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- Rain, Rain, Go Away?
By Shane Kelley We all know the iconic nursery rhyme “Rain, Rain, Go Away” in which you want the rain to go away so ultimately you can go outside and play. This encompasses what most players can attest to as the love-hate relationship of the rain mechanic in Breath of the Wild. Though it may be a necessary evil to prevent access to certain areas early in the game, how will Nintendo handle this dynamic element in the sequel, especially with the downpour of comments made to Nintendo by its fans? When we look at how polished and intricate Breath of the Wild is, we can see even down to the smaller details a lot of thought went into the environment. Rain, being part of the varying weather patterns we see in the game, is essentially both a natural occurrence in nature as well as a limitation of sorts for our Hylian traveler. Whether rain was added merely for looks (and the afterthought of the water making the rocks wet was included because a team member slipped on a wet rock in the past) or inclement weather was truly meant to restrict the player, we might not ever know. But with things like snow making the hero cold, the hot sun beating down on Link, and hot lava making him overheat, we can conclude that some thought went into intentionally slowing the player down. We know that the rain is mainly used for both aesthetics and slowing down the player. But what other elements can be seen within the game after or during rain? With certain arrow types, such as the lightning arrows, we see that enemies near the target will be affected by the electricity due to the conductivity, while fire arrows will not work at all. Other interesting things that rain can assist or heighten for the player include the rain's minimizing noise while sneaking up on an enemy or creating a slicker environment, which makes shield surfing easier for a quick getaway. Rain can make puddles, allow plants to bloom, and bring about certain things more frequently. There certainly have been some interesting implementations in the game that make use of the falling rain. While writing this, I thought of other ideas of what the player could possibly do in the game that would allow more interaction with rain and water. What if Link or Zelda had a musical instrument this time around and they could use this instrument to bring about rain or other weather patterns to assist in various puzzles? A variation of the Song of Storms, maybe? What if you had more realistic weather patterns, such as wind effects that could blow around useful objects, hail that can damage your armor or weapons, or maybe even full-on tornadoes or hurricanes that could cause chaos? Bringing back the Gale Boomerang would be a great way to calm the storms if needed. Maybe this would bring about resetting the enemies in a certain area, which could take the place of Breath of the Wild’s blood moon mechanic. So, what do you think? Should Nintendo scale back on the precipitation or bring on the monsoon? I, for one, think that they could make it a bit more dynamic with random chance encounters with severe or unusual weather patterns. Whether you think the rain feature is hydrating or a washout, I don’t think Nintendo has any plans of removing it in the sequel. I do have one request, though, for Nintendo: please give Link the scarf from Hyrule Warriors to wear in the frozen tundra of Hyrule! What are your thoughts? Please follow me on Twitter @stillsaneshane
- Ghost's Awakening
by Celeste Roberts “Ghosts are all around us. Look for them, and you will find them.” - Ruskin Bond *Please note this article will contain spoilers for players who have not played or read about Link’s Awakening.* I did not own a GameBoy or GameBoy Color; in fact, my first portable video game system was a translucent pink GameBoy Advance. The remake of Link’s Awakening for the Nintendo Switch was my first time exploring Koholint Island and meeting its charming residents and, dare I say, pretty adorable enemies. After I completed the Angler’s Tunnel dungeon, I swam out to the right side of the fortress, happily wading in the clear blue water, when a pink figure with a morose visage floated from off-screen and began following me. I haven’t button mashed so much since I played as Chun Li in Street Fighter. I thought this phantom was an enemy, but when it wasn’t taking away hearts when it enclosed on Link, I calmed down. I continued on my way, consulting Ulrira for some hints as to what to do. The instructions were to “take him where he wants to go,” so, of course, I assumed the little fellow wanted to go to the cemetery and hang out with the other ghosts. However, my new companion began murmuring, “... the house… take me… the house… at the bay…” I recalled seeing a derelict purple home in my adventure, so I began leading the little fellow to the home. I hadn’t seen anything of value in the abandoned home when I first entered it, but I now had the owner in my company. Maybe he forgot to pack for his vacation? Upon entering his humble home, a sweet music box-esque theme of Mabe Village began to play as the ghost floated around his home, taking everything in and reminiscing. Looking at an armoire, the ghost said, “Nostalgia… unchanged…” He then moved to a corner near some pots, covered his eyes, and began to cry. “Boo hoo.” I could have crumbled. I noticed a beautiful yellow flower blossoming beside the surprisingly pristine bed. Amidst the decay and dust, life flourished. I also noticed what appeared to be a compass and a map on a table. Was the ghost an adventurer like Link? What wonders did he witness in his corporeal lifetime? The memories may have been too powerful for my new friend; he faced Link and said, “Enough… cemetery… take me… my grave…” I remembered seeing a lone grave not far from the cemetery and figured it was the correct one. As we approached it, the ghost’s somber expression transformed into a charming smile, and he thanked me with an empty bottle to hold fairies and potions. Paranoia’s Dungeon YouTube video: https://www.youtube.com/watch?v=wmIEo0jN-0A I’m a sentimental person and overthink random aspects of stories. My grandfather passed away in August, and I started this game a month after losing one of the most important people in my life. I instantly thought of my Paw Paw and the countless memories we shared; I grew up next door to my grandparents and was at their home often. I wonder whether those who have gone before us can revisit places special to them. Would they mourn? Would they feel a sense of peace? Would they be satisfied with the legacy they have left behind? Link’s Awakening isn’t going to answer these questions for me, but it does remind me that video games are a medium that can do far more than provide an outlet for killing time: they can echo sentiments from our world and grasp our hearts, teaching us empathy and ensuring us we are not alone in this often cruel world. I began to consider my own mortality. What will happen to my home after I am no longer able to care for it? What about places from my childhood, like stores that have closed and parks that are enjoyed by nothing but rampant vegetation and fallen trees? I see these figurative cemeteries all around me now, so I can only imagine the emptiness after I am gone. We are ephemeral visitors on Earth, much like Link is a temporary visitor of Koholint Island. What can we do with the time given to us? Link embarks on a quest to smite enemies and restore peace, only to discover his entire experience was a dream. Perhaps life is similar: we are thrust into a plane of existence until we are no longer a part of it. “A dream within a dream,” as Poe wrote. Has a moment in a video game resonated with you before? Let me know! You can follow me on Twitter and Instagram.
- Favorite Character Arcs in The Legend of Zelda
By M.J. Kuhn In my opinion, one of the best parts of any video game is the story. Most modern games honestly feel a lot like a really long movie where you can influence the outcome, and just like any movie (or book), the most compelling part of the plot is often the cast of characters we meet along the way. We all have our favorite one-off oddball characters, I’m sure (hello, Tott, the Elvis-wannabe from The Wind Waker), but the characters that really stick with us are usually the ones who grow and change as the plot of the game progresses. This is why I wanted to explore a few of my favorite character arcs in the Zelda games. As a heads up, this post contains plot spoilers for the following games: Twilight Princess Skyward Sword Breath of the Wild Let’s start with my all-time favorite Zelda character: Midna. I will admit the first time I played Twilight Princess, I was low-key afraid of Midna for the entire escape from the dungeon. I didn’t trust that oddly carnivorous smile… with semi-valid reason, it turns out! In the early parts of the game, Midna helps Link, sure, but she has some serious ulterior motives. In the beginning, Midna’s only goal is to cast down the usurper, Zant, and reclaim her place as ruler of the Twili. Link is just a convenient means to that end. She is brash and quick-witted and perhaps a little insensitive to Link at first, but as the game goes on, her cracks become less pointed and more playful. The writing really does a great job of slowly showing that Midna is actually starting to care about the Hylian she is using as a pawn in her games against Zant. These small attitude shifts culminate when they encounter Zant after retrieving all the fused shadows. Link tries to protect her and gets trapped in wolf form again for his trouble. Zant asks Midna to join him, but she refuses. Part of the reason she refuses is that she hates Zant, I’m sure, but she’s also really starting to care about the world of light at this point. This new worldview only strengthens when Zelda gives her life to save Midna. From that point on, Midna is basically a full-blown hero. She is fully committed to saving both the world of light and the Twilight Realm. She even attempts to sacrifice herself to defeat Ganondorf in the end of the game. Midna was never really a bad guy, but I can’t see her making that same sacrifice play in the beginning of the game--can you? She goes from pursuing a good goal (defeating Zant) for the wrong reasons (regaining her status as ruler of the Twili) and ends up striving to defeat Zant and his puppet master, Ganondorf, in order to save both her own realm and a realm she didn’t really care about in the beginning. I wouldn’t call it a full-180 by any means, but she definitely goes through some growth… all while keeping that brazen charm we love so much. The next character I want to talk about comes to us from Skyward Sword. Of course, I am talking about the King of all Pompadours, Groose. Ugh. Beginning-of-the-game Groose. The WORST. A bully. A bird-napper. A saboteur. A total creep when it comes to Zelda. When everyone is still up on Skyloft, Groose does everything he can to prevent Link from winning the Wing Ceremony. He’s rude and annoying and reminds me a lot of Gaston from Beauty and the Beast, honestly. We see the first sign of something vaguely positive from him soon after Zelda goes missing--he actually tries to go after her. Of course, a lot of this seems to be ego (again... cough Gaston cough), but it seems like he really does care about Zelda. After some Stereotypical Alpha-Male Posturing, Link finally earns a smidge of respect from our tall-haired friend by stopping The Imprisoned for the first time. This is the start of Groose’s journey from gross to kind of awesome. He lets his ego take a backseat, and instead of insisting that he be the one to go rescue Zelda, he lets Link run off and stays behind to help “Grannie” (Old Impa) hold back The Imprisoned if it comes back. SPOILER ALERT: it comes back. More than once. And every time it has new fingers and toes and weird helicopter apparatuses… And when it comes back, Groose is fighting on our side! He builds a bomb-slinging weapon called the Groosenator (all right, I never said his ego was TOTALLY under control). And, if we’re being honest, he saves our skin multiple times. From here on out, Groose is basically cool. Sure, he still talks a big game, but the bite has been taken out of his words. He has a real affection for “Grannie” and is a real team player, willing to sit out of the direct fight to guard the Sealed Temple and protect the frozen Zelda. In the end cutscene, he returns to Skyloft, leaving Zelda and Link down on the surface. Groose was never evil, but he definitely sucked enough in the beginning for me to call this a full redemption arc. He starts out in direct opposition to Link (on some very petty matters, but still) and ends up wholeheartedly on his team. This is one of the biggest change arcs we see in all the Zelda games I’ve played, at least! Lastly, I wanted to include a traditional Hero’s Arc… but I don’t mean Link. There is another character who goes from young, green, and filled with doubts to owning and embracing their full potential. Yes, of course I mean Zelda! Specifically, Zelda in Breath of the Wild. Now, this one is a little tricky because in the game we piece this whole story together after the fact, probably out of order (and over the course of several months if you play video games as slowly as I do). So I’m going to talk through this arc in actual sequential order of those flashbacks. Unlike both Midna and Groose, Zelda has her priorities straight right from the beginning. She knows what must be done, and she is willing to do it… the issue is her confidence in her ability to do it. In the first few memories, we see her work with Link… but only begrudgingly. As Urbosa says in the very first cutscene, she basically just sees him as a reminder of her own failure. Ouch. I wouldn’t necessarily want that hanging around me either. Throughout the course of the memories, we see her researching and working, trying to access her sealing powers. She finally comes around, accepting Link as an ally in her quest after he defends her from some Yiga clan members, but still, when it comes to her own destiny, she is struggling. We see the king looking like a total jerk, casting further doubt on her when she already doubts herself. We see her pleading with the goddess statue at the Spring of Courage. We see Calamity Ganon awaken. She’s frustrated and scared that she has failed everyone… but like a true hero, she doesn’t give up so easily. Just when all seems lost--and when Link’s life is on the line--she is able to unleash her power at last! Power and confidence unlocked in tandem, we see a decisive, self-assured Zelda from there on out. And in the end, as we know, Zelda and Link manage to push back the terrifying, giant flaming pig Calamity Ganon, saving Hyrule (for now, at least). The arc of underdog-to-champion is a mainstay of fiction for a reason --it’s both inspiring and relatable. It’s a shame that almost this entire arc takes place outside of the actual bounds of the game timeline, but we do get to see its conclusion in real time, at least. I am one of the few people on this earth who actually did not love Breath of the Wild (not that I hate it! It’s gorgeous, visually, but just not one of my favorites in the franchise), but I can say BotW is one of my favorite incarnations of Zelda. A big part of the reason is because of her growth: she starts out afraid, emotionally guarded, and magically weak and grows to be brave, vulnerable, and strong. We truly love to see it. That rounds out my top three character arcs in the Zelda games! Which of your favorites am I missing? Chat with me on Twitter @mj_kuhn to let me know! Also, if you’re interested in reading more of my unsolicited opinions on story structure and all things related to writing and publishing, check out my personal blog at mjkuhn.com/blog!
