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I feel like everyone I know is excitedly getting ready for Tears of the Kingdom. For long-time fans of the Zelda series, the arrival of a new entry is just about one of the most important things imaginable. It’s a schedule-clearing event! And I’ve even been going back and playing a lot of the older entries in anticipation. But what I also love about this go-round is how many people I know who are going to buy it even though they’ve never played a Zelda game before. Why is this suddenly happening? Perhaps this is just anecdotal, but so many people I know bought a Switch / Animal Crossing at the start of the pandemic and suddenly they had their first modern console. And since then, they have started getting into more games like Fortnite, Hades, etc. And now, it’s time to get into that whole Zelda thing! Thus all of us have been talking about it (there’s even a massive group chat). But suddenly there’s these simple questions from newcomers and I’m suddenly trying to explain why this series has been so much fun..

What kind of game is it? (World Traveling Adventure!) Do you need to have played the others? (Nope!) Do you need to be good at fighting or aiming? (Kinda? You'll get the hang of it) What do I really need to know before jumping in!??!?! (Not much!) So don’t worry, this little essay isn’t going to be a beginner’s guide, especially as I’m sure someone else would do a much better job of that. No, this is a discussion of the core essence of the games. Specifically, how the Zelda series is probably the best working piece of fiction that examines the very tricky art of giving you “the same but different.” Which is actually an incredibly difficult thing to pull off well.

To get into it, at its core, there’s always the same hyper-general framework for the stories that have been repeating through time and different worlds. You don’t need to bring your left brain into it to figure out the continuity and timeline (especially as it will hurt). It’s more about repeating thematic motifs and the oral tradition. To wit, there’s always a hero named Link (that you can rename FART or something), who is some sort of hero of time (kinda). There’s always a Princess Zelda type in need of aid (kinda). And there’s always a great evil infecting the land (kinda). You travel around, sometimes on a horse or boat or glider. You encounter various people. You do dungeons. Collect items. And use all the things to save the literal day. Throughout the games, there are some tropes and iconographies that show up in repetition. You have Death Mountains, Dry Deserts, and Poisoned Ponds. You get familiar faces in Gorons and Garudos and Ganondorfs. Thus, every time a new game is coming us regulars go wonder what of these beloved aspects will make an appearance this time? Will there be Zoras? Will there be a master sword quest? And of course, what inane fetch quest or time challenge will drive us completely insane? For there are always the big similarities.

But the key to the success of the Zelda series is that something is always so crucially different.

It’s never just dragging you through the same tired beats. Nor is it never fully replicating the form or central strategy that worked last time, either. Instead, it branches out in a new direction. For instance, After the landmark success of the first game, 1987’s The Legend of Zelda, they could have easily just copied the successful top-down world format for its sequel. But instead they opted for a 2D side-scrolling structure and… it was bad and not well-liked! But that’s okay. What I love is how much this didn’t deter them from further experimentation. Instead, failure became a part of the series’ systematic approach because it was just a learning experience. Because then they fully rebounded with Super Nintendo’s classic entry A Link To The Past, then created some incredible Game Boy entries, and then crested into the stratosphere with much beloved Ocarina of Time for the N64, which was such a landmark development into the possibilities of 3D world adventure games. But it was the follow-up to the game that is probably my favorite example of this risky, ever-changing dynamic.

Because nothing seemed more different than 2000’s MAJORA’S MASK.

To be clear, it was a direct sequel to Ocarina of Time and I was so excited for what that meant. But at the time, I kept hearing weird things, probably due to the fact it seemed a little inaccessible to general gamers on first go. And I’ll admit… my first reaction to it was wholly embarrassing in retrospect. I was thrown by the difference. It was darker, weirder, far more open ended and confusing. I had this deep sense of “just tell me what to do!” And the 3 day time limit just gave this crippling sense of anxiety that I couldn’t really identify, I was just certain I was going to mess it all up (instead of realizing the same mechanic means you CAN’T mess it all up). In short, I never got comfortable with the core game loop. I don’t even remember how far I got. I just remember that I was confused and not willing to play something that felt so much less “epic” in scope… In short, I was a naive young man. And even though I already had multiple playthroughs of Ocarina, I was convinced I wanted more of that AKA nothing more than a nostalgic victory lap… I was everything I don’t like about artistic consumption nowadays. I didn’t grow with the art in front of me.

