Monday, September 18, 2017

Dangerous Dungeons

The Legend of Zelda is one of Nintendo's most popular game franchises. And with it comes theories, lore, and questions. My mission at The Sheikah Stone is to find the answers by research, playthroughs, and theories. There have been thousands of questions and theories, but with an 18 game series, there may still be more to discuss, debate, and discover.

Here we are again. Back to explore the depths of the world of Hyrule. Filled with determination (wait...wrong game), we traverse into the cavernous deep of the Zelda dungeons. The difficulty, the puzzles, the assorted baddies and bosses, the cliffs and chasms, whatever comes between us and that glorious heart piece and triumphant fanfare. And also the harmless music, items, and story if we're daring enough, but we might need to Ooccoo back and refill on supplies before this journey is over. So let us begin. 

First, let's put a generic dungeon order. Many games follow this blueprint to a point, but each one embellishes it in a way, except for a few that disregard it completely (Majora's Mask, YET AGAIN, rebels against all Zelda law to every extent). So here it is:

Forest Dungeon, there to help a player get accustomed to lore and controls and grants player the first item in the trio of magical items that end up not doing much for the player. 

Fire Dungeon, there to help players get used to being on their own without the constant guidance of assorted tutorial characters and puzzles and grants player second item in the trio.

Water Dungeon, the first real dungeon. And it grants the player the last part of the trio and usually disappoints the player immensely.


The rest is where it starts changing depending on the game, but usually includes:

Creepy Nightmare Dungeon

Sand/Desert Dungeon

Spirit/Ghost Dungeon

(Or all three in the case of Arbiter's Ground)

Snow Dungeon

Time Dungeon

Castle Finale Dungeon

So that's the generic blueprint of the average roster of dungeons respective to each game. Let's get into detail, shall we? (DISCLAIMER) Of course, as always, there are opinions, and there are facts. (For example, I love the water temple, opinion. The water temple is hard beyond all reasonable belief...and has water. Fact...mostly.) So don't be offended if I do not share the same opinions as you. But I will try to make most of these facts and things I have noticed; fair comparisons, and common knowledge and belief. Thanks :) (END OF DISCLAIMER).

Ocarina of Time

This game, like I've said a dozen times, created the blueprint for the rest of the games. The blueprint above is drawn in this games handwriting if you get my meaning. But this game adds its own spice to the mix. First is the iconic Child-Adult mechanics that are used throughout the game. In the realm of dungeons, we have the Child Dungeons and Adult Dungeons. The first three dungeons are child dungeons. These are kind of the training wheel dungeons to help our little buddy Link get his footing. But don't get me wrong, these dungeons aren't as childish as they would sound at face value. The first one, Inside the Deku Tree, is pretty easy. It's very creative in story and in puzzles, and the fact that you are ridding an all-knowing tree of a Ganon-inserted parasite is slightly terrifying, especially when you find out what it looks like. Then it just get's harder from there. Dodongo Cavern was a step up in difficulty and in creativity. A Goron rock famine (also caused by Ganon) that can only be stopped by traversing a cavern infested with land dragons is a one of a kind story. The Goron's are hilarious, the Dodongos are a challenging enemy, relative to the weapons and skill you have in that part of the game, and the level design is very engaging and fun. Then there is the iconic Jabu Jabu's Belly. Very similar story to the Deku Tree, except switch tree for a fish turtle. The design is incredible and sort of disgusting. The enemies were surprisingly effective, and I had to start over an embarrassing amount of times. The only downside to this level is little Princess Ruto. I know she was a part of the puzzle structure of the dungeon, but my goodness she got on my nerves. And the boss was pretty cool looking, but not as creepy and gross of a parasite as the aforementioned Deku Tree inhibitor. (Of course, I will not go into this amount of detail for all the dungeons in all the games, but I feel the first three dungeons really reflect on the rest of the game, and I will give my personal highlights and insights on the rest of the dungeons) The Water Dungeon is one worth mentioning. It is revered as the hardest dungeon of Zelda history, and rightfully so. It uses a water level system similar to Twilight Princess' Lakebed Temple. It has endless amounts of those water skeeter things that swarm you wherever you go, and remembering the effects of the water level in every room is nearly impossible. But the puzzles are very creative and the difficulty is legendary. Other highlights are the Shadow Temple, which defines the Creepy Nightmare category. Not even horror games have given me more nightmares than that dungeon, and Ganon's Castle has many thought-provoking puzzles and creepy aesthetics. So in conclusion, this game has many dungeons, each with its own charm and personality. The child dungeons aren't very difficult, but they make up for it in fun and story. The adult dungeon counterparts are much more difficult but don't have as much charm and story. The dungeons towards the end of the game make every other dungeon look like a stroll through the park on a Sunday morning. This game not only held its ground for its own dungeons but started the trend for every game after it.

