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I've always dismissed Minish Cap as being a pretty forgettable Zelda game, but now that I'm replaying it, I'm remembering all these things I loved about it as a kid! Turning small isn't an arbitrary gimmick; it makes the world so much fun to explore by imbuing every part of the environment with a dual use. And because this is the most advanced pixel art Zelda they ever made, they got really dense with the art too! Every house has these colorful little details. The game is gorgeous! When you play it with the Small Screen and Recreate Classic Feel settings, it's almost like one of those Nintendo Hire This Man pieces, but better. It's a little cartoon. And I love how it doesn't hold my hand. I wasn't expecting the Mt. Crenel climb to be anything substantial at all, just a little fetch quest, and it ended up being really long and involved and requiring me to actually use my brain! Even the little lock-and-key ""puzzles"" where you need the correct item to proceed are cooler in this game, because the items haven't been in a dozen other Zeldas. It's got so much personality! Everything is so snappy! And the kinstones merging exploration and NPC interactions is a rad idea too. @ZeroI remember it being V_s's favorite! V_s said:1. The Minish Cap ...which always confused me. But now I'm loving it. I'm only a couple hours in, but if it keeps this up it's almost Top 5 territory for me. |
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V_s said:My only complaints are that the game is too short, and 100%ing the game is a bit tedious. Having just finished the fourth dungeon, I'm running into these issues now. Kinstone fusion is pretty neat in its reductionist approach to traditional Zelda secrets; rather than coming across a locked door disguised as a bombable wall, and needing a key disguised as a bomb to open it, Minish Cap does away with the formality and strips it all down to "find the right doodad, and a treasure chest appears." With as antiquated as I think that type of quest design is in older Zelda games, it's a fun novelty getting to play what is essentially a The Legend of Zelda: Championship Edition that goes all-in on it. But still, I now have the nagging feeling that the majority of my time spent with this game has been on clearing Ubisoft-style markers from my map. "Fuse kinstones, walk to the new chest, get rupees from the chest, use rupees to buy a kinstone potion, find kinstones, fuse kinstones..." It's an easy habit to fall into because of how barebones everything else is. This game does the evil thing where it'll show you a world full of secrets, only to block them all off until the story is ready to take you over there on its tour of the map. It was disappointing finding out that Castle Town's coolest mysteries are all mandatory to advance the plot! I'm still enjoying the game quite a lot—of the Zeldas I've replayed recently, I'd still put it above Skyward Sword and A Link to the Past—but it's much less dense in interesting ideas than it seemed to me at first. |
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