The Legend of Zelda. The History of a Legendary Saga Vol. 2: Breath of the Wild
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About this ebook
Continue the discovery of the famous game The Legend of Zelda!
Featuring in the pantheon of video games, the Breath of the Wild episode of the mythical Zelda saga is fully covered in this new book.
Following the first Chronicle volume of a legendary saga, this second part focuses exclusively on the episode Breath of the Wild, decrypting its references, its game system and the inspiration of its developers!
EXTRACT
Starting production on a title that sought to radically redefine the core elements of a franchise as iconic as The Legend of Zelda involved a certain amount of risk for Nintendo. To fully understand the situation, we feel it is essential to start by determining what was really at stake in this challenging effort by looking at the many promises that The Legend of Zelda: Breath of the Wild carried with it from the earliest announcement of its development until the moment it was released. With this perspective in mind, we will first step back in time to examine any clues potentially found in other recent installments of the franchise as to the creators’ desire to rethink the game’s most basic conventions. We will then consider what fans were expecting from this attempt to go back to basics and revive the ambitions of the original Legend of Zelda. We will also look at Nintendo’s communications strategy by way of the trailers and other official presentations that were used to introduce the game, and consider the credibility of Breath of the Wild’s claim to innovation in its approach to the open world genre. Of course, we will also focus considerable attention on director Hidemaro Fujibayashi’s history with the series, and listen to the development team’s thoughts as we attempt to better understand the origins of this latest Zelda game. We then close the chapter with a look at initial reactions from fans and video game journalists when the game was first released on March 3, 2017.
ABOUT THE AUTHOR
Better known by her pseudonym Romendil, Valérie Précigout spent 15 years as a journalist for Jeuxvideo.com, Europe’s largest video game website. A fan of Japanese RPGs, she managed to establish herself as an online critic when the Internet was still struggling to keep up with print media. She loves manga culture and Japanese leisure activities and shares her impressions about video-gaming news at Extralife.fr. She is also the author of Dragon Ball: The Tribute, from the Force label at Third Éditions, and contributes articles to the Level Up book series from the same publisher.
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The Legend of Zelda. The History of a Legendary Saga Vol. 2 - Valérie Précigout
PREFACE
IllustrationTHOUGH video games are widely perceived, even today, as a relatively new form of entertainment, the medium already boasts a number of series that have existed for thirty years and influenced entire generations of players. Among these long-standing franchises, The Legend of Zelda is remarkable in that it has managed to maintain its initial freshness throughout its long history, without ever forgetting the importance of welcoming new players to the series. Its reputation has continued to grow with each passing year, so that today, it is universally recognized as one of the most sacred symbols in video gaming. While the first name we associate with Nintendo may be Mario, the company’s image has been shaped just as much by the many contributions that the Zelda franchise has made to a medium that had never seen anything like its unique blend of action, adventure and RPG gameplay when it appeared on the scene in 1986.
Offering players an astounding degree of freedom at a time when open world
games had not yet been invented, The Legend of Zelda for the FDS (Famicom Disk System) and NES (Nintendo Entertainment System) laid the groundwork for a saga that was logically oriented toward exploration, placing an equal emphasis on thrilling outdoor exploration and claustrophobic dungeon raids. But in hindsight, we can see that the concept proposed in the first Zelda game gradually became more restricted as the series went on, following a general tendency to sacrifice freedom of exploration for a more richly structured narrative.
Thirty years later, however, the situation has changed. Game developers now seek a return to the industry’s roots, guided by a touch of nostalgia for the old ways—a change in perspective that has affected a number of different franchises.
With The Legend of Zelda: Breath of the Wild, Nintendo seeks to break free of the various limits that the series has imposed on itself over the years and attempts to fully realize the saga’s original vision with help from the latest in video game technology. These ambitions go far beyond all the smaller step-by-step innovations offered in earlier episodes, which seemed to have lost sight of the 1986 game’s original intentions in terms of pure freedom.
On March 3, 2017, the Zelda saga reached a symbolic turning point with the release of this new episode for Wii U and Nintendo Switch, kindling equal parts fascinated interest and apprehension in the hearts of all those who had followed, supported, and sometimes grown frustrated with the series over its thirty years of existence.
