Sunday, December 31, 2017

2017 – Year of the Wild


To sum up the year 2017 for the Zelda franchise in four words: Breath of the Wild! It's essentially all that needs to be said about the year. We waited for this game ever since its announcement in early 2013. And in the last four years we had a good ride, where Nintendo kept us entertained with various Zelda side projects and remasters: the Wind Waker HD, A Link Between Worlds, Hyrule Warriors, Majora's Mask 3D, Tri Force Heroes, Twilight Princess HD, Hyrule Warriors - Legends... There was a lot to play in the meantime, but we now finally got the main dish, the big new Zelda.

Naturally, Nintendo put a big focus on this game for the entirety of the year. No distractions, no other Zelda announcements, just Breath of the Wild and everything that came along with it. The new Zelda was probably Nintendo's largest and most expansive project yet and this is why it had to sell things. And selling things it did. While it was also released on the Wii U, Breath of the Wild was the driving launch title for the Nintendo Switch in March, Nintendo's new gaming system. For the Switch version there were the Master and Special Editions available in North America, as well as the Limited Edition in Europe. And as if this wasn't enough, Nintendo also released the "Explorer's Edition" for Black Friday together with a map and a guide book.

The game also sold amiibo on top of that. A series of nine Breath of the Wild amiibo got produced over the year: five at launch and the four Champions in November. Three additional Link amiibo in the Legend of Zelda series also got released in June and were mainly supported by this game. So, that's a total of twelve Zelda amiibo over the entire year, certainly a record...

And Breath of the Wild sold DLC, for the first time in the main series. With the Expansion Pass we got the Master Trials DLC Pack at the end of June and the Champions' Ballad DLC Pack just three weeks ago, so we had something to look forward to for the entirety of the year.

Meanwhile, two new Zelda Books have been released in Japan: Hyrule Encyclopedia and The Legend of Zelda: Breath of the Wild - Master Works, where the latter focuses entirely on artwork, concept and the creation process of Breath of the Wild. Both of these will likely make it to the West next year, where Hyrule Encyclopedia is scheduled to be released on April 28th, 2018 by the publisher Dark Horse.



Metroid in 2017 and 2018


As a side note, the Metroid franchise, Nintendo's other great Action Adventure series, finally saw its return in 2017 with the solid remake, Metroid: Samus Returns. In 2018 we will certainly learn more about the upcoming Metroid Prime 4, maybe the game even will be released in the same year. In any case it's also exciting times for Metroid fans.

Breath of the Wild: Thunder Helm Permanently Missable


No one likes permanently missable items in Zelda games and it turned out that there's actually something that you can miss in Breath of the Wild other than the chests inside of the Divine Beasts: the Thunder Helm.

You get the Thunder Helm as a reward from Riju for clearing all side quests in Gerudo Town. But as shown in this Youtube video, if you have a full armor inventory at that moment, it will be lost without any notice. It's simply gone and there's no way of getting it back.

This has been known for quite some time, but I still wanted to raise some awareness, because it became a bigger issue with all the new DLC and amiibo armor present, where it's likely that your inventory might actually be at its limit of 100 items / five pages of armor during this moment, because there are now 107 individual items in the game.

In fact, this happened to Latinfever on GameFAQs, after clearing the game on Master Mode with all 900 Korok Seeds. Thanks to all the new DLC and amiibo armor, the inventory was clogged and the issue went unnoticed until later, when it was already too late, so he/she couldn't revert to a savegame before acquiring the helmet. And that simply sucks.

This makes the problem with the limited armor inventory critical! Since the Thunder Helm is such a late game item, this might happen to other players as well. Nintendo needs to expand the armor inventory by at least one page and they also need to fix this bug for all the players that had this happen to them. If you finished the Gerudo side quest(s), talk to Riju and you don't have the Thunder Helm in your inventory, she should simply give it to you again, pretending like you lost it.

Please fix, Nintendo! And while you're at it, here's a small list of improvements that you may want to implement as well! (I've added the Thunder Helm to that list.)

Saturday, December 30, 2017

Breath of the Wild: Expansion Pass Review


For the price of $19.99 / 19.99€ you can currently expand your experience of Breath of the Wild with two DLC Packs: The Master Trials and The Champions' Ballad. The packs can't be purchased individually for unknown reasons. Maybe most people bought the similar DLC bundles in case of Hyrule Warriors and Mario Kart 8 anyway, so Nintendo saved themselves the trouble of selling the packs separately this time. But it's certainly disappointing for people, who might only want to have a part of the DLC, like a certain armor piece. Then they still have to go all in. In any case, both packs have been released by now and we can finally evaluate the DLC contents as a whole.

Breath of the Wild is actually the first main Zelda game that offers purchasable contents, yet the series still was no stranger to add-ons. Two years ago Tri Force Heroes received a free downloadable update with two new outfits and the Den of Trials, a multi-floor survival dungeon similar to the Savage Labyrinth or the Cave of Ordeals in past Zelda games. Shorty after, Twilight Princess HD added a similar dungeon to the game with the Cave of Shadows, as well as the Hero Mode difficulty and a Miiverse Stamp collectible quest. And adding content to the various Zelda remasters goes all the way back to 1998 with Link's Awakening DX, where they added the Color Dungeon and a new photo side quest that led to some new story moments.

The Expansion Pass of Breath of the Wild doesn't really re-invent the wheel here. It simply sells the same type of add-on contents that the series saw before: there are new armor pieces, a trial cave, new shrines, a way to re-battle bosses, a new dungeon and a new difficulty mode. There are also some new memories to view and a couple new challenges that lead to the shrines. What you shouldn't expect from the DLC are new areas to explore. Instead it adds more to existing areas in the game, making them feel less empty at times.


New Armor



The DLC adds a total of 18 new armor pieces to the game. This includes five new hats/masks, a new shirt and four complete sets of armor:

  • Korok Mask
  • Majora's Mask
  • Midna's Helmet
  • Zant's Helmet
  • Ravio's Hood
  • Island Lobster Shirt
  • Tingle Set
  • Phantom Armor Set
  • Phantom Ganon Set
  • Royal Guard Set

With two or three exceptions, these new armor pieces don't provide any new abilities or bonuses. Instead they simply copy existing ones, e.g. the Tingle Set works exactly like the Dark Link Set, which is funny. You also can't enhance any of them, so later in the game they are only there for the looks, because they won't provide the necessary defense. On the other hand, some of these items seem overpowered for how early you can find them in the game. Majora's Mask specifically combines the effects of all monster masks, making those completely obsolete, while you can find it right away after leaving the Great Plateau... And this doesn't seem like it was really thought through by Nintendo.

(On top of things, there isn't even enough space in the Armor Inventory to collect all the pieces anyway, so you have to sell some of it to make space. It feels like an oversight from Nintendo, which hopefully will get fixed in future updates.)


The way they added the armor to the game also wasn't really thoughtful. You simply get spammed with a series of new "EX" side quests that appear in your Adventure Log out of nowhere and that lead you to journals in various places. These journals then provide the locations, where you can find the treasure chests with the armor. If Nintendo wanted to be any lazier, they could have just dropped all those chests right in front of you after starting the game... Breath of the Wild didn't have many outstanding side quests to begin with, but the whole armor hunt even lowered the bar. It's the most lackluster feature of the DLC.

In the very least the new armor pieces all look very nice and add quite a high amount of fan service to the game with various costumes from past Zelda games.


Quality of Life for a Price



Probably the most interesting and useful new armor piece is the Korok Mask, which starts to react to nearby Koroks. The radius is quite limited, but it's still your best chance of finding all the Koroks in the game without the help of a guide. And it probably was an often requested feature before the DLC, which raises the question why this became DLC to begin with, instead of a feature in a free update.

It's similar with other additions in the DLC. The Hero's Path Mode lets you follow around the last 200 hours of movement on your map, which is certainly a useful feature for discovering areas, where something still might be hidden. Nintendo planned this feature from the beginning, where your movements got even recorded before the DLC was released, but you have to buy the DLC to actually see the data.


In addition there are the Travel Medaillon, which lets you set a personal teleport point on the overworld, and the Ancient Bridle and Ancient Saddle, where the latter lets you teleport your horse to your current location, so that you can finally summon it whenever you want, much like you could with Epona in past games. Other than the fact that the rest of the horse gear basically became obsolete, these are all comfort features to improve the game for everyone, where you shouldn't have to pay for them. All of this could and should have been included in free updates, instead of being hidden behind a pay wall.


