The Zelda Series’ Next Revolution

HanyouFebruary 8th, 2013 by Hanyou

It’s unquestionable that Ocarina of Time was a revolution for Zelda, Nintendo, and the entire video game industry. While its foundation was instantly recognizable as the standard Zelda formula, it raised the bar for 3D action games and set precedents that are still followed to this day. While one radical opinion is that Zelda games haven’t changed since the release of the original title, a much more common one (an opinion I still disagree with) is that there haven’t been many fundamental changes to the series since Ocarina of Time was released. Whether that’s true or not, it’s nearly indisputable that Ocarina of Time was the last Zelda game to make a huge impact on the industry.

Another game aptly fits a similar description: Super Mario 64. Anyone who questions its influence on platformers need only play Banjo-Kazooie or even some post-Super Mario 64 Sonic games, which combined adventure elements and minigames with classic platforming. Unlike Zelda, Super Mario 64 turned the standard Mario gameplay on its head, but it still felt oddly like a classic Mario game.

While the “more of the same, just with gimmicks” charge was leveled against the more recently-released Super Mario Galaxy, I can’t fathom anyone who’s actually played the game actually holding that opinion. It made for a second revolution in the Mario series and in 3D platformers (barring Prince of Persia: The Sands of Time, a different type of platformer). It trimmed the exploration significantly, focusing instead on precision platforming that controlled almost seamlessly. It also cemented the style for modern 3D Mario games, resulting in two titles — Super Mario Galaxy 2 and Super Mario 3D Land — that looked and played similarly.

There are two ideas that seem to stand at the forefront of Super Mario Galaxy. It is both a return to the fundamentals that made Mario games so popular in the first place — mostly linear levels focused on platforming and branching paths with secrets — and an advancement of the series. After all, making a good 3D platformer is exceedingly difficult. The camera tends to get in the way, it can be hard to judge distance from enemies and platforms, and maneuvering can be slow and cumbersome in a genre that, in 3D, demands fast reaction times. With the help of its “gimmick,” Super Mario Galaxy fixed most of those issues.

While I got my start on gaming with Super Mario Bros., Super Mario 64 remained my favorite Mario title for a very long time. Super Mario Galaxy amazed me so much, raising the bar for art direction, music, and everything else about the series, that it has since supplanted the first 3D Mario game as my favorite. Judging by reviews and the other Mario games available since then, a lot of other people at least liked it. Its ideas were daring, throwing out or at least reducing much of the beloved exploration and item collecting that defined 3D platformers for two generations.

So what does that have to do with Zelda?

The Zelda series has seen ample changes since Ocarina of Time. After Aonuma took charge, some radical differences immediately made an appearance: Games were far more linear, more puzzle-based (try finding a post-Ocarina Zelda fan who doesn’t think the games are all about puzzles!), and more overworld- and story-driven. Transportation overworlds have come to define the modern era for Zelda, and the games have become much longer as a whole.

This evolution, however, has been gradual. Very few people — including myself — could point to one single game as a radical change from Ocarina of Time. This may be because, as previously mentioned, Ocarina of Time itself built on the foundations. However, I have often wondered what it would be like if a Zelda title messed with fundamental expectations and sent the series on a new course.

The Wind Waker obviously started something with both its stylized graphics — mimicked by three games (The Minish Cap, Phantom Hourglass, and Spirit Tracks) — and with its transportation overworld. I would call it a small revolution. It certainly defined the direction of one “branch” of the series, lending Zelda games a consistent style that they hadn’t had since the early days. Even Skyward Sword’s own brand of artistic graphics, while clearly different from The Wind Waker’s, may not have been possible without Nintendo’s prior achievement.

One could also argue that Majora’s Mask changed things. In spite of the fact that it’s often pinned as the darkest Zelda game, it clearly laid the groundwork for The Wind Waker’s tone, bringing whimsy to the fore. It also brought the focus to the overworld rather than to dungeons, a trend that was followed by every subsequent console Zelda game, barring, perahps, Twilight Princess. And it emphasized a linear storyline and sidequests, which were both relatively new.

