Every Legend of Zelda Game Ranked From WORST To BEST

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Debuting in 1986 for the Famicom Disk System in  Japan, The Legend of Zelda didn’t just serve as   that system’s killer app; it became a sensation  worldwide, helping to propel the NES to must-have   status in the West and establishing Nintendo  as one of gaming’s most important developers.  The idea sprung from Shigeru Miyamoto’s  fond childhood memories of exploring caves   and fighting skeletons. It was intended  to translate that sense of adventure and   discovery into a game that could be understood  and appreciated by fans the world over.  In retrospect, it’s difficult to appreciate  just how large and complex the game felt at   the time. Its map was massive, its dungeons  were expansive, and fans lost thousands of   hours trying to find and stab an evil  wizard shaped like a pig…and after that,   they played The Legend of Zelda. HA HA. It provided an astonishing amount of content,   especially for an 8-bit game, and its impact on  the industry is still being felt to this day.   The same is true of nearly all of its sequels,  which are consistently system sellers for Nintendo   and which often manage to either set or predict  trends that other series will end up following.  Of course, with so many sequels and spinoffs,  not all of them can be created equal. But don’t   worry! We are here to tell you which games are  better than which other games and by exactly   how much. And we did this by using a scientific  process that we like to call, “playing them   and then deciding.” It’s complicated and you  probably wouldn’t understand, but just trust us.  Typically when laying out the ground rules  for these videos, we consult Rules Boss.   Considering today’s subject matter,  however, we consulted Hyrules Boss.  By his royal decree, we will not be including  any LCD games, because they’re rubbish. All   of them. They are all rubbish. That is  my review of every LCD game that’s ever   been made: It’s rubbish. Now leave me alone. Also! As usual, we won’t be counting any ports,   collections, remakes, or remasters. Zelda  games add an interesting wrinkle, however,   as they sometimes span console generations, such  as Twilight Princess releasing for the GameCube   and the Wii, or Breath of the Wild releasing for  the Wii U and the Switch. In cases like that,   we will consider the earlier generation to be  the “main” hardware, as that’s where the game   received most of its development. And if a game  only came to the West on a different system than   its original release in Japan, we will look at the  Western version because we can’t read Japanese,   and James refuses to learn Japanese just so he  can translate games for us. Selfish James…selfish.  Let’s rank ‘em. I’m Ben and I’m Peter from TripleJump,   and this is Every Legend of Zelda  Video Game Ranked from Worst to Best. #34: Zelda no Densetsu:  Kamigami no Triforce (1992)  Barcode Battler II Boy, for something we really couldn’t care less   about, we do end up talking about barcode-based  game systems an awful lot. Okay, it’s only been,   like, three times, but that’s three times too  many times. The Barcode Battler and its ilk   saw notable success in Japan, but a bit less  consumer interest in the West. And by that,   I mean that it might as well have been shipped  directly into landfills in the West. The system   itself came with a set of cards, with players  scanning them to create characters, power them up,   fight enemies, or similarly basic concepts. The Barcode Battler did not require the use   of dedicated cards. In fact, it encouraged fans to  scan household items, books, or anything else that   had a barcode, just to see what kind of powerups  and baddies they’d generate as a result. All of   which is to say that the console had no idea what  you were doing, and simply translated irrelevant   barcodes into equally irrelevant digits. What fun! The Barcode Battler II, released in 1992,   could actually be connected to the Famicom  and Super Famicom consoles, allowing it   to…well, provide some actual games as opposed to  telling you which of two numbers is higher. This   opened the door to a collaboration with Nintendo,  and the chance to piggyback on a real Zelda game.  That’s…not what happened. Barcode Battler  II got a Zelda game, but it was just a set   of cards with Zelda-related imagery on  them. You scanned the cards and numbers   were either added to or subtracted from other  numbers. It was thrilling stuff, if you’d never   seen a calculator or been to a supermarket. Did we include this only so that we’d subvert   your expectations by having something other than  the CD-i games at the bottom? Of course not,   and shame on you for inferring such a  thing. Anyway, on to the CD-i games. #33: Link: The Faces of Evil (1993) CD-i  In 1989, Nintendo thought that disc-based media  was the future. And…okay, it was. Well done,   there. But they weren’t ready to commit to the  idea, and their indecisiveness led to both some   of the best consoles of all time and some of the  worst games of all time. Their abandoned deal with   Sony led to the creation of the PlayStation –  which has been their biggest competitor ever   since – and another abandoned deal with  Philips led to the creation of the CD-i.  The CD-i wasn’t intended to be a  games console, at least not mainly,   but it was an electronic device that played  media, which meant that it also had games.   The messy divorce resulted in Philips getting  shared custody of, according to interviews, “five   characters,” but since the games contain well  more than five Nintendo characters, nobody really   knows for sure. Regardless, the CD-I received  three Zelda games and one Mario game. That’s   more than some actual Nintendo consoles got! All four releases tend to come up in discussions   of the worst games ever made. Is that entirely  fair? No. Is that basically fair? …yeah. The real   problem is less that they are uniformly terrible,  and more that those are two of the biggest   and highest-rated franchises in the history of  video games. They would have been disappointing   even if they were only “pretty good.” And they are not pretty good, at least   not The Faces of Evil. Remember when I mentioned  that the CD-i wasn’t actually a games console?   As a result, The Faces of Evil suffered from  control lag, slow loading, and stuttering,   making it feel sort of like it’s being  frantically developed as you play it.  Its infamy is due mainly to its bizarre  animations, but the actual game is no better,   featuring everything from punishing difficulty to  unclear environments to the permanent suspicion   that you’re playing through somebody’s  idea of a joke. But is it as awful as   its reputation suggests? Yes. What kind of  question is that? My god, just look at it! #32: Zelda: The Wand of Gamelon (1993) CD-i  Most people speak about The Faces of Evil and  The Wand of Gamelon as though they are two   chapters of the same book. Very rarely are they  discussed in isolation and… it’s easy to see why.  We’re ranking The Wand of Gamelon higher for one  superficial reason: You get to play as Zelda.   Does that matter? No. Is she a strong female  character? No. Is she interesting in ways that   Faces-of-Evil Link is not? No. But it’s a novelty,  and when two games are so similar in so many ways,   novelty can be enough. Also, while Zelda’s voice  actor doesn’t exactly rise above the material,   she at least makes an attempt to sound like  a princess, as opposed to Link’s actor,   who seems to believe he’s voicing a Ninja Turtle. And that’s not a case of things seeming out of   place in retrospect; contemporary  reviewers were confused as well.   This preview in SNES Force wondered why Zelda  and Link talked like Bill and Ted. Of course,   they also called the graphics “superb” and the  animation “breathtaking.” Maybe they just meant   that they stopped breathing after watching it. The two games really are interchangeable in   most ways. In The Faces of Evil, Link must  find The Book of Koridai and use it to kill   Ganon. In The Wand of Gamelon, Zelda must  find… erm… The Wand of Gamelon and use it   to kill Ganon. Each adventure is bookended  by lengthy cutscenes animated by teams of   distracted toddlers. Same poo, different nappy. There have been some attempts to rehabilitate   the reputations of the CD-i Zelda games, and we  admire these people for even trying, but when   doing so means trying to convince people that  they are metroidvanias or outright lie to them   that the games are “exhilarating,” it’s probably  a lost cause. These games stink, dude. Cowabunga. #31: Zelda’s Adventure (1994) CD-i  Look, is Zelda’s Adventure actually better  than the other two CD-i games? We think so,   but it really, truly does not matter. The  three games come together to form a thick,   singular clump that we’re all trying to pass  through the colon of our collective memory.  