IllustrationIllustrationCHAPTER ONE
CREATION
IllustrationSTARTING production on a title that sought to radically redefine the core elements of a franchise as iconic as The Legend of Zelda involved a certain amount of risk for Nintendo. To fully understand the situation, we feel it is essential to start by determining what was really at stake in this challenging effort by looking at the many promises that The Legend of Zelda: Breath of the Wild carried with it from the earliest announcement of its development until the moment it was released. With this perspective in mind, we will first step back in time to examine any clues potentially found in other recent installments of the franchise as to the creators’ desire to rethink the game’s most basic conventions. We will then consider what fans were expecting from this attempt to go back to basics and revive the ambitions of the original Legend of Zelda. We will also look at Nintendo’s communications strategy by way of the trailers and other official presentations that were used to introduce the game, and consider the credibility of Breath of the Wild’s claim to innovation in its approach to the open world genre. Of course, we will also focus considerable attention on director Hidemaro Fujibayashi’s history with the series, and listen to the development team’s thoughts as we attempt to better understand the origins of this latest Zelda game. We then close the chapter with a look at initial reactions from fans and video game journalists when the game was first released on March 3, 2017.
QUESTIONING OLD HABITS
A DESIRE FOR CHANGE
Well before the first hints trickled out about the production of The Legend of Zelda: Breath of the Wild, an episode that would attempt to redefine the saga’s most basic conventions, certain early signs of this desire to break free from past routines had already begun to appear in recent iterations of the franchise. After the release of The Legend of Zelda: Twilight Princess, producer Eiji Aonuma continued his tireless search for ideas on how to liberate the series from a linear structure that had become increasingly restrictive. After all, there’s no denying that, even in the eyes of its most zealous defenders, the rigid formula applied to each episode meant that each new installment held fewer surprises than the one before. If we started from the first game and drew a diagram of how Link’s adventures have been organized over the years, we would see that the alternation of overworld exploration and dungeon sections has solidified into an unchanging and all-too-repetitive framework. In particular, while the need to find the hidden treasure in each temple to get hold of the key to the boss’s lair is certainly one of the most distinctive and essential elements of the Legend of Zelda, it’s no longer enough to satisfy players who have been doing it for years. Similarly, the standard cycle of moving the plot forward in the villages before heading forth into a new hostile region of the game and taking down its ruler feels a bit too much like what you’d find in any old JRPG. And finally, the constant recurrence of certain key symbols seems to underline this reluctance to consider even the slightest change—as reflected in the unchanging image of our hero, instantly recognizable by his green tunic and his legendary silence. As a result, what once defined the essence of a Zelda now seems less and less unique, and the regular addition of new gameplay elements is no longer enough to refresh a formula that seems in urgent need of a modern update. Even so, the teams at Nintendo didn’t seem quite ready to abandon such a well-established approach and start over from scratch, which is why the evolution that we had seen since the release of Twilight Princess had been slow and progressive.
While the arrival of two consecutive episodes for the Nintendo DS, Phantom Hourglass (2007) and Spirit Tracks (2009), seemed to reflect a desire to explore new gameplay routines more than an attempt to restore the lost sense of freedom and exploration that had defined the first Zelda, the following episodes chose the opposite approach. In The Legend of Zelda: Skyward Sword, which came out on the Wii in 2011, the action takes place in a wide-open sky world designed to give players a truly exhilarating sense of freedom... at least in theory. In fact, though, players soon realized that this freedom of movement is only an illusion, and that the progression scheme is designed to guide them along a linear path from one floating island to the next, with no real ability to explore wherever they like. Nor does anything truly unexpected usually happen during Link’s airborne travels, which amount to little more than quick rides on a Loftwing, the species of flying steeds that appear in the game. In this sense, exploring the sky in Skyward Sword is quite similar to exploring the ocean world of The Wind Waker. while players certainly had the option in that game to sail the seas as they pleased, the ocean’s main role was simply to connect the islands to one another, but with no real sense of a unified world. To be sure, this bold feature did succeed in blurring the line between indoor and outdoor environments to create a more effective illusion of exploring a world with few fixed boundaries. But for Eiji Aonuma, it wasn’t nearly enough. The producer himself spoke of his inability to establish a real connection between the floating islands in Skyward Sword, and of his sense that rather than bringing coherence to the world of the game, the islands made it feel more fragmented than ever. This was a key turning point in Aonuma’s thought process, as he came to clearly reject the idea of building another game around design principles that were the opposite of an open world.
