Dungeon Week: A Link Between World’s Lorule Castle
Posted on April 05 2014 by Fernando Trejos
Today is the last day of Zelda
Informer’s Dungeon Week!
We’re closing up this week’s
series with the brilliant Lorule Castle, the final dungeon from the newest
title in the series, The Legend of Zelda: A Link Between
Worlds.
Last November saw the launch of
what I believe to be the single greatest 2D entry in the Zelda series, the glorious The
Legend of Zelda: A Link Between Worlds. The
game, both incredible and excellently polished, managed to perfectly execute
one thing that many, many games fail to do well: a finale.
Of all parts of a finale, the
final dungeon is the most crucial; not only must it attempt to live up to all
the hype preceding it (and manage to encompass everything that you’ve learned
in your experience in a way that feels complete), it faces the undeniable
challenge of giving a player closure, leaving them satisfied, but not
underwhelmed.
A lot of Zelda games haven’t managed this very
well. I know we’re not all going to agree on this, but Ocarina
of Time, as a quick example, failed at it entirely; yes, the finale
and the final boss are an absolute masterpiece, but to me, Dark Hyrule Castle
is the most tedious and cliché dungeon in the entire series. It feels like a
quick mash-up, though this isn’t a detrimental flaw in and of itself. It really
is pace-breaking and felt kind of unoriginal, especially when the entirety of
the game had been building up to that final moment of glory inside the castle.
It feels empty because it isn’t
fresh; yes, it celebrates the old, but it fails to introduce almost anything
new. The puzzles are nice, and a little harder than usual, but they’re
recycled. Dark Hyrule Castle seemed like a great prospect from the outside, yet
it didn’t bring anything new to the table, especially when you consider that
the entirety of that dungeon was fragmented; the Forest theme stuck to the
Forest room, the Ice theme stayed with the ice room, and generally, this just
got tedious. I might be alone in this opinion, but feeding you tiny bursts of
old gameplay in small spoonfulls seriously ruined the moment.
A Link Between Worlds is a game that seems to be constructed
primarily around an escalating hype—an ultimate, undefeatable crescendo that
peaks towards the very end. The rentable item system works as a great example of
this; yes, this wasn’t the developers were aiming for, but it shows real growth
for you. Your character gradually becomes stronger from the rentable and
upgradable item system, the hidden dungeon sword enhancements and armor
upgrades, and the obvious constant growth through heart pieces and personal
experience. Every area is slowly dominated, with little secrets discovered time
and time again; Mai Mais found, enemies defeated, and obstacles destroyed. The
overworld itself is mastered eventually through the dungeons; while this is
true of every Zelda game, A
Link Between Worlds really
makes you feel like it was your own accomplishment, as you can do everything at
your own leisure, always in control.
A Link Between World’s
soundtrack, my personal favorite in the entire Zelda series, seems to be built
around this ideology of rising euphoria. As a short example, the theme for the Cuccoo Run
Minigame, which is coincidentally the best song ever written by any human,
symbolizes this perfectly: as the song progresses, it gets louder and fuller,
more and more instruments join in, and it climaxes in a huge orchestral hoedown
(while “orchestral hoedown” sounds ridiculous, it works out incredibly
well. People always assume I’m joking when I bring this song up in
conversation, but it’s honestly just about the best thing in A Link Between Worlds).
Right at the very end of the
game, after having finished all seven dungeon and rescued the sages, you warp
to Lorule Castle, for the very last taste of awesome. At this point, nothing
will stop you—no pit stops, no healing, no final upgrades, nothing. And when
you arrive, there’s one last surprise, which damn nearly made me cry out of joy
and excitement; the
Lorule Field theme was replaced entirely by a fuller, huger, incredible
rendition that leaves the regular one coughing up dust. This
little detail is absolutely brilliant; it could have been easily left out, and
nobody would have realized the loss, much less felt the absence was something
severe. Yet it shows so much understanding of the game and the moment and
everything the developers were trying to achieve that I am just immeasurably
thankful to however had this idea, because they made the game just that much
better.
And that’s not even the best
part of the music in this section of the game; I know I might sound like a
broken record at this point, but honestly, Ryo Namagatsu could
not possibly have done a better job of the Lorule Castle theme. The
song itself is excellently written—it’s got a strong melody, one that really
captures the excitement of the moment perfectly, and is incredibly catchy and
identifiable—and is probably one of the strongest tunes in A Link Between World’s masterful soundtrack.