We’re ranking it highest only because it feels  the most like it could have been a good game.   It wasn’t – please, let me be absolutely  clear about the fact that it was not – but   a return to the overhead screen-by-screen  perspective of the first game was a better   impulse than making a clunky platformer.  Zelda’s Adventure, on the surface at least,   pulls inspiration from the very first Zelda game,  with a secret-heavy overworld and progression   based on finding items and clearing dungeons. Again, though, that’s superficial praise. And   “praise” might be an extreme way of saying  that something didn’t make me actively angry.   The rest of Zelda’s Adventure is just differently  bad. The voice acting is more competent,   but doesn’t really register as “better.” The  live-action sequences are a nice change of   pace from the animations drawn by Satan with  a pen clenched between his buttocks, but so   is being hit by a bus. And while the overall  structure of the game better suits the series,   it reminds us of the original Zelda just enough to  make us wish we were playing the original Zelda.  Zelda’s Adventure has just enough of  the right ideas to keep the AT LEAST YOU   TRIED cake out of the bin, but we probably  wouldn’t feel comfortable eating a slice.   The game had a limited release in 1995, which  was about five years after everybody made a   sacred pledge not to purchase a CD-i, so  it’s not all that easy to come by. Still,   if you have a spare $200,000 lying around and  you’d rather own a copy than a home, have at it. #30: Dekisugi Tingle Pack (2009) DSi  The Dekisugi Tingle Pack – which basically means  the Too Much Tingle Pack, which itself basically   means The Tingle Pack – is a suite of applications  that was made available as DSiWare. It was just   one example of Nintendo charging for things that  should have already been part of the system. And,   in some cases, were already part of the system. These apps never left Japan, which may have   been the only wise decision Nintendo made with  them. What of our friends in the archipelago,   though? What did they get for their  500 cold, hard Nintendo Points?   Not all that much. I know! I was surprised, too! There’s a fortune-telling app, for starters. I   can’t read Japanese but I think it’s safe to  assume that it was 100% accurate. There’s an   alarm, in case you ever wanted to be in control  of precisely the amount of time that will pass   before Tingle next yells at you. There’s  a calculator, so you can total up exactly   how much money you’ve spent on novelty apps  you’ll never use again. There’s a coin flipper,   if you happen to be able to afford a DSi and  some software but are unable to afford a coin.  And there’s…well…I’ll defer  to the Wiki entry for this:   “a marionette of Tingle that will dance in front  of images you’ve taken with the DSi’s camera.”   Good lord. I’d pay 500 Nintendo Points, whatever  the hell they are, to prevent that from happening.  On the bright side, I tricked you into  thinking that there might be a bright side.  The Dekisugi Tingle Pack is the gods’  way of punishing our wicked race,   and it’s one that we probably deserve.  Unfortunately, it doesn’t seem that many   of us learned from this punishment, and we  expect mandatory Augmented Tingle Reality   apps to start coming preinstalled  on our smartphones any day now. #29: The Legend of Zelda: Tri Force Heroes (2015) 3DS  We’re quite early in the list, but we are already  beyond the “bad games” threshold. At this point,   everything we discuss has something to recommend  it, and it’s more a question of which games are   better than others, than which games are worse.  Tri Force Heroes is alright, though it’s far from   memorable. It certainly wasn’t done any favors  by releasing between two of the best Zelda games   in recent memory: A Link Between Worlds and Breath  of the Wild. Even if you enjoyed Tri Force Heroes,   would you honestly rather play it than either  of those? Of course not. Stop telling porkies.  Tri Force Heroes was meant to be similar to  the Four Swords games, which we’ll get to,   but with three Links instead of four. Which you  probably already guessed if you’ve ever seen an   episode of Sesame Street. The central mechanic  of the game allows you stack the Links to reach   higher areas and toss each other over gaps. That’s  also, according to game director Hiromasa Shikata,   why four-player support was removed;three cartoon  elves standing on top of each other is perfectly   reasonable, but four cartoon elves standing  on top of each other? Why, that’s just silly.  The multiplayer was done better in earlier  games, but there is plenty of fun to be   had if you can find a couple of friends. And if  you can’t, the game can be played online. Also,   the outfit system allows players to dress  Link in many different styles, including those   not usually considered masculine. That’s a  big step for the famously stodgy Nintendo, and   it’s nice to see them loosening up a bit. Critics  weren’t won over by it, and fans – assuming there   were any – easily forgot it, but it was…fine. The  best part is that it all gets better from here. #28: My Nintendo Picross: The Legend  of Zelda: Twilight Princess (2016)  3DS [angry rabble sounds] Calm down,   everyone, calm down. Please, calm down.  I know you all expected this to be #1.   I know! But hear me out before you eat me  alive. And then…maybe don’t eat me alive?  In addition to having the snappiest title of  any video game in history, My Nintendo Picross:   The Legend of Zelda: Twilight Princess is more  of a picross game than a Zelda game. And picross   is fun! How could it not be? You’re tapping on  squares! But is picross better than Zelda games?   Not often. In fact, by my count, it’s  only better than six Zelda games.  Additionally, My Nintendo Picross: The Legend of  Zelda: Twilight Princess – a name I will continue   saying in its entirety until every one of us hates  it – is not that great of a picross game. It was   a free download for My Nintendo members…and it  still seems to be, if you feel like recharging   that 3DS in the back of your cupboard. It was released in an effort to encourage   people to play Miitomo. Remember Miitomo? Of  course you don’t. I just reminded you of it   for the first time in years and you’ve  already forgotten it again. Anyway,   completing tasks in Miitomo was the main way to  earn the currency required to download this game.  As a bonus – some might say apology – for playing  Miitomo, it’s fine. As a picross game, there are   only around 100 puzzles in total, most of which  are extremely simple to solve and are only made   difficult by the handheld’s small touchscreen. As  a Zelda game…well, it’s not a Zelda game. It might   be nice for Twilight Princess fans, who get to see  imagery from that game reimagined as pixel art,   but Twilight Princess fans are too busy cracking  their knuckles in anticipation of the angry   comments they will write when they see how low we  ranked that game. So let’s move along, shall we? #27: Tingle’s Balloon Fight DS (2007) DS  As with My Nintendo Picross: The Legend of  Zelda: Twilight Princess – which they really   should have called Twilight Picross, come on  – Tingle’s Balloon Fight DS ranks this highly   because the non-Zelda part of the game is fun.  If you don’t like Balloon Fight, that’s okay;   you’d rank it lower and the world would  keep on turning. We like Balloon Fight,   so here we are, attempting to justify a  game in which a man in a green leotard   is plastered all over a classic NES  release that had nothing to do with him.  I can say, at least, that Tingle isn’t  a totally irrelevant fit for Balloon   Fight. When we met him in Majora’s Mask, he  was already using that inflatable latex to soar   high into the air and disappoint his father. It  was part of the character’s DNA from the start,   both emphasizing his childlike nature and  allowing him to serve as the game’s dedicated   cartographer, mapping areas from above. And now he’s in Balloon Fight! …okay,   look, I didn’t say it wasn’t a stretch. It’s just  not as large of one as it might at first seem.   The game includes both modes from the original  Balloon Fight, but adds four-player support,   which is a legitimately nice bonus. It also adds  a gallery feature with artwork that’s unlocked as   you progress through the game. It is horrifying  and will make you regret that you’d ever heard   the name Tingle. I mean, regret it even more. Less legitimately nice is how rare it is.   