For more than three decades, The Legend of Zelda video game franchise has held gamers spellbound with its deep mythology, groundbreaking gameplay, and memorable characters. What sets it apart from other series is how each installment refreshes itself by introducing new systems, narratives, and elements while preserving common themes. More recently, games like The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom have received rave reviews, but are they truly part of the Zelda series? Although these titles have been lauded for their numerous additions, some classic gameplay elements that were signature to the franchise have been omitted.
Moving ahead, Nintendo should consider significant modifications in the Zelda game structure. Fortunately, there’s a wealth of inspiration for these changes within the existing Legend of Zelda series. With numerous titles and diverse elements, Nintendo can draw from its past to enhance the future of this series. Here are ten aspects we hope Nintendo incorporates into the next installment of The Legend of Zelda.
Equipment That Feels Like an Upgrade
In the games The Legend of Zelda: Breath of the Wild and Tears of the Kingdom, one frequent complaint is the disposable quality of weapons, which represents a marked shift from what made earlier Zelda games enjoyable. While players often admired the array of weapons, many opted for using fundamental items because they didn’t want to destroy the attractive and potent weapons they found. Future installments should maintain the weapon versatility but eliminate their deterioration, or at least ensure they can be repaired.
In earlier Zelda games, the emphasis was on obtaining the Master Sword and Hylian Shield, which players had to earn through their gameplay. Each weapon found in games like “The Legend of Zelda: Ocarina of Time” felt significant as an improvement. The journey to ultimately unlock the Master Sword was a rewarding experience that left players feeling more powerful than ever. Contrasting this with the Master Sword’s cooldown in “Breath of the Wild” and “Tears of the Kingdom” seems almost comical. The Master Sword is one of the most powerful weapons in the Zelda series, but placing a timer on it diminishes its importance to the franchise. Instead, the Legend of Zelda should aim to provide a more meaningful and gradual empowerment journey throughout the game, with the end-game Master Sword reflecting this philosophy.
Item Progression That Feels Satisfying
In “The Legend of Zelda: Breath of the Wild” and its sequel “Tears of the Kingdom”, traditional item-based gameplay has been replaced by Shiekah Tablet and King Rauru’s Right Arm abilities. This change eliminates a fundamental aspect of the series, where players would often progress through dungeons or collect items as they explore. Instead, in these games, players are granted these powerful abilities at the start, allowing them to approach puzzle-solving creatively from the get-go. However, most Zelda games have traditionally required players to earn their tools and equipment over time, which not only provided a sense of achievement but also demonstrated Link’s progression and growth throughout his adventures.
It’s crucial to see iconic artifacts such as the Hookshot reappear in the upcoming Legend of Zelda game. Nintendo has plenty of strategies for reviving timeless items, while still introducing fresh ones, perhaps drawing from the Tablet and Arm abilities. Introducing dedicated items would enable Nintendo to craft intriguing puzzles with individual solutions, adding variety to the gameplay experience. While Breath of the Wild and Tears of the Kingdom offered versatile puzzle-solving options through the physics system, they don’t fully capture the charm and essence of previous games that formed the heart of the series.
A Bit More Linearity
In the vast, open worlds of “The Legend of Zelda: Breath of the Wild” and “Tears of the Kingdom”, there was a sense of awe-inspiring exploration. However, these expansive landscapes seemed somewhat at odds with the traditional Zelda experience. The Zelda series has always been characterized by progression, and a linear approach is crucial to this. A linear structure enables Nintendo to craft captivating narratives that have been a hallmark of previous games in the series. While “BotW” and “TotK” presented intriguing stories, their open-world design allowed players to overlook or experience these tales out of sequence, or even miss them entirely. This is particularly problematic because storytelling should be a central focus in Zelda games.
One issue that made it difficult to enjoy some open-world games like The Legend of Zelda: Tears of the Kingdom was going into zones before you were prepared. For instance, there were areas with powerful enemies who could instantly kill Link. Additionally, players might stumble upon inaccessible and hostile regions, leading to an enforced linearity that felt artificial and diminished the open-world aspect. Providing a clear path for players and a definite goal boosts the sensation of progression, making significant moments more meaningful and lasting.
Traditional Dungeons and Puzzles
In terms of game design, one significant area where both Breath of the Wild and Tears of the Kingdom fall short compared to earlier games in the series is their approach to traditional dungeons and puzzles. While Tears of the Kingdom aimed to address this issue from its predecessor, it didn’t quite match up to the quality and variety found in previous entries. Players are seeking intricate, interconnected dungeons with distinct themes and challenging puzzles. Previous games featured a wide range of dungeon types such as lava-filled, ghostly, underwater, and more. Unfortunately, the dungeons in both Breath of the Wild and Tears of the Kingdom seemed repetitive rather than unique, which is a departure from the series’ renowned dungeon design.
As a dedicated fan, I can’t help but express my enthusiasm for the idea of reviving the classic dungeon format in future Nintendo games. This move wouldn’t just be a nostalgic nod to our shared past, but it would also offer an exciting creative opportunity.
In previous installments, dungeons were more than just linear paths; they each housed a unique item essential for solving the labyrinth. These dungeons also showcased enemies and bosses that could only be encountered within their walls. By setting a distinct theme for each dungeon, Nintendo would be challenged to innovate, thinking beyond simple reskins of existing enemies to populate these dungeons with fresh, unique adversaries.
