The Legend of Zelda: Ocarina of Time
Platforms: N64, 3DS
First Released: November 21, 1998
Gameplay:
Ocarina of Time introduced 3D-platforming that had never been seen before. While some may say the Z-targetting system is broken or badly implemented, they must remember how this was the first attempt at something like this in a video game, and for what it was meant to do, it accomplished and set the standard greatly. The combat system was very basic, and transitioned well from the 2D games before it. The wide-array of items that were brought into a 3D context allowed for various new types of puzzles that set the standard for such in most 3D games today. Unfortunately, the one thing that was quite lacking from the gameplay of Ocarina of Time was the lack of significant side-missions. The few side-missions that were in the game offered little reward for the player to actually complete them and the ones that offered a good reward were tedious trade-sequences.
Sound:
Ocarina of Time introduced many memorable tracks into the series, such as the Serenade of Water, Ganondorf's Theme, Saria's Song and the Song of Time. It also converted songs from past games into a better quality, such as Hyrule Field or Zelda's Lullaby. It is also important to note that music is an important part of this game, as the tunes you collect throughout the game progress it in many ways. The quality of the soundtrack of this game is undeniable.
Characters:
Ocarina of Time brought a wide-range of memorable characters into the series, such as Saria and the Deku Tree. It also gave a new spin on many past characters, explaining the origins of series' villain Ganon. And let's not forget that this game was the introduction of Link's iconic horse, Epona. It was also nice to see how all the main characters were connected. Enemy and boss designs were top-notch, ranging from deadly looking creatures like Volvagia and King Dodongo to scary looking creatures like ReDeads and Dead Hand to funny looking creatures like Twinrova and Deku Shrubs. But let's not forget to mention the annoying little fairy Navi who gets in your head so much that you develop a love-hate relationship with her.
Story:
The narrative of Ocarina of Time is a timeless tale that will never die. While the narrative may not be as grand as some of the ones we see today, Ocarina of Time told a fantastic story of courage and adventure. It is hard to forget how this story bound the destinies of Link, Zelda and Ganondorf, creating the endless possibilities for the series that still lives on today.
Level Design:
Hyrule Field was the main overworld of the game, and consisted of five major areas: Hyrule Castle, Kokiri Forest, Death Mountain, Lake Hylia, and Gerudo Desert. Each of these areas had their own little towns and characters, as well as their own dungeons. Most of the dungeons in the game were very well-designed, save for the Water Temple which does not get any less confusing with every play through. For the time, the landscape was visually stunning and the day and night cycles added a depth to the environment.
Charm:
Ocarina of Time has two main charms: Nostalgia and Grandness. Whether you feel nostalgic playing this game because you have played it before or you feel nostalgia because you have played another Zelda game, Ocarina of Time is the pinnacle of a nostalgic gaming experience. The other charm was the idea of the game being grand. When playing it for the first time, back when it came out, it was the grandest, most luscious game ever seen. Nobody had even imagined something on the scale of Ocarina of Time before its release, and it truly set the standard for what the industry has become.
The Legend of Zelda: Majora's Mask
Platforms: N64
First Released: October 26, 2000
Platforms: N64
First Released: October 26, 2000
Gameplay:
Majora's Mask took the gameplay of Ocarina of Time and mixed it up in a unique way that has not been seen in a Zelda game since. In a way, it is a good thing that Majora's Mask's gameplay was never used again, because it allows Majora's Mask to remain the standalone masterpiece that it is. By incorporating the mask system from Ocarina of Time and heavily expanding upon it, a new level of gameplay and puzzle-solving was introduced. Instead of puzzles being solely based upon using items, they were now also based upon the different abilities Link possessed as a Deku Shrub, Goron and Zora. It is also notable the mention the 3-Day system which was unlike anything ever seen in a game before. Players were forced to master what events took place at what time during each of the three days to complete their puzzles, which made the game extremely unique. The one thing that I mentioned was lacking from Ocarina of Time was a good amount of relevant side-quests, and Majora's Mask delivered on this account terrifically. Not only were there tons of side-quests, but the player felt truly rewarded upon collecting a new mask, and the side-quests actually seemed somewhat relevant to the plot rather than being isolated as tedious quests. Unfortunately, Majora's Mask's biggest negative are its uninspired boss fights. Most of the bosses in the game lack strategy or charm, and are some of the most underwhelming boss battles in the series.
