Dragon Power! Series Overhauls
Computer and video game website CVG
has recently published an article in which they claim that Nintendo's
much-lauded Zelda series is in need of drastic changes to its basic
gameplay structure if it is to continue as a successful and
attention-worthy phenomenon.
The article can be found via this link right here,
but seeing as how the website is currently making my browser crash for
some odd reason, here's the entire text of the piece for your
convenience:
Zelda games are amazing. There's no doubt about that. But even Miyamoto is willing to admit that the appeal of Link's epic quests is waning, especially in Japan.
Miyamoto
suggested many reasons why Legend of Zelda: Twilight Princess isn't
doing as well as expected in Japan. But could it be that the
20-year-old series, that now spans 14 games (Phantom Hourglass will be
the 15th quest on Nintendo platforms) is dying a slow death?
Twilight Princess demonstrated that Nintendo's talented development
teams are still more than capable of putting together a stunning
Hyrulean adventure. The problem, some might say, lies in its
repetition. Zelda games stick to a very familiar and rigid formula.
Anyone who's played Zelda over the years will know that many of the
themes, plots, locations, items, music and even puzzles are re-used
(albeit in slightly adapted, updated ways) in one game after the next.
How many times have you re-arranged mirrors to bounce around a beam of
light, or lit all the lamps in a room to open a door? How many times
have you seen Link use bombs, throw a boomerang, or shoot an arrow to
progress further into a dungeon? These are just some of the things all
of Link's fans will have been doing since the first game of the series.
We've come to expect it, now.
It is blatant repetition, but
that's what comes with being an established franchise. They all do it -
Halo, GTA, Metal Gear - all thrive off of repeating their winning
formulas. But how long can repetition in Zelda games keep fans
interested?
Much of the regurgitation of content in Zelda,
particularly with locations, characters and music, is related to the
series' huge nostalgic appeal. Zelda would not be Zelda if it didn't
have that main theme tune, right? Or if the master sword went
unmentioned, or if the pointy-eared, green tunic-wearing hero never
turned up for the event. As a huge fan, would you accept a Zelda game
without these things?
The tricky situation facing Nintendo is:
completely changing the Zelda series and doing away with the typical
things Zelda fans have come to know could upset more people than it
pleases - particularly the series' most loyal fans.
That's
the risk you face when making any changes to such a hugely established
and much-loved series, as Nintendo found out when it suffered
widespread criticism upon unveiling the radical cel-shaded graphical
style of Wind Waker.
What about when Nintendo
gave Mario the F.LU.D.D and fans complained that being able to hover
was not traditional Mario - it changed the principles of Mario games.
Nintendo isn't the first to suffer complaints when changing major
franchises. Lara left the tombs in sequels proceeding her original tomb
raid. Metal Gear Solid 2 caused uproar when it took Snake out of the
equation and forced players to play as Raiden. Sega has done all sorts
with Sonic's 'Adventure' games, from fishing to gem-hunting, but most
fans (if not all) love him most when he does what he does best: run
fast through action stages.
People generally don't like to accept change.
But change doesn't always spell disaster. Final Fantasy introduces a
totally new cast, setting and theme with each sequel and continues to
please fans. Resident Evil 4 completely revolutionised Capcom's horror
series and is now viewed as one of the best games ever made.
The issue remains. Nintendo can't continue making repetitive Zelda
games. We still totally adore Zelda but eventually the appeal will tire
and the series risks bombing. Nintendo needs to take the bold step and
inject something totally new into Zelda. We're not talking about a
couple of new items, or a new location - that's been done. We mean a
significant change that affects the whole structure and gameplay. And
indeed Nintendo knows this. The series' daddy, Shigeru Miyamoto,
was quoted as saying: "[Twilight Princess] will be, without a doubt,
the last Zelda game [in the series] as you know it in its present
form," back in 2005. That could mean Nintendo already has a radical
Zelda makeover on the cards.
