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- "A Zelda Creator Con Quiz"
S5 E7 | The AZP team gets together to celebrate Linktober's Zelda Creator Con 2020 by taking a Zelda quiz. HOSTS: David Geisler, Celeste Roberts CAST: Shane Kelley, Mallory Kuhn, Ryan Kuhn, Stephanie Klimov, Carlos Gomez, Hazel GUEST: Jake Naroden WRITTEN AND PRODUCED BY DAVID GEISLER AND CELESTE ROBERTS | DIRECTED BY DAVID GEISLER | EXECUTIVE PRODUCER: DAVID GEISLER | EDITOR: DAVID GEISLER | SOUND DESIGNER DAVID GEISLER THIS EPISODE FEATURES MUSIC BY MIKEL & GAMECHOPS, TITLED "THE LEGEND OF ZELDA" AS WELL AS "KAKARIKO VILLAGE" FROM THE ALBUM "ZELDA & CHILL" AVAILABLE ON APPLE MUSIC AND YOUTUBE. COPYRIGHT 2022 SIXFIVE MEDIA, ALL RIGHTS RESERVED. THE VIEWS INFORMATION, OR OPINIONS EXPRESSED DURING ANOTHER ZELDA PODCAST ARE SOLELY THOSE OF THE INDIVIDUALS INVOLVED AND DO NOT NECESSARILY REPRESENT THOSE OF SIXFIVE MEDIA AND ITS EMPLOYEES.
- "Well, Excuse Me Princess! - Part 1"
S3 EP12 | T.C. DeWitt, from the podcast 'The Studio Demands It!', joins David to review the first three episodes of the 1989 The Legend of Zelda TV show. ▶️Direct Download iTunes | Google Play | YouTube Get early access with Patreon HOST: David Geisler SPECIAL GUEST: T.C. De Witt Season 3 | Episode 12
- "Well, Excuse Me Princess! - Part 2"
S5 E6 | David is joined by T.C. DeWitt of The Studio Demands It! and Dan McCoy of Fan Fix-tion to discuss the next three episodes of the Zelda cartoon. HOST: David Geisler CAST: Dan McCoy GUEST: T.C. DeWitt WRITTEN BY DAVID GEISLER AND RYAN KUHN | DIRECTED BY DAVID GEISLER | PRODUCED BY DAVID GEISLER AND CELESTE ROBERTS | EXECUTIVE PRODUCER DAVID GEISLER | EDITOR DAVID GEISLER | SOUND DESIGNER DAVID GEISLER THIS EPISODE FEATURES MUSIC BY MIKEL & GAMECHOPS, TITLED "THE LEGEND OF ZELDA" AS WELL AS "KAKARIKO VILLAGE" FROM THE ALBUM "ZELDA & CHILL" AVAILABLE ON APPLE MUSIC AND YOUTUBE. COPYRIGHT 2022 SIXFIVE MEDIA, ALL RIGHTS RESERVED. THE VIEWS INFORMATION, OR OPINIONS EXPRESSED DURING ANOTHER ZELDA PODCAST ARE SOLELY THOSE OF THE INDIVIDUALS INVOLVED AND DO NOT NECESSARILY REPRESENT THOSE OF SIXFIVE MEDIA AND ITS EMPLOYEES.
- Harvest (Blood) Moon: A Lon Lon Ranch Farming Zelda Sim
by Shane Kelley As per the title, I combined Harvest Moon with "Blood Moon." When thinking of The Legend of Zelda series, many think of a traditional action-adventure-type game or maybe even the Hyrule Warriors series. From time to time, we see Nintendo let other companies take the reigns and develop a new way to play a Zelda game or a remake of an older game, such as Cadence of Hyrule and Link’s Awakening on Switch. So, what’s stopping Nintendo from making new genres within The Legend of Zelda franchise? After contemplating what genre could effectively bring something new or fun to the series, I thought of a few, but I wasn’t sure how these ideas would translate into writing. I ultimately decided that it would be amazing to have a farming simulator mixed with RPG (Role-Playing Game) elements. This is what my brainstorming came up with. You would choose an area in Hyrule, such as Hyrule Field, Lost Woods, Lake Hylia, Gerudo Desert Oasis, Goron Mountain Hot Springs, etc. After choosing an area, you would create your character or choose from the cast of existing ones and then name your farm, choose a pet, and start planting. With this idea being a farm sim, we know that crops would be at the "heart container” of the game, but what unique elements could be infused to make it feel more Zelda-themed? As per the title, I combined Harvest Moon with "Blood Moon." I thought about games such as Stardew Valley, which contains light combat elements you utilize within a cave. As you progress deeper within the cave system, you receive more prestigious rewards. So, having sword and armor upgrades as part of a Zelda farm sim would feel natural. Having four seasons makes sense, and, to incorporate the Blood Moon mechanic in Breath of the Wild where it resets the enemies, we could do something quite similar. Each season, the player would have the opportunity to go as far into the cave or other areas presented to defeat enemies with the potential to find rare materials. These rare materials would be used to upgrade weapons and armor; at the beginning of the next season, the Blood Moon would rise and reset that area. Each time this occurs, you have the potential to get farther into the area as you get stronger. This is just one way the game mechanic could function. As for traditional farming, I believe that we have a lot to go on within the Zelda series. Examples such as Lon Lon Ranch could provide the focus of the game where we grow food, raise animals, and cut grass for extra spending money, but other elements that could be added might give the farm sim a fresh feel. You could raise Loftwings and travel to other locations that have rare materials or other mechanics you could unlock (maybe obtain iron boots to find treasures under the water, hover boots to reach islands with rare materials, or Pegasus boots to find hidden areas or travel faster). With the animals, you could produce Lon Lon milk, Cucco eggs, Ordon goat cheese... the list goes on. The plants you grow could be foods such as Deku nuts, pumpkins, Mighty Bananas, and Hearty Durians. You could cook these items to sell or consume for magical purposes. The other thought I had was that the player must tend to a newly sprouted Deku tree, and as time passes, the tree grows--and so do the story elements for the game. Unique attributes such as this idea could make this an amazing experience. Activities within the game could also flesh out the game even further. Fishing is a staple in the Zelda series, of course, so we could see various locations and plenty of real and made-up fish. Added traveling to various locations could allow for new technologies or upgrades to occur for the player to utilize. Concepts such as the outfits mechanic in Triforce Heroes could be incorporated into wearable fashion that is showcased as something fun and lucrative. Of course, in any Zelda game, a superior soundtrack would be incorporated alongside some musically based mini games to liven up the world. Lastly, the world must be populated with lifelike animals and non-playable characters to keep the land of Hyrule fresh and inviting (this probably means Tingle should be mayor). The ideas and coming up with elements are the easy part to this whole non-existent game; it’s pitching the concept to Nintendo that would be the difficult part. What do you think of the concept? What elements would you want to see incorporated? How would you feel about a Zelda farm sim? Please follow me on Twitter @Stillsaneshane.
