Three and Thirty-Three

The Muppet Movie

Two years ago, in February, this site was born. 32 years ago, in February, I was born, too. Today is my birthday, and it’s close enough to the site’s anniversary that I think it’s fair to reflect on both at once. This site will be entering its third year in this world. I’ll be entering my thirty-third.

Ace-reader RaikoLives used a phrase in reference to his own comment on a recent article: he said, “That got maudlin quick.” It stuck with me, because it’s something I could say about almost anything I write. I’m hoping that combining some personal perspective with perspective on the website will prevent that from happening. Or, at least, allow it to happen more slowly.

I’ve never actually told anybody the reason I started Noiseless Chatter. I’ve given various explanations that were all true, in a strict sense, but not quite comprehensive. So, here it goes: I needed to.

I’ve always written. I’ll never argue that I’m great at it, but I can say for sure that it’s an essential component of who I am. It keeps me sane. It keeps me grounded. It (perhaps most importantly) keeps me humble. And so when I moved in with my then-girlfriend, and I simply didn’t have an opportunity to write the way — or the kinds of things — I used to, I decided to do this. I figured it would be easy to set up, and I could write things whenever I felt like it. The nature of a blog makes it equally suited to both long-form thought pieces and quick, minor updates, so I figured it was a good way to keep my options open.

That’s also why I didn’t give Noiseless Chatter a specific focus. Books, television, film, music, politics, video games, personal essays…there’s all kinds of stuff here. That wide remit is actually one of the issues I think the site has; folks who find me because they liked something I wrote about a novel would probably get tired of wading for months through other things before I decided to write about another one. Those tuning in for weekly ALF reviews probably wonder why I post so much miscellaneous crap in the interim.

But, I’ll tell you what…while that lack of focus probably results in a much lower “attachment rate” for visitors here, it does mean that the folks that do stick around mean that much more to me. There’s something strangely flattering about it…even though I have no idea — and never have any idea — of what I’ll cover next, people are looking forward to reading it anyway. That means more to me than larger numbers ever would, so thank you.

And, really. I mean that. Thank you.

Because I might have started this site as an outlet to keep myself writing, to keep myself sane, to keep myself me. But that relationship is over. So much about my life has changed. The past two years have been tumultuous, triumphant, and terrifying in turn. But I’m still here, even though I don’t “need” it anymore. Its original purpose has been rendered redundant, but here I am. And here I’ll stay. It’s more than what it was, and it means the world to me that you guys and gals made it that way.

So thank you, to all of you regular commenters, to all of you who rarely comment, and all of you who say nothing but are still there reading my drivel.

I do want to extend particular thanks to a handful of commenters who made these past two years better for me than I can reasonably express. Jeff, RaikoLives, Ridley and Justin always seem to be there no matter what I post, and even if I was writing only for them I’d still feel pretty great about it.

More recently Sarah Portland and Megan have been active, intelligent, welcome presences…the former being a great new person I’ve been fortunate enough to get to know online, and the latter being an old friend that I am very happy to reconnect with.

Also, some special props to mysterious commenter E[X]. I have no clue who he is — or even if he is a he — but he’s said that he’s been following me around the internet for several years now, so if I ever go missing, check his basement first.

The blog’s grown a lot, and only some of that effort is mine. The rest is yours, for discussing, sharing, circulating, supporting. It’s also recently sprouted a few branches: a Facebook page with more frequent, unique updates; a fiction anthology due for release this spring; a Twitter feed I still have no idea what to do with BUT IT IS THERE SO FOLLOW IT.

Noiseless Chatter is getting 200 visitors daily now, and not that long ago I was hovering around 40 on a good day. Google’s awarded it a PageRank of 3, which is not half bad for a sporadically updated blog of meandering bullshit. And I’m seeing more and more unfamiliar names in the comments section as time goes by. It feels great.

And I guess that’s what I want to say to you all: it feels great. 32 is over. I’m happy to see it go. 33 is going to be great, and so is 3.

