links awakening

Latest

  • Nintendo

    'Link's Awakening' on Switch doesn't ruin the formula of an all-time classic

    by 
    Mat Smith
    Mat Smith
    09.19.2019

    Link's Awakening is a weird Zelda game that wears its quirks on its sleeve. It started life as a port of the SNES title A Link to the Past but morphed into a unique game that debuted on the Game Boy back in 1993. And, 26 years later, it's still an incredibly well-designed action-adventure. Except now it's remade on the Switch, a console that has more than four times the buttons and many more times the power of a Game Boy. Maybe you played Link's Awakening decades ago; perhaps you only started following Link's adventures since The Ocarina of Time or 2017's Breath of the Wild. It doesn't matter: This once-monochrome game holds up.

  • Nintendo

    The Link’s Awakening remake feels exactly like it should

    by 
    Aaron Souppouris
    Aaron Souppouris
    06.13.2019

    Link's Awakening for Nintendo Switch is a faithful recreation of the original game, except when it's not. Although I remember watching my older brothers playing the original Zelda on their NES, the Game Boy was my first console, and Link's Awakening was my first Zelda. My first RPG, really. I played the game for hours on end, losing myself to the world and its many mysteries. After graduating to bigger and better consoles, I've never returned to Koholint. Until today, when I got a brief look at Nintendo's upcoming remake.

  • Nintendo

    The Link's Awakening Switch remake will let you create dungeons

    by 
    Kris Holt
    Kris Holt
    06.11.2019

    When The Legend of Zelda: Link's Awakening remake arrives on Switch on September 20th, you'll have plenty of options to continue enjoying the game aside from the main story. That's because there's a dungeon creation mode that'll let you forge your own fiendish, heart-shaped stage. You can use chambers (essentially pre-made rooms) you earn while playing to build out your dungeon, and you can claim rewards as you play through your creations. Coming September 20th! #NintendoDirectE3 #E3 pic.twitter.com/1hbSgSgpdt — E3 (@E3) June 11, 2019

  • Another 3D Link's Awakening project pops up

    by 
    JC Fletcher
    JC Fletcher
    04.10.2009

    We thought it was weird, but kind of admirable, when one guy, "MithosKuu," started recreating the Game Boy classic The Legend of Zelda: Link's Awakening in 3D. However, it appears that someone named "Bocophobic" has beaten MithosKuu to the punch with a playable (work-in-progress) version of the game in full 3D, with voice acting and Ocarina of Time-style interface.The resulting game, Ballad of the Wind Fish, is impressive, in that the game runs properly and everything -- and that it hasn't been cease-and-desisted out of existence yet. For a fanmade 3D game by one guy, it looks pretty good, too -- if not as iconic as the Game Boy game, at the very least, better than the CD-I Zeldas.

  • Fan brings 'Link's Awakening' into the world of 3D

    by 
    Xav de Matos
    Xav de Matos
    03.18.2009

    With the power of 3DsMax8 in hand, a Nintendo fan going by the name of MithosKuu has decided to completely render the classic GameBoy title, The Legend of Zelda: Link's Awakening in 3D. After revealing the first pieces of Koholint Island in September 2008, the 3D transformation is complete.Using the freshly made 3D hunting ground, beta testing for the proof of concept zChicken Hunter Extreme (MegaUpload) has begun. MithosKuu is asking all users to play with the beta and report back to help fix issues with the environment ... unless you're a lawyer for Nintendo in which case there's nothing to see here and this has nothing to do with the Link's Awakening you're thinking of.[Via GoNintendo]

