The Minish Cap

Nintendo recently released The Minish Cap on the Game Boy Advance virtual console included with its Nintendo Switch Online + Expansion Pack subscription service. This service costs $50 a year, and you have to pay the annual fee all at once. As a reminder: It is always morally correct to pirate Nintendo games.

The Minish Cap came out around the same time as The Wind Waker, and it translates a lot of The Wind Waker’s characters and enemy designs into a 16-bit pixel aesthetic modeled on A Link to the Past. As a Zelda game, the structure of The Minish Cap is very conventional: There are five themed dungeons in five themed zones. You must beat these dungeons in order, as the item you find in each dungeon allows you to access more of the world. All of the dungeons are well-designed, and it’s fun to navigate each of the five zones.

To me, there are three things that make The Minish Cap special. The first is a core game mechanic that’s brilliant and magical; the second is a minor game mechanic I hate; and the third is the game’s lighthearted tone.

The main conceit of The Minish Cap is that Link is able to shrink down to the size of the Minish, tiny little mouse-elves who live in adorable mushroom houses, hollowed-out books, and so on. The Minish spaces in the game are a Studio Ghibli fantasy on par with The Secret World of Arrietty, and there are a number of fun navigation puzzles that require Link to alternate between human size and Minish size. This is especially enjoyable during an item quest that requires you to return three books to the library, which necessitates navigating the central hub of Hyrule Castle Town at Minish size.

Unfortunately, the Minish are obsessed with fusing kinstones. A kinstone is a broken medallion, and several dozen NPCs are willing to connect their half of a kinstone with a matching half in your possession. A successful fusion will result in a small change somewhere in the world – a merchant will come to Castle Town, a treasure chest will appear in a cave, or a special golden monster will appear in the field. These fusions are mostly random, as are the kinstones you find. All of the game’s sidequests (if you can even call them that) are connected to kinstone fusions, and the randomness of the fusions can make these sidequests infuriating. Thankfully, none of the sidequests is necessary, as The Minish Cap is easy enough to play with just the bare minimum of resources.

I imagine that most players will probably think of successful kinstone fusions as fun bonuses, but a Zelda game without sidequests can feel a little empty. In addition, because many of these fusions are made with random NPCs at seemingly random points in the game, none of the sidequests is connected to a narrative.

This lack of substance and specificity is tied to the lighthearted tone of The Minish Cap, which doesn’t have much of a story. The King of Hyrule has been possessed by an evil Minish wizard named Vaati, who turns Princess Zelda to stone during the first ten minutes of the game. Because only children are pure-hearted enough to see the Minish, only Link can save Zelda. Meanwhile, none of the adults care about any of this.

Aside from Zelda and your trusty talking hat Ezlo (who has also been transformed by Vaati), nothing bad happens to anyone in the game. In fact, everyone is quite happy.

In The Wind Waker, the disconnect between the carefree world of the Great Sea and the importance of Link’s quest is a major thematic element of the story. The only person living on the Great Sea who cares about Hyrule is Ganondorf, and the only reason he cares is because he’s been woefully displaced in time. The fact that no one except the King of Red Lions understands Link’s quest emphasizes The Wind Waker’s tone of loneliness, and this is why it’s so emotionally impactful when Link finds someone who appreciates the stakes of what he’s trying to accomplish and volunteers to help.

Meanwhile, in The Minish Cap, Hyrule is densely populated by Hylians and Minish who seem to be doing just fine, even without a government. Aside from poor Zelda, everyone is living their best life, and no one needs your help. I can’t overemphasize that there is not a single element of darkness in this game, which has no narrative tension and very little forward momentum.

A fandom friend who recently played The Minish Cap for the first time said that this is the game they’d recommend to first-time Legend of Zelda players, and I can understand where they’re coming from. The Minish Cap is about as conventional as you can get. Overall, it’s really fun, and neither its combat nor its puzzles are difficult.

Unfortunately, the kinstone fusion sidequests can be hideously annoying, and the game’s “safe for children” cutesy tone makes the world and its story seem unimportant and forgettable. The Minish Cap feels like it was created for casual players, and your mileage may vary on how much you appreciate this.