It was only released in Japan, which you may  have guessed, but it was also only released   through the Japanese My Nintendo rewards program.  It’s not the easiest game on this list to find,   but it’s also far from the best game  on this list, so, hey, it evens out. #26: Freshly-Picked Tingle’s Rosy Rupeeland (2006) DS  If your first thought upon meeting Tingle  in Majora’s Mask was, “I wish I could help   this man breed,” then Freshly-Picked  Tingle’s Rosy Rupeeland is a must-have.   It begins with our hero lying on the floor  and scratching his arse, which is how all   Zelda games should begin in my opinion, when a  mysterious elderly gem tells him to collect cash,   which will in turn allow him to raise a tower  that will bring him to a world of hot fairy babes.  …and I’ve only this moment understood what  “raising a tower” symbolizes. I have to admit,   Nintendo, I didn’t think you had it in you. …and  that in itself might be another entendre, but I’m   going to stop before I go in any deeper. Damn it. Uncle Rupee – and you should definitely inform   your parents if anyone asks you to call them  that –has a foolproof plan to get Tingle   tinglin’, and everything in the game revolves  around money. It’s your main reward for completing   objectives, it’s the way in which you progress the  story, it’s your health, and it’s…well, currency,   obviously. It’s even the big bad. Superficially,  it’s like a Wario game if Wario were constantly on   the pull. At heart, though, it stays largely true  to its status as a Zelda spinoff, with dungeon   exploration, item collection, and impressive  boss fights making the experience quite fun.  For a time, at least. It’s a colorful and  memorable adventure, but it also overstays   its welcome. Collecting rupees makes sense for  the character, but it can also make the game feel   grindy, as though you’re accomplishing little more  than increasing a number, one digit at a time.  Freshly-Picked Tingle’s Rosy Rupeeland is  sometimes referred to as being “Japan only,”   but it actually released here in Europe just a  year later. It’s possible we’re simply in denial. #25: Link’s Crossbow Training (2007) Wii  How do you get people to buy a piece of plastic?  One option is to package it with a game that ties   into a large, globally popular franchise. Easy,  right? Surprisingly, it wasn’t. Link’s Crossbow   Training is a fairly slight experience, but its  development was nowhere near as straightforward   as it seems. At various points, it was meant  to be either a sequel or side-story to Twilight   Princess, a standalone epic adventure, or  a game about Link traveling to a distant   future inspired by The Terminator. No, really. At one point, Shigeru Miyamoto became concerned   that the prototypes were both overcomplicated  and unengaging, with him imploring the team to   remember that they were making a game and not a  movie. Tensions were so fraught that the project   came close to cancellation, and it was only saved  when Nintendo enlisted fans to play an early,   simplistic build, asking them if it were even  worth the company’s time to continue making it.  That’s a lot of drama for a pack-in game to  be given away with a plastic Wii Remote shell,   but it’s also why Link’s Crossbow  Training is actually…good.   Nintendo easily could have given us a few rounds  of target shooting and called it a day, but what   we got instead is impressively polished and  surprisingly deep, with lots of hidden bonuses,   secrets, and strategies to uncover. There’s a  very Zelda-like sense of discovery behind the   very un-Zelda-like squeezing of a trigger. It’s not great, but it’s better than a Wii   Zapper pack-in had any right to be. The best  part? You don’t even need the Wii Zapper to   play it. You can already point the Wii Remote  at your television; that was the entire point   of the Wii Remote in the first place. You  can’t fool me, Nintendo. Nice game, though. #24: BS Zelda no Densetsu (1995) Satellaview  Fans of the original Legend of Zelda were  met with a treat at the end of the game: the   ability to play through it again, with a “second  quest” that had a more difficult, remixed layout.   Those who entered “ZELDA” as the name of their  save file would also be able to do that, but they   were either cheaters or ended up very confused. BS Zelda no Densetsu was a sort of third quest,   released for the Satellaview. It featured  a 16-bit recreation of The Legend of Zelda   with completely different layouts once more.  The result was, basically, a chance for fans   to experience the adventure all over again,  looking and feeling both fresh and familiar.  And that’s not all! It was released in an  episodic format, with live voiceover. That’s all.  When we say “episodic” today, we mean that  the game is released in parts. In the case   of BS Zelda no Densetsu, it was episodic in the  sense that you had to play it at a fixed time,   just like an interactive television show. If  you weren’t home during that hourlong window,   you missed your chance to progress  and see what happened that week.  “What happened that week” tended to be an  assortment of various buffs and upgrades,   triggered by the Old Man from the original game.  It was an interesting experiment, but there’s   little we can say about it conclusively.  BS Zelda no Densetsu is considered to be   “partially lost media.” A ROM does  exist, but the game is incomplete.  Dedicated archivists have done their best to  recreate the missing content, which is admirable,   because Nintendo certainly doesn’t seem  interested in doing it. From what we can play,   it’s an admirably ambitious  experiment that came too soon   for technology to properly support it. It’s  something Nintendo could provide for us again   right now, easily and inexpensively, on the  Switch. Which means they won’t. Thanks, guys. #23: BS Zelda no Densetsu  Inishie no Sekiban (1997)  Satellaview Like the first BS Zelda no Densetsu, Inishie no   Sekiban was essentially a reworking of an existing  Zelda game, in this case A Link to the Past.   Being as the game was already 16 bits, it didn’t  quite get the same facelift, but it did introduce   enough to feel like a new experience anyway. The game is actually a sequel to A Link to   the Past. Like the previous game, it doesn’t star  Link, but rather the player’s Satellaview avatar,   making these rare instances of being able to  play as a female protagonist in a Zelda game.  Once again, the main selling point is the reason  it’s not likely to ever be rereleased; players   needed to tune into a scheduled broadcast, and  if they missed that opportunity, tough bananas.  Inishie no Sekiban was divided into four episodes,  each of which allowed players to explore more of   the map and access new dungeons. The idea was  for players to complete two dungeons each week   and explore the overworld, which was quite a lot  to ask of players. As such, the game is far less   difficult by design. It was intended to serve as  a comforting form of entertainment rather than a   difficult task, which could be either a benefit or  a drawback depending upon the player, but it was   certainly the right approach for the Satellaview. There was one more Zelda game available through   the service, but it was more or less a direct port  of A Link to the Past. It was not divided into   episodes, nor did it feature the live sound and  events of the other two games. On the bright side,   it was consistently available between 1997  and 2000, so you didn’t have to either catch   every episode or miss out on it  for your entire life. What a bonus! #22: The Legend of Zelda: Skyward Sword (2011) Wii  Poor Skyward Sword. It was demoed at E3 2010,  with Bill Trinen pretending to have problems   with the controls. This was just a setup for  a punchline in which Shigeru Miyamoto himself   would descend to the mortal plane and show him  how to play properly…but then Miyamoto also   had problems with the controls. Eventually  the game released and everybody on the planet   had problems with the controls, too, so  at least we were all in this together.  That was just the start of the game’s problems,  with the story of Link and his fellow Skylanders –   not that one – being completely overshadowed by  the game’s myriad problems. Eventual criticisms   focused on everything from its confused art  design to a companion who insisted on feeding   you solutions before you’d even seen the puzzles. I said “eventual criticisms” because Skyward Sword   was a striking example of recency bias. When it  was released, it was met with nothing but praise,   with perfect and near-perfect scores coming from  just about every outlet, and fans proclaiming it   to be the best in the series. Then, a year  or so later, all anyone ever talked about   was what it did wrong, and they made Nintendo  swear a blood oath never to do it again.  