Short answer: An absolute joy to play.
This was a nicely lenghted (not a word) quest that was definitely challenging at times but didn't have many if any frustrating moments. Every boss was scripted which is always a great sight since it means you don't immediately see a boss and go "welp, here we go again with this guy". Bosses that force you to learn them is always a great thing (these bosses weren't too deep mechanic wise but still HAD different mechanics).
After as many quests it is always nice to see things I have never seen before, well done with your 20th quest Eddy!
If you want to see my thorough thoughts check our my LP of LoLNL on Tytanium DeathHill
- Current Location:
- PureZC
- » PureZC Forums
- » Quests
- » Legend of Link: The New Legacy
Legend of Link: The New Legacy
Overview
Feature Quest
Creator: Eddy Genre: Dungeon Romper Added: 25 Jul 2021 Updated: 20 Oct 2021 ZC Version: 2.53 Downloads: 714 Rating[?]: |
Download Quest (4.81 MB) |
Information
This quest completely uses enhanced music. Please download the music here for the best experience
Having made quests for 12 years up to this point, this quest marks my 20th solo quest. So what better way to celebrate this than to remake my very first quest? It's kind of crazy to see how far I've come along in 12 years, but here we are, finally a new quest is out lol.
Go to description for updates and actual info.
Having made quests for 12 years up to this point, this quest marks my 20th solo quest. So what better way to celebrate this than to remake my very first quest? It's kind of crazy to see how far I've come along in 12 years, but here we are, finally a new quest is out lol.
Go to description for updates and actual info.
About Reviews Comments Forum Topics
Description
What started as a simple remake has evolved into something completely different, I present "Legend of Link: The New Legacy". I abandoned this project back in 2017 or so and then decided to revisit it last year May. About a year later, it's finally finished and I'm glad this is finally out.
Explore the land of Hyrule in a completely open ended world on the quest to save Zelda from Ganon. Almost everything has been revamped and redesigned entirely from the original quest. Along the way you'll find many smaller quests and cool activities to do while you go out on your adventure.
If, for whatever reason, you want to play the original quest for comparison, you can do so here.
I hope you enjoy the quest!
Explore the land of Hyrule in a completely open ended world on the quest to save Zelda from Ganon. Almost everything has been revamped and redesigned entirely from the original quest. Along the way you'll find many smaller quests and cool activities to do while you go out on your adventure.
If, for whatever reason, you want to play the original quest for comparison, you can do so here.
I hope you enjoy the quest!
UPDATE LOG
25/07/2021
- Quest Released
25/07/2021
- Immediately fixed a bug in the intro sequence. Lol that was fast
08/09/2021
- Fixed two permastuck situations in the Frosted Peak
- Added a hint NPC regarding the dungeon difficulties
- Fixed a few minor bugs here and there and a softlock in Litora Ruins
21/10/2021
- Fixed yet another permastuck situation in the Frosted Peak
25/07/2021
- Quest Released
25/07/2021
- Immediately fixed a bug in the intro sequence. Lol that was fast
08/09/2021
- Fixed two permastuck situations in the Frosted Peak
- Added a hint NPC regarding the dungeon difficulties
- Fixed a few minor bugs here and there and a softlock in Litora Ruins
21/10/2021
- Fixed yet another permastuck situation in the Frosted Peak
Story
The small town of Nodnol Village hosts a rafting competition once every year. This is a very special occasion as this marks the 20th anniversary of the contest, so Zelda, the Princess of Hyrule, decides to visit the village to see this event for herself. Link, a young village boy, also happens to be participating this year. Things all go well until something bad happens when the competition is over, a certail evil has returned once again. Join Link as he goes to rescue Zelda in a very familiar, yet very different land of Hyrule.
Tips & Cheats
- In the quest download, there's a spoiler text file for all the Heart Pieces, Magic Containers and other collectables. Be sure to use it if you get stuck anywhere.
- This quest is completely open ended, meaning that you can do any dungeon in any order.
- Although depending on which dungeons you choose to enter first, this may affect the difficulty of others so keep that in mind. Dungeon difficulty is usually indicated by the colours of the statues at the entrance of every dungeon (Silver = Easy, Red = Hard), and these are determined when you enter your first few dungeons.
- If you are having trouble with a dungeon and feel underpowered, leave and come back later with better gear or try to go for the dungeon item and then leave. This is once again very dependent on the route you take.
