December 3rd, 2013 by MaanavLink
Ocarina of Time shares many similarities with A Link to the Past. I am here to show you that they are in fact the same story, after all, they are just legends. Many have claimed that Nintendo had tried to replicate A Link to the Past when creating Ocarina of Time, but yet still in the December of 2011, Nintendo created an official timeline, clearly showing that A Link to the Past is a sequel to Ocarina of Time. But could the timeline be false? Could the games be the same story just told differently, similar to how legends change as they are passed down? Lets dig deeper into the games and see how Ocarina of Time is just a 3D remake of A Link to the Past! Read more…
December 3rd, 2013 by Brian
Hello readers! Brian here with the seventeenth edition of “The Best and Worst of Zelda.” Today’s topic comes from a user called Sean Gadus, so much thanks to him! If you want your idea discussed in a future editorial, remember to comment your ideas below!
While masks aren’t a series-wide theme, the sheer amount of them in Majora’s Mask make them a topic worthy of discussion. Masks act alongside items as tools for exploration and puzzle solving. Today we’ll be looking into some of the greatest, worst, or just plain strangest masks throughout the Nintendo 64 dark classic!
December 2nd, 2013 by Jessica
Hello unwinding readers! I’m back this week with the sixth installment of Unwinding Areas in the Legend of Zelda. Thanks to your suggestions in previous editions, we will be taking a look at: Hyrule Castle, Gerudo Valley and Gerudo Fortress, Anouki Village, and the Rabbitland Resuce. Yes even the Rabbitland Rescue. Although we could potentially keep this series going on for months, it might be time for a new topic to explore in the next month or so. With that said, be sure let me know your thoughts in the comments as well as your favorite places to unwind. Let’s take a look some unwinding areas!
December 1st, 2013 by Rabbit
Welcome back to Would You Rather! Last week we discussed the magical masks of Majora’s mask, which is a super fun topic. If you missed out, never fear! You can check out last week’s edition here. This week we’re bringing together two items that can be overlooked if a player happens to be unfamiliar with earlier Zelda titles, but even if you missed out on these games you are just as able to participate as ever. Hit the jump to read more!
November 29th, 2013 by Cameron
Are new items better, or returning items? This question has gone through the head of many-a Zelda fan, and rarely has a clear answer been found. To find a clear answer, there are two assumptions that we have to make: firstly, that the term items refers only to items that are used to progress through a certain dungeon and gain access to other areas in the overworld; and secondly, that returning items can be split into two subcategories: staples and recurring. So, with all those formalities out of the way, let us continue!
November 28th, 2013 by Brian
Hello readers! Brian here with the sixteenth edition of “The Best and Worst of Zelda.” This week’s theme has been specially chosen to coincide with the release of A Link Between Worlds just this past weekend. Don’t forget to comment your ideas for next week, but remember that the next few editorials will likely revolve around the newest entry to the series.
With the release of A Link Between Worlds, I was left thinking about the game’s theme of duality, and how it has been used throughout the series. It certainly isn’t the first theme that comes to one’s mind when Zelda is mentioned, but it is undeniably an important component of numerous games, and more specifically, their worlds. But how does this duality affect the continuity of gameplay, plot or pacing of the game? That’s exactly what we’ll be delving into today!
November 26th, 2013 by Rabbit
Welcome back to Would You Rather! Last week it looked like most of you chose to brave the Faron Woods, but for some the lure of cash and the Lens of Truth was just too much to resist! If you missed out on last week’s edition you can check it out here. Otherwise hit the jump for our new installment!
November 25th, 2013 by Cameron
Dark Link is one of Link’s most famous recurring foes, having appeared in six different Zelda games, with his similar-yet-different doppelganger, Shadow Link, appearing in a further two games. This means that some version of Dark Link has appeared, roughly, in every second Zelda game. So why are his roles in each game so small? Dark Link is Link’s opposite: everything that Link is, Dark Link isn’t. I believe that this could make for a very personal and beautiful storyline in a future Zelda game, and with the (somewhat) recent magnificent storytelling that we were treated to in Skyward Sword, it’s likely that Nintendo will continue this trend (I am yet to play A Link Between Worlds, so I can’t talk about the story in that game), and I would like them to continue this trend with a story that focuses on Dark Link as his own character, and this is why.
