Explaining why Nintendo chose to pursue motion controls for the Wii, Miyamoto said It’s never long before control is handed over, but just as Nintendo saw fit to experiment with the franchise surrounding Link, Miyamoto recognized the early 2000s as an important opportunity to reinvent gaming as a medium. The original Zelda & Zelda II offer immediate control while A Link to the Past, Link’s Awakening, & Ocarina of Time awaken players into their journey. There’s an intimacy to the mere act of controlling a character, and few series beckon audiences into their world as well as The Legend of Zelda. In his foreword for Hyrule Historia, Shigeru Miyamoto writes, “I said the name Link came from his role as a connector, but Link is you, the player.” No medium has the benefit of interconnectivity quite like video games, and Link has long stood as The Legend of Zelda’s way of making heroes out of anyone. All the while, his silence ensured we could see his growth as ours. Beginning with Ocarina of Time, a greater effort was made in giving the character an arc– development through his actions & subtext. Link is a traditionally silent protagonist, but not without depth. The relationship between Link and the player is the only consistent mainstay the series has had over the years– Zelda’s only real guarantee. If The Legend of Zeldahas one true unifier, it’s Link. “We named the protagonist Link because he connects people together.”
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