Breath of the Wild, Tears of the Kingdom, and Echoes of Wisdom have taken what has historically been a nuisance in the Zelda franchise and cranked it up to eleven - this has been universally considered a bad move. Older games had issues with pausing and switching weapons because items were aplenty and item slots were few and far between. But now, with so many options in hand, and the freedom to do almost anything, Zelda’s menus have become inexplicably long and tedious and often have to be accessed in the heat of the moment, interrupting gameplay, or turning other mechanics trivial. Today, I’d like to take a look at Zelda’s menus, talk about better solutions in other games, and how a future Zelda game might try to limit how often our hero has to pause.
00:00 intro
00:37 part one
01:59 part two
04:09 part three
04:50 part four
06:53 concept zelda
More art from Sophie, ominous.crabmeat
/ ominous.crabmeat
Additional Footage courtesy of
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Music by
Link’s House as composed by Koji Kondo
• The Legend of Zelda: Ocarina of Time -- Li...
Molgera (Second Time) and The Great Sea as composed by Koji Kondo, Kenta Nagata, Toru Minegishi, Hajime Wakai
• Molgera (Second Time) - The Legend of Zeld...
Sapphire Ridge as composed by Deniz Akbulut
• Sapphire Ridge ~ CrossCode (Original Game ...
Relics of Comradery as composed by Lifeformed x Janice Kwan
• TUNIC (Original Soundtrack) - 26 Relics of...
Shrine Battle as composed by Manaka Kataoka
• Shrine Battle - The Legend of Zelda: Tears...
Crossbow model by Ultima Realm
https://www.turbosquid.com/FullPrevie...
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