The best Zelda games: Eurogamer editors’ choice

You have already had your say on the best Zelda games since we celebrate the series’ 30th anniversary – and you also did a mighty good job also, even if I am fairly certain A Link to the Past belongs in the head of any list – so now it is our turn. We requested the Eurogamer editorial staff to vote for their favorite Zelda games (though Wes abstained since he doesn’t understand exactly what a Nintendo is) and underneath you’ll find the complete top ten, together with a number of our very own musings. Could people get the games in their rightful purchase? Likely not…


How brightly contradictory that among the finest original games on Nintendo’s 3DS would be a 2D adventure sport, and that among the most daring Zelda entrances are the one that closely aped among its predecessors.

It helps, of course, that the template was raised from one of the best games in the show also, by extension, among the best matches of all time. There is an endearing breeziness into A Link to the Past, a fleet-footedness that sees that the 16-bit adventure pass as pleasurably and memorably as a great late summer afternoon.follow the link phantom hourglass rom At our site A Link Between Worlds takes all that and even positively sprints with it, running free into the familiar expanse of Hyrule with a newfound liberty.

In giving you the ability to lease any of Link’s well-established applications from the off, A Link Between Worlds broke free of the linear progression which had shackled previous Zelda games; it was a Hyrule which was no longer characterized by an invisible path, but one that provided a feeling of discovery and free will that was starting to feel absent in prior entries. The feeling of experience so dear to the show, muffled in the past few years from the ritual of repetition, was well and truly restored. MR

9. Spirit Tracks

A unfortunate side-effect of the simple fact that more than 1 generation of gamers has increased up with Zelda and refused to go has become an insistence – through the show’ mania, at any rate – it develop them. That led to some interesting areas in addition to some ridiculous tussles within the series’ direction, as we will see later on this listing, but at times it threatened to depart Zelda’s authentic constituency – you know, kids – behind.

Happily, the mobile games are there to take care of younger gamers, and Spirit Tracks for its DS (now available on Wii U Virtual Console) is now Zelda at its most chirpy and adorable. Though superbly designed, it’s not a particularly distinguished match, being a relatively laborious and laborious follow-up to Phantom Hourglass that copies its structure and flowing stylus control. But it has such zest! Connect utilizes a tiny train to go around and its own puffing and tooting, together with an inspired folk music soundtrack, set a lively tempo for the adventure. Then there’s the childish, heavenly joy of driving that the train: placing the throttle, pulling on the whistle and scribbling destinations on your own map.

Connect must rescue her body, but her spirit is with him as a companion, sometimes able to possess enemy soldiers and play with the barbarous heavy. The two even enjoy an innocent childhood love, and you’d be hard pushed to consider another game that has caught the teasing, blushing intensity of a preteen crush so well. Inclusive and sweet, Spirit Tracks recalls that kids have feelings too, and also can show grownups something or two about love. OW

8. Ghost Hourglass

Inside my mind, at least, there has long been a furious debate going on regarding if Link, Hero of Hyrule, is really any good using a boomerang. He has been wielding the loyal, banana-shaped piece of wood because his very first adventure, however in my experience it’s merely been a pain in the arse to use.

The exception which proves the rule, nevertheless, is Phantom Hourglass, where you draw on the path for your boomerang from the hand. Poking the stylus in the touch screen (that, in an equally lovely transfer, is the way you control your own sword), you draw an exact flight map for the boomerang and it just… goes. No faffing about, no more clanging into pillars, just easy, simple, improbably responsive boomerang flight. It had been when I first used the boomerang from Phantom Hourglass that I realised that this game might just be something particular; I quickly fell in love with all the remainder.

Never mind that watching a few gameplay back to refresh my memory lent me powerful flashbacks to the hours spent huddling over the screen and grasping my DS like I needed to throttle it. Never mind that I did want to throttle my DS. JC

7. Skyward Sword

Skyward Sword is maddeningly close to being good. It bins the familiar Zelda overworld and collection of discrete dungeons by throwing three enormous areas at the participant which are continuously rearranged. It is a beautiful game – one I am still hoping will probably soon be remade in HD – whose watercolour visuals leave a glistening, dream-like haze over its azure skies and brush-daubed foliage. Following the filthy, Lord of this Rings-inspired Twilight Princess, it is the Zelda series re-finding its feet. I can shield many of familiar criticisms levelled at Skyward Sword, like its overly-knowing nods to the remainder of the series or its marginally forced origin story that retcons recognizable elements of this franchise. I can also get behind the bigger general amount of area to explore when the game always revitalises all its three areas so successfully.

