15 Things You Didn’t Know About Link And Zelda’s Relationship
The Legend of Zelda is one of Nintendo’s premier franchises, and while some fans like to dismiss the timeline, it’s always had an influence on both the franchise and the relationships of the characters within it. Keep in mind that Zelda II was a direct narrative sequel to the original game, with A Link to the Past serving as a prequel to both. Age of Calamity has only complicated matters by creating a timeline branch within Breath of the Wild.
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Naturally, this timeline business also established the idea of multiple Links and Zeldas early on – albeit Zelda II already established the latter by the time A Link to the Past came around. Link and Zelda’s relationship is at the heart of the franchise, changing through every timeline, but Breath of the Wild and Age of Calamity might have set a new precedent for their bond.
Updated October 21, 2021 by Tom Bowen: The relationship shared by Link and Zelda has changed a lot over the past three and a half decades, though it still remains a little inconsistent. In certain timelines, for example, it is only the bonds of friendship that tie the pair together. In others, however, there's strong evidence to suggest that they share a romantic relationship instead. Regardless of which is the case, it's clear to see that there are many things that link Zelda to the Hylian hero; the most notable of which is, of course, destiny. Whether this will be further explored next year when Breath of the Wild 2 finally releases remains to be seen, but for now, at least, there are more than enough previous Link and Zelda iterations to analyze.
15 The Legend Of Zelda: Wedding Bell Blues
The original Legend of Zelda doesn’t feature much in the way of story, so it goes without saying that Link and Zelda don’t have much of a connection. This only makes sense considering Link spends the entire game traveling alone while Zelda is simply stuck in Level 9 for the whole journey. All the same, there’s a bit of lore some fans might have missed.
The reward for rescuing Zelda and completing the Triforce? Becoming King of Hyrule and marrying Princess Zelda herself. Despite the fact the two have no connection, this Link ends up becoming King of Hyrule after saving Zelda, marrying her in the process.
14 Zelda II: The Loves Of Link’s Life
Which makes Link and Zelda’s relationship at the end of Zelda II a bit questionable to say the least. Canonically, Link should be King of Hyrule by this point while also married to Princess Zelda. Granted, he’s only around 16 at this point, but lore is lore. This of course creates a problem when the other Zelda wakes up at the end of the game and kisses Link.
Keep in mind that the Zelda Link is trying to wake up in Zelda II is not the Zelda he rescued in the original Legend of Zelda, but the “original" Zelda (at the time) from the series’ backstory. Despite being married, Link accepts his kiss with pride. Who’s to say he didn’t accept a new bride, as well?
13 A Link To The Past: The Unsolved Mystery
A Link to the Past was the game that ultimately set the foundation for the rest of the Zelda franchise, notably opening with Princess Zelda telepathically communicating with Link. From there, the two work together to stop Agahnim before Zelda gets kidnapped come the halfway point.
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Interestingly, one of the game's biggest mysteries pertains to their relationship and is never solved. As he lays dying, Link's Uncle starts saying, "Zelda is your..." but never actually finishes the sentence. Worth noting, Link's Uncle says, "You are the Princess'..." before dying in the Japanese release – so the mystery is in parts intentional.
12 Link’s Awakening: Marin Is A Subconscious Representation Of Zelda
Something worth pointing out about Link’s Awakening is that Link and the Wind Fish are actually sharing a dream, it isn’t just the Wind Fish’s. While the latter’s dream serves as the main base for Koholint and its history, it’s strongly implied that the island’s residents are manifestations of Link’s subconscious.
Marin is the clearest example of this, with Link outright mistaking her for Zelda at the beginning of the game. This is the only direct mention of Princess Zelda in Link’s Awakening, but the Oracle games later reuse Marin’s sprite for Zelda’s, further lending credence to the Zelda/Marin connection.
11 Ocarina Of Time: Zelda’s Romantic Feelings For Link
Ocarina of Time may not place the focus on its story, but that doesn’t mean it has a poorly or simply told story either. This is a script filled with a considerable amount of subtlety and nuance, with the character writing revealing more about the inhabitants of Hyrule than one might immediately assume.
Come the end of the game, it’s clear that Zelda has developed some romantic attachment to Link while waiting for him over the course of seven years. It makes sense as Link was quite literally her only hope at returning to normalcy, but these feelings ultimately aren’t returned, with the Hero of Time implied to have married Malon some time after OoT & Majora’s Mask.
10 Oracle Of Ages & Seasons: A Friendship Forgotten
The Oracle games are currently positioned in a curious spot as far as the Hyrule Encyclopedia's timeline is concerned, but the duology was clearly intended as an interquel to Link's Awakening set after the events of A Link to the Past. Princess Zelda reuses Marin's sprite, the manuals indicate that Link is leaving Hyrule for training, the Linked Ending ends with Link setting sail on his ship seen at the start of Link's Awakening.
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All the same, there's a massive continuity error during a Linked playthrough. Despite Link and Zelda having met during A Link to the Past, she reintroduces herself when they meet during the Oracle duology. The only way to potentially explain this is that Link's wish on the Triforce at the end of ALttP reset everything.
