Going into this particular E3, Zelda fans didn’t have much to look forward to: Zelda U had been explicitly stated to be skipping the conference, and the only other new game on the horizon appeared to be a port of Hyrule Warriors (now officially called Hyrule Warriors: Legends). Some may have been hoping that Nintendo would go back on their word and throw out some sort of teaser for Zelda U or even surprise fans with an HD or 3D remake of Twilight Princess, but Nintendo did neither of these, instead bringing in a brand new 3DS title way out of left field.

Appearing at first glance to be a simplified Four Swords with an A Link Between Worlds coat of paint, Tri Force Heroes has shown us, through our time with it at E3, the potential to bring so much more to the table, despite the fact that it is unlikely to be a full-fledged, epic Zelda adventure.

No Link Left Behind

The gameplay of Tri Force Heroes revolves around the idea of teamwork, incorporating puzzles that can only be solved if all three players work together: a set-up recognizable to those familiar with the Four Swords games. The difference here, however, lies in just how difficult it is to play if players turn on one another. Not only does each player hold a distinctive item essential to progressing through levels, but all three Links share the same health. So while players are still certainly capable of turning on one another, throwing each other off into bottomless pits and the like, they’ll pay the price for infighting.

Freedom of Choice

Aesthetic is not the only thing that Tri Force Heroes borrows from A Link Between Worlds. Beyond the freedom to choose the item and costume that you desire (more on those later), the way in which dungeon puzzles, and even boss fights, are tackled mimics the non-linearity of the A Link to the Past sequel. For example, at one point in our demo of the Fortress level, we came across a branching path that required each of us to travel separately. Further progress required those with gust jars (the two players beside me) to put out flames in my path and necessitated that I return the favor by providing my teammates with bombs to destroy the obstructions in their way.

When we reached the end of our paths, two of us reunited, but the third was further along, near a switch too high to activate alone. Knowing that I could have thrown a bomb up onto the ledge to hit the switch, I was worried that we’d have to start over for having chosen the wrong respective paths. However, we quickly realized that by throwing a player up onto the top of the ledge, they could activate it just as easily, keeping us moving along.

Similarly, in boss battles, players are able to choose from varying approaches to taking the beast (or beasts) down. On the volcano level of our demo, we were made to stand on a round, central platform while a mini-boss circled around us in a cart, tossing bombs at us. While none of us had the bomb item (it wasn’t a choice for the level), we each were able to approach the battle in our own way: one Link used the gust jar to blow a bomb plant towards the enemy; another used the boomerang to grab bombs and throw them; and a third was able to play defense, getting rid of excess bombs.

Admittedly, these roles are established partially by the item each character chooses upon entering the stage, but there is another feature that adds a similar degree of customization to one’s playthough: costumes. From the ability to find hearts more easily, to a power-up for one’s bow, the added features of these outfits have the potential to make each adventure through a level unique. While some combinations may seem obvious, such as the Kokiri Clothes (with the aforementioned bow bonus) and the bow and arrow, I can easily see players taking more creative routes to either help, or purposely hinder, their quest through a dungeon. That being said, it is a shame that costumes like the Kokiri and the Big Bomb ones really only have use in specific situations.

Masks Yesterday, Costumes Today

I would be hard-pressed, however, to believe that the integration of these costumes is a wholly original idea for the series. Tying into a very common theme of Nintendo’s – and the competition’s – E3 showings, Tri Force Heroes pulls from the series’ past successes: namely, Majora’s Mask. While there are no signs of masks, the costumes of this title appear to draw heavily from the central unique feature of Majora’s Mask, which is immediately apparent from the moment the Big Bomb Outfit was revealed. From the Goron Garb, to the inevitable Zora outfit, each of these costumes has the potential to take the “wearable items” concept to a new level, working in conjunction with items rather than in place of them. Additionally, though we know little about the crafting system behind the these outfits, I wouldn’t be surprised to see an upgrade system similar to that in Skyward Sword.

Beyond Potential

Despite my enjoyment of the demo, I can only say the outlook for Tri Force Heroes is positive but unclear. While many fans are hoping this title moves beyond the side-story category that bogs down Four Swords and Four Swords Adventure, the silly nature of this entry’s story and the structure of its levels are priming Tri Force Heroes for a similar placement. That’s not to say that it won’t feature iconic villains or fall somewhere on the official timeline, but players who go in expecting an epic adventure on the scale of main entries in the series are bound to be disappointed.

Part of the reasoning behind this simplified gameplay may lie in Nintendo’s hopes of bringing more people into the franchise, as games like Hyrule Warriors demonstrate they are keen on doing. Given the relatively generous use of download play for this title, it’s fully possible Nintendo expects newcomers who might otherwise ignore the game to give it a try with friends, potentially drawing them into the series. The question of whether veterans of the series will even pick up the title, however, remains unanswered, and it’s a question that can’t be ignored if this game is to be successful.

I can assure frequent Hyrulean adven

turers that this title plays just like you’d expect Zelda to at its core, but beyond this, we’re as in the dark as the next player. While we received no word on whether or not the levels on the show floor identically replicated the gameplay of the final game, if so, I hope that there are plenty of levels planned beyond the four we tested. Built for multiple playthroughs, both regularly and in Challenge Mode, these stages take no more than fifteen minutes to complete (perhaps more in Challenge Mode), even on the first attempt. This makes sense when one frames Tri Force Heroes as a typical mobile platform title, playable in short bursts, but could turn off those expecting content the size of that in A Link Between Worlds.

All hope for an enjoyable time for Zelda vets is not lost, however. The feature with the greatest potential to make Tri Force Heroes a staple of every Zelda fan’s library may very well be the most quirky one: costumes. Some diehards may scoff at the idea of dressing up Link in anything but the Hero’s Clothes (which is an option, I should add), the variation in gameplay afforded by this feature has the potential to add replay value, especially if the crafting system is well done. Putting gameplay mechanics aside, it’s simply fun to go on an adventure as a crossdressing Link!

With a fall release date scheduled (personally, I’m guessing November), it shouldn’t be long before we learn more information about Tri Force Heroes. Hopefully, these reveals alleviate fears about content, story, and elements of gameplay we haven’t had the chance to see through demo footage (namely the Arena mode we were promised but never shown), but we can only speculate for now. In the meantime, I implore fans to keep an open mind about this quirky newcomer to our beloved series; I had a blast playing it, and I hope the final product delivers on the potential inherent in this second foray into multiplayer Zelda.

Banner Art: Ruiberry

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