While there are many different types of Zelda musical renditions, (orchestral, acapella, synthesizer) my favorites as of late are the electronic remixes. Youtube remixer nOkbient released two different Zelda mixes this past week, pulling songs and sounds from throughout the series and skillfully mashing them together into these electronic beauties. The first focuses primarily on manipulating the Song of Storms and does so charmingly, the second is composed around the Dungeon Theme from the original Legend of Zelda. These remixes were tastefully done, there’s a great variety to the pieces and they never get overly noisy. Listen to nOkbient’s jam-worthy compositions after the jump!
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In the fantasy world of Hyrule, not much concedes to the restrictions of reality. But with Zelda Wii U’s shift into open world gaming, it wouldn’t be unthinkable for a more real economy to present itself. Modern open world games are sometimes more realistic than what the Legend of Zelda is used to, and adapting the series to fit around a true economy is one way for it to be more realistic without damaging the integrity of its fantasy elements. Fluctuating item pricing and availability due to supply and demand or the socioeconomic state of a shop’s location could add more structure to the economy.
Though this may change the usual abundance of rupees in Hyrule, it could also allow for Link’s different interactions to improve his chances of earning money or paying lower prices.
Once again The Legend of Zelda series has proven its prestige in the Nintendo community by landing both of its current Wii U titles on Nintendo UK’s “Top 10 Wii U Games” list. In May, Nintendo UK asked fans on Twitter what their favorite Wii U games were, and Zelda fans new and old made their choices known. In the end, The Wind Waker HD took fourth place and Hyrule Warriors snagged the third place spot. Seeing as the Zelda games were only bested by Super Smash Bros. for Wii U and Mario Kart 8, third and fourth place is impressive indeed. To see the rest of the list and Nintendo UK’s favorite Zelda tweets, hit the jump!
Welcome to the twelfth and final installment of Piece of Heart, where we look at The Legend of Zelda series through the eyes of a literary professor and examine how its literary elements enhance the gaming experience. This week’s lesson is titled “It’s Never Just Heart Disease… And Rarely Just Illness.” We’re going to take a step away from the weather in setting, to look at the weather in one’s soul. A disease of the heart is almost always caused by emotional or social decay, and all illnesses in literature harbor underlying meditations on character or society.
Illnesses are rarely named in Zelda, though they’re usually caused by a curse or something of that sort. However, we’ve had antagonists die from shots through the heart, and we’ve even had a case of amnesia. So let’s pick apart the symptoms that our dear characters exhibit, and make informed literary diagnoses!
Welcome to the eleventh installment of Piece of Heart, where we look at The Legend of Zelda series through the eyes of a literary professor and examine how its literary elements enhance the gaming experience. This week’s lesson is titled “…So Does Season.” Similar to geography, the season during which a game takes place has a profound affect on the overall theme of the adventure. For instance, Winter usually denotes death and hopelessness, so the despair surrounding Queen Rutela’s death and the disappearance of her only heir was elevated in Twilight Princess by the temporary winter of the then-frozen Zora’s Domain (here we can see how geography and season act hand-in-hand).
Of course Spring, Summer, and Autumn are also host to their own emotional and physical associations. The season in a Zelda title can greatly reflect the mood of the game, and knowing how to spot these seasonal patterns will further aggrandize the game’s plot.
Garfield creator Jim Davis has been talking video games in his most recent interview with Venture Beat. Admitting his partial hiatus from the gaming world, Davis talks about his new project Garfield: Survival of the Fattest, an upcoming mobile game that looks to be in the same vein as the likes of The Simpsons: Tapped Out or FarmVille. It is doubtful that this game has much taken from the Zelda formula, but make the link to check out the interview in which Davis talks about the franchise!
Welcome to the tenth installment of Piece of Heart, where we look at The Legend of Zelda series through the eyes of a literary professor and examine how its literary elements enhance the gaming experience. This week’s lesson is titled “Geography Matters…” The gist of it is that certain environments breed certain types of people– culturally, psychologically, financially, historically, and otherwise. Aside from general settings, specific geographical monuments also have significance.
