Link: The Faces of Evil: Difference between revisions

Want an adless experience? Log in or Create an account.
m
no edit summary
m (Change onlyincluded infobox to <section...infobox>/embed with {{#lst: on staff pages rather than straight transclude)
mNo edit summary
Line 25: Line 25:


==Development==
==Development==
The creation of ''Link: The Faces of Evil'' and ''[[Zelda: The Wand of Gamelon]]'' have very interesting roots. Wishing to compete with the Sega CD, [[Nintendo]] signed a deal with Sony in 1989 to create a similar CD based console known as the "Nintendo PlayStation", or the SNES CD which would be an add-on for the Super Nintendo Entertainment System. This would mean that games could be larger and have improved graphics.  However, Nintendo broke the deal with Sony and instead signed a deal with Philips to make a similar console. This influenced Sony to use their add-on to make an entirely new console, known as the PlayStation. After seeing how the poor results of the Sega Mega-CD, Nintendo stopped the whole add-on idea altogether. After breaking the contract with Philips, Nintendo agreed to give them the license to five Nintendo characters, including Link, Princess Zelda, and Ganon, for use on Philips' console, the CD-i.  After getting contracts with several third-party studios, Philips decided to use the characters to create three games for the CD-i. Nintendo took no part in development of the games, except in giving advice on the look of the characters, which were based on the artwork from the original ''The Legend of Zelda'' and its sequel, ''[[Zelda II: The Adventure of Link]]'', along with their instructional booklets.  Philip wanted the developers to take advantage of all the features the CD-i had to offer, including FMV (Full Motion Video), high-resolution graphics, and CD-quality music. As the system wasn't designed as a gaming console first, there were some technical problems with the system and it's controller.  These problems included laggy controls, and many troubles with the audio, graphics, saving memory, and the disk access.  Despite all these problems, when the first two games were shown at the 1993 CES, the audience was amazed by the quality and fluidity of the animation.
The creation of ''Link: The Faces of Evil'' and ''[[Zelda: The Wand of Gamelon]]'' have roots in a pair of failed CD add-ons for the SNES.
 
Wishing to compete with the Sega CD, [[Nintendo]] signed a deal with Sony in 1989 to create a similar CD based console known as the "Nintendo PlayStation", or the SNES CD which would be an add-on for the Super Nintendo Entertainment System. This would mean that games could be larger and have improved graphics.  However, Nintendo broke the deal with Sony and instead signed a deal with Philips to make a similar console. This influenced Sony to use their add-on to make an entirely new console, known as the PlayStation.
 
After seeing how the poor results of the Sega Mega-CD, Nintendo stopped the whole add-on idea altogether. After breaking the contract with Philips, Nintendo agreed to give them the license to five Nintendo characters, including Link, Princess Zelda, and Ganon, for use on Philips' console, the CD-i.  After getting contracts with several third-party studios, Philips decided to use the characters to create three games for the CD-i. Nintendo took no part in development of the games, except in giving advice on the look of the characters, which were based on the artwork from the original ''The Legend of Zelda'' and its sequel, ''[[Zelda II: The Adventure of Link]]'', along with their instructional booklets.  Philip wanted the developers to take advantage of all the features the CD-i had to offer, including FMV (Full Motion Video), high-resolution graphics, and CD-quality music. As the system wasn't designed as a gaming console first, there were some technical problems with the system and it's controller.  These problems included laggy controls, and many troubles with the audio, graphics, saving memory, and the disk access.  Despite all these problems, when the first two games were shown at the 1993 CES, the audience was amazed by the quality and fluidity of the animation.


==Reception==
==Reception==