![]() ![]() Like a lot of the simulation type games that I’ve played in the past, the journey itself seems to be the heart of the experience, with the endgame being nothing more than the sum of its parts, for better and for worse. Without spoiling too much, everything feels incessantly inconsequential by the time you’re ready to lay claim to the title of a kingpin. I’m also concerned with what feels like a neglected endgame. ![]() Combine this with bugs like your map not working through your cellphone, and the honeymoon starts to wear off, leaving you to realize the life of seedy underworld drug dealing isn’t entirely what it’s cracked up to be. You need to scroll through menus, place bags on tables, move the product into jars, then package it separately, and none of this is made clear. I know this sounds like something that would be straightforward, but it really isn’t. It led to moments where, for example, I would spend ten minutes trying to figure out how to package a product properly. You’re given the very basics of what to do and then are left to figure things out for yourself. I almost felt as if I was playing ‘glitch whack-a-mole,’ meaning that I would solve a problem or work past a bug, only to find another pop up immediately.Ī major issue I had going in is that there is a severe lack of a tutorial throughout the game. From the get-go, it seems as if it’s in early access, with issues and bugs appearing around nearly every corner. But yeah, that final palace has its share of BS like invisible fake blocks, dead ends, and those eagle knights with high mobility & damage.Like a Dave Chappelle film, though, I can’t help but feel that DDS is half baked. You mention the Great Palace's difficulty, but I recall the trek to the palace being far more difficult with that Castlevania flying cyclops who would instadeath you into the lava. Bosses now had patterns which would become a series staple, vs the tanky or gimmick bosses in the original. The dungeons were sparse but had enemies with more intelligent AI, compared to Zelda I which would have 10+ enemies mindlessly patrolling a room. While the original is far more polished and has aged better, Zelda II always had a dreadful vibe about it. My memories of this game, moreso than the actual game, are the reason why I really want another 2D Zelda. Me and my classmates would draw & share maps (that my teacher confiscated) to valuable health upgrades not shown in the Nintendo Player's Guide. Being the first RPG-like game I ever played, it taught me the concepts of grinding, defensive combat, and running away from combat. Owned this on release but haven't replayed it since, mainly because of the BS you mention. I forgot all about Maze Island in the northeast! Mind blown since that was expanded upon in BotW. Is It ACTUALLY As Hard And Bad As Its Reputation Suggests? And since the Rambo IP & Stallone were very big at the time (the film Rambo III was released around the same time as the NES game), it's funny to think that Rambo (NES) could be many people's first RPG in the US. So this contributes to part of my disappointment in Zelda II because me and my classmates were instantly reminded of that crappy Rambo game we rented first. In between this time, Rambo for the NES was released in the US which played very much like a bootleg Zelda II with bad level design. But given the popularity of Zelda I'd imagine it would be the first RPG for many others, although I don't know how popular Rygar was in '87.Īnother thing I just remembered - Zelda II was released in Japan in 1987 but didn't arrive in the US till late 1988 (I didn't know about release date discrepancies till the 90s). I specifically remember it being the first game where I was conscious about certain enemies dropping more XP than others. Is It ACTUALLY As Hard And Bad As Its Reputation Actually I take that back - Rygar (NES, 1987) was the first game that I remember grinding for XP. ![]()
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