Some Zelda games are poorly received and stay  that way, some start off as well regarded and   only grow in their reputation from there. Skyward  Sword is one of the very few games that occupied   both ends of the critical continuum, and that’s  a reminder of just how consistent Nintendo   usually is with this series. It’s not all that  flattering to describe Skyward Sword as the game   that reminds us of how much better Zelda usually  is, but there is no light without darkness.  That metaphor would have worked so much better   if this were one of the games with a  Dark World, but instead it had to be   the one with a Cloud World. Just one more  way you’ve let us down, Skyward Sword. #21: The Legend of Zelda: Spirit Tracks (2009) DS  Considering the fact that most of  these games are prefaced with the words   “The Legend of Zelda,” you’d expect Zelda  to do something…y’know…legendary. Often,   however, she will only pop up to congratulate  you on your legendary deeds, or be reduced to   a cameo. There are exceptions, such as having  an ass-kicking alter ego in Ocarina of Time,   or dedicating all of her power to sealing evil  away for a full century in Breath of the Wild.   But those are, indeed, the exceptions.  Huh? What’s that? No idea what you’re   talking about. You must have dreamed it. The Wind Waker may lampshade this most   effectively; Zelda does plenty of interesting  things in that game…until she realizes   that she is Zelda, at which point  she stops doing anything at all.  Leave it to Spirit Tracks to give Zelda  one of her most active roles ever,   as she helps Link throughout his adventure  and possesses enemies on the player’s behalf.   Because she’s a ghost now. Did I forget to  mention that? Yes, Zelda is at her most active   after she’s basically dead. If that doesn’t  make my point for me, I don’t know what can.  Spirit Tracks is a direct sequel to the  much-better Phantom Hourglass, but it’s not   without merit. It’s mainly memorable for a train  being Link’s mode of transportation. This allows   far less freedom than literally anything Link has  ridden before, but it gives the game a distinct   personality. Spirit Tracks also uses the same  engine as its predecessor. I’m not sure what it’s   called; possibly the little engine that could. The game builds on Phantom Hourglass without   improving all that much. It tweaks  the controls and the overall design,   but anyone who didn’t enjoy that game  won’t like this one either. In fact,   it’s so similar, it’s downright freight-ening.  God, that doesn’t even work. Who writes this junk? #20: Zelda II: The Adventure of Link (1987) NES  The odd duck of the Zelda series – wait, are there  ducks in the Zelda series? Okay, yes, whew. The   odd duck of the Zelda series, The Adventure of  Link is usually remembered for how few of its   innovations stuck around. In that regard, it can  be considered a failure. Whereas most Zelda games   establish mechanics and concepts that later games  can build upon, Zelda II mainly shaped the series   by showing sequels what not to do. That’s the narrative, at least,   but it’s not the whole story. To be clear, there  are valid reasons that this perspective took hold.   Nintendo itself seems happy to forget that the  game ever happened, scrapping its side-scrolling   dungeons, its dedicated battle screens, its extra  lives, and its clunky experience system. It did,   however, serve as the proving ground for  some things that would pay dividends later,   such as magic spells and sword techniques. Even  transformations, if you consider the fact that   Link could turn into a fairy. It hasn’t been  as influential as other games, but it’s also   not an evolutionary dead end. Wait, is there  evolution in the Zelda series? Umm…you know what,   actually? Let’s all just assume there isn’t. Taken on its own merits, Zelda II is, true to its   name, a darned good adventure. The environments  feel varied and the challenge ramps up at a fair   pace. For an 8-bit game, there are even a large  number of characters to flesh out the world,   though a ropey translation holds them back from  feeling like people. Wait, is there rope in   the Zelda series? …right, not quite what I was  expecting, but okay. God, these games as weird.  Anyway, Zelda II is better than its reputation  suggests, and aside from a painful final dungeon,   it’s not all that difficult. It’s one of  the series’ most significant departures,   but on a list of games that sometimes feel a  bit too similar, that’s not such a bad thing. #19: Irozuki Tingle no Koi no Balloon Trip (2009) DS  Translating to “Ripened Tingle’s Balloon Trip  of Love,” this is the sequel to Freshly-Picked   Tingle’s Rosy Rupeeland. I’m glad there was  never a third game, because I don’t think they   could have come up with another title that was as  brilliantly stuffed with nonsense. In the previous   game, Tingle was the kind of sad, pathetic  loser who did nothing but lie around, wishing   for a date. This time around, he’s the kind of  even-more-sad, even-more-pathetic loser who reads   books. You should be ashamed of yourself, Tingle!  Look at what you’ve let yourself become! Anyway,   back to talking about video games all day. Tingle must be a particular fan of the works   of L. Frank Baum, because he gets sucked into  what resembles (but is legally distinct from)   The Wizard of Oz. From here, the game could  easily slip right back into the gameplay of   Rosy Rupeeland, but it’s an entirely different  genre altogether. This is a point-and-click   adventure game, which suits the storybook  inspiration, the lover-not-a-fighter character   of Tingle, and the adorable visuals quite well. The Wizard of Oz provides more than a coat of   paint, too; Tingle’s companions are based on the  characters of the scarecrow, the cowardly lion,   and the tin woodman…who, because this is a  Tingle game, is instead a sexy alien robot lady.   They each have their own abilities  that come in handy on your quest…which   is once again to help Tingle make out with hot  babes. I didn’t say everything was improved.  So…can it be? A Tingle game that is truly good  on its own merits, rather than simply being a   novelty or a reskin? Actually…yes! Irozuki Tingle  no Koi no Balloon Trip is funny and quirky enough   to actually be worth playing. …which means  that it never left Japan. Sorry, “the West”!   Better luck next time Tingle stars in  a game about his crippling loneliness! #18: The Legend of Zelda: Phantom Hourglass (2007) DS  As popular as the DS was, an overriding memory  for many fans of the system was its reliance on   pointless touchscreen integration. You really  can’t blame them, considering just how many   games added some unnecessary interaction or other  that could have more easily been performed with   a button. We certainly can’t begrudge anyone who  looked at Phantom Hourglass’s touchscreen controls   and thought, “No. Thank you, but no.” Even so,  they’re missing out, because after a few minutes   of adapting to them, Phantom Hourglass turns what  could have been a gimmick into some of the most   graceful controls that the series has had. Okay,  it’s still a gimmick, yes, but you get the point.  The game picks up after The Wind Waker, taking  place in the same continuity and making for   one of the shockingly rare direct sequels in  the series. Visually, it retains all of the   charm and character of that game. Otherwise, it’s  necessarily a step back. You’re still sailing the   ocean blue, but the experience is much shallower,  likely due to the limited hardware. There is also   an irritating amount of treading the same ground,  due to the game’s Temple of the Ocean King, which   must be revisited multiple times. Thankfully, each  visit feels a bit different from the last, but not   quite different enough to fully stave off fatigue. All of which probably sounds negative,   but what the game gets right, it really gets  right. The sense of adventure is intact,   the features of the DS tie interestingly into  the puzzle design, the boss fights are great,   and greedy old Linebeck is among the best  companion characters in a series full of them.   