The History of Zelda - Part 1
A link to the past.
Looking for Part 2? Click here.
Writing a Legend of Zelda retrospective might not seem like a particularly arduous undertaking; there's so much history attached to the Zelda series, and so much to be said about it, that the words should surely just fly onto the page.
The challenge is in finding anything to say about them that hasn't been said before. This feature started out as a simple history, but unfortunately it soon emerged that such pieces are even more uninteresting to write than they are to read. Anybody can wander onto Wikipedia and find out when a particular game was released, how it was received and what its key features were - I would hope that this article, which should whet your appetite for Eurogamer's imminent review of Twilight Princess, delivers a more subjective and (with any luck) more entertaining viewpoint than that, even if you disagree with every word of it.
There are some omissions; add-ons, spin-offs and expansions like Zelda BS, the infamous Philips CD-i games and Link's Awakening DX are not chronicled (trust me, this article is long enough as it is), and there are no sales figures or statistics or lists of different versions and cartridge colours. I genuinely believe that the Zelda series is a bit more interesting than that. Where some games embody particular genres and some particular themes, Zelda has always defied categorisation. These games are not RPGs, they are not puzzlers, they are not purely action games, they are not anything in particular; they are entirely themselves. It's this singular identity, on top of their ingenuity, spark and sheer character, that makes these games worthy of our respect, attention and, in so many cases, adoration. Zelda titles mark some of the most significant milestones in the history and development of videogames, and they are also the reason that thousands of people (myself included) got into gaming in the first place - they have enchanted generation after generation with their imagination, playfulness, beguiling innocence and enthralling, enticingly secretive virtual worlds.
Part One of this feature covers the first five games. Part Two picks up at Majora's Mask. Look out for it, along with EG's Twilight Princess review, over the next few days.
The Legend of Zelda, 1986
"It's dangerous to go alone"

Most of us were probably children when we first played The Legend of Zelda, and to a generation used to endless repetition and high-score chasing, its vast, open world and free-roaming structure were mind-boggling. It was incredibly difficult to play without a map, as there was absolutely nothing to indicate what was going on (bar an amusingly badly-translated story that provided little in the way of guidance) - you switched it on, started the game, and there you were, in the middle of a field without even a sword for protection, with all sorts of nasties in every direction and an infectious melody playing in the background.
The Legend of Zelda was all about exploration. Its open-endedness and unique item-based structure rewarded inquisitive thinking and investigation as opposed to quick reactions and repetition, and there is a certain childish liveliness about it that has remained at the core of the Zelda series - go there, try this, find that, and maybe something really, really cool will happen. The title sequence gave a tantalising glimpse of all the exciting things to be found in Hyrule under the amusing heading 'All Of Treasure', and the only thing stopping eager players from running all over the map searching for caves and Rupees and items and new dungeons was its considerable difficulty. How kids of six and seven managed to complete this was a mystery to me when I was that age, and it remains so now.
The Legend of Zelda is easy to criticise when you play it today, as many new Wii owners will over the coming weeks thanks to the Virtual Console. Its freedom of design looks like aimlessness now, and it's very easy to get lost and frustrated at its general lack of structure and guidance (and its difficulty). Its key attraction - that is, the freedom and joy of exploration - is a theme that runs through the entire series, and there is nothing else here that hasn't been bettered by a later, more sophisticated Zelda title. TLoZ was incredible for its time, but there's little point in banging on about cartridge saves and the revolutionary concept of items now that it's 2006 and the word 'free-roaming' appears on pretty much every game's Features List. The Legend of Zelda was charming and wonderful in 1986, and its influence was enormous, but any new Wii owners who didn't play it in their childhood would probably be justified in throwing the controller at the screen and going back to Twilight Princess within ten minutes of downloading it.
Zelda II: The Adventure of Link, 1987
"If all else fails, use fire!"

Zelda II is often regarded as the black sheep of the Zelda family, mostly because it is completely devoid of almost all of the characteristics that define a 2D Zelda game: it's not top-down, it's not really free-roaming, it has experience points and levels, and the aim is to restore various magical artefacts to dungeons as opposed to retrieving them from them. It's rather difficult to see exactly why Zelda II turned out as it did - given that console RPGs were very much an emergent genre at the time, it seems unlikely that it was specifically designed to ape them. It seemed to abandon the themes of exploration and discovery in favour of a more complex action-based combat system, which remains its most interesting feature. Perhaps it was just a matter of deliberate innovation (or deviation, indeed), but demonstrably the series didn't stick with this structure - which soon became a conventional early-RPG template - for very long.
Still, there it was. It seems fatuous to say that Adventure of Link is like Super Mario and Legend of Zelda smooshed together, but visually at least that is a fairly accurate description. The overworld is top-down, but it is a method of getting from place to place (in the manner of Breath of Fire et al) as opposed to a cohesive whole. Dungeons, towns and other places of interest are side-scrolling and the game plays largely like a platformer, aside from the ingenious combat. It's also infuriatingly difficult, even more so than its predecessor - clever AI, smart and precise platforming and limited lives make completing this a rather extreme challenge.
Zelda II did develop the series in many ways, introducing magic and a dark-fairy-tale storyline that seems to lay a lot of the groundwork for Link to the Past's. NPCs and towns also play a much greater part in the adventure than The Legend of Zelda's kind-but-completely-one-dimensional cave-dwellers, who seemed to exist solely to dole out swords and potions. Oddly, Adventure of Link is actually more interesting to play today than The Legend of Zelda, although the latter is unquestionably the better game; it is still so curiously different from the other games in the series, and indeed from almost all other games of its time, that it retains considerable novelty value.
The Legend of Zelda: A Link to the Past, 1992
"This land was like no other..."
Now this is more like it. The Legend of Zelda: A Link to the Past is one of the defining games of the SNES generation and without a doubt one of the finest 2D games ever created. Few other games have ever been so impossibly enticing, so huge in scope or so cleverly, tantalisingly structured as this. The first game in the series to have anything that could be considered a proper story, A Link to the Past was set in a Hyrule on the verge of collapse and plopped you down into an enormous world a hundred times richer and more developed than the NES titles'. It had properly nefarious, oppressive tyrants to defeat and maidens who actually needed rescuing, drunken, grieving fathers to comfort, sages in hiding, snitches, recluses, rebels and ghostly flute-players hiding in forests. It is almost impossible to play through this game sequentially, so numerous and tempting are the optional diversions.

Link to the Past's absolutely enormous overworld was absolutely packed with possibilities and sidelines and random little caves and fogged-over corners of the map to explore and uncover. It recaptures that joy of discovery and exploration that was key to the original Legend of Zelda and keeps you playing hour after hour with the eternal promise that there's something unbearably exciting just around the corner - a hook that is now something of a Zelda trademark. It gave you glimpses of pathways blocked off by staves, inaccessible caves cleverly positioned right at the edge of a square of the map so that you couldn't quite figure out how to get to them, and obstacles that clearly needed an elusive-but-never-too-elusive item to overcome. Upon the discovery of every new item or ability, whole new levels of the map opened themselves up, waiting for you to arrive and feast upon their delicious secrets, whether they be pieces of heart, a chestful of Rupees or a difficult-to-find item hidden behind a crack in a desert cliff. The dungeons, too, are wonderfully multi-layered, varied and fiendish - they take block-pushing and switch pulling to the absolute limits of their capabilities.
Link to the Past is a bastion of excellent 2D game design, and it rewards playful experimentation and explorative curiosity like few other games ever have; it embodies a lot of what people love about the Zelda series. Often when one revisits old greats, it becomes apparent that although they were incredible for their time, they ultimately ended up serving as stepping-stones to something better. But no 2D Zelda ever surpassed Link to the Past, and in the eyes of many diehards, no 3D one ever could.
The Legend of Zelda: Link's Awakening, 1993
"(It's a little bit mysterious)"

Link's Awakening was the first of the series' deviations from the seemingly neverending story of Hyrule and the Triforce. Spacey and surreal, Link's Awakening's alternate-reality island setting bore an overwhelming resemblance to LttP's Hyrule, incorporating many of the same characters, bosses and artwork, but it was a touch stranger and slyly self-referential. It's full of riddles and dream imagery as opposed to Link to the Past's clear-cut good-versus-evil premise, and the story is much more open to interpretation. Link's Awakening began the Zelda series' musical tradition, awarding a musical instrument at the end of each dungeon, and also was the first to feature the lengthy and convoluted trading sequence that is now a series staple.
Nobody really expected a handheld Zelda game to equal LttP in size, but Link's Awakening comes extremely close. Its emphasis, though, is upon the dungeons as opposed to exploration of the overworld, which suits the handheld format better - it is it is much easier to play Link's Awakening in a linear fashion. The dungeons are typically superbly made (some of the end-of-dungeon Nightmare bosses are inspired - the Bottle Cave genie springs to mind) and the slightly tweaked control and more compact design made this well-suited to the Game Boy, but despite the allure of the dreamlike setting, Link's Awakening doesn't quite have the scope or appeal of LttP.
I remember it chiefly for its strangeness and slight melancholy, which perhaps was inspiration for Majora's Mask. The gradual discovery that Koholint is but a dream world and that it will disappear when the Wind Fish awakens is compelling, and Link's Awakening's weird and often humorous dialogue is some of the series' most memorable.
The Legend of Zelda: Ocarina of Time, 1998
"Hey... LISTEN!"

When I think about Ocarina of Time, I don't think about those first few awestruck steps into Hyrule Field, or the music of Gerudo Valley ,or getting stuck in the Water Temple, or rearing up into the sunset having 'liberated' Epona from her nice comfortable ranch, or any of the other slightly twee things that Zelda fans tend to come up with when you mention the game. I remember all of those things, of course, but not as strongly as I remember the agonising, interminable five-year wait that we all had to endure before Ocarina of Time eventually made it to the UK. If any game adequately represents the amazing ability of Nintendo fans to whip themselves into an absolute frenzy over as little as a blurry screenshot (and Nintendo itself's remarkable capability to completely neglect its devoted fanboys), this has got to be it.
It says an awful lot for Ocarina of Time that even after such fevered anticipation and unbearable hype, it didn't disappoint even in the slightest. It was everything that anyone wanted of a 3D Zelda beautifully designed, masterful of its hardware, atmospheric, varied and suffused with character. More than any preceding game in the series, Ocarina of Time had a greatly involving story; though understated, moments like adult Link's first steps into a desolate, decaying, nightmarish future Hyrule and a terrified Princess Zelda fleeing the castle in the dead of night with Ganondorf's black steed close behind had a lot of narrative impact. Hyrule felt like a credible world in Ocarina of Time, populated by an imaginative and wonderfully varied array of creatures, people and enemies. This was a world you could lose yourself in, and though it lacked the characterisation and FMV storytelling techniques of the PlayStation RPGs of its time, its story and setting were no less absorbing.
Miyamoto once said that making Ocarina of Time "was like losing my virginity, in the sense that we were making something completely new and never done before". Indeed, this game definitely marks the point at which the Zelda series grew up. There are more complex themes here than in Link to the Past, harder puzzles, scarier moments and a more richly characterised world. Ocarina of Time knew how to work within the limitations or its hardware, and its visual style and superb audio made it extremely atmospheric. The lack of pre-rendered sequences and loading times meant that OoT's Hyrule felt consistent and natural, from the dark and frightening depths of the Shadow Temple to the sunny, cheerful market square outside Hyrule Castle.

For a first attempt at a 3D Zelda (or any 3D adventure game of this scope, come to think), Ocarina of Time's gameplay and design are remarkably accomplished. Even today it is difficult to find shortcomings in its control (its Z-Targeting combat system has yet to be bettered), and it goes without saying that Ocarina of Time had a tremendous impact on videogaming as a whole. Its sheer interactivity remains mind-boggling, even in an age where almost every adventure game adopts a non-linear, go-anywhere-do-anything approach. You can pick up rocks, swim in rivers, climb things, hit things, talk to things, collect things, see a mountain in the distance and run right up to it - where RPGs limit the player through levels, experience and equipment, Ocarina of Time barely limits you at all. It is full of inspired gameplay elements (Epona, the ocarina songs, Navi) that, despite their diversity, somehow form one cohesive whole. This really is among the very, very best games that have ever been made, and in an industry where even those best games are often lambasted by vocal critics, the fact that it's still difficult to find anyone with a bad word to say about it is testament to its lasting appeal.
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Comments (93) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Zelda fans beware <a href=http://www .youtube.com/watch?v=loQjblI9ZJ0>this is not something you'd want to remember</a>
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Does that make me a bad person?
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Get up at midday, eat some lunch, start playing Zelda with my mate. 18 hours later, go to bed at 6am.
Repeat the above for days to finish each one.
Two of the best games I've ever played.
And, Twilight Princess sounds as if it will have exactly the same effect.
This is why I play games, for the pure enjoyment of it.
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Yeah...some things never change :/
The Zelda Clip Spaceworld 2001 anyone remember that?
That's a friggen 5 year wait for Zelda TP as well.
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/I'd say the reviews done now?
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Fantastic game, sold the N64 right after I'd finished it though.
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Infact I think I could say it's probably my favourite game of all time,but stupidly I don't want to go back to it incase it hasn't held up too well over the years. :/
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Hang on are you sure a link to the past is on a collectors disc?
The only collectors disc i got was the one with Zelda, 1&2, Majora's Mask and Zelda OoT with Master Quest and all i had to do was buy the Mario Kart double dash bundle.
That was the best damn Nintendo bundle i ever seen it even topped the Super Mario Allstars bundle i got with the Snes... including Super Mario World.
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Btw never give Link a voice!
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huh
Hwuah
AAAAAAAAAHHHH
Doin
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My mate played OOT again on the 'Cube when he got the Collectors Edition disk. He found it just as much fun the second time around.
These two will probably be in the Virtual Console section on the Wii soon, if not planned already, and will definitely be a necessary purchase.
BTW, the rumble on OOT was about the only time I felt that rumble was done properly in any game. Using it to locate hidden areas, brilliant idea.
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If only it was a staple - to my mind it's only Link's Awakening and OoT that have actually bothered
Also... god I love Zelda games.
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But from the screenshots I think Twilight looks an awfull lot like Ocarina and Majora. I just hope they can bring something new and refreshing to the game because all the other titles (apart from the gameboy versions) did. Apart from the Wii controller...
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I'd be quite happy to play a similar game again now. More of the same would be quite welcome.
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Not keen on the new dude tho looks to mean seems to have lost his charm!
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Mario has about as a long a history, quite a bit longer if one includes the Donkey kong games, will we see such retrospectives about the plumber before next year's release of Super Mario Galaxy?
Metal Gear has been around since the MSX as far as I know. Would it be unlikely to have a retrospective of it's amazingly convulted history for the release of the forth one in it's Solid Snake series?
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Windwaker has the very convoluted Gorons-in-disguise trading quest
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Well, it's not on my collector's disk, that's for sure...
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Can't wait for the Zelda review.
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One thing about the series that this article mentions, but many people seem to forget, is the sheer diversity and variety in all of the games. They truly are all-in-one games, with adventuring, exploring, puzzle solving, slashing, collecting, fishing all rounded into a cohesive whole. The 3D GTAs may have heralded sandbox gaming but they are still flawed, whereas in something like OoT everything seems to work perfectly.
Also... the games have character, more than any other game series I've played. Not through long cut-scenes, or voice-acting, but through simple expressions, body language and gibberish sound. I'm replaying Majora's Mask now, and it's beautiful as well as dark, with some real sad and tender moments. That, more than anything else, is why I love the Zelda games.
K
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One launched with Mario Kart Double Dash
And one with The Wind Waker
The former has
- The Legend Of Zelda
- Zelda II
- The Ocarina Of Time
- Majora's Mask
- A 15 minute timed Wind Waker Demo
The latter has:
- Ocarina Of Time
- Ocarina Of Time: Master Quest
- Various videos of other games (F-zero GX and stuff)
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I find Zomoniac's point interesting though...I do think that every new generation of Zelda game is tailored to a new group of players. As much as I love OoT, and all the Zeldas since, I never could REALLY get into previous ones, not even LttP, as much as I respect it...they aren't games that date at all if you go back to them even ten years after you first played them, but if you come into an older Zelda game ten years on from fresh, I think it's a different story...
pretence: To be honest, I've kind of given up on ever finding a Zelda game particularly hard ever again, I'm just too used to how they work now, but from what I hear, TP is unquestionably longer, more challenging and less padded than TWW. 50-70 hours is what I usually hear, with a similar number of dungeons to OoT, an overworld five times bigger, and nothing comparable to WW's hated Triforce map quest. I'll settle for that.
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Windwaker has the very convoluted Gorons-in-disguise trading quest"
I was under the impression that it only involved about 3 different people and was over very quickly, resulting in a highly shit and useless item.
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Your loss as the machine had many games that easily rivalled it in terms of fun.
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You have now made me want to drag out my Cube and slap on the version of OoT all over again - it really *was* that special, wasn't it.
The cables strewn across the room tonight will be your fault EG ! ;o)
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OoT one was best though, you at least got an item that was actually useful.
K
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/tries to remember the last time was as excited about a game...
/.... remembers HL2 trailers
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As for the GameTrailers retrospectives: honestly, I found them a little light...
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Not sure what "just as ghey as Sony means"?
@Keza Where you not disappointed at the low number of dungeons and tacked on last dungeon, it just seemed so rushed?
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I'm pretty convinced it'll be worth the wait...
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Perhaps it is that art style matters to me more than most. Wind Waker was so painfully charming that it would draw me in, it was an absolutely perfect example of cel-shading, and this big cartoon world was a joy to behold. But that's what it felt like, it was a fun and entertaining, cartoon-esque game, and that's why I enjoyed it. Why else would I enjoy it? The controls are standard 3rd-person fare, nothing groundbreaking, the fighting mechanic is archaic, and I hear talk about the "gripping story" and "epic quests". OoT might have been big, but to me it just felt pathetic, the story was throwaway drivel and the first five hours contained nothing resembling an epic quest, and a lot resembling tedium. Wind Waker suffered from all these flaws, but because I was so taken aback by the beauty of it, I didn't care. And that is why, many years later, after trying and failing to "get" OoT, finishing Wind Waker and putting the bonus disc in the Cube, I was still left bored and underwhelmed.
I've ordered TP, and I'll play it for a while, if only to see how the controller works on a non-tech-demo/mini-game-compilation "proper" game. But from what I can see and what I have heard, it's far more like OoT than any of the others, which is perfectly logical as that's what the majority of people want, but it doesn't appeal to me.
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I can't see any game ever been so superior than its peers ever again.
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I think the art style really did contribute, too. But I'd better shut up about it, or I'll just be repeating myself in tomorrow's article!
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Who owns the rights to that anyway?
Could it plausibly become a VC title or do they need the consent of Rare (for, you know, having made the game)
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IMO I think they did spend time on adding features to the game and refining it, in addition to tailoring the control on the Wii version but we'll never really know definitively.
I've still not played LTTP properly; I've got it on GBA and every time I end up stopping part way through because I don't have the time; I then can't really continue from where I left off due to the long gap and need to restart again!
I really want to try Majora's Mask at some point, OOT is the best imho.
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/Wonders is there some magical combination that makes everyone happy.....
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One launched with Mario Kart Double Dash
And one with The Wind Waker
The former has
- The Legend Of Zelda
- Zelda II
- The Ocarina Of Time
- Majora's Mask
- A 15 minute timed Wind Waker Demo
The latter has:
- Ocarina Of Time
- Ocarina Of Time: Master Quest
- Various videos of other games (F-zero GX and stuff)
WHOOPS!!!
I used my super powers to make sure i had all of them
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I would argue the opposite. WW was the most padded out of all the Zelda games, with a massive game world that was largely bland and 75% blue. OoT and especially MM had a much tighter game world and design.
And the less said about that Tri-Force piece collecting at the end, the better.
K
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Although the Double Dash one came with the gamecube bundled Double Dash...
Although I managed to find it without a gamecube...Lucky me...
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Zomoniac: well, you are an odd one! Leaving aside the fact that the plot developments in the first few hours are small fry compared to the later stuff (did you get to the Adult Link bit, ie the main bulk of the game?), it amazes me that OoT's size, scope, graphics etc. didn't impress you if you got it at the time. Back then, there WAS nothing like it, and that went for the controls and mechanics; it's archaic now because OoT basically invented it. Still, I love WW too, and if it was the cartoon graphics that you loved most, I guess OoT isn't for you. The mechanics of that feel a bit slow compared to the refined WW engine, too...maybe you could wait for the DS one to come out. That reuses WW's style, though obviously it doesn't look as nice...
Keza: I'm with Kay on this one, it's not about the length per se, it's how well that time is used. I'm one of the "weird ones" who loved OoT AND TWW (and MM, for that mattter), but TWW, despite being shorter, is one the one that felt padded and stretched out to me...
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I'm getting the Wii version and my mate is getting the 'Cube one from DVDBoxOffice. So it will be interesting to see both.
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Discuss.
(or shall we leave this to the imminent TP review?)
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2D Zeldas fortunately doesn't suffer the same fate. Personally I adore Wind Waker's style of graphic much more than the "realistic" Zelda, which explains why I am looking forward to PH more than TP.
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Shameless fanboy moment.
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As for graphics, what was so special? If anything the graphics harmed the size and scope of the game, since the draw distance was about four feet it kinda made everything feel very cloustraphobic (sp?). I didn't feel it was better than other N64/PS games of the period (SM64, GoldenEye, Tekken 3, MGS and GT all came out before it and looked better to me).
What controls did it invent? Aside from having a combat system no better than either MGS or the Legacy of Kain games and bog-standard movement control, there was nothing to distinguish it.
Action scenes were mostly few and far between, so most of the time was spent exploring the world, which was fine in WW, but OoT was just so dull, uninspiring locations repeating themselves again and again. A game needs to do something new to grab me. I already did the fire/water/ice/country-in-3D in SM64. OoT just repeated this but with a worse draw-distance and level design. Playing WW made doing these same locations for the millionth time feel fresh and alive.
And this is where my confusion lies. I don't understand what I'm missing, as so many people whose opinions I usually agree with about games talk of OoT like it was some kind of second coming of the Christ, how it reinvented games. But I played it back when it was supposed to have re-invented games and there was precisely nothing in it of merit that I hadn't seen done as well or better elsewhere.
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It's also the only one I've ever completed (for shame!)
The original NES Zelda, even now, I can't play properly. I couldn't do it when I was 6, and I can't do it now I'm 20. It's insanely difficult.
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Would be nice to see if TP can top it... I'm fairly confident it will.
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Be gone haters!
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That's because in Zelda the game world is created around the gameplay places.
In GTA, the gameplay places are put in the gameworld.
So in Zelda there's a much greater economy of use of the play area whereas GTA, esp. as the 3d series went on, just increased it's surface but didn't use it.
I can't help but compare them to comics, that Zelda is like a british comic, with all it's content crammed in a few pages that neccesitate close redeang and rereading whereas GTA is like a japanese manga where the story is very decompressed and doesn't cover pages but volumes.
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Zelda snowboarding.
Sorry.. didnt mean to put a spoiler in there.
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I agree with you on mgs.
FF I can understand why you think that way (i dont though).
But zelda? Just wondering how many/which ones you've played? What dont you like about them? etc?
For example I dont like oblivion, i've been very vocal about that. But i've always posted why - so people can understand why i dont like it (to me it's just all pretty no game).
So I'm definately interested in why you dont like it? Too hard? Too easy? You prefer "no brainer" games (nothing wrong with that btw)? Maybe windwaker was "too kiddy" for you? etc etc.
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Im drawn between which one i like more.
