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  • It Takes Two (or More): Favorite Pairs and Groups of The Legend of Zelda

    By Celeste Roberts May 7, 2019 During his adventures, Link encounters numerous residents of Hyrule, Termina, The Great Sea, Koholint, and other lands. Just as Link sometimes has a sidekick to aid him in his quest, some characters function as a pair--for better or worse! Coupled non-playable characters are not always romantically involved, but they share such a strong rapport that players cannot imagine greeting them separately. Occasionally Link also will meet trios or groups of multiple people who either aid him in his journey or create more headaches and obstacles to his goals. Lovers, friends, family, or business partners, here are my some of my favorite duos and groups in The Legend of Zelda series (in no particular order). Dancing Couple/Honey and Darling (Ocarina of Time and Majora’s Mask) In Ocarina of Time, the child version of Link wanders through Hyrule Castle Town, taking in the joyful music, hustle and bustle of market stalls with demanding customers, and Hylians chatting and playing. Near the center of the town fountain is a couple dancing in a circle, apparently oblivious to everything and everyone around them. If Link interacts with them, he will hear their love-sick adulations for each other: "Ohh... You are...so handsome... Just like the King of Hyrule... Hee hee..." and “Ohh... You are...more beautiful... than Princess Zelda... Hee hee..." Fast forward to seven years in the future, and the couple, like the other Hyrule Castle Town residents, has vanished. Where have they gone? Were they killed during Ganondorf’s takeover? No, the couple just seems to have wanted more privacy after they escaped; curious sleuths will discover them behind the windmill in Kakariko Village, spinning in their reverie like years before. However, their preference for privacy is evident whenever Link tries to engage with them: "Heh.... What an annoying person, interrupting us like this... Don't you agree, my love?" and "Hee hee... Violating our personal space! He must have something better to do... Don't you agree, darling?" Well, they are hidden from plain view on purpose, after all… Source: Zelda Wiki In Majora’s Mask, the couple owns a game shop and are now named Honey (woman) and Darling (man). Whether these are their actual names or adopted nicknames due to their sickening public displays of affection is unknown. The games change each day: Bombchu Gallery on the First Day, Bomb Basket on the Second Day, and Target Shooting on the Third/Final Day. Link is given a time limit to strike every target before Honey and Darling finish dancing to the music. Amusingly, the player can hit the couple, disrupting the dancing and buying more time to complete the game. Source: Zeldapedia Although these lovebirds are minor characters, they amuse me every time I see them. They remind of the movie/TV show trope of the lovesick teenagers who cannot bear to be apart, even at school. I think I may have laughed out loud when I discovered them hiding behind the windmill, still spinning like mad-folk despite the doom hovering over Hyrule. “Love never fails,” though, right? Anju (Ocarina of Time and Majora’s Mask) & Kafei (Majora’s Mask) Anju made her first appearance in The Legend of Zelda series in Ocarina of Time but as the nameless “Cucco Lady” in Kakariko Village. Although her role is small in this game, we learn about an interesting and somewhat heartbreaking family dynamic if we complete the Biggoron’s scavenger hunt/fetch quest as Adult Link: her mother is the village potion maker, her father is the Master Craftsman, and her brother is the troubled young man who sits beneath the tree near the entrance to Kakariko Village. Seeing the Cucco Lady juggling her Cuccos during the ending credits is both endearing and perplexing; I thought she was allergic to her favorite fowl? Source: Zelda Wiki In Majora’s Mask, she is one half of the longest and most involved side quest in the game. Daytime soap operas have nothing on her story: Anju is one of the innkeepers at the family-owned and operated Stock Pot Inn; the fiancée of the mayor’s missing son, Kafei; and best friend of Cremia, the slightly envious ranch hand at Romani Ranch who also has feelings for Kafei. When Link meets Anju, he learns that Kafei has been missing for about a month, leaving Anju worried that he does not wish to marry her. Adding more stress to the bride-to-be is Anju’s own mother, who tells her daughter he may have eloped with Cremia. We learn that Tortus, Anju’s father, apparently abandoned his own family before he passed away, which explains his widow’s resentment towards Kafei. Do you have enough popcorn for this story? Link discovers Kafei hiding at the Laundry Pool and learns that Skull Kid, influenced by the evil possessing Majora’s Mask, turned Kafei back into a child. However, the reason Kafei is hiding from his fiancée is because Sakon the burglar stole his wedding ceremony mask while the cursed man was traveling to see the Great Fairy in North Clock Town. If the cost of engagement and weddings rings is any indication of the monetary value of wedding masks, then I can understand why Kafei would prefer to find his stolen item! Over the course of three days, Link assists Anju and Kafei by delivering tokens of their affection and letters alerting the other of their safety and unconditional love, eventually helping Kafei to retrieve his stolen Sun Mask and reunite with Anju at the Stock Pot Inn. I am always amused whenever Tatl remarks, “They’re lovers, but they look just like a mother and child.” Source: Zelda Wiki Besides the Tarrey Town side quest’s wedding, I believe Anju and Kafei’s ceremony shown during the ending credits of Majora’s Mask is the only other wedding shown in the Zelda series. The amount of time and effort required to complete the lovers’ mission make the celebratory ending that much sweeter. My only wish is that we could have seen adult Kafei rather than witnessed the wedding through his eyes, albeit a unique perspective for the game. Killer Bees (The Wind Waker) Child gangs pop up in a few Zelda titles, but perhaps the most amusing is the Killer Bees. Consisting of four truant boys (Ivan, Jin, Jan, and Jun-Roberto), the lads spend their days wandering around Outset Island like the big shots (they think) they are. When Link first meets the kids, they follow him around and talk a pretty tough game; Ivan, the proclaimed leader, even tells him, “This town is our turf--the turf of the world-famous Killer Bees! Don’t mess with us!” Source: Zelda Wiki School teacher Mrs. Marie asks Link to please round up the naughty boys and tell them about the importance of attending school to learn about joy (did I miss out on this type of school growing up? I just had homework, tests, and frizzy hair). The boys then send Link on a hide-and-seek side quest. Catching them all earns Link the gang’s respect and a Heart Piece, and Mrs. Marie hands over 50 Rupees for the trouble. The boys tell Link that Mrs. Marie’s birthday is soon and that she loves Joy Pendants; however, because, they “ain’t no teacher’s pets,” it looks like Link’s gotta be the suck up! Since I lack an entourage or admiring fans in real life, I am tickled to see Link surrounded by the boys whenever he enters their section of Windfall Island; I nearly expect them to beg for an autograph anytime I interact with them. I always wonder where the parents or guardians of such misfit kids could be. The island isn’t that large, and not many people inhabit it. Are they orphans? Do their families live elsewhere? Am I reading too much into the family ties of a video game? Also, can I sign up for this school that teaches joy (or are self-help books sufficient)? The Champions (Breath of the Wild) Source: Zeldapedia A Zora princess, a Goron warrior, a Rito archer, and a Gerudo chieftain. Four different races but one shared goal: under Princess Zelda’s guidance and with Link’s assistance, they would pilot their respective Divine Beast to thwart Calamity Ganon during his inevitable return. Alas, sometimes evil powers are stronger than good; Calamity Ganon possessed each Divine Beast with a blight in his likeness, ultimately killing the four heroes. However, the Champions enjoy their reckoning when Link releases their spirits upon defeating the blights, allowing his fallen comrades the chance to assist him once again in ridding Hyrule of evil. One of my favorite features of Breath of the Wild is the collection of videos that allow us a glimpse into Link’s life before tragedy left him in an unfamiliar Hyrule a century later. Each Champion reacts to and treats Link differently: Mipha holds deep feelings for the hero, Daruk shows him brotherly love, Revali harbors resentment and jealousy, and Urbosa treats him with motherly deference. I sometimes wonder whether someone could have recovered the bodies of the deceased Champions and brought them to the Shrine of Resurrection with Link, but then I realize no sane person would dare to go near the possessed Divine Beasts. Link travels across Hyrule or other lands and encounters each race in its unique location (mountains, forests, deserts, oceans, etc.), but this game in the series brings elite representatives together to form Hyrule’s hope. While we sometimes see random characters of the different races traveling in areas outside of their homelands, I don’t recall ever seeing a team of members of those races assembled together in such a fashion. Usually such a group is comprised of one race, like The Resistance in Twilight Princess, so I appreciate and respect a display of union and peace. We witness extraordinary strength and an unbreakable kinship, perhaps a sign that working together despite our differences and personal failings can lead us to incredible feats. Source: Zeldapedia These are but a few of the duos and groups in the Zelda series, and each set enhances the gaming experience immensely. Let me know your favorite teams!

  • "Video Game Summit 2021: A Live Zelda Quiz"

    S4 EP04 | David and Celeste host AZP's first ever LIVE Zelda Quiz at the Video Game Summit 2021. HOSTS: David Geisler, Celeste Roberts GUESTS: Stephanie Klimov, Edward Varnell, Stojan “Stoy” Jovic, Todd Friedman, Hazel Morris Special thanks to the Video Game Summit. Written and Produced by David Geisler & Celeste Roberts Directed by David Geisler Executive Producer: David Geisler Editor: David Geisler Designer: David Geisler This episode features music by MIKEL & GAMECHOPS, titled "THE LEGEND OF ZELDA", "LOST WOODS", and "FAIRY FOUNTAIN" 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

