An ambitiously sized and difficult quest!
I thought the overworld and dungeons looked great, and really liked the different tileset used. It felt really emo in the very best sense of the word; rich, cartoony and colorful. it was all very detailed with secrets everywhere.
This one was super non linear by design. While I can appreciate the concept quests like this inherently have a slower pacing, which I don't particularly care for. With this type of format there is a lot of trial and error exploring and backtracking until you find something you can complete. Some dungeons were hard and some were much harder, but you had to invest time into each one to find out if you could do it. It left me with a lot of open ends, partially completed dungeons and a good amount of frustration. For me it wasn't very gratifying. It all kind of killed the flow.
I think the issues above were compounded by being woefully underpowered for a long time. I thought the sword and armor upgrades were presented way too late in the quest. I often found myself hacking away at enemies with a lot of hit points. Also not gratifying. Especially in some of the harder dungeons where there were tough fast moving enemies, complex puzzles and then random things like wallmasters dropping in. Places where you needed to clear a room before you could even get to the puzzles. A sword upgrade between the wooden sword and the master sword sure would have been nice.
Some of the areas were a bit long winded and tedious, like the cursed waters and royal valley/ dungeon. I could have used a little less of those. They felt a little contrived and "hard for the sake of being hard".
I made it pretty far into the quest but ultimately lost interest and stopped playing. It became more frustrating than fun. Overall it was very well done. I know a ton of people enjoy quest like this but it just wasnt for me, and thats ok!
Legend of Link: The New Legacy
Overview
Feature Quest
Creator:
Eddy
Genre: Dungeon Romper
Added: 25 Jul 2021
Updated: 30 Oct 2024
ZC Version: 2.53
Downloads: 1087
Rating[?]:
|
Download Quest (4.83 MB) |
Information
This quest completely uses enhanced music. Please download the music here for the best experience
Having made quests for 12 years up to this point, this quest marks my 20th solo quest. So what better way to celebrate this than to remake my very first quest? It's kind of crazy to see how far I've come along in 12 years, but here we are, finally a new quest is out lol.
Go to description for updates and actual info.
Having made quests for 12 years up to this point, this quest marks my 20th solo quest. So what better way to celebrate this than to remake my very first quest? It's kind of crazy to see how far I've come along in 12 years, but here we are, finally a new quest is out lol.
Go to description for updates and actual info.
About Reviews Comments Forum Topics
Deathrider
Posted 21 September 2021 - 08:55 PM
Short answer: An absolute joy to play.
This was a nicely lenghted (not a word) quest that was definitely challenging at times but didn't have many if any frustrating moments. Every boss was scripted which is always a great sight since it means you don't immediately see a boss and go "welp, here we go again with this guy". Bosses that force you to learn them is always a great thing (these bosses weren't too deep mechanic wise but still HAD different mechanics).
After as many quests it is always nice to see things I have never seen before, well done with your 20th quest Eddy!
If you want to see my thorough thoughts check our my LP of LoLNL on Tytanium DeathHill
This was a nicely lenghted (not a word) quest that was definitely challenging at times but didn't have many if any frustrating moments. Every boss was scripted which is always a great sight since it means you don't immediately see a boss and go "welp, here we go again with this guy". Bosses that force you to learn them is always a great thing (these bosses weren't too deep mechanic wise but still HAD different mechanics).
After as many quests it is always nice to see things I have never seen before, well done with your 20th quest Eddy!
If you want to see my thorough thoughts check our my LP of LoLNL on Tytanium DeathHill
- Eddy likes this
Joelmacool
Posted 09 September 2021 - 03:18 PM
This quest was pretty good, with fun dungeons and a wonderfully vibrant overworld. I did stream my entire play-through of this quest, where I share my thoughts throughout, so I'll keep this review short.
I will say that my favourite thing about this quest is the overall open-world premise this quest has. Once you enter a dungeon, another dungeon in the world is made to be something harder; this was a pretty smart thing to do in terms of maintaining a sense of an increase of difficulty, and I felt it allowed this quest to not feel so easy once you pass the halfway point. I enjoyed almost all of the dungeons presented in this quest, and really enjoyed the final dungeon. I especially enjoyed the final dungeon due to the fact that it really did feel like you were traversing a Castle rather than another dungeon. There were different sectors in this Castle, and each sector played with its themes fairly well. The final boss was creative, and the ending was satisfying. I too enjoyed the post-game, probably one of the best parts of this quest, as each Dim Zone served to be a nice challenge.