9 The Wind Waker: Partners, Not Lovers
Given how often The Wind Waker pairs Link and Tetra together, it’s perhaps safe to assume they’re meant to have some kind of romantic connection, but there’s really nothing in the game that suggests either character has feelings for each other. If anything, Link had more overt romantic chemistry with Medli.
Link and Tetra are clearly friendly with one another come the end of the game & care about each other, but their dynamic plays out more like a platonic partnership than a romantic one. When taking into account the personality discrepancies present between Tetra & Zelda, it’s perhaps for the best there aren’t any romantic undertones.
8 Four Swords: A Love Pentagon
The idea of a love triangle is fairly common and one that has been explored several times in the Zelda series. The love pentagon found in Four Swords, however, is entirely unique; more so because four of the five participants are actually different versions of the same person: Link.
Granted, the decision to split the game's Link into four different versions of himself was more down to the developers' desire to create a multiplayer co-op Zelda game than some creative narrative thread. It ultimately works well though, with Zelda being the one who helps the multiple versions of Link get back together after they rescue her from Vaati at the end of the game.
7 The Minish Cap: Childhood Best Friends
Releasing relatively late into the GBA’s life cycle while in close proximity to Twilight Princess, The Minish Cap doesn’t get much discourse these days, which is a shame considering it remains the most fleshed-out interpretation of A Link to the Past’s foundation. It also features a fairly well-told story where Link and Zelda are childhood friends.
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Granted, that’s set dressing more than anything else, but the tutorial actually plays up Link’s bond with Zelda. It’s to the point where audiences might actually care when Vaati ultimately turns her to stone. As far as motivations go, TMC’s Link has a solid reason to confront Vaati.
6 Twilight Princess: Strictly Professional Business Colleagues
As far as Twilight Princess is concerned, Midna fills the “Princess Zelda” role while Ilia fills the role of Link’s love interest. As a result, the actual titular Zelda is left with little to do. This isn’t to say that she’s unimportant – her sacrifice and what she thematically represents are both incredibly important to Midna’s arc – but this is not a Zelda-heavy game.
Her relationship with Link echoes this blatantly. Despite the fact that the two work together to defeat Ganondorf when all is said and done, their relationship is strictly professional. After all, the two barely know each other. They share a genuine sense of camaraderie, but their connection is mainly through Midna and Midna alone.
5 Spirit Tracks: Equals Through It All
Spirit Tracks gets a bad reputation for being a direct sequel to what is arguably the worst 2D Zelda game, but it is a massive improvement over Phantom Hourglass. The jump in quality from PH to ST is so high that the latter more or less invalidates the former on a gameplay level.
What really makes Spirit Tracks a strong Zelda game unlike its predecessor, however, is the story. This is the first time where Link and Zelda are genuine equals. Not only does Zelda play a very active role in the plot (literally never leaving Link’s side,) she’s actually playable. The two have a cute relationship that only develops more over the course of the game – Link and Zelda reaching the credits as legitimate equals.
4 Skyward Sword: A Fully Fledged Love Story
Although romance isn’t new for Link and Zelda, it wasn’t until Skyward Sword when the franchise would finally decide to give the two a genuine, undeniable love story. The thing with Ocarina of Time is that while the romance can be read as there, it isn’t a driving force of the plot – same for Spirit Tracks despite them having a more overtly “cute” relationship.
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With Skyward Sword, the entire story is driven by their connection and Link’s desire to be with Zelda. More than saving the princess, Link is saving a friend, a companion, & a partner – to say nothing of Zelda’s own agency through it all. Both Breath of the Wild and Age of Calamity's interpretations of the characters are rooted in Skyward Sword's dynamic.
3 A Link Between Worlds: A New Princess
With the introduction of a brand new world that's ruled over by a brand new princess, A Link Between Worlds provides a lot of extra insight into the Link/Zelda relationship. Interestingly, it does so not through the interactions between the pair, but instead through the scenes involving Link and Zelda's Lorule counterpart, Hilda.
Having grown up in and subsequently reigned over a ruined land, Hilda possesses many qualities that Zelda doesn't while also lacking the gravitas and high status. This in turn alters the way that Link behaves around her, highlighting just how much the gap in status can at times impact the bond between Link and Zelda.
2 Breath Of The Wild: Their Most Complex Relationship Yet
Link and Zelda’s relationship in Breath of the Wild is by far the most dynamic relationship they’ve had yet, even including Age of Calamity. While the idea of an evolving relationship between Link & Zelda isn’t novel (elements of this can be seen in Ocarina of Time, and The Wind Waker & Spirit Tracks embody this outright,) Breath of the Wild actually gives their relationship an arc.
They begin at odds with one another before developing a genuine bond that seems to be leaning towards the romantic. Despite how much resentment Zelda feels towards Link, and Link’s own insecurities documented in the original Japanese text, these two come to care for one another deeply, each willing to give their lives for the other.
1 Age Of Calamity: Two Halves Of The Same Heart Container
Since Age of Calamity is set in a timeline where the Calamity didn't happen as it did in Breath of the Wild, Link and Zelda's relationship can grow in a way where they aren't rooted in animosity for each other. Not only are Link and Zelda far more openly caring about one another in Age of Calamity, but their two biggest moments are also for the other character.
