DISHONORED This is one of my favorite games,and one of those which I won't ever forget.It has an amazing story ,and about the game play... UNIQUE!There are so many ways for this game to be played,so many choices and passing ways,different character reactions,different endings.I've played it 4 times till now,and every ending of my games was different .Also my endings were different from a friends of mine who played it also several times XD Really you must play it to see what I mean,it is difficult to tell,no word nor videos ,game-play trailers and so can express the feeling of playing it.But I will try to show you a little of the game's beauty :)After that we can see the review from IGN :) My friends...ENJOY ;)
October 7, 2012 Are you getting sick of playing games that don’t actually let you play? You know the ones I mean: they funnel you down a narrow path, don’t give you much freedom in what you can do, and rely on cinematic set pieces to drive the spectacle. I am, and that’s why Dishonored is such a refreshing experience. It picks up where games like Deus Ex and BioShock left off, and puts choice back in the hands of the player.
As Corvo Attano, protector to an Empress, players find themselves in Dunwall, a grimy port city whose population is being decimated by a rat-born plague. It’s an industrial setting; a fishing town grown rich off the back of the whale oil that powers the city’s circuits. It’s also a hive of corruption, political machinations and power grabbing, and this all comes to the fore when the Empress is assassinated, and Corvo sets out to avenge her death.
That vengeance can take many forms. Unlike so many video game protagonists, Corvo is not pre-ordained to be a mass murderer. The entire game can be completed without killing a single person, so guards can be avoided or knocked unconscious, and non-lethal options can be found for assassination targets.
I am still wating for one of the best games that I will always remember :) Its Project TRICO game ,really deep and unforgetable story and gameplay :) The game is not yet released ,the Release Date is to be announced for some time now though :( So let me show you a little bit more about this game :) Enjoy The Video :)
Title: The Last Guardian Release Date: 2010 Platforms: PS3 Label: Sony Computer Entertainment Genre: Action Adventure | Puzzle Age Rating: RP (Rating Pending) The Game has its own unique graphic style and music and when I see the trailer I am getting goosebumps :)))
I can't wait to play the next God Of War game,as all the previous God Of War games this will be awesome as well! :))) But Still I love The First and The Second Part most! We will see what Sony will show us this time :) The game will be Release on March 12, 2013 and the "God of War: Ascension returns players to the storyline of the epic God of War franchise. Join Kratos as he seeks freedom, redemption and the clarity to avenge his family. Or seek your own glory in epic 8-player mutliplayer battles."
This is the God of War 4 Ascension: Story Mode Gameplay Trailer,and as far as I can tell- OMG my hand are shaking XD lol
Game REVIEW By Tom Mc Shea After slicing a rampaging Minotaur repeatedly with your trusty Blades of Exile, you finally knock the exhausted beast down, leaving it dazed and disoriented from your virtuosic display of hatred-fueled combat. As the Minotaur writhes on the ground, badly wounded but still not ready to succumb to death’s waiting embrace, you sprint over and take hold of its piercing horns. With muscle-tearing effort, you grapple with the monster, twisting its neck as it desperately tries to break free of your hold. A horrific snap echoes across the room: You have won the fight. His limp body falls pitifully to the ground, forgotten as you run off to your next conquest. God of War III relishes death like few other games, glorifying the downfall of mythical beasts, rock-solid Titans, and not-quite-immortal gods in grotesque and satisfying fashion. The visceral combat and overwhelming sense of scale that have become the hallmarks of this brutal franchise have been pushed further than ever before in God of War III, creating an experience so focused and explosively fun that it's hard to put down, and even harder to forget.Kratos has serious daddy issues. After being momentarily killed by his father, Zeus, at the beginning of God of War II, Kratos has spent every waking hour trying to return the favor. His quest for vengeance is unwavering. The majority of the cutscenes are centered on angry exchanges between Kratos and someone who dares oppose him, and end with an irreversible resolution. The motivation that pushes Kratos forward is easy to understand, but the repetition of his uncanny fury dulls the impact after a while. It's hard to relate to his actions after he gruesomely disposes of yet another mythical opponent with the same wicked scowl plastered on his face. For much of the game, the story hits just this one note. But things open up late in the quest, giving the game the heart it so desperately needs. When Kratos reveals a side beyond violent retribution, it makes his character more empathetic and gives