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#there are two zelda designs i could do. one from the game and one from the manga. i prefer the manga design though so I went with that one.
troublesomeari · 12 days
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BACK AT IT AGAIN YALL. I almost always exclusively draw four swords art with Link separated into the 4 boyos, plus Shadow of course. I wanted to shake things up a little! Explore a post-canon life with Link whole but Shadow around and being his perfect menace self.
I realize upon drawing this I made Zelda's hair wayyyy to poofy compared to her manga design BUTTT I like it that way so I'm keeping it. She looks fun-shaped.
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rawliverandgoronspice · 6 months
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Hello!! I'm back for: more whining about TotK Quest Design Philosophy
I can't reblog a really great post I just saw for some reason (tumblrrrr *shakes my fist*), but hmmmm yeah not only do I completely agree, but I think I might expand on why I feel so much annoyance towards TotK's quest design philosophy at some point, because it does extend past the fundamentally broken setup of trying to punch a pseudo-mystery game on top of BotW's bones, where the core objective was always explicit and centered and stapled the entire world together; or the convoluted and inefficient way it tells its story through the Tears, the somehow single linear exploration-driven quest in the entire game.
Basically: I'm talking about the pointless back-and-forths. There were a lot of them, a lot that acted against the open world philosophy, and almost none of them ever recontextualized the environment through neither gameplay abilities nor worldbuilding nor character work.
I'll take two examples: the initial run to Hyrule Castle (before you get your paraglider), and then the billion back-and-forths in the Zora questline.
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I think?? the goal of that initial quest to Hyrule Castle is to familiarize you with the landmark, introduce the notion that weapons rot, tell you about the gloom pits, and also tell you that Zelda sightings are a thing? But to force any of these ideas on you before giving you a paraglider is, in my opinion, pretty unnecessary. I think the reason it happens in that order is to prevent Link from simply pummeling down to the gloom pit under Hyrule Castle and fight Ganondorf immediately while still introducing ideas surrounding the location; but genuinely, the Zelda sighting makes the next events even more confusing? Why wouldn't you focus all your priorities in reaching the castle if you just saw her there? Why lose time investigating anything else? Genuinely: what is stopping you from getting your paraglider and immediately getting yourself back there, plunging into the depths to try and get to the literal bottom of this? (beyond player literacy assuming this is where the final boss would be, and so not to immediately spoil yourself --which, in an open world game, you should never be able to spoil yourself by engaging with the mechanics normally, and if you can that's a genuine failure of design)
I think, personally, that you should not have been pointed to go there at all. That anything it brings to the table, you could have learned more organically by investigating yourself, or by exploring in that direction on your own accord --or, maybe you think Zelda is up there in the castle, and then the region objectives become explicitely about helping you reaching that castle (maybe by building up troops to help you in a big assault, or through the Sages granting you abilities to move past level-design oriented hurdles in your way, etc). Either way: no need to actually make you walk the distance and back, because the tediousness doesn't teach you anything you haven't already learned about traversal in the (extremely long, btw, needlessly so I would say) tutorial area.
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But to take another example, I'll nitpick at a very specific moment in the Zora Questline, that is honestly full of these back-and-forth paddings that recontextualize absolutely nothing and teach you nothing you didn't already know. The most egregious example, in my opinion, is the moment where you are trying to find the king, and you have to learn by listening in to the zora children who do not let you listening in.
So okay. I think Zelda is great when it does whimsy, and children doing children things guiding you is a staple of the series, and a great one at that. But here? It does not work for me on any level. Any tension that could arise from the situation flattens because nobody seems to care enough about their king disappearing in the middle of a major ecological crisis, except for children who are conveniently dumb enough not to graps the severity of the situation, but not stressed out enough that it could be construed as a way for them to cope about it and make anything feel more serious or pressing. It feels like a completely arbitrary blocker that isn't informed by the state of the world, doesn't do anything interesting gameplay-wise with this idea, doesn't build up the mood, and genuinely feels like busywork for its own sake.
This is especially tragic when the inherent concept of "the zora king has been wounded by what most zoras would believe to be Zelda and is hiding from his own people so the two factions do not go to war over it" has such tension and interest and spark that the game absolutely refuse to explore --instead having you collect carved stones who do not tell you anything new, splatter water in a floating island, thrud through mud who feel more like an inconvenience than a threat or, hey, listen to children playing about their missing king less than a couple of years after being freed from Calamity Ganon's menace. It feels like level designers/system designers having vague technical systems that are hard-coded in the game now, and we need to put them to use even if it's not that interesting, not that fun or not that compelling. It's the sort of attitude that a lot of western RPGs get eviscerated for; but here, for some reason, it's just a case of "gameplay before story", instead of, quite simply, a case of poorly thought-out gameplay.
Not every quest in the game is like this! I think the tone worked much better in the sidequests overall, that are self-contained and disconnected from the extremely messy main storyline, and so can tell a compelling little tale from start to finish without the budget to make you waddle in a puddle of nothing for hours at a time. It's the only place where you actually get character arcs that are allowed to feel anything that isn't a variation on "very determined" or "curious about the zonai/ruins", and where you get to feel life as it tries to blossom back into a new tomorrow for Hyrule.
But if I'm this harsh about the main storyline, it really is because I find it hard to accept that we do not criticize a structure that is at times so half-assed that you can almost taste employees' burnout seeping through the cracks --the lack of thematic ambition and self-reflection and ingeniosity outside of system design and, arguably at times, level design-- simply because it's Hyrule and we're happy to be there.
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There's something in the industry that is called the "wow effect", which is their way to say "cool" without saying "cool". It's basically the money shots, but for games: it's what makes you go "ohhhh" when you play. And it's great! The ascension to the top of the Ark was one of them --breathtaking, just an absolute high point of systems working together to weave an epic tale. You plummeting from the skies to the absolute depths of hell is another one; most of the dungeons rely on that factor to keep your attention; the entire Zelda is a dragon storyline is nothing but "wow effect" (and yeah, the moment where you do remove the Master Sword did give me shivers, I'll admit to this willingly) and so is Ganondorf's presence and presentation in the game --he's here to be cool, non-specifically mean, hateable in a non-threatening way and to give us a good sexy time, do not think about it too hard. What bothers me is that TotK's world has basically nothing to offer but "wow effect"; that if you bother to dig at anything it presents you for more than a second, everything crumbles into incoherence --not only in story, but in mood, in themes, in identity. This is a wonderfully fun game with absolutely nothing to say, relying on the cultural osmosis and aura of excellency surrounding Zelda to pass itself off as meatier than it really is. This is what I say when I criticize it as self-referential to a fault; half of the story makes no sense if this is your first Zelda game, and what little of that world there is tends to be deeply unconcerned and uncurious about itself.
And no, Breath of the Wild wasn't like this. Breath of the Wild was deeply curious about itself; the entire game was built off curiosity and discovery, experimentation and challenge (and I say this while fully admitting I had more fun with the loop of TotK, which I found more forgiving overall). The traversal in Tears of the Kingdom is centered around: how do I skip those large expanses of land in the most efficient and fun way possible. How do I automate these fights. How do I find resources to automate both traversal and fights better. It's a game that asks questions (who are the zonais, who is Rauru and what is his deal, what is the Imprisoning War about, where is Zelda), and then kind of doesn't really care about the answers (yeah the zonais are like... guys, they did a cool kingdom, Rauru used to run it, the Imprisoning War is literally whatever all you have to care about is who to feel sad for and who to kill about it and you don't get a choice and certainly cannot feel any ambiguous feelings about any of that, and Zelda is a dragon but we will never expand on how it felt for her to make such a drastic and violent choice and also nobody cares that's a plot point you could *remove* from the game without changing the golden path at all).
I'm so aggravated by the argument "in Zelda, it's gameplay before story" because gameplay is story. That's the literal point of my work as a narrative designer: trying to breach the impossibly large gap between what the game designers want to do, and what the writers are thinking the game will be about (it's never the same game). And in TotK, the game systems are all about automation and fusion. It's about practicality and efficiency. It's also about disconnecting stuff from their original purpose as you optimize yourself out of danger, fear, or curiosity --except for the way you can become even more efficient. And sure, BotW was about this too; but you were rewarded because you had explored the world in the first place, experimented enough, put yourself in danger, went to find out the story of who you used to be and why you should care about Hyrule. I'm not here to argue BotW was a well-written game; I think it was pretty tropey at large to be honest, safe for a couple of moments of brilliance, but it had a coherent design vision that rewarded your curiosity while never getting in the way of the clarity of your objective. There is a convolutedness to TotK that, to me, reveals some extremely deep-seated issues with the direction the series is heading towards; one that, at its core, cares more about looking the part of a Zelda game than having any deeper conversation about what a Zelda game should be.
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blueskittlesart · 16 days
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I've heard that while most people really really love BotW and TotK, some people hate those two for going open-world, and some people hate TotK specifically for something about the story. As the resident Zelda expert I know of, what do you think of those takes?
"something about the story" is a bit too vague for me to answer--if you look at my totk liveblog tag from back when the game was newly released or my general zelda analysis tag you may be able to find some of my in-depth thoughts about the story of totk, but in general i liked it.
the open world thing though is something i can and will talk about for hours. (I am obsessed with loz and game design and this is an essay now <3) breath of the wild is a game that was so well-received that a lot of the criticism from older fans who were expecting something closer to the classic zelda formula was just kind of immediately drowned out and ignored, and while i don't think it's a valid criticism to suggest that botw strayed too far from its origins in going open-world, i am more than willing to look into those criticisms, why they exist, and why i think going open-world was ultimately the best decision botw devs could have made. (totk is a slightly different story, we'll cross that bridge when we come to it.)
Loz is a franchise with a ton of history and a ton of really, REALLY dedicated fans. it's probably second only to mario in terms of recognizability and impact in nintendo's catalog. To us younger fans, the older games can sometimes seem, like, prehistoric when compared to what we're used to nowadays, but it's important to remember just how YOUNG the gaming industry is and how rapidly it's changed and grown. the first zelda game was released in 1986, which was 31 years before botw came out in 2017. What this means for nintendo and its developers is that they have to walk a very fine line between catering to older fans in their 30s and 40s now who would have been in nintendo's prime demographic when the first few games in the franchise were coming out AND making a game that's engaging to their MODERN target demographic and that age group's expectations for what a gaming experience should look like.
