I watched a lot of movies over the holidays, as is my custom, but I also started a new game: Vampyr. I like Dontnod Entertainment’s games, I’d had my eye on this title for a while, a good friend had been strongly recommending it since its release, and it was on sale over the holiday, so it was easy motivation to purchase at that point. (And I wanted to play something other than Little Dragons Cafe for a while.)
I’m still fairly early in the game, but I like it. It’s flawed, but it has a strong sense of purpose, and it’s clear what the developers wanted to do with it. In many ways, it reminds me of Remember Me: it’s a game overflowing with ideas and intentionally crafted themes, a game that promises openness but doesn’t fully deliver, a game with a satisfying but maybe over-developed combat system. The dialogue system in the game is especially interesting; there are often robust dialogue trees, but it always feels investigative rather than interpersonal. Even when you unlock a secret and probe to learn more, the game presents this as using vampiric power to coax the user into speaking; you’re not getting closer to the speaker, but instead you’re stripping more valuable information away from a target. It’s lonely being a vampire, and that dialogue system adds to the loneliness–you’re isolated and poorly understood, even when surrounded by others.
So far, my biggest complaint is that I’m experiencing long loading times and a fair amount of lag when passing through area transitions (and sometimes in combat), despite substantially lowering the graphics settings. To be fair, that’s likely just an issue on my end; my computer’s getting close to a decade old, with only fairly minor upgrades since I originally built it. Still, while I don’t have the technical expertise to assess how this compares to other games, it does seem like even fairly recent games of comparable size and appearance have played more smoothly for me.
Interestingly, the game echoes certain plot elements and themes of Interview with the Vampire. I suppose some of that comes with the nature of a pseudo-historical fiction starring vampires, but a lot of the same motivations and goals drive the protagonists in both works. That’s the sort of thing I might want to write about more later–given sufficient motivation, and after completing at least one ending of the game.
For now, I’m just enjoying my time as an angst-filled vampire.
Another post on Little Dragons Café. (Only partly because I haven’t exhausted bad wordplay in the headers yet.) This time, it’s more about my frustrations (get the title? GET IT?).
I had my wisdom teeth extracted Wednesday evening, so I took a few days off to make sure I’d go back to work fully recovered. Seems like it was an overcompensation, as I’ve felt great basically from the morning after, but it’s let me waste time on things like my little fantasy café. Unfortunately, the more time with the game, the thinner it feels.
My biggest complaint is that the game’s flow begins to feel repetitive, threadbare, and even tedious the more you engage in it. As my dragon remained a child and I continued to progress through the story, the day was a yawning void to be filled with café help during lunch and dinner rushes, broken by ingredient collection during the days. The game world had grown somewhat with my dragon’s new powers, but the extent of exploration was swiftly exhausted. There was not enough to do over the course of the day. It was beginning to feel boring.
Then my dragon grew. It’s an adolescent now. We can fly now. It should be great fun. But I’m beaten down by the new demands on my game time. The café reputation continues to increase alongside the story, so it keeps getting busier. Lunch rushes start earlier and end later, sometimes bleeding into the dinner block. Final diners are sometimes finishing their meals at almost ten at night. My character typically follows the staff to bed right after. I have to rush most of my ingredient collections into the morning hours.
Ingredients now matter a lot more. With the influx of customers, certain heavily used ingredients can quickly run low or run out. I have to be prepared to scrounge far afield to collect adequate ingredients to scrimp by. Sometimes, I’ll just rotate out menu items, sometimes even putting in lower-rated meals just to cut back on ingredient demand. I always avoided using rarer ingredients, but now even fairly common ingredients like flour or salt can quickly run out. I have to think more about the menu composition, avoiding repetition of ingredients so that there is less drain on a particular ingredient across many dishes. This element actually suggests a level of business management and required strategic thinking that I didn’t recognize the game possessed, and I should like that apparent layer of depth, but it’s just another tedious challenge, another diversion in my increasingly limited time (that’s a slight exaggeration–player cooking and menu prep happen in paused game time, but the search for ingredients is, as I’ve said, something that eats up more and more of the mornings and sometimes late nights).
