The Legend of Zelda - [ART OC] I decided to try and recreate an area from Oracle of Seasons in clay


[ART OC] I decided to try and recreate an area from Oracle of Seasons in clay

Posted: 20 Jan 2018 06:55 AM PST

BoTW Started Pack

Posted: 20 Jan 2018 07:28 AM PST

I 3D printed and painted a Majora’s Mask and Keaton’s Mask

Posted: 20 Jan 2018 08:16 AM PST

I got a Wind Waker statue!

Posted: 19 Jan 2018 04:48 PM PST

"Annoying" Things In Zelda Games You Don't Mind

Posted: 20 Jan 2018 06:28 AM PST

I loved Fi and Navi because I liked them as characters and I think it's sweet that they genuinely want to help Link out. Fi's farewell made me bawl my eyes out and I found Navi really cute and was sad when she left.

I liked the breakable weapons in BotW. I like that they forced you into combat and made sure you used your weapon wisely and effectively. It also made the Master Sword Trials way more interesting than Twilight Princess' and Wind Waker's version.

I liked the wolf sections in Twilight Princess. I didn't know it people found those parts boring until I found the internet. The only thing I didnt like about the collect-a-thon the beginning was that the colour palettes of the Twilight realm were ugly as all hell.

submitted by /u/HardKhorToon
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Link the Destroyer

Posted: 19 Jan 2018 06:25 PM PST

BotW has got me thinking about divine beasts and their design

Posted: 20 Jan 2018 05:30 AM PST

I've clocked over 60 hours into Breath of the Wild now and despite having not tackled any of them, I've grown fascinated by the game's divine beasts and it got me thinking towards their design.

Massive terrifying clockwork automaton beasts that are their entire dungeon and while thin on Zelda's traditional lock/key dungeon design or even combat, are starting to show they're one of the best examples of one Zelda's primary dungeon types: giant interconnected complex puzzleboxes that require you to think on a big spatial level, which tend to be my favorites.

They were kind of cool, ambience and design wise, but I have two gripes with the divine beasts: a) they're all unique on their own individually but their insides are visually the same and atmosphere is often important to a Zelda dungeon and b) while they prove to be good 'puzzle dungeons', you know the kind I'm talking about, like SS's Skyview Temple...

They ultimately prove to be lackluster...Nintendo provided something really cool in concept but failed to execute it well.

I just wish the dungeons had a bit more structure (I'm glad Nintendo tried something new but they just don't nail the concept fully) or maybe had more thought put into them and again, making this a vital point: atmosphere is very important to a dungeon.

While the divine beasts are all unique individually, their insides look visually the same, and are always just brown textures and bland stone tiles. The way a dungeon sounds and looks, as BotW turns out in my opinion, proves to be very important.

Someday, I hope we get a Zelda game that is a happy medium between the cool divine beasts in Breath of the Wild (which are fascinating simply by concept, especially with how open-ended they are) and the dungeon design of a game like Majora's Mask, which is one of one of favorites in the series, dungeon wise. MM may not have as many dungeons as OoT or even SS but it's where Zelda shines in terms of a particular dungeon design.

MM's dungeons serve as massive areas that are complex 3D spaces and therefore big 3D puzzles where your spatial awareness and puzzle solving really gets tested but also a dash of something SS' Sand Ship dungeon sort of tried to execute but didn't too well: 'why am I making this big change to the dungeon? in context of what puzzle to solve or why?' and it can be satisfying to have a question's answer or realization like that finally click such as with Snowhead's stone discs to get to other parts of the dungeon horizontally.

submitted by /u/LaDestitute
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[OoT] I found this picture I had drawn nearly 18 years ago for my kindergarten school journal. I’m 24 now, and still a Zelda addict

Posted: 20 Jan 2018 10:13 AM PST

[ART] BoTW Drawing

Posted: 20 Jan 2018 01:16 AM PST

[BOTW] Lady Mipha - Voice Impression [OC]

Posted: 20 Jan 2018 08:26 AM PST

[BoTW] How To Use The Stealth Armor Set

Posted: 20 Jan 2018 07:40 AM PST

Design question: How do 3d Zeldas seamlessly fade to combat music?

Posted: 20 Jan 2018 10:18 AM PST

Looking to learn. What are the techniques the devs use to have such a seamless fade between temple music and enemy encounters in most of the 3d zelda games?

On the technical side of things, how does the battle music work?

Do they always have enemies spawn combat music? Or is there a specific criteria that need to be met?