More Enemy Variety
Critics noted a lack of diversity in enemy types in The Legend of Zelda: Breath of the Wild, and while Tears of the Kingdom made some improvements, future entries should strive for more. Many enemies in the Nintendo Switch’s Zelda games were essentially repainted versions of existing ones. Previous games boasted unique creatures dwelling within dungeons such as the Wallmaster, Skulltulas, and Dekus. Even the dungeons in Breath of the Wild and Tears of the Kingdom seemed to feature similar enemies found in the open world.
This concept also applies to managers. In the game Breath of the Wild, there was a problem with Blight Ganons being somewhat similar to one another. Unique boss battles have always been a characteristic of The Legend of Zelda series, and it adds so much to the enjoyment when these challenges are different. Nintendo might consider creating region-specific enemies such as Moldugas that appear only in specific locations. Introducing new enemy variants and designing more distinct bosses could take the series back to its origins, providing a wider range of combat experiences.
Bigger Towns with Meaningful NPCs
One significant letdown in The Legend of Zelda: Tears of the Kingdom was the scarcity of vibrant cities. Following The Legend of Zelda: Breath of the Wild, players anticipated a reconstruction phase. Although some rebuilding occurred, Tears of the Kingdom didn’t enhance the sense of solitude and isolation that Breath of the Wild evoked. Notable locations like Lon Lon Ranch were decimated and left to decay in the sequel. Furthermore, even the settlements in these games lacked vitality as there were few engaging non-player characters (NPCs).
In the games “Breath of the Wild” and “Tears of the Kingdom,” most cities primarily served as spots for shopping and restocking supplies. While some offered additional quests and services, they didn’t provide enough incentives to encourage exploration or make players want to revisit them. The next installment in the Legend of Zelda series should aim to create towns that feel more vibrant and inhabited. This would significantly enhance the player’s investment in these cities and motivate them to visit often.
A Unique Art Style
In a different take, I’d like to emphasize that my remarks aren’t meant as criticism towards “Breath of the Wild” and “Tears of the Kingdom”. Both games indeed boast a stunning visual appeal. However, given the significant similarities between their worlds, the initial charm seems to have faded somewhat due to repetition.
In contrast to this pattern, many previous Zelda titles have introduced distinctive new art styles. With exceptions such as “The Legend of Zelda: Ocarina of Time” and “The Legend of Zelda: Majora’s Mask”, most games in the series have been known for showcasing a fresh artistic direction for a mainline The Legend of Zelda game. This unique, evolving art style is one of the aspects that makes the series particularly appealing to fans.
Most games within this series showcase an exclusive art style, spanning from the vibrant, almost-cartoonish look of _The Legend of Zelda: The Wind Waker_ and _The Legend of Zelda: Twilight Princess_, to the somber, realistic approach in _The Legend of Zelda: Twilight Princess_. For the next installment of _The Legend of Zelda_, it’s crucial to develop its own distinctive visual style. Even _The Legend of Zelda: Echoes of Wisdom_ echoed the style of the remade _The Legend of Zelda: Link’s Awakening_. A fresh aesthetic would bring novelty and help reaffirm the series’ identity.
A Memorable Soundtrack
In a new twist, “The Legend of Zelda” series, renowned for its epic and remarkable soundtracks, has departed from this tradition in both “The Legend of Zelda: Breath of the Wild” and “Tears of the Kingdom.” Instead of grand orchestral pieces, these games opted for softer, more atmospheric sounds. Although Nintendo’s rationale behind this change seems valid, it has resulted in a diminished sense of the grandeur that the Zelda series is known for through its music.
For the upcoming Zelda game, it’s essential to incorporate a versatile main theme that could reach even greater heights with Nintendo. By creating a theme that adapts and changes based on different regions or as Link advances in the story, we can maintain an engaging dynamic. The towns and cities should boast rich musical compositions reflecting their unique culture and identity, while boss battles require powerful, awe-inspiring themes to heighten the combat experience and ensure each encounter is unforgettable.
The Magic Meter
Magic is frequently underestimated in the series, yet it could offer a great deal of depth. In the games Breath of the Wild (BotW) and Tears of the Kingdom (TotK), magic was primarily associated with Wizzrobe weapons and Link’s abilities. However, the next Legend of Zelda game has the potential to make this aspect much more intriguing. By reintroducing a magic meter and allowing Link to learn spells, the system could be significantly revamped and linked directly to progression and achievement.
On his travels, Link might acquire spells, some of which mirror abilities from earlier games and others that are entirely new. These spells can be employed to conquer challenges, vanquish adversaries, enhance Link’s weaponry, and even manipulate the environment. By incorporating spells into Link’s adventure and linking them to a magic meter, their acquisition becomes more significant and using them adds an extra layer of importance.
A Darker Tone
Among some outstanding “Legend of Zelda” titles, several carry a more somber and sometimes chilling vibe. For instance, “The Legend of Zelda: Majora’s Mask” and “The Legend of Zelda: Twilight Princess” were known for their ominous and even eerie settings, veering towards horror in some aspects. Fans anticipated that “The Legend of Zelda: Tears of the Kingdom” would revert to this brooding style; however, despite featuring dark scenes and terrifying creatures, it generally continued the series’ predominantly cheerful and light-hearted ambiance.
A gritty, contemplative tale could serve as a refreshing contrast to recent instalments in the series, challenging both Link and players with complex dilemmas. This approach might incorporate significant repercussions, where each choice alters the narrative’s course and affects the game world. Nintendo opted for a more conventional route with The Legend of Zelda: Tears of the Kingdom, so future games in the series should be prepared to take risks if they aim to surpass their predecessors.
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2025-03-02 05:13