Trial of the Sword



As part of "The Master Trials", the DLC added floor-based survival dungeon to the game, where you have to defeat all enemies to proceed to the next floor. These have been featured in several Zelda games of the past, where the most prominent examples would be the Savage Labyrinth in the Wind Waker and the Cave of Ordeals in Twilight Princess. The "Trial of the Sword", however, is closer to the Den of Trials in Tri Force Heroes, where each floor has an individual layout and where the whole trial was divided in individual sections.

There are the Beginning, Middle and Final Trials with a total of 12, 16 and 23 floors respectively (including resting points). You can play all three parts individually without starting over from the beginning, which makes the whole thing much more bearable. The three trials themselves also have individual sections based on the various areas and themes in the game. For example you start the Beginning Trials in a forest area, but the second half places you in rooms full of water. Various assets from the overworld have been use to build these rooms, which creates a unique look in the game thanks to the shrine visuals, where you normally wouldn't find things like Bokoblin camps or even trees.


The trials can be entered by pushing the Master Sword back into its pedestal, which transports you into some sort of spiritual realm. It's a nice throwback to Skyward Sword, but it also prevents you from bringing any gear into the trials, where you start only with your hearts, stamina, Sheikah Slate and the Paraglider available. The rest of the inventory is empty and the Champion abilities are disabled as well, so it really limits you to what the trials give you. It's similar to the survival trial of Eventide Island, where you have to work with what the island provides you with (unless you drop stuff before the trial). So, if you like this type of situation, you're in for a ride.

On the one hand this restriction is exciting and understandable, because otherwise you could just cheat through everything with Ancient Arrows (though the Final Trial sort of lets you do that), while the Champion abilities might just slow you down, because you want them to recharge first. On the other hand it diminishes most of your achievements throughout the game. Why would you even bother with collecting the best weapons and gear, if there's no challenge, where you can really use them? A trial cave like this would have been the perfect opportunity to let the players go all out.

Curiously, with the limitations present, the Beginning Trials appear to be the hardest of the three, where in a water area you have to face some stronger Lizalfos with only very limited gear, which in the new Master Mode is one of the toughest challenges in the game, unless you trick the AI somehow. The later trials let you find more gear and helpful items to prevail on all the floors.

For your troubles you will be able to increase the Master Sword's strength with each trial up to the point, where it's constantly in its glowing state. And that's certainly a useful reward. However, if you're able to get the through the entire Trial of the Sword, it doesn't seem like you need such an upgrade to begin with.


Master Mode



When the first The Legend of Zelda game offered a second difficulty, it completely changed all of its dungeons in the so called "2nd Quest". Ocarina of Time also received a "Master Quest" variant, where the dungeons have been altered in interesting ways. But ever since Skyward Sword, if Zelda players wanted a more challenging playthrough, they had to settle for the simple "Hero Mode" variant, where only the received damage got increased and where you might not find any hearts, besides other small changes. But there were no big alterations anymore.

The "Master Mode" of Breath of the Wild is somewhere in between. It doesn't touch its dungeons, so the Divine Beasts and Sheikah Shrines stay mostly the same, but it adds more enemies in certain locations, which might also lead to some interesting surprises.


The core feature of the Master Mode, however, is that all enemies have moved up one tier. So, all the red Bokoblins now became blue ones and so on. They did leave single specimens of the lowest tier enemies for you to find, so you can still take pictures for Hyrule Compendium. But overall everything has moved up in rank, where the Master Mode even introduces new golden enemies that didn't exist in Normal Mode. But their main difference is that they simply have more health than their silver counterparts. Health can be a deciding factor, however, because all enemies now regenerate. This adds a sense of urgency to all battles, where some of the bosses, which are able to evade you for a time, even provide a tough challenge.

Probably the biggest addition to Master Mode are the floating platforms everywhere, which might transport enemies or additional treasure chests. The chests often provide you with better weapons, so that dealing with all the upgraded enemies isn't completely unbalanced. But the platforms themselves are probably the most interesting part, because they add a layer of aerial exploration to the game, which wasn't there before.


