RHYTHM HEAVEN FEVER

RHYTHM HEAVEN FEVER
Nintendo SPD
2012
Wii

I love rhythm games, and I think it’s fascinating the way they create challenging gameplay. For most listeners, music is not inherently interesting because it’s hard to perform. Yngwie Malmsteen is not a more popular guitarist than Jack White – Art Tatum isn’t inherently more beloved than Dave Brubeck. Games based on pop music run into this problem pretty fast, with the highest difficulties basically always being occupied by blast beat metal or hardcore techno. The ceiling is a combination of speed and variable notes that make for a pretty niche listening experience. At some point, it represents difficulty for difficulty’s sake. Guitar rhythm games require being able to powerslide and fingerpick through borderline illegible solos – dance rhythm games have so many notes flying at the screen their order has to be memorized in slow motion.

Nintendo’s Rhythm Heaven franchise is pretty notoriously difficult despite stripping out a lot of that complexity. In Rhythm Heaven Fever, the franchise’s best game before the pivot to “greatest hits” collections from the first three games, there are only two commands. You either press the A button, or you press the A and B button at the same time. The speed also never gets especially high, either, largely set around 130 BPM. Where Rhythm Heaven Fever derives its difficulty is precision – the game requires on-beat hits without the sloppiness of some more forgiving rhythm games, and its pass/fail criteria can create brick walls if you’re really struggling to get the rhythm down.

The music itself is just delightful, veering wildly in genre from city pop to bossa nova to hard rock. Because the difficulty is only tied to the rhythm itself, the game’s later stages are able to vary far more in terms of genre, with the game’s later levels including hip-hop, 80s power pop, video game chiptunes, hard rock – it’s much more feasible to play with an interesting rhythmic challenge in a typical genre than to introduce difficult notation.

The game pairs every minigame with a unique, fantastical cartoon that the music is soundtracking. The mascot monkeys that appear here and there throughout the game might be playing golf or operating a watch – Karate Joe needs to land his punches on beat to keep in shape – a cat and dog are keeping a badminton volley going while piloting biplanes. The visuals are absurd, full of jokes and color, and are themselves such an aesthetic treat for playing well. Sometimes they can be so engaging that it’s actually better to just close your eyes and feel the music, but learning the visual cues can also help mark your place in the song itself.

At a time when the odd side of Nintendo’s magic has somewhat waned in favor of iterative sequels and huge, complex games like Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, and Super Smash Bros. Ultimate, a game as simple as Rhythm Heaven Fever seems especially far away. Nintendo has chosen to grow alongside its players, creating experiences that are deeply appealing to people who either already intimately know how deep video games can be or who have a child’s time to learn. Even getting into a game of Mario Kart 8 requires building a vehicle, one that has stats, and engaging with that system without attention can result in creating a kart that’s no fun to play. I admire Rhythm Heaven Fever because it takes only two or three sentences to explain the controls you’ll use throughout, and each individual rhythm game contains tutorials to ensure the player knows how to interact before beginning. And yet, without any fear, Rhythm Heaven Fever also throws those players directly into the deep end, demanding that internal metronome be more precise than a lot of the rock legends of the 60s and 70s. It’s a wonderful dynamic that creates a sense of humor in play, matched by the cartooning you see on screen. It’s Nintendo embracing absurdity, and I hope it’s not the last we see of those funky monkeys.

THE LEGEND OF ZELDA: TEARS OF THE KINGDOM – Play Diary

THE LEGEND OF ZELDA: TEARS OF THE KINGDOM
Nintendo
2023
Nintendo Switch

Tears of the Kingdom’s greatest strengths are in its use of mystery to drive plot, in lost time to create pathos, and its incredible mechanical depth to enhance the gameplay of Breath of the Wild. I found the eventual storyline regarding Princess Zelda to be quite moving, and the dungeons at the centerpiece of this game’s five major temples are clever and concisely designed. Songs like “Lookout Landing,” “Water Temple,” and the new “Main Theme” prove Manaka Kataoka (who got her start writing the iconic “7 P.M.” theme from Animal Crossing: New Leaf will be one of the greatest composers in gaming history. Rather than share the same sort of post I typically do regarding Tears of the Kingdom, an enormous and gorgeous game which could merit an entire playthrough diary and a book’s worth of criticism, I’ve decided to share the diary I wrote during my first days with the game. 

