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The Legend of Zelda Symphony of the Goddesses

The Legend of Zelda: Symphony of the Goddesses, a Personal Recount

It was that time of year again, where talented musicians from all over the globe gather to perform the breathtaking melodies for The Legend of Zelda: Symphony of the Goddesses, a traveling orchestra. Not only did the instruments of various sorts take you on a journey, but the atmosphere made the experience stunning as well.  From the high golden pillars and statues to the red velvet carpets that cover the entire theater, everything was perfect for a night out on the town. Performed at the Ohio Theatre on November 5, 2018, hundreds gathered to listen to the heavenly sounds from the soundtrack of several of the games in the Legend of Zelda series. There were even fans in ‘cosplay’ as their beloved character Link, as well as many other characters. Even now I still find myself reminiscing over the truly magical night of this true piece of art.

For those of you who have never seen or even heard of this game, it is literally a game of the ages.  A game that has stood the test of time for the past 30 years just gets better after each new level, storyline and concept.  What the Zelda Symphony has managed to accomplish is they have compiled the score of all these games with various songs, from the very famous series, the Legend of Zelda. They performed music from Majora’s Mask, The Wind Waker, A Link Between Worlds, Breath of the Wild, Skyward Sword, Ocarina of Time, and Twilight Princess. It has brought Zelda fans and symphony goers alike to enjoy a whole new multimedia experience, celebrating over 30 years of games!

The Legend of Zelda Symphony of the Goddesses

As these very talented musicians were playing the timeless music of Zelda, there was a screen playing all the scenes from the actual game. These scenes were crystal clear and mesmerizing as they played in HD across the screen in front of us. It was just so exciting and nostalgic watching and listening to all of the songs from these beloved games. Fortunately enough, I just so happened to have the pleasure of going to this legendary symphony with my Fiancé.  Zelda is his number one game in his life and it was so exciting to be able to treat him to this kind of experience.

It was a truly breathtaking experience, to say the least. From the atmosphere to the sounds, and of course the video that danced in front of us, it was just all so memorable and precious.  The funny thing is I honestly wasn’t sure what to expect, but I was pleasantly surprised with all of the talent and eye candy that I experienced that night. It was just so much fun watching my favorite characters come alive once again surrounded by the music we all grew up with. It was absolutely over the top for me, and I couldn’t have bought tickets for a better show.

The Legend of Zelda Symphony of the Goddesses

As the show went on, the pieces of music got more and more elaborate and felt more enticing with each note they played.  Some of the more elaborate pieces include Majora’s Mask, Breath of the Wild, and even Skyward Sword. I personally felt Skyward Sword was one of the most difficult pieces. The real focus of the music seemed to be on the most popular games, like The Wind Waker, Majora’s Mask, and Breath of the Wild.  They even had little inserts with the creators of the game in between the songs. These creators include Shigeru Miyamoto and Takashi Tezuka, who both spoke several times during the symphony. They also had the franchise producer Eli Aonuma, and Nintendo composer and sound director Koji Kondo speak during the performance as well.

They basically told us a little bit about the games and their original goal for the overall tone of the series. They wanted a game about a boy who would grow with each adventure, and learn more about himself along the way. They also wanted the players to be able to relate to this Link character and grow in their own lives as well. I felt this was a beautiful way to construct a game. The heartfelt intentions behind the game brought it all together. They also had 30 years of games to cover, and I think they did a spectacular job of giving us a variety of all the games. There were even games I hadn’t heard of before, so they definitely covered a wide spectrum. It is just such an iconic franchise that it really has gone far in the gaming, even the music industry. Even Jason Michael Paul, the producer of The Legend of Zelda: Symphony of Goddess backs this statement up during an interview he had with GamesOctane.

The Legend of Zelda Symphony of the Goddesses

The more and more we sat and enjoyed the show, the more I was just in so much awe over the beauty of the video and sound. They even had T-shirts, posters, music books, and Wind Waker batons available. With The Wind Waker being one of my favorite Zelda games, I bought one of the batons myself.  I even showed it off at work the next day, because that’s the kind of dork I am. I was just sitting there at my desk waving it like such a fool, pretending to hear the symphony once more over and over again in my head.

