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|successor= {{ZA}}
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'''''Link: The Faces of Evil''''' is a video game developed by [[Animation Magic]] and released for the [[Philips CD-i]] in 1993.<ref name="Animation Magic">{{Cite web|quote=Zelda: The Wand of Gamelon was developed at the same time as Link: Faces of Evil by Animation Magic, Inc. and Philips Interactive Media and was released internationally in 1993.|author=Peer Schneider|published=December 8, 2001|retrieved=April 6, 2015|url=http://ca.ign.com/articles/2001/12/08/hyrule-times-vol-12-zelda-the-wand-of-gamelon?page=1|title=Hyrule Times Vol. 12: Zelda: The Wand of Gamelon|site=IGN}}</ref> It was developed in tandem with and released on the same day as {{TWoG}}.<ref name="interview">[http://www.zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/ An interview with the creator of the CD-i Zelda games | Zelda Universe]</ref> Both titles were followed up a year later by {{ZA}}, which was developed separately by Viridis Corporation.
'''''Link: The Faces of Evil''''' is a video game developed by [[Animation Magic]] and released for the [[Philips CD-i]] in 1993.<ref name="Animation Magic">{{Cite web|quote=Zelda: The Wand of Gamelon was developed at the same time as Link: Faces of Evil by Animation Magic, Inc. and Philips Interactive Media and was released internationally in 1993.|author=Peer Schneider|published=December 8, 2001|retrieved=April 6, 2015|url=http://ca.ign.com/articles/2001/12/08/hyrule-times-vol-12-zelda-the-wand-of-gamelon?page=1|title=Hyrule Times Vol. 12: Zelda: The Wand of Gamelon|site=IGN}}</ref> It was developed in tandem with and released alongside {{TWoG}}.<ref name="Animation Magic"/><ref name="Budget">{{Cite person|quote=We pitched separate ideas for a game starring Link and a separate one with Zelda. The development budgets were not high. As I recall they were perhaps around $600,000 each. We made a pitch that we could maximize the quality of the games by combining the funding to develop only one game engine that would be used by both games.|name=Dale DeSharone|url=https://zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the Zelda CD-i games - Zelda Universe}}</ref> Both titles were followed up a year later by {{ZA}}, which was developed separately by Viridis Corporation.


{{TFoE|-}}, along with the other two titles, was the product of a compromise between [[Nintendo]] and {{Wp|Philips}} following their failure to release a CD-ROM based add-on to the [[Super Nintendo Entertainment System]].<ref name="Sony Philips">[http://www.nytimes.com/1991/06/03/business/nintendo-philips-deal-is-a-slap-at-sony.html Nintendo-Philips Deal Is a Slap at Sony - NYTimes.com]</ref> They are the only licensed {{TLoZ|Series|-}} games developed for and released on a non-Nintendo system. The games have been subject to much criticism,<ref name="Criticism">{{Cite web|quote=Yeah, we had been aware of criticism following the release of the games. I can understand that people were disappointed, I think probably in terms of… I guess they made comments about animation, but also in terms of gameplay and design.|published=March 28, 2013|retrieved=April 6, 2015|url=http://www.zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the CD-i Zelda games|site=Zelda Universe}}</ref> and Nintendo does not recognize them as canon to {{TLoZ|-}} series.<ref>[http://multiplayerblog.mtv.com/2013/09/19/eiji-aonuma-addresses-those-horrible-zelda-cd-i-games/ Eiji Aonuma Addresses Those Horrible 'Zelda' CD-i Games | MTV Multiplayer]</ref>
{{TFoE|-}}, along with the other two titles, was the product of a compromise between [[Nintendo]] and {{Wp|Philips}} following their failure to release a CD-ROM based add-on to the [[Super Nintendo Entertainment System]].<ref name="Sony Philips">[http://www.nytimes.com/1991/06/03/business/nintendo-philips-deal-is-a-slap-at-sony.html Nintendo-Philips Deal Is a Slap at Sony - NYTimes.com]</ref> They are the only licensed {{TLoZ|Series|-}} games developed for and released on a non-Nintendo system. The games have been subject to much criticism,<ref name="Criticism">{{Cite person|quote=Yeah, we had been aware of criticism following the release of the games. I can understand that people were disappointed, I think probably in terms of… I guess they made comments about animation, but also in terms of gameplay and design.|name=Dale DeSharone|url=http://www.zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the CD-i Zelda games - Zelda Universe}}</ref> and Nintendo does not recognize them as canon to {{TLoZ|-}} series.<ref>[http://multiplayerblog.mtv.com/2013/09/19/eiji-aonuma-addresses-those-horrible-zelda-cd-i-games/ Eiji Aonuma Addresses Those Horrible 'Zelda' CD-i Games | MTV Multiplayer]</ref>


==Story==
==Story==
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==Development==
