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	<title>Zelda 2: The Adventure of Link &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>15 Video Game Bosses That Were Ahead of Their Time</title>
		<link>https://gamingbolt.com/15-video-game-bosses-that-were-ahead-of-their-time</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 07 Dec 2020 11:27:42 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
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		<category><![CDATA[Alien: Isolation]]></category>
		<category><![CDATA[batman arkham city]]></category>
		<category><![CDATA[bloodborne]]></category>
		<category><![CDATA[Cuphead]]></category>
		<category><![CDATA[Dark Souls]]></category>
		<category><![CDATA[Demon's Souls]]></category>
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					<description><![CDATA[Find out which bosses broke from convention and beat you down at the same time.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hile some video game bosses throughout history have posed a challenge, others were known for doing things a bit differently. Some blazed a path forward, changing the kinds of boss fights that were possible, while others were simply ahead of the competition at the time. Let&#8217;s take a look at 15 of these boss fights and what made them so special.</p>
<p><b>Mister Freeze &#8211; Batman: Arkham City</b></p>
<p><iframe title="15 Boss Battles That Were Ahead of Their Time" width="500" height="281" src="https://www.youtube.com/embed/5nejYQ6L3gw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Boss fights can leverage a bunch of different strategies. Alternatively, they can also facilitate only one, forcing you to figure out the right way to defeat them. Mister Freeze broke the mold by incorporating both these aspects – there were numerous ways to disable his armor and attack him, whether it was through gadgets, stealth takedowns or more creative means. But a method, once used, was then taken away, forcing players to adapt on the fly, making for one of <i>the </i>best boss fights in gaming.</p>
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		<title>15 Amazing Nintendo-Exclusive Boss Fights</title>
		<link>https://gamingbolt.com/15-amazing-nintendo-exclusive-boss-fights</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 31 Jul 2020 17:12:43 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
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		<category><![CDATA[Donkey Kong Country 3]]></category>
		<category><![CDATA[Earthbound]]></category>
		<category><![CDATA[Golden Sun: The Lost Age]]></category>
		<category><![CDATA[Kirby Super Star]]></category>
		<category><![CDATA[metroid prime]]></category>
		<category><![CDATA[Paper Mario: The Thousand Year Door]]></category>
		<category><![CDATA[pokemon gold and silver]]></category>
		<category><![CDATA[star fox 64]]></category>
		<category><![CDATA[Super Mario 64]]></category>
		<category><![CDATA[Super Mario RPG: Legend of the Seven Stars]]></category>
		<category><![CDATA[Super Metroid]]></category>
		<category><![CDATA[Super Smash Bros Ultimate]]></category>
		<category><![CDATA[the legend of zelda: majora's mask]]></category>
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		<category><![CDATA[Zelda 2: The Adventure of Link]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=448860</guid>

					<description><![CDATA[Take a look back at Nintendo's best boss fights over the years.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hen we think of memorable boss fights, the likes of Final Fantasy, Dark Souls, Persona and Mega Man X come to mind. It&#8217;s amazing to look back on Nintendo&#8217;s history then and marvel at just how many awesome boss fights it&#8217;s had throughout its numerous franchises and consoles. Let&#8217;s take a look at 15 of the best Nintendo-exclusive bosses through the decades.</p>
<p><strong>Bowser &#8211; Super Mario 64</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/07/Super-Mario-64-Bowser.jpeg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-449095" src="https://gamingbolt.com/wp-content/uploads/2020/07/Super-Mario-64-Bowser.jpeg" alt="Super Mario 64 - Bowser" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2020/07/Super-Mario-64-Bowser.jpeg 1280w, https://gamingbolt.com/wp-content/uploads/2020/07/Super-Mario-64-Bowser-300x168.jpeg 300w, https://gamingbolt.com/wp-content/uploads/2020/07/Super-Mario-64-Bowser-1024x574.jpeg 1024w, https://gamingbolt.com/wp-content/uploads/2020/07/Super-Mario-64-Bowser-768x431.jpeg 768w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Super Mario 64 was a series of firsts for many Nintendo fans. But it also offered one of the most memorable battles with Bowser ever. It was simple – the Koopa King was huge and Mario was small. The only way to defeat him was to grab his tale, swing the analog stick to get enough speed, aim for the bombs surrounding the arena and release Bowser to damage him. Simple but unique and fairly challenging on the third go-around, Bowser&#8217;s 64-form remains an iconic fight.</p>
