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Link paraglides over Hyrule.

Boss Rush Banter: The Next 3D Zelda Needs Ability Trees and Classic RPG Elements

2–3 minutes

Lately, I’ve been playing Avowed on Xbox Game Pass. While I love RPG games, I tend to gravitate towards Action-RPG games over traditional ones. Part of this may stem from my obsession with The Legend of Zelda going back to the 1980s.

But every time I take a deep dive into a more traditional RPG, I remember why they are so beloved, and how this genre of games allows depth of storytelling, not just from the developers, but from the players themselves. One big mechanism for this is the skills and abilities trees most RPGs present the player.

Giving players the options to specialize in a certain class and manner of combat allows players to tell their own stories. For my initial playthrough of Avowed, I’m going with the War Hero origin story, focusing on melee combat. But occasionally I’ll use some mage abilities and must admit, it’s just plain fun blowing away enemies with super-powered spells.

I’m really enjoying this playthrough of Avowed, and it’s got me thinking about what I want from the next Zelda game. The last two 3D games, Breath of the Wild and Tears of the Kingdom, have focused almost entirely on melee-style combat. Sure, there are magic wands players can use, and powers from the Champions, Sages, and the Sheikah Slate that border on magic, but it’s not the same as games the lean fully into giving players class customizations that include mages and magic. Furthermore, there’s no upgrade system in these to allow players to develop their preferred style of combat. The last Zelda game to even remotely do so was Zelda II: The Adventure of Link.

A menu containing upgrade options appears on screen during Zelda II.
The skills tree upgrade system from Zelda II: The Adventure of Link.
Image: Nintendo

Each Zelda game offers something unique, a gameplay feature or art style that sets it apart from the other mainline games. As Nintendo moves on from “The Wilds Era,” why not return to the roots of the franchise and bring back customization and ability progression like Zelda II? It would be a welcome addition to the series and a fresh direction after nearly eight years of the “science” of Sheikah technology. Giving players the ability to turn Link into a powerful war mage, stealthy ranger, or master swordsman would be right in line with Nintendo’s stance that Link is the player’s avatar while also allowing players to tell their own story about Link.

Tell us what you think! Should the next installment in The Legend of Zelda include an ability and skill tree for Link? Share your reactions in the comments below or join the conversation on Boss Rush Network’s Discord, Facebook, and Twitter.

Featured Image: Nintendo

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2 responses to “Boss Rush Banter: The Next 3D Zelda Needs Ability Trees and Classic RPG Elements”

  1. Keith Avatar
    Keith

    The Legend of Zelda is an Action-Adventure-Fantasy not a RPG. Future Zelda needs certain traits from Old Zelda but maintains the open-air world of New Zelda. These are Fishing with fishing rod, underwater swimming making the game more truly open, main story elements being linear, no korok poop the collectables need to have more meaning, shrine/mini dungeons need a wider variety of themes and visual aesthetic, return of musical instruments and so forth. How would I change Tears to be better?

    No korok seeds, instead have three different collectables when you are done with one collectable you be allowed to craft a permanent bow or melee weapon or shield. I will call the three different collectables 1, 2, and 3, 1 is for melee weapons, 2 for shields and 3 for bows.

    Getting the collectables allows you to upgrade storage then once all collectables collected you sent on a final quest to get a bunch of raw materials which you use to make your new permanent weapon. This final quest should remind us of the Big Goron sword quest.

    One of the main dungeons should have unlocked underwater swimming which allows you to access one of the next main dungeons and some of the shrine/mini dungeons. I know some players hate underwater swimming, but it still adds variety to themes and gameplay. Another main dungeon should unlock beetle. One of the last main dungeons should unlock an upgrade to the wing suit to allow 3 minutes of actual flying from just wearing the suit. Yet another main dungeon link should get a musical instrument which will allow him to do the music side quests and open a certain door in the final dungeon. Another main dungeon Link should get a fishing rod which is not required for anything, but Link can now fish like he did in Ocarina, Majora and Twilight. Link should still get those same five companions.

    The memories should be like Ys Viii Lacrimosa of Dana and Ys Memories of Celceta being short linear sections where you play as Zelda. The Ys games are a lot like linear 3d Zelda games except you play as a group and the story is much better.

    Near the end of the game Ganondorf should have his full revival and you must defend a few cities being actively attacked, this in turn helps you recruit a force to attack Ganon’s castle which allows you to face him. Before this point in the game, you can use any of your excess resources to help the city fortify and the regular monster attacks.

    Shrines/mini-dungeons should have a variety of different appearances, in Tears they were all greenish-tech and Breath all were bluish-tech. If shrine/mini-dungeons return with a tech theme the least they can do is use the entire rainbow of colors so in one game we have blue-tech, green-tech, yellow-tech and so forth and maybe a few having vegetation infiltration and others with rock or sand infiltration, so the shrines are not always clean.

    I would make everything in the game limited. In old Zelda games the sword had infinite durability, but storage was limited, in Tears/Breath storage is without limit but weapons are limited in durability. All should be limited so the game can reward us with many improvements. Links’ pockets are larger than they have a right to be, imagine at the beginning of both breath and tears you can only hold 10 food items and open a chest which improves it to 20. They could have these chests at monster camps everywhere. So, if you hit 20 typical monster camps and 5 strong monster camp and 2 fortified monster camp it can be 20 times 10 plus 5 times 30 and 2 times 100. This way we are not rewarded with another bow or sword which over half the time was less valuable than our current inventory.

    Also it needs optional motion control sword swinging, and more enemy variety such as darknuts, redeads, poes, iron knuckles, rats, armos, daira, bari, like like, anubis, Skullwalltula, tektite, wallmaster, skulltula, deku baba, infinite hand. Echoes of Wisdom had a wonderful variety, hopefully the next Zelda game approaches the same variety on the basis of total variety per square foot. Echoes of Wisdom blew all the other Zelda’s out of the water with its enemy variety per square foot of game. So if Tears replaces Bokoblins with other enemies and confines Bokoblins to one regain and the same with Moblins and Lizalfos and Lynels and bosses each should not be seen more than two times or one permanent place. If there was a total of 5 Lynels in the game and some replaced with darknuts and some replaced with iron knuckles which should look different from darknuts, and some replaced with some other intimidating looking enemies.

    A post-game where we can clean up the map of remaining monsters and they do not respond at all. Plus, NPCs help out. Then once all clean up and Hyrule castle restored/rebuilt the game send us a message 100% complete want to talk to the NPCs more or start a new playthrough? When you start the new playthrough do you want to keep the cooking ingredients?

    1. David Lasby Avatar
      David Lasby

      Thanks for taking the time to share your thoughts! I appreciate the passion!

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