Master Mode lets you start over, but it does come with its own save slots (one auto and one manual save), where you can switch between your Normal Mode and Master Mode saves at any time.

(As a side note, there's a technical issue, where Normal Mode and Master Mode share the same files for personal pictures in Hyrule Compendium. So, if you take a picture in any mode, it will be overwritten in the other, unless you're using the purchasable stock pictures. Playing Master Mode on a different profile prevents this issue, however.)


The Champions' Ballad



This is more or less the core part of the Expansion that came with the second DLC Pack of the same name. It adds a series of new main quests to the game that are accessible after you've beaten all four Divine Beasts. You're then invited back to the Great Plateau, where it all started.

There you are greeted by the One-Hit Obliterator Trial, where you carry a weapon that defeats all foes in a single hit, but you're also reduced to a quarter heart, which means that every little scratch will kill you as well. Anyone, who has played the "Don't get hit!" missions in Hyrule Warriors should be already familiar with this type of gameplay. You're confined to the one melee weapon, but you can use everything else in your inventory, where you might heavily rely on bows and playing it safe from the distance. You have to clear four enemy camps that lead to new shrines, where one of them stands out in this scenario with a long series of now very deadly spiked traps.

This can be fun, but for the most part it feels like more like a turn-off that gets in the way for the more enjoyable part of the DLC. So, it probably would have been a good idea to keep it separate. As a reward you get enough Spirit Orbs for another Heart Container or Stamina Vessel (you still can't maximize both, however, even with the DLC) and it creates obelisks near the Divine Beasts that show you locations of three additional trials per Champion. It's a big scavenger hunt all over the areas and probably the most guided part of the game, but you can still do all the trials in any order.

The individual Trials of the Champions have you chase through blue light rings at a fast pace, fight new enemies on the overworld (which includes two new variants of existing overworld bosses) or pass other smaller tests. Each of them lead to an additional Shrine, where all shrines in the DLC feature completely new puzzles and trials, so there are no normal "Tests of Strength" or any "Blessings", which filled up the shrine count in the main game.

Some of the new shrines turn out rather simple, if you already have full protection against flames or electricity. Others provide more complex puzzles, where especially the Mah Eliya Shrine as part of Mipha's Trials has spawned lots of different videos with creative solutions all over the Internet. These 12 new shrines don't reward you with the usual Spirit Orbs, however, but with Emblems of the Champions.


These Emblems can be traded at the Divine Beasts to re-enter them in so called Realms of Memories. These let you battle the bosses of the Divine Beasts again in obscured visions, which feels similar to the boss encounters in Ganon's Tower of the Wind Waker. You also get pre-defined inventories, which again tries to create some sort of challenge by stripping you of all your (overpowered) stuff. But only one of the bosses offers a real challenge due to the inventory limitations, especially in Master Mode. Afterwards you can also chose to re-battle the bosses anytime you wish, which is certainly nice to have.

As a reward the corresponding Champion abilities recharge now three times faster, which is of similar value to the upgraded Master Sword. You will also receive new Memories of how Princess Zelda recruited the Champions, which adds some beautiful moments to the overall story.



A New Dungeon


If you're done with all the trials, the game invites you to the Final Trial, the new dungeon of the DLC. It's essentially another Divine Beast, which combines elements of all the four other Divine Beasts. It's again similar to Ganon's Tower in the Wind Waker, where you have a central room with a big door that opens after you've cleared the four individual rooms. Such a final dungeon, where the rooms are based on the individual dungeons of the game, can be even considered as a staple in the series, where for example Ocarina of Time, Majora's Mask or Skyward Sword did this as well. It's nice that Breath of the Wild now received something similar, but you also shouldn't expect too much here, because they kept things rather short and simple.

The ability to alter the dungeon at any time, in this case the direction of gears that would effect all the rooms, felt special as usual. The visuals of the dungeon, however, are pretty much the same as in the others.


At least the boss of the dungeon is a nice surprise and certainly one of the absolute highlights of the DLC. And Nintendo also thought of the option to fight this boss again at any time, if you want.


