Instead of getting heart drops after defeating an enemy, the player learns how to gather different ingredients and cook them in the right proportions to get an energy-restoring meal or an Elixir. It was in Breath of the Wild that the heart recovery system switched from heart drops over to meals. But with no need to find Empty Bottles, and with a fairly large inventory space, you could carry almost as many potions as you wanted. You had to mix all your potions, using specific critters and monster parts. With Breath of the Wild, the potion system got yet another overhaul. The Wind Waker gave players the option of trading in Chu Jelly blobs in exchange for special amped-up potions, and Skyward Sword allowed players to hand in insects and monster parts at the Bazaar to give a potion an extra kick. (As I write this, I’m working on another playthrough of A Link to the Past at one point I needed to give Link a potion during the Mothula battle, but I hit the Y button a split second too late … sorry, Link.)īut some of the later games made taking a potion easier, such as by eliminating the need to go hunting for bottles or allowing you to take a potion automatically as soon as your hearts run out.Īs the series progressed, games began giving players the option to power up their potions using monster parts. In most games, you need to remember to equip the potion bottle from the inventory and drink it at the right time. These potion offerings would remain consistent for much of the series. A Link to the Past was the first game with three kinds of potion: heart (Red), magic (Green), and all-in-one (Blue). The very first game had two varieties of potion: a basic heart-restoring blue potion and a red potion with two helpings. In the majority of Zelda games, the ability to use a potion generally depends on three things: having enough rupees, having enough Empty Bottles, and being able to get to the Potion Shop if needed. Twilight Princess featured the Goron Hot Springs as a place to sit, soak, and bring back some hearts. We saw this in more depth in subsequent games such as Skyward Sword and Breath of the Wild. The Wind Waker was the first game in which you could get amped-up potions by trading in monster parts, specifically Chu Jelly. Not only could you buy a Red Potion, but you could also buy Green Potions to restore Magic or all-in-one Blue Potions - a hint at the different kinds of potions in subsequent games. In this game, you can get Pieces of Heart along with heart drops and Fairies. The Hyrule Warriors games, however, do allow players to level up in battle (and get their heart meters refilled) after they fill up their experience meters.Ī Link to the Past, it seems, established a few of the heart recovery methods that became standard in most Zelda games going forward. We haven’t seen this particular leveling-up method in any of the mainline Zelda games since then. While Heart Containers were present in this game, you could also increase your life meter by gaining experience points in battle. The Adventure of Linkis the outlier among Zelda games, and its life recovery/level-up system is no exception. In the original game, your recovery options were simple: Heart drops and the occasional Fairy, buying a Heart Container or medicine from a merchant in a cave, or getting a Heart Container after clearing a dungeon. I would like to take a look at the relative merits and disadvantages of some of the different life recovery methods over the course of the Zelda games. Many players likely prefer the ease of getting heart drops and Fairies after defeating an enemy, while others may be more partial to the skills involved in preparing a meal. So, which energy recovery system is the best? This is a tough question, of course. And if you’ve cleared Divine Beast Vah Ruta, you have Mipha’s Grace as a safety net.īut if you don’t have any energy-restoring foods on hand, or Mipha’s Grace is still recharging… again, game over. Instead of heart drops, being able to recover energy largely revolves around the game’s recipe and cooking system. Or you can check your inventory and pray that you’ve got a healing potion or a Fairy stashed away in case of emergency.īreath of the Wild changed everything - well, almost everything - around. You can run to a specific clump of bushes or group of pots that always have some hearts in them, or try to make a run to the nearest Fairy Fountain. You can strike at a few minor enemies and pray that some hearts will be included in the item drops. In most Zelda games, you have a few options. And now, the game is making that annoying beeping sound that tells you that you’re dangerously close to falling in battle. It is a situation that every Legend of Zelda player will find themselves in, without fail - you’ve taken a heavy beating in a major boss battle, or a bunch of minor enemies have gradually whittled your hearts down to almost nothing.
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