Another notable attempt to establish new modes of progression in a Zelda game can be seen in A Link Between Worlds. This reimagining of the episode from the SNES era, released for the 3DS in 2013, introduces a radical change in the way players can approach the adventure. Thanks to a rabbit-eared traveling merchant named Ravio, Link can simply rent virtually any of the key items he needs throughout his quest. This includes all of the series’ best-known secondary weapons, including the Bow, the Hookshot, and the all-important Bomb Bag, which are usually essential for completing the dungeon trials, and which were previously found only in carefully guarded chests. Allowing players to get their hands on whatever items they find most useful for their quest, starting from a very early point in the game, is a clear sign of the producer’s desire to break free of the classic linear structure and start moving toward more freedom of exploration. In A Link Between Worlds, players have more independence, and are no longer required to go through the dungeons in a specific and predefined order to get their hands on the one artifact that will open up further progression. Although this episode does include a certain number of restrictions intended to prevent players from completely sabotaging the challenge of the game—such as the requirement to buy items again if Link is killed, and to avoid emptying the endurance meter each time he uses one of these items—this new feature seems to be highly effective in changing the overall dynamic of the game. The ability to rent any item gives players a strong incentive to explore all the secrets hidden around the edges of the main adventure and outside of the dungeons-much like the first Zelda game, in which (to take one example) players could buy a candle from a merchant hidden in a cave and start burning down trees right from the beginning of the game!
Given all this, it’s hard to argue that Nintendo never looked for ways to change the series’ longstanding routines, even if these early attempts were also met with criticism from players who saw them as mere inconveniences. In the case of Skyward Sword, for example, the originality of a world built among the clouds often takes a back seat to the difficulties of controlling the sword with the Wii Motion Plus (an accessory that reproduces the movements of the Wiimote more quickly and precisely)—when it’s not the game’s infamously sluggish start that stands out most vividly in players’ minds. Similarly, a fan of the 3DS episode A Link Between Worlds is unlikely to mention how renting items leads to greater freedom of exploration without first highlighting the game’s other most unique feature: Link’s ability to merge into wall paintings in environments, making skillful use of the 3D environments which were possible with the console. Although it is surely one of the game’s best features, fans’ lack of appreciation for this handheld episode clearly reflects their desire to see the franchise explore more ambitious possibilities. Often shunned for its low level of difficulty and short play time, this reinterpretation of the unforgettable A Link to the Past, timed to celebrate the twentieth anniversary of that game’s release on the SNES, ultimately failed to excite the gaming public. It would apparently take more than a colorful homage to one of the most popular chapters in the series to rekindle the flame in the hearts of true Zelda fans, who were hoping to relive the excitement of a major event like the release of Ocarina of Time. And as the controversy over the cartoon-like design of The Wind Waker had shown a few years earlier, players also wanted to experience a more mature Zelda game, intended for a generation of grown-up gamers who had already had plenty of time to explore other, less time-worn approaches to game design—including open world games. In other words, if the Zelda series was going to make a change, it should be major and uncompromising—no more half-measures like the ones Nintendo had been offering up for thirty years.
THE DANGERS OF OVEREXPLOITING THE FRANCHISE
In hindsight, we can see that despite the risks that they represented for Nintendo at the time, these bold attempts to take the series out of its comfort zone by breaking with its well-worn routines and classic structure did not make much of an impression on players. One reason is that, beyond these considerations, fans have been especially concerned with the publisher’s tendency to overexploit the franchise over the past fifteen years. Players had learned to await the arrival of each new Zelda game like the coming of the Messiah—but starting in the 2000s, the release schedule started to accelerate, and began to include second-tier installments like Four Swords Adventures and various spin-offs that were not always appreciated by Zelda purists. How many people still remember Freshly-Picked Tingle’s Rosy Rupeeland, released on the DS in 2007—or its sequel, which was never distributed outside of Japan? It’s not that these games were necessarily bad, but choosing the most off-kilter character in the franchise to star in the first real spin-offs from the Zelda saga didn’t do much to impress players who were looking for serious adventure.
It’s not surprising, then, that the appearance of Link’s Crossbow Training for the Wii, a simple collection of challenges that let players use their Wiimote as a crossbow, also failed to arouse much enthusiasm in 2007. All the more so since seeing the saga’s main hero appear in such a small-scale production—the primary purpose of which was to promote a new accessory for the Wiimote— was beginning to seriously taint the Zelda brand, and to undermine the credibility of these outings on the sidelines of the main saga.