Sound:
While Ocarina of Time introduced some of the most memorable and iconic tracks in the series, Majora's Mask introduced some of the best composed songs in the series. Tracks like the Song of Healing, Oath to Order, Clock Town and Deku Palace are some of the best composed songs in the entire series, and inspire more emotion than most game music today.
Characters:
Most of the actual character models in Majora's Mask are simply reused from Ocarina of Time, however, the dull personalities of many of the supporting characters are not simply cut and pasted. The character development in Majora's Mask is unlike any other game in the series. The Hero of Time's character is developed greatly in this game, as the quest is a more personal one than in Ocarina of Time. Skull Kid's motives are actually explained and his character is developed over the course of the game, as his misery and loneliness is uncovered to the point where the player sympathizes with the bad guy. Tatl, the new fairy companion, is far-less annoying than Navi and even has a nice story in the form of her sibling-relationship with her brother Tael. What is nice about Majora's Mask is that character development is not exclusive to the main characters, and even supporting characters have a strong purpose and presence in the game, rather than serving as simple figures that Link encounters. In fact, every character in the game had a routine within the 3-Day system that they would complete over each cycle, creating a unique sense of self for even the smallest of characters. Oh, and let's not forget the introduction of the creepy, yet likeable Tingle.
Story:
As stated before, the story of Majora's Mask is more of a personal quest of Link's. The main problem that many find with the story of Majora's Mask is that there is an introduction that provides an ultimate goal for the protagonist, and then the plot halts all progression until the conclusion. This is because the story of Majora's Mask is told through a major theme, rather than a big plot. The story is how each of the character's small stories relate to the overall theme of the game, so the game is almost less of a complete-story and more of a collection of small stories that are all tied to the same event, which is why someone who avoids the side-quests in the game will be left hungry for more plot development.
Level Design:
Majora's Mask's overworld is split into five main areas, not unlike Ocarina of Time. There is Clock Town, Southern Swamp, Snowhead Mountain, Great Bay, and Ikana Canyon. While Ocarina of Time had eight dungeons, Majora's Mask has the smallest number of dungeons of any Zelda title with only four dungeons: one for each area surrounding Clock Town. However, Ikana Canyon does have a wide-range of mini-dungeons and the overworld itself is much bigger with more to do than the overworld of Ocarina of Time, allowing for the game to be just as full as its predecessor. Majora's Mask has arguably the best dungeon in the series: The Stone Tower Temple. Everything about this dungeon was fantastically unique. However, it also possesses arguably the worst dungeon: The Great Bay Temple.
Charm:
The charm of Majora's Mask is a dark one. The entire game is mysterious and downright scary at times, and Termina is constantly in a state of impending demise. The game never lets you forget what is coming at the end of those 3-days and constantly reminds you of the stakes. The charm of Majora's Mask is definitely not for everyone, but if you enjoy a dark game, Majora's Mask is one of the only E-Rated games that is going to satisfy that desire.