- The Symbolism of the Temples in Ocarina of Time
By Celeste Roberts Link undergoes a transition from an age of innocence to an age of experience in Ocarina of Time: he initially knows only the tranquil, isolated domain of Kokiri Forest and is one day thrust into a quest to protect the entire land of Hyrule, an adventure that transports the ten-year-old child seven years into the future with no halting in between the years. In order to rid Hyrule of the malicious Ganondorf, the Hero of Time must awaken six Sages by cleansing each temple of its curse (i.e., defeating the Boss). In addition to exciting battles and arduous puzzles, I think each temple and its linear place in the game symbolizes different stages of Link’s life as he explores Hyrule and encounters perils no normal Hylian could imagine. Light Temple (Temple of Time): Birth/Entering Life/Hope After slumbering for seven years, Link awakens as a young man in the Temple of Time, where he pulled the Master Sword from its pedestal and inadvertently permitted Ganondorf access to the Sacred Realm, where the foe obtains the Triforce and sends Hyrule into chaos. Amidst the destruction and pain, Link is completely safe in the chambers of the Light Temple, similar to a child safe within his mother’s womb. Although the Sage of Light, Rauru, explains that Link has been awakened, I believe, in a sense, he has been reborn as the suitable Hero of Time Hyrule desperately needs. The Chamber of the Sages inside the Temple of Light Photo source: Zelda Wiki Link is about to enter unfamiliar territory: decimated cities, destroyed populations, haunted fields, and suffering survivors. Yes, as a child he did gain courage and skills in his expeditions, but now he is beginning anew. The name of the song to transport him to the Temple of Time is “Prelude of Light,” a fitting title since the young man is introduced to a new adventure. Light is a break in darkness, clarity in the midst of uncertainty. Plagued areas are shrouded in a dark fog until Link defeats the evil curses and restores peace. Link is the light of Hyrule, hope incarnate. Forest Temple: The Unknown/Exploration/Childhood Link first encounters the derelict entrance to the Forest Temple in the Sacred Forest Meadow as a child, where his dear friend and cheerleader Saria is playing her fairy ocarina. She teaches him her song, a sign of their friendship and, quite likely, her wish to assist her friend on his journey and to remind him of her gentle spirit whenever they are far apart. "I've been waiting for you, Link! This is the Sacred Forest Meadow. It's my secret place! I feel... This place will be very important for both of us someday. That's what I feel. If you play the Ocarina here, you can talk with the spirits in the forest." Photo source: Zelda Wiki Seven years later, Link returns to his childhood homeland and the Lost Woods, where he fights stronger beasts and guards. In Saria’s stead is Sheik, who imparts bittersweet wisdom to Link: “The flow of time is always cruel... Its speed seems different for each person, but no one can change it... A thing that doesn't change with time is a memory of younger days…” The mysterious harpist then teaches Link the “Minuet of Forest,” another transportation melody. A minuet is a slow ballroom dance for two people; perhaps this is yet another symbol honoring the leisurely pace of childhood and the beloved, intimate moments between two friends. Most people experience extreme bouts of nostalgia as they pause and acknowledge the fleeting nature of childhood--and life in general. Link suddenly realizes his childhood is gone; the familiarity of his home and his daily routines has vanished. The Forest Temple symbolizes his self-discovery and struggle to navigate his fate while learning to relinquish the comfort of his boyhood and innocence. Fire Temple: Suffering/Passion Link soon ventures back to Goron City, only to see empty caverns, save one fiercely rolling Goron who is Darunia’s son and who also happens to bear the name “Link.” He informs his namesake that Ganondorf imprisoned the rest of his tribe in the Fire Temple and is threatening to turn them into the dragon, Volvagia’s, meal. The entrance to the Fire Temple Photo source: Zelda Wiki Fire has both negative and positive connotations: many associate Hell with fire and tribulations, while some view fire as a vehicle of cleansing and renewal. Sheik teaches Link the “Bolero of Fire” as his transportation song and shares some musings: “It is something that grows over time... a true friendship. A feeling in the heart that becomes even stronger over time... The passion of friendship will soon blossom into a righteous power and through it, you will know which way to go... This song is dedicated to the power of the heart…” Many song lyrics describe love and passion as a “burning flame.” Young Link witnessed Darunia’s intense enthusiasm for music and dancing when he played "Saria’s Song" years before, and Link’s defeating the abominable Dodongo sealed their brotherhood and friendship, which involves a different type of love that can feel just as strong as romantic love. Many platonic relationships experience trials and periods of absence as life consumes our free time and energy; however, the sign of true, loving friendship as strong as a sword forged in flames is the decision to be available in times of suffering and sadness. Water Temple: Cleansing Water Temple. These two words evoke feelings of irritation and hopelessness for many players of the original 1998 version of Ocarina of Time, whose iteration of the Water Temple is infamous for its challenging layout and puzzles. With water levels constantly rising and falling in the labyrinthine halls of the temple, one could become lost quickly and for a long time without resorting to a player’s guide or walkthrough. Many of us conquered this dungeon over two decades ago when we were children, meaning our memories may be clouded with bias towards a puzzle we struggled to solve due to our young ages and unrefined critical thinking skills. That’s okay--we all will approach challenges in our lives as we, to speak in terms of video games, level up. Setting aside any disgruntlement, we can admire the Water Temple for the structure itself and its potential deeper meanings. Sheik teaches Link the “Serenade of Water” as the two enjoy the tranquility of Lake Hylia: "Time passes, people move.... Like a river’s flow, it never ends... A childish mind will turn to noble ambition... Young love will become deep affection... The clear water's surface reflects growth…” A serenade is a musical piece that honors someone; many men attempt to woo their desired sweethearts by singing to them or playing a song. Interestingly, within the Water Temple is Link’s fiancée from seven years before: Princess Ruto. This temple is also home to one of the most famous battles in the Zelda series: Link versus Dark Link, Link’s shadowy doppelganger. Link must use his cunning and quick attacks to defeat… himself! Photo source: Zelda Dungeon Sometimes we are our greatest obstacle. We must take time to reflect on our worries and hopes so we can understand what is holding us back. As destructive and dangerous as water can be (flooding, drowning, riptides), it also is a calm presence one may rest beside to regain composure. Shadow Temple: Fragility/Truth/Regret What happened on the outskirts of Kakariko Village? Photo source: Zelda Wiki Even beautiful Hyrule has a dark past: the Sheikah sworn to protect the Royal Family often resorted to torture to intimidate enemies who could harm the governing clan. Impa is one of the only remaining members of her tribe, who often were referred to as the “shadow folk.” This temple is a nightmare incarnate; it includes eerie music, haunting whispers from the deceased, terrifying creatures, and weapons that have not seen the light of day. Despite noble intentions of protection, at what point are one’s methods criminal? In order to progress in his quest to save Hyrule and to find Princess Zelda, Link must, indeed, kill his enemies, small and massive. No matter how many times his blade saves his own life, does Link feel any tinge of regret upon ending the life of another being, regardless of its evil nature? Link never falters in his journey, yet we never peek inside his psyche to see how he is handling his trials. Surely even the Hero of Time has moments of fear, doubt, and even regret as he bears the weight of an entire land. The song used to transport him to the Shadow Temple, which is located within the graveyard of Kakariko Village, is the “Nocturne of Shadow.” Sheik has few words to describe the terrors awaiting Link: “This is the melody that will draw you into the infinite darkness that absorbs even time…” A nocturne references anything nocturnal or evocative of the night. Even steadfast warriors encounter darkness within. Spirit Temple: Stamina/Hardiness The last temple Link must explore and conquer is hidden in a desert wasteland past the land of the Gerudo, the all-female clan of thieves. The Desert Colossus, where the Spirit Temple lies. Source: Zelda Wiki A lone oasis lies outside of the entrance to the temple like a beacon of hope and respite in the barren land. The placement of the temple is fitting: the song for voyaging to this area is entitled the “Requiem of Spirit.” A requiem is a song played at a funeral. One’s burial or cremation is the final part of life’s adventure, and, canonically, the Spirit Temple is the final trial before Link faces Ganondorf and his castle. Unlike the previous temples, Link must time travel and explore the ruins as both a child and a man: "To restore the Desert Colossus and enter the Spirit Temple, you must travel back through time's flow... Listen to this ‘Requiem of Spirit’... This melody will lead a child back to the desert” (Sheik). As we age, we may find ourselves reflecting on our past and appreciating, regretting, and even missing how our lives used to be. Only the hardiest flora and fauna flourish in a desert, a sign of resilience and persistence. Link has conquered all adversities in his path, and he will vanquish the darkness in Hyrule and restore peace. Imagine undergoing such an odyssey at such young ages; truly, only a determined mind and gallant spirit may see this crusade to the end. In the span of merely hours of gameplay, Ocarina of Time, for me, brings a philosophical examination of life and our various experiences as we tumble along. What do you think about symbolism in the Zelda series? Which temple is your favorite and why? I would love to hear from you! Special thanks to Zeldapedia for the listing of Sheik’s wise words when he teaches Link transportation songs and the analyses of the names of the songs. Another great source of inspiration is The Architecture of Zelda, a ruminative and profound blog about the deeper meanings hidden within this beloved series.
- "Bars and Restaurants"
S5 E5 | David is joined by Ryan Kuhn of the Brewthers-In-Law podcast to discuss the bars and restaurants of the Zelda universe. HOST: David Geisler CAST: Ryan Kuhn WRITTEN BY DAVID GEISLER AND RYAN KUHN | DIRECTED BY DAVID GEISLER | PRODUCED BY DAVID GEISLER AND CELESTE ROBERTS | EXECUTIVE PRODUCER DAVID GEISLER | EDITOR DAVID GEISLER | SOUND DESIGNER DAVID GEISLER THIS EPISODE FEATURES MUSIC BY MIKEL & GAMECHOPS, TITLED "THE LEGEND OF ZELDA" AS WELL AS "KAKARIKO VILLAGE" FROM THE ALBUM "ZELDA & CHILL" AVAILABLE ON APPLE MUSIC AND YOUTUBE. COPYRIGHT 2022 SIXFIVE MEDIA, ALL RIGHTS RESERVED. THE VIEWS INFORMATION, OR OPINIONS EXPRESSED DURING ANOTHER ZELDA PODCAST ARE SOLELY THOSE OF THE INDIVIDUALS INVOLVED AND DO NOT NECESSARILY REPRESENT THOSE OF SIXFIVE MEDIA AND ITS EMPLOYEES.