It’s a bit overstuffed and it pales in comparison  to The Wind Waker, but it’s a damned good time. #17: The Legend of Zelda: Four  Swords Anniversary Edition (2011)  DSi We thought for a while about   what to do with Four Swords, the bonus game that  was released with the port of A Link to the Past   for the Game Boy Advance. We don’t count alternate  modes or bonus games as their own entries,   and, in addition, we don’t count ports  separately, so we wouldn’t even be covering   the main game to which it was attached. And yet,  Four Swords – which could have been nothing but   a quick bonus mode – is important to the Zelda  franchise, in the same way that Bowser’s Fury   already feels important to the Mario franchise,  even if it, too, was bundled with a port.  Fortunately for me – well, for everyone, but I’m  selfish – Nintendo rereleased Four Swords on its   own for the DSi as an Anniversary Edition. And  also, you could play with friends wirelessly,   not having to faff about with link cables for  the first time in any Four Swords game. And also,   they added more content. And also, the soundtrack  had been remastered. And also, there was a   single-player mode. Oh, and also, it was free.  Good lord; if Nintendo ever seems stingy today,   it’s only because they used up all of their  generosity on Four Swords Anniversary Edition.  The game involves multiple Links, controlled  ideally by friends, who must work together.   Single-player mode lets you swap between control  of the different Links; this allows you to handle   all of the stuff designed for multiplayer, but it  may take a bit longer. Which is good, because it   gives you time to wonder how you made it this  far in life without making a single friend.  If you want to play it…too bad, baby. It was  a limited time offer. Nintendo did re-release   the game in 2014 – for exactly one month –  before delisting it from the shop forever.   What was that I said about Nintendo’s  generosity earlier? I take it all back. #16: The Legend of Zelda: Twilight Princess (2006) GameCube  In response to the backlash over the art  style of The Wind Waker – one which seems   particularly absurd in retrospect, considering how  gorgeous that game still is – Nintendo seemed to   overcorrect, giving us a smear of brown and  grey called Twilight Princess. In a sense,   they did what the fans wanted: They gave us a  Zelda that looked as realistic as the hardware   could handle. The graphics also aged like a  beached whale, so I hope everyone’s happy.  Rare is the Zelda game that is completely  without merit, though. Twilight Princess   does manage to get a lot of things right, such  as the soundtrack, and the companion character   Midna, who is by a fairly wide margin the  best companion character the series has   ever had. She tips into “overly helpful” a bit  too often, but what companion character doesn’t?   What sets her apart is her personality, which  is well-rounded and impressively realized for   what could have been a hint box. There’s a moody, dour atmosphere   over Twilight Princess, which makes it feel like  an aberration in a series that usually likes to   play with itself. I’m realizing now that I could  have phrased that very differently, but you get   the idea. Twilight Princess is self-serious to  a fault; the realistic stuff feels artificial,   and the fantastical stuff feels out of place, to  the point that very little seems to fit. The fact   that the entire game feels moody also robs the  Twilight Realm of its ability to feel threatening.   If everything is already miserable, what  difference does it make if more misery leaks in?  And yet, it’s still quite good. There are fun boss  fights and interesting new items to play with,   even if they aren’t always as useful as they  should be. Plus, Link turns into a wolf,   bringing the number of things he has in  common with Sonic the Hedgehog to…one.  It’s by no means bad, but it is one of Link’s  lesser adventures. Midna deserved better. #15: Cadence of Hyrule: Crypt of the  NecroDancer featuring The Legend of Zelda   (2019) Switch  As with Hyrule Warriors – the first game,  anyway, which we’ll get to – and Tingle’s   Balloon Fight – which are three words I  will never say again – Cadence of Hyrule   is really an entry in a different series with  a coat of Zelda paint. I went to school with   a Zelda Paint, actually. Her breath was wild. In this case, it’s Crypt of the NecroDancer,   a 2015 indie rhythm-action roguelike, a  combination of adjectives that sounds like a mess   but which played surprisingly well. It garnered  acclaim and was ported to just about everything.   The main gimmick of the game was that everything  you did – movement, attacking, interacting – had   to be done in time to the beat of the music. The learning curve was steep. It was sort   of like trying to play Godzilla in Guitar Hero  while also fighting the actual Godzilla. If you   managed to get the hang of things, though,  the game was deeply satisfying to master.   Ryan Clark – one of the game’s directors – was  interested in including Zelda characters as DLC.   He didn’t think Nintendo would allow it, but  Nintendo responded by asking him to create an   entire game in the Zelda universe. He presumably  stood there in shock for several months before he   was able to utter another word, but eventually  got started on what became Cadence of Hyrule.  Like Crypt of the NecroDancer, the game was well  received, and it now catered to nostalgic fans of   the Zelda franchise. It even had different modes  that allowed it to appeal to a wider audience,   including permadeath for hardcore players, and  a mode that removed the need to act in time to   the music…which sort of defeats the purpose but at  least allows people like me to survive the first   screen. It’s clearly not a proper Zelda game,  but as a danceable, bite-sized love letter to the   series, it’s a lot of fun. Now, Nintendo, when are  we getting Sin and Punishment: Dancing All Night? #14: The Legend of Zelda:  Four Swords Adventures (2004)  GameCube With Mario, Nintendo knew   exactly what a party game should look like:  mindless cartoony chaos. With Zelda, things   weren’t quite so straightforward. This series had  an emphasis on exploration, adventure, and grown   men who dressed like elves. Tossing four players  into a minigame in which they compete to see   who can flick Ganondorf with a towel the greatest  number of times just wouldn’t work. That was fun,   though, even if it’s the last time James is ever  coming to the office in his Halloween costume.  Eventually, Nintendo worked out how to manage  it with Four Swords Adventures. The game gives   each player a color-coded Link of their own and  plops them into a simplified take on the formula,   with both cooperative and competitive elements.  The challenge is low, as one might expect,   but the fans who were lucky enough to play it  have been clamoring for a sequel ever since.  And why would they have been “lucky” to play  it? Well, because it wasn’t a budget-friendly   experience. Someone had to own a GameCube and a  copy of the game, of course, but a full roster   of four players would also need four Game  Boy Advance handhelds and four link cables.   In a way, that’s cute; you need four “links” to  control four Links. In another, more accurate,   way: Some of us need to spend money on food.  As such, it’s one of the lowest-selling games   in the series, and is one of the few that never  managed to crack 1 million sales. It turns out   that it’s tough to sell a game when people need  five consoles in order to play it. What a shock!  A game like Four Swords Adventures would have  been much easier to pull off with just about   every system Nintendo has released since,  and yet we’ve never gotten a proper sequel.   It’s not easy being a Nintendo fan,  sometimes. They really make you work for it. #13: The Legend of Zelda: Oracle of Seasons (2001) Game Boy Color  For the Oracle duology on the Game Boy Color,  Nintendo handed Capcom the keys to the kingdom.   Which is usually meant metaphorically, but Zelda  games do usually take place in an actual kingdom   so…that part is literal. The keys are still  metaphorical, however. Right? I’m… about 70% sure   of that. Anyway, you’d think that getting Nintendo  to hand you one of its best-known and most-beloved   franchises would be difficult, but apparently  it goes rather easily when you’re Capcom.  That developer had proven its worth  with its great titles for the NES,   SNES, and Game Boy, so Nintendo trusted them  to produce a Zelda game of respectable quality.   