Zelda Wii will be out within the next year or two, and many fans have been hard at work trying to figure out ways in which it can improve on the current Zelda formula. N-Sider has written an article with one such idea – fixing the overworld of the next Zelda game by making it more like it was in A Link to the Past.

While it is true that the overworlds of Zelda games have been getting increasingly bigger and more impressive, N-Sider argues that they are far too empty, just scenery to travel through rather than the grand adventure in itself that was the overworld of A Link to the Past. You can read the full article here.

  • TheMaverickk

    I can't help but agree that Link to the Past had the best and most fun overworld to explore. I mean there are enemies all over the overworld, and not just like 2 or 3 types of enemies… you have poes, soldiers, octoroks, zoras, birds, the green electric guys, creatures hiding in grass… and then to get crazier once you are in the Dark World there's even a greater variety.

    Not to mention every screen has something to explore and check out, you want to look around and check it out, find secrets and so forth. Twilight Princess so far has been the dryest overworld ever next to Ocarina of Time… there is very little to explore in Twilight Princess, the first part of Hyrule Field you come upon literally has a single heart peace, a pointless little bridge, a few trees in the middle, and literally nothing else then a scattering of enemies.

    No hidden underground areas, no piece of scenery that is worth looking at… nothing really at all. It goes like that for the majority of Twilight Princess except perhaps the Lanayru province which had a few more hidden grottos and landmarks.

    So far the best 3D Zelda overworld has been Majora's Mask's Termina Field… which also happens to be the smallest. There are a wide assortment of creatures to fight and they are all over the overworld. There are plenty of hidden grottos and landmarks that make the land interesting to check out. Tree's, ponds, town gates, observatory, columns and mesa. The next great overworld would be Wind Waker's… which I know was mostly water, but at the same time I never felt like it was empty as I have sharks following my boat, octoroks appearing, little islands and isles pop up (each populated with at least one or two interesting features/characters) and there are a tonne of treasures and little outposts and other details to find.

    My problem with Twilight Princess is that I literally don't enjoy being in it… it's simply the big empty space keeping me from the more interesting and exciting towns and dungeons. That to me is a problem because I shouldn't loath being in the overworld, not in a Zelda game at least. I don't think that the overworld needs to be smaller in the next Zelda game… it just needs to have more going on in every aspect.

    One plus though to a smaller overworld would be that perhaps there could be more dungeons. I mean that's another thing about Link to the Past still holds the record for… most dungeons and temples and whatever. Plus each temple had a sweet kick ass entrance. Nothing beats the Skull Woods Palace.

    • cukeman

      I agree that TP lacked overworld depth, but I felt OoT had a lot, what with the grottos, musical fairy spots, gold skulltulas, hidden rupees, bomb spots, tree booty, etc.

  • Bill

    ALTTP's overworld was definitely one of the best, but Link's Awakening's was so dense and absolutely rammed with different environmental features.

  • Haley

    Where do these people get the idea that TP's idea is empty? It's just wrong. It's not even subjective, it's just plain stupid. Yes, the northern part of the Eldin Province was empty, but every other section of the overworld was packed with things to do. Admittedly, the rewards that you get aren't much to bother about, but that's not the same thing as an empty overworld.

    The overworld was covered with hidden chests and secret caves and landmarks. Did everyone apart from me miss that stuff? Or did they all see it, and decided not to awknowledge it because they'd rather jump on bandwagons of people who falsely claim that it's empty?

    • ChainofTermina

      speaking of which, did you, or any body, ever get that chest outside the southern entrance to Castle Town in TP? the one in the middle of the stairs, surrounded by stone fences and a fountain I think. I haven't, and I haven't met anybody who has.

      • Art1st4786

        I've gotten to it before (I forgot how), but there's 100 rupees in it.

      • Guest

        Yes, I have got that chest. You need to use the Spinner after you hookshoted on a tower.

        • ChainofTermina

          oh. thanks.

  • Mike

    Yeah, TP really wasn't that empty, it was just so huge that it seemed that way. Having to cross a gigantic field to get to the next obstacle or secret might give some players a feeling that it could have been filled with more stuff, but all the stuff is there, it's just divided by more distance. This also includes time, not just space – since TP took a considerably longer amount of time to play through than previous Zelda titles. I welcomed the quiet patches as a place to catch my breath and look around, and valued the scenery even though it added nothing to the gameplay. Of course, I'm not arguing that I would dislike a Zelda game packed with more, and Majora's Mask did have the best balance.

  • ChainofTermina

    lycanthropy? well, I guess…….that's a weird way of putting it though.

