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#rauru’s blessing
mochiwei · 7 months
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Day 19: Zonai
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eela · 1 year
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big fan of the bubbles!
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woolmasterleel · 1 year
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Rauru doodle + new brush test + I want to get better at colouring eyes + I've only been playing totk and I am in love with this man
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minijenn · 1 year
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Sonia and Rauru really just met Zelda in the middle of the woods, heard her talk about her boyfriend who wouldn’t be born for hundreds of years, and just decided “yeah they’re both our kids”, huh? 
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waywardsalt · 1 year
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thoughts on totk now that i’ve beaten it
under the cut bc of length and bc there is honestly a fair bit of negative stuff
i don’t really think i can say that i liked totk.
it’s fine, it’s genuinely fucking incredible from a technical standpoint with ultrahand, recall, the three map layers and with how smoothly it ran for me. as a game it’s fine.
i’ll start with the things i dislike and end with what i actually liked
i honestly didn’t really like ultrahand? i disliked how much the game leaned on it, since so many puzzles and whatever just boiled down to ‘make something that’ll work’ and it just... it was far too clunky for me to really enjoy using it, outside of using some of the same few designs for traversal. there were a few times when i could see what the game wanted me to do with ultrahand and the given zonai parts and sometimes it just... didn’t work at all. more often than not ultrahand was frustrating for me to use so the game’s reliance on it just made it into a chore sometimes.
in a similar vein the dungeons were serious letdowns. i mean, don’t get me wrong, they’re fine, they had good themes and (mostly) had good aesthetics and general looks and identities to them, but the fact that they were just... basically twenty-ish minute little things was kind of disappointing. i hate that they all had the exact same ‘go hit x number of switches’ gimmick. it really limited what you could do and fucked with the dungeon design, too. the only one where that really worked for me was the fire temple, which was my favorite overall. the water temple was especially dismal, with the least inspired look and just being an astoundingly easy experience. the puzzles in those dungeons were so awfully easy, too, especially since half of the time they just hand you what you need so you barely need to really assess the situation and put a plan together
i hated the water dungeon’s little mini-areas where you do a single piss-easy puzzle to automatically get your prize, i hated the wind temple’s god damn ‘pull a lever and get your prize’ kind of puzzles, i hated how soul-crushingly disappointed i felt when i took a look at the lightning temple’s map and realized that every fucking floor had a singular room just for the switch puzzle. god forbid it’s as fun as the lowest level of that temple. i really miss stuff like mini-bosses or rooms where you have to do a puzzle in order to just... progress, i miss dungeons that i could get lost in or spend a while in or just had... something more interesting or some more substance so that i can’t just breeze through like it’s a glorified shrine. most of the puzzles in those dungeons were simpler than some shrines i did.
i didn’t care to do much exploration since there honestly isn’t much motivation to explore the surface map if you’ve already played botw, and the scarcity of materials this time really got to me, it took me a while to have a half-decent stock of materials, and i still had trouble not running out of stuff even though i was using amiibos to stock up on some things. the money situation was rough, too... a lot of things are cheaper to sell, but some armor is still really expensive plus you have to pay the great fairies to upgrade your equipment in addition to having the correct materials. that especially felt odd- having to grab a handful of (goddamn hard to get) lynel guts is hard enough to upgrade the soldier’s armor, but you want me to cough up 500 rupees, too??
(the scarcity of monster guts also got on my nerves, but i’ll just chalk that up to just some kind of really weird difficulty thing. it was annoying until i tracked down the stronger monsters.)
the story is probably the weakest part of the game to me. it’s really hard to have a baseline investment when you don’t care about these characters, anyway, and what i saw in this game’s story still failed to endear me to hardly any of them. link’s role frustrated me; he just comes off like a tool rather than a character this time through, he barely has any actual relevancy to the story segments beyond being the guy who can use the master sword and being the player’s vehicle to get from point a to b in the story. the blank stare and limited emoting worked in botw because... there’s a given reason for his lack of outward emotion in the past, plus he has no memory in the present. it makes sense. but this time around, he’s gotten memories in the years between this and the last game, but he just feels like a background character in most of the story beats. 
he has no role in the memories and in the present just exists to gather some stuff for other people, he gets the master sword from zelda and then helps the other sages get their secret stones, but he’s barely addressed as his own character in the grand scheme of things unless he’s being directly spoken to. he’s just the swordsman capable of wielding the master sword and zelda’s chosen protector as far as the story is concerned. he has no opinions outside of doing what he’s told and looking for zelda. at least not as far as i could really tell. at least in botw, the story directly concerns him, and it’s his story we’re following. this time around zelda and the sages seem like the most important characters, link’s just... there, doing what he’s been told to.
the new sages are fine, none of them really endeared themselves to me, and i will say that making the player watch essentially the exact same cutscene each time you finish a dungeon was BAFFLING. they were long and you learned almost nothing new after the first one, and there was nothing done to make them very distinct to each individual pair of sages or their respective regions; at the very least, it could have been interesting to meet the ancient sages not in the exact same stone garden, but perhaps at the top of a snowy mountain for the rito, near a volcano or something for the goron, maybe in a shallow pool of water for the zora, and in the desert for the gerudo- but no, they’re all effectively the same thing just with the speaking character swapped out with some minor changes.
(the sages themselves are a pain in the ass to use, having to chase them down to activate their power or accidentally activating a power when you don’t want it; yunobo was honestly my favorite, but because i generally defaulted to having them all activated at all times, i had a lot of trouble with tulin blowing shit away from me when i was trying to grab it while midair. they’re half-decent for combat)
i didn’t really care for rauru or sonia, either. rauru in the present as a ghost was fine, he was kind of interesting and seemed to have changed from his time in the past, but he never managed to be a character i particularly liked. i wasn’t really a fan of his... arrogance? or something in the past scenes, and he never really came off as very interesting. sonia was nearly completely uninteresting which is a shame since she has an interesting design, she just felt delegated to the role of supporting rauru and zelda and then dying to motivate them.
ganondorf is a character i was really looking forward to seeing, and it really fucking sucks that he’s so god damn one-dimensional this time! the story can’t be fucked to delve into him beyond just giving us scenes that just tell us that he’s evil and wants to rule hyrule and get the secret stones and nothing else because fuck having complex villains, i guess. especially frustrating because within the game itself you can draw more interesting motivations up for him, but the game really just doubles-down on him being evil for the fuck of it and wanting to end the world because uhhhh... he’s evil don’t fucking worry about it
the ignoring of the triforce in this game sucks in that way, too, because the way the triforce works and how it can grant wishes made it a much more interesting goal for ganondorf to attain, rather than some poorly-named ‘secret stones’ that do nothing more than just amplify power or something. it sucks how black-and-white this damn story is and how it seems like it just wants to do away with any possible nuance or gray area. no one but the bad guys or side characters are flawed in any actually interesting or significant way.
at least ganondorf was still the most interesting character in the flashbacks.
and then zelda, oh god ZELDA. i honestly really liked her in botw. i liked how you saw her as a flawed, insecure, pressured teen, and how you saw her struggles to relate to link and how she eventually warmed up to him. you saw her as a flawed person who develops and as someone who cares deeply about her friends and her duties and gets frustrated by her failings.
and then in totk a lot of her more interesting traits- her interest in sheikah tech, her excitement over field study and research, her more defining traits as this incarnation of zelda- are basically sanded down and she’s just this perfect flawless princess with great power and an insanely passive role in the past beyond finally taking some kind of action after one of her friends dies and she’s pushed to the brink. cool. great.
she has practically no flaw in totk. if anyone in the present talks about her, they have nothing bad to say and just want to please her and follow her orders, she is right in telling the gerudo how to train their troops she is right even when misheard to tell people to put themselves in danger and she is hardly meaningfully questioned when her imposter is doing very clearly suspicious shit. neither the story nor any of the characters wants to let her be flawed. she’s just perfect in damn near every way and barely retains any interesting characterization she got in botw. there are some interesting snippets in her being a teacher and setting up memorials to those who died in the calamity, but there’s hardly any more than that, and it makes it really hard for me to give a damn about her. she’s not interesting this time.