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		<title>10 Souls-Like Games You Probably Never Played</title>
		<link>https://gamingbolt.com/10-souls-like-games-you-probably-never-played</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 20 Jul 2020 09:27:11 +0000</pubDate>
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		<category><![CDATA[Enclave]]></category>
		<category><![CDATA[King's Field]]></category>
		<category><![CDATA[Monster Hunter]]></category>
		<category><![CDATA[Nightmare Creatures]]></category>
		<category><![CDATA[onimusha: warlords]]></category>
		<category><![CDATA[Severance: Blade of Darkness]]></category>
		<category><![CDATA[Shadow of the Colossus]]></category>
		<category><![CDATA[Shadow Tower]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=448470</guid>

					<description><![CDATA[Before FromSoftware's revolutionary series, these games dabbled slightly in the Souls-like genre.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">I</span>n 2009, FromSoftware – better known for the Armored Core series – released Demon&#8217;s Souls. It was available exclusively for the PS3 and offered an altogether different kind of action RPG experience. The dark fantasy setting gave way to a brutally difficult experience, where players could customize their own character extensively. A stamina meter loomed over combat, dictating nearly each and every move; death would reset one to the level&#8217;s beginning while causing them to lose their “souls”. And who could forget the multiplayer, whether it was messages left by other players to invading other players&#8217; worlds to fight them.</p>
<p>It was unlike any other RPG released at the time. While somewhat underrated in Japan, Demon&#8217;s Souls became a huge hit in the West and FromSoftware would use it as the base for creating Dark Souls. The rest is history as they say but it&#8217;s interesting to look back at the titles that had Souls-like elements before the term “Souls-like” even became a thing. Let&#8217;s take a look at them here.</p>
<p><b>King&#8217;s Field</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/07/Kings-Field.jpg"><img decoding="async" class="aligncenter wp-image-449082" src="https://gamingbolt.com/wp-content/uploads/2020/07/Kings-Field.jpg" alt="King's Field" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/07/Kings-Field.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/07/Kings-Field-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/07/Kings-Field-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/07/Kings-Field-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/07/Kings-Field-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Before Dark Souls, there was Demon&#8217;s Souls and before that, there was FromSoftware&#8217;s King&#8217;s Field. Released in 1994 for the PlayStation One, King&#8217;s Field was a first person RPG that saw players traversing dungeons and killing monsters. Its difficulty put many people off at the time, further accentuated by the stamina meter which drained with attacks. Still, the emphasis on exploration and first person combat stood out especially since consoles didn&#8217;t have many games like it. Antiquated as it may have been, King&#8217;s Field is where it all really began for the Souls series.</p>
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		<title>5 More Biggest Graphical Evolutions of Your Favorite Video Game Characters</title>
		<link>https://gamingbolt.com/5-more-biggest-graphical-evolutions-of-your-favorite-video-game-characters</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 28 Feb 2020 20:45:26 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[343 industries]]></category>
		<category><![CDATA[Bungie]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[DOOM]]></category>
		<category><![CDATA[Doom 2]]></category>
		<category><![CDATA[DOOM 3]]></category>
		<category><![CDATA[doom eternal]]></category>
		<category><![CDATA[final fantasy 7]]></category>
		<category><![CDATA[Final Fantasy 7 Remake]]></category>
		<category><![CDATA[Final Fantasy 7: Advent Children]]></category>
		<category><![CDATA[halo]]></category>
		<category><![CDATA[Halo 2]]></category>
		<category><![CDATA[Halo 3]]></category>
		<category><![CDATA[halo 4]]></category>
		<category><![CDATA[Halo 5: Guardians]]></category>
		<category><![CDATA[halo infinite]]></category>
		<category><![CDATA[id Software]]></category>
		<category><![CDATA[Microsoft]]></category>
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		<category><![CDATA[resident evil 5]]></category>
