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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[The aging horror of Kenji Eno's D]]></title><link>http://www.joystiq.com/2013/05/10/the-aging-horror-of-kenji-enos-d/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/10/the-aging-horror-of-kenji-enos-d/</guid><comments>http://www.joystiq.com/2013/05/10/the-aging-horror-of-kenji-enos-d/#comments</comments><description><![CDATA[<p class="noted">This is <a href="http://joystiq.com/tag/making-time">Making Time</a>, a column about the games we've always wanted to play, and the games we've always wanted to play again.</p>

<div style="text-align: center; "><img alt="D doesn't hold up well, and neither does this headline" class="hidden" data-src-height="292" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/d1.jpg" /><iframe frameborder="0" height="318" id="viddler-7118887c" mozallowfullscreen="true" src="http://www.viddler.com/embed/7118887c/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=15875060&amp;loop=0&amp;nologo=0&amp;hd=0" webkitallowfullscreen="true" width="530"></iframe></div>
<br />
The inspiration to whip up a new column about an old game can come from anywhere, even a sad loss for the video game industry. In February, upon hearing about the <a href="http://www.joystiq.com/2013/02/21/d-creator-kenji-eno-dead-at-age-42/">death of Kenji Eno</a>, I scanned Amazon and eBay for copies of his games, thinking I might write them up in remembrance, but ultimately never pulled the trigger on a purchase.<br />
<br />
Two months later, I walk into a recently-opened used game shop (named <a href="http://www.thrillhousegames.com/">ThrillHouse</a>, <a href="http://www.youtube.com/watch?v=QPsdxR0zzNE">if you can believe it</a>), and what should I see under the glass? A boxed Sega Saturn copy of Kenji Eno's <a href="http://en.wikipedia.org/wiki/D_video_game"><em>D</em></a> in great condition, the <a href="http://en.wikipedia.org/wiki/File:D_Coverart.png">creepy cover</a> just as effective now as it was seventeen years ago. I gladly paid $30 for it.<br />
<br />
Having played it for the first time since I was thirteen, <em>D</em> isn't as scary as I remember. While it isn't a very good game, I still find myself enjoying the experience.<p><a href="http://www.joystiq.com/2013/05/10/the-aging-horror-of-kenji-enos-d/" rel="bookmark">Continue reading <em>The aging horror of Kenji Eno's D</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/10/the-aging-horror-of-kenji-enos-d/">The aging horror of Kenji Eno's D</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 10 May 2013 20:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/10/the-aging-horror-of-kenji-enos-d/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20552434/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/10/the-aging-horror-of-kenji-enos-d/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>d</category><category>kenji-eno</category><category>making-time</category><category>pc</category><category>warp</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Fri, 10 May 2013 20:30:00 EST</pubDate></item><item><title><![CDATA[Getting Dark Souls all wrong]]></title><link>http://www.joystiq.com/2013/03/13/getting-dark-souls-all-wrong/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/13/getting-dark-souls-all-wrong/</guid><comments>http://www.joystiq.com/2013/03/13/getting-dark-souls-all-wrong/#comments</comments><description><![CDATA[<p class="noted"> This is <a href="http://joystiq.com/tag/making-time">Making Time</a>, a column about the games we've always wanted to play, and the games we've always wanted to play again.</p><div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/13/getting-dark-souls-all-wrong/"><img alt="Getting Dark Souls all wrong" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/drakechump.jpg" /></a></div>When <em><a href="http://www.joystiq.com/game/Dark-Souls/">Dark Souls</a></em> first launched in October 2011, I picked it up immediately. Though that statement may seem to be tied to my love of the game's spiritual predecessor, the truth is I've never touched <em>Demon's Souls</em>. It was the rampant fan excitement for a new entry in From Software's action-RPG that drew me in. But <em>Dark Souls</em> didn't resonate with me.<br /><br />It was a combination of elements that made it easy for me to shelve my copy: the continuous discussion of its incredible difficulty and the "if you don't like it, you don't get it" attitude from fanatics. I never planned to play<em> Dark Souls</em> again.<br /><br />Early this morning, I wrapped up my fifth hour of the game on Xbox 360, after putting three-plus hours in on the (only worth playing with <a href="http://blog.metaclassofnil.com/?tag=dsfix">fan-made fixes</a>) PC version. <em>Dark Souls'</em> hooks are firmly embedded under my skin.