So speaking of that Wind Waker baton, the symphony decided to get a little creative when it came to the famous prop.  It was after the intermission and the director Amy Andersson, was now conducting with a Wind Waker baton instead of her regular one.  It was simply magical when she revealed the new baton she would be using for the next designated piece of alluring music. It also just so happens that the next piece she conducted was, in fact, from the game Wind Waker.  It was a very fun experience, and the surprises just kept getting better. As the show came to a close, they played what we thought was the last piece, but instead, they played an encore! It was about three encores, in fact, they just kept coming. When the show finally did come to an end, I just wanted to restart and experience it all over again. It was just so enjoyable and truly relaxing to listen to that I just wanted to start again. I didn’t realize just how much I was going to enjoy this event, and to say the least, I was pleasantly surprised. I just wanted the encores to never ever end. It was a night well spent with my Fiancé, and at the start of the night, I wasn’t even a huge Zelda fan. However, I can now say after this concert I am definitely a die-hard fan, and I couldn’t be happier.


This was a guest article written by Sara H.
More information about the Symphony of the Goddesses can be found at their website.
Interested in writing a guest article? Contact us at the Contact page. We pay.

Arizona Sunshine – An amazing game ruined by a single flaw

Arizona Sunshine
Developed and Published by Vertigo Games.
Released on 6 December 2016.
Available on Playstation VR, HTC Vive and Oculus Rift.

As someone with a great deal of faith in VR, I like to keep in touch with the latest VR games, specifically for the PSVR. When I came across Arizona Sunshine in the PS market, I was intrigued in what appeared to be a rather fleshed out game, but also confused as to why it had such a mixed review. It took me around 6 hours to discover why.

Arizona Sunshine presents itself as a world of arid skies, sandy canyons, and undead dudes. It didn’t immediately translate what kind of game it would be. I was unsure if I should prepare myself for fast paced action or a looming feeling of horror. I was surprised to realize it was more story driven than either of the previous expectations;. You play as a nameless man, a lone wanderer in the middle of zombie-ridden Arizona. His background isn’t actually revealed, leaving the unanswered question of how he got where he was, or how he is as diversely skilled as he is.. The man cracks the occasional joke towards the nearby undead, giving gameplay a less serious tone during slower moments of gameplay. When met with more serious moments, like car alarms attracting a horde, the man’s tone became more concerned and even scared. The dynamic levels of emotion made the man increasingly relatable at the game went on. The game features an approximately 4-hour campaign, one that’s fully voice acted, as well as a wave-based horde mode. Both of these modes can be played cooperatively. It even supported the uncommon PlayStation Aim controller, a rifle-shaped controller designed specifically for the PSVR. I was excited for just such a game; there needs to be more full and fleshed out titles for VR like these. Yet when I checked reviews online, they bounced wildly between flawless praise and pitchforks. The negative reviews centered around the claims that tracking issues made the game unenjoyable. For those with a limited budget, Arizona Sunshine may be asking a lot. It sits at $40–above the market average for VR titles. While this left me with some unease, what is reward without risk? So, I decided to see for myself.

I played it on PSVR and opted for the Aim Controller, which allowed me greater movement control while adding to the immersion of the game. I favor two-handed weapons anyway. The game compensates for this by changing what weapons you come across through the story from one-handed pistols to two-handed rifles, all of which felt satisfying to use. Controller vibrations from firing paired with the squishy pop of heads exploding made me feel lethal, while killing a zombie in one shot made me feel like a calm and composed marksman. This was a stark contrast to when I would lose my cool further on, when I was overrun by a large number of zombies and shooting wildly in fear. The 3 weapon variations (semi-auto rifle, shotgun, and automatic rifle) suited my needs in any situation. Since the later weapons were direct upgrades from what you had, there was no concern about choosing what weapons to keep or swap out.  The controls were clean and easy, It allowed me to move and interact with the world around me while still be able to aim my rifle quickly and accurately at my intended target. All the rifles I came across had a holographic sight for more accurate aiming, and it felt extremely natural with the PS Aim Controller. I was popping off headshots faster than I could ever hope to when using a traditional controller.

Then, I found a sniper rifle. It was equipped with a long range scope and positioned in an ideal location for picking off the zombies in the distance. Here I had my greatest revelation: I would raise the scope to my face, closing one eye to see better, and I had a hard time keeping on target. It made sense; they were really far away, so the smallest twitch would translate to a much larger stagger in my sights. While most shooters simulate this concept by having the reticle sway, it was nothing like how this felt. For the first time in in my videogame life, I felt that the difficulty aiming was my own, a result of my own unsteady hands. It’s never felt so genuine to aim down a scope.