In the end, The Minish Cap is still a great 8/10 game that’s very much worth playing, but it’s on an entirely different level than A Link Between Worlds, which perfected the top-down 2D Zelda formula while also featuring excellent writing and interesting design work. Given its limitations, I think The Minish Cap will probably appeal most strongly to 16-bit retro game fans, as well as its actual target demographic of ten-year-old kids.

Goddess Reborn Zelda Fanzine

I’m excited to share a preview of the story I contributed to Goddess Reborn, a collection of art and fiction that celebrates the female characters of the Legend of Zelda series.

The zine is beautifully inclusive, and the amount of love that has gone into this project has been incredibly uplifting. I can’t wait for everyone to share their full pieces, but you can check out previews on Twitter (here) in the meantime. Preorders are open until May 31, and all proceeds go to international women’s charities.

goddessreborn.etsy.com

Tsuboniwa

Shigeru Miyamoto has famously said that he envisions video games as small gardens. He uses the Japanese word tsuboniwa, which refers to the tiny courtyard gardens of traditional Kyoto machiya townhouses that are narrow but long enough to have a private garden in the middle. This is how video games have always felt to me. When I enter one of these virtual worlds, I can explore the green space at my leisure while taking a quiet moment to rest and reflect.

. . . . . . . . . .

I created this piece to include in the Philly Zine Fest 2021 Anthology. You can check out this year’s event on their Instagram account (here) and their website (here).

The Coming Storm

This is a tribute to the iconic Zac Gorman comic, but with a twist.

I sometimes think about how Ganondorf more than likely didn’t start out as evil. I imagine that he probably went on a journey that paralleled Link’s, but his reaction to the secrets he found in hidden caves and forgotten temples was substantially different due to the circumstances of his life and destiny. While the Legend of Zelda games contain subtle elements of melancholy from Link’s perspective, Ganondorf’s story is more like a full-on Greek tragedy.

Link Loves Revolution

After Nintendo premiered the new Breath of the Wild sequel trailer during E3, all sorts of artists rushed to draw illustrations of the mysterious hero in the sky, but all I can think about when I see these handsome young men is how Link canonically eats bugs. In this house we love our feral son, and I couldn’t resist drawing the Ponyo meme.

Ballad of the Wind Fish

Ballad of the Wind Fish is a bittersweet narrative minicomic that uses the 1993 Game Boy game The Legend of Zelda: Link’s Awakening as a stage to explore the connections between childhood fantasies, nostalgia, and escapism.

The comic is twelve pages long, with one panel per page. I created it for the #Linktober drawing challenge on Instagram during October 2019, but it’s still very near and dear to my heart. Although the comic is ostensibly about Link’s Awakening, it’s really more of a meta exploration of a certain glitch in the original release of the game, as well as a meditation on being a child of the 1990s. I formatted it into a zine and created two pieces of polished art to use for the cover. It’s my hope that this short comic fills the reader with warm memories and sunny summertime vibes.

You can download a free digital copy from Gumroad:
https://gum.co/windfishzine

If you like, you can buy a physical copy on Etsy:
https://www.etsy.com/listing/1035486197/ballad-of-the-wind-fish-zelda-minicomic

The zine is 4.75” square, or roughly the size of a Nintendo DS game case. It’s professionally printed in vibrant full color, and it comes with a 3” circular vinyl sticker depicting the eponymous Wind Fish.

If you’d rather not bother with any of that, you can read the comic as I originally posted it on Tumblr (here).

The Last Campfire

The Last Campfire is a puzzle-centric exploration game with no combat or danger that should take most players between three to five hours to finish.

If we can posit that there are three main genres of video games – shooting, it’s about depression, and Nintendo – The Last Campfire is definitely about depression. You play as a childlike little creature called an “ember” (who are like the red-robed creatures in Journey, but baby) that is either dying or already dead, and your goal is to move on to the afterlife. Along the way, you’re tasked with helping other embers that have gotten psychologically stuck and are unable to complete the journey on their own.