The Master Cycle Returns


As a reward for the first victory you receive the Master Cycle Zero, which is certainly the most fun addition to this game. You can summon it almost everywhere (major exceptions being Death Mountain and the desert) via a new Sheikah Slate Rune, you have full control over it and you can even make small jumps, where the bike lets you climb steep hills in ways that wouldn't have been possible with horses. Horses may still have other advantages like speed or autonomy, but overall the Master Cycle Zero completely outclasses them, where its only downside is that you need to refuel it every so often. But at least that way you have a new use for the many materials that you keep collecting throughout the game.

Essentially making its way into Zelda over from Mario Kart 8, the Master Cycle Zero does feel "out of place" at first. But it still fits the theme of Sheikah Technology in the game and it's so much fun to travel the vast lands of Hyrule with this new mount that you quickly get used to its presence in the game.



New Old Things


What's noteworthy about the DLC is that other than the new armor pieces and the Master Cycle Zero there aren't really any new assets in this package. Most of it simply recycles and remixes things that already have been in the game. So, you shouldn't expect any new visual themes for dungeons for example, it's just more of the old stuff, even though here and there it creates some interesting combinations. The new enemies are mostly just reskins and resizes of existing foes as well.

While the new boss looks completely new, even there they managed to cleverly combine existing models and animations to create something different. It's probably the pinnacle of what you can achieve by reusing assets, but at least there new music pieces around the Champions' Ballad, which include tracks for the new dungeon and boss and which are pretty amazing.

Nintendo is known for keeping things compact in size and maybe that's the reason they did this, but it's clear that the DLC didn't get the full attention of the entire development team. They are probably keeping the good stuff for a sequel, but it's still a shame that they couldn't put a little more effort into the DLC to go the extra mile with Breath of the Wild, a game that certainly would deserve the care and attention


Final Thoughts


Overall Nintendo played it safe by relying on the typical types of add-on contents that the series has seen before, like new outfits, a new difficulty mode, a trial cave dungeon or re-battling bosses. All of this works very well as DLC, but because most of these features had been part of the whole package in past Zelda releases, fans might feel cheated out of something that the game should have per default.

It's especially troublesome with additions that serve as basic improvements for the game, like the ability to call your horse from everywhere or some indicator for hidden Koroks. In that case Nintendo crossed a line, where they should have provided these features via free updates, instead of paid DLC.

Also, the integration of the new armor has been sloppy at best and most of the DLC simply recycles existing assets, where it feels like the majority of the development team already left, when they started working on the DLC. It feels like Nintendo didn't really care about the DLC, which is a shame.

A common theme in all of the DLC are trials, where the game either takes away all your hearts, your abilities or parts of your inventory to create an artificial challenge. It doesn't try to create a challenge for those, who have enhanced all their armor, collected very good gear and alike, where there's seemingly no real endgame challenge other than taking on the new golden enemies in Master Mode. And in that sense the DLC is absolutely lacking.

Friday, December 29, 2017

Breath of the Wild: Small Ideas for a Sequel


In my previous post I came up with a general setting for a sequel to Breath of the Wild, which in this case was a remake of Link's Awakening. In this post I want to go through some basic ideas of what Nintendo could do in a sequel to improve the game and its mechanics in general.

This is really about small ideas that add to what they were trying to achieve in Breath of the Wild. So, if you don't like its open world, the inventory system, breakable weapons or the absence of traditional dungeons, then you're looking in the wrong spot here. Sure, some of it probably will change in later Zelda games, but with a direct sequel on the Nintendo Switch we shouldn't expect any ground-breaking changes. Instead Nintendo will probably look into refining the new formula, so let's discuss for now what could be done better.


More Weapon and Shield Variety


Breath of the Wild has four basic weapon types that are also reflected in the four Divine Beasts and its Champions: one-handed melee weapons (in combination with shields), two-handed melee weapons, spears and bows. Any weapon in the game is essentially just a variation of one of the four types, so even Rods and Boomerangs are just one-handed melee weapons, even though they offer some extra functionality.

Those extra functionalities created a good part of the variety, especially with the game's main elements: fire, ice and electricity. There are variants for arrows and all three melee weapon types in these elements.

The shields got the short end of the stick, however. There are mostly just that, shields, with only the Ancient and Guardian Shields offering something different. For a sequel it would be nice to have Elemental Shields. Flame Shields could burn enemies, when they hit them. Frost Shields would freeze them and Shock Shields would zap them. Additionally there could be a Gust Shield that creates a stream of air via a propeller in front of you. It might even serve as a "Hover Shield" while shield surfing.

