Twin Peaks, Link’s Awakening, Trump and the Politics of Dreaming

“TO THE FINDER… THE ISLE OF KOHOLINT, IS BUT AN ILLUSION… HUMAN, MONSTER, SEA, SKY… A SCENE ON THE LID OF A SLEEPER’S EYE… AWAKE THE DREAMER, AND KOHOLINT WILL VANISH MUCH LIKE A BUBBLE ON A NEEDLE… CAST-AWAY, YOU SHOULD KNOW THE TRUTH!”
—Writing on a mural in The Legend of Zelda: Link’s Awakening, 1993
The current political moment has produced a great deal of pop culture about the darkness lurking beneath the seemingly placid and timeless segments of America. You see it, for example, in the monster haunting the Indiana small town in Stranger Things, and in the S-Town podcast. In the latter’s first episode, Brian Reed, its narrator, says of the “bedtime reading” that John B. McLemore has given him, “I notice a unifying theme to all these stories: a creeping sense of foreboding. In these places that are allegedly home to polite society. An undercurrent of depravity.”
Long before S-Town and Stranger Things, though, came Twin Peaks. David Lynch and Mark Frost’s soap operatic, horror-infused detective drama—set to premiere its revival on May 21, 2017—first aired in 1990, and its exploration of the evils in the woods of small-town America has thoroughly influenced much that has followed it. The show remains so striking largely because of the way that it fused myriad genres and tropes to create a product wholly distinct from its individual pieces. That uniqueness left a mark on Takashi Tezuka, who directed The Legend of Zelda: Link’s Awakening. Tezuka has said that he was interested in “fashioning Link’s Awakening with a feel that was somewhat like Twin Peaks…I wanted to make something that, while it would be small enough in scope to easily understand, it would have deep and distinctive characteristics.”
On the surface, you can see how Twin Peaks inspired Link’s Awakening by looking at the game’s characters—for every Log Lady there’s a Madam MeowMeow. But contextualizing Link’s Awakening’s place in the Zelda series more fully reveals its Twin Peaks-esque qualities. By the time the game came around, three other main Zelda entries had already been released, so Link and Hyrule had become familiar to players. What Link’s Awakening did, then, was transport Link to a parallel dimension with similar formalities—traverse this land and collect its treasures in a bid to rid it of its evils—but with different rules and assumptions operating its world. On Koholint Island, where the game takes place, you are as likely to see creatures hailing from the Mushroom Kingdom as you are to see ones from Hyrule. You’re no longer Link, home-grown savior; you are Link, shipwrecked and disoriented, making his way through an island unfamiliar to both you and The Legend of Zelda.