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I'm sure you've heard this phrase before:
"we're going back to our roots".
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Like, a developer makes a game about inching
through a creepy mansion and then, several
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years later, that same series is now about
jumping over a helicopter on a flippin' motorbike.
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Yeah. So, Capcom says "we're going back to
our roots" and Resident Evil returns to claustrophobic
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corridors, hoarding herbs, and ruining your
favourite jeans.
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It's all about identifying what made a series
so great in the first place - and taking a
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good, hard look at a franchise to see if it
still carries the essential DNA of its earliest games.
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The next series to do this is, perhaps, my
favourite of them all: The Legend of Zelda.
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For the next game, Breath of the Wild, Nintendo
will be going back to its roots, by looking
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to the very first Zelda game for inspiration.
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Which, I think, is pretty exciting. Because
despite its simple graphics and general retro
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clunkiness, Zelda 1 remains as one of the
very best entries in this series - and it did
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things that no other Zelda game has done since.
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Designer Shigeru Miyamoto made The Legend
of Zelda to capture his childhood experience
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of exploring the Japanese countryside.
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He's said, "I went hiking and found a lake.
It was quite a surprise for me to stumble
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upon it. When I traveled around the country
without a map, trying to find my way, stumbling
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on amazing things as I went, I realized how
it felt to go on an adventure like this".
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He wanted players to feel that same sense
of adventure when they were exploring the
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fields, forests, lakes, deserts, mountains,
and graveyards of Hyrule.
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So, you definitely don't have a map in this
game - there's just a grey box that shows
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your position in the world. And you aren't
told where to go - the text crawl says that
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you need to track down eight pieces of the
triforce, but how that happens is up to you.
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You're just let loose in a clearing, and told
to get on with it. You don't even start with
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a sword - you've got to enter this cave to
grab that. A way for Miyamoto to tell players
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that this game isn't going to hand them anything
on a silver platter.
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You're given a huge amount of freedom, from
the very beginning. You can technically explore
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the entire world right now, perhaps striding
off west and coming across a lake, or heading
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off east to squeeze through a canyon before
you burst out onto a beach.
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Sure, games like Skyrim let you go anywhere
you like - but in that game you make the choice
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between following a quest or freely exploring
the map. There's no such choice in Zelda 1
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- it's just all curious exploration, never
knowing what you might come across next.
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Maybe a shop. Or a secret. Or the entrance
to one of the game's dungeons, which are these
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tricky underground mazes filled with treasure,
bosses, mysterious messages, and one of the
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eight pieces of the triforce.
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The dungeons are numbered, but there's rarely
anything stopping you visiting them out of
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sequence and accidentally stumbling into one
of the last dungeons in the game. In Zelda
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1, surprises lurk on every screen.
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Part of what makes this game so enchanting
is that it's mysterious and oblique. You're
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given no companion character to provide hints
and assistance, and the few friendly faces
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in Hyrule offer up cryptic riddles that need
to be deciphered.
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But they are intoxicating. I remember this
guy, who said "did you get the sword from
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the top of the waterfall?" and I was like
"No?!" and then found myself following the
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stream up into the mountains with giddy anticipation.
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And this is a game that encourages experimentation,
as much as exploration. Items like the blue
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ring and the piece of paper and the candle
and the magic croissant are just added to
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your inventory without description. and you'll
simply have to figure out what the heck they do.
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Zelda 1 just felt indifferent to the player's
existence. It had whatever the opposite of
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hand-holding is. You know, you're just dropped
into a world and told to explore it. It was,
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to sum it up in a single word, an adventure.
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I'm sure it was mind-bending 30 years go but
I played it for the first time... in 2017
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and it still enraptured me so if you haven't
experienced it yet and you think it sounds
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interesting - please go grab it and turn off
this video because I'm about to spoil the
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crap out of it.
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Years later, Miyamoto said "We were very nervous
since The Legend of Zelda was our first game
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that forced players to think what they should
do next. We were afraid that gamers would
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be bored and stressed by the new concept".
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Luckily, they weren't. The game was successful
and led to a couple sequels.
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But I don't think he had any reason to worry,
because - and this shouldn't come as a surprise
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to anyone who watches my stuff - but it's
because Nintendo knows how to make video games.
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So, yes, Zelda 1 does offer a huge amount
of freedom. You can go anywhere you like,
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and visit - though not necessary finish - the
dungeons in any order you want. But the designers
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use some clever tricks to help guide you through
the game, stop you getting lost, and make
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the world naturally open up, piece by piece.
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For one, the world map just isn't that big.
It's only 16 screens wide and 8 screens high,
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meaning you can learn most of the layout in
a few hours. To make it feel bigger, the map
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is turned into a giant maze with winding pathways,
dead ends, and chokepoints.
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Also, Zelda keeps some of the map away from
you until you're more experienced with the game.
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Not through actual locks - only two screens
and two dungeons are literally impossible
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to reach at the beginning of the game -
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But through, what you might call "soft locks",
which discourage exploration of certain areas.
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One of these, is challenging enemies.
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These centaur dudes, and screens filled with
tricky foes, will quickly kill you if you
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only have a few hearts. And dying in the overworld
sends you right back to the first screen
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so instead of trekking all the way back to
where you just got pummelled into a fine pixelated
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mist, you're more likely to just try going
off in another direction.
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Another soft lock, is information.
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To access this whole area over here, you either
need the ladder from dungeon four, or you
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need to know the correct path through the
lost woods. That's a maze that will keep turning
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you around if you don't know the right order
to take its many exits - and to get the solution
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you need to find this woman, and pay her some
rupees.
