When you’re someone who is considered a Nintendo fan, you
have to learn to accept certain things as part of the package deal. You have to
learn you need to overlook the poor naming scheme of the consoles. The names
are only getting worse, and in the way which it becomes harder to find said
device (see New 3DS) online because Google doesn’t fully understand New 3DS
means the new New 3DS console, not just a new 3DS console.
It also means you have to accept the fact that certain
properties, despite how old and tired they are will never change. Mario will
always save Peach, fight Bowser, and jump into pits. Meanwhile, Link will never
speak, he’ll always find a boomerang, and generally fight a big bloated
pig-monster in the name of Zelda, Hyrule, or whatever. A few times Link fights
other things, but most of the time we’re dealing with Ganon again. And while
the Hyrule Historia and the role of Demise from Skyward Sword explain why that is, a bit, it doesn’t excuse the
lack of creativity.
I’m one of few Nintendo fans who can happily say that I (on
average) don’t give a single shit about Zelda games and generally don’t like
playing them. This isn’t to say I think Zelda games are a complete waste of
existence. I love the music from these games. I love the creatures you
encounter in these games (usually). I actually think the expanded lore of the
world and design of specific areas is pretty impressive. I find the change in
art style from game to game a unique take on game design that few can get away
with so easily. And I wouldn’t have such an issue with the story if they’d
shake things up once in a while. Maybe attempt more Majora’s Mask style games instead of more Ocarina of Time style games.
What always kills the Zelda games for me would be the
gameplay. From an action-game perspective, it’s slow, sluggish, and not all
that engaging. This is why Hyrule
Warriors was such a nice change of pace (even if it was outclassed by much
better action games). From a puzzle-game standpoint, the puzzles are fairly
rudimentary and pale in comparison to true challenges like Silent Hill 2 or Portal
which are either mental puzzles or physics puzzles. Zelda is most just timing
puzzles or block-sliding puzzles which have never really been fun… ever.
Zelda gets the adventure-game aspect down fairly well. But I
want a more open-world style of game akin to Skyrim or Saints Row or
even the original Legend of Zelda.
Most Zelda games are insanely linear despite showing off this big epic world
for you to explore. And Link Between
Worlds was a valiant attempt to take things back in that direction, though
not without stumbling a little bit. After all, certain dungeons need certain
items to be beaten, so you still need to do them in a certain order unless you
have all the money to buy all the items from the outset (which you won’t).
In short, Zelda is a mix of game-design ideas that never
really seem to sit well for me because it never does any of them as well as
games dedicated to those genres. It’s like Zelda is trying to be a jack of all
trades, but a master of none, which leaves for a rather mediocre experience in
general. Surely, the best thing to do would be to capitalize on one aspect in a
Zelda game to make each more special,
unique, and interesting. And, to a degree, I’d say they’ve come close a few
times.
In Wind Waker,
they doubled down on the Adventure-game style approach if a big sprawling ocean
to explore. But the big ocean turned some people away and the linearity didn’t
help it much either. On a puzzle-perspective, Four Swords was unique in its attempt to push for four-player
simultaneous puzzle solving, beating Portal
2 to the co-op puzzle scene by a good handful of years. Only problem here
is that the game required so many bits and pieces to be bought to actually make
the Four Swords game work with
multiplayer you wonder why they even bothered in the first place. And we
already discussed how Hyrule Warriors
was the action game rep that did its job well enough, but was kicked in the ass
by Bayonetta 2 only mere seconds
later.
So what can be done to improve Zelda? What can be done to
make Zelda more interesting and fun again? Let’s take a look at individual
aspects and see how they function and what they could do to learn and improve
upon them.
The combat is one of the biggest problems. It really isn’t
that engaging. And maybe part of that is the recent focus on Wii-Motion
controls being integral to gameplay. But even before that, I never really felt
like the combat in a Zelda game was all that enthralling. You lock on, wave your
sword around until it’s dead, and that’s it. Sometimes you shield, but it
wasn’t too big an issue and you could shield as long as you want. Looking at
this, Zelda combat seems like a very
child-friendly easy version of what Dark
Souls eventually pushed for and succeeded with.