In short, I went from feeling bored to busy. Too busy. Now, there’s so much more to explore on the island, so many things to find and collect, so many interesting views to see. But I can’t take the time to do it without feeling like I’m abandoning my responsibilities.
And when I don’t micromanage, bad things happen. If I’m not there, I know that my staff members will slack. Billy the laziest elf will play guitar in a corner. Ipanema the wild aggro-waitress will sulk against a wall, overcome with rage. My character’s twin will sweep away slowly at the same spot to avoid work. Even the effervescent orc chef Luccola would suddenly be overcome with the need to sway with his inner music, rather than cook the piled-up orders. Customers seemed to become more irate and impatient, too, ready to storm off–sometimes even as I walked over, food in hand–if they felt they’d been kept too long. While out adventuring, I’d received urgent messages in yellow, indicating that the staff was slacking or that ingredients were running low. I could always hit the minus button to warp back to the café, ready to deposit my collected ingredients in the food storage and to chastise my staff into working alongside me. But then my day would be sucked into management mode, and even if I decided to head back out, I’d be starting back from my doorstep instead of whatever distant vista I’d reached.
There’s still no sign of failure in sight. Sure, whether I’m helping or not, I get more days with Okay ratings instead of Satisfactory or better. But it feels more like heaps of busywork to keep me distracted from what I really want to do–exploring the island, flying high, being buds with my dragon. What’s the point of a pet dragon if you keep him stashed by the hen-house most days and spend your bonding time in purely agricultural and foraging pursuits?
The game is loaded with messages ideally suited for that 8-to-12-year-old, fantasy-loving crowd: welcome diversity, practice empathy, believe in yourself, don’t let biases get in the way of trying new experiences and meeting new friends. Each new visitor has a story that involves self-discovery and ends with a succinctly stated moral. Amid all that, I sort of suspect that the increasingly stressful gameplay is intended to instill a subtler moral: as we age and mature, we have increasing opportunities and increasing ability to follow our dreams, but often the constraints of adult responsibilities simultaneously limit our scope. We have the freedom to do anything, but our commitments to our loved ones and community can keep us pinned down.
This limitation is somewhat illusory in the game. If I can’t really fail, if my presence in the café only slightly improves performance, then why not just go exploring with my dragon bud? Sometimes, even for a couple nonstop game-days at a time, that’s what I’ll do: abandon responsibilities and romp. It’s easy to justify when I’m collecting plenty of ingredients while out. Even that, I suppose, offers a message: sometimes the restraints we place on ourselves are largely imagined, and the only thing holding us back from doing what we want is our own preconceived notions.
Is that what the game intends? Or is it just bad game design, replacing genuine flow with unceasing busywork? I’m inclined to go with the latter theory, for there are other design flaws in the game.
One of my other big gripes: the controls are rather unresponsive. They don’t always do what I want. Sometimes I’ll mash the jump button over and over and over before my character actually leaps that fence. Same with taking and sustaining flight. Even more routine tasks seem to have a slightly laggy, imprecise feeling. This isn’t an issue with the Switch controller, I think. I’ve had some experiences with other games where distance from the console has resulted in lag or unresponsiveness with a Joy-Con, but in general, I’ve felt that controls have been tight and precise with other games. The lag excuse doesn’t work here, either, since I almost exclusively play Little Dragons Café in handheld mode.
The issue seems largest with exploration features, as though everything about exploration was considered an afterthought (instead of, you know, a core and essential element of the game). My dragon seems either occasionally dull or defiant, too, ignoring my commands until a few button presses have passed. This is especially troublesome when the command is something urgent–like, say, hunting a monster that’s about to tackle me and steal one of the dragon’s prepared meals.