		<category><![CDATA[resident evil revelations]]></category>
		<category><![CDATA[Square Enix]]></category>
		<category><![CDATA[the legend of zelda]]></category>
		<category><![CDATA[The Legend of Zelda: A Link to the Past]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild]]></category>
		<category><![CDATA[The Legend of Zelda: Breath of the Wild Sequel]]></category>
		<category><![CDATA[The Legend of Zelda: Ocarina of Time]]></category>
		<category><![CDATA[The Legend of Zelda: The Minish Cap]]></category>
		<category><![CDATA[the legend of zelda: the wind waker]]></category>
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					<description><![CDATA[Check out how some of gaming's most famous icons have evolved over the years.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">G</span>ames come and go but some icons live forever. These are the characters that we grew up with, as their designs changed with the times and technology. Let&#8217;s take a look at 5 of the biggest evolutions of our favourite characters, starting with an RPG classic.</p>
<p><b>Cloud Strife &#8211; Final Fantasy 7 to Final Fantasy 7 Remake</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403887" src="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg" alt="final fantasy 7 remake" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/final-fantasy-7-remake-cloud-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The iconic Cloud Strife from <em>Final Fantasy 7</em> will be making his return soon in the remake. However, the process behind his iconic look is interesting – the spiky hair was meant as a contrast to antagonist Sephiroth but also to keep the polygon count low.<em> Final Fantasy 7: Advent Children</em> – and by extension <em>Crisis Core</em> – saw Cloud have a realistic design for the first time with defined hair and facial features. Numerous models were used to capture different expressions and Cloud&#8217;s general attire combined elements of his old outfit with a darker, more contemporary look. The overall aim was to showcase how much time had passed in the world and how the guilt of losing Aerith weighed down on him.</p>
<p>In <em>Final Fantasy 7 Remake</em>, Cloud once again sports a more realistic look in keeping with the game&#8217;s high fidelity approach. His hair and facial expressions are more defined; the overall outfit has a darker look in keeping with <em>Advent Children</em>; and several elements like the waistband, baggy pants and boots are toned down to look more proportionally accurate. Regardless, this is Cloud Strife through and through.</p>
<p><b>Doom Marine/Slayer &#8211; Doom 1 to Doom Eternal</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/08/DOOM-Eternal-Screenshot-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-353414" src="https://gamingbolt.com/wp-content/uploads/2018/08/DOOM-Eternal-Screenshot-2.jpg" alt="DOOM Eternal Screenshot 2" width="620" height="349" data-wp-editing="1"></a></p>
<p>Though mostly represented as the gun mowing down demon hordes, the Doom Marine or Doomguy had a distinctive design. A helmet covering his entire face, save for a visor over his eyes; chest armor with short sleeves; and the signature green shade adorned the entire set. It was iconic and meant to represent the Marine as a human facing overwhelming odds. <em>Doom 2</em> didn&#8217;t make any major changes to this design. The older games emphasized sprites over full 3D models and this was reflected in whatever we saw of Doomguy.</p>
<p>In<em> Doom 3</em>, however, the human aspect of the Marine was emphasized more, showcasing his face fully. The clothing is more distinct from the armor (he now wears a separate t-shirt below the same); the ab window below the chest plate is covered up; and the pauldrons are more accentuated. All of this to reinforce the Marine being prepared but not overwhelmingly powerful, perfect for the game&#8217;s survival horror approach. The Marine was packing an estimated 4400 to 5000 polygons and id Tech 4 allowed for real-time light computation, MegaTextures and shadow volumes to bring the world to life in a creepier way.</p>
<p>With <em>DOOM</em> in 2016, id Software made significant changes to the protagonist. Known as the Doom Slayer now, he had full-body armor with more plating, weathered textures, darker shades of green, and a significantly taller build. It fit well with the Slayer&#8217;s motif of being an unstoppable badass that could shred entire armies of demons. The game was developed on id Tech 6 which sported physically based rendering, SMAA and TSSAA anti-aliasing, bokeh depth of field and HDR among many other features, with the aesthetic feeling more heavy metal and visceral than previous titles. Ample amounts of gore and hellish landscapes never looked better.</p>