Combat is incredibly tough, but fair and it’s very engaging
because you’re trying to avoid attacks, find openings, look for weak spots, and
time your strikes and blocks accordingly to manage your stamina properly. Both
styles are very methodical in their approach of slower pace and looking for
weak points. But Dark Souls feels
more rewarding and engaging because of its difficulty and how it requires more
management of your actions. Every decision has weight and you have to plan your
attack strategy carefully or die again.
Puzzles are the next big issue in any Zelda game that need
tweaking. It’s easy to just say “fuck these shit puzzles” and not put them in
games. But an elaborate dungeon without some kind of logic-defying puzzle just
being there without explanation would be like a baby not crying for breasts.
So, fine, let’s assume we need to have puzzles to appease the squid-monsters
that live inside our brain and find a solution that merely improves them
instead of obliterating them.
I won’t just say, “Copy Dark
Souls,” again by utilizing their
hidden-mechanism puzzles to activate thing. That’s really not a puzzle, but
more of point-n-click game where you have to find the spot that progresses your
game. Instead, let’s try making puzzles more worth doing. Looking at Silent Hill again, puzzles were all
about using clues and piecing together information to find solutions to complex
word problems/puzzles. So why not have that? You already have a musical
instrument you can use for music-based puzzles (in most games). And there are
several other items that can work too. You can then make puzzles that give
items use in dungeons outside of the one you found them in so that hookshot
doesn’t just sit around gathering dust all adventure.
Alternatively, there’s the Portal approach (and you can do both if you want). But with this,
you make physics based challenges, you already have the building (push) blocks
to do just that. Instead of having you just push blocks, why not have them and
other objects (ragdolls even) work as weights for certain puzzles? Why not use
arrows to move particular objects? Why not have the grappling hook function
like it did in Wind Waker, forcing
some kind of momentum-based puzzle/platforming? There are plenty of ways to use
items and concepts that already exist in the game to expand the scope of the
puzzles for a Zelda game.
But to go farther, you can obviously add new elements to
make the puzzles make more sense. We’re in a world of magic and wonder. The
ability for Link to cast spells and other types of magic to perform more
complex puzzles would certainly be a welcome change. This would give Link more
things he could do beyond smacking things with a sword or hammer. But now that
we bring it up let’s get to the adventure aspect of a typical Zelda game adventure.
We basically need more things to do in a Zelda game. The new Zelda WiiU looks to be aiming for that specifically. But let’s
assume it fails or doesn’t live up to the hype so we can speculate precisely
what we want to see. First off, I want options beyond straight-up warrior
combat. I want to cast magic and stealth around. For a truly open world and
open ended experience, I want options on how to tackle challenges, puzzles,
dungeons, and bosses. This is what made Deus
Ex great. It really is what made all sorts of open-world game great because
you could tackle challenges in the ways you felt most capable of doing (within
reason). Plus these new abilities and skills would give players more types of
things to do.
But aside from that, I really just want Hyrule to function
like the world of Skyrim. I want to be able to go anywhere I can see and
explore for hours, getting lost on sidequests and strange new lands instead of
being stuck to a linear plot of dungeon, princess, dungeon, princess, dungeon,
ganondorf, princess. When you have such a big world out there and you aren’t
really encouraged to explore it, then it feels like a waste of space. Zelda WiiU looks to be changing that and
I hope it truly is because that has my attention right now.
That’s all I have for this week for explaining my issues
with the Legend of Zelda series. It
has a lot of potential to be something bigger and better and I’d love to see it
try and get there. In the meantime, I’ll try and enjoy the unique gem that is Majora’s Mask for the 3DS. Come back
soon for more amazing content and be sure to like, share, comment, and
subscribe if you enjoyed the aforementioned complaints about Legend of Zelda. See ya next time!
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