Friday, June 11, 2010

Linking it Together: The Legend of Zelda


This is an open letter to the team currently responsible for the new title in the Legend of Zelda franchise: PLEASE don't make the game suck. I've been playing these games since the very original, and feel the same way about them as a fish feels about water; they are my element, and it takes quite a lot to get me to dislike them. I've loved and beaten very nearly every Zelda I've ever played, from the original to Twilight Princess, and so I've decided to talk a little about the series and why it's such a big deal to me.

A long time ago, my Uncle hand an NES, long before my family inherited it, from him. It was one of the greatest joys of my young life to go to his house for a visit, because while there, I could play Super Mario Bros, Megaman, and, of course, The Legend of Zelda. When I was very young, I used to flip out over the game simply because it had a gold cartridge. Really!? GOLD!? I would stare at it in awe, hardly daring to believe that such a game could be touched by my hands. When gazing at it in the lineup, I simply assumed that no game that looked so splendid could be mine to play. The very first time I was allowed o play, I took the controller as if it could turn to dust in my hands. Surely, this would be the greatest experience of my life! The game did not disappoint. Where other games put you on a set path, and said, "GO THAT WAY!", this glorious game allowed you the freedom to go where you would. I was so amazed by this, that the very first time playing, I tried to play the game without even picking up the sword! Shortly after I died, I was able to start the long learning process that was the Legend of Zelda. Ever since that very first game opened the door and put true freedom in my hands, I've been a junkie for those types of games.

Moving forward through time, Zelda II was every bit as good as the original, though it did mix things up with an entirely new gameplay style. The world was enormous beyond imagination, and I never felt like I was running out of hings to do. And so it went. With each new game, I found something new to love. There were frustrations, and difficult puzzles, but as with the very best of relationships, the good outweighed the bad. For twenty years, I would never find a single game disappointing. Zelda was my rock. When Final Fantasy went awry, or Mario became repetitive, or when Resident Evil wasn't scary, or when Metal Gear lost it's freaking marbles, I always had The Legend of Zelda to turn to.

Five years ago, as I bought my Wii, a smile on my face, only one thing was on my mind: The Legend of Zelda: The Twilight Princess. After endless internal debate over what I should do, I had made the decision to purchase the whole new system that would be required to play the ultimate version of the game. Money in hand, I stood in a Meijer for twenty-seven hours waiting. Finally, it was time to play the greatest Zelda ever made. I played the game for days straight, and was not disappointed. Or that's what I wish I could say.

For all that I loved about it, and there was a LOT to love, I found my heart wavering. The Wind Waker and Majora's Mask, easily my two favorites titles thus far, has been utterly massive, with hours and hours worth of adventures and side quests to back up the main meat of the game. With Twilight Princess boasting the largest game world yet, I felt it was safe to assume that it would have even more. Sadly, when I played, I discovered it to have about a much to do as a game boy title. Though truly an excellent game, for the first time, I found myself unsatisfied. Shaking it off, I smiled, thinking to myself, "This was a Gamecube port, after all. They spent a lot of time preparing i for the Wii. Of COURSE something had to go." Nodding happily, I set about waiting for the next title in the series, The Phantom Hourglass.

Hooboy. This was... a problem. The game debuted on the DS, a system that has similar power to that of the N64, home of Ocarina of Time and Majora's Mask, two of the most beloved Zelda games of all time. LOgically, with Super Mario 64 DS being an EXCELLENT port, which even EXPANDED on the original, I assumed that here, for sure, would be the sprawling adventure I desired. Not only that, but it was a direct sequel to The Wind Waker. I was overjoyed to receive it as a gift, the very day it was released. And it was... okay. Rather than exploring the possibility of a full 3-Dimensional Zelda, Nintendo opted for a more classic top-down perspective. Not only that, but rather than putting all they could into side quests and an expansive world, they instead seemed focused on replicating the pretty graphics of it's predecessor. Nice though this was, it made for lazy level design, with the game even going so far as to have to do and redo and REDO the same dungeon every time the plot progressed. With padding like this, it felt less like a Zelda game and more a pale imitation of one. With a heavy heart, I returned to waiting.

Finally, The Legend of Zelda: The Spirit Tracks arrived. Unfortunately, we have something amazing here: A bad Zelda game. Never before has this occurred. (The CDi games don't count.) Failing to even get a moment of fun for me, this game has caused me some concern. We have come full circle. Where the original game of the series bewildered me so wonderfully with its open world, the most recent game is LITERALLY on rails. You can only stop the train and get off where the game tells you you can, thus effectively removing ALL exploration.

Rather than rant about the negative experience I had, I'll now make it clear why I'm writing this; there's still time. One bad game does not a broken heart make. I'm not even more than a little concerned. I'm just imploring you, Nintendo, to not let this become a habit. Next week, you will be announcing your newest Zelda game, one five years in the making. PLEASE, before its too late, return to the way things should be. Put that smile back on my face, Nintendo. I know you can do it.

No comments: