Robots is available on Steam for 6.99$ USD.

August 15, 2025

Quick Review: Dreams of Aether


First, Murder of Sonic the Hedgehog, now this – more of these April Fools games, please!

Guess we've got to intrude into the dreams of others
to rescue them, and beat whatever nightmare this is!
Developed by Lepioid LLC, published by Aether Studios (which are behind the Rivals of Aether fighting game series, which expanded into a franchise), and released on April 1st, 2025, Dreams of Aether is an odd thing. Then again, for an April Fools title, this is to be expected, really. This entry focuses on standout Rivals character Absa the goat, who gets trapped in the land of dreams by some Eldritch entity. She is helped by some strange piñata creature, who reveals that other fighters are stuck in their dreams as well. The only way to leave from this story of a dubious degree of canon is to reunite everyone and fight the entity, with the piñata creature, Añi, joining in for the showdown!

Just one of fifty microgames!
Gameplay is WarioWare with a Rivals of Aether flavor. Series of seconds-long microgames that increase in speed and difficulty on each stage. Each of the main four stages introduces 10 microgames and one “boss” (just a longer microgame). Controls change for each vignette, but always involve either the arrows, the Z and/or the X keys. This, combined with the pixel art style, gives it a Game Boy Advance feel.

Featuring cameos of unofficial/fanmade Rivals characters!

Two at the same time? Oh, that might be ovewhelming.
The final stage, Añi's, adds another five microgames; but then, the game takes a hard turn into something I’ve never seen a microgames collection do. For the final boss, you must complete TWO minigames at the same time, on every round! You better be good at multitasking. The system is made so that microgame controls don’t mix up during that round (ex. You won’t have two games that require pressing, say, the Z key next to each other, so you won’t fail one while doing the other correctly). The final boss microgame is a music stage where Absa repeats Añi’s dance moves to the rhythm, all while also beating more microgames. It’s a kind of challenge I’ve never seen before! (It’s also a bit more lenient; you technically have eight lives for this one instead of four.)

A true peanut butter and chocolate situation, somebody put
WarioWare and Friday Night Funkin in my furry fighting
game. All at once.

It's so much fun to see these characters do stuff other than,
well, fighting each other endlessly.
In classic WarioWare-like fashion, you then unlock three bonus stages – one where all the microgames are mixed up, one where you start at max difficulty, and one that’s all about the dual microgame mechanic with complete randomness. You can play every microgame on its own; in that mode, you play the three difficulties of each microgame in sequence, then they repeat a little faster, up to 300% of the original speed. Finally, you can replay every stage and try to get three stars on each; you gain a star by beating the boss stage, thus up to the third difficulty.

Oh, these dual microgames get tough.
This isn’t just an April Fools, it’s a solid game. It takes every good thing about WarioWare-style gameplay and executes it perfectly, even throwing curveballs for those who are already fans of the "genre". It’s not as big as those games, with about 50 microgames instead of a hundred, and the story mode can be finished in under 30 minutes, both of which are acceptable for a quick and (originally) free game. There’s enough in terms of bonus challenges to extend one’s playthrough! As a tie-in to Rivals of Aether II, released in october 2024, this one feels like a clever promotional thing, sure, but also, it’s just a good game.

Dreams of Aether may no longer be free, but it's still got a decent low price of 2.99$ USD.

June 20, 2025

RollerCoaster Tycoon 3: Platinum!


Spend a lot of money to install your coasters! And make sure
your peeps pay through the nose to ride it, too - or else,
how will you make that money back?
Sometimes, you buy a game just because of one feature you really want to try out. I can’t say I wasn’t ever guilty of that, and in fact, I can think of quite a few games I bought just because I was intrigued about one thing I wished to test! Today’s game, for which the version I'm covering is no longer available on Steam, is one of those. The RollerCoaster Tycoon (RCT) games were a creation first of Chris Sawyer and later of Frontier Developments released from 1999 to 2004, and yet all of them were great examples of what computers could achieve at the time, even if some of them used interesting game dev magic to function. RollerCoaster Tycoon 3 was first released in 2004. It’s available on Steam under the name Complete Edition, which was released to online stores in 2020; but what I own is the Platinum! edition, which was pulled from online retailers in 2017 due to an ongoing lawsuit between Atari and Frontier. And, well, after Complete’s release, there's no need to bring it back.