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/dark-souls-gamescom-2011/">Dark Souls (Gamescom 2011)</a></strong></p><a href="http://www.joystiq.com/photos/dark-souls-gamescom-2011/#4372889"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/darksoulsgc1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dark-souls-gamescom-2011/#4372890"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/darksoulsgc2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dark-souls-gamescom-2011/#4372891"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/darksoulsgc3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dark-souls-gamescom-2011/#4372892"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/darksoulsgc4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/dark-souls-gamescom-2011/#4372893"><img src="http://www.blogcdn.com/www.joystiq.com/media/2011/08/darksoulsgc5_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2013/03/13/getting-dark-souls-all-wrong/" rel="bookmark">Continue reading <em>Getting Dark Souls all wrong</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/13/getting-dark-souls-all-wrong/">Getting Dark Souls all wrong</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 13 Mar 2013 12:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/13/getting-dark-souls-all-wrong/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20500588/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/13/getting-dark-souls-all-wrong/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dark-souls</category><category>From-Software</category><category>making-time</category><category>microsoft</category><category>Namco-Bandai</category><category>Opinion</category><category>pc</category><category>playstation</category><category>project-dark</category><category>ps3</category><category>xbox</category><dc:creator><![CDATA[Xav de Matos]]></dc:creator><pubDate>Wed, 13 Mar 2013 12:00:00 EST</pubDate></item><item><title><![CDATA[Reliving the controversy of Phantasmagoria]]></title><link>http://www.joystiq.com/2013/02/11/reliving-the-controversy-of-phantasmagoria/</link><guid isPermaLink="true">http://www.joystiq.com/2013/02/11/reliving-the-controversy-of-phantasmagoria/</guid><comments>http://www.joystiq.com/2013/02/11/reliving-the-controversy-of-phantasmagoria/#comments</comments><description><![CDATA[<p class="noted"> This is <a href="http://joystiq.com/tag/making-time">Making Time</a>, a column about the games we've always wanted to play, and the games we've always wanted to play again.</p><div style="text-align: center;"> <img alt="Reliving the controversy of Phantasmagoria" data-src-height="379" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/phan1.jpg" /></div>I have a confession to make. The only reason <a href="http://joystiq.com/tag/making-time">this column</a> exists is because I wanted an excuse to write about <em>Phantasmagoria</em>, an adventure game created by industry pioneer Roberta Williams. Not that I could have told you who Roberta Williams was when I first played the game in the mid-1990s. I played the majority of the game on my friends Danny and Mikey's computer. My family didn't have much of a PC at the time, but Danny and Mikey had a 486 <em>beast</em> that could run Windows 95 and a glut of incredible games I couldn't get at home. (Maybe I'll tell you about my family's PCJr in a future column.)<br /><br />In some ways, <em>Phantasmagoria</em> is the quintessential 90s game, borrowing elements - intentionally or not - from some of the decade's biggest phenomena. Released in 1995, it was smack in the middle of publisher Sierra's adventure game heyday. Like CD-ROM sensation <a href="http://joystiq.com/tag/myst"><em>Myst</em></a>, all the characters are rendered using full-motion video, while the environments are all composed of static, pre-rendered 3D backgrounds. And, like <em>Mortal Kombat</em> and <a href="http://www.joystiq.com/tag/night-trap"><em>Night Trap</em></a> before it, <em>Phantasmagoria</em>'s realistic and often gruesome depiction of its characters stirred up controversy.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/making-time-phantasmagoria/">Making Time: Phantasmagoria</a></strong></p><a href="http://www.joystiq.com/photos/making-time-phantasmagoria/#5621939"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/sierra002_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/making-time-phantasmagoria/#5621940"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/sierra003_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/making-time-phantasmagoria/#5621941"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/sierra009_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/making-time-phantasmagoria/#5621942"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/sierra013_thumbnail.png" alt="" title="" /></a><a href="http://www.joystiq.com/photos/making-time-phantasmagoria/#5621943"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/02/sierra014_thumbnail.png" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2013/02/11/reliving-the-controversy-of-phantasmagoria/" rel="bookmark">Continue reading <em>Reliving the controversy of Phantasmagoria</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/02/11/reliving-the-controversy-of-phantasmagoria/">Reliving the controversy of Phantasmagoria</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 11 Feb 2013 