The Legend of Zelda: The Wind Waker
Platforms: GCN, Wii U
First Released: March 24, 2003
Gameplay:
Wink Waker's gameplay used the general formula of Ocarina of Time and Majora's Mask, but also added certain aspects to the series that helped deepen the experience. The introduction of collectibles to trade for various items or potions was a welcome addition to the series and gave fighting enemies a little more reward. Increasing the rupee limit was also a smart addition, allowing for the player to not have to walk around with a full bag of rupees for 90% of the game. The controls and general flow of the game felt much smoother than previous entries, making it a great improvement for the series. Combat was heavily improved with the addition of counter-attacks. There were several memorable items introduced in this game as well, such as the grappling hook and the Deku Leaf. One of the most important parts of Wind Waker is the fact that the items generally did not become useless after their dungeons, as many items in other Zelda titles do, and instead seemed to serve a purpose throughout the game. The biggest addition in Wind Waker was the sailing mechanic. While it could quickly become tedious and annoying, as the sailing could take a while, after obtaining the warp tune, the sailing felt like less of a hassle. In Wind Waker HD, the introduction of the swift sail made sailing much less annoying as destinations would be reached much more quickly. Another fine addition in the game was the introduction of controlling another character through command tunes, which made three of the dungeons in the game unlike any in previous games, requiring the player to work in sync with both Link and another character in order to progress through the dungeons. Finally, Wind Waker had some of the most memorable and epic boss battles in the series with consistently great designs and fights.
Sound:
Wind Waker introduced some fantastic tracks into the series such as Grandma's Song, Dragon Roost Island and Legendary Hero. Very few of the tracks were reused from past games, aside from the iconic tunes like Zelda's Lullaby which got a nice new rendition. The tune for the Great Sea always made sailing much less annoying as the song was quite inspired.
Characters:
Wind Waker is the first Zelda game to have a family dynamic. Link, Aryll and Grandma are all introduced as a loveable family, which allows for players to instantly make connections. Old characters were given new twists such as Zelda actually being a pirate named Tetra, as opposed to being the traditional princess. Ganondorf was given more of a sympathetic approach, and his actions in Ocarina of Time were explained as the game explored his character more deeply than before. There was also a great cast of new characters such as the King of Red Lions, Medli and Makar. Unfortunately, the supporting characters lacked the depth of the ones in Majora's Mask, which was a step-back for the series.
Story:
The story of Wind Waker is a fantastic one. As mentioned previously, this is the first Zelda title with a family dynamic. That family dynamic sets up the story, as Link is presented as a caring brother trying to save his sister, but ends up getting involved in a much greater journey as he discovers the legacy of Hyrule and its demise. While the narrative is nothing award-winning, it is fun and transitions the game nicely, making for a grand adventure that spans an entire ocean and beyond.
Level Design:
Wind Waker definitely had some of the most innovative dungeons in the series, with the Earth and Wind Temples requiring the use of two characters to progress. While the temples are innovative and well-made, there was nothing truly amazing or stand-out for the series. The overworld is the biggest one we have seen to date, however, this came with a price as many of the islands along the great sea were barren with little more than a cave with a chest. The few islands that did have towns on them were fun and filled with lots to do, but unfortunately, the Great Sea felt very lifeless and almost too big for its own good.
Charm:
Wind Waker's charm is one of the most fun in the entire series. The cel-shaded, cartoony graphics may seem unnatural for the series, but they make for an absolutely unique experience. The entire journey of Wind Waker felt fun because of the atmosphere, and it was easy to isolate oneself from the fact that evil was impending, because Wind Waker's atmosphere was so bright. Wind Waker feels like an isolated, stand-out experience from the other games in the series because of its undeniable liveability and charm.
Sound:
Wind Waker introduced some fantastic tracks into the series such as Grandma's Song, Dragon Roost Island and Legendary Hero. Very few of the tracks were reused from past games, aside from the iconic tunes like Zelda's Lullaby which got a nice new rendition. The tune for the Great Sea always made sailing much less annoying as the song was quite inspired.
Characters:
Wind Waker is the first Zelda game to have a family dynamic. Link, Aryll and Grandma are all introduced as a loveable family, which allows for players to instantly make connections. Old characters were given new twists such as Zelda actually being a pirate named Tetra, as opposed to being the traditional princess. Ganondorf was given more of a sympathetic approach, and his actions in Ocarina of Time were explained as the game explored his character more deeply than before. There was also a great cast of new characters such as the King of Red Lions, Medli and Makar. Unfortunately, the supporting characters lacked the depth of the ones in Majora's Mask, which was a step-back for the series.
Story:
The story of Wind Waker is a fantastic one. As mentioned previously, this is the first Zelda title with a family dynamic. That family dynamic sets up the story, as Link is presented as a caring brother trying to save his sister, but ends up getting involved in a much greater journey as he discovers the legacy of Hyrule and its demise. While the narrative is nothing award-winning, it is fun and transitions the game nicely, making for a grand adventure that spans an entire ocean and beyond.
Level Design:
Wind Waker definitely had some of the most innovative dungeons in the series, with the Earth and Wind Temples requiring the use of two characters to progress. While the temples are innovative and well-made, there was nothing truly amazing or stand-out for the series. The overworld is the biggest one we have seen to date, however, this came with a price as many of the islands along the great sea were barren with little more than a cave with a chest. The few islands that did have towns on them were fun and filled with lots to do, but unfortunately, the Great Sea felt very lifeless and almost too big for its own good.
Charm:
Wind Waker's charm is one of the most fun in the entire series. The cel-shaded, cartoony graphics may seem unnatural for the series, but they make for an absolutely unique experience. The entire journey of Wind Waker felt fun because of the atmosphere, and it was easy to isolate oneself from the fact that evil was impending, because Wind Waker's atmosphere was so bright. Wind Waker feels like an isolated, stand-out experience from the other games in the series because of its undeniable liveability and charm.
The Legend of Zelda: Twilight Princess
Platforms: GCN, Wii
First Released: November 19, 2006
Gameplay:
Twilight Princess retained many of the additions added in Wind Waker, while playing more similarly to Ocarina of Time. The collectibles were further expanded on by adding collectible bugs and poe souls as a quick and easy way to make rupees. Epona and horseback riding returned and was greatly improved upon from Ocarina of Time and Majora's Mask, with the addition of horse-back combat and enemies giving players a new way to fight. Counterattacks did not make a return from Wind Waker, however the mechanic was reused as special combat moves that could be executed at any time after Link learnt them, making the combat more fluid than before. There was a wide-range of new items introduced in Twilight Princess, however, many of them suffered from the "one-dungeon use" problem where they became extremely insignificant upon completion of their dungeon. The biggest gameplay change in Twilight Princess was the addition of Link's wolf form, which made puzzles in later temples much trickier as the player would need to determine when was the right occasion to be a human and when was the right occasion to be a wolf. Despite these welcome additions and improvements, Twilight Princess also took a step back in many ways. The addition of tear-collecting was an extremely tedious part of the game that had the player run around aimlessly killing beetles in order to progress. While Zelda games have never been difficult, Twilight Princess' difficulty was pathetic, and it was extremely easy for a player to go through the game never having a game over. The removal of the magic bar was a poor choice, and made both combat and items have much less variety. Finally, many of the early bosses were extremely lacklustre despite their fantastic designs, and one of them never even actually attacks the player. However, Twilight Princess does contain the single most epic and innovative boss battle in the series, which makes up for terrible opening bosses.
Sound:
Twilight Princess relied slightly more on the tunes of the past games than Wind Waker had. However, there were some beautiful pieces of music in the game, such as Midna's Lament and Ilia's Theme. Twilight Princess also had the first instance of pseudo-voice acting, with Midna actually speaking in what we assume to be Hylian whenever she spoke. While the score for the game was definitely a fantastic one, it did not have as many stand-out and memorable tracks that previous entries had, but did give us some great renditions of older tunes.
Characters:
Twilight Princess did not have as many colourful and memorable characters as previous games, focusing almost solely on the main characters. However, the character of Midna was one of the greatest in the entire series. By the end of the game, Midna felt like a fully developed character, having her origins explained as well as undergoing a personal journey and shift in character throughout the game. It is easy to become attached to Midna because of how intricate of a role she plays in the story, and compared to other companions, she definitely comes out on top. We also get to see Zelda in the form of a strong dictator for the people, rather than just holding the title of Princess and doing virtually nothing to lead the people of Hyrule. The addition of Zant was a welcome new threat to the series, and his story and conflict with Midna was well-explored as his mysterious character unfolds throughout the game. However, Twilight Princess does suffer the same problem Ocarina of Time had, with supporting characters being virtually lifeless and serving next to no actual role in the game.
