Beta Login          
Subscribe to the latest updates from the Features category

Features Archives

Hm. Well, that title certainly won't piss anyone off at all. Not a chance.

Although you can probably say the same about any Zelda game, when you talk about Twilight Princess especially you're bound to get a variety of opinions from different fans. Some love the game to death; others would love to put it to death. Those are the extreme ends of the spectrum, of course – there are plenty of people who love certain parts and hate others. And there are a number of gamers who once loved it, but now, years after its release, just feel...dissatisfied with it.

I'm a member of that final group, as I sang praises for the game when it was released in 2006, but slowly and surely have found more and more things to be bothered with. A few months back I started trying to figure out the root cause for some of the issues I took with it, and in the end I came to a surprisingly simple conclusion:

The storyline of Twilight Princess is fundamentally flawed.

Our Q&A's are back after a short hiatus, and we'll be sure to keep them coming every Sunday from now on.

Today's questions are all about Zelda U, which will be announced at E3 2014, in just two month's time! Clearly, the world cannot keep its excitement at bay. The questions are answered by myself—Fernando Trejos—and editor-in-chief Nathanial Rumphol-Janc.

Check in after the jump for this week's questions

Since joining Zelda Informer, my lust for a daily dose of video gaming has somewhat intensified, and that’s saying something. It’s very difficult to satisfy these cravings when one doesn’t have the funds to get the current titles that everyone’s raving about — alas, I do mean A Link Between Worlds.

But I am now somewhat grateful for that. It’s given me a chance to revisit some old classics and rediscover what it was that made them so good in the first place, and whether they’ve stood the test of time. For the most part, they have. I picked up The Minish Cap because, regrettably, it’s the Zelda title I tend to forget about the most. Which isn’t at all fair, but it’s because it stands alone — no other Zelda game reminds me of it.

It doesn’t take long to be at ease in the world of Hyrule again. The use of Ocarina of Time’s end credit music in the opening of The Minish Cap is a lovely addition that is both settling and anticipatory. It doesn’t take long before we’re swept through Hyrule Field, flown through the Minish Woods, and dropped onto Mount Crenel. There’s a lot of charm in the art style that fine-tunes The Wind Waker’s “toon” concept and renders it beautifully in 2D.

Today is the last day of Zelda Informer's Dungeon Week!

We're closing up this week's series with the brilliant Lorule Castle, the final dungeon from the newest title in the series, The Legend of Zelda: A Link Between Worlds.

Had you asked me a month ago what my favorite dungeon of the Zelda series was, I highly doubt that I would have chosen this one. Not because I don't love it, obviously – heck, I've chosen it now, haven't I? – but more because my focus has always been on the 3D games. From my first time playing Ocarina of Time to my latest run-through of Skyward Sword, the worlds and the gameplay of those have always enthralled me far more than the top-down look of handhelds and earlier titles. But when I ran through the list of dungeons from across the entire series, weighing each one's merits and charms and difficulties and disappointments, I surprised myself by continually coming back to the Tower of Spirits.

Delve into this massive dungeon with me after the jump!

Ocarina of Time's Forest Temple, Skyward Sword's Ancient Cistern, and Skyward Sword's Sandship: all three are very distinct dungeons which brought something entirely new and innovative to The Legend of Zelda franchise. But they also share one very recognizable feature in common: they're all from 3D iterations of the series. These dungeons represent just a taste of our writers' favorite dungeons so far this week, and in what may be both a surprising and questionable choice to some, I will be tackling Skyward Sword's Lanayru Mining Facility. I know what you're thinking—The Legend of Zelda: Skyward Sword is often criticized for its linear game play and world construct when compared to its predecessors, and rightfully so. So why have I (and our other writers this week) been so keen on choosing its dungeons?

You'll have to see after the jump!

When I think of a traditional dungeon in a Zelda game, I think of multiple rooms resting within some kind of structure or mountain found somewhere on the world map, places that are just sitting there, waiting for a Hero to come solve their many puzzles. While that's all fine and dandy, and probably one of my favorite parts of the series, this formula feels a bit stale after so many visits. What really makes a dungeon stick out in my eyes is when the dungeon blends in with the environment or just feels natural to what you're doing in your quest. Yes, once you've entered a dungeon, you're in the dungeon, but that doesn't mean a dungeon has to feel like what we're familiar with. A particular favorite dungeon that does all this is Skyward Sword's Sandship.

Head inside for more!

Picking a favorite dungeon out of the entire Legend of Zelda series may seem daunting, but when I was posed with the question, my mind went straight to one place: Ocarina of Time’s Forest Temple. This beautiful, mysterious, wonderful temple stands as the greatest dungeon in what I consider the greatest game of all time.

Read on to find out why!

It was always going to be difficult to pit these dungeons against one another. The Legend of Zelda has a long history of extraordinary dungeon design and prides itself on constantly reinventing the challenges our hero has to face, while hearkening back to the staples of the genre whenever it can. The ever-changing advancements in technology and gameplay capability have had a direct effect on the way that dungeons look and play, not only in Zelda but in video games on all platforms.

The Ancient Cistern is a prime example of how far dungeon-making has come in 25 years of Zelda. Its name may arouse notions of a very old sewer system, but it is nevertheless a masterful depiction of daring aesthetics and thought-provoking motifs, delightfully dipped into the heart of Skyward Sword.

I have talked at length on many occasions about my fondness for Zelda II: The Adventure of Link. Some admire that I enjoyed the game thoroughly, and others are still baffled how it flip flops around in my top 3 Zelda games in the series, occasionally occupying the top spot. One of the primary reasons this happens is because I absolutely love the Dungeons, and thus it may be no surprise that my favorite dungeon (at least, from the 2D games) is The Great Palace.