Erica Mena is seemingly taking steps to rehab her image after she and Safaree Samuels recently dragged each other online. Ultimately, she shared a statement about being committed to ending internet tussles with her children’s father, especially for the benefit of Safire and Legend. Most recently, she shared a video of her and their kids singing along to gospel music.
Mena shared the family praise moment on Instagram, adding “way maker” in the caption. She, Safire, and Legend appeared in matching brown Gucci pajamas. She and the kids sang and danced to a song by Leeland. Erica appeared fresh-faced and smiling despite the shade exchanged between her and her ex-husband. Both kids also appeared cheerful and happy. Swipe below to see the entire family bonding moment.
A Recap Of Her Internet Tussle With Safaree Samuels
After Erica Mena publicly criticized Safaree for requesting to lower his child support payment, he clapped back with a YouTube explanation. He addressed her allegations of being a deadbeat dad who didn’t want to spend time with his kids.
Additionally, he shared home surveillance footage of an incident in which Erica Mena appeared to be blocking him from leaving a home. Meanwhile, their two kids stood nearby watching. Another video shows Mena using a ladder to climb over Safaree’s gate and bang on his glass door.
He further claimed that he had attempted to get a restraining order against his ex-wife. In response, Erica accused Samuels of “begging” her to “take [him] back” outside of her house in May.
Less than 24 hours later, she followed up by releasing a video of Safire claiming that her father mistreated her brother Legend. “Daddy kick him, my brother with two legs, then he throws him around,” Safire said in a now-deleted video that Erica shared on Instagram.
“I’ve been sparing him for so long! His triggering violating BS he has been doing for 3 years,” Mena wrote in the deleted post’s caption. Adding, “To only show my reaction to your actions but failing to tell what it is you about behind closed doors is textbook narcissist at its finest. For Safire to speak so clear on the things that you do and tell her baby brother, saying that Legend isn’t your son, which is probably why you thought of mistreating him in your home since he was a baby with no one around. How could you forget all these parts?”
After exposing the video of Safire’s allegations, which Samuels has yet to comment on, Erica released her statement about taking a chill pill and letting the courts do their job.
Ben summons Justin Charity for a spoiler-free but in-depth discussion about Nintendo’s new The Legend of Zelda release for Switch, Echoes of Wisdom. After they give their high-level capsule reviews of the game, they catch up on some recent news, including the teaser for The Last of Us Season 2, the announcement of (and trailer for) Ghost of Yotei, the delay of Assassin’s Creed Shadows, and Nintendo’s lawsuit against Palworld maker Pocket Pair (6:00). After that, they describe their experiences with Echoes, explore how it synthesizes aspects of its open-world and top-down predecessors, examine the contrast between playing as Zelda and playing as Link, and share their hopes for the future of the franchise (33:40).
Host: Ben Lindbergh Guest: Justin Charity Producer: Devon Renaldo Additional Production Support: Arjuna Ramgopal
It’s hard to overstate the impact artist Mitsuhiro Arita has had on trading card games. Nearly 30 years ago, as a member of the original design team on the PokémonTrading Card Game, Arita contributed to the look and feel of the franchise’s original 150 monsters. He also authored the art for some of the most iconic Pokémon cards, images that have global recognition — including some of the first interpretations of Pikachu and Charizard.
Image: The Pokémon Company
Image: The Pokémon Company
Image: Wizards of the Coast
Since then, Arita has remained one of the Pokémon TCG’s most prolific illustrators, while occasionally contributing art for other card games such as the Shin Megami Tensei Trading Card Game, the Monster Hunter Hunting Card Game, and even the Power Rangers Collectible Card Game.
And now, for the first time, Arita’s work will appear on a Magic: The Gatheringcard as part of its latest expansion, in a world of anthropomorphic animals known as Bloomburrow. Although his art will only feature on one card in the set, a special, full-art treatment for a new creature called Lumra, Bellow of the Woods, the massive elemental bear highlights the detailed approach that makes Arita one of the most cherished TCG artists in the world.
Polygon was able to share questions with Arita ahead of Bloomburrow’s official tabletop release on Aug. 2. What follows are his professionally translated answers, which have been lightly edited for clarity and concision.
Polygon: Was working on a Magic card different from your typical process with the other card games you have contributed to?
Mitsuhiro Arita: In Japan, it’s very common to have detailed checks at every stage of the drawing process. Character consistency in particular is strictly controlled. I’m used to making changes all the way through the process. Usually you present the piece for detailed feedback around 60-70% of the way through, so you can make adjustments before starting on the final details. With Magic, the most thorough checks were at the conceptualization stage. After that, there weren’t any further corrections, so I realized I had to make sure things were spot-on from the beginning.
