The footage was only two minutes long, yet that was enough
to conjure months of debate over sacred relics, goddesses, and swords that
could easily be confused for the arcane squabbles of medievalists studying
Arthurian legend.
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But these self-taught experts were discussing a more recent
hero’s tale, one that has unfolded over the past four decades in a doomed
kingdom called Hyrule. More than 6 million people watched the preview for hints
about the next video game in Nintendo’s beloved “Legend of Zelda” franchise.
Millions more are expected to play it.
It has been a long six years since the last entry — “Breath
of the Wild” — revitalized the series with the apotheosis of an open-world
game, one that tantalized players to explore a vibrant environment full of
ambitious quests and powerful equipment.
“Breath of the Wild” dropped players into the wilderness of
a destroyed Hyrule with little direction beyond sight lines to inviting
mountains and a castle surrounded by an evil smog. “Tears of the Kingdom,” the
sequel that will be released for the Nintendo Switch on May 12, promises to
open that world further, with sky islands and caves. The game also gives Link, its
protagonist, new abilities that allow him to construct vehicles and weapons by
combining an array of items in a system that rewards ingenuity.
The immersive gameplay of the Zelda franchise is bolstered
by its deep mythology, convincing players they are unearthing ancient secrets.
“Someone might write an entire university dissertation on a
specific part of the worlds created by Tolkien,” said Ed King, a 26-year-old
British gamer who translates the mysteries of the Zelda universe for his
700,000 YouTube subscribers. “Zelda lore isn’t quite on that level yet, but it
does have depth.”
For his half-hour analysis of that “Tears of the Kingdom” preview,
King spent more than a dozen hours scrutinizing every frame, even playing the
audio backward in search of any messages that could divulge some of the plot
points Nintendo closely guards. He also belongs to a Reddit forum where Zelda
theorists are attempting to translate hieroglyphics from marketing materials;
some of the amateur philologists speculate that the symbols were inspired by
Chinese characters or Japanese hiragana.
The video game franchise that started in 1986 with a
pixelated map guarded by ghosts and goblins has evolved into an elaborate
topography of mountain ridges, coastline villages, and enemy hideouts. The
gameplay has also become more riveting, with puzzle-box designs and
environmental storytelling that encourage exploration.
But throughout it all, the basic spark of discovery has
endured.
The original “Legend of Zelda,” played by millions on the
Nintendo Entertainment System or the company’s Famicom console, was the
brainchild of Shigeru Miyamoto, who has described Hyrule as “a miniature garden
that you can put into a drawer and revisit anytime you like.”
But over the past 20 years, the stories have become more
nuanced, with a tone and artistic style displaying the influence of Japanese
animator Hayao Miyazaki. Link has sailed across the sea, lived above the
clouds, transformed into a wolf, and even become a train conductor. He has
forged the ancient blade of evil’s bane and shrunken down to microscopic size.
Another series producer, Eiji Aonuma, has been responsible
for scattering the narrative breadcrumbs that elevate the Zelda games. “The
story is there to give the big world you’re in some substance and meat,” he
told Game Informer in 2017. He tends to keep Link on the archetypal hero’s
journey, giving the young knight the task of healing the world from a cycle of
generational violence.
Aonuma’s rise through the corporate ranks of Nintendo has
become its own legend. He joined the company, shortly after graduating from
Tokyo University of the Arts in 1988, without any experience designing video
games. What the young artist did have was a passion for woodwork, and Miyamoto
— who preferred employees with unconventional skills — was impressed by the
intricate puppets Aonuma brought to his interview.
In the late 1990s, Aonuma began working on the Zelda series
as a dungeon designer for “Ocarina of Time,” a Nintendo 64 game that was the
franchise’s first adventure with 3D graphics. Those dungeons illustrated
Aonuma’s penchant for mixing narrative and gameplay. His puzzles were not just
a series of rooms, but haunted mansions, secret shrines and the innards of a
giant fish.