I’ll review the version I have. This version includes expansion packs: Soaked!, which focuses on waterparks, and Wild!, which favors animal exhibits and shows. Let's manage some parks!

The Peeps are Back

Always gotta think of entrances, exits, and paths towards
both anytime you place a new attraction.
The core concept of RollerCoaster Tycoon is to manage amusement parks with different objectives. You may be asked to have a certain number of guests in your park, or to hit a certain park value; other times, you  tend to VIP guests and must satisfy them before they leave. The Peeps are as funny – and numerous! – as ever. But, I must be honest here, there is exactly ONE reason why I bought this game when I already owned RCT1: In 3, you can use the camera to get aboard the rides and roller coasters you place around your park, giving you a first-person view of all the excitement. So, as you can imagine, my first instinct when booting up this one was to go into Sandbox Mode and create everything I could, just to experience it myself right afterwards. That alone was worth the price.

Descending soon... WHEEEEEEEEEEEEAAAAAHHH!

Clint Bushton: Coaster amateur, ex-president, likes women
named Monica. All similarities with persons living or
dead, yadda yadda.
But! There’s still a game behind all this! 18 scenarios in the classic package, and an extra 21 (9 in Soaked!, 12 in Wild!) across both expansions, for a total of 39. All of them have objectives split in three ranks: Apprentice, Entrepreneur and Tycoon. You can’t move on to the next rank until you’ve finished every mission of the current one. On early scenarios, the later rank missions are just extensions of previous ones (ex. Have 450+ guests in your park for two months on Entrepreneur, when one request in Apprentice demanded 300+ guests for one month).

May 16, 2025

Asterix & Obelix XXL: Romastered


"Netflix? Never heard of him. Is he from Lutecia? Is he
a distant cousin of Danceremix? Or Pockystix?"
I am a huge fan of the Asterix series. Up here in Quebec, that franchise is such a part of our collective nostalgia that its movies are the must-watch non-Christmas movies around Christmas. I won't defend all of them, some of the older stories and movies haven't aged well. But the franchise is still alive and kicking, even getting a full CGI series released on Netflix on April 30th this year! Even the new books have kept their flair, lampooning modern events.

There are many Asterix video games out there, though if you’re American you may not have heard of most of them due to the series being much more popular everywhere else. Today’s game is Asterix and Obelix XXL: Romastered (also available on GOG), released on October 22nd, 2020 for PS4, XBOne, PC and Switch, and a remaster of a game from 2004 originally released on PS2, GameCube, PC and GBA. This one is more of a platformer, so let’s see how that goes!


Village in Peril

Free knuckle sandwiches for every Roman!
After a day hunting wild boars in the forest, Asterix and Obelix return to a village invaded by Romans and all the villagers gone! One weird guy at the entrance, wearing a Gaul mustache and Roman robes, claims he's a former spy for Julius Caesar who has chosen to help the Gauls. He knows Caesar’s secrets, and will help the two. The villagers have been sent to other places conquered by Rome.

You play as both Asterix and Obelix, but you don’t choose which one you play at any specific moment; most of the time, you’ll be Asterix, unless the situation requires Obelix’s permanent enhanced strength. Base controls on PC: Moving around with WASD, moving the camera with the arrows, and attacking with E. Dash forward with F, or grab a stunned Roman with R and use him to hit other enemies. You can press X to send Dogmatix out to bite an enemy's ass, stunning them.

The game is as classic an early 2000s platformer as can be; jump around, defeat enemies, collect “money”, find hidden secrets. Alright, let’s explain these one at a time. Jump around, well, both Asterix and Obelix can double jump.

In all fairness, it would be weirder if this was an early-00s
platformer where the characters DON'T double jump.

