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Links To The Future: Creating The Perfect Zelda Game

Like many successful franchises, the Legend of Zelda series has changed along with video games themselves. The battles against Ganon and accompanying villains span every single Nintendo platform, usually highlighting the unique features of the company’s newest console. With the recent launch of the Wii U, it’s exciting to imagine what the next entry will present, and what it can borrow from previous installments.

Plot: Skyward Sword

The Zelda games have never been known for their storytelling prowess. However, the most recent entry, Skyward Sword, shows how a decent narrative can focus each objective and tie the dungeons into a cohesive knot. Rather than traveling between out of place temples merely for the sake of it, you tackle puzzles and meet characters that lead you from one to the next. The context in which each is placed makes sense and getting there is almost as fun as the dungeons themselves. A decent plot won’t elevate the next title to greatness alone, but it can definitely help. 



Bosses: Ocarina of Time 

Despite my love for the bosses of the 2D Zelda games, none of them can touch Ocarina of Time’s. Series classics like Phantom Ganon and Twinrova proved, without a doubt, that thrilling combat could take place on a 3D console. In true Zelda fashion, each of these bosses makes clever use of their dungeon’s special item, even if that use isn’t especially clear right away. Figuring out how to finish off each boss was a puzzle in itself, but utilizing the environment added another twist to the battles: deciding which portrait Phantom Ganon would emerge from, using the hover boots to assist your aim while on Bongo Bongo’s drum, and avoiding Morpha’s water all increased the intensity of the encounters. The satisfaction of slaying these behemoths was the icing on the dungeon cake, and any great Zelda game should follow suit.  

Alternate Dimension: A Link to the Past

Ocarina of Time made great use of a parallel world with its time traveling mechanic, juxtaposing the mature world of adult Link against the more innocent one seven years prior. But A Link to the Past did it even better. The light/dark world dichotomy creates two disparate maps with alternate locations and secrets alike. Switching between the two allows you access to alternate routes, hidden prizes, and most importantly, eight new dungeons that more than doubled the game. This clever use of an alternate dimension makes many of the following games seem small by comparison.  



Dungeons: Twilight Princess

Devious dungeons are the core of any good Zelda game, but Twilight Princess’ are some of the most mind-bending and well-designed puzzles in the franchise. Controlling the flow of water in the Lakebed Temple or rescuing monkeys to create a bridge in the Forest Temple showcased in-depth design based around a larger mechanic. These dungeons, much like those in Skyward Sword, are also placed in believable locations. For instance, instead of just having a Fire Temple, the dungeon is a Goron mine. Snowpeak Ruins is situated on an icy mountain top, while the desert temple-esque Arbiter’s Grounds act as a prison isolated from the rest of Hyrule; this placement makes sense. If a new Zelda game can combine this cohesiveness and pitch perfect level design, the rest should fall into place.



Progression and Reward: Majora’s Mask

Zelda II’s RPG elements allowed players to beef up Link with better attack, magic, and life attributes, an element later forgotten in the series. These effects were tangible, and helped players along the path of one of arguably the toughest entries in the franchise. But if any Zelda game really rewards your efforts in a meaningful way, it’s Majora’s Mask. Not only did the acquisition of each new mask create fun side quests and optional objectives, but the resulting effects were always unique and sometimes weird. The Blast Mask made Link’s face explode (enough said) and the Mask of Truth let you talk to small animals. And if you felt like the effects of the 20 optional masks were getting boring, you could trade them in for the Fierce Deity Mask, transforming Link into the ultimate badass. Any Zelda should take cues from Majora’s Mask on how to make side content worthwhile.

Map Management: Phantom Hourglass and Spirit Tracks

The Nintendo DS titles added a small addition to the Zelda formula which saved pages and pages of gamers’ paper. These titles allowed you to make notes on the world map, indicating treasure chest locations and secrets to return to later. Both the 3DS and Wii U Gamepad could make great use of this mechanic and, in turn, save us hours of searching old areas.