Rumour has it that the next Zelda game for Wii is already in development, and Zelda director Eiji Aonuma has already expressed his wish to inject a greater focus on motion control into the next Zelda Wii game. Great things could be ahead for Zelda fans.
We think if Nintendo is to strike the right balance between changing
Zelda enough to refresh the franchise and keeping enough of its
traditions so as to maintain its heritage and please loyal fans, it
needs only to look at its chubby mascot: Mario.
With every
Mario game that comes along, Nintendo tries to do something inventive,
unique and pioneering. Think of the leaps in gameplay from Super Mario
Bros. to Super Mario Bros. 3., or from Super Mario World to Super Mario
64. And now from Super Mario 64 (and the slightly less hailed Mario
Sunshine) to the upcoming SM Galaxy - which looks absolutely stunning.
If Mario can do it, so too can Link. It's just going to take some careful thought and a lot of balls.
This, coupled with my thoughts on Nintendo's recent activities in my last article, got me to thinking: what would
a completely re-envisioned Zelda game be like? Is such a notion
even possible? It is indeed exceedingly difficult to make the
drastic changes CVG is calling for, while at the same time maintaining
the core draws of the series that made The Legend of Zelda so appealing in the first place.
While I am by no means up to such a delicate operation, I will
nonetheless take a swing at how I would go about reinventing the Zelda
franchise. Some of these ideas are going to be
pretty bold, and not everybody is going to like them, but at least it'd
be a change. I'm not saying all of these changes are totally
necessary, but change is supposed to be a good thing, right?
Series Overhaul: The Legend of Zelda
In my last article, I had the following to say about a PS2 game called Shadow of the Colossus:
"Gameplay-wise, it is deceptively and artfully simple, and feels
much like a Zelda game where
you explore the landscape and its natural secrets -- in fact, the hero
is limited to only a sword, a bow and arrow, and a horse the entire
affair, making Link seem bogged down and gimmicky, like the gaming
equivalent of Inspector Gadget or James Bond. The world is not as
populated or deeply-saturated in hidden treasures such as rupees, pieces of heart, arrows and bombs -- yet
at the same time the game possesses a unique vastness, sophistication,
and tranquility that has never been duplicated."
SotC does indeed feel very much like it was inspired by the spirit of Zelda,
with most of its intrigue stemming from more cerebral challenges than
hack-and-slash battles. But, in my opinion, even though SotC was perhaps influenced by Zelda games, it's time for the tables to turn. I would say that the Zelda series would benefit a great deal from taking notes on what made Shadow of the Colossus
such a simple, natural, and minimalist adventure, and incorporating
some of those ideas into its existing structure. The beauty of SotC is that it says more with less, and I think Zelda could do the same.
First off, even though this might seem like a superficial change, I'd
like the next Zelda title to break the tradition of subtitles. It
doesn't need to be called A Link to the Past or Ocarina of Time or Twilight Princess or any of that. In fact, it's best to assume none of the other Zeldas ever happened. Simply call the new title The Legend of Zelda,
and that's good enough. We don't need to be pretending that this
is a sequel to a past game, since none of the existing installments
really continue a coherent story arc anyway. It's important to
think of this as a fresh start, the way they must have thought about
creating the very first game in the series. It was a much simpler
game back then, much like Shadow of the Colossus is, and it's through
those two games that a new installment should be inspired by a similar
kind of simplicity.

The
overworld -- that is, the very landscape itself, its topography, its
wildlife, and all the secrets nestled within its many nooks and
crannies -- can be the most fascinating character of all.
Let's
consider the overworld, which should be the focus of the gamer's
attention. It shouldn't just be the space between towns and
dungeons, but rather it should have a profound impact on how the game
is played and how the player plans his/her future excursions.
