Why Kinstones Were the Best Thing in The Minish Cap
Posted on April 12 2014 by Legacy Staff
Since
joining Zelda Informer, my lust for a
daily dose of video gaming has somewhat intensified, and that’s saying
something. It’s very difficult to satisfy these cravings when one doesn’t have
the funds to get the current titles that everyone’s raving about — alas, I do
mean A Link Between Worlds.
But
I am now somewhat grateful for that. It’s given me a chance to revisit some old
classics and rediscover what it was that made them so good in the first place,
and whether they’ve stood the test of time. For the most part, they have. I
picked up The Minish Cap because,
regrettably, it’s the Zelda title I tend
to forget about the most. Which isn’t at all fair, but it’s because it stands
alone — no other Zelda game reminds
me of it.
It
doesn’t take long to be at ease in the world of Hyrule again. The use of Ocarina of Time’s end credit music in
the opening of The Minish Cap is a
lovely addition that is both settling and anticipatory. It doesn’t take long before
we’re swept through Hyrule Field, flown through the Minish Woods, and dropped
onto Mount Crenel. There’s a lot of charm in the art style that fine-tunes The Wind Waker’s “toon” concept and
renders it beautifully in 2D.
It’s
the Kinstone subplot that weaves its way throughout the game, however, that
makes the experience so iconic. I can’t think of another Zelda game that uses a set of collectibles to map out story and
character interaction as successfully as the unification of Kinstone halves.
Sure, searching for Golden Skulltula tokens in Ocarina of Time rewarded you with prizes once the Cursed Man and
his family were revived. And there were loads of Treasure Charts in The Wind Waker to keep you sailing and
exploring, but these were collectibles purely for personal gain.
The
Kinstones play an important role in Link’s quest, but they also have
implications on the lives of others, be they Goron, Hylian or Picori. Although
there are specific golden Kinstones that are required in order for the game to
progress, the concept works best when red, green and blue ones are combined.
It’s
the sheer variety that comes with these mystical segments that makes The Minish Cap so interesting and unique
in its approach. Some fusions lead to chests full of rupees, others lead to
Pieces of Heart, and a number of them open up world events and sidequests.
Considered
a sign of immense happiness when two Kinstone halves are united, there are
plenty of people to find and fulfil. Every Kinstone found feels rewarding — in
amongst rupees, hearts and those elusive Mysterious Shells, Kinstones pop out
of the grass, and are greeted with raised arms and that triumphant, signature
item jingle.
One
of the clever things about how the Kinstone subplot weaves its way through the
story is the different times at which they become available. Some are
unreachable without the Mole Mitts, the Cane of Pacci or Roc’s Cape, and some
just don’t exist until a sequence or plot point has activated it.
The
Joy Butterflies, gained from fusions with Din, Nayru and Farore — in this case, house-hunting oracles as opposed to world-building goddesses — are worthwhile
endeavours as they augment Link’s bow, mitt and flipper abilities. Swiftblade
and his brothers are dotted around Hyrule, opening previously blocked pathways to one
another, and thereby giving Link access to technique enhancement scrolls. And fusing
with the mysterious stranger in Hyrule Castle Town reveals a curiously glowing
pebble that transports Link to the house of the Wind Tribe — a location that
reappears later in the game.
It’s
interesting to note that according to the Zelda
timeline, The Minish Cap takes place directly
after Skyward Sword, making it highly
possible that this red-headed group of sky travellers could be descended from
Groose himself.
There’s
a feeling of unification that pervades itself throughout the gathering,
collecting and coupling of Kinstones. For every person patiently waiting with
one, its other half is out there waiting to be found. In some ways, Link plays
a matchmaker for all these lonely hearts. The two Kinstone halves are a symbol
of Hyrule’s stricken and stranded people, blighted by Vaati’s greed and lust
for power. When fused together, the Kinstone is a representation of Link’s
attempt to restore peace and harmony to the land, for the sake of his fellow
Hylians and the indomitable Minish.
The
fusing of Kinstones feels like an act of kindness and kinship, in direct protest
of Vaati’s dark deeds to take control of Hyrule. But, purely on a gameplay
basis, it’s so enjoyable to take a break from the main quest to search for
somebody — with a curious bubble floating near their head — who might have a half that
corresponds with yours. There are lonely people with Kinstone segments
everywhere — dogs, ghosts, and even the Tingle Brothers lie in wait with
mysterious prizes to dish out.
The
extraordinary thing about the Kinstone quest is that it doesn’t get easier as
it goes on. It’s not set up to be something concrete, with signposting or
handholding to get you across the finish line. No, in fact, I’ve just completed
my fourth playthrough of the game, and it’s the first time I’ve fused every
Kinstone and received that elusive Tingle Trophy. It’s just so hard to remember
every Hylian, Picori, you name it, that’s had a Kinstone already — and it doesn’t
help that some of them have more than one fusion available! It’s easy to get
downcast about the whole thing actually, because keeping track of them is a
hard task in and of itself. Eventually, you walk up to everything, just hoping beyond
hope that a mystical bubble of awaited fusion will pop up. And the closer to 0
you get, the worse it is.
Of course, it’s all a worthwhile and enjoyable sweat. There are very
few times Zelda has actually been
able to legitimately frustrate. Rollgoal, you know who you are. In fact, I
swear I will never play that mini-game again out of principal.
Anyway,
I digress. There are so many plus points to Kinstones and how they open up the
world in which Link finds himself searching for the elements to fuse with the Four
Sword. It would be really interesting to see how this kind of system
might work in the future — in a 3D title perhaps. Zelda U is still very much an open book in terms of how much the
fanbase has been told, and the game could very much benefit from a collectible
that Link uses to interact with the people of the world, affecting their
behaviour or actions, the structure of the landscape, or even the direction the
plot takes. It would be amazing to see a Zelda
game with multiple endings, although it’ll take a brave person to try that out.
I feel like I might be about to run with a totally different idea in a minute
that’s best saved for a future article, so I’ll stop here.
The Minish Cap did a
beautiful job in creating a concept about a collectible that revolved around character
development and interaction. It helped to make the world more realistic and
unified, and symbolised the goodness in Link. It wasn’t just about defeating
Vaati — it was about bringing joy to the people too.