This leads into another issue: the AI is just plain dumb. When unmounted, the dragon loosely trots behind me, sometimes taking initiative to do some task like shaking a tree or mowing some grasses. The action it chooses is almost never something I really want. It does not seem concerned about my character or its meals; unless I explicitly command it, it will do nothing to stop monsters that are attacking me. This resulted in one of the most frustrating experiences in the game, in which a pack of Zucchidons cornered me, repeatedly tackling me until I was without any meals, and because I was trapped, their attacks eventually pushed me up onto their backs. They couldn’t tackle me anymore, but I couldn’t get down. Most of the time during this experience, I didn’t have any context-sensitive button options, but when I did, it was to attempt to fertilize a bush next to us. Not helpful. All the while, my dragon simply stood nearby, watching, doing nothing. My own controls were useless. I couldn’t pause; I couldn’t order the dragon to hunt; I couldn’t warp back to the café. Going to the Switch home screen and then resuming the game didn’t help. This was after a day-and-a-half of adventuring, and I wasn’t looking forward to restarting the game and losing my progress (you only save at the end of the day, after you have gone to bed; if you skip going to bed, no save). After a couple minutes, I somehow just fell off and sent my dragon to work headbutting the punks. But it was infuriating. Shouldn’t my dragon be a little motivated to help out on its own?
The staff is similarly worthless. I’ve been cornered by a character as they attempt to take an order or collect a plate, pinning me between chairs as I wait to carry out my own action. They’ll pass through each other, but they’ll push me back if they run into me. And they will run into me, their pathfinding so very limited, pushing me back as I attempt to drop off a dirty dish or deliver a meal. They’ll slam into me even if I had the right of way, even if they just rose from a seat to go charge off and finally start working. Luccola is spared my ire here because, as the cook, he just stands by the stove. And Luccola only has the task of cooking. But the other characters will tackle chores and tables at random. This results in delays, as they’ll just randomly assign themselves a task. I can move a little faster than them, as my character always runs everywhere, but if I get to a task before them, they’ll stand around dumbly or even move to a corner to wait, even while there are orders to take and meals to deliver and dishes to clear. Worse, I’ll take time to talk to them, only to sometimes find passive-aggressive remarks, like my twin complaining that I should help in the café now that I’m done with collecting ingredients–even if I’d been working alongside her, doing more than her, covering for her as she fell into some time-wasting activity. Even the most harmless of comments can easily be read as passive-aggressive when supported with audiovisual queues indicating grumpiness, and as this is a pretty anime-influenced game, those queues are not subtle.
There are two easy solutions for a lot of the café troubles.
First, I should have a party management system, like in an RPG. I understand that the staff aren’t great at their jobs, that they often waste time, that they’re still growing as people–that’s part of the story. But the story also emphasizes that we’re a found family, that we care about each other. Being pushed around, and watching customers storm out because orders just weren’t being collected and food just wasn’t being delivered as my staff chased after dirty dishes, is antithetical to that message. If I could just assign a general task list, the characters could then focus on particular jobs. Ipanema could take orders, the twin could deliver meals, and Billy could clean dishes–or whatever combination I settled on. Then my character could focus on making sure they were working and dart in to help wherever there was a pile-up.
Second, there should be a separate “talk” button. Executing talk commands through the context-sensitive button results in a lot of frustrating situations. Instead of taking an order, I end up talking to a nearby loafing server or served patron. Instead of getting Luccola back to work, I enter the cooking minigame. Instead of convincing my twin to stop sweeping, I end up walking outside (through yet another loading screen). The Switch has plenty of buttons. Some of them aren’t getting used. Dividing talk from everything else would make things a lot easier and cleaner.
My final complaint for now is that the cooking system is underdeveloped. The meals have cute little descriptions, and the artwork makes every meal look delicious. But meal prep is wasted with the simple mini-game, especially when you can just throw a bunch of random ingredients into a dish so long as they fit a broad class. I know that the cooking ultimately is a fairly small portion of the game, but it would be fun to have recipes that you could almost follow in real life (like Cooking Mama), or at least to have a codex of all unlocked recipes, with an actual, real-world recipe that you could follow for each dish. It’s not a major flaw, and I don’t spend a lot of time cooking in the game, but it’s a missed opportunity, especially where cooking has such an integral role in the plot.
I believe that I’m over halfway through the story, and at this point, the chapters of characters coming and going from the inn are admittedly feeling overly formulaic, but I’m still enjoying the characters (when the game mechanics aren’t fighting against their characterizations), and I honestly want to see where things go with my dragon and our protagonists’ mother and new found family.