I could not, sadly, ever get along with the match’s Motion Plus controls, which demanded you to waggle your own Wii Remote in order to do battle. It turned out the boss battles against the brilliantly eccentric Ghirahim into infuriating fights with technologies. I remember one mini-game at the Knight Academy in which you needed to throw something (pumpkins?) Into baskets that made me rage quit for the remainder of the evening. Sometimes the motion controls functioned – the flying Beetle item pretty much constantly found its mark – but if Nintendo was forcing players to depart the reliability of a control scheme, its replacement had to work 100 percent of the moment. TP

6. Twilight Princess

I was also pretty bad in Zelda games.

When Twilight Princess rolled around, I was at college and also something in me – most likely a profound romance – was ready to try again. This time, it was worked. I recall day-long stretches on the sofa, huddling beneath a blanket in my cold flat and only poking my hands out to flap around using the Wii distant during battle. Resentful seems were thrown in the stack of books I knew I had to skim over the next week. Then there was the magnificent dawn if my then-girlfriend (now fiancée) awakened me with a gentle shake, asking’can I watch you play with Zelda?’

Twilight princess is, frankly, attractive. There’s a wonderful, brooding air; yet the gameplay is hugely diverse; it has got a beautiful art fashion, one that I wish they’d kept for only one more match. It’s also got a number of the top dungeons in the show – I know this because since then I’ve been in a position to go back and mop the recent titles I overlooked – Ocarina of Time, Majora’s Mask and Wind Waker – and love myself doing it. That’s why I’ll always adore Twilight Princess – it’s the sport that made me click using Zelda. JC

5. Majora’s Mask

But some of its greatest moments have come as it stepped out its framework, left Hyrule and then Zelda herself and inquired what Link may do next. The self-referential Link’s Awakening has been just one, and this N64 sequel to Ocarina of Time just another. It required an even more radical tack: weird, dark, and structurally experimental.

Although there’s a lot of comedy and adventure, Majora’s Mask is suffused with doom, regret, and also an off-kilter eeriness. Some of this comes out of its true awkward timed structure: that the moon is falling on the planet, the clock is ticking and you also can not stop that, just reposition and start again, a little stronger and wiser each time. Some of it comes from the antagonist, the Skull Kid, who’s no villain but an innocent having a sad story who has given into the corrupting effect of their titular mask. Some of this comes from Link himselfa child again but with the grown man of Ocarina still somewhere inside him, he bends rootlessly into the land of Termina like he’s got no better place to be, so far from your hero of legend.

Regardless of an unforgettable, surreal finish, Majora’s Mask’s primary narrative isn’t among the series’ most powerful. However, these poignant Groundhog Day subplots about the stress of regular life – reduction, love, family, job, and passing, always death – locate the series’ writing in its absolute best. It’s a melancholy, compassionate fairytale of this everyday which, using its own ticking clock, wants to remind one that you can’t take it with you. OW

4. The Legend of Zelda: The Wind Waker

If you’ve had children, you’ll know there’s amazingly strange and touching moment when you’re doing laundry – stay with me – and these small T-shirts and trousers first start to turn up on your washing. Someone else has come to live with you! A person implausibly small.

This is one of The Wind-Waker’s greatest tricks, I think. Link had been young before, but today, with all the toon-shaded change in art direction, he actually looks young: a Schulz toddler, with huge head and little legs, venturing out amongst Moblins and pirates as well as these crazy birds that roost round the clifftops. Connect is little and exposed, and thus the experience surrounding him seems all the more stirring.

Another fantastic trick has a lot to do with these pirates. This has become the normal Zelda query because Link to the Past, but with all the Wind-Waker, there did not appear to be one: no alternative measurement, no shifting between time-frames. The sea has been controversial: a lot of hurrying back and forth across a enormous map, so much time spent crossing. But look at what it brings along with it! It attracts pirates and sunken treasures and ghost ships. It brings underwater grottoes along with a castle awaiting you in a bubble of air back on the seabed.

