What always brought me to the world of Legend of Zelda was the classic idea of good versus evil. As we learned in Wind Waker whenever a grand evil reveals itself, one in green appears to battle for good. This of course is link and or his descendents. Is he hyrulian, is he a kokori? It doesn't matter in that the mantle of this hero of the tri-force of courage that passes to the next incarnation of the one.

My favorite Zelda game is by far link to the past. First available on Super Nintendo then re-issued for GBA. It is the classic elements of this game that does so well in Ocarina of time and Majora's Mask. However Minnish cannot capture the successes of these games' magic.

Zelda has always been about solid puzzle solving. Push block A and lay pot on switch B to open door, reveal chest, etc. Minish of course has these elements, and the dungeons are pretty true to the classic structure seen in Link to the Past. But its the Kinstones that ruin this game. The idea that to unlock areas you have to find a small piece of stone behind an unmarked wall to bomb then find the person whom it can be fused to made me loose interest so quickly. I planted tons of bombs, used up tons of time just to find a kinstone piece, then to have to find someone to fuse it with. Then I could continue with the adventure. Now perhaps if they add some sort of stroy as to what the heck these kinstones were or why everyone has them was never develpoed. And so my interest in finding them too waned. Maybe a checklist of the kinstones and where they are fused to, much like the mask chart in Majoras Mask.

Seems that games today leave story, gameplay, and good level design in the back burner for collect-o-thons. Pokemon may be to blame and its popularity of having to catch'em all. But Pokemon's game is that. To collect the best to battle with and in turn kick the butt out of your friends, and computer. I don;t play a zelda game to collect hundereds of kinstones and figurines. Who cares. I want a good story, cool dungeons, weapons and abilities that its not the finding out how to use them that are hard, its the using them correctly that is hard.

The game also tries hard to rip-off four swords ideas with multiple links doing things single links cannot. Good idea. All the elements are here for this game to rule. It just seems to fall flat and be pretty uninteresting to play. Maybe its the never knowing where to go next that makes it no fun. You basically try everything until you give up and look at the players guide. So it makes me think that this game was developed just to sell those players guides.

Minish Cap was not released during the Holiday season and now I see why. It is lackluster and quite mind numbing. I am not swearing off Zelda games, just this one. I will definitely be playing the new upcoming zelda on the gamecube with the more realistic graphics. Wind Waker, though cool to look at, had huge problems with goofy characters that really seemed to keep the true terror of Ganon at bay. i never felt threat as I did in Link to the Past or Ocarina.  Minish trys to look just like Wind Waker. The minish themselves are akin to the ewoks and are too cutesy for their own good. This makes for a weird looking link and goofy side kick. Truthfully I don't mind illustrative graphics. But these counter-act the underlying story of threat and fear that propels me through other nintendo games like Metroid or the original Zeldas.

Play it and see for yourself but I rather spend my time replaying Link to the Past, or a Final Fantasy. Or better yet World of Warcraft.
What always brought me to the world of Legend of Zelda was the classic idea of good versus evil. As we learned in Wind Waker whenever a grand evil reveals itself, one in green appears to battle for good. This of course is link and or his descendents. Is he hyrulian, is he a kokori? It doesn't matter in that the mantle of this hero of the tri-force of courage that passes to the next incarnation of the one. My favorite Zelda game is by far link to the past. First available on Super Nintendo then re-issued for GBA. It is the classic elements of this game that does so well in Ocarina of time and Majora's Mask. However Minnish cannot capture the successes of these games' magic. Zelda has always been about solid puzzle solving. Push block A and lay pot on switch B to open door, reveal chest, etc. Minish of course has these elements, and the dungeons are pretty true to the classic structure seen in Link to the Past. But its the Kinstones that ruin this game. The idea that to unlock areas you have to find a small piece of stone behind an unmarked wall to bomb then find the person whom it can be fused to made me loose interest so quickly. I planted tons of bombs, used up tons of time just to find a kinstone piece, then to have to find someone to fuse it with. Then I could continue with the adventure. Now perhaps if they add some sort of stroy as to what the heck these kinstones were or why everyone has them was never develpoed. And so my interest in finding them too waned. Maybe a checklist of the kinstones and where they are fused to, much like the mask chart in Majoras Mask. Seems that games today leave story, gameplay, and good level design in the back burner for collect-o-thons. Pokemon may be to blame and its popularity of having to catch'em all. But Pokemon's game is that. To collect the best to battle with and in turn kick the butt out of your friends, and computer. I don;t play a zelda game to collect hundereds of kinstones and figurines. Who cares. I want a good story, cool dungeons, weapons and abilities that its not the finding out how to use them that are hard, its the using them correctly that is hard. The game also tries hard to rip-off four swords ideas with multiple links doing things single links cannot. Good idea. All the elements are here for this game to rule. It just seems to fall flat and be pretty uninteresting to play. Maybe its the never knowing where to go next that makes it no fun. You basically try everything until you give up and look at the players guide. So it makes me think that this game was developed just to sell those players guides. Minish Cap was not released during the Holiday season and now I see why. It is lackluster and quite mind numbing. I am not swearing off Zelda games, just this one. I will definitely be playing the new upcoming zelda on the gamecube with the more realistic graphics. Wind Waker, though cool to look at, had huge problems with goofy characters that really seemed to keep the true terror of Ganon at bay. i never felt threat as I did in Link to the Past or Ocarina. Minish trys to look just like Wind Waker. The minish themselves are akin to the ewoks and are too cutesy for their own good. This makes for a weird looking link and goofy side kick. Truthfully I don't mind illustrative graphics. But these counter-act the underlying story of threat and fear that propels me through other nintendo games like Metroid or the original Zeldas. Play it and see for yourself but I rather spend my time replaying Link to the Past, or a Final Fantasy. Or better yet World of Warcraft.