Defining The Legend of Zelda: The Role of Combat

Near the end of May, I examined the important role that puzzles have had in the evolution of the Legend of Zelda series. In that article, I noted that fans often debate whether puzzles or combat is more important to the series. Both puzzles and combat have played an important part in the evolution of the Legend of Zelda series and today I’m going to to take a closer look at the role of combat in The Legend of Zelda.

A newcomber to the Legend of Zelda series would quickly note that Link’s weapon of choice is a sword, but after playing through a portion of any Legend of Zelda game the same player would realize that there is far more to the combat of The Legend of Zelda than swordplay. The inventory items that Link acquires throughout each game have always played a pivotal role in Link’s adventures. I’ll be exploring roles of both swordplay and inventory items in this conclusion to “Defining The Legend of Zelda”.

Continue reading “Defining The Legend of Zelda: The Role of Combat” at Zelda Universe.

Advertisements

Defining The Legend of Zelda: The Evolution of Puzzles

In my last article, I discussed some of the most basic pieces of the Legend of Zelda “core”, and this time I’m going to begin looking at some of the larger pieces. I’m going to begin with one of my favorite piece of The Legend of Zelda: puzzles.

At a glance, The Legend of Zelda appears to focus on combat above everything else, and in some games in the series that is true. However, puzzle solving has been a part of the Legend of Zelda series from the beginning, and a large portion of the series’ fans play the game primarily to experience new challenging puzzles.

I often see fans debating whether combat or puzzles are more important to the Legend of Zelda series. Fans on both sides claim that their favorite aspect of the game was the focus from the very beginning, but the truth is that both combat and puzzles are a part of the “core” that makes The Legend of Zelda. Whatever the intentions of the developers happened to be in the eighties is no longer relevant today. The Legend of Zelda never stops changing, and even the core aspects of the gameplay have evolved over time.

Continue reading “Defining The Legend of Zelda: The Evolution of Puzzles” at Zelda Universe.

Defining The Legend of Zelda: Examining the Basics

How would you define The Legend of Zelda? It is difficult to define something that covers such a large number of subjects and genres. The Legend of Zelda is not solely a puzzle game, an adventure game, or a role-playing game, but it contains elements from all of them. The Legend of Zelda series regularly incorporates ideas from other genres as well. In 2004, Shigeru Miyamoto spoke briefly at Nintendo’s E3 press conference. While on stage he made one very important statement: “The Legend of Zelda never stops changing.”

Even so, there are parts of The Legend of Zelda that never change. I’ve heard these constants referred to as the “core Zelda gameplay” in the past, and it’s a subject I’d like to explore in further detail. Exactly what is the “core Zelda gameplay”?

Continue reading “Defining The Legend of Zelda: Examining the Basics” at Zelda Universe

Modern Game Design and The Legend of Zelda

Before the next Legend of Zelda game is released, Nintendo needs to stop for a moment and pay attention to what other developers are doing. Being innovative is great, but not all unoriginal ideas are bad ideas.

There are a handful of specific ideas that I would like to see in the next generation Legend of Zelda game. You have likely read some similar arguments in the past, but that doesn’t make them any less valid.

Continue Reading Modern Game Design and The Legend of Zelda at Zelda Universe

The Future of Control in Handheld Legend of Zelda Games

It is no secret that The Legend of Zelda: Skyward Sword introduced a brand new control scheme for The Legend of Zelda. The advanced sword controls allow you to swing the sword in any direction, the enemies have also been updated so that they must be attacked a certain way to be defeated. The result is a Legend of Zelda game that plays differently from all of the others, and I consider it to be a great evolution for the series’ control.

So, after playing through Skyward Sword I was pleased that Eiji Aonuma had already made it clear that they intend to continue using this updated style of control in future console Legend of Zelda games.

But what about handheld titles?

Continue reading this article at Zelda Universe

The Future of Control in Handheld Legend of Zelda Games

Zelda Deserves a Cohesive Story

One of my favorite aspects of the Legend of Zelda is the story. Eiji Aonuma and Shigeru Miyamoto have both made it clear on multiple occasions that the various games fit together in a specific chronological order. Eiji Aonuma has also commented that he has a confidential document on his work computer that contains that order, but he has also made it clear that very few people have ever seen that document, and that fact isn’t something likely to change.

I think Nintendo ought to rethink their stance on the Legend of Zelda timeline.

Continue reading this article on Zelda Universe:

Zelda Deserves a Cohesive Story