November 24th, 2013 by Jessica
Hello unwinding readers, I’m back this week to discuss just a few unwinding areas that I’ve been meaning to discuss for a while. Last week there weren’t many suggestions, so I went ahead and chose: Clock Town, Windfall Island, and the Boat Rental Cabin. Occasionally there’s usually something I leave out that you found unwinding, so be sure to let me know in the comments as well as your suggestions for next week. Hit the jump to read more!
November 23rd, 2013 by Cameron
In a recent editorial, I theorized that the Dark Triforce might just be an idea, and if Lorule was specifically created to mirror Hyrule, then that idea is still valid. However, if Lorule is a completely new world in its own right, then the Dark Triforce would be a very real object. So if the Dark Triforce is a real object, what could this imply?
Just as Lorule appears to be a dark reflection of Hyrule, could this mean that the Dark Triforce is a dark reflection of the Triforce? This would imply that it was created for a purpose, and to represent certain prized qualities within a person. So who created it? What for? And what does it represent?
November 22nd, 2013 by Minish Pants
After discussing nearly every other game in the franchise, we finally reach this legendary title, thanks to a request from ZD reader “Link and Zelda.” Ocarina of Time is commonly considered to be not only the best game in the series, but the best video game of all time, period. That’s a bold statement to make, but the N64 title surpassed expectations at the time and its revolutionary gameplay and design contributed to the advancement of the video game industry. Of course, such a feat has been accomplished by previous Zelda games, such as The Legend of Zelda and A Link to the Past, but this game took the series in a brand new direction and introduced fans to a 3D Hyrule. This would be a trend that nearly every home console Zelda title would follow. With that said, I’m not going to focus most of my points on how revolutionary the game was, but more on the individual aspects that still make Ocarina of Time a worthwhile adventure to play through today.
November 21st, 2013 by Aden
In an age where information spreads like wildfire on the internet, it’s easier than ever to keep up to date on the latest news related to unreleased games; for example, all the information on A Link Between Worlds! But is there a point where you can know too much about a game before it’s released? When does it start to actually affect your experience when you actually get to play it? Click the jump to find out!
November 20th, 2013 by Rabbit
Welcome to our second installment of “Would You Rather!” Last week we had a tremendous response to this piece, which is very exciting for everybody. After looking at all the discussion boards it seems like Zelda fandom is pretty split on which ride they’d rather have. If you missed out on last week’s article you can go check it out by clicking here. Otherwise, hit the jump to see this week’s match-up!
November 19th, 2013 by Axle the Beast
A Link Between Worlds is right around the corner and it looks like people are pretty excited about it overall; most of the skepticism that cropped up when the game was announced seems to have fizzled in the wake of more details about the game, and for the most part it seems like the majority of Zelda fans are excited to play it. But no one ever really seems to bring up — at least explicitly — the thing that really excites me the most about the game. All the features like the item renting, dual overworlds, and turning into a drawing, are just bells and whistles to me; what will make them great is if the level design — the shape and structure of the overworld and dungeons and where enemies and objects are placed within them — that contains those features is great. Thankfully, it looks like it will be.
November 18th, 2013 by Jessica
Hello dear readers! Sorry for having this out so late, had some other work piled up before I could finish this. Anyway, as some of you had suggested in the comments back in Part III, we will be looking at several of your favorite unwinding areas, specifically: The Milk Bar, Faron Woods, Hyrule Town (Minish Cap), and the Laundry Pool. Some of these areas in particular not only apply us and how relaxed we feel about it, as you might expect some characters within their area have their reasons as well. As always, don’t forget to suggest your favorite areas to discuss for next week. With that said, lets dive in! Read more…
November 17th, 2013 by Rabbit
The Lens of Truth is one of Zelda’s special items that, regardless of how players viewed its utility, holds a special place in the heart of general Zelda fandom. A player must brave obstacles to obtain it, both in Ocarina of Time and Majora’s Mask, and use it to navigate perilous pathways as well as locate hidden enemies. During my own gaming I found this item to be extremely useful, and probably over-used it just to see if there was anything to find. But what would happen if the Lens of Truth became a reality, and what would it reveal when used? Hit the jump to read more!
November 16th, 2013 by Brian
Hello readers! Brian here with the fifteenth edition of “The Best and Worst of Zelda.” This week we’ll be continuing where we left off last week! Don’t forget to comment your ideas for future topics below!