Mirror Shields also have been absent in the series ever since the Wind Waker and the Minish Cap, which is a shame, because reflecting light and enemy attacks was a nice functionality, where in this case they could auto-parry beam attacks. Light could even become another main element in the game similar to the Light Arrows in past games. There could be Light Blades, Light Spears and alike that would kill dark/cursed foes instantly, but offer only little durability.

It also would be nice to have more weapon types in general or at least more weapon functionalities, where Whips, Balls & Chains and Flails come to mind. But then again, whips could just be implemented as another one-handed melee weapon, while a Ball & Chain would probably work like the two-handed blades in animation as well. Boomerangs on the other hand probably should have worked more differently with a target functionality like in the Wind Waker or Twilight Princess. Boomerangs really have become quite useless in Breath of the Wild with the way they are now and should receive an overhaul in the sequel.


Inventory Stashes


That's a simple one. Similar to how you have stables from where you can access all your horses at any time, there should be a large inventory stash that can be accessed from any village, stable and alike. You can put any weapons, armor or food there, which you want to save for later. It would be similar to the Item Check in Skyward Sword, with the main difference that this stash can be accessed from multiple locations.


More Mounts


That's another "simple" one. Breath of the Wild lets you ride many different creatures, but the main focus was certainly on horses and with the end of the DLC on the Master Cycle Zero. A sequel should expand to new mounts for different areas, whether they are mechanical or living.

There could be a small motor boat to travel the oceans or some fast fish creature that can be rented from the Zora. There could be a lizard creature that helps you climb steep terrains. And there ultimately could be a flying mount like a Loftwing or a small airplane. The more mobility, the better.


Lighting and Gravity Physics


Breath of the Wild was the first Zelda game, where Nintendo fully utilized a physics engine for all kinds of stuff. And this was really fun and impressive. It allowed for lots of experimentation in puzzles, new ways of combating foes, even spectacular methods of throwing Link through the world.

A sequel should expand the physics engine to new areas. First of all, there should be a better lighting engine. The one in Breath of the Wild does its job, but it looks quite "fake" in various areas, especially in completely dark places like the Typhlo Ruins. Ideally light would look more real and you would be able to reflect it for puzzles, which wouldn't even be a new thing in the series, because the Nintendo 64 Zeldas and the Wind Waker did this before. This would go hand in hand with new light-based weaponry.

Another physics feature that they could use for manipulation would be gravity. There could even be a new Gravity Rune, where inside the field everything moves slower and you're able to perform larger jumps. Gravity could also be flipped and make you walk on walls, something they already had tried with magnetic fields in Twilight Princess.


Fix the Food


Eating everything at any time has proven to be quite overpowered. In previous Zelda games you could bring a limited supply of potions, while in Breath of the Wild you can store up to 60 food items in your inventory and also eat various "materials" like apples or meat.


Nerf this!

What's especially broken are any "hearty" or "enduring" recipes, which added additional hearts or stamina bars, because with just one ingredient you can get yourself a full refill of hearts or stamina. This could be fixed by removing the refill, so they'll only add the yellow hearts or stamina wheels, but the depleted hearts and stamina will remain the same. This will give the player a bigger incentive to invest in different recipes, instead of cooking the same simple meal dozens of times.

A "cookbook" that remembers any recipes that you created or that were found in stables and villages would also be a nice idea and invite players to experiment more with this feature of the game.

Thursday, December 28, 2017

The Legend of Zelda: Song of the Island - A Sequel Idea to Breath of the Wild and Link's Awakening


Soft piano music is playing. We see wide beaches with palm trees and seagulls flying around. A dark and mysterious forest. An area full of water rapids. Treacherous mountains. A castle behind a wide prairie. It all feels familiar, yet different.

Wake up, Link...

A thunderstorm. A mechanical beast, similar to a Guardian, is shown running over a graveyard. Other dark monsters appear. The camera pans over the lands, revealing an island with a large mountain in the center. On top of the mountain resides a dark cocoon.

Wake up, Link...

Links looks in the eyes of a young woman. Her face looks very similar to that of Princess Zelda, but she has red hair with a hibiscus in it.