- Animation or Live Action: What Style Would Suit Zelda Best on the Big Screen?
By Carlos Gomez I’m sure everyone reading this article has either seen the Sonic the Hedgehog movie or, at the very least, knows it exists. As I was watching SEGA’s flagship character race around in a blue CGI blur, I couldn’t help but ponder Nintendo’s own foray into the big screen. We all know of its disastrous attempt with the Super Mario Bros. movie; however, it’s been a long time since Nintendo branched out with its intellectual properties (IPs). It’s best to strike while the iron is hot. In fact, there is a confirmed Mario movie in the works: it’s a CGI cartoon developed with Illumination (think Minions). With Nintendo’s effort to broaden and strengthen its fan-base, the options are plentiful with IPs, yet this is Another Zelda Podcast--you can imagine where I am going with this. The Legend of Zelda is one of Nintendo’s most beloved franchises, and every year or so, there is a rumor of the series making it to TV or the big screen (with everything from April Fool’s Day pranks to random internet chatter) that leads to dead ends. Other than the 1989 cartoon series featuring the iconic “Well, excuse me, princess” tag line, there has been nothing on this historic franchise. So, if the Big N were to make a Zelda movie, what would it do? As far as I can tell, there are two basic camps of fans: the group that wants a live action version and the group that wants a cartoon. There are pros and cons to both mediums. Animation: This really encompasses everything from anime to CGI. It’s the easiest format to pull off as it relies solely on voice acting. Action sequences and visuals would have no limit and could be as creative as the director desires. Live action movies, in contrast, are limited by both human and technological factors. Wires and computer augmentation can only do so much. An animated feature would surely be able to accommodate and maximize the fantasy in the world of Hyrule. Many have cited anime as a natural art style suiting both complex action sequences and more mature concepts. For titles like The Wind Waker and Skyward Sword, animation seems like a natural fit. Wind Waker’s cel-shading style in particular could easily be translated for the big screen. Animation makes sense from a marketing aspect as well. The next generation of Zelda fans is sitting in grade school as I write this. If there’s one thing that kids love, it's animation. That’s what makes big companies like Disney so successful. The Zelda animation fans of today will be the purchasers of Zelda games tomorrow. Live action: From my previous remarks, it may appear that Zelda as a cartoon or CGI film would be a foregone conclusion; however, there is a certain magnetism about live action that doesn’t happen with a cartoon. Imagine for a moment a Legend of Zelda film that was part Lord of the Rings and part Crouching Tiger, Hidden Dragon. The world would be more believable; it would feel as if we could reach out and touch Hyrule or hold the Triforce in our hands. It's why superhero movies are doing so well--they are just the right combination of real and make-believe to trick our minds into believing the impossible. Nintendo could easily comb the list of talented young actors to find the perfect Zelda, Link, and Ganon. Ocarina of Time and Twilight Princess both have more mature themes that would benefit from a live-action perspective. Just imagine the beautiful places that the movie would be filmed, from snow-capped mountains to scorching deserts. There are many unique places on earth that could be used to film the various temples, shrines, and dungeons. The emphasis would not be on how Zelda is a fantasy but on how the fantasy of Zelda could be real. I personally would love to see a live-action Zelda. I think The Witcher’s success, as well as that of Game of Thrones, shows that the appetite exists for compelling stories filled with enchantment. However, I think Nintendo is very cautious. The Super Mario Bros. movie was a huge flop that Nintendo never fully let go. Instead, I see the company looking at animation. With Nintendo’s building onto Universal Studios’ theme parks, I see it really making that push for the younger crowd. Either way, I am sure that when Zelda does hit the big screen, it will be a smash hit. As long as the studio producing such a film captures the wonder of exploration and the excitement of the moment the Master Sword is drawn, it will be a success. Thanks for taking the time to read my blog. Tell me what you think. Is animation the way to go for a Zelda film, or is live action the only way to do the story justice? You can reach me @The_Lost_Hylian on Twitter, thelosthylian on Instagram, or my Facebook page, The Lost Hylian. You can check out some other stories here.
- Welcome Home, Hero: Link's Homes
by Celeste Roberts "Now, go home, Link. Regain your lost time! Home... where you are supposed to be... the way you are supposed to be…” - Princess Zelda, Ocarina of Time One’s house serves as a place of safety and respite, a beacon of comfort after a long day and a gathering place for loved ones. One of my favorite parts of a Zelda game is seeing where Link lives and how his home is set up. I grew up playing with Barbies and dollhouses (I never had the coveted Malibu Dreamhouse, though), and I view video games as virtual storybooks. To me, a safe haven is essential to anyone’s narrative. I have not played every game in the Zelda series (that will come in good time), but I have looked up screenshots and video footage of the ones unfamiliar to me so I can see where Link hangs his hat after a long day of battling Ganondorf’s evil forces (or whatever villain drives the plot). Here are some of my favorite homes I have explored. A Link to the Past We first see Link’s residence in A Link to the Past. Our hero shares the dwelling with his uncle. The small home is modest and furnished with only the necessities, including clay pots containing hearts and a treasure chest with the very first item Link obtains: the lantern. How practical! I love the detail of the cooking pot in the top right corner; a home-cooked meal is the perfect way to end a day of adventuring. The outside of the home is simple: bushes and rocks line the terrain. Whenever Link is visiting the Dark World, his house is a bomb shop, complete with a peculiar-looking salesman and a watering trough (or bathtub?). I enjoy the duality of Link’s home versus a bomb shop. Can you imagine going away and finding explosives in your home?! That has to be a jarring sensation. A Link Between Worlds This 3DS Zelda game nearly perfectly mirrors the Light and Dark Worlds of A Link to the Past. Link seems to live on his own this time, and advanced graphics allow us to see more details in his humble abode, including a nod to Majora’s Mask on one of the walls. Some time during the adventure, Ravio of Lorule commandeers Link’s house in order to become an entrepreneur -- and Link is his sole customer. I’m not sure how many people would allow such audacity, but when the world is in trouble, I suppose someone’s turning your house into a retail set-up is the least of your worries. In Lorule, Link’s house appears to lack a resident, though a lone diary in the top-right corner hints that sneaky Ravio owns the home. For an abandoned dwelling, the previous owner seems to have enjoyed a few comforts. Ravio is one of my least favorite characters in the Zelda series, but I think the writers intended for him to be Link’s antithesis. Perhaps the cowardly Lorule denizen is just an excellent actor in order to protect his cover, but his personality irritates me. I will say that his bunny hood is adorable, and someone on Reddit points out the hood’s parallel with Link’s bunny form in A Link to the Past. Ocarina of Time (N64 Version) Embodying every child’s dream home, Link’s house in Kokiri Forest is a literal tree house, complete with a ladder and balcony. A small but telling detail on Link’s house is a rudimentary scribble of what appears to be a child facing a monster. Is this the work of young Link’s imagination, or is it foreshadowing for the soon-to-be hero’s imminent quest? Inside the home is a quaint display of the bare necessities: a bed, a dresser with a mirror and sink, farming tools, a table with chairs, and a bulletin board with the player’s game stats (this may not be typical in most people’s homes, but we have a game to complete and bragging rights to obtain). Link can return to his home as an adult, though he probably cannot fit in the tiny bed anymore. One of the best bonuses in the game is receiving a cow of one’s own after completing the obstacle course challenge at Lon Lon Ranch; Malon somehow manages to bring a cow up a set of ladders and into Link’s tiny tree house, allowing the Hero of Time to enjoy fresh milk anytime he has an empty bottle. Not to sound ungrateful, but I don’t think I would appreciate that new roommate in real life. Smelly, smelly! The Wind Waker Link shares his island home with his younger sister, Aryll, and their grandmother. What a view of the sea! Is that an upside-down Triforce on the front door, too? The inside of the home is cozy and efficient. Link’s grandmother sits beside a fireplace heating up her delicious Elixir Soup, which is perfect for reviving stamina, and a set of bunk beds is nearby. Upstairs is where Link receives his Hero’s Clothing and Hero’s Shield, a sign of his coming of age. If a child is old enough to venture out into the Great Sea, then he is old enough to own property, right? Link eventually acquires Mrs. Marie’s Cabana Deed and thus becomes the landlord of a beautiful island, complete with a butler, who happens to be a door. Inside is a clawfoot tub, a frustrating slide puzzle, and solitude… ah, perfection! The teeny, tiny downside to the otherwise blissful island paradise lies beneath the fireplace: a sewer rife with enemies, Rupees, and a treasure chart. Small price to pay for isolation, though, right? Breath of the Wild This is the only home in the entire Zelda series (so far!) that the player may somewhat customize by adding weapons and shields onto the walls. The rest of the home includes a fully set table, a bookshelf, a storage area beneath the stairs, a comfortable bed, pictures, and a daffodil in a vase. Cozy and inviting! I really enjoyed this side quest because, as silly as this may sound, I felt as though I was helping Link settle down and find a sanctuary of his own. Interestingly, our hero’s home is on the outskirts of Hateno Village rather than within the cluster of houses. The only residents who live