The effect of geography is easy to see in the Zelda series, one simply has to look at the different races that have developed throughout Hyrule. And hey, if it hadn’t been for the odd customs of the Gerudo Tribe, the Prince of Darkness may not have turned out so dark.
Regarded as the most beloved game for the Nintendo 64, Ocarina of Time has seen three different ports and at least five different controller options through the years. Each new controller has brought with it a different gaming experience, and either enhanced or detracted from the original gameplay. I have had the privilege of experiencing Ocarina of Time on all of its ports, and decided to give my take on how each controller handled the game and changed my overall impression of it. I will be starting with my tried and true favorite, the Nintendo 64 controller, and work my way to the newest in the line of Wii U Fight Pad controllers designed for Super Smash Bros. Without further ado, let’s play!
The Legend of Zelda has a long and storied past with mobile systems; indeed, the marriage of the two dates as far back as the series’ fourth game, Link’s Awakening. In this article, I take a look at the design of portable Zelda games by comparing Link’s Awakening, the oldest, and A Link Between Worlds, the youngest, side by side.
Welcome to the ninth installment of Piece of Heart, where we look at The Legend of Zelda series through the eyes of a literary professor and examine how its literary elements enhance the gaming experience. This week’s lesson is titled “Flights of Fancy”. This chapter could be wholly devoted to Skyward Sword since the name itself implies a departure from land, but instead we’ll examine literal, figurative, and ironic instances of flight that occur throughout the Zelda series.
The Legend of Zelda has a great variety of aerial crafts; from loftwings, to warp tunes, to cuccos, to canons, to carpets, to feathers, to broomsticks, and everything in between! And while the mode of flight is important, whether or not it’s a bumpy ride makes all the difference.
If a franchise lasts as long as Zelda does, you’d eventually need to mix things up a bit or fear stagnation. Gameplay wise there have been a lot of different things, for better or for worse: boats, trains, time loops, physical transformations, time travel, alternate worlds and many more things have been used to keep every Zelda game fresh. The same goes for stories: the more simplistic ones in the original and the GameBoy games, the more complex ones like Ocarina of Time and Wind Waker, the upbeat and optimistic Spirit Tracks and the darker Majora’s Mask and Twilight Princess. There exists a group of fans who call for more games like that, taking the series to explore darker and more “mature” themes. But what are these themes and how should the series look at them? Read more after the break! Read more…
On the latest episode of GT Live, Geoff Keighley stops by to talk about a few things, including our beloved The Legend of Zelda. During the interview, that in part talked about last year’s Game Awards Show and the inclusion of Nintendo’s participation we learn that all of it happened at the very last minute.
Hit the jump if you want to know more!
With Link making a guest appearance in Mario Kart 8, Kotaku has assembled an article detailing all of the times the Zelda and Mario franchises have crossed over. Starting with The Legend of Zelda and the Manhandla, going all the way to the current Mario Kart 8 DLC, Kotaku has chronicled over a dozen instances of find Link in Mario and Mario in Zelda. Hit the jump to take a took at the article.
In the last few years in gaming, linearity has become something of an ugly word: it is considered bad design to have a linear game and players absolutely need freedom because it is thought to be better than a linear experience by its very nature. Given the immense success of linear games such as The Last of Us this is proven to be incorrect, yet the call for nonlinear games exists. In games such as the Zelda series exploration is an important part, with plenty of hidden treasure, items and Pieces of Heart strewn about. During your explorations you run into dungeons and temples in some of the games, but if the dungeon either has an obstacle in front of it barring entry or even worse, you discover halfway into the dungeon that you lack the item you need to complete it. So how should the series handle linearity? Read more on this after the break!
In most Legend of Zelda games, it’s given that Zelda is a princess and therefore a member of the ruling family. However, the rest of her lineage is rarely spoken of and almost never has a profound impact on the course of Link’s adventure. Sometimes Zelda has a brother, or the King makes an appearance, but usually the government just gets brushed under the rug. What if the monarchy had more of a hand in the direction of the games? What if laws were in place, orders were being given by the King, or the main conflict was a result of warring governments? More of a focus on the monarchy may be a nice change, a way to make Link’s plight less of a secret and more of a harrowing public ordeal.