Tumgik
#And for a while botw and totk were the only games I played and I did like wild
chaosfantasmic · 2 months
Text
Lu fandom I love you to death but PLEASE write centric about other characters BESIDES WILD I'm begging y'all. Like yea he's good, he has trauma and stuff like that but what about SKY The guilt of starting everything and getting told "you suck bitch" to his FACE And wind who had to stab a man and save his sister at 12 and wars like yea wild has war trauma but what about WARS ITS IN HIS NAME I love wild but y'all use him WAY TOO MUCH, and water him down to "funny depressed gender man that sets things on fire" and ignore the fact that he's actually pretty mature sometimes. Like yea there's a bunch of interesting things you can do with him but be honest HOW MANY PEOPLE HAVE DONE THAT ALREADY What about Times magic, wars not being canon, four and the minish, Sky and oh my god the OPPORTUNITIES y'all miss with this man. And its sad bc if wild isn't your favorite in the fandom, then your basically in the trenches when it comes to finding good centric fics for literally ANY other character. No hate to y'all wild lovers out there, but as a wars fan, good angst for this man is like a delicacy. I love wild when he acts like how he does in the comics, a little chaotic but still mature. Y'all don't have to hate him I sure don't, but there are so many missed opportunities yall dont use over something that's arguably been done a million times.
(but pls don't go harass wild fans after this that won't solve anything)
217 notes · View notes
meringuejellyfish · 11 months
Text
the music for the colgera battle is quite delightful (wow i just need to say i like it. goodness) its a shame i couldnt really properly hear it while actually playing on account of having to sit right next to a loud ac but listening to it fully the other day was nice. took me a few weeks but i can appreciate it now - and listen ... im a simple guy, the rito village theme being incorporated into a section of it is just wow :-( ....... big leitmotif fan. walking into zoras domain is going to kill me
#music is the only thing important to me actually.#when i played botw i spent a lot of time dilly dallying as one could say. basically just splorin. and riding my horse around in literal#circles#it took me years to do more than 2 of the divine beasts ... LOL.#anyway. in botw i always did mipha first but as of late noted to myself that when i replay botw sometime in the future im going to head for#vah medoh first .... revalis gale is my best friend#i sort of took that over to totk and after a few days i was like okay im going to rito village im curious#i think im going to have very fond memories of that in the future. i really enjoyed doing all of that :-)#i want to say - totk very much so has had the ability to give me new ''wow'' moments that i had in botw#and gosh .... thinking about how ive played these two games at very different points in my life ... ahhh#in my totk playing i have been very much spacing out the main objective stuff. i did get around to rito village somewhat quickly#like perhaps a few days after i got the game (finished the tutorial area on the first night and just went to towns and explored yadada#for a few days after that#and then i did gerudo town a little while after that#so far i have not ventured to goron city or zoras domain. ive explored a little bit in each of those regions but have not yet gone and#committed. although goron city is next#ohh i did a labyrinth the other day. wicked fucked up man they put half this shit in the sky also randomly The hands were there#scary. no more elaboration#back to music. i learned to play miphas melody on piano a few years back#i really need to get back to piano ... learning to duet kass' theme with my sibling but ive been slacking on my half#hyrule warriors age of calamity was insane purely for hearing a version of miphas theme but for battle#like duude. are you hearing this? dude........#just remembered sidon. dont even get me started .......... sniffle#so crazy when there is music
16 notes · View notes
weirdmageddon · 9 months
Text
the new zeltik video finally pushed me over the edge and made the connections between the bunch of details i noticed throughout totk seem more significant than i already thought they were. by myself i was hovering around these connections i came upon like “is this anything?” for a while, but after the video i was like “ok this is something”
alongside the theme of hands, i also noticed a secondary and more minor theme of blood and siphoning/circulation
most importantly
rauru rips into ganon’s chest with his bare hand like a badass to bind ganondorf’s heart, suck away and purify his dark magic. (btw and Not importantly ganondorf still has rauru’s finger holes in him and it’s pretty funny)
Tumblr media
gloom seeps out from organically branching root-like structurs in the depths. if you watch closely you can see gloom slowly move inside them. they all seem to lead back to gloom’s lair where ganondorf is absorbing them. this is very evident in the cutscene where you finally make it to ganondorf himself and they show a close-up of this through thicker branches of these “gloom vessels”
gloom sucks away vitality from a person. fittingly, whenever a heart container is damaged due to gloom, you hear a heartbeat. gloom hands visibly siphon this vitality in more of a physical way. if you watch them they will sort of grotesquely pulsate when sucking the Juices out of link
is gloom ganondorf’s dark-magic infused blood? when the edge of the master sword cut mummydorf’s face, instead of blood it oozed gloom which boiled after making contact with a chip of the sword. rather than being magenta gelatin like malice, gloom is red and flat, staining surfaces like a liquid
phantom ganon is made entirely out of gloom. the compendium says it’s made from “the demon king’s own flesh and blood”. the dark clumps left behind from the gloom spawn/phantom ganon (with the depths talisman on them i guess to turn it into gloom antibodies lol??) also pulsate like monster guts
my idea is that this all goes back to those roots that pump this back to ganondorf to revitalize him. he was siphoned by rauru, now he siphons others to revitalize himself. there’s a lot of details put into this no way it isn’t connected
btw i didnt notice it at first but the landing pad for gloom’s lair is shaped like a heart like actually. it shouldve been stupid obvious
Tumblr media
the gloom system is like a reverse circulatory system. instead of nurturing the periphery from a central location, it drains the periphery and delivers the nutrients to a central location. so like, oops! all veins. apparently after writing this i found an identical point from a forum post made ONLY YESTERDAY
“real world cardiovascular systems deliver vitality to the rest of the body from a centric location, while Gloom drains vitality from its surroundings and delivers it to a centric location”
and this “nurturance” line of thought made me remember how I thought at one point that the lightroots look a bit like hearts and the big roots are like the vessels. it wasn’t really a significant thought at the time until I made these newer connections. if we put them into my analogy, they would be the opposite to the gloom vessel system since they deliver light from the surface and emit it to the periphery (the surrounding area). i associate light with rauru, and he healed/nurtured link, so there’s just parallels and another reason that made me think of the lightroots. also the lightroots heal gloom-damaged heart containers
there are more minor but supplementary details such as
the sound of a heartbeat is featured very prominently in the E3 2019 teaser, and is literally the first noise in the game itself as the opening screens play. so it’s literally the first experiences we have with the game, both the game itself and in the meta about the game.
