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The Legacy of Zelda

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Through the decades.

The woods were thick in Massachusetts, and in the wake of harsh Boston winters, a young Cliff Bleszinski would roam the forest in search of adventure.

"I'd wake up, eat my Fruit Loops, and meander through the neighborhood, creating forts, sometimes lighting fires, catching snakes, skinning my knee," he says. "It was your apple pie, archetypical American experience."

Bleszinski was 12 years old in 1987. The world's population reached five billion people that year. U2's album The Joshua Tree broke sales records and elevated the band to superstar status. And in August, The Legend of Zelda came to the U.S. on the Nintendo Entertainment System.

"My friend handed me the instruction manual," Bleszinski says. " I can still remember the smell--that freshly printed smell."

To a self-described "Mario nut," the idea of discovery and exploration was nothing new, but The Legend of Zelda was something more. It was an open world with dark dungeons, looming mountains, and hidden rooms. It was the promise of something new around every corner. Bleszinski was a kid intent on wandering, and The Legend of Zelda held his gaze.

The Legend of Zelda (1986)
The Legend of Zelda (1986)

With its 1986 Japanese release, Zelda laid the foundation for action-adventure titles and role-playing games alike. Along came Metroid. Along came Final Fantasy. And 20 years later, along came an adrenaline-fueled shooter called Gears of War.

As Bleszinski grew up and learned to make games, so grew his appreciation for Zelda. He famously made his first game when he was 17 and sent it to Epic Games founder Tim Sweeney, who subsequently hired the high schooler. From his new position, Bleszinski worked on titles such as Jazz Jackrabbit, the momentous Unreal series, and finally, as lead designer on Gears of War.

Despite the latter's frantic firefights and cover-based shooting, Bleszinski lists Zelda among its chief influences. The act of acquiring a new tool--in this case, a new weapon--and learning it, mastering it, then using it to conquer a new area as the game progresses, is one of the Zelda series' design keystones. Zelda has its Hookshot. Gears has its Hammer of Dawn.

The first time I played Zelda, it gave me that feeling of being a kid again, back in the woods outside of Boston.

Cliff Bleszinski

"There's also that sense of mystery that Zelda had," Bleszinski says. "That sense of wonder. In Gears of War, we put in references to the past, just to flesh out the world and lend a sense of background. That sense that this is a world you're occupying."

Gears of War ushered in two sequels and a prequel from Epic Games, garnering over $1 billion in franchise sales as of 2014, according to Microsoft. Bleszinski left Epic Games in 2012, but Gears of War lives on in the hands of The Coalition, a new studio with key developers that worked on previous titles.

Bleszinski is still making his own games--his current project is Lawbreakers, a multiplayer shooter hearkening back to his days with the Unreal series, complete with arena combat and first-person mechanics.

The designer also adores the work of others: he mentions titles such as That Dragon, Cancer and Cibele, citing them as stellar examples of how to tell intimate stories through the medium he grew up with. As games move forward, he says, so too should the personal stories they tell.

Gears of War (2006)
Gears of War (2006)

"Zelda is important for its influence, but also for what it means," Bleszinski says. "It can be a projection of childhood. The first time I played Zelda, it really gave me that feeling of being a kid again, back in the woods outside of Boston."

As the story goes, another child shared the same penchant for wandering. His name was Shigeru Miyamoto, and on quiet days in the 1950s, he would leave his home in the rural outskirts of Kyoto, content with the prospect of new fields, new valleys, new caves to explore. In his older years he would make a game about those idle days spelunking in Japan. He would call it The Legend of Zelda.

"You go underground a lot in Zelda," Bleszinski says. "You do it in Gears of War, too. And being underground can be dangerous psychologically. It can be exhausting. So when you get out of the dungeon and into the overworld, you get a breath of fresh air, and it's bright, and it's sunny.

"That was a personal experience for Miyamoto. We need more of that."

Out of the Past

A golden The Legend of Zelda: Ocarina of Time cartridge sits on a shelf in Joe Madureira's apartment. It's followed him from New York City, to Phoenix, to Austin, consuming space in his suitcase as he left his childhood home for college, wrote comic books, pencilled art for Marvel and DC, then began making video games.

As Madureira speaks through the phone from his warm southern home, flashes of a New Yorker accent remain--his R's are faint, his vowels tense.

"I've moved about a dozen times since I pre-ordered that gold edition," he says. "I'm not a pack rat, but there are some things I can't throw away. My collection of games has gotten smaller, but I still have that copy of Ocarina."

