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  • Living in Termina

    “Are you evacuating?” As a resident of South Louisiana, I heard this question multiple times on the days leading up to Hurricane Ida’s predicted landfall on August 29, 2021. by Celeste Roberts “No, it’s supposed to be just a Category 1 or 2,” I replied to each inquiry. “We’ll lose power for a bit, but I don’t think it will be too bad.” By Friday, August 27, though, meteorologists were sharing grim news: Ida would arrive in Louisiana as a Category 4, possibly even a Category 5. To those unfamiliar with the Saffir-Simpson Hurricane Wind Scale, hurricanes are measured on an intensity scale of Category 1 to Category 5. Both a Category 4 and Category 5 storm will produce “catastrophic damage,” with winds ranging from 111 to 150 miles per hour. Just like the residents of Termina fearfully watch the moon draw ever closer to the land in The Legend of Zelda: Majora’s Mask, residents of South Louisiana monitored weather channels and Websites, paying close attention to the governor’s warnings of a “state of emergency.” Despite the severity of the approaching monster, my family and I decided to stay home and ride out the storm, my first time doing so in over two decades. Normally we would evacuate to North Louisiana to stay with my aunt and uncle, who have always offered their home as a comfortable shelter. However, seeing the news share footage of bumper-to-bumper traffic pile-ups as Louisiana citizens headed for distant locations discouraged me from wanting to drive 12 or more hours for a 5-hour trip, especially knowing gas stations along the way could be out of fuel. Also, how long would we be gone? A few days? A few weeks? What if we needed to assess damage and file an insurance claim? What if we needed to begin mitigating damage to prevent additional issues? I recalled the previous evacuations with multiple family members and the worry everyone shared in wondering whether their homes would be spared. On August 29, Hurricane Ida ravaged South Louisiana for hours. The sounds of the raging wind, debris hitting our house, and relentless rain will never leave my memory. Water damage to the interior of our home resulted in our having to totally gut the walls and remove the floors, causing us to move in with my grandmother while waiting on repairs. In the months following the destruction of Hurricane Ida, I have experienced a wide range of emotions: relief, gratitude, fear, disgust, anger, sadness, and discouragement. I have imagined the residents of Termina and the impending moon fall in Majora’s Mask. The attitudes in the game mirror what people down here displayed: determination to stay in the face of danger, uncertainty about evacuating, or an eagerness to pack and leave. Most storms are detected approximately a week before they strike land, and their path can change depending on wind shear. The people of South Louisiana are much like the characters in Termina, who have three days to decide their fate. Like Latte, the milk bar in Clock Town, some restaurants and bars even remained open until the day before Ida arrived, offering a brief escape from stress. We had our own versions of Captain Viscen, the commander of Clock Town’s soldiers who believes everyone should evacuate Clock Town. He argues with Mutoh, the leader of the carpenters, saying, “It seems that giant chunk of rock above us hasn't caught your eye! At this time every year, we are overrun by tourists! So why is the town empty? Clearly, it's your job to ensure the carnival's operation, but that's if people are here for it! Don't drag the merchants and soldiers into this!" Meteorologists and officials urged residents close to the Gulf Coast to evacuate, noting the potential for extensive damage, weeks without electricity, and roadways blocked with downed power lines and trees. Mutoh, far more concerned with completing the traditional Festival Tower to connect to the Clock Tower for the Carnival of Time, scoffs at the idea of shutting down the celebration and leaving: "Do you actually believe the moon will fall? The confused townsfolk simply caused a panic by believing this ridiculous, groundless theory. The soldiers couldn't prevent the panic, but outside the town walls is where the danger is! You want answers? The answer is that the carnival should not be canceled!" Although festivals and events were canceled prior to the hurricane’s arrival, many folks did not believe the storm would be destructive, noting past experiences with other hurricanes and the community’s ability to recover quickly. When I first played Majora’s Mask in the early 2000s, I remember questioning why the residents of Termina would stay in the face of impending disaster. “Don’t they want to be safe?” I thought. “Don’t they have somewhere else they can stay?” I was a child under my parents’ care and planning at the time, so I assumed resources like money and a temporary shelter were available to everyone. As I have gotten older, I have realized how much of a privilege evacuating one’s home truly is. If someone in the path of a natural disaster does not have relatives or friends to stay with, then they will have to look for a hotel and pay a daily fee for temporary housing. Driving burns fuel, which costs money, and groceries and meals can deplete one’s savings. While most people with home insurance policies can save their receipts and request reimbursement, the process can take days, weeks, or even months, and some people cannot wait that long as their bills pile up. Some folks, such as first responders, medical staff, the elderly, the disabled, the sick, and caretakers, physically cannot leave their homes or go too far away from them. At the Stock Pot Inn in Clock Town, Anju, her mother, and her grandmother decide to make the short trek to Romani Ranch instead of evacuating Termina completely. I always found that peculiar: sure, Cremia and Anju are close friends, but why wouldn’t Anju and her family strive to depart the land entirely? Cremia has a grim outlook on their fate, saying, "Actually... I know... We're not safe here, either... That's how life goes, I guess. There are some things in life that you can't change no matter how hard you try." Considering Anju’s grandmother’s limited mobility and age, I can imagine she would not have been able to handle a long journey safely. The day after Hurricane Ida passed, we walked outside to assess the damage. Shingles from our roof and neighbors’ roofs littered our yard. Wood was exposed on the top of our house. Glass from a shattered window lay in the grass, and part of our fence rested on the ground. Power poles and lines lay along the nearby highway. Despite the overwhelming mess our city was faced with clearing, I had to pause and reflect on the most important reminder: no one was hurt. Thus, we contacted our insurance company, checked on family and friends, and began the laborious process of recovery. After Link vanquishes Majora’s Mask and rids Termina of this evil entity, the town enjoys its beloved Carnival of Time with fireworks, dancing, laughter, and even Anju and Kafei’s wedding ceremony. The heaviness and fear disappear as residents from all areas of the land “[p]ay homage to the way that both nature and time are tirelessly in the process of progressing” (Anju’s grandmother). Because of Link’s courage, harmony has returned. Typically after a natural disaster, volunteer organizations and federal aid groups like the National Guard flock to the affected region to provide supplies like food, fuel, hygienic products, and other necessities survivors may need. I also witnessed neighbors who had never met helping one another place tarps on roofs, repair generators, share hot meals, and provide any relief they could. The ones who assist during such times remind me of Link with their desire to make someone’s world safer and more comfortable. I would be lying if I said I have not struggled after the storm. The recovery process is long and sometimes challenging, and seeing my community suffer has hurt my heart. However, even though I am unsure of what challenges the future may bring to our world, I know that love, kindness, and generosity will conquer any real-life “moon fall,” and the dawn of a new day will come. Thank you for reading, and I wish you well. You can follow me on Twitter @faeriecrypt. Image Source for Cover Photo: Zelda Universe