- "Skyward Sword"
S5 E4 | David and Kate talk about their experience playing Skyward Sword. HOSTS: David Geisler, Kate May WRITTEN BY DAVID GEISLER AND KATE MAY | DIRECTED BY DAVID GEISLER | PRODUCED BY DAVID GEISLER AND CELESTE ROBERTS | EXECUTIVE PRODUCER DAVID GEISLER EDITOR DAVID GEISLER | SOUND DESIGNER DAVID GEISLER THIS EPISODE FEATURES MUSIC BY MIKEL & GAMECHOPS, TITLED "THE LEGEND OF ZELDA" AS WELL AS "KAKARIKO VILLAGE" FROM THE ALBUM "ZELDA & CHILL" AVAILABLE ON APPLE MUSIC AND YOUTUBE. COPYRIGHT 2022 SIXFIVE MEDIA, ALL RIGHTS RESERVED. THE VIEWS INFORMATION, OR OPINIONS EXPRESSED DURING ANOTHER ZELDA PODCAST ARE SOLELY THOSE OF THE INDIVIDUALS INVOLVED AND DO NOT NECESSARILY REPRESENT THOSE OF SIXFIVE MEDIA AND ITS EMPLOYEES.
- Zelda in the Classroom
There seems to be a pattern with this addition of Zelda into the classroom vernacular: it seems to come out of nowhere, but there is always a reason for a student to bring up the game. by Kevin Goodwin All photos in this article were taken by the author. “So you get these four things, and then you get a paraglider…” I overheard this conversation during a walk with my 1st-grade students. Anyone who is a fan of The Legend of Zelda--especially Breath of the Wild--will immediately recognize what is being talked about. Whispers about Zelda and Link are often heard in my classroom. I have never outwardly stated that I am a fan of Zelda or even video games to my students; I find it much more interesting to hear them bring up the topic first. The kids always talk about Pokémon, Minecraft, and Harry Potter. There are several kids with Harry Potter backpacks and other kids in Pokémon and Minecraft shirts. There is the occasional Mario or Sonic gear, too, and kids seem to always talk about owning a Nintendo. Right now, the talk revolves around owning a Switch. I love hearing about the things the kids are into, and I can typically make lots of connections with them through these different games, movies, and books. It's a joy talking about Harry Potter or Star Wars with a group of kids or navigating what to do when someone loses a Pokémon card that they brought from home. As a teacher, you need to accept the things that your students are interested in and embrace them and connect to them. I may not play Minecraft, but I can still talk about Creepers, Steve, and the endless things that are possible in Creative Mode. I can easily explain to kids why The Prisoner of Azkaban is my favorite book, but when it comes to Zelda, it always seems to be much more nuanced. In a way, the game lives up to its name; it is often spoken of as more of a legend and an experience than as simply a game you play, book you read, or shirt your parents bought you. There seems to be a pattern with this addition of Zelda into the classroom vernacular: it seems to come out of nowhere, but there is always a reason for a student to bring up the game. We will be reading an adventure book or exploring fairy tales that contain dragons, or we will discover something while out on a walk around campus. We tend to go on an adventure every day, whether it is nice out, pouring rain, or a blizzard. These things coupled with giving the kids some free time to have their own conversations and to build and play then seem to provide a space for someone to bring up Zelda. It’s usually as simple as a student saying, “Like in the game Zelda,” or “I played this game called Zelda, and that has dragons, too.” The flood gates then typically open. Once one kid brings up Zelda, then a couple more will join in the conversation, and it is at this point that I chime in with my love of the franchise. Zelda can be a great connector. There is something so intriguing when you hear someone talking about shrines, the Triforce, Link and Zelda, Ganon, and the multitudes of the things that can be done in the games. Breath of the Wild is certainly the game talked about most in my classroom when it comes to the franchise, and the open endedness of that game lends itself to some truly magical conversations. Even kids who have no clue what is being talked about are immediately intrigued by the world of Zelda. Talk of wild beasts, ruins, dungeons, treasures, and mysteries over each and every hill are all things that get kids' imaginations going. This intrigue with the mystery of Zelda may also just connect with this age group. I find that 1st and 2nd graders experience more about themselves and form true identities as they progress through those years. Every day is a new adventure, and every experience is something that truly shapes them. Much like Link, they grow and discover more and more abilities that they never knew they were capable of. As teachers, we need to keep that sense of adventure alive. It is certainly fun to talk about Zelda: I love hearing kids tell me that there are older games (they are usually referring to Twilight Princess since that game seems ancient to them). They find it crazy to learn that the game series goes back much further than that. There is a sense of true history when it comes to the development of these games. More than just talking about the games, I find that kids simply live this life of adventure. We might not find Moblins on our walks, but we find all kinds of other creatures. Whether out of LEGOs, sand, or blocks, I find them constantly creating their own little worlds. There is constant world building happening in the classroom. Watching the kids do these things makes me think of the stories of Shigeru Miyamoto exploring his world as a kid and then using that as inspiration to create Zelda. There’s just something magical about hearing your class speak about Zelda, and watching kids make friends because of Zelda is always amazing. Seeing a quiet student spend almost an hour explaining Breath of the Wild for a presentation and crafting a Zelda quiz for the class is one of my greatest memories from teaching. Zelda might not be as “in your face” as things like Pokémon in the context of a classroom, but when the legend is brought up, I take notice and love seeing the worlds it begins to create.
- Where Did They Go? Missing Zelda Characters
I am going to go over a few creatures and peoples who have been in a game—from those in the early timeline and now Breath of the Wild—and ponder where they are. by Ryan Kuhn Have you noticed a creature or race of people who roamed Hyrule at one point in time and then never saw them again? I am not talking about those who evolved and changed, similar to how the Kokiri evolved to the Koroks or the Zora evolved to the Rito (now we have both races). No, I am asking about those who were in a game or two and now are no longer found in the world of Hyrule. I am going to go over a few creatures and peoples who have been in a game—from those in the early timeline (Ocarina of Time and Skyward Sword) and now Breath of the Wild—and ponder where they are. Mogmas In the beginning, we had a group of people who worked with the goddess Hylia to save the Hylians and stop Demise from coming. They were the Kikwis, Gorons, Parellas, Ancient Robots (not a very clever name), and the Mogmas, and they prevented the Triforce from falling into Demise’s hands. We know the Gorons stayed around and are still kicking. The Ancient Robots were lost in time. We can assume that the Kikwis evolved to the Kokiri and the Parellas evolved to the Zora (in theory, that makes sense), but what about the Mogmas? They are never mentioned in the timeline again after Skyward Sword, so where did they go? My first guess would be that they are lost under a mountain or Eldin Volcano to escape the Moblins and Bokoblins, as they are the strongest monsters to fight and the only real escape is to dig underground. The Mogmas didn't have a nice dragon to protect them like the Parellas did, either, so I think they were defeated over time. They didn’t seem to have a home village and were almost nomadic in looking for treasure. Maybe they left to find more treasure outside of Hyrule after the Gorons settled within the Eldin region. The Mogmas should have stayed since they would have found all of the chests in Breath of the Wild that we pulled out of the ground with Magnesis. Deku Found in Ocarina of Time and Majora’s Mask, the Deku were more than just simple bad guys that spit out Deku nuts or, as a Deku Baba, lunged at you as you walked by: there was a kingdom of the Deku that talked and danced. They worshiped the creature within the Great Deku Tree, followed King Deku, and trapped innocent monkeys. As time passed, we saw only Deku Babas, and then the Octoroks took over forests and sandy regions in Breath of the Wild. So, where did the Deku go after Majora’s Mask? The easy theory here is that they were all called in by the Deku King to protect him and the princess from the moon in Termina and decided not to leave since the Southern Swamp may have been a safe place. The monkeys eventually left and were found in Faron Woods—but what happened to them afterwards since they are not in Breath of the Wild, either? The other answer is that the Octoroks became an invasive species and kicked the Deku out of the forest. As either an enemy or resident of the Deku Palace, we have not seen them for a while. River Zora When you go near the water in A Link to the Past, an evil River Zora appears and spits a fireball at you. As discussed in my article about the story of the Zora, the River Zora and the Ocean Zora/Zora tribe are different and appear throughout the timeline. Though we see the Zora Tribe continue to Breath of the Wild, the River Zora do not appear. Where did those fire-breathing angry Zora go? Most likely, the Zora Tribe brought them into the fold to join them, and they became nicer—and less fiery (literally). This has worked for them as now the Zora are in both the ocean and river in Hyrule. Loftwings Even though we have our trusted steed, Epona, before we had her, we had our trusted Loftwing. After the fall of Demise, the statue of Hylia goes down to the Surface, and some of the people in Skyloft go down to presumably start the kingdom of Hyrule. However, not everyone goes down, and as we finish Skyward Sword, we see Link’s (or “Dude,” as I named him) and Zelda’s Loftwings fly up to the clouds. Where do these Loftwings end up, including those that stayed in Skyloft? It looks as though the humans who remained in Skyloft became Ooccoos in Twilight Princess, but what of the Loftwings? Perhaps as Link arrived there to save the Ooccoos, the dragon came into play to scare the Loftwings away, and maybe a new place was found where one day we will find them again. Keaton As an honorable mention, I would like to bring up the Keaton from Majora’s Mask and the mask of the Keaton in Ocarina of Time. Based on Japanese lore, this three-tailed yellow fox is a fan favorite that has just a quick appearance and then never appears again, not even as a mask (insert sad face emoji). No one knows where he went, but if the Zelda creators give us a quiz to complete, it better be given to us by the Keaton. Are there any other characters or races you’d like to see reappear? Let me know! Follow Ryan on Twitter, and, if you enjoy good beer, be sure to check out his podcast, Brewers-in-Law!