the story much more weight. Freed from its overreliance on cold-blooded vengeance, Kratos' story becomes powerful and moving in unexpected ways, peaking in a thrilling conclusion that successfully touches on many different emotions and provides closure for this epic tale. God of War III begins immediately after the events that conclude its predecessor. Kratos stands on the shoulder of Gaia, urging her and her fellow Titans to climb Mount Olympus and strike down the gods once and for all. This incredible scene follows the trend set by the previous games in the series, kicking off your journey with a jaw-dropping experience that will immediately suck you into this epic adventure. The defining characteristic of your plight as you climb this sacred mountain is a breathtaking sense of scale. The Titans you are traveling with are gigantic. Kratos is but a mere speck on their colossal bodies, and the camera zooms and pans so you can fully appreciate the size disparity of these reluctant allies. The ground you run across is part of a living creature, flexing and swaying as you dispatch the enemies who dare stand in your way. The game seamlessly shifts from a bird's-eye view of this epic climb to an extreme close-up of Kratos in combat, and it's simply stunning that there are no dropped frames or other graphical oddities to lessen this effect. The feeling that you're riding a towering giant is conveyed brilliantly, and the game only gets better from there. The culmination of this fantastic sequence is one of the most violent deaths ever seen in the series. Kratos is no stranger to blood, but the stunning visuals in God of War III make his penchant for beheadings and disembowelments so much more gruesome. By initiating a quick-time event on a wounded foe, you can rip out the entrails of a centaur, de-wing a harpy, and tear the eyeball from a Cyclops, complete with optic-nerve snapping. Some of these death animations have been recycled from previous games in the series, but seeing them re-created here in meticulous detail will elicit equal doses of nausea and sadistic joy. The only downside to these horrific death sequences is that there is only one way to mutilate each type of enemy, even though you have four weapons in your arsenal. So while it is amazing to slit a gorgon's neck the first time, it loses its impact after a dozen or so identical viewings. Even with the repetition, the brutality of combat is one of the most satisfying aspects of God of War III.Of course, you can’t finish your enemies off in style until you whittle down their health first. The combat in God of War III hasn't changed significantly from its predecessors, but new moves and a few control tweaks make it even more fun to slice up your enemies. It's no longer a problem when cowardly adversaries keep their distance from Kratos' whirring blades. The bow you acquire early on isn't tied to your magic meter anymore, making it a handy option when a lumbering Cyclops is using his deadly reach to his advantage. If you charge your shot first, you ignite the arrow, and keeping a few enemies alight while you whale away on closer foes is a sadistic distraction during large-scale battles. You can also latch on to enemies and propel yourself toward them with a shoulder charge, and this painful technique is instrumental in stringing together long combos. Planting yourself in the middle of a swarming mass of undead may seem like a bad idea, but you can just grab on to any grunt and carry him around the battlefield like a battering ram, smashing into other enemies until his mushy body loses its usefulness. The most noticeable improvement to the combat is that your secondary weapons are now viable alternatives to the Blades of Exile. You unlock four unique tools of death by the end of the game, and though their basic move sets don't differ significantly, they feel so distinct that it's a blast to use them all. You can now switch between every weapon at the touch of a button, and it's incredibly satisfying to swap out your long-reaching Blades of Exile for bludgeoning cestuses and pound your enemies into a bloody pulp. The pain your enemies are feeling is communicated beautifully. Every hit you dole out feels as though an angry man-god is behind the action, and the bone-cracking impact makes it a joy just to hack and slash your way around the arena with malicious intent. Defense is also more fun this time around because countering not only provides a devastating retaliatory blow, but is far more consistent as well. The timing needed to deflect an attack is more forgiving now, so luring your enemies into attempting the first swing and then slamming them back in the face is always fun. Ultraprecise controls provide the perfect backbone for your actions. Whether you're peppering a harpy with arrows, deftly rolling away from a fire-breathing Cerberus, or countering a sword strike from an undead skeleton, every one of your actions is responsive and entertaining.(more on IGN)
"God of War II is another violent and highly entertaining achievement for the action adventure genre, and it's a fitting closeout to the PlayStation 2 era."