Actually, Nintendo expected there to be three  games in this sub-series rather than two. And   did you know that Nintendo initially asked them  to make six titles, and wanted each of them to   release within four months of the previous game? Probably so that their staff would have time to   eat and sleep, Capcom ended up negotiating a  trilogy, which was then scaled down to the two   interlinked games we know today. They are based  heavily on Link’s Awakening, even reusing sprites   and sound effects. Oracle of Seasons and Oracle of  Ages – which, as I’m sure you’ve guessed, we will   talk about momentarily – are very similar games,  though fans tend to refer to Oracle of Seasons   as having a stronger emphasis on puzzles, while  Oracle of Ages has a stronger emphasis on combat.  Many of the puzzles in Oracle of Seasons involve  Link cycling the environment through summer,   autumn, winter, and spring. He does this by  getting his rod out and waving it around,   which none of you should try at home. We’re  ranking Seasons slightly lower on the grounds   that its puzzles don’t compare as favorably to  Nintendo’s own as the next game’s combat does,   but the games are about equal in terms of  quality, and it’s worth picking up both. #12: The Legend of Zelda: Oracle of Ages (2001) Game Boy Color  But why is it worth picking up both, I heard  you ask? Even though I couldn’t answer you   until now because I had to introduce the title  of this entry first? Well, because both games   are – ahem – linked. That pun never gets old,  does it? You’ll get a password upon finishing   one of them, and using that password on the other  game will adjust its story to serve as a sequel.   Either game can be played first, you’ll  get some new goodies, and it will also   unlock the true final sequence, but there’s  not much to the linking system beyond that.  Oracle of Ages takes place in the land  of Labrynna. Throughout his adventure,   Link will hop about through time, which is  exactly what caused the divergent realities   that Nintendo assured us happened in Ocarina  of Time…even though they didn’t happen here,   or any other time Link altered history. But  Nintendo had a timeline in mind from the start   and the games carefully adhered to it, I promise. If you’re curious about the sequence of these   games on the timeline – which is totally  something Nintendo had planned all along,   and they definitely didn’t invent a “hero fails”  branch of the timeline just so games that didn’t   otherwise fit could still be included – well,  according to the Legend of Zelda Encyclopedia,   it’s: A Link to the Past, Link’s  Awakening, Oracle of Seasons, and then   Oracle of Ages. Perfectly simple. I’m lying,  of course, because it depends on the language   in which you read the Encyclopedia. According  to the Japanese version, the Link in these two   games is a different incarnation from the Link  in the prior two games. In the English version,   it’s the same incarnation across all four. But don’t worry. Nintendo planned all of this   from the start, I assure you. Even the  stuff that contradicts the other stuff. #11: Hyrule Warriors (2014) Wii U  The Wii U is destined to be remembered as one of  Nintendo’s least important consoles, serving as   a half-step between the far-better-realized Wii  and Switch. Its importance to the Zelda franchise   is significant, though, as it is home to some of  its most experimental content. On the Wii U, the   series was suddenly more willing to take risks. From the Nintendo Land minigame to Link being   added as DLC to Mario Kart 8 to a zone in  Sonic the Hedgehog– so that’s two things   they have in common now – the very concept of  Zelda was opening itself up to new experiences   for the first time in a long time. In retrospect, we know that Breath   of the Wild would find the Zelda team actively  reinventing the core series in a way that would   allow it to endure. These new directions for Link  weren’t just novelties; they were symptoms of a   willingness to take the series to new places  and expand the scope of what was possible.  The most surprising experiment was Hyrule  Warriors, which saw Nintendo collaborating   with Koei Tecmo to create a Zelda-themed  musou game in the style of Dynasty Warriors.   Not only was it a rare shift in genre for  Zelda, but it was an equally rare occurrence   of Nintendo allowing any other developer to  touch the franchise. Previously, Nintendo had   reserved that honor only for video-game royalty,  such as Capcom, or…oh. Still, you get the point.  The game ended up being a surprising success. And  I don’t just mean that fans were surprised; Koei   Tecmo was shocked to learn that during its first  weekend in North America, the game sold twice   as well as it did during its first full week in  Japan. This proved that fans wanted to see Zelda   experiment just as much as the developers did, and  further experimentation would pay off very soon. #10: The Legend of Zelda (1986) NES  The game that kicked off the entire  franchise is impressively high on this list;   that’s a testament to just how brilliantly  Nintendo planned the series from the get-go.   Just as Super Mario Bros. nailed  platformers with its very first attempt,   The Legend of Zelda nailed adventure. It didn’t, of course, come without precedent,   however. The Legend of Zelda took more than  a little inspiration for that adventure from…   well, Adventure, released in 1980 for the Atari  2600. That game also featured a hero wandering   from screen to screen, collecting useful items,  and uncovering secrets. Adventure itself was   inspired by 1976’s Colossal Cave Adventure; it  took the rough experience of that text-based   game and gave it a graphical successor.  Adventure was an impressive step forward,   and The Legend of Zelda was an even  more impressive step forward from there.  Was the first Zelda game perfect? Goodness, no,  but its imperfections tend to be ones that were   unfortunately commonplace for games at the time.  Poor translation, a lack of clear direction,   and items with vague purposes all make the  game feel a bit rough today, but its core   experience – exploration through dangerous areas  with tricky enemies – is excellently realized.  The reason that the original Zelda ranks so highly  when compared to the original entries in other   long-running series is that it’s still unique. In  many series, understandably, sequels build upon   previous ideas and enhance them in ways that can  make the first attempt feel obsolete. With Zelda,   though, none of the later games provided the same  degree of freedom, the same willingness to let you   walk blindly into danger, or the same level of  trust in players. For fans who enjoyed such an   open-ended challenge, such a vast world ganging up  against one tiny little hero, such a willingness   to punish you for not paying attention…there’s  still not another experience quite like it. #9: The Legend of Zelda: The Minish Cap (2004) Game Boy Advance  Capcom proved itself several times over in  regards to the Zelda series. Oracle of Ages,   Oracle of Seasons, and Four Swords were  more than impressive enough for the Big   N to let them develop the lone true  Zelda game on the Game Boy Advance:   The Minish Cap. So impressive was Capcom’s  work that Nintendo essentially gave an entire   handheld to them when it came to the series, and  it was an honor to which Capcom absolutely rose.  The Minish Cap remains one of the most beloved  games in the franchise, feeling both true to the   series overall and impressively unique. It borrows  a lot of visual inspiration from The Wind Waker,   and it takes much of its structure from A Link to  the Past, but it has a personality all its own.  The game focuses on a previously unmentioned  race: the Minish, who are the tiny little   people responsible for hiding all of the goodies  you’ve been finding in other games under bushes   and in pots. Your companion in this game  – Ezlo – is a talking hat who allows you   to shrink down to Minish size. This lets you  scurry through otherwise inaccessible areas,   but also causes enemies who were previously  pushovers to become hulking boss monsters. It’s   one of the series’ most impressive and simplest  gimmicks, as it reframes common obstacles in ways   that force you to completely rethink them. There is also a great, game-long quest in   which you find and match Kinstones with NPCs.  This ends up elevating characters beyond being   simple merchants or flavor-text dispensers. It  makes it worth meeting all of them, helping them,   and getting to know them. This alone makes the  world feel as though it’s populated with actual   individuals, which is something the series has  only achieved better once, in Majora’s Mask. #8: Hyrule Warriors: Age of Calamity (2020) Switch  Age of Calamity really should have been a  calamity in itself. Hyrule Warriors offered   plenty of content just a few years earlier, and it  received two ports, meaning it wasn’t stranded on   the Wii U. A sequel was welcome, but as fans  of Metroid, Pikmin, and Star Fox can attest,   Nintendo doesn’t usually feel obligated to  give us a new game just because they gave us   new hardware. Additionally, Breath of the Wild  didn’t need a prequel. As you played that game,   various characters and flashbacks would pencil in  bits of the past, but most of it was left to you,   your powers of observation, and your imagination. So a Hyrule Warriors sequel that was also   a Breath of the Wild prequel was doubly  unnecessary. And yet it was also great,   providing more on both ends of that  equation than fans could have expected.  