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!
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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.
In most Zelda games, Link has a companion that accompanies him throughout the journey. These characters provide more characterization for our hero, usually doing all the talking for him and most closely interacting with him. These characters all play an important role in their respective games; whether it be Fi delivering messages, Navi and Tatl giving advice, or Proxi somewhat giving voice to Link in Hyrule Warriors. It’s generally known that some people despise Navi and Fi, but with that being said, do we want someone alongside Link in the upcoming Zelda Wii U title?
In this week’s Zelda Dungeon Talks, various staff members give their opinions on this topic, and elaborate on their reasoning.
Legend of Zelda fans love to mark their territory in different areas of gaming whenever possible; whether this serves as a mating call to alert fellow fans of their presence, or simply as homage to the series that nurtured them is up for interpretation. We recently reported on the recreation of the original Legend of Zelda’s map in Minecraft, yet another recreation has been spotted in a PC game. The MMORPG WildStar gives players a lot of freedom in Housing customization, so one devoted Zelda fan took advantage of this to build a beautiful and pristinely accurate recreation of the Temple of Time from Ocarina of Time.
Two weeks ago the people over at Netflix kicked the beehive of Zelda rumors by announcing that they are in the early stage of developing a live-action adaptation of The Legend of Zelda. Many people saw this as something amazing, others were more cautious, a third group began to recite the cartoon while others pointed out that this possible just meant that Netflix is merely working on a pitch for Nintendo. Many people began to theorize on how to make The Legend of Zelda work on TV. Is it possible, or will it end in a flop? David Sims, writer with The Atlantic took a look at how it could be pulled off. Read an analysis of the article after the break!
Welcome to the sixth 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 “Hanseldee and Greteldum” so we’ll scour the Zelda series in search of parallels to fairy tales (oddly enough I found none alluding to Hansel and Gretel, nor Tweedle Dee and Tweedle Dum, so I changed the title rather than be misleading).
The land of Hyrule connects with the real world when it takes a page from our favorite bedtime stories. A young boy clad in green with an unruly shadow and fairy companion, a girl who disguises herself as a male warrior in order to protect her family and homeland, fairies who aid a hero on his way to slay a dragon and wake a sleeping princess– The Legend of Zelda sounds like something straight out of Disney!
Hello and welcome back to The Back Cover, the series that brings you all some insight to The Legend of Zelda franchise’s manga counterpart. For those of you who don’t know, there are ten manga books for the Zelda franchise, written by Akira Himekawa, covering eight of the main series titles. Reading about Link solve endless puzzles in various dungeons probably wouldn’t sell well, so the stories told in the manga series tend to differ from the video games, but still keep the plot of their respective game. With the release of Majora’s Mask 3D coming up very soon, this is the perfect time to look at what the manga has to say about the origins of the haunted mask. Obviously, this article contains spoilers for the manga (though none for the game this time). Jump the link if you’d like to read more! Read more…