- "Favorite Cyclops"
S5 E3 | David travels to Manitowoc to visit Shane and talk about some of their favorite cyclops. HOST: David Geisler CAST: Shane Kelley Written and Directed by David Geisler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2022
- A Goron, a Gerudo, and a Zora Walk into a Bar...
by Ryan Kuhn As you travel across Hyrule, is there a time you think to yourself, “Man, I need to kick back with a cold one”? Do you think about sitting down in a low-key tavern with a drink and some pumpkin soup or a bar that has a great nightlife to party in after sailing all day? Let us pour a glass of our favorite drink, play some Zelda & Chill, and go on a bar crawl through the Zelda Universe. The first stop is in Skyloft at the Lumpy Pumpkin. After flying around on your Loftwing and taking your leap of faith to the land below to save Zelda, it is nice to just come here and relax. As you land your Loftwing (or jump off it and land flat on your face), you walk in and see the wonderful open area to sit down and relax. The giant chandelier above you is gorgeous and adds to the atmosphere (as long as no one tries to knock it down for a piece of heart). You sit down and order your beverage of choice and the house specialty, pumpkin soup (as it should be). The father/daughter team works as the bartender and server, respectively, to make sure that all the customers are served and, of course, to warn everyone not to knock down the awesome chandelier. However, if you are looking for some entertainment, there just might be some guy in green who plays the harp that is paying off his debt for breaking the chandelier. The next stop is the Milk Bar. If you ever make it to Clock Town before the moon hits, this is the spot to go to—but you need to know how to get in. This speakeasy-like bar allows only members, but once you rock the Romani Mask, you can make your way in. The bar has only two options for drinks: you can order regular milk or Chateau Romani scotch—I mean, milk. Once you spend the 200 rupees for the Chateau, you can take a seat in a nice wing-back chair, and then you can settle in for the live band. Although you were told it was the Indigo-Go’s, you see a band made up of a Deku on brass, a Zora on guitar, a Goron on drums, and a Hylian child on the ocarina. Though unexpected, they jam out to the classic “Ballad of the Wind Fish” that we all know and love while you sip on your 200-rupee whisk...milk. Again, I meant milk. So, if you like a speakeasy with live bands that play all the classics, this is the bar for you. You can find franchises of the Milk Bar in Kakariko Village and Thieves Town in A Link Between Worlds. The next stop requires a boat as we make our way to Mercay Island and to another Milk Bar. Though not affiliated with the Milk Bar in Clock Town, they do serve milk to customers, including regulars like Captain Linebeck whenever he comes to shore and Multza as he hides from his wife, Tuzi. Here you can talk to Midori, the bartender, in his watermelon green vest (I see what you did there) and learn the locations of a couple of challenges. As for decor, you see a portrait of Tingle on the wall along with a map that shows where Freedle is on Mercay Island. If you need a break from sailing in the world of Phantom Hourglass, this is the place to go to. You can continue with your boat trip (and add a flux capacitor to go back in time) to travel to Cafe Bar on Windfall Island. This is the place to be while on Windfall Island, no matter the time of day. During the day, you can relax after a day of using the Wind Waker and kick back. It is also a great place for first dates, though there aren't many other options on the island. If you like a livelier atmosphere, you can come at night and party with any sailors that have pulled in for the night. Though the manager/lone employee is a child due to the owner’s taking sick days, Gillian seems to know how to handle the bar, even if she not happy she has to do it. Whether you like to relax or party hard, this is the bar for you. If you ever get tired of going back and forth visiting the Minish, then the place to go is Mama's Bar in Hyrule Town. There is even a similar bar for the Town Minish and Forest Picori up in the rafters to relax in without worrying about being stepped on. This is the place to find the gossip going around town. This is also the hangout for the people who can fuse Kinstone pieces for you. So, if you are looking for a place to relax, to drink tea, and to spill the tea (keep up with the slang), Mama’s Bar is the place to go no matter the size you are. All are welcome! For the final stop, we make our way to Hyrule Castle Town and find the diamond in the rough called Telma’s Bar. Here is the place to be if you have to make plans without anyone finding out (unless you are in the rafters and have incredible balance for a Twili wolf). If you are a Twili wolf, though, you will not be allowed in and will be kicked out by the Goron doorman (the local cat will help you to find the way back in through the rafters). If you come in while in non-Twili beast mode, Telma will greet you, possibly flirt, and will somehow know if you are there to join The Resistance that is in the corner talking about how to bring peace to Hyrule. Though this bar is patronized by traveling swordsmen and castle soldiers alike, she knows how to keep The Resistance in a separate nook in the bar, and, if you look like you know how to protect people, Telma will gladly volunteer you to help those in need. Also, if you had a little too much to drink, the doctor’s office is across the street to help you nurse the headache. If you wish to discuss the taverns in the Zelda world or what your drink of choice is besides the 200-rupee milk, you can reach out to me on Twitter @rambokuhn, where we can talk about drinks and brewing. You can also visit brewthersinlaw.com, where my brother-in-law, Mike, and I discuss home-brewing.
- "Princess Zeldas"
S5 E2 | David and Mallory get together in Chicago to talk about how the character Princess Zelda has evolved over the years. HOST: David Geisler CAST: Mallory Kuhn Written and Directed by David Geisler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2022
- "Wind Waker"
S1 EP12 | David and Kate talk about their experiences with The Legend of Zelda: The Wind Waker. ▶︎ Direct Download iTunes | Google Play | YouTube CAST: David Geisler Kate Fischer Season 1 | Episode 12
- Legends Within Legends: Why Majora's Mask Needs a Spin Off-Game
by Carlos Gomez With the release of Hyrule Warriors: Age of Calamity, I found myself pondering the Zelda storylines that exist on the fringes of each installment. Whether it is the ancient Imprisoning War leading up to A Link to the Past or the story of the Gerudo before swearing fealty to the royal family of Ocarina of Time, there is always a sense of something more in each release. One storyline that I’ve wanted to explore above all others is that of Majora and the Fierce Deity. The entire story of Majora’s Mask revolves around the mysterious and powerful mask whose namesake is the game's title, a relic so powerful that it can even bring down the moon itself to destroy the world, yet little is truly shared about its origins. Even with the in-game dialogue and Hyrule Historia, a lot is left unsaid. There are a few sprinkled facts about Majora being of ancient origin or the fact that it lay trapped in the mask for ages. We know that at some point there was a tribe of witch doctors that wished to hijack Majora’s power, only to be led to their own destruction. This mystery only increases when we find out that the mask has a nemesis in the Fierce Deity, a being strong enough to rival the power of Majora that is also within a mask. So many loose threads, each one with juicy potential. Perhaps Majora was once like Ganondorf and in its home world would be considered the ultimate evil power. Perhaps like when the ancient people of Hyrule tried to seal Ganon away, so, too, did the ancient tribe seal Majora in the mask. In the game it is said, “The ancient ones, fearing such catastrophe, sealed the mask in shadows.” This is similar to Ganon’s being sealed in the Twilight Realm. If we follow that thread further, we can see similarities in the helmet that Midna wears. One of the eyes carved in the mask looks strikingly similar to that of Majora’s. If there is no true connection with the Twilight Princess game, what about the mask being featured in the “Downfall” timeline? Though the creators of A Link Between Worlds stated they hung it on the wall in Link’s house simply as an Easter egg, I would argue its mere presence fuels the fire for a story that is seen as not yet complete and is a direct admission of continued fan interest. Another option of the mask's origin is with the Sheikah, who are also known as the “shadow people.” The artwork matches the better known Sheikah creations. They tend to use more rounded edges and have a great focus on the eye in their art. If you look at the Sheikah-made Mask of Truth, the art style does have a similar quality to it. Although origins stories abound, what makes this backstory the most fascinating is the Fierce Deity. The Fierce Deity (trapped as a mask as well) obviously shared the same fate as Majora, and so it begs the question: Was the hero just as dangerous as the villain? Majora itself views the Fierce Deity as the “bad guy,” stating so clearly while asking Link to play a game of tag. Instead of tag, you dispatch and destroy Majora as the Fierce Deity with ease. Surely the upside-down Triforce piece on his uniform seems to imply something not quite heroic about him, and perhaps another clue is in the Japan release of the game, where it is referred to as the Oni Mask, which can be translated to "demon" or "ogre". This is all to say that whatever direction Nintendo could want to explore for a backstory, the threads to weave it are there. None can argue that despite not being the most recognized title in the Zelda franchise, Majora's Mask surely has made a mark both thematically and culturally within the fandom. Whether it be a run-and-slash game like Hyrule Warriors or a Metroidvania-style game to reflect the darker mood of the source material, the story of Majora and the Fierce Deity begs to be told. Fans crave and hunger for more details and world building. We see this repeatedly with franchises like Star Wars or The Avengers. With the Star Wars television series The Mandalorian or the movie Rogue One, we find the audience has an appetite for an expansion to the story and appreciates the ability for the title to stand alone. A Majora’s Mask spin-off, much like Age of Calamity, could offer the same. What do you think?! Is there a better fringe story that you feel needs to be explored? Is Majora’s Mask worthy of such a revisit in storytelling? Do I fanboy about Majora’s Mask too much? Please share your thoughts by reaching me @The_Lost_Hylian on Twitter, thelosthylian on Instagram, or check out my Facebook page, The Lost Hylian.