<p><em>DOOM Eternal</em> takes the same design, bulks up the Slayer further and adds new weapons like the shoulder mounted cannon and arm-blade. There&#8217;s also a return to the classic short sleeves worn by previous Marines.</p>
<p><b>Jill Valentine &#8211; Resident Evil to Resident Evil 3 Remake</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-424940" src="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg" alt="Resident Evil 3" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/12/Resident-Evil-3-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>An abject professional at heart and in stature, Jill Valentine was designed by director Shinji Mikami and designer Isao Oishi as an anti-thesis to overly sexualized characters. Sporting tactical boots, gloves and a beret, Jill is as no-nonsense as they come. It&#8217;s interesting to note that her outfit in <em>Resident Evil 3</em> received some criticism at the time for going against Mikami&#8217;s initial philosophy.</p>
<p>In the HD remake of <em>Resident Evil 1</em>, Jill&#8217;s likeness was based on actor/model Julia Voth. This likeness would define Jill&#8217;s look for a number of titles including <em>Resident Evil 5</em>, which saw her undergo the most radical change in design yet. Though the shock value of Jill&#8217;s return was palpable – especially with the set-up for her apparent demise – many fans reacted negatively to her form-fitting outfit and blonde hair. <em>Resident Evil: Revelations</em> would see Jill adopting a wet-suit in keeping with the infiltration of the Queen Zenobia cruise ship while retaining aspects of her original design. Perhaps the most surprising bit was seeing her with a ponytail instead of the trademark cropped hair.</p>
<p>In the upcoming<em> Resident Evil 3 remake</em>, Jill&#8217;s design has changed once again. Model Sasha Zotova provides her likeness, offering a harsher touch to Jill&#8217;s expressions. While the clothes have been kept casual, the darker colours, combat boots and tactical gloves reinforce Jill&#8217;s status as a former special ops soldier. The RE Engine also provides more freedom for additional details like dirt, grime, cuts, bruises and sweat. How Jill&#8217;s demeanor and overall character will change remains to be seen but so far, the design is in keeping with her original approach.</p>
<p><b>Master Chief – Halo: Combat Evolved to Halo Infinite</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403461" src="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg" alt="halo infinite" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/halo-infinite-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>It&#8217;s easy to underestimate just how many changes Chief&#8217;s attire has gone through in the years. This is explained in-universe as upgrades to the Mjolnir Armor. Master Chief was first designed by Bungie developer Robert McLees, art director Marcus Lehto and concept artist Shi Kai Wang. After receiving some more muscle, the Chief would receive his trademark green shade and we got the motorcycle helmet-esque wearing marine in <em>Halo: Combat Evolved.</em></p>
<p><em>Halo 2</em> saw the armor gain much more definition, both in terms of details, texture quality and polygon count. Instead of bright green, Bungie opted for a darker shade. This was carried over into <em>Halo 3</em> where the armor looked more singular as opposed to a variety of armor sections. Improvements to lighting gave more definition to all of the details, and it felt like the Chief had truly made a generational leap. Then 343 Industries took over the franchise with <em>Halo 4</em> releasing in 2012.</p>
<p>If Master Chief wasn&#8217;t a space marine before, it was heavily reinforced this time. His armor was highly detailed with several more components and looked to have Kevlar weaved into the mesh. Eventually, this gave way to a more streamlined design in <em>Halo 5: Guardians</em>. The overall tone felt less busy and seemingly a combination of the designs in <em>Halo 3</em> and <em>4</em>.</p>
<p>With <em>Halo Infinite</em>, 343 Industries is making a rather interesting return to the Mark VI armor from <em>Halo 2</em> and <em>3.</em> The green tint is more vibrant than before and the shoulder pads are more defined than Bungie&#8217;s iterations. But this feels, once again, like a natural evolution of Chief&#8217;s design from the older games.</p>