Can you describe your process in creating the art for this Magic card?
I was asked to create the piece using sketches by Matt Stewart as a reference. After that, the process was like any other job — I’d draw the rough, and once that had been approved, I’d draw the pencil sketch, scan it, and paint the final image using software [such as Photoshop and Painter].
Like many rare and mythic Magic cards these days, Lumra, Bellow of the Woods will have several versions, featuring different artists or card templates. While Arita drew one of the full-art variants of the card, the equally prolific Magic artist Matt Stewart handled the standard variant that will appear with Magic’s traditional card frame.Image: Wizards of the Coast
What was your opinion of Magic: The Gathering’s art style before you were asked to illustrate a card for the game?
I’ve always liked the feel of high fantasy, and have wanted an opportunity of drawing in that style.
Can you describe Magic’s reputation in Japan, compared to other trading card games?
In Japan, TCGs based on existing manga, anime, and video game franchises, which are aimed primarily at the collectors’ market, are very prominent. On the other hand, card products like Magic, which has a solid card game at its core, can feel a bit overshadowed. Of course, it’s not just card games but all games played face-to-face which are losing ground. I think a lot of it stems from how smartphones are eating up any bits of free time in which you’d otherwise have played a game like that.
For Magic or in general, is it hard transitioning your art style to other card games?
When I’m drawing, I usually like to put myself in the shoes of the fans. I think to myself “What kind of Arita artwork would I want to see?” Of course, each job provides its own challenges and you need to adapt your vision, but I didn’t go out of my way to do anything specifically different. If you look at my website’s blog, I think you can see how varied my style has been over the years.
Looking through Arita’s body of work, his art from the original PokémonTCG base set feels noticeably simpler, minimalistic, and two-dimensional compared to his current style. For instance, the evolution line he did for Charmander, Charmeleon, and Charizard mostly feature the Pokémon in profile, and there’s no mistaking them as cartoons.
Image: The Pokémon Company
Image: The Pokémon Company
This approach is not at all indicative of whoArita is, as an artist, today. The art he did for the Power Rangers CCGcould be mistaken for stills from the television show. Lumra, like many of the Pokémonhe now draws, exists in a highly detailed and lived-in environment.
Image: Bandai
Image: Bandai
His takes on Pokémon and Magic almost could be mistaken for photorealism, if the subject matter of both games weren’t so steeped in fiction and fantasy. He creates action that jumps off the page, or the card in this case, giving his illustrations a practically tangible weight that in turn makes the cards themselves feel unique.
Image: Matsuhiro Arita/Wizards of the Coast
Your work has appeared across so many card games over the years, it’s a wonder you haven’t worked on Magic until now. Are there any other games, or brands that you still hope to work on for the first time?
Magic has always been high on my list of card games which I’d like to do work for, so I was extremely happy to get the opportunity to be involved on this project. I’d done work for Culdcept before, and I’m very keen to do so again, if there’s ever a sequel. It was the first job in my career when I got to go all-out on a series of high-fantasy artworks.
How important is understanding a new game before designing art for it?
It’s important to try and understand that the perspective of hardcore fans is not an entirely objective perspective. In fact, I think that introducing the perspective of an outsider can help bring about positive innovation. I’ve been involved with [Pokémon] for a long time, but [my work] still feels very fresh [to the fans]. I think that having multiple product lines which employ various styles has helped to change and progress it over time.
When creating characters for a new client, such as Magic, how do you tailor your approach to fit the specific lore and themes in that game’s identity?
When doing research for a creature, I think about it as if it really existed. If it had this set of characteristics, what would it look like? Where would it live? How would it behave? And I always keep in mind the visual impact while I think through these things.
How much did you have to learn about Magic before working on your first Magic card?
I like to keep my work feeling fresh and original, so I tend to avoid looking at other artists’ work. I prepared for this project just as I would for any other project — I didn’t really do anything differently.
In some ways, Arita’s career in art was an unexpected one. Not only was Pokémon TCG his first professional job as an artist, prior to that assignment he had very little formal training in art or drawing.
I read that your art is self-taught, following a natural talent from a young age. Is this true, and have you ever sought some formal training once your career in arts began to take shape?
I did attend sumi-ink painting classes at a cultural center. Watching the instructor do live demonstrations, I came to understand how water and pigment behave inside the body of the brush, and the techniques used to control it. I also took all five of the workshops at the Liquitex School, which focuses on acrylic paint, where I learned about the history and special chemical properties of paint.