Majora's Mask

I had more to say about last game's dungeons than I thought, so hopefully, this games summary won't be as long. It only has four dungeons, which is the smallest amount in the series. But it doesn't affect the game as much as you would expect. Time is a constant throughout the entire game, so if you are not a pro, and spend hours and hours on single dungeons (like me), then you will find yourself doing the dungeons multiple times, which is the worst thing that can ever be used in a Zelda game. But completing a dungeon is like winning a million rupees. There really isn't a "tutorial" set of dungeons like in most of the games, you're just kind of thrown into it and expected to fend for yourself. The first dungeon is the one I repeated the most. It is not all that hard, but I was not used to thinking about how long I was spending on each puzzle and ended up running out of time about halfway through the dungeon. And the first dungeon is added to all the things you have to do to get out of Clock Town, which takes some of your precious time. The Snowhead Temple is not any easier. You don't have the Clock Town section, but you have a longer and harder dungeon to eat up your time. I had finally got to the last section, with only less than a day to beat it. I had hit the boss two times, and then the day reset and I had to do the whole dungeon over again. Not a happy day. The time really is the hardest part of these dungeons. But the mechanics and puzzles were very cool, and being a Goron felt awesome. The story of the Gorons in this one is not as charming and funny as the last game, but it is much deeper and intriguing. But I am taking too long on each dungeon, so let me summarize. The Great Bay Temple uses water effects like the Water Temple in the previous game, but more of it is underwater with your newly acquired Zora abilities. And the Stone Tower Temple uses the entire dungeon as one big puzzle that changes depending what you do in the individual sections. So all in all, it doesn't have a large number of puzzles, but each one stands out and gets you thinking.

The Wind Waker 

These dungeons all have the Wind Waker charm and childish effects. But as we've seen in our other discussions, the level of difficulty is not as childish as it looks. The dungeons are spread out and located on their respective island. This makes each dungeon create its own persona and character that makes them more memorable and fun. Right off the bat with the crowd favorite Dragon Roost Island, we have the music and characters that stick in your memory and make it the iconic dungeon of the game. The theme is one of the best in the game and is used in reprises in a later game. It's a pretty straightforward lava dungeon. We have that "sentient giant creature/foliage gets a parasitic nightmare that Link has to go exterminate by going into the depth of the creature/creature's lair" story used in various games before and after. So not the most creative start, but it's still one of my favorite dungeons. As I said, I need to start being brief (which I am not good at) so I will go to the highlight reel. The Earth and Wind Temple's are super fun with the Command mechanic that opens a new world of puzzles. But having to play that song 8,000 times taints the fun a little bit. Forest Haven really expands the world of the cell-shaded graphics and looks absolutely stunning. The colors of the plants and the floating plant bits all over the dungeons look amazing. And the Koroks are a great addition to the Zelda world and are used again in a further game. So these dungeons stand out from the rest in the Wind Waker way.

Twilight Princess

This game has some of the coolest dungeons in the series. The way it puts its own twists in the Zelda Blueprint is something that makes them stick out in my mind. The first three dungeons are a little bland. They themselves are awesome dungeons with cool effects and stories, but it didn't broaden the horizon much for the Zelda world. It felt very similar to OOT and didn't take that many risks. But after you get the shadow things (SPOILER ALERT: They do nothing), and embark on a quest to fix a broken bathroom accessory that opens a portal to a dimension that looks like it should remain closed. This is where you get into the meat of the game. When I think of Twilight Princess dungeons, these are the ones that usually come to mind. My favorite including City in the Sky, Arbiter's Grounds, and Snow Peak Ruins. The music (which we have already discussed) makes these dungeons come alive. Many things took me by surprise, which is a rare emotion for the Zelda series. The bosses were cool, (but we'll talk more in-depth about those later), and the story was intriguing and full of quirky characters and slightly depressing backstories. Like the previous Zelda games, the graphics and mechanics haven't aged perfectly, but stories and characters never get old. And this game makes me smile no matter how many times I've played it.