Zelda is generally good at keeping the overworld chock full of
secrets, hidden caves, and the like -- but ever since the first game,
not much has really changed about it. You can burn or cut a shrub
to dig up some extra money, or you toss a rock or blow up a cracked
wall to reveal a cave. It's all been done so many times that
players already know it's coming before they even find it. Plants
become nothing more than meaningless icons denoting possible rupees,
and the "secret" passages in the walls are often so obvious (and often
not even optional) that you end up just going through the motions, like
finding a hidden cavern is an everyday occurrance. This can no
longer be the standard.
For one thing, before we even get to the details conercing the landscape, I will say this: the overworld must be vast.
Even on horseback, where you can zoom along the plains at great
speeds, getting to your next major destination should take a matter of
days (we're talking in-game "days," of course, not real-life days -- I'm not
insane). This is not just some device to increase gameplay hours,
nor should it be a chore -- in fact, a lot of the fun and adventure of
the game should come from the thrill of the journey, and on surviving
in the wilderness of Hyrule. An epic, cross-country adventure
means nothing if it doesn't take its toll on you, after all. The
environment should feel like a living entity, rife with both predators
and prey, hidden opportunities and hidden dangers, and
geological/natural obstacles to overcome. The player should be
required to keep this in mind -- that travel across such great
distances is not something to be taken lightly, and that there is going
to be an element of risk when you venture away from civilization.

Horseback
is great for travel across the open plains, but the terrain should also
be peppered with rocky hills, cliffsides, and other features that the
poor animal just cannot scale. At this point, the player is
forced to make a decision: Stay on the horse, and try to find another
way around? Break out the grappling hook and climbing gear and
try to climb over the cliff by yourself? Or search further along
the side of the cliff for signs of a hidden tunnel through the
mountainside? Not knowing the results of each choice beforehand
is just something the player is going to have to accept. The sense of discovery will be much more rewarding.
Exploration
should be fun and rewarding, not just a distraction betwen point A and
point B. For instance, you happen to spot what appears to be a
building or tower off on the horizon, just by chance. Are there
hospitable people living there, or cutthroat bandits, or no one at all?
You could try and get to it now, or mark it on your map for later
and continue the way you were headed. Ideally, the game should be
designed so that the player can't be sure where the next major gameplay
milestone is -- it can't be a simple matter of "go here, beat
that dungeon, then go here, beat this dungeon..."
Many games have characters, monsters, or events that obviously act as
switches, and are rather transparent in the way they cause further
areas to become "unlocked" -- for example, a road might be closed until
you've beaten some boss in a totally unrelated dungeon on the other
side of the world. This should be avoided as much as possible,
and freedom of choice should be encouraged. We don't want a bunch
of pegs blocking our way until we get the hammer -- I mean, pegs? Seriously, that's a little ridiculous. The first Zelda didn't pull that crap -- it was more about where you could go after you found a new item, not where you couldn't go until you did.
Going
out onto the edge of a cliff may not seem immediately useful, but it
gives you a different perspective. Just look at that dark area on
the cliff wall across the chasm -- imagine it to be a hidden cave, that
might have been too high up to be noticeable if you were down on the
beach. You might try scaling down that cliffside and swinging
into the cavern, just to see what's there. This is a good example
of how a secret cave could be concealed without the use of the mundane
"cracks in the wall" routine.
Also, there could be islands
worth exploring out there in the sea, but first you need to get to a
point where you can see where they are, if they exist. Simply
swimming out there and hoping for the best is possible, but also very
dangerous considering the risk of drowning, currents pulling you out
too far, or sea creatures attacking you. It might be best to
build or find a raft.
There are all kinds of scenarios that can pop up on your way to your
next destination. For instance, things might be going rather
straightforward until you come to a rapid-flowing river, where the
bridge has been broken. It's impossible to swim across, but maybe
Link could use his grappling hook to swing to the other side. Of
course, the horse could not come along if you try that option.
Maybe there's another bridge elsewhere you could try to find, but
is it upstream or downstream? There's no way to know for sure.
If that doesn't pan out, you could also just try going the
roundabout route, past where the river begins or ends.
Let's say
you do just swing across on your grappling hook, and continue on foot.
You may come to a forest. During the day, this forest might
seem harmless. If you're passing through during the night,
however, your scent could be picked up by a pack of hungry wolves.
On horseback, you might have been able to outrun them -- but now,
your only hope is to try and avoid them. If they find you, you
can try and fight them off (which should
be truly dangerous, and not without sacrifice), or try and climb a
nearby tree and snipe them from above (however, arrows are scarce and
don't drop randomly from most enemies), or hope they lose interest
while you're up there.
Night and day should play a significant role in your travels, and not
just for determining which NPCs you can talk to in the towns.
With the coming darkness comes increasing danger, whether it be
something as simple as decreased visibility or something more fearsome
such as skeletons and ghosts rising from their graves, predatory
animals like wolves or bears, or the threat of Ganon's minions lurking
about in search of a victim. Yes, Ganon exists in this world, but
in a different way -- however, we won't get to that until later.
During the day, there are different sorts of things going on. The
towns' gates are open, sure, but also that means visibility is greater,
and therefore enemies can see you easier, and from farther away.
This means that if thieves are out there looking for an
easy mark, you'll have to be extra careful about hiding from them --
they can see as far as you can, so it's best to stay low to the ground,
keeping hills or trees behind you if possible. Fighting them
might not be an option near the start of the game, if ever --
but if you were going to do so, it would be wiser to do it at night,
when most of them are asleep at one of their camps. You could
theoretically sneak around then, taking some of their ill-gotten
treasures for yourself, but if you wake them the results could be
disastrous.
I mentioned "survival" being one of the key gameplay elements to this new Zelda, and when it comes to that I think some influence from Metal Gear Solid 3
might be in order. One of the main themes of that game is
survival in the wilderness, including the need to hunt or forage for
food on a regular basis, as well as avoiding predatory animals if necessary.
There is definitely a "kill or be killed" feeling about the game,
and while Zelda need not be
so gritty or visceral as Metal Gear is, the concept of having to eat is
intriguing. In so many games, "food" often does nothing more than
act as an item that fills up depleted health energy. In MGS3,
however, Snake has a "Stamina" bar in addition to Health, and it slowly
degenerates over time if
he doesn't eat something (and make sure it's not something poisonous!).
The Stamina bar doesn't affect gameplay much, unless you let it
get too low. When that happens, Snake's performance is severely
hampered -- he gets tired easily, his aim is wobbly, his health goes to
shit, his wounds don't heal as fast, and generally it's not good times.
Link could have a similar situation going on, requiring him to
hunt certain animals, or pick fruits and vegetables he finds for
nourishment. Imagine the thrill of trying to sneak up close
enough to a pack of wild boars so you can pick one off with your bow
and arrow. Or, imagine being lost in the desert for a while, and
hunger sets in -- do you eat the last scrap of food in your pack, or
try shooting down that vulture that's been circling above you?
This system would certainly give new meaning to spotting an apple
tree, getting a bottle of milk from a cow, or even trying to snag one
of those notoriously dangerous chickens form the farm. It also
makes the contents of Link's "bottles" harder to decide. Not that
having to eat food should be a constant nag, but it should be something
you'll have to consider if you're planning a long trip into the unknown.

Series
staples like the desert, Lake Hylia, and Death Mountain will of course
make their presence felt, but their contributions to the game can't be
a simple change of scenery. The ash clouds thrown up from the
volcanic Death Mountain will be visible for miles, and every so often
an eruption of magma will make sections of the area temporarily
insurmountable, or at least more difficult to get through.
Perhaps some areas that you could simply walk through
pre-eruption now require you to detour around them, or hop across
unstable rock platforms.
Out in the desert, you can get lost
in a sandstorm if you haven't found suitable shelter, and food is very
scarce. The desert is also the bandits' home turf, so if
they're hanging around, you may have to steal what you need from them.
