Publisher: Nintendo
Genre:
Adventure
Year of Release: 1988
Date Reviewed: 7-15-98
Among NES partisans, there seem to be two precincts of thought
regarding Zelda II -- those who dislike it because it is too different from the
first, and those who profess their appreciation for it because they do not feel
its dissimilarity to its predecessor is sufficient reason to dismiss it as a
poor effort. As is so often my nature, I subscribe to neither belief. Well, I do
in part. Zelda II is nothing like its predecessor, but that alone does not
justify contempt for it -- at least not in my case. However, this game is
certainly not perfect. Some might portray it as nearly so to devalue any
berating that founds itself upon the game’s variance from the first. That is
valid. However, there remains a precinct from which nobody has heard -- myself
and the (if history holds any bearing on the present) very few people who agree
with me. I do not think Zelda II is a particularly good game, but my aversion to
it stems nothing from its resemblance, or lack thereof, to the classic that
antedated it. The object of my dissatisfaction is simply that, in most of its
departments, the game contains two extremes -- the fairly good, and the
egregious, with nothing on a median between the two.
While the game’s
authors could have created a simple truism by which Zelda would be kidnapped
again, instead they elected to create an entirely different story that explains
the origin of the Triforce, and is quite engaging besides. It seems that, after
their master’s defeat, Ganon’s minions continued to lay siege to Hyrule,
searching for Link, whose blood was necessary to revive their chieftain.
Meanwhile, Link discovered the mark of the Triforce on his hand as his 16th
birthday impended (one must wonder just how old Link was supposed to be in the
first game.) He sought the help of Impa, Zelda’s nursemaid, whose family was
long established in Hyrule. Recognizing the brand, Impa took Link to the North
Palace, where he was able to open “the door that does not open.” Inside was a
sleeping young woman, whom Impa explained to be another Princess Zelda. At this
point, Impa explained the Hyrulian legend pertaining to the girl. It seems an
evil magician’s incantation forced her into an indefinite slumber, which could
only be lifted by the power of the Triforce. The bereaved prince then passed an
edict whereby all female Hyrulian royal figures were to be named Zelda. Anyway,
after explaining the history of the matter, Impa handed Link a scroll, which
explained that the sleeping princess could be awakened if the Triforce was
harnessed. However, the document also revealed that there was a third Triforce
-- that of courage -- located in the “Greatt Palace.” It also detailed that the
mark on Link’s hand was an indication that he was to travel to that palace, in
order to unify the three Triforces. However, this would not be a simple matter,
for six other palaces required infiltration, and the placement of a crystal into
their respective statues, if the road to the great palace were to be cast open.
This fine plot could be improved upon only if the game itself contained
more reference to it. Far too many of the Hyrulian townsfolk seem to know
absolutely nothing, or offer no information of any pertinence. A few references
to Hyrulian legend sprinkled among the boundless ignorance would have made the
game much more engaging. It takes little time for a player to tire of myriad
townspeople who all say the same thing.
The appearance of the game is
divided among two perspectives. Link travels to Hyrule’s many destinations in
the overhead scene. Of the two perspectives, this is invariably the greater
eyesore -- and quite an immense one at that. Link is minuscule in this
perspective, and has only two frames of animation per each direction he faces.
In addition, the entire landscape consists only of gigantic stamps of
pseudo-terrain, which are twice the size of Link’s own representation in this
perspective. The only way this design is able to render a cave is to place a
black square among several rock formations. However, the frequent use of green
affords the player a sense that an array of colors is used, rather than simply
the spectrum of one hue. Anyway, if Link collides with an enemy, the overhead
perspective diverts to a side-scrolling action sequence. This view is much the
superior of the overworld. Link is fluidly animated, and drawn quite large. The
enemies move very well, and the terrain is impressive in detail -- particularly
the grounds. However, this does not compensate for the generic overworld, which
is seen with much more frequency.
Like the graphics, the soundtrack of
the game is divided among the very good and the very bad, though this category
inclines more toward the pleasurable. The opening theme possesses a highly
mystical quality, and both palace themes are sufficiently foreboding. The entire
score produces quite well the epic feeling a game of this nature demands, with a
minimum of exceptions. The only melody of any particular annoyance is the song
played in caves and action sequences. Unfortunately, this tune is also one of
the most frequently featured, and tends to evoke from the player a desire to
rush out of the area in question.
In nearly all capacities, however,
Link is terribly difficult to control. When running, momentum develops with
haste, and, while this is technically realistic, our hero tends to slide into
damaging situations without any true means of avoidance. Also, Link cannot jump
with any particular height or distance, and is difficult to slow in midair.
Finally, his sword has virtually no range, but is redeemed by a moderate
swiftness of use.
Resulting from the poor control Zelda II perpetuates
is an absurd level of challenge. Though most overworld action sequences are
simple to negotiate, each of the palaces contains a few situations made insanely
difficult by this single inferior component of the game. For example, the
encounter with Ironknuckle in the first (yes, the first) of the palaces.
Link’s short range of attack forces the player to fight at very close quarters.
Even if the player is at full life, the projected images of Link’s sword are
ineffective against all armor-clad enemies -- a classification to which
Ironknuckles belong. Due to the fact that this enemy’s range is greater than
Link’s, it is able to simply slash past the hero’s shield and inflict damage.
Also, most bosses possess similarly long ranges of attack, and are vulnerable in
only one place -- typically the head. Thus, if Link attempts to move nearer to
the adversary, he will be easily struck and sent back to a position beyond his
reach of the guardian. If the player attempts to jump, Link must be slowed in
midair before slashing, for a miss will result in an assault similar to that
previously outlined. Though it is possible to season one’s play to the point
that working around the poor control is feasible, it is not fleetily learned,
nor should it be a necessity.
Zelda II is a game of more than a few
flaws. Thus, I fail to see why this game’s detractors can defend their aversion
to it only by pointing out that it is no semblance of its predecessor. Perhaps
when a game assumes the classic proportions of The Legend of Zelda, all games of
its kind are held in comparison to it, whether the player is aware of it or not.
Such criticism would be particularly intense upon a successor. However, Zelda
II, as an individual game, leaves much to be desired -- many more of its
redemptive aspects, that is.
Plot: 8.5
Graphics: 6
Sound: 8
Play
Control: 3
Challenge: 6
Analytic Score:
6.3
Personal Score: 6
What a
coincidence. The coast has sharp edges in my region too.
This
scene, as my old art teacher would say, is afflicted with "Fish-Bowl-Itis." That
is, everything is at or near the bottom of the area.... Upon reflection, I can't
imagine why you would care.
Return to the main page - The NES Enshrined
Return to the review index - Game
Reviews