Remember how shallow the plot was in most video games 20 or so years ago? You know these plots:
"Oh no! Your girlfriend has been kidnapped by a wizard and he plans to use her in a sacrifice to bring back a dragon to wreck havoc through the land. It is up to you to gather the 8 relics to gain access to the Wizards lair and stop him before he takes over the land!"
Not also is the opening lame as hell, it over uses what people call the "Zelda Axiom." Which is an overused plot device that'll pit you against 8 levels and at the end of each level you will get a relic of sorts that'll be used as a key to get what may be "the ultimate weapon" or to gain access to the final dungeon or castle. It's been done dozens of times and the only thing that keeps us from burning the cartridge is the strong fact that the game might give us some sort of innovation that'll cause us to stare in awe or make us go "DAMN! I've never seen that before!"
But you can't blame the programmers and the directors of that