Log Status

Completed

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Time Played

--

Days in Journal

1 day

Last played

June 24, 2023

DISPLAY


Short in a way that Zelda very rarely feels. It's an odd effect: Minish Cap doesn't feel like an incomplete adventure, but at a certain point, you realize the game has a very small, unambitious scope with its world and dungeon design, compared to other Zeldas of the era and even other Capcom-produced Zeldas.

But what's here isn't bad at all. For as lean as the game is, everything you're doing feels impactful. Each of the dungeon items is creative and gets a lot of mileage out of the game's design. The Kinstone system is a fun way to make potentially every NPC in the game meaningful, even if it takes a bit to get going. Hyrule Town is fun this time around, full of a lot of secrets. It's neat to see the cast as sort-of a hybrid of Ocarina of Time and Wind Waker designs, with some Majora's Mask and Oracle of Seasons/Ages mixed in. There's some good spectacle here that's STILL impressive, like that one barrel, and the sense of scale with the Minish stuff. I personally don't like how the sculptures are implemented, but I'm always glad with games that have some sort of trophy system or other write-ups for its own odds and ends. Lots in here where I could very easily see this being someone's formative Zelda experience.