Due to Terrako's time-traveling, Breath of the Wild's backstory gets slightly rewritten and Link never pulls the Master Sword as a child. Instead, the Master Sword calls to him when he's trying to protect Princess Zelda from Astor. Similarly, Zelda's powers fully manifest when she's trying to protect Link from the Blights. Along with that, Age of Calamity makes it a point to show the lengths Link and Zelda go for each other, setting the stage for a more romantic relationship in Breath of the Wild 2.
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- For other characters named Link featured in the series, see Link (Disambiguation).
Link is the name shared by the recurring character in The Legend of Zelda series. There are many incarnations of Link, each possessing the spirit of the hero, with some of them being blood-related as well. They are chosen by the Golden Goddesses to protect the land from evil whenever deemed necessary. They often need to complete a series of trials to mature into the chosen hero. In most games of The Legend of Zelda series, their adventures take place within Kingdom of Hyrule, traveling through the land, collecting important items, and defeating a wide variety of enemies while trying to save both Princess Zelda and her kingdom from the clutches of Ganon or other villains.
The first Link was introduced as a young Sword-wielding boy, but the identity, appearance, and role of each incarnation of Link has varied from game to game. Many of them are given titles to identify them, such as the Hero of Time in Ocarina of Time and the Hero of Winds in The Wind Waker.
The Legend of Zelda
In the original The Legend of Zelda, Hyrule is engulfed in chaos after an army led by Ganon invaded it and stole the Triforce of Power. In an attempt to prevent Ganon from acquiring the Triforce of Wisdom, Princess Zelda splits it and hides the eight fragments in secret dungeons throughout the land. Before the princess is kidnapped by Ganon, she commands her nursemaid Impa to find someone courageous enough to save the kingdom. While wandering the land, the old woman is surrounded by Ganon’s henchmen, though a young swordsman named Link appears and rescues her. After hearing Impa’s plea, he resolves to save Zelda and sets out to reassemble the scattered fragments of the Triforce of Wisdom, to become powerful enough to defeat Ganon. Link located the eight underground labyrinths, defeats several guardian monsters, and retrieves the Triforce fragments. With the completed Triforce of Wisdom, Link is able to infiltrate Ganon’s hideout and defeats him with the Silver Arrow. Link picks up the Triforce of Power from Ganon’s ashes and returns both pieces of the Triforce to Princess Zelda, restoring peace to Hyrule.
The Adventure of Link
In The Adventure of Link, set six years after The Legend of Zelda, the now-sixteen-year-old Link notices a strange mark on the back of his left hand, resembling the crest of Hyrule. He seeks out Impa, who responds by taking Link to the North Castle, where a door has been magically sealed for generations. Impa places the back of Link's left hand on the door, and it opens, revealing a sleeping maiden inside. Impa tells Link that the maiden is the original Princess Zelda of Hyrule from long ago, and the origin of the "Legend of Zelda". Long ago, Zelda's brother, the Prince of Hyrule, had tried to force her into telling their recently deceased father's secrets concerning the last of the three golden treasures of his kingdom, the Triforce of Courage. Princess Zelda refused to reveal its location, and the Magician, who had accompanied the prince, tried to strike her down with a spell in anger. Zelda fell under a powerful sleeping spell, but the wizard was unable to control the wildly arcing magic and was killed by it. The prince, filled with remorse and unable to reverse the spell, had his sister placed in the castle tower, in the hope that she would one day be awakened. He decreed that princesses born to the royal family from that point on would be named Zelda, in remembrance of this tragedy. Impa says that the mark on Link's hand means that he is the hero chosen to awaken Zelda. She gives Link a chest containing six crystals and ancient writings that only a great future king of Hyrule can read. Link finds that he can read the document, even though he has never seen the language before; it indicates that the crystals must be set into statues within six palaces scattered all over Hyrule. This will open the way to the Great Palace, which contains the Triforce of Courage. Only the power of the combined Triforces can awaken the enchanted Zelda. Taking the crystals, Link sets out to restore them to their palaces. Meanwhile, although Link had defeated Ganon, the remnants of his army remain scattered across Hyrule. They plan to revive Ganon by killing Link and spilling his blood onto Ganon's ashes.
Ultimately, Link restores the crystals to the six palaces, defeating a strong guardian within each one to do so, and enters the Great Palace. After venturing deep inside, Link battles a flying creature known as the Thunderbird, followed by his own shadow guarding the Triforce. After defeating them both, Link then claims the Triforce of Courage and returns to Zelda. The three triangles unite into the collective Triforce, and Link's wish awakens Zelda.
