Tag: level design

Super Mario Maker is a much anticipated game for a wide range of gamers, and YouTube’s Really Freakin’ Clever has a little something to sweeten the deal for Zelda fans. Really Freakin’ Clever was able to preview Super Mario Maker and immediately tried to recreate Inside the Great Deku Tree from Ocarina of Time using side-scroller Mario elements. While the level doesn’t appear very similar to its Ocarina of Time counterpart it is filled with “Deku Babas,” can be played…

Hello everyone! For those who don’t know, this article is a continuation of a series about level design in Zelda games. I’ll be looking at every single dungeon in these Zelda games: Link’s Awakening, Ocarina of Time, Wind Waker, Twilight Princess, Skyward Sword, and A Link Between Worlds, seeking to find which dungeons are examples of excellent level design, and then bringing that analysis to you fine folks. Today, we’re taking an in-depth look at a fantastic dungeon from Link’s Awakening…

Hello everyone! For those who don’t know, this article is a continuation of a series about level design in Zelda games. I’ll be looking at every single dungeon in these Zelda games: Link’s Awakening, Ocarina of Time, Wind Waker, Twilight Princess, Skyward Sword, and A Link Between Worlds, seeking to find which dungeons are examples of excellent level design, and then bringing that analysis to you fine folks.

The Zelda series often has a great intro dungeon in each game, but to me, Dragon Roost Cavern is the very best (though Eastern Palace in A Link Between Worlds comes darn close). This dungeon isn’t about difficulty, but about setting the mood for the entire game and preparing the player for the challenges that lie ahead. Let’s dive in…

Hello everyone! For those who don’t know, this article is a continuation of a series started last week about level design in Zelda games. I’ll be looking at every single dungeon in these Zelda games: Link’s Awakening, Ocarina of Time, Wind Waker, Twilight Princess, Skyward Sword, and A Link Between Worlds, seeking to find which dungeons are examples of excellent level design, and then bringing that analysis to you fine folks.

Today I’m talking about Ocarina of Time’s Forest Temple. I’ll be honest, I’ve never been a huge fan of the Forest Temple. It was okay, but only stood out to me because you get the Fairy Bow in it. Since I’ve been replaying games seeking out great dungeons, it was a perfect opportunity to take a fresh look at Ocarina of Time’s Forest Temple. After playing through it with an open mind, I’m still not personally a fan of it, but I have much more appreciation for what it does right in terms of level design, which is quite a lot. Let’s dive in, shall we?

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…

The Beetle is easily one of my favorite newer Zelda items, and one of the best things about Skyward Sword. In a game with so much to offer, it was a standout and an essential part of the adventure. Skyward Sword is a linear game, but the Beetle enhanced elements of player choice and interaction with the environment–both keys to giving Skyward Sword its unique place in the Zelda pantheon. It also utilized Wii MotionPlus fairly well, and though it…