Zelda influenced our understanding of what games can be.

Joe Madureira

Madureira's experience in the comic world ranges from Uncanny X-Men, to Marvel Comics Presents, to Battle Chasers, a fantasy series he created himself. As both writer and artist, his work exhibits a blend of American aesthetics and Japanese manga--a distinct mesh of East and West.

His career in games shares a similar global connection. After working on several titles--some of which released, some of which didn't--he assumed the role of creative director at Vigil Games under publisher THQ, which vanished when financial troubles spiraled into bankruptcy in December 2012.

Under Madureira, Vigil created Darksiders. The action-adventure RPG follows a horseman of the apocalypse as he explores an overworld, completes puzzles in various themed dungeons, and mediates a battle between heaven and hell. The game's sweeping story and structural formula show clear similarities to those of the Zelda series. Madureira says this was a conscious design decision.

A boss in Darksiders (2010)
A boss in Darksiders (2010)

However, unlike the source of Madureira's inspiration, Darksiders and Darksiders II accrued mediocre sales. In 2012, Publisher THQ expressed disappointment in the sequel's 1.5 million units sold in the three months following its August release. But the games--especially the sequel--were critically praised.

"It made sense," Madureira says. "Creating that 3D world with puzzles, and new items, and having the right amount of difficulty and progression. The feeling of mastering everything you've learned in order to progress.

"Zelda nailed that 30 years ago, and it still carries the torch for other games. It influenced our understanding of what games could be. Many of us are still emulating that."

His former design partner agrees. As former co-director on Darksiders, David Adams wears his influences on his sleeve.

"We went for it," he says. "Darksiders was essentially us saying, 'Hey. Let's make a mature Zelda game.'"

Adams, now president of Gunfire Games in Austin, won a Nintendo 64 at the Electronic Entertainment Expo in 1996, six months before the console's official release. It opened the door to Super Mario 64 and, of course, the golden collector's edition of Ocarina of Time.

Darksiders was Vigil Games saying, 'Hey. Let's make a mature Zelda game.'

David Adams

The latter sparked Adams' interest in 3D action-adventure games. It set him down the path to Darksiders and its successor--games whose creative foundations are firmly rooted in one of the medium's most storied franchises.

"I still remember the first Zelda game, where you would bomb every single patch of wall searching for holes to hidden rooms," Adams says over the phone from Austin. "There were only a few of them. But it was the search--the feeling of actually finding one--that had an odd sort of discovery."

For many who make and play games, Zelda has been a constant companion over the years. It's in the structure of modern shooters. It's in the sprawling vistas of open-world games. It's in a battered suitcase, making its way across the country to a dusty shelf in a strange new city.

"I have confidence in Nintendo," Adams says. "They have the knowledge to keep molding the Zelda formula and making it fresh, and I think it will be relevant for a long time. Pick any other big franchise, and see if we're still talking about it in three decades."

Into the Future

Zelda's ubiquitous presence throughout Nintendo's history, its influence over series ranging from Darksiders to Gears of War, and, perhaps most of all, its 30-year lifespan, all beg the question: how did it survive this long?

"Zelda is very mythic," David Hellman says. "It's very powerful. But it can actually be really simple."

It's the first in a week of warm February days, and as rush hour begins on 2nd Street in San Francisco, Hellman loses his train of thought. "I don't know," he says. "It's the story you experience--the personal growth of the hero's journey. Finding your own way. Picking which mountain to climb, and confronting whatever's at the top."

A Link Between Worlds (2013)
A Link Between Worlds (2013)

Hellman is an independent artist with creative tendrils in several media. He worked on Braid, the 2D puzzle game from The Witness creator Jonathan Blow; Jess and Casey Time, an animated video series; and Second Quest, a graphic novel.

Written by Tevis Thompson, Second Quest examines a dystopia where authorities suppress new ideas and discourage creative progress. The heroine of the story collects items and trinkets from hidden grottos on the edge of her floating world: a boomerang, a slingshot, and a musical ocarina--vestigial traces of a forgotten time.

Second Quest is a clear critique of modern Zelda games. It suggests that, maybe since its releases on the N64, Zelda's creativity has disappeared.

"I think Zelda may have lost its way a few times," Hellman says. "I think Nintendo maybe needs to get out of its own way as it moves forward."

Ever since The Legend of Zelda: The Wind Waker, Hellman says, Zelda games have shied away from the exploration and discovery of the early titles. They've shown signs of guiding the the player too much--through episodic side quests that may have lied on the periphery in the past, waiting to be stumbled upon.

