Zelda Retrospect vol.3 – Back Through the Door of Time
Posted on June 12 2010 by Nathanial Rumphol-Janc
Name: Alex Plant
First Zelda Game: Ocarina of Time (N64)
Started playing Zelda: 1998 (age 10)
Favorite Zelda game
: Majora’s Mask
I remember taking my first steps into the Temple of Time, hearing the
eerie echoes of songs chanted by an unseen chorus, beholding the
marble-tiled floors, the bold red carpet, the altar and its three
indentations, and last but far from least the great door bearing the
emblem of time. With me came a powerful sense of purpose, and grim
reminders of all that my mission had cost, heightened in the presence of
this place’s ambiance of majesty and destiny.
Ocarina in hand, I approached the altar, set the three stones in their
rightful places, and played the sacred tones that the princess had left
in my care. The notes joined with those sung by that otherworldly choir,
and I felt the air of magic in the room. At the sound of that melody,
the Song of Time, the stones began to glow and the door behind the altar
reacted, creaking slowly open to admit me.
Beyond that door, the Door of Time, my destiny awaited.
It’s been eleven years now since I reached this climactic moment in The Legend of Zelda
: Ocarina of Time, and
no other game since has come close to replacing its impact. Ocarina was my first step into the Zelda
series, my first visit to Hyrule, my first encounter with Princess
Zelda, my first battle with Ganon. What a first step it was, too – I
came into the series at its prime, when it finally broke onto the
three-dimensional scene.
Though at the time I knew next to nothing about Zelda
and even less about the upcoming Nintendo 64 edition, by a freak
coincidence I just so happened to pick up the November ‘98 edition of
Nintendo Power during a trip to the mall and saw a feature on the game. A
couple weeks later I was first in line at Sears to pick up my gold
cartridge, and for the several months that followed, Hyrule became my
world, the Sages my closest friends, the princess my secret crush. (Some
might question whether anything has changed in the years since…)
There’s so much I couldn’t have appreciated at that age, all the care
that went into building the game, from the soundtrack to the visual
design to the interactive elements, all coalescing into a broader
coherence that was the world of Hyrule. It wasn’t until four years
later, when I started playing music in high school, that I discovered
the wide range of notes available on the in-game ocarina, for example.
And yet I was as old as Link, having just reached ten years, a child who
became something greater than anyone ever expected. In this sense, I
really could see Link as an extension of myself in my journey through Ocarina of Time.
A keen example surfaced after I emerged from my seven-year sleep in the
Sacred Realm and beheld the destruction my attempted intervention had
wrought. I felt a small taste of the alarm, the sense of “what have I
gotten myself into” that Link himself must have felt. It was like the
adventure had just begun all over again, and I had finally found my
place in it. Later, when I had awakened my first Sage and found my first
chance to step back through the Door of Time, and back to the peaceful
time I had left behind, I drank in the sight of it. This was the Hyrule I
was working to restore. Impa’s words echoed back to me: “You brave
lad…We must protect this beautiful land of Hyrule!”
I sadly can’t say that any of the plot twists that came towards the end
of the game were surprises to me, since I had already read about Sheik
being Zelda, Link bearing the Triforce of Courage, and Ganondorf
bursting from the rubble of Hyrule Castle and transforming into a raging
beast. So from this point on the game’s emotional impact was somewhat
dull to me. To this day, however, the game’s depth continues to impress.
Theorists still pore over the meaning behind the closing scenes of the
game, and dabble in analysis of the role of the hero in legends, the
blood-stained corridors of the Bottom of the Well, and Hyrule’s curious
religious connection to music.
more than made up for my
mistake of spoiling the story. After all my experience playing Zelda I can’t imagine saying that Ocarina
of Time is hard while keeping a straight face, but when I was ten
years old and still pretty new to gaming, I can honestly admit that the
game posed a steep challenge unlike anything I had tackled up to that
point. The Forest and Water Temples offered logical puzzles that were
mind-boggling in their day, while the Fire and Shadow Temples were tests
of endurance (and occasionally of trial-and-error), and the Spirit
Temple rounded out the game.