LOZ is in kind of a tough spot when it comes to modernizing, because a lot of its core gameplay elements are very much staples of early RPGs, and a lot of those gameplay elements have been phased out of modern RPGs for one reason or another. gathering collectibles, fighting one's way through multilevel, mapless dungeons, and especially classic zelda's relative lack of guidance through the story are all things that date games and which modern audiences tend to get frustrated with. for the last few releases before botw, the devs had kind of been playing with this -- skyward sword in particular is what i consider their big experiment and what (i think) became the driving force behind a lot of what happened with botw. Skyward sword attempted to solve the issues I listed by, basically, making the map small and the story much, much more blatantly linear. Skyward sword feels much more like other modern rpgs to me than most zelda games in terms of its playstyle, because the game is constantly pushing you to do specific things. this is a common storytelling style in modern RPGs--obviously, the player usually needs to take specific actions in order to progress the story, and so when there's downtime between story sections the supporting characters push the player towards the next goal. but this actually isn't what loz games usually do. in the standard loz formula, you as the player are generally directly given at most 4 objectives. these objectives will (roughly) be as follows: 1. go through some dungeons and defeat their bosses, 2. claim the master sword, 3. go through another set of dungeons and defeat their bosses, 4. defeat the final boss of the game. (not necessarily in that order, although that order is the standard formula.) the ONLY time the player will be expressly pushed by supporting characters towards a certain action (excluding guide characters) is when the game is first presenting them with those objectives. in-between dungeons and other gameplay segments, there's no sense of urgency, no one pushing you onto the next task. this method of storytelling encourages players to take their time and explore the world they're in, which in turn helps them find the collectibles and puzzles traditionally hidden around the map that will make it easier for them to continue on. Skyward sword, as previously mentioned, experimented with breaking this formula a bit--its overworld was small and unlocked sequentially, so you couldn't explore it fully without progressing the narrative, and it gave players a "home base" to return to in skyloft which housed many of the puzzles and collectibles rather than scattering them throughout the overworld. This method worked... to an extent, but it also meant that skyward sword felt drastically different in its storytelling and how its narrative was presented to the player than its predecessors. this isn't necessarily a BAD thing, but i am of the opinion that one of zelda's strongest elements has always been the level of immersion and relatability its stories have, and the constant push to continue the narrative has the potential to pull players out of your story a bit, making skyward sword slightly less engaging to the viewer than other games in the franchise. (to address the elephant in the room, there were also obviously some other major issues with the design of sksw that messed with player immersion, but imo even if the control scheme had been perfect on the first try, the hyperlinear method would STILL have been less engaging to a player than the standard exploration-based zeldas.)
So when people say that botw was the first open-world zelda, I'm not actually sure how true I personally believe that is. I think a lot of the initial hype surrounding botw's open map were tainted by what came before it--compared to the truly linear, intensely restricted map of skyward sword, botw's map feels INSANE. but strictly speaking, botw actually sticks pretty closely to the standard zelda gameplay experience, at least as far as the overworld map is concerned. from the beginning, one of the draws of loz is that there's a large, populated map that you as the player can explore (relatively) freely. it was UNUSUAL for the player to not have access to almost the entire map either immediately or very quickly after beginning a new zelda game. (the size and population of these maps was restricted by software and storage capabilities in earlier games, but pretty muhc every zelda game has what would have been considered a large & well populated map at the time of its release.) what truly made botw different was two things; the first being the sheer SIZE of the map and the second being the lack of dungeons and collectibles in a traditional sense. Everything that needs to be said about the size of the map already has been said: it's huge and it's crazy and it's executed PERFECTLY and it's never been done before and every game since has been trying to replicate it. nothing much else to say there. but I do want to talk about the percieved difference in gameplay as it relates to the open-world collectibles and dungeons, because, again, i don't think it's actually as big of a difference as people seem to think it is.
Once again, let's look at the classic formula. I'm going to start with the collectibles and lead into the dungeons. The main classic collectible that's a staple of every zelda game pre-botw is the heart piece. This is a quarter of a heart that will usually be sitting out somewhere in the open world or in a dungeon, and will require the player to either solve a puzzle or perform a specific action to get. botw is the first game to not include heart pieces... TECHNICALLY. but in practice, they're still there, just renamed. they're spirit orbs now, and rather than being hidden in puzzles within the overworld (with no explanation as to how or why they ended up there, mind you) they're hidden within shrines, and they're given a clear purpose for existing throughout hyrule and for requiring puzzle-solving skills to access. Functionally, these two items are exactly the same--it's an object that gives you an extra heart container once you collect four of them. no major difference beyond a reskin and renaming to make the object make sense within the greater world instead of just having a little ❤️ floating randomly in the middle of their otherwise hyperrealistic scenery. the heart piece vs spirit orb i think is a good microcosm of the "it's too different" criticisms of botw as a whole--is it ACTUALLY that different, or is it just repackaged in a way that doesn't make it immediately obvious what you're looking at anymore? I think it's worth noting that botw gives a narrative reason for that visual/linguistic disconnect from other games, too--it's set at minimum TEN THOUSAND YEARS after any other given game. while we don't have any concrete information about how much time passes between new-incarnation games, it's safe to assume that botw is significantly further removed from other incarnations of hyrule/link/zelda/etc than any other game on the timeline. It's not at all inconceivable within the context of the game that heart pieces may have changed form or come to be known by a different name. most of the changes between botw and other games can be reasoned away this way, because most of them have SOME obvious origins in a previous game mechanic, it's just been updated for botw's specific setting and narrative.
The dungeons ARE an actual departure from the classic formula, i will grant you. the usual way a zelda dungeon works is that link enters the dungeon, solves a few puzzles, fights a mini boss at about the halfway point, and after defeating the mini boss he gets a dungeon item which makes the second half of the dungeon accessible. He then uses that item in the dungeon's final boss fight, which is specifically engineered with that item in mind as the catalyst to win it. Botw's dungeons are the divine beasts. we've removed the presence of mini-bosses entirely, because the 'dungeon items' aren't something link needs to get within the dungeon itself--he alredy has them. they're the sheikah slate runes: magnesis, cryonis, stasis, and remote bombs. Each of the divine beast blight battles is actually built around using one of these runes to win it--cryonis to break waterblight's ice projectiles, magnesis to strike down thunderblight with its own lightning rods, remote bombs to take out fireblight's shield. (i ASSUME there's some way to use stasis effectively against windblight, mostly because it's obvious to me that that's how all the other fights were designed, but in practice it's the best strategy for that fight is to just slow down time via aerial archery, so i've never tried to win that way lol.) So even though we've removed traditional dungeon items and mini-boss fights, the bones of the franchise remain unchanged underneath. this is what makes botw such an ingenious move for this franchise imo; the fact that it manages to update itself into such a beautiful, engaging, MODERN game while still retaining the underlying structure that defines its franchise and the games that came before it. botw is an effective modern installment to this 30-year-old franchise because it takes what made the old games great and updates it in a way that still stays true to the core of the franchise.
I did mention totk in my opening paragraph and you mention it in your ask so i have to come back to it somehow. Do i think that totk did the gigantic-open-world thing as well as botw did? no. But i also don't really think there was any other direction to go with that game specifically. botw literally changed the landscape of game development when it was released. I KNOW you all remember how for a good year or two after botw's release, EVERY SINGLE GAME that came out HAD to have a massive open-world map, regardless of whether or not that actually made sense for that game. (pokemon is still suffering from the effects of that botw-driven open world craze to this day. rip scarlet/violet your gameplay was SUCH dogshit) I'm not sure to what degree nintendo and the botw devs anticipated that success, (I remember the open world and the versatility in terms of problem-solving being the two main advertising angles pre-release, but it's been 7 years. oh jesus christ it's been SEVEN YEARS. anyways) but in any case, there's basically NO WAY that they anticipated their specific gameplay style taking off to that degree. That's not something you can predict. When creating totk, they were once again walking that line between old and new, but because they were only 3ish years out from botw when totk went into development, they were REALLY under pressure to stay true to what it was that had made botw such an insane success. I think that's probably what led to the expanded map in the sky and depths as well as the fuse/build mechanics--they basically took their two big draws from botw, big map and versatility, and said ok BIGGER MAP and MORE VERSATILITY. Was this effective? yeah. do i think they maybe could have made a more engaging and well-rounded game if they'd been willing to diverge a little more from botw? also yeah. I won't say that I wanted totk to be skyward sword-style linear, because literally no one wanted that, but I do think that because of the insane wave of success that botw's huge open world brought in the developers were under pressure to stay very true to botw in their designing the gameplay of totk, and I think that both the gameplay and story might have been a bit more engaging if they had been allowed to experiment a little more in their delivery of the material.
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onesunofagun · 6 months
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I will now yell about Fi and Ghirahim as symbols of their respective creators, please stand by:
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So, the biggest slap addition the lore that Skyward Sword gave us was (Her Grace) Hylia and (the Bringer of) Demise. Entities who, regardless of confusing localisation choices, exist as two sides of the same coin and are locked into a mutual karmic cycle.
They reflect each other like a mirror, and also represent an antithesis of each other, seemingly existing as consequence to one other. They were presented as the penultimate deities of the physical and metaphysical realms of their world since the advent of its creation by the departed Golden Goddesses; twinned yet opposite, and each both inevitable and necessary.
Shadow; Light. Chaos; Order. Indulgence; Restraint. Upheaval; Stability. Primordial; Designed. Spite; Grace. Hidden; Seen.
Ghirahim; Fi.
It goes right down to the blades that Demise and Hylia would level at one another. The spirits of each are a representative of the principles and philosophy championed by their creators.
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Now, the closer you get to the works and relics of the Gods/Gods Tribe in Zelda, the more you see divine constructs that blur the line of spiritual magic and advanced technology, and are ostensibly both. This was a direction that really bloomed in Skyward Sword, taking a running start on it that games hereafter have followed. The caveat is that only certain special people chosen by Gods or otherwise given permission to use this kind of Magitech can interact with it or produce things like it (either at all, or without punishment).
Even the Sheikah, who have closely served the intentions of the Gods/Spirits of Light (Hylia and her aligned) all throughout history, make the mistake of getting too comfortable in their inspiration and cross the line into imitations. Despite the successful utilisation of, and later recovery of, certain Sheikah Tech such as the Divine Beasts to positive effect, the tragedy of both the Sheikah's Divide and the Calamity's hijacking of Hyrulean defence systems is still played as a cautionary tale of hubris and knowing one's place in the natural order of things.
The Sheikah were effectively making unauthorised knockoffs of Divine Magitech and it bit them on the arse.
Can't have shit in Hyrule.
Pretty much every significantly advanced tribe in Zelda has a stated closeness to 'the Gods'. Either by being adjacent to or descended from deities and spirits collectively known as the Gods (specifically the Gods Tribe in JP), they are still distinctly subordinate to and separated from entities such as Hylia and the three Golden Goddesses.
Confirmed to be included in this special grouping are the Zonai and the Oocca, for instance. Speculatively, the Wind Tribe are an example of people who ascended (with permission or worthiness) from the surface-- they are an arguably Gerudo adjacent tribe who may even be precursors to the Zonai or related to the Twili.
The Picori, at the very least those in their native realm, also certainly count as part of this grouping. Though it could be argued whether those descent Minish living on the surface still do.
The Sheikah, it should be noted, have never gained entry to this Gods club. Despite their proximity in worship and service to Hylia, historically, they've also done some pretty shady things-- like the Shadow Temple and the general murder and espionage stuff -- that may have otherwise excluded them from ascending like the Wind Tribe did. They walk a grey line, and they have a duty in the eyes of the Powers That Be that apparently prefer they stay put.
Not Turtle-y enough for the Turtle Club.
