Zelda Wii Artwork-theories: To be Continued

Hey folks,

my mind just won´t stop thinking about that first bit of stuff we got about the upcoming Zelda for Wii. So instead of annoying random people in chatrooms i hereby start a blog-post about all that. As a matter of fact, i KNOW that i will think about it in the future again, so i declare this a dynamic blog-posting, where i keep it updated with each new theory that i come up with. Anyway, let´s start with my most recent theory:

  • Visiting Ganon´s Hell Prison

In my first article about the artwork i already speculated that there seems to be some hot place in front of Link, a hole in some wall of rocks. Now, another person mentioned how it looks like Link protects the sword-girl from the direction of the hole´s inside. My theory is that Link´s mission in this Zelda is to visit a place we never saw before: Ganon´s Hell Prison. At the end of most Zelda-games, Ganon is defeated and banned back to hell. But what is that hell like? Furthermore, there is no real info on how the Master Sword was created, except for the mention that some ancient sages made…well, how about that: The Master Sword was created in the hot lava-rivers of hell. The same hell that is Ganon´s “home” for most of the time. It is that reason that the Master Sword is the one item that can seal Ganon: Because it´s part of Ganon´s world.

I can´t even start of how cool that would be. Then again, the Master Sword has turned into a girl. Or has it? How about that: This girl is indeed a fairy. It looks exactly like the fairy from The Wind Waker. Fairys are highly magical creatures, and if Ganon is a demon from hell, then why can´t the great fairy be an angel-like being? Basically some kind of counterpart. Obviously, there is no one single being on the good side that can defeat Ganon, but as the result of team effort, Link can, with the help of the Master Sword. So i´m saying: The girl in the picture is not the Master Sword, but it is the Great Fairy that created the Master Sword, originally. Or at least helped with its creation.

Now i´m getting really hyped, because what´s to come would be really exciting and interesting: Link´s task in the new Zelda is to escort the Great Fairy to hell, where she 1.) creates the Master Swords, 2.) re-creates the Master Sword. Each depending on when the game is set. If it´s supposed to take place before Ocarina of time, it could be about the original creation of the Master Sword. If it´s set after, it could be that the Master Sword broke and a new one has to be forged. If it´s the first, this could also explain the whole process of choosing a brave boy. This Link was the first to help and afterwards, the Great Fairy decided to choose brave younglings that would fight the evil of the  world. That would, to some extent, explain how that whole cycle of Link, Zelda, Ganon always happens again.

I´ll go even further: This new Zelda could start off with your battle against Ganon. Right after you finish him off, the sword breaks. But instead of enjoying peace until Ganon´s return…you forcefully go after him to find material for a new Master Sword. After all, it´d be kinda too late if they waited with that until Ganon is back. What further strengthens my belief in this theory is that there are statements of Miyamoto that hint towards a stronger focus on story. And what story could deserve such focus more than the origin of one of the most important elements of all Zelda-games?

This is my first Edit already, lol, but that just shows how excited i am. Anyway, if Link´s task is indeed to go down to hell, i could imagine a very nice game structure, of how the player proceeds in this game. Entering hell is a, well, hellish mission. To kind of compensate the horror that is the way downwards, the overworld could be filled of “light” adventures. Think of it like that: The game starts and you have to go down to hell. You start doing so, but at one point you cannot go further because of your limited abilities. Instead of doing the usual Zelda-hickhack and search for the treasure of a dungeon, you go back up where a fantasy-world, full of gorgoes sidequests, awaits. Complex sidequests. Or to be more clear: The overworld of this Zelda would be like Majora´s mask without dungeons, while the way to hell would be ONE BIG DUNGEON that you have to revisit all the time. Though, unlike the horrible Phantom Hourglass, you wouldn´t have to resolve already completed puzzles. Though i hate using the term “puzzle”, as i´d hope that this one-dungeon was more natural, really feeling like a way downwards a cave that becomes darker and darker, without your typical trigger-puzzles and stuff, but more natural adventures, maybe even horror-elements (it´s hell, after all). And once you´re back up in the overworld, you´ll see all the light, nice adventures, stuff like what we know from Majora´s Mask or Link´s Awakening. Nintendo could go completely crazy about all that, because of the seemingly non-mission that is Link´s adventure in this game.

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One Response to Zelda Wii Artwork-theories: To be Continued

  1. RidleyScott says:

    Good theory, could be interesting as far as the story is concerned. I have wondered about the orange stuff too. If you look in the upper right corner in the high-res artwork, there is a door frame – suggesting some kind of door-way. There is also a mountain in the distance on the central-left portion of the artwork between the orange stuff and the wall. I haven’t seen anyone mention these things at all.

    If this, however, is how Nintendo wants to refresh Zelda – just changing the general layout and progression of the story(or providing a different story) it will fail again. I don’t buy this idea that the problem with Zelda is the, find stones, get Master Sword, complete 6 temples, triforce, fight Gannon progression.

    The real problem with Zelda is that the elements of true exploration/danger in an unknown world have been largely removed and this was especially evident in TP but started with OoT. WW although it had some tremendous faults (i.e. lack of land) it at least felt adventurous because the over-world was so large and there were so many things to explore. The environments need to be much larger, much more varied (no ice world, fire world, forest land, grass land, water land) – more along the lines of AoL, the enemies must actually be able to pose a threat and interact with Link on a different level than shreaks and grunts and Link must be able to have high levels of interaction with the world. TP and OoT loved to show us places that we couldn’t actually explore.

    If they just want to bring back the same lame-o over-head camera, one-hour hand-holding intro, joke enemies that I can run past, sword swiping (combat presentation needs complete over-haul), jar-busting, ground-rolling, completely restricted environments where everything you see is just to look at in the background and try to insert a story sequence which hasn’t been tried before or a location we have never been to before then please don’t release it.

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