gaining an essence from a goddess statue, the heartbeat was not in botw (and of course neither was the miasma emitting from link’s entire body every time)
the gloom in link’s body reacts to every shrine of light blessing he absorbs into his arm and the joycons themselves pulse using the haptics
probably more shit i missed lol
the whole thing doesn’t really mean anything significant to the lore at all but neither does the hands theme. but it’s just definitely a pattern, potentially a minor theme, and deliberate choice in setting tone. i think it’s Something. im not a heavy zelda theorist tuber or anything but i’m very observant of patterns and i like to share them for deeper appreciation and contemplation/discussion
643 notes · View notes
ganondoodle · 5 months
Text
so guess what they released more interviews and i think given what a writing shitshow totk was and what they have been saying in all these interviews is actually painting a really bad picture; i dont have the time, nor the energy to go over every detail
but they were commenting on people wanting the more linear format back and aonuma himself basically said that he thinks people who feel like that do so only bc of nostalgia and "Why do you want to go back to a type of game where you're more limited or more restricted in the types of things or ways you can play?"
what .. the fuck, more freedom DOESNT automatically mean better??? like ... restriction can be a GOOD thing just as tooo much freedom can be BAD?? like in totk??? are you fukcing shitting me- what the hell are games even for then, has he had an awakening to the fact that he actually just loves sandbox games without realizing it???? im not playing fucking zelda for a sandbox, especially not when its advertised as a somethign else
its pretty clear that they want to keep this format going with everything they say there, ... maybe it really is over huh
also i hate how they kept talking around answering anything about story/lore; they go asked how ganondorf even connects to ganon since theres nothign about it in game, and all they got out was welllll we dont wanna say anything bc its up to the player; about every question you got the answer of "make somethign up yourself" which is just ... its really clear they dont actually care but dont want to say everything is meaningless actually, so they try to be vague about it and with doing that really just confirm they didnt think about it and they dont care- so no lore actually matters, nothing thats been said or established has any meaning bc they will get rid of it the second it crosses paths with their new -more freedom equals better- philosophy, they say its bc they want you to be "free" to think up anything but apparently dont realize that when there are no rules, no consistent lore or anything that it ROBS it, it stops having meaning, its fun to connect dots only when there are rules you need to work with and dots to connect in the first place, when you have an established world with its restrictions it drives you to think more creatively about things- but when there are no rules?? its fucking boring!! thats what it is!!
when you discard all rules i wont care to get invested into anything bc i know it will not be considered again, be done away with without any reason and wont have influence on coming or previous games ... bc there are no rules, anything is possible and everything can be changed any second, so nothing matters
(they also talked about the many viral videos of those very few dedicated people that make godzilla mechs in totk and how happy they are about that- i get that to some extent, but the way they kept talkign about it really just felt like it confirmed my suspicion that that whole mechanic was mainly implemented to let people do that since that gets shared around en masse making it seem like that is why people enjoy it while neither the game nor the narrative are build around it in any way ..)
it just makes all the time i spend thinking, feeling and theorizing about zelda like a true waste of time, bc nothing matters and there are no rules-
i am someone who greatly enjoys working with and around established lore/rules, its fun to me to recontextulize things by being smart or creative with it all without breaking anything or as little as possible of the established things!
if i wanted to do just do anything i want I COULD HAVE ALREADY DONE THAT bc theres nothing actually stopping anyone to just make up what they want! i DONT need canon to lose all rules for that??!!
maybe ill have to make myself believe the franchise ended with botw on a good note ... ono
368 notes · View notes
Note
am i the asshole for not lending my uncle my copy of zelda tears of the kingdom?
i (17f) have two uncles which are relevant to this story, both maternal. they're the oldest and youngest (not sure exactly how old, one is around 30 and the other is in his late 40s/early 50s.)
last year, the older uncle lent me his copy of zelda breath of the wild. this was after about a year and a half of him having it. during that time he made sure i was well aware how difficult and lengthy it was, which was why he couldn't give it to me to play yet. i don't profess to be a gamer or anything- i just enjoy playing videogames, and i didn't really know what the zelda series was at the time, so i kind of just shrugged it off. when he finally did give it to me, it was after i let his kids borrow my personal copy of animal crossing, and he kind of just stuck the cartridge into my hand while i was leaving and insisted i take it.
i was and still am a student, and just didn't have the time to start casually playing until a few months later in the spring, around may. i really enjoyed it and got 75% of the way through by the time summer vacation rolled around, which was when my cousin (his son) started dropping by to ask when i would be giving zelda back. i told him every day for three consecutive days that i would give it back when i was finished, but he was really anxious to start playing because my uncle only lets them have their nintendo switch in the summer. i offered my cousin his selection of any game we had (as we have done multiple times). he said he'd already played all of our games and that a couple of the newer ones my brother had gotten for his birthday were "trashy" and left.