5/14/2023

I’ve decided to start keeping a diary of my sessions playing The Legend of Zelda: Tears of the Kingdom. There are a number of root causes, but the primary is pretty simple – I want to track my own understanding of the game’s world and lore, exploring the narrative empty space the game offers. It wouldn’t be the first time that I started expanding on a narrative throughline and had it collapse by game’s end. Skyward Sword’s Groose, in a heroic sacrifice, seals Demise within himself and becomes the Demon King Ganondorf, destined to battle his friend Link generationally and lose every time, maybe intentionally. Or…not. But that empty space I filled in still feels thematically relevant and possible, informing how I think about the game’s text. Maybe that misdirection was always in place.

Tears is full of empty space, literally and figuratively, for the player to try to piece together a mystery. A being what look like Zelda keeps being spotted throughout Hyrule, only she doesn’t really behave like Zelda and seems capable of some kind of teleportation or projection. My theory, right now, is that this is The First Zelda, Queen of Hyrule, the Sage of Time (so named by the Sage of Wind) who has projected forward to aid (or threaten) Hyrule’s people. Documented so far, I’ve spotted her:

-Silently blessing Link’s arm with Recall, in the body of a Golden Tear.
-Receiving the Master Sword from Link, presumably back in the past.
-Standing on Hyrule Castle’s ruins before floating away in golden light.
-The Blood Moon rises, with new, more confident, slightly fear-inspiring dialogue.
-*REPORTED*: Zelda came to Kakariko Village after the Upheaval dropped the Ring Ruins. After inspection, she told Purah and her team to stay away from one particular floating ruin. (I can’t airdrop onto it – maybe an angle where pictures can help?)
-Spotted in Rito Village, though no mention of her doing anything but floating away.
-Spotted on Stormbringer Ark, just walked forward and disappeared (no floating.)
-Seen in Memory of the Sage of Wind, where she’s called “The Sage of Time” and in which she predicted Link’s quest.

Zelda in front of the Blood Moon.

Any of these appearances could hypothetically be “Our Zelda” (would like to come up with a name for her. The Archeologist?) or The Sage of Time, or even any Zelda in between those two. So far, none of the Zeldas I’ve seen since separating in the Tomb Depths acts like our Zelda. She’s more direct, mostly, with the rest being on the marginalia. Our Zelda is prone to tangents, repetition – she’s a little nerd and we like that for her. She’s also much more timid. I believe these are appearances by The Sage of Time, and Our Zelda is still somewhere else.

The Stormbringer Ark legend is a curious one. Why did the Rito return to Hyrule? Did they first reach the Stormbringer during The Demon King’s first invasion? The memory of the Sage of Wind indicates so. No other reference to an upheaval is mentioned during the Sky Temple. Did the Rito people simply not participate in the Imprisoning War? Was the Stormbringer (armed with cannons) used as the lead battleship in an aerial fleet? Many questions still to answer. Winter has thawed with Colgera defeated. I’m a little melancholy to have fully reset the region so quickly, but I don’t actually love snow areas in these games, so I’m more likely to dig deeper.

Other threads to pull on in the next sessions:

