+this game alone is the most influential in terms of zelda dungeon design from my perspective. virtually all of them are based around finding a particular item in the first half to solve puzzles in the second half, with plenty of interlocking room layouts and smart backtracking. many of the lttp dungeons felt more like gauntlets with less critical thinking involved, whereas these dungeons require the player to think about the dungeon as a whole, where to go to next, and how the item they just got affects the area around them. eagle's tower particularly stood out for me: though the mirror shield is not used much within it, the ball-throwing puzzles to drop the fourth story down really stood out as a smart puzzle that required thinking through the layout of the whole dungeon
+really useful QoL upgrades, with sword always being available, pegasus boots and shield getting their own shoulder buttons, and two item slots to work with on top of that
+the game is pretty good at telling you your next objective; a useful side effect of how linear the game is compared to lttp and even oot. having hint centers all over helps significantly as well
+very manageable trading quest. it's well-planned so that as long as you keep up with it you'll always be near the next place you're supposed to go
+I like how the overworld is segmented behind item unlocks, so that more and more opens up as you progress
+jumps are much appreciated. it can be hard to remember to use them because I'm not used to using them in a top-down zelda game, but when it's incorporated well it's really good
+item variety overall is very smart, as it retained all the good ones from lttp while removing the more situational ones. I also thought it was smart that the bombs/bow are in the shop from the get-go, so as to put focus on the other items

-this remake has poor frame pacing and it's extremely noticable. I don't even think the bloom effects look that good... why didn't they just disable it entirely?
-the overworld is intricate to the point that it can be difficult to find out where you are supposed to go, especially around the halfway point. not so much because the world is confusing, but rather that the warps are limited in scope and backtracking can be very tedious due to your lack of movement options. really dampened my impression of the game thanks to this
-in relation to the above point, I really did not feel pushed to re-explore parts of the world I had already been to thanks to how slow it is to get around sometimes. the world isn't very large but even so I often just wanted to move on instead of revisiting areas to possibly find new collectables
-dampe's dungeon maker looks stupid. didn't even bother setting foot inside
-would have really liked d-pad support, since this game is 8-way movement only. would have also appreciated being able to remap one of the shoulder buttons... I don't use pegasus boots all that often since many room layouts don't work well with it
-thanks to the much higher resolution of the switch over the game boy, it makes many of the areas seem oddly small since you can often see what were previously multiple rooms all at once. the cutesy art style is very appealing as well but it removes some of the unsettling atmosphere as well

the dungeons really blew me away here after being unimpressed by those in lttp. however, I still had some reservations on aspects of it outside of the dungeons, and this port has some notable issues that really should have been taken care of, especially since this is not grezzo's first rodeo. I still have yet to play the gbc version outside of the opening sections, but overall I would say this is definitely a solid modern way to experience the original, with a lot of the positives (and some negatives) poking out from below the new coat of paint.

Reviewed on Mar 29, 2021


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