Tag Archives: swords

The Legend of Zelda: A Link Between Worlds (2013)

The Legend of Zelda - A Link Between Worlds

Published by: Nintendo
Platform: Nintendo 3DS

The Legend of Zelda: A Link Between Worlds is a video game that tells the story of a young boy who is forced to save the world when all of his friends are transformed into paintings by a mad clown or something. The hero is himself turned into a painting, but is allowed to escape eternal purgatory with the aid of a smelly leather bracelet acquired from a shady-looking bunny man. The bracelet allows him to turn into a painting and walk around on walls; the rest of the game explores this fascinating new superpower in a myriad of creative ways. In fact, many of the ancient dungeons of Hyrule appear to have been built specifically with this ability in mind, even though no one else in Hyrule has ever been known to use such unusual magic before. The Ancients are truly an awesome and wise people.

So the game is especially great for those nostalgic fans sighted clearly in Nintendo’s crosshairs. A Link Between Worlds is the direct sequel to SNES golden child A Link to the Past and pays homage in a way I can only describe as consistent. The landscape and the monsters and the set pieces are familiar enough, but now jazzed up with a nice 3D look and a little tighter AI where appropriate. It feels really nice tromping around the ol’ stomping grounds again, and the 3DS is well suited to this task with its 3D mode turning Hyrule into a beautiful diorama. You get this desire to merely pluck enemies off the screen with a pair of tweezers and put them on a shelf or something. That’s pretty neat. The effect really shines in the Water Palace stage; pulling a switch and watching the water levels rise and fall is one of those obvious but brilliant design touches. Seriously, it looks amazing.

Gameplay is on the same level as the graphics: there’s enough nostalgia to get you into it and then the experience veers in a new direction with a wholly new core mechanic. Link gains an ability to turn into a painting and walk along the walls, which comes in handy for most if not all of the game’s puzzles. If you get stuck, look around for a flat wall you can merge with and that is the most likely solution. The fact that the game is built around this mechanic means that dungeons can be technically challenged in any order. Nintendo understood this enough to allow the renting of most of the game’s items. This is okay, but oft-times wall walking is the only working solution, which dampens the joy of using your wit to find alternatives with the items you spent good money renting.

Finally, the game’s script and score are pretty much par for the course. Zelda is in trouble. Link is the only one that can save her. The world is a big, scary, place that requires its scores of monsters to be enthusiastically put down. Various MacGuffins are sealed away inside various gimmicky dungeons for tax purposes and they must be recovered. The same overture with a slight change in the bridge blares on through reedy 3DS speakers. It’s a tried and true formula, the comfort food of the gaming world; and if you find a fault in A Link Between Worlds it’s likely going to be this. I agree with Nintendo’s trepidation re: formulaic gameplay. After all, why fuck with a formula that works? You don’t see people bitching about E=mc^2 or pi*r^2, you know?

A

Dragons of Winter Night (1985)

Image credit: fantasy.mrugala.net

Written By: Margaret Weis & Tracy Hickman
Published By: TSR, Inc. / Wizards of the Coast

Dragons of Winter Night is the second novel in the DragonLance Chronicles Trilogy, based on a Dungeons and Dragons campaign setting of the same name, that lays the foundation for all subsequent books to follow in that canon.  It takes place on the wildly racist world of Krynn during the winter time and chronicles the events of the War of the Lance as seen through the eyes of a vast array of characters who would later become known as the Heroes of the Lance.  Its plot revolves around the recovery of legendary artifacts known as Dragon Orbs, held fast in the clutches of evil, and returning them to the forces of good to combat said forces of evil.  As the heroes’ journey progresses, what is good and what is evil becomes a lot more unclear as their faith in society ‘doing the right thing’ with the Orbs is repeatedly called into question.

This novel is a quite the improvement over its predecessor, Dragons of Autumn Twilight, which suffered almost mercilessly with a cast not wholly unlike the D&D character sheets they were developed against.  While these cardboard cutouts have returned to the frontlines of this grand adventure, their simplicity has been remarkably subdued.  No longer are characters making purely awful and frustrating decisions because they are bound to the chaotic-neutral-good rating on a piece of paper somewhere–written in black and white–but now they are making choices while considering more realistic consequences sometimes.  Additionally, the large band of companions that has formed over the course of the novel’s predecessor is separated into two distinct groups for most of the novel’s duration, a much welcomed decision that allows for potentially overlooked characters to really stand out.