  • Alpha & Omega: Favorite Opening & Ending Scenes

    By Celeste Roberts March 19, 2019 "This is but one of the legends of which the people speak." - The Legend of Zelda: The Wind Waker Akin to the first page in a book, a video game's opening scene's job is to grab and retain the player's attention. Brevity is key since most people wish to dive straight into a new adventure and not spend 15 minutes pressing the A button to skip lengthy dialogue. After experiencing a game's opening clip and completing the main quest, players expect to be rewarded with a sense of finality from the ending scene. Has everyone been rescued? Will the villain return in a subsequent game? Does the protagonist meet a special someone? The Legend of Zelda is rich with myths, creatures, and emotions, and many of its entries vie for the Number One game in the series. While exploring Hyrule (or another land), meeting amusing characters, and playing a variety of mini games are crucial aspects of a great Zelda game, the opening and ending cinematics help to introduce the tone of the game and wrap up loose story ends. Here are my top 3 favorite opening and ending scenes. A Link to the Past “Long ago, in the beautiful kingdom of Hyrule surrounded by mountains and forests… legends told of an omnipotent and omniscient power Golden Power that resided in a hidden land.” The third entry in The Legend of Zelda series tells us of the Triforce and the battles waged over people’s vain quest for ultimate power in the Land of the Golden Power. We learn that the king of Hyrule ordered seven wise men to seal the gate between Hyrule and this realm as an evil presence began to flow. We then see Hyrule Castle and the deceased king on his throne as we learn an evil wizard named Agahnim thwarted the royal in his quest to destroy the seal between the realms. A dungeon appears. A young girl is held in a locked cell, and two guards are moving another maiden elsewhere. Agahnim, adorning green robes and a veil that hides half of his face, watches his prisoners as we learn of his plan to send the female descendants of the seven wise men to the Dark World in order to break the seal and gain access to the Triforce. The maiden the guards were escorting is asleep on an eerie pedestal; guards look on as Agahnim causes her to levitate before making her vanish in a flash of magical light. We learn that the evil wizard plans to perform the same ritual with Princess Zelda, who is the final piece of the puzzle in breaking the seal. What does this mean for Hyrule? It is a dark and stormy night as we enter the home of a sleeping boy and an older man. The words “Help me…” appear, and we realize the princess is communicating telepathically with the boy as a last resort. The boy awakens with a start, and the man, who we later learn is his uncle, stands from the table, a sword and shield equipped. He instructs his nephew to remain inside and assures him he will return in the morning. The action then becomes the player’s responsibility. Do we heed the princess or our uncle? How will we protect ourselves? What dangers lie ahead? The adrenaline is pumping, and we know we must be brave. Link has journeyed all through Hyrule, both the Light and the Dark Realms. He has grown in wisdom and strength, and he has vanquished the evil Ganon. Our hero is greeted by the essence of the three pieces of the Triforce, which explains that it “will grant the wishes in the heart and mind of the person who touches it.” We learn of Ganon’s destructive wish to conquer the Light World; we have seen how powerful a malicious heart can be if permitted access to nearly unlimited power. Link, pure of heart and selfless, takes the Triforce, not uttering a word… However, our wish to know Link’s thoughts is granted as we witness his desires come to fruition. The king of Hyrule is resurrected and reunited with his beloved daughter and the maidens. The keeper of the sanctuary is healed. Link’s uncle has recovered and is back home. The father and his son, the missing flautist, are together again. Various characters we encountered on our adventure are once again at peace. I remember worrying so much about the families throughout the land as I discovered the immense sadness Ganon caused through his selfishness and greed. I beat A Link to the Past nearly fifteen years after I started it because I used to rent the SNES cartridge as a child but never completed the game. I finally witnessed the touching ending on the GameBoy Advance port of the game, my heart full of happiness as I saw the true goodness of Link’s heart evident from his fulfilled wishes. Ocarina of Time "In the vast, deep forest of Hyrule... Long have I served as the guardian spirit... I am known as the Deku Tree..." These words appear over a black background without sounds or music. A faceless narrator then brings us inside a humble home with a young boy sleeping. The text tells us about the Kokiri, the children of the forest who each possess a guardian fairy. "However, there is one boy who does not have a fairy..." The sleeping boy makes distressing sounds as though he is having a bad dream. We then enter his mind. It is nighttime. Thunder. Lightning. Torrential downpour. A drawbridge lowers with loud creaking. We hear a horse's neighing and its hooves pounding the ground as the camera focuses on a yellow triangle above the drawbridge. The boy and an orb of light with wings--a fairy?--stand before the lowered bridge as a white horse carrying two people gallops past. One rider is a girl with piercing blue eyes, worry drawn on her face. The band of her veil bears the same golden triangle we saw before... The boy turns around to face a black horse and its rider, a fearsome man with green skin and fire-red hair. The man smirks and lifts his hand as the boy, mouth agape, stares in fear. The nightmare ends--for us viewers, at least. The winged orb of white light appears before us; a gigantic tree with a human face is instructing it to find the boy without a fairy as "malevolent forces [...] muster to attack [the] land of Hyrule..." In less than five minutes, the boy, whose name is Link (canonically, but his name is truly whatever the player chooses when creating a game file), is removed from his simple life with his friends in Kokiri Forest and tasked with inspecting the Great Deku Tree for the source of his slow demise. I believe the writers did an excellent job of establishing curiosity and determination by showing us Link's nightmare early on. The player now has so many questions he or she wants answered: Where is that drawbridge? Who was that girl? Why was she fleeing? Who is that mysterious man? Why did Link appear afraid? The only way to find out is to continue playing the game. Although veteran players who choose to run through the game multiple times may feel differently, the opening scene is short enough to avoid causing frustration and impatience while also establishing a sense of wonder for the player. The Sages combine forces and banish Ganondorf to the Evil Realm after Link smites him with the Master Sword. A rainbow of lights surrounds the bearer of the Triforce of Power, his face twisted in rage and disbelief as he vows to return and “exterminate [the hero’s] descendants.” The calming melody of Zelda’s Lullaby plays as a cloudy blue sky appears. We witness a moment of respite for Princess Zelda and Link, the remaining pieces of the Triforce puzzle. The princess thanks the Hero of Time and then looks away; she apologizes for bringing Link into her plot to thwart Ganondorf without fully understanding the consequences of stealing a precious seven years of their lives and allowing their foe into the Sacred Realm as Link slumbered. Zelda instructs Link to return the Master Sword to its pedestal and regain his lost youth. She requests the Ocarina of Time in order to send Link back to his childhood, her expression a mixture of relief, sadness, and wistfulness as she bids her companion farewell. As the game’s credits appear on the screen with the serene lullaby playing in the background, areas of Hyrule, the beautiful land Link has protected from evil, scroll by, peace finally restored. My favorite part of the ending scene is the celebration at Lon Lon Ranch. Hylians, Zoras, Gorons, Gerudo, and Kokiri have united to carouse (although I thought the youthful Kokiri would die upon leaving the forest? Maybe extraordinary events like vanquishing Ganondorf allow for exceptions). Away from the revelry are Mido and King Zora, despondent contrasts to the party before them. As a child, I wondered whether Mido, Link’s former bully, regretted treating the boy without a fairy so poorly for so long and wished to apologize. As for King Zora, I assumed his massive size prevented him from dancing around the bonfire with everyone (yet we do see Biggoron hanging out with the Cucco Lady from Kakariko Village). Now I realize that Mido perhaps wished to make amends with Link while also mourning the sudden disappearance of Saria, and King Zora no longer had contact with his only child, Ruto, due to her status as a Sage. A sparkle of green light catches Mido’s attention, and we follow the trail to Death Mountain, where the Sages look upon the world they helped to save. Hm, allegedly Sages are no longer a part of the living, so was the decision to position them on Death Mountain intentional? The very end is one of the most iconic in the entire series: Navi ascends to the lone window in the Temple of Time’s room for the Master Sword after Link returns the sacred blade. The hero then ventures to Princess Zelda’s garden, likely to warn her of Ganondorf’s evil plans. The game’s ending is fairly long at over 10 minutes, but I am left with a sense of both and completion and wonder. Over 20 years later, I still want to know what happened to Navi, and I am still researching the lore of the different timelines. I was sad to see Zelda and Link part ways as adults but can appreciate the princess’ wisdom in choosing to give Link more time to enjoy his life. Majora's Mask Released less than a year and a half after Ocarina of Time, Majora’s Mask is the inarguable sequel to Link’s time traveling adventure. Those curious about our green-clad protagonist’s endeavors after returning back to his childhood discover our hero on “a secret and personal journey… a journey in search of a beloved and invaluable friend…” Ten-year-old Link is astride a young Epona in a foggy forest, his head hanging in exhaustion. Two fairies, one golden white and one dark purple, surreptitiously observe the two travelers and exchange a nod. They startle the foal, who bucks, throwing Link to the ground and rendering him unconscious. Suddenly a spiked mask with piercing yellow eyes manifests in thin air, accompanied by a lithe body twisting in a strange dance. The mischievous imp searches Link’s pockets for valuables and pulls out the boy’s precious ocarina. Intrigued, the thief begins to blow notes and cackle as his fairy companions, now identified as Tatl and Tael, argue over who will play next. Link rises and sees the commotion over his possession. The stranger hides the ocarina behind his back, but Link lunges towards him, only to miss as the bandit jumps onto Epona and begins to gallop away. Although Link grabs onto the imp’s leg and attempts to stop him, one of the fairies knocks him off, laughing as he rejoins his group. Here the player takes control of the story, running, slashing, and even flipping, a talent we did not see in the previous Zelda entry. Then, in a scene reminiscent of Alice in Wonderland, Link enters a tree trunk and falls into the darkness as colorful sketches of clocks, Zoras, Gorons, Dekus, ocarinas, and the bizarre mask surround him. Link lands onto a flower and faces his assailants, who mock Epona for her stubbornness and inform him that they “got rid of her.” What horrific fate did our sweet horse meet? The imp continues to taunt the boy before shaking his mask to cause what seems to be hypnosis. Link finds himself surrounded by large Dekus, trapped as he tries to escape. When he awakens from his reverie, he looks into a pool of water and sees that he has been transformed into one himself! The imp and purple fairy vanish behind a wooden door, forgetting the yellow fairy, Tatl, with Link. With no choice but to cooperate, Link and his new reluctant sidekick work through the maze, discovering a somber tree with a face similar to Deku Link’s… Finally, Link and Tatl enter what appears to be the bottom of a clock tower, gears turning to a steady beat. As the two approach an exit, the game’s most iconic words are spoken by a red-haired mask salesman: “You’ve met with a terrible fate, haven’t you?” Thus begins what I like to call Side Quest: The Game--and I mean this as a term of endearment. Link’s story is ancillary as we discover how imperative helping others is to completing the game. Yes, the main objective is to return Link to his Hylian form and save Termina from the impending moon crash, but the heart of the game rests within taking the time to speak to and befriend the world’s residents in three days’ time. Link’s name takes a literal meaning as he connects others and is the catalyst in many events, often resetting time in order to fulfill his goals. Link destroys the evil essence of Majora’s mask and the looming moon, and a rainbow, the quintessential symbol of peace, flies across Termina. During gameplay, we learn that Skull Kid from the Lost Woods in Hyrule was the one possessed by the evil Majora’s mask and once was a close friend of the Four Giants who aid Link in preventing the collapse of the destructive moon. Skull Kid is ashamed of his involvement in the near-destruction of the world, yet he is humbled to discover the Four Giants still view him as their friend. He approaches Link and asks him to be his friend as well, remarking how “friends are a nice thing to have.” The Mask Salesman, satisfied with his recovery of Majora’s mask, bids the crew farewell, remarking that Link should be returning to his home. “Whenever there is a meeting, a parting is sure to follow,” he muses. “However, that parting need not last forever… whether a parting be forever or merely for a short time… that is up to you.” Amusingly, Tatl remarks on the imminent Carnival of Time, bidding a sharp farewell to Link as she urges him to “go about his business.” The young hero nods and follows her suggestion, mounting Epona and riding back to Hyrule as the festivities commence. Similar to Ocarina of Time’s ending celebration, Majora’s Mask features fireworks, dancing, and joy across the various regions. However, after laboring over several three-day increments and learning the fears and desires of nearly every resident of Termina, the ending of this game feels even more intimate. I am sure many fans will say that Anju and Kafei’s wedding is the highlight of the ending credits--after all, their side-quest is the most time-consuming and potentially heartbreaking--but I think seeing the Deku Butler visiting the melancholy tree we saw at the very beginning of the game, his body trembling in sorrow, is a stark reminder that while people are celebrating, there is always someone suffering. How true is this to real life? The same day a new life enters the world to excited parents and family, another life passes into the unknown, leaving behind grieving loved ones. However, the final image of a carving of Link, Skull Kid, the Four Giants, Tatl, and Tael in a tree trunk seems to tie back to the Mask Salesman’s wisdom about how a parting need not last forever. Perhaps we all will meet again one day. Each of the 19 canonical games in the Zelda series offers a unique, engaging story, but we all have our favorites. What are yours?

