Thursday, June 9, 2011

Legend of Zelda

Legend of Zelda is known for its dungeon puzzles. It is strongly formulaic, yet unlike Mega Man, you really get the prize of the dungeon while exploring it. Once you have it, then you can better face off against the boss, or get to the next challenge.

Zelda also does a good job with scaling difficulty. Dungeons build and add to what happened before. There is also the over world which adds an interesting layer to the game. The secret passages, the tools, powering up, gaining in strength, puzzles and mysteries are all things that made Zelda and games like it amazing.

Its amazing, to think that Zelda has not influenced someone who has played it. It is a standard that adventure games are held up against, similar to how God of War carved its place in the current generation (also God of War borrowed from Zelda). Adventure is usually reserved for point and click games, but it is the main focus of Zelda. I could call it an action adventure game, which also fits, but in the end, the game is about finding items and using them creatively in different situations.

This I find important in games. Perhaps a weapon’s main purpose beyond damage could instead be to knock things around. So while yes, you can hit things with it, its true power comes when facing Demon Turtles that need to be flipped over to deal damage. Perhaps that nifty fire arrow bow is great for killing enemies, but can it also be used to set a rope on fire? What else can you do with a weapon? These questions should be asked while making anything in an adventure game. Zelda helped me understand that.