- There is a short postgame after you beat the main quest.
- If you need any help, be sure to ask in the help thread on the forums. This quest is unpassworded though, so if you really want to you can look through the quest yourself for help, but be warned that you'll most likely get spoiled for stuff.
- This quest is completely open ended, meaning that you can do any dungeon in any order.
- Although depending on which dungeons you choose to enter first, this may affect the difficulty of others so keep that in mind. Dungeon difficulty is usually indicated by the colours of the statues at the entrance of every dungeon (Silver = Easy, Red = Hard), and these are determined when you enter your first few dungeons.
- If you are having trouble with a dungeon and feel underpowered, leave and come back later with better gear or try to go for the dungeon item and then leave. This is once again very dependent on the route you take.
- There is a short postgame after you beat the main quest.
- If you need any help, be sure to ask in the help thread on the forums. This quest is unpassworded though, so if you really want to you can look through the quest yourself for help, but be warned that you'll most likely get spoiled for stuff.
Credits
See the "Quest Credits" text file in the quest download for actual credits, there's quite a lot to list. If I missed anyone in there, please let me know.
I do want to thank the entirety of the Ambient Silence group for being very supportive and very helpful throughout the whole quest process. You guys are awesome!
I do want to thank the entirety of the Ambient Silence group for being very supportive and very helpful throughout the whole quest process. You guys are awesome!
Joelmacool
Posted 09 September 2021 - 03:18 PM
This quest was pretty good, with fun dungeons and a wonderfully vibrant overworld. I did stream my entire play-through of this quest, where I share my thoughts throughout, so I'll keep this review short.
I will say that my favourite thing about this quest is the overall open-world premise this quest has. Once you enter a dungeon, another dungeon in the world is made to be something harder; this was a pretty smart thing to do in terms of maintaining a sense of an increase of difficulty, and I felt it allowed this quest to not feel so easy once you pass the halfway point. I enjoyed almost all of the dungeons presented in this quest, and really enjoyed the final dungeon. I especially enjoyed the final dungeon due to the fact that it really did feel like you were traversing a Castle rather than another dungeon. There were different sectors in this Castle, and each sector played with its themes fairly well. The final boss was creative, and the ending was satisfying. I too enjoyed the post-game, probably one of the best parts of this quest, as each Dim Zone served to be a nice challenge.
Although most of the dungeons in this quest are fun to go through, there are two that don't shine as much as the others. The first of these is the Corrupt Cathedral, which I felt was too basic of a dungeon and so felt out-of-place in comparison to all the other dungeons in the quest. Normally, each dungeon has a clever gimmick which relates to its overarching theme: the forest dungeon has you destroying multi-coloured weeds, the fire dungeon has you pour water onto pools of lava in order to forge pathways, the ice dungeon has you slowly forming a path to the boss, and so on and so forth. The Corrupt Cathedral lacked this, and as a result, made the dungeon feel extremely boring and basic. The second dungeon I had an issue with was the Forgotten Grave. This dungeon saw you traverse what seemed to be the original Zelda 1 Level 1, but as you go deeper into it you find yourself in a completely different dungeon. This I liked, but as the dungeon progressed, I got more and more annoyed with it. The main reason for this is the fact that this dungeon - because it has more than one entrance - requires you to backtrack quite a bit. The item of the dungeon is the Cursed Boomerang, and is located at the top of the dungeon. Once you get it, you need to walk back to the start of the dungeon, and exit it to find the second entrance. Once you do this, you are meant to collect a special key, to which you need to go back to the original entrance and make your way back to the top of the dungeon. This, I feel, really slowed the pacing of this dungeon. Luckily, I did enjoy the second half of the dungeon, as I found the gimmick to be rather cool, but that backtracking was really unnecessary. There is also the matter of the Cursed Boomerang itself, as I felt that this item was really finicky to use, but this may just be a result of my own lack of skill rather than the quest being at fault.
Overall, this is a really good quest, with only a handful of issues. These issues aren't really anything too bad, and so the positives overwhelm them quite a bit.
I will say that my favourite thing about this quest is the overall open-world premise this quest has. Once you enter a dungeon, another dungeon in the world is made to be something harder; this was a pretty smart thing to do in terms of maintaining a sense of an increase of difficulty, and I felt it allowed this quest to not feel so easy once you pass the halfway point. I enjoyed almost all of the dungeons presented in this quest, and really enjoyed the final dungeon. I especially enjoyed the final dungeon due to the fact that it really did feel like you were traversing a Castle rather than another dungeon. There were different sectors in this Castle, and each sector played with its themes fairly well. The final boss was creative, and the ending was satisfying. I too enjoyed the post-game, probably one of the best parts of this quest, as each Dim Zone served to be a nice challenge.