  • Let's Dive In: The Story of the Zora

    by Ryan Kuhn Hello, and welcome to today’s history lesson on the Zora! No, please stay! I was only joking--this will be way more fun than history class. I am going to dive in and talk about the Zora and how they have changed over the series, and, man, are there changes. We are also going to talk about main characters and the impact they have made over the years in Hyrule and beyond. The Zora were first introduced in the Zelda series in the very first Legend of Zelda, but, canonically, they go way back to Ocarina of Time. There are also two different kinds of Zora: the Zora Tribe (or Sea Zora), which is seen in games like Ocarina of Time, Majora’s Mask, and Breath of the Wild, and the group most often called the River Zora (also called Swamp Zora or Evil Zora) in games like A Link to the Past, Link’s Awakening, and the original Legend of Zelda. Why are they so different? Well, you will need to talk to the designers, but my theory is pollution. More industry happens near the rivers, and with that comes waste that is dumped in the rivers, making the Zora there not happy. The Ocean Zora have less industry on the beaches and instead live in harmony with the fishers and boaters who live there. Granted, this theory only works for the one game both types are found in, Oracle of Ages, but I am going to stand by it. The next theory I have when there is only one type relates to where we are in the timelines. Depending on the timeline, you see the changes in the Zora following the events in Ocarina of Time. With my trusty Hyrule Historia in my hand (some of you may have it, too), I can tell you there are three timelines that break off. There is the line when the hero is defeated and then two different timelines when the hero is triumphant. In the timelines where the hero wins, there are no River Zora, but in the timeline where the hero loses, the River Zora appear. With the evil going into the world as the hero loses to Ganon, the evil affects some of the Zora living in their domain and changes them--not just how they feel about Hylians but their whole look as well. Left you on a cliff hanger with that last paragraph, huh? Let's talk about the River Zora. As stated, they are in games like Link’s Awakening and A Link to the Past and are known to attack you if you get too close to them, either in the water or on land close to the water. They usually shoot fireballs at you if you are in range. They also look very similar to the Creature from the Black Lagoon, as they are slightly humanoid, are usually green with red eyes, and are more lizard-like than fish-like (and these guys have a nasty temper if you get too close to them, though there is the occasional River Zora who is nice enough to sell you flippers for 500 rupees). As you go through this timeline where the hero was defeated, the Zora continue to be this way and are considered enemies that will attack you, except for the pocket of Sea Zora in Oracle of Ages where both types of Zora exist. The Sea Zora call the River Zora “savage,” which shows that there is a huge disconnect between the two. The Sea Zora, or the Zora Tribe, are the same ones seen in Ocarina of Time, and they continue down the timeline where the hero won (one of them at least, but we will discuss that later). In the timeline with Majora’s Mask and Twilight Princess, the Zora still reside in Zora’s Domain and prosper with an alliance with the Hylians. This then continues in Breath of the Wild. Now, if you are thinking to yourself, “Well, this all makes sense since the hero loses and evil takes over. They become bad and vice versa when the hero wins,” here comes the curve ball. In the other timeline when the hero wins that leads to The Wind Waker (you know, the timeline where there is a great flood), we have the Zora evolve to the Rito--even though the world is mostly water. The theory around this is that they evolved due to evil creatures that inhabited the water (though there is one Zora who does make an appearance as the previous Sage of Earth--what?!?). The Rito then continue on this timeline and rejoin the Zora in Breath of the Wild. Now, the Zora have been major contributors to the stories of each game: you have the Water Sage Ruto, aka your fiancée in Ocarina of Time; the Earth Sage in The Wind Waker who teaches Medli to be the new Earth Sage; and Mipha, one of the four Champions in Breath of the Wild, to name a few. The Zora are also important in most of the games as they have a strong alliance with the king of Hyrule and make sure that the water sources in Hyrule are protected. Without them, there would have been a lot of issues throughout the ages in Hyrule and beyond. I hope you enjoyed this! It was fun to research and learn a little bit to try to understand some of the changes made with the Zora. If you were hoping to hear more about the Rito since they are descendants of the Zora, that will be for a different blog--but don’t worry; it will come. If you want to discuss more about Zora, you can reach out to me on Twitter @rambokuhn, and if you want to “drink” like a Zora, you can check out my podcast I do with my brother-in-law called Brewthers-in-Law. We actually did an episode with Celeste, David, and Shane where we brewed Zelda-themed beer for its 35th anniversary. You can find us on Twitter @brewthersinlaw or our website www.brewthersinlaw.com. Cheers!

  • "First Impressions"

    S4 E3 | David has a conversation with his cousins, Carleen & Michael, about some of the earliest moments in their life when they knew they were becoming Zelda fans. HOST: David Geisler GUESTS: Carleen Rogers, Michael Rogers

  • Another Zelda Collectible: The Psychology of Zelda

    by Stephanie Klimov The Legend of Zelda has this magical pull that has gamers talking even after the end credits roll. People spend hours dissecting and extending this franchise’s legacy. Moreover, many find deep meaning within the characters and storylines, and nothing excites a fan more than collecting or creating things surrounding their favorite franchises. From cookbooks to music, the Zelda series extends beyond the games—whether Nintendo-owned or fan-made. Today we look at The Psychology of Zelda, a collection of essays written by clinicians, doctors, and psychologists and edited by Dr. Anthony Bean. It explores why fans love Zelda so much and unearths many psychological findings within various themes. In the modern age, there are a plethora of options to consume media, so what draws people by the millions to video games? They enrapture both kids and adults alike. Dr. Bean opens The Psychology of Zelda exploring the basic psychological principles that can identify the industry’s influence on gamers. Normally, I skip the introduction section of books; however, this one was enlightening. Games are not just mindless flashes of light and sound that are a “waste of time,” as some people criticize. Ten articles follow, each exploring one theme or aspect about The Legend of Zelda and all the psychological meanings. The Psychology of Zelda sucked me right in, and before I knew it, I had inhaled the entire book in a weekend. I never learned so much about psychology at one time and understood it as well. I will provide brief comments on each article below to provide you with a taste of this book; however, I will withhold from giving too much detail, as I highly recommend picking up a copy yourself. 1. “Embodying the Virtual Hero: A Link to the Self” By: Jonathan Erickson This essay was the perfect start to this anthology as it discusses the concept most people are familiar with regarding The Legend of Zelda. This piece explores who the protagonist is and why he is named Link. From there, Erickson discusses the concept of projection, where players see themselves in this voiceless hero—which was an intentional move by creator Shigeru Miyamoto. When players feel like they are Link, they can experience a level of psychological growth. A psychoanalyst named Carl Jung has suggested that people are constantly projecting bits of their unconscious onto their surroundings. When a player becomes more immersed in a game, they develop a flow where they can seamlessly execute a task, albeit a virtual one. In fact, researchers found that there is a direct correlation of flow state to how closely a player identifies with the character. Link became one of the first characters in video game history where players have a relatively blank canvas to paint their consciousness on, and thus they become more immersed in the game--and perhaps establish a flow in executing gameplay like no other. 2. “It’s Dangerous to Go Alone: The Hero’s Journey in The Legend of Zelda” By: Stephen F. Kuniak This piece highlights the powerful draw of the hero archetype and identifies The Legend of Zelda as one of the most famous and original representations of a hero’s journey in gaming history. The author continues to break down the history of the hero’s journey, which was first created in the 1940s by Joseph Campbell. He recognized this template framed many legends and stories in mythology. Campbell then drew up the formula of the hero’s journey, which is divided into three acts: The Departure, The Initiation, and The Return. The best part of this essay is that Kuniak broke down every Legend of Zelda game and identified the steps on the hero’s journey. I also appreciated this chapter because it explains why The Legend of Zelda is powerful psychologically. As a video game, this franchise allows for parasocial interactions. Gamers develop strong bonds with the character they play by identifying as that avatar. By this strong bond, players are in an incredible position to live out and “experience” a hero’s journey of their own. 3. “The Nocturne of (Personal) Shadow” By: Louise Grann “Venturing into one’s innermost heart is like descending into a dungeon.” My heart squeezed when I read that line. This article discusses Jung’s map of the human psyche, which is made of two parts: ego and personal unconsciousness. The ego is essentially who we present ourselves as, and the latter is more like a personal shadow. Everybody has parts of themselves they don’t understand or like, and more often than not, we try to hide that part of ourselves. This aspect can be clearly seen in the Zelda franchise—not only within characters like Link and Ganondorf but also via the representation of the temples. The article then delves into a prominent figure and representation of this concept: Shadow Link. Link must confront his own personal shadows and undergo individuation—where the personal unconsciousness is challenged and then assimilated with the ego. This is where Link becomes his true self. 4. “The Archetypal Attraction” By: Anthony M. Bean Dr. Anthony Bean discusses the four primary archetypes in The Legend of Zelda games: the orphan, the temple, the hero, and the villain. Link struggles with the isolation as an orphan—a concept that people can relate to even if they aren’t a literal orphan—and ventures into temples, where he learns and undergoes various transformations. Dr. Bean provides examples of how Link grows in each of the adult temples in Ocarina of Time. 5. “Unmasking Grief: Applying the Kubler-Ross Five Stages of Grief Model to The Legend of Zelda: Majora’s Mask” By: Larisa A. Garski, F. Cary Shepard, and Emory S. Daniel Fans may already be familiar with the five stages of grief when talking about Majora’s Mask. It’s not a new concept, but the three contributing authors to this essay dig a little deeper beyond attributing a stage of grief to each area of the game. I appreciate the acknowledgement that the stages of grief are never fixed, and people can experience them in different orders or cycle through them more than once. They provide additional examples of characters experiencing loss, including Majora itself. In fact, one could interpret Majora as a being who was not able to process loss in a healthy manner, and thus manifests grief in a wild, destructive manner. I appreciated this essay for the level of detail and quotes used from the game. 6. “The Protective Power of Destiny: Post-Traumatic Growth in The Legend of Zelda” By: Larisa A. Garski and Justine Mastin Posttraumatic growth is discussed in this article, and, let me tell you, it was an intense read. Quite often, kids who experience trauma in their early years struggle to make developmental milestones and sometimes fail to thrive. The Legend of Zelda puts Link in very traumatizing events at such a young age time and time again, but the incredible fact is that he learns and grows from those experiences instead. In a sense, The Legend of Zelda kickstarted a form of healing narrative, focusing on character growth and triumph over the pain and trauma. Soon, many other games followed suit, such as Gone Home, Journey, and Life is Strange. I am forever amazed at the level of influence Zelda has in the gaming industry. The authors also explained the difference between fate and destiny. Fate is often associated with no control, whereas an individual can still make their own decisions when facing their destiny. Some may even say that destiny provides a source of healing… 7. “The Quest for Meaning in The Legend of Zelda” By: Kelsey Klatka and Louise Grann Everyone grapples with the meaning of life at some point in their living years. Sometimes it leads to an existential crisis—where one struggles to find meaning within themselves in a seemingly meaningless world. Famous psychiatrist Viktor Frankel believed that a meaningful life is generated through shock, suffering, and acceptance of responsibility. One can only have the drive to find meaning after they “awaken” from their safe, easy life. Does this sound familiar? Multiple Legend of Zelda titles begin with Link snoozing peacefully. From Skyward Sword to The Wind Waker, Link sleeps in and is rudely awakened to an adventure he didn’t really ask for. He must leave the cozy life and embrace his destiny. When people fire up a Legend of Zelda game, Link becomes a vessel for them to virtually experience this difficult journey. They must overcome challenges and accept what they need to do. 8. “The Song of the Ritos: The Psychology of the Music within The Legend of Zelda Series” By: Shane Tilton Music plays a significant role in the Zelda franchise. In fact, I’ve attended two Symphony of the Goddesses concerts that celebrate the music of Zelda. This essay beautifully describes how and why music provides such a strong bond between the player and the game. One of my favorite parts of this section is Tilton’s view on Breath of the Wild. The latest mainline installment of the series, Breath of the Wild, is filled mostly with environmental sounds. With minimal music, it can make the player feel empty… very much like how Link may feel because he awakens with no memory. It is only when he enters Ganon’s castle that familiar music returns, symbolizing the return of his memory as well. 9. “Triforce Heroes and Heroines: Transcending the Opposites Through the Golden Power” By: Angie Branham Mullins The article revisits a notion that had been previously discussed—the concept of individuation. In order to be your complete self, you must be able to integrate the separate parts of your psyche. Mullins warns what could happen when a person tries too hard to force one part of themselves away. The person experiences inflation, becomes egocentric, and becomes an exaggerated archetypal motif. This is psychologically unhealthy and can be compared to the main villain in the series, Ganon (Ganondorf). The particular essay blew my mind when Mullins reviewed each Triforce piece and its associated character: Zelda with wisdom, Ganon with power, and Link with courage. As the embodiment of courage, Link resolves the conflict between Zelda (representing the human ego, or wisdom) and Ganon (representing the personal shadow, or power). It really enlightened me about my own behavior, the behavior of others, and how important it is to be balanced with one’s self. If not, we become a hideous reflection of the inner demons we try too hard to hide. 10. “The Legend Herself: From Damsel in Distress to Princess of Power” By: Melissa Huntley and Wind Goodfriend The final essay was a wonderful way to end the anthology. Although the player navigates Link throughout his journeys, it is Zelda whom the franchise is named after. Huntley and Goodfriend do a wonderful job analyzing Zelda’s transformation throughout the years as a damsel in distress to a very capable and realistic human being. They also explore a concept called benevolent sexism where women are perceived as the more moral and purer of the two sexes, and because of those “good” traits, women are then subjected to unnecessary “protection” and unrealistic expectations. Essentially, it is sexism disguised as a compliment. What I appreciated the most about this essay is that it analyzes Zelda’s history and uses it as a teaching tool for the reader. They also address the concept of masculine and feminine traits, which is, in fact, different from the definition of a biological male and female. Over the years, Zelda has become more psychologically androgynous. It is the healthy blend of characteristics, leaving her more well-rounded as a human being. Overall, this collection of essays was a worthy purchase and part of my Zelda collection. Each chapter is brimming with quotes from the series and incredible insight. The Psychology of Zelda is proof that video games are capable of depth and can teach us valuable lessons about ourselves. The Zelda series itself is very profound—diving deep into our subconscious and exploring the complexities of the human psyche. I have always enjoyed psychology but found it complicated at times. I also have limited time to read a dry textbook about the findings of Carl Jung and Victor Frankl, so The Psychology of Zelda provided a fun and interesting way to learn. In fact, I hope the analysis of various pop culture references is utilized more in teaching. I highly recommend you pick up a copy of The Psychology of Zelda! Follow Stephanie on Twitter.