Musical instruments have become not only helpful items, but thematic staples in the plot of a Zeelda game. This, I believe, begins in Ocarina of Time and carries through many future games in the series. As we had made it through every game up to Ocarina of Time last week, we’ll begin with the famed ocarina’s second major role in the classic Majora’s Mask.
November 15th, 2013 by Cameron
Since it was confirmed that the Dark World would be appearing in A Link Between Worlds, I was always suspicious as to whether it would be the same Dark World as A Link to the Past. I had heard others talking about how it couldn’t be the same world, as the Dark World from A Link to the Past was reverted back to the Sacred Realm at the end of the game. It has since been confirmed that Lorule is not the same Dark World from A Link to the Past, and as a result, people have been speculating that Lorule could instead be the Dowfall Timeline’s version of Termina or the Twilight Realm, with the former theory having been recently acknowledged in an editorial by SkyruleArcher.
I found these theories intriguing, but at the same time, I couldn’t understand why Lorule couldn’t just be a completely new land. But over time, I became curious as to how this new land could become almost a perfect alternate Hyrule, why they had a ‘Dark Triforce’, and how a villain from their world (Yuga) could know about and want to resurrect a villain from our world (Ganon). And now I have my own theory. You can tell what it is from the title of this editorial, but keep reading to find out my reasoning.
November 14th, 2013 by Cameron
Well, my exams are over now, so I’m free to continue writing! Before you read the rest of this editorial, I must warn you, it is going to be similar to Axle the Beast’s recent editorial, but I assure you, I was planning this for a week or two before his editorial was published, and because I couldn’t write it until now, well… yeah. Though, this editorial will be different because I’ll be talking about some other things that I’ve wondered about the Sages, including a potential eighth Sage…
As you guys know from my previous editorial, I had originally believed the Seven Maidens to be returning in A Link Between Worlds. When further official artwork was released, it appeared that in fact it’s the Seven Sages who are returning… so I was close. So who exactly are these Sages?
WARNING: This editorial deals heavily with spoilers! If you are trying to remain spoiler-free before playing A Link Between Worlds, I recommend reading on with caution.
November 12th, 2013 by SkyruleArcher
As we near the release of A Link Between Worlds, speculation about what Lorule actually is, and how it will tie in to other alternate dimensions in the Zelda series has been increasing. My personal theory is that Lorule is actually Termina, but in the Fallen Hero Timeline.
To read more, hit the jump!
November 10th, 2013 by Chris
The idea for this article dawned on me while I was in the middle of a conversation on Skype with a close friend of mine. It started as a normal conversation about how I had just beaten Majora’s Mask, when I realized something a little off topic. Majora’s Mask appeared in a trailer for A Link Between Worlds. It seemed a little funny to me, as this game takes place on a different timeline than Majora’s Mask, so I asked Doyle, my friend, how this could have happened. He had an interesting theory.
Take the jump to read more!
November 9th, 2013 by Kev
It’s not long before the next Zelda game, A Link Between Worlds, is released for the 3DS. I’m sure we’ve all seen the trailer of Link turning into a picture and walking along walls, an ability which will be the main focus of the game. It sounds like a decent ability and could make for some interesting puzzles where you not only have to think about things as you see them but also incorporating the possibilities if things shifted into a 2D plain. We did a couple of posts ages ago regarding the overworld differences between A Link to the Past and A Link Between Worlds but it looks as though there are a few other differences. Find out more after the jump!
November 8th, 2013 by Axle the Beast
Among the information we have about the story of A Link Between worlds, we know that the clown-like villain Yuga is capturing Sages and turning them into paintings, presumably whining when confronted by Link about how no one understands his art. We’ve seen all seven Sages, and we know they retain their elemental affiliations. But who are some of these people?
There’s the obvious ones, of course. The Leader of the Sages is Zelda. The Shadow Sage is Impa. The Water Sage must be that green Zora babe — thanks for making your monstrous fishmen Zoras hot too, Nintendo… no, really, that’s not sarcasm; thank you — but some of the others are a bit curious.
November 7th, 2013 by Rabbit
Welcome to the first installment of “Would you rather!” This is a new weekly discussion topic wherein I present and detail two scenarios from any of the Zelda games and you decide which one you would rather undertake for real.
Sounds pretty simple, right? We’re going to have some really fun match-ups from here on out and it gives you a chance to think about Zelda in a real life context. I’ll provide some examples of what you could do with something or in a situation that could be positive or negative. It’s up to you to judge which would be more useful, more fun or less terrifying to engage in outside of the Zelda universe.
