<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom"><title>Z Space Blog - Zelda</title><link href="https://zlg.space/blog/" rel="alternate"/><link href="https://zlg.space/blog/feeds/t/zelda.atom.xml" rel="self"/><id>https://zlg.space/blog/</id><updated>2011-12-06T12:11:35-08:00</updated><entry><title>The Legend of Zelda: Skyward Sword Review</title><link href="https://zlg.space/blog/the-legend-of-zelda-skyward-sword-review.html" rel="alternate"/><published>2011-12-06T12:11:35-08:00</published><updated>2011-12-06T12:11:35-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2011-12-06:/blog/the-legend-of-zelda-skyward-sword-review.html</id><summary type="html">&lt;p&gt;The &lt;em&gt;Legend of Zelda&lt;/em&gt; series is known for its high quality games. From the
beginning, Zelda has set the bar for the action-adventure genre. Other games
in the same genre (and some in other genres) tend to emulate their success,
but never seem to reach it. Among games, the Zelda series is at the pinnacle
of quality and creativity. &lt;em&gt;Skyward Sword&lt;/em&gt; is no different. Remember E3 2005?
Nintendo promised us a Revolution. They said the new console would change the
way we perceived and played games. Today, we can see the effect the Wii has had
on the market, but motion controls still felt a little like an add-on instead of
a full-blown innovation. We knew the potential that MotionPlus had, but nobody
was using it for anything serious. Until November 2011, anyway. &lt;em&gt;The Legend of
Zelda: Skyward Sword&lt;/em&gt; is the experience that Nintendo promised us at E3 in 2005.&lt;/p&gt;
&lt;p&gt;To put it shortly, if you own a Wii you &lt;strong&gt;cannot&lt;/strong&gt; miss this game. &lt;em&gt;Skyward
Sword&lt;/em&gt; is the reason the Wii was made. It's the full realization of every
gameplay feature the Wii has to offer. It utilizes the Sensor Bar, the
accelerometers in the Wiimote and Nunchuk, and is the best application of the
MotionPlus. To ignore this game is to miss out on what the Wii is all about. I
don't care who you are: you need to own (or play) this game.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;The &lt;em&gt;Legend of Zelda&lt;/em&gt; series is known for its high quality games. From the
beginning, Zelda has set the bar for the action-adventure genre. Other games
in the same genre (and some in other genres) tend to emulate their success,
but never seem to reach it. Among games, the Zelda series is at the pinnacle
of quality and creativity. &lt;em&gt;Skyward Sword&lt;/em&gt; is no different. Remember E3 2005?
Nintendo promised us a Revolution. They said the new console would change the
way we perceived and played games. Today, we can see the effect the Wii has had
on the market, but motion controls still felt a little like an add-on instead of
a full-blown innovation. We knew the potential that MotionPlus had, but nobody
was using it for anything serious. Until November 2011, anyway. &lt;em&gt;The Legend of
Zelda: Skyward Sword&lt;/em&gt; is the experience that Nintendo promised us at E3 in 2005.&lt;/p&gt;
&lt;p&gt;To put it shortly, if you own a Wii you &lt;strong&gt;cannot&lt;/strong&gt; miss this game. &lt;em&gt;Skyward
Sword&lt;/em&gt; is the reason the Wii was made. It's the full realization of every
gameplay feature the Wii has to offer. It utilizes the Sensor Bar, the
accelerometers in the Wiimote and Nunchuk, and is the best application of the
MotionPlus. To ignore this game is to miss out on what the Wii is all about. I
don't care who you are: you need to own (or play) this game.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;It's 2011. The Xbox360 and Playstation 3 have had years to slowly eke out the
power of their hardware, and it's clear that they can produce higher resolution
and higher detailed graphics than the Wii. However, graphics are not about just