I’m currently playing Little Dragons Café on the Switch. It’s a cute, peaceful game–a great game for a relaxing weeknight hour or for whiling away a lazy weekend afternoon. The premise is straight out of a children’s fairy tale: the mother of twin children falls into a mysterious coma, and a strange old wizard arrives to watch over them, providing the kids a dragon’s egg. He says they must raise the dragon, while tending to their mother’s café, as doing so will restore her to health. Over the course of the game, the children draw a crowd of eccentric staff members, gruff regulars, and bizarre outcasts who stay briefly in the upstairs inn.
The game feels like a mashup of Studio Ghibli films, the Pokémon RPGs, Recettear: An Item Shop’s Tale, and Stardew Valley. That last reference is of course actually to the Harvest Moon games, as Harvest Moon designer Yasuhiro Wada was director of the Little Dragons Café team, and Stardew Valley was influenced by Harvest Moon as well. But I never played any of the Harvest Moon games. It’s interesting to realize, as an adult, that I could have have enjoyed that series. Maybe the slow pace of a farm-life simulator would have bored me as a kid, or seemed obviously trivial, but the genre’s become as much a form of escapism for me now as sci-fi shooters or fantasy RPGs ever were.
The game looks lovely, like a hand-drawn storybook. That extends from the brush-stroke aesthetics on the character models to the clumpy trees and the whimsical designs of the animals. That whimsical design element extends to the characters and even the resources (for instance, you harvest chocolate and cream sauces directly from certain shrubs in the woods).
The Switch tells me that I first played this title 8 days ago; it hasn’t yet estimated the hours, and if I were to ballpark it, I’d say I’m a dozen or so hours in. There’s still a lot of things to do in the game, and I appear to still be quite early in the story. My dragon’s hatched its egg and grown from baby to child; it can still search small holes, but it can also mow down shrubs with its tail, bash through small debris piles, tackle aggressive animals, and push boulders. My ability to explore the island is still somewhat limited by a text reminder that I should not stray so far from home, but the dragon’s abilities have allowed a lot more vertical creep into the interior. It’s clear that further growth will result in even better exploration options.
Exploration remains appealing, even over a small island range. It’s also vital; one must return to old spots to continue to collect more ingredients, and there’s also the possibility of finding fragments of a recipe washed up on a beach or hidden behind a debris pile in the woods. The game is almost completely nonviolent. So far, there are three exceptions to this (besides the harmless and exaggerated interactions of some of the staff members): there is a type of goofy, bulbous bird on tiny wings that barely keep it aloft that, when you “tackle” (i.e., touch-tag) it, disappears in a poof and leaves behind meat; there is a type of aggressive, pudgy wolf-like creature that will steal one of the meals in your inventory if it “tackles” you; and the aggressive creature can be poofed into meat in turn if you get it to run into a rock, or if you command your dragon to hunt (and “tackle”) it. But there’s no actual violence committed, the concepts of fighting and biting and killing instead becoming abstracted to the point of near-non-existence. Even worrying about those aggressive Zucchidons is never more than a low-level stress; at worst, you lose a meal.
The story has actually been the most engaging element for me so far. The characters are goofy and flawed, and the plot (after the initial life-saving-dragon bit that sets everything into motion) is largely focused on those characters over epic fantasy tropes. They just happen to be people who inhabit a fantasy world. Besides the twins, the café swiftly becomes staffed by a lazy dreamer who left his town with music career ambitions, a talented waitress who is regularly overcome by anger, and a fabulous orc who intends to become a famous chef. The story is broken into chapters that reflect the dragon’s growth and the rotating cast of characters who stay at the inn. By that metric, I’m probably three chapters in, having made it through the prologue of the dragon’s early years, then the stay of an anxious boy who claimed to be a warrior, and most recently the stay of a bigoted witch who found herself suddenly without magic powers. Each chapter has a mini character arc for the visitor, as the staff members are given room to grow themselves–along with the dragon, who is often referred to as a sort of glue between the disparate personalities and an influence for good. The fantasy world as of yet does not have a very cohesive vision, as it largely seems to draw from scattered fantasy cliches to fill its lore, usually to humorous effect (the game is often funny, typically in rather subtle, ironic ways–if you play it, make sure you watch how the names given to different visitors change in dialogue blocks).
