Silent protagonists have been a staple of the video game medium for decades, andThe Legend of Zelda’s Link is arguably the most prolific. He almost always wears green, rarely takes off his hat, and isn’t a man of many words– but he does canonically speak. This perhaps goes without saying considering characters react to “dialogue” that Link is speaking as early asOcarina of Time, but there are games where Link breaks his vow of silence. It’s not always clear when or why Link speaks, butThe Legend of Zelda’s main character isn’t as silent as he lets on.

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Link’s rare moments of speech also highlight how a silent protagonist isn’t a personalityless protagonist. More importantly, these instances stand out for being oddities in a franchise that otherwise keeps details like “the main character never speaks” painstakingly consistent. AsBreath of the Wildproved, though,Nintendois more than comfortable recontextualizingThe Legend of Zelda’s brand– and that means giving Link more to say.

As surprising as it may be, Link has spoken as early as the second entry in the franchise–Zelda II: The Adventure of Link. An action-RPG side-scroller,Zelda IIabandons the isometric adventuring of the first game in favor of a harder gameplay loop that’s more or less designed to punish anyone lacking in quick, 8-bit based reflexes.

All the same,Zelda IIis far from a bad game. Beyond featuring one of the best combat systems on the NES, the game’s world is filled with a classically epic charm futureZeldagames traded away in favor of the series’ current mythos.Zelda IIalso deserves credit for giving Hyrule character. NPCs not only litter townships, they have more to say this time around.

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Zelda IInotoriously has a lackluster English localization, but it resulted in quite an interesting script change. When Link finds the Mirror in the Water Town of Saria, he’ll comment “I found a mirror under the table” in English translated versions of the game.

Link looking annoyed

The first handheld installment in the franchise,Link’s Awakeningis one of the most important games in theZeldaseries– in large part due to the many precedents it set. WithoutLink’s Awakening, there would be no trading sequences, no linear structure, no meaningful characterization, and no thoughtful storytelling.

Link’s Awakeningwas the first time aZeldagame took its story seriously, the narrative juggling existentialism themes with a finesse that would make most modern AAA games blush. Koholint Island is in fact a dream world and Link’s end goal will ultimately result in the Island’s disappearance. In a truly chilling moment, Link actually reacts to the information that Koholint isn’t real midway through the game

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“… … … … What? Illusion?” Link doesn’t say anything for the rest ofLink’s Awakening, but he doesn’t have to. One line is enough to indicate just how shaken the Legendary Hero is by Koholint’s ultimate fate.

3The Wind Waker

The Legend of Zelda’sGameCubedebut,The Wind Wakerwas playing with power on a levelOcarina of TimeandMajora’s Maskcouldn’t. While the game’s legacy isn’t as sterling as its N64 predecessors,The Wind Wakernonetheless stands the test of time due to incredibly forward thinking art direction (that the Wii U remake for whatever reason butchered.)

One of the greatest strengths ofThe Wind Waker’s aesthetic is the amount of personality it gives any given character. NPCs are far more expressive than ever, with Link notably reacting to the world around him in subtle ways. Link will look at enemies, actually furrow his brow at points, smile after defeating a mini-boss, and straight up speaks during gameplay.

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There are multiple points in the second half ofThe Wind Wakerwhere Link can control other NPCs and dictate where they move. While doing so, players can call them over, which will cause Link to say “Come on!” in clear English.

2Skyward Sword

Although Link doesn’t verbally speak inTwilight Princesslike he does inThe Wind Waker, the GameCube’s lastZeldaset an important precedent: Link moving his mouth during cutscenes. It was always implied Link was speaking in some capacity with NPCs, butTwilight Princessmade it obvious. The game just doesn’t give Link any dialogue.

Skyward Swordfollows suit in this regard, but it notably features more instances of Link pantomiming with characters (most notably through his scenes with Groose.) Beyond this, however,Skyward Swordfeatures actual dialogue options for Link. This isn’t anything new for the series, but it’s the first time Nintendo put some actual effort into what Link can say.

Not only does Link always have three options when dialogue trees come up, they vary in tone. Link can be snarky, kind, or just brimming with utter confidence. More importantly, his dialogue options evolve over the course of the game, giving Link one of his most identifiable arcs inThe Legend of Zelda.

1Breath Of The Wild

Similarly toTwilight PrincessandSkyward Sword, characters react to Link as if he’s speaking, butBreath of the Wilddoes not feature Link moving his lips for dialogue– even silent. In fact, Nintendo of America outright removed all of Link’s character, making him as mute as ever. Which is a shame sinceBotWhas the most in-depth Link in the franchise.

The original Japanese version ofBreath of the Wildhas Link writing in his journey in first person. He comments on his insecurities, what he’s done for Hyrule, and how desperately he wants to see Zelda– & her smile– again.Breath of the Wild’s Link is a dynamic character tortured by his amnesia. Though that’s a detail that doesn’t come across due to Nintendo of America’s extremely poor localization.

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