A Link to the Past
In A Link to the Past, Link lives with his uncle in a house near Hyrule Castle. During this time, the land of Hyrule was plagued by a sudden disaster, until the wizard Agahnim appeared at the court of the King of Hyrule and quelled the upheaval. Named chief adviser to the throne, he soon seized power from the king and kidnapped the six Maidens, descendants of the seven Sages of long ago. The Maidens were taken to the castle tower and never seen again. One night, Link is awakened by a telepathic message from Princess Zelda, who says that she is locked in the castle dungeon. As the message closes, Link finds his uncle ready for battle, telling Link to remain in bed. After his uncle leaves, however, Link ignores his uncle's command and follows him to the dungeons under the castle. When he arrives, he finds his uncle mortally wounded. Link's uncle tells Link to rescue Princess Zelda from her prison, giving him his sword and shield. Link navigates the castle and rescues Zelda from her cell, and the two escape into a secret passage through the sewers that leads to the Sanctuary, where they meet the Loyal Sage. Link is informed that Agahnim intends to open the seal to the Dark World
Link in his Twilight Princess gear.
There are a lot of armor options in Breath of the Wild but if you consider yourself a Zelda purist, you might want to look like a traditional version of Link. What if I told you there was a way to get the same clothes Link wore in Twilight Princess for your Breath of the Wild Link?
You’ll need a few things before you are able to do this so hold your Epona. To get the complete Twilight Princess attire – Master Sword, Hylian Shield, Cap, Tunic and Pants – you’ll need to to have the following things:
- Super Smash Bros Link Amiibo (wait for MSRP)
- Breath of the Wild Zelda Amiibo (wait for MSRP)
- 13 Heart Containers
- Courage to walk into Hyrule Castle
Unfortunately, the only way to obtain the Twilight Princess clothes is through the amiibo. What I did was keep tapping the amiibo until it gave me a piece of clothing. If you save before you use the amiibo, you can tap it and if it doesn’t give you what you want, just reload your save and try again. You’ll have to do this over the span of three days since you can only use amiibos once per day unless you mess with your console’s actual clock.
The 13 heart containers are needed for the Master Sword. You will find the Master Sword in the Korok Forest once you traverse the Lost Woods.
The Hylian Shield is found in Hyrule Castle. It’s found in a place called the Lockup, a room with plenty of jail cells. This is located on the west side of the castle. I found it by taking a mining cart into the castle but I’m sure there are other ways to get to it. Once you explore the area enough, you’ll find a room with a bunch of bones in it. When you enter, the gate will close and you’ll fight a Stalnox mini boss. Just aim for his eye and start beating on him while he’s stunned. Near the end of the fight, his eye falls off and you have to deal a finishing blow to it.
Once you defeat him, a chest will be available holding the Hylian Shield which carries a whopping 90 armor rating. Once you get the shield, you’ll be able to get a duplicate from a character in Tarrey Town if something happens to it.
An alternative to all this is using the Breath of the Wild Zelda amiibo until she drops the Hylian Shield. You can use the same method to get this as you can use to get the Twilight gear.
The Legend of Zelda: Twilight Princess
2006 video game
2006 video game
|The Legend of Zelda: Twilight Princess|
Packaging artwork, featuring Link in his Hylian and wolf forms
|Series||The Legend of Zelda|
Nvidia Shield TV
The Legend of Zelda: Twilight Princess[a] is a 2006 action-adventure game developed and published by Nintendo for the GameCube and Wiihome video game consoles. Originally planned for release exclusively on the GameCube in November 2005, Twilight Princess was delayed by Nintendo to allow its developers to refine the game, add more content, and port it to the Wii. The Wii version was a launch game in North America in November 2006, and in Japan, Europe, and Australia the following month. The GameCube version also released in December 2006 as the final first-party game for the console.[b]
The story focuses on series protagonist Link, who tries to prevent Hyrule from being engulfed by a corrupted parallel dimension known as the Twilight Realm. To do so, he takes the form of both a Hylian and a wolf, and he is assisted by a mysterious creature named Midna. The game takes place hundreds of years after Ocarina of Time and between Majora's Mask and Four Swords Adventures, in an alternate timeline from The Wind Waker.
Twilight Princess was critically acclaimed upon release and has been widely regarded as one of the greatest video games of all time. It received several Game of the Year awards. By 2015, it had sold 8.85 million copies worldwide, and it was the best-selling Zelda game until overtaken by Breath of the Wild in April 2018. In 2011, the Wii version was rereleased under the Nintendo Selects label. A high-definitionremaster for the Wii U, The Legend of Zelda: Twilight Princess HD, was released in March 2016.