detail. Style matters far more, and &lt;em&gt;Skyward Sword&lt;/em&gt; has it in spades. The game
world is rendered in a smooth, painted style. If I had to compare it to past
Zeldas, it would be somewhere between Wind Waker and Twilight Princess. It
marries interesting detail with evocative personality. The Wii's not the most
powerful system around, so Nintendo used a distance-based filter to make objects
take on a painted look. So as you run further away from something, details
blur out but retain the form of the object. It feels like the game world is an
interactive painting.&lt;/p&gt;
&lt;p&gt;From the beautifully styled Faron Woods to the distant Lanayru Desert and up
to airy Skyloft, &lt;em&gt;Skyward Sword&lt;/em&gt; shows that it's not power that matters, but
style. Characters and enemies are just as well rendered, with fluid, life-like
animation and a charm the series hasn't seen since &lt;em&gt;The Wind Waker&lt;/em&gt;. Needless to
say, &lt;em&gt;Skyward Sword&lt;/em&gt; is a gorgeous game.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Nintendo went all-out on this game's music. Much of the music in &lt;em&gt;Skyward Sword&lt;/em&gt;
is orchestrated, and takes the sound in Zelda to a whole new level. You'll find
yourself immersed in the game, due in part to the music. The overworld feels
vast and wondrous, while Faron Woods feels dense and peppy. Dungeons take on
appropriate moods, but aren't particularly memorable. It seems apparent that the
sound team focused more on mood for dungeon music than catchiness, as the music
for dungeons fits them very well.&lt;/p&gt;
&lt;p&gt;Boss music is exciting and gets your blood pumping, to keep you on your toes.
With each strike of your sword, the music becomes more intense. Even normal
encounters feel like they were infused with a bit of energy.&lt;/p&gt;
&lt;p&gt;Sound effects are hardly noticeable, and that's precisely what they are supposed
to be. Link's feet make appropriate noises on various forms of terrain, sword
clangs sound great, and each item makes distinct sounds. Enemy and environmental
sounds are no different. Bombs sound just like they did in &lt;em&gt;The Wind Waker&lt;/em&gt;,
steam vents are windy, and even bugs make appropriate noises.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;&lt;em&gt;Zelda&lt;/em&gt; difficulty must be judged on two levels: combat and puzzles.&lt;/p&gt;
&lt;p&gt;Combat is easily the deepest part of this game. Link can attack in many more
ways than before, and enemies are privy to his methods. This turns each enemy
into a miniature game of wits. Things like Keese and Chu Chus are rather
harmless, but Lizalfos, Moblins, and Stalfos will make you work for your
victory. On this front, difficulty is satisfying. Some enemies are tough, but it
feels &lt;em&gt;much&lt;/em&gt; better when you defeat them.&lt;/p&gt;
&lt;p&gt;Puzzles in &lt;em&gt;Skyward Sword&lt;/em&gt; are not the most difficult. To long-time fans of
the series, a little creative thinking and observation will get you ahead. To
those new to the series, it may take a little longer to solve the puzzles. There
is a distinct lack of blocks and locked doors in this game, which makes the
puzzles feel a little fresher. Later on in the game, a special type of stone is
found, which adds a layer of depth to Zelda puzzles we haven't seen before. The
difficulty of puzzles in &lt;em&gt;Skyward Sword&lt;/em&gt; is a little above average. The best
part of the puzzles is that each item you acquire throughout the game never
stops being useful. You'll be using the Slingshot, for example, up until the end
of the game. I can't say the same for &lt;em&gt;Twilight Princess&lt;/em&gt;, which had items that
were mostly useless after their specific dungeon.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;This is the meat-and-potatoes of most games, but especially Zelda games.
