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Zelda Game Full Version카테고리 없음 2020. 3. 1. 14:07
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The moment you wash up on Koholint Island, the setting of The Legend of Zelda: Link's Awakening, things are a little off. You awake in a room tended by someone who you immediately mistake for Zelda, only to find out that, no, no, her name is Marin. You're soon sent to the beach to retrieve your things from the shipwreck. Along the way, you see a Chain Chomp tied up in front of a house, a familiar sight for another franchise. Inside a house, you find a woman praising her other pet—another Chain Chomp—for its beautiful fur. Upon close inspection, you find that it doesn't have fur, or, even, a body. At the beach, you find your sword.
How do you know it's yours? It has your name on it, naturally. Isn't that how everyone keeps their swords? The Legend of Zelda: Link's Awakening (2019) is not very interesting to talk about as a remake.
It's almost verbatim identical to the original game, with a handful of small additions to the gameplay and setting. The most significant change is the new visual style, a cutesy 2.5D look that has the appealing side effect of making the whole surreal world look like it was made out of plastic, as if Link and everyone else on Koholint is a toy and one wrong nudge of the game console could send them all tumbling to the carpet. What this lack of other meaningful changes means is that the best way to talk about the Link's Awakening remake is just to talk about Link's Awakening itself, which is fortunate, because there's a lot to discuss.Originally released for the Game Boy in 1993, Link's Awakening feels from top to bottom like an attempt to respond to and iterate on the formula for a Legend of Zelda game, codified two years earlier by the Super Nintendo game A Link to the Past—the formula that would go on to become the structural basis for every 3D game in the series up until 2017's Breath of the Wild. As such, Link's Awakening shines even more in hindsight than it did at the time.
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Whereas in 1993 it felt like a title responding to one game, in 2019 it's responding to 20 years' worth, and it does so with an elegance that is astounding. The WIRED Guide toHere's the twist, for those of you who have managed to avoid it for this long: As you progress, you learn that Koholint Island, and all its inhabitants, are just a dream of the Wind Fish (which, in a predictably surreal revelation, is not technically a fish). To wake the Wind Fish, and allow Link to return to the world he's familiar with, will be to undo this place and everyone in it.
'It's all a dream' is hardly an original plot device, but it gives the entire game a unique tone, and allows it to be playful about itself. This is The Legend of Zelda, devoid of context. All the directives don't quite make sense, and don't come from a clear narrative origin point. You're forced to gather a number of instruments in this dream island in typical Zelda fashion, as they're the only way to wake the Wind Fish. But the question remains: Why is that the case? And how did you end up here, anyway? The premise of Link's Awakening, combined with the regular notes of surreality scattered everywhere around Koholint, renders the entire structure of the game suspect.
Link's Awakening is charming, but it's a charming fever dream, a haze of swords and keys and events that don't quite chain together the way they should and ambling toward a conclusion that feels as necessary as it does dreadful. The dreamy nature of Koholint also calls into question Link's role in this world.
After all, as you're told early on, the monsters only stirred when you appeared. The dangers that threaten the people of this world, including the possibility of utter oblivion upon your success, are entirely of your doing. Calling into question bad heroic decisions is, again, not exactly original in videogames, but it's a wrinkle that feels especially provoking in such a traditionally light series.
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Zelda has only reached melancholic places anywhere near this on one other occasion, in Majora's Mask, which similarly subverts its counterpart title the way Link's Awakening subverts A Link to the Past, but even in Majora's Mask Link remains a savior. Here, he's just a kid with a sword, stuck in a world that doesn't make sense, trying to find his way home.Link's Awakening is a gateway into the understanding that sequels can be more than retreads or follow-ups.But the lesson to take from Link's Awakening isn't simply that the series is a surprisingly good fit for melancholy. Instead, it's that The Legend of Zelda, as a set of ideas, is fungible on a core level.
Link's Awakening is a lesson in the variety of stories the formula of the series can handle. There's a sword, a shield, and a young person on an adventure. There are items to collect, or allies to gather, or some set of barriers to conquer before facing, and defeating, a final dilemma.
The journey the hero goes on doesn't need to be a traditional hero's journey. It doesn't need to be heroic at all.Likewise, the journey of a Zelda game need not take place in a specific place, have a specific villain, or even include Link and Zelda. Link's Awakening abandons most of the elements of the series, yet it remains itself even as it reassembles into a new form.
Within a handful of strictures, The Legend of Zelda can be anything. Which makes Link's Awakening more than just a brilliant riff on the series, and even more than a charming fever dream. It's a gateway into the understanding that sequels can be more than retreads or follow-ups. Even when continuing the same old stories, every new moment told is a moment of possibility, if only you're willing to defy assumptions about what your story has to be, and seize it.