But as time went on, I heard more and more people talking about the game being great. And by the rise of popular online game journalism, it was regarded as nothing short of a stone-cold masterpiece, and easily one of the most influential games of all time... I would feel mortally embarrassed about the way I bounced off it as I kept hearing about its influence non-stop. And why was it so influential, anyway? As always, it’s about the central mechanic.

No, not running around collecting items (though you do do that), but genuine time travel. Where Ocarina used the familiar “going back and forth between two worlds” mechanic. Majora’s Mask is giving you a different, much more high-pressure task: in three days the moon is going to hit the earth. You have to stop it. Everything around you is happening on a scripted clock until that point. Townspeople. Their lives. Monsters. Various dooms abound. But what changes is the way you affect the world around you and WHEN you affect it. Because the timing so, so matters. It’s one of those things that sounds amazing in theory, but I assure you, it’s so, so hard to pull off. But in the end, Majora’s Mask is a masterful story about time loops and their often heartbreaking ends. Granted, it’s also a massive, often maddening puzzle. But going into this playthrough, I was determined to 100% this fucker. And I did. Every heart piece. Every mask. Every little nook and cranny. All of it done… And it was sometimes completely enraging!

Like I think I’d be doing the right thing or have the solution and so much trial and error. I’d look up the path and be like “wait, the answer is THAT?” Like the idea of doing Anju and Kafei quest twice to get the postman hat is just devious. But it’s also a reminder of how much games just used to be like this in general. Some of my favorites were the old LucasArts SCUMM engine games (Day of the Tentacle is probably the top spot). There was just this idea of patience built into what you were doing. Sure, sometimes, it amounts to a process of elimination clicking.  But when you start to see the seams of it all it can lead to these most miraculous places. And the EUREKA moment and the elation that comes from it, along with the realization of what the game designers were putting together like the punchline of a joke. Yes, you need to use the crowbar to get the gum. Yes that wine will age into vinegar, etc. But as is often the case in this particular game, it leads to some heartbreaking and poetic moments. Like the same Anju and Kafei quest with them staying in the room as the moon comes down is UGH, UGH, UGH. It’s that specific quest with its randomness, hidden moments, goofy bits, annoying wait times, even more annoying repetition, and hugely satisfying character moments that represents the full nature of what Majora’s Mask can really do. Because sometimes the success of games isn't about their moment to moment precision. Sometimes they’re about their capacity for the excellence of a given moment. And to this end, it’s no surprise that this simultaneously became one the most batshit and influential games ever made.

The thing about the Zelda series is that it’s made for these kinds of reaches. The follow-up for the GameCube, The Wind Waker - with its cell shading and sailing exploration mechanics - was another game who failed to make proverbial waves, but was still beloved and its classic reputation was further solidified years later with the HD remake. Twilight Princess and Skyward Sword were both hit and miss games (literally) that at least TRIED to take on the motion-control capacity that the Wii allowed, only to learn that path is carpal-tunnel level exhausting. But now, Zelda is finally coming off another mega hit in Breath of the Wild, arguably one of the greatest games ever made. For it’s a masterpiece of world design, fitting every little possible detail of interest into every nook and cranny. The question is always, what’s next? Where do you possibly go from here? What can we REALLY expect from Tears of the Kingdom?

I don’t know. But that’s the spirit of the whole thing. To wit, I’ve gotten a little into watching some Zelda-centric speed runs, but I’ve actually been more into randomized runs, particularly watching Griffin McElroy’s one-hit-kill, Guy Fieri-based attempts over on youtube and it speaks so well to the exact dynamic I keep talking about, in terms of what makes the series special. The randomized element means that you have to keep resolving the game’s larger puzzle in a way that no one ever has before. In that exact spirit, I can’t imagine Tears of the Kingdom will just be “more of the exact same.” Instead, it will hopefully be another great lesson of “the same, but different.” I just genuinely don’t know how it’s going to get there.