Skywark Sword

As you guys know, this game is not my favorite. It has its flaws, but it has its good moments, too. These dungeons, with the new, spruced up graphics, are full of color and character. The style choice was a bold move, one I thought paid off in full. It has a roster of characters and places that made their debut in this game. It followed the Blueprint for the first few dungeons, but then tossed it aside for a more creative approach. With the sky-located hub world, the dungeons were part of an entire world of their own and felt much bigger and fuller. I was not a fan of how you needed to repeat certain dungeons multiple times. Not like Majora's Mask where it was part of the completion of that dungeon, but that these dungeons were repeated almost as filler for the game. They were different, but I would have much preferred a whole new dungeon and area for these parts of the game. But there were several dungeons that were very enjoyable and creative that stuck out in my mind like the Sand Ship and Ancient Cistern. Their style and mechanics were one-of-a-kind and unheard of till then. So this game had some rough patches, but it brought things to light that hadn't been tried before, and that is something much needed in this series, and made this game that much better.

So there you have it. This series is held up by the pillars of dungeons, and each game had something new and creative to add and contribute. If you have anything you want to discuss or share about the Zelda dungeons, don't be afraid comment what you think. Happy Adventuring! :)


~Stalfos








Wednesday, February 8, 2017

Weapons and Combat

The Legend of Zelda is one of Nintendo's most popular game franchises. And with it comes theories, lore, and questions. My mission at The Sheikah Stone is to find the answers by research, playthroughs, and theories. There have been thousands of questions and theories, but with an 18 game series, there may still be more to discuss, debate, and discover.


When things get dangerous in the Zelda world, what do we players turn to for help? When Hyrule's biggest baddies are out to get us, what is the one thing that will save us from an immediate and painful game over? Yes, that's right, our trusty weapons. These Bokoblin Beaters and Stalfos Slayers come in many different forms, and we'll be looking at all of them. How did they do in solving their respective puzzles? But I believe more importantly, how did they do outside the comfort of their dungeons? These are the questions we will be answering today. 

Ocarina of Time

As I have said before, this game is the pioneer of the modern Zelda franchise. And this is still very true when it comes to its weapons and combat. We are given many variations on the items, but we will only look at a choice few. And only ones that are used frequently in combat. In this game, that includes: 

Master Sword, Biggoron Sword
Fairy Bow (Light, Fire, Ice)
Fairy Slingshot
Boomerang
Megaton Hammer
Bombs, Bombchus
Deku Nuts

This is our combat roster that we will use to challenge the other games.  So what do they bring to the table? First, we have our trusty Master Sword as usual. This is pretty basic but is an upgrade from the Kokiri Sword. Its combat is pretty basic but effective enough. The Biggoron Sword is a much more damaging choice. It is huge, scary looking, and makes Link look like a boss, which is always extra points. It's very similar to the Giant's Knife, but it doesn't break, which is a nice feature. Nothing stops combat quicker than having your sword snap in half. But this sword is a little slow, and isn't as agile as the Master Sword, and needs both hands to be used, which means it cannot be paired with a shield. The fairy bow is simple enough. You point it, then you shoot it. But it is equipped with Light, Fire and Ice arrows, which upgrades it tremendously. The Fire arrows add some extra damage and can set things on fire. The Ice arrows can temporarily freeze enemies, and the Light arrows have Ganon-killing capabilities, which is kind of a big deal. They are all very good for long range attacks and can kill enemies without being in much danger of retaliation. The fairy slingshot is kind of the clearance toy store version of the bow. It serves Young Link fine but is never used again. So it's not a very strong competitor. The boomerang is good to stun or distract enemies while you get ready for a more effective attack. So not great as a stand-alone weapon, but can be used with others to make a solid maneuver. The Megaton Hammer is similar to the Biggoron Sword. It is a little slow but deals a decent toll of damage. Bombs are pretty much like they sound. You place them in a strategic place, run for your life, and watch the enemies explode or run around like crazy. So pretty good if there are a lot of enemies in close quarters, but not good to pull out and use in close combat or on short notice. And if used unwisely, it can even hurt or kill you. Bombchu's are little bomb rodents that run into the danger for you, which can be a lot safer seeing you don't have to place the explosive yourself. And Deku Nuts can stun the enemy and make it a much easier target. A lot of these items are really only used to solve puzzles a few times, and really only shine inside their respective dungeon. But the bow and arrows, the hammer, and the bombs have some very good puzzles tied to them which makes them all that more valuable. 