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/02/11/reliving-the-controversy-of-phantasmagoria/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20387277/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/02/11/reliving-the-controversy-of-phantasmagoria/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>making-time</category><category>pc</category><category>phantasmagoria</category><category>sierra</category><category>sierra-online</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Mon, 11 Feb 2013 18:30:00 EST</pubDate></item><item><title><![CDATA[Vagrant Story: Game of a million swords]]></title><link>http://www.joystiq.com/2013/01/21/vagrant-story-game-of-a-million-swords/</link><guid isPermaLink="true">http://www.joystiq.com/2013/01/21/vagrant-story-game-of-a-million-swords/</guid><comments>http://www.joystiq.com/2013/01/21/vagrant-story-game-of-a-million-swords/#comments</comments><description><![CDATA[<p class="noted"> This is <a href="http://joystiq.com/tag/making-time">Making Time</a>, a column about the games we've always wanted to play, and the games we've always wanted to play again.</p><div style="text-align: center;"> <a href="http://www.joystiq.com/2013/01/21/vagrant-story-game-of-a-million-swords/"><img alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2013/01/vs1-2-1358795746_530x298.jpg" /></a></div>I'm not sure when it happened, but it must have been sometime in 1999. My friend Stephen and I engaged in a sort of foreign exchange program. We didn't go overseas or anything - we just loaned our respective game consoles to each other. I borrowed his entirely alien PlayStation and a few games, notably <em>Silent Hill</em>, which had just come out and that I was dying to play. Meanwhile, he borrowed my Sega Saturn. (He really liked <a href="http://en.wikipedia.org/wiki/Dragon_Force"><em>Dragon Force</em></a>, which is easily worth a column of its own.)<br /><br />I wound up spending the bulk of my time with <em>Silent Hill</em> (mostly alone, <em>eek</em>), but I also tried out <a href="http://joystiq.com/game/vagrant-story"><em>Vagrant Story</em></a>, and I remember enjoying it. Fast-forward 13 years or so, and I've finally picked it back up via PSOne Classics to finish what I started. It's taken me several hours to come to this conclusion, but I think I still like it.<br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/making-time-vagrant-story-0/">Making Time: Vagrant Story</a></strong></p><a href="http://www.joystiq.com/photos/making-time-vagrant-story-0/#5586914"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/01/vs1-0_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/making-time-vagrant-story-0/#5586915"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/01/vs1-1-1358795745_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/making-time-vagrant-story-0/#5586916"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/01/vs1-2-1358795746_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/making-time-vagrant-story-0/#5586917"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/01/vs1-3-1358795747_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/making-time-vagrant-story-0/#5586918"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/01/vs1-4-1358795748_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2013/01/21/vagrant-story-game-of-a-million-swords/" rel="bookmark">Continue reading <em>Vagrant Story: Game of a million swords</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/01/21/vagrant-story-game-of-a-million-swords/">Vagrant Story: Game of a million swords</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 21 Jan 2013 20:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/01/21/vagrant-story-game-of-a-million-swords/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20430900/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/01/21/vagrant-story-game-of-a-million-swords/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>making-time</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>psp</category><category>sony</category><category>square-enix</category><category>vagrant-story</category><category>vita</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Mon, 21 Jan 2013 20:15:00 EST</pubDate></item><item><title><![CDATA[Solving the 3D platforming problem in Jumping Flash]]></title><link>http://www.joystiq.com/2012/12/05/solving-the-3d-platforming-problem-in-jumping-flash/</link><guid isPermaLink="true">http://www.joystiq.com/2012/12/05/solving-the-3d-platforming-problem-in-jumping-flash/</guid><comments>http://www.joystiq.com/2012/12/05/solving-the-3d-platforming-problem-in-jumping-flash/#comments</comments><description><![CDATA[<p class="noted"> This is <a href="http://joystiq.com/tag/making-time">Making Time</a>, a column about the games we've always wanted to play, and the games we've always wanted to play again.</p><div style="text-align: center;"> <a href="http://www.joystiq.com/2012/12/05/solving-the-3d-platforming-problem-in-jumping-flash/"><img alt="Solving the 3D platforming problem in Jumping Flash" data-src-height="374" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/12/jumping.jpg" /></a></div>I never owned a PlayStation during the 32-bit era. I had a Sega Saturn, which I loved, though that didn't stop me from envying my PlayStation-owning friends. I was lucky enough to play a handful of games on friends' consoles - <em>Resident Evil</em>, <em>Silent Hill</em>, <em>Vagrant Story</em> - but I missed out on most of the games that would help solidify Sony's legacy in the game industry.