Zelda II: The Adventure of Link

geniasis
Review by
20 Dec 2023
Bad
13th percentile
70
The Courage to Fight Yourself: On Zelda II and the Obscene Kernel of the Sequel

There is a moment at the end of Zelda II: The Adventure of Link that contains, in compressed form, more philosophical content than the entire bloated cinematic output of its successors. After hours of grinding, dying, grinding again, cursing the controller, memorizing the location of every invisible pit and every mute pedestrian who coughs "I AM ERROR" into the void, Link reaches the Great Palace and confronts his final enemy. It is not Ganon. Ganon has already been dispatched—dispatched, in fact, before the game even begins, reduced in the prologue to a pile of ash awaiting reconstitution. No, the final boss is Dark Link. Link fights himself. The screen fades to black and he fights his own shadow, and the only way to win, as every guide will tell you, is to crouch in the corner and stab repeatedly, which is to say: to give up the heroic posture entirely, to assume the ignoble position of the frightened animal, and from that position of self-abasement to dismantle one's own idealized image.

This is not incidental. This is the truth of the Hero's Journey stripped of its Campbellian cheerleading. The ego—that glossy armored figure you have spent fifteen hours leveling up, whose ATTACK and MAGIC and LIFE stats you have lovingly optimized—discovers at the threshold of its ultimate achievement that it must murder itself. The mirror image, the moi, the Imaginary self which the entire RPG apparatus has been constructing through the accumulation of experience points, turns out to be the last obstacle between the subject and the Real. Lacan would have appreciated the economy of it. Most games pretend that self-realization means becoming more of what you already are. Zelda II, in its strange Nintendo-Famicom honesty, admits the opposite: you have to squat in the corner and stab the thing you have become.

Then consider the princess. There are, notoriously, two Zeldas in the mythology by this point: the one you rescued in the first game, and the other one, the original Zelda, the one who has been asleep for generations under a sleeping spell cast by a wizard angry that she would not reveal the location of the Triforce of Courage. She is the reason the game exists. She is also, pointedly, never actually rescued in any meaningful narrative sense. You awaken her, she smiles, a curtain descends, "THE END" appears, and the credits roll. She has no dialogue. She has no interiority. She is pure MacGuffin, pure structural placeholder—which is to say, she is the perfect rendering of what Lacan called objet petit a, the object-cause of desire whose entire function is to remain just out of reach, propelling the subject forward without ever delivering the satisfaction it promises. The genius of Zelda II is that it barely bothers to disguise this. The sleeping Zelda is not a character; she is the narrative engine's MacGuffin-ness made visible, a woman-shaped hole around which the whole fantasy organizes itself. When you reach her, nothing happens.Nothing could happen, because the whole point was the journey toward the structural void, and once you arrive, the void reveals itself as void.

And now: "I AM ERROR." The phrase has become a meme, a piece of translation-era kitsch, but memes have a way of encoding the truth they cannot speak. A villager in the town of Ruto greets you with those words and then offers nothing else. He is a programming joke—Error and his brother Bagu, bug and error, inside jokes from the localization team. But treat him as a symptom. Here, in the very texture of the game's fictional world, is a figure who announces that he is a glitch, a malfunction, a stain on the smooth surface of the symbolic order. He is the village idiot who tells the truth: the world you are inhabiting is a construction, a code, and I am the place where the code shows through. Every ideological edifice requires its Error, its remainder, the piece that does not fit and whose non-fitting is the very guarantee that the fit is working everywhere else. When Error announces himself, he is performing the structural role of the Lacanian sinthome: the knot that holds the whole ramshackle universe together precisely by being its failure point.

What, meanwhile, is the game actually asking you to do, moment to moment? It is asking you to grind. To kill the same palette-swapped Lowder and Moa and Bot over and over in the same stretches of swamp and desert, accumulating experience points toward incremental stat upgrades. This is presented as heroism; it is actually wage labor in fancy dress. But here is the twist—the reason Zelda II has acquired, over the decades, its particular cult of masochistic affection—is that the game never pretends this labor is fun in the liberal-humanist sense of "fun." It is hard. It punishes you. It sends you back to the North Castle when you die and makes you walk all the way back. It is suffused with what we might call the obscene superego injunction to enjoy: Enjoy your suffering, player. Enjoy the grind. Your failure is your virtue. Get good. The contemporary Soulsborne discourse about "git gud" did not emerge from nowhere; it was already here in 1987, in this strange sidescrolling dead-end, a full generation before FromSoftware monetized the same perverse pleasure. The difference is that now we celebrate the masochism openly, whereas then it was considered a design mistake.

Which brings us, finally, to the question every piece of writing about Zelda II has to answer: why is it the "bad" Zelda? Why did Nintendo abandon its template? Why did the franchise pretend, for decades, that this game was an embarrassing cousin, the weird middle child between The Legend of Zelda and A Link to the Past? The standard answer is aesthetic: the sidescrolling didn't work, the difficulty was unfair, the RPG mechanics were clunky. Fine. But the more interesting answer is ideological. Zelda II is the game in which the Zelda franchise briefly became conscious of itself as a set of arbitrary formal choices rather than an eternal natural form. It was the moment the series contemplated being something other than what it was, and this contemplation was so traumatic that the series spent the next thirty-five years covering it up, insisting on overhead exploration and item-based progression as if these were Platonic forms rather than one option among many. The "bad" sequel is the one that reveals the contingency of the "good" originals. It is the Hegelian negation that the franchise had to repress in order to maintain the fantasy of its own natural continuity.

In this sense, the received wisdom has it exactly backwards. Zelda II is not the failure that almost derailed the series; it is the moment of truth that the series has been running from ever since. Every polished, orchestrally scored, cinematically directed Zelda game of the last three decades is a defense mechanism against the raw weird honesty of this one—the game that admitted the princess was a structural void, that the hero's final enemy was himself, that a character could announce "I AM ERROR" and nothing could be done about it, that the whole heroic fantasy was a grind punctuated by moments of inexplicable punishment. If you want to know what the Zelda series is really about, underneath its lush production values and its mythological window-dressing, play the one everyone tells you not to play. The truth is usually in the sequel nobody likes.
Mini Review: Why is Zelda II the franchise’s embarrassing cousin? Because it reveals the repressed truth of the heroic fantasy. Stripped of Campbellian cheer, its grueling difficulty isn't a design flaw, but the obscene superego injunction to enjoy your own suffering. When a villager announces "I AM ERROR," he exposes the artificiality of the digital matrix. The game forces a traumatic confrontation with our own desires. Every polished sequel since is merely a defense mechanism against its raw honesty.
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