Another example of this Icarus flying too close to the Sun type cautionary tale, and a far more egregious offender in the eyes of the Gods Tribe, are the 'Interlopers' who would eventually become the Twili. They were a tribe of people that, while squabbling with others, tried to take dominion of Hyrule (referred to itself as the Sacred Realm/Holy Land in TP) with powerful magic that more or less gave them a winning advantage. Specifically, the Crystal Stone of Shadow (the Fused Shadow) which greatly amplified their magical power.
Banished by the Spirits of the Light whole cloth into an underworld (lit. A Realm of the Dead) that we also know as the Twilight Realm, they have been shunned from the land they tried to conquer and transformed by shadow so much, they're now allergic to the light (without sufficient mystical power to bolster themselves).
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Basically, the intended message is this: any earthly people who have advanced themselves without approval by the Gods Tribe-- especially by using Divine Constructs as inspiration or means-- have therefore disrupted the order of things, and stacked the deck too much in their own favour. Even if the intent was primarily a fixation on preserving Hylia's bloodline, and by extension her sacred land, it is still possible to elevate oneself above your contemporaries (especially the capacities of the Royal Family line in Hyrule) in such a way that you impose too much independent influence upon the the natural world.
No longer following 'the way of the Gods' (the Gods Tribe law) or respecting the order of things (ala Shintoist inspiration), you are labelled a disruption to harmony and peace, and therefore seen as corrupted and pollutive, and generally negative in your impact. You will then be chased off, at the very least, unless you renege-- for fear that you will bring in demonic influences or be used by them. This has canonically happened to both the Gerudo and the Sheikah, now.
But you know who Magic Constructs on par with the Gods Tribe, except it's more eldritch and organic-looking and primordial in form? It's the other club, the one that the disenfranchised Sheikah went and banged on the door of, hoping to be let in if they started wearing cool red and black outfits and changed their name and stopped worshipping Hylia.
Yeah. It's the Demon Tribe-- who are pretty much just the inverse reflection of the Gods Tribe and its set up. Their Magitech equivalents, and what they can do, only serve to further cement this.
Specifically, if you could suggest that the Gods Tribe's main objective is maintaining a status quo of shared prosperity that provides an ordered and peaceful existence through conformity and tradition, the Demon tribe is an ever churning well of opportunity where winner takes all. It is a hierarchy built on brutal meritocracy, honed by constant challenges and hard won continuation-- survival and status fought for and maintained by individualistic influence and innovation.
Many various little bastards exist in the Demon Tribe. Bosses in charge of sub-tribes of monsters are commonly seen, but they have their minor Deities ad Spirits, too. The head honchos are called Demon Kings (plural, because it doesn't describe a single position, but rather just very powerful Demons who have clout). Demise is both a Demon King, namely the most powerful one, and also the 'Chief' of the Demon Tribe; just as, in this case, Hylia could be considered the 'Chief' of the Gods Tribe. So, Demon God-King, really.
While Demise is incapacitated by Hylia's seal, his role as the Chief of the Demon Tribe is actually the position that Ghirahim fills in for as his (literal) right hand man-- the very extension of his arm, as his blade.
Both the Master Sword (Fi) and Ghirahim himself are, perhaps, some of the most advanced forms of this sort of Magitech we've actually ever seen.
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Ghirahim goes above and beyond in his role, even going so far as to cultivate his full persona as a Demon in his own right in order to maintain his authority as the effective Regent while the big boy is incapacitated. He disguises his true form and nature, and with a surprising level of autonomy and self-transformation for what he is, sets about attending his duties with great devotion.
He seems to have an incredibly intuitive and flexible mode of operation. His sentience is full of creativity, emotionality, and genuine potential that he has the capacity to explore and shape with great freedom, for the construct that he is.
He is flamboyant and attention grabbing, highly expressive. He entertains great personal indulgence, even going so far as to toy with Link in a manner that borders on vicious training for a while. Though in part due to his undeniable sadism, Ghirahim almost can't help himself but to continue to test and push against the potential as a swordsman that the Hero has, inadvertently cultivating its growth.
This depth of identity and adaption he's capable of was either an intentional part of his design, or specifically not prevented by it-- both of which stand to represent something of Demise and Demonkind. The lengths to which Ghirahim is allowed to wield himself when not in his creator's hand is remarkable and, though he is shown to be unable to override actual commands from his master, it stands in an interesting contrast to Fi.
Where Ghirahim is able to radically redefine his own presentation and function to best suit his Master's needs in a way that mimics the organic, Fi's evolution is far more linear and streamlined, never really deviating from systematic updates. Though the sword itself is subject to physical restorations, Fi's personal appearance is unchanged and reflective of her true shape, indicating that her tempering in the Sacred Flames is either a slow return to previous form or a pre-programmed and permanent upgrade set into motion by Hylia. It is also an evolution that is entirely dependant upon the actions of others, largely lacking the individual agency and flexibility that Ghirahim possesses.
Not to suggest that Fi is any less devoted to her purpose, however.
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She is, quite unlike Ghirahim's aspect of individual advancement, wholly geared toward a model of mutual enhancement with a partner. She is built with a singular and clear objective in mind, perfectly designed to suit the needs of the one wielding her as a supplement to their ability, rather than an autonomous servant. She defers entirely to her Master's decisions at all times, though does make informed suggestions, and does not appear to be able to relocate the physical sword on her own. Many of her abilities are things that must be directly requested of her.
Even when she is given to performance, such as her singing or her ballet, these are seemingly dispassionate affairs that are precisely executed, preprogramed displays for Link's benefit. Absolutely nothing, not even particular inflections of emotionality, must risk the distortion of her relayed messages and guidance to Link-- these displays may also be something analogous to morale boosting rewards or a really weird form of reverence to the musically inclined Hylia. Either way, Fi is highly logical and presents herself foremost as an instrument and a tool. She does not indulge in a persona or otherwise engage in anything not directly tied to her assigned mission-- she does not get distracted or indulge personal whims as Ghirahim does. But critically, a large part of her design is geared towards an awareness of her surroundings. Fi has a visible consciousness for the living things around her at all times, contrasting to Ghirahim's seeming negligence of them and open disdain.
Fi's orderly efficiency and lack of cultivated personality to detract from her purpose make the fact of her construction obvious. Unlike Ghirahim, her true nature and her task is almost painfully undisguised. She exists in a simple sincerity, almost austere, seemingly unwilling or unable to seek function beyond her designation without being updated by another. However, her concentrated application seems to achieve concentrated results, strengthening both herself and her wielder in a near impenetrable mutual reinforcement.
It is perhaps of no coincidence that, despite Fi's seeming inflexibility and clinical pragmatism, she also expresses something of a fondness for Link at the end-- in many ways, mirroring her Divine creator. She does this very robotically, by correlating her collected data time spent together and their completed task with what she's observed of human happiness.
Skyward Sword seems to argue that Ghirahim's main flaw is spreading himself too thin, or trying to be so many other things, that he falls short as a sword in the end. It suggests that his sin, like others in the franchise, is getting too big for his boots scabbard and letting his pride become his downfall. His individualism gets presented with a great cost, as he has only enhanced himself in ways that seemingly do not apply when he returns to his primary function as a sword. The emotionality he has, such as the frustration and cockiness and bloodlust he indulges, are also shown to lower his successes-- reducing the sense of his efficiency and precision beside the ever level, measured Fi.
When he returns to Demise's hand, Ghirahim is already weakened and spent. Despite all he's done for his Master's revival, Demise is left to fight with a paling version of the blade that once fatally wounded Hylia-- not unlike a Master Sword in need of restoration to its full power.
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There's a legend regarding Gorō Nyūdō Masamune, widely regarded as the greatest swordsmith in Japanese history, and Sengo Muramasa, who is famously known for creating unique and terrifically sharp blades that are considered cursed.
It starts when Muramasa challenges Masamune to see who can make a finer sword. When the work is done, they go down to a river, and place the blades in the water with the cutting edge towards the current.
Muramasa's sword, which he named Ten Thousand Winter Nights, cuts everything that floats its way-- leaves, fish, even the wind that happened across it. It is so sharp that nothing escapes unscathed.
Masamune's sword, named Tender Hands, is placed in the river and cuts the leaves that go by so seamlessly, they reform on the other side. Fish swim up to it and seem to be repelled by its aura, avoiding death. The wind kisses the blade gently with a pleasant whistle.
Muramasa isn't impressed by this. He thinks the blade is useless, barely cutting anything at all, and starts to remark on the lack of skill. Masamune smiles at the criticism, but merely compliments that Muramasa's sword is indeed quite sharp.
A monk who had watched all this from nearby approaches at that point, bows, and interjects with his own observations.
Though he too observes that Muramasa's sword is technically very finely made, he notes that it's a bloodthirsty, wicked blade. It cuts anything in its path indiscriminately, he says, and would just as soon cut a butterfly in half as remove somebody's head.
Masamune's sword, however, was the clear winner in the monk's opinion-- a gentle blade that did not needlessly cut that which was innocent or undeserving, tempered by grace. It is a benevolent sword, and so far finer made.
In popular culture, Muramasa's blades have held onto their violent reputation. There's a superstition that they can compel their wielder to murder. It has even been said that, once drawn, they can't be sheathed again until their thirst for blood is sated-- even if it has to drink from its own wielder.
They also had a weirdly consistent habit of maiming or killing members of the Tokugawa Shogunate, and so became an anti-Tokugawa symbol synonymous with the rebellion. So that's fun.
But Masamune was considered to be a very calm man, who was controlled and reserved and quite spiritual. Muramasa, though, was depicted as an aggressive man, who was a bit wild and kinda unpredictable. As far as the folk stories go, Muramasa is depicted as having been quite envious of Masamune. Unlike Masamune, who approached his craft as the art of achieving clean death, they say Muramasa needed to transfer his unhinged energy into his blades to keep from being overwhelmed by it himself.
Because their natures bled into the swords they created, it was believed that Masamune and Muramasa imbued them with purifying and demonic power, respectively.
Just as with Demise and Hylia and the swords that they created-- as inspired by such a legend-- the spirits inside of them represent their natures, as well.