-Kakariko Village’s Ring Ruins. Still don’t know what these are. One story about the six sages found so far. Might have to make a priority here.
-Hateno Village’s Mayoral Election. The fashion lady is obnoxious. I’m helping Reese. I do really like the hat she designed, though.
-Lurelin Village’s pirate invaders. They’ve taken over my favorite town in the whole game. I’ll have them longshanks. I wonder if you’ll have to go around and find all the citizens who’ve left, or if word will travel for you.
-How long has it been since BOTW? Seemingly, at least a few years. Zelda built a school in Hateno and took over Link’s house. Tulin has come of age, from childhood to becoming a warrior. Paya is now a young adult.
-Impa’s pilgrimage. She left with someone and put Paya in charge to search for something. I wonder if we’ll find her out there.
-The Chasms and Sky Archipelagos. If there is some broader narrative to explore above or below, I haven’t found it yet. No quests are really sending me up or down to explore yet. I know the Yiga Clan is in the depths somewhere, though. I need to hunt for some sky quests. Maybe then I’ll be able to upgrade my power supply.
-The Lucky Clover Gazette. Stable questline. Maybe the first thing I’ll do is warp around to different stables and progress those questlines ASAP. Give myself some more direction.
-Lookout Village. Haven’t really dug deeper into the castle or what’s going on in the village. Supposedly, after the first Temple is completed, stuff opens up in Lookout. I’ll have to stop back.
-Bubblefrog Caves. No idea who to trade the snowflakes to. Satori gave me a clue to look for caves. I wonder if that’s still online, or if it’s been long enough that I’d need to return to the mountain to extend the blessing.
-Din’s dragon. I’ve seen Farrosh and Lanayru. No sign of the red dragon yet. I haven’t been north of the castle except for the Rito questline.

I’ve visited three of the major towns and activated their warps. That leaves five more, right?
-Tarrey Town
-Gerudo Town
-Death Mountain Town
-Zora’s Domain
-Lurelin Village

Lurelin is next. After that, I’ll have to start poking around. I did see that Hestu is apparently northeast of Lookout Village, so I’ll head that way in the hopes of expanding my inventory.

Hestu in Tears of the Kingdom.

5/15

Okay, I made very little lateral progress (just getting east of Lookout slightly) but I made a ton of progress on many of these questions. It’s crazy how much of this game is just laying about in open fields to surprise.

-Bubblefrog Caves. I’m headed for Woodland Stable to meet the “old couple” there who collect Bubblefrog medals.

-Lookout – Things didn’t open up *that* much after the temple. Hestu’s arrived, thankfully. The hidden passage under the castle has a Demon Statue and a little loot down there, but until I can break black blocks, I’m not getting any deeper. (Diamond weapons? Eldin power of summoning?) I’ve unlocked the next phase of Josha’s Chasm questing, to find an underground temple and get a power there (Auto-Build?)

-Impa’s pilgrimage. Sure enough, she was right on the path from Lookout to Rito, investigating the Geoglyphs. This was probably the most impactful bit of lore I got all session – the Geoglyphs each carry one of the Dragon’s Tears, which unlock a memory of Our Zelda’s experience on the other side of her time jump. She definitely is operating in the past! And it seems I was wrong about The First Zelda. If the Sage of Time is not Our Zelda, then she’s also not the First Queen of Hyrule. The First Queen of Hyrule, Rauru’s wife, is a Hylian named Sonia. Each Geoglyph has a memory (found in a small water pool on the design). The next phase of Impa’s quest, where I can presumably find the locations of all the designs and add them to my map, is in a cave in the Hebra trench.

-Lurelin Village’s pirate invaders. Zonai Monster Control have been sent to contest the pirates. I’m headed that way next *for sure* after the Woodland Stable (lol).

-Ancient Hylian text crashed down into the Lookout, sending Wortsworth the Lore Expert to Kakariko Village. Maybe this will allow the questline to progress?

-A construct merchant crashed just north of Lookout, offering a trade of 100 crystallized ore (or whatever currency) for 1 energy cell. Thankful I’ve got that all sorted now!

-Found some brightcap hunters and shield surfers all headed toward the Hebra region. And a cave with a “white bird’s treasure” north in Hebra. If I need to make some cash and find new weapons, I should probably explore northern Hebra.

-Hit 8 hearts, so I’m headed for my first stamina ring. Will switch back to hearts till at least 16 i think after that?