Majora's Mask

This shares some ties to the previous game but definitely brings its own jewels to the table. Here's what it has for us:

Razor Sword, Gilded Sword, Great Fairy Sword
Bombs, Bombchus
Deku Nuts
Hero's Bow (Light, Fire, Ice)

The Razor Sword gives twice as much damage but needs to be sharpened after every 100 uses. It has a double blade and spikes on the handle, which makes it look awesome and increases the range. So it is a little inconvenient, and costly at 100 rupees, but does well enough in combat. The Gilded Sword is an upgrade to the Razor Sword. It has even more range and deals three times more damage than the Kokiri Sword. You have to find ingredients to make it, but it doesn't cost any more for Gabora to make it. This, like the Razor Sword, looks pretty cool. The Great Fairy Sword isn't a direct upgrade to the Kokiri Sword like the others but is an upgrade in combat. You have to find the 15 fairies of the Stone Tower to acquire it. Its function is a little weird because it is a C-button Item instead of a B-Button Equipment. So that takes some getting used to. It is also a double-handed sword, which means more power and range, but no shield to defend you during your attack. But it deals four times more damage than the Kokiri Sword, which means it's the most powerful sword in the game. But it's not as convenient or agile as some of the previous swords mentioned. The Bombs, Bombchus, and Deku Nuts are pretty much the same as the last game. The Hero Bow is like the Fairy Bow, in the sense that you have the three arrows and horseback capabilities, but it isn't used as much as the Fairy Bow was. The name is an improvement, and you feel less like a kid, even though you still kind of are in this game, but I wish there was a little more change and variety in these items. The Masks are used in combat but aren't technically weapons, so they are not included in this list.

The Wind Waker

The Wind Waker has some really fun items that you can use, and each one can be used to make a different approach to combat. And here they are:

Master Sword
Bombs
Hero's Bow (Light, Fire, Ice)
Boomerang
Skull Hammer

The Master Sword is just your average sword but has some good combat moves and maneuvers. The Bombs are also similar to the others, though this time, enemies will run away if you pull one out, meaning the surprise factor of the explosions is immediately ruined. But the explosion animation is pretty cool and adds to the feel of the game. The Hero's Bow has some new gadgets to discuss. We have the same roster of arrows, but this time, the Fire and Ice arrows are combined into one item that can be interchanged at a moments notice. This takes away the hassle of switching between the two. The Light Arrow is not included in this combo but is used less, so it's not that inconvenient. The Boomerang also got an upgrade. You can now target up to five enemies, objects, or squiggly plant monster arms at once. This makes it much easier to use, and Link doesn't have to wait for it to return as much. The Skull Hammer is related to the Megaton Hammer but is widely more fun to use. Seeing the large size difference between Link and the Hammer compared to their counterparts in Ocarina of Time, the animation of Link swinging the Hammer over is head and squashing, stunning, launching, or breaking the face of any enemy nearby is much more fun to do and watch.