    Yeah, I like MM's over world a lot. and I know why it's better: Clocktown. there are really only two reoccurring cities in Zelda, Kakariko and Castle Town. Castle town is seldom in the center, usually pushed up in the middle of the top edge. Kakariko is always off to the side. Hyrule field needs more towns in my opinion. Not huge metropolises, but small villages and settlements. and in between the villages and town there should be trees. see, the reason Hyrule field is so empty is because it's a FIELD. Natural fields are enormous, colossal patches of grass and dirt. being empty is precisely what makes it a field. there should be more settlements in between the major cities, maybe a grassy path here and there, but I think a true natural field is to vast and bland for a videogame overworld. just look at oblivion, that has trees, mountans hills, and lots of different cities. I think they should drop the whole cites-on-the-edge-and-maybe-one-in-the-center formula. they should be scattered.

    • i agree with you, ChainofTermina! Two main things i would like in the new zelda are more towns/villages, and forests that you can walk thru (as in NOT ocarina of time Lost Woods style). one other thing is it would be nice if the hyrule field had rises and valleys in it, so you could not see from one end to the other of it.

      • Matt

        i agree. i remember when i first saw the trailer for TP and saw link running through the woods with the lantern i was like oh sweet do we get complete freedom to run through every tree and everything… nope because other than the ordon province ( dk if thats the right name since its been a few months since i played) and the faron province there wasnt many trees from what i remember. the only thing you have is little nooks and crannys which serve no purpose besides a heart piece which was a pain getting in the first place. i still think that ALTTP is the best and hope they do something with a vast overworld in "Zelda Wii"

        • Matt

          plus i would like an option of upgrading the sword again like in MM and ALTTP

  • Violet

    Twilight Princess' overworld was not empty, nor was Majora's Mask, but Ocarina of Time was a game with a really empty overworld. Hyrule Field has hardly anything in it. Only a small few hidden holes and some Peahats. As an adult it was even worse, it only had the Poes and nothing else.

    A Link to the Past not only had an exciting overworld full of enemies and hidden secrets (much like the original NES game) but it also had TWO of them to boot. The overworld even played a serious part in dungeon exploration, with multiple entrances (most notably Skull Woods). The four Game Boy games followed the same formula almost to an extreme, each one having an extremely intricate overworld, each screen playing an important role.

    Twilight Princess' overworld was not as exciting as it could have been but it had a whole lot more going on than Ocarina of Time did. If you're not aware of just how many secrets it has, you probably just missed them.

    The Wind Waker has an unusual overworld, in that it was utterly packed with secrets but they were all so spread out across the vast ocean. It was huge and had quite a few enemies and no other Zelda game has as many secrets as it does, but the fact that it was set on such a wide ocean made exploring it fairly slow progress (having to use the Wind Waker every time you want to change direction was a real flaw that they thankfully fixed in PH).

  • watties


  • WhiteStorm

    I was thinking about that too. Hyrule Field is always the area with less content – I loved travelling by foot in ALttP, but with TP I just use a teleportation portal because Hyrule Field is boring. In Ocarina it wasn't even that big – at least in TP you can find pieces of heart, bugs, and poe souls there. Ocarina only had the poes flying around, that was sooo boring… I really thought to myself "wouldn't it be awesome that Hyrule Field had one house or two? Or, I don't know, forests, rivers…" I would love travel by there instead of using teleportation.

  • Kzer_za

    I think a good way to evolve the Zelda games is to blur the line between the overworld, towns, and dungeons. We've seen a little bit of this already, like with the Snowpeak Mansion in Twilight Princess and Ikana Castle in Majora's Mask. One thing people often say about Snowpeak Mansion is "it took me awhile to even realize it was a dungeon." I'd like to see Nintendo to take that a lot further. Think of the part in Dragon Roost Cavern where you go outside – what if a dungeon were built around that idea? I'm not saying we should turn the series into Metroid where you're basically always in a dungeon (not that I don't like the Metroid games), but dungeons don't always need to be a completely separated from the rest of the world.

    Aonuma says they're changing the field-dungeon-field structure for Zelda Wii; I hope he has something like this in mind.

  • Mark

    I've been thinking this for a long time. The overworld is a very important part of Zelda and its sad that its quickly becoming that part that has the least amount of depth and life put into it.

  • Hyrule Weirdo

    Maybe Hyrule field could be more puzzle focussed. Like having to take the long way if you don't want to go into the perilous mazes that act as "shortcuts". Lots of people seem to think that it need more and different types of enemies but it would be nice to have more puzzles.

    Maybe what they should have is a mix of hyrule field and the great sea! Like having a huge (I mean Hyrule-sized) piece of land and once you finish the dungeons there, go go to the shore and look for dungeons and island in an ocean (and not having a grid with one island in each sector).

  • A.P.A.K

    One thing they should put in the main field (if there is one) a couple of houses and small stuff like that and to top that off there should be an ocean like in MM but more vast and explorable but that's just my opinion.

  • I agree. While TP's overworld was the biggest yet, it was completely empty.