the fourth time he came over he basically stood in the doorway and demanded the zelda game, said it was his dad's, and that he'd give it back when he finished it. my mom scolded him because of his attitude, saying that my uncle mostly just borrows whatever games they want to play from us for up to a year and a half at a time, and we never complain. she told me to go get the game and give it to him, and he started crying and left before i could. my uncle came over ten minutes later to smooth things over and left with botw. he never gave it back and i never got to finish it.
back in around november, my younger uncle, who is unmarried and has no kids, gifted me zelda botw and totk, specifically because he'd heard about what happened with my older uncle. when my older uncle found out at thanksgiving, he asked me to give totk to him. i told him i was busy with college apps and haven't opened it yet and he said it was fine, and that he would play it and give it back in a few days. i refused, saying that i wanted to open my own game when i wasn't busy, and my mom, who was also there, agreed with me and said that i deserved the experience of opening a present and enjoying it on my own time. he tried a few more times to convince me unsuccessfully and eventually relented.
two months ago i opened botw and am making very slow progress on it because i just don't have the time to finish it as quick as i'd like. totk is still in the plastic on my dresser. a few days ago my uncle messaged me asking for totk, and i ignored it. my mom told me just to tell him i already lent it to someone, but today he turned up on my porch while i was waiting to go to school and asked me for it, and in my exasperation i said, "i haven't even opened it yet." he again told me to let HIM open it and that "he'd give it back in three days after finishing it," and just to let him have it. i told him no. and then i told him no several more times. at one point he got annoyed and said, "fine, be like that," and walked away.
some additional context: my uncle is not broke. he makes six figures and has a very good engineering job. he bought a ps5 almost as soon as it came out. he makes the conscious choice not to purchase his own games, i guess because he feels no need to when he could just borrow them from us instead? my family doesn't make a lot of money but my mom saves up so we can have games, usually as birthday or holiday gifts. i have never borrowed a game from him except botw because he doesn't have any to lend. i also feel like if he really wanted zelda totk that bad he could just buy it himself, because he can definitely afford it. my mom, maternal aunt, and cousins (not his kids) are all on my side, and my aunt says that my younger uncle doesn't like my older uncle and would be pissed if i lent them to him. on the other hand i just feel bad for holding out and being difficult because i want to open it on my own time, and i even though i don't like him as a person i still feel guilty for being rude to and pissing him off because he's my mom's oldest sibling.
so, aita for not lending it to him?
What are these acronyms?
112 notes · View notes
blueskittlesart · 8 days
Note
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.
99 notes · View notes
gwynndolin · 3 months
Note
What do you mean "tricks you into thinking it's a good game"? I'm curious because I'm a totk hater (felt more like a fanmade dlc scale mod) but I thought botw was pretty good.
botw obviously has its moments. The Great Plateau was a great introduction to the game, for instance.
But. You do everything that you can do for the rest of the game on that plateau. (Nearly) all of the what the game is going to do is shown to you in the first 5ish hours of gameplay, and those 5 hours are then stretched into a 70ish hour game. Every moment between leaving the Great Plateau and the final fight with Calamity Ganon is riding that high of that first initial experience with the game’s concepts. There is a reason why a lot of people’s most favorite trial in the whole game is when the game throws you onto a deserted island with none of your gear and asks you to rough it again like you were doing 50 hours ago. It’s because the best part of the game was when you were fresh to the experience, often forced to solve the games combat encounters with unique methods; engage with its unique emergent gameplay.
Why even start to bother with that stuff later on though? You actually literally can’t usually. Late game mobs become such sponges to damage that I actively avoided fights because each non trash mob (even the trash mobs would take longer too) would take like 45 seconds to fight. Why try to do a silly funny bomb explosion when the setup takes just as long as the fight only to result in doing a quarter of their health or something. Just press B a bunch of times.
Totk actually did this to me too! Enough time had passed where I was willing to be open to that experience again. And it worked on me! For the first few hours, exploring the Great Sky Island felt like I was playing botw for the first time again. I actually started to think my harsher feelings for botw had all been exacerbated by time or that i had misremembered how it felt to play the game. I was pretty locked in to the whole experience. Then I got on the ground. The false visage of a fresh experience melted away. I was in the same hyrule field as before. I think someone messed with the terrain tool over there. 👉🏻
its like chewing gum. The flavor starts out real strong, and its a fun chew, maybe you haven't had gum in a minute, so this is like, a pretty stimulating experience. But after a while you realize you've had this piece of gum in your mouth for like, the whole day now. And theres no flavor left in it anymore. And you've worked this piece of gum so much now that its like, kinda hard now? But like, looking for a trash can is kind of out of your way so its like, whatever. I'll keep chewing this gum for now. And then like, hours later you're like, wow. I've been chewing this gum for so long now that my jaw kind of hurts. So now you're looking for a trash can. You finally spit the gum out and theres still a lingering flavor of spearmint in your mouth. Not enough to like, re experience that first chew again, but you know. You had a stick of gum. It was alright. My jaw hurts though. I’ll probably have another piece in a few weeks.
77 notes · View notes
ezlo-x · 9 months
Text
tbh my biggest gripes with totk is the fact that they did it beginner friendly new comer friendly... like i know this is gonna sound mean but genuinely I wish it didn't try to cater to new fans who want to get into tloz cause totk's story failed cause it needed to cater to new zelda fans
idc abt the lore getting rebooted, sure im going to miss the triforce being an essential piece of the story and lore, only to become the Hylian symbol and game's logo (which tbh is strange its like pokemon using the pokeball as their logo/symbol but pokeballs becoming obsolete in new pkmn games). But because it wanted to be new comer friendly botw's story and lore aspects are long gone and only to be referred to as easter eggs to ppl who played botw know. When characters talk about things that happened in botw as if it was a long time ago like the attack of the Calamity 100 years ago but things that actually happened a very long time ago make it sound like its pretty recent.