&lt;em&gt;Skyward Sword&lt;/em&gt; is the first in the series to introduce item crafting, which
allows you to upgrade potions, shields, and even items, assuming you have the
necessary treasure or bugs. It's nothing in-depth and farm-necessary like your
typical JRPG, but it's a welcome addition and doesn't feel tedious. It also
provides a use for all the rupees you acquire throughout the game, which was a
big problem in &lt;em&gt;Twilight Princess&lt;/em&gt;. In this respect, it follows the design of
&lt;em&gt;The Wind Waker&lt;/em&gt;, &lt;em&gt;Phantom Hourglass&lt;/em&gt;, and &lt;em&gt;Spirit Tracks&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;Speaking of that, Beedle makes a return and still sells things for astronomical
prices. Among them though, are Adventure Pouch upgrades. The Adventure Pouch
is a new feature to Zelda that allows Link to carry up to 8 pouch items such
as shields, potions, and medals. Medals grant special traits to Link, such as
making more hearts, rupees, or treasures drop, or even increasing his life! This
is another interesting addition to the series and keeps the main inventory from
becoming too cluttered.&lt;/p&gt;
&lt;p&gt;Collecting bugs in this game is a bit different compared to &lt;em&gt;Twilight Princess&lt;/em&gt;.
You actually have to use a net, and sometimes sneak up on the bug in order
to catch it. It takes the place of fishing in past Zeldas as the slow-paced,
relaxing past-time. These bugs are necessary to upgrade potions in the bazaar,
so it's important to catch them.&lt;/p&gt;
&lt;p&gt;The minigames in &lt;em&gt;Skyward Sword&lt;/em&gt; are a little different. One is a minesweeper
clone, one has you go on an insect hunt, and another has you doing precision
skydiving. There are plenty of minigames to do to pass time if you ever get
bored.&lt;/p&gt;
&lt;p&gt;The most apparent gameplay aspect (besides the new swordplay mechanics) is the
world design. While there's still a line drawn between overworld and dungeon,
it's become blurred. Environments in &lt;em&gt;Skyward Sword&lt;/em&gt; are filled with obstacles
and hazards, so it feels like you're traversing a dungeon sometimes. This aspect
is wonderful, because it keeps the game feeling fresh, even if you've traversed
a specific section a few times. Later on, you'll find traveling become a little
faster thanks to the new items in your arsenal. It feels almost like I'm playing
&lt;em&gt;Metroid&lt;/em&gt; sometimes. This is an aspect of the game that I hope makes its way to
future games in the series. May we never see another empty Hyrule Field!&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;According to Nintendo, &lt;em&gt;Skyward Sword&lt;/em&gt; takes place before &lt;em&gt;Ocarina of Time&lt;/em&gt;.
Some timeline theories place &lt;em&gt;The Minish Cap&lt;/em&gt; at the beginning of the storyline,
so it's unknown if &lt;em&gt;Skyward Sword&lt;/em&gt; is before it, but there's a good chance that
it is. Skyward Sword tells the story of a goddess who lifts an island into the
sky to keep the Triforce out of evil hands and a young man who becomes a hero.
Without spoiling it, all I can say is that it lays the groundwork for the entire
storyline and answers a few questions that were left unanswered by past games.
Like most Zeldas, &lt;em&gt;Skyward Sword&lt;/em&gt;'s storyline is mostly self-contained, so no
prior knowledge of Zelda is necessary in order to enjoy this game's plot. There
are themes and references that are best enjoyed by veterans, but ignorance of
them doesn't detract from the experience.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;&lt;em&gt;The Legend of Zelda: Skyward Sword&lt;/em&gt; is the best example of Wii technology
to date. With it's creative puzzles, charming character design, and superior
swordplay mechanics, I don't see myself playing 3-D Zelda any differently from
now on. Nintendo has delivered on their promise of a revolution with &lt;em&gt;Skyward
Sword&lt;/em&gt;. It is a prime example of motion controls being used for something that
is deep and engaging without being exhausting or awkward. As a Zelda game, it
fills in some of the gaps in the story and clarifies how things came to be. I
can't express how important it is that Wii owners and any serious gamer play
this game. It represents the goal that the Wii set out to achieve and sets
the bar for a new level of interactive entertainment. &lt;em&gt;Skyward Sword&lt;/em&gt; will be