See also: The Legend of Zelda § Gameplay
The Legend of Zelda: Twilight Princess is an action-adventure game focused on combat, exploration, and puzzle-solving. It uses the basic control scheme introduced in Ocarina of Time, including context-sensitive action buttons and L-targeting (Z-targeting on the Wii), a system that allows the player to keep Link's view focused on an enemy or important object while moving and attacking. Link can walk, run, and attack, and he will automatically jump when running off of or reaching for a ledge.[c] Link uses a sword and shield in combat, complemented with secondary weapons and items, including a bow and arrows, a boomerang, and bombs.[d] While L-targeting, projectile-based weapons can be fired at a target without the need for manual aiming.[c]
The context-sensitive button mechanic allows one button to serve a variety of functions, such as talking, opening doors, and pushing, pulling, and throwing objects.[e] The on-screen display shows what action, if any, the button will trigger, determined by the situation. For example, if Link is holding a rock, the context-sensitive button will cause Link to throw the rock if he is moving or targeting an object or enemy, or place the rock on the ground if he is standing still.[f]
The GameCube and Wii versions feature several minor differences in their controls. The Wii version of the game makes use of the motion sensors and built-in speaker of the Wii Remote. The speaker emits the sounds of a bowstring when shooting an arrow, Midna's laugh when she gives advice to Link, and the series' trademark "chime" when discovering secrets. The player controls Link's sword by swinging the Wii Remote. Other attacks are triggered using similar gestures with the Nunchuk. Unique to the GameCube version is the ability for the player to control the camera freely, without entering a special "lookaround" mode required by the Wii; however, in the GameCube version, only two of Link's secondary weapons can be equipped at a time, as opposed to four in the Wii version.[g]
The game features nine dungeons—large, contained areas where Link battles enemies, collects items, and solves puzzles. Link navigates these dungeons and fights a boss at the end in order to obtain an item or otherwise advance the plot. The dungeons are connected by a large overworld, across which Link can travel on foot; on his horse, Epona; or by teleporting with Midna's assistance.
When Link enters the Twilight Realm, the void that corrupts parts of Hyrule, he transforms into a wolf.[h] He is eventually able to transform between his Hylian and wolf forms at will. As a wolf, Link loses the ability to use his sword, shield, or any secondary items; he instead attacks by biting and defends primarily by dodging attacks. However, "Wolf Link" gains several key advantages in return—he moves faster than he does as a human (though riding Epona is still faster), digs holes to create new passages and uncover buried items, and has improved senses, including the ability to follow scent trails.[i] On his back, he also carries Midna, a small imp-like creature who gives him hints, uses an energy field to attack enemies, helps him jump long distances, and eventually allows him to "warp" to any of several preset locations throughout the overworld.[j] Using Link's wolf senses, the player can see and listen to the wandering spirits of those affected by the Twilight, as well as hunt for enemy ghosts named Poes.[k]
The artificial intelligence (AI) of enemies in Twilight Princess is more advanced than that of enemies in The Wind Waker. Enemies react to defeated companions and to arrows or slingshot pellets that pass by, and they can detect Link from a greater distance than was possible in previous games.
Further information: Fictional chronology of The Legend of Zelda
The game begins with a youth named Link, who works as a ranch hand in Ordon Village. One day, Bulblins take away the village's children. Link pursues and encounters a wall of Twilight. A Twilight monster pulls him beyond the wall into the Twilight-shrouded forest, where he is transformed into a wolf and imprisoned. Link is soon freed by a creature named Midna, who offers to help him if he obeys her unconditionally. She guides him to Princess Zelda, who explains that Zant, the Sorcerer/Usurper King of the Twili, invaded Hyrule Castle and forced her to surrender. The kingdom became enveloped in Twilight, turning all its inhabitants besides Link and Zelda into invisible spirits. To save Hyrule, Link, aided by Midna, must first revive the Light Spirits by entering the Twilight-covered regions and recovering the Spirits' light from the Twilight beings that had stolen it. Once revitalized, each Spirit returns Link to his Hylian form and informs Link and Midna of the hidden location of a Fused Shadow, one of the fragments of a powerful relic that will have to be used to match Zant's power to defeat him. During this time, the ghost of a departed swordsman, the Hero’s Shade, also appears to provide swordsmanship training he had failed to pass on before his untimely death, as well as information regarding Link's destiny in Hyrule.
During his journey, Link also finds Ordon Village's children and assists the monkeys of Faron, the Gorons of Eldin, and the Zoras of Lanayru. After restoring the Light Spirits and obtaining the Fused Shadows, Link and Midna are ambushed by Zant, who takes away the fragments. Midna calls him out for abusing his tribe's magic, but Zant reveals that his power comes from another source, and he uses it to trap Link in his wolf state. Failing to persuade Midna into joining forces with him, Zant attempts to dispose of her by exposing her to the light of Lanayru's light spirit. Bringing a dying Midna to Zelda, Link learns from her that he needs the Master Sword to remove Zant's curse and she proceeds to sacrifice herself to heal Midna, vanishing mysteriously. Moved by Zelda's act of selflessness, Midna starts to care more about Link and the fate of his world.
After gaining the Master Sword, Link is cleansed of the curse that kept him in wolf form. Deep within the Gerudo Desert, Link and Midna search for the Mirror of Twilight, the only known gateway between Hyrule and the Twilight Realm, but discover that it is broken. The Sages there explain that Zant tried to destroy it, but only managed to shatter it into fragments; only the true ruler of the Twili can completely destroy the mirror. They also relate that they once used it to banish Ganondorf, the Gerudo leader who attempted to steal the Triforce, to the Twilight Realm after failing to execute him. Link and Midna set out to retrieve the missing shards of the mirror. Once it has been fully restored, the Sages reveal to Link that Midna is actually the true ruler of the Twili, usurped and cursed into her current form by Zant. Confronting Zant, Link and Midna learn that he forged a pact with Ganondorf, who asked for his assistance in subjugating Hyrule. After Link defeats Zant, Midna recovers the Fused Shadows and destroys Zant after learning that only Ganondorf's defeat can release her from her curse.