  • "Top Ten Zelda Fandom Projects"

    S4 E2 | David and Dan build a loose 'top ten' list of some of their favorite fan created projects themed around the Zelda universe. HOST: David Geisler CAST: Dan McCoy

  • Spending Rupees on Re-released Zelda Games

    by Carlos Gomez (aka The Lost Hylian) If there is one thing that Nintendo loves to do with its franchises, it’s to re-release them. They do it over and over and over again. Yet each time they do, I find rupees falling out of my wallet at a speed that no amount of jar smashing can recoup. I’m sure some of the AZP readers are the same. For me, it doesn’t matter how many times a title I love is released: I am going to buy it. For example, the original Zelda has been released nine times. From its original 1983 roll out to the special edition Game and Watch pending a November 2021 arrival, the “Big N” has found a way to make me pay for what I already have. I have spent hundreds of dollars on this series, and today I decided to ask, “Why?” Is it nostalgia? Probably. Is it because now as a parent I love watching my kids master the same games that I was so enamored with? Likely. I must admit there is a unique joy while playing some of the newer re-releases that have been improved. The increased responsiveness in Skyward Sword HD is head and shoulders above the previous iteration. The original release was clunky and cumbersome, and I could not get those oddly shaped keys to work right to save my life. Another example of improvement that comes to mind is the Water Temple in Ocarina of Time. That temple, which has been long heralded as the most frustrating “dungeon” of the series, was “fixed.” When it was released on the 3DS, it arrived with some helpful hints to assist with adjusting water levels so that you didn’t wander aimlessly for hours. If you played the original as I did, you remember the never-ending tragedy that was the Water Temple. I spent many hours lost in the temple, struggling to make my way through. The new and improved version keeps puzzle complexity without being overly obtuse. To be fair, not all titles have received refreshes. Some titles, like Zelda II: The Adventure of Link, seem to reappear on each system and be slapped with a fresh price tag, despite being a carbon copy of the original version. A minor reprieve to this comes with the game’s inclusion with the Nintendo/Super Nintendo Online service. Finally, Nintendo includes the title, along with myriad others, as a part of an online service. Nintendo also has a habit of re-releasing titles that coincide with a newer release (looking again to Skyward Sword’s release and the imagery of Skyloft being eerily similar to the trailer for the Breath of the Wild sequel on the Switch). Releasing Skyward Sword drives interest for the upcoming title and provides the opportunity for connections diehard fans cling to. Some of our team had some quick reactions to the new trailer to include that exact comparison in their blog post. We must admit, however, that, in essence, each new title is simply a reinterpretation of the older ones. Breath of the Wild is the perfect example of that concept: Nintendo took the idea and spirit that made the original Zelda so amazing and then retold it. Different dressings, for sure. Graphics cards, art styles, and weapon sets are improved dramatically, but it’s still the same story with the same core spirit. For me, it’s more than that, though. For me, the Zelda series is about connections. It’s a series that has grown and evolved as I have. It has been connected to me during key moments in my life. I remember receiving Link's Awakening while spending Christmas with my father as a young boy. It was a rare occasion when my entire family was together, and I will never forget sitting with my cousins on the couch in the living room trying to get all of the light from the nearby stand lamp just to see the screen. I remember hanging out with my best friend when the Twilight Princess trailer was released and the elation and disbelief at the quality of the title. I haven’t seen that friend in years, but that moment will always be one of my fondest memories of them. Just last week I watched my nine-year-old son defeat Waterblight Ganon for the first time. I silently lamented for him as he struggled losing over and over then cheered when he achieved victory (we only fist-bumped; he's too old for hugs). This was a moment we shared, and it was thanks to Zelda. As I watched him play, it reminded me of when I first beat Aquamentus, the dragon creature of the original title's first dungeon, and the elation of overcoming what felt like an insurmountable opponent. Zelda is more than a game. It’s a part of the memories I hold dearest to me, and it’s woven into the connections I share with those I love the most. So, yes, I do buy each game over and over with each system release. I do it without flinching or hesitation. How could I say no to an old friend that’s come to visit me again after a time apart? How could I say no to reliving the magic of the adventures that I find so inspirational or pass the opportunity to share my enthusiasm with the next generation of gamers in my home? I can’t, and I won't. You can’t put a price on the heart. What do you think?! Do you buy the re-released Zelda titles? Why or why not? Have I finally fanboyed too far? Please share your thoughts in the comments or by reaching me via Twitter, Instagram, or my Facebook page.

  • "Favorite Animals"

    S4 E1 | Kate returns to discuss some of her favorite animals in the Legend of Zelda series with David. HOSTS: David Geisler, Kate May

  • New Story, New Hyrule?

    by Andy Barney (aka Zeldom) Hyrule is known to be the fantastical kingdom in which the majority of The Legend of Zelda titles are set; however, not every game takes place in this land. In the Adult Timeline following Ocarina of Time’s events, the Hyrule we know and love floods, leaving only the peaks of mountains as islands for the survivors to live on, and after the plot of The Wind Waker unfolds, Tetra and the Hero of Winds discover a new land, which they eventually call “New Hyrule.” This new continent is quite different from ancient Hyrule and has a completely different culture. Hylians used to worship a single deity, Hylia, and there was an ultimate power known as the Triforce. In New Hyrule, the culture is more polytheistic, as they worship the Spirits of Good rather than a single deity, and there is not any known “ultimate power” in this land. Instead they rely solely on the use of Force to maintain the seal on Malladus and protect the land, which acts quite differently from the Triforce’s nature. Despite New Hyrule appearing only in Spirit Tracks, the lore of this new continent is still rich and developed, and it actually has many potential connections to the classical Hyrule we love so dearly (the most obvious of these parallels being the dichotomy of Hylia & Demise vs The Spirits of Good & Malladus). Hylia was not able to defeat Demise and thus had to create an elaborate plan to merely seal him away to prevent him from terrorizing the world. Likewise, the Spirits of Good were only a rival power to Malladus, capable of merely sealing him away by creating the Spirit Tracks as shackles for his prison and the Tower of Spirits as its lock. Following the events of each of their main stories, the good entities (Hylia & The Servants of the Spirits of Good) serve a passive role in protecting the land from then on. Such servants of the Spirits of Good were known as the Lokomos, who each played a critical role in protecting either the Tower of Spirits, Spirit Tracks, or Regional Temples across the continent. In Spirit Tracks, the Lokomos serve as the equivalent to the sages from ancient Hyrule. Back then, the seven sages used their dedicated powers to collectively gain access to the Sacred Realm. They are in a way protectors or servants of their deity who dedicate their lives to fulfill that sacred role. The Lokomos have a similar role as I previously described. At first I may sound like I’m crazy since there are only 6 confirmed sages in Spirit Tracks; however, the final scene before the credits depicts the Lokomos ascending into the heavens along with the spirit of Byrne. He may have been a villain for a while in the story, but his character development, along with his spirit ascending to the heavens with the rest of the sages, implies Byrne is the seventh sage of New Hyrule. Finally, at the end of Spirit Tracks, Anjean confirms that the concept of reincarnation still will occur in New Hyrule: “This spirit is persistent… Byrne may not have any memory of these events, but years from now, he’ll return in a new form.” In the other timelines in the franchise, the sages either reincarnate or have their descendants awaken as sages in later eras, so this could be another connection between New Hyrule and the original land. So what’s the point of all of this? Well, as a Zelda theorist, I can’t give an analysis without trying to make a theory, even if it’s a more casual format. With the abstract parallels between Ancient Hyrule’s and New Hyrule’s legends, could it be possible that the tales of The Spirits of Good and Malladus are actually a dilapidated version of the story of Hylia and Demise? The idea is a bit out there, but legends are not historical facts. They are stories based on historical events, which over centuries or even millennia, gradually change into an entirely different story but with a similar plot. When Hyrule flooded in the backstory of The Wind Waker, it could be possible that some inhabitants of former Hyrule went searching for a new land due to the scarcity of land and discovered the continent that would become New Hyrule. The introduction of New Hyrule into the lore of the Zelda franchise opens up so many possible extensions of the Adult Timeline’s current trilogy. I would love nothing more than to have another game take place in this land from Spirit Tracks. Nintendo, if you’re reading this, please… pretty please… I could take these ideas much further, but I’d need to actually lay out real evidence to make more claims. I will be making a new video soon on my YouTube channel, Zeldom, which will go much more in-depth on such topics. In the meantime, I already have a video which explores some of these ideas right here. Follow Andy on Twitter, Instagram, and Twitch.