relevant and remembered for many years to come, much like &lt;em&gt;Ocarina of Time&lt;/em&gt; was.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Wii&lt;br&gt;
&lt;strong&gt;Release Date (US):&lt;/strong&gt; 2011-11-20&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action/Adventure&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; Nintendo EAD&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Wii"/><category term="Zelda"/><category term="Video Games"/><category term="Reviews"/></entry><entry><title>The Legend of Zelda: Spirit Tracks Review</title><link href="https://zlg.space/blog/the-legend-of-zelda-spirit-tracks-review.html" rel="alternate"/><published>2010-01-17T05:42:14-08:00</published><updated>2010-01-17T05:42:14-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2010-01-17:/blog/the-legend-of-zelda-spirit-tracks-review.html</id><summary type="html">&lt;p&gt;As the fifteenth entry in the &lt;em&gt;Legend of Zelda&lt;/em&gt; series, &lt;em&gt;Spirit Tracks&lt;/em&gt; has
rather large boots to fill. With each iteration, gamers expect a grander, more
immersive and innovative experience as they plod across Hyrule or another
interesting world. For those of you who played through Phantom Hourglass, you
will find that Spirit Tracks feels a lot like it in play control, but is nothing
like it in overall feel. Even if you didn't like Phantom Hourglass, Spirit
Tracks may have the right combination of elements to please you. Regardless,
it's Zelda. And that means it's worth purchasing.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;As the fifteenth entry in the &lt;em&gt;Legend of Zelda&lt;/em&gt; series, &lt;em&gt;Spirit Tracks&lt;/em&gt; has
rather large boots to fill. With each iteration, gamers expect a grander, more
immersive and innovative experience as they plod across Hyrule or another
interesting world. For those of you who played through Phantom Hourglass, you
will find that Spirit Tracks feels a lot like it in play control, but is nothing
like it in overall feel. Even if you didn't like Phantom Hourglass, Spirit
Tracks may have the right combination of elements to please you. Regardless,
it's Zelda. And that means it's worth purchasing.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;The visuals in Spirit Tracks borrow heavily from the style that Phantom
Hourglass established. This shouldn't be surprising, as it's running a
marginally upgraded version of the same engine. As far as 3-D games on the
DS go, Spirit Tracks is quite large. There are some places where the texture
work is blocky due to the limitations in the DS's processing ability. Most
models on the overworld are simplified to improve the DS's draw distance, and
many repetitive objects (such as trees) are sprites that look the same from
any angle. In what I like to call "action areas", the graphics look and feel
much more like Zelda. It's clear that more effort was put into the action
areas, where it belongs. All things considered, it looks pretty good for the
DS. Despite that, any DS fan will tell you that the 3-D on the DS is not
spectacular, so don't go into Spirit Tracks expecting high quality visuals.
They're simplistic and — in some places — crude, but they get the job done
with what little 3-D processing the DS has. My only complaint is that the game
could have looked better if they had stuck to regular two-tone cel-shading.
Instead, they used 3 to 4 layers of shading, and that really cut into the
processing budget for the game. Nitpicking aside, the graphics fit the theme of
the game, and that's what's most important.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Sound is one of the more important aspects of a video game in my opinion. Spirit
Tracks has a simple and memorable soundtrack, with an emphasis on woodwinds,
slap drums, guitar, and violin. The result is interesting, and is the first of
its kind in the Zelda series. The game has a strong acoustic feel that no other
Zelda has, with its lighthearted but bittersweet title theme, adventurous and
catchy overworld music, and Byrne's mysterious, string-heavy theme. While not
quite as solid a soundtrack as Majora's Mask or The Wind Waker, Spirit Tracks
manages to separate itself from other Zeldas and forge its own identity. I think
it's a great musical direction and look forward to more music like it from
future Zelda games.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;One of the problems plaguing most games today is a lack of difficulty.