- Who is the Happy Mask Salesman?
by Carlos Gomez (aka, The Lost Hylian) The Happy Mask Salesman is considered by many to be one of the creepiest characters in all of the Zelda multiverse. That list also includes hands coming out of toilets, Great Fairies, and even Tingle. I would argue no NPC causes more debate and speculation than the Happy Mask Salesman. Perhaps it’s his obsession with mask collecting, or perhaps it’s how his temper can flare when you do not meet his requests. Perhaps it’s the Mario Mask on his pack or the fact that at one time he held Majora’s Mask. What is it about this particular NPC that makes our minds spin with wonder? Who is the Happy Mask Salesman? Perhaps to understand him better, we must look to some historical inspiration. The history of wearing masks in Japan for religious rituals is estimated to date back to the country’s Jomon period, an era spanning as far back as 10,000 B.C. These crude masks were initially made from shells and simple pottery. In ancient times, they were seen as the physical embodiment of spirits (sound familiar?). This continued on for thousands of years, eventually evolving into use for festivals, Kagura dance performances, and theatre. The Noh masks are perhaps the best representation of the theater masks; they are carved in such a way to change expression depending on the shadow cast on various angles of the mask. Though I can’t say for sure that any one mask in the Zelda series imitates a Japanese mask. I definitely see some that were possibly inspired. An example of this is the Keaton Mask from the series vs. the Kistune mask. The Kitsune mask--a fox--represents the contradictory nature in the individual and is popular in Japanese pop culture. The Keaton Mask in Ocarina of Time perhaps does the same. The guard at the base of Death Mountain wants it for his son, but he wears it. In Majora’s Mask, a man who has been turned into a boy wears one while sneaking around town. The duality in both of these characters’ nature makes the Keaton Mask perfect for their wear. If you want to learn more about the history of artistic masks in Japan, click here. With such a prevalent history of masks in Japanese culture, it should be no surprise that a Happy Mask Shop appears in Ocarina of Time. This is our first exposure to the Happy Mask Salesman. Instead of selling Link a mask, the owner hires our young hero to be his salesman, thus beginning the mask trading side-quest in Ocarina. If you recall, completing all of the mask quests will result in your attaining the Mask of Truth, which, according to the Happy Mask Salesman, came from the Sheikah. This mask allows Link to talk to Gossip Stones, gaining valuable insight and information. This alone makes me wonder about the Happy Mask Salesman and how he could attain such an item--that, coupled with his random fits of anger when a mask has not been sold, shows a darker side. There is a sense of obsession when it comes to mask collecting, as if the smiling face of the salesman is a mask itself, the plastic grin hiding the roiling madness just beneath the jolly surface. He actually reminds me a bit of the Sméagol vs. Gollum dynamic. The duality of the Mask Salesman, if hinted at in Ocarina of Time, is fully realized in Majora’s Mask. The fact alone that he held in his possession Majora’s Mask should show the depth of his need. Majora’s Mask is arguably the most powerful relic outside of the Triforce itself. The mask was able to bring down the moon to destroy Termina and gave the Skull Kid unimaginable powers, turning him into the Ganondorf of the doomed Clock Town. The sheer fact that the salesman was able to obtain it raises many questions about him and his abilities. Link first encounters him after having been transformed into the Deku Scrub, where the salesman says the iconic line, “You’ve met with a terrible fate, haven’t you?” Though not present during certain events, he seems to have a vast knowledge of Link, the magic of the masks, and the goings-on in Termina, even though he never seems to leave the clock tower. He offers to return Link to normal; in exchange, he wants Majora’s Mask returned to him. He teaches Link the “Song of Healing” to remove the Deku Scrub’s mask, thus sealing the spirit of the dead Deku Scrub inside. This made me as a player wonder if every mask on his pack contains the spirit of someone deceased, captured beings used for their power. The Happy Mask Salesman’s knowledge and reach seem to transcend death. If you let the game play out and die on the third day from the moon falling, something interesting happens. As the moon crashes into Termina, a wave of fire consumes you. As you die, you hear the Happy Mask Salesman laugh, repeating his iconic line: “You’ve met with a terrible fate, haven't you?” Link wakes up back on Day One, with the salesman asking “How did you do?” There is a sense that he knows of your failure and that he himself brings you back to life. When Link does not have Majora’s Mask, the salesman immediately goes into a fit of rage, choking and shaking Link. He tells Link that Majora’s Mask had an evil and wicked power bestowed upon it; the mask had been sealed away in a place of shadow forever to ensure its evil could never be reached. Yet the Happy Mask Salesman somehow obtained it before it was stolen by the Skull Kid… For someone to acquire such a mask in such a place cannot be underestimated. Think of all Link had to do to get the Triforce in A Link to the Past. It’s important to note that the Happy Mask Salesman has a certain reverie for the mask. As he goes on to describe the darkness he feels inside the mask, his body rocks in apparent bliss. All of the Happy Mask Salesman’s little oddities in action and expression made me wonder, “Does he want the mask because of its power or the power because it's in the mask? Is he a curious collector or something more sinister?” In the end, we never truly know the Happy Mask Salesman’s goal. If you recall during the ending sequence of the game when he finally holds Majora’s Mask, he states, “Oh… So the evil has left after all…” His face isn’t shown in the scene, yet the way the text plays across screen makes it seem as if he is disappointed, as if the mask somehow lost its luster. He then walks off into the distance, vanishing before Link’s eyes--but not before telling Link he needs to get back to Hyrule. Another item of note is that the Happy Mask Salesman technically exists in two timelines. He is not only in the Child Timeline but is also featured in the Downfall Timeline, as seen in Oracle of Ages’ Kingdom of Labrina hundreds of years after the events of Ocarina of Time. Though the handhelds have a little more freedom in what they do as far as story and cameos, this is technically canon. This is a pretty impressive résumé for someone who just collects and sells masks. To recap: The Happy Mask Salesman has lived in multiple timelines. He has used magic to take souls and place them into masks. He is able to gain Majora’s Mask, which had been sealed away in an impenetrable darkness. He seems to know Link is able to turn back time, perhaps even doing so himself to save him from death on the Third Day. He has a keen sense of all that is happening in Termina and even that you are needed in Hyrule, despite his staying locked in the clock tower. Whether he is a deity or mystical traveler, we may never know. The mask that is his smile will always stoke the imagination and keep us forever asking, “Who is the Happy Mask Salesman?” Let me know your thoughts! Twitter @The_Lost_Hylian, Instagram @thelosthylian, and Facebook (https://www.facebook.com/TheLostHylian/)
- Haters Gonna Hate: "Unpopular" Zelda Games
by Ryan Kuhn Is there a game you just can’t stand? Never gave it a chance or even tried it? Well, as a wise woman once said, “Haters gonna hate, hate, hate, hate.” In this blog post, I will go over three Zelda games that have a bad rap. It could be the mechanics of the game or the difficulty, or it just didn’t meet your expectations or dreams. I am here to tell you that every Zelda game brings something unique and great to the table. The first game the haters love to hate is Majora's Mask. And the main reason people won’t try it? It is just a giant Water Temple from Ocarina of Time! It is too hard! Also, where is Zelda?!? I’ll admit it is very difficult--probably one of the hardest games in the Zelda Universe--but this game has a few things that no other Zelda game has. First off, the concept of the game is one of a kind. Here, you play only three days over and over again, trying to complete each mission before the days are up because when you start back over on day one, everything you did resets (except the bank that somehow holds your money after time travel... makes sense). Yes, Ocarina of Time has time travel, and so does Oracle of Ages and Seasons--but not on this level. Another unique concept introduced in a Zelda game are the masks. I’m not talking about the Keaton Mask or Bunny Hood; I mean the four masks that transform you. Ever wanted to be a Zora and swim in the ocean? Boom, you can. Roll up in a ball and throw yourself in a boss battle as a Goron? Boom, you got it. This Zelda game is all about trying something new. The other great aspect of this game (though many games have this, too) is the music. Majora’s Mask has an amazing soundtrack that can easily fit up there with Ocarina and Twilight Princess. There are also many covers to them, including those by Mikel and GameChops and Theophany. Next, we’ll discuss the infamous Wind Waker. This game had a strong love-or-hate feeling to it: either you loved everything about it or you hated it all. I myself was one of the haters for a while until I actually gave it a chance. The main reason for my initial hatred of this game was that it did not meet my expectations. Prior to its release, Nintendo put out promos for a Zelda game prior to any trailer that showed Ocarina-like art of Link and Ganondorf fighting, and I was pumped. Then we got Toon Link. What