I don't like how the new sages just don't remember the champions at all. If you get the divine beast helms through sidequests and read their dialogue they speak in this way as it is their first time seeing it like?? Which is so strange cause totk would gladly reference Sidon and Link's companionship with a statue when trying to access Vah Ruta in BotW, but Mipha gets barely a mention from him? My biggest hopes before we got the title of the game was to let go of the champions, as in we don't need them to be back as they already have done what they need to do. But also I didn't want them to be completely gone from the game and only know them through easter eggs and references.
Like yeah TotK is a sequel to BotW but its more so "ok botw was a rough draft, THIS is the story we wanted to do" and it turns out to have inconsistencies. Zelda mentions the Calamity a few times, there are tombstones to placed around Hyrule commemorating people who lost their lives by the Calamity. But the Sheikah technology is completely gone, the towers that were there for eons are gone. I feel like the towers could've been an easy fix to explain why they are gone like "oh these chasms appeared and collapsed the towers, so now we built these new towers in replacement."
Like with Majora's Mask being separate but also a follow up to Ocarina of Time works because. While yes they are using the same characters and same game mechanics. They are using a whole different world/setting that is different from OoT. Where it excuses using the same characters and same game mechanics, cause it has a complete different story but is consistent on where it left off with Ocarina of Time. I honestly thought TotK was going to take place mostly in the skies than in the surface. Since they kept hyping people up with the teaser trailers and then we had SkSw HD being released. Like yeah it will be like some glorified version of SkSw
When I was reading the interviews Nintendo uploaded a few days before TotK's release and saw Fujibayashi say ,"We put in some effort to make sure that it feels comfortable for both first-time players and those with experience of the previous game." In the back of my mind I questioned a bit this cause I mostly asked myself "isn't this a sequel?" but then I reassured myself that they'll probably would reexplain certain things about the previous game and what happened in the story for new comers. But not to this extreme
183 notes · View notes
blackautmedia · 6 months
Text
Tears of the Kingdom and the Orientalism of the Mummy - Dehydrated Ganon
Tumblr media
Plenty have talked about the portrayal of Ganon and the problems with both him and the Gerudo as a whole. I haven't seen as much talk about dehydrated Ganon specifically and wanted to share some of what I'm aware of.
TotK in many ways can be read with the number of plot points it lifts from classic mummy films, which in turn means it also picked up all the racial history and tropes that come with that.
Dehydrated Ganon and Phantom Ganon are mummies. He's explicitly referred to as such several times in the game and the game's opening relies on a number of classic mummy movie tropes in its presentation as introducing a corpse-like Ganon.
Here's an excerpt from the The Mummy On Screen: Orientalism and Monstrosity in Horror Cinema.
Male archaeologists, heroic adventurers and female heroines are all drawn to enigmatic corpses and/or racial ‘Others’, being variously hypnotized, transformed, romanced, coerced and/or transported away from their humdrum lives, sometimes through time to re-experience an ancient past in which they once lived, sometimes through space to Egypt where the monster stalks or seduces them.
Helen in The Mummy (1932) is a woman who succumbs not only to the influence of the Mummy but also to the lure of Egypt itself and its ancient ways that still hold sway.
 If one accepts Wood’s thesis, one can see the Mummy film as having a formidable formula, with the Orient serving as an effective site and its chief monster functioning as a potent medium for the release of the suppressed.
The game is built on Zelda being zipped to the past and her experiences in an ancient, mystical world and seeing the founding of Hyrule while Link is integrated into the resources left behind.
After Link and Zelda were drawn in by the Mummy's call to investigate beneath Hyrule following the rise in illnesses from the gloom.
Zelda is whisked away to ancient Hyrule where she spends time with her very heavily Native coded (which would need an entirely separate post on the tropes associated with that and the way the game uses Anti-Native tropes) Zonai pals.
Tumblr media
She's in a rush to return home, but this new space also ends up being a big learning environment for her. She's exposed to this ancient and alluring culture that fascinates her and provides many of the wants and needs she expressed in BoTW.
She's given the supportive parents she's needed--a supportive father figure who explicitly supports her utilizing study to achieve her goals and a loving mother to teach her how to use her powers. She even gets a cool engineering/history auntie who shares a lot in common with her.
All of these things are stolen from Zelda because of the evil mummy.
The game makes great effort to play into the exoticized idea associated with the Zonai, right down to infusing Link and Zelda in their culture with Zelda given a new outfit, home, and lifestyle, and Link gifted with Rauru's power.
The Zonai in TotK are characterized less by their beliefs or the perspective of Mineru or Rauru and more framed in relation to the resources they provide others--the secret stones, the Zonai devices, the exotic, mysterious, ancient powers and knowledge, the zonaite you mine, Rauru's arm, etc.
That leads into another issue with how Tears reinforces the idea of Native extinction in how the Zonai are more characterized for the resources everyone is extracting from them rather than their actual peoples' thoughts and feelings and how that form of erasure harms real Native people outside of the fiction.
There's also the aspect of how the land and resources of these Native people are almost destined to fall into the hands of largely white, "civilized" Hyrule leaders with every other group serving under Hyrule's order geographically and narratively while the Zonai are people we only interact with in memories or as spirits.
The Orient until the second half of the nineteenth century had largely proven a fruitful terrain for colonial conquest and achievement for the British, but from the Indian Mutiny of 1857 towards the end of the century various military setbacks began to point worryingly to a decline in British power…In the aftermath of such events, rather than being perceived as ‘passive’, with ‘no capacity for violence’ (Mercer and Julien 1988: 108), the inhabitants of the Orient became more forbidding, a change in perspective reflected in the literature of the period that simultaneously portrayed anxiety concerning Britain’s own newfound sense of vulnerability.
