For almost 40 years, theLegend of Zeldafranchise has continued to provide some of the best adventure gaming experiences around. It all started with 1986’sThe Legend of Zelda. Released for the Famicom in 1986, and then one year later forthe Nintendo Entertainment Systemin the US,The Legend of Zeldawas a monumentally influential game upon its initial release, essentially pioneering the action-adventure genre as gamers know it today. But while a lot has changed in the last 37 years,The Legend of Zelda: Tears of the Kingdomcan still trace its roots all the way back to that 1986 classic.
Over the last four decades,theLegend of Zeldafranchisehas evolved significantly with each new iteration. From its art style to its dimensions to its mechanics,The Legend of Zeldais constantly evolving and growing, but no matter how much it changes, it never loses sight of where it came from.The Legend of Zelda: Tears of the Kingdomnot only carries forward the same adventuring themes as the original 1986Zelda, but also a surprising number of mechanics, albeit with a fresh, modernized look.
RELATED:The Legend of Zelda: Tears of the Kingdom’s Art Style is Still One of its Strongest Selling Points
How The Original 1986 Zelda’s Mechanics Are Used in Zelda: Tears of the Kingdom
The similarities between theoriginal 1986Legend of ZeldaandThe Legend of Zelda: Tears of the Kingdomstart with some of the game’s basic mechanics. A big emphasis of the originalLegend of Zeldais finding new weapons, and using those to more effectively take down enemies. Players can unlock new shields, swords, boomerangs, and bows, all of which can be found inTears of the Kingdom. One of 1986’sZelda’s main mechanics is the ability to launch the sword away from Link in a forward motion, which seems reminiscent ofTears of the Kingdom’s own weapon-throwing mechanic.
But by far the biggest similarity between theLegend of ZeldaandTears of the Kingdomis their open-world designs. Being one of the first truly open-world games ever made, at least on home console, 1986’sThe Legend of Zeldahas a rudimentary approach to open-world design, but it’s one that’s influences can still be seen even today withTears of the Kingdom. In the originalZelda, players are given immediate free rein over Hyrule, tasked simply withcollecting all eight Triforce pieces. It’s then up to the player how they go about their task, choosing the order of dungeons and what activities they complete first, much likeTears of the Kingdom’s own player-oriented open-world.
On the subject of dungeons, the originalZeldahas quite a few, and while their top-down visuals might give fans the impression that they’re completely different fromTears of the Kingdom’s dungeons, they’re actually remarkably similar, albeit in a very simplistic way.Zelda1986’s dungeons will often have the player clearing out rooms of enemies, getting a key, and progressing to the next room. Occasionally, players will also have to complete a little environmental puzzle, such as moving a block out of the way of some stairs. At the end of each dungeon lies a boss, and upon defeating it the player will gain a heart container, increasing their HP. All of these mechanics are present inThe Legend of Zelda: Tears of the Kingdom, essentially completely unchanged, just with modern 3D packaging.
1986’sLegend of Zeldaalso boasts its own slew of hidden secrets. By using a bomb or fire, players can find hidden doorways underneath trees and on the side of mountains. These secrets will reward the player with either Rupees, ammunition, or some type of new equipment. This is yet another mechanic that translates almost directly toThe Legend of Zelda: Tears of the Kingdom, with players being able to unlock hidden tunnels and pathways by using the exact same methods.
The Legend of Zelda: Tears of the Kingdomis available now on Switch.
MORE:The Legend of Zelda: Tears of the Kingdom - Every Incarnation of Rauru in the Franchise