the whole thing with zelda becoming a dragon too, is... it’s fine. it’s ok. but the fact that she turns back at the end with no problem whatsoever is one hell of a fucking misstep. why talk about draconification being forbidden for a good reason anyways if it doesn’t actually matter anyways??? if you never actually see any of those fucking repercussions why even bring them up??? i really feel like it would have been more effective for there to have been actual consequences for zelda beyond just fucking flying around half-conscious for a millennium or whatever- have her lose her memory when she’s brought back! there you go! there’s the reason why draconification is forbidden! there’s the thing about losing yourself! plus, zelda losing her memories as a result would mirror link having lost his memories in botw! that has so much more weight and significance then ‘oh uh ignore the warnings from a while back she’s completely fine dw abt it’ i hate that she’s back just like that without any of the consequences that the game suggests.
the dragon’s tears in general kinda just felt weaker than botw’s memories anyways bc you’re more just. watching stuff happen then actually learning anything. it has less characters and yet i feel like you only get to know like half of the important ones. like three of them are all about the same event. a few times they just replay parts of old memories in new ones. if they ever reference a past memory they just show you what they’re referencing instead of leaving you to piece it together. just play the voices or something don’t break the flow of things to play a clip of something i’ve already seen.
plus the fact that totk... barely acknowledges that it’s a sequel to botw really rubs me the wrong way. i understand that loz is extremely loose with its lore, but totk is a direct sequel set in the same world a few years later, and yet the events and characters of botw have might as well been forgotten and its all either ignored, brushed aside, or straight up replaced by something else for no good reason. the continuity between these games is absolutely dismal and to see the different ways in which the events and concepts or botw are just... disregarded really just left a bad taste in my mouth.
just- i love good stories and worlds in video games, and while some games can coast by for me by feeling good to play, having a good and engaging story and characters is usually essential to my enjoyment of a game, and when i don’t care about to the point of disliking the story and characters, and when none of the important areas are fascinating or distinct enough from each other, and when the game even fails to really reel me in with the gameplay...
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i wanted to like totk, but it really just did not work for me. i just ended up feeling frustrated and disappointed and even sometimes bored with all of the major stuff and man. totk is really, REALLY, not for me, and it just left me wanting to play older zelda games instead.
...
HOWEVER! there were actually some things i really loved about totk! it’s not all doom and gloom! (well, not all doom, at least)
so! the music was great! not all of it really fit or made a lot of sense with the context in which they played or failed to evoke the feeling they were meant to, but the new tracks in this game were great! i especially love the first two phases of the fire temple’s theme, the depths music, and most of the new battle and boss themes. zelda games almost never fail when it comes to the music.
i did genuinely like the fire temple- yunobo’s ability was used the best in this dungeon, and it had the best five switches gimmick, i loved how you had to hit the gongs (sometimes having to construct a path to account for the weaknesses of yunobo’s ability) and how it then ‘scared’ each of the five statues holding a part of the gate- it was very cute and fit in very well with the general feel of that part of the story. it was the best in terms of difficulty and complexity, but it didn’t have the best boss- the lightning temple had the best boss, and i will admit that even if most of them were easy, i really enjoyed the mirror puzzles, as well as the process to unlocking the dungeon. the wind temple had my favorite visual identity and aesthetic, though, i liked it being a part of this old rito song, and how it was the most distinct in looks from the other dungeons.
the sky islands were honestly fun, even if they weren’t all that interesting. getting to some of the harder-to-reach islands were some of my favorite times i had to use ultrahand, and stuff like the zonai forge island and the one orblike island with the mirror puzzle, and pretty much all of the more complicated parts of the sky islands were a lot of fun to explore and figure out.
being able to ride on the dragons was just really cool, and the fact that they come out of the chasms was fun.
the new horns for the monsters were cool, it helps differentiate the different monster strengths and i just thought they were really neat.
the quest with lurelin village was fun, even if the pirates just being monsters was a real let-down.
the stable trotters were also a fun bunch of characters, that was a good, new way to open up fairy fountains.
