Returning to The Stone From Which Zelda Was Hewn

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The Legend of Zelda, the first game of the series, was first released in Japan on February 21, 1986 on the Famicom Disk System. A cartridge version, using battery-backed memory, was released in the United States on August 22, 1987 and Europe on November 27, 1987.

Through this awesomely inspired masterpeice of video gaming, a world-changing franchise was born, creating a playing experience that has never been captured by any other game. However, since the first curve of the series (roughly the first four games), Zelda has lost many of the attributes from this first title that made it so spectacular.

The premise of Zelda 1 is the most realistic one of any adventure game to date. From the introduction, the player is shown the problem–Ganon’s seizing of the Triforce in order to gain arcane power. The objective is simple: find the shards of the Triforce of Wisdom before Ganon and defeat him. How you go about it, however, is left entirely up to the gamer. He enters the world with nothing but a shield. No map, no Navi, nothing. The  manual yields some hints on how to pass the first dungeon as a small token to those wise enough to read it, but that’s still only about 6% of the entire game. You had to discover what to do. And how did you do that? You had to explore. For instance, if your curiosity functions like that of a normal human, you entered the cave immediately to the upper left corner of the screen. Within, you found a mysterious old man who bestows upon you the sword. Why didn’t you just start with a sword? Because it added an entirely new level of gameplay. If you never thought to enter the cave, you could have gone on your merry way, never knowing what you missed. Indeed, the game’s final boss can be reached without ever getting the sword.

This dimension of exploration added an imperceivable depth to the game, and thus enhances its realism. You were thrown into a world which needs saving. You have no ideas, no answers, not even a weapon. Has any true hero ever gone out on an epic quest to redeem the land, knowing exactly what to do and when to do it? Of course not. Imagine yourself in such a situation. You would be utterly clueless as to the means to reach your end. Thus, you would resign yourself to explore. And that’s what Zelda 1 is all about. You make the game. The dungeons can be done is almost any order, and very rarely does lacking a certain item prevent you from progressing (with a few exceptions, for instance, the silver arrow is required to kill Ganon) Hyrule is laden with secrets that only a savvy adventurer will find–riches in rupees and other diamonds in the rough.

Now, exploration is not dead in Zelda. To the contrary, the game’s entrance into the three-dimensional realm enhanced this trait in ways unprecedented. However, how many of you never knew what all exactly Ocarina of Time’s world had to offer until after you’d beaten the game? Navi, and any help system in other titles, constantly shoving instructions down your throat killed your sense of adventure. Only after you saved the world already is your sense of urgency eased enough to enjoy the enchanting scenery of the game, be it nature or people. What if we built the mystery and exciting adventure of Zelda 1’s map in a breathtaking 3D environment? What if you had to wander and weave within a gorgeous Hyrule and actually found for yourself temples and lakes, mountains and castles?

Many will surely object, “But if there is no help system, what will the less-experienced Zelda players do when they get stuck?” Firstly, I would like to point out that the less experienced Zelda players should perhaps become more experienced. The audience referred to in that question has almost certainly never played a Zelda game that was not cel-shaded, except perhaps Twilight Princess. There’s an entire world of Zelda games out there, and although made before their birth or during their toddler years, are incredibly valuable for the series. Quite so, as many of us prize them above all the others. Again, one may retort, “But these kids can’t just go buy a NES, SNES, and an N64, as well as all those games!” Perhaps not. (although if you look in your local retro gaming stores, I doubt you’ll find it too difficult) But with the Wii’s Virtual Console, one can obtain the first six Zelda games (minus Link’s Awakening) for about $4-5 each. Although not the genuine article, these legendary titles can be played for around $40 in Wii Points.

