There are several sites I like to look through now and then to see what sorts of new indie and fan-games have been released recently, and the other day I stumbled across one called The Last King of Hyrule. What’s funny is that although this was listed on RPG Maker Net, the game was designed with the Super Mario Bros. X engine. Odd, I know, but it’s not the only non-RPG Maker game listed on that site.
Anyway, The Last King of Hyrule makes great use of the Mario engine. The game is done in the action-RPG style of Zelda II: The Adventure of Link, with towns and NPCs and the actual action taking place in side-scrolling platforming areas. This fits perfectly with the engine used, and the overworld itself is basically done in a veiled style from Super Mario World, but with the Zelda 2 feel to it. The graphics have a nice 16-bit appeal to them in many ways, and I absolutely love how the power-ups work with the game. The story is interesting, at least, and early on I address where it could “sort of” fit in with the chronology if we had to place it.
Here, I complete two of the six major temples and have some frustrating moments, but a lot of fun in the process. Should I continue, though? I’ll let you decide that!
Last time we left off, we had arrived at the Fire Cave, but in order to progress through it we were told we needed a special item that we could find at Old Fortress. So, now, we set sail to that fortress island, which is essentially another short mini-dungeon to complete. It’s really not that bad in the end, and our prize is the Ice Spell (figures that would be useful in the Fire Cave, right?). Anyway, the Fire Cave itself throws a few challenges our way, but we manage to persevere and obtain the Fire Spell.
With those two spells at hand, we can now unfreeze the path to the Royal Palace of the Gillfolk, where supposedly we will find the Emblem of Ocean.
But, to find out what happens there, you’ll need to stay tuned for Episode 6! I hope you guys are enjoying this so far – I’m having a blast recording these! :)
This week for my Game Creation Station column over at Zero Friction, I decided to talk about the process of getting a game ready for release and everything entailed therein. This includes stuff like in-house play testing, finding beta and bug testers to go through the game for you, and then selecting the venue(s) that you want to use to get the game out to the general public.
Obviously, it’s impossible for me to give an exhaustive dialogue on these topics, but I was able to share some perspective from my adventures with Zelda: Sword of Moria that I think helps bring it to life a bit more.
Anyway, I hope you enjoy this week’s column! I’ll be happy to know your thoughts!
Last time I left off, we had managed to defeat Turmoss in the Forest Shrine and retrieve the Emblem of Earth. We also saw that the Owru were not all gone and there might be a glimmer of hope yet for their race.
Having been summoned back to Hermit Isle, we head there and the Hermit tells us that we should go down into the well to seek out a special item. An odd request, true, but the well turns out to be the entrance to The Great Chronicler’s Grave. Down there, we indeed do find something special and bring it back to him. Then, we head to Tikarel Island where the Festival of Sol is taking place, only to learn that we will need to travel up Humming Hill with Neeti and set off the fireworks ourselves. Things don’t go as smoothly as we might hope, though, and we end up having to fight that strange man in dark armor at the peak of the hill. He’s easily defeated, though, and in talking to Neeti we get some new locations added to our sea chart.
Before heading to Gillfolks Drop, I make a stop at Southwind Isle. As it turns out, we need to bribe the guard to the town of the Gillfolk, and Gillfolk are very fond of honey. A merchant selling honey is trapped in a cave on Southwind Isle, so we go there, solve a somewhat complicated puzzle, and set him free. Then, we have to take the honey with us and deliver it by hand (carrying it!!) all the way to the entrance to the Gillfolk town.
Next time around, we’ll have to head to the Old Fortress and then finally into the Cavern of Fire, so stay tuned!
When we last left off, we met an Owru in the Withered Lands who claimed to be the last surviving member of his kind and who, in addition to teaching us a magic spell, told us the location of the Emblem of Earth. Apparently, the emblem is sealed away in a temple on Great Forest island, and so that marks our next destination in this fantastic Zelda-inspired adventure!
Great Forest is a large island that serves as the first “major” dungeon of the game. The island and the shrine therein are both, together, one large dungeon. It is here where we obtain the bow and arrows as our treasure and then, at the end of the dungeon, get to face off against a large-scale boss called Turmoss. Ultimately he isn’t that bad, and he goes down without too crazy of a battle, and thus the emblem is our prize.
As to the fate of the Owru people? Well, if you stick around to the end of this video, you’ll find out what’s really going on there.
Anyway, upon returning to the sea, the Hermit tells us that he wants us to come back to his island. What awaits us next, though, will have to wait for Episode IV!
Oceanhorn: Monster of Uncharted Seas first made its appearance on iOS devices back in 2013. I actually had no idea this game existed at all until early this year when doing a search for Zelda-style games on other platforms. Naturally, I was pretty sad to find out that the game was never ported outside of iOS. Yet, as luck would have it, about a week or so after that I received an email about the game noting its impending release via Steam!
Anyway, I played through a large portion of the game and reviewed it back when it was new and then took a long break from it. Recently, I opted to get back into it, but after some thought (discussed in the intro of this video!), I decided to turn it into a Let’s Play series! :)
In this first episode, our adventure begins (after a quick cutscene) on Hermit Island. We learn about our character’s past, a bit about our father that left some time ago, and learn the basics of the game. After our father’s past catches up with us and strange creatures attack our little home, the Hermit tells us a story about sacred emblems that might have the power to weaken Oceanhorn. Seeking them, he says, may be the key to finding our father and defeating this ancient evil.
We set sail to Tikarel Island where we add a few new locations to our sea chart, explore a bit, and then set sail for Sandbar for a quick pit stop. Finally, we head to Bomb Island, where a very necessary upgrade can be found. The Mines will be the first real dungeon of the game, and so I end this video at the entrance to that dungeon. Next time around, we’ll explore it and hope to tackle the dungeon’s boss and find more clues on where to go next!
As always, stay tuned and please subscribe!
I kind of have this love-hate relationship with The Legend of Zelda: The Wind Waker. On the one hand, even in its original 4:3 format from 2003 on the GameCube, it’s a stunningly-beautiful game. The gameplay is fun, the sailing was a unique add-on, the story is compelling, and the world presented is entertaining and fun to explore. Yet, on the other hand, I found the way the game ends rather upsetting. Minor spoiler: The King of Hyrule could have literally wished for anything, yet what he instead chose was probably the worst thing he could have done!
But…Life goes on! Still, I think the way the game ended is the reason that I hadn’t revisited it in over a decade, but, in deciding to take another look at it, I figured that doing so with the Dolphin emulator would be a fun way to do it!
I recently picked up a brand-new large-format LG monitor that uses ultra-wide HD with a 21:9 aspect ratio. This gives a much larger field of vision in games and even lets you watch movies in their true cinematic format with no more letter-boxing. Dolphin actually handles this format well, and when it renders games it actually does widen the field of vision so that more is seen on-screen. Sure, some of the UI gets stretched a bit and looks slightly funky, but overall the picture is super crisp and wonderful looking. In many ways, I’d say it’s better than what Nintendo actually produced themselves in Wind Waker HD on the Wii U!
If you enjoy this video, let me know – I would be more than happy to continue it and turn it into a larger series! And, if you enjoy this, check out my channel for more awesome content!