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- She/Her
This is a factoid that is maybe not very surprising for someone who has Breath of the Wild as a favourite Zelda game. Zelda often comes in two, after all. The Oracle games, the DS games, Ocarina of Time and Majora's Mask.. and now Breath of the Wild and Tears of the Kingdom.
But Breath of the Wild always feels to me as a title intrinsically tied to another title in the series, namely Zelda 1. For all intents and purposes, Zelda 1 is Breath of the Wild. The precursor to it. Not surprising, given how much it inspired Breath of the Wild's development.
Going through them both, playing them back to back, it's evident, clear as day, how much Zelda 1 has inspired my favourite Zelda. The lack of direction, the non-linear exploration, doing stuff in any order, all things that has been discussed in reviews and interviews. But there's more intricate and more subtle ways that they are similar. The fact that you have to bring Dinraal's scale to the Spring of Power - maybe going to the spring first and wondering who the heck Dinraal is - feels like a direct mirror to bringing the letter to the old lady. Every shrine has a hidden treasure chest: Like the bow in the first dungeon, it's something that is never required, but that is always there, should you be thorough enough with your exploration and ingenuity. Requiring 13 hearts to pull the Master Sword is straight out of "Master using this and you can have it". An old man. The Lost Woods. Some Great Fairies. And so on. (Then there's the Octoroks inspiring how the Guardians look, which is more widely known)
In both spirit and essence, these games truly feel like two sides of the same coin to me, set so far apart in technical advancement and graphics, but are mirrors in design philosophy. The way that you're just dumped into this unknown worlds, and is force to find your way forward relying only on your skills with combat and your sense of navigation. You have a firm, set goal - assembling the triforce - so you don't feel truly lost, but the way forward is up to you.
What I love about the games, then, are the discovery, the exploration, and the way that it leads to secrets. So many secrets! Nintendo ain't no strangers to secrets as a game feature (the company who put a secret world inside a secret world inside the world in Super Mario World) and they just went all out in Zelda 1. Look beneath tombstones, behind rocks. Yes, at times you might need to, to cite the critics, "burn every bush and bomb every wall", but the game can still feel rewarding to explore and to slowly uncover, gathering hearts, finding cryptic clues that always feel fun to decipher, maybe barring "GRUMBLE GRUMBLE".
Zelda 1 even has something it does better than Breath of the Wild in my opinion, namely a proper difficulty curve. You can do a set number of dungeons in a certain order, but the game is still stern on insisting that maybe you should do the first dungeon, well, first. But I really think that the curve is carefully considered enough so that it feels like it steadily becomes more and more challenging, but you can outsmart it with wit and perseverance. It's a balancing act, but one I think the game pulls off. It's also helped by some small but smart softlocks, with the Raft and the Ladder being 2 items needed to fully access the whole world.
Breath of the Wild is, in philosophy, still a better game in my opinion. It places a wider focus on non-linearity that flattens the difficulty curve considerably in order to encourage you to go truly anywhere, but it does benefit the sense of exploring the unknown more, and the game still packs secrets and mystery everywhere, making said exploration truly thrilling. But Zelda 1 skates into similar territory of creating a feeling of mystery and exploration that feels, to me, truly magical from start to finish. This is why my favourite 2D Zelda is - still - Zelda 1.
Anyone else sharing this feeling?
But Breath of the Wild always feels to me as a title intrinsically tied to another title in the series, namely Zelda 1. For all intents and purposes, Zelda 1 is Breath of the Wild. The precursor to it. Not surprising, given how much it inspired Breath of the Wild's development.
Going through them both, playing them back to back, it's evident, clear as day, how much Zelda 1 has inspired my favourite Zelda. The lack of direction, the non-linear exploration, doing stuff in any order, all things that has been discussed in reviews and interviews. But there's more intricate and more subtle ways that they are similar. The fact that you have to bring Dinraal's scale to the Spring of Power - maybe going to the spring first and wondering who the heck Dinraal is - feels like a direct mirror to bringing the letter to the old lady. Every shrine has a hidden treasure chest: Like the bow in the first dungeon, it's something that is never required, but that is always there, should you be thorough enough with your exploration and ingenuity. Requiring 13 hearts to pull the Master Sword is straight out of "Master using this and you can have it". An old man. The Lost Woods. Some Great Fairies. And so on. (Then there's the Octoroks inspiring how the Guardians look, which is more widely known)
In both spirit and essence, these games truly feel like two sides of the same coin to me, set so far apart in technical advancement and graphics, but are mirrors in design philosophy. The way that you're just dumped into this unknown worlds, and is force to find your way forward relying only on your skills with combat and your sense of navigation. You have a firm, set goal - assembling the triforce - so you don't feel truly lost, but the way forward is up to you.
What I love about the games, then, are the discovery, the exploration, and the way that it leads to secrets. So many secrets! Nintendo ain't no strangers to secrets as a game feature (the company who put a secret world inside a secret world inside the world in Super Mario World) and they just went all out in Zelda 1. Look beneath tombstones, behind rocks. Yes, at times you might need to, to cite the critics, "burn every bush and bomb every wall", but the game can still feel rewarding to explore and to slowly uncover, gathering hearts, finding cryptic clues that always feel fun to decipher, maybe barring "GRUMBLE GRUMBLE".
Zelda 1 even has something it does better than Breath of the Wild in my opinion, namely a proper difficulty curve. You can do a set number of dungeons in a certain order, but the game is still stern on insisting that maybe you should do the first dungeon, well, first. But I really think that the curve is carefully considered enough so that it feels like it steadily becomes more and more challenging, but you can outsmart it with wit and perseverance. It's a balancing act, but one I think the game pulls off. It's also helped by some small but smart softlocks, with the Raft and the Ladder being 2 items needed to fully access the whole world.
Breath of the Wild is, in philosophy, still a better game in my opinion. It places a wider focus on non-linearity that flattens the difficulty curve considerably in order to encourage you to go truly anywhere, but it does benefit the sense of exploring the unknown more, and the game still packs secrets and mystery everywhere, making said exploration truly thrilling. But Zelda 1 skates into similar territory of creating a feeling of mystery and exploration that feels, to me, truly magical from start to finish. This is why my favourite 2D Zelda is - still - Zelda 1.
Anyone else sharing this feeling?