Capcom and Nintendo team up once again for Link's adventures in Game Boy Advance land.
by Chris Faylor on Monday, January 17, 2005
The kingdom of Hyrule just can't catch a break. At the height of the annual Picori Festival, a sorcerer known as Vaati curses Princess Zelda, turning her to stone. On the same note, he breaks the sacred blade, thus freeing the evil spirits contained within and infesting the land with monsters. Left with no alternative, the King charges Link with the task of re-forging the sacred blade in order to save Zelda and defeat Vaati.
To do so, Link must hunt down the Picori of Hyrulian lore. Legend has it that the blade was a gift from the miniature Picori, given to people of Hyrule in the darkest of times. If they could be found, perhaps they would help to save the land of Hyrule once again.
Along the way, Link meets up with a talking hat named Ezlo, the Minish Cap of the game's namesake, who bestows him with the knowledge necessary to find the Picori. He must shrink down to their size by using a portal. These portals are located throughout Hyrule, disguised as ordinary objects such as tree stumps and pots. Once miniaturized, Link is cast into a whole new world: blades of grass are now towering skyscrapers, but now that miniscule path between the rocks can be traversed. The portals themselves are relatively simple to locate, their presence characterized by a soft glow and corresponding sound effect.
In structure, Minish Cap doesn't stray too far from past Zelda titles. While adventuring, Link acquires new items and abilities that allow him to overcome the obstacles that previously hindered his progress. These formerly inaccessible areas likewise contain something to advance his quest. Per tradition, dungeons are filled with puzzles and enemies that make heavy use of the items and abilities acquired thus far. A help system, in the form of the Minish Cap itself, is in place to offer Link advice and tips throughout the journey.
Shrinking isn't the only new trick found in Minish Cap. The game also introduces Kinstones, variously-shaped half-medallions found throughout the land. Many of the folk Link encounters will have Kinstones of their own, and the possession of a matching piece unveils treasure and other goodies in the countryside.
After a certain event, Link is able to create temporary copies of himself that mirror his movements, similar to the gameplay of Four Swords. In fact, Minish Cap serves as a prequel to Four Swords, offering insight into the events that led up to it.
Most of the problems found in Minish Cap are of the nitpicking variety. The main quest will take about twelve hours to complete, though the presence of optional side-quests such as the Kinstones help to lengthen the game past that. The first time a portal is used, a shrinking animation will be displayed. This is skippable after the portal's initial use, but it's slightly annoying to watch the same animation over and over again throughout the game as new portals are uncovered. Lastly, there are times when the game can be a bit unclear in terms of what to do next. The only solution here is to explore, but when exploration is the basis of the game, it's hardly something to complain about.
Compared to past 2D Zelda titles, Minish Cap is bursting with personality and detail. Little touches, such as the expression on Link's face and accompanying scream as he rides a mine cart, his disheveled hair, the smart-talking Ezlo, the creative new gadgets and detailed environments help to give the game a certain charm. That's not something many games pull off well, providing yet another reason why Minish Cap is a worthwhile play.
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