the Hades, Nintendo?! I was so angered by this that I refused to even buy a GameCube. It wasn’t until ten years later that my wife (then girlfriend) made me play it, and although I had gripes, I tried it. I actually fell in love with the story and the characters (just not the toon art). Even in the end, I was left feeling bad for Ganondorf and realized that he was trying to save his people. The other part of Wind Waker that people love to hate is the Triforce Shard hunt. Yes, it is horrible to find those maps, pay Tingle a lot of rupees, and find the shards, but without all of that, you wouldn’t be forced to explore the entirety of the game world. The Triforce Shard hunt gives players a reason to explore all the islands they don't come across during the rest of the game. People didn’t complain about aimlessly wandering through the map in Breath of the Wild, so they shouldn’t complain about this quest, either. When ranking all The Legend of Zelda games, I bet most put Skyward Sword near or at the very bottom. Why is that? Some say controller issues and mechanics (*cough* David *cough*), some say the music (*cough* wife *cough*), or some say the art style (*cough* me *cough*), but there are good things about this game as well. My favorite thing about Skyward Sword is that it is an origin story. I love a good origin story. You see how the Master Sword was powered as you complete the journey with Fi. You see how the world worked before Ganondorf was ever a thought. We meet Demise and see how the cycle starts. You see Hyrule before it was Hyrule. How can you not like that? We also get to see the coolest final battle, visually speaking, with the battle with Demise. The scenery around you is awesome with the water you walk on reflecting the sky. Demise is a menacing and terrifying opponent. The fight process is a complete battle of chicken with him seeing who will be able to hit the other first. This is one of my favorite final fights of all Zelda canon. The last part is that those “Zeld-ink” or “Link-das” out there finally got what they wanted. Zelda and Link are actually in love (or, at least, I choose to believe they are). This may be the only Zelda game where Link isn't driven to rescue Zelda by duty... nay, it was love. So stop drinking that Haterade, people, and give these games a shot! You never know if one will become a new favorite, and it is always good to try a new adventure. If you want to talk more about Zelda, follow me on Twitter at @rambokuhn, or if you want other blogs to read on a different topic, check out my blog on beer and brewing at hopbrewandblog.com.
- Living in Termina
“Are you evacuating?” As a resident of South Louisiana, I heard this question multiple times on the days leading up to Hurricane Ida’s predicted landfall on August 29, 2021. by Celeste Roberts “No, it’s supposed to be just a Category 1 or 2,” I replied to each inquiry. “We’ll lose power for a bit, but I don’t think it will be too bad.” By Friday, August 27, though, meteorologists were sharing grim news: Ida would arrive in Louisiana as a Category 4, possibly even a Category 5. To those unfamiliar with the Saffir-Simpson Hurricane Wind Scale, hurricanes are measured on an intensity scale of Category 1 to Category 5. Both a Category 4 and Category 5 storm will produce “catastrophic damage,” with winds ranging from 111 to 150 miles per hour. Just like the residents of Termina fearfully watch the moon draw ever closer to the land in The Legend of Zelda: Majora’s Mask, residents of South Louisiana monitored weather channels and Websites, paying close attention to the governor’s warnings of a “state of emergency.” Despite the severity of the approaching monster, my family and I decided to stay home and ride out the storm, my first time doing so in over two decades. Normally we would evacuate to North Louisiana to stay with my aunt and uncle, who have always offered their home as a comfortable shelter. However, seeing the news share footage of bumper-to-bumper traffic pile-ups as Louisiana citizens headed for distant locations discouraged me from wanting to drive 12 or more hours for a 5-hour trip, especially knowing gas stations along the way could be out of fuel. Also, how long would we be gone? A few days? A few weeks? What if we needed to assess damage and file an insurance claim? What if we needed to begin mitigating damage to prevent additional issues? I recalled the previous evacuations with multiple family members and the worry everyone shared in wondering whether their homes would be spared. On August 29, Hurricane Ida ravaged South Louisiana for hours. The sounds of the raging wind, debris hitting our house, and relentless rain will never leave my memory. Water damage to the interior of our home resulted in our having to totally gut the walls and remove the floors, causing us to move in with my grandmother while waiting on repairs. In the months following the destruction of Hurricane Ida, I have experienced a wide range of emotions: relief, gratitude, fear, disgust, anger, sadness, and discouragement. I have imagined the residents of Termina and the impending moon fall in Majora’s Mask. The attitudes in the game mirror what people down here displayed: determination to stay in the face of danger, uncertainty about evacuating, or an eagerness to pack and leave. Most storms are detected approximately a week before they strike land, and their path can change depending on wind shear. The people of South Louisiana are much like the characters in Termina, who have three days to decide their fate. Like Latte, the milk bar in Clock Town, some restaurants and bars even remained open until the day before Ida arrived, offering a brief escape from stress. We had our own versions of Captain Viscen, the commander of Clock Town’s soldiers who believes everyone should evacuate Clock Town. He argues with Mutoh, the leader of the carpenters, saying, “It seems that giant chunk of rock above us hasn't caught your eye! At this time every year, we are overrun by tourists! So why is the town empty? Clearly, it's your job to ensure the carnival's operation, but that's if people are here for it! Don't drag the merchants and soldiers into this!" Meteorologists and officials urged residents close to the Gulf Coast to evacuate, noting the potential for extensive damage, weeks without electricity, and roadways blocked with downed power lines and trees. Mutoh, far more concerned with completing the traditional Festival Tower to connect to the Clock Tower for the Carnival of Time, scoffs at the idea of shutting down the celebration and leaving: "Do you actually believe the moon will fall? The confused townsfolk simply caused a panic by believing this ridiculous, groundless theory. The soldiers couldn't prevent the panic, but outside the town walls is where the danger is! You want answers? The answer is that the carnival should not be canceled!" Although festivals and events were canceled prior to the hurricane’s arrival, many folks did not believe the storm would be destructive, noting past experiences with other hurricanes and the community’s ability to recover quickly. When I first played Majora’s Mask in the early 2000s, I remember questioning why the residents of Termina would stay in the face of impending disaster. “Don’t they want to be safe?” I thought. “Don’t they have somewhere else they can stay?” I was a child under my parents’ care and planning at the time, so I assumed resources like money and a temporary shelter were available to everyone. As I have gotten older, I have realized how much of a privilege evacuating one’s home truly is. If someone in the path of a natural disaster does not have relatives or friends to stay with, then they will have to look for a hotel and pay a daily fee for temporary housing. Driving burns fuel, which costs money, and groceries and meals can deplete one’s savings. While most people with home insurance policies can save their receipts and request reimbursement, the process can take days, weeks, or even months, and some people cannot wait that long as their bills pile up. Some folks, such as first responders, medical staff, the elderly, the disabled, the sick, and caretakers, physically cannot leave their homes or go too far away from them. At the Stock Pot Inn in Clock Town, Anju, her mother, and her grandmother decide to make the short trek to Romani Ranch instead of evacuating Termina completely. I always found that peculiar: sure, Cremia and Anju are close friends, but why wouldn’t Anju and her family strive to depart the land entirely? Cremia has a grim outlook on their fate, saying, "Actually... I know... We're not safe here, either... That's how life goes, I guess. There are some things in life that you can't change no matter how hard you try." Considering Anju’s grandmother’s limited mobility and age, I can imagine she would not have been able to handle a long journey safely. The day after Hurricane Ida passed, we walked outside to assess the damage. Shingles from our roof and neighbors’ roofs littered our yard. Wood was exposed on the top of our house. Glass from a shattered window lay in the grass, and part of our fence rested on the ground. Power poles and lines lay along the nearby highway. Despite the overwhelming mess our city was faced with clearing, I had to pause and reflect on the most important reminder: no one was hurt. Thus, we contacted our insurance company, checked on family and friends, and began the laborious process of recovery. After Link vanquishes Majora’s Mask and rids Termina of this evil entity, the town enjoys its beloved Carnival of Time with fireworks, dancing, laughter, and even Anju and Kafei’s wedding ceremony. The heaviness and fear disappear as residents from all areas of the land “[p]ay homage to the way that both nature and time are tirelessly in the process of progressing” (Anju’s grandmother). Because of Link’s courage, harmony has returned. Typically after a natural disaster, volunteer organizations and federal aid groups like the National Guard flock to the affected region to provide supplies like food, fuel, hygienic products, and other necessities survivors may need. I also witnessed neighbors who had never met helping one another place tarps on roofs, repair generators, share hot meals, and provide any relief they could. The ones who assist during such times remind me of Link with their desire to make someone’s world safer and more comfortable. I would be lying if I said I have not struggled after the storm. The recovery process is long and sometimes challenging, and seeing my community suffer has hurt my heart. However, even though I am unsure of what challenges the future may bring to our world, I know that love, kindness, and generosity will conquer any real-life “moon fall,” and the dawn of a new day will come. Thank you for reading, and I wish you well. You can follow me on Twitter @faeriecrypt. Image Source for Cover Photo: Zelda Universe
