The Legend of Zelda: A Link to the Past

The Legend of Zelda A Link to the Past

Title: The Legend of Zelda: A Link to the Past
Japanese Title: ゼルダの伝説 (Zeruda no densetsu)
Artist: Ishinomori Shōtaro (石ノ森 章太郎)
Translator: Dan Owsen
Publication Year: 2015 (America, new edition); 1993 (America and Japan, original edition)
Publisher: Viz Media
Pages: 196

Full disclosure: I read this manga countless times as a kid, and the game it’s based on is one of the greatest loves of my life. This review is biased, because of course it is.

My own adoration aside, Viz Media’s new publication of manga giant Ishinomori Shintarō‘s adaptation of the 1991 Super Nintendo game The Legend of Zelda: A Link to the Past has been selling extremely well since it was released a month ago.

A Link to the Past on the NYT Bestseller List

This success makes perfect sense. Not only is The Legend of Zelda a major video game franchise with its own culture cachet, but Viz has also managed to put out a handsome publication, and manga’s story is easy to follow and immediately accessible to readers not familiar with the games.

The teenage orphan Link lives peacefully in a quiet village in “the pristine land of Hyrule” when, one stormy night, his uncle is summoned to the castle. Link is awoken by a voice claiming to be the princess Zelda, who telepathically tells him that she is being held prisoner in her own dungeons. Link, fearing shenanigans, rushes to the castle in the rain only to see his uncle put to death by a powerful wizard named Agahnim (whose dark skin and Orientalist stylings are how you know he’s a bad guy, yikes). Link manages to infiltrate the castle and rescue Zelda, only to have her immediately kidnapped once more by the wizard, who intends to use her to break the seal on an even greater evil. Before she’s spirited off to wherever princesses are stashed away in such situations, Zelda manages to tell Link that it’s his destiny to save Hyrule and that he must locate the legendary Master Sword, which is the only blade capable of defeating the powerful force controlling Agahnim. Off he goes, and adventure ensues.

Video game adaptations into other media tend to be hit or miss, but Ishinomori, genius that he is, pulls off his manga rendering of A Link to the Past flawlessly. Although Link is never really alone in the game (as he is always accompanied by you, the player), his quest is a lonely one, as he bears the sole responsibility for delivering the land from a terrible fate. Ishinomori especially excels at portraying Link’s smallness in a vast world filled with hostile creatures. The action sequences – and there are a lot of them – are nicely choreographed, with a smooth flow facilitated by expert paneling. This flow is so dependable that, when it’s interrupted, the reader is instantly made aware that Link has encountered a true threat, as he does in his final battle with Ganon, the story’s ultimate villain.

A Link to the Past Link vs Ganon

The manga is also populated by friendly characters who aid Link along his journey. The most striking of these fellow wayfarers is a bird-like “mystery knight” named Roam (a classic Ishinomori archetype in both personality and visual characterization). The inhabitants of Ganon’s dark world, a mirror reflection of Hyrule that changes the shape of people based on the truest form of their hearts, are also given small roles that help raise the stakes of Link’s battle. For example, immediately after Link is exiled to the dark world by Agahnim, he encounters a talking tree who explains to him that there are many other people who, for whatever reason, followed Ganon into the dark world only to become trapped there, doomed to wander as beasts or serve an evil master until a hero can purify the land. Such accounts add layers of depth to the story that aren’t to be found in the original game, in which the player progresses from objective to objective simply to experience the next challenge.

Despite the assistance of friends he encounters, Link is still one boy caught up in a legend much larger than his own life, a theme Ishinomori emphasizes with splash panels depicting Link as a faceless dot at one corner of a daunting landscape. In the game on which the manga is based, the enemy the player must engage most frequently is the environment itself, and the artist’s translation of this element into menacing backgrounds and elaborate framing devices is beautiful to behold. Ishinomori’s interpretation of Ganon’s castle, the revelation of which is a climactic moment, is especially awe-inspiring.