even farther away are Purah and Symin, who reside in the Hateno Ancient Tech Lab at the very top of a hill. I may be diving a bit too deeply here, but perhaps Link’s detachment from the village is symbolic of his inability to truly belong in a world 100 years past his fall and subsequent slumber. He is largely responsible for helping to protect Hyrule, yet he is a stranger in a familiar land. My Favorite Home: Ordon Home in Twilight Princess Link’s home in Ordon is, to me, the coolest of the hero’s dwellings. It appears to be a more sophisticated version of young Link’s treehouse in Ocarina of Time, and it includes multiple levels. The designers seem to have taken extra time in adding details to this home, and I appreciate their hard work and imagination. Tapestries, photographs, an open fire with a crock pot, rugs, books, eating utensils, table, chairs, bottles… these features help to depict Link as a character with roots (figuratively and literally with the tree roots of his home) and a life outside of playing Hyrule’s savior (I think he deserves a bed, though). Again, Link’s residence is not included in the main area with the other villagers’ homes, perhaps symbolizing the young man’s separation from regular Hylians. I would love to enjoy pure customization of Link’s house in a Zelda game one day. I know I can enjoy any The Sims installment and create my own vision of his house, but how fun would building, decorating, and enjoying Link’s home be? Perhaps a mini-game of some kind could appear, like a card game to take a break from saving the world. Do you have a favorite home in the series? Have you thought about this as much as I have? Don’t you agree each house should include a toilet? Let me know on Twitter or Instagram!
- A Shift in the Force: A What-If Scenario
by Shane Kelley With the Triforce, there are, of course, the elements known as the Triforce of Power, the Triforce of Wisdom, and the Triforce of Courage that accompany Ganondorf, Zelda, and Link, respectively, but what if the characters received a different one of these gifts instead of their usual one? Let’s speculate on how this would affect The Legend of Zelda lore. Let’s start with the Triforce of Power and address the evil it can inherently bring the user who is wielding it. Ganondorf uses this gift to amass an army full of hate and malice to ultimately snuff out his enemies. We see what a corrupt mind can inflict upon innocent people when wielding such power, but how would Princess Zelda and Link use this piece of the Sacred Triangle? Each character basically has two paths he or she can choose: one is the path Ganondorf takes into shadow, and the other is the path into light. From here, you can see many possibilities for each path with each gift for each character. If Ganondorf and Zelda faced a power-hungry Link, could Zelda and Ganondorf join their kingdoms’ forces to take on the rogue warrior? If I took it a step forward and said Ganondorf and Zelda would marry and unite their kingdoms’ assets to join as one in both matrimony and keeping their lands and people safe, Link could enslave those in the forest, mountains, desert, and Lake Hylia to take on the wise and courageous couple. If Ganondorf and Link joined forces to take on an evil princess, how would this work? If Ganondorf or Link possessed wisdom and the other courage, what would we encounter from them? I see both having the potential to be wise leaders who would have unique stances on taking on a corrupt princess. I think Ganondorf would be better suited to play the wise leader while Link would use his unmatched courage to lead Ganondorf's army against that of the Kingdom of Hyrule. An evil princess would make quite a twist to the Zelda series and would lead to some interesting timeline theories. The Legend of Zelda would encompass a whole new meaning if the namesake of the game were the embodiment of pure and corrupt malevolence, rewriting that of what we currently know as the history of Hyrule. If there were no evil attached to power, that would make for a dull story, but say the evil were attached to wisdom… could we see a more tactical-based game of puzzles and wit? Could this become more of a Zelda/Myst mashup? What could each character, bestowed with wisdom, bring as a villain? The story would be more logical and precise to compliment this change in the typical scenario. The last gift provides the hardest scenario to picture for a story based on a villain with courage. Though Link is the vessel of courage in all current Zelda games, could this be the scenario in which evil could possibly triumph? If one has the courage to constantly challenge good, regardless of the other main characters’ having heightened wisdom and power, would that sheer will to thrive be what would set the one with courage apart? What about this scenario: by wielding courage and being inherently evil, does that give the possessor a disadvantage? If this person would continue to fight, could the hosts of power and wisdom keep developing new, more powerful plans that would ultimately wear on the holder of courage, burning him or her out entirely? Something to think about, for sure. Ultimately, you expect all scenarios to end with the ones who have light on their side enjoying triumph. However, we also need to consider the official timeline where Link is defeated by Ganon, which places some of the series’ titles within the downfall timeline. This, perhaps, is another discussion. Of course, since this is speculation and opinion, there can be infinite amounts of different scenarios amongst all these combinations. What combination do you find the most interesting? What do you find the most compelling? Could you come up with your own theory or story with this formula? Tell us what you think, and feel free to message or follow me on Twitter @Stillsaneshane. Thank you for your input and time, my friends.
- Legend of the Three Act Structure: Plot Construction in The Legend of Zelda
By M.J. Kuhn When we think about what makes a great video game, some of the things we probably think of right off the bat are the mechanics, the art style, or the music. Perhaps one of the more underrated (and incredibly important!) elements of any quality video game is the plot. As I mentioned in my last post for AZP, the stories in video games have gotten incredibly sophisticated in the past few decades. A lot of my favorite games honestly resemble films in a lot of ways. That is what gave me the idea to take one of my favorite games in The Legend of Zelda franchise, The Wind Waker, and break it down using a classic screenwriting concept, the Three Act Structure. The Three Act Structure is exactly what it sounds like: it breaks a story up into three chunks, which I like to call the Introduction (the beginning of the story), the Middle Fifty (the middle portion - usually about 50% of the overall story), and the Climax/Resolution (the end, obviously). Each “chunk” is characterized by a key turning point called a plot point. The first plot point always occurs at the end of the introductory section of the story: we meet the characters, see the world, maybe get a little backstory and some hint of future conflict, then BAM! Plot Point One happens, and our story really gets cooking. Plot Point One is the event that sets our main character on his course--the moment in the story when he can’t turn back, usually because Plot Point One has made this fight personal. In The Wind Waker, it’s the moment when the Helmaroc King comes to Outset Island and kidnaps Aryll. Before this point, Link didn’t have skin in the game at all--no motivation to leave Outset Island and get involved in the darker dealings of the world. But once Aryll was taken, he had no choice but to get involved: not to save the world (yet) but to save his sister. Plot Point Two is called the Midpoint. It happens… you guessed it, right around the middle of the story. The Midpoint is characterized by the way it gives the main character some new perspective, correcting their overall course and steering them toward the final conflict. It’s a little trickier to find this in a game than it is in a film because the repetitive nature of the plot development process in all video games (multiple temples, in Zelda games, specifically) tends to front-load the timeline in terms of play hours put into the game, and then the last few plot points are kind of jammed closer together nearer to the end, gameplay-wise. In The Wind Waker, I would argue that the Midpoint is the moment when Link raises the Tower of the Gods, adventures beneath the sea, and obtains the Master Sword. With the hero’s ancient weapon in hand, Link can’t really pretend this is all about saving Aryll at this point. Sure, that’s still at the top of his to-do list, but it’s pretty darn clear from this point on that Link’s battle is bigger than that. The last plot point is Plot Point Three. I like to call this point the Point of Despair: it’s the part of the plot where everything goes wrong. The Bad Guy gets a major victory here, and our heroes are sent scrambling. The quintessential example of Plot Point Three is Obi-Wan’s death in A New Hope (Spoiler? I guess, but, I mean, you had like 40 years to see the film, so if I spoiled that, I feel like that’s kind of on you at this point). The Wind Waker’s Plot Point Three moment comes when Tetra/Zelda is captured by Ganon after Link finishes the Dreaded Triforce Shard Wild Goose Chase (ugh). Ganon now has two parts of the Triforce (and Zelda, obviously), and Link has no choice but to rush in blindly to save her and stop him. The action really ramps up here, and the stakes are HIGH. Ganon is inches from the Triforce, Hyrule is flooding, everyone’s lives are at stake, AHH! Plot Point Three is always followed by the climax and then the resolution, which, in like 98% of Zelda games, is the final Ganon battle and the subsequent cutscenes of merriment and victory. The Wind Waker is no different. We fight Ganon in his multiple forms, ending with what I believe to be the most brutal Ganon death in all of Zelda canon: when Link jams his sword into our favorite Gerudo King’s skull (for the most cartoon-y game--bold choice, Nintendo). And there you have it! Plot structure is a fascinating thing to study in all forms of storytelling, video games included! Next time you’re playing through your favorite installment in the Zelda franchise, see if you can pick out these plot points! If you’re interested in more of my ramblings on storytelling, publishing, and writing, feel free to check out my personal blog, mjkuhn.com/blog, or chat with me on Twitter @mj_kuhn.
