Tag: transportation

Past Zelda games have given us several ways of moving about each respective kingdom. From simply walking around the world, to using large vehicles, Link has had no shortages of transportation methods, but what’s next? What should be the way that Link primarily gets around in Zelda Wii U, and subsequent games? Join the discussion after the jump!

So far we have seen that Link has access to a horse in Zelda U—presumably Epona—and can ride across an open field freely. As of now, we haven’t seen any other potential methods of transport; the footage we have seen is so minimal that the lack of information doesn’t matter because the possibilities for the game are, for the moment, endless. Hit the jump to see what may be in store!

Hello readers! Brian here with the fourth installment of “The Best and Worst of Zelda.” This topic has been requested by multiple people, and I thought it deserved some recognition. Remember to comment your ideas for next week! So without further ado, ladies and gentleman, your article. It’s slowly becoming another piece to the Zelda formula; the way Link travels through overworlds seems to be changing by the game, and for no good reason, but as the worlds get bigger…

When Nintendo announced that their mission for Zelda Wii U was to rethink the conventions of Zelda, I thought it was a bit odd they only listed two such conventions that they wanted to break away from: “Complete dungeons in a certain order” and “Play by yourself”. Granted, they did say that they started to do this with Skyward Sword (but weren’t able to do everything they wanted), so these are probably going to be included with convention changes found…

Pretty much anyone who’s played a Zelda game in the last ten years should know what a transportation overworld is. After Ocarina of Time, which introduced the non-essential but compelling Epona, the series as a whole gravitated toward worlds designed around transportation. It started with Majora’s Mask, with sections of the overworld requiring either Epona, Goron Link, or Zora Link. They each offered their own form of transportation that regular Link could not access. Majora’s Mask’s tighter overworld made things…

New video discussion! This one’s about “transportation” overworlds in Zelda games (as I call them), the kind that has appeared in The Wind Waker, Phantom Hourglass, Spirit Tracks, and Skyward Sword. The discussion is basically about why we’ve been seeing them so much, and how Nintendo hasn’t done many other kinds of overworlds in a while. Enjoy! You can watch the video here or check out the embed after the jump. I’ve never been a fan of this type of…

In my old article, Overworlds: The Land Between, I took the time to define the personal names I have for four styles of overworld commonly seen in Zelda. The wilderness is a wild and dangerous area where you are left on your own, while the map is either a miniaturized representation of the world or little more than a menu. But it’s the hub and transportation overworlds that I will be focusing on in this article, for I believe that…

Over nine years ago, something new was introduced to the Zelda series. Today, that something is commonly referred to as the transportation system. It’s a pretty simple concept: It consists of a large map that must be traversed via some alternate mode of transportation in order to reach individual areas, which are explored on foot. Despite how simple the concept is, it’s proven to be pretty tough to master, as shown by its mixed reception in the series. In this…

Since Ocarina of Time, the only Zelda game we’ve seen that featured no real transportation for Link was The Minish Cap. Every other game has at least offered some form of it, at least temporarily. Often, it’s been a domineering, essential component of the game, offering little choice to the player about how and when to use it. Epona is probably the best example of transportation as an extension of player choice. In all three games in which she’s featured,…