This game would probably be perfect for the 8-to-12-year-old range. A fairly literate and imaginative child with a fondness for fantasy could get a lot out of the game. It’s also an easy, forgiving game that would require effort to fail. The most challenging sections are the rhythm-based cooking mini-games, which are largely optional, and even those would require you to deliberately ignore multiple queues to do too badly, I would think. There’s a story section in your menu so you can see where you’re at and to give you rather clear hints about what to do to progress it further (especially helpful when the trigger is time-and-location-based). Each day, you get a summary of the café’s performance, and during the rush hours the game will give you a notification if the business requires closer attention (ingredients running low or staff slacking off). There’s a lot to micro-manage if you want, but very few user interfaces or menus or statistics to have to interact with. And if you’d rather just wander the countryside all day, you can do that too. It’s engaging, but not exactly challenging.
Let me make it clear: I’m having a lotof fun with the game, and as it drops more and more of its training wheels and lets me do more, there’s more than just the story to keep me occupied. It’s still really early on, but I’m enjoying my time so far, and the game seems content to let me progress at my own pace. It’s casual fun for fantasy and sim fans of any age.
Hyrule Warriors: Definitive Edition for the Nintendo Switch is stupid fun. You can play a single level in twenty minutes, or spend hours going through the campaign or adventure or challenge modes, hunting for unlockable items, artwork, and characters. The gameplay is simple: button-mash strong and fast attacks for devastating combos against waves of disposable, idiot mooks. Take advantage of items and (mostly) heavily telegraphed weaknesses to fight overpowered, gigantic bosses. There’s a lot of repetition, but it’s a mindless bit of power fantasy with a steady drip of XP, power-ups, and mounting bloodless enemy casualties. I wouldn’t call it grinding; you just play for as long as you want, doing the same things over and over, feeling something close to genuine flow, until you don’t want to anymore.
I played one of the Dynasty Warriors games on occasion at a friend’s house as a kid. I remember it fondly. Hyrule Warriors is clearly tied to that formula: soap operatic story and wide cast of characters, simple hack-and-slash gameplay against hordes of enemies, medieval battles. I guess the graphics are better; maybe my nostalgia is overly favorable, but I wouldn’t say they’re better by much. It would be an unremarkable sequel if not for the Legend of Zelda deep cuts pulled for this game: the treasure chests (and items found in those chests), the boss battles, the deep roster of characters from across the franchise, the rupees as currency, the heavy-metalized versions of classic tunes, the sound effects…
It’s in many ways just another Dynasty Warriors game, but it’s something really different for a Zelda game, and it’s fun.
So far, I’ve completed the story (including the villain, Linkle, and Wind Waker arcs), and I’ve dabbled with the adventure mode. There’s still a whole hell of a lot of content that I haven’t even touched. There’s a lot to go back to, if and when I want to go back.
Somewhat absurdly, my biggest criticism with the game is its story. Like, the gameplay is so light and fluffy and repetitive and, well, dumb. But that’s all fun and great to me! It’s that over-complicated, barely coherent story that bums me out. It starts off interesting enough: a sorceress, corrupted by the dark force she guards, turns an interest in the Hero of Legend into an unhealthy obsession, so she unlocks gates across space and time to access other shards of the dark spirit so that she can obtain enough power to control the Triforce and make the Hero hers. Sprawling battles for the fate of Hyrule ensue. Meanwhile, the Link of the core timeline has yet to come into his heroic identity, still a trainee nobody in the Hyrulean army. And simultaneously, the young woman Linkle hears of the threat against the kingdom and sets off (completely lost) to try to save the day, believing that she is in fact the Hero of Legend. Seriously, the addition of Linkle is such a delight. She was about as much fun to play as Link, and her bonus story arc provided a lot of levity. She might not be the Hero of Legend, but she’s his equal, and she’s awesome on her own.