However much Majora’s Mask and The Wind Waker changed about the series, it’s unlikely most gamers took note. Superficially, Majora’s Mask felt very much like a sequel to Ocarina of Time, utilizing many of the same characters. It was also released too close to the first 3D Zelda entry to count as another major revolution. The Wind Waker turned heads, but mostly due to its artstyle and setting. The gameplay, though influenced by the setting, clearly built on the groundwork laid by Majora’s Mask.

So while one could argue that a second 3D revolution for Zelda has already occurred, none have made quite the impact that Ocarina of Time did.

Aonuma recently said that his development team is trying to “rethink the conventions of Zelda.” And as much as I love the past few releases, I think it’s about time.

It’s anyone’s guess what we’ll see from the series in the future, but it’s safe to say — based on Aonuma’s own words — that we’re likely to get more open worlds, with an overhaul of the conventional structure that has defined the Zelda series since its inception. As previously stated, I disagree with anyone who says the series has not changed since the first game. It has changed fundamentally, with both improvements and simplifications.

If an emphasis on exploration and a more “open” approach to both level design and game progression is undertaken, I think it’s very likely we’ll see another Mario Galaxy. It will probably still be recognizable as a 3D Zelda, with the working conventions remaining in place. But instead of just building on recent entries, it may return to basics as well, and make those basics work in 3D once again. Since Ocarina of Time already did this so well, perhaps a new Zelda game could approach it from a different angle.

Since Ocarina of Time, we haven’t been treated to a “classic” Zelda setting. Some might argue that Twilight Princess was a return to basics, but with the Twilight Realm and Western motifs being so prominent, it still didn’t have the basic fantasy atmosphere that Ocarina of Time and its predecessors (barring Link’s Awakening) did. The perfect way to herald this second revolution would be to show how it works in a conventional Zelda world. This will help ground the game so it still feels identifiably like Zelda. Since The Wind Waker is being remade and the toon aesthetic has now featured in four games, a return to that style could also be considered classic Zelda.

Most importantly, I think the game industry needs to see what this series can do. Open world games have come far in recent years, but most of the AAA ones have seemingly been variations on two inspirations — either Morrowind, the first Elder Scrolls game to bring overworld exploration to the fore, or Grand Theft Auto III, the first GTA game to bring the no-holds-barred gameplay of its predecessors to the third dimension. What could another open-world Zelda bring to the table? Even if it’s not quite open-world, how could a second revolution in this series — whatever that entails — change the face of the game industry again?

Only time will tell, but it’s worth seeing what the future holds for this series.

Author: Hanyou

Hanyou has worked for the article staff, both as a writer and as an editor, for over a year. He has also been an active member of the Zelda Dungeon forums since 2008 and an avid fan of the Zelda franchise since 1998. He has degrees in writing.

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  • VikzeLink

    I don’t think that an open world Zelda game would work that well, but that’s just my opinion

  • Sir Quaffler

    I don’t really know what could happen, but I like that they’re changing things up yet again.

    Perhaps it’s just my own bias, but I see the many changes brought about in SS as a herald to this sort of change you’re talking about. A sign that things are going to radically change. It was a definite step out of the many games to have come out since OoT, and I think a lot of the changes brought about in it will carry over to future Zelda games, along with whatever else Nintendo has up it’s sleeve.

    I’m not quite sure that an open-world, Elder Scrolls-like world is the best change to go with IMO, but I DO like that they’re reconsidering the basic formula. Don’t get me wrong, I absolutely LOVE SS, I think it’s a game that (mostly) shows the strength of a strong linear, story-driven narrative. But I think it’ll also be cool to see if they can implement that in a more free-flow manner.

    • 7thHanyou

      I don’t want Zelda to turn into The Elder Scrolls at all. I do want to see a return to fundamentals with the innovation Nintendo’s capable of. I love much of what was done in Skyward Sword, and it would be fun to see it carry over to a less linear, more open game.

      Level design has been a strength with Zelda games at least since A Link to the Past, so a shift to the Elder Scrolls style would be a step in the wrong direction.

      In any case, I think many of the restrictions in recent games have been unnecessary, Older Zelda games, including OoT had self-contained segments to the main quest. This could easily have been implemented in Skyward Sword without sacrificing any of that game’s narrative drive–and to an extent, it was towards the end.

      • Sir Quaffler

        I agree. SS, to me, is the best iteration of the linear narrative Nintendo EAD has produced. That’s all good, they’ve proven that they can do this, now let’s see them translate the successes into a more non-linear game.

        While I totally understand why the first third of SS was as linear as it was (the drive to chase after Zelda is, by nature, a linear progression), the game after that should have been less linear. I’m referring specifically to the Sacred Flames quest, I no longer can find a good reason why we HAD to do them in that specific order. They fixed that with the Song of the Hero Quest, though, which is good.

  • SuperMario

    What I am looking for in a Zelda game is a large overworld that requires a lot of exploration to find a linear path. The story line should definitely not be a sandbox like overworld, but could have a few decisions to make, like entering a temple out of order. Maybe you can finish that temple, maybe you can’t. Overall this gives a game a higher replay value, which i find extremely important in a Zelda game.

    In 1998 OOT seemed unfathomably large and this made a game that in reality was pretty linear feel non-linear. Also the world opened up in a non-linear fashion. You would get bombs and you could now go explore a completely unrelated part of the world relative to the story line. These are elements in the Zelda series that have been really lost since OOT and even more so in the top down Zelda titles.

    Overall a linear story line can exist, but I don’t want to be forced along a path…I want to explore, make mistakes, and ultimately discover the correct path. If I really wanted to play a mission by mission linear based game I would play whatever lame fps campaign is out on the market each year.

  • Guest

    What I am looking for in a Zelda game is a large overworld that requires a lot of exploration to find a linear path. The story line should definitely not be a sandbox like overworld, but could have a few decisions to make, like entering a temple out of order. Maybe you can finish that temple, maybe you can’t. Overall this gives a game a higher replay value, which i find extremely important in a Zelda game.

    In 1998 OOT seemed unfathomably large and this made a game that in reality was pretty linear feel non-linear. Also the world opened up in a non-linear fashion. You would get bombs and you could now go explore a completely unrelated part of the world relative to the story line. These are elements in the Zelda series that have been really lost since OOT and even more so in the top down Zelda titles.

    Overall a linear story line can exist, but I don’t want to be forced along a path…I want to explore, make mistakes, and ultimately discover the correct path. If I really wanted to play a mission by mission linear based game I would play whatever lame fps campaign is out on the market each year.

    • SuperMario64

      I apologize for posting this twice

    • Link_The_Ultimate_Chronomancer

      What I am looking for is for people to stop saying what they are looking for. Like it or not, your opinion doesn’t matter. Nintendo of Japan doesn’t speak English. Just enjoy whatever comes out. Don’t have expectations because everybody knows not every single one of them will be met, and you are just lining yourself up for disappointment.

      • 7thHanyou

        On the contrary, I believe the developers of Zelda titles try very hard to please their fanbase, even if they’re not always successful. There are countless examples of this, from Twilight Princess’ overt resemblance to Ocarina of Time, to Hyrule Historia, to more focus on and explanation of the timeline.

        Besides, what fun would a Zelda site be without speculation and opinions? ;)

      • Midnafan

        I totally agree that half the reason people claim a game failed is because they set their expectations too high. but that doesn’t necessarily mean their opinion doesn’t matter. you can write to Nintendo of America and it’s not like no one in Nintendo of Japan speaks english considering it’s an international company. feedback is good for everything. a single person’s opinion won’t lead the the creation of an entire game based on it, but every thought counts whether its towards progress or simple discussion. :)

    • Midnafan

      so you want three paths in front of you, and you want to be able to explore all three, but only one is the correct one? that sounds pretty good. honestly, that would be a good compromise between the older players who want their sandbox back and the newer who don’t so much mind the linearity. personally, i don’t mind it because i’m a bit oc and even if i had a free world i would probably follow the same path every time as long as it works. :)

  • http://axlethebeast.com/ Axle the Beast

    Great article, and I agree 100%. Zelda needs its own Mario Galaxy. A return to form while taking the modern production values with it. A game that combines the best of the new — the presentation and style of the 3D games — with the design philosophy of the old. In the case of the Zelda series, that means emphasis on freedom, exploration and discovery.

    It’s what the modern games have been missing for me. I’ve long said that this is what the series needs to do, and I thought Skyward Sword was going to provide that. I feel like they were at least aware that this is what they should be doing with that game, and just failed to follow through (their statements claiming they tried to do this with SS what they’re now doing on the Wii U indicate I’m right there). Hopefully this time around it’ll really happen. They have the means and the ability. They just have to do it.

    • IgosDuIkana

      I agree I almost feel as if Anoma ruined the series. The things that worked in the first place need not be changed. They need to take what Ocarina of TIme, Majora’s Mask, and A Link to the Past did and apply modern advancements. Skyward Sword was supposed to be that game, but it failed in so many areas. I feel that they have been holding back for so long. They used to push the envelope with their titles, but after Majora it is difficult for me to take the series seriously anymore. The oracle games were wonderful, but after that…

      • Hoff123

        Yes, and no that he ruined the series. Why? Majora’s Mask. That’s why. THAT was the first zelda game he was(a big) part of.

    • FLUDD

      Did you just imply that Mario Galaxy has an emphasis on freedom, exploration, and discovery? If so, *facepalm*.

      • frgovo

        Please notice what he wrote in the same sentence:
        ” In the case of the Zelda series”.
        Mario Galaxy did what a Mario (3d) game should do best. Which doesn’t necessarily include freedom etc.

        • http://twitter.com/MK_Langley Adventurer of Hyrule

          I disagree, Mario galaxy was too linear in comparison to SM64 and i certainly felt a loss in the process.

          • JuicieJ

            Mario started out as a linear precision platforming game, and that’s what it should be. The non-linear approach the N64 and GameCube took made Mario forget its roots, much like what linearity did to Zelda.

          • Midnafan

            ironic isn’t it? :P

          • PRDX4

            Yeah, considering the N64 Mario and the GC Mario did well and so did the linear Zeldas.

          • 7thHanyou

            I love Super Mario 64. It’s my second-favorite Mario game.

            However, Mario Galaxy’s linearity did absolutely nothing to harm its gameplay, and in any case it wasn’t all that linear, IMO.

      • Ordona

        He actually said the exact opposite, that Galaxy dramatically reduced that aspect of the game and returned to the linearity of old – and in the case of Zelda the newer games’ linearity should be dropped in favour of the free exploration of old.

    • 7thHanyou

      They have the means, the ability, and, I believe, the will. I have no doubt they can deliver. While I haven’t been entirely satisfied with the series’ direction, Skyward Sword delivered on a lot of its promises and was a fantastic game. A second revolution isn’t far off, I think.

    • Midnafan

      I really hate Mario, so the comparison to Mario Galaxy is lost on me. I agree with what you’re saying about Nintendo’s ideas and following through. Nintendo’s lucky it has such faithful fans that it essentially uses us as test subjects, and still have their games be a success. Luckily they know that and continue to expand. I love Nintendo. :D

  • erikingvoldsen

    Another Mario Galaxy? Depends on how you view it. Super Mario Galaxy was the most linear of 3D Mario games and Aonuma said he was straying away from this…but then again, SMG was terrible anyway, so not complaints if this new title avoids that.

    • frgovo

      Wait.
      Something “Terrible” is Big Rigs, or the Atari E.T. game, or the CDi Zeldas’ animation (not sure about the gameplay).
      You may not like Mario Galaxy, but objctively it’s far from terrible (first of all from a technical point of view).
      Then again, does Mario need exploration/nonlinearity/freedom that much to be a good Mario? Because, you know, it’s not quite the same series as Zelda.

      • Midnafan

        that last bit is part of the reason i don’t like drawing comparisons between the two, especially considering they follow very different paths as series. that, and i also don’t like mario because i don’t like platformers and i think its a tinsy bit racist towards italians. :/

  • Tehlul

    Zelda’s next revolution should be bringing the idea that Link is the link between you and the game full circle.
    Include dialogue options just like in Skyward Sword, and let you choose the type of hero he is.
    Make it more immersive.

    • 7thHanyou

      Sounds like a good idea. It’s also a fit for the sidequest focus of more recent games.