Story:
The narrative of Twilight Princess is easily the best-written and most engaging of the series. The narrative never truly halts, and seems to progress through the entire journey. Where Ocarina of Time or Wind Waker would send you on a path to find three relics, and halt most of the narrative until after the relics were found, Twilight Princess slowly progresses and unveils small truths and mysteries of the narrative throughout the entire game. The narrative also has the characters of Hyrule playing an active role in aiding Link, as they are not as oblivious and ignorant to the impending doom as they were in Ocarina of Time and Wind Waker. The ultimate conclusion to the narrative is moving and gives a great sense of closure to the story, making the game feel like the beginning and end of a complete story, instead of blatantly leaving it open like Ocarina of Time and Wind Waker had.
Level Design:
It is evident that the overworld of Twilight Princess was inspired heavily by Ocarina of Time. However, Hyrule has gone through major change since the Hero of Time, and the landscape and landmarks pay homage to the fact that certain places from Ocarina of Time were moved and destroyed for certain purposes. Some complain that the overworld of Twilight Princess is too large, however, this seems like a minor problem when there are warp points in nearly every area of the map, meaning the player does not have to walk by foot (or horse) if they so choose. Where Twilight Princess really shined was its temple design. Twilight Princess introduced environments never explored in previous Zelda games, such as the Temple of Time and a City in the Sky. The three earlier temples seemed to pay homage to the past Zelda games, being fairly straight-forward, yet quite well-designed. The second-half of the game was where innovation began to be more dominant. Arbiter's Grounds, Snowpeak Ruins and the Temple of Time all changed up the regular formula of the previous dungeons in the series, and made for some fresh experiences.
Charm:
The charm of Twilight Princess relies heavily on past games. Twilight Princess gets its charm from merging the style and environment of Ocarina of Time, the dark atmosphere of Majora's Mask, and the grand journey of Wind Waker. The end result was a game that truly did not have a charm of its own, but mixed together the best parts of the legacy of the franchise.
The Legend of Zelda: Skyward Sword
Platforms: Wii
First Released: November 20, 2011
Gameplay:
Skyward Sword's gameplay was probably the biggest change in the series. With the addition of Wii Motion Plus, Skyward Sword became reliant on gameplay that used motion controls. This lead to many innovative and fresh new ideas in the series, but also took away from many aspects of the series. For instance, combat was now more focused on learned enemy blocking patterns than learning enemy weak-spots, which made it hard to just walk through the game finishing a group of enemies off quickly. Puzzles were almost always reliant on motion controls, which made them much less about problem-solving and more about getting the controller to do what you wanted it to. The addition of weapon-upgrading gave the items in the game more use and made them more effective, but took away from their individuality. Shields also had their own health bar, and the player could no longer turtle behind a shield, but had to actively counter with the shield or risk it breaking mid-battle, which made battles more challenging but was also an annoyance. The stamina bar was a great addition, but the removal of rolling without using up the stamina bar made traveling by foot extremely slow, especially with the lack of a mount. The Loftwings were easily the most boring form of travel in the series and were quite slow from getting Link from place to place. The items in the game were quite unique and did each have a presence throughout the game, however, the lack of an actual offensive weapon until the bow is obtained late in the game was unfortunate. Tear collecting made a return from Twilight Princess, but was much less tedious and was implemented better into the game. Side-quests were implemented much better into this game, with many of the quests having as much personality as the ones in Majora's Mask, but lacked a reward great enough for the player to actually do them. One place where MotionPlus truly shined was during boss battles, with some of the best boss battles in the series taking place during this game.
Sound:
Skyward Sword's soundtrack was a bit lacking compared to other games in the series. The main theme of the game is actually Zelda's Lullaby backwards, and unfortunately, it is overused in the game to the point where it becomes annoying. Ghirahim's character theme was a fantastically composed song, but other than that, most of the tracks in the game are quite forgettable.