Although most of the dungeons in this quest are fun to go through, there are two that don't shine as much as the others. The first of these is the Corrupt Cathedral, which I felt was too basic of a dungeon and so felt out-of-place in comparison to all the other dungeons in the quest. Normally, each dungeon has a clever gimmick which relates to its overarching theme: the forest dungeon has you destroying multi-coloured weeds, the fire dungeon has you pour water onto pools of lava in order to forge pathways, the ice dungeon has you slowly forming a path to the boss, and so on and so forth. The Corrupt Cathedral lacked this, and as a result, made the dungeon feel extremely boring and basic. The second dungeon I had an issue with was the Forgotten Grave. This dungeon saw you traverse what seemed to be the original Zelda 1 Level 1, but as you go deeper into it you find yourself in a completely different dungeon. This I liked, but as the dungeon progressed, I got more and more annoyed with it. The main reason for this is the fact that this dungeon - because it has more than one entrance - requires you to backtrack quite a bit. The item of the dungeon is the Cursed Boomerang, and is located at the top of the dungeon. Once you get it, you need to walk back to the start of the dungeon, and exit it to find the second entrance. Once you do this, you are meant to collect a special key, to which you need to go back to the original entrance and make your way back to the top of the dungeon. This, I feel, really slowed the pacing of this dungeon. Luckily, I did enjoy the second half of the dungeon, as I found the gimmick to be rather cool, but that backtracking was really unnecessary. There is also the matter of the Cursed Boomerang itself, as I felt that this item was really finicky to use, but this may just be a result of my own lack of skill rather than the quest being at fault.
Overall, this is a really good quest, with only a handful of issues. These issues aren't really anything too bad, and so the positives overwhelm them quite a bit.
- Eddy likes this
Architect Abdiel
Edited 10 March 2023 - 11:53 PM
As much as it pains me to say, this quest is not a steaming pile of dog poonwhich sours the name of Eddy for the rest of eternity. In fact, I would say that it is competent, nay, even... good.
The quest starts you off in Nodnol Village, playing as Link who is participating in the 20th annual rafting competition. Very quickly, the story gets started as Goriyas kidnap a boy from the village, the rafting competition takes place, and Zelda gets kidnapped by Ganon... again.
The story isn't exactly groundbreaking, this is the basic story that has been going on in the Zelda series since the beginning of time, what sets this quest apart from the average quest however is the dungeon design, the boss design, and the overall smoothness of the quest. And it's amazing the amount of stuff is able to do without scripting. Yes, he still uses scripts, but they are used when necessary, and very strongly implemented.
For instance, Eddy uses a script for his bosses, but he doesn't rely on the script. The script is just an additional resource Eddy uses to add to the atmosphere on the battle. Eddy is really good at managing his resources, and he does an excellent job at creating unique scenarios, mini games and building his world and characters. It's actually inspiring me to be less lazy with my quest design.
This quest is completely open, you can see all but one screen on the overworld without entering any dungeons.
As mentioned before, the dungeon design is fantastic. There are unique, yet simple gimmicks for each one. For instance, the Fire Dungeon has a very interesting gimmick regarding layers, and the Litora Ruins has a very unique style. There is also a certain gimmick from Twilight Princess that I am extremely fond of. Eddy has created dungeons that I wanted to make, but actually taken the time to do it.
Each of these dungeons also come in varying difficulties, and they are random in a certain way, so you can run into easy or hard dungeons with any dungeon.
This does sometimes lead to some dungeons being too easy or too hard, but you can always leave and come back later if your wish.
The optional items are also good, and secrets are well hinted at, some more subtly than others, but never too subtly.
I don't consider post game in my ratings, but the post game is also really neat. The statues around the overworld pay off in a really exciting and cool way.
There are places I could still see improvement. Like, I think the Western Sea could be more aesthetically pleasing, but none of these things detract from my overall rating.
This may be Eddy's best quest, I recommend it to everyone,
5/5
The quest starts you off in Nodnol Village, playing as Link who is participating in the 20th annual rafting competition. Very quickly, the story gets started as Goriyas kidnap a boy from the village, the rafting competition takes place, and Zelda gets kidnapped by Ganon... again.
