People love to claim that the Legend of Zelda series is basically the same game over and over again. While this is failing to take into account all of the handheld titles, even the main console entries have enough differences to differentiate themselves.
Still, Nintendo must have really taken that criticism to heart as the Legend of Zelda: Triforce Heroes is completely different from the classic Zelda mold. The game is more akin to Four Swords and not it’s Gamecube sequel.
While I enjoyed the game, I think it was mostly due to me being a die-hard Zelda fan. The singleplayer mode is hot trash and the weird requirement of three players kind of ruins local multiplayer with just a single buddy. Download Play is very generous, so at least you don’t have to have friends with copies of the game.
I can’t quite put my finger on why I may consider this the weakest Zelda game in the series. That isn’t to say anything is particularly bad about it, save for it’s netcode; I’m mostly just saying that nothing is quite original about it.
Since the game bears a huge resemblance to Four Swords, it’s easy to compare the two games. For starters, you progress through areas that are basically small rooms. There isn’t an overworld or any kind of dungeon exploration; you are placed in an area with some items and small puzzles.
Successfully completing the puzzle gets you to the next room and so on until a boss fight. It is fun, but it becomes pretty routine in a very short time. There are stylish touches like some graphical effects, 3D and great music, but without the costume changing mechanic, the game would be a bit dull.
Costumes are what define this Zelda experience. Changing to and fro makes for some great times. Having Link cross dress or putting on a replica of Marth’s outfit is well and good, but unlocking some of the more badass costumes (like Sword Master or Fierce Deity) can make replays and challenges trivial.
Four Swords was incredibly rudimentary in design. While having three friends help you through puzzles was a blast, all of it’s dungeons are randomly generated. At some point, you begin to see repeat room designs and immediately know the solution. I guess that takes awhile, but it also leads to a game that has no distinct or memorable moments.
That game got it’s fun out of being novel. The DSi re-release added some much needed content to spruce up the endgame, but it’s original state is a bit of a throwaway gimmick. Can Zelda multiplayer work? Four Swords said yes.
The sequel, Four Swords Adventures really went to town with the whole concept. You were required to have Gameboy Advance link cables for multiplayer, but each person could be exploring a small room on their own. Main puzzles had players taking divergent paths to find items and culminate in some grand solution.
Or a daring escape!
Everyone emerged from their GBAs and provided the steps necessary; Triforce Heroes doesn’t really have that. I can accept the lack of 4 players, but often times you can beat an entire room by yourself. It makes the concept of multiplayer feel like it was forced upon a different execution of the Zelda formula.
While online play should make up for lacking friends or having differing schedules, Triforce Heroes has some really unstable netcode. Seemingly perfect games can end suddenly for no reason and most people have no idea how to setup a WiFi connection; I’ve had lag so bad that my sword wouldn’t swing for 5 seconds after pressing the attack button.
At least with Four Swords and Four Swords Adventures, you had to be in the same room. It might have limited the chances most people had to play the game (not to mention the outlandish price required for such a feat), but the game worked at all times. Triforce Heroes sometimes fails at multiplayer while simultaneously failing at singleplayer.
The original Four Swords never even had a singleplayer component, but Four Swords Adventures allowed players to summon the extra Link’s in different formations. That kind of gameplay feels akin to some classic Bioware RPGs like Icewind Dale or Baldur’s Gate. Why the same type of mechanic wasn’t utilized in Triforce Heroes is beyond my comprehension.
Singleplayer has you tapping the bottom screen to switch between dopples of yourself. It makes for tedious progression; every time you get somewhere with one Link, you need to completely stop and redo it for another. The totem mechanic almost seems to come from frustration in solo play rather than any genuine multiplayer advantage.
There is also a rather limited method of communication for online play. You get emoticons that you can press which are supposed to tell other players what to do. They rarely work. There are no icons for “Do not use item” or “Stop”. You just have a generic “NO!!!” to warn players of anything wrong.
Where is the “Stop Dying” button?!
Trying to specify what needs to be done in a given situation to a totally clueless player is an exercise in frustration. You wouldn’t even believe how many times I ended up yelling at my 3DS when a solution came to me in seconds. To watch others shrug and bumble around like a doofus is maddening.
When everything does click into place, Triforce Heroes is fast and fun. I like that there is actual puzzle solving instead of just murdering enemies like in Four Swords. This feels like a compromise between the two previous multiplayer Zelda titles. It also has a vibe similar to Skyward Sword’s upgrades.
I also can’t stay mad at a Zelda game that calls back to the 2D gameplay from yesteryear. People love to worry about how Nintendo has basically forgotten “classic” Zelda, but they still make these games for us to enjoy. They never buried that tried and true game system.
If anything, I think Triforce Heroes has shown me that I just prefer to take my Zelda alone. To me (and a lot of people), Zelda has been about exploring a new world and conquering it’s many dungeons. It’s been about guiding Link through treacherous paths and perilous situations.
Traveling “literally” anywhere.
Sure, sharing that fun is great, but the real joy comes from figuring out a solution and putting it into action. Without the ability to verbalize that to a friend (or get them to read your mind), the game becomes an exercise in patience and insanity.
Having like minded players makes all the difference. With friends who actually understand Zelda (or being in the same room), you can accomplish what is being thrown at you. Local multiplayer saves the day yet again.
All in all, Triforce Heroes isn’t bad. I rather enjoy it. I just don’t know if I’d ever see myself playing through it again.Four Swords exists mostly as a way to kill time on long flights and Four Swords Adventures is an epic journey with friends.
Triforce Heroes kind of feels like a short trip to an amusement park. It’s fun while it lasts, but you really want to get home after you’ve had your fun. It also sucks to have to deal with people who lack common sense.