Music: Wind Waker

Music and Zelda go hand- in-hand, and this is apparent in Wind Waker more than any other entry. The soundtrack forgoes the regal tone of previous entries for a more personal score with Irish influences. The Wind Waker, Dragon Roost, and Outset Island themes all used real instruments for the first time in the series, and the change spoke volumes. The music present in the rest of the series is adventurous and memorable, but Wind Waker boils it down to a fluid, charming, endearing science. Any future Zelda score should strive toward the chemistry of the Wind Waker soundtrack.

Setting: Link’s Awakening

Hyrule is iterated upon for the majority of Zelda games. From the mature tone of Twilight Princess’ realm to the vibrant style of Skyward Sword, every rendition of the legendary land invites exploration. Deviations from this environment are almost always just as likeable, and Koholint Island is no exception. This setting ranks above the anomaly Termina – from Majora’s Mask – simply because it’s even weirder. Shipwrecked in Link’s Awakening, Link meets characters from other major Nintendo franchises. Running into a Yoshi or Chain Chomp for the first time is surreal. The perfect Zelda game doesn’t  have to take place outside of Hyrule, just so long as it creates that sense of mystery that the best Zelda worlds are known for.

Motion Controls: Please don’t include motion controls. Don’t do it.



[Header Image Courtesy of Dark Horse Comics]

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Comments
  • Oh my god...THIS would be beyond perfection...
  • I'm okay with all of this...but no motion control is something that's weird...sure, it's a little weird...but SS's controls were great. Normal controls are okay, but I'd be alright with motion again. Rest though, Hell yeah.
  • Yeah. I'd probably play this one.
  • that last one was the best

  • If only this could happen. Although, I would have to say, if implemented well, and they were an option, motion controls could be pretty cool. Either way, Nintendo needs to get on this!

  • Or hears one. They could change up the gameplay and story so its not the same as the last 20 thousand LOZ out there. But that's crazy talk
  • I was just kind of slightly curious if there would be any discussion as to how the tablet controller of the Wii U was going to be used in this article.

    Obvious choice would be as a supplementary screen for map/inventory etc, but seriously there has to be some more interesting ideas Nintendo can come up with, especially if they get particularly creative with inventory items.

    That said, great article.

  • Motion Controls: Please don’t include motion controls. Don’t do it.

  • I really wish they would flesh out a much deeper story with Link. Story has become a key component to almost every genera of games, especially RPG/action adventure games. Nintendo took steps with SS but I still feel they could go much deeper.
  • If they can make one better than Skyward Sword, then they have achieved a new level of perfection.
  • I second the plea for no motion controls.

  • Again, I'd just take Ocarina of Time. Or Majora's. Or... Please, just lose the gimmick controls. And we need some love for Capcom's Oracle series here.
  • I must be in a minority that despised Skyward Sword in general. Both in terms of the way it told the story, and the motion controls. I've tried multiple times to give the game a second chance but each time I get turned off and stop. I just can't. I agree with everything else, though.
  • You forgot something. Atmosphere: Majora's Mask. nuff said.
  • This is what I desperately hope Zelda U will be like.
  • I most strongly agree w. the part about Twilight Princess's level design, as i thought it had the best dungeons in the series. Yes, even better than Ocarina (gasp!).

    Anyway incorporating the Ocarina 3DS version's item selection AND Phantom Hourglass' map drawing into the Wii U's gamepad would be a great use of the hardware

    Oh, and HD visuals are gonna be sweet too.
  • Yeah, don't include motion controls. I'd much rather go back to the incredibly complex and immersive combat system that is the B button. Honestly, Skyward Sword's controls were one of my favorite things about it. It was a gimmick for Twilight Princess, sure, but they actually went all-out and crafted a system with actual tactical depth in SS.
  • I would say either Ocarina of Time or Wind Waker for music, or a mix of both o_O lol. But Wind Waker is a great choice. I freaking love the theme for Dragon Roost Island and for the Molgera boss fight.

    CHIKA CHIKA CHIKA CHIKA CHIKA CHIKA CHIKA CHIKA CHIKA!!
  • I completely agree with the last point.
  • Go over to Ubisoft and plead and cry until they tell you how to make Zelda controls the same way they made Red Steel 2 controls, then it will be perfect.
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