The story isn't exactly groundbreaking, this is the basic story that has been going on in the Zelda series since the beginning of time, what sets this quest apart from the average quest however is the dungeon design, the boss design, and the overall smoothness of the quest. And it's amazing the amount of stuff is able to do without scripting. Yes, he still uses scripts, but they are used when necessary, and very strongly implemented.
For instance, Eddy uses a script for his bosses, but he doesn't rely on the script. The script is just an additional resource Eddy uses to add to the atmosphere on the battle. Eddy is really good at managing his resources, and he does an excellent job at creating unique scenarios, mini games and building his world and characters. It's actually inspiring me to be less lazy with my quest design.
This quest is completely open, you can see all but one screen on the overworld without entering any dungeons.
As mentioned before, the dungeon design is fantastic. There are unique, yet simple gimmicks for each one. For instance, the Fire Dungeon has a very interesting gimmick regarding layers, and the Litora Ruins has a very unique style. There is also a certain gimmick from Twilight Princess that I am extremely fond of. Eddy has created dungeons that I wanted to make, but actually taken the time to do it.
Each of these dungeons also come in varying difficulties, and they are random in a certain way, so you can run into easy or hard dungeons with any dungeon.
This does sometimes lead to some dungeons being too easy or too hard, but you can always leave and come back later if your wish.
The optional items are also good, and secrets are well hinted at, some more subtly than others, but never too subtly.
I don't consider post game in my ratings, but the post game is also really neat. The statues around the overworld pay off in a really exciting and cool way.
There are places I could still see improvement. Like, I think the Western Sea could be more aesthetically pleasing, but none of these things detract from my overall rating.
This may be Eddy's best quest, I recommend it to everyone,
5/5
- Eddy likes this
xanadude
Edited 09 May 2023 - 09:05 AM
I stopped playing Skyward Sword HD to finish this quest, and I don't even hate Skyward Sword.
This game has everything to offer and nothing that stops me from recommending this quest to anyone, ZC user or not. It has an overworld that is satisfying to explore and memorable enough to navigate without a map. The fun micro areas that stem from the core area are also refreshing and unique. The secrets are fun to find, and the quests before dungeons are so memorable and unique. It feels very Nintendo in that regard. The quest does nonlinearity in a way similar to A Link Between Worlds, but- dare I say- even more open-ended. This quest is what you would get when combining that games' structure, Twilight Princess' dungeons, and Wind Wakers' exploration... and charm!
What needs to be recognized is this quests' refreshing dialogue. The characters are unique in a way that don't make them stand out and feel like they don't belong, but have enough personality to be genuinely fun to talk to. It's that charm that makes the quests before reaching the dungeons feel so memorable. Whether it be the anonymous seafarer, to the mining brothers in Death Mountain, to the bashful Samanthan village elder, there is never a moment when you feel like there's too much dialogue. It's brisk, to the point, and packed with personality. On a quick sidenote, I always thought FYS was ugly. Until I played this quest. The screens are genuinely pretty, and the cohesiveness in it's art style makes the quest stand out from the popular choice of GB nowadays. It's a perfect choice for this quest, and it's hard to divorce this game from FYS and FYS from the game. It's the perfect marriage.
The dungeons have to be the highlight. While able to be tackled in any order, the dungeons never feel lackluster, safe, or too easy. The difficulty in the entire game is built in a way where, if an area is too difficult, you can just go to another and finish a different one. It's never impossible, but always up to the players' discretion. But the dungeons themselves are packed with devilish puzzles, great gimmicks, and engaging enemies. None of them drag, and one thing that's so refreshing is the fact that none of them are big for the sake of being big. In my honest opinion, a pitfall a good amount of ZC dungeons fall into is the scale of the dungeon being so massive that navigating them is the only real challenge. Some more so than others, but this game offers dungeons that are always the exact right size. Never short, never long, and just the right length to explore their concepts perfectly. Even Hyrule Castle, the massive last dungeon, is never confusing or overwhelming. It's a genuine achievement that Eddy was able to design dungeons that are so well designed in this aspect. Some highlights have to be the Royal Grave with it's amazing orb puzzle at the end, The Sand Winds with it's amazing theming and miniquest before hand, Helmaic Claw's wonderful pace and water gimmick, and my absolute favorite dungeon of all of ZC that even rivals some Nintendo dungeons, Frosted Peak. God I adore Frosted Peak. It's main gimmick of blowing up floors to drop down to the boss room is just so much fun, and it's such a well themed experience front to back. Every dungeon is stellar, and it's so great you can tackle them any way you please.