As I progressed further into the game and was able to feel out the controls as well as the environment, the features that make this game so great began to come to light. Being able to walk along the sandy pathways surrounded by canyon walls and under the bright sun felt incredibly natural in VR. The level design was fluid; it guided me as I progressed without needing to tell me where to go. I never was lost and I never was unsure what I was supposed to be doing. The world built here was one of the most immersive places I have experienced in a VR game.

The zombies were an excellent example of what zombies were meant to be. While one lazy bumbling undead was hardly a threat, it was far more dangerous when a large collection of them began to hone in on your location with the specific intent of making you their lunch. They were smart enough to be able to find and approach me, while not being so clever as to do anything more than that. It wasn’t hard to be able to predict their behavior, nor should it be. The perfect accent to this environment was the protagonist. The voiced main character had a humor to him that was entertaining without being overbearing; after all, the world doesn’t need another Duke Nukem. His occasional humored remarks helped ease the tensions of being stuck in a dusty, embittered zombiescape. As you progressed through the campaign and your situation became more serious, it felt like he was treating it accordingly. Everything wasn’t a joke to him, so he treated every situation with the level of emotional maturity that any normal person would. The relatability of the man allowed me to feel how he felt so that even though the game is played alone, you don’t always feel alone.

By this point, I had entirely forgotten about all the reviews criticizing the poor tracking. I was having a blast. After completing the campaign, I tried out the Horde mode. It took getting used to being restricted to a small area, instead of my usual zippy moving tactic, I acclimated quickly. By completing the campaign, I had also unlocked an Apocalypse mode. In this mode, all you have is a large caliber pistol, and a single zombie strike kills you. This is when I decided to use the handheld Move controller instead. Using a two-handed rifle to aim a pistol felt weird. This is where I discovered the issue.

The motion controls with the Move Controller were as you expected, point and teleport. While I don’t prefer this, I understand the limitations of the move controls and a first-person interface. But the aim made the fluidity fall apart. Far too frequently, my weapon did not stay aligned with my controller, tilting too far left, or moving when I held still. This made it substantially harder to aim for the head of zombies at much closer ranges than before. I decided to switch to the standard PS4 controller, the DualShock 4. While the motions felt better with the joysticks, the aiming was even worse. The tilting issue was twice as bad, and the weapon would NEVER stay still, no matter how focused my hands were. Both the Move Controllers and the DualShock 4 were nothing short of frustrating to deal with. It was a struggle to accurately shoot a zombie standing directly in front of me. I hadn’t made it halfway through the first area of the game before being overcome with exasperation and quitting the game entirely. This made the game feel unplayable.

To play Arizona Sunshine with anything other than the Aim Controller was uncomfortable, disjointed, and an overall bad time. I was heartbroken. How could a game I enjoyed so much just the day before feel so awful to play? By this point, it made complete sense why half of the people who played it hated it, and the other  loved it. The PC didn’t have a unified rifle controller for VR to use, and even among PlayStation fans, the PS Aim controller was uncommon. While this game was one of the best VR games I’ve played, only with this particular controller– one that a majority of its users don’t own.

If you own a PSVR as well as the Aim Controller, then I recommend this game. Otherwise, I would not. One single issue, while major, is solely responsible for taking Arizona Sunshine from amazing to impossible to play. Perhaps these issues will be resolved and patched in at some future point. How it is now, it needs work.

Branden’s Off-Site Article Directory

Being a freelance journalist, I write longform articles for other sites more often than my own. I don’t want to make whole posts about these, but I do want to have them easily accessible from my site. This is my solution. Simply click the titles to go to the articles on the site they’re on.


Star Wars Battlefront II Is the Game I Will Hate to Love
This was a review of the Star Wars Battlefront II open beta that took place before the game’s launch. Now this was before the whole lootbox controversy, but I do comment on my concerns for such. Comes with accompanying video.

How To Make Your Own Pokemon Mega Bracelet
This was an instructional video on how to make a Pokemon Mega Bracelet from home. Its a simple design, not meant for high detail. Comes with accompanying video.

The Mummy Demastered Review
A review of the 2D platformer by WayForward.

Perfect: When It Doesn’t Need to be a Game to be Good.
A review of the VR environment simulator by nDreams Studio.