I would be remiss if I didn’t mention that there are also some fun Easter eggs for Zelda fans scattered throughout the manga. I don’t want to spoil all of them; but, to give an example, Link flies to the Desert Ruins in a winged hang glider. As the villager who provides him with this contraption recounts, “They say these miracle wings belonged to a powerful bird that carried the knights of Hyrule into battle!” In retrospect, this statement seems to refer to the events alluded to in Skyward Sword. And yet, considering that this was written more than ten years ago, one can’t help but wonder how much of the lore explored in more recent games was already in place as the earliest titles were being developed. Or, conversely, was this manga perhaps a guiding influence for subsequent world building?

This manga was originally serialized in the American gaming magazine Nintendo Power from January to December 1992. The following year, it was published as a full-color collected volume by Nintendo of America and in a black-and-white tankōbon by Shōgakukan in Japan. As such, it’s an interesting slice of both manga and video game history. Manga was still relatively unknown in the United States in 1992, and Viz Media only started publishing its groundbreaking Animerica magazine the following year. Meanwhile, Gail Tilden (the marketing manager at Nintendo of America) and the editors of Nintendo Power, the first publication of its kind, were responding to the sudden appearance of a rabid gaming public in the wake of U.S. release of Super Mario Bros. 3 in 1991. (More information about the early years of the magazine can be found in Jon Irwin‘s excellent Super Mario Bros. 2.) It’s extremely interesting that Nintendo was already attempting a manga/game media mix marketing strategy through the burgeoning medium of English-language video game journalism. It’s also interesting that Viz seems to be using a similar strategy – using the popularity of a gaming franchise to promote manga – with this new release.

Even if you don’t usually care for video games or manga, Ishinomori Shōtaro is a force of nature and a credit to the human race. Since it’s difficult to find his work in English translation, Viz’s new edition of A Link to the Past is a fantastic opportunity to see a master artist and storyteller at the top of his game.

A Link to the Past Link's Battle Against Trinexx

Second Quest

Second Quest

Title: Second Quest
Artist: David Hellman
Author: Tevis Thompson
Publication Year: 2015
Publisher: Fangamer
Pages: 120

Second Quest is a beautifully drawn comic that reimagines the Zelda mythos and explores just how bizarre it is that the Hylians consider themselves to be “the chosen people” who need to be “protected” from other races. What was Ganon really trying to do? Did Zelda really need to be rescued? Why is Link valorized for running around with a sword and smashing everything he encounters? What sort of cultural legacy does this create, and who suffers when outsiders are removed from historical narratives?

Of course, The Legend of Zelda is a keystone franchise of the global game industry, and licensing it is not cheap or easy, so all of the serial numbers have been filed off in David Hellman and Tevis Thompson’s interpretation. What this means is that Second Quest is accessible to non-gamers and people largely unfamiliar with the series, and it’s of special interest to readers interested in how Japanese stories have influenced people around the world to begin their own conversations.

Second Quest Page 13

Second Quest is about a young woman named Azalea who lives on an island that floats high above the clouds. The island is sparsely populated and immense, and vast ruins are buried just underneath its surface. Azalea is fascinated by this uncharted territory, especially since she has the mystical ability to perceive the past history of the objects she touches. The story begins when Azalea is struck by an especially forceful vision of a young woman fleeing from a unseen pursuer when she picks up a broken key deep underground.

Unfortunately, Azalea’s interactions with underground artifacts trigger an earthquake, an event that is especially frightening to people living on a floating island. The tremors lead to mass panic, and it is decreed that a cleansing ritual must be performed. This ritual involves the re-enactment of a great battle against the evil “pig thief” who, envious of the sky island people’s prosperity, had captured the human vessel of their goddess. Azalea, whom the island’s religious leader has designated as the newest member of an order of secluded women who silently pray for the prosperity of the island and its inhabitants, must play the role of the sacrificial princess in this ritual before she retires from the world to become a symbolic reminder of the past and future glory of people other than herself.