That knowledge turned out to be a very useful foundation for when I started working in watercolor and other liquid-based media later on. As I didn’t have a comprehensive art education, I’d only had limited experience with [legacy] art materials. Every time I tried my hand at a new medium — watercolor, opaque watercolor, acrylic paint, oil paint — I was able to increase my understanding by paying close attention to the work of my predecessors.
Apart from formal training, how do you continue learning at this stage in your career?
When I’m grappling with new subject matter, I turn to YouTube and get studying.
As Arita’s career expanded beyond his roots in Pokémon TCG, he eventually had to adjust his style to new stories, characters and worlds. These new projects also brought with them new audiences and expectations, and for a mostly self-taught artist like Arita, this came with the unique challenge of evolving and adapting beyond the potential comfort zone of his home within Pokémon.
A render of the gold raised foil version of Arita’s Lumra, Bellow of the Woods. The rare treatment is only available in Collector Boosters.Image: Wizards of the Coast
Do you need to make an effort to evolve and explore new styles, or does it come naturally through the work you’re assigned across different games?
I actually find it more natural and not at all laborious to continue to change and take on new challenges. I’m convinced that I won’t catch anyone’s interest unless I draw with an intense level of focus. One of the things that has contributed most to my changing creative style has been the fact that I’ve worked on so many different kinds of projects, in so many different domains over the years.
How do you handle feedback and critique from fans and colleagues?
You’d think that you needed a distinct and consistent style and set of themes, if you wanted to be an established artist but, for some reason, I haven’t really been criticized for not following that path. The fans are very much up for the adventure, and they enjoy following me on that journey, for which I’m very grateful. I find it slightly curious that fans will seek out some of my art pieces, even when they have no consistency with the rest of my work, just because it’s by me. I really appreciate the open-mindedness of my clients and my fans.
Can you recall an instance where constructive criticism significantly influenced one of your pieces?
The idea that you don’t have to draw things as they look in real life really freed me up as an artist. But, for a while, I just couldn’t get it!
Mitsuhiro Arita’s first Magic card can be found in all Bloomburrow booster packs, including Play Boosters and Collector Boosters, when the set goes on sale Aug. 2. The most coveted version of the card, the raised foil borderless treatment with the first-of-its-kind gold accents, is exclusive to Collector Boosters.
Video game actors are going on strike for the first time since 2017 after months of negotiations with Activision, Epic Games, and other big publishers and studios over higher pay, better safety measures, and protections from new generative AI technologies. They’ll be hitting the picket line a year after Hollywood actors and writers wrapped up their own historic strikes in an escalation that could have big consequences for the development and marketing of some of the industry’s biggest games.
Kotaku’s Hopes For Spyro The Dragon’s (Reported) Comeback
Members of the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) voted last fall to authorize a strike citing an unwillingness of big game companies to budge on guaranteeing performers rights over how their work is used in training AI or creating AI-generated copies. Roughly 2,600 voice actors and motion capture artists, including talents like Troy Baker from The Last of Us, Jennifer Hale from Mass Effect, and Matt Mercer from The Legend of Zelda: Tears of the Kingdom, have been working without an Interactive Media Agreement since November 2022. The strike starts on July 26 at 12:01 a.m.
“The video game industry generates billions of dollars in profit annually. The driving force behind that success is the creative people who design and create those games,” chief negotiator Duncan Crabtree-Ireland said in a statement. “That includes the SAG-AFTRA members who bring memorable and beloved game characters to life, and they deserve and demand the same fundamental protections as performers in film, television, streaming, and music: fair compensation and the right of informed consent for the A.I. use of their faces, voices, and bodies. Frankly, it’s stunning that these video game studios haven’t learned anything from the lessons of last year – that our members can and will stand up and demand fair and equitable treatment with respect to A.I., and the public supports us in that.”
“We are disappointed the union has chosen to walk away when we are so close to a deal, and we remain prepared to resume negotiations, spokesperson Audrey Cooling for the companies involved in the Interactive Media Agreement said in an emailed statement. “We have already found common ground on 24 out of 25 proposals, including historic wage increases and additional safety provisions. Our offer is directly responsive to SAG-AFTRA’s concerns and extends meaningful AI protections that include requiring consent and fair compensation to all performers working under the IMA. These terms are among the strongest in the entertainment industry.”
While games set to come out this fall like Dragon Age: The Veilguard, who’s recently revealed voice cast includes several guild members, likely already have their voice and motion-capture work completed, the strike means SAG-AFTRA members would be unavailable for projects that are years out, and wouldn’t be around to record for any potential last-minute re-writes for things that are closer to coming out. Games relied much less on actor performances in the past, but most popular franchises are now fully voice-acted, with the biggest-budget productions using motion capture to transfer actors’ real-life performances, frame by frame, into the game.
