There’s a hard demarcation in the Zelda games, one that’s as much spiritual as it is technological. The series changed when it made the jump into 3D, and not just because of the more convoluted controls or expanded combat options. It’s a self-evident change. 1998’s Ocarina of Time is essentially the quest from its Super NES predecessor, A Link to the Past, reworked into the shape of a grand polygonal epic. And it is grand indeed -- a groundbreaking work that defined the shape of games to come. And yet, brilliant as it is, I find far more satisfaction in the more modest rendition of those same concepts as they’re seen in A Link to the Past.