Second Quest Page 56

David Hellman’s line work is both intricate and forceful, but what I especially appreciated was the artist’s color palette. The majority of Second Quest is warm and dark, with the twilit purples of the first half giving way to the angry reds of the second half. These colors emphasize the enclosed and suffocating nature of the floating island and its society, and the sky, when we see it, is a frightening orange or black. When the sky suddenly turns blue during the enactment of the purification ritual, presumably to emphasize the characterization of the island’s people as being “on the side of light,” the effect is disquieting. The appearance of teal and green at the very end of the book is breathtakingly dramatic, as the major theme of the story – a quest for freedom from the past – explodes onto the page through a series of textless spreads.

Second Quest was promoted and published through a Kickstarter campaign, the seed for which was planted by an essay written by Tevis Thompson about how the Zelda series has been declining in quality since the early games. While the first Zelda games forced the player to explore a boundless world, the more recent games are nothing more than an extended linear obstacle course. Tevis writes:

Players are constantly reminded that they’re shackled to a mechanistic land. There is no illusion of freedom because the gears that keep the player and Hyrule in lockstep are eminently legible. You read the landscape all too easily; you know what it’s asking of you. One of the greatest offenders occurred early on with A Link to the Past: most bomb-able walls became visible. What had been a potential site of mystery in the original Legend of Zelda (every rockface) became just another job for your trusty keyring. Insert here. Go on about your business.

Personally, I don’t think the Zelda series is broken. Even in Skyward Sword, which can indeed be frustratingly linear, there is more than ample room for exploration. My own favorite thing to do in Skyward Sword is bug catching, an activity that encourages the player to explore the world of the game both thoroughly and nonviolently while closely observing the game’s lush scenery and the behavioral patterns of the creatures that move unobtrusively within it. There are any number of different ways to play the Zelda games; and, if the huge body of Zelda fanfic is any indication, there are any number of different ways to read the games as well.

Last summer, however, there was a small backlash of fannish frustration over Aonuma Eiji’s denial that the Link character in the upcoming WiiU Zelda game might be female, a possibility that had been met with surprising enthusiasm. Furthermore, Aonuma stated that the gender of the Link character is inconsequential; instead, the important thing is that the player is able to identify with the character. The implication of this statement, of course, is that it’s easier for gamers to identify with a male player-protagonist than with a female player-protagonist. Let us never forget that the normative identity is “male,” after all. Men are subjects, so it makes sense for the player to control a male character, while women are objects, so it makes sense for them to act as McGuffins that enable the plot.

It’s important to the critique implicit in Second Quest that its protagonist is female. This is not simple fanboy pandering but rather a conscientious effort on the part of the creators to tell the “legend of Zelda” from the perspective of someone who is forced into a role that doesn’t suit her. When the reader first encounters Azalea, she is actively exploring the secret and hidden places of her world. We later learn, however, that women are not allowed entry into the knight academy that trains the elite police force that seems to govern the floating island. She’s not allowed to question authority or to develop her talents, even despite her obvious leadership qualities and intelligence. Azalea thus allows us to see the story of so many video games, a story frustratingly repeated time and again, from the perspective of someone excluded from shaping this story in any way. Azalea sees things that we usually aren’t shown, and what she sees is troubling and thought-provoking.

Second Quest is absolutely brilliant. If you’re a gamer, get this book. If you’re a comics person, get this book. If you’re into the darker side of religion and folklore, get this book. If you’re into feminism, gender politics, and the deconstruction of gendered tropes, then by all means, get this book. Second Quest is a beautifully published and a true pleasure to read and share with friends. I’ve been waiting for this book to come out for a long time, and I’m thrilled that it turned out to be so fantastic and inspiring.

For more information, be sure to check out:
http://www.secondquestcomic.com/

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Hyrule Historia

Hyrule Historia

Title: The Legend of Zelda: Hyrule Historia
Japanese Title: ハイラル・ヒストリア: ゼルダの伝説 大全
(Hairaru hisutoria: Zeruda no densetsu taizen)
Japanese Editors: Aonuma Eiji (青沼 英二), Shioya Masahiko (塩谷 雅彦)
English Editors: Mike Richardson, Patrick Thorpe, et al.
Translators: Michael Gombos, et al.
Publication Year: 2013 (America); 2011 (Japan)
Publisher: Dark Horse
Pages: 280

Hyrule Historia is divided into four parts. The first part, titled “The Legend Begins: The World of Skyward Sword,” is a collection of artwork and design sketches from the 2011 Wii game Skyward Sword. The second part, “The History of Hyrule: A Chronology,” runs through the plot of every game in the Legend of Zelda series and demonstrates how they are all connected. The third part, “Creative Footprints: Documenting 25 Years of Artwork,” is a collection of art and design sketches from the entire series with a strong emphasis on Twilight Princess. The fourth part is a 34-page manga (of which ten pages are in gorgeous color) about the mythology of Skyward Sword by Akira Himekawa, a two-person team that has drawn the official manga adaptations of many games in the Legend of Zelda series.

The “History of Hyrule” section, which is about seventy pages long, gives the book its name. When the series timeline from this section was released and translated into English, there was a bit of a kerfluffle in certain circles of video game fandom that had gradually been building their own theories and didn’t appreciate the retroactive continuity implied by the official version. That being said, the timeline laid out by Hyrule Historia makes sense (inasmuch as anything involving time travel makes sense) and should be interesting to a fan of the series. The main bulk of the section, however, consists of condensed versions of the plot of each Legend of Zelda game. These plots are more or less what appears in the game manuals with very little extra or “never before revealed” information thrown in for flavor. Unfortunately, the basic “Link must collect items in order to earn the right to wield a special sword so that he can save Zelda after she is imprisoned by an evil entity” story begins to grow stale as it’s continually repeated across two dozen three-to-four-page increments.

The main draw of Hyrule Historia is its artwork. In the first part of the book, which is filled with artistic development materials for Skyward Sword, the reader can witness the incredible attention to detail and world building that went into the game. These images are accompanied by myriad creator notes, which are often surprisingly humorous. Thankfully, unlike the Japanese original, in which many of these notes were handwritten in tiny characters, the typeface used to convey the creator notes in translation is large enough to read easily.

Hyrule Historia Skyward Sword Townscapes

The artwork on display for the other games in the Legend of Zelda series in the “Creative Footprints” section is also quite interesting. There are all sorts of designs for the main characters, secondary characters, enemies, weapons, and items. There are also rough drafts of dungeon maps, enemy treasure drop charts, and other developmental materials, such as different drafts of promotional concept art. Some of this artwork shows exactly how enemy wings, tails, and teeth work, with suggestions for how different designs accommodate different movements. There are fewer written notes in this section than in the first section on Skyward Sword, but there is still enough text to draw the reader into the image details. I particularly enjoyed the architecture and island sketches from The Wind Waker, as well as the full designs of the stained glass patterns that appear in the game’s building interiors. I also enjoyed getting a sense of the evolution of the Link character in each Legend of Zelda game, as different designs show him as younger or older, or more or less serious, or wearing entirely different sets of clothing and equipment.

Hyrule Historia Spirit Tracks Link Designs

You can’t really see this in the scans I made, but the image quality in Hyrule Historia is impeccable; the book is something that you need to hold in your hands in order to fully appreciate. The emphasis of Hyrule Historia is obviously on Skyward Sword, but all of the Legend of Zelda games get multiple pages of attention. A great deal of the book’s text feels like it’s selling the series, especially in the “History of Hyrule” section, and it can sometimes be a chore to read. Still, artists and art appreciators will love the incredible array of sharp and colorful images, and the physical book itself is sturdy enough to handle all manner of wear and tear that may occur over the course of reference use. Dark Horse did an excellent job with this gorgeous book. If you’ve been on the fence about buying a copy, Hyrule Historia is absolutely worth your time and money.