The question of how to evolve Zelda has been brought up multiple times, and multiple points of reference have been raised in the past- The Elder Scrolls and Dark Souls, of course, remain the most popular points of comparison. I am here to say that more than even those, Bloodborne represents what a modern Zelda game should be like.
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Silly char, Bloodborne and Dark Souls are practically the same!
Well... yes and no. Bloodborne is a much denser game overall, leaning far more on interconnected, sprawling level design, rewarding (optional) player backtracking and exploration. It does this more than even Dark Souls. For reasons that I will now outline in this thread, this is important.
Okay, fine. So why? You want Zelda to be this dark adult fantasy thing?
No, I do not. I am very fine with Zelda retaining its colorful vibe (and in my opinion, every time Zelda tries the mature fantasy look, it loses some of its personality- Twilight Princess, I am looking at you). Similarly, I would be rather sad if Zelda decided to include gratuitous violence or gore like Bloodborne either. I'm not talking about those things.
Then what are you talking about?
Glad we can finally get to this part.
You see, all of those things that we just talked about? They are superficial similarities. I am talking about far more fundamental and pervasive things that permeate Bloodborne's game design that epitomize, to me, what Zelda should be like.
Put simply, Zelda, at its best, should encourage and evoke the following:
- World exploration
- Memorable combat
- Rewarding player curiosity and exploration
- An actual challenge to the player
- Player co-operation
All of these are things that were achieved by the original Legend of Zelda, A Link to the Past, and Ocarina of Time. Zelda games since then have achieved some (or none) of those, but none, except for maybe arguably A Link Between Worlds, has achieved all of them.
This is something that Bloodborne achieves, and it achieves it in style. Bloodborne presents the player with a dense world, one that is packed and teeming with secrets, and one that it invites the player to explore. There are so many layers to Bloodborne's world, and it is a joy to unravel slowly all the secrets that it hides. It is a game where the player is invited (albeit never forced- more on that in a minute) to go through areas previously visited, see how they all link up to each other, form a mental map of the world in their head, and find new secrets they could not have before, defeat enemies that they would have found incredibly tough on the first go.
Bloodborne also respects player agency and intelligence- it has tutorials, but it relies on player initiative to actually display them. It has so much going on, but again, it relies on the player to figure it all out. This harkens back to Zelda NES, Link to the Past, and Ocarina of Time- they were games filled with secrets, but they relied on player initiative before they yielded those secrets. That made the feeling of discovery and accomplishment that much sweeter- nothing undermines the feeling of discovery as much as the game actually telling you what to discover, and exactly how to discover it.
That sort of thing also posits a challenge to the player- you get as much from the game as you are willing to put into it. At some point, you need to put in effort, or you can't progress. Again, that plays into a feeling of accomplishment, that Zelda used to be all too adept at, but has slowly lost over the last few years. It also encourages player co-operation- they share secrets and strategies, they collaborate together, they try to beat the game collectively as a community.
All of this is stuff that Bloodborne does, that Zelda used to do, but no longer does. Simply put, Bloodborne is almost like a love letter to Zelda, a design document for the Zelda team to follow.
But what about the difficulty?
Once again, stop fixating on the superficial. I am not saying Zelda should be Souls levels of hard. Nintendo has its own audience to cater to, and those demographical needs must be kept in mind with each game it develops. I am just asking for the game to not as braindead easy as Spirit Tracks or Skyward Sword. And really, I'm not even asking for it to be difficult at all, I am asking for it to challenge me. There is a difference between those two concepts.
And one more thing...
Storytelling. I find that Bloodborne's storytelling is very underrated. The core story's quality may be up for discussion, but I am not talking about that. I am talking instead about the beautiful and elegant way Bloodborne tells the story. Rarely is your gameplay ever interrupted for story. Actual cutscenes and info dumps are rare. Storytelling is organic and part of the actual gameplay experience itself. The game world tells the story. The enemies you fight tell the story. Mechanics like Insight tell the story. And if you go off the beaten path and explore, you are rewarded with snippets of telling exposition that you can piece together to get a story.
That is the kind of storytelling Zelda should aim for, it is in fact the kind of storytelling that Nintendo popularized itself in the first place, but has bafflingly moved away from in recent years.
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So yes, Bloodborne. It's a Zelda design document, or at least it should be. From Software has often expressed enthusiasm and reverence for the Zelda series, and it shows in their games. If only Nintendo themselves managed to respect what Zelda was about as much as From does, things might be different. As it stands right now, Bloodborne is a better Zelda than Zelda.
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