Characters:
Skyward Sword introduced a fantastic cast of characters. Link and Zelda were introduced as childhood friends, so the bond between their characters is stronger than it has been in any game. Zelda's character was also much more independent and strong than in previous games. The villain, Ghirahim, was easily the best new villain since Majora, and his sadistic yet dramatic personality made him a fun, yet deadly threat. The character of Groose was also a welcome addition as he had some great character development throughout the game, starting as the hated, bully and turning into the jolly giant. Residents of Skyloft also seemed to have more character and presence similar to the characters in Majora's Mask, but lacked the same development and routine. Despite all these wonderful characters, Skyward Sword also introduced the single-worst character in the entire Zelda franchise. Fi, the spirit of the Master Sword, was an absolutely disgusting joke for a companion, not only pointing out the obvious to the player and halting the gameplay, but also speaking in a robotic way that did not fit the universe at all.
Story:
Since Skyward Sword is a prequel, it was unsure of how it would create a new story within the universe without becoming inconsistent with the chronology. However, Skyward Sword pulled off a fantastic narrative that paid homage to future games in the series, while also explaining the origins of the Master Sword, Hyrule and Ganondorf. It also had quite a few well-placed plot twists. The story was definitely one of the more engaging ones in the series but did suffer from halting at various points in the game.
Level Design:
The dungeons in Skyward Sword were well-designed and took place in some unique environments, such as on a Pirate Ship and in a Heaven-Hell type dungeon. The overworld was broken into four areas: Eldin Volcano, Lanayru Desert, Faron Woods and the Sky above it. The most disappointing aspect of the overworld was the fact that no towns existed in the game aside from Skyloft and that everything below the clouds was separated, and the only way to journey to a different area was to return to the Sky. The Sky had many floating islands, similar to Wind Waker's islands, but suffered from the same problem of being barren.
Charm:
Skyward Sword's charm comes from how fresh it feels. The game feels like something completely new compared to the other games. The visuals, atmosphere, and overall appeal of the game feel more stand-alone than previous games, and the experience is definitely a different one.
The Verdict
Best Gameplay: The Wind Waker
Best Sound: Ocarina of Time
Best Characters: Majora's Mask
Best Story: Twilight Princess
Best Level Design: Twilight Princess
Best Charm: The Wind Waker
The Definitive Legend of Zelda Game is...
I spent a long time pondering which game I would choose to be the "Definitive Zelda Game." I found it extremely difficult to choose, because each game has so much to offer, so how can you determine which game perfectly defines the series?
The Legend of Zelda is a grand series, and each entry stands as its own and offers its own unique qualities to the series. None of the games I have talked about in this article can truly define the others, because they offer different experiences and have their own strengths and their own weaknesses.
To say any of these games is the "definition" of The Legend of Zelda would be an absolute shame. Therefore, my answer to the question on which game is the "Definitive Zelda Game" is this:
There is none.
Despite how similar each game may play; despite how similar the premises sometimes are, each Zelda game is a masterpiece of its own, and what one man may see as an improvement, the other may see as a step-backwards. None of these titles truly define this grand series and it would be a shame to actually suggest than any one of these games is definitively better than all the rest.
Article By:
Giuliano V.
The Legend of Zelda is a grand series, and each entry stands as its own and offers its own unique qualities to the series. None of the games I have talked about in this article can truly define the others, because they offer different experiences and have their own strengths and their own weaknesses.
To say any of these games is the "definition" of The Legend of Zelda would be an absolute shame. Therefore, my answer to the question on which game is the "Definitive Zelda Game" is this:
There is none.
Despite how similar each game may play; despite how similar the premises sometimes are, each Zelda game is a masterpiece of its own, and what one man may see as an improvement, the other may see as a step-backwards. None of these titles truly define this grand series and it would be a shame to actually suggest than any one of these games is definitively better than all the rest.
Article By:
Giuliano V.