I've banged the Minish Cap drum so many times by this point that my adoration for Link's littlest adventure is old news. With today marking 20 years since this GBA gem landed in Europe, it felt too easy to sit down at my desk and gush over the tight six-dungeon structure, the brilliant puzzle design or the somehow still under-discussed soundtrack. I've been rambling on about these for the past two decades and a big birthday like this deserves something special.
It's obvious what we should do, really. Let's talk about the parts of the game that suuuuuck . For many, that will set the Kinstone alarms a-ringing.
This Hyrule-wide fusing quest has earned quite a reputation over the years as the key sticking point in an otherwise stick-free adventure, and sure, it has its problems. I too wish there was some way that you could log the NPCs you are still yet to fuse with and some kind of 'Fuses Remaining' counter might help things feel a little less endless. There are some out there who enjoy it, though! But, for all its inconveniences, it has its fair share of rewards, too.
I'm tired of Kinstone fusing being dragged through the mud like some kind of Korok Seed-level event when, in actuality, it's a fun little mechanic that does nothing more than give the people of Hyrule something else to talk about. If we really want to talk about Minish Cap features that deserve a one-way ticket to the Dark Realm, then let's shift the focus to Carlov and his blasted underground gambling ring — or.