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ganondoodle · 8 months
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as i was awake in the middle of the night for like 2 hours bc i felt sick i had more somewhat random totk thoughts
one being that i really hate how raurus response to concerned zelda is, after sonia died in that almost funny how little impactful it was way, "im sure you are here for a reason" (actually, i hate how often this sentence is used in general to .. idk i guess its supposed to be inspiritational???)
bc what does that mean actually? him saying that to someone who got there absolutely by accident really just sounds like "i dont care go figure it out yourself bc i dont want to think about anything concerning you or your troubles lol" i guess its meant to sound like OOOOH fate has BROUGHT you here bc you have to furfill a role you dont know yet (spoiler its being a sacrifice girl with no personality) and besides me hating the 'inescapable fate' trope in general (at least the way its usually done in these games, which is not to struggle against it but willingly accept whatever you are told and pretend thats good) its really jsut goddamn boring and is really only an excuse to well .. ignore her and her trouble; shouldnt you, if you were actually such a cool guy like the game wants me to believe so bad, do everything in your power to get zelda back to her own world before shes pulled even further into the war you caused now that her only ""mentor"" that could help her get more use of her pretty much useless sudden powers is gone too?? i know shes basically dead wife sonia replacement (can of worms ugh) but it still grinds my gears whenever i think of that cutscene, bc i cant help but hear it as the lamest excuse in existence to not care about her and just kinda .. see what happens which in this case means leave zelda completely on her her own since both rauru and mineru die as well (honestly shouldnt rauru have thought about like .. any plan to defeat gan besides dying himself, given hes the oh so cool and goodest guy king whos only mistake was not stabbing gan the second he stepped into their kathedral castle thing, like even if you had a plan it can still fail but it seemed like he just kinda went in with a handful of people that didnt seem to know each other at all, never got names or faces -or unique voices for that matter- to fight gan face to face inlcuding the girl that came from a different time and had nothing to do with any of this conflict and couldnt even really control her sudden new powers just seems pretty stupid)
thought 2
how totk really feels like botw but for the people who didnt like shiekah tech, its not a sequel, its botw again, but version of only sonau, its like a pokemon game that had two versions but one has weirdly incoherent story and acts like the other never existed jsut as a whole its like retreading the same points but worse, all shiekah tech that was so integral to the world and had such a long history just vanishing and no one caring about any of it like it never happened, HELL the titans were called divine beasts in english but i guess they werent divine or important enough to keep around LOL champions WHO and isntead a never before seen or even heard of race for that matter showing up and planting their ass in every place the shiekah were before, dare i say it feels weirdly manipulative, like either them or some outside force erasing every fact about the ancient shiekah and replace them with sonau stuff bc they are the hot new shit now
this is a point that just doesnt stop bothering me, how the shiekah tech seemed so carefully designed and integrated into botws world and story, its a difficult to keep balance after all, integrating high tech stuff into a medieval setting, but they made it work! and then totk comes around and throws a bunch modern day tech into it puts some vague greenish stone filter on its exterior and call that even better more ancient tech; why did they even bother to make pottery inspired laser shooting spider legged robots so well integrated when they throw a car and rockets into the next game without a thought and call it a day, what was the fucking point
it feels like someone was dead set on having a set of legos thrown into the game it had no place in, if you want players to build whatever they want make a building game instead!! especially if you are just gonna throw it in with seemingly no consideration how out of place it feels togehter with the fACT THAT YOU ALREADY HAD AND ANCIENT HIGH TECH CIVILIZATION WITH A VERY DISTINCT AESTHETIC THAT WAS ALREADY WELL INTEGRATED INTO THE WORLD YOU ARE PLANNING TO REUSE WITH ALOT OF MYSTERY AND UNKOWN STUFF ABOUT THEM TO EXPLORE FURTHER YOU COULD HAVE USED!! but i guess they just "didnt want to play with you anymore" and that so much so that they went out of their way to erase every trace of it, i dont think the words shiekah tech are ever used in the game, and the purah pad and her towers just drive me more isnane bc they are the same shit but called different and also much worse, liek the purah pad isnt some more developed shiekah stone, no its a glorified camera with a teleport function and thats it
(i know i said this before but i really cant stand how obsessed every single NPC is with sonau shit, you get told to your face every second line of dialog that they are so cool and are so mysterious that it just makes me annoyed of them even more, the game is obsessed with shoving them everywhere and telling you over and over you too should obsess over them, they werent weird like that about the shiekah stuff in botw?? the biggesst talking point in botw was calamity ganon ..... which makes sense and in totk its like ... gan is mentioned what, in a newspaper article??? once???and then not even by name i think???)
aside from that big point which will never let me go, its also just .. its not moving forward anything, it actively walks BACK the progress that was made in botw, call me dumb but i dont really count moving one step up in the social roles of each race as a character development (for the side characters like the champions desc- ahem SAGES) but mainly zelda ... god how dirty she was done, totk pretty explicitely makes her regress any development she made in botw aside from she likes link uwu and some people like her too, but also not enough to notice that that weird zelda being all evil and weird isnt her (INLCUDING THE CHAMP- SAGES WHO YOU ARE SUPPOSEDLY FRIENDS WITH??? you dont have to be a genius to pick up on that my god, were you all given the mc dumbo potion or what)
she gets put back to square one, back into the little itty bitty princessy maiden role forced upon her by her royal parentage, this time rauru edition, back into a white little dress, back into the scared puppy eyed teenager, back into a situation she cant handle, back into losing everyone around her (tho honestly botw made me care more about rhoam than totk did about rauru), back into being forced to do a big sacrifice- but worse actually
in botw she went to FIGHT AND HOLD GANON IN THE CASTLE SO LINK HAD TIME TO RECOVER AND IT WOULDNT DESTROY THE LAND!! and you are telling me in totk rauru takes up her botw role and she bascially killed herself to ... restore the mastersword.
......... she ... she did that only to be a glorified version of the stone pedestal in the forest. and then she gets returned to normal itty bitty girly no problem via magic sparkle beam at the end and
DOESNT
EVEN
REMEMBER.
it really is just botw but worse, you even get yet another ghost king of hyrule to guide you around (rhoam did it better fight me ... we dont talk about the questionable choice to make himself darker skinned when posing as just some guy)
i honestly dont think i was ever truly taken aback by anythign that happened in botw, while in totk, the further i played, the more i had to fight with myself to keep the feeling of unease, disappointment and betrayal down
its such a god damn shame, totk should have stayed a DLC, i will forever mournfully dream of a game that explores more of the ancient shiekah, doesnt erase integral parts of the world, developes characters more instead of making them regress back and make them end up even less developed than at the start of the game, dives into buried secrets and mistakes of dark pages of history without giving into a weirldy nationalist(imperalisitc?) narrative and lets characters have some agency for once
if it werent for the yiga i might have actually considered refunding the game, just to be at peace with myself
anyway, aboslutely incoherent word vomit.
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fever-project · 3 months
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Hyrule for the Pokémon AU! His design his mostly the same, I just took some inspiration from the Ribbon Smock in XY, since those are my favorite Pokémon games. I think it fits with the Pokémon he has. I also think I messed up with his arms though, specifically his left arm, it looks a bit weird. I do love how I drew the Pokémon though, poor Litwick. But now, onto the Lore under the cut!
There are little to no pokeballs in Hyrule’s time, production for them has stopped long ago. So his Pokémon just follow him around, like his Drifloon. Sometime before his first adventure started, the Drifloon attempted to take him away. It failed, spectacularly, and ended up being pulled around by Hyrule, none the wiser to the Pokémon’s attempt to carry him off. They’re friends now. Drifloon doesn’t really fight for Hyrule though, he has a sword-that I forgot to draw here oops-that he uses to fight off evil Pokémon.
In Hyrule’s time, it is very normalized to use actual weapons against Pokémon, whatever it takes to survive in such a dangerous world. Some people keep Pokémon, but most don’t. Object Pokémon are typically seen as “safer” to keep, and Hyrule only has object Pokémon.
Hyrule found a Klefki after it stole one of the small keys he needed for a dungeon. So he beat it up until it let him use the key. But then it continued to follow him, since it figured that Hyrule could lead it to even more keys, even fighting for him occasionally. After Hyrule found the Magical Key in the 8th dungeon, he let Klefki keep all the small keys they found. Then he lost the key sometime before his second adventure, repeating that cycle until he found the new Magic Key, which he leaves with Klefki to keep an eye on. Klefki is so very happy.
Hyrule first just had a regular Blue Candle he bought from a merchant, before finding a unique looking Litwick in the 7th dungeon. Litwick clung to him, clearly wanting to leave that place as soon as possible. Hyrule loved her immediately, she’s so cute. Drifloon carries Litwick around when he’s fighting, otherwise she tries to stay in his pockets.
The Power Bracelet made Hyrule stronger, and it also had this cool stone called a Mega Keystone according to Impa. The Keystones are very rare, not many people even know they exist. He also found some mega stones in the treasury that he was allowed to keep, just in case he found a Pokémon that could mega evolve.
During his second adventure, Hyrule found a Shuppet. He was very tired and frustrated from the everything, so he was the perfect feeding ground for the Pokémon. But Hyrule loved him. He was so cute. Hyrule’s mood increased immediately upon seeing him. Shuppet was now stuck with the hero, whether or not he liked it, and he didn’t at first, but he eventually grew on him, even fighting for him, more so than Klefki, eventually evolving into a Banette. He basically hates everyone that’s not Hyrule, because he took care of him so well. Banette tolerates his other Pokémon, as well as the Zeldas and Impa. Even though Hyrule treated Banette with so much care, he would not turn back into a stuffed toy as the legends say he would. Once Hyrule brought Banette back with him, he figured that Banette could mega evolve.
Now onto the LU! Picking up where we left off in Legend’s post, The Chain has just met up and introduced a bit about themselves. Hyrule told the rest that he didn’t really have pokeballs, and that his Pokémon liked just being out and about, his Litwick in his pocket and Banette being held in his arms, the other two floating around him.
Legend seems to know the most about what’s happening, but surprisingly the old farmer (time) is the one taking charge, the ranger captain (warriors) staying by his side. Legend stayed to the wayside, the so called Hylian Champion is sticking by his side, and the blue-coated gym leader (this is twilight, i’ll make a post about each link’s occupations later) is sticking by his side, much to Legend’s annoyance. Hyrule really wants to talk to him, but he’s knows better than to make the hero even more annoyed. But he knows he has to make friends with the other Links. The child was walking over to him, but the glare sent by his Banette made him instantly turn his heel and walk over to with the Master Sword, who was already with the multi colored one.
Then the captain fell back, going over to him, completely ignoring the Banette. The captain had a determined look on his face, a black pokeball in hand. It took Hyrule a few seconds to recognize it as a Luxury Ball, something that he’d only heard of from Zelda the First. The captain placed it in his hand as Hyrule’s mouth was agape in shock, staring directly into his eyes before subtly nodding his head over to the Klefki before stepping away and going back to the farmer’s side. Hyrule dumbly nodded back, holding the ball out to Klefki, who curiously tapped the button on it and disappeared in a flash of light. Needless to say Hyrule was freaking out, having never seen a pokeball before. The champion and the kid had to teach him how to use the pokeball, with Legend and the multi-colored one giving him more Luxury Balls for his other Pokémon. They all loved it, except for his Banette, who clearly preferred to be held.
Anyways I’m currently resisting the urge to make a fan fic, since I haven’t really planned much out. Also going to make a master post of this eventually.
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caylinmiraki · 3 months
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My relationship with The Legend of Zelda: Tears of the Kingdom
I love TotK, I really do. It's fun to play and to explore for a while. But that's it. I kinda have a toxic relationship with this game. It gives me the highest heights just to shove some pretty unnecessary hindrance in my face.
tl;dr: Erasing BotW from TotK was the worst thing they could've done to this game. It's hard to believe that this game's got 5 years of development under its belt. It truly is a disappointing Masterpiece.
I’m just going to head right in.