But the plot keeps expanding and expanding. The sorceress’s motivations change, her identity shifts, and by the end it’s not clear why she does anything at all. At the end of the main story, she apparently dies, fading away, having exhausted her strength, the dark side of a once-whole person now disappearing into nothingness. But then the expansions twist this–she only disappeared, and her light side kept looking for her, and apparently she’s not evil or even fully dark (there can be a dark version of this dark side), and by the end, she teams up with the heroes in a cinematic that feels a little like something out of Power Rangers or Captain Planet. Hell, the melodramatic story about friendship and love and loyalty, with the cast of diverse (mostly young) characters teaming up to face off against a Rita Repulsa look-alike, all accompanied by metal guitar riffs, is incredibly Power Rangers. But it keeps going on and on, meandering and without a clear direction, seemingly existing only to excuse more and more battles. Sadly, I was so close to enjoying the story at many points. There’s something salvageable in there, but there was clearly little time or attention given to this sprawling narrative. Let me just say this: I didn’t notice any writers listed in the game credits. Whoever was involved in writing the narrative must have had to link together a series of disparate level designs; it’s hard to explain how an otherwise linear story could have ended up so muddled.
I had not played any of the previous versions of Hyrule Warriors. I’m not sure that this Definitive Edition would be worth it to those who have already experienced the game in another form. But it’s a big, dumb, fun experience that you should try, if you haven’t yet.
Having played Breath of the Wild and now Hyrule Warriors in the past year (review on Warriors should be up later this week), I’ve been thinking about how Nintendo has been making serious efforts to reinvent The Legend of Zelda.
Breath of the Wild is a beautiful evolution in the storied franchise, providing a true open world with lots of exploration and experimentation. For what it’s worth, it’s the first main Zelda game that I ever really got into, despite trying to play many previous titles.
On the flip side, Hyrule Warriors is on its face a weird divergence from other Zelda games: a hack-and-slash medieval war game with sprawling, button-mashing battles on closed maps. But it works. (Nintendo seems to be licensing its titles out more and more for bizarre crossover projects we wouldn’t otherwise expect to see; besides this combination of Zelda and Dynasty Warriors from Koei Tecmo, there was PokemonConquest, the combination of Pokemon and strategy RPG Nobunaga’s Ambition that was also from Koei Tecmo, and there will soon be Starlink: Battle for Atlas, an open-world, starfighter-simulator, toys-to-life game published by Ubisoft with an apparently robust implementation of the Star Fox team for the upcoming Switch version).
Both BOTW and Warriors emphasize lore over story. BOTW offers a minimalist story, and Warriors offers an overly convoluted yet half-baked story. Both thrive instead on setting and mythos. Both tie into the larger narratives of reincarnation and heroic destiny. Both offer a rich cast of characters old and new–in fact, Warriors thrives on a heavy collection of characters in its roster, with many more to unlock.
A Zelda game is increasingly defined by its characters and lore over a very particular type of action-RPG, puzzle-solving experience. Neither BOTW or Warriors exactly represents that traditional model of game, but both feel very much like Zelda games because of their use of easily recognizable visuals, characters, mythology, themes, music, and sounds. At this point, Zelda feels bigger than the story of Link and Zelda. It’s a whole sprawling, multidimensional universe.
We’ve seen that explored a little bit in the lovely Legend of Zelda coffee table books from Dark Horse (the Goddess Collection trilogy of Hyrule Historia, Art & Artifacts, and the Encyclopedia). I’d like to see more of it.
One thing in particular that would be great is a Legend of Zelda tabletop RPG. Let’s step back from Link, Zelda, and Ganon for a moment. Obviously there’s that massive cycle of reincarnation resulting in grand conflicts between the forces of good and evil every so many generations, but in between there’s still day-to-day conflict. There are various kingdoms and political alliances that shift from game setting to setting, and there are a variety of potential races to pull from–for example, Hylians, Gerudo, Gorons, Zora, Sheikah, Rito, Koroks, Fairies, and so on. Different “eras” in the timeline offer radically different geologies, cultures, and environments. You have the bleak and post-apocalyptic setting of the original game, the swashbuckling and island-hopping setting of Wind Waker, the industrialist world of Spirit Tracks, or the more standard medieval-influenced themes found in most of the games. And there is a vast array of monsters that range from riffs on classic D&D opponents to truly bizarre creatures.