I started this blog as an aimless dumping ground. Then you guys came along, and I felt obligated to keep it up, even when I wasn’t sure why or what I was doing…when I felt lost in my own life…when I seriously questioned my value as an artist, and as a person. Then everything fell apart…and just knowing there was somebody — or even a few somebodys — out there who cared about anything I did carried me through the hardest time in my life. You helped me simply because you were there. And with some distance, a clear head, and a more realistic perspective on the world around me, I wanted to take the time to say thank you.

Noiseless Chatter wouldn’t be the same without you…but, more to the point, neither would I. Thank you for keeping me sane. You all are jolly good fellows.

Many happy returns.

Reflections on Russell Johnson’s Passing

Russell Johnson, RIP

Last week, Russell Johnson died. It was a name that I recognized, but it’s not the name I thought of when I saw his picture. I didn’t even think of the name of his character. I thought of his descriptor. This man was The Professor.

I’m not going to make the case that Gilligan’s Island was brilliant television. I will, however, stand pretty firmly in my opinion that it was good for what it was, and had probably the most perfect sitcom casting this side of Arrested Development.

His death doesn’t get me reflecting as deeply on my childhood as the death of Jerry Nelson did. But it certainly does cause me to look backward, to exhume long-ignored memories, to remember simpler times in the world of entertainment.

I wasn’t alive during the original run of Gilligan’s Island, but I’d be surprised if there was a single episode I haven’t seen. It was in near-constant syndication when I was growing up, and it was a highlight of those rare days when I managed to trick my parents into thinking I was too sick to go to school. I’d lay on the couch and watch Gilligan’s Island, Press Your Luck and assorted soap operas I couldn’t tell you the first thing about. There was a kind of escape in shows like this…Gilligan’s Island in particular. It stuck with me…and I loved it.

I don’t know what it was about that show…but I can certainly make some confident guesses. For starters, that island was beautiful. Looking back I’m sure that most of it was filmed on a set, and any location shots were certainly not filmed anywhere near the tropical paradise that I had envisioned.

Gilligan’s Island didn’t just take the teeth out of the idea of being shipwrecked…it made it seem desirable. I remember feeling bad for Gilligan when he was berated at the end of many episodes. Sure, his bumbling often kept them stranded…but why on Earth did they want to leave?

They had food and water. They had shelter. They had constantly sunny weather. They had each other. They didn’t have taxes. They didn’t have dead-end jobs. They didn’t have sour relationships and difficult relatives. They didn’t have worries. Sure, every so often some external danger would be introduced to the group dynamic, but it was always vanquished in the end. Gilligan’s Island was far from the only sitcom to reach for the reset button at the end of each episode, but it was the only one that reset things to a status quo that looked like Heaven to me.

The lapping waves. The rustling palm fronds. Gathering around a big fire to eat and listen to a radio broadcast. Sleeping in a hammock. Watching the sunset with your toes in the sand every day of your life. If I were Gilligan, my subconscious would probably squash any plans for rescue as well.

But there’s something comforting about Gilligan’s Island beyond its setting: its characterization. And that’s where Russell Johnson shined…and he arguably shined brightest.

When I say that the casting on this show was great I’m not just offering up a vague platitude. I genuinely feel it couldn’t have been better. Look at any screen grab or promotional shot from the show, and you won’t just recognize their faces; you’ll hear their voices. You’ll remember their mannerisms. You know exactly how they’ll interact with each other under any given circumstance.

The characters were rigid. At no point did they grow or evolve. Far from being a drawback, however, this was a strength; they started out so perfectly formed that there was really nowhere else to take them. Everything from their personal wardrobes to their personal weaknesses were drawn from the start. Gilligan’s Island may never have achieved greatness, but it absolutely achieved the next best thing: consistency.

I found myself relating to The Professor more than any of the other castaways as a kid. Nowadays there’s probably a bit of The Skipper in there, too, but back then it was Russell Johnson who kept me fixated on the show. As the others would — with the periodic exception of Mary Ann — succumb to some form of temptation or another, The Professor moved forward with a level head. He was on hand to explain the obstacle of the week, to outline the things the others needed to do or refrain from doing, and while it wasn’t always his hand that saved the day, it was certainly his calm, collected intellect that held them together.

He was a type, as were they all, but there’s nothing wrong with that. While nowadays the tendency is to wink and lampshade, Gilligan’s Island is a relic of a time that wasn’t afraid of looking ridiculous. I am positive that nobody who worked on the show — in any capacity — felt that it was realistic or profound in any way. And yet…there it still was. The actors and actresses were still making the enthusiastic most of their material. The opening and closing themes were still immortal. The writers were still coming up with genuinely clever material; sure, the weekly plotlines might not have been anything special (how many times was the entire episode based around a new visitor that washed up ashore?) but those plots only served as the framework upon which to hang some great lines and physical comedy. And those wardrobe people? Those wardrobe people had as much to do with defining the characters as anyone else did.

I think what I really liked about Gilligan’s Island was the fact that everybody was an equal part of this community. That held a lot of appeal to me. While in some cases their usefulness to the rest of the group was clear, in other cases it might have been a bit harder to recognize. But, ultimately, they were in this together. Tensions might run high, but they were a group. Everyone had a purpose. Everyone had a reason. And given enough time, and enough teamwork, we could get everything back to normalcy.

Neither Gilligan’s island nor Gilligan’s Island would have been the same without every one of these characters. There was a kind of comforting, rewarding stasis at work…a reassurance that though you might feel out of place in the world, there was somewhere that you would fit.

I loved The Professor. Some kids grew up idolizing Captain Kirk, or Luke Skywalker, and that’s fine.

Me? I looked up to a guy in a button-down shirt, isolated from civilization and doomed never to return, but who kept his cool, stayed productive, and retained his sanity…there on Gilligan’s island.

Rest in peace, Professor. And thank you.

A Little Help For My Friends

The Interactive Canvas

Whew! I wanted to have a few new things ready to post this weekend, but that didn’t happen. For good reasons, though. It was a pretty awesome weekend.

However there were two things I wanted to draw attention toward. In one case, it’s a friend trying to raise money for what looks to be a pretty cool passion project of his. In another case it’s not quite as happy a story. Of course, if you decide to help either, or both, or none, that’s entirely your choice. I’m not going to tell anyone to donate to anything, but if you find it in your heart to do so, I can promise you that these are two very deserving people who would appreciate it more than you realize.

One Friend: Friend of the website and webmaster of Digitally Downloaded, Matt Sainsbury has set up a Kickstarter. He’s unhappy with the current state of games criticism, and hopes to rectify this in some small way with a nice, insightful, authoritative text that treats the medium with the artistic respect that it deserves. I haven’t seen any of the material that will be included in this book, but I’d be genuinely surprised if it was not worth reading; check out the link to get a sense of just how much great stuff is going to end up in here.

Another Friend: Noiseless Chatter regulars will no doubt recognize the name Sarah Portland. She’s more than a welcome presence here…she’s an excellent human being and a very talented artist. However, some sad news: her cat passed away this past Thursday. That’s unfortunate enough on its own, but Sarah is also faced with a large bill that she’s having trouble paying off. She had to pay over $2,000 for surgery last month, and now she needs another $400 to pay for the necropsy and cremation.

If you would like to donate, please do so directly to the vet: Tigard Animal Hospital, (503) 684-3133. Mention that it is for a kitty cat named Spock.

I know things are hard out there. I know funds are limited across the board. But these are two people who have done a lot to shape the atmosphere of this site, especially lately, and I’m happy to help in any small way that I can.

Anyway, more to come, as always. And I just finished writing the review of ALF‘s clip show. I don’t want to get your hopes up, but it’s the best thing you’ll ever read so you might as well kill yourself right after.