Returning to Hyrule, Link and Midna find Ganondorf in Hyrule Castle, with a lifeless Zelda suspended above him. Ganondorf fights Link by possessing Zelda and then transforming into a gigantic boar-like beast, but Link defeats him, and the power Midna received from Zelda is able to resuscitate her. Ganondorf revives, and Midna teleports Link and Zelda outside the castle so she can hold him off with the Fused Shadows. However, as Hyrule Castle collapses, Ganondorf emerges from it victorious, crushing the Fused Shadow piece that Midna wore on her head, and pursues Link on horseback. Assisted by Zelda and the Light Spirits, Link eventually knocks Ganondorf off his horse and duels him on foot before finishing him off with the Master Sword. With Ganondorf defeated, the Light Spirits revive Midna and restore her to her true form. After bidding farewell to Link and Zelda, Midna returns home and destroys the Mirror of Twilight, ultimately severing the link between Hyrule and the Twilight Realm. As Hyrule Castle is rebuilt, Link leaves Ordon Village, heading to parts unknown.
In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube by the same team that had created the cel-shadedThe Wind Waker. At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2; it was set to use a similar graphical style to that of its predecessor.Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l] Early development of what would become Twilight Princess began and special care was taken to improve the realism of the horseriding, with lead character designer Keisuke Nishimori riding a horse for himself to feel what it was like.
Just as the original Legend of Zelda game was inspired by J. R. R. Tolkien's The Lord of the Rings novels, the aesthetic of Twilight Princess was inspired by the Lord of the Rings films as they had just come out and were very popular at the time. The game was developed with having a large convincing world in mind, one with a vast scale to meet the expectation for fantasy worlds that audiences had become accustomed to with the Lord of the Rings.
In four months, Aonuma's team managed to present realistic horseback riding,[l] which Nintendo later revealed to the public with a trailer at Electronic Entertainment Expo 2004 and was met with enormous praise. The game was scheduled to be released the next year and was no longer a follow-up to The Wind Waker; a true sequel to it was released for the Nintendo DS in 2007, in the form of Phantom Hourglass. Miyamoto explained in interviews that the graphical style was chosen to satisfy demand and that it better fit the theme of an older incarnation of Link. The game runs on a modified The Wind Wakerengine.
Prior Zelda games have employed a theme of two separate, yet connected, worlds. In A Link to the Past, Link travels between a "Light World" and a "Dark World"; in Ocarina of Time, as well as in Oracle of Ages, Link travels between two different time periods. The Zelda team sought to reuse this motif in the series' latest installment. It was suggested that Link transform into a wolf, much like he metamorphoses into a rabbit in the Dark World of A Link to the Past.[m] The concept for Link to transform into a wolf and its surrounding narrative elements came from a dream that Aonuma had while overseas on a business trip. He dreamt that he was a wolf, locked inside a cage, and, after he woke up, he was confused and disoriented and it took a while for him to remember where he was. The story of the game was created by Aonuma, and it later underwent several changes by scenario writers Mitsuhiro Takano and Aya Kyogoku. Takano created the script for the story scenes, while Kyogoku and Takayuki Ikkaku handled the actual in-game script. Originally, Link was planned to be a wolf from the game's start to bluntly contrast the Ocarina of Time formula, but this was changed so that new players could be eased into Zelda's traditional gameplay and narrative formula. The narrative premise in the story regarding the children of Ordon village getting kidnapped was an example of the game featuring darker story elements than any past iteration.
From a gameplay perspective, the "twilight world" portions of the game were vaguely inspired by the fact that prior Zelda games had always distinctively separated its dungeons from its overworld. It was wondered what the result would be if you took a traditional Zelda dungeon and put it inside the open world instead. This resulted in the hunt for tears of light the player partakes in when in the twilight covered world. Regarding the atmosphere of the Twilight covered Hyrule, as well as the Twilight Realm dungeon later in the game, the intent was to make players feel uncomfortable, however special care was taken to ensure that this was balanced right, so that it did not make the player so uncomfortable that they did not want to progress further or could not enjoy the experience.
Aonuma left his team working on the new idea while he produced The Minish Cap for the Game Boy Advance. When he returned, he found the Twilight Princess team struggling. Emphasis on the parallel worlds and the wolf transformation had made Link's character unbelievable. Aonuma also felt the gameplay lacked the caliber of innovation found in Phantom Hourglass, which was being developed with touch controls for the Nintendo DS. At the same time, the Wii was under development with the code name "Revolution". Miyamoto thought that the Revolution's pointing device, the Wii Remote, was well suited for aiming arrows in Zelda, and he suggested that Aonuma consider using it.[n]
Aonuma had anticipated creating a Zelda game for what would later be for the Wii, but had assumed that he would need to complete Twilight Princess first. His team began work developing a pointing-based interface for the bow and arrow, and Aonuma found that aiming directly at the screen gave the game a new feel, just like the DS control scheme for Phantom Hourglass. Aonuma felt confident this was the only way to proceed, but worried about consumers who had been anticipating a GameCube release. Developing two versions would mean delaying the previously announced 2005 release, still disappointing the consumer. Satoru Iwata felt that having both versions would satisfy users in the end, even though they would have to wait for the finished product. Aonuma then started working on both versions in parallel.[o]
Transferring GameCube development to the Wii was relatively simple, since the Wii was being created to be compatible with the GameCube.[o] At E3 2005, Nintendo released a small number of Nintendo DS game cards containing a preview trailer for Twilight Princess. They also announced that Zelda would appear on the Wii (then codenamed "Revolution"), but it was not clear to the media if this meant Twilight Princess or a different game.