  • "It is something that grows over time..."

    S3 E16 | "It is something that grows over time... a true friendship. A feeling in the heart that becomes stronger over time... The passion of friendship will soon blossom into a righteous power and through it, you will know which way to go..." -Sheik. David recaps Season 3 and thanks everyone for supporting the show as he looks forward to Season 4. HOST: David Geisler

  • Zeldalike - Book Edition

    (Photo edited, but original source is here) I’m going to start this post in a very unexpected place: TikTok. I’m almost thirty years old, so my first few weeks on TikTok felt like a very confusing whirlwind of Gen Z craziness. But when I made a post comparing one of my favorite video game franchises (Mass Effect) to one of my favorite reads of the year (The Last Watch, J. S. Dewes), I finally found my niche. Thousands of other book-loving gamers flocked to the recommendation, and I realized something--there are a lot of nerds like me out there! As a result, I’ve decided to write this month’s AZP post on some books I would recommend checking out based on games you love in The Legend of Zelda catalog. Come with me down this very niche rabbit hole! OCARINA OF TIME (Photo Source) If Ocarina of Time is your favorite Zelda game, you probably have an appreciation for the Hero’s Journey! Link in Ocarina is a simple kid living in the forest, just trying to make a life in his little corner of the world until greatness is thrust upon him, whether he likes it or not. Eragon, the main character of Christopher Paolini’s Inheritance Cycle, goes through a similar journey. He is just a young boy working on his uncle’s farm until he finds a dragon egg in the forest near his home. After that, he’s dragged along on an epic adventure that spans four gigantic books. (Photo Source) There are other similarities between Ocarina and the Inheritance Cycle, too. Firstly, it’s set in a big, sprawling world split into different lands ruled by various non-human beings. Additionally, Eragon has a mentor, Brom, who pushes him along on his journey (much like Kaepora Gaebora and the Deku Tree give Link an early push), a mysterious ally in Murtagh (much like Sheik), and a flying companion who talks to him in a way only he can hear (yes, I just compared Navi to a dragon). The last similarity I’ll mention is more of a funny one. In both stories, you’re fighting a baddie with an uncommon-sounding name beginning with "G" (Ganondorf in Ocarina and Galbatorix in the Inheritance Cycle). Overall, the books are long but enjoyable, and if you’re a fan of Ocarina of Time and looking for a new read, I’d bet you might just like this series! MAJORA'S MASK (Photo Source) If Majora’s Mask is your favorite Zelda game, you’re a bit of a contrarian. No hate here! I love Majora’s as well, but you can’t deny it’s a little weird and a little dark. That’s why I’m going to recommend THIS SAVAGE SONG by V. E. Schwab. (Photo Source) THIS SAVAGE SONG is not incredibly similar to Majora’s as far as the plot goes, but I feel like they have a similar energy. Schwab’s novel takes place in a city where bad deeds breed real monsters. Actual, tangible creatures of darkness that can cause real damage. This chain reaction calls to my mind the way that Skull Kid's attempts to crash the moon into Termina seem to bring out all the baddies from the woodwork as the three days progress. Speaking of three days, that’s another thing I think Majora’s Mask fans will enjoy about this book: the timeline is quick. The other series I mentioned here spans years of Eragon’s life. THIS SAVAGE SONG takes place in just a few days' time. Of course, those days don’t repeat like they do in Majora’s Mask, but the sense of a ticking clock is a lot more present in this book than it is in the Inheritance Cycle. Another similarity I see between THIS SAVAGE SONG and Majora’s is just the general dark energy. Where many other Zelda games have dark moments but are largely bright and fun, I feel like Majora’s is just the opposite--largely dark but with moments of light and levity. That’s the balance you’ll find in Schwab’s tale as well. If you enjoy THIS SAVAGE SONG, there is also an excellent sequel called OUR DARK DUET with the same vibes. THE WIND WAKER (Photo Source) Where are my fellow Wind Waker fans? I feel like this game is overlooked a lot, possibly because of its very youthful energy. But that very energy is why I would recommend that Wind Waker fans check out the Redwall series! Wind Waker starts out with a very young Link living a blissful life of peace on Outset Island. He is thrown into his adventure out of his desire to save his little sister from the clutches of evil. Though nearly every book in Brian Jacques’ Redwall series features an entirely different cast of characters (with some overlap), this idea of innocent-youngster-becomes-a-hero-when-their-family-is-threatened is definitely a theme that reappears a lot. (Photo Source) Another commonality between Wind Waker and Redwall (or, honestly, Legend of Zelda as a whole and Redwall) is the black-and-white nature of good and evil. In Zelda, all ChuChus and Bokoblins, etc., are evil. There are (to my knowledge) no instances of ChuChus or Bokoblins deciding to hang up their swords (or… goop? In the case of the ChuChus?) and work for the side of good. So it is with the majority of Redwall books. All the main characters in Redwall are woodland creatures. Mice are good guys. Rats are bad guys. Good is good, evil is evil, and at the end of the day, good prevails. The Redwall novels can get a little violent at times, but they’re still written for kids and teens. Ultimately, they’ll leave you feeling warm and fuzzy, just like Wind Waker does. If the nautical aspect specifically is what draws you to Wind Waker, I have a few specific Redwall books to recommend. Both TRISS and MARIEL OF REDWALL take place largely at sea. I’m sure there are more! But those two come to mind instantly when I think of seafaring Redwall tales. TWILIGHT PRINCESS (Photo Source) Twilight Princess, like Majora’s Mask, is one of the darker tales in the Legend of Zelda catalog. But where Majora’s Mask is dark in an off-the-wall, kind of eclectic way, I feel like Twilight Princess is thematically more like a standard Zelda game while keeping the dark aesthetic. It’s also, in my opinion, one of the more mature-seeming Zelda games, as the Link we meet in Twilight Princess isn’t a child like the one we encounter in Ocarina or Wind Waker, but a young adult with a job on a farm and a girlfriend (???) in Ilia. This is why I’m picking a newer Young Adult novel as my recommendation for Twilight Princess fans. A SONG OF WRAITHS AND RUIN by Roseanne A. Brown is a sweeping fantasy tale featuring a young man looking to make a new life for himself and his family and a princess in political trouble who plans to use that starry-eyed young man for her own plans… but begins to doubt her ability to go through with her dark designs for him as she gets to know him. SOUND FAMILIAR? I thought so. (Photo Source) Now, A SONG OF WRAITHS AND RUIN does have a romance element to the plot, and I know Link and Midna weren’t set up as a romance necessarily (though some have interpreted that last, longing glance at the mirror to mean as much), but, thematically, we’re checking a lot of similar boxes here. Brown’s book also features dark spirits that are separated from the world at large but manage to slip through, which I find similar to the portals that open to the Twilight over Hyrule, allowing the Creatures of my Nightmares to come through (*shudder*). All in all, there are some differences, but I am confident that many Twilight Princess fans will find something to like in A SONG OF WRAITHS AND RUIN. BREATH OF THE WILD (Photo Source) If someone says Breath of the Wild is their favorite Legend of Zelda game, I assume that worldbuilding is incredibly important to them. After all, the map of Breath--the gorgeous, complex world that the player gets to explore--is one of the things that has made that game such a major success. This is why I’m recommending that fans of Breath of the Wild check out Robert Jordan’s sprawling fantasy epic, The Wheel of Time. Now, if you google this series and notice that there are like, fourteen books, do not be afraid! I don’t know that I would recommend all of them, as I honestly have not read all of them yet. I have read the first four books in the series so far, though, and that’s enough for me to say that many Breath of the Wild fans would at least enjoy the series that far! (Photo Source) There are a few similarities here (apart from the massive, gorgeous fantasy world). Perhaps most notably we have the concept of the series itself. As the title suggests, The Wheel of Time presents time as a circular thing. A wheel that turns and turns, bringing events and reincarnated souls back around again and again. If that doesn’t sound like the many reincarnations of Link throughout the Zelda timeline, I don’t know what does! I also see some similarities between the main character, Rand al’Thor and Link, as well as similarities between one of the female leads, Elayne, and Zelda. The entire plot (at least for the first several books--all I can vouch for!) centers around the characters’ attempts to a) survive and b) prevent the imprisoned dark forces of the world from breaking free. Of course, there is a lot more to it than that (these books are all like six inches thick), but that’s the heart of it. Overall, if you like sprawling fantasy worlds and epic tales featuring men wielding magical swords… you’ll find things to enjoy in this series. CLOSING THOUGHTS If you’ve made it this far in this post, you are clearly a fan of both fantasy books and The Legend of Zelda, which means that we should probably be friends. Find me on Twitter, Instagram, TikTok, and Facebook @mjkuhnbooks. Also, I have a fantasy novel of my own coming out from Saga Press on 9/7/2021! It is a fantasy heist called AMONG THIEVES and features betrayal, magic, and lots of witty banter. If any of that sounds interesting, there’s more info here! (Photo Source) So, what do you think? Are there any other books you would recommend for fans of The Legend of Zelda franchise? Let us know in the comments or online!