Video Games are the Greatest Art Form
One of my favorite articles of all time, Its about how video games didn’t start out as an art form, but grew to become the strongest one in the modern age. This is a topic that means a great deal to me.

Genetic Disaster is Good, But it isn’t Done
A review of the top down rouge-like by Team8 Studios.

Video Game Life Organizers Take Chores to the Next Level
A feature about mobile apps that are personal organizers stylized after common video game design.

Accounting+ is Good, If You Like This Kind of Thing
A review of the VR adventure game by Crows Crows Crows and Squanch Games.

Overgrowth: an Amazing Combat RPG With a Few Problems
A review of a fighter/platformer about anthropomorphic animals.

The Truth Behind The X-Files: Deep State? It’s Great
A review of the official X-Files mobile game

OPUS: Rocket of Whispers
A review of an indie adventure game. Primarily story driven, surprisingly influential.


The list will expand as I continue to write more. So check back often.

Video Games are the Greatest Art Form

The idea of video games as art has been a minor topic of discussion for over a decade. As the capabilities of video games expanded, so have the ideas of what constitutes a video game. For years, video games have been used not as an entertainment medium, but as a creative one. Where does that line stand? At what point can you call a video game “art?”

You can read the full article at the other site I write for, gamerzunite.com, just click here.

Sorry for the bait and switch, but paid writing jobs are a priority, all I can do is link you to them. Personally, I think this is one of my favorite articles Ive written yet. It’s something I very strongly believe in.

Does Doritos Deliver Good Games?

As I had settled in one Sunday evening, preparing to cooperatively play Minecraft on the Xbox 360 with my girlfriend, We were delayed due to a needed update. To pass the time, we browsed her game selection when something interesting caught my eye. “Doritos Harm’s Way” overlaid an image of a dusty canyon environment with a mad max style truck being shot at by a large mechanical turret. The idea of a Doritos sponsored game excited me: an advergame designed by a corporation to appeal to target markets. I was ready to criticize it to the very core — until I played it.

Is The Name “Harvest Moon” Dying?

When I say Harvest Moon, most will know what game series I’m referring to; a casual and relaxing farm life simulator. However, the name “Harvest Moon” doesn’t mean what it once did, and that transition will be the demise of the title in these coming years.

VR Review – Farpoint

Spoiler Disclaimer: the game contains a few plot heavy moments. For the interest of the readers, I have left out mention of what those are in the article. Please excuse any vague language used regarding such.

Farpoint was a long anticipated first person shooter developed for the PSVR. Announced during the Electronic Entertainment Expo (E3) in 2016, Sony showed off what would be an action packed shooter based on an alien planet. As the PlayStation VR was merely a baby by then, this was considered a big step towards quality content being developed for the format. What stood out, however, was a special controller premiering with the game, known as the PSVR Aim Controller. Being a strong believer in the future of VR, I was eager to see how this game would turn out. After spending a few solid days playing Farpoint myself, it proved to be not what I was expecting.

Birthdays The Beginning, A childhood Inspired God Sim

When I had heard that the creator of Harvest Moon (Yasuhiro Wada) had released a new game for PC and PS4, my interest was instantly piqued. Having been a long time fan of the Harvest Moon series, I was very curious to see how similar or different this new game may be. Yasuhiro Wada pulls childhood inspiration on the origin of life from a TV show called Ultra Seven, and the creation of a personal world from a toy he had in elementary school that followed a similar idea. He has combined these childhood dreams to create a game of their likeness. Birthdays The Beginning is a “God Simulator” type game where the player has control over their own miniature world, altering the land and conditions to manipulate the thriving life on the surface below. Developed by ARC system works and TOYBOX Inc, and published by NIS America Inc. This game had a greater emphasis on the idea of encouraging evolution. An idea that had many people uneasy, having been left disappointed in the past by EA’s Spore. A game of a similar idea, that over promised and under delivered.

VR ReView – Statik Institute of Retention

Statik Institute of Retention

I stumbled across Statik while browsing the PlayStation Store looking for a new VR game to try, and I decided to give it a shot. The premise of the game is simple, you wake strapped to a chair, in a variety of scientific looking rooms with a strange box shaped device attached to your hands. The device is covered in various gizmos and gadgets of an equally scientific nature. The concept alone had a very unique appeal to it, which is what got my attention initially. I would find as I went along that it more than met my expectations.

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