  • Scratching That Zelda Itch

    With limited time and budget, I wanted to maximize my gaming experience with something I am familiar with and enjoy. by Stephanie Klimov The sequel to The Legend of Zelda: Breath of the Wild was initially announced at E3 2019. Years have passed, and Nintendo has provided minimal information. Since that announcement, fans have received a rebooted Link’s Awakening as well as Skyward Sword: HD. While fans from all walks of life wait with bated breath (no pun intended) for the next mainline release, how can we scratch that Zelda itch? Although there is no such thing as a “Zelda-like” (yet), many people often describe video games that are similar to established franchises, such as Dark Souls. Quite often, I would hear people describe some video games as Zelda-like, which I found helpful in my search for other titles to play. With limited time and budget, I wanted to maximize my gaming experience with something I am familiar with and enjoy. So, what makes a game Zelda-like? The Legend of Zelda series focuses on exploration (even in a linear game-play style), puzzle-solving, and adventuring in a fantasy setting. This includes venturing through dungeons, discovering treasures, partaking in collect-a-thons or trade sequences, and battling bosses. Many other titles have borrowed one or several elements from Zelda throughout the years, and it’s no wonder a certain fan-base flocks to those games. Let’s review some examples, both new and old. Some can feel like a carbon-copy, while others simply capture the essence of Zelda. You can utilize this list anytime between Zelda game releases when you experience that itch for a grand adventure. Beyond Good and Evil: An Oldie But Goodie Beyond Good and Evil is a third-person action-adventure video game where you play as a photojournalist named Jade who is recruited by the IRIS network to expose an alien conspiracy. The setting is a blend of both science-fiction and fantasy. Jade can attack with a melee weapon or maneuver around her environment stealthily, all while she collects photographic evidence. Throughout Beyond Good and Evil, you solve puzzles and even play mini-games. Essentially, you traverse a creative landscape as you take on a task that leaves the fate of the world in your hands. If that doesn’t sound like Zelda, I’m not sure what will. Because it was released in 2003, it’s available on older consoles such as the PS2, PS3, Xbox, Xbox 360, and GameCube, but it is also available for PC. Fun Fact: AZP recorded an episode talking about Beyond Good and Evil. Check it out. Rogue Heroes: Ruins of Tasos: A Rogue-Lite Twist to Zelda If you look up Rogue Heroes: Ruins of Tasos, you will be inundated with reviews that will have “Zelda” mentioned somewhere in there. This is a top-down, pixel-art-style game that is filled with color and heavy on the fantasy theme. Like Zelda, this game has dungeons and a thrilling overworld brimming with things to discover on your way to saving the land of Tasos. It is worth noting that it is described as a rogue-lite and could also be played with up to four players. It is a relatively recent video game, releasing back in February 2021 for PC and Nintendo Switch. Fun Fact: In a bonus episode on Patreon, AZP speaks with the developers of Rogue Heroes! Okami: Capturing the Essence and Beauty of Zelda This is another classic that many harken to The Legend of Zelda franchise. It shares many similarities in structure as an action-adventure title imbued with side quests and a world that encourages exploration. As you play through Okami, you will find elements of platforming, puzzle-solving, and combat. What I find the most striking about this game is the cel-shaded, watercolor art-style. The graphics are gorgeous, and as you run around a game steeped in Japanese mythology, you can’t help but think of The Wind Waker. This game was initially released in 2006 on older consoles such as PS2 and PS3, but it is also available on the PS4, Xbox One, PC, and Nintendo Switch. Death’s Door: A New Sheriff in Town Released in July 2021, Death’s Door has become one of the most recent Zelda-likes. Many who have picked up this title have immediately associated it with the Nintendo franchise due to its quintessential formula of overworld traversal and dungeon crawling. This action-adventure game requires fighting baddies, solving puzzles, and taking down some serious bosses. There are some stellar RPG elements as well. So, what is Death’s Door, exactly? It is a top-down game where you play as a soul-collecting crow, also referred to as a “reaper.” Ultimately, you must open Death’s Door. Your character is equipped with a sword and bow and arrow, but as you develop new abilities (including magic) or obtain new items, you can progress through the story. If you’re looking for a traditional Zelda experience in a game that maintains its own identity, check out Death’s Door. Blossom Tales: The Sleeping King: A Loving Tribute to 2D Zelda This game is ripe for fans who want to relive the 2D Zelda experience, and once again, if you look up game reviews, almost every single one will mention its likeness to our beloved series. Available on the Nintendo Switch, Blossom Tales is already on the same console as Zelda. You must save the kingdom as a knight named Lily–an evil wizard has cast his brother, the King, into a deep slumber! There are four dungeons to battle through, but there is no shortage of side quests and exploration in the overworld. Although most things experienced in Blossom Tales are akin to Zelda, I do appreciate how the story unfolds. The game literally plays out because two girls ask their grandfather to tell them a story… Fun Fact: A sequel called Blossom Tales II: The Minotaur Prince is set to release sometime in 2022 . Immortals Fenyx Rising: Greek Mythology Mixes with Breath of the Wild This 2020 action-adventure game will quench the thirst of those who specifically want to experience a more modern Zelda experience. If you want to experience Breath of the Wild but want to just change the setting and cast of characters, Immortals Fenyx Rising’s gorgeous open world beckons. This game is steeped deeply in Greek mythology as you play as a soldier named Fenyx. Similar to Blossom Tales: The Sleeping King, the game exists via a conversation between Zeus and Prometheus. Fenyx must traverse the world and free cursed gods from Typhoon’s curse. This game is equipped to give you that Breath of the Wild experience, down to a stamina meter when climbing and manipulating objects to solve puzzles. Even the vaults you stumble upon could be comparable to shrines. There have been criticisms peppered here and there about the cheesy dialogue or possible lack of challenge in some aspects; however, if you do your research and understand what you’re in for, Immortals Fenyx Rising could be a solid substitute while waiting for the next Zelda game. Immortals Fenyx Rising is a Ubisoft game available on all consoles, including the Nintendo Switch. Tunic: The New Indie in Town As of this posting, Tunic has not been released. Slated for March 2022, many gamers have seen the trailer and already peg it for an amazing Zelda-like. It is an isometric action-adventure game where you play as a fox who must adventure through a gorgeous land battling baddies and collecting items that will help solve puzzles and progress the game. The graphics are pleasing to the eye as well. Of note, this Tunic currently is set for release only on Xbox and PC. RiME: Exploring Grief with Art In RiME, you play as a boy who meets a fox-like spirit on an island filled with mystery. With a focus on solving a series of environmental puzzles, you make your way to a massive tower. All the while, the boy slowly recalls the events prior to washing ashore on the island. Although this is not a heavy-handed comparison to a Zelda game, the emotional journey throughout five levels is not one to miss. You can find RiME on most consoles, including the Nintendo Switch. The list of Zelda-likes can continue for quite some time. Here are more games you can check out as a potential appetizer: Garden Story–-Save your home from the Rot as a courageous little grape! Binding of Isaac–-A rogue-like with dungeons, bosses, and powers, all unique to each playthrough Ocean’s Heart–-An indie adventure game with RPG elements and love for exploration Turnip Boy Commits Tax Evasion–-An epic quest... as a turnip. Chicory: A Colorful Tale–-A whimsical inspiration from 2D Zelda games with a wonderful message Darksiders series–-Dungeons, bosses, and puzzles galore Psychonauts series-–Endearing and quirky Horizon Zero Dawn–-Traverse a post-apocalyptic world as Aloy to discover her past Shadow of the Colossus–-Battle massive creatures in a vast world Genshin Impact-–“Free-to-play” open-world RPG Sakuna: Of Rice and Ruin-–Fantasy title with Zelda-inspired battle mechanics Author’s Note: I want to extend my thanks to my fellow writers at Another Zelda Podcast for providing several of these games to add to my list–-especially Celeste, Shane, and Dan. Follow Stephanie on Twitter.