It's hard to imagine a better swan song for the PlayStation 2 than God of War II. Though it's not destined to be the very last game for the system, it doesn't seem likely that anything else will come along in the coming months to trump what God of War II achieves. As the sequel to 2005's megapopular action adventure set within the basic confines of Greek mythology, it continues the agonizing and rage-fueled odyssey of the world's angriest man-god, Kratos, as he goes on another epic vengeance bender. It's an altogether familiar adventure in many ways, with a lot of gameplay mechanics held over that haven't necessarily been improved in any meaningful capacity, but that's not to suggest the game isn't better overall. God of War II is a brilliantly paced, tightly crafted piece of work that's as intelligently designed as it is thrilling to play. In short, it's exactly what you would want from a sequel to God of War.God of War II picks up not terribly long after the original game's end (meaning if you haven't played the first game, you ought to before checking this one out, both for story continuity purposes, and because God of War is awesome), with Kratos having exacted his revenge upon the previous god of war, Ares, and assumed his role on Mount Olympus. But even with all these newfangled godly powers, Kratos is unsatisfied. He continues to command the Spartan army and directs them to tear through the known world, conquering city after city. This utter disregard for the other citizens of Greece displeases the pantheon, and Kratos suddenly finds himself on the outs with the Olympians. Betrayed by Athena and seemingly killed by Zeus, Kratos is rescued by Gaia of the Titans, the old race that the gods felled to eventually take power on Olympus. Gaia instructs Kratos that his fate can be changed, but only if he can reach the ridiculously remote temple that houses the Sisters of Fate. What follows is an epic and daunting journey that has Kratos suffering through trials that make his last outing seem like a lighthearted romp in comparison.
It's an interesting tale that God of War II tells, almost more so because so much of it is about what happens around Kratos, rather than Kratos himself. The game spends long stretches focusing on the myths and legends that surround the battles between the gods and the Titans, setting up backstory for the mess that Kratos has gotten himself involved in. In this regard, there's a bit less of an emotional connection to this game. You don't have any of those moments of personal horror as you did in the first game concerning Kratos and his savage past that led him astray--but that's OK. This isn't exactly a game that requires emotional storytelling to get by. God of War II is much more about the journey, the mythos, and the desire to just kill anything that comes within a step of your path.
Fortunately, the game gives you plenty to kill and makes it plenty fun to do so. Apart from the usual array of Cyclopes, minotaurs, and zombie warriors, there's a whole host of new characters to fight, not the least of which are several recognizable figures from Greek mythology, such as Icarus, Perseus (voiced by, of all people, Clash of the Titans' Harry Hamlin), and big-daddy Olympus himself, Zeus. Mind you, the God of War universe doesn't treat the mythology on which it's based with much regard for accuracy. This is basically Greek fan fiction, with the only real goal being to bring together as many characters from Greek mythology as possible and then provide fun ways to kill all of them. On this front, the game doesn't disappoint.
