The Legend Of Zelda Needs To Nerf Link, Even If It Comes At A Cost
A less capable Link is precisely what The Legend of Zelda needs in its next title, despite what the knock-on effects of this change may be. It is far from uncommon to see Link undertaking incredible tasks in the course of his various quests, especially given the powerful bosses he must defeat. However, a game that makes the hero struggle more than usual for victory would undoubtedly have a strong appeal.
Recent Zelda games on the Nintendo Switch have placed a lot of emphasis on individual choice, allowing people to explore Hyrule in whatever way they see fit. To facilitate this, these games have made both Link and Zelda particularly powerful protagonists in their respective titles. The trend undoubtedly started with Breath of the Wild, which in many ways set the standard for new Zelda games going forward. However, as much as BOTW clearly influences The Legend of Zelda’s future, it is arguably also time to break from some of the game’s core philosophies.
BOTW & TOTK Make Link Incredibly Strong
His Flexible Abilities Allow Him To Overcome Most Challenges With Ease
Link has a wide range of potent abilities in both Breath of the Wild and Tears of the Kingdom, which when combined provide an incredible amount of freedom in how one explores Hyrule and moves through its challenges. Between the Sheikah Slate and Rauru’s Arm, a small amount of creativity is all that is needed to overcome nearly anything that stands in Link’s way, with all the freedom that that implies. As a result, the hero in these games is clearly one of the most powerful versions of Link in the entire franchise.
Note: Link’s combat prowess is also of note in these games, particularly the Flurry Rush technique, which allows him to unleash a powerful barrage of blows in bullet time, whether with a melee weapon or a bow.
In BOTW, the runes of the Sheikah Slate can be used for multiple purposes. For example, Magnesis allows Link to manipulate metallic objects, which can be a key component of solving puzzles, but he can also these same objects on enemies and even catch thrown weapons and turn them back on their owners. Furthermore, thanks to BOTW’s physics engine, Magnesis can also turn a minecart into a flying machine; this is one of the most fun exploits in BOTW, many of which take advantage of the Slate’s runes.
Meanwhile, TOTK’s Ultrahand gives Link more mobility than ever before, enabling him to not only manipulate nearly anything in the environment but also build contraptions to explore Hyrule with. As a result, Link enjoys even more freedom in TOTK than he does in BOTW. Notably, Zonai Devices allow him to easily weaponize his creations, so that they can distract, engage, and even defeat enemies while he maintains a safe distance. Because of this, there are countless ways that Link can progress through TOTK with Ultrahand alone, and the similar utility of other abilities like Recall only enhances his power further.
Powerful Abilities Trivialize Zelda Puzzles
Recent Puzzles Haven’t Been As Challenging As They Could Be
Link’s powerful abilities are a core part of BOTW and TOTK, but the level of freedom they offer does come with a downside. With so many options and ways to proceed through these games, it is very easy to break puzzles, finding alternative ways to make it through a Shrine rather than the obvious solution. For example, the Myahm Agana Shrine in BOTW focuses on moving an orb through a frustrating maze, but this same maze can be flipped over to reveal a perfectly smooth underside; this, naturally, makes it far easier to guide the orb to the goal.
Although it can be fun to break sequence like this, the novelty can also wear off over time the more the same tricks are employed by a person to move through Shrines or other areas. After a certain point, it can begin to feel like the player is simply skipping portions of the game and the challenges they pose. As a result, the now-trivial puzzles can lose much of the potential enjoyment and sense of accomplishment that would normally arise from solving them.
This new trend in Zelda’s gameplay has since continued in Echoes of Wisdom, which similarly gives Zelda plenty of ways to complete her own quest with the titular Echoes. Naturally, this could pose a significant problem for the future of the franchise. If Zelda games continue to give Link (or any other protagonist) such potent abilities, future puzzles and other in-game challenges will likewise continue to be trivialized. As such, it is clear the franchise will need to take a different approach to combat this.
Zelda Could Use Another Change Of Pace
The Next Game Should Give Link Weaker Abilities
Just as recent Zelda titles have shaken up the franchise in various ways, the next game should also make a break from recent trends by introducing a less powerful Link. By giving the next incarnation of the hero less powerful abilities, and thereby limiting his options, developers will be able to create a game that presents more of a challenge to the player in all aspects. As fun as the endless experimentation of games like BOTW can be, stricter limits can nevertheless introduce their own fun to the series.
There have been some incredibly hard Zelda puzzles over the years, and the franchise should aim to create more of these in the future. The additional difficulty would challenge people in different ways to BOTW and TOTK, which would be a refreshing change of pace. Much the same can be said of exploration, with Link being more restricted in his movements. Of course, the franchise can explore freer gameplay styles in future titles as well, but even one game where Link must put more effort into progressing would provide a welcome contrast to this.
Making Link less powerful in the next Zelda game would certainly make the game more difficult, and give puzzles and exploration a higher chance of being frustrating as well. On the other hand, this same frustration would also make success in such a game feel much more rewarding. As successful as recent titles have been, The Legend of Zelda would still undoubtedly benefit from making this change; the challenges that can be set through this would ultimately only improve the gameplay experience, offering people a strong sense of accomplishment for their perseverance.

- Movie(s)
- The Legend of Zelda (Live-Action)
- Created by
- Shigeru Miyamoto, Takashi Tezuka
- Upcoming Films
- The Legend of Zelda (Live-Action)
- First TV Show
- The Legend of Zelda
- First Episode Air Date
- September 8, 1989
- Cast
- Jonathan Potts, Cyndy Preston
- Video Game(s)
- The Legend of Zelda, Zelda II: The Adventure of Link, The Legend of Zelda: A Link to the Past, The Legend of Zelda: Link's Awakening, The Legend of Zelda: Ocarina of Time, The Legend of Zelda: Majora's Mask, The Legend of Zelda: Oracle of Seasons, The Legend of Zelda: A Link to the Past and Four Swords, The Legend of Zelda: The Wind Waker, The Legend of Zelda: Four Swords Adventures, The Legend of Zelda: The Minish Cap, The Legend of Zelda: Twilight Princess , The Legend of Zelda: Phantom Hourglass, The Legend of Zelda: Spirit Tracks, The Legend of Zelda: Skyward Sword, The Legend of Zelda: A Link Between Worlds, The Legend of Zelda: Tri Force Heroes, The Legend of Zelda: Breath of the Wild, The Legend of Zelda: Tears of the Kingdom, The Legend of Zelda: Echoes of Wisdom, Hyrule Warriors, Hyrule Warriors Legends (3DS), Cadence of Hyrule, Hyrule Warriors: Age of Calamity