How do you define atmosphere? While it may be hard to describe in simple terms, it is certainly something that we all recognize and feel. Atmosphere is a complex concept because of how many things influence it. Many of these influences may also be perceived differently from player to player, giving them each unique experiences with a game. At its core though, atmosphere is a conglomerate of aesthetic, lighting, music, gameplay, pacing, difficulty, and countless other factors that all contribute to the overall tone of a game, or even individual levels within a game.

The Legend of Zelda as a series typically does an excellent job at using atmosphere to give each of its dungeons — and even each game — a uniqueness that keeps gameplay feeling fresh. Zelda also uses atmosphere masterfully to create a rising tension as the player progresses towards the climax of the game. When players were welcomed to Ocarina of Time, which opens with the light-hearted, whimsical Kokiri Forest, few would have guessed that they would eventually be contending with undead corpses in the blood-stained catacombs of the Shadow Temple. That tonal shift helps the players feel the stakes that are at play in the story more than words ever could.

One dungeon that oddly enough has an incredible atmosphere is Death Mountain, the ninth and final dungeon in the original 1986 classic, The Legend of Zelda. While the dungeons in this game have been upstaged by newer, more technically impressive Zelda games in nearly every conceivable way, it is undeniable that few Zelda moments can compare to Death Mountain. The moment a player steps through the door, there is an overwhelming sense of dread that bears down on them as the wander through the dark halls of Death Mountain.

Upon entering the dungeon, players are greeted by music. It is a deep and ominous tune that is elevated by the fact that every dungeon prior had a consistent theme, different from this one. That not only makes Death Mountain feel unique, but it signifies that this is the showdown with Ganon, and that the end of the game is near. It also creates an uneasiness about what lurks in these halls, and what challenges will need to be conquered to reach the Demon King.

Players will also be quick to notice the relentless onslaught of enemies. Death Mountain is packed to the brim with the most difficult enemies in the game, and its labyrinthian design ensures that players will have to clear these monsters more than once. This difficulty makes Death Mountain really feel like Ganon’s lair. Anything less would make Link’s adversary feel cheap and unimposing.

Lastly is the dungeon layout. Every dungeon is the original Zelda is formed in a specific shape: a lion, a snake, or a moon, just to name a few. Would a dungeon in the shape of a skull be any less fitting for the ultimate challenge? When players collect the map and are greeted by a skull in the corner of the screen, it sets the tone for what’s to come. That skull looms heavy on your screen as if its telling the player, “you will die”.

So, between the music, the difficulty, and the dungeon layout, Death Mountain marks a tonal shift that the final dungeon in a game needs. It masterfully establishes an atmosphere that is unrivaled, made more impressive by the hardware limitations and the simplicity of early Nintendo games. The developers didn’t have 3D environments, complex lighting, or many gimmicks at their disposal to ratchet up the tension. Given these limitations, I’d say they couldn’t have done a better job.

Now tell us what you think. Which Zelda dungeon has the best atmosphere? What makes it so impactful or unique? Are there any that stand out from other dungeons in their game? Let us know in the comments!

Tagged With: No tags were found for this entry.