    • Midnafan

      so maybe have Link’s reactions and actions affect what he does or how other people react to him? maybe. could also open up possiblities for alternate endings. :P sorry i’ve been playing alot of Witch’s House, Mad Father and just finished Ib, so i really like the alternate ending idea. :P

      • Mawk

        I would actually really like that. Take the idea of choosing different responses in Skyward Sword and expanding. I don’t think choosing different responses should affect the entire story, but maybe it would differ things up a bit. Maybe saying something would trigger certain battles or even switch bosses. Hell, just think of all the possibilities, and the replay value would shoot up like crazy.

        • Midnafan

          totally agree, that’s a great idea. they actually sort of did something similar with the Item Check Girl in SS, where your response determined the result of the sidequest. maybe they could make it so that your responses determine your personality, and affect how others treat you eventually. that could really work with the companion character. maybe they could have it where whether you get help from the companion in a boss battle is determined by whether you were nice to them or not! that would be quite interesting, but not severely affecting the story.

  • Postman

    A lot of people say that story is not nearly as important to Zelda as gameplay, art style etc, but I think that it really does make the game.
    The best kind of adventure game is, I think, one that APPEARS to be leaving you to your own devices and setting you out on this huge non-linear world, whereas IN REALITY the game is secretly leading you through a set path and storyline.
    This isn’t always possible, but in future I’d like to see a Zelda game that really embraces this.

    • Midnafan

      totally agree! we’re friends now. :P

  • Guy

    I agree. Zelda needs something new and fresh.

  • SkullKid

    I think every zelda haves something special that makes it different from other TLOZ games,for example in my oppinion,wind waker is the most visually amazing,and the combat was more fun for me,mjora`s mask has the best storyline in my oppinion,and i think twilight princess is the most epic one. But i don´t know,that´s my oppinion lol.

    • Midnafan

      well said my friend! everyone has a different opinion, but i agree every game was best in its own category. i also personally agree with your opinion of TP, not to say it was one of the best games, but i loved it because of its general feel that can only be described as epic (not saying its perfect, just one of the tones i picked up). SS was pretty close in that category, so i’d have to say SS had the most epic tying up of lose ends. :D

      • SkullKid

        thanks! you could say i started pretty late on zelda,the first one i played was wind waker,but that was on 2008,and it still is my 2d or even 1st favorite game,twilight princess was actually the last one i played hahaha,that was just some months ago,i really loved it,of course as any game it had some flaws but overall it`s one of the best for me. skyward sword was great too,but not as much as TP or wind waker for me,i mean the sky was totally empty,the sea in wind waker had one island with something per sea sector,tp`s world lacked thigns too but the horse made iot better,i think the loftwing was not as half as fun to use as the horse,but i do love the motion controls of SS. but my favorite game is majora`s mask lol it´s got that different storyline and that depressive but awesome feel hahha,and the music was pretty cool too

        • Midnafan

          I’ve yet to fully play WW or to play MM, but I really want to. I loved SS (hated diving, any sidequest that required it, half of the characters, the Imprisoned and about half the boss fights because I suck at them, and Fi’s voice, but otherwise it was an amazing game!) :P TP was my third Zelda game and it took me 3 years to finish because i kept starting over, but it remains my favorite, mostly because i love Midna, if that’s not obvious. :D and the goats. i love goats. that might be the reason i kept starting over… -,_,-

          • SkullKid

            the goat parts were epic,i never tried to see if you could do it all the times you want,like a minigame,you actually can?

  • Ben

    What I know needs to happen is for me to make another appearance. And when I say something needs to happen…

    • Midnafan

      really? -_-

      • Ben

        Are you really questioning the great Ben? Keep up like that, and I might be coming soon to a game cartridge near you.

        • Tehlul

          The one thing I find scarier than you is a half assed plot twist.

        • Midnafan

          well i don’t play used games, nor do i get them from creepy old men, so….

  • JeredenDonnar

    The only thing to return to is exactly what we have hardly seen anywhere. Thr problem is, these types of games are becoming the norm. In reality, most people don’t want to have to bother with thinking for themselves. They want to be told or forced to do what they want to do when, its so much simpler. You have to realize that Nintendo sees this, and while it may not be super appealing to people who frequent websites like these, we have to realize our percentage of the market is quite small. While yes, I would like more exploration (the coolest parts of games are those that feeli like we shouldn’t be there, or we’re actually discovering something)

  • gamer

    Here’s a revolutionary idea, make the games hard again. Not puzzle hard, fighting hard. I would like to die here and there throughout the game so it feels like I’m being challenged, instead of being told a story.