The blurring of black and white into various shades of grey could very well be the theme that holds this novel together: that no matter how good or evil or lawful or chaotic you are, ultimately there is someone out there that just doesn’t give a crap about you or your rules.  Sturm Brightblade, one of the most rigorously lawful, boring, and plain of the Heroes, summarizes this quite nicely when he tells Laurana The Hottest Elfmaid Ever, “I don’t know what to believe anymore.  Everything used to be black and white for me, all things clear-cut and well-defined.  I believed in the story of Huma.  My mother taught it to me as truth.  Then I went to Solamnia.”  This is a response to seeing the Order of Knights to which he fervently aspires showing its true colors of corruption and betrayal in spite of (or perhaps because of) having a strict moral code of laws designed to prevent such corruption from happening in the first place.  As the plot progresses, the other characters make similar discoveries about their own situations, and suddenly there is some tension and emotional stake that coalesces comfortably and almost organically by the conclusion of the novel.

That being said, there is still something frustrating about the characters and the way they are written.  There is a strange bipolar tendency resident in these characters where on one page they would steel their resolve and overcome completely insurmountable odds, but then crumple in the face of a far lesser threat on the next.  Laurana the Hottest Elfmaid Ever is the best example here as she is repeatedly subjugated by yearnings of her man (Tanis the Half-Elf) to ride in and whisk her and her friends out of danger in spite of proving herself repeatedly to be a formidable warrior in her own right.  In one particular sequence, she even goes so far as to relinquish complete control over her assets, including the highly coveted Dragon Orb that she had won in combat herself, due entirely to her womanly station in the elven kingdom where women should do nothing but cook and clean for the men who make the real decisions.  My issue with this sequence is that she hadn’t seen her elven relatives for months, was treated like complete and total ass when she returned (by this time her father had disowned her altogether), and was still overcome with regret and internal turmoil when she finally escaped.  Being that this is a pivotal point of her development as a character, perhaps that assessment is unfair;  but there are other, smaller, instances where characters would bicker among themselves but dissipate their tension through an awkward embrace or bizarre gesture not befitting their temperament or the situation.  The topic of love between characters is also brought up, and is so unwieldy that it makes me uncomfortable to even think about.  So I’m not going to.

So the conclusion is that the characters of the heroes are still rough around the edges.  This does not mean that Dragons of Winter Night is altogether a terrible rag, though.  At its heart, this is a novel about adventures in foreign lands, abundant with scenery that is thought-provoking and inspired.  Whole chapters are devoted to the detailed lore that really helps bring the world of Krynn to life, whether it is a description of an ancient coastal town landlocked by changes wrought by an ancient cataclysm, or an explanation about why a mountain filled with gnomes is known simply as Mount Nevermind.  Krynn is filled with tons of places to go and tons of places to see, and the characters get to plunge right into the thick of all of it, navigating briskly from one set piece to the next.  It is truly a world of boundless wonder and beauty, and the authors spare no expense when it comes to sharing the intricacies of this incredibly complicated world abundant with enchantment.  No matter how you feel about the Heroes of the Lance, it becomes clear that this is a world so loaded with beauty and purpose that you kind of hope that it does not get completely destroyed because of all this potential; you are certainly led to believe that you have barely scratched the surface at any rate.  That alone is what makes Dragons of Winter Night, and the DragonLance series in general, worth the effort.

B

Choice Passages:

“After a time, order was restored in Tarsis. The lord and his family established a new army. But much was changed. The people believed the ancient gods they had worshiped for so long had turned away from them. They found new gods to worship, even though these new gods rarely answered prayers. All clerical powers that had been present in the land before the Cataclysm were lost. Clerics with false promises and false hopes proliferated. Charlatan healers walked the land, selling their phony cure-alls.”

“Flame filled the street; the screams of the dying were heart-rending.”