Graphically, I'd like things to be as realistic and detailed as
possible. The series has always been rather lighthearted in
style, even cartoony. Twilight Princess
changed that a bit, but still it's not quite the change I have in
mind. I'm not saying the cartoony style is wrong for Zelda
in general, but it wouldn't suit the kind of game I'm thinking of.
The purpose of this is not to make the game darker or more
serious, nor is it to shoehorn Link into some contrived
political-themed plotline (no, he stays the silent protagonist he
always was) -- rather, it is to ensure that the themes of nature,
survival, environment, and the exploration of the uncharted frontier is
portrayed as effectively as possible. Yes, there will be blood at
times when Link draws his sword -- nothing excessive, but we're not
going to pretend that blade isn't sharp, either.
For Link himself, I'd like a change in appearance. Keep the
whisps of yellow hair and the long Kokiri ears, of course -- he
wouldn't be Link without those. The silly green tunic and hat is
something I'd like to alter. Perhaps the hat could disappear
altogether, unless it serves some practical purpose. But, I don't
want him wearing green for this one. There are going to be a lot
of gresslands, forests, and lush vegetation around him at times, and I
don't want him getting lost in the details. I'd like his clothes
to be white, with a light green trimming arond the cuffs just to save a
little of his veridian heritage. For some reason I picture him
wearing a vest of gleaming, silver chain mail. This could be for
protection, or it could be enchanted with some magical purpose in mind
for later. These sorts of details aren't that important, but
it is crucial that the graphics be as real and full of detail as the
world Link inhabits. Something along the lines of the SotC screenshots I've been showing you would be ideal.
In terms of sound, Nintendo needs to bite the bullet and go full
orchestral. I see no reason why the series' usual composer Koji Kondo
couldn't do the music, but a change in styles is in order, similar to
Koh Ohtani's score for Shadow of the Colossus. I know, I bring that game up too often as a guideline, but I think this could work.
Anyway, the usual upbeat "I'm a hero going on a quest" music we associate with the usual Zelda
overworld must be abolished. Save the exciting music for when
something exciting is happening. When you're out there alone in
the overworld and you're not in a fight or a village, and no important
events are happening, there should either be no music at all or
something minimal and soothing that fades in and out like a gentle
breeze. A few quiet strings and some woodwinds would be perfect.
The up-tempo, bombastic orchestra will come in during major
battles with groups of enemies or bosses.
Also, I know this is going to be a point of contention among Zelda fans -- but, when Link finds an item, we are not going to sound the familiar alarm of "Da da da daaaaa!!!!!"
Link's items won't be found inside huge, golden treasure chests,
announced by a head-pounding flourish. That little tune, even
though it's fun and I like it, has been done to death. They do it
so often that it's no longer special. One game where that music
doesn't appear is going to do the series some good. In fact, we
don't necessarily need any of the usual Zelda music. I've always
loved the main Zelda theme, but I think for this installment it
would be best if we need it to introduce it subtley in a few choice event scenes or perhaps woven into the final boss battle.
What I'm imagining for Link's ocarina, for instance, is that he will
just stumble upon it in the middle of a valley, abandoned or lost by
its previous owner. The songs Link eventually learns for it have
magical power, but the instrument itself is plain and not unusual.
When he picks it up, he examines it curiously, and perhaps even
clumsily toots out that little four-note ditty, just for nostalgia's
sake. He then puts it in his pocket and continues on his way.
No fanfare, no holding the object towards the sky for God's
approval. The instrument is reward enough.