Unlike its predecessor, Spirit Tracks manages to keep a steady difficulty,
occasionally upping the ante when it comes time to push the veterans, such as
the Defeat-Them-All Challenge in Hyrule Castle Town, which is like a boss rush
mode. I still haven't managed to beat it without using potions. The puzzles in
this game were crafted by the programmers instead of the level designers, so
they often force players to think in ways that they normally wouldn't, which I
think is the point of solving puzzles. I won't give anything away, but when I
solved some of the harder puzzles, I felt quite dumb. It's puzzles like those
that are the most rewarding and help your creative thinking. Nintendo should let
the programmers design puzzles from now on, to keep challenging gamers to think
in unconventional ways. Overall, the difficulty is pretty good for the veteran,
and somewhat difficult for the newcomer. The game places plenty of hints about
for puzzles, but also leaves certain puzzles completely unlabeled, so both
levels of gamer should be able to get something out of the game.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;What can I say? The game plays in a very straightforward way. While on the
overworld, you get speed and direction controls, and the camera is manipulated
by touching the screen and moving the stylus in your desired direction, just
like in Phantom Hourglass. Tapping an object will fire a bomb at it (provided
you have the cannon). Most of the controls in Spirit Tracks are just like
Phantom Hourglass. A few things were changed for the better: firstly, rolling
is performed simply by double-tapping in the desired direction. I think that
was a good fix, since moving the stylus in a small circle to roll in Phantom
Hourglass was somewhat tiresome and didn't always work. Double-tapping makes
more sense and is easier to execute. Another fix I noticed is performing a spin
attack. It's rather responsive this time around, so if you find yourself in a
pinch don't hesitate to draw a large or even a small circle around Link. Aside
from these fixes, it's standard Zelda fare; you explore towns and areas in the
wilderness, open up a temple, defeat the boss, and restore some of the Spirit
Tracks so you can access more of the world. Due to the changes in difficulty and
setting, Spirit Tracks offers more interesting gameplay than Phantom Hourglass.&lt;/p&gt;
&lt;p&gt;There's plenty to do while you're out exploring caves and dungeons, too. When
you're riding across Hyrule in your train, you'll come across rabbits hanging
out on top of boulders. Once you get to a certain point in the game, you'll
be able to capture these little guys and bring them to a sort of bunny ranch,
where the owner will reward your efforts at catching them. Also present are
stamp stations hidden throughout Hyrule, challenging cavalier explorers to get
them all. As if this wasn't enough, you can also carry passengers and cargo on
your train once you get the passenger and freight cars. When you're on these
quests, you have to be careful and pay attention to what's going on. If you
don't drive your train properly by following the signs, your passenger will get
angry, and if you let enemies hit your train you'll lose some of your cargo.
It's a refreshing challenge compared to the so-so sailing that was present in
Phantom Hourglass. The train is a bit slower in the long run, but much more
interesting.&lt;/p&gt;
&lt;p&gt;Items are another part of Zelda that form the backbone. Without interesting and
innovative items, Zelda tends to fall flat. Thankfully, Spirit Tracks brings a
few new items to the table. The first is the Whirlwind, which acts similarly to
the Gust Jar from Minish Cap. It creates a gust of wind that can move enemies
and items a short distance. Another is the Snake Whip, which can snatch certain
items and allows Link to swing across chasms. There's one other interesting
item, but I don't want to spoil the surprise.&lt;/p&gt;
&lt;p&gt;The final piece of innovation in Spirit Tracks is the introduction of Zelda
as Link's helper character. It's amazing how it took 24 years for Nintendo to
bring us the duo working together to save the world instead of Link always
saving her. Giving Zelda a more proactive role better establishes her character
and attitude, being Tetra's descendant. Games could do with more sass in their
female characters instead of the typical damsel in distress or barely-dressed
harlot. Bravo, Nintendo, for better representing the fairer sex. I look forward
to seeing more of Zelda and Link working together.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Spirit Tracks is probably one of the last good games that will hit the DS
before a successor comes along. The DS has had somewhat of a drought of good
games in the past 6 months; the only other noteworthy games in recent memory
being &lt;em&gt;Bowser's Inside Story&lt;/em&gt;, &lt;em&gt;Phantasy Star Zero&lt;/em&gt;, and &lt;em&gt;Kingdom Hearts: 358/2
Days&lt;/em&gt;. This is one of the games that any adventure game lover should have. If