There are four main areas of the game – forest, swamp, marsh, and cave – and you have to help four embers from each area before you can progress to the next. To help an ember, you must first locate it in the overworld before entering its inner world, which consists of a single puzzle or short series of puzzles, all of which are spatial in nature and generally involve moving blocks or floor tiles. None of the puzzles are timed or involve physical dexterity, and you can reset each puzzle by leaving the headspace of the ember and returning. There’s no penalty for this, and loading times are super short, thankfully.

The game has an easy mode that simplifies the puzzles, but all of the puzzles are already so simple and self-explanatory (even for a dumb-dumb like myself) that this isn’t necessary. In fact, I’m going to say that playing on easy mode might actually be more difficult, as it removes some of the discrete steps intended to teach you how the game wants you to solve each puzzle. Either way, nothing important is actively hidden from the player, so you can solve most puzzles just by fooling around with them for long enough.

The difficult thing about The Last Campfire is locating the lost embers in the first place. Like a Zelda game, the overworld has its own share of puzzles, and it’s rarely self-evident where you’re supposed to go. There is zero signposting, and all of the screens that comprise an area have multiple entrances and exits (some of which are one-way), meaning that it’s easy to get lost. It’s also not immediately clear what you can and can’t interact with, and I have to admit that I had to consult a walkthrough very early on to learn that the player is expected to find and physically touch the ossified bodies of the lost embers in order to solve their puzzles and progress through the game.

Unlike the individual ember puzzles, it’s easy to get stuck in the overworld and not know what the game wants you to do. Although it’s fun to explore the beautiful environments, I think The Last Campfire would have greatly benefited from some sort of map. For me, this was the difference between the game taking three hours (which I think is supposed to be an optimal playtime) and taking almost six hours, which I mainly spent getting lost and having to consult various YouTube videos to figure out where I was supposed to go and what specific object I was supposed to interact with.  

I think that the game could also have benefited from giving you the option to turn off the voice acting. The English version of the game is narrated by a woman with the exact accent and vocal pitch and timbre of Björk. While this narration was cool at first, it gradually began to grate on me, especially when I would get frustrated. The actress sometimes puts a heavy “w” sound in some of her lines (as in, “the ember had mispwaced a memowy”), which can get a little too close to Elmer Fudd territory if you’re listening to the same line being repeated for the fifth time while re-entering an area or restarting a puzzle.

(I should say that I don’t mean to hate on Icelandic accents, which are lovely. Still, I think creating a Pavlovian association between frustration and someone’s voice has the potential to generate annoyance at anyone’s accent and vocal patterns.)

The Last Campfire isn’t as chill and relaxing as it seems to want to be, and most people are probably going to have to play it at least partially with a walkthrough; not because it’s actually difficult, but rather because of what I think it’s fair to call a certain immaturity of game design. Still, it’s an interesting little game, especially during the periods when it’s better about subtly guiding the player forward.

In a lot of ways, The Last Campfire reminds me of a 1992 Super Nintendo game called Soul Blazer, which was a very simple and sweet game about freeing the souls of a cursed world’s inhabitants by entering the dungeonlike spaces of their minds. It’s a neat concept, especially in the visual contrast both games display between the lush natural spaces of the outer world and the barren and overly complicated spaces of the inner worlds of individual minds. I also appreciate that both games acknowledge and respect the fact that not everyone wants to be “saved” by a hero. As one ember in The Last Campfire puts it: Not every problem is a puzzle to be solved.

More than anything, it’s the visual landscape of The Last Campfire that appealed to me, especially in combination with the atmospheric ambient music and the crisp sound design. I think that, if you enjoy this sort of game, the merits of The Last Campfire outweigh its flaws. I also think it has a decent replay value, if only in the sense that it may be more enjoyable to play for the second time once you know where everything is and what you’re supposed to do.   

Almost everyone who’s written about The Last Campfire has mentioned encountering a few glitches and frame rate issues. I played the game on the Nintendo Switch Lite and had no problems with that sort of thing at all. The game can easily be divided into short sessions (and its autosave feature is completely unobtrusive and stress-free), so I think it may be better suited to a small-screen portable experience.    

Malice

(The above illustration is by the amazing @mehkuno on Tumblr.)

In my writing logs, I keep mentioning the fanfic novel based on the Breath of the Wild sequel trailer that I’m writing, so I thought I’d try to describe the project. Here goes!

