Showing posts with label Zelda. Show all posts
Showing posts with label Zelda. Show all posts

February 1, 2014

Is This Zelda-Themed Top Trolling Gamers?

I just had to share this puzzling image posted to /r/gaming today:




This is just so bad, and I doubt I need to explain why. I mean, really, Game Over ? When you still have half of your life left? What is this even supposed to mean? I want to be snarky about how this top was obviously designed by and for people who have never played a video game in their lives, but honestly, I think even non-gamers would look at this and be legitimately confused by the flaw. The iconography here is just so blatantly illogical, on such a basic level!

And why would you want to wear a top that simply says "Game Over" anyhow? What is that supposed to mean? It's like they just wanted to paste in some random phrase that had something vaguely to do with video games, for the heck of it. Maybe next time they can do Mario stomping on a koopa and shouting "Level Up!" or put Halo's Master Chief under the Mass Effect logo saying "VIDEO GAMES, am I right!?"








It feels like this item of clothing was created solely to incite nerd rage. Is real-life trolling a thing now? Oh well, I did enjoy all the "Half Life 3 confirmed" comments in the reddit thread. At least we all had a good laugh about it.

January 6, 2014

The Legend of Zelda: More Than One Link to the Past

With The Legend of Zelda: A Link Between Worlds making waves on the 3DS, its only fitting that we take a moment to recognize the accomplishments of its direct predecessor. 1991's A Link to the Past was not only one of the SNES's best-selling games, it also marked a watershed moment for the Zelda series, defining many key features and mechanics fans may have come to take for granted. This single game, in many ways, was to the Zelda series what Symphony of the Night was to the Castlevania series, or what Solid was to Metal Gear. A Link to the Past saw the essential spirit and core gameplay elements of Zelda finally solidify, providing a successful model that would inform all iterations to come. There is no overstating how instrumental it was in shaping the modern franchise.

Consider what "Zelda" meant before 1991. All we had were two games: the original The Legend of Zelda and the oddball sequel Zelda II: The Adventure of Link. The first was an exploration-based fantasy adventure with an overhead view, which was involving yet limited by primitive technology. The second game was a side-scrolling action-platformer, and a wild departure from the original. The questions of "What is a sequel?" and "What is Zelda?" were still very open.

A Link to the Past was a return to form, taking influence from the original and transforming it into something greater -- much in the same way one might talk about the relationship between Super Mario Bros. 3 and its own original ancestor. Even though A Link to the Past is looked upon favourably by fans, I still feel that the depth and scope of what this game established for the series is rarely appreciated to the extent it deserves. The sheer amount of familiar staples that this one game brought is staggering, and maybe even a little disheartening.

In this article, I hope to expose just how much the series owes to this classic SNES title -- not to belittle later games, but to give credit where it is due.


What's in a Name?

Before A Link to the Past, the Zelda logos looked like this:

The Legend of Zelda    Zelda II The Adventure of Link 
       
Now, it looks like this:

A Link to the Past logo


And it's looked more or less like that, ever since. Although background elements of the logo have adapted over time, such as colour scheme and additional imagery, A Link to the Past marks the first time this distinctive lettering was used -- and it stuck. Every game since has used this large "ZELDA" lettering as its logo.


Tools of the Trade



Zelda Pegasus BootsZelda Power GloveZelda ShovelZelda Hookshot
Zelda Big KeyZelda Ocarina


Have you ever...
  • Donned a pair of enchanted boots and dashed through swaths of enemies or a crumbling wall?
  • Equipped a strengthening gauntlet which imbued you with the power to lift heavy rocks?
  • Dug for buried treasures with a shovel?
  • Reached faraway spoils, or crossed gaping ravines, with the use of the grappling Hookshot?
  • Won a pair of Flippers from a friendly Zora, allowing you to swim?
  • Searched a dungeon desperately for the Big Key, which would let you unlock a special chest and the final boss door?
  • Managed a supply of bottles to contain potions, fairies, or bumble bees, etc.?
  • Played a magical ocarina?
Then you did it first in A Link to the Past. That's where all of these iconic Zelda items stem from.



Ever taken one of those precious tools and tossed it faithfully into a conspicuous pond for good luck? Did a magical creature or fairy pop out, rewarding you with an upgraded version of that item? Thank A Link to the Past for that upgrade.


Those Who Live by the Sword

    

Link's signature spinning attack was first developed for his SNES incarnation, as was an early prototype for the Hylian shield's Triforce and wing motif.


The Master Sword, probably the most unifying object in modern Zelda outside of the Triforce itself, also originated on the Super Nintendo.


The convention of using your sword to cut through bushes and tall grass in the hopes of uncovering hidden rupees or secret holes also became commonplace in A Link to the Past. How much time have you spent hacking away at local shrubbery? Now you know why.






Foundational Principles



A Link to the Past is the first game in the series to feature this creative idea: two versions of the same world to explore. The land of Hyrule had a "Light World" and a "Dark World," and each was closely related to one another yet oddly different. Navigation, puzzle-solving, and story advancement required deft mastery of the exploitation of relationships between both sides. This back-and-forth "world-hopping" gimmick has been echoed in such games as Ocarina of Time, the Gameboy Oracle games, The Minish Cap, and Twilight Princess. It works, but too much of a good thing quickly starts to feel derivative.



Before the player was given free reign to bounce between both realms at will, one had to complete three introductory dungeons and collect three magical doo-dads, which permitted access to the Master Sword and free realm-hopping ability. Again, it seems Nintendo decided "Why fix what ain't broke?" Off the top of my head, I can roughly recall this structure lifted directly from A Link to the Past and plunked into Ocarina of Time and Twilight Princess.


