When Ocarina of Time released in 1998, players were greeted by a revolutionary new way to play Zelda. The jump from two dimensions to three required some getting used to. Combat went from “Press B to Win” to a more strategic swordplay system featuring the iconic Z-target, and the more open-world concept required players to receive hints to know where exactly they were going. To combine these two aspects of gameplay, and to create a character that could help build up the story of the game, we were given Navi. Everyone’s favorite nagging fairy. While she is by no means the most convenient companion in the franchise, she was the first and is often times the most memorable. Her “Hey, Listen!” rings in the ears of Zelda fans to this day.

After Navi’s introduction, we were then given a more in depth character in the form of Tatl from Majora’s Mask, whose sassiness and attachment to her brother gave her a memorable charm. The series continued, and these companion characters evolved from game to game, bringing with them more in-depth stories, and deeper emotional connections. The King of Red Lions revealing himself as the former King of Hyrule was a shock to me as a child. Midna’s mystery and charm, as well as her redemption arc made Twilight Princess even more special. Finally, the use of Fi as the spirit of the Master Sword in Skyward Sword makes us appreciate the legendary weapon that much more.

With the release of Breath of the Wild, the franchise took a new non-linear direction, and did away with the companion characters. With a game as big as Breath, as well as the critiques that Skyward Sword was too linear, the concept of companion characters who “hold the hand” of the player as they progress through the game became obsolete. The franchise went back to its puzzle-solving roots, having players figure it out as they go, similar to the original Legend of Zelda on the NES.

As the franchise continues towards the future, it seems as though we are done with any kind of linear Zelda experience. Games from now on will be similar in scope and structure to Breath of the Wild and Tears of the Kingdom, of course with their own charms. While I personally enjoy the new formula, it’s hard not to look back on the companions in the Zelda games of the past, and wonder if we’ll ever get another charming character to follow us on our adventure. Part of the fun of Majora’s Mask was that Tatl wasn’t in it because she wanted to help you. She wanted to save her brother, and by sticking with you on your adventure, she could do just that. She was along for the ride, and when she wasn’t giving you tips on where to go, her sass and commentary made the game all the more enjoyable.

What do you think? Can the Zelda team bring back companion characters without breaking the open-world playability? Or are companion characters a thing of the past? Let us know in the comments below!

Tagged With: No tags were found for this entry.