all of the new stuff with the yiga was really fun, like getting their outfit and being able to pretend to be one of them and learning the blademaster attack- so much fun it was so cute.
most of the new outfits are really good and useful, and while a bit janky and not that great, the house-building bit near tarrey was endearing.
while none of the main characters interested me, i really, especially liked tauro and yona and penn. for some reason they just appealed to me and i really wish they had bigger parts in the game because they’re interesting and they have good designs and i’d really like to know more about them.
the underground gerudo shelter was pretty cool, to be honest, and the look of the caves was really cool.
i adored the proving grounds shrines- easily my favorite shrines in the entire game, i had no problem spending a decent amount of time in those kinds of shrines, they were fantastic.
the new ingredients and recipes and new weapons were cool.
the way you basically return to the area you started at on your way to ganondorf is pretty cool, that whole path is really neat.
ganondorf in general was a pretty cool boss, even if he ended up being kind of easy for me. the whole final boss sequence was neat.
by FAR, though, my absolute favorite part of this game was 100% the depths. the fact that there was just an entire second layer to the map that was the same size as the surface, just inverted and dark and filled with new bosses and locations... i spent hours down there without going back up to the surface and absolutely had a BLAST screwing around in the dark, lighting up my path with brightblooms and tossing together little vehicles with lights so that i could get to the next lightroot off in the distance. the depths was probably where i ended up using zonai vehicles the most, and it was honestly pretty fun to go around spotting and reaching every lightroot, coming across different mines and weird little landforms and coliseums and yiga camps. the music and plantlife and look of the depths were so good, and it really felt distinct from the rest of the game in a very good way. doing all of the lightroots and getting enough zonaite to max out link’s energy cells was definitely a good move since it made finding shrines and dealing with later zonai machine stuff easier.
overall, tears of the kingdom was a severely mixed bag for me, and while there was stuff i did like, i don’t think it’s enough to really get me to say that i really liked this game overall- after all most of the stuff i disliked was unavoidable parts of the games, and it definitely put a hamper on my interest in the rest of the time. totk is fine, but it’s really not my thing. 
#i just- *slams head into brick wall* bro i did not have a good time with this game#going back to my silly little comparison point; totk was $70 and my copy of phantom hourglass was $70#$70 is a bullshit amount for a game but thats no the point here#totk from a technical baseline standpoint as a GAME is worth $70#its story and the amount of enjoyment it gave me was not worth $70 tho. the story and enjoyment i got from ph was more worth $70 to me#salty talks#loz#legend of zelda#totk#'zelda games almost never fail when it comes to the music' if you talk shit abt ph's soundtrack i'll kill you. i like the dungeon track#i partially have the shinji chair image saved for this but i did also initally save it yesterday when i finished nge#listen this was fine on a surface level but it just wore me the fuck down#link was just some flavor of stonefaced or surprised or determined in any given cutscene and like. idk. wasnt too interested in him either#look i know about the silly little dialogue options. still didnt do it for me#link getting his arm back only makes sense to me bc i got every last light of blessing and heart container and stamina vessel#the gloom in his body is 100% gone hes squeaky clean for me. whyd you take his shirt off tho. at least keep his hat. cant take it seriously#put him in the archaic set or smth his arm is fully visible that way at least and its full circle thats what he wears at the start#couldnt take the whole grabbing zelda sequence seriously bc i missed the (hold) prompt and link flew away lol#totk spoilers#also wasnt really a fan of most of the voice acting yeah sorry. kinda rough all around aside from like ganondorf and dimitri- i mean rauru#mineru and the rito sage were fine too ig. im not going to bother watching any vids or whatever to check again#riju and sidon were fine too#sonia was cool too but everyone else was a lil rough tbh esp with having to say 'secret stone' that name sucks shit#my switch died in the middle of the credits. i had like 25% when i started fighting ganondorf.#it died twice actually cuz i charged it for a few minutes and what like yeah 5% should be good and nope. died again#anyways whatever. im not giving it a rating im tired of this game i dont think i'll be replaying or even just touching it any time soon#music was top notch again tho. made me feel stuff more than the actual story did. cool ig#bitching abt totk
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enidsinclesbian · 1 year
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idk about yall but i am really digging these 30+ shrines of rauru’s blessings and not being limited out in the overworld like you are in the regular shrines. like those are some hella easy light of blessing grabs. a lot of them got me in real time saying “that was it O.O?” good job devs
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misstalwyn · 1 year
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hey uhhhh guys I think y’all forgot something? yeah uh there’s, just, theres uh lil bit of nothin here. guys??