“‘If it be hers,’ the Speaker said in a voice older than his hundreds of years, ‘then it is mine by right. For she is not of age, what is hers is mine, since I am her father. That is elven law and dwarven law, too, if I’m not mistaken.'”

“‘Please, Caramon,’ she whispered.  ‘This is torture.  We want each other.  I’m not afraid.  Please love me!’ … ‘No,’ he said, his passion choking him.  Rolling over, he stood up.  ‘No,’ he repeated.  ‘I’m sorry.  I didn’t mean to-to let things get this far.'”


A Dance With Dragons (2011)

Image credit: http://www.graemesfantasybookreview.com

Author: George R.R. Martin
Publisher: Voyager (UK)/Bantam (US)
Genre: Fantasy

He was not wrong.

A Dance With Dragons is the 5th volume of the pants-shittingly popular A Song of Ice & Fire epic saga by George R.R. Martin that took something like 100 years to write.  Unlike most serials, this big-ass manuscript does not immediately pick up where its predecessor A Feast for Crows left off.  Rather, it changes the focus from the political theater of King’s Landing to areas more abroad: The Wall, The Eastern Kingdoms or Whatever, even some time is spent out on the open seas in addition to a stay at Winterfell as we follow the fates of characters we know and love.

I personally wasn’t a huge fan of the decision to essentially cut A Feast for Crows in two.  I could certainly appreciate the focus the former ended up having, but the distance between events of that book and this one are so vast that I couldn’t remember what happened and couldn’t be bothered to care.  I mean, Favorite_Person_15 is standing face to face with Arch_Villain_11, they’re about to eviscerate each other, but wait here’s what’s going on in fucking Dorne.  Dorne’s INTEGRAL to this whole thing!  That’s why I waited till book 3 to mention those guys!  Fucking Dorne.  And don’t get me started on the Greyjoys.  >=(

An incredible lack of balance drives A Dance With Dragons in ways that I can barely express, but one might be able to argue that it’s a staple of the series by now; and that argument is fucking weak. We’ll get to see what happens to some guy in chapter 2, get a huge boner or ladyboner from the cliff-hanger, then not see the aftermath of that event until chapter 32, sometimes bravely exposited in a flashback sequence.  Meanwhile, we spend a lot of time with characters who start out fairly charming that become grating and annoying as they wallow in their own self-pity for 30 pages when something cool finally happens.  The devil is in the details I guess but by this point we should be moving at a pretty brisk pace, no?

The end quarter of the novel is by far the funnest part.  Finally, things are starting to move again.  When GRRM focuses, he really knows how to build that suspense that can make you cheer or cry.  For all of its faults, A Song of Ice and Fire is still a very well executed story that will play on your emotions from beginning to end, despite all its Stop & Go.

B

Sanjuro (1962)

Image credit: themoviedb.org

Sanjuro is a Japanese period piece about a traveling ronin who decides to help a clan of samurai clowns investigate the corruption surrounding a local chamberlain. The ronin suggests that the chamberlain is not corrupt, but in fact his superintendent is, and the group decides that the chamberlain is the one whom needs to be saved.

This film’s strengths lie within the ronin character, played by Kurosawa stable Toshiro Mefune. Frequently this character is portrayed as disinterested, lazy, and callous–a stark contrast to principles of honor and discipline appropriate for samurai of the day. This archetype creates conflict with the other nine samurai characters who frequently distrust his wise decisions, often bickering amongst themselves that the ronin is a lush or a traitor, especially when he goes off to spy on the corrupt officials holding the chamberlain’s compound. Their squabbling and general ineptitude also bring a lot of levity and playfulness to an otherwise serious movie. Some scenes, especially those involving the chamberlain’s wife, a serene old sage, are just downright cute.

Sanjuro may not be as effective as Seven Samurai or even Yojimbo, but it’s still a quality piece of storytelling at its heart. It mixes swordplay, urgency, conflict, and levity in a ways that feel real in spite of its black and white presentation and lack of special effects. Kurosawa’s ability to direct is unparalleled in its fluidity and simplicity, and this film lends further credence to his genius.

A