However, Hellman isn't averse to the newer entries by default. He praises The Legend of Zelda: A Link Between Worlds, Nintendo's 2013 Zelda outing on the handheld 3DS. What began as a remake of A Link to the Past became its own project under longtime series producer Eiji Aonuma. It was critically lauded--with a Metacritic rating of 91 percent--and as Hellman tells it, the first sign that Zelda may be finding its path again.

It's the personal growth of the hero's journey. Picking which mountain to climb and confronting what's at the top.

David Hellman

But what does that path look like? The Zelda title is constant, but the series formula often morphs. It broke into the 3D realm with Ocarina of Time. It introduced extraneous Nintendo characters in Link's Awakening. It defied categorization with The Wind Waker, and its cartoonish maritime tone; with Majora's Mask, and its gloomy, time-travelling plot.

With a series that's taken so many bold sidesteps, is Zelda really a concrete idea? Here, after 30 years, is Zelda just a name?

"It's that sense of discovery," Hellman says. "It's that overworld and underworld dynamic. This wide open space hiding these dungeons where you're confronted with trials. Where you're tested, and you can't just wander anymore."

Early in Second Quest, protagonist Azalea and her companion Cale enter the quiet ruins of an ancient structure. "What was this place before?" Cale asks. "People used to live here," Azalea tells him. By exploring the sunken remains, Azalea begins the chain of events leading to the destruction of the floating land she calls home.

"Nintendo has done great things with modern Zeldas," Hellman says. "But I want them to try something new. I want a creator to find new ways to capture that feeling of discovery again."

The Legend of Zelda Wii U
The Legend of Zelda Wii U

There's no dialogue on the last 14 pages of Second Quest--just a few brief flashes of written onomatopoeia as the world cracks, crumbles, and plummets into the sea. But as the tumult fades, Azalea scales a cliff and gazes out across a lush valley with winding rivers, towering mountains, and the distant pillars of ancient ruins. It's a new world, resting in the water, begging to be explored.

The original The Legend of Zelda is the stuff of stories today. For Miyamoto, it's the caves outside of Kyoto. For Bleszinski, it's the Massachusetts woods. For Madureira, it's a golden cartridge he's kept for 20 years.

The children who played The Legend of Zelda have grown up. They've made their own games, penciled graphic novels, built companies from the ground up. They've confronted their own trials and emerged unscathed on the other side.

Some see a hopeful future for Zelda--others a forgotten past. But despite any misgivings about the franchise's direction, or worries about its relevance in the modern video game landscape, it's still here. 30 years after a man with memories of the caves in Kyoto told his own story, it continues to pave the way for others to do the same.

Mike Mahardy on Google+

mmahardy

Mike Mahardy

Writer and Host. New Yorker. Enthusiast of gin, cilantro, and rock and roll.

The Legend of Zelda

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magthidon

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Cliff is still an asshole. Saw him at PAX South. Really disappointed.

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fluffy_kins

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Zelda used to be an amazing series but it's really fallen in the last decade. I think at this point they've made as many mediocre Zelda games as they have top notch ones. I'll see what Zelda Wii U brings to the table but if it's another Skyward Sword or Link Between Worlds, I'm saying peace to this series

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Itzsfo0

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@fluffy_kins: nah its only gotten better, loved skyward sword, and we all NOW know Breath of the Wild will prob be the best one in the series only weeks away from release. My favorite will always be Twilight Princess by far.

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ManicMasochist

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Edited By ManicMasochist

I long for the feeling I got as a child playing The Legend of Zelda shortly after it was released. No other game has even come remotely close, outside of A Link to the Past, and I honestly doubt I'll ever feel that sense of wonder from a video game again. The best I can hope for is to have children some day and experience it vicariously through them. I have a sneaking suspicion that is one of the primary subconscious motivations for having kids.

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Razik

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Edited By Razik

This is the reason I'm excited to see more ReCore, Zelda is its inspiration

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ManicMasochist

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An honest to god editorial on Gamespot? What is this? Don't you know you're hurting ad revenue by spending time on something like this when you could have published at least ten clickbait articles in the same amount of time?! Seriously, though, keep the dream alive! Good job, Mike.