you enjoyed Phantom Hourglass, you'll love this game. If you thought Phantom
Hourglass was so-so and a bit tedious, borrow it from a friend and see if you
like the changes. I'm confident you'll find something to like about the game,
even if you're not a big fan.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform(s):&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2009-12-07&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action, Adventure&lt;br&gt;
&lt;strong&gt;Developer(s):&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Zelda"/><category term="Video Games"/><category term="Reviews"/></entry><entry><title>Why Zelda is not an RPG</title><link href="https://zlg.space/blog/why-zelda-is-not-an-rpg.html" rel="alternate"/><published>2009-10-28T08:41:21-07:00</published><updated>2009-10-28T08:41:21-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2009-10-28:/blog/why-zelda-is-not-an-rpg.html</id><summary type="html">&lt;p&gt;Over the past 15 years or so, the gaming industry has seen the decline of
platforming games and the rise of RPGs and &lt;abbr title="First-Person Shooter"&gt;FPS&lt;/abbr&gt; games. Some gamers who grew up
during this rise of the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre began to identify themselves as "role playing
gamers" as a quick way of summing up their taste in video games. This has sadly
led to many people tacking the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre onto any game that vaguely resembles an
&lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. Such victims include &lt;em&gt;Metroid&lt;/em&gt;, &lt;em&gt;Castlevania&lt;/em&gt;, and -- you guessed it -- the
&lt;em&gt;Legend of Zelda&lt;/em&gt; series.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Over the past 15 years or so, the gaming industry has seen the decline of
platforming games and the rise of RPGs and &lt;abbr title="First-Person Shooter"&gt;FPS&lt;/abbr&gt; games. Some gamers who grew up
during this rise of the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre began to identify themselves as "role playing
gamers" as a quick way of summing up their taste in video games. This has sadly
led to many people tacking the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre onto any game that vaguely resembles an
&lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. Such victims include &lt;em&gt;Metroid&lt;/em&gt;, &lt;em&gt;Castlevania&lt;/em&gt;, and -- you guessed it -- the
&lt;em&gt;Legend of Zelda&lt;/em&gt; series.&lt;/p&gt;


&lt;p&gt;I've been the audience and a performer in many arguments regarding the
attribution of role-playing to non-RPGs. Specifically with the Zelda games.
Before anyone fires away at me and mentions &lt;em&gt;Zelda II: The Adventure of Link&lt;/em&gt;:
yes, I am aware that Zelda 2 is indeed an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. It's a pretty good one if you
like challenge and action, too. With that out of the way, let's begin with a
logical starting point: the definition of &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;...&lt;/p&gt;
&lt;h1&gt;You call that an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;? Where are the pencils and paper?&lt;/h1&gt;
&lt;p&gt;Ah, yes. Anyone who grew up in the 70s probably recalls &lt;em&gt;Dungeons and Dragons&lt;/em&gt;,
one of the first true RPGs; and it took the definition literally. You created a
character and fleshed out their backstory, personality, class, and statistics.
Then you proceeded to go on quests with your fellow tabletop gamers with one
goal in mind: play the role of your character as well as you could and avoid
death. Purists will tell you that every video game that's dubbed an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; is a
misnomer. To a degree, they're right! Tabletop style RPGs were the first, so
logically they created the definition.&lt;/p&gt;
&lt;p&gt;However, language has a way of evolving. As the popularity of tabletop RPGs
waned in favor of video games, so too did the definition of &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. In video game
form, RPGs lost the connection between player and character. The statistics
systems translated very well, however, and hundreds of different systems, now
dubbed "battle systems", came into the picture. They became the "hook" that got
you into an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; and kept you there. The storylines, while not very dynamic, also
served as a means to keep the player interested.&lt;/p&gt;
&lt;p&gt;Today, the &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; genre has branched out into many different styles. Strategy &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;,
Japanese-styled &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;, Western &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;, &lt;abbr title="Massively Multiplayer, Online Role-Playing Game"&gt;MMORPG&lt;/abbr&gt;, and Action &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; are the primary styles.