  • "Favorite Dwellings"

    S5 E1 | Kate and David begin Season 5 with a conversation about some of their favorite dwellings in the Zelda universe. HOSTS: David Geisler, Kate May Written by David Geisler and Kate May Directed by David Geisler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2021

  • Don’t Judge a Book by Its Cover (Or a Zelda By Its Cel Shading) – By Carlos Gomez

    At the time, however, I was certain that I needed a more realistic Zelda to tell a more realistic and mature story. by Carlos Gomez (aka The Lost Hylian) Ever since I was a small boy, I have loved sci-fi and fantasy. Much of that love was shaped by the original Legend of Zelda and Disney movies like Peter Pan and The Sword in the Stone. Honestly, I think I am just a sucker for a good story, but what happens when you don’t want to give a story a chance because you feel it doesn’t suit what you are expecting or want? Essentially, there is one title in the Zelda series that I judged just that way: The Legend of Zelda: The Wind Waker. I know, I know—it's a fan favorite. This particular title is referenced second only to Ocarina of Time, and I would argue it matches or surpasses that title in artistic obsession. It’s an amazing game, and just thinking about it makes me want to let myself drift away on the King of Red Lions for a couple of hours. Yet when the game was nearing release, I couldn’t stand it. I wanted to be far and away from the title, and it was all because of the art style. This was back in 2002 when Sony and Microsoft were releasing games like Hitman 2 and Grand Theft Auto: Vice City. This was when Nintendo really earned the label of the “Kiddie System.” In my humble opinion, the only quality mature headliner for the GameCube at the time was Metroid Prime. I felt frustrated; it were as if my nineteen-year-old self was being ignored by Nintendo. I was pinning my hopes that Zelda would meet the mark following the more realistic approach of Ocarina and the darker tone of Majora’s Mask. That’s not what happened. Instead, I had this tiny-tooney (and somewhat looney) cel-shaded Link. I was absolutely appalled. In defense of my expectations, I must say they were based on a real event. You see, at Space World 2000, Nintendo released a demo featuring a very life-like Link battling Ganondorf. The cut scene shows Link throwing down his shield and colliding with his nemesis in an all-out brawl (check out this link, and you’ll see what I mean). That five-second clip was all I needed to be hooked into the future of the franchise. My expectations of the next installment were formed at that moment. At the time, however, I was certain that I needed a more realistic Zelda to tell a more realistic and mature story. Don’t get me wrong—realism is still my go to, but I can honestly say that I was 100% wrong on my initial take of Wind Waker. I had judged a book by its cover and jumped to conclusions that were unfounded. I thought that because of the art style, the game would lack scope and depth of storytelling. However, my opinion evolved, and I now say that Wind Waker holds the most mature story in all of Zelda. Perhaps the creators went with the toon style to lighten the tone and to balance the weight of the lore, or perhaps it was to evoke a sense of hope following the tragedy that is the game's backstory. It certainly needed it, we quickly realized. This adventure takes place after the capturing of Ganon in the Child Timeline. Link disappears (presumably in his search for Navi) and never comes back. Without the Hero of Time, Ganon is free and unstoppable. The only way to curb his reign of terror is to flood the world. It reminds me of back in history class when I would read about villagers burning their fields and towns before fleeing for their lives. It was a final effort to slow down and weaken the enemy, a desperate last gasp that is echoed in Link’s adventure in The Wind Waker. As I played this game, I immediately realized that though the sing-song theme and bright colors would certainly appeal to the younger crowd, it's only a cel-shade deep. In truth, the world is a dystopian shell of the Hyrule we know from Ocarina of Time. The once vibrant land is now nothing more than a few scattered islands divided by the sea, a sea that is plagued with monsters and pirates. Zelda (reborn as Tetra) is one of those pirates and serves as a villain at the onset of the game (or, at the very least, an antihero). This entire set up is so different and unique from other titles. It’s a world where even the non-playable characters seem to struggle to survive. If the earlier portion of the game sets the stage for the emotional undercurrents, then it is in Hyrule Castle where the premise is truly realized. In this moment of the journey, we are faced with a Hyrule frozen in time. Devoid of color like an old picture, the once proud halls of Hyrule Castle are overrun with Ganon’s minions. It's an extremely poignant experience running through the halls of a doomed castle knowing the past was already written. Even seeing the statue of past Link in the center heightens the feeling of loss and makes the twist of failure that much sharper. I found myself wanting to explore every inch, frustrated I couldn’t go further and explore the world of the Hyrule I knew. I even had a moment of not wanting to progress: I didn’t want to leave, as if my staying were keeping it alive a little longer. It was a very intense feeling. Deep in character, I felt responsible and wondered why my previous incarnation never made it back from Termina in Majora’s Mask. The most captivating scene, however, is saved for the end. It is arguably the most graphic scene in Zelda history, which I surmise is achievable only because of the toon style. It is the final scene with Ganondorf and goes down as my favorite boss ending of the entire series. Before the fight, Ganondorf says something that really sums up the dystopian nature of the game: “So many pathetic creatures, scattered across a handful of islands, drifting on this sea like fallen leaves on a forgotten pool… What can they possibly hope to achieve?” Those words seem to capture the struggle of the entire game perfectly. I realized that no matter what, the great kingdom that I once knew would never return but that there was still hope. Link and Tetra (aka pirate Zelda) battle Ganondorf to the death, and Link vanquishes his foe by slamming the Master Sword in all its cartoon glory through his skull (literally his skull). The game features a closeup with Link standing on his shoulders as Ganon gasps for his last breath. Had that been realistic art, Nintendo would have likely shied away from such a graphic demise, and that ESRB rating of 10+ would have been out the window. Instead, we stare at the former Gerudo prince as he turns into stone, trapping the hero's blade. Just like that, it is all over with--the ocean crashing down around the heroes and the water washing away the last remnants of Hyrule. It is a heart-wrenching moment watching the king and kingdom of Hyrule fade away into the bottomless deep. The whole Wind Waker experience left me thinking about it days after completion. At that time, I even wondered if there would ever be another Zelda and, if there would be, what direction could it possibly take? The game is absolutely amazing, and by the time it was all said and done, I had fallen in love with the art style. I really couldn't believe I had once railed so hard against. Its light style is a perfect balance to the deep meaning within the game. It offers Nintendo a safe way to explore what losing Hyrule could be like. It was a risk the company took, and, thankfully, we the fans reap the reward. In the end, what I truly learned was not to judge a book by its cover—or a Zelda by its cel shading. What do you think?! Did I go too deep into the dystopian rabbit hole? Is Wind Waker’s art style just right, or would you have preferred the realistic visuals used in Twilight Princess? Please share your thoughts by reaching me @The_Lost_Hylian on Twitter, thelosthylian on Instagram, or check out my Facebook page, The Lost Hylian. Cover photo source: Game Informer

  • "The Legend of Zelda as an RPG"

    S4 E10 | Daniel McGarr and Chris Harkey from the Turn-By-Turn podcast guest host as they discuss the action role playing game elements in Breath of the Wild. INTRODUCTION BY: David Geisler HOSTS: Daniel McGarr, Chris Harkey Written by Daniel McGarr and Chris Harkey Directed by David Gesiler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2021

  • "Hyrule Castles"

    S4 E12 | Kate and David finish off Season 4 by talking about their favorite castles in Hyrule. HOSTS: David Geisler, Kate May Written by David Geisler and Kate May Directed by David Geisler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2021

  • "Ten Favorite Boss Battles"

    S1 EP11 | Kate and David build a list of their ten favorite boss battles. ▶︎ Direct Download iTunes | Google Play | YouTube CAST: David Geisler Kate Fischer Season 1 | Episode 11