Richard Marsh’s The Beetle...depicted Egypt as every bit as capable as Transylvania of bringing a primitive threat to the civilized West.
As Marsh’s novel exemplifies, the legacy of the ancient Egyptians had transformed over the course of the nineteenth century from one that bestowed valuable knowledge into one that offered secrets best left unearthed, being increasingly tainted as the years unfolded through its association ‘with the mysterious and supernatural, the questionable and disreputable’.
Mummy films rely very heavily on presenting the "other" as an exotic and almost tempting place for the civilized white protagonists to find and change themselves.
They also acted as a way to depict non-white people to bypass several censorship restrictions in earlier decades, so you often see them framed as romance films with an emphasis on a commentary about that dangerous, tempting allure of the mummy being used as a commentary on interracial relationships and intermingling of the civilized and uncivilized with a white gaze in mind.
Many mummy films also would utilize racial coding to characterize the mummy as hostile, dangerous, tempting or seductive in relation to the white, civilized character, something done with several other movie monsters like Dracula, King Kong, etc.
No matter the Zelda game, the structure ends up being largely the same with Ganon in that Hyrule or wherever is shown to be peaceful until the "evil man of the desert" invaded and defiled their space with his wickedness and disrupting the order of the gods and the status quo.
Tumblr media Tumblr media
Dehydrated Ganon specifically is another extension in linking Ganon and his wickedness and evil to his heritage and status as a SWANA-coded character, in a lot of using tropes associated with Black people, etc.
He's not just evil because he's a selfish overlord, he's an evil "other" Middle Easterner invading the pure and peaceful environment the game made the effort to set up, and his constant presence looms in the game in how his corpse-like mummy servant is busy carrying out his will.
The Mummy and Nubian were a particularly suitable pairing considering contemporaneous racial stereotyping...Elizabeth Young years later highlighted others, identifying the black ‘brute’ as a stereotype that ‘carried particular force’ in 1930s cinema as ‘a monstrous beast.
Cultural attitudes towards African Americans manifestly became intertwined with contemporary ones concerning those of North African Egyptian Mummies in this version of the play.
In addition to Zelda being taken to the ancient past, we have the element of Ganon stalking and scheming to his rise to power in how he defiles the sanctity of ancient Hyrule continuing in the pattern of referring to him as the "man of the desert," another means of codifying Ganon as inherently evil by way of his heritage. There's almost constant reference to his home, the desert and anything else associated with othering him.
Tumblr media
Ganon has previously used religious iconography in how the Gerudo crest used to very closely resemble the symbol of Islam.
He also uses racial coding associated with antisemitism in how he's a green-skinned, hook nosed magic-wielder.
There's Anti-Black imagery in his muscularity and chains and how he devolves into a mindless, savage brute.
There's all the decades of sentiments toward SWANA people wrapped up in him and the mummy is a continuation of that in how dehydrated Ganon is presented as a stalking, corrupting presence who defiles the sanctity and draws the civilized white protagonists in with his tempting allure. Phantom Ganon is a looming threat who can arise out of nowhere.
I know dehydrated Ganon is the same dude as regular Ganon, but I do think there's an extra element to discuss in how Tears uses decades of old mummy horror and the racial coding that comes with that to further the idea that Ganon is an evil SWANA man who needs to be feared and eradicated.
108 notes · View notes
zeldaelmo · 10 months
Text
I wonder if Link has flashbacks to the time pre-Calamity when Zelda kept running away from him and the one time he only reached her in the very last second. Maybe that's the reason he's so single-minded about finding her that even saving the world from the Demon King is a secondary goal.
He obviously cares for her and that's the main reason he tries to find her, but to make it his utmost priority, the 'I need to find her (what if it's too late)' that keeps playing in his head has probably deeper roots.
And while a century ago, especially at the start of his appointment, his concerns were about the potential consequences if he lost her or something happened to her (disgrace of the king and kingdom, doom of the kingdom), the consequences in TotK are on a much more personal level. He doesn't know much about the Demon King, he has no reason to believe that Zelda's power is needed to defend him (at the beginning of the game). The consequences of not finding her are on a purely personal level for the people who care a lot about Zelda and of course, for him. He has spent years at her side, rebuilding Hyrule and they've formed a deep relationship. She's the only person in his life he's completely open with (see botw diaries of the champions, totk diary of Riju). Their relationship is built on a mutual trust that is unmatched.
That she's missing now is like pre-Calamity all over again but it cuts so much deeper now.
166 notes · View notes
Why Tears of the Kingdom's Story Doesn't Work
While I will defend the lack of nuance in the text of Tears of the Kingdom, what I will criticize is how the story was executed. TL;DR: The writers tried to tell a story like Skyward Sword, but were limited by Breath of the Wild's nonlinear gameplay formula. Read on below the cut. Spoilers, obviously.
Let's start with Skyward Sword's story and how it was executed so well. There are three arcs: Find Zelda, find the sacred flames to purify the Goddess Sword, and seek out the dragons to find the Triforce. The first arc is notable here, because it's a suspenseful mystery. Link is constantly a step behind Zelda. He's chasing after her with no goal other than to just reunite with her.
The story is able to move from arc to arc and tell a story that evolves over the course of the game because of how rigidly structured the progression is. You will go from point A to point B, whether you want to or not. That way, the writers could drop the right story beats at the right time. It's traditional storytelling, because no other medium has the same level of interactivity as a video game, and it works. Regardless of how it feels to play, you can't deny that the story was executed very, very well.