And the best part about this song,
or at least the moment in the game, is that it actually gets louder and
stronger every time you finish a vital section of the dungeon, which is perfect
for getting the feeling of excitement up for the final battle of the game; in a
sense, this is what the whole dungeon is about.
This part may just be anecdote,
or simply blatant nostalgia, but I really appreciate the way the Lorule Castle
theme was hyped up before the release of the game; in those last few months,
every single trailer released by Nintendo used this song almost exclusively,
and by the time the game finally came, I was incredibly excited to hear it.
Throughout my first playthrough, I kept waiting and waiting, with the song stuck
in my head the entire time, and my wish didn’t come through until the very end
of the game. I understand that the developers didn’t mean for this to happen—most
likely, they just loved the song and thought it would be a great signature melody to A Link Between Worlds—but using the same
music for the trailers added to my excitement even further, and having that
song play at the very end of the game made me immeasurably happy.
The height of the tower that
Lorule Castle is built upon adds a feeling of accomplishment, and the literal
ascent up the tower is showcased by the 3D effects; as the dungeon itself is
centrally one large, five-floor tower, the height makes the climb meaningful,
since you can always see the distant bottom and are reminded of your triumphs
every time you look down. The dungeon was designed as a tower specifically for
this reason (probably) to be able to capture the euphoria of the last moments
of the game in the best way possible.
The basic premise of the
dungeon, after climbing the first few floors, is to defeat four main bosses
(all old bosses, but changed to be harder and bigger) to open up one big door,
similar to Ganon’s Tower in The Wind Waker. Each of
the four bosses is hidden behind a genius set of puzzles, all themed to
whatever dungeon the boss came from, with a ton of new concepts thrown in to
overcomplicate everything, making it all seem incredibly difficult—and making
you feel like an even bigger hero for managing to solve them. Lorule Castle
legitimately makes you feel as if you’ve grown as a player, like everything
you’ve done counted for something, and it is truly amazing.
And that’s really the most
vital thing about a final dungeon, especially in an RPG or an adventure game
like Zelda: everything has to feel
important and connected, and everything has to be difficult (to a certain
extent) to make the player feel as if he’s being challenged, as if it was all
worth it. Frustrating levels of difficulty can make the end anti-climactic,
which is precisely why this last section favors intellectual difficulty; all of
these puzzles are amazingly constructed, and they mix together all different
kinds of puzzle mechanics from the game’s eleven dungeons, forcing you to use
every item and every skill at your disposal.
One particularly remarkable
room had you rafting around in lava, pulling yourself along an intricate lake
of obstacles with a hookshot, while being followed by a Wallmaster, all the
while having to carry two eyeballs from one side of the room to the other to
open a door. These are five completely different gameplay mechanics shoved
together for one brilliant section of the dungeon, which feels difficult, yet
incredibly rewarding.
Another (perhaps
even better) part of Lorule Castle had you make your way through an invisible
floor, walking from one side of the room to the other. This is fairly standard
in the game in a sense; the floor is invisible with the torches turned on, and
when the torches are turned off, everything turns black except for the solid
ground, which is suddenly a shining white. There’s a really clever twist here,
though; giant-ass scary spiky walls come crashing down on you whenever the
torches are off, making it impossible to walk through. You are forced to
memorize short bursts of the path, walking on invisible ground and treading
your way through the room, intermittently turning the torches on and off,
trying not to fall into the precipice.
And these kinds of puzzles,
with this awesome amalgamation of seemingly random puzzle mechanics from
the different parts of the game, are what make Lorule Castle such a great final
dungeon, and represent such growth for the series. In the end, the most
important thing about any final dungeon is that it’s the climax of the game,
and it needs to live up to the expectations perfectly. It needs to bring in new
concepts and new themes and colors and songs, and celebrate the rest of the
game in a way that feels neither cheap nor fragmented. And it needs to be
exciting and build the euphoria the player is feeling up to a whole new level,
bringing the hype up for the final boss and the true finale. Undoubtedly, at
least for me, Lorule Castle did all of these things better than any final
dungeon in the series.