Twilight Princess

Twilight Princess is packed full of deadly, creative, and fun weapons to choose from. The combat has no comparison, and there are items in it that aren't found in any other game, which is a rare quality in a Zelda game. So here you go:

Ball and Chain
Master Sword
Bombs, Bomblings, Water Bombs
Gale Boomerang
Hero's Bow (Hawkeye, Bombs)
Slingshot

There are many unfamiliar faces here, but each adds its own punch to the combat of this game. The Ball and Chain are AWESOME (if you don't mind my enthusiasm). It has no item to compare to, though it is similar to the Hammers in the sense that is it large, not that agile, and deals a large amount of damage. This one can knock down ice enemies, boulders, and any unfortunate enemy who gets in your way once Link gets some swing and momentum behind this thing. The Master Sword comes with a huge range of combat moves that you can learn from the Hero's Shade. Each one feels great and isn't confusing or inconvenient. Each one can be done at a moments notice and adds dozens of different ways you can decimate a Bulblin. The Bombs are pretty much par with the others, except for a few features we'll talk about lower down. Bomblings are basically Bombchus, but personally, I found myself rarely using them or even buying them at all. They didn't add all that much to the combat, but if invested in, they could be useful to a certain extent. Water Bombs are really only used a few times in combat and puzzles, but they are useful to find hidden treasures and rupees. The Boomerang got upgraded to the Gale Boomerang, which adds a mini tornado below it which gives it magical wind powers. It can carry bombs over to groups of enemies and make a little air raid of death over small groups of Bulblins. It can also confuse enemies and temporarily stop their attacks and gives you a good opportunity to hit them. The Hero's Bow feels much more smooth and easy to use than the previous titles. It can be paired with the Hawkeye to give it scope and zooming capabilities which are very useful. Then you can add it to a bomb to make BOMB ARROWS! (again, pardon my enthusiasm). These make the capabilities of both Bombs and Arrows skyrocket and makes shooting at Bulblins much more satisfying. Then we have...the slingshot. This item is constantly in the shadow of the other items and is basically discarded once the Bow is acquired. I wish I could tell you differently this game, but it's the same old story. I find myself surprised to see that the item is still in my little item wheel, and Link didn't throw that thing away a long time ago. But before the Goron Mines, it can be useful for hitting small enemies and annoying larger ones (because that's really all it does, no matter how many times you hit it). So again, the Slingshot is pushed to the back of the race.

Skyward Sword

The process of direct upgrades has been (finally) integrated into the Zelda series. So these items in the last stretch of the race will be the final upgrade of said item. This game also brings some unfamiliar items to the table, many of which are well appreciated and welcomed aboard. So here we have it:

Tough Beetle
Bomb
Sacred Bow
True Master Sword
Scattershot

The Beetle is a very interesting item. It is a stunning and even damaging flying combat item, which sounds pretty awesome in of itself. It can drop bombs, lead air attacks, and can hit enemies just by itself. So, though not the most damaging item, it can be very useful for long-range bombings and attacks. These bombs can be rolled, thrown, and just simply dropped using the (groan) Wii Motion Plus. They can also be collected from flowers, which is a very convenient quality that should be and have been incorporated more. The Sacred Bow has aiming much like Twilight Princess, but with none of the smooth targeting and movement. Again, we are using the remote, which never felt natural. Though the bow, in its upgraded state, is very strong and has good range, the incorporation with the Nunchuck felt cool, the aiming is very shaky and throws off the accuracy we enjoyed in the last game. Next is the Master Sword. This is something that is almost required in a Zelda game, (Majora's Mask is yet again the rebel) and we've heard the monologue so many times we can recite it by heart. Sword of Evil's Bane...blah blah blah...passed down to the hero of the goddess...I didn't want a history lesson, I want the super awesome sword, now hand it over so I can kick some butt. But in this game, this over-sung song just got a new verse. The Master Sword (Sponsored by WiiMotion Plus) is periodically upgraded once you complete the tasks given to you by the all-powerful goddess. If fully upgraded, and you play in Hero Mode, it can give you automatic Skyward Strike, which is a relief, because honestly, that thing was a pain to do. And it also gives the sword some colored stripes, which is cool...I guess. But it's a nice change to have it buffed and polished up for our new installment. And now we come to the Slingshot, now, with an upgrade, the Scattershot. This was like giving the Slingshot the Nobel Prize and a popular Vine channel when it comes to making it well known and successful. I found myself using it much more than in the other games, even after I got the bow, and even up until the end of the game. It felt very satisfying to stun, knockback, and scatter a large amount of Bokoblins. The aiming was the same as the bow, but accuracy was almost never that big of a deal when you have that many seeds. So I saw a huge and much-needed upgrade for our little buddy the Slingshot, the Rocky Balboa of item comeback stories. So Skyward Sword has definitely polished the weapon collection that has been getting dusty over the years. We have new weapons that add some new awe and excitement. And the old, rusty veterans got all spruced up and shiny for our battling enjoyment. But the WiiMotion Plus and the spotty controls really took the shine off the shoes. The weapons were cool and upgraded, but when you're swinging your sword around like a toddler, praying that you hit something, there's not a lot of room to feel like to Hero of Hyrule. If not for that, this game would give all the others a run for their rupees.