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strawberrycircuits · 10 months
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im havign a big fat burst of inspiration and im thibking very ahrd about a roleswap totk au so ermm uhh i might get hella incoherent over on my ao3 for a while . Sorry
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razziliciousart · 1 year
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Literally every goddamn time, y'all
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goresugarsxx · 1 year
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·•· " Creature....?"
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gummees · 10 months
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I want to watch the final cutscened so bad (need to beat the game) but i only have like 15 shrines left it feels like cheating to not get all of them
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rene-elric · 1 year
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Rauru's blessing
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pirdmystery · 11 months
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my contribution to talk about totk shrines is that they straight up nailed the difficulty sweet spot for me. I haven’t had to look up a single solution (I had to look up like every botw shrine lmao) but I rarely find them easy, and so often my reaction is “oh that’s so silly and clever!!” when I figure it out. all the tools at your disposal make it so you can basically cheese your way out of anything, but taking the time to figure out the “intended” solution is still more fun and challenging. i really love it.
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ezlo-x · 1 year
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hi I have thoughts to implement to my au maybe sorta I just thought the idea was cool. The Zonai were a Minish Tribe that were established in the Faron region when descending down from the skies
The Zonai were architecturally advanced as their structures and monuments were massive compared to their small size. It was at a point lead to believe that Hylians from a long ago past created those structures that are in the Faron region. Zonai don’t have a third eye in this, only highly respected Zonai would create these headpieces in form of a third eye. It is only a wild coincidence that the Sheikah and Zonai use eye symbols. However the Zonai in my au use more hand symbolism as they connect it more to into their architectural history and skills.
The Zonai established their own society in Faron, being the first to create a monarchy way before Hyrule was established to have a kingdom. That is the Zonai tribe of the south region, as a handful of the Zonai started to embark to the upper north side of Hyrule. There were two siblings in hopes to create their own society just like their cousins, Rauru and Mineru. They first settled in the upper north of the Woodland Region now known as the Thyphlo Ruins, until the discovery of the Great Lord Deku Tree in the Deku Woods (this is before the Koroks appeared). Rauru and Mineru decided to focus on the magic of the forest with the help of the Lord Deku Tree. Making Rauru hone the power of light and Mineru the power of spirit.
With these powers they have and their wisdom through experimentation and with Lord Deku Tree's blessing, was the creation of the Moth Fairy. Healing Fairies that transformed into Moth Fairies in their pupa stage. Who absorb the wisdom and story of the Zonai. As the Zonai wanted to keep their traditions alive the moth fairies were there as to archive their stories.
This magic came in handy when a threat of evil emerged in Hyrule as the Master Sword only being a few centuries old. And the incarnate of Light in a need of help to stop this force of evil from consuming Hyrule into darkness. The Zonai with their powers of magic that were obtained through the forest, gifted the Master Sword an enchantment to strengthen the sword and vanish the evil from Hyrule.
As centuries and many millennia passed by and the threat of evil being handled by child of light and courageous hero. Zonai tradition slowly diminished as also the Minish started to expand across Hyrule. The Zonai culture and tradition slowly faded as new cultures and traditions formed reestablishing as the Woodland tribe. People from Hyrule slowly forgetting about the Minish tribe. Leaving only the Moth Fairies to be the only remnants to know the origin of the Minish. The Zonai from the Faron region never really vanished however just like their Woodland cousins they became the Faron tribe as many things changed. However they had it slightly unlucky as not a lot of Moth Fairies know much for their history aside from the origin. Leaving many things behind and to be left a mystery.