The last time video game actors went on strike in 2016, it was primarily over pay rates and lasted a entire year. It’s unclear if the strike this time around will be over any sooner. Unlike with the issue of higher pay, people involved in the current negotiations say that the lack of AI protections poses an existential threat to actors and their creative output. Just this week, Wired reported that companies like Activision Blizzard and Riot Games were moving ahead with using generative AI tools to help create concept art and even potentially assets that would make it into finished games like Call of Duty: Modern Warfare 3.
“Eighteen months of negotiations have shown us that our employers are not interested in fair, reasonable A.I. protections, but rather flagrant exploitation,” said negotiating committee chair Sarah Elmaleh said in a statement. “We refuse this paradigm—we will not leave any of our members behind, nor will we wait for sufficient protection any longer. We look forward to collaborating with teams on our Interim and Independent contracts, which provide A.I. transparency, consent and compensation to all performers, and to continuing to negotiate in good faith with this bargaining group when they are ready to join us in the world we all deserve.”
SAG-AFTRA video game voice actors are set to hold a panel featuring Ashly Burch (Horizon Forbidden West), Noshir Dala (Red Dead Redemption II), and others at San Diego Comicon later this week on July 26.
Update 7/25/2024 3:42 p.m. ET: Added a statement from the game companies.
Throughout 2023, in honor of the magnificent Tears of the Kingdom, Polygon has been celebrating Nintendo’s Legend of Zelda series. It’s been fascinating. Perhaps no other video game series is so rewarding to revisit, or presents such wildly different, refracted visions of its core idea — which nevertheless remains consistent throughout.
Created by the great Shigeru Miyamoto in the 1980s as an expression of his childhood love of exploring without a map, Zelda has always held a revered position in gaming culture, although it never quite enjoyed popular success to match — not, that is, until its unlikely rebirth in 2017, thanks to the runaway success of the Nintendo Switch and the revolutionary design of Breath of the Wild.
The series’ strong traditions are balanced by an ingrained habit of hitting the reset button. Across 16 mainline entries, only a small handful (Majora’s Mask, Phantom Hourglass, Tears of the Kingdom) are true sequels, and even these delight in reinvention. The Zelda timeline is more a tangle of rumor and myth than an established canon, and its lore is constantly rewritten.
Ranking these brilliant, shapeshifting games is, in some ways, an absurd task. They’re all great (well, perhaps all but one); the top seven or so are masterpieces that could be arranged in just about any order. But it’s an interesting exercise in exploring a series of games that exist in a unique, echoing conversation with each other. In putting this ranking together, we paid at least as much attention to how fun the games are to play now as to their historical import.
A few points of order: Though they’re technically part of the main Zelda canon, we have excluded the multiplayer games Four Swords, Four Swords Adventures, and Tri Force Heroes. They’re difficult to play as their makers intended now, and honestly feel more like spinoffs (though Four Swords Adventures, in particular, absolutely rules). Oracle of Seasons and Oracle of Ages, which were released as a pair, Pokémon-style, are counted as a single entry. And actual spinoffs like Link’s Crossbow Training or Freshly-Picked Tingle’s Rosy Rupeeland are also excluded. The Zelda series is gloriously weird — but maybe not that weird.
16. Zelda 2: The Adventure of Link
Image: Nintendo
Original release: 1987, on NES Where to play now: Nintendo Switch Online
If the original The Legend of Zelda is the series at its most youthful, exuberant, and promising, Zelda 2: The Adventure of Link represents the games’ awkward teen years. Fittingly, the Link we play in Zelda 2 is 16 years old, fumbling his way through new gameplay territory, as Nintendo explores the lite role-playing mechanics from a side-scrolling perspective. Spread across overworld segments of dangerous exploration and equally harrowing side-scrolling dungeon crawling, Zelda 2 is a more challenging, more obtuse style of adventure.
