Zelda Wiki talk:The Darkness That Zelda Deserves

Nicely wirtten. Ciprano119 brings up a good point, and I agree - its what the Zelda series deserves. I think the Zelda series would become much more interesting and epic if it had a darker plot twsit. In most Zelda games, it is true that you simply go around to all the dungeons and defeat the ultimate evil in the end, with a plot to keep the player going, and most of the games are easily predictable in that sense. I, for one, would enjoy a game with a darker plot as suggested by Ciprano119. I believe it would add depth to the series and excite any fan and gamer. It would certainly be a welcome plot twist as compared to the linear style all the games follow. However, Nintendo may not want to tarnish the image of an perfectly heroic Link and a Happily Ever After ending, which is what some people expect a Zelda game to contain. I enjoyed the article and it brings up many interesting thoughts on the issue. Midnafan321 18:53, 7 February 2010 (UTC)

{Typing out letter by letter at a two-second pace} SINGLE FLAW: Not the same hero, different heroes with the same face. Still one of the most interesting things I've seen.
 * Thanks, Mindafan! Of course it's not the same hero, but I think you get what I mean when I say that, based in the article: same attitude, behavior, and presentation in the games. But true, its not the same! =) 03:42, 8 February 2010 (UTC)


 * It's nicely written and it was quite interesting. 03:58, February 8, 2010 (UTC)

Zelda Emblem?
The problem is, the darkest Zelda games are, in my opinion, A Link to the Past (Link's uncle is killed right at the start of the game, the soldiers are turned into monsters that Link has to defeat, the maidens are seemingly killed and other characters die along the way and it only is stopped from being darker than Majora's Mask by the ending) and Majora's Mask. In neither of those games was Link portrayed as anything other than pure, and I think if you start giving Link too much ambivalence it really detracts from the involvement in the story. Impossible choices aren't the only way of introducing darkness into the series.

If people want a dark, adult RPG plot from Nintendo they could always go play some of the Fire Emblem games, and I highly recommend they do. It provides all the darkness the article is suggesting, such as choices over characters living or dying, and even more on top of that to boot, like villains you actually care about. But it's a character driven series and that's why it works. No character represents the player.

That said, when the games try too hard to be another Ocarina of Time they inevitably do play it safe, just like Ocarina of Time did (the only character to die in the game is the Great Deku Tree). People forget just how dark A Link to the Past was in comparison. Just because it has brighter colours and had a younger Link doesn't mean it was a lighter game.

Also, I think this article forgets that Ganondorf is a character too, and it has to be remembered that he has a certain amount of honour as well. The reason he doesn't place Link in more impossible situations (although you can't say he hasn't tried once or twice... he did possess Zelda, remember?) is because he doesn't want to. An evil character with a motive and personality really feels more grown up than any basic choice-based plot development, which is why Ganon in The Wind Waker and Vaati in The Minish Cap remain my favourite incarnations of said villains. Violet 22:19, 8 February 2010 (UTC)


 * All very interesting points, Violet! Oh, believe me, I've played A Link to the Past and am well aware of how dark it is, however, since Majora's Mask is a 3D title, I feel such darkness transfers much better to the player than from that of a 2D screen. I really believe visual experience makes up half of a game's influence, hence I see Majora's Mask as the darker game. And ah, brighter colors really do make quite the difference when discerning darkness, regardless of plot - you'd be surprised! =) And you do have an applicable point about Fire Emblem - since Link is, and always has been, closely tied with the player, the situations I described in the article may never see fruition - the emotional connection is too strong. Lastly, the fact that Ganon doesn't place Link in psychological situations "because he doesn't want to" isn't a valid point, I believe, as we can never truly see into the pure motive behind such video game characters, beyond what we are given, plot and quote-wise. My preposition is based on the idea of a psychological Zelda, in which Ganon would do such because of motive. I do not elaborate much as to the specific motive because it is not relevant to the article - but thus far, the villains have been quite shallow in terms of motive, and a villain out not just for selfish reasons would bring just the change the Zelda series believes. And I'm not saying that Ganon should ditch motive and personality for the sake of plot, he's just adding a psychological element to the mix! Thanks for reading! =)