It's been a few months since Skyward Sword's release. Now that everyone who's anyone has finished it, let's take a look at how it ranks among all the other Zelda games. Using Negative World's Game Database, I compiled a list of our community's top ten rated Zelda games. Let's get started.
When I think of Zelda, I hardly ever think of Minish Cap. The third game in the Four Swords trilogy, this game showed us the origin of the Four Sword. It was developed by Capcom, the only developer outside of Nintendo trusted with making Zelda games.
Oracle of Ages and Oracle of Seasons
Negative World Community Rating: 9.04
Oh my, look at that! It's two other Capcom-developed Zelda games!
The two Oracle games were released at the same time, and players could carry their save file over from one game to the next. In our database, they're listed as two different games, but their scores are so close (Seasons- 9.05 and Ages- 9.03) that I decided to consolidate them into one entry to make more room on the top ten list. FOR YOU, DEAR READER.
The Legend of Zelda
Negative World Community Rating: 9.16
The game that started it all. I figured this one would be higher.
What else is there to say? Come on, it's Zelda.
Negative World Community Rating: 9.24
I wasn't sure whether to use the GameCube version of Twilight Princess (the definitive version, obviously) or the Wii version (which has more ratings). Luckily for me, the two games' scores are exactly the same. A divine prank, indeed.
Negative World Community Rating: 9.27
Just beating out Twilight Princess, we have Skyward Sword coming in at #6. Of course, Skyward Sword doesn't have nearly as many ratings as the other games on this list. Haven't you beaten it yet!?
The Wind Waker
Negative World Community Rating: 9.3
One of the most beautiful games ever created. Wind Waker was a huge departure from the traditional Zelda formula of... land. The sailing turned out to be very love it or hate it, especially with the huge fetch quest towards the end of the game.
Since when is there a "The" in the title?
Negative World Community Rating: 9.51
Arguably the most polarizing Zelda game to date- even moreso than Wind Waker. Majora's Mask's main gimmick was a 72-hour countdown that forced players to manage their time and use knowledge of future events to figure out what to do in the past. The game took place in a screwed-up world called Termina, aka pseudo-Hyrule. I doubt we'll ever see another Zelda game like Majora's Mask, for better or for worse.
Negative World Community Rating: 9.57
The first portable Zelda game, and a total cult classic. Like what Majora's Mask would do to Ocarina of Time, Link's Awakening took the world of A Link to the Past and turned it on its head. Yes, those are goombas.
A Link to the Past
Negative World Community Rating: 9.7
The third Zelda game ever released, A Link to the Past completely ignored Zelda II and returned to Zelda's roots to create one of the most cherished games of all time. A Link to the Past stands strongly as the best 2D Zelda. Which, of course, leaves only one option for the overall best Zelda game...
Ocarina of Time
Negative World Community Rating: 9.76
Surprised? I doubt it. Not only is Ocarina of Time Negative World's top rated Zelda game, it's our top rated game PERIOD. Topping countless "Best Game of All Time" lists, Ocarina of Time is a true masterpiece that will never be forgotten.
So what do you think? Disagree? Too bad, there's nothing you can do about it. Nah, I'm just messing. Head on over to the Game Database and start rating some games yourself! You just might make a difference.
OK I pretty much know zero about programming code, but would it have been that difficult to switch Link's sword to the right hand? Flipping the whole game just for that reason which really probably didn't need to be done anyway seems like overkill to me.
@Shadowlink That's probably not going to be for quite awhile, but I'll try to remember.
So which version is a player supposed to choose? The version with the original maps or the version with widescreen and pointer controls. It makes neither version the definitive version IMO. I feel like I should own both now.
At first yes it does seem trivial. What you need to consider though is how much that impacts the rest of the game. Say for example there was a cutscene where Link draws his sword. This would need to reworked to allow for him drawing it from the opposite side. Now let's take that to it's logical conclusion. Without being too spoilery here is an image from the Wii version:
Let's pretend for a moment we wanted to make a left-handed Link without mirroring the entire game. This shot would be completely different. Link would be holding the sword on his side opposite the camera. You could get around that by having Epona's position switched as well but then you run in to the issue of them entering the frame from the opposite side. So then basically we need to animate each option. Now consider that this is a fairly simple scene. What if it involved Link fighting another character? Presumably this character would be left as is so now Link has to react to and fight an enemy using the opposite hands while the enemy uses the same hands.
I imagine this change would pervade other areas as well. In Twilight Princess Link wears a bracer on his sword hand presumably to protect that arm as the shield is on the other side. So if we were to flip his sword hand we should change the model a little bit. We could just flip it but then we run in to the issue of other asymmetrical issues. What hand should his Triforce be on? With the bow and arrow does it matter which side he shoots from? Well, kind of. The camera shifts to a certain side to give the player the best view of the target.
So do you change the hand there or keep it the same? It's a bow and arrow so I guess it could go either way and changing the camera would probably be a bad idea as that is something that is no doubt considered when designing levels that use the bow and arrow.
What about gameplay? I don't know enough about Zelda's mechanics to say for sure but the hitboxes could be different. What about the special moves like the parries? Do those need to be reworked?
EDIT: Most of these issues arise simply from the game being designed around the left hand and the decision to switch coming in late in the game. If it was a decision made prior to creating content you could probably arrange scenes and design in a way that works for both options. Even then though, it is more work.
Honestly to me they are because I have the Internet and I don't rush through my games. I always know about these glitches way before I get to them and can plan accordingly. Absolutely didn't affect my experience whatsoever.
Of course ideally we will get to the point where we can just set up automatic backups of all of our game data and never have to worry about game killing glitches again.
I still don't get why they didn't just flip Link's character model in TP. How would it have messed things up that much?
And they probably switched it over to the Wii where they would've had enough time to make any corrections. Can anyone elaborate on why this would've been so difficult?
When Link's running around, his handedness wouldn't have mattered, so those animations would've been fine. Shouldn't have mattered when he was mounting/dismounting Epona either, right? Climbing ladders, throwing stuff, etc...even if his animations were reversed, wouldn't the result have been the same?
Maybe it's a bigger deal than I realize, but in the end it all seems so silly, especially when your slashes don't even translate on screen like in SS.