Sure, it seems plain now. At the time it was revolutionary. This is coming from a guy who really isn't that in to the Zelda franchise.
The first Zelda...I played a bit as a kid, thought it was nifty, then never heard of the series again until Ocarina of Time lol
zelda nes = still amazing
I think the original Zelda is shit on too much. Yes, it definitely has it flaws, even back then. There was no direction, no real story, impossible-to-find-secrets (how the hell should I know what wall to bomb when it's completely random), etc. But honestly, I've played through that game at least 10 times and would gladly play it again today over all the crap that I've tried to endure.
It's not even nostalgia that makes me play through it. Despite its problems, I still think it's a great game.
I can't see why anyone would complain about it.
I mean, it was solid - it built on many elements Gauntlet had, and paved the way for a new generation of home users. It should be praised.
Things are better now, sure, but there's a lot more we have now that we take for granted. I take 3D graphics for granted and there are things I've missed in OOT now that I wouldn't have missed because I was so bent on exploring what 3D offered me in it 1998.
8-Bit Zelda is the exact zame way. We didn't have action/adventure games like this before it, so a lack of presentation didn't mean much to a kid who just though burning bushes down and bombing cracked walls was fun.
I'd like to see classic Zelda get the LTTP treatment, not unlike how Metroid got Zero Mission, in a bid to bring newer players to the fold.
PLEASE.
Why did I ever bring up Advance Wars? Because those tiled shrubs/trees reminded me of the hills and mountains in Advance wars. 3DS Advance Wars please, Miyamoto. Get Intelligent Systems cracking on it.
Zelda 1 established the series as a hack and slash game, A Link to the Past established it as an adventure game with a focus on puzzle solving and hack and slash elements. Seeing as A Link to the Past is often considered one of the best Zelda games around, I would be tempted to suggest that those puzzle solving elements were very effective in improving the established formula.
Looking ahead to the Zelda games available on the Nintendo 64, there was even more of a focus on puzzle solving while keeping the hack an slash aspects of the game to a few simple button presses.
So how the series has evolved and advanced it seems that as soon as they were able to they put more of a focus on puzzles and less so on killing x amount of enemies to advance, which to me is a much better route than what could potentially be a long series of plain hack and slash games.
Wrong.
End of debate.
Zelda 1 totally had puzzle solving elements. ALttP build on top of these elements when designing its own puzzle elements.
I think you're really overselling this.
Games lost something when they moved away from the first Zelda. The Zelda franchise lost *a lot* over the years, the damage starting with Link to the Past and Ocarina of Time, which established a bland stock formula for Zelda games that developers mindlessly and soullessly follow. I wasn't a big fan of Zelda 2, but it tried to be more than anything like Wind Waker (which completely botched trying to recapture the feel of the Zelda 1 overworld), Twilight Princess, and by all evidence so far Skyward Sword, have attempted.
also, what trygle said. advance wars is the shit, and we need another one.
Anyway I still like the original Legend of Zelda, but honestly, Jim is right. The game is very janky by today's standards. not diagonal movement, you shop in caves and without the original manual (which was essentially a strategy guide), it was very easy to get lost.
Games journalists on the whole ignore Zelda 1 as the start of the series and prefer to go by Link to the Past or Ocarina of Time (as Nintendo did in its first Skyward Sword trailer). I'd say this is partly because games journalists don't like "hard" games and prefer ones they can beat or "experience" on time for their reviews and stories. Certainly LTTP's world and puzzles offer a more interesting looking screenshot and easier progression than Zelda 1's. This is why LTTP is mentioned as a great game over Zelda 1, which is treated as a necessary acknowledgment rather than being a great game and phenomenon in its day.
As for following the leader, sales show that LTTP (original SNES sales) sold less than Zelda 1 did. Seemingly, something that LTTP added turned off a lot of people who liked Zelda 1 and, more importantly, slowed the series momentum. I say it was definitely the puzzles which hampered the games combat and sense of freedom, causing it to be more constrained than Zelda 1 is. Unlike Zelda 1, where (minus a few caveats) dungeons could be beaten in any order, LTTP added many necessities (like needing certain weapons or items) that forced an order (as commenter Baines alluded to). LTTP is saved and still managed to be a hit because the scale of these infractions is small so the game still had a focus on combat and adventure (yet it cannot be denied that even these small changes put off a large number of people).
Going on to Ocarina of Time (the current Zelda model (again most confirmed by the first SS trailer ignoring the four that preceded it)), that game is the most successful since Zelda 1 and has many more puzzles than any preceding Zelda. This may seem to suggest that puzzles are liked, but it really shows the power of exploring the world and combat in a different form and what people tolerated to play that in 1998. OOT is for the most part an overrated game that continued the series decline into bland combat,constricting story, and dumb puzzles, again saved by the combat still not having fully degraded (but it has its start with bombs now practically useless in combat (and they were already nerfed in LTTP)) and the new form offering a different look at Hyrule (but that is a fleeting interest).
Zelda 1 has staying power in its focus on being a game that OOT and its successors (which add many cutscenes, talky villagers, and puzzles) do not. The hack-and-slash focus of Zelda 1 (further exemplified by its maze-like dungeons forcing constant encounters) made it a very scary, exciting game. OOT and its successors don't have these moments of exhilaration where your life ticks away and you try to escape death nearly as much (most would say that they never died in WW or Twilight Princess (and rarely on OOT/MM playthroughs)). Zelda 1 had massive freedom in its combat, where the majority of enemies could be taken out by just about any weapon (a favorite being the extreme power of the bombs) and making it feasible to do so. OOT onwards had many enemies who had specific needs to be killed or at least vastly better techniques. Zelda 1 had an overworld that was almost as much a deathtrap as its dungeons. OOT onwards has safe overworlds that are barely populated (by enemies) at all.
Those are all problems that need to be fixed in order for Zelda to be the sales giant and phenomenon it used to be. But looking at the direction of Skyward Sword and those comments by Miyamoto slighting the original Zelda, it doesn't look like they'll be fixed. Not when the fixes are seen as problems and the problems are seen as glorious game design.
The first game?
Because half of that was puzzles, too. I don't think I was bombing walls, burning bushes and pushing blocks for no reason. The whole "ancient ruins with traps and puzzles" was a long running thing in movies and other fiction - clearly an inspiration to a game such as this.
We don't play Zelda to just hit things with a sword.
I never originally played the first game until 2007, either. Zelda became my favorite series with Ocarina and Link's Awakening DX. Then I started to get every single title until I had amassed them all.
Zelda 2, on the other hand. That is a whole different story.
In it's day though it sure was amazing though. Zelda should be remembered for being one of the first console games to break away from the arcade quarter munching standard of it's day.
...but yeah, I've replayed A Link to the Past several times and have yet to replay the original.
What you say is truth. The original Zelda had traps in its dungeons like those spiked discs that would come at you and hidden stairs/ladders that would warp you around the dungeon (usually uncovered by pushing a block). But those weren't "really" puzzles. They played into the ancient ruins stuff and into the maze-like nature of that game's levels. The puzzles of later games are more like stuff you might find in Professor Layton (a dedicated puzzle game), something I don't like worming its way into my action game. I like the focus on mazes, secrets, and combat, not "brain-teasers".
The combat may not have been all it, but it was very much a focus and the meat of the game. Everything led back to fights and the most common way to progress was usually kill all the enemies (most of the time you couldn't push a block without eliminating the present enemies). The combat was also very varied in its design and in the players abilities. (Most) enemies had no set pattern or weakness and could be defeated in the myriad of ways the system offered. Enemies change, Puzzles don't.
I'm not claiming that the original Zelda is perfect or even fantastic. Just that its design is purer than modern Zelda. Zelda 1 was very confident in mazes, uncovering secrets (by bombs and flames), and combat. The entire game was basically just that. Modern Zelda is scared of being simple so it throws a bunch of puzzles and story in place so nobody notices how hollow everything is rather than commit to the mechanics. Ultimately, I respect the confident games since they are very focused.
I wish they would've kept that up with A Link To The Past and the DS games.
it wasn't until Link to the Past that the series started becoming something really special and rich and compelling.
fuck you jim. you can be all anti-retro you want, but zelda not great? ignorance.

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