As if this wasn’t enough, there was plenty to do outside of the main
quest as well, from the infamous Biggoron’s Sword trading sequence to
collecting the Heart Pieces we’ve come to know and love. More avid
adventurers tackled the Gold Skulltula challenge – it took several years
for me to finally track down all 100. For gamers who wanted to take a
break from their quest, Ocarina also adapted the
fishing pond from Link’s Awakening and into a
deeper experience. And ancient legends speak of a way to find the
Triforce…
There’s no denying that Ocarina of Time is one of
the best-crafted gaming experiences out there, and even though we at
Zelda Informer might have our own opinions it certainly has earned its
title of “Best-Rated Game of All Time.” The great masterpiece impressed
me in its prime, and it continues to impress to this day. But, like all
good things in gaming, Ocarina‘s story didn’t end
there…
A few months after Ocarina of Time broke onto the
scene, whispers of a sequel drifted across the flows of time.
Tentatively titled Zelda Gaiden, this new story
followed Link’s return to the past and showed a new adventure into the
eerie wonderland called Termina. In a bold and unprecedented move for
the series, the game featured multiple playable characters as Link
donned masks to transform into a Deku Scrub, a Goron, and a Zora, three
of the most popular new races from Ocarina. The
distinct focus on masks led to a change in branding, and the new Zelda
game, now The Legend of Zelda: Majora’s Mask,
released after only one full year in development.
Majora’s Mask is the clear favorite here at Zelda
Informer, and holds the same place in my personal book as well.
Everything that Ocarina accomplished, Majora took to the next level. The world of Termina in
particular made leaps and bounds in terms of the quality of its level
design, the intricacy and fullness of its overworld, and the depth of
its story and characters. And unlike Hyrule, which established its
connection to the player in a superficial sense, through nostalgia from
games’ past and the changes that occurred during Link’s trip through
time, Termina’s world did so in two ways: through the way its
characters’ lives wove together, and through the player’s imagination.
What compelled me most about Majora’s Mask was just
how much of it the creators left open-ended. For one, the nature of
Termina and its relationship to Hyrule is pretty much ignored
altogether, outside of the Alice in Wonderland-esque “down the rabbit
hole” scenario in the beginning of the story. We know it is a parallel
world, yes, but what does that mean? Is it an “alternate timeline” of
Hyrule? A world that exists as a reflection of Link’s psyche like
Koholint Island before it? The fact that so many of its characters are
similar yet twisted versions of Hyrulean citizens only confuses matters
even more. But it was this chaotic jumble that drew me deeper into the
world.
In many ways, I feel like Majora’s Mask was a truer
representation of my vision of the Zelda universe
than even Ocarina of Time. Termina, not Hyrule, was
the fantasy world that I found myself wanting to visit again and again.
The touching tale of Kafei and Anju pulled at my emotions (mostly
frustration when I could not figure out what to do next!) much more than
any scenario from Ocarina. The underlying sense of
urgency that the falling moon represented drew the true courage of the
hero out of me. No Zelda game has ever impacted me
nearly as much, nor become such a truly untouchable memory of my
childhood. The recent rumors that Zelda Wii
hopes to involve the
player on the same level as Majora’s Mask give me
hope that it might offer the same sort of experience. But even should Zelda Wii surpass Majora’s Mask
in every way, it could never replace those memories.
How ironic, then, that Majora’s Mask tells the
story of a quest forgotten to both memory and time. Through the Song of
Time, Link always returns to Day One as if his adventure never happened,
but with the power he needs to press on to the next stage of his
journey. In this way, though, it establishes the closest connection
between the player and Link that we’ve seen in a Zelda
game so far. Aside from Tatl, Link’s fairy partner, the player is the
only surviving witness of Link’s trials across time. While the rest of
the world he saved carries on their lives, not knowing the price paid
for their peace, the countless alternate timelines destroyed by the
falling moon, the player alone shares this intimate knowledge with Link.