However, it stands that these simplistic Zelda fans need to reach beyond the cel-shaded, easy hurtles of Wind Waker, Spirit Tracks, and Phantom Hourglass. It is important not only for their growth as a Zelda player but for their academic and mental growth that they learn to solve deeper puzzles and conquer greater obstacles. Anyone can look up the statistics showing the benefits of video games. The Pokemon series gave kids a personal pet to take care of, love, care for, and fight alongside. Video games are now being produced for very young children. Shigeru Miyamoto is quoted saying, “Video games are bad for you? That’s what they said about rock and roll.” Surely we understand the value of video games. Moving on to more difficult games is parallel to moving on to more difficult subjects in one’s academy. It is necessary, beneficial, and in Zelda’s case, fun.

Therefore, a re-institution of Zelda 1 would fulfill this much-needed role.

Because Zelda 1 was a primitive video game there were many aspects that were lacking, and some that weren’t even thought of. Zelda has certainly evolved over the ages. Ocarina of Time defined the series in several ways, and led the series in a lot of different creative directions. The game’s story line slowly underwent a metamorphosis from a primitive hero, princess, pig beast, and a yellow triangle into something of beauty, dear to us with its magical story of a Golden Power corrupting a dark prince Ganondorf, who in turn distorted the ancient Hyrule by his petulent rule. Thus, a mystical princess endowed with beauty and wisdom aides an unknown hero to rescue the land and restore law across it. It was rightly said in the commercial for Wind Waker, “Every game has a story; only one is a legend.”

What if we took this profound story and wrote it into the first Zelda? What if we transformed this puzzling map into a 3D panoramic paradise? To do so would fully develop Zelda 1 into what would perhaps be the perfect Zelda, surpassing even the sacred Ocarina of Time. If we took the original gameplay concepts that launched the Zelda series into stardom, and combined them with the story that will forever be our treasure, we have the most transcendent Zelda experience to date. Let’s advance Zelda 1’s character development beyond “Here, take this sword.” into something of brilliance. Let’s add on to what is already there. And the effect of such a game would lead us out of the shadow of Ocarina of Time. No longer would the creative forces of Nintendo be limited by the scope of that single relic. We would start afresh: Zelda would be as youthful in concept and idea as it was back in 1986, and it would free us to imagine a world before, and perhaps even without, Ocarina of Time. The older gamers would experience a sweet nostalgia for the game that started it all, and the younger ones would discover that there was, in fact, a Zelda before the Wind Waker.

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  • Douglas!

    Dude, this is sweeet!! Keep em comin!

  • Lucas

    Good article except for the oh so subtle putdown of the Cel-Shading aspect of the series as being easy and overly simple. You make it sound like they were meant for 7-year olds,which is incorrect. I am 18 and I personally enjoy the artistic flair cel-shading gives to the series. Spirit Tracks especially does no "hand-holding" in the way of solving puzzles. Overall a good idea though to return to the root of the series in gameplay terms. :)

  • Omar

    Great article–I have been saying this since the N64 came out. Zelda 1 was the first game I ever played, and I was 4 years old at the time. It's not "too hard for inexperienced players," it's too hard for people too lazy to play good games.

    Also, I'm 21, and Wind Waker was one of my favorite Zelda games ever–right up there with Zelda 1, Link to the Past, Majora's Mask, etc. Cel-shading is merely a different artistic technique, not a design just for little kids.

  • Michael Woodard

    I agree with you on all accounts except one. I believe you were a little too harsh on the Cel-Shading.(only slightly)

  • TS

    I don't think the author here was too harsh on the Cel shading titles, so much that it was just using it as a reference point that the newest games are the easiest games.

    I've said it before, and I'll say it again: I don't care for linear games that tell me absolutely where to go, what to do, and when to do it. They did this to Zelda, and they've done it to Metroid, and I don't think Nintendo knows how to make nonlinear games anymore.

    I could almost forgive the linearity if they weren't so dreadfully uncreative with their stories, as well. I've seen it all, though, it seems. Maybe someone should hire a real writer for a change.

  • Lucas

    Uncreative? Have you ever played Metroid Prime 3 or Twilight Princess? Can you show me that every single part of those storires was uncreative? I highly doubt it.