My name's Marin. You're on Koholint Island!

The trailer gains momentum. A piano variant of the main theme of Link's Awakening is played. We see Link traveling various places by horse, bike and even a boat. We see pieces of dungeon gameplay. We see action scenes with Link fighting against different monsters, including the mechanical beasts.

We call them "nightmares".

The trailer blends to other characters, familiar faces, yet distinctively different. We see Daruk as the leader of the Goron tribe. He's wearing an eye patch and raises a crusher, while speaking to a Goron crowd.

We Gorons ain't afraid of nothing!!

We see Revali flying in an updraft towards the top of what appears to be the Eagle's Tower.

No one ever dared to take this challenge!

We see Mipha riding down a waterfall that splits in half.

These waters have been our home for as long as I can remember.

We see Urbosa riding a Sand Seal through the desert.

Nothing keeps me awake like the feeling of uncertainty.

We can hear Kass playing a familiar tune on the accordion, in view of the large mountain at the center of the island.

This is an ancient verse passed down on this island called The Ballad of the Wind Fish... Would you like to hear it?

The game's title is revealed to be "The Legend of Zelda: Song of the Island". And we hear Marin one last time.

In the end, it all might be just a dream, right...?


...


Yes, we can still dream. I admit that this reads like a glorified piece of fan service fiction, but this is a vision I had earlier this week, after I finally had completed my first playthrough of Breath of the Wild and also faced my 20th Anniversary with Link's Awakening. So, I had this epiphany of combining them both and I decided to record this idea here.

In general I would like for Breath of the Wild to receive a sequel on the same lines as Link's Awakening or Majora's Mask, where Link sets out to explore a new land and faces a certain darkness. And the idea of remaking Link's Awakening as a true 3D Zelda game is as old as it gets, probably the most common hope for a Zelda remake there is. You can't blame the fans here really, because who wouldn't want to experience the island of Koholint from a 3D perspective?


Breath of the Wild essentially had a nod to this with its Eventide Island. And I loved that part of the game, where I could imagine a full blown sequel with Link being stranded on some mysterious island. He loses all of his equipment, but also part of his memories, which you can recall in certain places. This way you will learn about what happened in Hyrule, after Calamity Ganon was defeated, about Link's adventures with Zelda and how he ended up on the island in the first place. It also might reveal new memories about his past 100 years ago, where we learn even more about the old Hyrule before its destruction and the Champions.

Apropos Champions, with the game being set in a dream world, which also was shaped by Link's personal memories, it would allow to use familiar characters again, even characters that already died. It would be similar to Termina, where you could meet the characters from Ocarina of Time in different roles. Zelda will be Marin, King Rhoam might become the new Tarin and we would be able to see the Champion characters in new roles as well. Aonuma already said in an interview that he would like to use the Champions again (source), where something tells me that this won't be restricted to Hyrule Warriors 2.

Of course Koholint would be much larger than in the GameBoy original and you might even be able to explore the oceans around the island per boat. The "nightmares" would represent the corrupted technology and Calamity Ganon, while the whole game would be about Link's personal journey to process the past...

Nintendo normally doesn't do this level of fan service, but it would serve both as a worthy sequel to Breath of the Wild and as a "remake" of Link's Awakening at the same time. And I would be really hyped for that.

Breath of the Wild: Master Works Confirms Timeline "Placement"


Earlier this year I made a post about the timeline placement of Breath of the Wild, where the game seemingly takes place in an era, where all past Zelda games are mere stories and legends passed down by people. Everything happened and everything also sort of didn't happen. And during E3 last year it occurred to me that Nintendo purposefully left clues for all three timeline branches to confuse the fans and have them speculate, which worked splendidly. At the time I even came up with the crazy Timeline Merge Theory, but in its essence is was supposed to achieve the same thing, really. Something, where the past of Zelda is united, because ultimately you don't want such an important game to be reduced to a single timeline branch.

In the new book, The Legend of Zelda: Breath of the Wild - Master Works all of this now got confirmed. You can find the quotes SourceGaming.info or on Reddit. The first one confirms the "all past Zelda stories are just legends" theory:

The kingdom of Hyrule has a long and storied past, where the events of one era may just be ancient myths in another. Since olden times, the land has repeatedly undergone periods of prosperity and decline, so much so that it is unknown whether the legends passed down are actually true, or simply fairy tales.