To discuss the Breath of the Wild stuff  too much is to rob Age of Calamity of its   surprises. As of this writing it’s still  a very recent game, so I won’t spoil it,   but it has a larger scope than you might expect.  Age of Calamity’s story isn’t limited in appeal   to those who wanted to know about what  already happened. And... I’ll say no more.  The other half of the game is the Hyrule Warriors  half. We’ve already seen how Zelda in general   can translate to a solid musou experience,  but here it fits better, it’s more varied,   and it’s more fully realized. The fact that  these skirmishes largely cover a single,   catastrophic conflict gives weight to each one  of them, and the fact that they are happening in   a world we’ve already seen decimated by them  means that we know what we’re fighting for.  Musou games have their appeal rooted in waves  of disposable enemies, but in Age of Calamity,   those waves are each meaningful, as any one  of them could be what causes the downfall of   an entire social order. It’s still a musou game,  but Age of Calamity is also, convincingly, a Zelda   game, and it’s far better than an unnecessary  sequel to a novelty spinoff had any right to be. #7: The Legend of Zelda: A  Link Between Worlds (2013)  3DS A Link to the Past is so beloved   that Nintendo could have given us a 3D remake of  the game and we would have been happy. Instead,   we got an entirely new game with unique mechanics,  which just happened to occupy the same setting.   The map was both lovingly recreated and expanded  to take advantage of the new hardware and the   new ideas, and the result is one of the most  effortlessly charming games in the series.   It feels both fresh and familiar,  like a playable bout of déjà vu.  The story is that paintings have learned  how to fight. That’s not actually the story,   but that’s what I took away from it and I  have no regrets. The mechanic allows for a   whole new way of exploring largely familiar  areas, granting a fresh perspective that   ties in thematically with the “similar but  different” philosophy of the game itself.  The real innovation of A Link Between Worlds comes  from the fact that you can rent items – nearly   all of them very early – and use them to explore  the world as you see fit. This was a significant   break from Zelda tradition. Instead of needing  to complete a dungeon to obtain an item that   would allow you to access the next dungeon, you  could rent any of them and set out adventuring.   It was an experimental return to openness that  eventually gave way to the even-more-open Breath   of the Wild, and it works exceptionally well here. You rent these items from a peculiar man in a   purple rabbit costume, who introduces himself  as Ravio. As you might guess, his true identity   is a mystery throughout the game, but I’m going  to spoil it for you here: His surname is Lee.   Wockawocka! Oh, come on. It’s hard to be funny  about games that are good. Cut me some slack. #6: The Legend of Zelda: Link’s Awakening (1993) Game Boy  The first proper Zelda game to have  nothing to do with the titular Zelda,   Link’s Awakening not only showed that the series  could survive outside of its familiar trappings,   but that exploring new environments  could help it to thrive.  The game begins with Link setting sail that  day for a three-hour tour. A three-hour tour.   The weather started getting rough and you know the  rest of the song. Our hero washes up on the shores   of Koholint Island and Link comes to realize  that he is trapped in a dream of the Wind Fish.   This explains the game’s bizarre characters  and imagery. What explains them even further   is the fact that director Takashi Tezuka was  inspired by Twin Peaks. If only the Game Boy   had been more powerful, we might have gotten to  see Link honking down on a Sinner’s Sandwich.  The game includes some of the most interesting  dungeon designs from the early series,   such as this one, in which you must work out how  to transport an iron ball around tricky obstacles.   Fans and critics alike loved it, and it’s often  referred to as a game that deserves more love.   Considering the fact that it already gets all  of the love…well, that’s still correct. It   deserves even more love than all of the love. Link’s Awakening got two different remakes,   with the first being a deluxe port on the Game  Boy Color. This version added a new dungeon,   an optional photography side-quest,  and a few other gameplay tweaks. Oh,   and, uh…color. The second remake was a more  complete overhaul with a brand-new art style,   released in 2019 for the Switch. Not bad for what could have been   a thoughtless cash-in for the sake of  having a Zelda game on a handheld system. #5: The Legend of Zelda: The Wind Waker (2002) GameCube  Coming off the back of Ocarina of Time and  Majora’s Mask – among the most significant   one-two punches in the history of video games –  fans had high expectations for The Wind Waker.   And with the GameCube struggling to  gain the traction of previous consoles,   Nintendo had high expectations for it as well.  A SpaceWorld 2000 – not that one – demo led   fans to believe that it would lean into the  darker, more-grounded aspects of those games.   Yes, people used words like “darker” and  “more-grounded” to describe games in which   Peter Pan travels through time. But what  we got instead was something that looked   and felt like a Saturday morning cartoon. Nearly all of the discourse around the game   focused on this seeming bait and switch…which  was, let’s be fair, entirely on the fans.   Nintendo never claimed that The Wind Waker  would be an edgy mope-fest, nor did they   suggest that the tech demo was the next Zelda  game. People connected the dots themselves,   drew the wrong picture, and got upset at Nintendo  for breaking a promise that was never made.  The Wind Waker was great, whether or not you  wish we’d instead gotten a game about a grizzled   Link leading his surrogate daughter across the  wasteland. And whatever you may think about the   visual style itself, the fact is that it’s aged  better than literally any other game in the series   and better than most games overall. It brought us  the single most expressive Link we’ve ever had,   and every character and enemy is brimming  with personality. It also, perhaps better   than any Zelda game before or since, captures a  perfect-coming-of-age tale, with Nintendo even   considering having Link physically mature over  the course of the adventure. We didn’t get that,   but the Link who confronts Ganondorf under the  sea is not at all the Link we met napping on his   birthday, and the thrust of the narrative  – not that one – still works brilliantly.  Of course, it’s not perfect. It’s shorter  than most comparable Zelda games and the   Triforce fragments quest was so dull that it  retained its dullness in a remaster that tried   very hard to undullify it, but  in so many respects – charm,   humor, timelessness – The Wind  Waker gets everything right.  In short, water great game. No,  it’s okay, I know the way out. #4: The Legend of Zelda: A Link to the Past (1991) SNES  There’s a strong argument to be made that A Link  to the Past is the single most influential game   in the entire Zelda series, which is itself one of  the most influential series in all of gaming. It   refined absolutely all of the best aspects of the  first game and introduced a number of the elements   that would define the sequels moving forward. Waypoints on the map? A small set of dungeons   before the quest proper kicks off? Bosses  conveniently living a few rooms away from   the items designed to kill them? All of those  and more were cemented by A Link to the Past,   and it’s a template that continues to serve not  only this series well, but so many other series   that have pulled inspiration from Zelda. It also introduced elements that are less   essential to Zelda’s identity, but which have  endured in various ways over the subsequent games.   The spin attack, angry chickens, themed dungeons,  parallel worlds, bottles being the most valuable   thing on the planet, even Kakariko Village.  