It gives the combat variety and the campaign feels more like an ensemble adventure led by Zelda than anything else.I was also surprised that Toon Zelda was chosen for the next DLC, but her inclusion does actually make sense. Players can redo missions to search for the needed materials or they can look for them in shops.Īlso, each hero has a different set of attacks and powers, making each one feel unique with their own weapons and tactics. They’ll also discover quests that offer stat boosts but require resources to complete. Some of that will come through the leveling process, but players can also power-up their weapons by fusing them with ones they find in each stage. Those elements are few and far between, though, because most of the game is spent mashing buttons and finding better ways to defeat enemies. It’s an inventive use of a critical “Zelda” mechanic, one that is used for slight puzzle solving such as getting a half-buried treasure chest out of the ground. “Breath of the Wild” fans will recognize these powers as being important in puzzles, but in “Hyrule Warriors,” they’re used to counter enemy assaults or crowd control. Another way to fight relies on the Sheikah Slate abilities - Magnesis, Remote Bomb, Stasis and Cryonis. That meter can be whittled down by dodging an attack at the last second, slowing down time for a Flurry Attack. The most compelling part of combat involves tougher heavies and bosses that require the heroes to pummel them so the Weak Point gauge zeros out, leaving them open to a heavy-damage strike. If players have an ally, they can direct them to an important part of the map and switch over when they get there. Run long enough and the players sprint across the screen. Players have to efficiently and quickly dispatch foes. It adds to the charm of the adventure.Īs for the gameplay itself, combat revolves around mashing the buttons for regular and strong attacks. They’ll also encounter fan favorite characters who are younger and more brash. This is the land before it’s ruined, and players will run across thriving villages and soaring towers. The missions take Link and company across familiar terrain but the big difference is that the Hyrule in the prequel and “Breath of the Wild” are different. Initially, the pickings are sparse, but as players advance the campaign, they multiply deluge the screen with tasks. The campaign features a map of a Hyrule that’s dotted with different missions and tasks. “Hyrule Warriors” is her story though she may not be in all the missions. Unlike previous efforts, Zelda, not Link, is at the center of this tale as she’s the driving force behind gathering the champions and her struggle trying to unlock her potential takes center stage. Through the game’s seven chapters, Link and Zelda will gather their squad and several extra characters, outfit them with the gear and move forward with the seemingly doomed encounter. She embarks on a quest to stop Calamity Ganon by venturing into the other kingdoms and persuading their best warriors to pilot ancient machines called Divine Beasts that have the power to stop him. It ends up 100 years before the events of “Breath of the Wild,” and the R2D2-like machine joins Zelda, warning her about the future. As Zelda’s powers awaken, a diminutive Guardian takes a portal to the past. The game starts with Calamity Ganon laying waste to Hyrule. Instead, as the name implies, “Hyrule Warriors” plays much like the beat-’em-up “Dynasty Warriors.” The developer, Koei-Tecmo’s Omega Force, has been making these type of games for decades, with a formula that has been adapted to other franchises such as “One Piece,” “Gundam” and “Fist of the North Star.”Īlthough the idea gave me some apprehension, Omega Force worked closely with Nintendo, and “Hyrule Warriors” ends up capturing a bit of the “Breath of the Wild” flavor. Players shouldn’t expect exploration and clever puzzles. It features the same visual language as its source material, the instant classic “The Legend of Zelda: Breath of the Wild,” but that foundation is used in a way that will be unfamiliar to longtime fans. With “Hyrule Warriors: Age of Calamity,” players uncover a story that’s worth being told. The worst thing one can say about a prequel is that it shouldn’t have been made in the first place. When it goes wrong, it can make everything worse, diminishing the series altogether. When it works, the new chapter fills in holes, introduces new revelations and acts almost like a puzzle piece fitting into place. It’s a backstory, after all, but the narrative must be compelling because fans already know how it ends. A prequel’s value should be weighed partly on how it supports the original.
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