The somber first note of the title theme plays in my head every time I see this image. |
Nintendo in-store demo kiosk from the 80's. |
To a certain degree most of my experiences with Zelda have followed the same pattern. When Zelda II came out, I rented it, stabbed around for an hour or two without really understanding what was going on, then shut it off and went outside with a bucket and my bike to go hunt for snakes.
Pre-production images from The Legend of Zelda: A Link to the Past. This was taken from a poster that was widely distributed with new games. |
A Link to the Past was every bit the experience I wanted it to be. Adventurous music, the joy of discovery, and for the first time, the game had clearly defined objectives. You were free to wander around in search of new secrets but the game had built-in maps, and objective markers. There was also a fortuneteller that functioned as a source of hints about how to progress the main story. I didn't need a manual or a strategy guide to play or complete it.
After finishing LttP I hunted down a Super Gameboy ( a peripheral that allowed you to play Gameboy games on the SNES ) and a copy of Link's Awakening. Link's Gameboy outing was a bit smaller in scope than LttP, but it was every bit as fun. There was only one time I ended up stuck because the game assumed I had a manual and had read it. At that point, every Zelda game I had played had been used and none of them had come with manuals. There's a particular dungeon with a locked room that can't be opened until you decipher the clue: "First, defeat the imprisoned Pols Voice, Last Stalfos."
The infuriating puzzle from Link's Awakening that I struggled with because I didn't have a manual. |
Ocarina of Time was the first Zelda game I actually got to participate in on day one. Nintendo did more promotion for that game than I've seen before or since. Every retailer had some kind of pre-order bonus, and I made it my goal to get as many as possible. I ended up pre-ording the game at something like 5 different places (though I only bought one copy) - I even went so far as to drive 200 miles to Kansas City to hit a GameCrazy. There were the usual posters and T-shirts, but also mini figures, stickers, hats, keychains, phone cards, and even a Trapper-Keeper-like binder. I also managed to get an 8-foot-tall sword standee from Wal*Mart. On release day, I got a call from the manager at Electronics Boutique telling me that I better get there quickly because they did not receive enough stock to fill all pre-orders. I told my boss that I had to take off work for a couple of hours to run an errand. I tried very hard to let her get the wrong impression - like this was some kind of family emergency, but when she asked me directly I had to tell her. She was normally pretty strict and I fully expected her to deny my request when I told her I was driving across town for a video game. Evidently her grandson had been talking about the new Zelda non-stop so she let me go with a smile, and when I got back to work, she asked if she could look at the box and remarked how "neat" it was. The rest of the day I had that shiny gold box sitting on my desk reminding me that I was not at home playing.
When I finally did get home, my wife and I both gathered around to watch the opening scenes together. As awesome as it was playing a polygonal Zelda game for the first time, that familiar feeling of being lost set in. The game attempted to explain itself, but stopped just short of telling you exactly what to do in a lot of circumstances. I had manuals and strategy guides (at least two of them, in fact - I collected _everything_ OoT), but the experience was never as fun as LttP and I eventually put it down before completing it and moved on to other things. It wasn't until 2015 when I finished setting up my retro gaming area that I pulled out my original OoT cart and completed the game.
Prior to Ocarina of Time, Zelda releases were rare and special events. Nintendo was very careful and deliberate about every release and they took years to ensure they were great. Between 1986 and 1998 (12 years), there had been a total of 5 Zelda releases. There were another 5 Zelda titles released between 2000 and 2002.
The first of the rapid-fire Zelda releases was Majora's Mask which sought to re-use the game engine and assets from OoT but inject a bunch of new gameplay ideas to avoid just repeating the same convention. Problem was I had never grown comfortable with the convention they sought to buck, so layering more complexity over top of it kind of turned me off to Majora's Mask. I bought it, played it, and put it down.
Next up was Oracle of Seasons/Oracle of Ages. After Pokemon's runaway success, there were a lot of other Gameboy releases that tried to mimic the convention of simultaneously releasing two nearly identical games with different content. Oracle of Seasons/Ages provided two drastically different quests. I bought these, but never really got into playing them. They were developed out-of-house by Capcom, so I was a little leery but I think I was just experiencing Zelda overload at the time.
Although it is often cited as its own release, Four Swords was more of a mini-game that was attached to the Gameboy Advance remaster of A Link to the Past. I was not at all interested in playing it because of the glut of shoehorned multiplayer going around at the time.