November 5th, 2013 by Axle the Beast
Majora’s Mask was odd in a number of ways, especially when it came to its surreal moments and dreamlike cutscenes. It’s odd, then, that one of the most unusual moments that really stands out from the rest of the game is one where the player simply controls another character, and for only a few minutes! This of course was at the end of the Anju & Kafei sidequest — a massive portion of the game which I’ll probably talk about in more detail next week — when it was time to recover Kafei’s wedding mask from the thief Sakon. A wedding mask. Yeah, Termina’s just… really into masks.
Controlling Link to defeat enemies — but only the simplest sort — and Kafei to complete some block puzzles in a time limit wasn’t really all that remarkable. In fact, the combat and puzzles here aren’t particularly well-made, impressive or memorable. But the moment still stood out to me a lot purely because the game gave me control of Kafei, even if it was for such a short time.
November 5th, 2013 by Brian
Hello readers! Brian here with the fourteenth edition of “The Best and Worst of Zelda.” This week’s topic has been frequently suggested, and I thought it was about time to address it, so thanks to all of you who have commented! There’s quite a few of them, so I’ve had to split this one into two parts, with part two coming next week, but still, don’t forget to leave your suggestions for the future below!
Musical instruments are integral items in almost every Zelda game. Each game introduces a different purpose for these items, but one thing remains constant; they never cease to add more beautiful music to the games’ soundtracks. Though each and every one of these instruments is fantastic in its own way, today we’ll be analyzing not only the music they produce, but also their purposes and the concepts behind them.
November 4th, 2013 by Minish Pants
Hello Zelda fans. This week I’m returning to the Nintendo DS. Phantom Hourglass was covered months ago, and it’s high time we discussed its sequel, which I personally see as superior. It’s not secret that that I generally dislike the touchscreen titles (at least compared to other Zelda games), but I found this title much more engaging than its predecessor. There’s no time limit in the central dungeon, Link wields new, original items, and the music is leaps and bounds better. Of course this all a matter of opinion, and you are all encouraged to leave your fond memories of Spirit Tracks below in the comments section. Like I proposed in the Oracle games’ reviews, I also encourage readers to comment which of the two DS titles they prefer, as they are so similar. Hit the jump to join the discussion!
November 3rd, 2013 by Cameron
Once again, I have broken my hiatus to bring you something which I’m sure that you’ll all find quite tantalizing! But blink and you’ll miss it! A question that always came to mind when I thought about the rental system in A Link Between Worlds was, “How are you supposed to remember which items you’ve rented, and which ones you’ve actually bought?”. Well, Zelda Dungeoners, I believe I have found the answer. When I say ‘blink and you’ll miss it’, I mean it, because, I think the only reason this has gone unnoticed until now is because these shots always happen so quickly in the trailers. But now it is here for all to see! Want to know what I’m blabbering on about? Hit the jump to find out for yourselves!
November 1st, 2013 by Chris
Whenever I beat a Legend of Zelda game, I feel a sense of satisfaction, a sense of pride. A perfectionist at heart, I strive to collect every Piece of Heart, every collectible, complete every side quest and tedious trading sequence, etc. However, after I defeat the big, bad villain at the end of the game, I strive for more, and often feel as if something were missing. Before I get into that, let me take a moment to explain what a typical Zelda game is.
In a typical Legend of Zelda game, one will see that the protagonist or hero, if you will, is a young Hylian by the name of Link. During the game, the player will be able to traverse vast lands, wield items of untold power, and defeat fearsome creatures along the way. The game is centered on three categories. They go as follows: action, adventure, and puzzle solving. A typical game will involve Link going on adventure to save Hyrule (or some other land) from the clutches of some type of antagonist (usually Ganon). Along the way he will meet new people and help them out by completing various side quests. Ultimately, Link will square off with the big, bad villain and vanquish them to another realm. That is, after conquering eight or so dungeons during his quest.
That’s really all there is to know. And yeah, at the end you watch the credits roll cause our hero prevails, but one of the few downfalls to the Legend of Zelda franchise is that there is literally nothing to do after that besides wander around aimlessly or finding yourself killing Ganon over and over. That fact brought a question to mind. What if future games could have post game content, and what would it possibly be like?