Long considered the black sheep of the Legend of Zelda games, The Adventure of Link was a harder, clumsier experiment for Nintendo. It was envisioned as an action game infused with role-playing game stats, and the end result feels like Nintendo’s designers copying others’ work (e.g., Dragon Quest, Kung-Fu Master) instead of flexing the company’s trademark originality. Zelda 2 is not a failed experiment, however. Nintendo clearly learned the right lessons from it, as well as influencing other games, including Castlevania 2: Simon’s Quest, Faxanadu, and Shovel Knight. Even the worst Zelda games have their importance. —Michael McWhertor
15. Phantom Hourglass
Image: Nintendo
Original release: 2007, on Nintendo DS Where to play now: Unavailable — track down a used copy
The Legend of Zelda: Phantom Hourglass represents a somewhat awkward era of Zelda. As a direct sequel to The Wind Waker, it had big shoes to fill, and wore them a little clumsily. Phantom Hourglass was the first mainline Zelda game to be released on the Nintendo DS family of handhelds and the first Zelda game to take advantage of the console’s touch controls. Overall, the controls fit in nicely with the Zelda formula and allow players to scribble on dungeon maps and tap to fight. However, the game suffers from uneven pacing while traveling on your customizable steamboat ship, or revisiting the Temple of the Ocean King, a dungeon that requires you to come back to it multiple times. Still, I’ll remember it for its willingness to try new gameplay and test the Zelda waters. —Ana Diaz
14. Twilight Princess
Image: Nintendo
Original release: 2006, on GameCube and Wii Where to play now: Unavailable — track down a used copy of Twilight Princess HD for Wii U
Link spends a pretty big chunk of time in wolf form in Twilight Princess, which you’d think would be a selling point (because he looks so darn cute), but it’s actually pretty weird. After all, Link can’t do all of the best parts of being Link when he’s a wolf: throwing a boomerang, say, or twirling his sword around in a circle while shouting “Hiyah!” Twilight Princess also introduces Midna, a helper character in the vein of Navi, but a lot more condescending. I find Midna’s snarky comments to be deeply satisfying, and the conclusion of her arc at the game’s end feels more fulfilling than most of Princess Zelda’s arcs. The Legend of Zelda series does not always allow its female side characters to have much to do, but by the end of Twilight Princess, it’s actually more Midna’s story than anyone else’s. —Maddy Myers
13. Oracle of Ages / Oracle of Seasons
Image: Nintendo
Original release: 2001, on Game Boy Color Where to play now: Nintendo Switch Online
In 2001, Nintendo lent the proverbial Zelda keys to Capcom. As it turns out, Capcom didn’t need them: It kicked down the door to one of gaming’s most hallowed series and made itself right at home. Billed as a double feature focused on time- and season-based puzzles, respectively, Oracle of Ages and Oracle of Seasons are tight and sophisticated enough to have emerged from the offices of Nintendo itself. (Series creator Shigeru Miyamoto had big-picture production input, to be fair.)
Ages’ time-traveling puzzles are among the finest in the 2D Zelda pantheon, and Seasons’ more action-oriented approach makes it a fresh entry in the otherwise “left-brained” franchise. Director Hidemaro Fujibayashi would go on to direct a handful of later Zelda games (The Minish Cap, Skyward Sword, and — checks notes — Breath of the Wild and Tears of the Kingdom among them), but as far as “classic” Zelda goes, few entries capture the series on a grand scale like Capcom’s dark horse two-parter. —Mike Mahardy
12. Spirit Tracks
Image: Nintendo
Original release: 2009, on Nintendo DS Where to play now: Unavailable — track down a used copy
As follow-ups in this endlessly changeable series go, Spirit Tracks has one of the most straightforward, cut-and-paste premises: it’s Phantom Hourglass but with a train instead of a boat. Like its immediate predecessor, it leans hard on stylus control, course-plotting map traversal, and a style of adventure that’s breezily approachable until it suddenly isn’t, in the grim, stealthy, piecemeal ascent of its central tower dungeon.
If Spirit Tracks ultimately surpasses Phantom Hourglass, it’s because of its sheer, ebullient charm. The appeal of its steam-train playset is irresistable, and this is also the only game in the series in which Link and Zelda — the latter admittedly in ghost form — get to hang out for the whole thing. Zelda even gets to be semi-playable, by possessing clanking suits of armor, while the pair have an adorable, innocent chemistry. Choo choo! —Oli Welsh
11. The Legend of Zelda
Image: Nintendo
Original release: 1986, on NES Where to play now: Nintendo Switch Online
It’s the rare game that impresses me more with each passing year. But as trends come and go, genres flourish and stagnate, and open worlds continue to distance themselves from their late-2010s growing pains, The Legend of Zelda continually grows in my estimation. It’s opaque by today’s standards, replete as it is with hidden doorways and labyrinthine shifts from one screen to another. And given the choice, it’s fairly far down the list of “fun” Zelda games. But it stands as a progenitor of most of today’s best games, open-world or otherwise, and it took Nintendo 31 years to circle back to its elegant conceit of a sprawling, mysterious world worth exploring in Breath of the Wild. —M. Mahardy
10. Skyward Sword
Image: Nintendo
Original release: 2011, on Nintendo Wii Where to play now: Skyward Sword HD on Nintendo Switch
It’s time to reclaim perhaps the most consistently underrated game in the Legend of Zelda series. There are reasons Skyward Sword’s reputation has suffered. First, its original motion controls, while well implemented, are just not how anyone wants to play an epic adventure like this. Second, it has a ridiculously overwrought climax worthy of a Hideo Kojima game. Third, it arrived at just the point when the Zelda games’ Ocarina of Time-inspired design was starting to show its age.