This quest just feels so Zelda. Never derivative and always fresh with ideas, this is, without a doubt, my new favorite quest in the database. There's nothing not to love, my only complaint being that the end felt sort of rushed. It ends with a bit of exposition that felt a little flat to me, but even then, the post game content is extremely fun with some rewards that make going back for 100% even more exciting. I ended with 59 deaths (trust me, I'm just bad), and I only needed a guide for the last 4 HPCs and magic container for 100%. Eddy made a stellar quest; not only one that I think anyone on ZC should play, but anyone into Zelda should play. It's definitely the closest you can get to an actual Zelda game on PureZC.
5/5
edit: i finally beat skyward sword hd
This game has everything to offer and nothing that stops me from recommending this quest to anyone, ZC user or not. It has an overworld that is satisfying to explore and memorable enough to navigate without a map. The fun micro areas that stem from the core area are also refreshing and unique. The secrets are fun to find, and the quests before dungeons are so memorable and unique. It feels very Nintendo in that regard. The quest does nonlinearity in a way similar to A Link Between Worlds, but- dare I say- even more open-ended. This quest is what you would get when combining that games' structure, Twilight Princess' dungeons, and Wind Wakers' exploration... and charm!
What needs to be recognized is this quests' refreshing dialogue. The characters are unique in a way that don't make them stand out and feel like they don't belong, but have enough personality to be genuinely fun to talk to. It's that charm that makes the quests before reaching the dungeons feel so memorable. Whether it be the anonymous seafarer, to the mining brothers in Death Mountain, to the bashful Samanthan village elder, there is never a moment when you feel like there's too much dialogue. It's brisk, to the point, and packed with personality. On a quick sidenote, I always thought FYS was ugly. Until I played this quest. The screens are genuinely pretty, and the cohesiveness in it's art style makes the quest stand out from the popular choice of GB nowadays. It's a perfect choice for this quest, and it's hard to divorce this game from FYS and FYS from the game. It's the perfect marriage.
The dungeons have to be the highlight. While able to be tackled in any order, the dungeons never feel lackluster, safe, or too easy. The difficulty in the entire game is built in a way where, if an area is too difficult, you can just go to another and finish a different one. It's never impossible, but always up to the players' discretion. But the dungeons themselves are packed with devilish puzzles, great gimmicks, and engaging enemies. None of them drag, and one thing that's so refreshing is the fact that none of them are big for the sake of being big. In my honest opinion, a pitfall a good amount of ZC dungeons fall into is the scale of the dungeon being so massive that navigating them is the only real challenge. Some more so than others, but this game offers dungeons that are always the exact right size. Never short, never long, and just the right length to explore their concepts perfectly. Even Hyrule Castle, the massive last dungeon, is never confusing or overwhelming. It's a genuine achievement that Eddy was able to design dungeons that are so well designed in this aspect. Some highlights have to be the Royal Grave with it's amazing orb puzzle at the end, The Sand Winds with it's amazing theming and miniquest before hand, Helmaic Claw's wonderful pace and water gimmick, and my absolute favorite dungeon of all of ZC that even rivals some Nintendo dungeons, Frosted Peak. God I adore Frosted Peak. It's main gimmick of blowing up floors to drop down to the boss room is just so much fun, and it's such a well themed experience front to back. Every dungeon is stellar, and it's so great you can tackle them any way you please.
This quest just feels so Zelda. Never derivative and always fresh with ideas, this is, without a doubt, my new favorite quest in the database. There's nothing not to love, my only complaint being that the end felt sort of rushed. It ends with a bit of exposition that felt a little flat to me, but even then, the post game content is extremely fun with some rewards that make going back for 100% even more exciting. I ended with 59 deaths (trust me, I'm just bad), and I only needed a guide for the last 4 HPCs and magic container for 100%. Eddy made a stellar quest; not only one that I think anyone on ZC should play, but anyone into Zelda should play. It's definitely the closest you can get to an actual Zelda game on PureZC.
5/5
edit: i finally beat skyward sword hd
- Eddy likes this
Legend of Link: The New Legacy ThreadStarted by Eddy , 25 Jul 2021 |
|
|