The Master Sword's enchantment slowly diminished mostly as the threat of evil came back in long periods of time. In the current stage the Master Sword is weak due to the absence of maintenance and the enchantment is completely gone. The Master Sword has slowly become a rusted sword from a legend that is 10 thousand years old
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darthsuki · 1 year
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I love that some shrines in TotK outright give the blessing to you, like Rauru decided you put in enough effort just to find it so he’s kind and benevolent about it like ‘oh you sweet soul whose heart is pure and deserving of all things good’ but then there’s some shrines where he’s just like ‘take down a dozen enemies naked with only a stick u fucking twink’
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pocketseizure · 5 months
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The Two Kings in Tears of the Kingdom
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Tears of the Kingdom unearths the roots of Calamity Ganon in an ancient conflict between Rauru, the first king of Hyrule, and Ganondorf, a rival king who attempted to usurp him. In many ways, Rauru is characterized as a good king. He is noble, kind, and self-sacrificing, and he acts for the long-term benefit of the various groups of people living in Hyrule. In contrast to Rauru, the antagonist Ganondorf is an evil king who started a war because of his pride, ego, and greed.
Rauru and Ganondorf represent different styles of authority, both of which are grounded in Japanese fantasies of cultural identity. I’d argue that, in the end, neither king is fit to rule present-day Hyrule, which is why it’s appropriate that the game ends without any call to rebuild Hyrule Castle or the centralized government it symbolizes.
Rauru represents a golden age in Japanese culture when many arts now seen as “traditional” originated. This golden age is closely tied to Nintendo’s home city of Kyoto, which is associated with the culture of the imperial court before it moved to Tokyo in 1868. Because Tears of the Kingdom is a fantasy, the visual metaphors of Rauru’s character design are mixed, but his connection to a bygone golden age is tied to two symbols: the magatama jewels referred to as “secret stones,” and the kare-sansui dry landscape gardens of the Shrines of Light and the Temple of Time.   
The “secret stones” that Rauru gives to the six sages have the distinctive comma shape of a magatama jewel, one of the three sacred symbols of Shinto. These three symbols are as follows: a mirror represents clarity of heart, a sword represents the power to protect the weak, and a jewel represents the materiality of divine blessings. These three objects also serve as the regalia of the Japanese emperor, whose role was historically to perform ritual prayers and thereby serve as a symbolic bridge between the world of humans and the world of gods.
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There is nothing sacrosanct about magatama jewels; at various street fairs and tourist areas throughout Japan, you can buy inexpensive polished quartz and jade magatama to attach to phone charms or friendship bracelets. As a result of its relative ubiquity, this particular shape of gem has both a historical and a pop culture association with being a magical stone bestowed by the gods on special and worthy individuals such as, most famously, the first Japanese emperor.
Along with his magatama “secret stones,” Rauru is associated with kare-sansui dry landscape gardens of the old imperial capital. Note, for instance, the front courtyard of the Temple of Time that Link visits at the beginning of the game:
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The visual motif of raked white gravel punctuated by standing rocks also appears in various permutations within the Shrines of Light established by Rauru and Sonia. To give an example, this is what the player will see if they circle back behind the entrance of the “Rauru’s Blessing” shrines:
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This style of dry landscape garden is frequently referred to as a “Zen garden” because of its association with large Buddhist temples in and around Kyoto. The most famous example of this style can be found at Ryōanji, in northwest Kyoto:
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The philosophy of these gardens meshes well with the philosophy behind the Zelda series, which Shigeru Miyamoto has described as his attempt to create a tsuboniwa miniature garden for the player to explore. In the same way, dry landscape gardens represent a larger landscape portrayed on a much smaller scale. The rocks in the gravel are meant to represent islands on the ocean, or perhaps mountaintops rising above the clouds. Another common interpretation of these gardens – and one especially pertinent to Tears of the Kingdom – is that the rocks are the dorsal spines of a dragon swimming through the sky.   