Skyward Sword ended up being a swan song for that era of Zelda — but what a swan song. It’s a dense and satisfying game, expertly designed, with intricate, cleverly conceived dungeons that rank alongside the very best in the series’ history. And it also has a soaring, romantic spirit. Skyward Sword is perhaps the purest expression of Zelda’s high-fantasy aesthetic — and the only time the series fully owned up to being a love story. —OW
9. A Link Between Worlds
Image: Nintendo
Original release: 2013, on Nintendo 3DS Where to play now: Boxed 3DS edition is still in print
I always found A Link Between Worlds to be a special game because of the way it iterates on the classic Zelda theme of traversing parallel worlds. Instead of using a mirror to flip between worlds, this game allows Link to transform into a 2D painting, in which form he can walk along walls and into the glittering crevices of Hyrule and its counterpart, Lorule.
For me, Lorule is one of the more interesting versions of Zelda’s classic Dark World. It isn’t just a barren wasteland filled with monsters; it’s also the home of kind and heroic people who want a better way of life. The game plays well, with perhaps the best-integrated touch controls in a Zelda game. On top of all that, it features an unconventional weapon rental system that allows you to explore wherever you want early on. The game’s title nods to the revered A Link to the Past,and it certainly doesn’t fail to live up to its namesake. —AD
8. The Minish Cap
Image: Nintendo
Original release: 2004, on Game Boy Advance Where to play now: Nintendo Switch Online + Expansion Pack
The Minish Cap is a hidden gem of the Zelda series. Developed by Capcom, this Zelda game follows Link after he meets a talking hat named Ezlo that grants him the power to shrink to the size of a pea. Exploring as a tiny hero literally changes our perspective on Hyrule and allows the developers to conjure up a sensorial and vivid world where you’ll fight Vaati and dodge the deathly plop of raindrops.
Similarly to The Wind Waker, The Minish Cap leans into a cartoony charm; you’ll meet zany sword instructors and talk to cows chewing cud. This game also contains one of the Legend of Zelda’s goofiest items, a magical cane that turns objects upside down. Combine these charms with some great dungeon design, and you have the makings of a fantastic Zelda game. It might not usually be counted among the Zelda greats, but The Minish Cap finds its brilliance in the tiny details. —AD
7. Link’s Awakening
Image: Grezzo/Nintendo
Original release: 1993, on Game Boy Where to play now: Choose between its 1998 DX form for Game Boy Color on Nintendo Switch Online or the modernized 2019 Nintendo Switch remake
This was the first-ever Zelda game I played, so all of the references to other games flew over my head, as well as the very obvious signposting about how the story would end. I felt confused, as so many players do, about why the name “Zelda” was in the title (I did think maybe the owl was named Zelda). And yet — although I experienced the classic Zelda tropes and mechanics in the dreamlike setting of Koholint Island, rather than in the larger and more defined kingdom of Hyrule — their magic captivated me completely. Like many others on this list, Link’s Awakening is a weird Zelda game, and it’s proof that being weird and silly is just as much a part of the patchwork of “being a Zelda game” as environmental puzzles or a magic sword wielded by an eternally reincarnating hero. —M. Myers
6. The Wind Waker
Image: Nintendo
Original release: 2002, on GameCube Where to play now: Unavailable — track down a used copy of The Wind Waker HD for Wii U
The Wind Waker oozes a charm and sense of character that distinguishes it from other Zelda games and makes it a series great. It dared to take the Legend of Zelda in a bold new visual direction with its wonderfully expressive, cartoony graphics, and introduced one of my favorite Zelda casts. Tetra is an inspired take on the role of Zelda: an adventurous and capable pirate captain who helps Link along his journey. This Link, too, is one of my favorite Links, with his comic book expressions and bumbling antics.