<p><b>Link &#8211; The Legend of Zelda to The Legend of Zelda: Breath of the Wild 2</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-403867" src="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg" alt="The Legend of Zelda Breath of the Wild sequel" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/06/The-Legend-of-Zelda-Breath-of-the-Wild-sequel-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>The Legend of Zelda</em> is an amalgamation of timelines, alternate universes and reincarnations. However, throughout it all, the hero Link has always maintained his signature blond hair and green tunic. Designed by Shigeru Miyamoto, Link started out as a simple sprite in a top-down perspective. He gained more detail and colour in <em>Zelda 2: The Adventure of Link</em>, mostly due to the game&#8217;s side-scrolling nature, but <em>The Legend of Zelda: A Link to the Past</em> returned to the top-down perspective with a much more defined sprite with more colours.</p>
<p>From there, Link would see a number of design changes depending on the game. <em>The Legend of Zelda: Ocarina of Time</em> saw the hero in full 3D for the first time and, as a contrast to previous adventures, featured an adult version with sharper facial features and a white undershirt and pants. <em>The Wind Waker</em> depicted Link with a cel-shaded style channeling the animated style and energy of the adventure with complex facial expressions and animations. Games like <em>The Minish Cap</em> would channel this style, emulating Link&#8217;s bright blond hair. Link&#8217;s model was about 2600 to 2800 polygons – this would be quickly surpassed by<em> Twilight Princess,</em> which saw our hero in a mature form right off the bat. His overall outfit was a darker shade of green with more defined gauntlets and even brownish blond hair.</p>
<p>For<em> Skyward Sword</em>, Link was a teenager but his outfit returned to the bright green shades of yore while his gauntlets were replaced by gloves. The overall aesthetic was more fantastical as opposed to the gritty atmosphere of <em>Twilight Princess</em> while borrowing some cel-shading from <em>The Wind Waker</em>. Brighter colours to reflect the game&#8217;s emphasis on the sky.</p>
<p>It&#8217;s interesting when you look at Breath of the Wild – Link&#8217;s design went through a number of changes including variants of the blue tunic that eventually made it in. Cel-shading was applied again, giving the world a more stylized animated feel without going over the top like<em> The Wind Waker.</em> With the upcoming <em>Breath of the Wild</em> sequel, Nintendo seems keen on replicating the same look, with Zelda taking some cues from it as well, perhaps hinting at her being a playable character.</p>
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		<title>Top 10 Most Ambitious Games</title>
		<link>https://gamingbolt.com/top-10-most-ambitious-games</link>
					<comments>https://gamingbolt.com/top-10-most-ambitious-games#comments</comments>
		
		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Wed, 13 Apr 2011 05:12:02 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Another World]]></category>
		<category><![CDATA[baldur's gate]]></category>
		<category><![CDATA[Final Fantasy VII]]></category>
		<category><![CDATA[Metal Gear Solid]]></category>
		<category><![CDATA[Red Dead Redemption]]></category>
		<category><![CDATA[shenmue]]></category>
		<category><![CDATA[star fox]]></category>
		<category><![CDATA[The Last Express]]></category>
		<category><![CDATA[top 10]]></category>
		<category><![CDATA[Zelda 2: The Adventure of Link]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=27571</guid>

					<description><![CDATA[Games are the most costly of all media types to produce, with vast wealth and an abundance of man hours and creativity pumped into the blockbusters we know and love. In praise of these titles and their wacky ideas or absurd budgets, here&#8217;s a list of the ten most ambitious and brave games ever made. [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Games are the most costly of all media types to produce, with vast wealth and an abundance of man hours and creativity pumped into the blockbusters we know and love. In praise of these titles and their wacky ideas or absurd budgets, here&#8217;s a list of the ten most ambitious and brave games ever made. Even if the execution doesn&#8217;t quite match the premise, here are ten games you definitely ought to investigate.</p>
<p><strong>10. Zelda 2: The Adventure of Link</strong></p>
<div id="attachment_27574" style="width: 515px" class="wp-caption aligncenter"><a href="https://gamingbolt.com/wp-content/uploads/2011/04/Zelda-2-NPCs.png"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-27574" class="size-full wp-image-27574" src="https://gamingbolt.com/wp-content/uploads/2011/04/Zelda-2-NPCs.png" alt="" width="505" height="297" srcset="https://gamingbolt.com/wp-content/uploads/2011/04/Zelda-2-NPCs.png 655w, https://gamingbolt.com/wp-content/uploads/2011/04/Zelda-2-NPCs-300x176.png 300w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a><p id="caption-attachment-27574" class="wp-caption-text">RPG elements? NPCs? A world map? What didn&#8217;t this game do?</p></div>
<p>Is it me, or does every game seem to include RPG elements these days? Whilst we can thank the original Modern Warfare for really putting RPG hybrids on the map, it was the second game in the Zelda series that first dared to merge role-playing into another genre. It also broke from the formula of the original Legend of Zelda, going for a side-scrolling perspective rather than the top down view normally used in the 2D Zelda games. Throw in some new plot elements like the recurring triforce pieces and Shadow Link, and you have yourselves a very ambitious sequel.</p>
<p><strong>9. Baldur&#8217;s Gate</strong></p>
<div id="attachment_27575" style="width: 515px" class="wp-caption aligncenter"><a href="https://gamingbolt.com/wp-content/uploads/2011/04/Baldurs-gate-img.jpg"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-27575" class="size-full wp-image-27575" src="https://gamingbolt.com/wp-content/uploads/2011/04/Baldurs-gate-img.jpg" alt="" width="505" height="297" srcset="https://gamingbolt.com/wp-content/uploads/2011/04/Baldurs-gate-img.jpg 655w, https://gamingbolt.com/wp-content/uploads/2011/04/Baldurs-gate-img-300x176.jpg 300w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a><p id="caption-attachment-27575" class="wp-caption-text">The graphics might not look that good, but neither will you in 13 years</p></div>
<p>Has anyone ever really been able to complete this game 100%? Baldur&#8217;s Gate is a game with so much content, it could actually be considered frustrating. No matter how far you get, you&#8217;ll always know there&#8217;ll be more stuff to do for you around the corner. BG was the first RPG developed by Bioware, so you can thank it for the Mass Effect games. It not only set the standard for games using the Dungeons and Dragons rules, but also for all RPGs in general. A truly forward thinking classic.</p>
<p><strong>8. Red Dead Redemption</strong></p>
<div id="attachment_27024" style="width: 515px" class="wp-caption aligncenter"><a href="https://gamingbolt.com/wp-content/uploads/2011/04/Red-dead-redemption-random-event.jpg"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-27024" class="size-full wp-image-27024" src="https://gamingbolt.com/wp-content/uploads/2011/04/Red-dead-redemption-random-event.jpg" alt="" width="505" height="297" srcset="https://gamingbolt.com/wp-content/uploads/2011/04/Red-dead-redemption-random-event.jpg 655w, https://gamingbolt.com/wp-content/uploads/2011/04/Red-dead-redemption-random-event-300x176.jpg 300w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a><p id="caption-attachment-27024" class="wp-caption-text">Wild West games are a rare breed indeed. Fair play to Rockstar for following through on this one</p></div>
<p>Rockstar releasing another finely crafted open-world action game isn&#8217;t exactly much to write home about but, considering Red Dead Redemption&#8217;s pedigree, it was a fairly bold move. A million and one GTA games could be approved now following the series&#8217; overwhelming success but, with RDR&#8217;s predecessor only gaining moderate success and acclaim, it was an interesting move making a sequel at all. Red Dead Revolver was a fun game, but Redemption really took it the extra mile, and it required a seriously hefty budget to do so. Ambition 101 right here.</p>
<p><strong>7. Final Fantasy 7</strong></p>
<div id="attachment_27576" style="width: 515px" class="wp-caption aligncenter"><a href="https://gamingbolt.com/wp-content/uploads/2011/04/Final-Fantasy-7-battle.jpg"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-27576" class="size-full wp-image-27576" src="https://gamingbolt.com/wp-content/uploads/2011/04/Final-Fantasy-7-battle.jpg" alt="" width="505" height="297" srcset="https://gamingbolt.com/wp-content/uploads/2011/04/Final-Fantasy-7-battle.jpg 655w, https://gamingbolt.com/wp-content/uploads/2011/04/Final-Fantasy-7-battle-300x176.jpg 300w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a><p id="caption-attachment-27576" class="wp-caption-text">That&#8217;s how I roll</p></div>
<p>The legendary Final Fantasy franchise use to be a Nintendo exclusive before Squaresoft fell out with the big N regarding their decision to keep using cartridges for the Nintendo 64. As a result of this debate, Square chose to migrate their next Final Fantasy game to Sony&#8217;s disc-based Playstation platform, resulting in the three disc epic that is FF7. With the CD-ROM format being able to hold far more data than a cartridge, FF7 was a mammoth title in terms of content and sheer ingenuity. It was also one of the first RPGs to ever get true notoriety in PAL regions. Thus FF7 holds a special place in my heart, for without the European release of FF7, many of my favourite RPGs never would have seen the light of day in my homeland. A two pronged assault of bravery in terms of design and distribution.</p>
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