Although most of the dungeons in this quest are fun to go through, there are two that don't shine as much as the others. The first of these is the Corrupt Cathedral, which I felt was too basic of a dungeon and so felt out-of-place in comparison to all the other dungeons in the quest. Normally, each dungeon has a clever gimmick which relates to its overarching theme: the forest dungeon has you destroying multi-coloured weeds, the fire dungeon has you pour water onto pools of lava in order to forge pathways, the ice dungeon has you slowly forming a path to the boss, and so on and so forth. The Corrupt Cathedral lacked this, and as a result, made the dungeon feel extremely boring and basic. The second dungeon I had an issue with was the Forgotten Grave. This dungeon saw you traverse what seemed to be the original Zelda 1 Level 1, but as you go deeper into it you find yourself in a completely different dungeon. This I liked, but as the dungeon progressed, I got more and more annoyed with it. The main reason for this is the fact that this dungeon - because it has more than one entrance - requires you to backtrack quite a bit. The item of the dungeon is the Cursed Boomerang, and is located at the top of the dungeon. Once you get it, you need to walk back to the start of the dungeon, and exit it to find the second entrance. Once you do this, you are meant to collect a special key, to which you need to go back to the original entrance and make your way back to the top of the dungeon. This, I feel, really slowed the pacing of this dungeon. Luckily, I did enjoy the second half of the dungeon, as I found the gimmick to be rather cool, but that backtracking was really unnecessary. There is also the matter of the Cursed Boomerang itself, as I felt that this item was really finicky to use, but this may just be a result of my own lack of skill rather than the quest being at fault.
Overall, this is a really good quest, with only a handful of issues. These issues aren't really anything too bad, and so the positives overwhelm them quite a bit.
I will say that my favourite thing about this quest is the overall open-world premise this quest has. Once you enter a dungeon, another dungeon in the world is made to be something harder; this was a pretty smart thing to do in terms of maintaining a sense of an increase of difficulty, and I felt it allowed this quest to not feel so easy once you pass the halfway point. I enjoyed almost all of the dungeons presented in this quest, and really enjoyed the final dungeon. I especially enjoyed the final dungeon due to the fact that it really did feel like you were traversing a Castle rather than another dungeon. There were different sectors in this Castle, and each sector played with its themes fairly well. The final boss was creative, and the ending was satisfying. I too enjoyed the post-game, probably one of the best parts of this quest, as each Dim Zone served to be a nice challenge.
Although most of the dungeons in this quest are fun to go through, there are two that don't shine as much as the others. The first of these is the Corrupt Cathedral, which I felt was too basic of a dungeon and so felt out-of-place in comparison to all the other dungeons in the quest. Normally, each dungeon has a clever gimmick which relates to its overarching theme: the forest dungeon has you destroying multi-coloured weeds, the fire dungeon has you pour water onto pools of lava in order to forge pathways, the ice dungeon has you slowly forming a path to the boss, and so on and so forth. The Corrupt Cathedral lacked this, and as a result, made the dungeon feel extremely boring and basic. The second dungeon I had an issue with was the Forgotten Grave. This dungeon saw you traverse what seemed to be the original Zelda 1 Level 1, but as you go deeper into it you find yourself in a completely different dungeon. This I liked, but as the dungeon progressed, I got more and more annoyed with it. The main reason for this is the fact that this dungeon - because it has more than one entrance - requires you to backtrack quite a bit. The item of the dungeon is the Cursed Boomerang, and is located at the top of the dungeon. Once you get it, you need to walk back to the start of the dungeon, and exit it to find the second entrance. Once you do this, you are meant to collect a special key, to which you need to go back to the original entrance and make your way back to the top of the dungeon. This, I feel, really slowed the pacing of this dungeon. Luckily, I did enjoy the second half of the dungeon, as I found the gimmick to be rather cool, but that backtracking was really unnecessary. There is also the matter of the Cursed Boomerang itself, as I felt that this item was really finicky to use, but this may just be a result of my own lack of skill rather than the quest being at fault.
