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Watch VICE's film on the making of another RPG, 'Hyper Light Drifter'
I wonder if the Zelda series's habit of changing so much between installments gets lost to those who don't play Nintendo games anymore, who perhaps never have given the company's slide from popularity since the Wii U's failure to come close to the Wii's 100-million-selling success. It's not like each game is a continuation of the one that came before it; each has its own quirks and progress-necessary systems to understand, and aesthetically they can differ wildly from one release to the next. During the Gamecube era, The Wind Waker's cel-shaded visuals weren't repeated for the next game for the same system, the notably grittier Twilight Princess.The games play incredibly differently from one another at that first level beneath the run-and-thwack-and-collect-stuff surface, too. The Wind Waker's flooded world requires a ship for travel and item retrieval—a sentient one at that, the King of Red Lions—and Link discovers a magical wand for controlling the direction of the wind, allowing him to fill the boat's sail however he pleases. In Twilight Princess, exploration is largely limited to two opposing realms, one dark and the other light, and on entering the corrupted, twilight version of Hyrule, Link becomes a wolf, leaving behind his tools of sword and shield for primal biting and clawing.
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