You could easily call God of War II a significantly more brutal game than the last. Though the core combat engine hasn't changed a lick, the action itself feels even more hysterically violent than before. Many of the goriest moves continue to come from context-sensitive button-pressing minigames. Larger, more powerful enemies can often be killed in some completely awesome way by wearing them down until a button icon appears above their head. From there, you press the buttons that pop up onscreen, and Kratos will, for example, yank the eye out of the head of a Cyclops or twist off the head of a medusa like a pop-top, among others. Many of the final blows delivered to the game's bosses follow the same type of formula, and not only are there more of them than in the last game, but they're even more fun to kill as well. The whole game is basically a giggle fest for violence junkies. If you aren't hooting, hollering, or standing up and slow clapping after each elaborate and barbarous kill, you've officially invested yourself in the wrong game.With all that said, it's a bit disappointing that more wasn't done to the combat engine this time around. Kratos still looks extremely hardcore as he whips his dual blades around in every direction and murders everything in sight, but at its core, the combat feels pretty much identical to the last game, in that it's prone to button mashing and can be easygoing. That's not to suggest that the enemy fights are breezy, as there are some legitimately tough fights scattered all throughout the game, but there are times where you'll find yourself pining for a bit more depth to the combo system as you hammer on the attack buttons and find yourself making solid progress without much thought or care. Granted, that's only on the bottom two difficulty levels, and you'll more than likely find yourself in grave shape if you try that technique on the higher levels. But then again, most people won't want to put up with the fully sadistic nature of the higher difficulty levels for very long, so that's a bit of a double-edged sword, so to speak.(more from the review here on IGN)
"God of War is one of the best action adventure games on the PlayStation 2, and it should not be missed!'' Action adventure games of the quality of God of War don't come around often. God of War takes a tale of vengeance, set against the backdrop of ancient Greek mythology, and turns it into an epic adventure filled to the brim with bloody, stylish, over-the-top combat, challenging puzzles, and highly impressive production values. So many games within the action adventure genre tend to limit their focus so heavily to either the combat or puzzle-solving side, while leaving the opposing side as little more than an afterthought, but God of War does nothing of the sort. Instead, it blends these two equally important parts extremely well. To put it in no uncertain terms, this is one of the best action adventure games on the PlayStation 2, and it should not be missed.God of War revolves itself around the trials and tribulations of Kratos, a muscular, pale-skinned, heavily tattooed Spartan warrior who, at the outset of the game, is on the verge of suicide. Citing that the gods of Olympus have abandoned him, Kratos throws himself off the tallest mountain in Greece, plummeting to his seemingly desired doom. As he falls, the voice of an elderly narrator cuts off Kratos' death before final impact and tells us of how things had not always been so dire for our hero. Flashback to three weeks prior--to the beginning of Kratos' adventure--where we find him on a wrecked ship in the middle of the Aegean Sea, fighting his way through scads of undead warriors and a rather large, multiheaded hydra. Though the story begins here, you won't learn much about Kratos until quite a bit later in the game. The initial impression you get from his adventures is that he is, for lack of a better term, a mean-spirited, unlikable son of a bitch who would sooner slaughter his own mother than let anyone get in his way. While some lingering aspects of this perception will last throughout the game, you'll come to learn over time that Kratos is a deeply tortured soul who wants nothing more than to wash away the sins of his past. The main plot of the game revolves around Kratos carrying out a mission from the gods of Olympus to stop the renegade god Ares (incidentally, the titular "god of war") from destroying the city of Athens. The only way a mortal like Kratos can kill a god is to acquire the mythical Pandora's box, a weapon so powerful that even the gods themselves tremble before its power. As you follow Kratos' journey to find Pandora's box, you learn more and more about his troubled past, how he was once a conqueror of fearsome reputation, and how he was eventually led astray by Ares. These bits of story are told through stylishly directed flashbacks that appear at specific intervals. The game's whole method of storytelling takes sort of a slow-burn approach, giving you almost nothing to work with and no understanding of Kratos at the beginning. By the time the game is over, however, you'll know nearly all there is to know about Kratos, and you should find yourself sympathetic to this flawed but repentant warrior. Even though the story is, in itself, a fairly basic tale of revenge, it isn't any less impactful because of this when you reach the final confrontation. A big part of what makes Kratos so endearing, despite his cruel and unforgiving demeanor, is how much of a total badass he is. In combat, Kratos is a thoroughly capable warrior, thanks in part to his default weaponry: a pair of axelike blades called the "blades of chaos." These blades are actually seared into Kratos' flesh via a pair of chains that are wrapped around each arm. The basic attacks with the blades of chaos let you pull off a lot of nifty, whiplike maneuvers. Over time, you'll earn new combos as you collect and spend red orbs, which are plentifully available throughout all the worlds. All the combos--even the most powerful of them--are rarely difficult to pull off. Though one could try to criticize the combo system for being a little too forgiving and because it almost plays itself a little bit, it's really a moot point, because the attacks are just so much fun and so satisfying to pull off. Even if you are only alternating between the two attack buttons seemingly at random, each and every hit feels great and looks awesome.
