Why Zelda’s End Credits Are Important
Posted on January 30 2014 by Legacy Staff
It’s all done and dusted.
Ganondorf is beaten, turned to stone, blown to smithereens. Or one of his accomplices
is. Through ice and fire, and sand, and back, Link defeats hordes of beasts, overcomes
a multitude of puzzles, and comes to understand himself and the title bestowed
upon him.
We all know that it’s never
really the end; Link and Ganondorf will return with renewed vigour, coupled
with a new art style carefully crafted by Nintendo’s finest designers. But it’s
important for the player to feel that sense of accomplishment having walked the
path laid out before them. What better way to cement our connection to Link,
and somewhat self-inflated sense of heroism, by settling down to see the story
wrap up nicely.
In a lot of ways, it doesn’t
really matter how enjoyable the game has been for the player — the journey that
the characters have been on deserves recognition and a conclusion that fits the
Zelda ethos. I also think it’s fair to say that as each game is released on
enhanced hardware, there is a greater expectation in terms of gameplay and
graphics. End credits are expected to make the same full use of these tools.
So let’s talk Ocarina of Time. It gave gamers an enemy
targeting system and an A button with multiple functions. It was able to
provide grand vistas and sweeping views. It was in 3D for goodness sake, and
if you were around for its inception in 1998, you’ll know that Ocarina of Time changed the way video games were played forever.
When Ganon was dead, and his spirit banished by the Sages, we were treated to more than just conversation. Princess Zelda did her
piece, but what was truly striking about the end credits was everything that
went unsaid and relied purely on phantasmagoria. The slow, steady beating of
Kaepora Gaebora’s wings, the revolving vanes of Kakariko’s windmill, the still
waters of Lake Hylia on a clear day. All are memories from Link’s journey; a
calmness permeating every corner of the land. Hyrule Field, finally free from
Stalchildren and Big Poes, provides a silent space for Epona to run.
Then the real party begins. A
red-faced Ingo and Talon have settled their differences and are dancing
together in celebration. Zoras, Gorons and Kokiri too, sway from side to side
by the multi-coloured campfire. While Biggoron stomps silently in the background,
King Zora and Mido are sitting to one side. Not all of us have the ability to
party all night. And not all of us are really all that happy when the dust
settles. Mido was never able to be the person he wanted to be. In light of Link’s
actions, he’s probably a little ashamed of himself. Here the game shows us how
unified all the races have become, whether it’s with joy or in this case, sorrow.
The Sages, gathered on the
peak of Death Mountain to gaze over the world they’ve helped save, epitomise
this feeling of unity. Ganondorf wanted everything to be under his command, for
everyone to be confronted by his dark designs. Link fought to stop him and
bring the people of Hyrule together.
The story concludes here; Link is reverted back to his childhood self, the Master Sword is placed back in
its pedestal, Hyrule having been restored. The beauty of watching Navi scale
the Temple of Time is in the solitude that consequently befalls our hero. He is
truly a Hylian now, even if we will forever associate him with the children of the
forest. Despite everything Link has achieved, his closest friend cannot stay
and it makes the end to a glorious game bittersweet. Plus, there’s nothing like
a black and white still to capture Link and Zelda’s relationship.
Majora’s
Mask, similarly, uses
the end credits to bring together the characters we grew to love and understand
while danger loomed and Link conquered it. With the 3-day cycle’s sense of impending doom, those
bonds were made even tighter, so that when we see a Clock Town still standing,
the Indigo-Gos performing, the Deku Royal Family and monkey allied at last, we
can see the effects of Link’s actions on restoring parity to Termina.
Termina has survived longer
than anyone thought it would. Romani is practicing her skills with a bow,
the Milk Bar is alive with performers, and Pamela and her father are safe in
one another’s company again.
Once again, there’s the
bittersweet ending. Anju is married — although we don’t get to see Kafei as his
restored adult self — and the Deku Butler is grieving at the site of his son’s
death. There are some things that can’t be undone by the might of Majora.
I haven’t delved into the minutiae
of every Zelda credits sequence, but
each one could be dissected and analysed in terms of how it sits with the rest
of the gaming experience. Because Ocarina
and Majora precede Wind Waker in terms of graphics and
hardware, they set up what was going to be possible, what had the potential to
reinvigorate our collective imagination.
So much weight rests on these
end credit sequences, and it’s for these reasons that I found The Wind Waker’s credits so
underwhelming. Stories, even ones in video games that we get to control, need a
beginning, middle, and an end. And The
Wind Waker wasn’t able to give players the reward for their triumph in the
way previous and future titles were able to.
With the release of The Wind Waker HD, I half-expected the
end credits sequence to be revamped. There was a greater variety of images that
appeared in the bubbles that floated from the bottom of the screen to the top,
but there still wasn’t any sense of the people around the islands, safe in the
knowledge that Ganondorf’s army had disappeared.
Perhaps part of the problem
is that most of the people dotted around the Great Sea weren’t even aware of
the terrors emanating from Forsaken Fortress or the world below. It’s quite
likely. What we do get to see is Medli, Makar, and Aryll safe aboard the pirate
ship. And then after the credits, the people of Outset Island bidding you
farewell all over again. But what about the Koroks returning to Forest Haven,
the Rito tribe and Valoo circling Dragon Roost, the comings and goings of
bustling Windfall?
So many unanswered questions.
Do Lenzo and Minenco find romance? Does Sam decorate the island? Does Moe visit
Maggie? Does Komali become a postman like Quill or travel the world as Valoo’s
aide? There are many questions, the kind that seem to have been answered
in other Zelda games, but for some
unknown reason left untended in The Wind
Waker.
There weren’t many things
that The Wind Waker HD wasn’t able to
enhance and embellish, but at the point in which it was important to see how
the islands of the Great Sea were flourishing in the wake of Ganondorf’s death, the story was cut short. There were segments of gameplay, design and story that
outsmarted its predecessors as well as Twilight
Princess and Skyward Sword, which
makes its lack of a comforting, satisfying conclusion even more difficult to
take.
As the water rushes down around
them, Zelda tells King Daphnes what the land above has the potential to be, “the
next Hyrule!”. With a wise and knowing smile, the king replies, “Ah, but child…That
land will not be Hyrule. It will be YOUR land!”
It strikes a chord within us
as a reward for expelling Ganondorf from the land — the land whose future now
belongs to Link, to Zelda, and to us — the player. An end credits sequence that
explores the Great Sea in a state of peace would fulfil that feeling. Perhaps, twenty years from now, when Nintendo release The Wind Waker 4D,
they’ll show us the world we helped to save.