  • "Fire Dungeons"

    S1 EP10 | David and Kate talk about the fire-based dungeons that span the Legend of Zelda series.. ▶︎ Direct Download iTunes | Google Play | YouTube CAST: David Geisler Kate Fischer Season 1 | Episode 10

  • "World Building"

    S4 E11 | David, Kate, Ryan, and Mallory get together to have a roundtable discussion about which Zelda games do a particularly excellent job of building a believable world. HOSTS: David Geisler, Kate May CAST: Mallory Kuhn, Ryan Kuhn Written by David Geisler and Kate May Directed by David Geisler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2021

  • A Zelda Movie Concept That Might Actually Work

    The film takes place in the Hyrule of Breath of the Wild between the events of Age of Calamity and Breath of the Wild. by M.J. Kuhn The topic of a Legend of Zelda movie is one that has surfaced again and again over the years. It’s an idea some fans find exciting and one that makes other fans (perhaps fans remembering the disastrous “Excuuuuse me, Princess” days of the Zelda TV show) nervous. I tend to fall into the latter camp. The Legend of Zelda is a series of fairly cinematic games featuring a completely silent protagonist. In my opinion, neither of these things scream “film adaptation"! However, as an avid fan of the franchise, I would love to sit in a theatre or open up Netflix and watch a movie that captures the magic of Legend of Zelda. So, I decided to put my creative thinking hat on and ask myself, “How could a Zelda movie actually work?” The first thing I decided on is going to be controversial. I’m expecting a lot of you to disagree with me here… but in my opinion, for a Legend of Zelda film to work, Link can’t be the main character. Before you get out your torches and pitchforks, let me explain myself! Link is purposely silent. Link is purposely androgynous. As a video game character, Link is meant to be a relatively blank canvas upon which the player can paint themselves, essentially. I legitimately cannot picture a voice, speech pattern, or personality for Link that is satisfying to me, so my Zelda movie concept is going to feature a protagonist who isn’t Link. (Image Source: Cloudinary) Additionally, I believe that we can’t just rehash the story from one of the games. The plots of games like Ocarina of Time or Twilight Princess are undoubtedly strong! But the fact that the plot of those games is strong is precisely why they probably won’t adapt well to film. While it feels like a game with a solid plot is the perfect candidate for film adaptation, I think it’s just the opposite. When you’re playing a game with a great story, you’re not only taking in the story; you’re participating in it. By taking away the ability to interact with the story environment, I predict that a game with a great plot and great gameplay being made into a movie with just a great plot and no gameplay (obviously) is guaranteed to disappoint. SO, without further ado, here is my proposal for a Legend of Zelda film that might actually work. The film takes place in the Hyrule of Breath of the Wild between the events of Age of Calamity and Breath of the Wild. Our protagonist is a young Hylian named Harlon who lives with his father in Hateno Village. The story begins with Harlon’s village being attacked by Moblins. Harlon and the other villagers struggle to repel the Moblins, but Harlon’s home is destroyed in the attack, resulting in the death of his father. (Image Source: CDNA Art Station) Harlon is sick of the constant monster invasions in Hateno. The rest of the village is content to wait for the return of the Hero of Time to save them, but Harlon wants revenge and decides to take matters into his own hands. Instead of reacting to monster attacks as they come, Harlon plans to hunt down the source, ridding Hateno Village of Moblin attacks for good. Using the hunting and tracking skills his father taught him, Harlon follows the retreating Moblins into the Tabantha region, where he discovers that these monsters aren’t attacking and raiding of their own accord: they are fighting under a single banner. Not Ganon, who is still grappling with Zelda in Hyrule Castle, or even the infamous Yiga Clan, but a power-hungry Rito outcast named Uvekk. Uvekk is desperate to get his hands on the ancient tech lab just east of Hateno and plans to destroy the entire village in order to make it his new base of operations. Harlon makes it his mission to defeat Uvekk and protect his village from destruction. (Image Source: IGN Imgs) On his journey, Harlon ends up teaming up with a fellow Hylian named Sarine and a Goron named Durami. Sarine is a talented archer, and Durami has a knack for making creative weaponry. On their travels, they encounter a Sheikah named Jura who has also been looking to stop Uvekk, and she joins their team. Working together, the four of them are able to outmaneuver and outsmart Uvekk. They defeat him, and the Moblins and other monsters under his influence disband and resume their violent--but disorganized--activities. Hyrule as a whole is not saved, as there is still darkness spreading over the land, but without the coordination by Uvekk, the Moblins around Hateno Village and the surrounding regions are much less effective in their attacks, and Hateno Village remains standing. Harlon returns home, bringing Sarine with him. Woohoo, the end! I do think it would be cool if in an “end credits” scene we see the cave from Breath of the Wild and sleeping Link, and then right before we cut to black we see Link’s eyes snap open, implying that Breath of the Wild kicks off right after the events of the movie. (Image Source: Wikia) Is this film concept perfect? Absolutely not. I am not a screenwriter, nor am I a writer for Nintendo. But I think a concept like this--a completely original story filled with familiar scenery and races but with nothing more than nods and mentions of the usual core cast --has the highest chance of success. What do you guys think? Is there any way to make a successful Legend of Zelda film? Are you ready to disown me from the fandom for saying such a film shouldn’t have Link as the protagonist? Let’s chat it out in the comments! You can also find me on Twitter, Instagram, and TikTok @mjkuhnbooks, and you can check out my debut fantasy novel, AMONG THIEVES, here!