- When It Isn't Love at First Sight: My Experience with The Adventure of Link
by Carlos Gomez (aka, The Lost Hylian) We’ve all been there as Zelda fans: there is that one title that we just couldn’t fall in love with at first sight. You know what I’m talking about--that Zelda game where the path to affection and understanding took just a little bit longer. For me, that was Zelda II: The Adventure of Link. I certainly wasn’t alone in this feeling because despite the game’s selling over 4 million copies, Nintendo returned to the top-down style of the original in many subsequent titles. However, this isn’t a bash session; instead, this is the story of my journey to loving the game that I once maligned. I think the struggle started the moment I played the game for the first time as a young child. I had fallen in love with the first Legend of Zelda because of its sense of endless exploring. Even at eight years old, if I wasn’t the best player, I could still find secrets and journey across the landscape. With Zelda II, this wasn’t the case, as I felt the broad overworld to be lacking and the forced battles to be without joy. Overall, this Zelda game didn’t feel very Zelda. To be honest, I never made it past the first palace. The level was fun and exciting, with some of the best music the series has to offer to this day. The boss at the end, however, was insurmountable. I found the haunting laugh of Ganon discouraging, and no matter how hard I tried, I could not defeat this enemy. It was maddening, and I found myself reaching a point where I put down the game and did not pick it back up. It would be many years until I would dare to try the game again. In my mind, The Adventure of Link was an abomination, a mistake in a long line of triumphs. Then it happened: the game was made available for sale on the 3DS eShop. I purchased the title immediately but could not bring myself to play it for yet another few years. At the time, I simply purchased it just for sake of its being a Zelda title. If it has Zelda on it, I will always spend my hard earned Rupees to acquire it. So why did I give it another go? Well, what happened to me next is what happens to many gamers. You know what I speak of. Boredom. I was on an extended trip with no TV and no Internet. I had grown weary of the games in my library and longed for a real challenge. I turned on the handheld, and there it was, looking back at me defiantly. It alone was unbeaten among the titles I had easily conquered. Memories of my past defeat and Ganon’s laughter taunted me. It was at that moment the decision was made, and I selected the title. That opening title screen music that I had not heard in so long called out to me. It willed me to complete the unfinished journey I had forsaken so long ago. So I began the game anew and a little wiser, with concepts like leveling up and identifying enemy strike patterns in my arsenal. The first dungeon that long had been the gatekeeper to my success crumbled before me as I battled through the dungeon like never before. I had spent hours leveling up to achieve enough strength to handle the onslaught of enemies and to defeat Horsehead. I began to understand that the first section of the map was designed as a proving ground to learn the basics and was not an inescapable prison. The game was still as mysterious as it was when I was a kid, but now I saw hidden secrets where once I saw dead ends. When offered clues from townspeople, I was able to piece together most objectives. I will be honest: some puzzles were still too difficult, and without having past knowledge or the Internet, I would not have been able to circumvent them. However, that didn’t take away from the experience. This was reminiscent of the days everyone was reading Nintendo Power to get tips and special hints to make the most out of a game. The combat of the game, which had once been the bane of my existence, was now my favorite aspect. The battles were intense, and trying to learn the unique combination of moves to defeat an opponent was gratifying. Also, the downward thrust is probably the best fighting move in video game history. Don’t believe me? We still see it occur in games like Super Smash Bros. today. This game was hard, and I died many times (particularly near the end). However, not wanting to give up, I threw myself at the game over and over. When that didn’t work, I looked up the solution. I couldn’t help it (that Death Mountain maze of caves is out of control). Either way, when I finally encountered Shadow Link and won, it was a moment to be remembered. Without a doubt, it is the pinnacle of my gaming career. I had beaten so many titles in my life, some hard and some easy, yet beating this game from the long-gone 8-bit era stands alone as my greatest achievement. I think that's what made me appreciate this game. Most games of today feel like a story that is unfolding and require little to no effort to complete. With Zelda II, it was a struggle from start to finish across forests, deserts, and swamps, yet, through that struggle, I found that feeling of accomplishment I had not experienced in a game for a long time. I realized in the end that just because The Adventure of Link was not a game I fell in love with right away didn’t mean it couldn’t find a special place in my heart. Perhaps because I didn’t approach the game with such unabashed enthusiasm, I was able to really enjoy some of the finer points that make this game so unique. This revelation has inspired me to search for other games that maybe I passed up and, hopefully, has done the same for you. Maybe this will inspire you to pick up that one Zelda title you just never could get into and give it another shot. Enjoy! Just remember: it’s dangerous to go it alone. Thanks for taking the time to read my blog post. Do you have a Zelda title that took a bit longer to love or a title that you still can’t bring yourself to enjoy? Please share your thoughts: @The_Lost_Hylian on Twitter, thelosthylian on Instagram, or my Facebook page, The Lost Hylian.
- To Catch a Thief: The Gerudo
by Celeste Roberts "We Gerudo have no tolerance for unfinished business." — Urbosa, The Legend of Zelda: Breath of the Wild Reminiscent of the Amazon warriors in Greek mythology and the world of Wonder Woman, the Gerudo race is a formidable and enigmatic presence in several The Legend of Zelda games. First appearing in Ocarina of Time, the race of (almost) entirely female thieves is isolated in the desert region of Hyrule, except whenever some of the ladies head into Hyrule proper to seek boyfriends and potential partners (as shared from a Gossip Stone). I admit I was as intimidated as I was impressed by the Gerudo when I first encountered them. When I unlocked the Gerudo mask as child Link in Ocarina of Time, I immediately headed for Gerudo Valley to see whether my clever disguise would outsmart the omnipresent guard. Instead, I was chastised for impersonating one of their own. I think my height and clothing may have given me away, too. As adult Link, I could not wait to venture farther into the barren wasteland, but I quickly learned that the Gerudo still were not welcoming strangers, especially men, into their home fortress. After a few times of being imprisoned after being spotted, I managed to sneak around the labyrinthine fortress, free the imprisoned carpenters, and earn the coveted Gerudo Token, which allowed me to explore the entire span of the desert without fear of capture. After completing Ocarina of Time, I was left unsatisfied. Yes, the elaborate party at Lon Lon Ranch amused me, and I was thankful for the feeling of accomplishment. However, I noticed an ambivalence about the Gerudo: although they are responsible for Ganondorf’s existence every century and are practically outcasts because of their thievery and insularity, Nabooru, the second-in-command of the tribe, was destined to become the Sage of Spirit, a powerful position used to help seal Ganondorf away. Despite their previous insistence on rejecting foreigners, destiny often has different plans for the Gerudo. The Desert Dwellers One of the most striking aspects of the Gerudo tribe is the ladies’ confidence, which is evident in their gait, their speech, their clothing choices, and their battle prowess. Video games were becoming more sophisticated by the time I began enjoying them in the 1990s, and strong female characters were gradually making their way to the forefront of several titles, no longer remaining solely as damsels in distress. Unlike their Hylian counterparts, the Gerudo do not not revere Hylia or worship Din, Farore, or Nayru. Some speculate that Hylia fell out of favor with the ladies after Urbosa’s death. In lieu of these goddesses, the desert race reveres a Goddess of the Sand, whom we first see in Ocarina of Time in the Spirit Temple. Some theories indicate Din is connected to the desert dwellers because of her role in “cultivat[ing] the land and creat[ing] the red earth,” as mentioned in Ocarina of Time and as indicated with the fire the goddess statue bears at the Arbiter’s Grounds in Twilight Princess. Muava, an elderly Gerudo in Breath of the Wild, provides a wealth of information if the player takes the time to chat with her (she’s also keen enough to recognize that Link is merely in disguise and not a woman): "No one here really believes in that stuff anymore, though, so they tend to avoid stopping here [by the Goddess Statue]. Kind of like they avoid me..." I do notice that the elderly Gerudo like to keep to themselves (or are they considered a burden? Hm…). Are the Gerudo rebels or pariahs? Is their semi-isolation coerced or self-imposed? In Breath of the Wild, we learn that the Gerudo, to some extent, do treat other races with respect, even allowing the girls and women of other races a safe place to visit within their walls. Male Gorons are welcome, too, but the reason behind their inclusion is unclear. They’re a cute race, so maybe their looks help. Any men attempting to enter the town, however, are immediately turned away or thrown out (yes, I did climb the walls without my vai disguise to see just how well the security works; nothing gets by these ladies!). Don’t let the hostility and exclusion fool you, though, because the single Gerudo attend dating and cooking courses in order to refine their suitor-hunting techniques. Symbols in the Sand Who doesn’t love deep dives and wondering whether signs, names, and art in a video game world include hidden messages? Each race in The Legend of Zelda series has an icon that seems to allude to that race’s beliefs, mysteries, and/or mannerisms. In the Nintendo 64 version of Ocarina of Time, the Gerudo crest “resembled a mirrored version of the symbol commonly used to represent the Islam faith. It was later replaced in subsequent versions with a new symbol first introduced in Majora's Mask, as it violated Nintendo's own policy of avoiding religious material in their games” (Zeldapedia). The current Crest of the Gerudo shows the back of a king cobra, a deadly, typically venomous snake that resides mostly in rainforests in addition to semi-arid deserts. The king cobra’s role in mythology may better explain the tribe’s choice of emblem: in ancient Egypt, a rearing cobra (uraeus, or “she who rears up”) was prolific because of its association with the afterlife, protection, and many deities. These women have no fear in the face of danger; their agility and skill with an assortment of weapons likely instill fear in the hearts of anyone bold (or stupid) enough to cross their paths. These ladies are not subtle in their desire to remain separate from the rest of Hyrule, including having their own language. In Breath of the Wild, though, players can learn basic greetings and terms whenever they speak with the desert dwellers. The optimist in me hopes this acceptance of diversity and melange of native tongues indicate the world of Hyrule is healing after centuries of avarice and turmoil. Beyond the Desert Because the Zelda series is a work in progress, pieces of the lore gradually complete the puzzle. Even after researching my favorite race in this game, I still have several questions: How can they be depicted as “benevolent” thieves? The tribe allegedly avoids stealing from the weak and children, but why is any sort of robbery tolerated in Hyrule? What kind of men choose to wed and procreate with Gerudo? Why don’t we see these families together? How did the queen of Hyrule become friends with Urbosa? Are all male Gerudo evil (i.e., are they all born as Ganondorf)? Also, I am amazed this group of fearless women is open to the tradition of allowing a male born every century to lead them after proving themselves as one of the most powerful nations in the world. I also wonder whether the Gerudo replaced the thieves in A Link the Past after their nefarious leader (Ganondorf, of course) slaughtered them after they helped him to find the Triforce. A way the writers and developers could allow players to understand and perhaps sympathize with the Gerudo would be to include a thievery mission in which Link must assist a Gerudo in surreptitiously acquiring items, such as necessary supplies, a desired jewel, or even a potential male partner for a lucky lady. Stealing seems contradictory to Link’s honorable nature, but aside from their stealing the Zora eggs in Majora’s Mask, the Gerudo are never shown performing illicit means of surviving. I was surprised and pleased to see various Gerudo wandering Hyrule in Breath of the Wild. I didn’t fear these formidable denizens; instead, I took their freedom to stroll as a sign of renewal and hope in a torn land. Will these vai welcome voe into their town one day? I would love to see their spouses and their children; I wonder why no families were shown living outside of Gerudo Town. Should we have a new take on the Tarrey Town side quest and create a town for the ladies and their families (including more than Hudson and Rhondson)? Do you have a favorite race in The Legend of Zelda? Which would you like to explore more? Let me know on Twitter. Until next time, sav'orq! Check out these other cool resources on the Gerudo for further reading and viewing.