    • Midnafan

      personally, i would hate that! i play Zelda for the story, cause it’s always so enriching and wonderful. i’d prefer a game to a book any day, as long as the game tells just as good a story, and Zelda has always done that for me. also, i’m a total noob when it comes to fighting anyways, so i would really hate more difficult enemies. not to say some of the pathetically easy ones we have aren’t stupid too, but ridiculously hard would probably make me cry and/or rage quit, and that would really reduce the enjoyment of the game for anyone who feels similar.

    • Calanekeeps

      Zelda 1 was only “fighting” hard because Link could only stab…unless you used in item which always had a price to be paid if you used them. If Link could do other attacks from all angles and actually block attacks with his shield, Zelda 1 wouldn’t be that hard in terms of combat.

    • BlackRaven6695

      That isn’t a revolution. We’ve seen hard games countless times before and adding difficulty to a Zelda game won’t change the structure of the game or change the way we look at action-adventure games like Ocarina of Time did.

    • http://www.controlpaddesign.com/ TheMaverickk

      This is a problem with western, main stream gamers….

      They don’t like being bad at something. Why do you think in the past Master Quest or Super Mario Bros. The Lost Levels didn’t get released over in NA until years after?

      Why do you think Devil May Cry had to start putting an “easy” mode in their games. Why did they put “casual” mode into Fire Emblem?

      Why? The average main stream gamer, does not like challenge, they give up and stop playing. They aren’t dedicated….. like most aspects of life, they feel if they aren’t immediately good at something, that it isn’t worth doing.

      So basically in order to sell games and be a success, they’ve generally kept most video games easy when they come to North America. Even on their hardest difficulties. If people want to see more challenging games, then at this point we have to start asking for it. Mind you since games like Dark Souls have been successful, we may start seeing more developers being brave and make challenging titles.

    • :D

      They should make the games fighting AND puzzle hard. One of the reasons I love OoT and MM is because it gave me a hard time in every aspect, and I felt dissapointed about that in TP…I felt it too easy, SS sort of picked difficulty up but they still have to improve that more…

  • Ness1985

    See the picture for this article with child Link and Ganondorf? Now if they made the next big Zelda game in THAT artstyle…

  • Midnafan

    I really do hope I see a revolution like OoT, since I was WAY too young when it first came out and didn’t get into video games into much later. One problem I always see though: everyone wants something new, something different, some even want something radical, but we all know when Nintendo finally does something like that, we may not like what they did! After all they can’t read our minds. And even if the changes are beloved by say 75% of the fans, some of that other 25% will hound the forums for eternity about how much they hated it, and we’ll never hear the end of it. Anyways, I’m really excited for what Nintendo throws at us in the future, but i think we should all keep in mind to be careful what you wish for. :)

  • http://www.facebook.com/sam.curtis.908 Sam Curtis

    The whole Zelda universe has taken a big leap and im excited to share its same year of creation. Just a few thing I have seen and would like to share from a few games that I think would play well in a future game. First I’m all for a vast and open over world, I would like to take time and explore it and come to block in it and come back later, the story is nice to have but not be pinned down to it in order to explore, maybe a side quest or an upgrade to equips will let you explore this mysterious area, make the materials not just from monsters but trees or rocks like woods and ores, and certain ones only found in one part of the whole world.