The game moved me emotionally in ways that no other Zelda game has, and I still think about Link’s big send-off, as he waves his tiny arms goodbye to his granny. All this, and it’s thoroughly enjoyable to play. Flourishes like the adaptive soundtrack that plays stringed instruments as Link hits his enemies only add to its zippy combat. This game — from its snot-nosed kids to its timeless art style — is endlessly endearing. To me, its ingredients make for the perfect elixir of a Zelda game. —AD
5. Ocarina of Time
Image: Nintendo
Original release: 1998, on Nintendo 64 Where to play now: Choose between the original version on Nintendo Switch Online + Expansion Pack, or the Ocarina of Time 3D remaster on 3DS (boxed edition still in print)
Just as Twilight Princess is secretly Midna’s game, Ocarina of Time is secretly Zelda’s game — or perhaps it belongs to Sheik. It may not be the best Zelda game by modern standards, but Ocarina of Time set a benchmark by which all subsequent entries have been measured, particularly when it comes to storytelling and world-building. It offers up the illusion of an open-world Hyrule, planting the seeds for a garden that would bloom in Breath of the Wild. And it’s the game with a time-travel story that splintered the entire series into disparate arcs — perhaps the most important linchpin in the greater Ganondorf saga. And it still holds up after all these years. Too bad its best version is relegated to the Nintendo 3DS — at least, for now. —M. Myers
4. Breath of the Wild
Image: Nintendo
Original release: 2017, on Nintendo Switch and Wii U Where to play now: Nintendo Switch
Breath of the Wildrepresents the most consequential overhaul the Zelda series has had since it moved into 3D with Ocarina of Time; in fact, it might be the most consequential ever, bravely scrapping most of the design hallmarks of a revered game series. Nintendo was seeking to modernize Zelda, but also to cut through 30 years of accumulated tradition, all the way back to the untamed adventure of the very first game.
It hardly needs to be said what a success it was: Breath of the Wild catapulted the Zelda series to a new level of popularity and challenged the assumptions of a lot of open-world and role-playing game design in a way that the rest of the industry is still digesting. It’s a dynamic, organic, thrillingly pure adventure, and the only reason it doesn’t top this list is because of what followed. —OW
3. A Link to the Past
Image: Nintendo
Original release: 1991, on SNES Where to play now: Nintendo Switch Online
Writing entries for this ranked list has me thinking about just what it is that makes a Zelda game great, and I think it’s the moment of realization. A Link to the Past serves up delicious moments of realization over and over and over again. You figure out that a cracked wall can be blown open to reveal a hidden passageway — oooh! You get a brand-new tool and you realize exactly how you need to use it — aha! You suddenly figure out the trick to a boss fight — take that! And then you realize that you have not even come close — not even close — to seeing all of the discoveries on offer here. A Link to the Past delivers on the pure dopamine rush of discovery, forcing a grin onto your face at every new revelation. It just feels good. —M. Myers
2. Majora’s Mask
Image: Nintendo via Polygon
Original release: 2000, on Nintendo 64 Where to play now: Choose between the original version on Nintendo Switch Online + Expansion Pack, or the Majora’s Mask 3D remaster on 3DS (boxed edition still in print)
As we’re talking about a series so centered on music, allow me a metaphor: Whereas Ocarina of Time’s time travel was classical in its approach (elegant, balletic, and nimble), Majora’s Mask’s time loop was more reminiscent of jazz: fractured, messy, and challenging, but revelatory all the same. Arriving two decades before the time-loop craze comprising Outer Wilds, Deathloop, and 12 Minutes, Majora’s Mask puts Link in a three-day cycle that unwinds and respools in a strange dream world replete with characters contemplating the impending apocalypse. Compared to most games in the series, Majora largely revolves around side quests, which are largely predicated on the collection of masks. Said quests reset themselves every time Link travels back to the dawn of the first day, (hopefully) armed with the necessary knowledge to bolster his collection and save a life or two in the process.
Majora was the feverish answer to a confounding question: “How do we follow the resounding success of Ocarina of Time and also bridge the gap between the Nintendo 64 and the GameCube?” No one could have predicted the answer: a melancholy, tick-tock ballet of thwarted dreams and desperate lives in the face of the apocalypse, the most intimate and personal Zelda has ever been. It remains the strangest and darkest entry in the series, and I doubt we’ll ever see anything like it again. —M. Mahardy
1. Tears of the Kingdom
Image: Nintendo
Original release: 2023, on Nintendo Switch Where to play now: Nintendo Switch
Every Zelda game has built upon the foundations of the games before it, with even the characters in its world acknowledging the myths of yore. No one believes more in the concept of predicting the future based on the past than the developers of Zelda — as well as Princess Zelda herself, who opens Tears of the Kingdom by guiding Link through a series of historical underground murals.
And yet even Princess Zelda in her wisdom couldn’t possibly have predicted how incredible and miraculous her story would become. Tears of the Kingdom is a reflection of this continued promise: You may imagine you understand — based on the history of Zelda games — how ambitious and creative and world-warping a Zelda game could be. And yet that very world will still surprise you. Tears of the Kingdom still surprises me. It’s a gift that I can’t believe we all got.—M. Myers
In March, an employee at a Massachusetts GameStop leaked on Reddit that Nintendo was probably about to reveal its long rumored special edition Zelda Switch at an upcoming mini-Direct for The Legend of Zelda: Tears of the Kingdom. Special editions such as these are highly coveted collector’s items, and news of one for the sequel to a best-selling game would be huge for fans looking to buy a new system. This week, GameStop fired the employee who leaked the news, and the employee claims he was told Nintendo helped make it happen.