- The Legend of Zelda: Deep Slumber Deity (A What-If Scenario)
by Shane Kelley The Triforce: three triangular pieces that make up the symbol of the goddesses. A trinity of wisdom, courage, and power bonding those who hold these 3-sided geometric shapes for the foreseeable future. With the upcoming Breath of the Wild sequel, will we see a storyline that could be based around these symbols? In the Zelda E3 2019 trailer, we see that Zelda and Link are underground and that a decrepit corpse, who we assume is Ganondorf, resuscitates back to life. Although the corpse looks more like a ReDead, we get the impression that the green hand clutching the body no longer has control as the seal or spell weakens. From this alone, we can speculate many different ideas on how the story could unfold for this sequel. Here are mine. During my time in Hyrule in Breath of the Wild, its vast open world left me in awe and promoted and encouraged my thirst for exploration. Among these discoveries were three gigantic labyrinths that house enemies and treasures alike. Located in the regions of Akkala, Hebra, and the Gerudo Desert, each is unique and fun to maneuver through. Within each maze is a shrine, and it could take some time to reach… but what if you could go deeper? Much like we see Zelda and Link supposedly deep under Hyrule Castle in the sequel’s trailer, what if you could go deeper into the mazes or other locations? What if each of the three locations housed a piece of the Triforce deep under the location itself? As part of the main story, maybe you are summoned to find these relics. You could be given new hints sung by Kass to locate the hidden doorways within the walls of these mazes. Once each doorway is discovered, it would lead to a traditional dungeon, which Breath of the Wild severely needed. Each dungeon would house puzzles and obtainable items or weapons to use, as well as a boss battle that would be more personal than that of the bosses we see in Breath of the Wild. It would bring back what many fans want. Also, each labyrinth could be tackled in any order the player sees fit. Akkala Labyrinth: After burning away an archway filled with vines, you find the doorway to the secret entrance. Traveling through this thicket of thorny brush, you locate the Lens of Truth, which will allow you to see hidden passageways to go deeper into the maze. When you reach a room that is filled with fireflies and is suspiciously dark, you will bump into a flower, only to get hit with a Deku Nut. You then will see the glowing eyes of what looks to be some form of Skull Kid. Once he is defeated, you obtain a piece of the Triforce. Hebra Labyrinth: Once you find the location of the frozen door, you must use fire arrows to melt the way to the entrance. You will traverse a series of frozen tunnels and obtain the Mirror Shield; you will use this to bounce sunlight off it to solve puzzles and eventually find yourself in a room with a mirror encased in ice. Once the ice is melted, Link will see no reflection until it is nighttime, which is when Link will see a reflection of his shadow, thus commencing a boss fight against Shadow Link. Upon Shadow Link’s defeat, you will obtain one piece of a fully intact triangle. Gerudo Desert Labyrinth: Inside the maze, you will need to use a Korok Leaf to blow away sand and debris to locate a hatch that goes deep below the labyrinth. You must fight off Stalfos until you reach a room where you will obtain Iron Boots. Iron Boots must be worn in the room with the moving sand in order to submerge Link to reach what looks like a dried-up old well. What appears to be a stick or root is coming out of the ground, and when approached, it starts to twitch and reveals a frightening Master Dead Hand. After navigating the fight sequence, a piece of the Triforce will be granted as a reward. After visiting each location and obtaining each Triforce piece, you will need to assemble the three pieces back together. To do so, you need to visit three more places that we had visited prior in Breath of the Wild. First, you will need to scale down into the hole in the Yiga Clan Hideout. You will need to find an attachment for your Master Cycle that allows the rider to cling to walls, giving you the ability to scale down into its depths. Rumors of its being bottomless would be debunked here. You will need to locate a material so you can bond all of the Triforce pieces together, and while you are down there, you will end up fighting a boss that is a giant ReDead made of all the souls who perished in this pit. After you defeat it, you will need to fight the spirit of the Yiga clan boss, Master Kohga, whom you fought in the previous game. Upon his defeat, you will receive the sacred metal and a tune for Kass to play to learn the next location. This song prompts you to head to The Forgotten Temple in Tanagar Canyon in the Tabantha Frontier. You will fight the damaged Guardians, with one of them revealing an entrance to a temple. In here you will find the hookshot to help you navigate and retrieve a template that will be used to set the Triforce pieces correctly. Before doing so, you must defeat a Sheikah Monk who seeks to discover your worth. Along with the template is another song detailing the next steps of the heating and cooling process. Time to bring it to Kass to learn the next destination. The song will lead you on a quest to locate the Megaton Hammer, melt the sacred metal, and fuse the three Triforce pieces within the template in the fires of Death Mountain. Once the metal is cast, a fire deity rises from the lava and gives chase. You recall the second half of the song Kass sang telling you that you must cool the metal in “the waters of the Zora.” You must ascend to higher ground and glide as far and as fast as you can to reach Zora’s Domain within the allotted time period. As you lose sight of the fire deity, you jump into the waters of the Zora, and a cut-scene unfolds as you place the cast into the water and use Cryonis on it. The landscape around you starts to shake as the ice shatters and an ice deity emerges from the water. You are thrown into battle. After you seemingly defeat the ice deity, the fire deity returns, and you fight it as well. When you think you have won, the two deities converge and form Shadow Deity Twinrova, starting a third fight sequence. After a lengthy battle, your reward is another scroll with a song and the fully cast Triforce. Bring the song to Kass, and he laments a peaceful song that instructs Link to return to the Hylia statue residing in the Temple of Time ruins. You must find the secret passageway that leads to a sacred grotto. Place the Triforce on the altar, light the candles, and have Kass sing the song. This bestows Hylia’s blessing upon the restored artifact and opens the way to Ganondorf’s floating castle in the sky. Now we can assume once you reach the castle in the sky that you must be well-equipped to take on both Ganondorf and his minions. This is where you want to do any remaining side quests before ascending to the sky. Once you reach the airborne architecture, you meet Ganondorf, who is watching you from a window. His piercing red eyes shine like the blood moon. He laughs menacingly, smirks, and disappears within the shadows. You head to the front door to begin the end--whether it’s Ganondorf’s end or Link's is entirely up to you as the player. Within the newly occupied Hyrule Castle, you must once again explore the rooms and fight enemies, but this time you need to find items, including the traditional master key, to locate Ganondorf. When you walk through the threshold of that door, be prepared to fight. Phase One - Sarcophagus Ganondorf: You fight him as you found him at the beginning of the game. He is slow in this form but still powerful. You must fight him with your sword, and while he is stunned, use your hookshot to pull loose stone down upon his head. Eventually you will defeat him, but you both will fall through the floor to the room below, which seems to have flooded. Phase Two - Hydrated Corpse Ganondorf: The water located here seems to have healing properties, and Ganondorf pulls power from the basins and flooded floors. You will fight by using Cryonis to freeze his bottom half and then create a bomb to throw at him. He will take damage from the impact but also shatter the ice. You can also use bomb arrows. You may use Urbosa’s Fury, but you risk being shocked in the process since you are in water. After a lengthy battle, a cut-scene shows Ganondorf fall. He grunts and punches the stone floor, causing it to crack. From the crack black and purple malice envelop Ganondorf, metamorphosing his body. The walls come crumbling down around you as he grows. You see tusks form and see a familiar boar-like creature. This version is much smaller and more agile, standing on two feet. Phase Three - Slum-Boar Ganon: Once Ganondorf awakens in his new form as a boar, you fully take in his hideous form. His head resembles a boar’s skull, and you can see his glowing red eyes within. Wielding dual blades, he charges like a ram and attacks, dodging you by sliding to the side and back. You realize that for such an old-timer, he is pretty nimble. You must find opportunities in his strikes and parries to strike back. For this fight, you can use practically anything from your arsenal. Each weapon delivers its own amount of damage, of course, but each also has different times and situations in which it can be used. For example, Urbosa’s Fury can be used whenever Ganon raises both of his blades to strike, and bombs can be placed on cracks on the floor and detonated whenever Ganon is near to make him trip, allowing you to strike with any of your weapons. Eventually his skull will crack and expose his ghoulish face. During this time, you must use light arrows or ancient ones and land three shots. After Ganon has fallen, a cut-scene will show Link and Zelda placing the Triforce over Ganon’s body and sealing him away. A shadowy portal appears, and a long green and gold hand protrudes from it. Once again, the glowing hand latches on the defeated Ganon's chest, but this time it begins to turn the body to an ash-like substance. Ganon’s remains are pulled through the vortex, and an unusual feminine giggle is heard as the black hole vanishes. The end cut-scene then plays. But, Shane, what about Zelda? We see her in the trailer spelunking alongside Link. We could see this as both a sign for the potential of either co-op or giving her an active role of some sort. I think it would be cool to pick either Link or Zelda at any time during regular gameplay and use their subsequent moves. So, if Zelda has a better magic move set, then that would be more useful in a dungeon or boss situation since you can swap the characters and change up how you battle and traverse through the space. But what if we take it one step further? What if we spin a Hyrule Warriors formula and allow players to play as descendants of the Champions at certain points? Well, let’s leave that for another discussion. As always, everyone, thank you for reading my thoughts put down on digital paper. Your interactions on subjects such as these fuel my passion, as well as the rest of the AZP team, to think outside of the box. We appreciate your comments, suggestions, likes, and shares. Positivity in the world, both real and imaginative, will hookshot us forward (just remember to unequip those iron boots). Kind regards, my friends. Please follow me on Twitter @Stillsaneshane.