The team worked on a Wii control scheme, adapting camera control and the fighting mechanics to the new interface. A prototype was created that used a swinging gesture to control the sword from a first-person viewpoint, but was unable to show the variety of Link's movements. When the third-person view was restored, Aonuma thought it felt strange to swing the Wii Remote with the right hand to control the sword in Link's left hand, so the entire Wii version map was mirrored.[p] Details about Wii controls began to surface in December 2005 when British publication NGC Magazine claimed that when a GameCube copy of Twilight Princess was played on the Revolution, it would give the player the option of using the Revolution controller. Miyamoto confirmed the Revolution controller-functionality in an interview with Nintendo of Europe and Time reported this soon after. However, support for the Wii controller did not make it into the GameCube release. At E3 2006, Nintendo announced that both versions would be available at the Wii launch, and had a playable version of Twilight Princess for the Wii.[p] Later, the GameCube release was pushed back to a month after the launch of the Wii.
Nintendo staff members reported that demo users complained about the difficulty of the control scheme. Aonuma realized that his team had implemented Wii controls under the mindset of "forcing" users to adapt, instead of making the system intuitive and easy to use. He began rethinking the controls with Miyamoto to focus on comfort and ease.[q] The camera movement was reworked and item controls were changed to avoid accidental button presses.[r] In addition, the new item system required use of the button that had previously been used for the sword. To solve this, sword controls were transferred back to gestures—something E3 attendees had commented they would like to see. This reintroduced the problem of using a right-handed swing to control a left-handed sword attack. The team did not have enough time before release to rework Link's character model, so they instead flipped the entire game—everything was made a mirror image.[s] Link was now right-handed, and references to "east" and "west" were reversed. The GameCube version, however, was left with the original orientation. The Twilight Princess player's guide focuses on the Wii version, but has a section in the back with mirror-image maps for GameCube users.[t]
Music and sound
The game's score was composed by Toru Minegishi and Asuka Ohta, with series regular Koji Kondo serving as the sound supervisor. Minegishi took charge of composition and sound design in Twilight Princess, providing all field and dungeon music. For the trailers, three pieces were written by different composers, two of which were created by Mahito Yokota and Kondo.Michiru Ōshima created orchestral arrangements for the three compositions, later to be performed by an ensemble conducted by Taizo Takemoto. Kondo's piece was chosen as music for the E3 2005 trailer and for the demo movie after the title screen. Midna has the most voice acting—her on-screen dialogue is often accompanied by a babble of pseudo-speech, which was produced by scrambling English phrases sampled by Japanese voice actress Akiko Kōmoto.
Media requests at the trade show prompted Kondo to consider using orchestral music for the other tracks in the game as well, a notion reinforced by his preference for live instruments. He originally envisioned a full 50-person orchestra for action sequences and a string quartet for more "lyrical moments", though the final product used sequenced music instead. Kondo later cited the lack of interactivity that comes with orchestral music as one of the main reasons for the decision. Both six- and seven-track versions of the game's soundtrack were released on November 19, 2006, as part of a Nintendo Power promotion and bundled with replicas of the Master Sword and the Hylian Shield.
Following the discovery of a buffer overflowvulnerability in the Wii version of Twilight Princess, an exploit known as the "Twilight Hack" was developed, allowing the execution of custom code from a Secure Digital (SD) card on the console. A specifically designed save file would cause the game to load unsigned code, which could include Executable and Linkable Format (ELF) programs and homebrew Wii applications. Versions 3.3 and 3.4 of the Wii Menu prevented copying exploited save files onto the console until circumvention methods were discovered, and version 4.0 of the Wii Menu patched the vulnerability.
Wii U version
Main article: The Legend of Zelda: Twilight Princess HD
A high-definitionremaster of the game, The Legend of Zelda: Twilight Princess HD, was developed by Tantalus Media for the Wii U. Announced during a Nintendo Direct presentation on November 12, 2015, it features enhanced graphics and Amiibo functionality. The game was released in North America and Europe on March 4, 2016; in Australia on March 5, 2016; and in Japan on March 10, 2016.
Certain bundles of the game contain a Wolf Link Amiibo figurine, which unlocks a Wii U-exclusive dungeon called the "Cave of Shadows" and can carry data over to The Legend of Zelda: Breath of the Wild. Other Zelda-related Amiibo figurines have distinct functions: Link and Toon Link replenish arrows, Zelda and Sheik restore Link's health, and Ganondorf causes Link to take twice as much damage. A CD containing 20 musical selections from the game was available as a GameStop preorder bonus in North America; it is included with the limited-edition bundle in other regions.
