European Zelda: A Link Between Worlds launch trailer
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Zelda: A Link Between Worlds – final dungeon footage
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Update: Added another video showing the final boss and ending.
Do you reaaaaally want to do this? Do you reaaaaally want to spoil the ending portion of The Legend of Zelda: A Link Between Worlds? If so, head past the break for the game’s final dungeon.
First 53 minutes of Zelda: A Link Between Worlds
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Image: Zelda: A Link Between Worlds chalk drawing at Nintendo World Store
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Artist Chris Carlson has created a lovely chalk drawing for the launch of The Legend of Zelda: A Link Between Worlds. Fans can check out the piece at the Nintendo World Store in New York City. Here’s a look at the finished art:
Epic, legendary and amazing! Check out @chriscarlsonart's finished chalk drawing from #LinkBetweenWorlds! pic.twitter.com/Xk4uPiHHRU
— Nintendo World Store (@Nintendo_World) November 22, 2013
The Legend of Zelda: The Misadventures of Link – parts 3 and 4
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Yet another Zelda 3DS XL unboxing video
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It’s almost here…
Zelda: A Link Between Worlds accolades trailer
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Zelda: A Link Between Worlds – Instagram mini-trailer #3
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Nintendo considered “The New Legend of Zelda” name for A Link Between Worlds
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News | 2 Comments
Nintendo shared an interesting tidbit about the name for The Legend of Zelda: A Link Between Worlds in the latest Iwata Asks. According to director Hiromasa Shikata, the company considered calling the 3DS release “The New Legend of Zelda”.
In Japan, A Link Between Worlds is called Triforce of the Gods 2. Nintendo decided to stick with A Link to the Past’s original Japanese name while adding the “2” because “it didn’t feel out of place,” series producer Eiji Aonuma said.
Nintendo shows its “trick” for Zelda: A Link Between Worlds’ top-down view
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, News | 7 Comments
Somewhat surprisingly, The Legend of Zelda: A Link Between Worlds doesn’t incorporate a direct top-down view.
The development team implemented a “trick” so that the perspective would come off well. As a result, elements like the Link character model and rupees are actually set at an angle, which allows players to see character faces and bodies when looking above.
As revealed in the latest Iwata Asks: