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My Six-Step Plan for The Legend of Zelda
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Thursday, July 09, 2009

Editor's Note: I tried my best to get through The Legend of Zelda: Twilight Princess, but I couldn't. I stopped halfway through. I'm tired of the same Zelda formula, and so is Kris -- and he's got some ways to make it better. -Jason


Recently, Shigeru Miyamoto said that he does not think that the upcoming Zelda game for the Wii will be "that radically different." I hope that changes by the time Nintendo releases the game.

This may sound blasphemous, but as a man who has loved this series from the very first game on the NES, I feel that it must be said: The Legend of Zelda franchise needs a massive overhaul. I enjoyed Twilight Princess well enough, but by the end of the game, it started feeling like a chore -- another dungeon here, another series of increasingly convoluted puzzles there, yet one more annoying method of making magical music, and more banal dialogue to slowly trudge through. The series has, as movie critic Roger Ebert has grown fond of saying recently, become much of a muchness.

But I still love Zelda. In fact, I've been revisiting a number of the older games, including A Link to the Past, Ocarina of Time, and Wind Waker. And if you would forgive the presumption, I've identified six ways to make Zelda feel fresh again. Miyamoto, you better be reading this right now. (And if you are, feel free to join everyone else who will no doubt comment below just to tell me what a gigantic idiot and ass I am.)

 

Step One: Go Back to the 'Toon Look

Yeah, I said it. And I mean it, too. Have you played Wind Waker recently? When I did, I was shocked at how beautiful it still looks. I fear that when an unreasonable backlash to that game erupted in 2003, it may have permanently scared Nintendo away from a visual style that still has so much potential (the couple of DS titles still bearing the look don't count). I don't even understand why people hated it so much. Was it because it robbed Zelda of its "mature" and "realistic" look? Maybe I missed something, but has Zelda ever about realism? What gave people that impression, the elves? No doubt it was the Great Fairies.

I think an aspect of Wind Waker's look that gets glossed over is that it was a return to the series' roots, not a departure. The game had so many small but delightful references to A Link to the Past: the dark dungeon rooms that needed to be illuminated by lighting torches; the mysterious pots that warped you to different locations in a dungeon; the slightly remixed music in some areas; hell, even something as small as the design of Link's first shield felt like a deliberate throwback (look at this, and then this). I submit that in the final analysis, Nintendo had exactly the right idea for the visual style of this series. They just needed to make a few small adjustments.

Step Two: Make It Less Looney Tunes and More Princess Mononoke

I concede that while I love the idea of a cartoon-style Zelda, I'm not entirely happy with the slapstick comedy the game frequently crams down our throats. And let us agree on this much: Link should not look like Chop Chop Master Onion from PaRappa The Rappa.

But imagine a brand- new cartoon-style Zelda where Link looks not like a bug-eyed munchkin but something more along the lines of this:

Look at that picture and then imagine it fluidly animated in 3D. And then find the daring (the daring!) to tell me that animation style wouldn't kick ass.

Step Three: Make It an Open-World Game

This might be my most controversial recommendation, but stick with me. Think back to what made the original NES Zelda and A Link to the Past so awesome at the time. Remember how thrilling the sense of exploration was; you never knew what you were going to see in that next screen over. They were worlds that flowed from one area to the next, as if it all really was an interconnected kingdom and not a series of disjointed levels. In essence, they were the original open-world games (and let's not forget Grand Theft Auto -- before it went 3D -- was a sprawling top-down 2D action game...much like The Legend of Zelda).

Ocarina of Time got a lot of things right when it transitioned Zelda to 3D, but one of the more regrettable aspects of the game that's remained part of the series -- for no good reason -- was its level design: a lot of large, separate spaces connected by tubes. Ocarina's world was constructed that way because of the limited power of the Nintendo 64, but that's not an issue anymore (and while Wind Waker came close to recapturing that original sense of discovery with its aquatic overworld, the fact that most of it was water diminished the thrill). But imagine something closer to the seamlessly constructed setting of Shadow of the Colossus, and replace that game's deliberate minimalism with Zelda's classic secrets scattered all over the land. That sounds a lot more exciting than large bowls connected by tubes to me.

Step Four: Add Experience Levels

This may be another controversial recommendation, but hey, let's not forget this was something introduced by Zelda II: The Adventures of Link, only to be removed from the series ever since. In revisiting these older Zelda games recently, I was struck again and again by how often the combat felt completely pointless. I'd charge into a fight with sword and shield at hand, clobber a couple of enemies, suddenly remember that "Oh yeah, there's no reason to bother with this," and then avoid the battles and move on.

It doesn't necessarily take a traditional system of experience points and levels to add urgency to the combat (I don't want level grinding in Zelda), but the series should have some way to improve Link's strength and abilities based on the number of enemies that he defeats.

Step Five: Write a Compelling Story

Storytelling has never been Zelda's defining quality, but that doesn't mean it can't be. And if it means that it's finally time to give Link a voice in a Zelda game in order to have a narrative that we actually give a damn about, then so be it. Going from one set piece to another where a character dully dictates to Link what he has to do next, finishes by asking "Do you understand what I've just told you?" and then sends him on his way...well, the whole process has grown beyond stale.

You want "maturity" in a Zelda game? Then let's see it where it matters -- in a story that actually has themes to think about, with characters that have motivations beyond saving a princess. I've saved enough princesses. I'm not asking for War and Peace, but is it too much ask for a story that's more than just a clothesline on which to hang eight or so dungeons?

And finally, Step Six: Leave Music the F*** Out of It

I swear to god, if I have to play/conduct/howl one more fricken note in the next Zelda game, I will lose my goddamn mind. Unless Nintendo plans to include totally rad compatibility with Guitar Hero and Rock Band controllers, or they devise an awesome way to use the Wii Remote and Nunchuck as a theremin simulator, then I do not want to play your stupid songs. Ever.

 
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Comments (23)
Default_picture
July 09, 2009
Playing a zelda that looked like the cartoon would be kick ass
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July 09, 2009
Even after all the Zelda games that have come out, I haven't gotten tired of them. Probably because they are released so far apart from the previous entry. That's not to say I'm not open to change, Majora's Mask is my favorite Zelda. Though, the change in that game was less about the mechanics, and more about the mood.

P.S -- I love its music!
Dan__shoe__hsu_-_square
July 09, 2009
I 100% agree with the Zelda-feeling-like-a-chore thing. The series doesn't quite do it for me anymore....
Default_picture
July 10, 2009
I don't know what it is, but Zelda fails to grow old on me as well. I've recently started playing Phantom Hourglass, and even though it's easily the 10th Zelda game I've played...I love it! I agree with some of your points - more seamless open world design and a toon could look good.

But damn, if they ever give Link dialogue, I'm hanging it up right then and there. It'd be the worst thing to ever happen to videogames...ever.
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July 10, 2009
I agree with some of the comments: I can't stand the stupid music and I can't stand some of the look to the game. I agree Wind Waker (and Phantom Hourglass) took a step back that helped the series, but I personally liked the style to it, even if Link looked like onion man. I like the cute aspect. Something I can't stand about the recent Zeldas is how ugly everyone is, like the children and clowns in TP and OoT.

Something that made the old Zelda games stand out was its music. Where is the music now? This again is why I like WW and PH more than the other Zelda games.

I also want to know why it is that so many games have superior action to Zelda. Zelda was originally an action hack and slash open world game. There is no more such action in the new Zelda games. This needs to change.

The feeling I get with Zelda is that the people who are making it don't know what it is they want to make. I find the games incredibly inconsistent with how serious / not serious the more non-cel shaded Zeldas want to be, how much action they want to put in, how much exploration there is to do. They're games that try to do too much and end up dropping the ball.
Default_picture
July 10, 2009
I can't help but think that the Diablo series is the closest modern day equivalent to the original Legend of Zelda which is probably why Diablo III is higher on my must play list than any future Zelda game. I'd still list A Link to the Past and The Legend of Zelda in my top 10 favorite but you are spot on by calling the series stale. I don't know that Link needs a voice but at the same time he can't be all yells and grunts as he was in his most recent adventure. Give me all or nothing. And PLEASE no more music! Nice article.
Why__hello
July 10, 2009
Oh jeez. Kris, you have some serious nerve. And I love it. It's time someone stepped up and called Zelda out on its flaws. It's a spectacular series, but it's important not to let our appreciation cloud our logic and reason.

Well done.
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July 10, 2009
Wow, great piece, totally agree. Anyway, stuff like this is why this site is slowly becoming the only video game site that I visit, not to mention the only game site for which I've ever created an account.
Lance_darnell
July 10, 2009
I lost my love for Zelda half way through Ocarina of Time, and I think every title after Link to the Past should have Deja Vu added to the title. But, I agree with all of your points....

I still like the Original NES version...
Default_picture
July 10, 2009
I agree with Step Three. I was just thinking about something like that a few days ago.

It's weird though, because I wouldn't mind if it was MORE linear either. Wind Waker was a pretty good balance, giving you the next objective but not pushing you right into it.

Where I get annoyed are the situations where the game says "Well, you need to go to these 5 places. Get to it."
Then I either find myself daunted by the "To Do" list I've found myself in, or the joy of randomly exploring is offputing because any direction I head out will end up funneling me into a main objective when I'm looking for one.
I'm big on WW approach of "Go here next.... whenever you feel like it."
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July 10, 2009
I don't exactly agree with all of your points (just most of them), but I'm glad you have suggestions, as opposed to generic critiques.

Open-world Zelda would be kickass; I'm sick of not being able to progress at all unless I do a specific chain of events, especially when there is nothing to do besides those specific things.

I don't think they need to be cel-shaded, but I wouldn't mind; Wind Waker does look amazing. If they do that, they definitely need a better art/animation style, along the lines of Miyazaki, to go along with a more mature story.
36752_1519184584690_1386800604_1423744_1678461_n
July 10, 2009
Figure I'd do a point-for-point:

Step One: Completely agree. Anyone who thinks Zelda should be realisitc has security issues.

Step Two: This one I don't agree with as much. I love that art style! But, I also wouldn't mind the one you described. Both would be fine with me.

Step Three: As far as Zelda is already somewhat of an open world thing, this one is a bit odd. But, I will concede the point that while the world istelf is open, the narrative is extremely funneled and doensn't make take advantage of the world as much as it should.

Step Four: This is the only one I wholeheartedly disagree with. If you add experience, then at some point they're likely to implement level limitations (or disadvantages). What I love about Zelda is that if you want to you can beat the game with three hearts. There's other ways to motivate you into battle.

Step Five: Agree. Not much to be said. Mario exectues minimalist story so well because it leaves much of the story out of the gameplay. If you're going to shove the story down our throats, make it interesting, at least!

Step Six: This is mostly a thematic thing. Plenty of Zelda's haven't had musical themes (Minish Cap, Majora's Mask, Phantom Hourglass, The first Zelda). In fact, I'd say the ones with musical elements are in the minorty, although they are the ones that are most promoted.
Default_picture
July 10, 2009
Each new game has added more "filler" in the form of fetch quests. I haven't finished twilight princess because i got so tired of finding 10 of whatever before i could advance. Get rid of that stuff, take it back to the simplicity of the NES/SNES days but in 3D and with more dungeons and I think all fans would be happy.
Default_picture
July 10, 2009
It seems like you want Bioware/Bethesda Present: The Legend of Zelda. And you know what? I'm not against that at all. I agree with everything you said and offer one critique. Along with getting a new item after every dungeon you should upgrade your character instead of leveling up by killing enemies.
Default_picture
July 10, 2009
There was some Zelda art from Nintendo Power way back, that I think hits on your Mononoke-art desire: http://us.muttpop.com/Muttpop-Blog/Zelda-Art-by-Terada

Gorgeous stuff, I'd love Zelda to evoke this kind of feel.

All your points are valid, but I'd say that Twilight Princess has a fairly compelling story in it's character interactions between Link & Midna.

I personally think Zelda should take a leap and think about changing it's formula and setting. Having Link roam about a modern city would be awesome. As cool as Midna was as well, Link needs to ditch the fairy-companion-formula.
Default_picture
July 11, 2009
Let's make this clear, no one likes cartoon link. The backlash the Wind Waker caused was due to the un-maturing of a beloved icon and not by new graphic style. People just associate one with the other because it happened at the same time. Sprinkle in the boring travel across waters and you have justified a fan-boys reason to hate the game, regardless of the series advances.

To me, Twilight Princess was the true step backwards, not Wind Waker. WW had a slightly evolved combat system. TP went back to the archaic swings of Ocarina of Time. WW let you save the game AFTER you defeated Ganondorf and continue a harder version of the game. TP, just like every other Zelda game only let you save right before the end with no recognition for beating the game. There are dozens of other examples like this.

The people who remember the classic Zelda games are at least in their mid-20's. Wind Waker should have grown up with us. Nintendo had the right idea to try something new during the GameCube era since the formula hasn’t changed at the time for years. But for arguments sake they also had the right idea to give the fans what they wanted during the birth of the Wii era.

Now that Nintendo is successful again, I want to see something fresh as well. I support Kris’s idea of a return to Wind Waker graphic design with the Princess Mononoke model. Less cartoon and more anime. More maturity. And no water this time.

For a long time I thought I was the only one who felt this way. Reading all these magazines and reviews on Zelda, you would never know. God I miss EGM...

Also, as much as I enjoyed Wind Waker, I despised the cartoon Link. During the GameCube era I came up with idea to make Link more mature, or at least appeal to a mature audience. I wrote a compelling story. I am not going to write it here because my idea is so good that I should get paid for it, but Link would need a voice for my idea to come to life. If Rockstar can do it with GTA IV then Nintendo can definitely do it.
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July 11, 2009
Andrew, Stefan, Suriel: To clarify what I meant about making it an open-world game, I was referring more specifically to the level design and not so much the way you progress. Maybe Shadow of the Colossus wasn't the best example. Instead, as Reed pointed out, I'm talking more specifically of an open world closer to Oblivion (although not necessarily quite as enormous and unwieldy), where the world truly is wide open, and not like, "This large space is Hyrule Field, and if you go through this tube, you get to Lake Hylia, and this tube leads to Hyrule Castle," etc. I want a world that makes you feel like you're actually discovering new dungeons and towns and secret caves, and not just slowly opening up specific and carefully guided routes to them.

But I do think some of you also made good points about how stifling the progression can be, as well. As I was replaying the early portions of Wind Waker, I was fed up with how long it took to get to the point where I had my boat with a sale and could actually explore at my leisure. A Link to the Past, meanwhile, surprised me by just how open it was right from the start, and how little it held your hand from one dungeon to the next.

And Ken: Completely agreed about ditching the fairy companion formula. But I think that's also tied to whether Nintendo should ever give in and give Link a voice. In a sense, Navi, Midna, the boat from Wind Waker, etc. all basically exist to speak for Link, because Link can't really speak for himself.

And how about this one to get you all thinking: Should Zelda ever have voice-acting? I wouldn't mind it, so long as Link never, ever said, "Well excuuuuuuuse me, princess!"
Photo-3
July 11, 2009
Great post and analysis of what makes Zelda great. I have to disagree with you about the music though.

Maybe they don't need to make it one of the main gameplay elements, but certainly having an optional musical element adds depth to the game for people who enjoy it.
Default_picture
July 11, 2009
Good read. It was a tad painful to get through, though. I became so excited by the prospect of a new Zelda taking advantage of some of these ideas that I just couldn't bare it anymore--I suppose it's like watching Top Chef or Julia Child when you're starved to death.
Default_picture
July 11, 2009
Wind Waker still looks awesome. Do that look with adult Link and make everyone happy.
Default_picture
July 13, 2009
You're either in the target audience or you're not. I have a feeling many of you have grown out of it.

Many of the non-graphics issues you mention would shrink the target audience by making it less relate-able by almost everyone.

Many people understand music and thus music related puzzles.

The story is simple enough for the younger audiences and is archetypal of many stories. Adding voice acting would distract and complicate relationships between characters, implied relationships that people build in their heads.

The point of avoidable battles is to give people an option on the overworld, only being necessary in dungeons. Not everyone wants to fight every monster they come across. Progression is tightly controlled by the current design.

And Zelda is story-oriented, so the designer generally wants to guide the player through the world, which explains the perceived lack of freedom.

I apologize for riding in the negativity train, but the strength of Zelda is its simplicity. On the plus side, the cartoony style makes it easier to read emotions.
Default_picture
July 13, 2009
I did love the style for Wind Waker and it would rock to see the next console Zelda go back to it.

I think that TP, great game and all, suffered from being developed to be released at launch. As great as the dungeons were, they just felt utterly disposable.

I don't think it needs an open-world setting cause each Zelda game has it's own minigames to complete. Though they should blatantly swap the Minish Cap's Kinstone system, that way you find out about other people in the world.

The music stuff is fine. The experience levels-no. Because then you'll have to spend time doing repetitive and mundane task as opposed to actually discovering how to get past a tricky area.

As far as the game itself goes, the whole dungeon crawl needs to get revamp or thrown out. There's only so many times, you can go through one half of a castle to find a carefully placed to get through the rest of the dungeon. Because the problem with that, you find no reason to use that item again or worse, no need to see that dungeon again, making it disposable.

Boss battles was something that's got have more replay value in the form of a boss battle attack mode, something that'll keep players fighting and reliving epic battles without using the Capcom school of boss design.

Finally, another step to keep Zelda from getting stale: rip off Metroid. the NES original was basically Zelda turned on its side. Both series have now evolved their design hallmarks and one thing the Metroid games do so well is basically turning an entire world into a dungeon with different places to explore and access through specific means. This formula worked well with Zelda 2.
Default_picture
October 13, 2009
I love the open world idea. My dream Zelda game would allow you to tackle the dungeons in any order you choose, and how you got through each dungeon would be different based on what dungeons you have and haven't done previously, and therefore what items you did and didn't have.
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