I absolutely adore a well-written story and exploring new Lands to see what kind of secrets it holds. and am someone who really can't deal with spoilers of any kind, so color me surprised when the second memory I encountered was the one near Lurelin Village where it's exposed that we got a fake Zelda. It felt great to have my theory proven right because I’ve cleared a few Stable Quests before looking for the Tears and figured it out (isn’t very difficult I know). But when I realized that I’d skipped a massive part of this story I was disappointed because I expected a story progression like Botw but ended up spoiling myself with one of the most impactful memories. At the same time, it was so frustrating to see everyone dance on the palm of this impostor's hand while the player knows exactly what's going on and you/Link couldn't do anything about it.
The fact that almost no one recognized Link or even knew of him was also so frustrating; infuriating even. This legendary Hero saved Hyrule along with Princess Zelda in a 100-year-long battle, only to be forgotten? While everyone knows of Zelda? Like, you wanna tell me that the whole time Zelda traveled the lands of Hyrule to learn about the people and forge connections, Link wasn't with her? Her appointed knight that never leaves her side?
I know they chose to basically erase him to make the story less complicated for people who didn't play BotW, but let's be honest the amount of players that fit this criteria can't be more than 5%, and that's thinking generously, so why ruin the experience for the other 95%? Besides a small part of the Zora, the Stableowners, the people at Lookoutlanding, some Shieka, and the Yiga-Clan no one knows about him. In addition to that we also only get two mentions of the champions from botw. Mipha is referenced and I think Daruk gets a mention as well. When I entered Zoras Domain in TotK and saw that they had replaced Miphas Statue with a statue of Link and Sidon (which I find hideous tbh) I was so fucking furious. I adore her and they just pushed her onto some faraway cliff to collect dust. I think Daruk gets referenced in a dialog with Yunobo but that’s it, besides his statue in Goron City. Urbosa and RevalI have been completely forgotten it appears. They could have at least referenced those two regarding their successors having similar powers.
However, I have to say that Gerudo Desert was one of the best areas in TotK with a nice twist to the Questline leading up to the Dungeon. The Desert is being plagued by weird undead monsters and shrouded in a never-ending sandstorm. Gerudo Town is desolated and abandoned and you worry for its citizens. I loved this dreadful approach on the Demon Kings homeland. There are just two things I can't agree with in this new Gerudo Desert.
First, they don't kick Link out of Gerudo Town after the situation is resolved. This clan of proud warriors that cling deeply to their roots and traditions, just let Link walk in and out of Gerudo Town as he likes. It apparently isn't that much of a deal anymore if young VaI were to see a Voi, and saving their Town for the second time after defeating Va Naboris, returning peace to Gerudo Desert, and retrieving their heirloom was now enough to allow him to enter without a disguise? Oh yes, I forgot BotW didn't happen apparently. Secondly, I want female Gerudo clothes for Link. Why would you rob us of this experience? I also strongly feel like they designed the areas in this order Rito>Gerudo>Gorons>Zora it just gets less and less refined throughout the game. I first encountered the Wind Temple and then went to the Water Temple afterward. I felt like I've skydived full speed from the sky islands straight into the depths without a paraglider. Moktoroc was a Boss I'd expect in a meme fight or mod or something, but a fully-fledged dungeon boss..?
Talking about bosses, something I really enjoyed in TotK were the encounters with Master Khoga. He is such a delight to encounter in this game; truly the most polished and lovable character in all of TotK (and BotW in my opinion). He has his purpose, he is silly, sometimes overly so, but all in all, is he a real threat to the inhabitants of Hyrule and Link. For real, Master Khoga and his Clan always recognize Link and engage with him BECAUSE he is Link and not because he just happened to be there. When I encountered Master Khoga for the first time in the depths I was so excited because I remembered that he fell down this chasm in BotW and that the most iconic and best villain in BotW is still alive. I really was just so delighted I think I almost cried (I'm a huge fangirl, leave me alone). He and the Yiga Clan made the Depths their own in the time that passed between those two games. The only thing I would have wished for was that Master Khogas questline could have been a bit longer and that he shouldn't have ended up like in BotW. And what I would have liked was to have one huge Yiga-Clan structure that served as their home base in the depths, like the Yiga Hideout on the surface.
There are just three more things I want to mention that don't sit well with me in this game.
First: the Depths are empty. I want to make each Zelda game my own and play it at least once to 100% in any regard. All Locations, all Shrines, all Lightroots, all chests, all quests, all Koroks (urgh), and so on. I want to harvest everything this game has to offer. But when I was "exploring" the depths in my progressed savestate I just found myself comparing the overworld to the depths to find shrines or lightroots. I traveled from one destination to another just to complete my task and gaining every shrine in the process was a nice addition. Tbh, I don't even know what the reward was for clearing all Shrines. I remember you got some kind of seed or flower from the lightroots tho.
The depths are incredibly dull. What happens in the depths?
1. You get the Autobuild ability
2. Fire Temple (Great design choice btw, very esthetic tho not challenging)
3. Minerus questline
4. Master Khoga and the Yiga-Clan
5. Weird Poe trading Statues (idk if this should count tbh)
6. Lost Woods access
7. Demon King Ganondorf (Daddy)
So we've got 6-7 major events in the depths. An area as big as Hyrule itself filled with almost nothing. You encounter abandoned Mines that always work the same. Search for the chest, pick up some Zonaite, and off you go. Yiga-Clan outposts; kill the Yiga, read the journal, loot the chests, and next. And don't get me started on the recycled dungeon bosses you can now just kill for fun down there. WHY?? I hate when bosses, incredibly strong monsters that are tied to a location as its last obstacle, as its guardian to prevent the Hero from accomplishing his goal, just get reused as an overworld boss. Tho they're so easy to kill a Gleeok is more dangerous. Now that I think about it King Gleeok might just be the most challenging Boss in TotK.
The second thing I would have wished for, but knew it would not happen was for Link to permanently lose his arm and for Zelda to remain a Dragon. I knew it wouldn't happen because Zelda always has a happy ending but it would have solidified TotK as another huge break in the tloz formula. Link losing his arm would have shown just how incredibly dangerous this whole situation really was, even to the Hero of the Wild. A crippled Hero with lost limbs and remains scarred for life (like the theories for the Heros Shade from Twilight Princess) is something Zelda lacks and just solidifies that Link is fucking overpowered and nothing can stop him. Don't get me wrong, I know it's kinda his thing to just be like this and to make the player feel accomplished in saving the land of Hyrule and its Princess, but we’re in the 2020s, and people want some kind of realism, drama, and especially in this case, involvement in the story. The way things are, it just feels like a fever dream sometimes. Might be an unpopular opinion but I'd like to see Link struggle for once in a while. (I know, botw’s basically a summary of Zelda and Links’ struggle to save Hyrule, but that’s not my point here and you know it.)
I know the chances of Zelda remaining a Dragon forever were close to nonexistent, and I think I wouldn't have a problem with this, if the developer had just given us a real explanation as to why, and how this is even possible. Mineru emphasized multiple times, that this forbidden ritual is irreversible and that she would erase herself if she were to proceed. Her decision has such a massive impact on the Story. Zelda went to such lengths to protect her Kingdom and support Link, she gave up everything and she was so terrified but her trust in Link is just so great that she believes that he will at least save Hyrule; her kingdom when she can only provide him with the tool to do so. Only to be reversed because two ghosts appeared. The theory that Sonia and Rauru channeled their energy through Link to reverse Zeldas form like Mineru said is just that, a theory. But aside from Raurus power and spirit residing with Link in his arm, where did Sonia come from? When the imprisoning war happened Sonia was long gone and there were no hints of her spirit being connected to Link or Zelda. It just feels unpolished and the explanation of "magic" isn't satisfying at all.
Lastly, something that bothers me in particular, I don't think many miss this feature. I am a huge fan of the Dark Souls series and challenging games in general. So my disappointment, when I learned that there wasn't a Master Mode for TotK, and there are no plans to implement one in the future, was immense. I would have loved to play through this game with a more challenging note and 100% it that way. I’m really sad about this, would have loved to see improved golden monsters that would have destroyed me and tested my skill.
To end this rant on a positive note, TotK is still one of the best games I've played. Its mechanics and freedom of action are one in a kind and I could spend hours just playing around with ZonaI devices and build the most ridiculous builds. It has really well-thought-out Quests and fun characters to interact with. Link and Zeldas relationship (as an aromantic myself) just feels so fulfilling. I know many people see their relationship and their dependency on each other as signs of a canon love story between these two, and by all means, go for it (that Zelda lives in Links house now is evidence enough. And I ship them occasionally myself)! But for me, the fact that it isn't explicitly said leaves room for interpretation, and, they are just two people who can 100% trust each other and whose lives are so incredibly intertwined that they are just codependent at this point. I love how they've written Zelda and Links relationship.
And my highlight, of course, is Ganondorf and the final boss fight. I adore Ganondorf his design is so incredibly well done, you feel his ambitions and dominance throughout every "encounter" we witness. Though we don't know those ambitions and anything about him besides that he wants to restore the rule of "the survival of the fittest", to be honest. He is pure fanservice I tell you. And I live for this.
The final fight is a (almost) one one-on-one with the Demon King(Just like Twilight Princess, one of the most epic showdowns of all time). An excellent magician who mastered all forms of weaponry just like Link and is even capable of flurry rushing (an ability that many/I thought was Links champion ability in BotW). It's epic, it's cinematic, and filled with surprises. When I fought Ganondorf in the first half, I just assumed we got two phases, and that's it, like in Botw. But holy shit. The second phase started and his health bar just kept going and he looks like THAT with his cocky attitude; brother. The moment you defeat him, and think it's over, you realize what he's about to do but before you can act he just grabs Link, and smashes him through tons of stone, and debris (however he came out of this unscathed; would have loved if he got at least a little injured and then healed by the light dragon or something.) and suddenly you are in the skies facing off against this massive titan of a Dragon. This fight is as challenging as the Dark Beast Ganon fight in BotW but its buildup and the resulting fight high above the surface with the help of Zelda who subconsciously knows it's her destiny to support Link in this fight makes it way better than just a cinematic final showdown. Link manages to defeat the Demon Dragon and after he blows up like a nuke (wtf was that anyway, so awesome!) and Zelda is transformed back to her human form. Link is skydiving to catch Zelda as they plummet from the sky and the moment, he finally reaches her hand and catches her will be forever one of the most emotional and impactful scenes in any Zelda game. Despite its flaws, TotK offers an undeniably captivating experience. With its innovative mechanics, memorable moments, and interesting characters, it carved its own niche within the Zelda universe. While it does leave me a bit disappointed that it ended up like it did, expectations for Zelda Games are always skyrocketing but I still don’t think that we expected too much. I rate this a solid 8.5/10 while every other Zelda entrance is a 10/10.
I love TotK but like I said. It's a toxic relationship and whenever I find myself wanting to revisit this Hyrule I rather play BotW than TotK. Sorry for my rant.
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cerame · 9 months
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Artisan’s and Archer’s designs
So a little bit ago, I got a compliment on the two designs of Echoes of Courage I'm proudest of. I do love all these characters, but these two took a bit more creativity on my part, so I'm going to explain them because I am a sucker for design. I will try to remember as many of my own details as I can, but no promises.