The blades of chaos aren't the only weapons at your disposal, either. As you progress, you'll occasionally encounter one of the many gods of Olympus, who are only too happy to aid you in your quest to slay Ares. Each god will provide for you a new weapon when you encounter him or her. For instance, Zeus gives you the power to toss bolts of electricity; Hades lets you unleash the souls of the underworld; and Artemis actually provides you with a huge sword to use as an alternative to the blades of chaos. Along with the blades of chaos, all these weapons and magic types can be upgraded via the red orbs you collect, providing you with greater attack range and more power each time. Each of the different types of magic is useful in its own right, and none feels superfluous at all. Quite the opposite is true, actually. The combination of different magics, along with the weapon combat, creates an excellent variety of attacks that turn Kratos into a serious force to be reckoned with.And he'll need to be, too, as God of War is not light on challenge. Make no mistake, if you're expecting some kind of excruciating level of difficulty, you won't find it...at least not on the default level. The hard mode, which is immediately available, will definitely provide you with a stiffer challenge. Still, even with that said, the game is no pushover on the normal difficulty level, thanks largely to the wide variety of tough and creatively designed enemies. Each of the game's baddies is based on a creature from Greek mythology. You'll find cyclopes, gorgons, minotaurs, undead warriors, and winged harpies, among others, on offer. Though some of these enemies amount to mere grunts that can be cut through reasonably quickly, the game tends to throw lots of them at you, meaning you'll need to be quick with your attacks and well versed at using the block mechanic...(read the last of the review here on IGN)
Lindsey Stirling is an American violinist, musician, dancer, performance artist, and composer. She presents choreographed violin performances, both live and in music videos, including on her YouTube channel.This is one of her best performances for me,this girl is awesome I just Love her! She is really talanted and has so many awesome videos :) I will keep showing them here :) So Enjoy The Zelda Ocarina of Time-Temple Of Time Song :)
Here are some of the best Legend Of Zelda Cosplay including most of the characters. Respect for all those people who made the characters of the game appear in real time :) That takes a lot of time ,money and of course a big love for one of the best Nintendo Games that has ever been released since 1986.
Enjoy :)
The Legend Of Zelda 25th Anniversary Special Orchestra CDAMAZING!!! :)))
The Legend of Zelda Skyward Sword
Review
The Legend of Zelda: Skyward Sword for Nintendo Wii is a worthy addition to the beloved Zelda franchise. In some in some ways, especially its emphasis on motion controls, release is one of 2011′s most ambitious games, although other elements of the title show Nintendo is not keeping up with current trends in game design.
The game’s positive aspects far outweigh its minor disappointments. At its best, Skyward Sword is a triumph of visual design and a game that delivers the most visceral combat experiences of any Zelda title. What causes the game to fall just short of greatness, at least in its early parts, are moments of outdated gameplay and occasional frustrations with the Nintendo Wii’s motion controls.
This review covers the experience of playing the opening stages of Skyward Sword. This reviewer will write a second review after completing the storyline.
Skyward Sword begins with series hero, Link, as a knight in training in the floating island of Skyloft. The game’s narrative tells players that Skyloft is a haven for the people of the mythical land of Hyrule, which is hidden below the clouds after being overrun by demons in the distant past.
Skyloft is a near paradise, and Link and other inhabitants can travel through the skies by riding giant birds. Players learn the arts of bird riding and swordplay during the game’s prologue, which establishes a friendship, bordering on romance, between Link and the legendary Zelda. When Zelda disappears to Hyrule’s mysterious surface, Skyward Sword’s adventure begins.
