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As Zelda Wii approaches, we have been hearing that the game will make some big changes to the Zelda experience. Director Eiji Aonuma seems intent on making Zelda Wii every bit as revered as the game every other Zelda is measured against, Ocarina of Time, by introducing changes “as big as OoT’s conversion to 3D”.

What exactly will those changes be, though? There are so many elements of the Zelda games that have been repeated through the series – some are vital, like the usage of Link, but there are many other clichés that can be removed without hurting the Zelda series. Here are three of them.

#3: Dungeon Bosses Who Die From Their Dungeon Item

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WELL GEE. A SLINGSHOT AND A LARGE VULNERABLE EYE. WHAT SHOULD I DO?

The problem with bosses in the Zelda series is that you usually know exactly what to do the instant you get the item for the dungeon. Bosses often seem to act like a sort of tutorial for the item in question, which is strange since you’ll need to have used that item several times in order to get to the boss door in the first place.

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For Legend of Zelda fans, voice acting is a touchy subject. Go to any Zelda forum and suggest that maybe Link could have a voice in the next game, and you will be met with the enraged howls of long-time Zelda fans, who insist that if this was implemented the Zelda series would be “ruined FOREVER!”

Why is this the case, though? Certainly, when the Zelda series was first created, there were some reasons to keep the character silent, but as time went by and the series evolved, these reasons started to become less and less relevant. Could it be that now is the time for the series to take that extra step further?

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Linear vs. Non-Linear

Recently, the Zelda series has been lost something that was one of the most key and important points of its creation. Linearity. Linearity and non-linearity are two opposing methods of game design. A linear game is one in which the path and story you follow through-out the game are dictated to you, and there is no way of changing the sequence of events. As you might suspect, non-linearity is the opposite, in which you are encouraged to do your own thing and to actively break the sequence of events (handily coined sequence-breaking).
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Increasingly, I see people asking for a greater variety of items in the Future Zelda section, and every time, I have to ask myself: why? Why would you want more items?

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The Difficulty of Ocarina of Time

A 10th Anniversary Article by lftenjamin

I don’t usually write articles that much, or really at all, but with Ocarina of Time’s 10th birthday coming up how could I not want to write something? Ocarina of Time has formed a special place in our hearts. I’m going to take a stab in the dark and guess that the average visitor to Zelda Universe is around the age of 15-18 and, going by my guess, I’m also assuming that Ocarina of Time was their first Zelda game. My first was Link’s Awakening, but the game that got me hooked on Zelda was Ocarina of Time.

As the series progresses to take in new audiences, long-time Zelda fans find themselves presented with a problem. The games start off almost stupidly easy to those familiar to the Zelda format, the first temple has amazingly no-brainer puzzles and a two-minute boss fight, but it doesn’t actually get much harder from there on in. It’s all too easy. For those used to the controls and tactics, enemies take downwards of five seconds. The puzzles, once you know how, seem amazingly easy. The enemies take off a quarter of a heart out of your thirteen-heart health gauge. And people are screaming out for something to make their games harder, something to bring back the difficulty of past Zelda titles.

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In the beginnings of the Zelda series, the Zoras were just glorified fish. There weren’t pretty, or attracted to sword wielding Hylan heroes. They were just annoying foes who spat fireballs at anything that walked past. While some Zelda players have always had no trouble dispatching them, I’ve always dreaded there arrival. There were many a time when I would walk by a Zora in LttP and get my arse fried by one of their fireballs. By 1998 around the time I started OoT my harsh feelings for the Zora race where still unsettled, and I hoped, with the onset of 3D graphics, that I would be able to conquer my foes without much difficulty. So, you can imagine my surprise when I found out that the Zoras would be playing a good guy role in the game. I just couldn’t believe it!

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Let me start by saying that I would not recommend people importing the Japanese version of the game, unless like me, you are only after it because of the collecting-value the game has. I did not really intend to put it into my GameBoy Advance at all, since the European version is released in just a few days, but the temptation was too big, so I had to give it a try.

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Insights from Eiji: Game Developers Conference 2004

Eiji Aonuma gave a lengthy speech about Zelda on March 24, and if you haven’t read the transcript yet, you should. There isn’t really any new information, but some of the comments he made are especially interesting anyway . . .

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Last year’s E3 was a big disappointment. This year’s E3 resulted in a big puddle of drool on our collective carpets. The style of Link we had grown to know and love on the Nintendo 64 games was back, and now in a larger, darker, more fully realized Hyrule. These are some of my own reflections on the trailer.

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Some time ago I looked at the first 23 enemies of The Wind Waker. I noted that overall the enemies were well designed in that they added to the immersiveness factor (which I will refer to as the I-factor for the rest of the article), but that the few enemies that needed to be difficult weren’t. Let’s take a look at the remaining enemies and see how well they stand up to scrutiny . . .

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The Legend of Zelda: The Wind Waker delivers a wide variety of musics from past remixes to new tunes that seems to fit right in to the Zelda series.

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Even before The Wind Waker hit American shores, it was hinted that the next Zelda game would be revealed at the Electronics Entertainment Expo. And then, when the event came, many Zelda fans raised their eyebrows in disbelief when they saw the games that were revealed, Tetra’s Trackers and Four Swords, as you can see by simply visiting our forums. And, in my opinion, probably for good reason . . .

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Ahh, battle. What would Zelda gamers like us do without it? All the games have had a fantastic cast of enemies, even if they do fit neatly into fantasy clichés. But how does The Wind Waker stack up to its predecessors? Many reviewers, such as IGN, have said that battle is simply too easy. Are they right? That’s the question which prompted me to critique the design of each and every enemy in the game. Here’s what I think of the first 23 baddies.

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