I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 18

Amazing that I’ve only had 18 days in the last year that I was too exhausted, emotionally drained, or just plain sleep-deprived to come up with a good blog post idea. This time, it’s all three, so today’s a special post about what USED to be my favorite idyllic Legend of Zelda activity, before hanging out in the rain in Breath of the Wild became an option. I used to load this game up just so I could relax when I was younger, tooling around the map without any specific destination in mind and enjoying the feeling of controlling Link as we dodged enemies, swerved through hazards, and did our best to avoid getting roped into any cutscenes or battles. The swelling music rising and falling as the wind blew from behind me, hopping from the crest a wave to see how much air I could get, and the way islands slowly passed into and out of view as I sailed from one spot on the map to another at random… Nothing was as relaxing and satisfying as cruising around the surface in The Legend of Zelda: Wind Waker when I was a teen and college student.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 17

Made it almost a month since the last installment in this series. Took a raft of nights with terrible sleep on top of the continued erosion of the rights of people I care about and a whole bunch of work stress, which just goes to show the number 1 factor in making me feel helplessly miserable is sleeping like shit. Which is a bit of a facetious joke, since I’m sure that just sleeping poorly wouldn’t make me feel miserable in the way I do today. Still, it’s not difficult to notice the pattern when you’re looking for it, which brings me to my today’s topic: dungeon puzzles in Breath of the Wild! Because I wasn’t kidding anytime I’ve suggested I could write a book about this video game. And once I’ve mined this game for useful topics, I can always turn to Majora’s Mask for another book’s worth of posts.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 16

It has been one fuck of a past 10 or so days for me (as of writing this) and I just need something enjoyable to focus on. So, instead of continuing to reflect on my traumas, things adjacent to my traumas, or traumas I’m starting to realize are becoming more and more common, I’m going to write about a game I’ve played many different times throughout my life and had a different reaction to every time. That’s right, I’m writing about The Legend of Zelda: Link’s Awakening!

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 15

Things have been rough lately. I’ve made some personal gains, but it frequently feels like the world is crumbling around us as violence, hatred, and complicit indifference take center stage to the exclusion of mere decency and tolerance. I don’t have a quick answer to those problems, I don’t have the ability to make great change by myself, and I can barely get past my own anger and trauma enough to work on taking what are (in my opinion) the bare minimum steps a decent person can take in response to the world we find ourself in. What I can do, though, is provide a small escape. So today, when I’m tired and sad because of the world we find ourselves in, let’s talk about the power of the horizon in The Legend of Zelda: Breath of the Wild.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 14

I know I rave about The Legend of Zelda: Breath of the Wild a lot (and will until the day I die), but there’s just so much to find and experience in that game. Every time I think I’ve found everything, an alteration to the way I walk through an area, the turn of a camera I am usually not controlling right then, or even a coincidental bit of movement on the screen can show me something entirely new despite having walked through the area a few dozen times across my hundreds of hours playing the game. The best example I’ve found in my most recent play-through is tied to something I’ve largely ignored since my first time playing the game: traveling NPCs.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 13

Bet you didn’t see THIS coming after yesterday’s post! Or maybe you did, if you read my blog daily. I have pretty clear habits, I feel. A spate of thoughtful pieces, maybe some poetry, a few posts about mental health, and then one of these. Can’t be sad if I’m thinking about The Legend of Zelda! It’s a good mood corrector for me, honestly, even if the sentence before this one sounds like an unhealthy method for avoiding my problems. Also, I just want to take a moment to mourn my hopes that I’d be able to play Breath of the Wild 2 in 2022 (the year of the 2 as I’ve been calling it) since it was recently announced that the game’s release was delayed to Spring 2023. Which will be rough, since I’m gonna be in a wedding that’s probably happening sometime not too long after that. Decisions.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 12

One of my favorite techniques for wasting time, resources, and my enemies in Breath of the Wild is attaching things to Octo Ballons. If you get the right number of balloons for your object, you can cause it to float at about chest height, which puts it in the perfect position to blown wherever you like using a Korok Leaf. Since you’re not striking anything with the leaf, a single leaf can last you through a number of battles. Unfortunately, the balloons will pop after a short time, so you have to be precise, quick, and dilligent. Otherwise your carefully arranged maze of traps you’re going to blow onto the unsuspecting Bokoblins will fall at the wrong time and ruin the whole effect. After all, it’s only impressive if YOU set off the series of explosions that causes fire or shock or ice to rain upon your enemies.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 11

At one point into my first play-through of Breath of the Wild, probably at 1 or 2am on a night I had to be up early for work since that was pretty much the entire month following the release of the game, I discovered that I could hold items I’d been collecting in my hands. For whateve reason, it never occurred to me that this could serve any purpose other than to cook things over a fire. I’d, of course, discovered that you could interact with objects in the world before you picked them up, but it had never occurred to me that it might be useful to put them back into the world once I’d put them in my pockets.

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Story Dictation Or Discovery In Video Games

I’ve been playing a lot of Super Nintendo games recently. Most of which I played previously, but some for the first time thanks to them being freely available as a result of my Nintendo Online subscription. I may have started playing them because Earthbound was recently on it, but I’ve played more than just the one game. While many of them are nostalgia plays or simple, mindless enjoyment I don’t have anything interesting or useful to say about, I’ve been thinking about the approach to storytelling the games developers took in this early, limited medium.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 10

It has been a lot, the past few weeks. I find myself feeling just broken-hearted, exhausted, metaphorically out of breath, and incapable of mustering the energy to do any of my usual blogging stuff. So, I am turning to my old, familiar fallback of writing about The Legend of Zelda. This time, I’m going to talk about the very first Legend of Zelda game I ever played. It was a well-received game, lauded by many as the pinnacle of the franchise (though I’d contest that) and a game-changer in terms of what a player could expect from a top-down adventure game, so much so that it is still being used as the gold-standard decades later when people make games in a similar style. For those of you who haven’t guessed it already, I’m talking about A Link to the Past.

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