- Putting the “Her” in “Hero”: Why Can’t Link Be Female?
by MJ Kuhn Hello. My name is MJ Kuhn, and I love video games. I grew up playing the old Harvest Moon games, Age of Empires, Super Mario Bros. Deluxe, and, of course, The Legend of Zelda. As much as I loved all these games, there was something missing. I was experiencing a disconnect I couldn’t quite identify. I didn’t realize what it was until I played games like Mass Effect and Tomb Raider. I wanted to play as a woman. Now, of course, later Harvest Moon games have female farmer options, and Super Mario Bros. is literally the Super Mario Brothers, so that doesn’t make much sense to have you play as, like, Super Maria or something. But, in my opinion, The Legend of Zelda is in a perfect position to bring in a female avatar option. Allow me to make my case. We have had a post here already about wanting to play as Zelda. This is a totally valid wish and one I would be happy with as well! But let me ask a question: Link is the hero reincarnated, correct? Why can’t the hero just be reincarnated as a woman? I did some research on the origins of the hero in order to answer this question. The Hyrule Historia says the following: The heroes of these chronicles all share the name Link. These Links might have been the same person, a series of familial descendants, or a number of heroes with different names entirely. The Links of certain eras may also have been named after the legendary hero (68). Notice there are no gender-specific pronouns here! Additional research turned up that the hero is believed to be a descendant of the Knights of Hyrule. Again, we see the word “descendant,” not “son” or “grandson.” This suggests to me that a female descendant would very much be able to fall within existing Zelda lore. This idea is further supported by the existence of Linkle. Foolish-sounding name aside, Linkle is pretty cool. She believes she is the hero reincarnated, and she fights with dual crossbows, which is objectively awesome. Of course, Linkle exists only in a few off-shoot games and has some pretty unflattering female stereotypes attached (so bad at directions she literally can’t follow a sign? I mean, come on). So I’m not talking about Linkle here; I’m talking about a straight-up female Link. Think about it: what are the characteristics Link always has? Humble and brave. Willing to step up and save Hyrule from evil. Fights with a sword, a bow, and a dozen other weird, random weapons created for the games. Why can’t we just swap out male Link for a female version who does all these same things? Link’s character is almost completely mute and is a fairly blank slate, personality-wise. Sure, sometimes he has flirtatious encounters with other characters, but, hey, who said female Link can’t flirt with Zelda (or side characters like Sidon or Ruto), too? And if Nintendo really doesn’t want to broach that topic, they could follow a model like The Wind Waker or Majora’s Mask where there is no hint of a romantic subplot at all. All in all, I think it would be pretty simple to just allow the player to pick either female or male Link at the beginning of the game and let the action play out with the player’s avatar of choice. Or Nintendo can just go all-in and have a female-Link-only game. I would honestly be thrilled either way! What do you guys think? Have you ever wondered why the hero has never been reincarnated as a female? Chat with me on Twitter @mj_kuhn!
- Hyrulean Holiday: First Stop
The holidays typically mean plenty of time with loved ones, an abundance of delicious meals, and time off from school and/or work. Many people also travel to exotic destinations and enjoy making memories outside of their homes. 2020 has placed restraints on our ability to tour different spots, so the Another Zelda Podcast team began daydreaming of safer locales and thought, “What if we could travel to different locations in the Zelda universe?” Here are our top areas in the Zelda series we would like to visit. Let us know yours! Andy If someone were to somehow offer me a way to live in Hyrule or any land from the Zelda franchise, I would accept it without even a moment of hesitation. There are so many locations that come to mind where I would love to spend a vacation (and possibly even live) that it’s difficult to pick only a few. Despite the struggle, I was able to pick out my top 3 locations that I would like to visit. Ironically, only one of them is in Hyrule. 3) Romani Ranch Typically, I am one to enjoy a nice staycation when given the opportunity, but sometimes, in order to fully relax, one needs to get some fresh air, and what better place is there than Romani Ranch in the land of Termina? I can just imagine sitting out in the field, enjoying the warm breeze and letting any stress from work and academic life just melt away. This may not be everyone’s cup of tea, so it’s worth noting some of the attractions. On the west side of the ranch, there is a circular track where you can bet on puppy races. Honestly, I don’t even care about the betting; I just think having a bunch of small dogs together is an absolute win. Then, in the evenings, you can “relax” (or get stoned) with a nice glass of milk (Chateau Romani). Plus, I always had sort of a game-crush on Malon/Cremia, so that may influence this choice a little bit... 2) Palmorae Beach For those who know the beauty of the beaches in Costa Rica, Fiji, or the Virgin Islands, Palmorae Beach from Breath of the Wild matches their beauty, and it’s in a video game! Not only is this beach beautiful, but it would be more than suitable for a wide variety of activities. A long, thin strip of land curls out into the ocean, creating a large cape. The cape would reduce the risk of any rip-tides or currents, so swimmers could enjoy themselves without that safety concern. It would also protect the area from the waves, so water-sports such as jet-skiing and wakeboarding could also be possible. Jet-skis and speedboats may not exist in Hyrule, but if there is a will, there is a way. Perhaps I could befriend a Zora and have it tow me while I wakeboard (or just settle for wind-surfing instead). Along the coast, there are taller rock formations that would suffice for small-scale cliff-jumping. The tallest rocks are only about 8 times Link’s height, so it wouldn’t be too intense. I’m not complaining, though, since I am acrophobic. I have gone cliff-jumping in real life when I had 6-year-old cousins doing it, so there’s not really much choice if I wanted to have some dignity. Anyway, Palmorae Beach is absolutely stunning, and I love water-sports (in fact, they’re the only sports I like other than shooting and archery), so I had to make it one of my top picks. There are two reasons I didn’t choose it as my first spot: the first is because I could travel to a similar location in real life or do any of these activities at a local lake. The second is simply because I have a bias towards the game that made me a Zelda fan, and there is nothing like this upcoming place in real life. 1) Skyloft Skyward Sword was not my first Zelda game, but as soon as I began watching the opening cinematic with the beautiful overture, I instantly became a Zelda fan. Skyloft just has a special place in my heart and, in my opinion, is the perfect opening town for a Zelda game, though Ordon Village is a close competitor. The beautiful orchestral music and art style immersed me into the game so much that I had begun daydreaming about gliding through the skies on a Loftwing when I was supposed to be studying for exams. This was when I was in the 8th grade, so they weren’t that important. Skyloft’s community is almost utopian. They are so isolated from the world's issues and seem to all enjoy peaceful lives. It sort of reminds me of The Shire from Lord of The Rings. I would never want to be a farmer (I’m too much of a nerd for that), but I would totally permanently move here if I could. Since I’m a college student right now, I think it would be cool to attend the Knights Academy and even learn the art of swordplay. I may have emphasized this too much, but the main thing I would be doing if I could vacation to Skyloft would be finding my own Loftwing and lazily flying around the sky, just like Link did prior to the events of Skyward Sword. As I mentioned at the beginning, there are many places in Hyrule and its adjacent lands, so it was hard to narrow these places down. However, these ultimately had the most sentimental value to me and have activities that I would enjoy doing on a vacation. If you would like to connect with me, I have a YouTube channel, Zeldom, where I post videos about Zelda theories and lore. You can also find me on Instagram @official_zeldom. Stephanie Rain streaks across the window. November rain has arrived with a vengeance. The most exotic place I’ve ventured to this year was my refrigerator. The ability to pack up and fly away for a few days or a week had been taken for granted. Since the spread of the pandemic, I’ve fantasized about my next dream vacation. Japan? Spain? I’d settle for a domestic trip to Sedona, where the red mountains paint an otherworldly picture. But why stop there? The Legend of Zelda series has been influential in my life, and one of the many reasons why the series pulls me into the games every single time without fail is the fantastical destinations you traverse as Link. So, it only makes sense to think about where I’d go on a… Hyrulean vacation! My heart was dead set on visiting a location in Ocarina of Time’s Hyrule, but selecting the subset location was a bit more challenging. Let me set the scene. Gorons. Gorons. And more Gorons. I’ve packed my bags and am headed to Goron City! Set on a mountain with a fabulous view, I would reside in a room within the vast complex filled with the happy-go-lucky rolling rock-eaters. With their outgoing nature and love for food (I may have to warn them I have a sensitivity to rocks), it would seem like the ideal choice for me. During the day, I could walk down the Death Mountain Trail and pop into Kakariko Village. There, I could chase the Cuccos and sample some potions! At night, I would hike back up Death Mountain and sit near the top with the Great Fairy and admire the stars. Goron City has such a perfect location to admire the land I grew to love during my childhood. Admittedly, nostalgia has much to do with the choice, but I wouldn’t change it for anything in the world. I’ll list my runner up, as I have a sneaking suspicion this will be on someone else’s list: Lurelin Village. Did you bring your towel and swimsuit? How can you beat such an idyllic beach with perfect sand and laid-back villagers? Even in a quaint, simple destination such as this, there are limitless things to do: catch crabs, walk the shoreline, discover the multiple beaches that roll on for miles, check out the merchant’s wares, gamble, and even cook with Kiana (simply one of my favorite mechanics in Breath of the Wild). Have I convinced you yet? Did I mention there’s an inn where you can rent out a fluffy bed for 40 rupees? What a steal! Lurelin Village is a place I look forward to visiting in all my BoTW playthroughs and thus deserves an honorable mention. I firmly believe there are places, real or fictional, that bring people peace. Some mindfulness sessions ask you to picture a destination where you feel at peace. There is no doubt in my heart that Goron City and Lurelin Village are such places that spread a smile across my face and bring me that warm and fuzzy feeling—something that I, and everyone, needs, especially in 2020. Follow me on Twitter, Instagram, or Facebook.