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Tastyfood

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Edited By Tastyfood

The first game I ever played in my life, was The Legend of Zelda: Ocarina of Time. I remember my brother had a N64 that I used to play when he was not home and I was playing Zelda so much, completing it before him, that he eventually just gave me the whole console. Then the GC released and I got it for christmas, along with Zelda Ultimate Collection and Wind Waker.

While all my friends at school had PS2's, Xbox's with GTA, Morrowind, Halo and stuff like that, I was still holding dearly on to my GC because of Zelda. Zelda got me into gaming, Zelda introduced me to gaming and I'm so happy it did. Just seeing the impact Zelda has made to the modern games today, fills me with joy. Such a simple, original concept, evolved into one of the worlds most greatest franchises. Everytime I do a new playthrough of OoT, I still get the nostalgia of Kokiri Village which I never got even out of when I was 3 years old during my first tries.

Some people grew up with Mario, Metroid, Mega Man, Pokemon and etc, I grew up with Zelda and for that, I thank Shigeru Miyamoto and Takashi Tezuka.

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zyxahn

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The Adventure of Link was the first one I played so that one is near and dear to my heart. I was disappointed when I played the first Zelda game because of it. I of course love it now but back then it wasn't always the case. This new Zelda game whenever and whichever system it comes out on is going to have a lot of hype for it. I am expecting it to be one of the best Zelda games ever made. I hope they don't come out with another system and then release the game on the WiiU only.

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OBSIDIAN_BORN

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There is still no game series like The Legend of Zelda. The franchise is all about adventure, and puzzles, layered with the theme of personal growth. i.e. harnessing and utilizing your power, wisdom, and courage ;)

I can't wait for Zelda Wii U, and Recore.

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SavageRodent

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Edited By SavageRodent

I really like the Zelda series. I've had my favorite Zelda game changed several times. I currently like Link Between Worlds the most. The freedom to tackle whatever dungeon in whatever order was great. However, the game felt less of an adventure compared to Link to the Past. I partially think it was because there were more characters that were relative to the story, so it felt less like an adventure and more of a story.

That's what I want to see more of. Games that feel like an adventure and not a story. People of the world telling stories and lore of a sword that was evil's bane, and you as the hero striving and exploring to find it. And finding it actually gave you gameplay benefits. It wasn't just something to advance the story like most games these days.

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abcdefgabcdefgz

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Link to the past is still far and away my favorite or maybe zelda 2. Just grew up on those, and never really got into the 3d ones.

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omotih

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windwaker was the best game ... and there is no conection between zelda and GoW double lol

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jinzo9988

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Edited By jinzo9988

There's never any love or mention of Falcom's Dragon Slayer... seen as the first true action RPG with gameplay elements that found themselves in the first Zelda game.

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hystavito

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@jinzo9988: The actual "firsts" in games are almost never remembered. It's just the way it is I guess when success and popularity happen.

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elozl

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So many Games! but There is only One Legend!

Zelda a Link to The Past is my Favorite!

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Master_Of_Fools

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"I think Zelda may have lost its way a few times," Hellman says. "I think Nintendo maybe needs to get out of its own way as it moves forward." Is he saying someone other then Nintendo should make a Zelda game? If so f-off. The only thing I agree on in the negative side of things is to much hand holding, but that is simply done to make Zelda more accessible to new players, when we were kids we weren't brain dead casuals like kids today are, with their ipad crap and smartphone junk they NEED hand holding. What Nintendo can do is simply have a setting to turn off the hand holding.

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jinzo9988

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Edited By jinzo9988

@Master_Of_Fools: I think he meant that Nintendo at times holds itself back from making Zelda truly special... unintentionally of course. Zelda used to be a monster. Now I look at games like Witcher 3, the Mass Effect series and Skyrim, and then I look at Zelda and ask myself why Zelda can't be as grand, as open, and as full of life. It's as if Nintendo's too afraid to make a big step or to even be seen as 'falling in line' so to speak with how others are doing RPGs. They get in the way of themselves. Neither one of those games do everything better than Zelda but I get the feeling that Zelda's falling further and further behind the times.

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Sepewrath

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@jinzo9988: Because Zelda is not an open world RPG, well at least not yet. Zelda games always have an epic feel to them, just in a different way from something like Witcher 3 or Skyrim. They do it by having a large world filled with side quest. Zelda does it taking a much smaller world and filling with excellent level design. In Witcher or one of those other games you mentioned, its simple what you do in every mission. Go to X, kill Y, cutscene.

