Legend Of Zelda For PC Archives

Legend Of Zelda For PC Archives

Legend Of Zelda For PC Archives

Legend Of Zelda For PC Archives

Category: Inspired By Zelda

Get ready to do some barrel rolls, because today’s episode is all about the swan song for Rareware on Nintendo consolesL Star Fox Adventures! How did a Star Fox game end up with Ocarina of Time’s game engine? What did we think of the Arwing segments pasted in here? How does the world of Dinosaur Planet compare to Hyrule? What are the dungeons like? And for the love of God, what’s up with the voice acting!? All this, and just…

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For a limited time this weekend, the Indie game TUNIC has a downloadable demo available on Steam and will be present on the Gamescom Indie Arena Booth that is currently underway. When I got whiff of this news via our managing editor Rod Lloyd, I downloaded the game as soon as it was available and dove into it – I’m happy to report I wasn’t disappointed. This demo isn’t really new; it’s the same demo that has been playable at E3…

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In the midst of exploring Breath of the Wild‘s vast Gerudo Desert, have you ever thought it might be cool to have a Zelda-like game set in the deserts of ancient Egypt? When I was a kid, I didn’t think I’d ever want this experience, but I got it anyway, and I fell in love! I invite you all to walk like an Egyptian with me as I review of Sphinx and the Cursed Mummy! This game was released in 2003 by…

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Welcome back to Inspired By Zelda. After a little bit of a layoff, the series spotlighting the greatest Zelda-Like games around returns, with Andy taking a bit of a break this month and handing the reigns over to Sean to talk one of his favorite games. The game in the spotlight is Transistor, an an action role-playing game developed and published by Supergiant Games. Transistor is available on Nintendo Switch, PlayStation 4, and Steam.  When I began to investigate Transistor as a…

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Welcome back to Inspired By Zelda! Today on the docket… Moonlighter, an action RPG developed by Digital Sun and published by 8 Bit Studios where you run a shop by day, and loot dungeons by night! Moonlighter is available on Nintendo Switch, PS4, Xbox One, and Steam! I’ve never been a big fan of “life simulation” games, for lack of a better term. Games like Stardew Valley, Harvest Moon, The Sims, and even Nintendo’s own take on that genre, Animal…

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Welcome back to another (early!) edition of Inspired By Zelda! This week on the docket… Aragami: Shadow Edition for the Nintendo Switch, with the original Aragami title also available on PS4, Xbox One, and PC, developed and published by Lince Works. Now, I should probably state right away that this isn’t as “Zelda-y” as I kind of thought it would be. It would probably be more apt to say that this game caught my eye because the art style looked…

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Hello everyone! After a month off after the holidays, Inspired By Zelda is back and kicking off 2019 with a flurry of great games that pay homage to the Legend of Zelda series! We’re diving right in this month into the swashbuckling adventure that is Oceanhorn! Let’s go! Oceanhorn: Monsters of the Sea, developed by Finnish-based studios Cornfox & Bros. and published by FDG Entertainment, and available on Nintendo Switch, PS4, Xbox One, and mobile, is a Zelda-like game in…

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There’s no other way to put it: Anodyne is fricken’ crazy. Don’t get the wrong idea about that either – it’s crazy in a wonderful, beautiful way. But after finishing the main campaign and exploring the land of Anodyne (aptly named The Land), I can’t really think of a better way to put it. But let’s back up for a second and start from the beginning. The Legend of Zelda: Link’s Awakening is one of my favorite Zelda titles. Part…

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Hello folks, and welcome back to Inspired By Zelda! This month was originally going to focus on a creepy 2D Link’s Awakening-esq game named Anodyne, but as time was a scarce resource this month, so unfortunately, that think-piece will have to wait until next month. To make it up to everybody, I had a chance to chat with the Lead Developer of Stranger Things: The Game Dave Pottinger about the game, and I’m here to share that with you! We…

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I remember watching the trailer for Mulaka for the first time. It struck me just how reminiscent it was of Breath of the Wild’s final trailer shown by Nintendo at their 2017 Switch Presentation. The first 40 seconds or so were almost a beat-by-beat replication of that impactful Zelda trailer: sweeping landscapes, fluid combat, epic music, and a lone hero looking out at an expansive world that was waiting to be discovered. Mulaka’s trailer emulated that final look at Breath…

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, Legend Of Zelda For PC Archives

The Legend of Zelda: Breath of the Wild

The original Legend of Zelda on NES introduced the idea of an open fantasy world, but as the series progressed, it veered toward guiding players through a linear sequence of engaging puzzle and combat scenarios. The series has reexamined that formula in recent entries, but Breath of the Wild marks the most dramatic departure to date. You have every item you need to solve every puzzle before you reach the first dungeon. Swords break, and you exchange them often. You don’t have to complete the dungeons to defeat Ganon. This is not the Zelda we’re familiar with, but my hesitations about deviating from a proven formula were cast aside the moment I was dropped into the new, open Hyrule.