The game proceeds on a path that will be familiar to those who have played previous Zelda games. Link travels across a sprawling overworld, encounters unusual creatures and fights strange enemies. Completing tasks in the overworld provides access to a series of dungeons, where players must find hidden treasures, solve puzzles and defeat a monstrous boss.
Establishing Link’s character as a young outsider who is suddenly forced into adventure is a common theme in Zelda games, as is the practice of sending Link into forest, fire and water-themed dungeons. An apparent reluctance to shake loose of well-established Zelda formats is accompanied with the refreshing decision to introduce a new series villain and the daring decision to fully embrace the Wii’s motion controls.
Although Legend of Zelda: Twilight Princess (2006) also employed motion controls, Skyward Sword is the Zelda title built for Nintendo’s “Motion Plus” controller, designed to more accurately recreate players’ motions than the first Wii controller. In other words, players swing their arm and Link swings his sword.
The new bad guy, named Ghirahim, is a demon lord with an emo haircut and a saber. When Link encounters Ghirahim in the game’s first temple, players get the chance to use the Wii Motion Plus controls to engage in an honest-to-goodness sword duel with the villain, who eventually flees at the conclusion of his first meeting with Link.
When Skyward Sword’s motion controls work, they really work. Sword fighting can be an intense experience that raises a player’s heart rate and actually challenge players who must look for weaknesses in their opponents’ defenses instead of just mashing the “A” button.
Using the Wii remote to swing swords – and control Link’s flying bird and key game items – is usually a great idea. At other times, such as when trying to throw or roll bombs, the motion controls do not always respond as they should, and create frustration.
Another quibble with Skyward Sword is that the game includes a “dowsing” feature in which players must point the Wii remote at the screen to find hidden characters or items. Frankly, the feature feels clumsy as players must switch between the dowsing viewpoint and normal perspective to climb and clamber around obstacles. Dowsing comes across as a waste of time when players would have much more fun exploring the game’s beautifully-rendered world and dungeons.
From both a storytelling and visual perspective, Skyward Sword is very reminiscent of the Legend of Zelda: The Wind Waker, the 2003 Gamecube release that seems to have only received the appreciation it deserves in recent years. Skyward Sword’s watercolor-inspired visuals are much different from Wind Waker’s cel-shaded style, but Skyward Sword’s character and level designs are very reminiscent of Wind Waker’s. This is a point in the game’s favor, as the animation-style look fits the series blend of mythic storytelling and somewhat childlike humor. (Skyward Sword is a game where players can visit a saloon built inside a giant pumpkin in between fights with monsters.)
This reviewer’s only complaint with the game’s presentation is Nintendo’s apparent refusal to hire voice actors for a Zelda title. It may be best to keep Link as a silent hero, but there’s really no reason for Zelda and other non-playable characters to talk. The only character in Skyward Sword who has a “voice” is Fi, a spirit guide for Link who speaks in her own language, translated as text. Otherwise, characters may laugh or yelp, but do not talk. That would be fine if Nintendo released this game in the 1990s, but this is 2011.
It is strange to see Nintendo willing to take chances on motion controls, but unwilling to add the kind of feature that became standard in games designed for the previous generation of consoles.
On balance, Skyward Sword is an impressive and enjoyable game. Given Nintendo’s record of success with the Zelda franchise, expectations for the series can only be high. In its first chapters, the game looks very good, this reviewer is not yet sure whether it rises to greatness. To be continued …
The Legend of Zelda was the very first Zelda game released. It came out as early as 1986 for the Famicom in Japan, and was later released in the western world, including Europe and the US in 1987. It has since then been re-released several times, for the GameCube as well as the Game Boy Advance.
STORY "A long, long time ago the World was in an age of Chaos.