- Scratching That Zelda Itch
With limited time and budget, I wanted to maximize my gaming experience with something I am familiar with and enjoy. by Stephanie Klimov The sequel to The Legend of Zelda: Breath of the Wild was initially announced at E3 2019. Years have passed, and Nintendo has provided minimal information. Since that announcement, fans have received a rebooted Link’s Awakening as well as Skyward Sword: HD. While fans from all walks of life wait with bated breath (no pun intended) for the next mainline release, how can we scratch that Zelda itch? Although there is no such thing as a “Zelda-like” (yet), many people often describe video games that are similar to established franchises, such as Dark Souls. Quite often, I would hear people describe some video games as Zelda-like, which I found helpful in my search for other titles to play. With limited time and budget, I wanted to maximize my gaming experience with something I am familiar with and enjoy. So, what makes a game Zelda-like? The Legend of Zelda series focuses on exploration (even in a linear game-play style), puzzle-solving, and adventuring in a fantasy setting. This includes venturing through dungeons, discovering treasures, partaking in collect-a-thons or trade sequences, and battling bosses. Many other titles have borrowed one or several elements from Zelda throughout the years, and it’s no wonder a certain fan-base flocks to those games. Let’s review some examples, both new and old. Some can feel like a carbon-copy, while others simply capture the essence of Zelda. You can utilize this list anytime between Zelda game releases when you experience that itch for a grand adventure. Beyond Good and Evil: An Oldie But Goodie Beyond Good and Evil is a third-person action-adventure video game where you play as a photojournalist named Jade who is recruited by the IRIS network to expose an alien conspiracy. The setting is a blend of both science-fiction and fantasy. Jade can attack with a melee weapon or maneuver around her environment stealthily, all while she collects photographic evidence. Throughout Beyond Good and Evil, you solve puzzles and even play mini-games. Essentially, you traverse a creative landscape as you take on a task that leaves the fate of the world in your hands. If that doesn’t sound like Zelda, I’m not sure what will. Because it was released in 2003, it’s available on older consoles such as the PS2, PS3, Xbox, Xbox 360, and GameCube, but it is also available for PC. Fun Fact: AZP recorded an episode talking about Beyond Good and Evil. Check it out. Rogue Heroes: Ruins of Tasos: A Rogue-Lite Twist to Zelda If you look up Rogue Heroes: Ruins of Tasos, you will be inundated with reviews that will have “Zelda” mentioned somewhere in there. This is a top-down, pixel-art-style game that is filled with color and heavy on the fantasy theme. Like Zelda, this game has dungeons and a thrilling overworld brimming with things to discover on your way to saving the land of Tasos. It is worth noting that it is described as a rogue-lite and could also be played with up to four players. It is a relatively recent video game, releasing back in February 2021 for PC and Nintendo Switch. Fun Fact: In a bonus episode on Patreon, AZP speaks with the developers of Rogue Heroes! Okami: Capturing the Essence and Beauty of Zelda This is another classic that many harken to The Legend of Zelda franchise. It shares many similarities in structure as an action-adventure title imbued with side quests and a world that encourages exploration. As you play through Okami, you will find elements of platforming, puzzle-solving, and combat. What I find the most striking about this game is the cel-shaded, watercolor art-style. The graphics are gorgeous, and as you run around a game steeped in Japanese mythology, you can’t help but think of The Wind Waker. This game was initially released in 2006 on older consoles such as PS2 and PS3, but it is also available on the PS4, Xbox One, PC, and Nintendo Switch. Death’s Door: A New Sheriff in Town Released in July 2021, Death’s Door has become one of the most recent Zelda-likes. Many who have picked up this title have immediately associated it with the Nintendo franchise due to its quintessential formula of overworld traversal and dungeon crawling. This action-adventure game requires fighting baddies, solving puzzles, and taking down some serious bosses. There are some stellar RPG elements as well. So, what is Death’s Door, exactly? It is a top-down game where you play as a soul-collecting crow, also referred to as a “reaper.” Ultimately, you must open Death’s Door. Your character is equipped with a sword and bow and arrow, but as you develop new abilities (including magic) or obtain new items, you can progress through the story. If you’re looking for a traditional Zelda experience in a game that maintains its own identity, check out Death’s Door. Blossom Tales: The Sleeping King: A Loving Tribute to 2D Zelda This game is ripe for fans who want to relive the 2D Zelda experience, and once again, if you look up game reviews, almost every single one will mention its likeness to our beloved series. Available on the Nintendo Switch, Blossom Tales is already on the same console as Zelda. You must save the kingdom as a knight named Lily–an evil wizard has cast his brother, the King, into a deep slumber! There are four dungeons to battle through, but there is no shortage of side quests and exploration in the overworld. Although most things experienced in Blossom Tales are akin to Zelda, I do appreciate how the story unfolds. The game literally plays out because two girls ask their grandfather to tell them a story… Fun Fact: A sequel called Blossom Tales II: The Minotaur Prince is set to release sometime in 2022 . Immortals Fenyx Rising: Greek Mythology Mixes with Breath of the Wild This 2020 action-adventure game will quench the thirst of those who specifically want to experience a more modern Zelda experience. If you want to experience Breath of the Wild but want to just change the setting and cast of characters, Immortals Fenyx Rising’s gorgeous open world beckons. This game is steeped deeply in Greek mythology as you play as a soldier named Fenyx. Similar to Blossom Tales: The Sleeping King, the game exists via a conversation between Zeus and Prometheus. Fenyx must traverse the world and free cursed gods from Typhoon’s curse. This game is equipped to give you that Breath of the Wild experience, down to a stamina meter when climbing and manipulating objects to solve puzzles. Even the vaults you stumble upon could be comparable to shrines. There have been criticisms peppered here and there about the cheesy dialogue or possible lack of challenge in some aspects; however, if you do your research and understand what you’re in for, Immortals Fenyx Rising could be a solid substitute while waiting for the next Zelda game. Immortals Fenyx Rising is a Ubisoft game available on all consoles, including the Nintendo Switch. Tunic: The New Indie in Town As of this posting, Tunic has not been released. Slated for March 2022, many gamers have seen the trailer and already peg it for an amazing Zelda-like. It is an isometric action-adventure game where you play as a fox who must adventure through a gorgeous land battling baddies and collecting items that will help solve puzzles and progress the game. The graphics are pleasing to the eye as well. Of note, this Tunic currently is set for release only on Xbox and PC. RiME: Exploring Grief with Art In RiME, you play as a boy who meets a fox-like spirit on an island filled with mystery. With a focus on solving a series of environmental puzzles, you make your way to a massive tower. All the while, the boy slowly recalls the events prior to washing ashore on the island. Although this is not a heavy-handed comparison to a Zelda game, the emotional journey throughout five levels is not one to miss. You can find RiME on most consoles, including the Nintendo Switch. The list of Zelda-likes can continue for quite some time. Here are more games you can check out as a potential appetizer: Garden Story–-Save your home from the Rot as a courageous little grape! Binding of Isaac–-A rogue-like with dungeons, bosses, and powers, all unique to each playthrough Ocean’s Heart–-An indie adventure game with RPG elements and love for exploration Turnip Boy Commits Tax Evasion–-An epic quest... as a turnip. Chicory: A Colorful Tale–-A whimsical inspiration from 2D Zelda games with a wonderful message Darksiders series–-Dungeons, bosses, and puzzles galore Psychonauts series-–Endearing and quirky Horizon Zero Dawn–-Traverse a post-apocalyptic world as Aloy to discover her past Shadow of the Colossus–-Battle massive creatures in a vast world Genshin Impact-–“Free-to-play” open-world RPG Sakuna: Of Rice and Ruin-–Fantasy title with Zelda-inspired battle mechanics Author’s Note: I want to extend my thanks to my fellow writers at Another Zelda Podcast for providing several of these games to add to my list–-especially Celeste, Shane, and Dan. Follow Stephanie on Twitter.