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These locks also help you find the dungeons
in a more sensible order. If you're just wandering
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around the main part of Hyrule, you'll only
stumble upon the entrances for the first three
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dungeons. The remaining six are more hidden.
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The fourth dungeon requires the raft. The
fifth is on top of the magic mountain, so
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you'll need another solution. The
sixth is in that western area I just talked
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about. And the seventh, eighth, and ninth
dungeons are just hanging out in Hyrule - but
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hidden away so you'll need special items and
clues to find them.
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Ah yes, the clues. Zelda is, like I said,
a mysterious game, and not one to quickly
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give up its secrets or tell you where to go.
But, if you listen carefully, you'll realise
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that these old men and women do give Link
cryptic hints that actually detail almost
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everything you need know to get through the
game.
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Some tell you about the boss's weakpoints.
Others give you clues about finding more powerful
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gear. Some tell you stuff that doesn't make much sense... though, you have to
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remember that the game's English translation
isn't perfect.
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Zelda fans fevershly argue about the meaning
of this clue, which says "eastmost pennisula
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is the secret", but it wasn't written by the
game's designers. In the original Japanese
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version, that same man tells you that shooting
arrows costs you money.
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Anyway, other characters tell you how to find
the most hidden dungeons.
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In the fourth dungeon, this guy tells you
to "walk into the waterfall" - where you'll
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find the hint you need to find dungeon number
five. In the sixth dungeon, a man says "there
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are secrets where fairies don't live", which
should help you find the entrance to seventh
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dungeon in the only pond without a fairy.
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The clue for the eighth dungeon is more obtuse,
I'll grant you. This guy tells you to look
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out for the tree at the dead-end - which I
guess is referring to the entrance to dungeon
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eight? I mean that's how I took it, and ended
up in the penultimate dungeon in my first
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hour with the game.
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But, maybe this is why I kept seeing that
bogus claim that you need to burn every bush
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and bomb every wall to beat Zelda 1. Nah mate.
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There are hidden rooms behind random bushes
and walls, and they don't have telltale signs
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like big ol' cracks. But that actually makes
them... secrets. So it's a genuine surprise
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when you find them.
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And you really want that stuff. Zelda 1 can
be brutally hard, so any help - whether that's
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rupees or heart containers - is more than
welcome. But it's all optional stuff, so you
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can beat the game without it.
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Of course, there were some genuinely tricky
bits. I won't deny that. Especially in the
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dungeons, which I'lll cover in more detail
in the NES episode of my dungeon design series,
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Boss Keys.
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But, if you got stuck, all hope was not lost
because Nintendo encouraged you to look beyond
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the game for help.
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There's the manual - which you are told to
read in the opening text crawl. Both the main
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text, and the bonus tips that are hidden behind
a protective seal, give you loads of help.
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It describes all the items in the game, reveals
that there's a secret on almost every overworld
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screen, and gives up the locations of the
last three dungeons. Though, the English manual
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is also filled with translation issues, like
this erroneous claim that the warp whistle
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can take you to the ninth dungeon.
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You could also ask a friend. Miyamoto purposefully
designed the game to encourage communication
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between gamers, saying "I wanted them to talk
with other Zelda players and exchange information,
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ask each other questions, find out where to
go next. That's what happened - this communication
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was not a competition but it was a real life
collaboration that helped make the game more popular".
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So The Legend of Zelda is a game that gave
players the freedom to dictate their own journey
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through Hyrule, allowing for surprises and
sequence breaking. And the game felt mysterious,
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with secret passages, weird items, and cryptic
hints.
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But I think the team used clever design to
make a game that felt free, but didn't let
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you get lost. Mysterious, but far from inscrutable.
And completely indifferent to the player - while
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secretly helping them reach their goals.
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But in more recent Zelda games, you no longer
feel free, everything is explained, and that
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guiding hand is no longer secret.
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In more recent entires, the overworld is often
restricted until you've hit certain points
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in the story, dungeons can no longer be completed
out of order, and you're stuck with chatty
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companion characters who tell you what to
do and where to go.
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I mean, these games are all fab in their own
way - well, almost - but none of them share
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Zelda 1's unrestricted sense of adventure.
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And you might think that this is just how
modern games are. And that I'm just being
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a nostalgic old fart.
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But I'm not so sure. Well, I am a nostalgic
old fart. But, games with that sense of freedom,
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mystery, and surprise still exist.
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Indie games like Hyper Light Drifter and The
Witness are enchanting, wordless odysseys,
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which capture those feelings.
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And games like Fez have arguably found even
better compromises between mystery with accessibility
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- like these maps which point you towards
secret areas, but don't completely give the
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game away.
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And everybody's already made this connection
but Dark Souls definitely feels like a modern
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take on Zelda 1 - complete with secret walls,
cryptic hints, and communication between players.
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So the question is not, "can you make a game
like Zelda 1 today".
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The question is, "can Nintendo make a game
like Zelda 1 today".
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They made a bold start with the non-linear
Link Between Worlds on 3DS. But the real test
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will be with Breath of the Wild. Just how
much is Nintendo willing to go back to its roots,
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To give The Legend of Zelda that feeling of freedom, mystery, and surprise?
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We'll see.
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Breath of the Wild will be out in a week or
two - and you can definitely expect a video
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on that game in the near future. Plus, I've
got lots of other stuff in the works too so maybe
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tap the subscribe button, and the bell button,
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video out.
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Oh, and if you're still not sick of Zelda
stuff then look forward to new episodes of
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Boss Keys. To be honest, I'm struggling to muster up the
enthusiasm to replay these DS games
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but I started this ridiculous project
so I shall finish it. Look out for that video
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in March, I guess?