So when Nintendo announced that Omega Force, a studio specializing in mass beat ‘emups like the Dynasty Warriors series (published by Koei Tecmo), would be developing a fighting game featuring iconic characters from the Zelda saga for release on the Wii U in 2014, few believed that the project would be a success. Entitled Hyrule Warriors, the new game risked puncturing the sacred aura of a wildly popular series that had managed to maintain a virtually spotless reputation up to that point. Whether or not you like the concept behind the game—which is admittedly filled with good ideas, but confined to the usual limits of an Omega Force production—an important line had clearly been crossed. From that point on, players knew that the Zelda name could also be associated with second-tier productions that turned out to be highly opportunistic in some cases, and that Nintendo condoned such uses of the license, as abusive as they sometimes seemed to be. The 2016 release of Hyrule Warriors Legends on 3DS, an altogether respectable handheld version of the Wii U title which put all of its genuinely new content into paid DLC, tends to confirm this impression even more strongly.
In almost no time, the Zelda series had been shamelessly subjected to a dangerous level of overexploitation—not unlike the excesses of certain other major Nintendo licenses, with Mario chief among them. The number of titles in every possible genre featuring the company’s biggest star in sports competitions or party games has increased so much in recent years that you’d be forgiven for forgetting that Super Mario was originally a series of platformers! The emphasis in the Mario series has changed so completely that canonical installments (like Super Mario Odyssey on the Nintendo Switch) are now considered a rare treat within their own family of games. Between the release of Odyssey and the last real
Mario game before it, namely Super Mario 3D World in 2013, the mustachioed plumber had time to take a spin in a go-kart (Mario Kart 8), battle with friends (Super Smash Bros. for Wii U), play tennis (Mario Tennis Ultra Smash), party games (Mario Party 10), puzzle games (Mario vs. Donkey Kong: Tipping Stars) and RPGs (Paper Mario: Color Splash), and even put out his own level editor (Super Mario Maker) and participate in the Olympics twice with Mario & Sonic at the Sochi Winter Olympics in 2014, and a Rio version in 2016!
In that same year, he also appeared on smartphones for the first time in Super Mario Run, between two quick appearances on the 3DS (Mario Party: Star Rush and Mario Sports Superstars). As long as the game-buying public stays interested, Nintendo is happy to keep going back to the well again and again—and never mind the critics who worry that new generations of players will buy the new spin-off titles without ever checking out the leading titles in the series.
Once considered to be the gold standard for all platforming games, Mario is now primarily an ultra-versatile pop culture character who no longer insists on perfection in every outing. The era when fans looked forward to each new game in the series as a historic event (Super Mario World, Super Mario 64) seems to have passed. With such a mind-boggling number of spin-offs of all kinds, it’s no longer surprising to see the average review scores for Mario games appearing in the good
range more often than receiving the excellent scores from younger years when the high-jumping plumber didn’t spread himself quite so thin. Even the sports-based spin-offs that do get good reviews (like Mario Kart, Mario Golf and Mario Tennis) have gradually lost some of their luster, to the detriment of the original series’ reputation. Given this history, it’s not unreasonable to worry about the same type of scenario arising with the Zelda franchise. Of course, there have only been a few spin-off episodes so far, but the current trend suggests there are likely to be more—especially since Nintendo has opened another Pandora’s box by offering DLC for a title like Hyrule Warriors, raising the specter of future Zelda games fragmented into small pieces of paid content. This development also affects Breath of the Wild, as we will see a bit later.
RETHINKING CONVENTIONS
EIJI AONUMA’S MESSAGE
Eiji Aonuma revealed that the desire to break out of the usual progression patterns associated with the various games in the series went all the way back to The Legend of Zelda: Skyward Sword. The fact that exploring the world in this episode involved traveling through the sky had the unfortunate side effect of making the world feel fragmented and incoherent. The producer felt that preventing players from roaming freely on foot over the paths connecting the different regions of the game would be a legitimate source of frustration, and many people’s reactions to the game seemed to prove him right. Critics of this design wanted to know what lay behind this lack of unity in the world. Shouldn’t there be something to explore even between the zones actually presented in