Breath of the Wild, by contrast, is nonlinear to a fault. You can go anywhere, anytime. The writers were cognizant of this, so they wrote a one-arc story that was compartmentalized into four entirely separate plot lines. Link has one goal that never changes across the game: free the divine beasts to defeat Calamity Ganon. You go to one region, free that divine beast, then go to another at your pace and discretion.
Nothing carries over between plot lines. Nothing you did for the Rito has any impact on what is happening to the Gorons, because every plot line had be to designed so it could the first or last one you tackle. This approach deprived the story of depth or any sense of momentum. They aimed to make up for this with the memories: cutscenes that tell a linear story with more depth, but can be discovered in any order then rewatched in the proper order for the "complete" picture. Critically, though, the memories only provide context to the current events. Knowing what happened in the past has no bearing on the present.
Now we come to Tears of the Kingdom. They went the same gameplay approach as BotW: complete non-linearity. But they tried to tell a mystery story. This fundamentally fails because, like BotW, nothing carries over between the regional plot lines, and they should be impacted by the dragon tears (TotK's memories) but aren't. There are so many ways this falls apart. I'll talk about it through the order I played the game in: Zora, Rito, Gerudo, Goron.
Once Link returns to the Surface, witnesses Zelda appear and disappear at Hyrule Castle, and tells Purah what happened, she instructs him to investigate the odd regional phenomena. So he goes to Zora's Domain and starts working with Sidon. Zelda appears to them, and at this point, Link--and the player--has no idea what's going on. After that, Link goes to Rito Village, finds Tulin near the huge blizzard, and they see Zelda. Alright, something isn't adding up. By the time Link gets to the Gerudo Desert and sees Zelda there, he must know something is wrong. That is not Zelda, and it's pretty obvious at this point. But he still acts as if he knows nothing.
Finally, when he and Yunobo are chasing after her on Death Mountain, there is no fucking way he doesn't know it's not her. Yunobo is all like "oh no, we have to find Zelda! We have to go after her! Is she okay after going into the ceiling like that?" At this point I am screaming in my head, "Link! Tell Yunobo it's not her! You know it's not her!" Because Link is clever. He can put two and two together, so why the hell isn't he? Well, it's because he's doomed by the format of the narrative.
This is made doubly nonfunctional once you find all the dragon tears. Once Links knows that Zelda is the Light dragon, there is no way on God's green earth that he is fooled by the Zelda that he sees with any sage afterward. But he acts like he is. Brother, Link talks so much in this game. He's constantly explaining shit to people. They really got their mileage out of his "moving hands as if explaining something" animation. But when it matters most, he is fucking silent. It's disrespectful to the player's intelligence and Link's character.
Look. When you're trying to tell a mystery, as your audience's knowledge of the situation increases, your main character's knowledge needs to as well. If the character witnesses a major clue, they can't just forget that clue so they can discover it again but in a different place. It just doesn't work like that. There need to be bread crumbs. There needs to be momentum. There needs to consequence, cause and effect. Mysteries are linear stories. But when you try to tell this kind of story in the nonlinear way that this gameplay formula demanded, it does not work.
What kills me is that each of the four plot lines in TotK are well-written and fun (quick ranking: Rito, Gerudo, Zora, Goron). But through no fault of their own, they decline in coherence and satisfaction as you progress through the game. I can imagine that someone who played the order opposite I did was as mystified as Yunobo, but screaming at Link to just tell Sidon that's not Zelda.
The nail in the coffin of this story's nonfunctionality is that the longest side quest has Link going around Hyrule's stables, trying to find clues to Zelda's whereabouts. He works with Penn to investigate and set these stories straight. But once Link discovers that Zelda is the Light Dragon (or at least, that the Zelda who keeps appearing isn't really her), he should be able to tell Penn the truth. But he doesn't, because he can't for the side quest to function.
I managed to put aside how frustrating all of that is by rationalizing "well it has to be this way for the gameplay to work the way it does", and that's fine, but they didn't have to write the story they did. BotW's story worked because they wrote it in a way that it can be thoroughly enjoyed in any order. TotK's doesn't because they tried to have their cake and eat it too: tell a story with depth, but tell it in any order. They could have written a story that worked with the gameplay, but they didn't.
TotK did a lot of things right. On their own, I think the regional plot lines are more compelling than BotW's (especially the Rito one, and maybe except the Goron one). Having the soon-to-be-sages follow Link through the dungeons was a good choice. The search for a fifth sage provided a feeling of momentum that BotW was sorely lacking. And from the moment the search for the fifth sage starts, the story works just fine because it becomes linear. I had a fantastic time playing this game. I wouldn't have played it for over a hundred hours if I wasn't enjoying myself. It's just a shame it didn't turn out better.
63 notes · View notes
ashleyquinn03 · 5 months
Text
Every time I look at Tears of the Kingdom criticisms, they aren't even about actual criticisms, they just don't like the story. It's fine to not like the story. But when you criticize, you need to explain why and how you would've fixed the problem. (No, saying "I would've changed the whole story" is not the why and how.)
For example, I didn't like that there wasn't any explanation on where the Sheikah technology went until a developer basically panicked in an interview and said that it just vanished after the Calamity. I would've made it so that while Purah is explaining the Purah Towers and/or Purah Pad, she offhandedly commented that she got the parts from the guardians/shrines/Divine Beasts.
What really irks me is the "but the story doesn't line up to past Zelda games" that's right. Good job on understanding that. Ocarina of Time had 2 direct sequels: Majora's Mask and Wind Waker. Zelda 1 has a direct sequel: Link's Adventure. Wind Waker has a direct sequel: Phantom Hourglass. Breath of the Wild has a direct sequel: Tears of the Kingdom.