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Back in March, Mike, who requested Kotaku only use his first name, posted a photo of a GameStop computer screen showing the inventory database had been updated with a secret new Switch model on the Tears of the Kingdom subreddit. It was the day before Nintendo’s big extended gameplay reveal for Tears of the Kingdom, and the employee speculated in the post that a special edition Zelda Switch which had already leaked back in December, would be announced during the stream. Mike says he got fired on April 11, about two weeks later.
In a phone interview with Kotaku, Mike said he made the leak because he was a big fan of the franchise and wanted to give others a heads up in case pre-orders went live that day. GameStop in particular has seen issues for buyers when it comes to preorders in the past, though this wasn’t a reason cited by Mike for the leak. On March 28, Nintendo did reveal a special edition Switch, and the following day pre-orders went live at GameStop and other retailers.
At the time, the Reddit post didn’t garner a ton of upvotes, and the now former employee said he didn’t think of it as a big deal since he didn’t technically leak any images or special details about the console itself, and the post itself was mostly speculative. Nintendo also tends to release special consoles such as this one for most of its major releases, such as Pokémon.
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But on April 5, a week later, Mike said the company traced the leak back to them. Coming in for his afternoon shift after watching the new Super Mario Bros. Movie on release day, he said his district manager called him into the backroom for a meeting. Joined by another GameStop supervisor via video conference, the employee said he was asked if he made the post and whether he knew it violated company policy.
Mike said he immediately confessed, but maintained he wasn’t aware it went against the company’s social media policies. The district manager took their keys and placed them on suspension, saying the final punishment could vary between a first-offense write up and termination. It ended up being the latter. And the now former employee thinks Nintendo is to blame.
When their store manager called on April 11 to deliver the bad news, he said the supervisor told them “off the record” that Nintendo had forced the company’s hand, demanding the employee be terminated over the leak. Mike shared the allegation on the Tears of the Kingdom subreddit shortly afterwards writing, “Hopefully all of you were able to get your switch pre-orders in as now I will not be able to get mine.”
GameStop and Nintendo did not immediately respond to a request for comment.
Image: Nintendo
Another employee at the store corroborated Mike’s account to Kotaku, and said they were told by the same store manager in a separate conversation that Nintendo was the catalyst. “He was an amazing worker,” they said of Mike, adding that he was one of the top performers in the area when it came to achieving GameStop’s aggressive sales goals.
Whoever ultimately made the decision to fire them, the leaker would have been easy to discover. Their social media accounts, including Instagram, Twitter, and Twitch, were linked in various ways to their Reddit account, and included several references to their general geographic location, as well as selfies. “I wasn’t really trying to cover my tracks because I didn’t know it would lead to this,” Mike told Kotaku.
As a large-scale retailer staffed mostly by entry-level workers paid terrible hourly rates, GameStop has historically been a hotbed for big gaming leaks, from Assassin’s Creed to Call of Duty. But it’s rare to hear that someone was actually fired in connection with one of the leaks. It’s perhaps less surprising that this one happens to have been in connection with a big Nintendo reveal, however. The Mario maker has been on the warpath against leaks for years, most recently attempting to subpoena Discord for the private data of someone who shared images from the Tears of the Kingdom collector’s edition artbook.
When asked if the former GameStop employee ultimately managed to secure a Zelda Switch pre-order, Mike confirmed he had. “But sadly I won’t be able to afford it anymore due to lack of a job,” he said. Mike added that when his manager had to deliver the bad news over the phone they pointed out what a shame it was: “This is your favorite company and now they hate you.”
Thirsty Suitors is a cross between Scott Pilgrim’s battles with evil exes, stylish arcade skateboarding, and cooking segments all portrayed through a South Asian cultural lens. Outerloop Games’ RPG stars Jala as she returns to an old town with old flames, and frames their reconciliation through turn-based battles where the simple act of talking to each other is pumped up to ridiculous levels. There’s even a stage in which Jala enters a dream world where her exes appear as powerful, distorted versions of their own self-concept. Think Persona 5 but with fewer criminals. Jala explores her old town on a skateboard (more Jet Set Radio than Tony Hawk), and when she’s home with her family, she cooks with her mother in over-the-top, campy fashion. Thirsty Suitors portrays all of its storylines in this way, but there’s a grounded humanity at its core that will be exciting to see when the game launches on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Switch.