Let's explain Archer first.
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Behold, the most recent Link! Breath of the Wild took a departure from the classic green, so I kept with that and made his tunic the main splotch of color on him. The browns and monotone colors are subdued in comparison so that the blue can have the spotlight.
In regards to the tunic itself, botw and totk both have significant influence from traditional Japanese culture, as seen with the sheikah taking on a more japanese fashion sense and the dragons being eastern instead of european shaped, so I kept that with the design of his shirt. His tunic was originally the shape it was in botw, but after the calamity, it sustained such damage that Impa was only able to save some parts of the tunic. Using those parts, she repaired it as best she could, but Archer took a liking to Kakariko fashion anyway, so he's perfectly happy with it. In addition, with the looser fashion of the ancient clothes, I changed his belt to a more ribbony shape.
Thinking about how his shirt might have worked during botw. Perhaps he wore it as a haori, or maybe it was damaged, of a shorter cut, etc. and his Zelda made him the current one. Nothing is concrete about that yet, and I think it would be neat if it was different than it is post-totk.
The turtleneck and the leather armor from the new tunic in totk is incredibly charming to me, so I naturally had to keep it, but in order to show it off practically over the tunic I'd decided on, his sleeve got pulled down. I also designed him before totk came out but after the first trailer came out, and from the trailers, we could all tell that something was going to happen to his arm. I had no idea what purpose it would serve or how Link would end up by the end of the game, so I kept his arm covered up but outside his shirt. Turned out to be a good call.
As for his hair, I loved seeing his hair down so often in totk. It feels all free and wild and soft, so I kept it, except it felt a bit impractical to have it hanging all around him like that, so I did a half-bun. He gets to keep his hair down while tying it out of his face. This also lends itself further to eastern style inspiration.
A note on the smaller details: he does wear his amber earrings, and he's got scars across his body.
Now, we have Artisan.
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It was a bit more difficult to figure out Artisan at first. I took inspiration from as many links meet aus as I could find, but everything for him is so varied, and while it's fun, it does make it difficult to nail down what does work. Unlike with Archer, I had no real direction in the beginning, so I searched for what made him unique as a Link. I also went back to the original ideas of character design, the most prominent being outlines and silhouettes. I'm still a bit iffy on his silhouette, but overall, he works.
First, the albw aspects: His bracelet from Ravio went inactive after the rifts between Lorule and Hyrule closed, but he still wears it. It's becoming comforting to him. As for the clasp on his cloak, it is absolutely the two triforces, and he got it custom-made in Hytopia. His pegasus boots are also from albw, and since Collector and Forge both had their unique pegasus boots, I had to come up with something just as striking for Artisan..... and then, I looked upon none other than the Zelda cartoon of olde, and I decided that Artisan would absolutely wear over-knee boots. So that's what he got.
Now, his triforce heroes parts. I know the green one is player one and all that jazz, but I wanted to see if I could do something not-green, just like Archer or even Piper. The sword suit in the costume catalogue stood out, and not just because the red link is wearing it in the official art. It's more tame than most other choices, and it's casually royal, which is a strange flavor of style, but I discovered after significant experimentation that when you pair it (or the idea of it) with poofy bardic sleeves (yellow, courtesy of albw's blue tunic) and gloves, it takes on an almost roguish look while maintaining the fancier feel. Also, when I lined him up next to Collector and Scout, I found that their colors together were red, blue, then green, and I couldn't not keep him blue after realizing that.
Notes: his cloak is still a bit weird to me, but I've gotten too used to it. Hytopia pushes the boundaries of fashion anyhow, so he can do whatever he likes. His hair is dyed because that's just fun, and it's braided because everyone else in this AU has short hair or a ponytail, and I wanted him to feel more well-groomed than everyone else. He gets to take care of it, and he has gotten hair care advice from Princess Styla. I didn't originally intend for this effect, but the pale outlines of white and gold on his clothing really make his outline pop. The consecutive dark colors of his tunic, pants, and boots would not work without those lines. His eyes are, in fact, purple! Ravio, in turn, has green eyes. I did doubt the choice of yellow sleeves at first, since it's not exactly the secondary color of my choice, but I went with it, and I was pleasantly surprised to see it work so well. Perhaps it was the yellow of his hair and the golden accents, but I am very pleased with it. He only comes a century or so after Collector, so I had to pick a tunic shape that could hold similarities between the two of them, which is why the collar of their outer layer is the same for both of them.
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theresattrpgforthat · 8 months
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Hey there! What kind of games do you know of that have trade systems in them? The only real example I'm thinking of is from Ryuutama - there's the economy for buying/selling but items have qualities which certain towns may specialize in and impact journey routes etc.
THEME: Markets and Trade
Hello friend! I have a few different ideas of how one could replicate an economy, although I haven't found anything similar to Ryuutama. Some of these games are solely about trading, while others have a prominent trade system that informs the larger story. I hope you find something here helpful!
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Red Markets: A Game of Economic Horror, by Hebanon Games.
In Red Markets, characters risk their lives trading between the massive quarantine zones containing a zombie outbreak and the remains of civilization. They are Takers: mercenary entrepreneurs unwilling to accept their abandonment. Bound together into competing crews, each seeks to profit from mankind’s near-extinction before it claims them. They must hustle, scheme, and scam as hard as they fight if they hope to survive the competing factions and undead hordes the GM throws at them.
This is a game that forces you to make hard choices in the struggle to keep yourself ahead as the world crumbles around you. The dice system is a d10 system with two different coloured dice - one for you, and one for the Market. You’ll be able to sacrifice precious resources to increase your chances of success, and much of your jobs will probably revolve around picking up resources that you can sell for Sustenance, Maintenance and Incidental costs. If you want a game of brutal economics and Zombie horror, this is the game for you. If you want to check the game out before you pay for it, you can always take a look at the Quickstart. If you want even more game options for Red Markets, I’d recommend checking out The Carrion Economy supplement.
Reclaim the Wild, by Eldritch Knight.
The Legend of Zelda: Reclaim the Wild is a freely-distributed tabletop roleplaying system made by fans, for fans, of both tabletop games and of The Legend of Zelda. It was designed from the ground up to enable players to create all new adventures in the world of Zelda, and specifically the hit game Breath of the Wild.
This game is a love letter to Breath of the Wild with very detailed systems for scavenging, crafting, and trade. If what you are interested in is haggling over prices and finding the right resources to be able to make the equipment you want or need, and if you love the Legend of Zelda games, this game might be for you! If you visit the website you’ll also find character spreadsheets, a bestiary, and a crafting supplement, full of systems and ideas to put into your campaign.
Antiverse Trader, by Majcher Arcana.
You are a space trader in the Antiverse! Your goal is to travel around and make as many credits as you can by buying and selling cargo in systems throughout the sector. Make it snappy, though! As soon as three resources are tapped out, the game ends, and you get what you got.
This is a solo game that gives you a few resources to start with, and uses dice to track the value and availability of different goods. You can choose to save your goods for specific trades, or you can use them to activate Special Abilities. Once you have tapped out all of your resources, the game is over. If you like a small game that takes less than half an hour to play and comes with a neat little set of charts to help you keep track of all of your goods, this is a great little game to check out!
Midnight Market, by Ben K. Rosenbloom.
Has THIS ever happened to YOU? {a man stumbles dazed into a market stall, knocking over priceless, beautiful, valuable merchandise]. Fear no longer - your days of navigating confusing and unhelpful stores looking for the perfect ephemera are OVER. That's right - MIDNIGHT MARKET solves all your shopping needs, absolutely FREE! 
A fantasy infomercial generator/game of hustling and hawking weird wares. Midnight Market is a quick little game all about trying to convince a Hapless Rube to trade their item for whatever you happen to be selling. This is a GM-full game, in which most of the group will be playing Unsavoury Merchants, while only one player will the the Hapless Rube. This game is short, sweet, and great for roleplaying the haggling part of getting a “good” deal.
Merchants and Monsters, by AndieSanade.
In a world of magic, monsters, and brave intrepid adventurers, you are a merchant! An ordinary honest, as far as everyone knows, merchant. Life’s hard out there for the Non-Perilous Crowd, but you live in this world just as much as any sellsword or sorcerer. So grab your wares, straighten your clothes, and open up shop because you’re gonna make it big or die trying!
This game is all about pleasing customers, from regular bystanders, to difficult customers, to sworn enemies. You will compete with other merchants in the market to out-sell your competition - and possibly even sabotage them in the dark of night! If what you are interested in is the petty politics of the competitive market, this game might be worth checking out.
Games I’ve Recommended in the Past
The Wildsea, by Felix Isaacs.
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queen-freya0 · 11 months
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So, now that I finished totk, I'd like to share my insight of the game overall with y'all. Fight me or agree with me, I'd like to know other people's opinions
PROS
The soundtrack is amazing. Zelda has always been about awesome music and this is not the exception. The soundtrack plays exactly what the environment was to convey. You're exploring the sky islands? The music is then calm. You're in the depths? the music will help you shit yourself. Going even more down, looking for Ganondorf? coolest music ever, full of mystery.
World exploring. I feel like this time totk forces you to explore the world, in botw you could directly go to Ganon and beat the shit out of him with a stick, but definitely not here at all. You find yourself needing bombs so you'll have to look for caves, then you need Sundelion, so you have to go to the sky. In a certain way, I hated that for the first days because I was trying to finish the game as soon as I could, but now I appreciate it.
We have our first disabled Link! At least until the end. It was nice to see him different for once. It'd be cool if he had stayed that way.
World development. In botw, you have this whole piece of land that's mostly monsters and ruins, but in totk things have changed after the calamity disappeared. We have more people around who're in contact with each other. The places don't seem as lonely as before and even people help Link. And, did you notice there's less trees? It's a nice detail, since there's new buildings made of wood everywhere.
Fusing mechanic. Tbh, I didn't love Fuse at first, but then realized how useful it can be.
Link's clothing. There's more clothes available bc they used the botw DLC clothing, which is cool! And the new designs are... slutty.
Zelink. No one can tell me otherwise. All the signs are there, bitches!!!!
CONS
Overall, it doesn't feel like a sequel. And I hated that. Nintendo keeps giving preference towards new players and in this case, it's not worth it. I dare to declare that at least 80% of people who purchased totk played botw and knew exactly what they were getting. This especially has to do with the point below.
There's no mention of the Champions at all, the Sheikah technology is missing, and where tf are the Divine Beasts?? I get that, yeah, maybe the Champions shouldn't be thaaaaaat important anymore, yet what about everything else? Where's my Sheika Slate????????
We were promised a dark game and this isn't it, not at all. Maybe I'm tripping? But I remember clearly on the first years of development people mentioning this game would be dark like Majora's, and going back to the first two trailers I could actually see it was kinda the case. However, with the last trailer, I made a bet that they probs rejected the idea and I was right. I'd like to have something like Majora someday again.