- Hyrulean Holiday: Second Stop
The holidays typically mean plenty of time with loved ones, an abundance of delicious meals, and time off from school and/or work. Many people also travel to exotic destinations and enjoy making memories outside of their homes. 2020 has placed restraints on our ability to tour different spots, so the Another Zelda Podcast team began daydreaming of safer locales and thought, “What if we could travel to different locations in the Zelda universe?” Here are our top areas in the Zelda series we would like to visit. Let us know yours! You can read the first vacation blog post here. Ryan We all know the main spots out there to vacation in the world of Hyrule and beyond, but I wanted to find the diamond in the rock that you find when you smash it with a Cobble Crusher. When I go on vacation, I hate crowds and prefer quiet, but I still want to relax and enjoy everything that the busier places have. So, I have chosen Rito Village. Now I know there is that couple who is on their honeymoon, and one of them is not happy to be there--but that is a honeymoon, not a normal vacation. On a normal vacation, you want a little more to do and places to visit, and there is a wide range of things to do at Rito Village. First up are the views around the village. I mean, sit there on one of the landing pads for the Rito and watch the sun set or rise because you can see both very easily from the village. You also have the views of the snow-covered mountains to the north, Cuho Mountain to the south, and the forest at the entrance to the village. For those with a Sheikah Slate and who can see further, you will see the giant waterfall, Hebra Plunge, to the northwest. But don’t limit yourself to just the village: go for an adventure near the village. Go north to the Hebra Mountains where you can ski, snowboard, or pull out your trusted shield and surf down the mountain side. You can find the tourist attraction the Flight Range, where Revali himself trained (please bring your own paraglider to participate) and then have a hot cocoa at the Hebra Trailhead Lodge. If you are tired and just want to relax, the Sturnida Hot Springs are nearby (shh, don’t tell too many people, as this is a secret). If you love to hike and adventure, Cuho Mountain is a slightly warmer peak that gives a great view of not just the village but of Strock Lake, too. You can also take a closer look at Hebra Plunge and the other waterfalls near that area. Don’t feel like adventuring on mountains due to possible attacks from Moblins and Bokoblins? Well, then you can then stay within the village and explore the lake beneath the spire where Rito Village is and be safe within the confines of the Ritos’ protection. If you're that tourist-y person who loves to shop in town, there are plenty of shops where you can find unique gifts. And, because I am who I am, I would think that there are at least a few good distilleries in the area since you have to stay warm whenever you go up to the top of the mountain. Somewhere, there are Rito Spirits where the “Revadka” that was first made by Revali over 100 years ago and “Whiskey of a Feather” can be found and enjoyed responsibly. They are made with freshly grown ingredients you can find only near Rito Village (needs to be confirmed). Although this might be a colder place to visit, put on your ruby circlet that you picked up while visiting Gerudo Town and hang out with the Rito. Follow Ryan on Twitter. M.J. Let me start out this post by saying there are a number of video games I have played that I would definitely not want to vacation in. The worlds of Mass Effect or Gears of War, for instance, would not exactly make relaxing holiday destinations. That’s one of the great things about The Legend of Zelda, though! It has a ton of drama and a sense of danger, sure, but it also has some straight-up charming locations that many players would look at and say “Yep, I could settle down here.” For anyone who is a little rusty on their Wind Waker knowledge, Windfall Island is the place the King of Red Lions takes you after you are defeated by Ganon at the Forsaken Fortress the first time. Here you need to purchase a sail before heading on your merry way to save the world--but that’s not all that happens on Windfall! There are also a ton of side missions you can do here, and, let me tell you, the first time I played through this game as a kid, I think I did all of them. The reason for my pick is simple: Windfall Island is always safe. As the game progresses, things get darker and scarier (bear in mind I was just a kiddo the first time I played this game, so, yes, even some toon-style things were scary to me!), but Windfall Island is always a bustling place filled with normal people with vaguely monotonous missions for you to carry out for them. So, basically, during my first play-through of this game, I did take Link on some mini vacations to Windfall Island whenever things got too stressful! What are some of the sights a traveler can see at Windfall Island? Well, for starters, it’s an island. Of course, every place in Wind Waker is an island, so that’s really not that special, but Windfall definitely does have a prettier, brighter color scheme than most of the other islands in the game. There is a big, sandy beach along one side of the island, leading to a nice private cove where the King of Red Lions is known to hang out. If sandy beaches aren’t your thing, there are also a number of shops and restaurants. There is a Chu Chu Jelly juice shop, Zunari’s shop, which sells all kinds of interesting things from around the world (supposedly), and, of course, the Café Bar, which appears to be a combination coffee shop and bar (um, yes, please!). There are also some locations for more niche travelers, like the bomb shop…. But don’t cause too much trouble, or you might end up in the island’s jail! There is also an Auction House if you want to purchase some fine art and, of course, the famous windmill that is part of what gives Windfall Island its name! You can go to all these locations or just wander around the charming streets, but watch out for the pesky school kids--they can be trouble. Basically, traveling to Windfall Island feels a lot to me like traveling to a little tourist town along the lakeshore in my home state of Michigan. It has sun and open water, little shops and cute restaurants, and also the homey feeling of knowing there is a whole community of people who actually lives, works, and goes to school there. Between those childhood-family-vacation vibes and my early Zelda memories of camping out here between scary missions, Windfall Island is just a bundle of nostalgia wrapped up in sunshine. Follow M.J. on Twitter.
- Hyrulean Holiday: Final Stop
The holidays typically mean plenty of time with loved ones, an abundance of delicious meals, and time off from school and/or work. Many people also travel to exotic destinations and enjoy making memories outside of their homes. 2020 has placed restraints on our ability to tour different spots, so the Another Zelda Podcast team began daydreaming of safer locales and thought, “What if we could travel to different locations in the Zelda universe?” Here are our top areas in the Zelda series we would like to visit. Let us know yours! You can read our other two articles on this vacation here and here. Shane All locations were chosen based on a few simple rules: Rule 1: No enemies to worry about. Rule 2: A place I would go to in real life. Rule 3: A place I would go to with either my family or my friends. These are the locations that sound amazing to me. Tarrey Town (Breath of the Wild) This part of Breath of the Wild was fun in my opinion. Taking a bunch of different races, cultures, and ages and developing a place of their very own, this little area in the game reminds me of a cozy little town where you get up from your bed and breakfast, enjoy some coffee at your local caffeine dispensary, and grab the newspaper while enjoying yourself in nature. This was a must for me since I enjoy the peaceful ambience of a small, quaint village. Hena’s Fishing Hole (Twilight Princess) This little gem is a beautiful and scenic vision of light amongst the twilight and chaos outside this grotto. I am not a seasoned fisherman by any means, but I do enjoy the relaxing time out on the water and catching the occasional fish. This area is more of a safe haven, and while I like that feeling, if I want to pick up the pace in this area, I would definitely head into Hena’s hut for some light conversation and some intense Rollgoal! The Lumpy Pumpkin (Skyward Sword) Though the name sounds like a tribute band to the Smashing Pumpkins, don’t let the name fool you. This average bar on a floating piece of acreage gets me excited for some tasty pumpkin soup, hearty drinks, and cheesy musical entertainment. In real life, I am part of an axe-throwing league, and this location gives off these vibes that I know if I were part of this world, I would be having a few laughs and a few rounds with my fellow AZP members. Cheers, folks! Hope you all have a safe and fun holiday. Please come say hi and follow me on Twitter @stillsaneshane. Celeste Akkala Region (Breath of the Wild) One of my travel goals is seeing New England in the fall, so the Akkala region is in my top three fantasy spots. I think I gasped when I first wandered into this section of Hyrule: lush plains, vibrant red leaves, and home to one of the most endearing side-quests, Tarrey Town. Although this span of the kingdom is riddled with Guardians and Lynels, imaging a peaceful version after Calamity Ganon’s defeat brings me hope and relief as I envision myself learning more about technology from Robbie and Jerrin at the Akkala Ancient Tech Lab, walking along the stretch of beaches and Rist Peninsula, and enjoying picnics near the Akkala Citadel after researching its history. Deep Akkala boasts an important moment for Princess Zelda: the Spring of Power, where our royal lass prayed to the goddess Hylia in an effort to awaken her sealing powers and save Hyrule. The area is as heartbreaking as it is serene once Link unlocks one of his memories depicting Zelda’s frustration and despair. Seeing our heroine experience this moment of weakness and humility helps us to sympathize with her. If I could visit this tranquil spring, I think I would find myself taking a few moments of silence to wish for Hyrule’s salvation. Hyrule Town (The Minish Cap) This iteration of the residences and enterprises near Hyrule Castle is as charming as it is efficient: colorful banners and homes, a bakery, a café, an inn, town square merchants, a library… I think I would be in Heaven. I would schedule my trip to coincide with the Picori Festival and see whether I could shrink myself to interact with the sweet Minish (honey, we shrunk Celeste!). After enjoying a slice of pie--or two--at Wheaton and Pita’s bakery, I would wander to Mama’s Cafe for some chai and the latest gossip. For exercise, I could learn sword techniques at Swiftblade School and perhaps even enter the Sword-Fighting Tournament (although, truthfully, I am far too timid for such a bold decision). Anju could teach me all about Cuccos, and I could catch up on my reading at the Royal Hyrule Library. I don’t need much to enjoy a vacation. At the end of the day, I’d spring for the Luxury Room at the Happy Hearth Inn (treat yourself!) and visit with the other travelers over a delicious dinner. I wonder whether visitors are allowed to tour Hyrule Castle? I’d want to stroll through the courtyard at some point on my trip. Hateno Village (Breath of the Wild) Not only would I enjoy paying a visit to this tranquil village, but I would also settle down in one of the quaint homes in this bucolic hamlet. Aside from touring windmills and visiting Hateno Beach, this settlement offers few options for recreation. One could fish or enjoy the spoils of the harvest, but little else exists in the entertainment arena. I think such simplicity is what attracts me to this virtual vacation destination. The Great Ton Pu Inn has the perfect amount of amenities and a porch with a gorgeous view of the village. Imagine watching the sunrise while enjoying a hot breakfast! I could walk to Ventest Clothing Boutique and model the latest fashions, and then I could have Sayge at the Kochi Dye Shop change the color of my clothing to suit my mood or the season. Assuming the weather is favorable, I could picnic in Hateno Pasture, watching the cows, sheep, and dogs enjoy the sunshine and fresh grass. Seldon could take me on a tour; I love seeing the pride he holds for his hometown. I absolutely would check out Symin and and Purah’s lab so I could learn more about the Guardians and Sheikah. Maybe they would create a Sheikah Slate just for me! Follow me on Twitter and share your dream vacation with us!