November 1st, 2013 by Axle the Beast
When Nintendo announced “A Link to the Past 2″, and even when it was called A Link Between Worlds, I think most of us assumed the second world was just the Dark World (or at least, I did!), considering that it looked exactly the same and had the same enemies and the same music. When Nintendo said it would have a kingdom, I also assumed it would have been established later by either good or evil people who found themselves there. Ever since they called it Lorule though — and showed us a parallel version of Zelda named Hilda — I assumed that wasn’t the case and it was just a new dimension.
There were however two interesting comments on the last mailbag that got me thinking:
November 1st, 2013 by Jessica
Hello unwinding readers! I’m back this week with some new unwinding areas to look at as usual. And of course they are the areas some of you had requested in the comments last week. Also, I would like to thank each of you that have been reading my first editorial series and leaving comments. It’s a joy hearing about our favorite areas to unwind. Anyways, the areas you requested for this week are: the Astral Observatory, Zora’s Hall, and two editions of Kakariko Village.
Without further adieu, let’s jump in! Read more…
October 29th, 2013 by Axle the Beast
A Link to the Past was the first Zelda game to really bring a running plot to the game itself — as opposed to just a simple backstory to explain why the heck you’re collecting triangles or jewels or whatever — but it’s still not regarded as a story-heavy game. Different events happen throughout and there’s dialogue, and plenty of the moments are even quite cinematic and epic in their own way, but it’s still not a game with a really deep story, great characterization, or complicated motivations. That said… somehow it still had a certain phenomenon that we still rarely see even in the plot-heavy modern titles: A non-villain boss that’s his own character with his own dialogue and buildup.
While Agahnim and Ganon were both major villains and thus had the appropriate amount of story and buildup, Blind was just a lowly dungeon boss with no real effect on the overall story or game… and yet Nintendo saw fit to build him up quite a bit!
October 29th, 2013 by Brian
Hello readers! Brian here with the thirteenth edition of “The Best and Worst of Zelda.” This week’s topic comes from the consistent and undying requests I get for a side quests editorial, specifically by one Ballad of Zelda, so thanks for the topic idea! Don’t forget to write your ideas for next week below!
Though I won’t be writing one huge editorial involving every different side quest, breaking this massive category into manageable pieces will allow for a bit more in-depth analysis. Trading sequences have been in many Zelda games since their first appearance in Link’s Awakening, almost always as interesting methods of receiving some unnecessary, yet helpful item. With all lengthy side quests such as these, it’s tricky to keep the player interested in the side-story while still trying to engulf him/her into the game’s main plot. If done poorly, these trading sequences feel like a boring rigmarole of uselessness, but when created with just the right amount of balance, they feel like integral pieces of the game.
October 25th, 2013 by Jessica
Hello dear readers! I’m back this week to discuss another few unwinding areas several of you had mentioned in the comments back in Part I. The areas chosen this week are: Zora’s Domain, Skyloft, The Lumpy Pumpkin, and Lon Lon Ranch. Aside from the numerous temples and mini games throughout the Zelda series, it is also commonly known for it’s many distinct locations set across Hyrule. Some of which are considerably relaxing and great places to unwind when taking a break from the main quest. Hit the jump to dive in! Read more…
October 24th, 2013 by Axle the Beast
Majora’s Mask is “that” Zelda game. For a while considered the black sheep of the series or an underrated gem — though it’s really neither by this point — it’s perhaps most of all seen as a very mysterious and strange game. Scenes are often surreal and indistinct, confusing, or just thought-provoking. And many of the plot points are not well-explained, with unclear origins. I’ve always been a fan of looking at its mysteries and trying to figure them out, so maybe it’s ironic that one of the game’s biggest mysteries has, in my book, the most simple explanation.
At the end of the game, after stopping the moon’s initial descent, freeing the Skull Kid from Majora’s Mask, and then chasing the sentient mask into the moon itself to stop it, the player discovers… um… is that a field? With a big tree? And… children playing?
Yeah it was a weird scene; Majora’s Mask definitely trumped itself with this one! The innards of the moon are surreal in general — even sporting the strange blurring effect seen other times during the game’s many dreamlike cutscenes — but no aspect of them is stranger than its denizens: Five children wearing the masks of the game’s four dungeon bosses and Majora’s Mask.
Children in the grassy plain inside of the scary-faced moon… wearing scary masks… playing. Seems reasonable.