These reviews are my own personal reviews of each Zelda game. I am reviewing each as if it were the year of release, so I won't fault older games for poor graphics or hardware limitations of the time. Also, I'm only considering the actual game, gameplay, puzzles, and other things like graphics and sound while leaving out the story. The review of the storylines will be a separate post. And please understand that my purpose isn't to criticize the games to tear them down, but to improve them. Most of them I would give a 9.5/10, and in my view, the changes I would suggest would make them 9.9/10 or better.
Title: The Legend
of Zelda: Oracle of Seasons
Release Date: 14
May 2001
System: Game Boy
Color
New innovations: Seed Bag, Magic Ring system, Password continuation system.
How it compares to past Zelda games: Extremely similar to Link's Awakening DX. It uses the same engine, music, and graphics (with newer additions).


Where it fits in the
timeline: Second game in the “Fallen Hero” branch of the timeline. Preceded
by ALttP, followed by OoA.
What I would have
changed: Change the Master Sword to some other name, like the Great Sword
or something. Mixed up a few of the dungeon bosses so they didn't turn out to be in the same order as LoZ.
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Title: The Legend
of Zelda: Oracle of Ages
Release Date: 14
May 2001
System: Game Boy
Color
New innovations: Seed Bag, Magnetic glove, Magic Ring system, Password continuation system.
How it compares to past Zelda games: Extremely similar to Link's Awakening DX. It uses the same engine, music, and graphics (with newer additions).


Where it fits in the
timeline: Third game in the “Fallen Hero” branch of the timeline. Preceded
by OoS, followed by LA.
What I would have
changed: Change the Master Sword to some other name, like the Great Sword
or something. And depending on if this game is played first or second, there is
the possibility of having an unexplored square on the map – that needs fixing. And filled in the "empty" sections of the map with more interesting enemies and landscaping.
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Title: The Legend
of Zelda: Four Swords
Release Date: 2
Dec 2002 (Original), 28 Sept 2011 (Anniversary Edition)
System: Game Boy
Advance (Original), DSi/3DS (Anniversary Edition)
Game Format: Top-down,
multiplayer, stage-based
New innovations: Multiplayer,
Minish Cap (Gnat hat).
How it compares to past Zelda games: It feels sorta similar to ALttP, but with brighter, more "cartoony" graphics and animation.
How it compares to past Zelda games: It feels sorta similar to ALttP, but with brighter, more "cartoony" graphics and animation.
What I liked: Finally
getting to play Zelda multiplayer. Cutting the game up into stages made it
easy to turn off and take a break. A new villain. The way the levels were always changing and
adapting depending on the number of players and such. The connectivity between ALttP and FS made playing both games more interesting.
What I didn’t like:
The setup is really expensive, given that you need 2 GBAs and 2 copies
of the game and a link cable to just play 2 player. It was really hard to find friends to play with, meaning it was nearly impossible to play FS or finish the new changes to ALttP. It doesn’t really give you a hint that there are 3 epochs, so the first time I played the game through once and called it good.
of the game and a link cable to just play 2 player. It was really hard to find friends to play with, meaning it was nearly impossible to play FS or finish the new changes to ALttP. It doesn’t really give you a hint that there are 3 epochs, so the first time I played the game through once and called it good.
Where it fits in the
timeline: Third game in the unified (i.e., pre-split) timeline. Preceded by
MC, followed by OoT.

Thoughts on the Anniversary
version: An improvement as far as usability goes, since it requires less
equipment and more people have a 3DS these days. I also like that they added
levels to replace the ALttP crossover functionality which makes the game a bit longer,
and makes it a little more “complete” as a stand-alone game that doesn’t rely on ALttP as much.
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Title: The Legend
of Zelda: The Wind Waker
Release Date: 24 Mar 2003 (Original), 20 Sept 2013 (HD version)
System: GameCube
(Original), Wii U (HD version)
Game Format: 3D, gated, linear
New innovations:
Boots as regular item, spoils, temporarily playing as someone else, figurine collection, sailing, Beedle, Hurricane Spin, parachute-type item (Korok Leaf), stamina meter (when swimming), camera control.
How it compares to past Zelda games: Similar in 3D format to Ocarina of Time, but with some improvements and a newer, brighter cel-shaded graphical style.

What I liked: I
wasn’t thrilled about the cel-shaded graphics from the trailer, but I really
loved them once I started playing. They let Link be so much more expressive than ever before. The ocean was quite open, but there were
multiple things to make it interesting (barrels, seahats, etc.). The humdrum of the ocean was more or
less corrected in the HD version with the swift sail. Having Tingle require so
much money was a nice rupee sink. Playing with the Tingle Tuner was sorta fun
for a bit, but mostly only useful for the gold statues and cheesing one particular mini-game. It has the right amount of
nostalgia and new material while keeping it fresh.
What I didn’t like: Mainly
the tediousness of the figurine quest, but that was mostly corrected in the HD
version. I didn’t like how they messed with the Triforce shard quest in the HD
version, though. And also how they co-opted the symbols from Oracle of Ages tunes to represent the three pieces of the Triforce (though that's now become a Zelda staple).
Where it fits in the
timeline: First game in the “Adult” branch of the timeline. Preceded by
OoT, followed by PH.

Thoughts on the HD
version: As stated above, I wish there was a list of changes that we could
customize. I felt like the only real changes that needed to be made were the
addition of Hero Mode, the Swift Sail, the 12-exposure Pictobox, and the
ability to drop off multiple photos at once to the figure maker. Moving around
the Triforce charts and requiring Tingle to decipher fewer maps just
reemphasized the rupee economy problem in most Zeldas. I would have also added the ability to connect a 3DS (wirelessly) to the Wii U to emulate the GBA functions from the original game.
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Title: The Legend
of Zelda: Four Swords Adventures
Release Date: 7
June 2004
System: GameCube
(single player) or GameCube/GBA (multiplayer)
Game Format: Top-down/side-scrolling,
multiplayer, stage-based
New innovations:
Formations, Force Gems.

What I liked: Because
it borrowed heavily from ALttP, the graphics and music seemed familiar (but see
next comment). The inclusion of a 1-player mode is the thing that was sorely
missing from the first Four Swords game, and a welcome addition.
What I didn’t like: Because
it borrowed heavily from ALttP, the graphics were below what I was expecting
from the GameCube. Like FS, getting the multiplayer going was expensive in that
each player needed a cord and a GBA.
Where it fits in the
timeline: Last in the “Child” timeline. Preceded by TP.
What I would have
changed: I would have arranged the overworld map to fit in line with ALttP
better, but keep the stages the same. The only other thing is to port it to the
3DS/Wii U.
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Title: The Legend
of Zelda: The Minish Cap
Release Date: 10
Jan 2005
System: Game Boy
Advance
New innovations: Mole
Mitts, Kinstones, Gust Jar.
How it compares to past Zelda games: Graphically it looks similar to Four Swords, and musically sounds like ALttP.

What I didn’t like: There wasn't a whole lot to dislike but the game didn't take a whole lot of chances either. It also continued the trend of always having a previous hero. In other words, we'll never get to the "first" game ever because Link is always being a continuation of some past hero.

What I would have
changed: I would tweak the story slightly to fit in better with FS and FSA,
like having the extra Links be different colors. And maybe a way to keep track of Kinstone fusions.
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