- "Logic" of Hyrule
By Ryan Kuhn Welcome to the world of Zelda, where the physics are made up and the rules of science don’t matter. That's right--we are going into the logic of Zelda. Is it a glitch in the Matrix, or is it just magic because it is Hyrule? I am going to jump into some of the more common things that happen while playing Zelda that make you think, “Wait, how...?!" 1. Unlimited Space for Stuff OK, minus Skyward Sword and Breath of the Wild (and this still happens in Breath of the Wild), Link seems to be able to carry almost as many items as the Dragonborn. The only objects that have a limit are your Rupees, which are also some of the smaller and lighter things to carry. In games like Ocarina of Time and Majora’s Mask, you have a set limit of main items to carry (boomerang, swords, shields, bow, etc.), but those are still a lot of things for one man to hold. Then, on top of those, you have items you can carry multiples of, such as Deku sticks, arrows, and bait. How can Link carry all of these things?!? As previously stated, Skyward Sword does a reality check for this and makes you buy more adventure pouches, or you will need to store items with the lovely lady behind the counter of the Item Check in Skyloft. In Breath of the Wild, we have limits on how many weapons we can carry, but does the logic make sense? For example, you have your Master Sword on your back when you go to a cave, and you put that away (where? I don’t know) and pull out a torch, along with a pile of wood and some flint. After lighting your torch, you find rocks that can be broken to find gems. You then pull out your Cobble Crusher, which is the same size as you, and break it, finding some pieces of amber you add to the other 241 pieces you already have. Does Link carry around Hermione’s bag? Does he use Pym Particles to shrink items before putting them away? Is this Hyrule magic (cough logic cough) at work? 2. Heavy Objects You know the situation: you have to sink to the bottom of the lake you are currently swimming in, so you put on your trusted iron boots (while swimming, no less), allowing you to sink to the bottom of the lake to find whatever it is you are looking for. After you explore, you take off the boots and float back up to the surface. Does Link turn off the weight of his boots? Does the pouch you took from Hermione have a sci-fi version that also has zero gravity, making things light in your bag but not on your person? This would make sense since Link struggles with the ball and chain, puts them in his pocket, and walks around like normal. I feel like this is also solved with Hyrule magic--or maybe those Pym Particles are at work again (I mean, they were able to shrink a building and carry it around like luggage on wheels). We may be witnessing the preparation of a major crossover. I see The Hulk being angry all the time because of Navi's yelling "Watch out!" for every bad guy that is in a major fight scene or Fi's saying the obvious probabilities for every experiment Bruce does (though that would have been nice before Tony and Bruce made Ultron). 3. Protective Clothing Well, you are in trouble now... stuck in a desert area where it is too hot compared to Skyloft. But wait--you have your Fireshield Earrings from the Ancient Silent Realm to keep you safe (this makes sense, right?), or you can just put on a red tunic that protects your whole body. For water areas, Zora armor can make a little sense, acting like a scuba suit (as long as you have the full set), but a blue tunic that, again, covers only your torso does not make sense. You make your way to see Yeto and Yeta in Twilight Princess, but you need no protective warmth? Link must be hot all the time, like some people in my family here in Michigan who wear shorts or a t-shirt until December. Now, I bet some of you are saying, “In Breath of the Wild, you have to be careful with the temperature around you." Do you, though? Put on Goron armor, and it protects you from the extreme heat. However, I think it would conduct the heat and slowly roast Link. And what about the magic of drinking an elixir made of monster guts and lizards to add extra protection for a few minutes, or a circlet that helps keep you cool in the desert when the Gerudo outfit isn’t enough? I may come back to this again to find more Zelda logic as I play more games in the series or replay one I haven't played in awhile. I will make sure to write these strange instances down for the next time. Reach out to me if you know of any, too! If your excuse is “magic,” I want to hear about it. You can find me at @rambokuhn on Twitter, and if you need a drink to read a blog, check out @brewthersinlaw to find my brother-in-law and fellow Zelda fan, Mike, and me as we talk about homebrewing and beer. Cheers!
- Symphony of the Goddesses
by Stephanie Klimov Even if you aren’t a gamer, I would bet that most of you love music. Some exercise, work, write, or just laze around with music blaring in the background. Melodies draw us in and help us focus or even amp us up for a job interview or a test. A source of music that tends to go unnoticed in the mainstream world comes from video games. Personally, I stream Legend of Zelda soundtracks day in and day out. From the whimsical, the somber, and even the atmospheric, the Zelda franchise pumps out some of the most amazing music that’s ever graced my ears. “Video game music? But video games aren’t art!” Although more widely accepted today, many argue whether or not video games constitute art. While that can be a completely different discussion (and perhaps maybe a future article from me), music produced from video games is not something to be ignored. Now, back to Zelda… The Legend of Zelda franchise has been around for almost 35 years, and one of the most cherished aspects fans adore is the soundtrack. Even in the 8-bit era, the spine-tingling melody in the title screen of the original Legend of Zelda stays with us to this day. I attribute part of Zelda’s success to music as it links (no pun intended!) people to precious memories! My love for Zelda music soared to new lengths when I attended The Symphony of the Goddesses. Back in 2011, Jason Michael Paul Productions—with Nintendo’s blessing—hired a producer and composer to create the music behind this live orchestra. In fact, the music became the CD that accompanied Skyward Sword in celebration of Zelda’s 25th anniversary. The concert series kicked off in January 2012, starting in Dallas, Texas, and touring the United States and Canada. Given its success, they added subsequent tours in additional countries: Second Quest, Master Quest, and Zelda: Symphony of the Goddesses. I was lucky enough to attend the Symphony of the Goddesses in the Wang Theatre in Boston in October 2017. The best part of attending this particular year was, of course, the release of Breath of the Wild! And you can bet they included music from their latest release. The sweeping overture in Act One immediately captured my heart. I gripped the sides of my seat as images of gameplay and concept art played on a large screen that hung above the orchestra itself. The combination of sight and sound provided an immersive experience that strung my nostalgia chord like nothing ever had before. After the overture, the orchestra transitioned to various interludes: “Dragon Roost Island,” “Majora’s Mask Medley,” “Breath of the Wild Medley,” and a slice from A Link Between Worlds. Before intermission, the symphony played two movements, one from Skyward Sword and the other from Ocarina of Time. The Second Act was just as strong. They bewitched the audience with an intermezzo of the “Temple of Time” and movements from the Wind Waker and Twilight Princess. By the time the orchestra played its final notes, it’s safe to say I had been moved to tears. Maybe this is overdramatic to some, but the performance exceeded all my expectations. They captured the essence of the Legend of Zelda series perfectly by not only replaying classic songs but even remixing some. Performances like these only prove that video games can be viewed as art. The heart-hammering excitement evoked from the “Gerudo Valley” track or goosebumps you get from the vocals in the Twilight Princess theme are easy examples of the power of music. Koji Kondo and others have done a great job elevating music in the series, making it just as important as gameplay. In fact, most times it’s an inseparable experience. My deepest, most sincere wish is that once the pandemic passes, Jason Michael Paul Productions will revive another tour in honor of the 35th anniversary! My personal wish-list would be to dedicate an entire movement to Breath of the Wild and to include music from Age of Calamity and Cadence of Hyrule. Pretty please? If you have not attended or heard of Symphony of the Goddesses, I highly recommend you look it up and keep your eyes peeled for another tour. It is an experience of a lifetime! Please continue to follow Another Zelda Podcast for more amazing content. You can also follow me on Twitter. Sources included: https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Symphony_of_the_Goddesses Photos: My own
- "The Making of 'Rogue Heroes: Ruins of Tasos' for the Nintendo Switch"
S3 BONUS | David and Dan speak with Joshua Gump and Brandon Weatherbee, of Heliocentric Studios, to learn what it was like developing the new game 'Rogue Heroes: Ruins of Tasos' SPECIAL GUESTS: Joshua Gump, Brandon Weatherbee HOST: David Geisler CAST: Dan McCoy Season 3 | BONUS
- Working Music - Apple Music Playlist
"Another Zelda Podcast presents: The Wind Worker" Wether you're working from your own personal Ancient Tech Lab or cooped up in a cubicle...this lo-fi list will help you find your focus and channel your inner Pikango. Below is an ever changing playlist of great Zelda music. Go straight to the playlist on Apple Music by clicking here, or preview the list below:
- Workout Music - Apple Music Playlist
"Another Zelda Podcast presents: Hero, It's Time to Train Like a Legend" It's a new year and it's time to build that stamina meter. Below is an ever changing playlist of great Zelda music designed to pump you up and keep you moving when you're hiking through Hyrule. Go straight to the playlist on Apple Music by clicking here, or preview the list below:
- "Favorite Winter Wonderlands"
S3 EP13 | Ryan & Mallory Kuhn discus some of their favorite snow laden locations in the Legend of Zelda. ▶ Direct Download iTunes | Google Play | YouTube Get early access with Patreon INTRODUCTION: David Geisler HOSTS: Ryan Kuhn, Mallory Kuhn Season 3 | Episode 13


