    Second, bring back to music, I loved the ocarina and wish that mysterious instrument would reaper again. On the subject of items give them more then one use, it was so refreshing to see something like a bombchu had more then one use in OOT MQ and MM and was actually crucial to have in your inventory, the spinner, the ball and chain from TP, and few others felt like dead weight to me and only served one purpose…. use it to defeat one boss…..T.T

    Third, the magic. The spells that were in OOT and LTTP, where fun useful and gave the game a more mystical depth to it something I missed dearly in TP and SS

    Fourth, Zelda, I love her and spent countless hours saving her just to see here, but how about a few side quest or important parts of the story you actually have to be her and play her, something like out of Arkham City but nothing that would make me sigh every time I had to switch over to the female counterpart. The co-op between Linnk and Kafei (sorry if spelled that wrong) in MM was a nice twist and then we see this again in WW when we were awakening sages Medi and the other guy cant remember his name sorry T.T

    Fith, characters and sixth a little back story, don’t give us freaky stupid character that stick their tongues out and act psychotic that freaked me out tyvm SS i thought i was watching an anime when they did that. Lets stick with the basic, Link Zelda and Gannon. Some side info and back story would be nice to have, I would have loved to know what was up with Majora and how he came to be alongside with the Fierce Deity maybe they should make a new appearance or at least their origins, last maybe a few decision that define what character the Hero can become, certain decisions lead you this way or that way but in the end brings you to the same conclusion but different paths, it would be fun to go down different roads.

    Well those are my thoughts if you took the time to read them thank you very much.

    Good Day Zelda Fans : D

    • http://www.facebook.com/vincent.larabie Vincent Larabie

      I absolutely agree with you.

  • sidneythagovou

    Why are all these articles always talking about changing the formula? Why should you constantly change it? It’s zelda for a reason. Play an other game if u really want drastic changes. All Zelda games differ enough from each other and I certainly don’t like the way nintendo went with the last few games

  • BlackRaven6695

    One of the better articles I’ve read on this site in a while.

  • TheLastLink

    All they need to do is to get retro to do with the Zelda series what they did with the Metroid series.

    The LAST thing nintendo needs to do with the Zelda series is make it more “japanese”.
    There’s a reason Twilight Princess is the best-selling Zelda game to date.

    • http://www.controlpaddesign.com/ TheMaverickk

      Twilight Princess was the best selling Zelda game because the Zelda team basically sold out by request of NoA.

      They basically said make a game like Ocarina of Time, and they did just that. Created a game that would appeal to the nostalgia of that Zelda title, and to the graphic obsessed masses (well those who want realism, or dark gritty tones).

      Personally I’ll take a “Japanese” style game over a “western” game any day. The majority of western titles out there are bland, and all look the same. It’s time the western gamers started playing outside their comfort zones anyways.

      Why do you think great games like Xenoblade, The Last Story, and various genre’s are becoming rarer and rarer…. while games like Gears of War, God of War, Halo, Uncharted, are becoming more and more prominent.

  • Spinnvill

    well if the revolution is a more open world.. which you say i would be very pleased.. but i dont think so, seeing as the last zelda, skyward sword was the excact opposite. except for the dungoens it was more super mario than zelda. platform jumping your way to a dungeon, no free world to explore, except a tiny peace of land up in the sky with uninteresting characters. and a revolutionary control system which is more annoying than useful. if there is a revolution i hope they think of ocarina of time, and skyrim, and see what turns up. but i bet they dont. their revolution is probaby in line with every other zelda game they’ve made since majoras mask… low cost high profit. which results in cartoon like graphics and less freedom

  • cylordcenturion

    what i am seeing here is a case of shadows.

    ocarina of time was the game that showed the world how to pull off a 3d game. it completely revolutionized the whole industry. this was mostly due to the advent of 3d.

    many of the Zelda games have been revolutionary. but the difference is that they weren’t as revolutionary as OOT. the way i see it is when something new i mean really new like 3d was to 2d is developed then TLOZ will be able to be that revolutionary again but until then we have to look at the lower bar. OOT set a high bar in terms of revolutionism but that was with special circumstances so for now we need to look at the lesser bar.

    • http://www.controlpaddesign.com/ TheMaverickk

      It was more then just the fact that Ocarina of Time was 3D….

      The wait for Ocarina of Time was horrendous. People waited almost 7 years for the next console Zelda game.

      Not to mention I think most people were also afraid it wouldn’t be the same, or feel like Zelda.

      So when it was not only 3D but it was also well made, and felt like the Zelda fans had grown up with, I think people were ecstatic.

      So the nostalgia and good feels of Ocarina of Time, may never diminish. Personally, as much as I loved the game, I don’t think it’s the best Zelda. It was a revolutionary game, and it proved that Zelda could work in the third dimension. Still there have been other Zelda titles which personally I believe are better polished, and have done more to set the frame work of what a Zelda game is.

