Showing posts sorted by relevance for query legend of zelda. Sort by date Show all posts
Showing posts sorted by relevance for query legend of zelda. Sort by date Show all posts

Thursday, April 20, 2017

The Boy Who Slept – The Legend of Zelda: Breath of the Wild

The Legend of Zelda: Breath of the Wild was published by Nintendo on March 3rd.

I finished the storyline of The Legend of Zelda: Breath of the Wild in an intensive three-week sprint, during which time I played, watched, and thought about pretty much nothing else, and since the day in late March when I watched the credits roll, the game has had another three weeks to settle into my brain. I was surprised to discover that I needed that remove; I needed time to adjust to the experience and realign my understanding of the global context of things. It sounds hyperbolic, but it’s true: I’m now measuring my gaming history in terms of “Pre-BotW” and “Post-BotW.” With this latest iteration of the storied Zelda franchise, Nintendo’s achieved nothing less than a personal best, which means that the rest of the gaming world – and the individual gamers like me within it – will be recovering for some time from the aftershocks of this seismic success.

Tuesday, January 21, 2014

Reduce, Reuse, Recycle: Nintendo & The Legend of Zelda: A Link Between Worlds


Fierce and bitter wars were fought in the playgrounds of the 1990s. They were secretive conflicts, pitting friend against friend in brutal opposition, even as the teachers looked on in disinterest. I’m not talking about marbles or King of the Hill or whatever – I’m talking about the Console Wars, and any child of my generation will remember them, and count their scars.

When many of us were young, we couldn’t afford to buy video game systems ourselves. This meant relying on Mom and Dad (or sometimes Santa) to deliver these incredible imagination machines to our living rooms – but they came bundled with a decision of deadly import. Multiple consoles (and iPads and phones and laptops and any number of electronic ephemera) might be common today, but in those halcyon days it was always, “Which one do you want – a Nintendo, or a Sega?” You would agonize over the decision, weighing Super Mario against Sonic the Hedgehog, and when you finally chose and got your console it was your sworn and noble duty to justify and defend your choice as fervently as your grade-school psyche would allow. You would brook no pretenders to the throne: you picked the Sega Genesis, and it didn’t matter that Nintendo’s Zelda and Metroid and Kirby looked so fantastically fun – they were garbage games when compared to the ones you could play. These arguments were the ground zero of the Console Wars, which are still raging today – just visit any internet forum which pits the Xbox One against the Playstation 4 to witness true modern warfare.

Thursday, December 28, 2017

Best Games of 2017: Anime, Automatons, & Adventure

Yoko Taro’s Nier: Automata was released in February.

The impulse to categorize, rank, and quantify games is a natural one, given the sheer volume that’s available to play in any given year. But it’s also antithetical to deeper thinking and incisive critical analysis; it’s the same petty list-making that has turned film discussion on the internet into a virulent Petri dish of tribal toxicity. “Best of Year” discourse is small-minded, superfluous, and uninspired – but dang if it isn’t a lot of fun, too.

I’m not above a little treat now and then. Here’s a list of the best games I played in 2017. Happy Holidays!

–  Justin Cummings

Tuesday, December 29, 2015

Top Ten Games of 2015: Monsters, Makers, and MOBAs

Yacht Club Games' Shovel Knight: Plague of Shadows is just one of the gaming highlights of 2015.

If you hear anyone bemoaning the state of popular media, grab them by the shoulders and give them a good shake: there can be no doubt that these, right now, are the good ol’ days. 2015 was an incredible year for the pop culture enthusiast, whether you were a cinephile or a book lover, and gaming was no exception. The glut of fantastic, unique gaming experiences on offer this year was so generous that I wasn’t able to get around to many of the most popular ones (Bloodborne, Metal Gear Solid V: The Phantom Pain, Batman: Arkham Knight, and Just Cause 3, just to name some bigger names). What follows are my favourite of the games I did have time to play, and some of them were so good that I suspect they’ll resurface as all-timers. I implore you to try these games out for yourself, or at least watch them in action on Youtube or Twitch.tv.