- "Favorite Dwellings"
S5 E1 | Kate and David begin Season 5 with a conversation about some of their favorite dwellings in the Zelda universe. HOSTS: David Geisler, Kate May Written by David Geisler and Kate May Directed by David Geisler Produced by David Geisler and Celeste Roberts Executive Producer: David Geisler Editor: David Geisler Sound Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA" from the album "ZELDA & CHILL" available on Apple Music and YouTube. The views, information, or opinions expressed during Another Zelda Podcast are solely those of the individuals involved and do not necessarily represent those of Sixfive Media and its employees. This has been a production of Sixfive Media 2021
- Don’t Judge a Book by Its Cover (Or a Zelda By Its Cel Shading) – By Carlos Gomez
At the time, however, I was certain that I needed a more realistic Zelda to tell a more realistic and mature story. by Carlos Gomez (aka The Lost Hylian) Ever since I was a small boy, I have loved sci-fi and fantasy. Much of that love was shaped by the original Legend of Zelda and Disney movies like Peter Pan and The Sword in the Stone. Honestly, I think I am just a sucker for a good story, but what happens when you don’t want to give a story a chance because you feel it doesn’t suit what you are expecting or want? Essentially, there is one title in the Zelda series that I judged just that way: The Legend of Zelda: The Wind Waker. I know, I know—it's a fan favorite. This particular title is referenced second only to Ocarina of Time, and I would argue it matches or surpasses that title in artistic obsession. It’s an amazing game, and just thinking about it makes me want to let myself drift away on the King of Red Lions for a couple of hours. Yet when the game was nearing release, I couldn’t stand it. I wanted to be far and away from the title, and it was all because of the art style. This was back in 2002 when Sony and Microsoft were releasing games like Hitman 2 and Grand Theft Auto: Vice City. This was when Nintendo really earned the label of the “Kiddie System.” In my humble opinion, the only quality mature headliner for the GameCube at the time was Metroid Prime. I felt frustrated; it were as if my nineteen-year-old self was being ignored by Nintendo. I was pinning my hopes that Zelda would meet the mark following the more realistic approach of Ocarina and the darker tone of Majora’s Mask. That’s not what happened. Instead, I had this tiny-tooney (and somewhat looney) cel-shaded Link. I was absolutely appalled. In defense of my expectations, I must say they were based on a real event. You see, at Space World 2000, Nintendo released a demo featuring a very life-like Link battling Ganondorf. The cut scene shows Link throwing down his shield and colliding with his nemesis in an all-out brawl (check out this link, and you’ll see what I mean). That five-second clip was all I needed to be hooked into the future of the franchise. My expectations of the next installment were formed at that moment. At the time, however, I was certain that I needed a more realistic Zelda to tell a more realistic and mature story. Don’t get me wrong—realism is still my go to, but I can honestly say that I was 100% wrong on my initial take of Wind Waker. I had judged a book by its cover and jumped to conclusions that were unfounded. I thought that because of the art style, the game would lack scope and depth of storytelling. However, my opinion evolved, and I now say that Wind Waker holds the most mature story in all of Zelda. Perhaps the creators went with the toon style to lighten the tone and to balance the weight of the lore, or perhaps it was to evoke a sense of hope following the tragedy that is the game's backstory. It certainly needed it, we quickly realized. This adventure takes place after the capturing of Ganon in the Child Timeline. Link disappears (presumably in his search for Navi) and never comes back. Without the Hero of Time, Ganon is free and unstoppable. The only way to curb his reign of terror is to flood the world. It reminds me of back in history class when I would read about villagers burning their fields and towns before fleeing for their lives. It was a final effort to slow down and weaken the enemy, a desperate last gasp that is echoed in Link’s adventure in The Wind Waker. As I played this game, I immediately realized that though the sing-song theme and bright colors would certainly appeal to the younger crowd, it's only a cel-shade deep. In truth, the world is a dystopian shell of the Hyrule we know from Ocarina of Time. The once vibrant land is now nothing more than a few scattered islands divided by the sea, a sea that is plagued with monsters and pirates. Zelda (reborn as Tetra) is one of those pirates and serves as a villain at the onset of the game (or, at the very least, an antihero). This entire set up is so different and unique from other titles. It’s a world where even the non-playable characters seem to struggle to survive. If the earlier portion of the game sets the stage for the emotional undercurrents, then it is in Hyrule Castle where the premise is truly realized. In this moment of the journey, we are faced with a Hyrule frozen in time. Devoid of color like an old picture, the once proud halls of Hyrule Castle are overrun with Ganon’s minions. It's an extremely poignant experience running through the halls of a doomed castle knowing the past was already written. Even seeing the statue of past Link in the center heightens the feeling of loss and makes the twist of failure that much sharper. I found myself wanting to explore every inch, frustrated I couldn’t go further and explore the world of the Hyrule I knew. I even had a moment of not wanting to progress: I didn’t want to leave, as if my staying were keeping it alive a little longer. It was a very intense feeling. Deep in character, I felt responsible and wondered why my previous incarnation never made it back from Termina in Majora’s Mask. The most captivating scene, however, is saved for the end. It is arguably the most graphic scene in Zelda history, which I surmise is achievable only because of the toon style. It is the final scene with Ganondorf and goes down as my favorite boss ending of the entire series. Before the fight, Ganondorf says something that really sums up the dystopian nature of the game: “So many pathetic creatures, scattered across a handful of islands, drifting on this sea like fallen leaves on a forgotten pool… What can they possibly hope to achieve?” Those words seem to capture the struggle of the entire game perfectly. I realized that no matter what, the great kingdom that I once knew would never return but that there was still hope. Link and Tetra (aka pirate Zelda) battle Ganondorf to the death, and Link vanquishes his foe by slamming the Master Sword in all its cartoon glory through his skull (literally his skull). The game features a closeup with Link standing on his shoulders as Ganon gasps for his last breath. Had that been realistic art, Nintendo would have likely shied away from such a graphic demise, and that ESRB rating of 10+ would have been out the window. Instead, we stare at the former Gerudo prince as he turns into stone, trapping the hero's blade. Just like that, it is all over with--the ocean crashing down around the heroes and the water washing away the last remnants of Hyrule. It is a heart-wrenching moment watching the king and kingdom of Hyrule fade away into the bottomless deep. The whole Wind Waker experience left me thinking about it days after completion. At that time, I even wondered if there would ever be another Zelda and, if there would be, what direction could it possibly take? The game is absolutely amazing, and by the time it was all said and done, I had fallen in love with the art style. I really couldn't believe I had once railed so hard against. Its light style is a perfect balance to the deep meaning within the game. It offers Nintendo a safe way to explore what losing Hyrule could be like. It was a risk the company took, and, thankfully, we the fans reap the reward. In the end, what I truly learned was not to judge a book by its cover—or a Zelda by its cel shading. What do you think?! Did I go too deep into the dystopian rabbit hole? Is Wind Waker’s art style just right, or would you have preferred the realistic visuals used in Twilight Princess? Please share your thoughts by reaching me @The_Lost_Hylian on Twitter, thelosthylian on Instagram, or check out my Facebook page, The Lost Hylian. Cover photo source: Game Informer