And what makes the battle music work so well, despite being the same song played throughout most of the game? I've noticed in all my experiences, it never felt intrusive. Contrast Sonic Unleashed night time stages, which handled Battle music poorly.

submitted by /u/Lishy1_5
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Got bored and decided to draw Zelda

Posted: 19 Jan 2018 09:36 PM PST

Song of Healing (Trap Remix Extended)

Posted: 20 Jan 2018 10:00 AM PST

[Fan art] Winter Outfit Zelda (BOTW)

Posted: 20 Jan 2018 09:58 AM PST

Wife wanted to watch tv, but I had a zelda itch.

Posted: 19 Jan 2018 06:32 PM PST

BotW: I'm on my first Divine Beast, the Zora one, but I got side-tracked into exploring Akkala and the Lab. Is it possible to go to areas too early, or at the wrong time? To get an upgrade too early?

Posted: 20 Jan 2018 08:37 AM PST

I was listening to the Akkala Lab guy tell me about some ancient armour and I hesitated before seeking out the blue flame needed for his oven. I haven't even completed a Divine Beast yet (haven't even started on that, really). Then it started to rain like crazy as I approached the blue flames, so I began to wonder if the game was trying to tell me I was doing this a tad early?

Anyway, I forgot a torch, it was raining, and when I tried to get back to the lab, I saw a Lynel, and then some Moblins began taking me out with one arrow (?!). So I transported out of there. Back to the Divine Beast.

I was worried, anyway, that if I got that ancient armour, it'd be too soon. I could always leave it unequipped, though. I guess I'm just fretting about doing things in an awkward order, even though I know the game is designed to accommodate all manner of approaches, so I guess I really shouldn't be worried about this?

submitted by /u/2001_with_dinosaurs
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Princess Zelda Crown in Progress for Cosplay

Posted: 19 Jan 2018 05:18 PM PST

The Legend of Zelda: Breath of the Wild - Gameplay, Glitches & Silly Bits

Posted: 20 Jan 2018 07:59 AM PST

BotW: why isn’t run mapped to a shoulder button?

Posted: 20 Jan 2018 06:59 AM PST

Mapping run to B struck me as an odd design choice from the very beginning, but after playing for hours and getting a full 3 stamina wheels, I finally fully comprehend the weirdness of it, and personally it only further confuses me the more I think about it.

The purpose of a shoulder button mapping is to make sure a button can be pressed without compromising either of the thumbs, usually when something requires aiming or a simultaneous button press. There are five actions in this game that meet those criteria: runes, bows, throwing, Z-targeting, and running. And since there are only four shoulder buttons, one of these functions had to get shafted. But of the five, running is right up there with Z-targeting in terms of needing it the MOST. Without a shoulder button, pressing it in conjunction with collecting, attacking or especially jumping is a pain, and you can't steer the camera to significantly change direction. But what's worse is that apart from Z-targeting, it's the only one where motion controls can't be used to compensate for not having access to the right control stick. None of the shooting buttons would suffer nearly as much in a main button slot, and yet they were the ones that got all of them.

Personally, if I were on the design team (or if the game just actually featured a real control mapping feature), I would have set runes to X, jumping to B, and running to R.

Am I just crazy and weird, or is anyone else bothered by this?

submitted by /u/Alastor15243
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Just finished A Link to the Past for the first time ever and I loved it!

Posted: 19 Jan 2018 08:01 PM PST

[ALTTP] The other day, I purchased a few Virtual Console games on my 3DS as I had realized how many games were on it that I was missing out on. One of these games was The Legend of Zelda: A Link to the Past! I had heard a lot about it but never sat down to actually play it. Boy, was that a mistake. Within minutes, I was hooked. The art style, the atmosphere, everything just screamed "Epic quest! Adventure! Zelda!" Upon finishing the game for the first time, I have a score of 218 which I've come to understand is death count? Correct me if I'm wrong. I'm gonna assume that's probably a bit higher than average, I felt there were times where I died quite a bit. Anyway, I want to get in to just what I loved about this game. I loved how I legitimately struggled with it. Multiple times I saw puzzles and situations that I actually wasn't sure how to solve or get out of. That just isn't something I really get out of more modern entries in the series. Difficulty was very welcomed in my opinion. Second thing, I really realized how much started in this game that people usually give credit to Ocarina of Time for and it was honestly shocking and interesting all at once! !!!Minor Spoiler Territory Here!!! Just for example, the Ocarina/Flute being used as a fast travel component. It's so strange how a future game's entire gimmick was a mere side quest in ALTTP! More, Piece of Hearts, Master Sword, three dungeons, then an expanded end game and so much more that I can't even think of right now. What I'm trying to say here is that I REALLY enjoyed this game, it honestly felt like any 3D entry in the series but well, in 2D! If you've yet to play ALTTP, please, buy it! It's awesome and a definite must play for this series!

submitted by /u/EruditeWho
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