Thursday, January 18, 2018

Inventory Management, Vol VI: Gotta Go Fast!

Awesome Games Done Quick took places in the Washington, D.C. area, January 7 through 14.

It’s late January, which means another Games Done Quick event has come and gone. This year, the speedrunning community beat 2017’s total by raising almost $2.3 million for the Prevent Cancer Foundation over the course of the week-long event. As a colleague of mine so aptly put it, this is one of the few times of the year that we can collectively be proud to be part of gaming society, canceling out the toxicity and pettiness of normal gaming culture with an event fueled by togetherness, commiseration, and hope. I want to celebrate that spirit with this look at some of my favourite moments from this year’s Awesome Games Done Quick.

Thursday, July 26, 2018

Inventory Management, Vol. IX: Summer Escapism

Adam Jensen in a piece of concept art for Deus Ex: Mankind Divided. (Photo: Forbes)

As a creature of comfort – a seasoned indoorsman, to use a colleague’s self-applied title – summertime has always been a challenging season for me. I can only indulge in its bright and scorching pleasures for brief periods of time, before my mind and body cry out for relief and force me to retreat to the cool, crisp darkness from whence I came. Games were my summer escape, a way to splash through the sun and surf that didn’t involve a searing orb in the sky that peeled my actual skin off. And over time, this reinforced a Pavlovian connection between the real, tangible feelings of summer and the virtual adventures I’d enjoy once I’d had enough of them. Sunlight on my skin, beads of sweat on my neck, the smell of fresh-cut grass, warm air through the window, ice cream and sneakers and barbecue and soda – these things make me think of StarTropics and Mario Kart, of Donkey Kong Country and The Legend of Zelda.

When I was young, and this link was first being forged in that sweltering heat, a single game was enough to sustain me for months on end. There was no internet to offer walkthroughs or tips; no guide to follow but my own intuition (and maybe a cryptic word-of-mouth hint from a friend). But now, things are different: summer is known as a slow period for new video game releases, so the torrid days and nights between May and September are a perfect time for playing catch-up on all the titles I’ve missed. And once in a while, I’ll find a game memorable enough to be included as a new link in that chain, whose lineage stretches all the way back to the blue skies and blood-orange sunsets of those halcyon days.

Thursday, May 17, 2018

Prose, Poem, & Power: Sony Santa Monica's God of War

Kratos (left) and his son Atreus (right) in Sony Santa Monica's God of War. (Photo: Sony)

Until this year, Sony Santa Monica’s God of War series was the 300 of popular games, like Clash of the Titans as envisioned by a drunk Michael Bay. Its focus on hyper-violent setpieces, which grew increasingly epic in scale as the series wore on, was appropriate for the time in which it was released, and for the audience that eagerly lapped it up. But in 2018, that kind of brainless uber-masculine power fantasy doesn’t really fly anymore. Despite its tendency to constantly shoot itself in the foot in terms of meaningful progress, the industry has indeed grown up a little bit, and so have the people who play – and who make – this sort of triple-A action-adventure fare. If it had any ambitions about competing critically and financially with the best we now have to offer, a new entry in the God of War series would be forced to grow up as well.

Tuesday, April 7, 2015

Risk and Reward: Dark Souls & The Balance of Difficulty in Gaming

A scene from From Software's Dark Souls II.

“Hand-holding” is the anathema of modern game design, viewed by many as the ball to which creative, risk-taking design is chained. It’s a necessary evil: developers will want their game to reach as many players as possible, and in capturing a market outside of those who already play games frequently, they must introduce their complex mechanics to a layperson who may never have held a controller in their hands before. Guiding them along with clunky, immersion-breaking tutorials or pop-up hints – holding their hand, as it were – may be helpful for them, but it’s also patronizing and frustrating for those who can pick up a game’s mechanics quickly, or those who enjoy the process of sussing it out. Think of it this way: the first screen of Super Mario Bros never included a prompt that said “Press A to jump”, did it?

And because games are such a massively lucrative global market, this design philosophy has become ubiquitous, permeating almost every new studio title that is released. It’s an alarming trend, indicative of an increasingly profit-fueled industry that is content to deliver lazily-designed games so long as they move enough copies (the parallels with Hollywood are, of course, too obvious to explore). Nintendo’s recent The Legend of Zelda: Skyward Sword, for example, was rightfully slammed by industry critics for its blandly repetitive and lackluster design, and its reliance on hand-holding to teach its simple mechanics – something that was particularly upsetting considering the ingenious design of early Zelda titles, which encouraged exploration and risk-taking. Even if their hand-holding isn’t as widespread as that, most games will at least include a section at the outset that explicitly tells the player how to play the game, usually through a box of text that most people won’t even bother to read. No matter how right these developers are about how stupid their demographics might be, nobody likes being told what to do. They just want to play the game.

Tuesday, July 22, 2014

Restart Last Checkpoint: How Nintendo Surprised The World at E3 2014


In January, I wrote in the voice of a bruised and battered soldier who was tired of fighting a war in which he had no stake. This was an accurate (if slightly hyperbolic) way to describe how many people felt towards Japanese video game giant Nintendo, and the way that, in the past several years, the company had seemingly lost its way, abandoning both the fundamental creative ideals that made them famous, and the demographic of young, wide-eyed dreamers who helped them do it. In 2013 Nintendo reported appalling sales figures for their latest gaming console, the Wii U, and company president Satoru Iwata took a massive pay cut. Many were worried that this heralded the beginning of the end, but I had a feeling that Nintendo would persevere – they’ve always been insular enough (and wealthy enough) to weather even the stormiest of markets. What I didn’t expect, and what Nintendo delivered to a world of shocked and smiling consumers at this year’s E3 event, was a company that, even from the lofty peak of success upon which they nest, had been listening and learning all along.

Tuesday, September 16, 2014

Blazing the Trail: Gaming’s Emergent Genres

Bungie's Destiny is just one of the gaming industries new offerings this fall. 

Few industries move at the ferocious clip of the gaming industry. Seas change with dizzying frequency, and like any art form it has both a commercial and an experimental side – but what makes gaming unique is that everyone, no matter where they sit on the spectrum, are changing what gaming is. Gaming is reliant on technology, and as technology’s exponential growth surges forward, games ride along in that wake. While well-established gaming genres are enjoying a hedonistic expansion in terms of scope and polish, with AAA titles becoming bloated to the size of Hollywood blockbusters, there are innovators working diligently on the fringes to deliver experiences that will push the entire medium in new and untested directions. Gaming hasn’t seen such a wild, untamed frontier since the 1990s – and what we’re seeing now puts those breakthroughs to shame.

Thursday, January 5, 2017

From the Inside Out: Hyper Light Drifter

 Hyper Light Drifter was developed by Heart Machine, and released in 2016.

The floodgates have opened, and independent game developers are enjoying unprecedented access to tools for making and releasing games. Anybody and their dog can make a game nowadays, so for the gamer, it’s just a matter of sifting through the chaff. For every diamond, there’s a lot of rough – it’s a market flooded by cheap imitations, cash-ins, low-effort knockoffs, and the like – and at a glance, it can be tricky to separate the good stuff from the bad. I’ve seen countless pixel art retro-style indie games, and so Hyper Light Drifter by Heart Machine, which looked like a better polished version of this dime-a-dozen archetype, slipped under my radar. It was only after it surfaced on almost every gaming outlet’s end-of-year “Best of 2016” lists that I sat up and paid proper attention, and by god I’m glad I did: Hyper Light Drifter is a beautifully made work of art and a satisfying, memorable action game. Had I played it in time, it would have made my list too.

Wednesday, January 2, 2019

2018 in Games: Detectives, Dads, & Dang Ol' Cowpokes


There’s no way you could contain 2018 in a list, no matter how long. The year was too chaotic, and too much incredible art rose up to counter the encroaching dark. I’m pretty much done with numbered lists in general – so no "Top Ten" this year. Instead, I thought it would be useful to find new angles to help contextualize and categorize the video games that kept me enthralled. Enjoy, and here's to a 2019 filled with even more game-making and game-playing.