==Development==
{{TFoE|-}} and {{TWoG}}, and later {{ZA}}, were the result of a compromise between Nintendo and {{Wp|Philips}}. After their attempt to produce to CD-ROM based add-on for the [[Super Nintendo Entertainment System]] fell through, Nintendo reached a compromise and gave Philips the license to five of their franchises' characters for use with the [[Philips CD-i]].<ref name="interview"/><ref>{{Cite web|quote=In a tribute to Nintendo's drawing power, Philips N.V. of the Netherlands has reached an agreement for Nintendo to provide its games for Philips's new interactive compact disk player, which lets users manipulate characters on a television screen. The arrangement is expected to give the Philips machine an edge over competing products.|author=Eben Shapiro|published=June 1, 1991|retrieved=April 5, 2015|url=http://www.nytimes.com/1991/06/01/business/nintendo-goal-bigger-game-hunters.html|title=Nintendo Goal: Bigger-Game Hunters|site=NYTimes.com}}</ref> {{TFoE|-}} and {{TWoG|-}} were both developed by [[Animation Magic]].<ref name="Animation Magic"/> The developers settled on making two separate games featuring Link and Zelda. Due to their small development budget and time restraints, the developers resolved to combine the funding to produce a single game engine that would be used by both games.<ref name="interview"/> The development team consisted of four programmers, one audio engineer and composer, four artists, a producer, and a freelance writer who would help to design both games. As Philips were expecting full motion video animation, the games' cutscenes were outsourced to a new animation company in St. Petersburg, Russia, founded by games' creator Dale DeSharone and Igor Razboff.<ref>{{Cite web|quote=The U.S. company was Dale Disharoon, Inc. and the joint company we started in St. Petersburg, Russia was Animation Magic. We eventually rolled it all into Animation Magic (including the U.S. opearations). I would prefer that you just called it Animation Magic. That would also present less confusion about Disharoon/DeSharone.|author=Dale DeSharone|published= |retrieved=April 5, 2015|url=http://blog.hardcoregaming101.net/2012/09/dale-desharone-unspoken-legend.html|title=Dale DeSharone: an unspoken legend|site=Hardcore Gaming 101}}</ref> Animators were flown over to work on the game cutscenes.<ref name="interview"/>
{{TFoE|-}} and {{TWoG}}, and later {{ZA}}, were the result of a compromise between Nintendo and {{Wp|Philips}}. After their attempt to produce to CD-ROM based add-on for the [[Super Nintendo Entertainment System]] fell through, Nintendo reached a compromise and gave Philips the license to five of their franchises' characters for use with the [[Philips CD-i]].<ref>{{Cite web|quote=In a tribute to Nintendo's drawing power, Philips N.V. of the Netherlands has reached an agreement for Nintendo to provide its games for Philips's new interactive compact disk player, which lets users manipulate characters on a television screen. The arrangement is expected to give the Philips machine an edge over competing products.|author=Eben Shapiro|published=June 1, 1991|retrieved=April 5, 2015|url=http://www.nytimes.com/1991/06/01/business/nintendo-goal-bigger-game-hunters.html|title=Nintendo Goal: Bigger-Game Hunters|site=NYTimes.com}}</ref><ref>{{Cite person|quote=This is where the Link and Zelda story begins. Somehow, Philips got a deal with Nintendo to license five characters. As I understood the arrangement, it wasn’t a license of five games but five characters. A number of developers pitched AIM with ideas. I think AIM chose to go with the biggest names that Nintendo had at the time.|name=Dale DeSharone|url=https://zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the Zelda CD-i games - Zelda Universe}}</ref> {{TFoE|-}} and {{TWoG|-}} were both developed by [[Animation Magic]].<ref name="Animation Magic"/> The developers chose to make two separate games featuring Link and Zelda. Due to their small development budget and time restraints, the developers resolved to combine their funding to produce a single game engine that would be used by both games.<ref name="Budget"/> The development team consisted of four programmers, one audio engineer and composer, four artists, a producer, and a freelance writer who would help to design both games.<ref>{{Cite person|quote=We had a team of three programmers (other than myself), one audio engineer/composer, four artists and a producer. We had a single freelance writer who wrote the scripts and helped design both games.|name=Dale DeSharone|url=https://zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the Zelda CD-i games - Zelda Universe}}</ref> As Philips were expecting full motion video animation, the games' cutscenes were outsourced to a new animation company in St. Petersburg, Russia, founded by games' creator Dale DeSharone and Igor Razboff.