Somebody playing it for the first time today   might well say that it feels like a loving  demake of later titles, distilling the massive   Zelda experience down into a dinky little 16-bit  game for the sake of a quirky experiment. But,   in reality, it was the other way around, with  this one game being so effortlessly brilliant   that nearly every installment to follow has  stood on its shoulders without weighing it down   at all. A Link to the Past is a masterpiece that  holds up nearly as well today as it did in 1991.  It even manages to make it clear where to go next  without telling you how to get there or what,   exactly, you’ll need to do along the way.  That’s something that many later games have   struggled with, with the low point coming  from Fi’s, “My analysis suggests that you’re   already sick of me” approach in Skyward Sword. Other games are more technically impressive,   but few of them match the mastery of the  moment-to-moment design of A Link to the   Past. Even if it does happen to catch Link during  his brief pink-haired punk-rock phase. We’ve   all been there, bud, it’s okay. I’m just glad  they didn’t make a game about me during mine. #3: The Legend of Zelda: Ocarina of Time (1998) Nintendo 64  Right, we imagine that a lot of you will be  upset at seeing Ocarina of Time this low. And   it says a lot about how great a game is when a  ranking of #3 is considered low. So let me be   clear about one thing: We debated putting this  at #2. We’d be perfectly happy seeing it at #1.   This high up the list, the rankings are tight,  and small things can make all the difference.   Judged solely on its own merits, Ocarina  of Time is an exceptional game, and it’s   worthy of all of the praise it’s received in the  nearly 25 years since its release. (That’s right,   25 years. If you played this game as a child,  you should start getting your affairs in order.)  Playing it for the first time today, it might be  hard to comprehend just how much of a step forward   it was for the series. Isn’t it basically just the  same template as most Zelda games used afterward,   only with worse graphics and, puzzlingly,  without the theme song? Well, yes, but it   also uses that template almost flawlessly. Today, the physical scale of the game feels   smaller and its novelties feel less novel, but  everything here works so well, from its atmosphere   to its puzzle design to its characters. And while  many Zelda games position you as the lone hope for   a dying world, Ocarina of Time might do the best  job of making you feel as though that’s true. You   get to see exactly what happens in a Link-less  world. It’s like It’s a Wonderful Life, if George   Bailey kept getting stunned in place by redeads. There’s something genuinely sad about leaping   into the future and seeing the world you’re  fighting to save ailing with death and decay,   and Ocarina of Time does a great job  of forcing Link to grow up immediately,   something illustrated, of course, by Link’s  physical growth when he takes the Master Sword.  It was a strengthening of the Zelda foundation  that doubled as an enormous step forward.   You played previous Zelda games for  the sense of challenge and adventure.   You played Ocarina of Time to save the world. And  it’s still only the third-best game in the series. #2: The Legend of Zelda: Majora’s Mask (2000) Nintendo 64  So, yes, we’re giving Majora’s Mask the edge  in our humble contribution to the debate.   I think it’s safe to say that, whichever  of the two Nintendo 64 releases you prefer,   we can all agree that they’re both truly  excellent games. And I should acknowledge here,   clearly and openly, the fact that Majora’s  Mask builds upon Ocarina of Time so much that   this game couldn’t have existed without that  one. Almost everything that this game does,   it owes to its immediate, celebrated predecessor.  But Majora’s Mask stands out for its focus on  a single location, for its incredible sense of   escalating dread, and for the sheer depth with  which it’s willing to explore its characters.   It takes Ocarina’s grand time-travelling adventure  and reimagines it as an eternally repeating   three-day cycle of hell, one that ends with  the deaths of so many characters who are all,   in their own way, attempting to cope  with the premature end of their lives.  It’s a smaller game, allowing the characters  and situation to be explored more deeply.   It relies on familiarity with Ocarina of Time so  that it can more reasonably ask you to perform   similar tasks and fight similar enemies while  now under duress. And it adheres strictly to   a definitive point of termination that arrives  whether or not you’re ready to start the cycle   all over again. It’s a messy and famously  glitchy game that sometimes feels like it’s   falling apart as you play it, which ends up having  an unintentional thematic relevance as well. This   is the end. This is tenuous. At any point, the  screen could go dark, and there’d be nothing left.  And as you fight against fate itself  to save a world that isn’t even yours,   you’ll see panic set in. Depression. Denial.  Fear. Anger. Desperation. You’ll see society   fall apart. You’ll see townspeople flee, though  there’s nowhere that they will be safe. You’ll   see the face of mortality itself not just bearing  down on you from above, but descending, slowly,   minute by minute, wherever you are on the map,  growing larger as it approaches, relentlessly,   not so much threatening the end of the world but  promising it, without even having the courtesy   of making it quick. It’s one of Nintendo’s  smartest, most mature, most experimental, most   thought-provoking, most unnerving, and best games. Anyway, yeah. We think it’s good. #1: The Legend of Zelda: Breath of the Wild (2017)  WiiU Remember nine entries ago,   when we said that the original Zelda still offers  a unique experience for how willing it is to just   toss you into the world and trust you to find  your own path forwards? Well…it’s not that we   lied to you. We’d never lie to you. We love you.  But it wasn’t the entire truth, because Breath   of the Wild went right back to the original in  that regard. For the first time since that game,   the series was willing to let you bumble  yourself to an early grave, dozens of times over,   with little to no guidance. And our battered,  blood-drained corpses could not be happier.  Of course, it’s not quite as directionless as  the first game could be. If you wanted a hint,   you could ask for one. If you didn’t know  where to go, you needed only to look for a   tower or a shrine, which would provide you  with both a destination and a task. If you   found yourself in unforgiving terrain, you could  open your map and find the quickest way home.  But those things are really just evolutions of  the same idea. They don’t bail you out of danger   or solve problems for you; everything is still  on your shoulders. You need to determine what   must be done. It’s just that now, if you’re  truly at a loose end, the game is willing to   nudge you just slightly back on course. Breath of the Wild, basically, trusts players   to find their own fun. It’s not a guided tour  through Hyrule with regular stops to stretch your   legs and perform minigames; it’s a vast canvas  upon which players can paint their own adventure.   And, for the first time in decades, each  player’s adventure would actually look different.  There are plenty of nits to pick, of course. The  enemy variety is slim. Some of the shrines require   precious little brainpower. Traditional dungeons  are missing. But if those things are the price   of a freeform journey on this scale, with so  much to discover, so much to enjoy, and so many   opportunities to get lost in the experience…well,  it’s hard to argue that that wasn’t a good trade.  All of which is to say that as great as  Breath of the Wild is, there’s still room   for a sequel to improve upon it. Here’s  hoping that that’s exactly what happens.
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Channel: TripleJump
Views: 498,364
Rating: undefined out of 5
Keywords: Every Legend of Zelda Game Ranked From WORST To BEST, zelda game ranked, every zelda game ranked, every zelda game ranked worst to best, best zelda games ranked, best zelda games, worst zelda games, triple jump ranked, breath of the wild, majora's mask, ocarina of time, a link to the past, wind waker, link's awakening, a link between worlds, age of calamity, hyrule warriors, the minish cap, the legend of zelda, oracle of ages, oracle of seasons, four swords adventures
Id: 46-3k_jRhLA
Channel Id: undefined
Length: 65min 35sec (3935 seconds)
Published: Fri Feb 04 2022
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