I'm not sure how the story and characters will go, but those things have never been the focus of a Zelda
game anyhow. Much of Link's time is spent in solitude anyway, and
things will be no different this time. In fact, I'd like to keep
the number of characters in the game down to a bare minimum. The
feeling of this game is of being alone in the world, and the usual cast
of nutty shopkeepers and minigame proprieters will only serve to
clutter things unnecessarily. In Shadow of the Colossus, there
actually were no other characters besides yourself, until the very end
of the game. This fact helped you better focus on the landscape's
character, and made your horse a much more welcome sight and a familiar
companion. Speaking of the horse, Link will get her early on,
perhaps even the start of the game. I'm not sure we need to
actually come out and call her Epona, because players will already
recognize the horse from previous games. Either way, she's Link's
horse from the get go, and taking care of her will be a priority.
Not that you have to babysit her all the time, but it could be
something as simple as remembering where you parked her, or hiding her
from plain sight when she's not in use, just so the thieves don't come
by and steal her when you're not there. Later on you can get a
song for the ocarina that will transport the horse to your location,
but for much of the game she can only go where an ordinary horse can
go, and can't be expected to track you telepathically or anything
like that.

As in SotC, your horse will be one of the few companions when you're out in the wild.
Being alone also gives you an enhanced sense of scale, making you seem
much smaller in comparison to the enormity of the landscape around you.
As for Ganon, he won't even be a solid being until the very end.
Ganon is to be thought of more as an elemental force, spreading a
dark influence over the land. An enemy of the natural world, not
just another character who inhabits it. He is represented
symbolically, by
the cold glare of a snake staring out at your from a darkened corner,
by the enshrouding blackness of the night, or by a thunderstorm looming
over the horizon. Sort of the feeling of Sauron in Lord of the Rings.
His role as a character is that of an ancient
evil deity, whose monstrous followers are planning to ressurrect by
stealing the Triforce of Power from Hyrule Castle. The summoning
spell somehow goes awry, however, and Ganon's rage splits the Triforce
of Power into eight pieces, each of which flies off into a different
corner of Hyrule and transforms into a great beast. These beasts
would be the game's "bosses," but defeating them isn't really an
isolated "boss battle" event done in a closed room underground
somewhere. Some of the beasts might even be visible in the
overworld in some way, such as a flying creature seen hovering in the
sky above a mountain range, or a huge, hulking mammal grazing in a deep
valley. Locating and defeating these creatures is difficult work,
and won't be possible in a quick, three-minute skirmish. Cunning
and patience will have to be employed in these situations, as you use
the environment to your advantage. Perhaps there could be a
bull-like boss who will charge at you when threatened, but is covered
by a thick armor plating so that it is not even bothered by your sword
or arrows. You might have to do something like climb a nearby
cliff, and push a boulder down on its head from above, shattered a
piece of its shell and exposing a weak spot. Then, you may have
to sting it with arrows to get its attention, which initiates a
desperate chase across plains and through a forest, which ends at a
steep prescipice overlooking the sea. You trick the beast into
charging right off the cliff, down into the water below, where it sinks
and ultimately drowns. I don't know if such an ordeal is too
complicated or not complicated enough, but the general idea is that
it's not the usual matter of "use the item I got in this dungeon on the
boss to kill it." You really have to think about how to find the
enemy's weakness, and then be even more cunning to lure your foe into a
situation that will allow you to exploit it. No more fairy
companions shouting "hints" at you, like "Hey,
Listen! See how this boss has one big eye? If only you had
some kind of arrow-like weapon to shoot the eye with..."
Anyway, the Triforce of Courage is given to Link to watch over, while
Princess Zelda keeps the Triforce of Wisdom and goes into hiding.
I'm not exactly sure how the plot would turn out, but that's
hardly the issue here.

If
there are temples in this game, I would want them to have some function
in the game other than simple "levels" where a "boss" resides.
Also, they are to be thought
of a part of the land and not just a big box with a door you have to go
in and out of. You will be able to climb all over the outer walls
too, hopping from platform to platform. Maybe there's more world
out there to explore if you go all the way up and over the roof, to the other
side.