The only thing that was promised was that it was a sequel (and technically also prequel) to Breath of the Wild. People take the timeline way too seriously. Twilight Princess is technically after Majora's Mask, but we are only told that from the timeline. The Hero's Shade was hinted at being the Hero of Time, but just like the Bridge of Hylia existing in BotW/TotK those hints were just made as a reference.
The Zelda timeline doesn't make sense. Why did 4 Sword adventure take place in the Child timeline? How does a "the hero is killed" timeline exist if the hero canonically wins? Why is it only Ocarina of Time that had the timeline split when time travel is a common thing in many Zelda games?
Sure, you are allowed to not like the story, but stop blaming it on Nintendo not caring about the Zelda timeline. They were all meant to be a brand of games with the same name, we as a community just wanted a timeline, so Nintendo just made one and threw it at us.
If you want to argue that it has no connection to Breath of the Wild, please replay the game again and see how many things are connected:
If you've played BotW, your horses transfer over
Zelda has made monuments dedicated to the people that lost their lives to Calamity Ganon
People still remember him. I've seen arguments that people don't; so I will say: talk to the Zora, the people around Lookout Landing, Master Kohga, the Sheikah, some of the Rito, Riju and her right hand, and Yunobo.
If you've beaten the Champions' Balad DLC, you keep the picture of the Champions.
Anyway, I just needed to rant because I keep seeing "criticisms" that are just bitching at the story, which as I said before: if you don't like the story, that's your opinion, but don't think that's what a criticism is because it's not.
59 notes · View notes
curseofpower · 7 months
Text
Finally I'm doing it. It's been over 3 months since I nearly 100% ToTK and studied every landscape on my stupid hoverbike. But here it finally is.
My big ass ToTK post.
After I completed the game, my mind was going wild with theories and possibilities about what happened to Ganondorf.
I could not and still do not believe he was 'born evil'. I think something happened to him, and it happened right around the same time Zelda showed up so we never got to see who he really was. Not entirely, anyway. I believe the evil Rauru sensed was the ancient evil spoken of in the shrines (because why else would he be so familiar with the feeling of it?) and what do we know about the ancient evil? It existed before Ganondorf. Possibly long before, because there were old looking shrines connected to lightroots in cutscenes from the ancient past before Ganondorf became the evil's source.
I believe the ancient evil is something that came from the depths. It was unleashed by the ancient Zonai due to their excessive mining. I believe they created the lightroots and shrines above to try to control it, but when they couldn't, they simply left.
Because they knew the world was doomed.
As for why the evil would have ended up with Ganondorf and not some other powerful leader? Well, before the Zonai disappeared, they must have closed up all the holes they'd used to get to the depths in an attempt to bury the problem before leaving.
All except one.
The one in the Gerudo desert which is in an area that had once clearly been inhabited, before we knew there would even be depths in the world (botw). The damn thing even is a massive plot point in both games due to the Yiga clan. It's not subtle. It's there.
So here's where the evidence ends (mostly) and the story formed in my mind. I'll be posting snippets from something me and my partner co-wrote based on my idea.
While my original plan had Ganondorf fighting the demon alone and losing (becoming possessed) only to come back home alive and be hailed a hero for his apparent 'victory', our story has Link going into the past to make sure that failure doesn't happen, and he has the souped up master sword to do it with.
---
The lightroots began to go out with no one to care for them. The ancient evil, no longer contained, started to seep forth. This thing I call a demon, was too weak to break forth immediately due to being indisposed for so long, so it began to attack the closest civilization to it.
This started with a plague.
The demon was angry. It's entire being is hatred and greed personified. It wanted to lash out just as much as it wanted a host in a position of power so that it may more easily inflict eternal suffering on the world above. Ganondorf and the Gerudo were prime targets in all regards, as back then, they were very well off and well established.
Tumblr media Tumblr media Tumblr media
So here's where Link arrives at the kingdom. Still Ganon's pov.
Tumblr media Tumblr media Tumblr media
As you can see, I didn't go with the popular idea that Ganondorf's Second and Third are Koume and Kotake. I made a couple OCs instead out of those two in the cutscene. Sorry. Neither are Nabooru either because uh this isn't OoT as much as it wishes it was. lol
Anyway, Link's POV, written by my partner.
Tumblr media Tumblr media
Ganon's POV
Tumblr media Tumblr media
That's all for now.
This is a slow burn ganlink story alongside... everything else it is. I took massive liberties with Gerudo culture based on what I know from other games later on in the story, and also played much more on the fact Ganondorf is a sorcerer than the game did. I took away what I could, however, making him adept at creating illusions mostly.
Also I'd like to say the way Link gets to the past is much different than what happened to Zelda. It's a doozy, but since my cowriter came up with it I'll let them decide when I can reveal that.
But anyways this post has gone on long enough. Let me know what you guys think, if you want!
110 notes · View notes
powdermelonkeg · 1 month
Note
Alright so ive been thinking about it (probably far too much) and want a second opinion.
Tears of the Kingdom and Baldurs Gate 3 were the same price.
TotK gave me a total of like. I think it was 160 hours to 100% completion (koroks ignored) in my case. And then i set it down and have had no urge to touch it again.
I'm about 120 hours into BG3 now. I have not completed my first playthrough, and I expect Ive still got some 30 hours left of it. I DO intend to play through it again, and I know that there are countless things left for me to do in it still.
And like. I ENJOYED TotK. It was a blast. But looking at BG3 now, complete with its 3 stage city map, like five other maps too, full voice acting, complex storyline, multiple endings, replayability, etc.
It has me realizing that TotK reused its old map. The only major addition was a procedurally generated single-biome underworld and a couple of floating islands (several of which were copy pasted around the map). Most of its gameplay was already built on the previous game.
So the thought I keep coming back to then is that TotK was fine. It was fun. But if BG3 is a 70 dollar game, then TotK has no good reason to be any more than $40.