Breath of the Wild’s version of Hyrule is consistently compelling and full of discovery and reward. The sections of the world are thoughtfully designed, each an important part of the larger whole. Every trail I took, even the ones off the beaten path, led to interesting discoveries like hidden puzzles, new weapons, and strange architecture. Link’s map is blank at the start, meant to be filled with icons as you decide which activities to pursue, and I appreciate that it lets me define what is important.

Players are accustomed to navigating open worlds, but Link’s ability to climb leads to unprecedented levels of exploratory freedom. If you see something in the distance, you can walk or fly straight to it, regardless of what’s in your path. Link never needs to circumnavigate. Every surface in Hyrule is an opportunity to further your adventure. Gigantic statues you might think are set-dressing are used as platforms to kick-start a flight. Mountains normally used to create barriers are climbing challenges; your reward for these tests of endurance might be a new item, but even just a new view of Hyrule can be equally valuable. I never tired of climbing toward the skies, looking out into the world, and seeing all it had to offer in detail.

Breath of the Wild is more than just a world of beautiful scenery. It’s full of puzzle shrines, dungeons, and surprises. The main dungeons are smaller than those in previous Zeldas, but benefit from the compact design by never overstaying their welcome. Link takes control of each of the dungeons, rotating them to solve puzzles, or manipulating their large components to open new paths. Defeating their challenging bosses offers worthwhile rewards that affect facets of exploration and combat in exciting ways, like the ability to perform an extra powerful attack in times of need. Any disappointment that may have resulted from the main dungeons being smaller affairs is cleanly washed away thanks to the myriad shrines.

Shrines are found throughout the world, and along with each offering physical rewards they also act as unlockable fast-travel points, making each one invaluable. They all feel distinct, focusing on singular puzzle ideas and executing on them with few repeated mechanics. They are well-designed, taking full advantage of Link’s new time-manipulation and magnetic abilities, but also use familiar Zelda ideas, like bombs, in novel ways. The shrines are home to the most creative puzzles, and they stand comfortably alongside the best of the larger franchise.

The challenges of the game extend beyond solving puzzles and apply directly to Link’s survival. Breath of the Wild is not an easy game. It begins with Link waking after being asleep for 100 years, and he is quickly dropped into the world with little tutorial. Preparation is key when deciding the direction to go; the whole world is accessible, but that doesn’t mean you are equipped to handle every area. Approaching the volcano without a collection of fireproof potions results in a fiery death, and not wearing the right clothes as you head north makes the frost steal your hearts. Checkpoints are friendly though, and being able to fast-travel to any shrine (even in the middle of a fight) means you can always escape danger. Despite dying often, the difficulty of the game is reasonable, and incredibly rewarding when the preparation pays off.

An important part of that preparation is equipping Link with food and weapons, which are found everywhere. Creating health-restoring dishes and potions is simple, and I enjoyed gathering ingredients between destinations to see what I could create. Combining meats and mushrooms to create heart-replenishing shish kabobs is fun, but discovering strange potions using monster parts and bugs is especially exciting.

I was never at a loss for sword, bow, or shield, but the item degradation prevents players from being precious about Link’s weapons. Using a sword to the breaking point and throwing it at an enemy for one final destructive blow feels good, but it always stung a little to chuck something I liked. More powerful weapons are always nearby, but the degradation mechanic is ultimately one I just learned to cope with.

Surviving in the world serves as an important build-up to the ultimate goal, which is defined early on: Defeat Ganon. In Breath of the Wild, Link is not trying to prevent the villain’s resurrection. Ganon is there the moment Link wakes, visible in the distance. His evil presence is clear from nearly every vantage point on the map as a disturbing, glowing evil and it has a tangible effect on the world. I felt it at every moment, whether it was by seeing Ganon in the distance or by talking to Hyrulians living under his oppression. Seeing the goal from the moment I started the game also made my final sprint to defeat Ganon hugely rewarding. When I finally decided I was ready to face Ganon, it felt like the culmination of a lifetime of preparation that ended with a hugely satisfying finale.

The rest of the story is simple, familiar to even those who have never played a Zelda game, but the way it is presented is interesting, calling into question the familiar fate of Link and Zelda in a way that made me sympathize with the struggling heroes (in spite of the underwhelming voice performances of Zelda and the supporting cast). Their mission is harder than it has been in previous Zelda games, and the pressure of that task is told well through the optional cutscenes.

Breath of the Wild is an achievement in the design of a living world. Hyrule is massive, with multiple environmental systems layered on top of a grand adventure. The only technical issue I encountered was one related to the framerate when fighting multiple enemies in busy forests. Despite the massive scope of the game, Breath of the Wild retains Nintendo’s knack for polish without any major technical hiccups to disrupt the experience. I was entranced by this version of Hyrule, and it surprised me at nearly every turn, from its wealth of discoveries to the way it shuns the established tropes of previous Zelda games. It represents a profound new direction for one of gaming’s best franchises and a new high point for open-world interactive experiences.

This review pertains to the Switch version of The Legend of Zelda: Breath of the Wild. The game is also available on Wii U.

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Legend Of Zelda For PC Archives

Tag: The Legend of Zelda: Ocarina of Time

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