November 1, 2024

Hyrule Warriors Legends (Part 3)

Part 1 - Part 2 - Part 3

Yeah, still not done. Honestly, it feels like there’s no end to this thing.

Fairies and collectibles

I haven’t mentioned them much, but true to Legend of Zelda fashion, fairies are an important part of the game. You always select a fairy before entering a battle, and they provide bonuses throughout the battle. You begin with a few, but you can find more. Each fairy has a main element.

The mode has a few options: Dining Room, where you can feed fairies with the foods you occasionally find during battles. They also have personality traits, which influence the spells and abilities you can give them. Each type of food comes in three strengths, and foods influence specific personality traits on a fairy; stronger foods change the traits a lot more. However, these foods can also decrease some traits’ stats. This will also increase the fairy’s Level, and when a fairy hits Level 99, you can choose to revert her back to Level 1 with additional perks.

You can also dress up each fairy using fairy clothing you can find during missions. This will empower them in certain elements. Last but not least, you can change a fairy's passive Rental Skill at the School, where the skills unlocked depend on the personality values you’ve given the fairy. "Party" was an option to connect online with other players, but... yeah. I'm late to the "Party" on that one.

You can't see it too well, but that IS a Skulltulla there
on the floor.
You don’t only have fairies to collect, though… there’s also Gold Skulltulas. Another LoZ staple, Skulltulas are found in every mission of Legend Mode, with many more in the Adventure Mode. After certain criteria are met, these spiders will appear on the field. Kill one, and it drops a piece of a picture. Every illustration is made of 20 pieces, and there are 13 of those – that makes 260. In every mission where they appear, there’s two. However! You cannot go for both spiders on your first go through Legend Mode, as the second spider can only be found after Legend Mode was beaten once, and hidden on higher difficulties. Like this game isn’t long enough already!

Well, I'm nowhere close to being done.

And if that’s still not enough, you can also try to get every Medal. Those are basic achievements obtained as you play through the game, and some requirements are rough. Let's just say, good luck.

But then, there’s also…

October 28, 2024

Hyrule Warriors Legends (Part 2)

Part 1 - Part 2 - Part 3

The fight is on!

Fight across time

From here, the Story Mode splits into three branches. Forced to deal with all of them at once, the army splits.

Normally, the franchise says not to mess with
Gorons. That they're indestructible. Then, can
you explain why I've knocked out 1346??
Impa and Sheik head into the world of Ocarina of Time, where they look for the Gate of Souls that teleports enemies into their era. Instead, they meet a Kokiri fairy, who directs them to the Gorons and their leader, Darunia, who have captured Princess Ruto of the Zoras, following an odd encounter with Princess Zelda. We don’t get to investigate, as the story evolves to an armed conflict. The Gorons use many tricks to gain an edge on the battlefield, including taking forts equipped with cannons throwing boulders at the allied base. After cornering Darunia in his base, the heroines realize that the Gorons were manipulated by invisible monsters. Even after they’re dealt with, Darunia must still be defeated to regain his senses. When that’s done, Darunia releases Ruto and, irate that he got manipulated, joins the fight.

The Gorons and Zoras were in conflict over the monsters coming out of the Water Temple, where the Gate had opened. And who led them? Princess Zelda. In the following battle, we first open the Water Temple, and then face off against the faker, revealed to be a monster in disguise: A Wizzro. Sheik reveals that she knew, because she was the princess all along. (Since they’ve traveled to a different era, the other Zelda could have been the incarnation of herself from then, so that point is moot, but whatever.)

Yep, Midna has access to Wolf-Link in her fight.
No clue where he is the rest of the time, though.
Lana visits the era of Twilight Princess. Her search for the Gate of Souls is interrupted by Cia’s monsters, who attack a villager: Agitha, the friend to all bugs. After Agitha is rescued, her Goddess Butterfly leads the heroes to the Gate, but they’re intercepted by another army led by an imp with a headpiece. Yep, that’s Midna. She believes that the Hyrulean army is allied to the monsters who have been roaming the land. No misunderstanding that a strategic battle and a good beating cannot resolve.

