There isn't much wrong with Zelda. Certainly not in the critics eyes. Just look at the review scores for games such as Twilight Princess and Skyward Sword. ONM gave Twilight Princess 97%, calling it a monumental slice of classic Nintendo that will be remembered for decades to come. Skyward Sword fared even better with ONM declaring that it is the pinnacle of the series.
ONM weren't alone - Games Radar and CVG awarded Twilight Princess full marks while Edge gave Skyward Sword a big fat 10, one of only 14 perfect scores the magazine have handed out in their history.
Yet Eiji Aonuma's not happy. To be honest, he rarely is. Back in 2009, before Ocarina Of Time had been remade before 3DS, the Zelda producer claimed that his N64 masterpiece wasn't that good. Now he wants to change things completely for Zelda Wii U and make a game that rethinks the conventions of Zelda.
He said: "Our mission in developing this new Zelda game for Wii U is quite plainly to re-think the conventions of Zelda. I'm referring to the expectation that the player is supposed to complete dungeons in a certain order, or that you're supposed to play by yourself. The things we've come to take for granted recently.
"We want to set aside these conventions, get back to basics and create a newborn Zelda so that the players can best enjoy the real essence of the franchise."
But given that the Zelda series is so popular with the fans and has been so criticially acclaimed, does it need to change?
Completing dungeons in a different order
Well, let's begin with the idea of not completing dungeons in a certain order.
The idea of nonlinear dungeon progression seems like something a bit out of the box for a Zelda game, but as well as talking about challenging coventions, Aonuma did also mention getting back to basics. Remember that the original Legend Of Zelda game didn't direct you to completing certain dungeons in order and although some were more difficult than others and some can only be completed using items gained in a previous dungeon, you could attempt to complete them in any order.
I recall Skyward Sword being hyped up to have an overhauled dungeon mechanic but it just turned out to be form of backtracking. I hope Aonuma is thinking about letting the players choose which temple they want to go to next instead of forcing them to go in a certain direction due to lack of equipment or the story pushing you down a set path.
It would certainly be more in line with modern gaming trends where nonlinearity, choosing your own fate and open world elements are popular. If it does follow this path, the good news for Zelda is that fantasy has never been more popular than it is now.
In a world where Call Of Duty and FIFA rule, it is amazing that a game like Skyrim can sell more than 10 million copies and despite being released in 2011, was one of the top 10 best selling games in the UK in 2012. Skyward Sword was only released on one platform but it has sold 3.52 million worldwide. Maybe that's why the developers want to challenge conventions.