End of an Era For Zelda
Twilight Princess will represent the end of an era for Zelda games, according to Shigeru Miyamoto.From the Eurogamer article: "'This will be, without a doubt, the last Zelda game as you know it in its present form,' Miyamoto is quoted as saying. He declined to reveal any more details as to how the series will be reborn, but did go on to assure fans that Twilight Princess will be absolutely aces: 'Our goal was to make the best Zelda game ever. The most rich, satisfying and [melancholic]. I worked on it personally, moreso than Wind Waker. I haven't invested as much into any game as I have this one,' Miyamoto said."
Zelda and Link will die.
It's the beginning of the Legend of Ganon.
Rather than just making a crap spinoff of such a great series, they should retire it with dignity.
You guys are pathetic. I bet most of you read the title and assumed you knew what the article meant. He means Zelda is changing in the same way it changed between A Link to the Past and Ocarina of Time, and Mario is changing in same way it did between Super Mario World and Super Mario 64. As new features become available, games can take advantage of new gameplay possibilites not available before. The best example of this was the transition between 2D and 3D. Miyamoto is suggesting the Revolution is opening new doors to expand both the Mario and Zelda series. You guys should actually think about what you're saying.
Who considers Ocarina to be one of the worst games of all time? I've played through like 15 times.. I may break out my n64 and play through again now that I'm thinking about it.
Not a Twitter sockpuppet... but I wish I was.
I'm going to present a few speculative ideas as to where the series could go after Twilight Princess, but before that, here are the main Zelda games to date, sorted by type and numbered according to release order:
The Legend of Zelda (#1)
Zelda II: The Adventure of Link (#2)
A Link to the Past (#3)
Link's Awakening (#4)
Oracle of Ages (#6A)
Oracle of Seasons (#6B)
Ocarina of Time (#5)
Majora's Mask (#7)
Wind Waker (#8)
Twilight Princess (forthcoming)
I don't count Four Swords Adventures in here (which would be #9) as it was more of a multiplayer action game with levels with a Zelda theme than a "real" Zelda.
Notice, the later eight games don't actually have that much in common with the first two. The three primary developments in the series were, undoubtably, the original NES Zelda, Link to the Past, and Ocarina of Time.
But it's kind of amazing, really, how much the series changed between the original NES game (#1) and LttP (#3). In contrast, the differences between LttP and Ocarina had less to do with gameplay and more to do with control and perspective. Those eight games are what Zelda has come to mean to players: a primary exploration gimmick, sequential dungeons with bosses that usually require the dungeon item to beat and caught up a Heart Container and a McGuffin when defeated, the hunt for hidden Pieces of Heart and minor McGuffins, get-this-to-go-there Metroid-style game progression, and a fairly leisurely game world when it comes to monsters and difficulty.
It's easy to forget, however, that much was changed between The Legend of Zelda to Link to the Past, things that cannot be explained away just by moving to the SNES, or the intervening (and even more different) Zelda II.
The biggest of these are:
1. The game was actually hard. The first Zelda is a good workout, and it gets much tougher (some may say too hard) in the Second Quest. Pieces of Heart are almost meaningless in later Zeldas; I eventually completed all of Ocarina of Time quite easily with only the three hearts I began with, and only had trouble during the fight with Ganon (and Nayru's Love took the edge entirely off of that). But in the original Zelda, the first thing you do is get *all* the Hearts you can easily get before even stepping foot into Level One.
A new Zelda could mark a return to the difficulty the series began with, and was also seen in Zelda II and Link's Awakening. (One problem with that, however, is that the current head of the Zelda series has said he doesn't like the original game's difficulty.)
2. The original Zelda had meaningful choices, something not seen a lot of in adventure games these days. Not that anyone really chose the Red Potion over the Heart Container, of course, or ever picked to lose a HC instead of 50 rupees if they could afford it in one of the Second Quest's infamous Money-Or-Life rooms. But the point is, that adventure games with meaningful failure states are quite rare.
My own personal favorite idea for how this could be made done (something I spent a fair bit of time playing around in Zelda Classic trying to figure out) is a system where each dungeon has *two*, mutually-exclusive, items, which allow the player to reach different areas in each game depending on the choices he's made.
3. As said before, starting with Link to the Past, the design began to resemble Metroid in progression. You get an item (usually in Level One) that lets you reach Level Two, the item in Level Two lets you reach Level Three, and so on. There are places where this skips, but most of the items work like this.
In the original game, however, you could explore, if I count right, 126 of the game's 128 overworld screens before going into even the first dungeon. And there's something to be said for this degree of player freedom, even if it's unfashionable in the game industry these days. The thing I loved best about the original game, that's never been duplicated in any of the later installments in the