That’s on top of the great gameplay, creative dungeons, and the intense
musical score – as far as I’m concerned this game is the pinnacle of the
series in these departments. The delicacy of the Deku Scrub,
surprisingly fast-paced action of the Goron, and the grace of the Zora
bring a distinct flavor and charm that I doubt any future Zelda will ever be able to pull off again. Stone Tower
Temple still ranks as my absolute favorite dungeon in a Zelda
game, period. And can anyone argue that the Song of Healing was
anything short of touching?
My next games were the GameBoy Color outings: Link’s
Awakening first, then Oracle of Seasons and Oracle of Ages. Collectively they served as the
perfect introduction to the 2D side of Zelda – and
these games rather fittingly are my favorite ‘retro’ titles in the
series. They brought what I would later acknowledge as the best of the
original Legend of Zelda together with the gameplay
updates in A Link to the Past, plus some unique
twists such as their original settings and the introduction of the Roc’s
Feather, all culminating in the ultimate pixel-based gaming experience.
Having been a big fan of the first two time-traveling games, Ages in particular snagged my heart and held on tight.
My crush on Zelda transferred to Nayru, and it was like I had fallen
into the world of Zelda all over again. Played
together with Seasons, the Oracles
chronicle refined the “familiar-yet-new” game world concept first
introduced in Awakening and later in Majora’s Mask by transplanting it into the Hyrule
universe. It was a perfect marriage between the worlds of Ocarina of Time and Majora’s Mask.
My impressions of Ocarina, Majora,
and Oracles shaped my vision of the series as more
than just its traditional gameplay, but also the unique atmospheres
that came with each new experience.
When I heard that The Wind Waker
was to be set in yet
another new environment, the Great Sea, and this time with a completely
unprecedented artistic style, I was thrilled to dive right in. I wasn’t
disappointed: Wind Waker was full of some of the
best qualities of the series. The way it continued Ocarina‘s
story in a direct means, rather than as a side-story, while firmly
rooting itself in its brave new world, impresses me to this day. As
such, Wind Waker represents the right way to carry
on old series traditions.
It wasn’t until after The Wind Waker that I first
experienced the true classics of the series. So, not surprisingly, I
found myself surprisingly underwhelmed. That’s not to say that I don’t
appreciate what they accomplished during their respective era or the
contributions they have made to modern Zelda titles
– I simply didn’t get the same feeling of satisfaction from them. Maybe
it’s because their stories and worlds aren’t as developed as those of
the later games, or maybe it’s just because they didn’t fit my
preconceived notions that Zelda was about exploring
new territory rather than revisiting the old. I can’t say for sure.
fell into the same
category: it too failed to fully tap into its story and its universe, as
the reduction of the Triforce, one of the hallmarks of Hyrule, to a
vague background element signifies most keenly. And like the classics
its world is too similar to that of Ocarina of Time
to cater to my taste for novelty. While it is a strong game from a
playability perspective, with a truly refined game engine, these
weaknesses keep it from ranking with my series favorites.
I found the DS outings interesting in that while the Great Sea and
Hyrule Kingdom are certainly nothing new, these games still managed to
impress me with the “true scale” of their settings. The worlds of Phantom Hourglass and Spirit Tracks
seemed so grand and epic, even if the games themselves were
comparatively simplistic. And, in another seeming-paradox, though they
were simple, they were fun – I could embrace all
that they had to offer with the wonder of a child. That fun factor
showed me – rather, reminded me, that depth and creativity of design
aren’t everything, that games are first and foremost supposed to be enjoyable.
So, what is Zelda to me? Three things, I think: an
epic adventure, a fantasy world with a life of its own, and a playground
for the child at heart.
But that was the past. Zelda Wii is the future –
hopefully the soon-to-be present. Though Ocarina of Time
and Majora’s Mask were both masterpieces in their
day and my gateway games to the series, though the games since had
advanced or regressed from my concept of “what Zelda
is,” it’s time for the new generation to shine. As E3 draws nearer,
step back through the Door of Time, back out of the sanctuary of
childhood memories, and return to the now. Like Link, we need to lay our
comfort zones to rest, close the door on what has been, and focus on
what is, and what will be. While I don’t know what the future will hold
for The Legend of Zelda, I can say for sure that
it’s been a crazy good ride so far, and I have no regrets.