On top of that, it attracts that unending sense of renewal and discovery, 1 challenge down and another anticipating, as you hop from your boat and race the sand up towards the next thing, your tiny legs glancing through the surf, and your eyes fixed on the horizon. CD


Link’s Awakening has been near-enough that a fantastic Zelda game – it’s a huge and secret-laden overworld, sparkling dungeon design and memorable characters. It’s also a catalyst dream-set side-story with villages of speaking creatures, side-scrolling regions starring Mario enemies along with a giant fish who participates the mambo. This was my first Zelda adventure, my entry point to the series and the game against which I judge every other Zelda name. I totally adore it. Not only was it my very first Zelda, its own greyscale world was one of the first adventure games I truly playedwith. I can still visualise much of it today – that the cracked flooring in the cave at the Lost Woods, the stirring music because you enter the Tal Tal Mountains, the shopkeeper electrocuting to an instant death in the event you dared return into his shop after stealing.

No Master Sword. And while it still feels like a Zelda, even after enjoying so many of the other people, its quirks and characters set it aside. Link’s Awakening packs an astonishing amount onto its little Game Boy capsule (or even Game Boy Color, in the event that you played its DX re-release). It’s an essential experience for any Zelda fan. TP

2. The Legend of Zelda: Link to the Past

Bottles are OP in Zelda. Those little glass containers can reverse the tide of a conflict if they contain a potion or even better – a fairy. When I had been Ganon, I would postpone the evil plotting and the measurement rifting, and I would just put a solid fortnight into traveling Hyrule from top to bottom and hammering any glass bottles I stumbled upon. Following that, my horrible vengeance would be even more dreadful – and there’d be a sporting chance I may have the ability to pull off it also.

All of that suggests, as Link, a jar may be real reward. Real treasure. Some thing to put in your watch by. I think there are four glass bottles Link to the Past, every one which makes you that little more powerful and that little bolder, buying you assurance from dungeoneering and hit points at the middle of a bruising manager experience. I can’t recall where you get three of the bottles. But I can recall where you receive the fourth.

It’s Lake Hylia, and if you’re like me, it’s late in the game, with all the large ticket items accumulated, that wonderful, genre-defining minute near the top of the hill – where one excursion becomes two – taken care of, and handfuls of compact, inventive, infuriating and enlightening dungeons raided. Late game Link to the Past is about sounding out every last inch of the map, which means working out how both similar-but-different variations of Hyrule fit together.

And there’s a gap. An gap in Lake Hylia. A gap hidden by a bridge. And under it, a man blowing smoke rings with a campfire. He feels like the greatest secret in all Hyrule, and the prize for uncovering him is a glass vessel, ideal for storing a potion – plus even a fairy.

Link to the Past seems to be an impossibly smart match, pitched its map to two dimensions and asking you to flit between them, holding equally landscapes super-positioned in your mind as you solve a single, huge geographical mystery. In fact, however, someone could probably replicate this layout when they had sufficient pens, enough quadrille paper, enough time and energy, and if they had been smart and determined enough.

The best reduction of the digital age.

But Link to the Past is not merely the map – it is the detailing, as well as the figures. It is Ganon and his wicked plot, but it is also the guy camping out under the bridge. Maybe the whole thing is a bit like a jar, then: that the container is more crucial, but what you are really after is the stuff that’s inside it. CD

1. Ocarina of Time

Where do you start with a match as momentous as Ocarina of Time? Perhaps with the Z-Targeting, a remedy to 3D combat so simple you hardly notice it’s there. Or maybe you speak about a open world that is touched by the light and color cast by an internal clock, even where villages dance with action by day prior to being captured by an eerie lull through the nighttime. How about the expressiveness of the ocarina itself, an superbly analogue device whose music was conducted by the new control afforded by the N64’s pad, which notes flexed wistfully at the push of a pole.

Maybe, though, you simply focus in on the instant itself, a perfect photo of video games emerging sharply from their very own adolescence as Connect is throw so suddenly into a grownup world. What’s most noteworthy about Ocarina of Time is how it came so fully-formed, the 2D adventuring of past entrances transitioning into three measurements as gracefully as a pop-up book folding quickly into life.

As a result of Grezzo’s exceptional 3DS remake it has retained much of its verve and impact, and even putting aside its technical accomplishments it’s an experience that still ranks among the series’ finest; emotional and uplifting, it has touched with the bittersweet melancholy of growing up and leaving the childhood behind. By the story’s conclusion Connect’s childhood and innocence – and that of Hyrule – is heroically revived, but after that most radical of reinventions, video games could never be the exact same again.