Partial List of Wishes on Evening Stars for This Period

Shooting Star

New Year’s is the holiday toward which I feel the most conflicted. And that makes sense, I think; it’s an invitation to look both backward at the year you’re leaving behind and forward into the one ahead. It’s both of these things, and it’s both of these things at once. It’s the end of a chapter. You may not be finished digesting what you’ve read, but somebody’s already turning the page for you.

Christmas makes me sad. Halloween makes me happy. New Year’s splits me in two.

I’m not sorry to say goodbye to 2013. It was, in all honesty, the hardest year I’ve ever had to endure. Personally, professionally, emotionally, romantically, financially…I’m not sure I had even a week during which I didn’t have to worry about something immediate and pressing.

The saddest part? I kind of miss it.

That’s New Year’s for you.

Kate and I split up this past year. For good. That’s both a sadness and a relief. A problem and a solution. A regret and a milestone. There’s no need to delve into detail, because the detail isn’t what matters. And, besides, if we were to divide up all of the negativity in that relationship I’m positive that at least half of it would have been mine. I don’t intend to shift any blame. I don’t think that would do anybody any good.

But sometimes you step back and look at something and you don’t know what to think. If you’re captaining a ship that goes down without you, wouldn’t you feel relieved to be alive just as much as you’re sorry to lose the ship? Conversely, wouldn’t you be just as sorry to lose the ship as you are relieved to be alive? Checks and balances. Swings and roundabouts. Yin and yang.

It’s all tangled together. “I don’t like you,” Smokey Robinson sang, “but I love you.” And he wasn’t being clever. He was being honest.

And so I’m here, bidding farewell to the most difficult year of my life…the year during which I managed, somehow, to lose more than I actually had. And yet I can’t help but think back and…well, and smile. And sometimes laugh. Because if I had the chance to do it all over again, even if I couldn’t change the outcome, I probably would.

That’s what New Year’s does to me. I start thinking about everything that won’t be making the trip into 2014 with me. And I get sad. Because all I really want is to take everything with me. To get it right to the point that I don’t have to leave things behind all the time…or get left behind by them. Somewhere, inside of me, there’s a man who could have done everything right. I know there is. And maybe some years he gets his way more than others. But I only seem to notice when he doesn’t.

There are a lot of sad things about It’s a Wonderful Life, but my personal favorite is the fact that George is kind of a dick. The film hinges on the idea that he has an innate goodness about him, and that’s true, because when it comes down to making a fateful decision, he places everyone else’s needs before his own. However in the long spaces in between those fateful decisions, he’s an ass. He doesn’t realize what he has. He barely seems to want it. He’s caustic and dismissive and self-pitying. Clarence doesn’t just ask about why he wishes he was never born; Clarence asks why the fuck he can’t appreciate how much he has. The ending isn’t uplifting because he stays out of jail…the ending is uplifting because he returns home grateful to see his family, and you get the sense that it’s been a long, long time since that happened.

I’m sorry, I guess is what I’m trying to say. I’m sorry that I’m a dick. I’m sorry that I didn’t get this year right. I’m sorry that I tried to do all of the wrong things, and didn’t try very hard to do the right ones. I’m not a bad guy, but I sure as hell made a lot of bad decisions.

In spite of that, there have been more great people in my life than I even deserved. And I number my readers here among them. This blog, as silly as it may sound, has been my one constant throughout a year of ups and downs. And it’s not just because I have a place to write and post my meandering nonsense…it’s because of you. You, right there, reading this.

I know. I get mushy sometimes. It won’t happen often. I think I just wanted to take a moment to reflect, to look back, and to acknowledge. I could easily paint myself as a hero for making it this far alive. I could just as easily paint myself as a tragic figure deserving of your commiserations. I don’t want to do either.

I just want to be a human being who’s big enough to learn from what’s happened, and small enough to understand that he deserved a good deal of it.