<ref>{{Cite person|quote=AIM [American Interactive Media, Philips’ CD-i software publishing branch] was of course expecting some type of full-motion animation in the games and I was trying to figure out how we were going to do that on the budgets. A mutual friend put me in touch with Igor Razboff. Igor was also interested in starting a new technical company at this time (1991).|name=Dale DeSharone|url=https://zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the Zelda CD-i games - Zelda Universe}}</ref><ref>{{Cite web|quote=The U.S. company was Dale Disharoon, Inc. and the joint company we started in St. Petersburg, Russia was Animation Magic. We eventually rolled it all into Animation Magic (including the U.S. opearations). I would prefer that you just called it Animation Magic. That would also present less confusion about Disharoon/DeSharone.|author=Dale DeSharone|published= |retrieved=April 5, 2015|url=http://blog.hardcoregaming101.net/2012/09/dale-desharone-unspoken-legend.html|title=Dale DeSharone: an unspoken legend|site=Hardcore Gaming 101}}</ref> Animators were flown over to work on the game cutscenes.<ref>{{Cite person|quote=So he went over, found about six people who had some experience with 2D animation, and of course they didn’t have the expertise that U.S. animators have. U.S. animators have been paid fair amounts of money, for decades, to learn animation. And they were more scattered over there, in smaller studios. But we had about half a dozen people, and we brought them over here to the U.S. for 6 months, and put them up in an apartment, there are a couple of apartments near where I live, here in Massachusetts.|name=Dale DeSharone|url=https://zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the Zelda CD-i games - Zelda Universe}}</ref>


Very little supervision and input were given by Nintendo during the development of the games, who were mostly concerned with the designs and sketches of Link and Zelda.<ref name="interview"/> Philips also gave very little input, but Dale DeSharone expressed in an interview that he believed Philips would not have approved of a top-down view for the games, as it would have "looked old, and (would not) make use of the CD-i capabilities."<ref name="interview"/> The lack of input from both companies gave the developers more room for creative development.
Almost no supervision and input were given by Nintendo during the development of the games, who were mostly concerned with the designs and sketches of Link and Zelda.<ref>{{Cite person|quote=No, Nintendo’s only input was we ran the design document and character sketches past them for their approval. They were mostly interested in the look of the Link and Zelda characters. I think the Link and Zelda characters were in somewhat of a formation stage back then. Because really, the characters didn’t appear very detailed in the Nintendo game. They were mainly visible, you know, on the box covers.|name=Dale DeSharone|url=https://zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the Zelda CD-i games - Zelda Universe}}</ref><ref>{{Cite person|quote=Really we only had… of course the two Nintendo games that had come previously from Nintendo, and um… Then box art from Nintendo in terms of the design of the characters, and booklet artwork. Otherwise there wasn’t anything that came from Nintendo.|name=Dale DeSharone|url=https://zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the Zelda CD-i games - Zelda Universe}}</ref> Philips also gave very little input, however games' creator Dale DeSharone expressed in an interview that he believed that Philips would not have approved of a top-down view for the games.<ref>{{Cite person|quote=And Philips, they didn’t have a lot of input into the design either. One of your questions was why we didn’t go with the top down, and I think Philips would never have approved that. Because they would have thought that looked old, and wasn’t making use of the CD-i capabilities.|name=Dale DeSharone|url=https://zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the Zelda CD-i games - Zelda Universe}}</ref><ref>{{Cite person|quote=If Philips had seen a top down design, they would have said that it didn’t… They would have looked at it just visually, as opposed to gameplay. And that was what they were most concerned with. Does the CD-i game look visually different from other game or computer systems, and are we making less use of the graphics? The possibility that the top down might have been more fun for gameplay, wouldn’t have affected them. So we definitely pushed for the side view.|name=Dale DeSharone|url=https://zeldauniverse.net/2013/03/28/an-interview-with-the-creator-of-the-cd-i-zelda-games/|title=An interview with the creator of the Zelda CD-i games - Zelda Universe}}</ref> The lack of input from both companies gave the developers more room for creative development.