Midna has a bone to pick with those monsters, so she joins our ranks. The next battle is set in the Palace of Twilight, and it ends in a showdown against Zant and a dragon called an Argorok. Tough fight. Confronting Cia, Midna exclaims that the sorceress is the one who trapped her in this imp form. A scuffle ensues where Cia’s mask falls off, revealing a face like Lana’s. After the villainess escapes, Lana explains that she and Cia once formed a single entity, who split apart into good and evil halves due to Ganondorf's manipulations. That’d have been nice to know in advance!

Yep, that's Agitha summoning a giant beetle to kill a
dragon. Didn't know she had the combat spirit in her.

October 25, 2024

Hyrule Warriors Legends (Part 1)


Part 1 - Part 2 - Part 3

(I had been planning to review this game all year – that I’m posting this review shortly after the release of Echoes of Wisdom is a happy coincidence.)

When I first began this blog, my only goal was to replay through my (at the time) modest collection of 60 or so titles, across a handful of consoles. Then I joined Steam, and Humble Bundle, and things spiraled out of control and now... lemme check... well, right now I have a backlog of over 250 games. What they don’t tell you about becoming a reviewer, Heck, a content creator, is that you quickly start looking for more content to create. In my case, this translated into buying a lot of games, hoping to play and cover them later, on this blog. I’ve probably bitten more than I can chew, but I’m still in the mood to keep trying.

....Actually, my Backloggd says 254.

Yep, mowing down literal hundreds if not thousands of
enemies is pretty much the default in Dynasty Warriors.
On the plus side, it has encouraged me to check out games and franchises I might not have tried otherwise – Trauma Center, Prince of Persia, Punch-Out!, South Park... and so on. This ties into today’s game in that, although I’m already well acquainted with the Legend of Zelda franchise – having now reviewed three of its games – I’ve never played anything from Koei Tecmo’s Dynasty Warriors series, which this Zelda spinoff is most like. These consist of hack’n’slash gameplay, and from what little I know of them, they all play somewhat similarly to each other. Since I’ve never played any Dynasty Warriors, I can’t really compare with Hyrule Warriors, originally released on the Wii U in 2014, with today’s game being a port for the Nintendo 3DS released in North America on March 25th, 2016. (This entry would get another remake for the Switch in 2018, as well.)

As a result, today’s game isn’t part of the famed Zelda Timeline, the one that branches off into three paths based on the events of Ocarina of Time. The Hyrule Warriors games are considered a spin-off and, therefore, don’t have any impact on the continuity of the classic series. This has an advantage: They can freely pick bits and pieces from the games released over the franchise’s then 30 years of existence without worry, and even add their own spin to the events presented. And damn, do they take full advantage of this.


This being a port, the story follows the same beats as it did in the original Wii U version, however we’re getting a handful of new characters and arcs to follow as well. And on top of the main quest, titled Legend Mode, we even have an entire additional Adventure Mode built on top of the map from the original The Legend of Zelda from 1986! But hey, I might be burning steps. Let’s start with the controls, then we’ll jump into the story.

Fighting Options

I played in Dynasty Warriors mode, but the playthrough
I'm pulling images from uses the Zelda mode.
(By the way, my screenshots come from a playthrough
by Squish Gaming
. Go check it out!)
Every character in Hyrule Warriors has a large number of options that belong to them specifically; at least when it comes to weapons, upgrades, special attacks and gauges, gimmicks, and the like. However, at the core, all of them play similarly. Most buttons on the 3DS end up used. (When you first boot up the game, you're offered to control schemes: One more based on Dynasty Warriors, one more based on the Zelda series. I personally describe the Dynasty Warriors controls here, as those are the ones I used.) First, the circle pad to move, of course. Characters evade with B, do a basic attack with Y, and can do a stronger attack with X. As the game progresses, you unlock new combos to make, opening with a basic attack (or multiple in sequence) and throwing in a stronger attack at the end of a sequence (or, to be clear, anything from Y-X to Y-Y-Y-Y-Y-X). The A button is used for a very powerful move that can be unleashed only after a gauge has filled up over time from landing hits on enemies.