The introduction of a new race out of nowhere. The zonai.... they weren't my piece of cake at first. It seems cheap for me, I'm not sure. I don't know if they intended to introduce something, anything, from them since botw but ended up scraping the idea, but overall the whole experience I have of them from both games is that they took the zonai out of their asses and were like "yup, we got this!"
The end was TOO happy. Like I mentioned before, I'd rather Link have his arm cut. Purah can make another one if Rauru really wanted his arm so bad. Zelda transforming back was okay, but what I didn't really get was why did Sonia and Rauru didn't turn her back before????? They instead waited until Link fought his ass hard, lol.
I hated that Zelda was thanking ME at the end instead of Link. Don't look at me, bitch, look at your boyfriend! This has to do with this other post of mine about how Nintendo can't let go of Link being an avatar despite they themselves providing depth to his character.
I may edit this longer but rn I'm out of ideas and I'm at work, lol.
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galahadenough · 9 months
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I keep thinking about Sidon, and how totk handled him. I really can't help but wonder if one of the higher ups at Nintendo stumbled onto a fic for which he was very much not the intended audience. Because while no individual thing feels like it's horrendously bad, when it all comes together something does seem a little... fishy.
First and most obviously, there's Yona. At the most basic level, that is a classic reaction to having too much shipping. Throw a fiancee into the mix. And her design is interesting. It ended up working for a lot of people, it seems, but the head shape is almost edging into a cartoony look in comparison to the other Zora, and there are no other Zora with that vivid of a color. And for me personally, the english verbal aspects (yes, yes; sure) was somewhat grating. Sidon is also a distinct color, though, and it could be an indication of royalty. But it is still such a vivid green. But she is also lovely, helpful, supportive of both Link and Sidon, and really stands on her own as a character. All of these things ended up working really well for her, but it makes me wonder about the intentions behind the design.
So, we have tick one in the fishy column. By itself it wouldn't really stand out to me, but it keeps going.
With every other sage, you find the sage and proceed to work together. It is such a feeling of companionship, and support, especially in a franchise such as Zelda that is built on solitary questing for the most part. With Sidon, he sends you off on your own for nearly every step of the way.
He sends you off to talk to Jiahto at Toto Lake.
He sends you off to find the king.
He sends you off to figure out Floating Scale Island.
Oh! Finally! He goes with you to check out the beam of light... but he stays behind when you go through the whirlpool to the Ancient Zora Waterworks. Nevermind.
He goes with you to Wellspring Island, but immediately suggests splitting up until you reach the Water Temple.
So this is fishy point number two for me. It doesn't really fit his personality and actions in the last game, and it feels very distinct from the other sages. By itself, not too weird, but we're doing math here.
The water temple feels kind of off to me too. With Tulin, you have the Stormwind Arc, a Rito myth and children's tale come to life with a thrilling ascent into the sky. With Yunobo you have the Fire Temple, a gorgeous monument to the history of the gorons, rooted in the very depths of Death Mountain itself, buried among the rocks and lava of the earth, feeling so symbolic of the earth the gorons come from. Even with Riju, with the game not quite committing to the contentious history that the Gerudo have due to their association with Ganon, you have this epic and ancient temple rising from the sand, a monument to the Gerudo's past, a part of their history consumed by the very desert they call home.
The water temple is... pretty enough. I might have been a bit more impressed if it were my first sage. But it's not that big and it doesn't feel very connected to the Zora. It's in the sky. They are fish. It uses the low gravity mechanism. Which is fun. But why?? Why here, why for the Zora who are built for water more so than running and jumping? There isn't even that much water involved outside of the vases you fill to dump on the muck. No rivers. Nothing very deep, nothing with currents, nothing involving large or natural sources of water. Just. Water facets. And weird Zonai (Zonai, not Zora) water bubble machines.
That makes fishy point number three, and in my opinion the worse point against it (tying with my next point, perhaps). A lot of this post is based on opinions, and things that could be explained away. But it feels wrong that this temple is so disconnected from the Zora.
Fishy point number four. The Mucktorok. It... I have no real issues with it existing in a Zelda game. It wasn't my favorite, and I can see how people could enjoy it. I've enjoyed hearing other's perspectives on it. It's goofy and silly. It's interesting, in a way. But it's placement in the game is what makes it feel like a deliberate snub at Sidon and the Zoras. It is the only boss that isn't cinematic. It isn't dramatic or epic, and it doesn't give a sense of danger as much as a sense of comedy. We've had enemies like that before, but they are mini-bosses. On top of that, from what I've heard, you don't even get a cool fuse weapon when you defeat one in the depths. That, to me, feels a bit deliberate.
My last point doubles as an idea for improvement, and is somewhat connected to my issues with the Water Temple. And that is Sidon's sage power. Outside of the temples I get the most use out of Tulin's ability. Then Yunobo. I don't really use Riju's ability often, but I can really see the use. But Sidon's ability really doesn't seem that useful. The shield feels like a worse version of Daruk's Protection due to the fact that you have to activate it by tracking down Sidon's shade (and I think it expires if you don't use it quickly enough?), and while not useless, I don't think a lot of people plan to be hit. And the water projectile probably isn't useless, but it seems like more trouble than it's worth when you can use an arrow, or just throw something.
Inside the Water Temple it feels even worse since that is where the ability is supposed to be showcased. I had so many splash fruit, and that was so much easier than remembering to talk to Sidon and waiting for his ability to reset. I think I only used his ability for the water spout wheels. Maybe a couple of times in the boss fight, but that felt more difficult than using the splash fruit, too.
My idea for improvement is a bit of a rework of the temple and a different ability. Sidon is shown to be able to manipulate water and currents, so his ability could be the ability to do just that. He could create a current that runs up or down a river (or through still water), the current could be a stream of water that rises up above the water, straight up or at an angle. That could be a method of travel in the temple. Instead of using those odd Zonai bubbles to travel it would be a Zora ability in the Zora temple. That would also give more of a reason to have more or larger bodies of water. You know. Having water in the Water Temple. And this is all without even considering adding some mechanic for going underwater, like is so common in Zelda games. But that is another option that would have fit so well.
I could see this temple being either in the sky or on/under ground. And this ability would be so useful outside of the temple. You could travel more easily in the water. You could use it to travel up into the air above water to get a boost up, and that could fill a little bit of the gap from the lack of Revali's Gale. It would be interesting, it would fit the character, it would be useful.
So that's five fishy points. That.. kind of got away from me, but it's been cycling through my head for a while now. And like I said at the beginning, all of these points feel fairly innocuous by themselves. It's just so many things that add up to the feeling that someone in the creators really didn't like Sidon. And that bothers me because I really like Sidon.
Despite this (not) small rant, I truly love the game and so many things about it. And the funny thing is, I don't think I would have gotten so worked up about it if I hadn't gotten the thought of some horrified high up Nintendo executive reading shark-dick porn stuck in my head. I still find that thought hilarious.
And with that, I'm off!
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creativesplat · 5 months
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Mipha!
Mipha… where do I start!? 
First impression: 
I thought she was a very pretty fish-lady, and was instantly blown away by how romantic her memory with Link was (some poeople already know, but before I played the game I looked at fan art and stuff and really liked the concept of ZeLink people were drawing - it must be a canon ship if people are so intense about it right? and I almost always fall for the canon ship in a piece of media. So I got into the game wanting to rescue the princess Link was in love with. Turns out that princess wasn’t Zelda, and from my first impression I was like ‘oh ok, so we’re not avenging zelda then… we’re avenging fish’
Impression now: 
She was so wonderful why did she have to die!! Link loved you, your design is so cool, why did you die!! A strong powerful (dagnam play AoC and you’ll see what I mean) warrior princess who loved her people and her family and Link. what a woman she was (and is in aoc).
Favorite moment: 
Okay, so I know its a bit basic and there are some awesome moments in AoC (like the date her and link so on) but the first memory, the first time you’re introduced to her, it still gives me chills. Mipha's touch is and always will be my fave. I love it. 
Idea for a story: 
The tensions between Hyrule and Zora’s domain bubble over, leading to a siege or something, and link betrays Hyrule to join Mipha and bring the war to an end. 
Ooh another one: Link tries to run away from the duty assigned to him and is forcibly kept at the castle by Rhoam but the champions help zelda and link and they leave central hyrule to try and figure out the various powers without the added trapped in the castle stuff. Mipha rescues link from a tower like rapunzal effectively. 
Unpopular opinion: 
Link should have rescued her instead being with Zelda during the calamity. She was strong and could battle effectively, but if Link had gone with her, they would have dominated water blight as a badass couple. If link and mipha had defeated water blight, they could have joined the rest of the champions (due to the sheikhah slate being available for teleportation), weaken Gannon through attacking the blights and then go and kick is butt in the castle. What a good happy ending that is! (I think I just described AoC a little bit…) anyway. 
Favorite relationship: 
LINK AND MIPHA THEYRE SO CUTE TOGETHER AND SO BADASS AND I LOVE THEM. 
They are the perfect couple, and the proposal armour is just so sweet and I adore them both :) 
Favourite headcanon: 
Oooh. There’s a lot to pick from… 
The symbols on the Zora armour represent Link and Mipha’s marriage, and tying the families together:
the Rhombus with the luminous stone is what I head canon Link’s family sigil/ crest to be:
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And obviously the three cresents are Mipha’s family crest 
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And here we see them combined, with a white stone in the middle 
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White gems are often related to hope (link), healing (mipha), unity, and wholeness. So a unity between the rhombus and the crescents and the ideas of healing and hope? Am I reaching. Yes. Do I also love this head canon? Yes. 
2) Link understands Zoran (the Zora language) but can’t speak it very well on account of the fin movement and whistling required. Mipha regularly says ‘I love you’ or other comforting things via subtle tail or fin movements when in company. He has little hand gestures he uses, sign shorthand I guess, to tell her the same.
3) the champions all knew about Mipha and Link's relationship. because their little found family deserves to have a fun time trying to set them up on dates or make them do things together, so that even though things are tense between hyrule and the domain, the two can spend time together.
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powdermelonkeg · 1 year
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Tears of the Kingdom: The Final Analysis
Part 5
Part 4 here
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Link runs up to a cliff and his horse (if it's the same one from the Hateno battlefield, it's just a normal BotW horse that happens to look like Epona) rears up.
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There's Eventide Island over in the ocean. It looks unchanged thus far, but it helps us place where this is.
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I think it's right here, based on the angle Eventide is at and the cliff visible along the right side of the screen. I'll double check that with an exact location when I do my side-by-side BotW screenshots.
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Off in the distance, we can see a very narrow tower on the right, and a blooming sakura tree on the left.
That tree isn't there in Breath of the Wild. In fact, the only place I've ever seen a tree like that
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Is atop Satori Mountain. So something has definitely changed there.
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We have a huge construct coming out of the wall, built with similar threads of light to the ones we saw in the gameplay demo.
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There's some text on the wall that's probably this thing's name.
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But then there's also this. The Zonai light is pretty grayed out, and beyond it is pitch black darkness, darker even than underground.
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A darkness trial, like in Thyphlo and Vah Rudania?
