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Tuesday, December 14th, 2010 | Author: Chris

Hey out there to all handheld and standard Zelda fans alike, and a happy holiday season to all of you! I am out with a new piece in anticipation of the upcoming release of the Nintendo 3DS and, more importantly to most loyal Zelda fans, the remake of The Legend of Zelda: Ocarina of Time that will accompany it under the title of The Legend of Zelda: Ocarina of Time 3D. Like many I am sure are pondering the same question, I have been quietly weighing the pros and cons of buying this new handheld system largely for my love of the Zelda series.

While that sentiment was definitely present with the release of the Wii and the concurrent release of The Legend of Zelda: Twilight Princess back in 2006, this is the first time I have really been confronted with such a scenario for a handheld system. With past Zelda releases, I was able to play most handheld Zelda games on my Gameboy Color system for a good number of years, not necessitating much of a change until the release of The Legend of Zelda: The Minish Cap and its successors. The release of the first Nintendo DS game, The Legend of Zelda: Phantom Hourglass did prompt me to finally break down and buy a DS in 2007, but by that time the DS had been out for a few years and the price had come down somewhat to where it was more economical.

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Tuesday, September 07th, 2010 | Author: Chris

Skyward Sword LogoApologies for such an extended leave of absence and limited updates, but my school schedule has been particularly hectic this summer and is shaping up to be the same if not worse now that the fall semester has begun. However, I will be doing all I can to make time for ZimP in between the classes, homework, job, relationship and friendships / fraternity that I have going at the present time. But enough of all this about me, and back to the topic at hand: Zelda. So, when I last wrote for ZimP, we discussed the recently revealed new title for the next chapter in the series, Skyward Sword. I will elaborate more on this topic and put it into perspective from a broader view to try and trace the possibilities facing the Zelda series as a whole in the coming years. Let us then proceed to where we have left off in the series with its most recent additions.

First we have Twilight Princess, which came out in late 2006 and seemingly continued the story of the so-called “Child Timeline”, one of the two timelines created at the conclusion of Ocarina of Time in 1998. In this story, we learn that Ganondorf’s attempted coup of the Royal Family of Hyrule failed (largely thanks to the Hero of Time’s warning Princess Zelda and her father of Ganondorf’s coming attack at the end of Ocarina of Time), and he was subsequently arrested, put on trial, and sentenced to death at the infamous Arbiter’s Grounds, home to the relic known as the Mirror of Twilight.

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Wednesday, September 01st, 2010 | Author: Alter

Howdy all! Just a quick post to let you all know that we’ve got the next part of our article mini-series up! Please read and enjoy.

Also, if you haven’t already joined our Facebook and Twitter pages, please do so now! Although the former is doing quite well, the latter isn’t; we hope to change that with your help!

Death in The Legend of Zelda — Part 2

Link's DeathWelcome to the second part in our “Death in The Legend of Zelda” mini-series! Let me quickly pick up where I left off last time…

As I pointed out earlier, death has never had a good deal of meaning when it comes to video games, especially in Zelda. In order to make the series (and the industry as a whole) more effective, emotional and powerful, the topic of death needs to be addressed. More so, it needs to be done properly. Again, reiterating what I already covered, developers seem to think that if they increase the amount of blood, gore and violence they add into games, they will have effectively tackled this issue.

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Sunday, August 15th, 2010 | Author: Alter

So as many of you may have noticed, we’ve been a little down as of late. The reason for this can mostly be summed up with two statements; the first being that there has really been no handheld news since The Legend of Zelda: Spirit Tracks was released last December. The second would be that, well, many of us have been quite busy. Personally, I, Alter, am transferring schools to the other side of the States in a couple of days. Our other Webmaster, Justin will also be attending college this Autumn. In light of these events, fear not; we plan to keep the site active, and have some other staffers ready to take the baton until life returns to normal!

Until that moment, however, we have another little mini-article ready for you!

Death in The Legend of Zelda — Part 1

StalfosDeath— the very word may just send a faint chill down your spine. However, in the context of the virtual world, most of us don’t give it a second thought (Unless, of course, by “death”, you mean the deletion of your Facebook account). What I mean by this is that in real life, the power of death is a great adversary— one that you and I are unable to conquer. However, when you’re gunned down by an enemy combatant in Call of Duty or have your last heart stabbed by a Moblin in Link’s Awakening, do you really give it much thought? Assuming you’re not on a speed run, and are reasonably sane, chances are that the answer is “no”. In 95% of video games, you can either load your last save point, restart the level, or simply be self-revived and lose a few points.

For some odd reason, game developers have no problem with adding endless blood and gore into death scenes, whether it be the protagonist’s or an NPC’s death. However, they seem to neglect actually making death meaningful…

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Friday, June 11th, 2010 | Author: Alter

Today, I’m pleased to announce to you that we have another exclusive article: Z-Targeting, written by none other than our very own.. Alter?  Yes, yes; I’ve decided to pump out a mini article myself. Didn’t know I could play with words? Well, you may be right…

Z ButtonZ-Targeting; the idea was quite original. Although it may not be too noticeable these days, it was quite a new and innovative concept back when Ocarina of Time was released for the Nintendo 64. The concept was basic: the player could hold down a button which would in-turn focus the camera on the nearest enemy (or other targets, in some cases). Doing this would also cause the player’s character to automatically cover the enemy, matching his position. Doing so would prevent the character from being flanked, arguably making the game easier.

However…

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