Story
When the long-dormant Guardians begin attacking Hyrule, Zelda, Link, and Ganondorf go underground to try to find the source of energy powering them.

Background Setting
This is an urban fantasy set in a modern-day version of Hyrule based on New York City. In this setting, the cave that Link and Zelda are exploring in the BotW sequel trailer translates to the sewer tunnels underneath the old site of Hyrule Castle, which has been converted into government offices. Everything that happened in BotW took place about three hundred years prior to the present day, but all mentions of magic, the Triforce, and the true nature of the Calamity have been erased from history. Ancient technology is exhibited in museums, but people treat it like art and have no understanding that it’s actually machinery. When the Guardians and other artifacts of ancient technology start going berserk, no one knows what’s happening.

Zelda (visual reference)
Although she comes from a powerful political family, Zelda is interested in the history and functionality of ancient technology. She’s 26 years old and about one or two years out of a Master’s program in Chemistry. She wants to get away from her family’s influence, so she currently works as a lab technician. Her intention is to succeed through her own efforts while pursuing her research. She was reserved and uptight when she was younger, but her relationships with Link and Ganondorf have helped her to become braver and more self-confident.

Link (visual reference)
He works as a courier for a delivery company, and there’s nothing he loves more than driving around Hyrule on his motorcycle. He’s into urban exploration and has a hugely popular account on Skyloft (Hyrule’s equivalent to Instagram). Like Link in BotW after he’s lost his memories of being constantly under pressure, this Link is easygoing, clever with his words, and a lot of fun to be around. He’s a year older than Zelda, and he gradually becomes friendly with her while making deliveries to her lab. As Zelda discovers odd inconsistencies regarding Hyrule’s history and technology, Link corroborates her suspicions by offering evidence of the strange things he’s seen with his own eyes in some of the city’s more out-of-the-way places.

Ganondorf (visual reference)
He works at a prestigious investment firm that specializes in technology. He’s only around thirty years old, but he’s inhumanly good at what he does and has managed to become extremely wealthy. Unlike Zelda and Link, Ganondorf was never in doubt that magic exists, mainly because he himself is a powerful wizard who is able to control both hardware and software. He knows what ancient technology is and what it can do, and he’d like to figure out a way to make it profitable. When his path crosses with Zelda’s, he becomes interested in her research, and he inadvertently becomes friendly with Link in the process. He’s an intense and unpleasant person, but being with Link and Zelda mellows him out and helps give him a sense of humor and perspective.

. . . . . . . . . . . . . . .

I’m afraid that I may have misrepresented this story as a lighthearted adventure. It’s a psychosexual melodrama with some fairly dark themes.

Link is smart, hard-working, attractive, and charming, but he doesn’t come from privilege, so he’s been jumping from one pointless temp job to another. He does good and interesting work on social media, but he can’t monetize it, which makes him bitter. He doesn’t feel as though he’s allowed to express negative emotions, though, so he comes off as fairly shallow. Later in the story he is going to snap and go feral.

Zelda was horribly abused as a child by her family, who tried to use psychiatric medication to control her. She represents a conflict between science as an incredible driving force of civilization and science as a means of social control, but she’s also my vehicle for working through my own experiences with how I’ve been dehumanized by the mental healthcare industry.

What’s going on with Ganondorf is something of a spoiler, but it’s distinctly unpleasant. On top of some Akira-style body horror, he’s an immigrant in a country where there’s a distinct possibility that the police could arrest (or even murder) him for no good reason. Even though he has an excellent grasp on human psychology, he sees empathy as a luxury he can’t afford, and the way this mentality influences his behavior toward Zelda can be creepy and uncomfortable.

I don’t openly talk about mental illness, but Zelda and Ganondorf are both coping with intense trauma. Neither of them is mentally “healthy,” and I don’t clearly signpost their toxic behavior as such. There’s no violence or angst or abuse for the sake of being edgy, but there’s not a lot of healing. Their character development goes from “bad” to “bad in a different way,” with “empowerment” being an unhealthy but necessary response to horrible circumstances.

When I started writing, I told myself that I would allow this story to become as dark as it needed to be, and it has gone to some places.