3DS ZELDA TRIFORCE HEROES TESTED | |
"something that hasn’t really been done before" Despite the 3DS’ many brilliant innovations,
somehow 3DS just never took-off in the same way as its pioneering
predecessor. With gaming becoming more and more about online
connectivity, a multiplayer Zelda shouldn’t come as much of a surprise.
More surprising is how long it has taken Nintendo to realise this dream
- with 3DS now surely in its twilight years. Being quite an experimental game, of course, it
isn’t without its issues. Whether a result of technical limitations, or
Nintendo’s unwillingness to unleash (inevitable) strong-language on
young ears, communication is via a number of emoticons on the lower
screen. Trying to get across your exact message often feels like the
world’s most frustrating game of Charades. Matchmaking is also a concern. Or rather the lack
of it. Players vote which levels they want to play:
meaning quite often you are overruled and thrown into a game you don’t
really want to play. If you are after a particular reward, best to play
locally, rather than online. The story won’t win any Oscars, either, but at
least it isn’t another tired Gannon/Zelda situation - a small detail,
but a very welcome one. Levels themselves, revolve around a small hub area,
and as such, lack much of the previous games’ exploration. These, however are small issues and Tri-Force
Heroes does, to its credit, attempt to do something that hasn’t really
been done before on 3DS. If online Zelda is your thing you shouldn’t be
too disappointed.
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