The Legend of Zelda will forever be remembered as the launch

pad for a now legendary series. It was this free and open world with lots of

live action to the point that many had never experienced anything like it

before. It was difficult, but not so difficult it was impassable. It had hidden

items, hidden rooms, upgrades… it was really a game perfectly suited for the

mid 80’s.

Zelda U is coming, and it’s coming at some point in the next…

three years? I think that’s a rather safe time table, and as such it’s time to

see what aspects it should simply inherit from the very first game released in its

native series.

Starting Out Without a Home

One thing I will always remember is how the game thrust you

into the world the moment you started it. Unlike practically every Zelda game

after, this is the one that truly stands out with a sense of loneliness. You

are thrust into the world, not knowing what is going on, and openly unaware of

where you came from.

Traditionally, Link literally “wakes up” in his house that

is based in a hometown world full of life. It’s definitely a tried and true

method, but what if Link instead woke up in the middle of events that are

already happening. What if he was lying on the ground in the middle of the lost

woods, dreaming, and a Kokiri or some other character finds him, wakes him up,

and you’re stuck trying to piece together what exactly transpired?

How neat would it be to be thrust into the world of Hyrule

without actually grasping what is going on? Your memory is unclear from being

knocked unconscious. You don’t appear to have anything on you but the clothes

on your back. You don’t know where you are from.

This to me opens a whole new world in not only storytelling,

but it’s a beautiful nod to the original game, where you found yourself in a

somewhat similar predicament.

Hidden Things to Find That Are Actually… Hidden

While it was slightly due to system limitations at the time,

one of the things many gamers grew to appreciate in The Legend of Zelda was the

fact that any tree, any rock, and any bush could lead to some hidden secret. It

wasn’t so obvious something was breakable… bombable… or able to be cut down

with your sword. Often times when things are hidden… they are actually hidden.

Not made blissfully aware to any on looker that “something is off”.

I would love to see this return. There are plenty of ways

they could offer hints as to wear to drop that bomb (such as “three steps east

of the yellow flower with 5 pedals in x area”) without giving away, just based

upon appearances, where things are. It would also really add to the exploration

factor, as we return to “there just might be something anywhere we can reach in

this world”.

Speaking of exploration…

Allow Us to Go Anywhere We Please

You could go anywhere you wanted in the first game, whether

you were ready or had the proper items. It didn’t matter. Do the dungeons out

of order; go explore all corners of the map. Go anywhere. You won’t always be

able to progress without first obtaining certain items, but at least you could

explore the area if you wanted.

Too often, games these days restrict what, where, and when

you can explore an area. Why not just let us go anywhere and just have a story

line sort of guide us back on the right path if we happen to forget what were

supposed to be doing in the midst of exploring? In many ways this suggests a

truly open world, but at least I should be able to go to any corner of the map

right out the gate. What better way to encourage exploration?

A Second Quest

You can argue that we got this in the release of Ocarina of

Time 3D with Master Quest and in Skyward Sword with Hero Mode, but wouldn’t it

be something if after beating the game, there is actually an entirely second

game we can play in the same world? That

would just be masterful, especially if you can tie in some different storyline

elements or possibly expand the world. I know it’s a two games in one package

concept, but what’s wrong with that?

The Old Man

He needs to return. Not just because he’s practically iconic

these days, but because there was so much mystery surrounding him we never

really did see how he played out. Who is he? Is it some mystical Wizard? Why

does he know so much?

I would love to see a story that built him out as a true

guiding spirit and a nice side character with a lot of personality.

Are there any other aspects of the first Zelda title you

want to see brought over to Zelda U?

Sorted Under: Editorials