It’s okay. It’s okay, because the world keeps spinning. We move along, we move onward, and we move upward. Because that’s all we can do. And I can look back on 2013 and cringe at some things and wish I could hold on to others. But I can’t change 2013.

And neither can you.

On the flipside, I’ve got total control over 2014. Not in terms of what happens, but in terms of how I react to it. That’s my responsibility, and it’s one that I’ll take.

In Gravity’s Rainbow there’s a very moving sequence toward the end of the book when one of the central characters reflects upon just how much he’s lost, and we are made privy to his Partial List of Wishes on Evening Stars for This Period.

His wishes are selfish, selfless, practical, impossible, desperate. They can’t all come true…but if even one of them does, then he’s that much further ahead.

Of course, there’s no guarantee that any of them will come true. And that’s okay. What’s important is that you take the time to identify what it is you need. Because until you do that, you have no hope of finding it.

Thank you for helping me through 2013. I’m grateful for every last one of you…and I’m glad that you’re all coming into the new year along with me. We’ll take a cup of kindness, yet. For auld lang syne.

Why I Love, Love, Love, Love A Link Between Worlds

A Link Between Worlds

I haven’t been very impressed with the past few Legend of Zelda games. Actually, that’s putting it a bit too lightly; I think the past few Legend of Zelda games are terrible. And I don’t mean “terrible” in a relative sense, with me comparing them to the incredible highs the series has achieved in the past and calling them failures because they don’t have quite the same resonance. No, I mean “terrible” as in “these really are some lousy games.”

And so I didn’t get my hopes up about A Link Between Worlds, which was released this past week after many months of buildup. After all, I’ve been burned a bit too much by the past couple of releases. And yet I took the plunge anyway, and I’m glad I did. Not only because I absolutely adore the game on its own merits, but because it’s helping me to see, and to articulate, the problems I’ve had with the series lately. It not only illuminates them…it seems to deliberately atone for them.

The game, as you can probably tell from the comparative screenshots above, takes place in the same world as A Link to the Past, which is quite likely my second favorite Zelda game. I even chose it as my favorite thing from 1991 when asked to make such a selection, and it’s a choice I absolutely stand by. It is, for all intents and purposes, an absolutely perfect video game experience. And I’m choosing my words carefully here; I really do think of it as an experience.

The plot is not much to speak of; it doesn’t go much further than the standard boilerplate “kingdom in peril” that the first game already used, and it doesn’t really get any deeper here. But that’s a good thing. Yes, that’s right…for all of the bickering about chronology and intra-series cross references and alternate timelines, worlds and universes, Zelda is at its strongest when it doesn’t try to tell a story.

Flash back to your first time playing the original game. I can’t tell you that your experience with it was anything like mine. Actually, I can more or less promise you that it wasn’t…but that’s okay. In fact, again, that’s a good thing.

I remember playing it as a kid and being absolutely terrible at it. It was fun, don’t get me wrong, but with a wide open world like that, I wasn’t sure what to do. And I don’t mean that I was confused about my objectives…I meant that I did not know how I would survive.

At this point in my life, I was used to video games that broke their experiences into sequential chapters. Whether it was clearing a board of pellets and ghosts or leaping triumphantly at a flag pole, I felt as though I was in good, careful hands. I’d have to use my own cunning to figure out a way to achieve that goal, but there was a sense of safety and of security in knowing that somebody, somewhere, had taken the time to organize these things for me.

It’s easy to understand the appeal. If you succeed, you will be assigned the next objective, and it will be a little harder. And that was okay, because we trusted them. Games were designed as gradual challenges, to be ratcheted up at regular intervals. I may not have known what was coming next, but I trusted that it would never be unfair. I was secure.

The Legend of Zelda opens with its blackness parting like a curtain, revealing a stage upon which you are the only actor, in a show with no script. There is no security. There is simply a world for you to explore. And that’s why it’s remembered so fondly today, and why the series is still alive; there was a genuine sense of adventure, because the literal unknown stretched out in all directions around you.