Of course those games get a lot of mileage out of that, generally because of the character work. Zelda on the other hand, has its dungeons, item based puzzles, adds to variety of gameplay with mini games and has a well designed world that makes it seem bigger than it really is. Take OoT that world seemed huge, teeming with things to do. These are two very different types of games and will never always be so. But hey we'll see what Nintendo does when they inject a little of that massive world into the Zelda formula with Zelda Wii U.

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jinzo9988

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Edited By jinzo9988

@Sepewrath: That's one of the things that always bothered me about Zelda. Where's the character development? This is a series that has been going on for 30 years and the only characters anybody gives a shit about or knows anything about are Link, Zelda, Ganon, Ganondorf, and to a lesser extent Sheik and Tetra. That's pretty miserable. Then you look at the Mass Effect series and see all kinds of memorable characters with back stories and continuity. You might say "well Zelda's not a continuous series", and I say look at Final Fantasy. It's designed to be self-contained and not continuous, and yet it has all kinds of memorable characters and lines.

I don't buy the open world thing when it comes to Zelda. Zelda's one of the first RPG series that felt like it had open world games of the same caliber that you see games having today. The first two were a little too basic but Link to the Past had all kinds of little things that you could find off the beaten path. It didn't have 'quests' in the traditional sense but it made you want to go around looking for things. Traditional JRPGs don't have that. Their overworlds for the most part serve as vehicles to get between story points. Sure, Zelda's not exactly the spitting image of non-linearity, but the open world thing? It totally had it.

I don't take away from the dungeons and item-based puzzles that the game has. That's clearly a strength and that's clearly a big part of what defines the series. That stuff doesn't have to go away just because we're talking about the idea of having more non-linearity, more character building, things like crafting systems and multiple equippable weapons and armor, benign items in the game that enrich its world like the books in Skyrim do, dialog choices that alter things (take Firewatch as the latest example of a game that gives you dialog choices and yet it never really affects the general direction that the game goes), the list of things just goes on and on. Zelda doesn't lose its identity by having that stuff in it... it would just make it a better experience and more engrossing. That's what I'm talking about when it comes to the idea of Nintendo getting in the way of itself. It's like they're too afraid to change... which is a shame because on the whole they're one of the most brilliant game development studios (if not the most brilliant) gaming's ever had.

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Sepewrath

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@jinzo9988: Let me tell you all the things wrong here. First, comparing Mass Effect is apples to oranges. It is a trilogy, Tali, Garrus and other characters were characters in a story that spanned the course of the 3 games. And the characters on the squad are the ones you cared about, did you care about Barla Von? The same goes for Final Fantasy, there are a ton of characters BECAUSE there are a ton of games each with their own individual group of characters. Zelda has three core characters and they are not the same characters throughout the series. Link from ALTTP and from TP are two completely different people. So if you expect development among them, your sadly mistaken. They also have the recurring side characters of notoriety, Impa, Tingle, Rauru.

Second Zelda is not an RPG, it never was. So the diversions of RPG trappings that games like Witcher and Mass Effect are not found in Zelda. Nor is the dungeon/level design and puzzles of Zelda found in those games. So outside of really the first Zelda, they haven't gone true open world until the upcoming Zelda.

Lastly, dialogue choices, item crafting and upgrading were all in Skyward Sword. Nintendo has often tried new things with the Zelda design, TP being one example of them just playing to the core strengths of the series and not advancing it any way. But they often don't get credit for it, while you don't hear anyone saying that about games like Uncharted which just added a grappling hook and is apparently a new game now. I personally love the Uncharted series, but if you compares its growth to Zelda's growth over the first four games. Its night and day, yet the former goes apparently unnoticed and the latter takes the heat.

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Master_Of_Fools

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@jinzo9988: Hm, to be fair Witcher is a mediocre franchise thats first 2 games were crap and the 3rd was finally good but the franchise itself is forgettable. 2 years after a Witcher game comes out nobody talks about it anymore. It's not memorable. Mass Effect.....lol EA, I don't need to say anything other then "good one" thinking that Mass Effect is good. Lastly Skyrim...one of my most hated games of all time. First of all a f-ing BETHESDA GAME? Launches with bugs/glitches and problems up the ass, yeah lets NOT have Zelda go that way. Bethesda can go f-ing bankrupt for all I care, I don't buy their shit. They can't program worth a damn. Not to mention Skyrim is an RPG, Zelda is not. Dragon's Dogma was vastly superior to Skyrim. in Skyrim it's like 2 arrows kills a dragon, that's some BS. Should take you like 4 hours to beat a legendary creature like a dragon!