-The Lucky Clover Gazette questline seems to have pointed me toward a vision of Zelda riding some great beast. The images look unfamiliar – maybe this game’s interpretation of Dodongo, but otherwise not recognizable to me. (Dodongo are one of the Zelda 1 enemies still not interpreted in this game, so they’d make sense! There are too many not included to list, though, and they certainly won’t add all of them.)

Main quest stuff: I’m surprised, but returning to Lookout has definitely pointed me toward Eldin next. They’re battling a Gloom crisis on Death Mountain, turning Gorons hostile, but the land is temperate and the need for fire-resistant armor is temporarily eliminated. I’m sure once I clear the Gloom it’ll be back in full swing, though…maybe will buy the armor before I complete that questline.

Lurelin calls, though.

Impa’s blimp overlooking the Geoglyph.

5/16

Lurelin draws even nearer! I’m overlooking the swamp now, with an awful Thunder Gleeok visible overlooking the path into Lurelin. I found a pirate ship on the coast as well, so I know I’m getting close. (Unfortunately, given every enemy appears to be a black or blue foe, I may be here waaaaay too early.) Some headway on other questlines as well.

-The “odd couple” collecting bubbulfrog medals is Kilton and his brother. I never really interacted with Kilton in BOTW, and it feels like he’s got a different vibe.

-We are close enough in time to the Upheaval that a sidequest where borrowing farming tools from a stable is close enough to be a misunderstanding. Maybe a few months.

-Found my first Gloom monsters east of the castle. That was…terrifying oh my god!!!! They can take a lot of damage!

-The Yiga Clan have set up shop on the Great Plateau. I got a Yiga mask after setting free a designer. They also outlined on a map three other locales – they’ve kept their primary base in the desert, but also set up north of the castle in Hebra and even further east of Death Mountain in Akkala.

-The Great Plateau also had by far the most powerful shield I’ve found so far.

-I’ve found the musicians and the first Great Fairy! The others are marked on the map, and they’ll require musicians of their own. You can meet the musicians outside of the band’s tour, you just have to figure out where they went. The drummer is somewhere north of Kakariko, the flutist is at the Horse God’s old stomping ground stable.

-Speaking of the Horse God, a nap revealed that it can be found at a stable in Akkala. People looking for the Horse God think they can find the White Stallion.

-The journalism questline so far has been fairly relaxed, but hasn’t helped me find much of anything about Zelda. The Great Fairy seems to think the blonde figure who looks like Zelda isn’t her.

I also found another couple memories. The first was mostly just showing Rauru’s sage power – big fire of lasers, but also saw Ganondorf’s Gerudo forces (and his summoning of the molduga.) The second was more important – it depicts Sonia’s grave (the mural in the intro also depicts Ganon taking the Secret Stone from Sonia, presumably killing her) and Zelda confronting Rauru about their demise. He mentions “his hubris” leading them to that point. His hubris…maybe Ganon came looking to make a pact? Or maybe just peaceful conquering.

Almost to my goal. Almost rescued my friend from pirates.

The south Thunder Gleeok.

5/17/2023

LURELIN IS SAVED!

That’s really the only major event in this session that I saved. Bolson is there and is going to help rebuild the time – 15 logs and 20 hylian rice. That was one long fucking fight.

I also did fight my way through the black bricks in the Hyrule Castle-bunker passage. It was a fun run! It leads basically into the bottom of the castle, what’s left after you shoop half the castle into the sky. I did one more major event. I leapt under the chasm under Hyrule Castle…and, yeah, unsurprisingly, that leads into the endgame. It’s a long series of tunnels, full of black horriblins, shock like likes, shock keese, ice varietals of both of those, and a white lynel. All of the above are covered in gloom. And then you eventually make it back to the tomb from the beginning. The mural – it reveals that using the monster sword, they can summon a great dragon to battle Ganon back. Past that, you jump down into the heart of the gloom, where a cutscene plays and you fight a full horde of Ganon’s army alongside any sages you’ve gotten secret stones. Since the spoilers abound (I already know too much about the dragon being summoned, for example) I figured I’d find this out sooner rather than later anyway, and thankfully now I know how difficult it is to accidentally stumble into the endgame. (How many people accidentally found themselves battling Calamity Ganon in BOTW? This is way more obvious and requires way more intentional travel. Though…maybe there’s a shortcut I haven’t found.)