Your experience of fumbling through the game is a lot different from my experience of fumbling through the game. 200 people could be asked to give a play-by-play of how they made it through The Legend of Zelda, and the only overlap would be in the tiny details. They collected the pieces of the Triforce. They slayed Ganon. They rescued the princess. Everything else would be — and must be — a more personalized story, something unique to their own experience that enfolded entirely, silently, within their own minds. Compare that to Super Mario Bros., which would be exactly the opposite: the main experience of the game would be identical no matter who you asked, with the only deviations coming in the smaller details…such as where they decided to farm for lives, or whether or not they used a Warp Zone.

There’s no right or wrong approach. The continuing success of both franchises proves that well enough. There’s a comforting, charming sense of advancement in addictive platformers, and there’s an unforgettable sense of excitement and surprise that comes along with open-ended adventure.

A Link to the Past built upon the formula of the first game — and rejected nearly everything from the second — to create what was ultimately a much more refined experience. It’s a purposeful retread over old ground, and it’s done for a respectable purpose: there was new hardware, a new controller, and new ways to do so many things better.

And it did do so many things better. The sense of adventure was left intact, but the world felt more real. More deliberately constructed. More coherent. Which only intensified the effect of your inevitable trip to the Dark World. That was a brilliant gameplay wrinkle that worked only because the Light World felt so genuine. It felt like an actual place, rather than a large and varied battlefield. If it hadn’t, it wouldn’t really have meant much to see it in such disarray, to find familiar landmarks gone or perverted, to see the palette of deadness tossed over the formerly lush grass and trees.

When I was a child playing The Legend of Zelda, I didn’t know how I would survive. Survival, for me, was more important than advancement. So I kept to the areas that felt safe to me. I could fight weak enemies over and over again, amass the cash that would let me buy the items that would make me stronger, and then I’d peek out a little bit. I’d let the screen scroll me into a new area. Sometimes it felt safe, because I had more abilities at my disposal. Other times I still felt unprepared, and so I retreated back. The point was, though, that this was a game that I could experience on my terms. The Legend of Zelda didn’t care where I went, or when I decided to go there. It didn’t care about the sequence in which I tackled the dungeons, and it didn’t even seem to care if I tackled them at all.

A Link to the Past was like an incredible punch to the gut, because I felt much safer in the overworld this time than I had in the original game. Sure, there were some difficult enemies, but it never felt like I was more than a few screens away from sanctuary. So I explored more recklessly. I was emboldened.

…until I found myself banished to the Dark World. Just like in the original game, I was in an area that suddenly made me feel overwhelmed. Unlike the original game, however, I wasn’t allowed to go back to my safe spot. I was trapped…and the only way out was forward, through what I dreaded most. Today it’s a development that probably feels quaint. To a ten-year-old boy playing the game in a dark room late at night, however, it was the stuff of nightmares. The Legend of Zelda was a game that had already stripped me of my security, and now A Link to the Past stripped me of whatever small amount of comfort still remained.

The original game didn’t care if you ever grew up and matured as an adventurer. A Link to the Past said, “You mature now, or you don’t get home alive.”

I loved it. And I still love it. I’ve played through it many times since, and it’s an experience that simply feels timeless. Yet there was an unfortunate side effect to A Link to the Past saying “You do this now.” What it did was set a precedent for all of the games that followed. And while Ocarina of Time, Majora’s Mask and The Wind Waker probably constitute the single best three-game run in any series ever, the fact remains that the “adventure” was dismantled.

A Link to the Past relied on the sequential usage of items more than either of the previous games, and it set the stage for the series to rest on its laurels. Whereas items were necessary to progress in the first two titles, they now started to fall into a predetermined chronology. It was no longer a case of choosing to go somewhere on a map…it was a case of choosing to go somewhere, realizing you needed an item to get past the barricade, seeking out that item, finding out you need some other item in order to find what you’re looking for, and so on. Adventure is striking out into the unknown…and by constructing these chains of mandatory causality, the Zelda series gradually forgot what adventure meant.