  • Our Thoughts on The Legend of Zelda Portion of E3's Nintendo Direct 2021

    On June 15, Nintendo fans around the world enjoyed footage of upcoming games and downloadable content (DLC), including items for The Legend of Zelda series. Here is a recap: First up was an announcement for an Expansion Pass for Hyrule Warriors: Age of Calamity. Wave 1 (“Pulse of the Ancients”) is available June 18 in the Nintendo eShop. It includes a playable Battle-Tested Guardian, a flail for Link and Master Cycle for Zelda, Apocalyptic difficulty level, new challenges (“In the Royal Ancient Lab”), and new enemies. Wave 2 (“Guardian of Remembrance”) is available in November 2021 and includes new character vignettes, new stages, an expanded roster, and new battle skills for existing characters. A Purchase Bonus available now includes a costume for Link (Prototype Ancient Gear) and a new weapon for Link (Prototype Ancient Sword). Next was footage for Skyward Sword HD and an explanation of controls (after all, the original game on the Wii relies on motion control to play). The port of this game is available on July 16, 2021. Game & Watch™ enthusiasts, rejoice! Game & Watch™: The Legend of Zelda™ is available November 12 and includes three classic games: The Legend of Zelda, Zelda II: The Adventure of Link, and The Legend of Zelda: Link’s Awakening. An interactive digital clock/timer is also featured. More footage of the sequel to Breath of the Wild teased us! Link appears to be traveling somewhere in the sky. New enemies run amok. Link can travel through solid matter. Hyrule Castle is surrounded by Malice. We have so many new questions! You can watch the Nintendo Direct for E3 2021 below: Source: Nintendo’s YouTube Channel (Start at the 32:08 mark of the presentation for Zelda content) A few of us wanted to share our thoughts on the Zelda portion of the Nintendo Direct. Shane: From Hyrule to “Higher-rule,” the new footage for the Breath of the Wild sequel shown at E3 2021 has us looking up once again. Here are my thoughts of what we saw, speculation, and reactions to this short but magnificent-looking trailer: We first see red Malice, which is a stark contrast to the green color theme in the trailer from 2019. We see the Malice encapsulate Link's right arm, which traditionally is not his weapon-wielding preferred arm. I’m wondering if the evil from the Malice takes Link’s arm and replaces it with power from the green hand to save his arm and in the process gives him the powers we see? Zelda seemingly falls into the abyss; will we need to rescue her? From here we see a different looking Link descending from the clouds. I have a few thoughts on what we see here: He has this wild-looking hair; the green arm shows strange, almost Midna-like from Twilight Princess patterns going towards his shoulder and back; there is a cloth with a symbol almost resembling a lizard of some sort; and a modified Sheikah eye shield is visible. Questions arose for me at this point: Are the land masses all from Hyrule below, or do a fair amount of these already exist in the sky? Does some sort of Sheikah-type tribe reside in the heavens? Where did Link get that shield? Also, since his arm was touched by Malice, which is a negative force, can Link not wield the Master Sword because it is a positive force? Was Demise/Ganon/Ganondorf trying to transfer into Link to take over his body as a new vessel? Later we see Link with a flamethrower-like weapon or power fighting some creature protruding from the ceiling. He then uses new reverse mechanics with stasis and ascends from a water puddle to a landmass above. All these new mechanics in the game can really spice up fighting and travel. Also, the enemies on top of the Stone Talus and the mechanical-looking creature were refreshing to see, providing me with a remix and refresh to the scene. So, my thoughts in summary of this trailer are mixed. I’m of course hyped about every detail I see here and am extremely excited for the potential this game seems to have, but will it have traditional dungeons, items, etc.? How will we traverse this seemingly even bigger Hyrule, and will Zelda be more involved than she has been in the past? What do you think the title will be? We will again wait for more news. Stay thirsty, Zelda fans. Please follow me on Twitter. Stephanie: Nintendo knew exactly what they were doing during their Direct at E3 2021. They streamed on a Tuesday, the last day of E3, as they historically have done. Many fans were riding on hopes and rumors since Nintendo first announced the sequel to The Legend of Zelda: Breath of the Wild in 2019. While we have been waiting for this monster of a release, Nintendo released Hyrule Warriors: Age of Calamity. My heart leapt when I saw a dead (or unconscious) Ganondorf at the start of Nintendo’s Direct. Were they really going to start with Zelda news? Why did it look like The Legend of Zelda: Ocarina of Time version of Ganondorf? Nintendo pulled a fast one on us as it ended up being a Smash character reveal. Once I got over my initial shock, I patiently watched the entire Direct. When Eiji Aonuma appeared toward the end, I knew it was time. Hyrule Warriors: Age of Calamity Expansion Pass: More was revealed for this hack-and-slash DLC. Footage included Zelda riding on the Master Cycle Zero, a Guardian clearing a field of bokoblins, Link swinging a Guardian-like flail weapon, and much more. I personally have not started Hyrule Warriors: Age of Calamity yet, but I appreciated the additional content that I hope to enjoy soon. Zelda Game & Watch™ System: What got me hyped was the Game & Watch™ system to celebrate The Legend of Zelda’s 35th anniversary. Gamers can play The Legend of Zelda, Zelda II: The Adventure of Link, Link’s Awakening, and a Vermin game with Link as the playable character. After the excitement settled, I thought to myself that this Game & Watch™ would be more of a collectible versus something I would use to play the games. The first two Zelda games are available on Nintendo Online, and I already purchased the remake of Link’s Awakening. Disappointment soon took hold as Aonuma mentioned they had no intention porting any more Zelda games for its anniversary. I certainly didn’t want to be an ungrateful fan, but part of me wished Nintendo had done a little more for the beloved franchise. I do have hope, though. Nintendo knows what they’re doing—who knows what the future holds! Breath of the Wild 2 Teaser: In typical Nintendo fashion, they saved the best for last. I appreciated Aonuma addressing his viewers by saying “development has steadily been progressing” before revealing a teaser trailer for The Legend of Zelda: Breath of the Wild sequel. There were brief clips featuring Zelda falling, the rise of some form of Ganon, and Link wielding powers that generate from his arm. Many will spend the time to analyze and write down what they think, so I will forgo doing so in this article. What I wish to speak about was the trailer’s stunning similarities and nods to The Legend of Zelda: Skyward Sword. As I’ve said before, Nintendo is very particular about the when, how, what, and why. The Legend of Zelda: Skyward Sword HD is briefly featured in the Nintendo Direct with no real new information. It will be released July 16, 2021, and The Legend of Zelda: Breath of the Wild sequel will drop sometime in 2022. The brief cameo of Skyward Sword HD at the Direct was not some side-thought. Then, during the Breath of the Wild sequel teaser trailer, we notice obvious nods to the origin story. The most obvious is the clip of Link free-falling from the sky, just like Skyward Sword Link before he whistled for his Loftwing. We also see ancient machinery in Skyward Sword-style and the presence of islands in the sky. Finally, these two games currently act as bookends to the franchise. One is the origin story while the other has been confirmed to be last on the timeline. It is unsure if the Breath of the Wild sequel will have true ties to The Legend of Zelda: Skyward Sword, but I feel Nintendo wants them to complement one another as the titles roll out. Overall, I appreciated the Zelda portion of Nintendo’s Direct. While I would have preferred more on the anniversary and perhaps more on the Breath of the Wild sequel, I can only stress how methodical Nintendo is. I trust the company to do the franchise justice, and I am thrilled to see how Skyward Sword will influence this next game! Follow me on Twitter! Celeste: Although I own Hyrule Warriors: Age of Calamity, I have played maybe only an hour of it! Lately I have been feeling a bit overwhelmed with the “information overload” of video games and entertainment media in general. I long for a day where I can take my time and play a video game for hours on end. The DLC for Age of Calamity looks exciting, but I still need to play the main game. I did play Hyrule Warriors on my Wii U, and although I devoted a substantial amount of time to that game, I don’t feel as drawn to Age of Calamity. Am I too busy? Am I just not into this genre as much? If you decide to purchase the DLC, please let me know how it is. You may convince me to power through this hack-and-slash game. I likely will pick up Skyward Sword HD because I did enjoy the original game. I am ecstatic to not have to rely on motion controls and calibrating the motion sensors; those aspects made gameplay a hassle many times. I love to move and stay active, but sometimes I just want to sit down and unwind with a virtual story. Maybe I’ll finally complete the harp mini game at the Lumpy Pumpkin! I grew up playing Game & Watch™ Gallery on the GameBoy Color and GameBoy Advance, and I think this collectible is an improvement on the Mario Game & Watch™ from 2020. I do love Mario games, but how many times has the original Super Mario Bros. been ported? I’m more willing to spend $50 on the Zelda version, especially since it includes three complete games. The ability to interact with the digital clock also intrigues me! The main reason I watched this Nintendo Direct was for the pièce de résistance: more information on the sequel to Breath of the Wild. Link appears to be traveling to the islands in the sky we see in Skyward Sword, and his right arm appears… infected? With Malice? Replaced with something mechanical? Is this related to Dark Link? Will our hero turn into something malevolent? Will we see familiar locations either centuries after we originally visited them or in their prime through the magic of time travel? What happened to Link and Zelda’s companion animal from the original trailer in 2019? How did Link manage to travel through solid matter? Will we finally play as Zelda? Are you interested in any particular announcement more than the others? What are your theories and thoughts on the Zelda content from E3? Let me know on Twitter!

  • "Favorite Easter Eggs"

    S3 EP15 | David and Celeste discuss some of their favorite easter eggs in the Zelda franchise. HOSTS: David Geisler, Celeste Roberts Season 3 | Episode 14

  • Serenity in the Zelda Series

    By Celeste Roberts I am a persnickety video game player; I will investigate every nook and cranny until my curiosity is satiated. Video games can be costly, and the developers spend an enormous amount of time perfecting their vision. I like to think I am honoring their hard work--and getting my money’s worth for a game--by making my characters act as tour guides and show me every aspect of their worlds. Video games offer us a chance to immerse ourselves (albeit virtually) in fictional characters’ worlds and lives. Although I enjoy the occasional adrenaline rush from fighting a troublesome foe, hiding from my enemies’ line of sight, or enduring some sort of timed trial, I do love to simply explore the beauty of the settings in video games, especially as a way to wind down and relax. The Zelda series is rife with calming spots, which is likely a godsend since vanquishing terrifying monsters has to shave years off Link’s life. Even the hardiest of heroes deserve a chance to catch their breath and rest! Here are my favorite serene locations in the Zelda series (in no particular order). Hena’s Fishing Hole (Twilight Princess) Although I live in a coastal region, I never have gone fishing in real life (frankly, the idea of swatting away gnats and placing worms on fishing hooks before 5 AM does not appeal to me anyway). However, if a video game offers fishing as recreation, I am ecstatic. This mini-game tends to appear in a secluded area with but one other person (the proprietor), allowing players the chance to forget all about old what’s-his-name-with-the-Triforce-of-Power and focus on reeling ‘em in. Link’s Awakening on the Game Boy is the first title in the series to feature fishing, but, in my humble opinion, Twilight Princess’ iteration of this pastime is utterly perfect. Each time Link enters the Fishing Hole, the season changes, as well as the types of fish available to catch. The music is soothing and perfect for unwinding, and players can rent a canoe from which they can catch fish (with or without Hena as a tour guide). Whether you prefer fishing among falling cherry blossoms, during the heat of summer, beneath red leaves, or in a wintry domain, Hena’s Fishing Hole is one of the best locations in the series for those of us wishing to experience nature from inside the comfort of our homes. Beaches in Breath of the Wild Who else hates having to deal with sand in their swimsuits and on their towels after a day at the shore? It’s like glitter: you’ll keep finding bits of it months after you thought you removed it. Fortunately, the beaches in Breath of the Wild allow you to walk leisurely along the coast at any time of the day in the game, catching the rays of a beautiful sunset or the sparkles of sunlight at dawn reflected on the ocean. Take some branches and flint and create a small fire at night; now you’re camping beneath the stars while the waves tumble in a pleasing rhythm. If you’re someone who admires horses racing across the beach, know that you can reenact every epic movie scene without leaving your recliner (or getting sand stuck in your clothing). Sure, you may run into a Moblin or two on some beaches, but they shouldn’t have interrupted your peace. Oh, one more plus of virtual beaches: you won’t have to worry about a present from an overhead seagull. Lon Lon Ranch (Ocarina of Time) Easily the largest private property for commoners in Hyrule, Lon Lon Ranch provides beautiful horses, delicious milk, and the opportunity to slow down and smell the hay (maybe a little manure, too). The lilting sound of “Epona’s Song” greets visitors, and Cuccos flitter about as you head to the paddock, where Malon serenades her beloved steeds. Pastoral areas are some of my favorites because I never had the chance to live on or even visit a farm (I took horseback riding lessons as a teenager, and I must admit this game influenced my desire to give that sport a try). I know animal husbandry is truly one of the most difficult jobs, but its portrayal in sleepy Lon Lon Ranch fills me with calmness and joy. Malon and Talon obviously care deeply for their animals and treat them with love and respect (Ingo’s disposition eventually improves), and I imagine the air is fresher and sweeter on their land (okay, okay—a whiff of cow patties might fill one’s nostrils). Bamboo Island (Skyward Sword) Yes, the mini-game “Clean Cut” on Bamboo Island involves hacking and slashing bamboo a record amount of times, which could incite some stress in players, but, honestly, this mini-game provides some outstanding stress relief for me. The setting is a gorgeous, lush bamboo forest, and the music creates the most Zen atmosphere in the game. I often listen to this theme whenever I am working, imaging myself on a small island in the sky. My only complaint about Bamboo Island? Its lack of pandas (although I understand the Zelda universe has its own set of creatures). Do you enjoy visiting any of these places whenever you want to take a breather and admire your surroundings? What are your favorite peaceful spots in the Zelda series? Let me know on Twitter!