<br /><br />One of those games was <a href="http://joystiq.com/tag/jumping-flash"><em>Jumping Flash</em></a>. It was a platformer, and it was <em>in 3D</em>, a mind-boggling concept back in 1995. With no PlayStation, all I had were magazines filled with glowing reviews and screenshots, showcasing a beautiful, colorful world and a cool mechanical rabbit. With YouTube still a decade away, I couldn't even watch a Let's Play. All I could do was <em>imagine</em>, imagine what it must be like to leap and soar over those wonderful floating islands.<br /><br />Now, thanks to the magic of <a href="http://joystiq.com/game/psone-classics">PSOne Classics</a> and a Black Friday Vita purchase, I can play it pretty much whenever I want. I've done so for the past few days, and it turns out that <em>Jumping Flash</em> holds up surprisingly well. Not only that, it makes for a great portable game.<p><a href="http://www.joystiq.com/2012/12/05/solving-the-3d-platforming-problem-in-jumping-flash/" rel="bookmark">Continue reading <em>Solving the 3D platforming problem in Jumping Flash</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/12/05/solving-the-3d-platforming-problem-in-jumping-flash/">Solving the 3D platforming problem in Jumping Flash</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 05 Dec 2012 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/12/05/solving-the-3d-platforming-problem-in-jumping-flash/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20391355/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/12/05/solving-the-3d-platforming-problem-in-jumping-flash/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>jumping-flash</category><category>making-time</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>psn</category><category>psone-classics</category><category>vita</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Wed, 05 Dec 2012 17:00:00 EST</pubDate></item><item><title><![CDATA[The overlooked innovation of Zelda 2: The Adventure of Link]]></title><link>http://www.joystiq.com/2012/11/29/the-overlooked-innovation-of-zelda-2-the-adventure-of-link/</link><guid isPermaLink="true">http://www.joystiq.com/2012/11/29/the-overlooked-innovation-of-zelda-2-the-adventure-of-link/</guid><comments>http://www.joystiq.com/2012/11/29/the-overlooked-innovation-of-zelda-2-the-adventure-of-link/#comments</comments><description><![CDATA[<p class="noted"> This is Making Time, a column about the games we've always wanted to play, and the games we've always wanted to play again.</p><div style="text-align: center;"> <a href="http://www.joystiq.com/2012/11/29/the-overlooked-innovation-of-zelda-2-the-adventure-of-link/"><img alt="The overlooked innovation of Zelda 2 The Adventure of Link" data-src-height="350" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2012/11/z1.jpg" /></a></div>Choosing the definitive Zelda game is a fool's errand. There are those who say the series peaked with <em>Ocarina of Time</em>. <em>Twilight Princess</em> has its adherents. Others - for reasons I cannot fathom - insist that <em>Wind Waker</em> is the best. Heck, there are even some fans that really love the quirky (<a href="http://www.joystiq.com/2011/02/28/haunted-majoras-mask-story-concludes-in-playable-followup/">haunted?</a>) <em>Majora's Mask</em>. Personally, I tend to opt for the 16-bit opus, <em>A Link to the Past</em>.<br /><br />That is only, however, if you asked me which Zelda I thought was the <em>best</em>. Now, if you were to ask me which one was my <em>favorite</em>, I'd have to go with <em>Zelda 2: The Adventure of Link</em>. I tend to play through it every few years, and its recent <a href="http://www.joystiq.com/2012/11/23/nintendoware-weekly-crashmo-zelda-2-spirit-hunters/">jaunt onto the 3DS eShop</a> (just in time for Thanksgiving) gave me the perfect opportunity to revisit it again.<p><a href="http://www.joystiq.com/2012/11/29/the-overlooked-innovation-of-zelda-2-the-adventure-of-link/" rel="bookmark">Continue reading <em>The overlooked innovation of Zelda 2: The Adventure of Link</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2012/11/29/the-overlooked-innovation-of-zelda-2-the-adventure-of-link/">The overlooked innovation of Zelda 2: The Adventure of Link</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 29 Nov 2012 17:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2012/11/29/the-overlooked-innovation-of-zelda-2-the-adventure-of-link/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20387278/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2012/11/29/the-overlooked-innovation-of-zelda-2-the-adventure-of-link/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>making-time</category><category>nintendo</category><category>zelda-2</category><category>Zelda-2-The-Adventure-of-Link</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Thu, 29 Nov 2012 17:45:00 EST</pubDate></item></channel></rss>