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The next shot has Link in the doorway to the Hyrule Castle sanctum. He's got a Zonai bow, the strange arm, and the little cartridges, so this isn't a flashback. But the tunic's changed.
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He's got some sort of shoulder pauldron thing on, as well as a black shirt, darker gauntlets and stomach guard. Possible bonus protection, or a reinforced variant?
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The sanctum is sparkling, making me think there's some kind of magic active at this very moment that's keeping it in this state.
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Also, it looks as if there's a wooden door where the back entrance is. Which, I checked, and-
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There is something back there during the Champions' Ballad cutscene.
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There's a triangle on the doorframe, and some pattern I can't make out on the door itself.
Then, we go to Zelda.
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She stands before a Zonai altar, as gears turn to open some kind of door.
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This is her Zonai regalia, but it's all dirtied up, so something's happened to her since coming here and getting involved with them.
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The Master Sword is next. It's put back in its pedestal for some reason, then Link goes to grab it.
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His right hand is uncorrupted, so this is either very early into the game, or at the tail end.
Also, that's not his normal gauntlet, that's the one he has in the throne room—a hand guard, a tighter arm guard, and dark underneath.
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We can also rule out this being a flashback to BotW with style changes, because when we do it there, it's a two-handed grip, not one.
Moving on, we get to see part of Zelda's new dad mentor figure.
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He's at least a head and shoulders taller than her, and clearly Zonai. The clothes he's wearing look ceremonial in nature.
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The golden triangle designs make me think he's got some kind of connection to the Triforce. Maybe its guardian? Maybe a tutor for Zelda's divine abilities, so she can harness them properly?
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There's also the golden-edged hair behind him, so we can assume he looks just as feathered-lizard-y as the Zonai we saw earlier.
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The hips have a...strange profile. His waist is thin, but immediately goes outward: again, another thing these people and the Rito have in common.
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He puts his hand on her shoulder.
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And while I can't see if the ring finger has jewelry on it, the other three visible rings DO look like Link's hand, barring the sharpness of the nails.
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This could, however, just be something that all Zonai have in common.
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We get a view of Zelda from the side.
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We can see a tear at her neck, and something similar to it on the Zonai's hand. At first I thought it was another tear itself, but it looks too...big to be one? It's very round, and double the volume of the tear. Even if it's a different color of tear, they should, theoretically, have the same proportions. And given that Link's hand has a circle slot on the back of it, I think it's a ball meant to fit there.
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Also, Zelda has one tear below her eye. Keep track of that, it's important later.
And I've once again hit the image limit. Check back here later for the link to Part 6!
Edit: Part 6!
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doodle17 · 7 months
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Vent and small announcement
Howdy guys, okay I'm just gonna jump straight into it just to sum it up, and say I'm going to take a weeeee break from the Psychonauts fandom for a bit. If you want to know why you can hit the read more
I can't really explain it but I've been getting a weird... "vibe"??? Or a feeling of some kind from the fandom for a good while now, and it's starting to get pretty bad now. I'm taking this chance to take a break from it so I don't completely lose my love for the series because I really do love these games.
This probably just the thing that happens to me with new fandoms, when it comes to the difference between fanon and canon for me. I think it could be just the huge difference between the two and its giving me whiplash (not literally) or something. Anyways, it makes me feel icky I guess.
It's funny though, because I've had a similar situation with the Bendy fandom a looong time ago, so this isnt anything new. Only it was the other way around. I was so obsessed with my fanon versions of the characters, that when I would go back to the original material, I'd feel weird about how different they were. I actually took a break from that one too and that's when I started really getting into the Zelda franchise.
Of course I then had a similar situation with the Zelda fandom, and then I went back to Bendy.... This is just a phase I have with all fandoms I become part of.
Its just my "Everything MUST be as CLOSE to CANON as humanly POSSIBLE" and my "OH but it'd be soooo cool if they were (insert headcanon) or they had (insert random detail)!" Mindsets battling it out and it tends to give me burnout A LOT and really stresses me out (for some.... reason...)
Its actually one of the reasons why I can never stick with a design for certain characters and why said designs are constantly changing. On the bright side this will give me a chance to expand my Zelda AU that I've wanted to do for a while!
It isn't a big deal, I'll still probably interact with some Psychonauts stuff, and you can still ask about aus and what not, but yeah. Just thought you should know!
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novantinuum · 2 years
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Fluid musings about the trailer that I’m still continuously adapting after sitting on the thoughts for a while and peering around at other people’s interpretations...
ONE: The Ouroboros as part of the title card.
Many have said it before, but I think the chances of BotW Link and Zelda either being connected to, deeply influencing the actions of, or BECOMING ancient Link and Zelda is very likely now.
One definition for the meaning of this symbol is: “a gnostic and alchemical symbol that expresses the unity of all things, material and spiritual, which never disappear but perpetually change form in an eternal cycle of destruction and re-creation.” This theme lines up really well with the reincarnation cycle of Legend of Zelda, and with the idea that our BotW Link and Zelda we know may change form in some way to become part of the beginning of their own cycle.
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I do think it’s INCREDIBLY relevant to mention that the traditional ouroboros is one serpent eating its own tail, but this logo has two serpents eating each other’s tails. This brings me a lot of hope that Zelda will have a role in this game just like Link- it won’t be just ONE of them connected to the past, it’ll be both of them.
TWO: This may not be Zelda.
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This figure’s pose reminds me a lot of Ganondorf’s body caught in an uncomfortable stasis underground. The hair looks different by the ear and there is a necklace seen that isn’t with the figure below, which seems more likely to be a Zelda. It also doesn’t look like there is a collar piece on the figure below’s outfit, but there is here. Or... it could be just weird little differences in the mural + perspective, who knows.
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THREE: I’m very curious if there is some plot reason for these dead trees at the right.
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The trees on the island ahead are all filled with vibrant life, golden leaves... and the trees on the island to the right are... void of life. The landscape there looks a lot more rugged and barren. Is there a reason for this? Will this be a progressive change on these islands above... symbolizing corruption, or are there simply different types of scenery across all the islands?
FOUR: What are these for??
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The new item hanging on Link’s belt in place of the Sheikah slate is this funky little device. There look to be eight slots in which these glowing green canisters can hang. The golden decorations on the canisters have the same aesthetic as Link’s new arm. In this shot, four of the slots are filled, and the others are empty. If it’s hanging in place of the slate, then does this have a gameplay mechanics relation? Or could it be a storage solution for whatever main plot collectables Link needs to obtain via dungeons? Or... a 4 spirit orbs = power up situation, where you need to fill all canisters to get an upgrade?
I’m also very curious where and from whom Link gets this from.
FIVE: Hylia? Someone else? Tears?
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Who is this? Is that headpiece their face, or a magnificent mask? It kind of reminds me of a moth, in design. I’ve been seeing a lot of folks say this could be a depiction of Hylia, but the design doesn’t entirely resemble what we’ve seen of her, IMO. I’m more suspicious it could be someone entirely new. Regardless though, this figure seems to be holding aloft seven tear shapes, which might be the titular “tears of the kingdom.”
But what ARE the tears of the kingdom? What power may they hold? What would happen should they be stripped away? Is this figure offering them, or taking them? Is this figure friend or foe?
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I previously went “omg what if this figure on the left is ancient Link” but now I can see the same hair and headpiece motifs as in the previous photo. They’re the same person. And the figure on the right is making some sort of contact with Ancient Zelda (?), and there are two twin tears above them. Is this a peace offering? A draining of energy? A meeting of allies? A meeting of enemies? It’s hard to say as of now. And are these two of the seven tears seen above, or two extra tears? Do the tears represent places or people, or are they actual obtainable objects?
Many, many questions.
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genshinemblem564 · 7 months
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Chapter 2: Prelude
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Two weeks later, all of the search parties sent to Hyrule had landed ashore. There is really only one shore in Hyrule, but having arrived at different times, none of them had run into each other, and several, for one reason or another, had split up. Itto and Shinobu evading capture for stowing away, Bennett, Fischl, and the adventerers decide to, well adventure, and Xiao is the lone wolf type. The Sumeru Akademiya were the last to arrive at Lurelin Village.
Meanwhile, you were sitting under a tree near the Dueling Peaks thinking.
(Y/N): It's obvious this is Hyrule before the calamity. The question is, which one?
Looking at your sheikah slate, as if it would give you an answer, you sigh. You get up, gather your things, and begin heading towards the Great Plateau. Never having seen it before the calamity, you could only hope it was open to the public, as while housing the temple of time, the walls surrounding it suggest it to be similar to a fortress.
Unknown to you, a battle was unfolding near Hyrule Castle Town, where a blond knight finds a small pale guardian. Given the large monster force, most soldiers were called back to the town to protect it, meaning if there were any at the plateau, they weren't anymore. You make your way inside and find where the tower would be, only it wasn't uncovered. Without any mining gear, you were about to cut your losses when the ground started to shake, and the tower burst from the ground. Thinking quickly, you decide to grab the side of the tower, taking shelter from the falling rocks beneath one of its ledges. Once the tower comes to a halt, you calm yourself from the heart attack you had from nearly being crushed, then start climbing. These towers were a lot easier to climb than the games suggested. Their walls' design resembling that of a ladder.
You reach the top and slide your slate in the slot, confirm that the map has been added, take it back, and climb down. You then go through the process of downloading the runes onto the slate. When you're finished, you decide to "take some notes" so you can pass as a foreign researcher. You needed some kind of excuse for having a sheikah slate.
Meanwhile, a group in the southern forests of Faron was conducting actual research, which would be cut short.
Tighnari: So? Did you find anything?
Kaveh: Nothing that hints to this towers purpose.
Faruzan: There was a slot at the top, but without the corresponding piece, it's not much use.
Wanderer: Then let's go already. Correct me if I'm wrong, but our trip has an actual purpose to it.
Everyone was put off by his attitude, but couldn't say anything, as he was correct.
Back with you, you had just exited the magnesis shrine, having saved it for last, not wanting to spend too much time around sheer cliffs. You also didn't complete them, not having a use for the goddess orbs.
(Y/N): Alright, that should do it. Now, the next closest tower should be at Lake Hylia. Even if I'm not exploring every inch, having a map of the places I will be is going to be helpful.
Meanwhile, the princess and her group were returning from the Hateno Tech Lab. As they were approaching the halfway point, Zelda heard a strange noise come from her sheikah slate. Curious, she takes a look at it to find a map being updated.
Zelda: Huh? What is...
As she investigates, she realizes her location is marked by a yellow arrow and notices a second, blue arrow. As she taps the slates screen, she is greeted with a prompt. The princess was so enamored by this sudden development that she was deaf to the call of her retainer. Being too curious for her own good, she accepted the prompt and was enveloped in a blue light. When the light faded, the princess was gone, leaving her group panicked.
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Sorry, but this felt like this was going to drag on if I continued to where I wanted this to end, and I know it's not much given how long it took, but I still hope you enjoyed this regardless.
Also, this is a minor thing, but does anyone know why they were going through Tabantha to reach Hateno? The game specifically says Hateno, and they're traversing the Breach of Demise. It doesn't ruin the game for me. It just really bothers me.
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