In this article I will be specifically talking about two series. Lost in Blue and The Legend of Zelda as my examples. There are no doubt more- in fact I have experienced more- but for the sake of the article I’ll keep elaboration to a minimum and talk just about these series.
Gaming feels more and more like the developers had made attempts which each game they have released for a console. Especially when the series receives a sequel in the coming years and it feels more of the same- even if core principles are changed. This seems more prominent on handhelds- the idea seems to be that if something is released on a handheld it wont be noticed as much. As well as the fact it seems to be expected, the principle ideas that the handheld version will always be weaker, or rushed just so they can lap up potential sales which overlap from the big releases on the consoles.
But I’ve found this generation there is one system which sticks out from the rest with this relentless attempt ideal. That system is no doubt the Nintendo DS- as you can gather from the articles title. The system is full of series which get one or two or even three releases on the console- the problem isn’t the number of the releases- heck in some cases they are great series and quite enjoyable despite their faults. The problem is each release seems like either of the following:
1. Gaging the audiences response to games in the series; This means the title is rushed- and quite often feels unfinished with many ideas which where from previous entries in the series missing from the games until most of the time the next release.
2. Attempts; I don’t know how it would be possible that after three games for example in the system it still feels like an attempt. Sometimes it could be because quite possibly it started out at the start of the system- but I doubt that is any logical excuse.
These attempts are on a range of series, and I’m going to talk today about them appearing in some of my favourite series; Lost in Blue and The Legend of Zelda. Two series which I enjoy which sadly on the Nintendo DS feel like their entries where horrible, horrible attempts at both gaging the audiences response to the series on the system and as well as just general nasty attempts at designing and interpreting the series for the specific hardware.
Lets talk about Survival Kids- yes Lost in Blue first. The series debuted on the Nintendo Game Boy Color. It had two entries on that system. Survival Kids, which saw a release in America and a release in Europe as well as its home country of Japan. Survival Kids was quite possibly one of the most distinct and interesting titles for the Game Boy Color. While only a sleeper-hit, it demonstrated the power of the system as well as giving players an involving adventure title.
The sequel, Survival Kids 2 only came out in Japan- and shook things up by introducing a deeply involved story from the get go. As well as giving the game some new ideas; it brought with it mainly the idea of disasters. With timed events in the game allowing players to access new areas or find new resources because of various disasters. The story primary was fixated on the idea you where kidnapped- and if you chose to be it you where frown into the kidnappers lair- while your companion is thrown out the window while hovering over the island. You could then escape the lair by solving puzzles and then once out the game plays like the original. So I guess my point here is the two titles while similar entries provided captivating and intriguing new opportunities for the players in the world as well as separating themselves with a daring new storyline and new survival mechanics.
But it seems that the Nintendo DS versions- the first three games in the series after the Game Boy Color entries seemed to lack the feeling of a solid enjoyable title. Yes they where a good start to an entry to the series much needed for fans- and did invoke old feelings of enjoyment of the classics- but somewhere along the line they feel short. Felt rushed and lets use that word again- an attempt. Like in school- an assignment- but what was handed in was something which just copied and pasted some of the information and what was included which wasn’t copied and pasted felt like scrambled garbage alongside previous work.
The general consensuses is the second one is the best on the DS. The reason is most people forgot to look at the 3rd entry, feeling it will be more of the same. Which is quite true- it was- but if you played them all you will agree the 3rd one was the best. It was the one which pushed the most new ideas into the title- while little and fair few- comparing it to the original on the DS it feels much more polished and more desirable. But at the same time it has its own problems. Think of it this way- two steps foward- one step back. An improvement- a better attempt but at the end of the day- still an attempt.
The Wii one even felt the same- just an attempt- yes it was more enjoyable- up there with the attempts of the second and third DS entries- but at the end of the day still an attempt. It might be why there wasn’t anymore for the platform- a simple- they gave up- it seems.
Moving on- lets talk about Zelda, it might more of a stretch to fit the two titles into the attempt category. And if you where to say that to me- you might be right- but at the end of the day it seems quite fitting to put them in these categories. Why? For the simple part they are more focused on trying to recopy what people at a certain time wanted. People wanted Wind Waker- for once they were not against the “kiddy” graphics or “relentless” sailing- they wanted it. Nintendo delivered. Phantom Hourglass more specifically used the sail boat idea once again. A direct sequel to Wind Waker- Zelda and Link, sailing off to find a new land- only to find a broken game. Not that its broken in the traditional sense of glitches and other perplexing design. It’s broken in the fact it takes that metaphor I used about the school student a few paragraphs back and well- just uses it. Keeping Wind Wakers back bone- the idea of sailing- the islands- and essentially dumbing it down to the Nintendo DS- trying out a new control system as well- all attempts no matter how you want to look at it.
The handheld Zelda games have a knack of just blurring together- feeling like the previous entry and the glue which makes the series magical disappeared. They are in no means bad games- they are just not the magical experiences we have come to expect from Nintendo and more specifically The Legend of Zelda.
Which is why- Spirit Tracks was no better, it changed a few things around yes- possibly even an improvement on some parts. But once again had the ideology of two steps forward and one backwards. Nintendo flung another attempt at us- a grizzly game which both tried to find the Zelda magic for the handheld as well as gaging the audiences desire- did they still want Wind Waker? The answer is no.