Frankly, even without its own separate rule system (and surely over-priced sourcebooks), I imagine that it would be easy enough to develop a homebrew Zelda setting using any one of dozens of different existing games. It seems like D&D, Pathfinder, Blue Rose, and 7th Sea could all make for happy homes to different legends of Zelda. (Hell, D&D and Pathfinder in particular sport such robust bestiaries that it’d be easy to slap on a slightly different aesthetic and lore to many of the races to have ready-made counterparts for the Zeldaverse, with little to no required creation or alteration of monster stats.)
Even if you felt that the franchise should stay solely focused on the Triforce and its incarnated heroes and villains, I say there’s still a rich vein to mine outside of the video games, in the form of television, film, and literature. There have been manga adaptations of many of the games, and there was of course the ridiculous television series from 1989, but it’s a rich property that could be developed further. Heck, even if you stuck with pure adaptations, it’s not hard to transplant the episodic, arc-based, melodramatic game plots into television format. With the popularity of Game of Thrones, and the ongoing appeal of animated fantasy series like Avatar: The Last Airbender, Adventure Time, and The Dragon Prince, it’s somewhat surprising that there have been no serious attempts to convert the games to a contemporary television show.
Perhaps the concern is that any show creators would be adapting a series with an essentially silent hero. It would be wrong to go in the direction of an over-talkative protagonist like in the existing Zelda series, but that seems more a case of over-correction and a weird product of the late eighties. Link doesn’t need to be purely silent. BOTW, at least, does have plenty of dialogue from Link–even if it’s only text-based. But given that I’ve been most intrigued by Link’s allies over Link himself, I wouldn’t mind a companion-based show where Link speaks very little or not at all. Furthermore, I think General Amaya in The Dragon Prince shows that a deaf hero can work after all.
All of the above comes from my place as a Zelda “fan.” I’m not really one at all. To the extent that I am, I’ve come to the franchise very late. I’d tried to play Zelda games before, but there seems to have been something very formative about playing the SNES or N64 games as children for so many Zelda fans that I just missed out on. I found titles like Twilight Princess and Skyward Sword to be tedious, overly linear, and sort of boring. I’m not tied into the fandom at all. But I’m suddenly finding a wealth of interest in the franchise, and while I’ve happened to luck into two very nonstandard Zelda games that I’ve enjoyed quite a bit, it’s really been learning more about the setting and lore that has given me a place to root myself. It should hardly be a surprise, then, that I’d be happy to see opportunities for the lore to grow–with or without another main title game.
The new series by Aaron Ehasz and Justin Richmond is a fun family fantasy adventure. Its core cast is young, children and teenagers, and they navigate a world of weary adults who have often left principle behind, making hard sacrifices. The youngsters band together from diverse backgrounds to attempt a quest that will hopefully restore peace and harmony to a war-torn world. If that basic premise reminds you of Avatar: The Last Airbender, well, Ehasz was head writer and a co-producer on that show.
Another obvious Avatar crossover is Jack De Sena, voice actor for Sokka in Avatar as well as Callum, the “step-prince” and aspiring mage who is one of the three protagonists in The Dragon Prince. Callum is joined by his younger brother, Ezran (voiced by Sasha Rojen), the heir to the throne of their kingdom; Ezran’s pet “glow toad” named Bait; and Rayla (Paula Burrows), a Moonshadow Elf would-be assassin who decides to help the brothers when she learns that the egg of the deceased Dragon King was not destroyed.
Okay, that description sounds overly complicated. There’s a lot of lore, and a fair amount of plot, that’s dropped in the first few episodes–especially in the opening exposition of the very first episode. But it’s easy to pick up, and after the initially heavy dumps of information, we’re more gradually dropped little glimmers of the larger world. More attention is focused on developing and deepening the characters, with side adventures often bringing out more of the characters’ backgrounds and deeply held fears and beliefs with (refreshingly) emotionally honest dialogue that is sure to remind the viewer of Avatar. I’m not going to further info-dump here, though; if you choose to watch, you’ll get more than enough of that.