Although dry landscape gardens have strong ties to Buddhist thought, they were primarily created by wealthy lords residing in Kyoto during the fifteenth century. This was a politically unstable era, and these lords needed to make a show of their wealth and cultural legitimacy. Unlike in China, where Chan Buddhism was largely anti-establishment, Zen Buddhism was the domain of the wealthy educated elite in Japan. Many of the rocks used in Zen-style gardens were imported from China and Korea at great expense, and lords competed to secure the services of celebrity landscape designers. Even today, the late medieval culture represented by dry landscape gardens is associated with the prestige of Japan’s former imperial capital of Kyoto.
Rauru is therefore associated with nobility and a certain air of sophistication. In the original Japanese script, he is unflaggingly polite and addresses everyone – Zelda, Ganondorf, and Link alike – with the sort of “clean” language associated with people of high social standing. To put it simply, Rauru is a perfect gentleman. He is the personification of the aristocratic virtues of the “traditional Japan” of the late fifteenth century, during which the wealthy filled the capital city with gardens while countless wars ravaged the countryside.    
In contrast, Ganondorf is a personification of the warrior culture of eastern Japan, especially as it was exemplified by the warlords who competed for territory outside the capital before the establishment of the Tokugawa shogunate at the beginning of the seventeenth century.
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Oda Nobunaga was the most notorious of these warlords. He was infamous for being aggressive but effective, and his military prowess and ruthless tactics have been memorialized in a wealth of stories whose lineage stretches to the video games of the present day. I believe that Nobunaga (or, at least, a commonly fictionalized version of him) served as a model for Ganondorf, who seeks to take advantage of the instability of the newly established kingdom of Hyrule in order to expand his own territory.
Like Rauru, Ganondorf’s character design contains mixed visual metaphors, but I think it’s fair to say that his topknot and costume are meant to evoke a samurai who has thrown off the kimono sleeve covering his sword arm as an indication of his readiness for battle. This is a style still worn by practitioners of Japanese fencing and archery, which are common extracurricular activities in many high schools. Appropriately, Ganondorf fights with a tachi katana, a naginata spear, and the body-length longbow used in kyūdō archery – all weapons associated with the martial arts of Japan’s medieval military elite.
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As if to cement his connection to Nobunaga, Ganondorf speaks in period-drama “samurai Japanese” that demonstrates neither the elegance nor the poetry of his incarnations in previous games. He seems to lack both regret and awareness of the consequences of his actions, and he is concerned primarily with hierarchy, conquest, and the thrill of battle.  
As was arguably the case for Nobunaga himself, there is no endgame for Ganondorf, only scorched earth. Ganondorf has absolute faith in his own power, and he views other people only as subordinates or enemies. According to his value system, there is no merit in compromise; he simply takes it for granted that he will win.
It makes sense that the aggressively bloodthirsty Ganondorf is a villain, but it’s important to understand that Rauru is not a hero. With all his magic and culture and imperial splendor, Rauru failed to understand that the system of power he created could easily be turned against him. A nation politically defined by a central authority whose rule is justified through military conquest and the cultural chauvinism of “ancient tradition” is not sustainable, and the legacy of such a kingdom can only be tears.
This is why Hyrule Castle remains in ruins at the end of Tears of the Kingdom, and this is why the game’s central hub is a research station populated with people from all over the world. This is why Zelda doesn’t attempt to re-establish Hyrule as a kingdom, and this is why it’s so important to her to understand the reality behind the myth of the nation’s history. This is also why the grand mythology of Hyrule’s origin is far less important to the player’s experience of the game than individual acts of community building. The highlights of Tears of the Kingdom are Link’s work in facilitating a local election in Hateno, helping Lurelin recover from a disaster, and volunteering in towns facing environmental issues such as water pollution and climate change.
Both Rauru and Ganondorf are compelling in their own ways, but it’s thematically satisfying that both characters are gone at the end of the game. When Zelda meets with the regional leaders of Hyrule during the closing cutscene, they promise each other that they will work together to ensure a lasting peace that neither of the two kings made possible. The legacy of the past still affects Hyrule, but Tears of the Kingdom suggests that it’s the duty of the younger generation to understand where this legacy came from in order to avoid the mistakes of their ancestors and move forward in a more hopeful direction.
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