  • Link Between Locations

    By Shane Kelley The Legend of Zelda series includes several unique ways to traverse the lands: a drive-by “Uber” via a duck and a flute, a bird that lifts you into the air, a horse that reacts to a song and carrots, an ancient motorcycle, a blue light that whisks you away, and a medallion that brings you to a set location. These and countless other transportation methods bring interesting and unique traveling mechanisms to an already fleshed-out game series. I want to discuss some methods of transportation that we already have used and experienced within the Zelda series, coupled with new potential methods that I would like to use to traverse areas in future games. I have categorized them into 4 categories: Land, Sea, Air, and Magic/Technology. Some, of course, can apply to multiple categories, but I placed them where I think they best fit. Existing Transportation Methods Land examples: horses (living and deceased), bears, deer, motorcycle, mine carts, train, sand seals, shield, snowboard, wagon, spinner Land, especially in Breath of the Wild, is the main way Link will travel. We have seen countless methods of traversing the land, which is, of course, the largest type of terrain in the games. Sea examples: Zora flippers, rafts, King of Red Lions (boat), Linebeck’s boat, canoe, Tetra’s pirate ship Water can be a hindrance to traveling, so as soon as Link gets some method to traverse this liquid matter, Link has even more places to explore. Air examples: Flying Duck (by playing the flute), cyclones, gale seeds, Loftwing, owl, flying monster in Twilight Princess, sail cloth, hang glider, Korok leaf, cannon Airborne travel is usually always the best way to get a top-down view of the area and explore the digital beauty of the landscape. Magic/Technology examples: travel medallion, blue light Sheikah tablet, warp pads, wolf teleportation, Farore’s Wind, various songs, Divine Beast, hover boots, Pegasus boots, Roc's feather, Temple of Time, wall drawing (A Link Between Worlds) Magic and technology can bring fun and unique ways to get around. Usually it is a great way to travel far distances or difficult-to-reach locations. What kinds of transportation would I like to see in each category? Land: Dog sleds Dog sleds? Hear me out. So, we saw that we can interact with dogs in Breath of the Wild, and it’s only natural to progress that relationship further. What if there were a quest that allows you to make friends with dogs all over Hyrule, and when you befriend enough of them, you can then assemble a team and craft a sled to traverse the snowy regions? You could use it to carry more items and maybe run errands for NPCs to unlock items for you, your dogs, or your sled. You could use the Wolf Link Amiibo to be the leader of your team if you wanted. The possibilities would bring even more innovative thinking to the Zelda formula. Sea: Submarine or surfboard One thing that is missing from Breath of the Wild is underwater exploration, so if we can climb the highest peaks in Hyrule, why not let us explore its lowest depths as well with a Sheikah-powered sub? You could either take a third-person or a first-person view while discovering treasure, fighting enemies, and taking on a dungeon and its boss. On top of the water, it would be extremely fun to surf, maybe utilizing lighter shields to allow for surfing or other water transportation besides the rafts that are already provided. Maybe we could surf with the hang glider to do some parasailing. Sky: Hot air balloon I think a hot air balloon would be not only useful and have beautiful views, but it would also allow you to travel into the sky and maybe find a city in the clouds, which would be, of course, a nod to past Zelda titles. You could control the balloon both manually for challenges and mini games as well as automatically if you just want to use your tablet to take some pictures of your surroundings while on autopilot. Magic/Technology: Tank that fires bombs A Sheikah tablet-controlled land tank that could take on more powerful enemies by firing bombs, taking down walls, or finding hidden caves or entrances in the side of mountains would be a new way to explore, fight enemies, and travel. It wouldn’t have to look like a traditional tank; perhaps you could modify and control a Guardian that you could upgrade with items or parts that are scavenged or bought from vendors or stores around Hyrule. In conclusion, we can see plenty of ways in which Link could travel from place to place (or, in this case, shrine to dungeon). What are some of your favorite ways to travel in any Zelda game? What have I missed? What new traveling methods would you like to see in the future? What I am thankful for is the chance to travel with you on this Zelda journey. Please follow me on Twitter @stillsaneshane.

  • Rain, Rain, Go Away?

    By Shane Kelley We all know the iconic nursery rhyme “Rain, Rain, Go Away” in which you want the rain to go away so ultimately you can go outside and play. This encompasses what most players can attest to as the love-hate relationship of the rain mechanic in Breath of the Wild. Though it may be a necessary evil to prevent access to certain areas early in the game, how will Nintendo handle this dynamic element in the sequel, especially with the downpour of comments made to Nintendo by its fans? When we look at how polished and intricate Breath of the Wild is, we can see even down to the smaller details a lot of thought went into the environment. Rain, being part of the varying weather patterns we see in the game, is essentially both a natural occurrence in nature as well as a limitation of sorts for our Hylian traveler. Whether rain was added merely for looks (and the afterthought of the water making the rocks wet was included because a team member slipped on a wet rock in the past) or inclement weather was truly meant to restrict the player, we might not ever know. But with things like snow making the hero cold, the hot sun beating down on Link, and hot lava making him overheat, we can conclude that some thought went into intentionally slowing the player down. We know that the rain is mainly used for both aesthetics and slowing down the player. But what other elements can be seen within the game after or during rain? With certain arrow types, such as the lightning arrows, we see that enemies near the target will be affected by the electricity due to the conductivity, while fire arrows will not work at all. Other interesting things that rain can assist or heighten for the player include the rain's minimizing noise while sneaking up on an enemy or creating a slicker environment, which makes shield surfing easier for a quick getaway. Rain can make puddles, allow plants to bloom, and bring about certain things more frequently. There certainly have been some interesting implementations in the game that make use of the falling rain. While writing this, I thought of other ideas of what the player could possibly do in the game that would allow more interaction with rain and water. What if Link or Zelda had a musical instrument this time around and they could use this instrument to bring about rain or other weather patterns to assist in various puzzles? A variation of the Song of Storms, maybe? What if you had more realistic weather patterns, such as wind effects that could blow around useful objects, hail that can damage your armor or weapons, or maybe even full-on tornadoes or hurricanes that could cause chaos? Bringing back the Gale Boomerang would be a great way to calm the storms if needed. Maybe this would bring about resetting the enemies in a certain area, which could take the place of Breath of the Wild’s blood moon mechanic. So, what do you think? Should Nintendo scale back on the precipitation or bring on the monsoon? I, for one, think that they could make it a bit more dynamic with random chance encounters with severe or unusual weather patterns. Whether you think the rain feature is hydrating or a washout, I don’t think Nintendo has any plans of removing it in the sequel. I do have one request, though, for Nintendo: please give Link the scarf from Hyrule Warriors to wear in the frozen tundra of Hyrule! What are your thoughts? Please follow me on Twitter @stillsaneshane

  • Ghost's Awakening

    by Celeste Roberts “Ghosts are all around us. Look for them, and you will find them.” - Ruskin Bond *Please note this article will contain spoilers for players who have not played or read about Link’s Awakening.* I did not own a GameBoy or GameBoy Color; in fact, my first portable video game system was a translucent pink GameBoy Advance. The remake of Link’s Awakening for the Nintendo Switch was my first time exploring Koholint Island and meeting its charming residents and, dare I say, pretty adorable enemies. After I completed the Angler’s Tunnel dungeon, I swam out to the right side of the fortress, happily wading in the clear blue water, when a pink figure with a morose visage floated from off-screen and began following me. I haven’t button mashed so much since I played as Chun Li in Street Fighter. I thought this phantom was an enemy, but when it wasn’t taking away hearts when it enclosed on Link, I calmed down. I continued on my way, consulting Ulrira for some hints as to what to do. The instructions were to “take him where he wants to go,” so, of course, I assumed the little fellow wanted to go to the cemetery and hang out with the other ghosts. However, my new companion began murmuring, “... the house… take me… the house… at the bay…” I recalled seeing a derelict purple home in my adventure, so I began leading the little fellow to the home. I hadn’t seen anything of value in the abandoned home when I first entered it, but I now had the owner in my company. Maybe he forgot to pack for his vacation? Upon entering his humble home, a sweet music box-esque theme of Mabe Village began to play as the ghost floated around his home, taking everything in and reminiscing. Looking at an armoire, the ghost said, “Nostalgia… unchanged…” He then moved to a corner near some pots, covered his eyes, and began to cry. “Boo hoo.” I could have crumbled. I noticed a beautiful yellow flower blossoming beside the surprisingly pristine bed. Amidst the decay and dust, life flourished. I also noticed what appeared to be a compass and a map on a table. Was the ghost an adventurer like Link? What wonders did he witness in his corporeal lifetime? The memories may have been too powerful for my new friend; he faced Link and said, “Enough… cemetery… take me… my grave…” I remembered seeing a lone grave not far from the cemetery and figured it was the correct one. As we approached it, the ghost’s somber expression transformed into a charming smile, and he thanked me with an empty bottle to hold fairies and potions. Paranoia’s Dungeon YouTube video: https://www.youtube.com/watch?v=wmIEo0jN-0A I’m a sentimental person and overthink random aspects of stories. My grandfather passed away in August, and I started this game a month after losing one of the most important people in my life. I instantly thought of my Paw Paw and the countless memories we shared; I grew up next door to my grandparents and was at their home often. I wonder whether those who have gone before us can revisit places special to them. Would they mourn? Would they feel a sense of peace? Would they be satisfied with the legacy they have left behind? Link’s Awakening isn’t going to answer these questions for me, but it does remind me that video games are a medium that can do far more than provide an outlet for killing time: they can echo sentiments from our world and grasp our hearts, teaching us empathy and ensuring us we are not alone in this often cruel world. I began to consider my own mortality. What will happen to my home after I am no longer able to care for it? What about places from my childhood, like stores that have closed and parks that are enjoyed by nothing but rampant vegetation and fallen trees? I see these figurative cemeteries all around me now, so I can only imagine the emptiness after I am gone. We are ephemeral visitors on Earth, much like Link is a temporary visitor of Koholint Island. What can we do with the time given to us? Link embarks on a quest to smite enemies and restore peace, only to discover his entire experience was a dream. Perhaps life is similar: we are thrust into a plane of existence until we are no longer a part of it. “A dream within a dream,” as Poe wrote. Has a moment in a video game resonated with you before? Let me know! You can follow me on Twitter and Instagram.