Twilight Princess was released to critical acclaim and commercial success. It received perfect scores from major publications such as 1UP.com,Computer and Video Games,Electronic Gaming Monthly,Game Informer,GamesRadar, and GameSpy. On the review aggregator Metacritic, Twilight Princess holds scores of 95/100 for the Wii version and 96/100 for the GameCube version, indicating "universal acclaim". It is the highest-rated game of 2006 on Metacritic.GameTrailers in their review called it one of the greatest games ever created.
On release, Twilight Princess was considered to be the greatest Zelda game ever made by many critics including writers for 1UP.com,Computer and Video Games,Electronic Gaming Monthly,Game Informer,GamesRadar,IGN and The Washington Post.Game Informer called it "so creative that it rivals the best that Hollywood has to offer".GamesRadar praised Twilight Princess as "a game that deserves nothing but the absolute highest recommendation".Cubed3 hailed Twilight Princess as "the single greatest videogame experience".Twilight Princess' graphics were praised for the art style and animation, although the game was designed for the GameCube, which is technically lacking compared to the next generation consoles. Both IGN and GameSpy pointed out the existence of blurry textures and low-resolution characters. Despite these complaints, Computer and Video Games felt the game's atmosphere was superior to that of any previous Zelda game and regarded Twilight Princess' Hyrule as the best version ever created.PALGN praised the game's cinematics, noting that "the cutscenes are the best ever in Zelda games". Regarding the Wii version, GameSpot's Jeff Gerstmann said the Wii controls felt "tacked-on", although 1UP.com said the remote-swinging sword attacks were "the most impressive in the entire series".Gaming Nexus considered Twilight Princess' soundtrack to be the best of this generation, though IGN criticized its MIDI-formatted songs for lacking "the punch and crispness" of their orchestrated counterparts.
Twilight Princess received the awards for Best Artistic Design, Best Original Score, and Best Use of Sound from IGN for its GameCube version. Both IGN and Nintendo Power gave Twilight Princess the awards for Best Graphics and Best Story. It also received the 2007 award for "Outstanding Achievement in Story and Character Development" from the Academy of Interactive Arts & Sciences.Twilight Princess received Game of the Year awards from GameTrailers,1UP.com,Electronic Gaming Monthly,Game Informer,Games Radar,GameSpy,Spacey Awards,X-Play and Nintendo Power. It was also given awards for Best Adventure Game from the Game Critics Awards,X-Play,IGN,GameTrailers,1UP.com, and Nintendo Power. The game was considered the Best Console Game by the Game Critics Awards and GameSpy. The game placed 16th in Official Nintendo Magazine's list of the 100 Greatest Nintendo Games of All Time.IGN ranked the game as the 4th-best Wii game.Nintendo Power ranked the game as the third-best game to be released on a Nintendo system in the 2000s decade.
During its first week, the game was sold with three of every four Wii purchases. The Wii version received a "Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), indicating sales of at least 300,000 copies in the United Kingdom. The game had sold 5.82 million copies on the Wii as of March 31, 2011[update], and 1.32 million on the GameCube as of March 31, 2007[update]. As of September 30, 2015[update], the game had sold 8.85 million copies worldwide across both platforms, making it the second best-selling game in the series behind Breath of the Wild.
A manga series based on Twilight Princess, penned and illustrated by Akira Himekawa, was first released in Japan on February 8, 2016. The series is available solely via publisher Shogakukan's MangaOne mobile application. While the manga adaptation began almost ten years after the initial release of the game on which it is based, it launched only a month before the release of the high-definition remake. As of May 2016[update], an English localization by Viz Media is being produced for release in the West. The English version was released in 2017.
To commemorate the launch of the My Nintendo loyalty program in March 2016, Nintendo released My Nintendo Picross: The Legend of Zelda: Twilight Princess, a Picrosspuzzle game developed by Jupiter for download to the Nintendo 3DS.
Midna; in both her imp and Twili forms, Zant, and NPC character Agitha, all appeared as playable warriors in the Zelda crossover title Hyrule Warriors and its various iterations. Since the release of Hyrule Warriors, Agitha has been recognised as a "main character" of Twilight Princess.
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Link x wild twilight link
Kitchen to drink flower tea, I adore flower teas, a subtle, sometimes barely perceptible smell, only the water should be good. But these are all fantasies, and I myself live in a one-room Khrushchev, the reality is a little sad. I stood on the second floor, this is a large two-story apartment, bluish light filled the entire corridor, quiet and surprisingly calm.
I didnt want to go anywhere, although its not too late, but its time, slowly moving my legs, I walked along the wall looking at still lifes. There were a lot of them, they filled the entire space, and almost all of them were painted with violets, delicate, bluish, purple, and very small.If Link Could Talk in Breath of the Wild - Part 1
I took out a bottle and invited him to visit. Sergei hid his eyes and I saw that he was not feeling well. When they drank on the third, I asked him how yesterday's sex, did you like it. You should have seen his expression.
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And I decided to ask at the forum. Having entered the forum, she decided to write immediately to the administrator of the forum Veronica60 with a personal message. Ira said dreamily. After the first girl, Denis got fucked by the second. At this time, two hairdressers came up again, helping to hoist the man on the fucking machine.