Why All the Legend of Zelda Games Still Matter After 40 Years

Why All the Legend of Zelda Games Still Matter After 40 Years

Honestly, trying to talk about all the Legend of Zelda games is like trying to map out a giant, shifting labyrinth while wearing a blindfold. It’s messy. You have three different timelines, a guy named Link who isn’t always the same Link, and a golden triangle that everyone keeps fighting over. Since 1986, Nintendo hasn't just been making sequels; they've been redefining what it means to actually "go on an adventure."

Most people think they know Zelda. You save the princess, you hit Ganon with a light arrow, and you listen to that iconic chest-opening theme. But when you look at the sheer breadth of the library—from the pixelated top-down originals to the physics-defying madness of the modern era—you realize that "Zelda" isn't a genre. It's a philosophy of play.

The 8-Bit Foundation and the "Open World" Myth

Back in '86, Shigeru Miyamoto wanted to recreate the feeling of exploring the woods behind his childhood home in Kyoto. He did it. The Legend of Zelda on the NES was basically a "here’s a sword, now get lost" simulator. There was no hand-holding. If you burned the wrong bush, you found a secret. If you walked into the wrong cave, you died. Simple as that.

People argue that Breath of the Wild was the first open-world Zelda, but that’s technically wrong. The original game let you wander into level 8 before you even touched level 1. It was chaotic. Then came Zelda II: The Adventure of Link, which everyone loves to hate because it’s a side-scrolling RPG with brutal difficulty. It’s the black sheep. It’s weird. But it introduced the magic meter and towns, things we take for granted now.

A Link to the Past on the SNES is where the series actually found its soul. It perfected the "two-world" mechanic. You had the Light World and the Dark World, and flipping between them felt like magic. It’s arguably the most "perfect" game in the franchise because it doesn’t waste a single second of your time. Every screen has a purpose.

The 3D Jump That Changed Everything

Then came 1998. Ocarina of Time. If you weren't there, it’s hard to explain how seismic this was. It basically taught the entire industry how to use a camera in 3D space. The Z-targeting system? Zelda did that first. Riding a horse across Hyrule Field felt like an actual epic poem come to life.

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But then Nintendo got weird. Thank god they did.

Instead of making Ocarina 2, they gave us Majora’s Mask. It used the same assets but turned them into a nightmare-fuel fever dream about grief and a falling moon. You have three days to save the world. Everyone is crying. You wear masks to turn into different species. It’s dark, uncomfortable, and arguably the most artistic thing Nintendo has ever published.

The Stylistic Wars

The early 2000s were a rollercoaster for fans. When The Wind Waker was first shown, people lost their minds because Link looked like a cartoon. "Cel-shaded" was a dirty word back then. Fast forward twenty years, and it's one of the most beautiful entries in the series because it hasn't aged a day. Sailing the Great Sea felt lonely and massive.

Compare that to Twilight Princess, which was Nintendo’s apology to the fans who wanted "gritty" Zelda. It gave us a wolf, a mid-air battle, and a much darker aesthetic. It’s great, but it lacks the whimsical heart of its predecessor.

Handhelds Weren't Just Side Quests

We need to talk about the Game Boy and DS titles because they’re often treated as "lesser" than the console hits. That’s a mistake. Link’s Awakening started as an unsanctioned side project by developers messing around with Game Boy dev kits after hours. It’s why the game features Kirbys and Goombas—it wasn't supposed to be a "real" Zelda game. Yet, it ended up being one of the most emotionally resonant stories in the series.

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Then you have the Capcom-developed games. Yeah, Capcom made Zelda games. The Minish Cap is a masterpiece of sprite art where you shrink down to the size of an ant. The Oracle of Ages and Oracle of Seasons games were designed to link together like Pokémon versions. They’re incredibly dense puzzle games that push the hardware to its absolute limit.

Breaking the Formula: The Modern Masterpieces

For about a decade, Zelda got a bit predictable. You’d find a compass, find a map, find a hookshot, beat the boss. Rinse and repeat. Skyward Sword was the peak of this "linear" Zelda, and while its story is the chronological beginning of everything, the motion controls and tight corridors frustrated people.

So Nintendo broke it.

Breath of the Wild and Tears of the Kingdom threw the manual in the trash. They went back to that 1986 "get lost" feeling but added a chemistry engine. If you drop an apple in the snow, it freezes. If you strike a metal sword with lightning, you die (but so does the enemy).

Tears of the Kingdom took it even further by basically turning Link into an engineer. You aren't just solving puzzles; you're building tanks and flying machines. It’s a level of player agency that most developers are terrified to attempt. It’s not just about the destination; it’s about how many rockets you can strap to a wooden board to get there.

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The Misunderstood Spin-offs

Not everything is a "main" game. You’ve got Hyrule Warriors, which is basically a 1-vs-1000 power trip. You’ve got Cadence of Hyrule, a rhythm game. And then there are the ones we don't talk about—the CD-i games. They’re terrible. They’re memes. But they’re part of the history. They show that even a giant like Nintendo can stumble when they let other people hold the keys to the kingdom.

Why Chronology is a Mess (and Why It Doesn't Matter)

Nintendo eventually released an official timeline in the Hyrule Historia book, splitting the series into three branches based on whether Link wins or loses in Ocarina of Time.

  1. The Fallen Hero Timeline: Where Ganon wins (leads to the original NES games).
  2. The Child Timeline: Where Link goes back to his youth (Majora's Mask, Twilight Princess).
  3. The Adult Timeline: Where Link is gone and the world gets flooded (Wind Waker).

Honestly? Don't worry about it too much. Each game is designed to be a "legend." Legends change with every telling. Details get warped. Names stay the same, but the faces change. That's the beauty of it. You don't need a PhD in Hylian history to enjoy A Link Between Worlds. You just need to like exploring.

What to Do If You're Just Starting

If you're looking to dive into the series now, don't feel like you have to start in 1986. That's a recipe for frustration.

Start with the "Vibe" you like:

  • The "Classic" 3D Experience: Play Ocarina of Time 3D. It’s the blueprint.
  • The "Modern" Open World: Jump straight into Breath of the Wild. It’s a clean slate.
  • The "Traditional" Top-Down: Try the Link’s Awakening remake on Switch. It’s gorgeous and manageable.
  • The "Creative" Sandbox: Tears of the Kingdom. Just be prepared to spend 200 hours building things that shouldn't fly.

The real magic of all the Legend of Zelda games is that they somehow capture that universal feeling of being small in a world that is very, very big. Whether you’re sailing a red boat or paragliding off a sky island, the core is the same: curiosity is always rewarded. Go find a cave. Talk to a weird guy. Save the world. Or just cut some grass for some rupees. It’s your story.

Next Steps for the Aspiring Hylian:
Check out the Nintendo Switch Online library. It’s the cheapest way to play the NES, SNES, and N64 classics without hunting down old hardware. If you’ve already finished the big hits, look into The Minish Cap on the GBA emulator—it’s the most underrated gem in the entire franchise. Also, keep an eye on the speedrunning community; watching someone beat Ocarina of Time in under 20 minutes will change how you view the "rules" of these games forever.