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The Legend of Zelda

With the recent release of The Legend of Zelda: Majora’s Mask 3D, it makes me wonder: will we ever get a remake of the original The Legend of Zelda? Where did the story truly begin for our beloved Zelda and green clad hero Link? Some say although A Link to the Past was not the first in the series, it is where the story should have began. If that is your belief you might feel we already saw that remake with the previous installment in the Zelda franchise, A Link Between Worlds.

For me however, the journey truly began with that first game. Looking back now, I don’t believe that I realized how truly amazing the game was, or how after so much time had past that I would still love it to this day. Even though I remember being captivated from the moment I heard the first notes of the opening song, I never realized how epic an adventure it would turn out to be.

What would the original Zelda map look like in Minecraft? Two gamers appear to have come up with an answer! Check out the results below.

This is some impressive stuff. I know I’d never have the time or patience to make something like this!

Thanks to Jake for the tip.

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Akira Himekawa has shared another 3 unused pages from the Zelda: Majora’s Mask manga. It seems that Cremia and Romani would meet Link while on their way to the The Indigo-Go’s concert. Apparently, we’ll be seeing even more scrapped pieces from the manga soon!

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The Nintendo UK store has started taking pre-orders for the Zelda-themed New 3DS cover plates. You can find the general Zelda face plate here, and the Majora’s Mask one here. Both will be releasing in the UK on March 6, apparently!

While speaking with Kotaku, The Legend of Zelda producer Eiji Aonuma discussed the character’s origins. View his comments below.

“I guess the heart of the character there is a little bit of a gag kind of feeling to it. The way the design of the character started is that we needed to think about how the character—the player—would get access to maps in this game. Of course, you could go with a situation where, as soon as he sees an area, you just open up your map and it fills in for you, but we wanted to do something a little bit different.

“So, we thought, what if you had to buy maps? Then suddenly we needed a character that you would be buying maps from. We ultimately ended up with a character here that had a little bit of humor to him that [came from] thinking of…’What sort of person would sell a map?’ And, well, we decided it would be the kind of person who makes a map. And the way that he makes a map is by floating through the air so that he can see the contours of the land and draw them.

The Legend of Zelda: Majora’s Mask was developed in just one year. Since then, we’ve never seen a Zelda game made in such a short timespan.

Speaking with IGN, Zelda producer Eiji Aonuma talked about why we haven’t seen another Zelda game like Majora’s Mask, and why Nintendo hasn’t tried the one-year development cycle again.

Aonuma stated:

“It’s interesting, because there’s definitely this way that we talk about that sort of thing in development circles here in Japan. It’s often presented as a challenge to the developers themselves to accomplish something like that, because it can be very difficult to do. Since I’ve been in the role of producer, though, it’s not something that’s been presented to me as a challenge to take on very often. Sometimes I think about issuing it as a challenge to developers that I’m working with.

“When I think about the kinds of games that you’re describing, where you took the engine and you took some of the original assets and made a new game from that, you know, the kind of creation flow that we had for Majora’s Mask wasn’t limited just to those ideas. We also had to think about how we wanted to change the world, to take something kind of familiar and then warp it. I definitely like that sort of a challenge. I think it’s really fun to think about how you would take that sort of a game in a different direction. For me, in order to properly consider doing that again in the future, I think you really need a compelling topic or a theme with which to start.”

Aonuma ended his comments by stating that hitting the three ­day cycle of gameplay allowed the team to come up with different game experiences, starting from a concentrated bit of source material. This led to the creation of Majora’s Mask.

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Kotaku has gone live with a new interview featuring commentary from Zelda producer Eiji Aonuma. Aonuma touched on how Zelda dungeons are made, and shared more on The Legend of Zelda: Majora’s Mask.

Find a breakdown of the interview below. Also be sure to check out Kotaku’s full feature here.


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