Now, as far as items and various tools are concerned, there will also
be a minimal amount. We don't need Link carrying around a Fire
Rod and an Ice Rod and Wing Boots and a hundred other crazy
contraptions. I want Link to be able to do more with less,
solving the majority of the game's "puzzles" by using the environment
and his own wits, and finding multiple uses for the tools he has rather
than collecting a myriad of ridiculous things. Here are a few
items that I think would work well:
Sword: Of course, Link needs this to do battle with standard enemies.
Shield: Blocks attacks, or course. It can also be held above his
head to block falling rocks or debris, which especially helps in
mountainous areas.
Ocarina: As usual, various songs can be learned for the
instrument later in the game, which may aid in travel, summon your
horse, manipulate the elements, change the time of day, temporarily
turn you into a fairy so you can fly up high or fit in smaller areas,
etc.
Grappling Hook and Pick-Axe: Unlike the hook-shot, it isn't some
rocket-propelled contraption that jets off on a chain. It's a
simple rope with a hook on the end, but it functions in much the same
way. Link can toss it and hook it around various objects, then
either climb upwards or pull objects toward him. The Pick-Axe
lets him dig into cliffsides when there isn't an obviously hook-able
object nearby (generally, Link can use this to climb any cliffside to
get to a higher area, but if he wants to go down he'll have to rappell
using the hook and rope). The Pick-Axe can also be used as
another weapon, or for smashing fragile walls much like bombs did.
Bow and Arrow: Indispensible for hitting things from a distance, and for hunting.
Jumping: I should mention now, you don't need a Roc's Feather for
jumping. Link can jump at any time as a standard action, and can
grab onto ledges if he doesn't quite make it over a gap.
Triforce of Courage: Since you have it, you can commune with it
to locate the other pieces of the Triforce. This will give you a
fairly good indication of where the princess and her Triforce of Wisdom
are currently located in case you want to visit them for advice or
help, and it also will give you a vague hint as far as what direction
the next piece of the Triforce of Power is. However, that hint
will be something like "to the northwest..." and it won't pinpoint
exactly how far it is or how to get there. There could be a huge
roadblock of some kind in the way, or the land could suddenly give way
into a steep cliff that plummets down for miles -- so, it will be up to
you to find another way around or through or under whatever stands in
your way.
Well, those are the main features for my version of how to re-think Zelda
as a series. The fine details and kinks would have to be worked
out as they come, but I think moving in this general direction would
make for an incredible game. What I'm asking for is probably a
huge undertaking, but I think the technology is there to create it now,
and besides -- a Zelda game is supposed to be something very special,
which only comes around once in a rare while. This isn't the sort
of game you make every year, and it requires a different kind of play style
from what most gamers are probably used to these days (not to mention a
great deal of time and patience), but the effort would be worth it in
every way.
And since we're speaking of drastic changes to the Zelda formula, I should point out this trailer for a new, futuristic Zelda game. It's already been revealed as an April Fool's joke,
but the concept does provide a fresh take on the series that most
people probably wouldn't have thought of. I know that when I
first saw it, it really threw me for a loop.
Imagine, though... a futuristic Zelda. Could it work? It
would certainly be new, but is it new in the right ways? There is
a delicate balance to uphold between changing the series too much and
not changing it enough. Furthermore, yes, the setting is
different -- but that doesn't say anything about the gameplay.
I'm pretty sure this one couldn't work, though, the longer I
think about it. It would be hard to come up with believable
reasons for why a futuristic society would have a single ounce of
unpopulated territory for Link to explore, let alone why there would be
"dungeons" full of puzzles and traps. Also, the futuristic
society would undoubtedly be tied in to some form of storyline that
requires such a setting, and Zelda games aren't about that kind of
heavy-heanded plotline, nor would it be an improvement if they were.
But, it was interesting while it lasted, and does spark the mind
into thinking about alternate settings for future Zeldas and other
games.
Alright, so that was a lot longer than I intended the article to be. There are other games that
I've thought about reworking, but not in such fine detail. I'll get to those next time, I promise.