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Saturday, October 13, 2018

The Legend of Zelda: Breath of the Wild -- Better Than Expected, But Still Overrated

Breath of the Wild took the world by storm last year, with many people proclaiming it to be not only the best game of the year, but also the best Zelda game of all time and the best open-world game ever made. Those are some pretty lofty claims, so naturally I was skeptical that it would actually live up to that kind of hype. I've played a fair number of open-world games, after all, and while I generally enjoy the genre, they're difficult to pull off well and usually leave me feeling unsatisfied. Meanwhile, there's only been one Zelda game in the last 15 years that I've actually enjoyed (that being A Link Between Worlds, mostly because of its classic non-linear design and it being an homage to A Link to the Past), so I didn't exactly have confidence that Nintendo would hit such a home run with a new Zelda. Even watching streams and gameplay footage, it all looked kind of boring to me. Still, when the opportunity presented itself to borrow a coworker's Switch for a few weeks (thank you Dom), I couldn't pass on the chance to play it and see for myself.

I'm pleased to say that Breath of the Wild is indeed one of the best Zelda games that I've played in a long time. Although it deviates from the typical "Zelda formula" we've grown accustomed to lately, the open-world exploration feels reminiscent of older games in the series (specifically the original Legend of Zelda, and to a lesser extent A Link to the Past), but on a much bigger and more sophisticated scale. It's also one of the better open-world games to have come out recently, with a world that feels mysteriously intriguing and therefore genuinely interesting to explore; other open-world designers could learn a few lessons from Nintendo. I certainly enjoyed Breath of the Wild, but unlike seemingly every other person in the world, I didn't love it -- it's not my new favorite Zelda game (it might not even crack my top five), and I've enjoyed other open-world games better. And even despite liking the game, it has some major issues that seriously disappointed me.

Monday, October 8, 2018

Board Game Review: The Island of El Dorado

The Island of El Dorado (by Daniel Aronson) is a tile-laying exploration board game for 2-4 players (60-90 minutes) in which players are 16th century explorers discovering the island of El Dorado and competing to be the first to lay claim to all four shrines, which is said to grant the explorer access to untold wealth and power. A typical turn goes through a two-step process of first rolling two dice to determine how many spaces you can move your explorer as well as how many resources you produce at the beginning of your turn, and then going through your “explore phase” in which you move your explorer and/or villagers (who serve double-duty as both army units for combat as well as workers for resource-production) and spend resources to build structures, recruit more villagers, or give offerings to shrines. Players may also confront each other in direct combat by moving their explorer or army figures onto another player's space, rolling dice based on each player's total strength in the battle to determine a victor. Three of the shrines can be found scattered around the island, but the fourth is hidden inside a cave that must be explored separately, and which also houses assorted monsters and dangerous encounters. The first player to control all four shrines wins the game.

In practice, The Island of El Dorado plays like a cross between The Settlers of Catan and Risk, with a tile-laying exploration element like Betrayal at House on the Hill or Escape: Curse of the Temple where you build the map as you play. As a game with relatively light, simple rules and a high degree of luck, it's intended to be more of a family-weight game for families and more casual gamers, though the designer has since published rules for a "Hardcore Mode" intended for more strategic gamers who dislike how much of a factor luck plays in the standard rules. I backed the first Kickstarter because I hoped it would serve as a more pleasant alternative to Catan, since it fits in the same weight class and has so many superficial similarities (plus, I'm a sucker for exploration games) but I find that I just don't like it very much, or at least not with any of the current rules. Even for a family-weight game, the luck element is just too prevalent in this game, and I feel like it runs too long for such a simple, luck-dependent game. The "Hardcore Mode" rules help, but I have some issues with those, too. The bulk of this review will deal with the standard rules, and then I'll discuss the "Hardcore Mode" rules separately.