So, probably no surprise to anyone, Twilight Princess takes the cake. The combat makes you actually feel like the hero of Hyrule, not a kid who just found out how to hold a sword (sorry Young Link). The weapons are epic and bring the most pain and suffering to all Bulblins, which is a main deciding factor in this competition. But all these games won in the sense that they brought something new to the game. Took the blueprint of the last game and decided to change it up a bit. And with that, we got five games with a whole different item and combat roster. On the surface, they look like the same old story, but really they are all different and better in their own way. The same thing can be said about the Zelda series as a whole, which makes it that much better. So don't take those items for granted. Instead of just pulling out your go-to Master Sword at every occasion, try a new strategy, see how it goes. And as always, comment what you think about the topic. What do you think is the best game for weapons and combat? What's your favorite weapon? Let me know, and Happy Adventuring! :)


~Stalfos
     

    

Monday, February 6, 2017

Tri-Force Tunes

The Legend of Zelda is one of Nintendo's most popular game franchises. And with it comes theories, lore, and questions. My mission at The Sheikah Stone is to find the answers by research, playthroughs, and theories. There have been thousands of questions and theories, but with an 18 game series, there may still be more to discuss, debate, and discover.


There is, in all Zelda games up to date, an underlying subject just begging to be discussed. Though there are many things I could talk about today, this one stood out above the others. Though many times in the actual gameplay of any installment in the series, this subject can go unnoticed or disregarded. It has changed astronomically since the series birth, but there are themes and pieces that stay the same. And this whole world of Zelda that works behind the scenes and in the background can be opened to you if you just pause and listen. If you haven't guessed the subject of today's discussion by now and from the glaring hint in the title, we are going to be talking about the music of Zelda.

The story of Zelda is primarily told by the images on the screen, but if we delve in the aforementioned world of the Zelda soundtrack, we can find that the music plays a large part in the narrative as well. In the earlier games, we were treated to a very simple, techno buzzing soundtrack that was neither pleasing to the story or the ears. It's nice to go back and listen to the retro music, but I do it solely for the purpose of seeing how far the Zelda soundtrack has come from then. Things like orchestra and computers make the music much more of a storytelling device and an enjoyable experience. But, as usual, I will only be talking about the newest games, from Ocarina of Time forward. So how did the music change between games? How did it add or take away from the overall experience? Why did they keep some of the themes throughout all of the games? This is exactly what we will be discussing.

Ocarina of Time

This game was one of the pioneers of not only the music of the games but the brand of the Zelda series. It took the Zelda themes from an 8-bit melody to an epic soundtrack. It starts by giving us a beautiful piano melody at the title screen, and the iconic Great Fairy Fountain theme at the player screen. Both of these are simple enough but set the stage very well for the rest of the game. We are given an assortment of Ocarina songs, which are fun to play but can get extremely repetitive after playing them a thousand times by the end of the game. This problem is not easily solved and was probably the only way they could incorporate the Ocarina at all, but I feel repeating it after you play it lost its magic almost immediately. But in the end, the soundtrack successfully enhanced both the emotional and the epic moments of the game. It rarely hindered the gameplay and paved the road for the Zelda games that followed.