Isn’t that grand?

<3HULK

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Comments

Anonymous

Gaah I love Majora's Mask. It's one of my three favorite Zeldas, along with Link to the Past and Wind Waker. It was my first experience with time loop stories, and the whole time loop system just makes it so weird and memorable and as you say here, DIFFERENT. One of the games that really makes me appreciate it when game developers try to make something really out there that breaks from their series own molds.

Anonymous

“It's a schedule-clearing event!” … I MAY OR MAY NOT have scheduled a full week off work so I can rest, play Zelda and make music for 9 days straight.

Anonymous

The moment where Majora fully crystallized for me was when I realized (as part of Anju and Kafei's sidequest) that you can spend the entire morning following the postman and he WILL do a full delivery schedule. That's the moment when I realized just what an intricate piece of clockwork the game was. An entire world going through three historic days, and you get to live it over and over in different locations, following different leads, slowly piecing together the full picture. The weather, the conversations, the way in which you see all the human relationships play out, people trying to choose whether to believe that the moon is really going to fall, trying to choose whether to stay in the city or try to save themselves… the fact that you uncover so many tragedies and can help sort them them out (well, not all—there's the Deku butler's son, as the credits remind us), but the loop will restart and every intimate disaster will happen again. The pressure of knowing that if you can break the loop while carrying the Bomber's notebook (a physical register of every success) you might carry them over to the new continuity. It's such a gorgeous piece of fiction, doing something that could only ever be done as a videogame—or maybe immersive theatre, I guess.

filmcrithulk

I can't believe I didn't include this part, but at the end there's the fact that YOU KNOW EVERYTHING ABOUT THESE PEOPLE and yet they likely don't know ANYTHING ABOUT YOU except for the last run.

Anonymous

ALttP was one of my gateway video games, watching other kids play it at the game room in the JCC. The franchise has been a favorite of mine ever since, even if I've fallen away from it to some extent since I was a teenager. A couple of the OoT speedruns I've seen are just so hilarious because of how thoroughly the game's been broken over the years. I'm thinking in particular of the "100% No Source Requirement" run at AGDQ 2020, or the "Triforce%" run at SGDQ 2022 that pushes ACE to its limits. I've had some fun watching ALttP randomizers too, mind you. Even a couple of ALttP + Super Metroid runs. And there's endless fun variations, like multiplayer and crowd control… can be a real time suck if you let it. I never did beat Twilight Princess -- IIRC, it looked like I'd gotten softlocked somehow, not getting the right response from the right NPC, and I eventually stopped trying. Might be nice to give it another go someday. I never tried A Link Between Worlds, but might like to… and maybe even Skyward Sword? (I think I might've tried the original once, on the Collector's Edition disc, but never got very far.)

Anonymous

It's a very specific dynamic that works so well thanks to Link's design as a cypher. He's not as much of an actual character as he's a role for you to step into—which was hilariously explored a while ago when people started sharing and describing their “Linksonas” (who Link is according to the way THEY play BotW: noble hero, chaotic frog-eating gremlin, autistic trickster). You're a camera, really. The experience of MM is itself a weird metaphor/example for what fictional worlds are—especially keeping in mind there are ambiguous hints that the whole of Termina might have been conjured up by Skull Kid as a plaything. This approach to main characters reminds me of how both Pacific Rim and Fury Road seem to have at first a male main character (Raleigh and Max) but their arc is over before the main plot starts, and they turn out to be just the POV through which we watch Mako and Furiosa live their stories (what little bit of an arc Max and Raleigh get, and it's enough imo, is they're both burned-out old glories who get inspired to fight again).

filmcrithulk

Yeah I never beat twilight princess either! That's one of those ones I'll wait for the remake for or when the Wii retro online nintendo thing happens like years from now (ps the old school gaming stuff on the switch is my favorite thing ever).