At moment TP is my favourite because i'm still playing it. Dunno how i'll feel when i've completed it though and can compare them both.
For example, even though I like MOST of it, i dont like the early wolf levels. And some of the more advanced fighting moves later in game are hard to pull off (but that's been case in every zelda going way back to snes).
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It's funny really, cos I've finished some truly awful games to get to the end of the story!
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Yep, something that's strangely unrecognized in games. I too feel that way about Zelda (admittedly I've only tried Ocarina of Time), it felt bland and simplistic to me (in more ways than one). But I'm not saying it's a bad game, not at all. There are some movies that I know are great movies but that I still can't be bothered to watch either, because it doesn't appeal to me for some reason or other. That's a perfectly valid and normal thing to do, but for some reason where games are concerned things always seem like they need to be put into black/white.
Though yes, I admit I've also played through worse games that maybe didn't (or shouldn't) appeal to me just to finish them...
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I do understand now though. Pretty much every zelda game i've played has started out rubbish and boring (leading you in too slowly imo) and doesnt start to get good until you get to the "i want to see what new inventive weapon i get next" part of playing.. In case of TP, that's over an hour or so in!
So yeah.. I can understand that.
I guess you have to have played zelda before to realise that no matter how slow it starts, it WILL get good later on .. and when it does.. wow!
I dont buy this "it's all about growing up, so you need to have played it as a kid" rubbish. I didnt play the snes version until I was 21 (yes im old)
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Yes they did.
To me, those zelda 1 graphics look ace (but then I had a spectrum at the time and was jealous of nes owners and their superior graphics)
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16K or 48K?
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Yeah, I don't actually like Ocarina of Time that much btw. Just playing a Zelda I haven't played in a loooong time while waiting for Twilight Princess. My favourite 3d Zelda is Wind Waker, 2d Awakening / Link to the Past. OoT and MM were always just too hard to look at for me. Not really a fan of the overall 3d mechanics they made for these either, Wind Waker is no exception.. but it just looks too good not to like. Hopefully the next Zelda after TP will have everything new, all new game mechanics and won't resemble the 4 OoT type 3d Zeldas at all. Come on, TP
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Story-wise, I wouldn't say the games are plotless, but I can see how you might think that. They're usually not very forceful with the storytelling, and prefer to let it just happen instead of really hammering it with dramatic cutscenes. TP is meant to be a step up in that respect, which is great, because I have loved the Zelda plots so far. OoT was straightforward but ultimately great, MM's was really interesting and quite emotional, and WW's was actually quite surprising well done too...but again, if you're not a huge fan, I can see how they might just pass you by.
It's the technical stuff that gets me. Bad draw distance? It was fantastic! The opening few areas (Kokiri Forest, Lost Woods etc.) were foggy, yes, but that a style choice. I can rattle off a huge number of areas in that game which were massive for the time (Hyrule Field, Lake Hylia, Lon Lon Ranch, the Gerudo Valley ravine, Kakariko Village even) with no noticeable fogging or pop-up at all, and slowdown was very, very rare. Control-wise, I can't see how you could say MGS or Legcay of Kain were better...those were fixed camera affairs with simple "run and hit" controls. OoT's were much "smarter"; the camera was intelligent yet controllable, the different sword attacks and battle moves were intuitive and managed neatly by the lock-on and strafing system, the context-sensitive A-button (used to roll, jump, read, talk, pull, push, climb, swim) really streamlined things...it's more the whole package than any one feature.
As for action, like smelly says, Zelda games usually start slow to let you get to grips with the world first before cranking up the puzzles and combat. Once you get into the meat of the game (the six Adult Link dungeons), you couldn't really complain about a lack of action. I would like to know exactly how far you got in the game, really, so I can see where you're coming from a bit better...
But heck, it doesn't really matter, because I doubt this is something you'll change your mind on. I mean, you seem to like some of the other games, so it's not like you're just saying this to be contrary. I think that OoT may just best be left as one of those games that you didn't "get", because you're never going to be able to get it now, I don't think. May as well wait for TP.
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Playing through Minish Cap on my DS Lite right now, and loving every minute.
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