So where does Zelda go from here?
Putting A Bow On It
Have you heard about this game The Legend Of Zelda: Breath Of The Wild? A couple folks around these parts think it’s pretty good and said a whole hell of a lot about it over the last few weeks. But I promise, after this article right here, that’s it. We’re done and on to the next thing.
This week brought a close to my essays about the game, as well as a little discussion between myself and Internet Culture Editor Clayton Purdom about whether we think it ranks among gaming’s canonized classics. As has been the case throughout the entirety of our Zelda coverage, there was ton of great discussion going on below thos articles. One of my points in our Crosstalk discussion was that Breath Of The Wild seems nearly impossible to iterate on in the usual way we see out of video game sequels. Jakeoti chimed in on some of the series’ options for a future direction:
Where does the Zelda series goes from here? I’m not sure. There’s a lot to be said for simply taking what has worked with Breath Of The Wild and trying something similar but different. Replace the Shrines with one big underground dungeon, maybe. Bring back more standard dungeons. Add underwater exploration. Make it take place among floating islands. Make it all set in one massive city, where characters and interaction become more important. But my concern is how much of this would still feel bold and new. Part of why Breath Of The Wild feels so good is that it all feels unexpected. Will the next Zelda game be just as good if it’s “another Breath Of The Wild“?
Honestly, it’s why I kind of want them to go a completely different route. And I really mean completely. Just throw the rulebook out the window and do something crazy. Maybe make a more action-oriented game, where combat is combo-heavy and relies on you switching up between Zelda quest items. It might be an alienating decision, but it could also be a reminder that part of what makes Zelda a great series is its potential to go anywhere. There’s a reason why it feels like a series where fans most frequently fight over what the best entry is. They get into the series for different reasons.
Elsewhere, Will Riker’s Soggy Finger thoughtfully followed up on my discussion of Hyrule Castle’s place in the game:
The ending really seems like nothing more than that: a somewhat arbitrary endpoint to a story that is itself little more than a framing device for the experience of gallivanting around Hyrule, digging up all its unexpected discoveries or just enjoying the freedom of traversing an enormous world. Hyrule Castle isn’t even much of a dungeon: There are no puzzles, and you can barrel to the top without too much trouble, if you’re a bit careful. Its real function is as an enormous, perilous treasure cave, where players can go excavating at any time for powerful weapons and material. The game openly encourages this: One of the first people I met after leaving the plateau (I think on the approach to Kakariko Village) talks of explorers sneaking into the castle in search of equipment. This, in turn, subtly keys you into how the weapon durability system is best used, specifically why hoarding powerful weapons is pointless when they’re readily available, so long as you’re willing to take a risk. Use them strategically (I use weak weapons to knock enemies down/initiate a flurry rush, then switch to a powerful one to do major damage before switching back), but certainly don’t be afraid to use them.
The castle itself is more or less plonked in the middle of the map, and you can see it from most elevated positions, providing an essential reference point to get your bearings. The structure itself is key to so many different parts of the game and in a brilliantly unspoken way, perhaps (literally) central to the functioning of every major mechanic of the game—navigation, exploration, combat, narrative, etc. In an entirely unspoken way, it’s perhaps one of the most brilliant pieces of design I’ve ever seen.