Anonymous

I never thought about the Zelda series like this before. I remember playing Twilight Princess and it felt like the most "Zelda" a game could be. But I didn't love it for some reason. It had everything from Zelda, Ganandorf, lots of dungeons to an epic quest. This essay now makes me think that we don't actually want a perfection of the formula. I don't think we even want a "best" version of Zelda, because like you said- the series is secretly founded on risk. I think that maybe ( I'm not making sense perhaps) we want the Zelda that seemed like it could never ever exist or function. I don't know. Thanks for the great essay!

filmcrithulk

Yeah, it's like, I can't really remember an ecstatic high from Twilight Princess? Like Skyward Sword, as awkward as a lot of that game can be, has that AMAZING pirate dungeon and the water time mechanic as you drive around and i'm like this is BRILLIANT. Sometimes it's about the moments.

Michael Chui

Friend, ACE has no limits. That's what it means. The code you execute is arbitrary. The limit is just hardware constraints, and how much effort you want to put into writing and loading it in. ACE is the ultimate glitch for this reason. :P

Lambda

Hulk understand you have validated EVERY SINGLE ARGUMENT I got into as a child about if this series was samey or not. The thing you said about "the same, but different" made me cheer internally, like YES HE GETS IT

Anonymous

"The same but different" really is the trick for any long-running media franchise, isn't it?

Lambda

Twilight Princess at least had the standoff on the bridge with the big orc guy strapping the baby boy to the tip of his spear, that part was pretty (sigh) well honestly it was pretty badass Haven't played it in a while but I'm tempted to say that the best parts of Twilight Princess are aesthetic+storytelling things far more than gameplay+design things

Anonymous

"The limit is just hardware constraints, and how much effort you want to put into writing and loading it in." Those ARE the limits I'm talking about. If there's ever been a more ambitious feat of ACE than what the Triforce% team pulled off in making that entire ending and shoving it through four controller ports, I'll be very, very impressed.

Anonymous

When I played BotW I thought a lot about that (possibly apocryphal) story of E3 or some other expo where the Zelda team first saw Shadow of the Collossus. They were impressed and took notes. Then however many years later there's a Zelda game in a vast world, with giant god beasts, few people to interact with, and lots of climbing. It's like they made BotW as close to Shadow as the structure allowed. And I loved that.

Zeemod

I rented Majora's Mask. That was the first Zelda game I got my hands on so I had no expectations but still was overwhelmed. I was also like 8. I appreciate it more now through watching others playing it online but I never did get back around to playing it myself.

Anonymous

Yep, you get to know a lot about a lot of these people, and likely come to care all the more about them. Perhaps Majora's Mask is one of the best stories at humanising the people the hero is trying to save (at least when the people in question are so numerous that they constitute a whole society of some sort).

Anonymous

It was Twilight Princess that was inspired by SotC aesthetically I think. I think BotW kinda references or was inspired by a lot of massive games—Assasin's Creed for the towers and maps, I was reminded of Portal by the Shrines and their physics-based, room-based approach to puzzles, Skyrim etc Xenoblade for the open world (which was of course invented by the first LoZ…). Zelda had felt somewhat stuck behind what big videogames were doing, and BotW felt like it acknowledged the fact that the genre it spawned had been branching out successfully. To me, BotW genuinely gave me everything I wanted—from interactive animals and environmental detail, to actual grass blades in the fields, to dungeons that fleshed out what Majora's first did with Stone Tower…

Anonymous

One of the fun things about sequels is that they often get written by deliberately doing the opposite of the previous installment, where many decisions are foils to what was done the first time around.

Anonymous

There were many moments in TP that stood out to me. The first battle on horseback with the kidnapped kid. Several of the bosses. The entirety of the motherfucking Temple of Time as a dungeon. The Western showdown in the Hidden Village. It's true most aren't gameplay/mechanics rather than storytelling. But then again, TP was mostly trying to give Americans the Hardcore Edgy Zelda Experience after Wind Waker was mocked and unsuccessful there (thankfully it has been much better loved with time, and it always was a hit in Japan).