It found substitutes, of course. Ocarina of Time built a genuinely engrossing story, totally revamped the combat system, and featured positively breathtaking visuals for its day. Majora’s Mask — my particular favorite — delved into deep, hallucinogenic abstraction, and re-built the Ocarina world from the ground up as a Twilight Zone-worthy hellscape of death, despair, and inevitability. The Wind Waker turned the entire concept of a video game into an interactive, gorgeously animated cartoon. There was enough to keep us distracted from the fact that as “open” as they may have still seemed to be, the Zelda games had been reduced to level 1, level 2, level 3, and so on. Those labels were missing, but their effects were felt. The original game was an empty stage upon which you could act as you saw fit. The later games were more like massive murals of great adventures that were thrilling to look at, but which you could never get inside.

Twilight Princess was my first true Zelda disappointment, because it was not only as rigid as ever, but now it no longer seemed to be any fun. The palette was dismal, the character design uncreative, and the gameplay wrinkles just felt like less effective clones of things the series had already done. Skyward Sword rectified the graphical approach somewhat…at least in the sense that it let its characters be characters. But it also featured a control scheme that wanted to be immersive but instead reminded you with literally everything you did that you were just playing a video game. It also featured the most intrusive tutorial character yet…a spirit named Fi that literally never shut up, and would constantly feed you puzzle solutions whether you liked it or not.

The evolution of the Zelda series — and this is something that A Link Between Worlds has made clear to me — has gone something like this: adventure, then regimented advancement, then games that don’t trust you at all to play them.

I didn’t want that. And so I fell out of love with what was once the most exciting adventure a boy could have with a controller in his hands. That was okay, though. People grow up. We leave some things behind, and other things leave us behind.

But A Link Between Worlds won me back. Not just because it takes place in a world we’ve already seen, but because of what it does with that world. Just as the Dark World was a sucker-punch inflicted upon every child in the early 90s, A Link Between Worlds uses the comforting familiarity against us. It reaches back to the game that unintentionally introduced stodginess and rigidity to what was once an open and exciting formula…and it creates a new time-line. In this one, the adventure is still yours to have. In this one, your experience will be different from my experience, and those in turn will be different from the experiences of 198 other people making their way through the game. The series has never left us, but that’s something we haven’t seen in decades.

A Link Between Worlds does to A Link to the Past what that game did to The Legend of Zelda. It gives us largely the same experience, but it builds upon and refines it in ways we didn’t even consider. In this case, it’s down to tighter controls, non-sequential dungeons, and a shop that rents out items to you. Almost all of the items. You can take them and leave them as you please. This means that if you need to melt an icy barricade, you don’t need to figure out where the Fire Rod is, and then work backward through the chain of reasoning to figure out all the items you’ll need before you can get it; you just go rent the Fire Rod.

That might sound like the game is easier, but it’s actually not. It’s more difficult when you have the freedom to do what you’d like to do. Why? Because it’s your responsibility to get it right. The game isn’t providing the gradual accumulation of important items like it used to…it literally lays them all on the table and wishes you luck. For the first time in more games than I can count, The Legend of Zelda trusts me.

And that’s why I love A Link Between Worlds. Forget the lovely graphics. Forget the great soundtrack. Forget the funny dialogue and silly — but addictive — mini-games. All of that stuff has been with us all along.

What matters is that it rediscovered its own sense of adventure, and that, once again, it wants me to have fun playing it.

I hope we do get more Zelda games in this vein. Because it really is a lot more fun when you have responsibility for your own actions. That’s what Zelda should be all about. Not cut-scenes and long lectures from your mandatory helper character, but a sense that it’s up to you to figure this out. The odds are against you, you’re alone, and the fate of the world is in your hands.

Sure, it’s intimidating…but it’s the only way you can correctly consider yourself a hero.