Lurelin is saved. 🙂

Ocarina Of

The game hangs in sounds easily remembered and in feelings of genuine shock. In piano tinkling out of a band practice room, in murmurings about what lives at the bottom of the well, in a tattoo of the golden Triforce. Other Zeldas can lay claim to some of this ferocious energy, but until Breath of the Wild stole Olympian fire, no other Zelda would ever conquer a Reader’s Poll but Ocarina of Time.

Today is its 20th anniversary. Two decades gone. We have come back full circle. The most beloved games of 2018 all openly wear its colors. God of War is now an environmental puzzler with lock-on behind the back combat. Red Dead Redemption 2 officially turns the series outward toward digging through cranny and nook as its most ardent fans drop off the main storyline one by one. All that keeps Monster Hunter World from carrying the Zelda costumes presented in Monster Hunter Generations Ultimate is its lack of a Switch release.

I have been grappling with Ocarina of Time since its release. I have experienced envy, fury, pride, dejection, frustration, abandonment, and, eventually, acceptance with Kokiri Forest and the Hyrule that it calls home. Once the height of imagination and grandiosity, it sits now like an empty dollhouse, the furniture gathering dust.

In the past, I’ve wantonly made public my apostate perspective of Ocarina as “the worst 3D one.” I cite the obtuse adventure-game logic of its occasional difficult puzzles (find the sword in a hole in the wall behind the sword training center, a place useful for non-sword owners; use gravity to fall on web one and only one time – an environmental object’s ability to bear your weight will not return as a mechanic,) the simplicity of the rest, the ugly emptiness of its dungeons, and the resistance of beautiful weirdness.

This was inspired by a friend I’d suggested play the game as her first Zelda. She loathed the experience. Another friend and I set out to replay the game and found ourselves powerfully critical. What wonder it once held to our child’s eyes was replaced with repulsion. “This” was the game being held above so many we loved, above even those we still loved from that dusty N64?

Yet this rejection too was that immaturity that stops the high school student from seeing the animated films they loved all their childhood. We refused to admit how much of the game was simply bound to our code at that time. We could not imagine fumbling with the controls any longer, now bred into full literacy. We could not feel that pride at mastery we once developed as kids. We could not hear the shop music as anything but a jingle used by YouTubers to entreat the likecommentsubscribebelow.

Twenty years. Two decades gone. Under a blanket, on my partner’s sister’s sofa, I meditate on the little Kokiri shopkeeper. He seems almost casually overfamiliar while also seeming uncaring. Maybe he’s distracted because he can’t stop bouncing to peek over the countertop at his customer. I love this lil’ guy.

Remember how messy the river to Zora’s Domain is? This cavalcade of horrible eel-like geometry that you have to traverse to reach Princess Ruto, the King, Jabu-Jabu?  They would repeatedly veer back and forth on how much of a Mario game should be in a Zelda game since. Geographically, it creates this place where as Din molded the earth into stone, some part of the earth grasped out against her.

I suppose what makes Ocarina of Time so difficult to grapple with is that unlike prior Zelda games, it no longer seems like an abstraction but a world. But unlike later Zelda games, its characters only have the basest desires and no driving ethos. The dollhouse comparison seems apt; it is a populated field with no life. It is a house without a home.

And then there’s the Happy Mask Salesman. The jogging man who just wants a worthy race. King Darunia’s Epic Boogie to Saria’s Song. The yellow-greens of the Lost Woods. That Gerudo Valley flamenco, that race’s uncomfortable fusion of Romani and Arabian culture. Ingo, the Waluigi of Lon Lon Ranch, that insidious younger brother who throws in with King Ganon.

I have been grappling with Ocarina of Time for twenty years. Two decades gone. I do not expect to answer its questions today. But, well. I’ve put its name in my mouth a lot these last eight years. I can take a little more time to put respect on its name.