  • "Twilight Princess"

    S1 EP9 | Kate and David speak about their love for Twilight Princess. ▶︎ Direct Download iTunes | Google Play | YouTube CAST: David Geisler Kate Fischer Season 1 | Episode 9

  • "Evolution of Art Styles"

    S1 EP8 | David and Kate talk about the myriad of art styles that have graced the Zelda franchise. iTunes | Google Play | YouTube CAST: David Geisler Kate Fischer Season 1 | Episode 8

  • "Favorite NPCs"

    S1 EP7 | Kate and David talk about some of their favorite non-playable characters from any Zelda game. ▶︎ Direct Download iTunes | Google Play | YouTube CAST: David Geisler Kate Fischer Season 1 | Episode 7

  • "Breath of the Wild: Game vs Reality"

    S4 E9 | David and Dan head into the wilderness to see what it's like to live like Link in Breath of the Wild. HOST: David Geisler CAST: Dan McCoy Written and Directed by David Geisler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2021

  • "Breath of the Wild: End of Game thoughts"

    S1 EP4 | Kate recently defeated Calamity Ganon. She and David discuss what they did and didn't like about The Legend of Zelda: Breath of the Wild. ▶︎ Direct Download CAST: David Geisler Kate Fischer Season 1 | Episode 4

  • "The Legend of Zelda: Dreaming Island"

    S4 E8 | David and Kate get together to talk about the making of Link's Awakening. HOSTS: David Geisler, Kate May Written by David Geisler, Kate May, and Dan Murphy Directed by David Geisler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2021

  • "Top Ten Zelda Speed Run Moments"

    S4 E7 | Ross Hochwert joins David to talk about some fantastic breakthroughs in Zelda Speed Run History. HOST: David Geisler GUEST: Ross Hochwert Written and Directed by David Geisler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2021

  • What Makes a Zelda Fan?

    By Carlos Gomez (aka, The Lost Hylian) Fresh off the heels of 2019’s E3, I was struck with awe when the teaser for the next installment of the Zelda franchise was shown. The brief trailer was amazing, yet that’s not what sent me into this state of being: instead, it was the reaction of the Zelda fandom that truly sent my brain spinning. If you haven’t seen the fan reactions, they are all over social media. There you will find entire crowds of Zelda fans cheering with utter elation at the reveal. In the midst of this overwhelming excitement, I pondered the question: What is it about the Zelda fandom that makes it so special? No doubt there are as many fandoms as there are platforms to have fandoms about, so what makes Zelda so different? At the onset of this mental exploration, let me be perfectly clear: this blog is not about disparaging any other fandom. In fact, I would assume that many readers like myself are a part of multiple fandoms. Yet for me (and very likely you), there is something special about The Legend of Zelda series. No doubt each one of us has that favorite, that one game that pushes the nostalgia button like no other. You know which one I mean, right? The one you play that brings back the memories of fighting over the controller with your sibling, or the one you remember rushing home to play after school. For each of us, that may be a different title in the series, yet never forget that in each installment beats the heart of the original. So, what makes Zelda fans different? In an effort to answer this question, all we have to do is look at the mythos of the series. I believe to play Zelda, one must subscribe to the idea that someone of humble origins would choose to embody courage and stand up to evil-doers, no matter the odds. I’m not saying that Zelda fans offer the template to create a Utopian society (pottery vandalism would be rampant), nor am I saying that there are no scoundrels amongst the fan base. However, I do see a few common themes amongst the fans. Zelda fans are fascinated by the wonders of the world. That vision is woven into the series by creator Shigeru Miyamoto, who loved to explore caves and forests as a child. We fans gravitate towards that, thrilled at the idea of seeing something new and wonderful. There is beauty and mysticism in the natural world that the game strives to embody, and we, like moths to a flame, are drawn to this. Furthermore, the beautiful land of Hyrule inspires creativity with complex puzzles, dazzling scenery, and evocative music. This inspiration floods YouTube with tributes and remixes to beloved songs. It has resulted in podcasts (such as Another Zelda Podcast) and countless social media forums where the like-minded congregate. You can find everything from timeline theories to fan art to cosplay. With just a few easy keystrokes into your Internet search bar, you will be treated to a never-ending supply of corny Zelda memes only a fan would understand. Photo source: Imgur If you want to see how special the Zelda fandom is, just attend the Symphony of the Goddesses. As I stood waiting in line to be seated, I was jittery and overwhelmed with excitement. I scanned those in front of me and behind, and, in doing so, the realization came over me: something special was about to happen. For the first time in my life, I was completely surrounded by people that had fallen in love with the same franchise that I had. To these people, Zelda was more than just a game; it was a part of them. You could feel it as the orchestra played and the energy of every person in the music hall synchronized to the vibration of the melodies. Truly amazing! The one thing that seems to stand out most of all, however, is that Zelda fans are a community. Simply put, the love of the game brings people together like the pieces of the Triforce. I can’t even say how many conversations I’ve had simply because I was rocking my Zelda gear or how many times I’ve seen Zelda fans console one another over the loss of family or a fellow fan from the community. The support from fellow Hylians is like nothing I’ve encountered in other communities. Why are Zelda fans so helpful, so quick to aid those in need? Well, let’s look at the series itself as a whole. It starts with the silent hero (if you haven’t read Shane’s article on the silent hero, you can check it out here), whom we the player embody. As this hero, we rise from humble origins and out of goodness of heart and courage to step up in the face of insurmountable odds. Perhaps it’s the games inspiring us to do good, or perhaps the games call out to those who already do good works. I know when I was an eight-year-old boy blowing on that original gold cartridge, I believed I could save the world. Zelda fans believe they can make a difference, and, in the end, that is what makes the difference. Photo source: The Lost Hylian’s Nintendo Switch Share Thanks for taking the time to read my blog. A special shout-out to Legend of Zelda fans on Facebook for your input on this. To you, the reader, I would love to know what you think! Did I just over-fanboy? Or do you feel something special about the Zelda community yourself? If you want to share your thoughts, you can reach me @The_Lost_Hylian on Twitter, thelosthylian on Instagram, or check out my Facebook page, The Lost Hylian.