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omotih

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Edited By omotih

@jinzo9988: because they refused to upgrade their base tech ... thats why it cant be something big but has to earn its money as a dynasty warrior game lately

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TheZeroPercent

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Edited By TheZeroPercent

@Master_Of_Fools:

--witcher 3 is the new standard for 'the sorta' adventure game zelda should be in today's gaming world
--nintendo are lost in 6th gen
--wii was a real knee-capper to nintenedo
--it's success(TONS of sales with no real long term players) through them off course
--then wiiU was a disaster(like a backburner idea that didnt work out for them)

--xbox sorta hammered the last nails in nintendo's motion market(by making their next step before them with HD motion~games with ZERO gameplay value~it ran off potential wii motion adopters~MS is a monopolizer~and they ran nintendo 'off the rails' big time there)
--so nintendo went with a backburner idea(wiiU was not gonna be nintendo's 8th gen entry)
--wiiU just didnt work
--even though i personally like wiiU(and believe in it)
--apparently nintendo just doesnt feel that way

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Master_Of_Fools

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@TheZeroPercent: Witcher 3 meh. A good game yeah sure, but thats a miracle after the first 2 were garbage. And the Witcher is a forgettable franchise, in 2 years nobody will be talking about witcher 3 anymore, hell by the end of this year they wont be.

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Rolento25

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@Master_Of_Fools: So much bullsh!t in this comment.

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Master_Of_Fools

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@rolento25: Typical American, always in denial and can't accept reality. Before Witcher 3 was announced who talked about Witcher 2 anymore? Exactly nobody.

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Rolento25

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@Master_Of_Fools: Lol, I'm not even American... but good try though :)

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_Plaguelight_

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@Master_Of_Fools: Agreed, if anyone tried to take hold of Zelda, it would fall to ashes in their hands.

As for the hand-holding, I feel that as long as it's story-relative, I don't mind it AS MUCH. All the same, a little less Navi and a little more Midna makes for a great "ride-along" partner for the future of the series. Fi was fine, as she provided so much narrative that just would have gone by without ever knowing, like much of the world's history and Hylia's time, just didn't need to be reminded of my battery being low so often~.

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Sepewrath

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Edited By Sepewrath

@_plaguelight_: Well most games these days do a lot of hand holding, but I agree with the notion of having an option to tun it off. I know its easier for them to not have to essentially design facets of the game twice. But its a big complaint people have, that they should address it in some manner. Maybe use the super guide instead of having your companion tell you where to go.

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elheber

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The tool this article needed the most was a pair of scissors.

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Dilandau88

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Ocarina of Time will forever be the greatest game ever made. I get incredibly nostalgic just thinking about the epicness of that game. Loved MM too.

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_Plaguelight_

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@Dilandau88: I can play OoT and Master Quest any day of the week and still find myself immersed in the world of Hyrule.

MM sadly couldn't do it for me, too many sidequests for my liking...

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kelseyjb

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Not saying it's a garbage game, but Zelda games I couldn't get into them. It was boring to me.

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hystavito

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Edited By hystavito

@kelseyjb: I had an NES and SNES but for some reason I never got into Zelda games. I don't really know why but if I had to guess it might be because I was already into the more "heavy" RPG games, both on consoles and also C64 and later PC.

As a young adult I had a friend with an N64 and I'd watch friends playing through Ocarina but I never felt like I really wanted to play it myself. I think at that time it was definitely due to it seeming too simple and maybe a less serious game, compared to what I was playing on PC at the time. I was also pretty much out of consoles completely, I didn't own any until many years later.

These kinds of celebrations of beloved franchises are almost always focused on console games, so usually I feel a bit left out :).

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Master_Of_Fools

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@kelseyjb: Must not have been a very creative kid...

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kelseyjb

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@Master_Of_Fools: very creative... Clown!

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Pedro

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@Master_Of_Fools: Or he must have not like the game.

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Pedro

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@gamersts: Its nostalgia. The first experience that was great in gaming is very hard to replicate. Ignorance facilitate bliss. Once the ignorance is gone you become more particular.

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hystavito

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@Pedro: Although I have many fond childhood gaming memories I think my best are from much later, as a teen and then as a young adult. So many PC games from around that time are my favourites.

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vetar1

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"I have confidence in Nintendo," Adams says. "They have the knowledge to keep molding the Zelda formula and making it fresh, and I think it will be relevant for a long time. Pick any other big franchise, and see if we're still talking about it in three decades."

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