The second quote is from Eiji Aonuma himself, where he confirms that they wanted the fans to speculate:

The books that have been released so far, such as Hyrule Encyclopedia, have revealed the Zelda series timeline. However, we’ve decided not to make it so clear for Breath of the Wild, and there’s a reason why.

This time, we saw a lot of users playing the game in their own way, which is something we were anticipating. They’re also having fun coming up with their own ideas about the story, based on the fragments we put in place.

If Breath of the Wild was confined to a timeline, then that placement would be correct and there wouldn’t be room for coming up with your own impressions, which would be boring. That kind of speculation is something that we wanted to continue after playing the game, so we purposely decided not to make a statement about it. We’d like everyone to enjoy finding their own answers, in their own way.

That settles it. And I personally think that this was a smart move. The whole timeline discussions were a big part of the Zelda community, which sort of died with Hyrule Historia, unless you really didn't like the "official" timeline. Breath of the Wild ignited the flame again and there's no real truth. All the past Zelda games are now legends and not everything can be correct. But the Fans can keep speculating about which of the three timeline branches is the one, where Breath of the Wild takes place, without ever coming to an agreement, because there is no real solution...

It's genius, really. This way Breath of the Wild also offers a "soft reboot", where new games can take place in its age of technology, free from the limitations that the original timeline split brought with it, where they can build on the entire past of the Zelda series. At the same time they can still create new "legends" in the classic timelines and develop the tales and events there even further, if they want.
(I described this in my previous article, Modern vs. Classic Zelda, already.)

After Breath of the Wild: Modern vs. Classic Zelda


Breath of the Wild changed things. A lot of things. It finally brought Zelda back to an open world formula. It used modern video game technology to let us seamlessly explore a massive overworld, to let us climb over every mountain and to let us play with physics. It hid over a hundred mini dungeons in that world and turned normal dungeons into gigantic mechanic beasts. It introduced the Sheikah Technology in a far future of Hyrule, where we fight living ancient machines with ancient weapons. So much has changed, but it's still undeniably Zelda. The Modern Zelda.

Series produces Eiji Aonuma already stated in April in an interview with Famitsu (source) that "open air" will most likely become the new standard for the series. But does that mean classic Zelda will be gone? The Zelda with a clear course, traditional dungeons, weapons that don't break and walls that are actual obstacles? Not every part of Breath of the Wild received pure praise, where some Zelda fans seem to miss the old times already.

I think, Nintendo will continue to produce both, but there will be a clear split in design:

Modern Zelda


  • 3rd Person Perspective
  • Open World Climb'n'Glide Gameplay
  • Age of Ancient Technology

Classic Zelda

  • Top Down or Side Scrolling Perspective
  • Traditional Zelda Gameplay
  • Takes Place in Old Timelines

So, essentially the big 3D Zelda games will continue to evolve the "open air" formula, while smaller 2D Zelda games will provide the classic formula. With the success of Breath of the Wild, next big game will most likely be developed for Nintendo Switch and based on the open world engine. It would be weird, if it suddenly became a sequel to Twilight Princess, following its approach. It will most likely become a true sequel to Breath of the Wild, where the game continues to explore the setting of ancient technology, far in the distant future.

In the meantime we might see Zelda on Smartphones and even on the Switch with side projects, where Grezzo currently seems to be developing something. And here it would be weird, if a new topdown Zelda game suddenly lets you climb all the walls and has Guardians chasing you down with laser beams... With the classic perspectives comes the classic experience, where the games will also most likely continue the stories somewhere in the old timelines.

This doesn't mean that both classic and modern Zelda won't be brought closer together potentially. A Link Between Worlds already experimented with an open order of dungeons and the ability to move along worlds for more freedom. At the same time a sequel to Breath of the Wild might offer more traditional dungeons. So, it won't just be all black and white.

About Zelda multiplayer... This can go any way. Aonuma already stated at E3 last year (source) that he would like to create a multiplayer experience based on Breath of the Wild, where something like a MMORPG comes to mind. But if they do another level based game in the style of Four Swords or Tri Force Heroes, it will most likely follow the classic concept.