==Listings==
==Listings==
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==Reception==
==Reception==
The three ''Zelda'' CD-i games, particularly {{TFoE|-}} and {{TWoG|-}}, were subject to much criticism from reviewers and series fans alike.<ref name="Cutscene Criticism">{{Cite web|quote=Zelda fans almost universally despise these games, and it's easy to understand why after watching the animated sequences in either title. The animation is fluid, but freakishly so. The characters will often pantomime what they're saying for some bizarre reason, and facial expressions are often exaggerated to an unintentionally hilarious degree. The less said about the voice acting, the better. These games make Link sound like a jerk.|author=Danny Cowan|published=April 25, 2006|retrieved=April 6, 2015|url=https://archive.today/wOgS#selection-755.1-757.5|title=CDi: The Ugly Duckling|site=1UP.com|type=Archive}}</ref> The games sold poorly and suffered from critical reception,<ref name="Criticism"/><ref>{{Cite web|quote=Like Link: The Faces of Evil, Zelda: The Wand of Gamelon didn't exactly sell like hotcakes when it was released, which means it isn't exactly a rare game.|author=Peer Schneider|published=December 8, 2001|retrieved=April 6, 2015|url=http://ca.ign.com/articles/2001/12/08/hyrule-times-vol-12-zelda-the-wand-of-gamelon?page=3|title=Hyrule Times Vol. 12: Zelda: The Wand of Gamelon|site=IGN}}</ref> with key complaints regarding the confusing and unresponsive controls, dull and repetitive gameplay, and poor animation and voice acting used in the game's cutscenes.<ref name="Cutscene Criticism"/>
The three ''Zelda'' CD-i games, particularly {{TFoE|-}} and {{TWoG|-}}, were subject to much criticism from reviewers and series fans alike.<ref name="Cutscene Criticism">{{Cite web|quote=Zelda fans almost universally despise these games, and it's easy to understand why after watching the animated sequences in either title. The animation is fluid, but freakishly so. The characters will often pantomime what they're saying for some bizarre reason, and facial expressions are often exaggerated to an unintentionally hilarious degree. The less said about the voice acting, the better. These games make Link sound like a jerk.|author=Danny Cowan|published=April 25, 2006|retrieved=April 6, 2015|url=https://archive.today/wOgS#selection-755.1-757.5|title=CDi: The Ugly Duckling|site=1UP.com|type=Archive}}</ref> The games sold poorly and suffered from critical reception,<ref>{{Cite web|quote=Like Link: The Faces of Evil, Zelda: The Wand of Gamelon didn't exactly sell like hotcakes when it was released, which means it isn't exactly a rare game.|author=Peer Schneider|published=December 8, 2001|retrieved=April 6, 2015|url=http://ca.ign.com/articles/2001/12/08/hyrule-times-vol-12-zelda-the-wand-of-gamelon?page=3|title=Hyrule Times Vol. 12: Zelda: The Wand of Gamelon|site=IGN}}</ref> with key complaints regarding the confusing and unresponsive controls, dull and repetitive gameplay, and poor animation and voice acting used in the game's cutscenes.<ref name="Criticism"/><ref name="Cutscene Criticism"/>


This game, along with {{TWoG|-}}, were frequently used to create "YouTube Poop" remix videos, which added to their reputation among series fans.<ref>[http://knowyourmeme.com/memes/zelda-cd-i Zelda CD-i | Know Your Meme]</ref>
This game, along with {{TWoG|-}}, were frequently used to create "YouTube Poop" remix videos, which added to their reputation among series fans.<ref>[http://knowyourmeme.com/memes/zelda-cd-i Zelda CD-i | Know Your Meme]</ref>
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