  • Someone

    Nintendo should try a different approach with the next game, because it´s really true that they have been “sticking to what works” since Ocarina of Time. They can pick some of the things that fans like so much from the old games and see how it works out.
    I’m just saying this because I just started playing the 2D-games and I just love the freedom. And I’m sure that, even a non-linear game, can have a great story-line.

  • zdog

    I totally thought that Skyward Sword did exactly this. I could never go back to button mashing for a Zelda. After actually wielding the sword 1:1, I’m sold on it.

    • http://www.controlpaddesign.com/ TheMaverickk

      Agreed if they go back to traditional controls I’ll be severely disappointed.

      • zdog

        Which makes me wonder, why all this talk about the need for a “revolution.” It just comes across as a nothing is good enough attitude.

        • http://www.controlpaddesign.com/ TheMaverickk

          Some people will never be satisfied.

          Personally the 1:1 sword fighting… that was a revolution worthy of recognition. I just want to see if polished and used even further in the next Zelda game. More puzzles like Skyward Swords boss door keys, and other things.

          Not to mention using the sword in unique puzzle solving ways.

          Just yeah….

  • SuperNintendoNigga

    you misspelled perhaps :P

  • http://www.facebook.com/tidus.lamb Tidus Lamb

    bsud

  • http://www.facebook.com/tidus.lamb Tidus Lamb

    bajyejh

  • http://www.facebook.com/tidus.lamb Tidus Lamb

    1000/20/31/61

  • http://www.facebook.com/tidus.lamb Tidus Lamb

    mario

  • Zelda is the Bomb!!!

    I think a new artstyle would be awesome.
    But a darker game would be really awesome.

  • Squid Franswaa

    We’ve seen little variation for a LONG time. I, personally like a little change (MM, SS).

    Yes, OOT was important, but it was more of a transition than a revolution (I loved it, too- The water temple was my favorite.) I want to see a bright game like Skyward Sword, but to add the ‘gritty’ look, as your hearts get lower, the colors go away, little… by… little…

  • Luke the Kokiri

    A bit off topic here, but has anyone else noticed how easy rupee grinding is in Majora’s Mask? I usually get about 80 rupees in termina field’s swamp area.

    • guest

      Could be because you lose all your rupees whenever you go back in time…then again, you could always just deposit rupees at the bank.

      • Luke the Kokiri

        I do deposit the rupees. To the time-traveling banker

        • Batman

          He’s not time travelling, he makes a mark on your hand showing how much you have deposited. When you go back in time the mark is still there, so he just gives you money that technically doesn’t belong to you.

          • Luke the Kokiri

            But then how would he recognize you, assuming you meet him on day 2, and you revisit him on day one. He does address you by your name. So either he time travels, or he writes your name on your hand or whatever. But even if he could do that, in the scenario given, he wouldn’t know you, so he wouldn’t know what to do do. But even then, how would he recognize you in each of your 5 forms. This means that the bank should be completely useless no matter what after the first three days, and EVERYTHING IS A TIME PARADOX!

    • http://www.facebook.com/michael.rose.52493499 Michael Houston Rose

      by milk road, the bird that can steal your sword? that bugger’s got 200 ruppees up his sleeve. in MM money isn’t a problem.

      • Luke the Kokiri

        HE CAAAAN?1?!? i’ve never seen that.

  • dooki

    Ok, I’ll say it, in my opinion everything past WW is inferior to it and those games that came before. Which is probably unfair because I enjoyed MC and the music in TP, but other than that….. all the games past WW just don’t feel as “zeldish”…..

  • Sylvia

    When I was younger, I imagined a game with a female Link, named Lin. And Zelda would be Adlez, a prince undercover and living among common folk. They would team up together and thwart the ruling tyrant, Ganondorf, by gathering all the races together in a revolution of sorts. Ah, childhood.

    • Mike Sauer

      Sounds like your childhood twist of Ocarina of Time. :p Oh I miss those days too. ugh.

  • guest

    Id like to see a darker story with no ganon instead a giant spider.

    • Mike Sauer

      So Original Twilight Princess