  • Unsung Heroes: An Ode to Non-Playable Characters

    by Celeste Roberts Imagine a Zelda game--or nearly any adventure video game--without non-playable characters (NPCs). Perhaps this scenario would be your dream come true; perhaps you loathe side quests or engaging in inane chit-chat with characters you cannot even control. They slow you down; they stand in your way. They are merely backdrops as you traverse the span of Hyrule, the Great Sea, Termina… whatever location needs Link. Or perhaps, like yours truly, you would notice something amiss in such a video game. No characters to care about saving from some looming evil. No delightful quips from shopkeepers or barmaids to give you a chuckle. No mini games to help you earn more Rupees or items (the horror!). In my real life, I often wonder what everyone’s story is. A cool word to describe this curiosity is sonder, “the realization that each random passerby is living a life as vivid and complex as your own.” If I spot another person, animal, creature, or non-playable entity in a game, I’m taking time to chat with them--even multiple times (bothering people frequently like this is frowned upon in real life, so I have to exercise this ability in the virtual world). The characters Link encounters on his quests are from all walks of life: wealth, poverty, entrepreneurship, weapon mastery, family wrangler, education… the list is seemingly endless. I especially love learning more about the NPCs’ hopes and dreams, as well as their connections to other characters. Spoiler: Who else feels bad for Cremia after learning she has romantic feelings for Kafei? Instead of listing my favorite NPCs in the Zelda universe, I would like to acknowledge the roles—and a few of the people in those roles—that enhance Link’s adventure or assist him in his mission to thwart evil. Shopkeepers/Merchants: Yes, Link can cut grass and bushes to acquire countable items, like Rupees, arrows, and Deku nuts, but some parts of his inventory rely on the business savvy of shopkeepers or merchants he encounters. Take Beedle in The Wind Waker: he sells a Bait Bag, which holds All-Purpose Bait for Link to use to summon Fishmen or feed pigs and rats. These creatures can then provide Link information for his Sea Chart and Pieces of Heart. Another useful merchant in this same game is Zunari, who sells his sole sail to Link and then offers him decorations to spruce up Windfall Island. Playing the role of the island’s exterior decorator earns Link a Piece of Heart, and we all know the value in increasing Link’s lifeforce. What about the precocious Malo in Twilight Princess? He sells the Hylian Shield in his titular shop, and one must admit that a shield incapable of bursting into flames (sorry, Ordon Shield) is mighty valuable. Another cool item, the Hawkeye, though not essential, is quite helpful in sniper-esque missions in the game. Other young folks who establish businesses include the Kokiri in Ocarina of Time (although I am left to wonder about the point in exchanging currency since the Kokiri cannot even leave their home, lest they perish). Let’s not forget the handy Blue Ring in the original The Legend of Zelda--a merchant offers this damage-reducing piece of jewelry for a meager 250 Rupees. Similar items include the jewel version of Magic Armor from Zunari in The Wind Waker and a full set of armor at Malo Mart in Twilight Princess. Any merchant willing to make Link’s quest easier is a true hero. Innkeepers: A comfortable bed to rest after a long, draining day of saving the world is all any explorer needs, and, thankfully, Hyrule and the other lands in The Legend of Zelda series have multiple locations where Link can sleep. Although Link usually has a house to call his own, there are a few games where he relies on innkeepers to provide a roof over his head. Sleeping typically restores health and prepares him for another day of adventuring; in Breath of the Wild, some inns offer special soft beds for a few more Rupees, allowing Link to enjoy an extra heart. I don’t know whether I could sleep soundly in one of the stables, though--I need my own room! At least I could slumber a little easier knowing the innkeeper is taking care of my horse in the stable section. One of the most memorable inns for me is The Stockpot Inn in Majora’s Mask. Meal service from sweet Anju (albeit not very tasty), entertaining residents, and a room called “the Knife Chamber '' bearing a treasure chest with 100 Rupees… what’s not to love about the hospitality this business provides? I guess my only complaint is the location of the sole lavatory in the building… and the occupant… In The Minish Cap, Link can