Nut Load. Mini reviews of games old and new. No fuss. No spoilers. Occasional shock face.

Friday, December 27, 2013

Link's Crossbow Training (2007)

Genre: First + Third Person Shooter | Players: 1 - 4
Developer: Nintendo EAD Group No. 3

Bundled with the Wii Zapper peripheral, the ‘game’ is more like a Twilight Princess (2006) mini-game that got a separate release. It’s a variation of Duck Hunt without the ducks; instead they're enemies from the Legend of Zelda universe. Environments are similarly themed and will be familiar to anyone that played TP.

The objective is to hit targets with arrows fired from your crossbow. You’re not required to reload the bow, it’s fully automatic, and you won’t run out of arrows, but you will run out of time. Each stage gives you a set amount of time to achieve the minimum score needed to advance. If you fail to achieve it you’ll have to redo that particular level again from the beginning. There are only nine playable levels, divided into three gameplay styles, with each being slightly more interesting than the one that preceded it. I’ll list them in the order they’re presented in the game:

Target Shooting:
The traditional circular Crossbow Target with the bullseye in the centre. They start out stationary, but as you progress they begin to move and/or get further away, making targeting more difficult. Your score increases faster if you hit targets in succession without missing. It’s all very boring.

Defender:
You have to defend Link from advancing enemies by shooting them as hurriedly as possible. You remain rooted to one spot but can swing your POV 360°, so expect to be attacked from all sides.
If you get hit by an enemy, or an enemy projectile, you’ll lose points. There was a sense of immediate danger that the previous mode lacked, and getting to fire upon an actual enemy was slightly less boring. At least it was the first and second time, but not so much the third, fourth, fifth…

Ranger:
The only game mode in which you get to move around as Link. As before, you’ll be shooting enemies, but you’re able to strafe and manoeuvre past obstacles to get a better view. This is where you'll be able to get the really high score multipliers.

Beat all of those (it should take about an hour) and you’ll go up against the game’s only boss battle. Boss battles are traditionally one of the highlights of a Zelda game and the same applies here. Find a weak spot that needs your attention and tear it a new one. And then you’re done. Game over. There’s no replay value unless you like to challenge yourself to beat your own scores and earn worthless medals that don’t do anything.

1 bottomless quiver out of 5

2 comments:

Neg said...

By far the lowest score a Zelda game will ever get here. Unless one of us is masochistic enough to get a CDi :erm:

Let's agree not to do that.

Dr Faustus said...

It really is all it deserves. I had to forget it was Zelda and judge it on how good or bad the actual gameplay element was. Considering the short length, the lag and the lack of variety, it’s lucky I was as kind as I was.

I was watching LoZ vids earlier on YT and the CDi games popped up. I've never had the opportunity... I think I'm glad.