Well this time I am doing a double review

http://www.zeldafan.co.uk/images/timeline_oracles.jpg
This game revolves around 2 different world types

Oracle of Season: The world is the same but different everytime you change the season from Winter to Fall to Summer and Spring

Oracle of Ages: The worlds here are of the Past, Present and Future

Personally these games go perfectly together just like the GBA version of Legend of Zelda: A link to the Past and 4 swords


Here is the review I am borrowing from Gamespot on Oracle of Season:

Although Capcom's Flagship team actually handled development on the two games, both of them pack in everything one expects from a good Zelda adventure.

Let's say you're Nintendo, and it's late spring 2001. The Game Boy Color is still selling like hotcakes, but you've got your new portable unit, the Game Boy Advance, looming close on the horizon. How do you bridge the gap between new and old and unite a legion of devoted handheld gamers? The answer is an easy one: Zelda. Nintendo is sending the Game Boy Color out with a bang by releasing not just one but two new Game Boy Zelda titles--Oracle of Seasons and Oracle of Ages, both of which run just fine on the Game Boy Color, though playing the games on the upcoming Game Boy Advance will unlock a few new surprises, such as a new ring shop. Although Capcom's Flagship team actually handled development on the two games, both of them pack in everything one expects from a good Zelda adventure.

The biggest difference between Seasons and Ages is that each focuses on a different aspect of the classic Zelda formula: Ages is puzzle-heavy while Seasons is action-oriented. That's not to say that Ages skimps on the monster slaying or that Seasons won't give you any puzzles to solve, but each game knows what it's going for. Of course, true Zelda fans will want to play both games for reasons that will be detailed shortly, but it's worth mentioning that Seasons and Ages are fully self-contained games that can be played and completed without each other.

Like the previous Game Boy Zelda game, Link's Awakening, Oracle of Seasons strays outside the standard Ganon-Zelda-Triforce canon of the Zelda series to find its plot. The initial setup is simple enough: The Triforce tells Link that it has a quest for him and transports him to the land of Holodrum. Onox, the self-appointed "General of Darkness," has kidnapped Din, the Oracle of Seasons, and made the hallowed Temple of Seasons disappear. Holodrum's seasons are going haywire as a result, and it's up to Link to fix everything. He'll do this by--surprise, surprise--solving eight dungeons and retrieving the eight Essences of Season. But hey, we don't play Zelda games for total originality in design, we play them for incredibly well-developed gameplay.

In fact, the gameplay department is where Oracle of Seasons really pays off. If you've played Link's Awakening, then you know exactly how Seasons plays. The new game uses the same controls, interface, and many of the graphics and sounds as its predecessor. If you haven't played Link's Awakening, think Zelda: A Link to the Past crammed into a Game Boy. Oracle of Seasons is classic overhead Zelda all the way. The biggest addition here is an item called the Rod of Seasons, which will eventually let you control the seasons at will. This is necessary for reaching new areas of the overworld because the landscape is altered depending on the current season. In winter, for instance, some trees wither and let you pass by, while in summer, climbable vines grow up certain cliffs. The Rod of Seasons is joined by a few other new items such as a seed satchel, which lets you keep up with a bevy of different seeds, and some old standbys like the boomerang and power bracelet.

Oracle of Seasons departs from the typical Zelda formula a bit by giving you three animal assistants. Ricky is a kangaroo that can jump tall obstacles and punch with his strong arms. Dimitri the dodongo can swim through deep water and munch on enemies. Finally, Moosh the flying bear can, pardoning the pun, bear you across large holes in the ground. These are minor additions to the gameplay, but they add some variety. The Zelda universe is also fleshed out a bit by the addition of Subrosia, the subterranean world into which the Temple of Seasons has been cast. Link will have to deal with the quirky, hooded Subrosians to fully complete his quest. It's nice to see a few new faces mixed in with the classic Zelda milieu.

Both of the Oracle games also feature a new system involving rings that give the game an extra element of RPG-style customization. Link can discover rings on the overworld and in dungeons, and he can then get them appraised by Vasu, the town jeweler. Once he discovers the function of each ring, Link can equip it to reap its benefit. Some rings modify damage, others increase or decrease the frequency of certain events; one ring lets you hold bombs indefinitely. As you progress through the game, you'll gain the ability to wear more rings and thus utilize more special powers at once. There's actually a sort of Pokemon-like collectible feel about the rings.

That leads us to perhaps the most interesting feature of the two Oracle games, the link mode. After finishing either Seasons or Ages, you'll receive a password that you can input upon beginning the second game. This will carry over a number of attributes from your previous game, such as certain items, rings, and tasks that you've completed. Nintendo has come up with a surefire way to make Zelda fans want to play through both Oracle games in sequence.

Oracle of Seasons is as worthy a Zelda game as any in the series. This is the action-minded half of the Oracle duo, and your thumbs will get a noticeable workout along with your brain. However, button jockeys shouldn't expect to breeze through the game quickly; the dungeons especially contain some pretty devious puzzles. Seasons gives you hours of engrossing, enjoyable gameplay and, should you opt for it (and you should), an entirely new quest when you're done. What more could a handheld gamer want?

