Honestly, if you've spent any time in the Legend of Zelda community, you know the vibes. There is this persistent, low-simmering tension that has existed since 1986. It’s the question of whether our silent protagonist and the titular princess are actually "together." Specifically, fans have been scouring every frame of every game for decades just to see a single instance of link and zelda kissing on screen. It’s almost a rite of passage for new players. You finish the game, you save the world, and you wait for the payoff. But Nintendo is notoriously stingy with the romance. They prefer the "will-they-won't-they" trope stretched out over several incarnations and thousands of years of fictional history.
The reality is complicated.
The Infamous Zelda II Ending
Let’s talk about 1987. Zelda II: The Adventure of Link is often the black sheep of the series because of its side-scrolling difficulty, but for shippers, it’s the holy grail. Why? Because it’s the only time we see a definitive, canonical suggestion of a romantic payoff. After Link wakes the sleeping Princess Zelda, the curtain drops. Literally. A red curtain falls over the characters, and we see their feet overlapping.
It’s the classic 80s "implied" kiss.
Back then, the manual and the lore were a bit more loose. This wasn't the Zelda from the first game, either; it was an ancestor from a much older era. But for the kids playing on their NES, this was the moment. It set a precedent. If they did it once, they’ll do it again, right? Well, not exactly. Nintendo realized early on that keeping the relationship ambiguous allowed players to project themselves onto Link more easily. If Link is dating Zelda, he’s less of an avatar for the player and more of a defined character with a specific girlfriend.
Skyward Sword and the Almost-Moment
If any game came close to breaking the "no kissing" rule in the modern era, it was Skyward Sword. This game is fundamentally a romance. Unlike other titles where Zelda is a distant figure or a ghost, here she is Link's childhood friend. They have chemistry. They have "moments."
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There’s a specific scene where Zelda is about to go into a deep sleep to protect the seal on Demise. She pushes Link back, looks him in the eye, and the music swells. You can feel the collective breath-holding of millions of fans. But no. She just falls into crystallization. Later, at the very end of the game on top of the Goddess Statue, they share a look that says everything, yet nothing is physically confirmed.
Director Hidemaro Fujibayashi has mentioned in interviews that the relationship in Skyward Sword was intentionally designed to be the "origin" of their bond. It’s soulful. It’s deep. But it remains PG. It’s that Japanese concept of ma—the space between things. Sometimes the space between two faces is more powerful than the actual contact. Or at least, that’s what the developers seem to think while we’re all screaming at our TV screens.
The Breath of the Wild and Tears of the Kingdom Shift
Then came the "Wild" era. These games changed everything about how we view the duo. In Breath of the Wild, the story is told through memories. We see Zelda’s frustration with Link, her eventual admiration, and finally, her love. In the Japanese version of the Adventure Log, which is written from Link’s perspective, the language is much more intimate than the English translation. It implies Link wants to see her smile again, not just save her because it’s his job.
By the time we get to Tears of the Kingdom, they are basically living together.
If you go to Hateno Village, Link’s house from the first game is now "Zelda’s House." There’s only one bed. There’s a secret study. Link is her constant companion, and the townspeople treat them as a unit. Do we see link and zelda kissing? No. But the intimacy is baked into the world-building. It’s a domesticity that the series had never touched before. It feels more "adult" in a weirdly quiet way. They aren't teenagers with a crush; they are two trauma survivors rebuilding a kingdom together.
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Why the Animation and Manga Get It "Wrong" (Or Right)
If you’re looking for actual, blatant displays of affection, you have to leave the games. The Legend of Zelda manga by the duo Akira Himekawa often takes liberties. In their adaptation of Ocarina of Time, the emotions are dialed up to eleven. There are hugs. There are tears. There are moments where the physical closeness is far beyond what the N64 hardware ever allowed.
And then there's the 1989 cartoon. "Well, excuse me, Princess!"
In the animated series, Link is a horny teenager who is constantly trying to get a kiss from Zelda. It was a running gag. He would save her, ask for a "smooch," and get denied by a comedic accident or a monster attack. It was cringey. It was very "80s Saturday morning." But it also reflects the Western desire for a clear narrative resolution. We like our heroes to get the girl. Nintendo of Japan, however, prefers the hero to remain a symbol.
The Technical and Cultural Barriers
Why does Nintendo stay so conservative here?
- The Avatar Factor: Shigeru Miyamoto has always said Link is a "link" between the player and the world. If he has a romantic partner, it limits the player's role in the story.
- The Legend Concept: The games are "Legends." They are myths passed down. Myths often focus on the grand struggle—the triforce, the courage, the sacrifice—rather than the mundane details of a relationship.
- Global Appeal: By keeping it ambiguous, the game fits into every culture. A kiss means different things and carries different weights in Tokyo versus New York. A lingering look is universal.
What Fans Actually Want
People aren't just looking for fanservice. The search for link and zelda kissing usually stems from a desire for narrative closure. When you spend 80 hours fighting through the Depths and the Sky, you want to see your characters happy.
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There is a huge community of fan artists and "modders" who have taken matters into their own hands. If you look at sites like Archive of Our Own (AO3), the "ZeLink" tag is one of the most popular in gaming. Fans have written millions of words to fill in the gaps that Nintendo leaves open. They create the "kiss" because the silence from the developers is too loud.
The Reality Check
Is there a secret cutscene? No.
Is there a hidden button combo? Definitely not.
Did it happen off-screen? Almost certainly, especially in the Tears of the Kingdom timeline.
The beauty of the franchise is that it treats the player with enough respect to let them decide. If you think they are just roommates, cool. If you think they are the greatest star-crossed lovers in gaming history, the evidence is there to support you.
If you’re looking to experience the most "romantic" versions of their story, you should prioritize these specific titles and media:
- Skyward Sword HD: Play this for the "Childhood Sweethearts" trope. Pay attention to the scene where Zelda gives Link her sailcloth.
- Breath of the Wild (All Memories): Specifically Memory #15, "Return of Calamity Ganon," where Zelda collapses into Link's arms. It’s the peak of their emotional vulnerability.
- The Legend of Zelda Manga (Akira Himekawa): Buy the legendary editions if you want to see the characters emote like actual humans with heartaches.
- Tears of the Kingdom: Explore the house in Hateno and read Zelda's diary in the well. It provides the strongest "domestic" evidence in the entire series.
Stop worrying about the physical act and start looking at the way Link looks at her when she’s not looking at him. That's where the real story is. The "kiss" is just a formality that Nintendo probably won't ever give us, and honestly, the tension might be better than the payoff anyway.