Willow Retrospective
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Remember the 1988 Val Kilmer-led fantasy movie Willow and the NES action RPG that was released the following year? I do and can honestly say that I enjoyed both at the time, so found myself reminiscing a bit as I read through this retrospective for the game on Retro Gaming Magazine. An excerpt:
It should be noted that Capcom's original licensing deal with LucasFilms brought about an arcade game based on the film. Players who bought the NES game expecting a home conversion got quite the surprise when it turned out Willow was now a Zelda-style action adventure with RPG elements like experience points and magic spells woven in. Personally I think Capcom did the right thing by not trying to stuff the arcade game into an NES cart. While there's nothing wrong with the arcade Willow, it's a simple side-scrolling quarter muncher with limited replay value. The NES game offers hours of gameplay, and a storyline that kinda-sorta-almost-if-you-squint follows the film.
Capcom's game succeeds as a licensed title because it obeys the cardinal rule of licensed video games: it must be fun over every other consideration. Willow is quite enjoyable, though the beginning of the game feels like your typical RPG grind-fest as the vertically-challenged one is scarcely hardy enough to survive adventuring more than a few screens away from his home village before needing to come back for a recharge. Willow also noticeably carries a sword and shield in the game, rather than the stick he wielded throughout the film. This is a simple concession to game design on Capcom's part, as Willow does far more fighting in his solitary travels in the 8-bit realm than he did in the cinematic one.
Much of Willow'˜s story is told through special dialog screens which play out when Willow enters an NPC dwelling or just stops to chat someone up on the overworld. Like all RPGs from this era, it's important to flap your gums at everyone, since you never know when you'll be presented with the opportunity to learn a new spell, upgrade your gear, or get directions to your next destination. Pretty much everyone is happy to spend a few minutes chatting with the guy who's going on the suicide mission, so he's got that going for him. Also, in a welcome change from every other RPG in the frigging world, nobody bills the would-be world savior! Mages teach him new spells completely gratis, villagers gift him equipment to protect him on his travels, and those providing hospitality give up their hearth and bed for no more than a few kind words. It's almost like these people want this guy to take down Queen Bavmorda and the army of Nockmaar as fast as possible instead of expecting him to grind gold out of slimes and badgers to afford a new shield.