But I think youre more into both games than I have been, so I wanna know your thoughts.
Sat on this for a little bit and...yeah. $40 is a good price for it.
Like, I'm not too mad about the map thing. BG3 was in production since BotW came out, while TotK started in 2019 and has to deal with a physics environment. I know what I'm getting into with a Nintendo game when I buy one, I know the level of writing and effort (and railroading) to expect. But the price thing has been a thorn in my side that I've ignored for...awhile.
I do think BG3 deserved another year to cook. Maybe two. I'm extremely GLAD it came out when it did, because I found it when I did, but the third act, for all its complexity, has a lot of loose ends that need tying together. Which, I also am not mad about. When you've had Pokemon-level writing for most of your life, and you connect dots in Zelda, literally any snippet of BG3 writing feels incredible. Even the worst bits of Baldur's Gate are so rich in comparison to the Nintendo games I play. But I DO think that they rushed themselves, and they definitely did it so as to not compete with Starfield.
Which is like...I've spent a decade evaluating whole wheat bread, and you've put a massive chocolate cake in front of me. I'm not going to care that the icing on the third tier isn't as fancy as the first two. I am kind of going to lament that the baker had to rush it out the door, though.
Also BG3 replayability >>>>>>>>> TotK replayability. Like, it's past Skyrim levels. I love games where my choices matter and aren't retconned.
28 notes · View notes
ganondoodle · 5 months
Text
even if i didnt love botw as much as i do, totk drives me nuts bc, similarly to pokemon, this series is so SO SO full of potential, they have so many games they can pull from, theres so many themes, characters and worldbuilding thats just left to rot, you dont need to connect anything with a chain to old titles, you dont need to bring back any things that already had their ending, but PLEASE harness at least a fraction of all this!!!! and they just refuse to do it beyond shallow references
totk jsut drives it all home to me, bc this isnt just the next game in the franchise, but a DIRECT SEQUEL no 10 years apart from botw, yet they cant even, they REFUSE to even keep the continuity with its OWN lore it established in botw together, and that, i think, is what truly makes me so insane (derogatory) about totk
it PROVES they do not care, they dont care to build on anything of the lore of old titles beyond references in form of amiibos or whatever, they dont even care to make a sequel to their most successful game in the franchise coherent with its own lore
botw established a captivating detailed world full of potential, while lacking in active storytelling, it had environmental storytelling, characters and ideas that were the perfect ground to build on-
and then they do away with it bc idk .. they want you to build mechs and make videos of it that go viral and thats all they care about or something
shiekah tech? forget that existed character being the character you know? act as if you are seeing them for the first time just like they are lame story? dont think about that just be distracted by the epic presentation of it lore the previous title established? forget that, all that matters is what is here and now beloved character from old games beign brought back? hes a new guy and has no background and no lore and just sits waiting for you at the end to have a flashy fight with references from old titles and their lore? just here for nostalgie bait, dont you remember? you LOVE this series, now give me 70 bucks for a glorified DLC that ruins what you loved about the series and makes you realize that nothign matters and nothing is interesting anymore
you are supposed to take it all at face value, to not think about anything, to see a character say something and just go with it, and forget it the second its over, be distracted by good music and pretty visuals, but dont think about, dont think about anything but what is directly said to you like you have no critical thinking skills, forget there was a game before this one, only the one you play matters, empty your skull and dont let yourself feel anything but what the game tells you to feel
if they dont even care to make the sequel to their most successful game actually build on the previous title, dont even care to keep their continuity of two games supposedly directly happening one after the other in tact- maybe they never cared, and all the meaning we thought we saw them build into their games was all accidental and meaningless
and that is absolutely soul crushing for fans like me to discover
its a game. its not a story, its not a world, its not themes, its not characters, its not lore. its a product made to make you pay money, not to make you think about anything.
#ganondoodles talks#zelda#ganondoodles rants#i know it sounds silly to say this game makes me mad bc its so clearly a game#but do you get what i mean??#and the worst part is#they dont even keep the lore said in the SAME GAME in line#the people in hateno where links HOUSE used to be that is now ZELDAS not remembering him#the children acting like they dont know him#where has link been?#did zelda put him into the forest and just let him live with the boars?#even so the house is here so link must have been here to buy it-#but no forget that#its somethign that happened in botw and that never actually happened or mattered remember?#to have balloons and rocktes and people with WINGS in this world but none of them going up to the sky islands everyone is obsessed about`?#well its for YOU to play around with with meaningless rewards not for the NPCs living in this world#the godly goat guy and the hylian priestress directly saying zelda is their distant descendant to her and then#not show nor say not even hint at them having any offspring and then both die a stupid meaningless death to try and make you feel something#“doing the dragon transformation robs you of your soul forever and you will never return”#*returns via deus ex machina without even letting the player take any part in it but by -getting to the end tm-*#also i HATE how totk constantly dangles set ups in front of you#only to NOT follow up on them#the intro giving you a taste of what you might expect for- NOPE zelda is gone immediately its jsut botw but worse again lol#zelda getting the hang of her time powers so she might return to her time on her ow- NOPE dragon lol her powers are irrelevant actually#impa being the only one you can tell about zelda being a dragon and her going oh no im gonna search for a way to bring her back- LOL NOPE#its solves itself and you dont even do anything for it and just watch a cutscene#oh no link lost his arm and its beyond repair- LOL NOPE have your arm back like it was freshly made no matter how few of the light things-#you actually got- the things that where supposedly to battle back the thing destroying your arm#also howt he game gives you endless busy work without any good reward#krogs - mayoi signa - poes - scematics - lightroots - sign guy
185 notes · View notes
caylinmiraki · 2 months
Text
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.
34 notes · View notes