Oh, Princess Ruto has entered Focus Spirit.
She's about to Surf a monster army to death.
The D-pad has its uses as well: Press Up to target onto an enemy, and Left/Right to switch to a different target or move the camera. When you pick up magic dropped by enemies or found in broken pots, another gauge fills up; when it’s full, you can press Down to activate Focus Spirit, which will cause your attacks to increase in power and give a few additional bonuses like revealing a major enemy’s weak point. You can also empty the magic gauge in one go by pressing A, unleashing another powerful move.

Not a ton of items, but still enough to have
a few puzzle-based bosses in there.
The L button can be used to guard from attacks, and can also re-focus the camera behind your character. R is a special case; much like in classic Legend of Zelda fare, over time you’ll find items that help on your quest, some of which are even mandatory to defeat specific enemies. Bow and arrows, hookshot, boomerang, ocarina. You know, the classics. Using the bottom screen, you can open the item menu and select which item to use, and then use it with R.

And the touch screen has many uses. You can use it to read the mission map a little more closely, switch between characters (as several missions will see you playing as up to four characters spread out across the battlefield), or use the magic of the Fairy you've equipped before starting the mission. It's also where you can open the item menu and use potions, provided you've unlocked them for your current character, or swap between tools (bombs, bow and arrows, hookshot, etc.).

Hyrule Castle Down

He was easy to spot, he's the only one without
a helmet, the fool.
Princess Zelda is suffering from a recurring nightmare in which a mass of darkness attacks her in a field. She confides in Impa, who takes this as an omen of approaching dark times; therefore, they must find the Hero of Legend. Sure enough, there’s a distinctly Link-shaped soldier training on the castle grounds, and he’s already great in combat. Well! That was easy. The reunion has no time to happen, however, as an army of monsters is seen marching towards Hyrule Castle. Already listening to his Courage, Link runs into action alongside the Princess and her guard. He quickly rescues a fairy that joins his side (and will speak on the mute's behalf).

Yeah, we're not close to conquering everything here.
Every mission of Legend Mode is set on a large combat field with fortresses scattered about. Your team's owned fortresses are highlighted in blue on the touch screen, while the opponent's are in red (or, if three armies are fighting for dominance, the third group is in yellow). As either of the characters you can play in that mission, you can move towards a red fortress and defeat waves of enemies that appear in it, causing the current fortress leader to show up; beat that leader, and you conquer that fortress for your team. However, armies of enemies scour the map, and those will also attempt to take over the heroes’ fortresses, on top of reclaiming those they’ve lost. It can get tricky to take over new fortresses, while keeping those you've conquered.

Each mission has one main objective as well as additional ones that unlock depending on how the situation evolves; some further the plot, while others are side quests that can provide bonuses in this specific battle. However, each mission also comes with an instant defeat condition for the heroes. It usually, but not always, involves the characters' main fortress start in being taken. Alternately, it can also be a major character fleeing the battlefield after being defeated. Victory and defeat conditions often change on a whim, so always be aware of them.

In the first mission? Damn, they don't mess around.
When you conquer a fortress, a treasure chest may appear, with a reward for the character that opens it. However, enemies can reclaim fortresses, and you may have to reclaim a fortress you’ve claimed earlier. Plot beats are all about fighting for the upper hand. Near the end of a mission, a boss (or many) may show up. It can be a regular enemy without specific strengths and weaknesses, or it can be a Legend of Zelda type of boss that’s impervious to all attacks until you use a specific tool to expose their weak point.

Its gauge is almost empty! It's gonna get a 
That's the case of King Dodongo, a well-known boss of Ocarina of Time, who appears on the battlefield at the end of the first mission. It is fought just as it was in its home game: Toss a bomb into its mouth to reveal its weak point gauge, then slash away. Otherwise, your sword won’t even scratch it. It's not the only boss to work that way, as there's a handful of others.

