Tag: Are

The final dungeons of the first three Zelda games were long, challenging, epic tests of the player’s skill and wit. So why is it that so often in modern Zelda, the final dungeons are abridged in some way? While maybe the trend started with Link’s Awakening, it’s pretty hard to call the Wind Fish’s Egg a dungeon, so let’s say it started with Ocarina of Time’s final dungeon: Ganon’s Castle. Ganon’s Castle wasn’t a bad dungeon, but it was by…

Hey guys, got you another video about items in the Zelda games. This is a bit similar to the last one about bottles. It’s about Heart Pieces and Heart Containers, which might not sound like a terribly interesting subject. But there are some points of discussion, particularly about some Heart Piece oddities, and also I promise you that it’s amusing. Enjoy! What are your thoughts on Heart Pieces? Do you think some of the odder things about them aren’t worth…

You’ve just journeyed through a difficult dungeon, exploring every nook and cranny and fighting evil monsters along the way. You’ve spent your time battling fierce opponents and solving puzzles, and you’ve finally gotten the Big Key. You open the final door. Then something big appears. Something really big. Real FRICKEN’ big! You prepare for an intense fight against the big boss and whip out the weapon you found in the dungeon. Three blows into the battle… He’s dead. Wow, really?…

It’s a fairly common debate these days in the Zelda Community: Should Zelda be linear or open? I’ve talked about it before, and I think I’ve made my stance very clear: A non-linear, branching game is best. I’ve mostly received agreement. People agree that is no reason why an adventure title like Zelda should be restricted. Why should I have to follow a very linear path, from Point A to Point B in a strict order, when I’m playing a…