“Ocarina of Time” had a grueling two and a half-year
development period, and Nintendo spent millions of dollars marketing the title
that is now an honored classic. Many players remember stepping onto Hyrule
Field the way they recall their first cartwheel.
Later Zelda games, such as the acclaimed “Twilight
Princess,” a launch title for the Nintendo Wii, would return to the formula
established in “Ocarina of Time,” with a gameplay loop of clearing dungeons and
traversing the overworld with tools such as grappling hooks, boomerangs and
bombs.
But by the time “Skyward Sword” was released in 2011, it was
clear that the modern Zelda formula was growing stale. Though critics praised
its cinematic narrative, there was too much backtracking and hand-holding, with
an opening tutorial sequence that lasts for hours. Regions were more generic
and largely devoid of life, with the exception of a sky island occupied by a
handful of villagers.
Other studios recognized an opportunity and started building
their own games in response. Greg Lobanov was just starting his career in the
gaming industry around that time, when designers wondered if Nintendo had lost
its magic.
“Zelda is the standard unit of measurement in the gaming
industry,” explained Lobanov, whose 2021 game, “Chicory: A Colorful Tale,” is
heavily based on the series’s conventions. “People were really frustrated by
the direction.”
But Lobanov said that the wildly successful 2017 release of
“Breath of the Wild,” one of the flagship games for the Nintendo Switch, led
many developers to scrap their rival projects. The game sold more than 29
million copies, far more than any other entry in the series.
Nintendo had succeeded in recapturing the original “Legend
of Zelda” game’s joy of exploration, giving Link the new abilities to freely
jump and climb walls. Although he remained silent, other characters had fully
voiced dialogue for the first time. Traditional dungeons were replaced by puzzles
hidden inside four divine beasts and 120 shrines, and 900 scattered Korok seeds
gave Link an incentive to search the landscape.
“‘Breath of the Wild’ was so ambitious,” Lobanov said. “It
had a clear sense of progression even though it was so open-ended.”
The feeling of wonder in “Breath of the Wild” emerged from a
design philosophy that the game’s director, Hidemaro Fujibayashi, called
“multiplicative gameplay.”
During a speech at the 2017 Game Developers Conference,
Fujibayashi explained that many previous Zelda puzzles had been based on
natural phenomena or simple facts, such as an understanding that exploding a
bomb near a cracked wall might open an entrance. A problem would typically have
only one solution.
Multiplicative gameplay encourages players to combine
actions and objects in ways that allow for a vaster set of solutions.
Developers created a prototype to test their theories, recreating the original
“Legend of Zelda” game with an interactive environment where the player could
burn trees, pick up the logs and then make rafts from the timber. Those
mechanics were incorporated into “Breath of the Wild,” alongside a physics
system that allowed players to manipulate rules like the conservation of
momentum.
Gameplay previews for the sequel, “Tears of the Kingdom,”
indicate that Zelda developers have expanded this system.
Players can expect a dynamic world where bolts of lightning
might trigger brush fires that roast the apples on a nearby tree, and the game
will also encourage new combinations of weapons and objects. A twig paired with
a rock might produce a makeshift mallet. An arrow combined with the eye of a
batlike enemy might track enemies like a homing missile.
Zelda theorists including Ed King had a field day as these
morsels of information were released, seeming to confirm their speculation that
the new game would include story elements that were only hinted at in “Breath
of the Wild.”
The remains of a lost tribe called the Zonai, referenced in
the ancient, crumbling ruins scattered throughout Hyrule, were mentioned in the
preview. And an artistic style associated with the fictitious tribe is obvious
throughout the many sky islands that appear in “Tears of the Kingdom.”
“The word Zonai is based on an anagram in Japanese for the
word ‘mystery,’ and it was deliberately added to give a sense that something
might have come before you,” King explained. “If everything is strictly
relevant to the plot, you would have the sense that the game world is fake. But
evidence of the Zonai makes you feel like it all could be real.”
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