After this first mission, Princess Zelda is reported missing; Impa asks for Link’s help, and hands him the green tunic... updated with knightly gear. We also get the ever-present explanation about the Triforce, but we also learn what happened this time: An evil spirit (Ganon, of course) took it long ago, but the Hero of Legend managed to beat the spirit and split its soul into four fragments, all sealed across time and space.

The witch and the fragments

And of course, the higher the badge, the rarer
the crafting materials for it.
In-between battles, you can pass by the Bazaar. You pick a character, and then you can:

-Use materials found on the battlefield to craft badges, which offer passive attack, defense and assist bonuses. For a same badge, the crafting materials can be different from a warrior to another, and later badges require materials that are difficult to gather;
-Level your unlocked characters up at the Training Dojo, with a cost in Rupees. However, you cannot level a hero up higher than the highest level you’ve reached with a character;
-Craft potions at the Apothecary using materials. These offer bonuses like finding more weapons on the field, or finding better weapons;
-Combine weapons together at the Blacksmith, to transfer special abilities from a weapon to another, destroying the material weapon in the process.

Some of those fields are a pain to run through.
The next mission is set at the Eldin Caves, where we fight an army of skeletons. Those are aided by Big Poes and led by a Wizzro. While exploring, Link and Impa encounter Sheik, who joins the fight with a harp as weapon. Impa is also a Sheikah, so she’s doubtful of Sheik, but lets (him? Her? Them?) join on the quest to find Princess Zelda. Oh, the irony. A mission later, we meet the new villain: Cia, a witch of the forest whose task was to maintain the balance of the Triforce. She has the power to look into other ages of Hyrule, and got infatuated with Link due to his status, also growing jealous of Zelda over her closeness with the Hero of Legend. This allowed a fragment of Ganondorf's soul to manipulate her into doing his bidding. That is, collect the other fragments and revive him.

Thankfully, against these evil forces, while exploring the Faron Woods, the Hyrulean Army recruits a new ally: Lana, a sorceress from the same clan as Cia, who promises to help. Meanwhile, we get our hands on a bow and arrows, and we use them to kill a Gohma. You know, the spider thing with a giant eye? That one.


You also learn that bosses are easier to take down if you
bring all of the playable characters to it.
This leads to a confrontation in the Valley of Seers against Cia and her forces, with the Hyruleans seeking to close the gate from which these monsters are pouring out. We do the hero thing, finding a boomerang and using it to deal with an annoying plant boss called Manhandla. I swear, if even one of those mouths starts singing "Feed me Seymour"... After which, the heroes confront Cia, but she manages to steal the Triforce pieces from Link and Sheik (the latter to everyone's surprise) and unite them to the Triforce of Power she already wielded. This massive power lets her open gates to other eras of the world’s timeline, where the other fragments of Ganondorf were hidden. If they want to stop her plan, the Hyrulean forces must go through these portals, explore these different versions of Hyrule, and prevent her from accessing the fragments.

Who needs swords, when you've got
*taps crossbows* these babies and an endless
reserve of projectiles?
But that's not all! There’s an alternate storyline happening concurrently, one that shows a young blonde girl who also believes to be the Hero of Legend. She has to be, her grandma told her so! She has her own trinket, a compass handed down to her by the same grandma. When trouble arises, Linkle puts on her own version of the Hero’s tunic, and heads out to Hyrule Castle to help. This takes her into the woods, where she meets and battles none other than Skull Kid, from Majora’s Mask. Then she keeps running to the Castle… in the wrong direction. Linkle’s gameplay is very different from Link’s, focusing a lot more on using crossbows and various projectiles like bombs against opponents. This helps set her apart a fair bit from Link. (According to many websites, early in development she was implied to be a distant unknown sister of Link's, but the idea was scrapped. I think she's better as a separate character.) She also has a funny relationship with Cuccos, with the chickens featured prominently in more than just one of her missions.

Despite being disconnected from the main plot, Linkle’s story ends up following it. We’ll have more examples of that in Part 2.