When Nintendo unveiled Wind Waker, I nearly declared the series dead. All those years waiting for a photo-realistic Zelda experience, Nintendo finally produced hardware that could pull it off and instead they were going to give us an impressionistic cartoon. My wife peeled me off the ceiling and asked if ANY Zelda game had ever turned out to be awful and I had to admit, that no, they hadn't. I warmed to the idea and my enthusiasm grew so great that I ended up importing the Japanese version of the game. Wind Waker turned out to be an amazing and magical experience that renewed my love for the series. It brought back the music and discovery - the sense of exploration, and most importantly the game just seemed to click with the way I thought. I was able to intuit where treasures would be and how to solve certain puzzles. I finished the game in Japanese before the U.S. version was released.
The Minish Cap was the first original Zelda title to come out for the Gameboy Advance. It's art style was more cartoonish than previous titles, but not quite the same as Wind Waker. I remember it being a fun game, but I found the gimmick of a hat that shrunk Link to be uninteresting and never really finished it.
Twilight Princess came at a really odd time. It was developed for the Gamecube but ported to the Wii as a launch title. It was simultaneously released for both consoles with the Wii version incorporating motion controls. Up until this point Link was generally left-handed and the environments were apparently designed with his left-handedness in mind. Since the overwhelming majority of players would be using the Wii motion controls with a dominant right-hand, they made Link right-handed in the Wii version of Twilight Princess. This also caused them to horizontally flip the entire game.
I remember waiting in line in front of Best Buy all night long in the freezing cold the day before the Wii launch. I read half of Eragon shuddering under a blanket. I was the second or third in line when the store opened. Grabbed up my Wii, copy of Twilight Princess, and Red Steel, a Pro Controller, extra Wii-mote and Nunchuck and headed home to connect the system, play for 10 minutes and collapse from exhaustion. Twilight Princess was a pretty game - the more realistic Zelda game everyone had been clamoring for, but it failed to really capture my imagination. We were back to a system that felt unintuitive to me and I was often wandering around lost. After playing the game for about 10 hours or so, I put it down and didn't touch it for years. I did eventually finish it about 5 years after it came out.
When the Phantom Hourglass came out for the DS, I was pretty excited when I saw it shared its art style with Wind Waker. What could be better than Wind Waker on my DS? Come to find out, in a bid to force players to use a new control scheme, Nintendo had done away with traditional D-Pad movement and required players to move Link around the environment with a stylus. This meant that I had to block my view of the action to move Link around. After 5 minutes I quit out of disgust and never touched it again. If I wanted to use a stylus I'd play games on a PDA. Such a waste.
The next game in the series - Spirit Tracks - was also sacrificed to the stylus gimmick. I bought a copy out of a bargain bin for $5 to keep my collection complete, but have never played it.
Skyward Sword was a game that felt like it was crippled by out-of-date hardware and gimmicky control schemes. While not as egregious as the Phantom Hourglass's forced stylus control, it was nevertheless annoying. The game was designed to use the new Wii Motion Plus - which was basically an iterative improvement in accuracy for the Wii Remote. The player would swing the controller like a sword hilt to attack, or to activate special actions. It worked well enough, but it was tiring and eventually got in the way of the gameplay. But probably the most disappointing aspect of Skyward Sword was the fact that it was released for the Wii. The Wii launched in 2006 during the transition to HDTV, and to keep costs low Nintendo chose hardware that was locked to a comparatively low resolution ( 480p ). This wasn't such a big deal at the beginning of the Wii's lifespan, but 5 years later the Wii's graphics were downright ugly on contemporary TVs, so the artistry and beauty of the game was forever marred by low resolution graphics. I can't bring myself to try to finish this game in that state - hopefully it will be redeemed with an HD remaster some day.
The Wii U was the first console Nintendo released with the capability of rendering in HD (720p/1080p). The console was home to HD remakes of Wind Waker and Twilight Princess, which brought a similar graphical improvement to the images of Skyward Sword above.
Breath of the Wild is, by far, the largest departure from the basic Zelda formula. It more closely resembles western-developed RPGs like the Elder Scrolls, Assassin's Creed, or Far Cry. It uses the same basic method of quest organization and branching, the same method of mapping ( including map progression ). It uses the same core control scheme as every third person game released in the last decade - no forced experimentation. Yet despite all this it manages to retain the soul of a Zelda game with massive amounts of exploration and discovery, skill and tool-based progression, and clever puzzles and secrets.
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