"In the midst of this chaos, in a little kingdom in the land of Hyrule, a legend was being handed down from generation to generation, the legend of the 'Triforce'; golden triangles possessing mystical powers. One day, an evil army attacked this peaceful little kingdom and stole the Triforce of Power. This army was led by Ganon, the powerful Prince of Darkness who sought to plunge the World into fear and darkness under his rule. Fearing his wicked rule, Zelda, the princess of this kingdom, split up the Triforce of Wisdom into eight fragments and hid them throughout the realm to save the last remaining Triforce from the clutches of the evil Ganon. At the same time, she commanded her most trustworthy nursemaid, Impa, to secretly escape into the land and go find a man with enough courage to destroy the evil Ganon. Upon hearing this, Ganon grew angry, imprisoned the princess, and sent out a party in search of Impa. "Braving forests and mountains, Impa fled for her life from her pursuers. As she reached the very limit of her energy she found herself surrounded by Ganon's evil henchmen. Cornered! What could she do? ... But wait! All was not lost. A young lad appeared. He skillfully drove off Ganon's henchmen, and saved Impa from a fate worse than death.
"His name was Link. During his travels he had come across Impa and Ganon's henchmen. Impa told Link the whole story of the princess Zelda and the evil Ganon. Burning with a sense of justice, Link resolved to save Zelda, but Ganon was a powerful opponent. He held the Triforce of Power. And so, in order to fight off Ganon, Link had to bring the scattered eight fragments of the Triforce of Wisdom together to rebuild the mystical triangle. If he couldn't do this, there would be no chance Link could fight his way into Death Mountain where Ganon lived.
"Can Link really destroy Ganon and save princess Zelda?
"Only your skill can answer that question. Good luck. Use the Triforce wisely
Gameplay
Dungeon Exploration
Barring Link's progress are creatures he must battle to locate the entrances to nine underground dungeons. Each dungeon is a unique, maze-like collection of rooms connected by doors and secret passages and guarded by monsters different from those found on the overworld. Link must successfully navigate each dungeon to obtain one of the eight pieces of the Triforce of Wisdom. Dungeons also hide useful items, such as a boomerang for retrieving items and stunning enemies, and a recorder with magical properties. The first six dungeons have visible entrances, but the remaining three are hidden. Except for the final dungeon, which cannot be entered until the previous eight have been completed, the order of completing dungeons is somewhat arbitrary, but many dungeons can only be reached using items gained in the previous one. Overworld Exploration
Nonlinearity, the ability to take different paths to complete the game, separated Zelda from its contemporaries. Link can freely wander the overworld, finding and buying items at any point. This flexibility enables unusual ways of playing the game; for example, it is possible to reach the final boss of the game (but not defeat him) without taking a sword. Nintendo of America's management initially feared that players might become frustrated with the new concept, left wondering what to do next. As a result, the American version of the game's manual contains many hints, tips, and suggestions for players. Second Quest
After completing the game, the player has access to a more difficult quest, officially referred to as the Second Quest, where dungeons and the placement of items are different and enemies stronger. Although a more difficult "replay" was not unique to Zelda, few games offered a "second quest" with entirely different levels to complete. Entering "ZELDA" as the player's name starts the second quest immediately. The Second Quest can be replayed each time it is completed.
InGame CHARACTERS
CHARACTERS(ArtWork)
BOSSES
BOSSES (ArtWork)
GANON
ENEMIES
DUNGEONS First Quest
LEVEL 1 - Eagle
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LEVEL 2 - Moon
LEVEL 3 - Manji
LEVEL 4 - Snake
LEVEL 5 - Lizard
LEVEL 6 - Dragon
LEVEL 7 - Demon
LEVEL 8 - Lion
LEVEL 9 - Death Mountain
DUNGEONS Second Quest LEVEL 1
LEVEL 2
LEVEL 3
LEVEL4
LEVEL 5
LEVEL 6
LEVEL 7
LEVEL 8
LEVEL 9
ITEMS
InGameItems
ITEMS (ArtWork)
Graphic Manual
GameCredits
Executive Producer : H. Yamauchi
Producer : S. Miyahon Directors: S. Miyahon,Ten Ten Designer : Ten Ten Sound Composer: Konchan