It's the Little Things That Matter



Collecting four "Pieces of Heart" to complete an additional notch on your life meter? Thanks, A Link to the Past.


A bustling village named Kakariko? Thanks again, A Link to the Past.


That unmistakable music that plays on the opening menu screens and hidden fairy fountains.



The eerie, droning tune leading up the the final battle with Ganon.


A boss battle in which you must swipe your sword to reflect magical projectiles back at the enemy.


Although the Fire Rod and Ice Rod were converted to elemental arrows for the bow in some games, the concept remains the same: torch or freeze targets from a distance.



Striking a Crystal Switch, causing a gate to open or blocks in the floor to raise and lower: yep, A Link to the Past, yet again.


...And of course, one of the most popular Zelda tropes of all, the chickens. Do not attack chickens if you want to live. Yes, A Link to the Past first taught us this as well.
















Edit: Reader TreTrodoToxin4 reminded me in the Reddit comments that A Link to the Past was the first of many games in which Link begins his quest unconscious. That guy's always sleeping in, how could I have missed it!


There may yet be more aspects of this amazing game to which Zelda owes its legacy -- one might reference the rotating, laser-firing Beamos statues, or the Mirror Shield -- but these are minor details. What is clear already, is that A Link to the Past represents an incredibly significant time for these games. Nintendo wasn't just crafting one specific game, they were drawing blueprints that would impact an entire franchise for decades.


December 19, 2013

Random Encounters: Recent Highlights in Gaming News

In case you didn't catch the buzz the first time around, here are a few highlights from the gaming news of the past few days:


George Takei guest stars on Co-Optitude

Whether you still think of him as Sulu, or simply the de facto king of the internet, George Takei has certainly made a name for himself with the youngsters. He takes his open-minded class and sense of humour over to Geek & Sundry's gaming series Co-Optitude for a round of Mario Party 4 with Felicia Day. He may be a little inexperienced at the game, but damned if he isn't a good sport.


Earthbound's Onett rendered in stunning 3D

When I first saw 3D designer Christopher Behr's incredible rendering of the town of Onett from the SNES game Earthbound, I assumed I was looking at an actual miniature model town he'd crafted in real life. It's so toy-like, and the lighting is so well done -- it's as if one could reach in a pick up these cute, little figures. Boy oh boy, do I even dare imagine what it might be like to see these scenes animated, or even play a version of the game with graphics like these?


New Japanese Zelda ad is just like old Japanese Zelda ad

As Kotaku's Jason Schreier points out, there is a suspicious familiarity to a Japanese advertisement for 3DS title The Legend of Zelda: A Link Between Worlds. And that familiarity is... rap! As the game is a sequel of sorts to the SNES's  A Link to the Past, I guess Nintendo thought it would be fun to reference that game's original television commercial as well. I'm glad they did, because that commercial is awesome. I wish more game ads had costumes and monsters and choreographed dancing...


It finally happened: Zelda and Dynasty Warriors had a baby

No, it's not April 1st. This is real. Dynasty Warriors developer Tecmo Koei is teaming up with Nintendo to produce what looks to be a very combat-heavy new concept for everyone's favourite green tunic-wearing hero. Not the worst idea in the world, but I sure found it unexpected. At least he doesn't appear to be fighting in ancient China, and after Solid Snake appeared in Super Smash Bros. Brawl, anything goes!


NES Remix is suddenly a thing

Yesterday, Nintendo announced the existence of a new game for the Wii U eShop. They also announced that it is totally out, right now. NES Remix is a mishmash of bite-sized challenges that present segments of gameplay from several classic NES games, altered with novel quirks or specialized goals.

March 19, 2012

Music Monday: Lindsey Stirling's Zelda Medley

I didn't have anything in particular planned for this week, but I thought I should take a moment to point out a little something, just in case anybody missed it until now (hey, you never know).

Any Zelda maniacs out there have probably caught this at one point or another -- and if you haven't, shame on you!


February 18, 2012

Has Link Been Coasting for Too Long?



There's a common sentiment among long-time Zelda fans that the series has become far too comfortable in its own skin. The foundations of its core mechanics, the flow of its narrative, the array of tools and abilities Link is given -- tired and predictable clichés are often included as tokens to satisfy an expected formula. Somewhere along the line, Nintendo became uninterested in asking "How should we create the next Zelda?" There are so many common elements now, that the question is answered for them already -- an answer that we, as players, already know before we pick up the controller. Playing through a Zelda game now is somewhat like seeing a series of contractual obligations being laboriously fulfilled, with the player holding the controller serving merely as window-dressing.

Tevis Thompson's essay Saving Zelda sums up a lot of my feelings on the series, even if I don't agree with all of his points.

Modern Zeldas do not offer worlds. They offer elaborate contraptions reskinned with a nature theme, a giant nest of interconnected locks. A lock is not only something opened with a silver key. A grapple point is a lock; a hookshot is the key. A cracked rock wall is a lock; a bomb is the key. That wondrous array of items you collect is little more than a building manager’s jangly keyring.
Almost everything in Zelda has a discrete purpose, a tedious teleology. When it all snaps into place, some call this good design. I call it brittle, overdetermined, pale. It’s the work of a singleminded god, a world bled of wonder.

Criticisms that could be inflicted upon a number of games, surely -- but there's something about the Zelda games that is just so cynical and in-your-face about its routine, especially if you look back to the first few games in the series and realize how fundamentally different they were to each other. There was once a time when the arrival of a new Zelda was something rare and special -- you didn't know what you were getting into. Nintendo has failed to really surprise or challenge players for decades -- no, scratch that -- refused to challenge or surprise.


Article: Saving Zelda