Here is the Gamespot Review of Legend of Zelda Oracle of Ages:

Ah, The Legend of Zelda, the most hallowed of game franchises. Nothing beats the feeling of sitting down with a new Zelda game and all the impeccable hours of gameplay that it entails. Our friends at Nintendo have found a way to one-up that excitement, however, by releasing two Zelda games simultaneously for the Game Boy Color. The two newest games in the series, Oracle of Ages and Oracle of Seasons, deliver on every essential element of the classic Zelda formula--dungeons, puzzles, and items galore are all here. Though the games were actually created by Flagship, a Capcom developer, they fit so well with previous Zelda titles that they might as well be Nintendo games.

In graphics, sound, and gameplay terms, the Oracle games are almost identical. Of course, they differ in settings, characters, and storylines, but the two games are in many ways a continuation of the previous Game Boy Zelda game, Link's Awakening. Veterans of that game will feel completely at home in either Oracle game, because the controls and interface are virtually identical, as are many of the graphics and sounds. If you haven't played any of the Game Boy Zelda games, don't worry, because they're very similar to the overhead Zelda games of yore.

Oracle of Ages and Oracle of Seasons find further distinction in their emphasis on different aspects of Zelda gameplay. Seasons is billed as an action game, while Ages focuses on more difficult puzzles. Make no mistake, though; each has a healthy dose of both action and puzzles. The difference is definitely noticeable, however; even the first dungeon of Ages contains a couple of puzzles that may leave you scratching your head, and it gets more difficult from there. You'll still get an appropriate amount of hack and slash, though.

Oracle of Ages sets itself up much like Oracle of Seasons--Link encounters the Triforce and is informed that there's a new quest he needs to complete. Never one to shirk his duties as the hero of Hyrule, Link silently accepts and is whisked away to the land of Labrynna, where he meets a songstress named Nayru. She's not just a singer, though; she also controls the flow of time as the Oracle of Ages. Veran, the Sorcerer of Shadows, wastes no time in kidnapping Nayru, unfortunately, and then uses her power to wreak havoc across past and present. Link must team up with Nayru's allies to travel back and forth in time and stop Veran from rewriting history.

Longtime Zelda fans can probably already guess how Link will go about saving Labrynna--yes, there are eight dungeons to solve and eight mystical items, called the essences of time, that Link has to collect before he can set everything right. In keeping with Ages' puzzle theme, these dungeons can be devilishly challenging, if not outright frustrating, at times. As in all Zelda games, however, there's a tremendous sense of accomplishment when you finally work through the switches, trapdoors, and interconnected rooms of the maze and kill the boss at the end.

Every Zelda has a central item that corrals your progress through the game--in A Link to the Past, it was the magic mirror that teleported you to the Dark World, while Ocarina of Time gave you a trusty ocarina with which to work all kinds of magic. In Oracle of Ages, the Harp of Ages is your ticket to getting around. It lets you open up portals to go back and forth through time so that you can work events in one period to affect the other. As you get further into the game, your harp will receive new songs that enhance your ability to skip through the ages. The time travel is handled very well--a decrepit old cave whose entrance collapses in the present is still nice and sturdy in the past, allowing you entry. In another example, a sapling planted a long time ago is a fully grown, seed-bearing tree in the present. Oracle of Ages makes superb use of the time-travel aspect in the flow of the game.

A few other new gameplay touches join the tried and true Zelda block-pushing and boomerang-throwing. Ages and Seasons both introduce us to three animals that can aid Link in getting around the overworld; Ricky the kangaroo, Dimitri the dodongo, and Moosh the flying bear can all help you out in their own way. Another addition shared by Ages and Seasons is the seed satchel, which lets you collect all sorts of different seeds. For instance, ember seeds create fire, while pegasus seeds make you run faster for a few seconds. As usual, you also get old favorites, such as bombs and the feather. Ages and Seasons also share a ring system that involves finding rings in all sorts of places, having them appraised by the town jeweler, and then wearing them to receive benefits, like extra damage or increased chances of random events. There are more than 60 rings, so collection hounds will have plenty to do just tracking down all the rings.

Once you've built up your game by collecting rings, upgrading weapons, and that sort of thing, you can finish the game and then receive a password that you can input when you start Oracle of Seasons. This will let many of the attributes of your Ages game carry over to Seasons at the outset. The same thing also works by playing Seasons first and then starting Ages. You'll be able to keep some of your stats and equipment, and certain people and places in the world will be affected by things you did in the previous game. This is definitely an interesting incentive for playing both games.

Oracle of Ages is the more cerebral of the two Oracle games--Seasons has you slashing more enemies and solving fewer logic puzzles. If you really want to play only one of them, your decision should be based on the part of Zelda you enjoy most--the action or the puzzles. Ages is a wonderful game in its own right, and as a set with Seasons, it comes as highly recommended as a game can be.


These 2 games are the games that are the best put together to understand the whole story in the games

 

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