All of them offer wildly different types of gameplay, but have some core traits
in common that set them apart from other genres.&lt;/p&gt;
&lt;p&gt;A quick note before I begin: if we take "role playing" too literally, we find
ourselves labeling everything an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;. I've heard people argue the case "In Halo,
you're playing the &lt;em&gt;role&lt;/em&gt; of Master Chief so it &lt;em&gt;has&lt;/em&gt; to be an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;!" Let's not
stoop to such ignorance.&lt;/p&gt;
&lt;h1&gt;Enough of the history lesson, pops...&lt;/h1&gt;
&lt;p&gt;Genres, as a general rule, exist to categorize things. In movies we see drama,
comedy, action, chick-flick, "indie"-style, etc. In music we see rap, hip-hop,
country, metal, classical, chiptune, and myriad other labels. So naturally,
we will see a natural division of video game types: a few of the big-players
include Action, Adventure, Shooter, Fighting, &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;, Simulation, Puzzle, and
Sports. Just like with genres in other media, there is further categorization,
as witnessed a few paragraphs ago with RPGs. Among all of this separation,
however, is the intrinsic knowledge that everything is similar and grouped
together (how Taoist of me :P). What this means with our definition of &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; is
that we need to make a set of criteria that sets RPGs apart from other genres
while still including a wide variety of games that are considered RPGs such as
Fire Emblem, Final Fantasy, Elder Scrolls, Kingdom Hearts, World of Warcraft,
etc.&lt;/p&gt;
&lt;h1&gt;Okay, what makes an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;?&lt;/h1&gt;
&lt;p&gt;I managed to sum it up in one sentence: &lt;strong&gt;RPGs are games that have a (very)
strong focus on visible, buildable statistics, and use battle as the primary
means of stat building.&lt;/strong&gt; Think about it for a moment and you'll agree. Take
your favorite &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt; and analyze the way it plays. Are there levels? Skills? Are
there ratings on your skill mastery? How do you become stronger? Can you see the
stats? Which has more influence over beating the enemy; stats or player skill?
Do you control more than one character? The list of questions could go on for
quite a while... The more you end up answering "yes" or "stats", the closer the
game is to an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;.&lt;/p&gt;
&lt;h1&gt;So what about Zelda?&lt;/h1&gt;
&lt;p&gt;I'll sum this up with a list of answers to typical questions you might ask
yourself about Zelda's status as an &lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;There are no (visible) stats; everything is represented as ammo, hearts, and
  a magic meter.&lt;/li&gt;
&lt;li&gt;There are no experience points; fighting more monsters does not make you
  stronger.&lt;/li&gt;
&lt;li&gt;There are skills (in some of them), but they do not improve with use.&lt;/li&gt;
&lt;li&gt;The games can be beaten without upgrading anything; player skill trumps raw
  numbers (hearts, ammo, etc)&lt;/li&gt;
&lt;li&gt;You only control one character at a time.&lt;/li&gt;
&lt;li&gt;Status improvements (such as the Blue and Red Rings, Iron Boots, etc) are
  acquired through storyline, puzzles, or quests instead of battle.&lt;/li&gt;
&lt;li&gt;There are no random equipment drops (only hearts, rupees, ammo, and in later
  installments, bottle-ables).&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Given these 7 answers to common questions, we can safely say that while the
Zelda games do have a few features commonly attributed to RPGs (&lt;abbr title="Non-Playable Character"&gt;NPC&lt;/abbr&gt; interaction,
quests, a fantasy setting), it does not fit into the definition because its
gameplay is too different. Zelda is an Action/Adventure game series, while Zelda
2 is Action/&lt;abbr title="Role-Playing Game"&gt;RPG&lt;/abbr&gt;.&lt;/p&gt;</content><category term="Video Games"/><category term="Video Games"/><category term="Genres"/><category term="Zelda"/><category term="RPG"/></entry></feed>