  • Favorite Character Arcs in The Legend of Zelda

    By M.J. Kuhn In my opinion, one of the best parts of any video game is the story. Most modern games honestly feel a lot like a really long movie where you can influence the outcome, and just like any movie (or book), the most compelling part of the plot is often the cast of characters we meet along the way. We all have our favorite one-off oddball characters, I’m sure (hello, Tott, the Elvis-wannabe from The Wind Waker), but the characters that really stick with us are usually the ones who grow and change as the plot of the game progresses. This is why I wanted to explore a few of my favorite character arcs in the Zelda games. As a heads up, this post contains plot spoilers for the following games: Twilight Princess Skyward Sword Breath of the Wild Let’s start with my all-time favorite Zelda character: Midna. I will admit the first time I played Twilight Princess, I was low-key afraid of Midna for the entire escape from the dungeon. I didn’t trust that oddly carnivorous smile… with semi-valid reason, it turns out! In the early parts of the game, Midna helps Link, sure, but she has some serious ulterior motives. In the beginning, Midna’s only goal is to cast down the usurper, Zant, and reclaim her place as ruler of the Twili. Link is just a convenient means to that end. She is brash and quick-witted and perhaps a little insensitive to Link at first, but as the game goes on, her cracks become less pointed and more playful. The writing really does a great job of slowly showing that Midna is actually starting to care about the Hylian she is using as a pawn in her games against Zant. These small attitude shifts culminate when they encounter Zant after retrieving all the fused shadows. Link tries to protect her and gets trapped in wolf form again for his trouble. Zant asks Midna to join him, but she refuses. Part of the reason she refuses is that she hates Zant, I’m sure, but she’s also really starting to care about the world of light at this point. This new worldview only strengthens when Zelda gives her life to save Midna. From that point on, Midna is basically a full-blown hero. She is fully committed to saving both the world of light and the Twilight Realm. She even attempts to sacrifice herself to defeat Ganondorf in the end of the game. Midna was never really a bad guy, but I can’t see her making that same sacrifice play in the beginning of the game--can you? She goes from pursuing a good goal (defeating Zant) for the wrong reasons (regaining her status as ruler of the Twili) and ends up striving to defeat Zant and his puppet master, Ganondorf, in order to save both her own realm and a realm she didn’t really care about in the beginning. I wouldn’t call it a full-180 by any means, but she definitely goes through some growth… all while keeping that brazen charm we love so much. The next character I want to talk about comes to us from Skyward Sword. Of course, I am talking about the King of all Pompadours, Groose. Ugh. Beginning-of-the-game Groose. The WORST. A bully. A bird-napper. A saboteur. A total creep when it comes to Zelda. When everyone is still up on Skyloft, Groose does everything he can to prevent Link from winning the Wing Ceremony. He’s rude and annoying and reminds me a lot of Gaston from Beauty and the Beast, honestly. We see the first sign of something vaguely positive from him soon after Zelda goes missing--he actually tries to go after her. Of course, a lot of this seems to be ego (again... cough Gaston cough), but it seems like he really does care about Zelda. After some Stereotypical Alpha-Male Posturing, Link finally earns a smidge of respect from our tall-haired friend by stopping The Imprisoned for the first time. This is the start of Groose’s journey from gross to kind of awesome. He lets his ego take a backseat, and instead of insisting that he be the one to go rescue Zelda, he lets Link run off and stays behind to help “Grannie” (Old Impa) hold back The Imprisoned if it comes back. SPOILER ALERT: it comes back. More than once. And every time it has new fingers and toes and weird helicopter apparatuses… And when it comes back, Groose is fighting on our side! He builds a bomb-slinging weapon called the Groosenator (all right, I never said his ego was TOTALLY under control). And, if we’re being honest, he saves our skin multiple times. From here on out, Groose is basically cool. Sure, he still talks a big game, but the bite has been taken out of his words. He has a real affection for “Grannie” and is a real team player, willing to sit out of the direct fight to guard the Sealed Temple and protect the frozen Zelda. In the end cutscene, he returns to Skyloft, leaving Zelda and Link down on the surface. Groose was never evil, but he definitely sucked enough in the beginning for me to call this a full redemption arc. He starts out in direct opposition to Link (on some very petty matters, but still) and ends up wholeheartedly on his team. This is one of the biggest change arcs we see in all the Zelda games I’ve played, at least! Lastly, I wanted to include a traditional Hero’s Arc… but I don’t mean Link. There is another character who goes from young, green, and filled with doubts to owning and embracing their full potential. Yes, of course I mean Zelda! Specifically, Zelda in Breath of the Wild. Now, this one is a little tricky because in the game we piece this whole story together after the fact, probably out of order (and over the course of several months if you play video games as slowly as I do). So I’m going to talk through this arc in actual sequential order of those flashbacks. Unlike both Midna and Groose, Zelda has her priorities straight right from the beginning. She knows what must be done, and she is willing to do it… the issue is her confidence in her ability to do it. In the first few memories, we see her work with Link… but only begrudgingly. As Urbosa says in the very first cutscene, she basically just sees him as a reminder of her own failure. Ouch. I wouldn’t necessarily want that hanging around me either. Throughout the course of the memories, we see her researching and working, trying to access her sealing powers. She finally comes around, accepting Link as an ally in her quest after he defends her from some Yiga clan members, but still, when it comes to her own destiny, she is struggling. We see the king looking like a total jerk, casting further doubt on her when she already doubts herself. We see her pleading with the goddess statue at the Spring of Courage. We see Calamity Ganon awaken. She’s frustrated and scared that she has failed everyone… but like a true hero, she doesn’t give up so easily. Just when all seems lost--and when Link’s life is on the line--she is able to unleash her power at last! Power and confidence unlocked in tandem, we see a decisive, self-assured Zelda from there on out. And in the end, as we know, Zelda and Link manage to push back the terrifying, giant flaming pig Calamity Ganon, saving Hyrule (for now, at least). The arc of underdog-to-champion is a mainstay of fiction for a reason --it’s both inspiring and relatable. It’s a shame that almost this entire arc takes place outside of the actual bounds of the game timeline, but we do get to see its conclusion in real time, at least. I am one of the few people on this earth who actually did not love Breath of the Wild (not that I hate it! It’s gorgeous, visually, but just not one of my favorites in the franchise), but I can say BotW is one of my favorite incarnations of Zelda. A big part of the reason is because of her growth: she starts out afraid, emotionally guarded, and magically weak and grows to be brave, vulnerable, and strong. We truly love to see it. That rounds out my top three character arcs in the Zelda games! Which of your favorites am I missing? Chat with me on Twitter @mj_kuhn to let me know! Also, if you’re interested in reading more of my unsolicited opinions on story structure and all things related to writing and publishing, check out my personal blog at mjkuhn.com/blog!

  • Animation or Live Action: What Style Would Suit Zelda Best on the Big Screen?

    By Carlos Gomez I’m sure everyone reading this article has either seen the Sonic the Hedgehog movie or, at the very least, knows it exists. As I was watching SEGA’s flagship character race around in a blue CGI blur, I couldn’t help but ponder Nintendo’s own foray into the big screen. We all know of its disastrous attempt with the Super Mario Bros. movie; however, it’s been a long time since Nintendo branched out with its intellectual properties (IPs). It’s best to strike while the iron is hot. In fact, there is a confirmed Mario movie in the works: it’s a CGI cartoon developed with Illumination (think Minions). With Nintendo’s effort to broaden and strengthen its fan-base, the options are plentiful with IPs, yet this is Another Zelda Podcast--you can imagine where I am going with this. The Legend of Zelda is one of Nintendo’s most beloved franchises, and every year or so, there is a rumor of the series making it to TV or the big screen (with everything from April Fool’s Day pranks to random internet chatter) that leads to dead ends. Other than the 1989 cartoon series featuring the iconic “Well, excuse me, princess” tag line, there has been nothing on this historic franchise. So, if the Big N were to make a Zelda movie, what would it do? As far as I can tell, there are two basic camps of fans: the group that wants a live action version and the group that wants a cartoon. There are pros and cons to both mediums. Animation: This really encompasses everything from anime to CGI. It’s the easiest format to pull off as it relies solely on voice acting. Action sequences and visuals would have no limit and could be as creative as the director desires. Live action movies, in contrast, are limited by both human and technological factors. Wires and computer augmentation can only do so much. An animated feature would surely be able to accommodate and maximize the fantasy in the world of Hyrule. Many have cited anime as a natural art style suiting both complex action sequences and more mature concepts. For titles like The Wind Waker and Skyward Sword, animation seems like a natural fit. Wind Waker’s cel-shading style in particular could easily be translated for the big screen. Animation makes sense from a marketing aspect as well. The next generation of Zelda fans is sitting in grade school as I write this. If there’s one thing that kids love, it's animation. That’s what makes big companies like Disney so successful. The Zelda animation fans of today will be the purchasers of Zelda games tomorrow. Live action: From my previous remarks, it may appear that Zelda as a cartoon or CGI film would be a foregone conclusion; however, there is a certain magnetism about live action that doesn’t happen with a cartoon. Imagine for a moment a Legend of Zelda film that was part Lord of the Rings and part Crouching Tiger, Hidden Dragon. The world would be more believable; it would feel as if we could reach out and touch Hyrule or hold the Triforce in our hands. It's why superhero movies are doing so well--they are just the right combination of real and make-believe to trick our minds into believing the impossible. Nintendo could easily comb the list of talented young actors to find the perfect Zelda, Link, and Ganon. Ocarina of Time and Twilight Princess both have more mature themes that would benefit from a live-action perspective. Just imagine the beautiful places that the movie would be filmed, from snow-capped mountains to scorching deserts. There are many unique places on earth that could be used to film the various temples, shrines, and dungeons. The emphasis would not be on how Zelda is a fantasy but on how the fantasy of Zelda could be real. I personally would love to see a live-action Zelda. I think The Witcher’s success, as well as that of Game of Thrones, shows that the appetite exists for compelling stories filled with enchantment. However, I think Nintendo is very cautious. The Super Mario Bros. movie was a huge flop that Nintendo never fully let go. Instead, I see the company looking at animation. With Nintendo’s building onto Universal Studios’ theme parks, I see it really making that push for the younger crowd. Either way, I am sure that when Zelda does hit the big screen, it will be a smash hit. As long as the studio producing such a film captures the wonder of exploration and the excitement of the moment the Master Sword is drawn, it will be a success. Thanks for taking the time to read my blog. Tell me what you think. Is animation the way to go for a Zelda film, or is live action the only way to do the story justice? You can reach me @The_Lost_Hylian on Twitter, thelosthylian on Instagram, or my Facebook page, The Lost Hylian. You can check out some other stories here.

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