  • Top 5: Biggest Tear-Jerkers

    by 
    Kaes Delgrego
    Kaes Delgrego
    10.13.2008

    var digg_url = 'http://digg.com/nintendo/Top_5_Biggest_Nintendo_Tear_Jerkers'; The video games as art debate is a ridiculous sham. It seems that many who fall on the "games are not art" side have rarely or never played a video game, often a product of an older generation. If your only experience with video games is hearing news reports about 7 year olds beating up hookers in Grand Theft Auto, then of course your view will be ignorant and bigoted. But that doesn't give critical validity to start creating arguments against that with which you are very unfamiliar. I know surprisingly little about Somalian Islamic Literature, which is why I don't make inflammatory statements about it. To suggest that any video game is incapable of being art is remarkably narrow-minded. Television and movies choreograph all characters' actions and responses, leaving the viewer as a mere canvas on which the creator's views and reactions are imprinted. Though it's often that a viewer connects with a character and draws individual interpretations, their failures and triumphs can always be placed on the choices of the individual. With gaming, however, the connection can be just as deep, and to some, deeper. When our character fails, we grumble. When our character succeeds, we rejoice. Don't like the outcome? Well, then, you should've done things differently, dummy. While I'm not suggesting that games are better than film, they are simply different and arguably just as valid as high art. At a primitive level, it's not uncommon to punch the sofa in anger after failing a gaming objective. Just the same, it's nearly expected to vocalize with triumph after conquering the same obstacle. Emotional response does not automatically equal art, but creating something which vents one's senses and emotions and appeals to those of others certainly is. Different than stubbing your toe or finding 20 bucks in the street, gaming situations were carefully orchestrated to provide an experience which is dependent on the gamer to interpret. Why should emotions such as fear, love, and sadness be excluded from gaming? Making my way down from my soapbox, I'll say that perhaps the most intimate display of emotion is crying. Here's the Top 5 moments in gaming that seem to get me every time. SPOILER ALERT: I hate having something ruined just as much as you do, so I'm giving a fair warning right now. This list contains spoilers for several high profile Nintendo titles. None are from the Wii (excluding the Virtual Console), but I will say that the fifth item refers to the WiiWare-bound Cave Story. If you haven't played the game and plan on purchasing it (which you definitely should!), please skip to number four. NEXT >> #ninbutton { border-style: solid; border-color: #000; border-width: 2px; background-color: #BBB; color: #000; text-decoration: none; width: 100px; text-align: center; padding: 2px 2px 2px 2px; margin: 2px 2px 2px 2px; } .buttontext { color: #000; text-decoration: none; font: bold 14pt Helvetica; } #ninbutton:hover { text-decoration: none; color: #BBB; background-color: #000; } The Top 5 is a weekly feature that provides us with a forum to share our opinions on various aspects of the video game culture, and provides you with a forum to tell us how wrong we are. To further voice your opinions, submit a vote in the Wii Fanboy Poll, and take part in the daily discussions of Wii Warm Up.

  • Relive Link's Awakening, Lego-style

    by 
    Alisha Karabinus
    Alisha Karabinus
    03.17.2008

    There's no arguing that Link's Awakening is one of the most unique titles in the Zelda franchise, and perhaps even one of the best. It's been remade once, in color, which leaves a challenge: how can we possibly improve upon it further? The answer is clear: Lego art. Enter Iwelyk, Lego artist extraordinaire, who has redone a number of creatures and characters from the game, as well as one of the franchise's most iconic symbols -- the rupee.It's not Iwelyk's first foray into game-influenced Lego mosaics by a long shot; the artist has an entire site devoted to these efforts, and it's definitely worth a look. %Gallery-18557%

  • Mario Galaxy's Koizumi on getting stories into Mario games

    by 
    JC Fletcher
    JC Fletcher
    12.04.2007

    Chris Kohler conducted a fascinating interview with Super Mario Galaxy director Yoshiaki Koizumi, in which Koizumi revealed the reason for the increase in storyline complexity through Mario (and Zelda) games: himself. He takes a different approach to storytelling in his games from the Miyamoto method, which he describes as providing "a goal" for action and not a narrative. "There's not necessarily a buildup and a resolution of a deeper kind, like you'd find in a novel. It's just a situation that motivates the players." Koizumi's interest in narrative, as contrasted with Miyamoto's sensibilities, has caused him to have to integrate story in unusual, yet organic ways, like the storybook-style presentation of Super Mario Galaxy.He got his start writing game narrative in a rather roundabout way: by writing instruction manuals. In the era of his first game (Link's Awakening), game developers didn't necessarily feel the need to motivate everything, leading explanations up to the people writing the manual. With no existing story in place, "...I ended up making an entire story to go along with the game. The dream, the island, that was all mine." We won't quote too much of it, because you should really go read the whole thing. Game developers are rarely this candid, and nobody ever talks this much about working day-to-day with Shigeru Miyamoto.