Majora's Mask

As the seasoned readers of The Sheikah Stone already know, I am a BIG fan of this game. The emotion captured in this game if without comparison, and the characters are more realistic than in most games. Not in graphics, but in the way you feel their fears and desires, and the connection you make with the people around you in the game. This deep emotion is beautifully expressed through the music. It speaks of trapped souls wanting to find peace, a dark force and its lust for power, the fear, and unrest of the people. My favorite song in the game and one of my favorite songs in the series is the Song of Healing. This song perfectly captures the feeling of the game. It feels like a sad song, but not a depressing one. And has an underlying ray of hope throughout. It plays when you heal a soul of its misery and return it to a state of peace. When you take away its worries and make a mask representing its freed spirit. I've talked a lot about this one song, but it, in my opinion, is the highlight of the music. No other soundtrack quite captures the emotion and sad but hopeful feeling like that found in Majora's Mask.

The Wind Waker

This game is a complete opposite to the one before it, and it shows clear through the music. Though it is different from its predecessors, I wouldn't say that makes it inferior. All the songs are playful and catchy and helped the story play out with its innocence, but also it's adventurous nature. Though many of the songs repeat multiple times, they never seem to get old. This can't be said for the actual songs created by the Wind Waker. In Ocarina of Time, the repetition of the songs was necessary to keep the integrity of the music as we brutally mangled them as we tried to rush through them as fast as possible. In Wind Waker, this repetition is not necessary, because it is physically impossible to rush the songs. So after playing the Command Melody 8,000 times, all love for that song is burned to stubble, not that it's that thrilling of a song, to begin with. But, this same thing can't be said about some of the other repeated songs that aren't played on the Wind Waker. The biggest example is the song "The Great Sea". It repeats many times throughout the game as you spent somewhat grueling hours on the vast ocean. But never, in my personal playthroughs, did it ever get overly annoying. The adventure and exploration of the song never seemed to get old, and I still smile every time I hear it now. This can be said about many songs in this game. Many of the islands have their own songs, which adds to the want of exploration, and the personality of the people and islands that you find. All in all, though sometimes annoying, this soundtrack is fun and exciting. It adds to the feel of the game, and only hinders the game during choice moments. I still love it every time I listen to it.

The Twilight Princess

So if OOT was the trendsetter, Majora the emotion, Wind Waker the adventure, then Twilight Princess is the EPIC!. Because, my goodness, does this music make you feel like a boss. The more orchestrated soundtrack gives you a wider range of awesome, and it pairs perfectly with the epic nature of the game. The new Hyrule Field theme is probably the coolest thing ever and is my favorite song in the Zelda series so far. But besides just covering the epic category, it also covers the other ranges of musical genre. With Midna's Lament covering the emotional side, the adventurous is covered by The Hidden Village Theme, and Ooccoo theme covers the...weird side. But every track is beautifully crafted and is literally and figuratively "music to my ears". The temples and dungeons each have a unique theme that feels totally different from each other but perfectly represents the level. This soundtrack is probably my favorite out of the five, and none of it is really that repetitive. One of the only negative things I can think of is the theme that plays when you're near a monster or foe. This theme can sometimes interrupt another theme, which kind of throws off the moment. But this only hurts the game in a few instances and is vastly made up for by the other tracks.

Skyward Sword

Okay, so this soundtrack is a little lacking. Some of the songs are actually really good, and the better orchestration improves it a lot. But the soundtrack as a whole seems not all that memorable. In Wind Waker, the song that plays during the sailing portion is long enough not to feel repetitive, but short enough to feel familiar. Unfortunately, these qualities are not found in some of the repeated songs like the one that plays in Skyloft or in the flying portions. The songs themselves are okay, but listening to them a few times, they really lose most of their umph. So there's the negative stuff, but there is a lot of things it did well. The tracks for some of the areas and dungeons were actually really good. Tracks like Fi's Lament and the Lanaryu Sand Sea are great additions to the game and make the areas or characters they represent a hundred times better. So, though it's not the best of the series, it's a far cry from being a bad soundtrack. And those track highlights are some of my favorite of the series.

So there you have it, my opinion on the music of the Zelda series. Even though they all have their own varying degree of faults, they are all play a major role in the game. I have many good memories attached to some of those songs. So next time you're traversing a cavern or sailing along the great seas or expansive deserts, take a moment, just a little bit of time out of your adventure, to listen and appreciate the music that sometimes fades behind other parts of the game. And I promise that it will make the game that much better. As always, comment below your own thoughts and opinions about the Zelda soundtracks. Happy Adventuring! :)


~Stalfos