Overall, this is a really good quest, with only a handful of issues. These issues aren't really anything too bad, and so the positives overwhelm them quite a bit.
- Eddy likes this
Shoshon the Elegant
Edited 10 March 2023 - 11:53 PM
As much as it pains me to say, this quest is not a steaming pile of dog poonwhich sours the name of Eddy for the rest of eternity. In fact, I would say that it is competent, nay, even... good.
The quest starts you off in Nodnol Village, playing as Link who is participating in the 20th annual rafting competition. Very quickly, the story gets started as Goriyas kidnap a boy from the village, the rafting competition takes place, and Zelda gets kidnapped by Ganon... again.
The story isn't exactly groundbreaking, this is the basic story that has been going on in the Zelda series since the beginning of time, what sets this quest apart from the average quest however is the dungeon design, the boss design, and the overall smoothness of the quest. And it's amazing the amount of stuff is able to do without scripting. Yes, he still uses scripts, but they are used when necessary, and very strongly implemented.
For instance, Eddy uses a script for his bosses, but he doesn't rely on the script. The script is just an additional resource Eddy uses to add to the atmosphere on the battle. Eddy is really good at managing his resources, and he does an excellent job at creating unique scenarios, mini games and building his world and characters. It's actually inspiring me to be less lazy with my quest design.
This quest is completely open, you can see all but one screen on the overworld without entering any dungeons.
As mentioned before, the dungeon design is fantastic. There are unique, yet simple gimmicks for each one. For instance, the Fire Dungeon has a very interesting gimmick regarding layers, and the Litora Ruins has a very unique style. There is also a certain gimmick from Twilight Princess that I am extremely fond of. Eddy has created dungeons that I wanted to make, but actually taken the time to do it.
Each of these dungeons also come in varying difficulties, and they are random in a certain way, so you can run into easy or hard dungeons with any dungeon.
This does sometimes lead to some dungeons being too easy or too hard, but you can always leave and come back later if your wish.
The optional items are also good, and secrets are well hinted at, some more subtly than others, but never too subtly.
I don't consider post game in my ratings, but the post game is also really neat. The statues around the overworld pay off in a really exciting and cool way.
There are places I could still see improvement. Like, I think the Western Sea could be more aesthetically pleasing, but none of these things detract from my overall rating.
This may be Eddy's best quest, I recommend it to everyone,
5/5
The quest starts you off in Nodnol Village, playing as Link who is participating in the 20th annual rafting competition. Very quickly, the story gets started as Goriyas kidnap a boy from the village, the rafting competition takes place, and Zelda gets kidnapped by Ganon... again.
The story isn't exactly groundbreaking, this is the basic story that has been going on in the Zelda series since the beginning of time, what sets this quest apart from the average quest however is the dungeon design, the boss design, and the overall smoothness of the quest. And it's amazing the amount of stuff is able to do without scripting. Yes, he still uses scripts, but they are used when necessary, and very strongly implemented.
For instance, Eddy uses a script for his bosses, but he doesn't rely on the script. The script is just an additional resource Eddy uses to add to the atmosphere on the battle. Eddy is really good at managing his resources, and he does an excellent job at creating unique scenarios, mini games and building his world and characters. It's actually inspiring me to be less lazy with my quest design.
This quest is completely open, you can see all but one screen on the overworld without entering any dungeons.
As mentioned before, the dungeon design is fantastic. There are unique, yet simple gimmicks for each one. For instance, the Fire Dungeon has a very interesting gimmick regarding layers, and the Litora Ruins has a very unique style. There is also a certain gimmick from Twilight Princess that I am extremely fond of. Eddy has created dungeons that I wanted to make, but actually taken the time to do it.
Each of these dungeons also come in varying difficulties, and they are random in a certain way, so you can run into easy or hard dungeons with any dungeon.
This does sometimes lead to some dungeons being too easy or too hard, but you can always leave and come back later if your wish.
The optional items are also good, and secrets are well hinted at, some more subtly than others, but never too subtly.
I don't consider post game in my ratings, but the post game is also really neat. The statues around the overworld pay off in a really exciting and cool way.
There are places I could still see improvement. Like, I think the Western Sea could be more aesthetically pleasing, but none of these things detract from my overall rating.
This may be Eddy's best quest, I recommend it to everyone,
5/5
- Eddy likes this