sleep in one of three rooms at the Happy Hearth Inn in Hyrule Town. Emma, the inn’s clerk, is hospitable enough to include gifts for those who patron the business. If you need your hearts restored or Kinstone Pieces, Emma’s workplace is essential in your quest. Usually I just receive complimentary bars of soap at hotels, so I might need to begin inquiring about extra amenities. Mini Game Proprietors: Mini games and side quests make Zelda games so enjoyable for me. They can be challenging but rewarding. I doubt Link finds himself in the doldrums (Peahats in Hyrule Field can keep him on his toes—quite literally), but every so often, he needs a little stress relief after battling ghastly monsters. Thank goodness for the entertainment resources scattered throughout the world! Bombchu bowling, shooting galleries, digging for treasure, fishing, claw games, and a grave digging tour (!!!) are but a few types of mini games Link can enjoy. I’m trying to picture the moment the proprietors imagined their games. Was there severe demand in Hyrule for games that use literal bombs? Were parents on board with allowing their children to harness weapons that could easily injure themselves or other unfortunate players? Did Dampe think, “You know what would make the night shift go by more quickly? Digging up some of these graves! But only a little bit to avoid disturbing remains”? Is Selmie satisfied staying in the frozen Hebra region, where she teaches snowboard shield surfing? Also, would the Zelda-equivalent of PETA be all right with Talon forcing Cuccos to play hide-and-seek at Lon Lon Ranch? I think my favorite mini game creator is Salvatore in The Wind Waker. He runs Squid Hunt (akin to Battleship) and Barrel Shoot and looks as though he would rather be on the receiving end of the cannonballs than stuck proctoring this mini game. Unable to fulfill his dream of becoming a renowned painter, he spends his time crafting wooden cut-outs to role play characters to make his mini game more engaging. Frankly, anyone who is willing to impersonate sea captains and damsels in distress while shouting “KA-BOOM” is a hero worthy of endless praise. Couriers/Delivery Folks: The mail carriers in The Legend of Zelda series provide Link with useful information, a fun s orting mini game in The Wind Waker (bonus points for this), and idiosyncrasies only those sworn to a life of duty and service can provide. First appearing in Majora’s Mask, the Postman is a fountain of information since he delivers items to everyone in Clock Town; however, he follows a regimented lifestyle in which altering even a few seconds can mess up his day. The Rito assume the courier role in The Wind Waker, which makes sense because of their ability to fly to different islands. In Twilight Princess, the Postman makes a mad dash for Link at predetermined locations, bearing an important item update at a shop, a change in plot, or simply a kind thought from another NPC. You know that feeling when you see a delivery driver drop off a package to your front door or spy some holiday cards in your mailbox? I feel this way whenever I receive mail or a package in a Zelda game. Fortune Tellers: Sometimes you want to use a walkthrough or Player’s Guide to assist you in completing a game, and sometimes you would prefer to figure out puzzles and where to journey to next on your own. Unfortunately, I don’t always play a game for multiple hours or days, and I often have been left scratching my head at trying to remember what I need to do and where I need to go next whenever I pick up a game after several months (or even years). I am not shy about admitting I rely on walkthroughs and my old-school physical game guides, but if I am feeling bold and fearless, I like to use what is available to me in most Zelda games: fortune tellers. First appearing in A Link the Past, these enigmatic clairvoyants provide hints for a few Rupees. Subsequent games feature named crystal gazers, like Madame Fanadi in Twilight Princess, Astrid in Phantom Hourglass, and Sparrot in Skyward Sword. Barring the most infamous fortune teller, Astor in Hyrule Warriors: Age of Calamity, these mysterious folks are an invaluable resource if you aim to collect every Heart Piece or simply need a little help with progressing in the game. I personally would love to learn more about the fortune tellers’ pasts and tribes. Madame Fanadi has red eyes and the Sheikah symbol on her forehead, and the cloaked oracles in A Link to the Past never reveal their faces. Are any of them connected to some divine power through the goddesses? What are some other NPC roles you admire in the Zelda series? Let me know on Twitter!