I’ve seen many comparisons to Game of Thrones, and while those comparisons are certainly relevant, I felt that the most salient reference point for The Dragon Prince is Dungeons & Dragons. The way they talk about spells, the formation of a party, the main quest interrupted by a slew of side quests, the medieval-light fantasy setting–even the emphasis on elves, dragons, and magical artifacts–seem drawn from D&D. And the setting is rather diverse, with a balance of male and female characters, a mixture of people of various skin tones within the same human kingdom and without comment, and an incredibly badass deaf warrior woman who is quite proficient in ASL (General Amaya, commander of the border guard and aunt of Callum and Ezran). D&D has similarly made a push to demonstrate and encourage greater inclusive diversity starting with the 5th Edition (maybe not always successfully).
So all of the above is good. If I were to talk about the show one-on-one with another new fan or a potential viewer, I’d focus on the great cast of characters, the witty dialogue, the pacing, the setting, the lore…But I’d also have to discuss the animation. I’m actually a fan of the character models and art, and the show often uses beautifully vibrant color, but the animation just seemed awful to me. Characters move in janky fits and starts. Slower, character-focused scenes can seem blocky and stilted. The action pieces look…better, fluid and dynamic, but there’s still a sort of retro-anime vibe. I don’t know if I just adapted or if the animation genuinely got better over the nine episodes of the first season, but by the end I was substantially less bothered. Nonetheless, for at least the first third, the animation style is very jarring and distracting.
I’m not an animation snob, and it’s weird for me to emphasize animation as such a critical weakness, but it was truly that disorienting. I hope that any future seasons will have a more streamlined look.
And I definitely hope there are future seasons! In almost every other way, I loved the show (other, minor points of criticism: watching concurrently with Adventure Time, it’s hard not to observe the bloat in even relatively short half-hour episodes, and the heavy-to-the-point-of-parody Scottish accents for the Moonshadow elves were sometimes grating). This series certainly deserves more. It ends mid-arc, and it would be disappointing not to see the plot more fully developed, or to never see more of the elaborate fantasy world planted here.
With reservation about the animation quality, I nonetheless would recommend this to any and all fantasy fans in general or Avatar and D&D fans in particular.
This is a shorter post, and the last of all the things. I don’t have any movies to discuss, and my recent TV history has been relatively light.
I’ve been following along with the Clone Wars rewatch on StarWars.com in intermittent bursts. Behind again, on pace again, behind again. It is a fun way to rewatch, and the pace isn’t too slow, but as I inevitably get behind, it’s also not impossible to catch up on easily enough when I have the time.
My wife and I have also been making a dedicated effort to watch Adventure Time from start to finish. I got into Adventure Timefairly late–during a prolonged period of hospitalizations, I would pass the time with daytime television and quickly discovered Adventure Time and Steven Universe to be quirky, clever, and heartfelt. We watched the first season or two on Netflix a couple years back, but that’s all Netflix had. We got Hulu in the past year, and we’ve only recently decided to focus on watching these shows from start to finish. We started with Adventure Time (now mid-season 4), and we plan to go to Steven Universe once we finish. Just a random, related recommendation: Bee and PuppyCat. Another cute, quirky animated show full of heart and weird sci-fantasy. It was fun to see screenings of this series at Gen Con in the past, and that leads me to believe that it must have a fairly sizable following, but I don’t hear this show pop up in conversations often enough. It deserves more attention.
Lastly, I’ve started The Dragon Prince, the new Netflix animated series helmed by Aaron Ehasz (co-executive producer, head writer, and director on Avatar: The Last Airbender). This is a show that I’ll want to write a full review for after finishing the nine episodes of season one. But I can already say that the dialogue, voice acting, plot, and humor are great, and I like the artwork (especially colors and character models), but the animation is very bothersome. Everything seems to be running at a reduced frame rate, and it’s irksome to watch characters twitching across each scene, always moving too fast but animating too slow. Hopefully that will improve some–if not by the end of this season, then with later seasons.
And with that, I’ve completed my report on all the things, for now.