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Among Zelda fans, Ocarina of Time's music has an iconic feel. One of the more memorable songs in the game is the Castle Town theme (the song that plays in the market before reaching Hyrule Castle). As with everything iconic, however, fans will work their magic. Whether it is a drawing of a certain epic scene, a cosplay of a fan favorite character, or a remix of a catchy song, fans are always making creative pieces of art. That is the case in this particular instance: a rap remix of the Castle Town theme from Ocarina of Time...

If you ever wanted to know exactly how much The Legend of Zelda: Skyward Sword holds your hand, you’ve come to the right place. You will find no exaggerated opinions based on hazy recollections here. This is an objective analysis of handholding in Skyward Sword, and I now have full faith in the data collected from this game after auditing the game once more with a second playthrough.

For those new to Hey, Look, Listen, this is a series of articles that seeks to objectively analyze how much a collection of Zelda games—namely Ocarina of Time, Majora's Mask, The Wind Waker, Twilight Princess, and Skyward Sword—hold the player's hand during gameplay. Think of this is a look at backseat driving in video games, focusing on titles in the Zelda franchise...

Minecraft seems to be getting the Zelda treatment these days! Recently we've seen the entire world and programming of The Legend of Zelda recreated in Minecraft, and also a tutorial on how to play the Lost Woods Theme using note blocks. Today, we would like to show you a brand new Minecraft parody brought to you by MinuteMinecraftParodies, who does, well... minute Minecraft parodies!

Done in a comical style, MinuteMinecraftParodies has created an animated short...

It appears the past week or so has been Speedrun heaven, as we've seen our 3rd record breaking Speedrun of a Zelda game, but this time for a game other than Ocarina of Time. It's counterpart, Majora's Mask, had a new record set just today. This was a new world record for an Any% run, which meant that yes, glitches are allowed. I know the use of glitches is a point of contention for many, but it's also something a large contingency of fans enjoy. Just remember, this is one speedrun category, and there are others that don't allow...

Ever since the original Zelda title for the NES, beating the boss at the end of a dungeon has been one of the most challenging tasks in a video game ever. There is always one boss that sticks out, one boss that infuriates you almost to your breaking point. You tried again and again, but over and over you get brutally bashed and beaten. The question is simple: what is your most hated boss in...

Skyloft is probably one of the best hub towns I’ve ever visited in any game. It’s a happy yet bustling community nestled atop a handful of boulders floating over the clouds, where players are free to mingle with the locals and explore the island’s countless secrets.

In many ways Skyloft is a beautifully crafted environment, but it is also home to abusive relationships, mishandled portrayals of human interactions, and some negative messages for players. There’s a lot of ground to cover here, but let’s get the most obvious bad signal Skyward Sword sends players out of the way first…

UPDATE: The data gathered and analyzed for this particular playthrough of Skyward Sword will not be included in my final evaluation of Handholding in 3D Zelda Games on Home Consoles because it was not held to the same standard as my audits of Twilight Princess, Ocarina of Time, and The Wind Waker. As a result, my verdict in the Hey, Look, Listen series has been delayed and a new article that reanalyzes handholding in Skyward Sword will be released once I can complete another playthrough of the game and write an analysis.

This decision has less to do with the fact that my first analysis of Skyward Sword excluded certain elements from consideration (listed in the Other Handholding Factors part of this article) and more to do with the fact that I did not judge Skyward Sword by the same criteria as I judged later games in this series. As a result, I am strongly considering a second playthrough of Majora’s Mask for the same reasons...

Hello everyone! For those who don’t know, this article is a continuation of a series about level design in Zelda games. Today we’ll be looking at a frequently lauded dungeon from Skyward Sword: the Ancient Cistern. This dungeon constantly finds its way onto top ten dungeons lists, but all I ever hear this dungeon praised for are two things:

  1. The theming (Heaven and Hell, Buddhist symbolism, etc.)
  2. The boss fight (Koloktos)

After that, I hear nearly nothing about the actual design of the level itself. So I won’t be talking much – well, at all, really – about the spiritual themes and whatnot present in the Ancient Cistern. Because, quite honestly, this dungeon would be a fantastic example of exquisite level design without any of that symbolism. Let’s dive in, shall we?

My first reactions to Ghirahim were the same as many fans' first reactions: “What am I looking at?” It's obvious that my younger self, trying out the Skyward Sword demo in Target, could not comprehend the sheer majesty of this fabulous villain. The snake-tongued demon we all know and love is what I like to call the perfect villain. The Internet has dubbed him "fabulous", as I constantly hear him being described. When Skyward Sword was released in 2011, fans went wild with memes and fan art of him. Ghirahim soon received a reputation...

The Legend of Zelda: The Wind Waker is a magnificent adventure that actively encourages player-driven exploration and discovery unlike any other Zelda game I’ve played for this Hey, Look, Listen series. By the end of my 30 hours and 37 minutes with this gem from the GameCube era, all I could think about was my desire to run back into the embrace of its tremendous open world.

I will definitely revisit the Great Sea soon, likely in the form of the HD remake. But today, I will share with you the statistics I gathered on how much handholding The Wind Waker employs, so we may objectively judge it alongside the other games in this Hey, Look, Listen series . . .