  • Korok Seeds to Kinstones

    What if the sequel to Breath of the Wild includes an advanced kinstone quest? by Shane Kelley We all know the vast landscapes in The Legend of Zelda: Breath of the Wild and the countless side quests the game offers. One of the quests is finding the Koroks to obtain their seeds to upgrade your slots, and, as you may know, the total count to track down is 900, which is a substantial amount for anyone to achieve. So, what quest like the Korok hunt will be the equivalent task in the sequel? Thinking about the content in Breath of the Wild also had me thinking about what was potentially cut from the game. After looking into this a bit more, a few ideas crossed my mind. I thought about what you could seek, such as Blessed Butterflies from Skyward Sword or perhaps Skulltulas from Ocarina of Time. In the end, though, I think another item could work extremely well in a vast landscape and promote story, exploration, and overall fun. An item from my favorite top-down Zelda game, The Minish Cap, gives us a unique item called a kinstone. Kinstones come in a variety of colors (green, red, blue, and gold) and range from common to very rare. A kinstone also has a unique shape that is one half to a whole circle. The player seeks out the other half of the kinstone to make a complete circle through the process of kinstone fusion. Finding the other half of a kinstone and putting two pieces together will have various effects, such as revealing hidden treasure chests or locations. The rarest, gold, are related to story development and would be a nice incorporation in a new Zelda game. The Legend of Zelda: Breath of the Wild - Creating a Champion, published by Dark Horse Comics, gives us insight on everything in this game. This publication shows all sorts of concepts that are in the game or that were not used in the final creation. Besides this book, we also have interviews with the creators on concepts, ideas, etc., that did not make it into the final product. Here is where the Minish (or Picori) come into play. What if in the sequel to Breath of the Wild we see quests for kinstones? Imagine finding a rare gold half piece with a unique design that will require you to venture out into the wild and explore vast areas to find the second half? Once found, it unlocks a unique weapon, a helpful outfit, compelling storyline, or big payoff in Rupees. Various colors and pattern combinations would give you different rewards, and you could then use the kinstones to upgrade your item slots. Even if you have around 250 whole kinstones (500 individual pieces), this would be an incredible amount of items to seek out and fuse together. Maybe finding a certain amount of these kinstones could unlock a door to a secret dungeon or maybe connect to some future downloadable content (DLC). That DLC could have you shrinking down and visiting the Minish for an amazing bonus quest. I know if Nintendo incorporated this idea, we could expect something as exciting or as unique as “golden poo.” I just hope we get something fun in the end that really motivates us to seek and find the items presented. What are your thoughts on the Picori and kinstones? Have you played The Minish Cap? What hopes do you have for the sequel to Breath of the Wild? I personally cannot wait for what is to come with the new entry in the series. Now we wait. Please follow me on Twitter @Stillsaneshane Cover Image Source: Zeldadungeon.net Image 1: FNAC

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