lol i wasnt saying she was, i was asking what people thought a female protagonist would do to the story elements, ie the damsel in distress most specifically
i was thinking for to the effect of "The Legend of Zeldo - Linkle's Adventure" lol
^Go over the last few pages and rethink what you are saying to avoid a repeat of the same replies.
The Legend of Zeldo - 'random female name' Adventure, better?
although i think its a little short sighted to think dynasty warriors can buy the rights to use link and zelda, but legend of zelda cant get the rights to use linkle
^Go over the last few pages and rethink what you are saying to avoid a repeat of the same replies.
The Legend of Zeldo - 'random female name' Adventure, better?
although i think its a little short sighted to think dynasty warriors can buy the rights to use link and zelda, but legend of zelda cant get the rights to use linkle
Two main characters whos story's overlap and decisions made by one character affect the other?? Each character offering a distinct style of combat?? Plenty of other games have done the multiple character thing well lately so can't see why Nintendo couldn't make it work.
The new Link looks pretty cool, if they made an Amiibo of him I'd probably buy it. (Not a fan of the smash one)
This blue eye perceives all things conjoined. The past, the future, and the present. Everything flows and all is connected. This eye is not merely seen reality. It is touching the truth. Open the eye of truth... There is nothing to fear.
The structure isn't necessarily an inhibiting factor. Groundhog Day is a classic. #27 on the list of best screenplays of all time, according to the Writer's Guild of America: http://www.wga.org/subpage_newsevents.aspx?id=1807
Edit: Dang, that top 3 are like 3 of my favorite 5 movies of all time. Also, I need to get around to watching Annie Hall and Butch Cassidy & The Sundance Kid.
Yeah, but Groundhog Day, crucially, is a movie, with a progression to it. Because of the way Majora's Mask is structured, as with many open world games, nothing key to the plot can happen between the dawn of day one and 6 am on the fourth day. Now, that's fine. Paper Mario (among other Nintendo games) proves that the side stories can make an RPG even if the main, main plot about the 1K year door is ga-ga-garbage trash.
Still though, it simply doesn't allow itself to have the kind of big twists and changes that Ocarina of Time had after you got the Master Sword or that Twilight Princess had surrounding the Arbiter's Grounds.
Plenty of other games have done the multiple character thing well lately so can't see why Nintendo couldn't make it work.
No, The Witcher 3 has done the dual protagonist thing, and it did it unremarkably. The last big games to do that (and do it well) were The Last of Us and Bioshock Infinite. In 2013.
Plenty of other games have done the multiple character thing well lately so can't see why Nintendo couldn't make it work.
No, The Witcher 3 has done the dual protagonist thing, and it did it unremarkably. The last big games to do that (and do it well) were The Last of Us and Bioshock Infinite. In 2013.
You make it sound like 2 years ago is some kind of by gone era that is no longer within living memory rather than 2 years ago.
The structure isn't necessarily an inhibiting factor. Groundhog Day is a classic. #27 on the list of best screenplays of all time, according to the Writer's Guild of America: http://www.wga.org/subpage_newsevents.aspx?id=1807
Edit: Dang, that top 3 are like 3 of my favorite 5 movies of all time. Also, I need to get around to watching Annie Hall and Butch Cassidy & The Sundance Kid.
Yeah, but Groundhog Day, crucially, is a movie, with a progression to it. Because of the way Majora's Mask is structured, as with many open world games, nothing key to the plot can happen between the dawn of day one and 6 am on the fourth day. Now, that's fine. Paper Mario (among other Nintendo games) proves that the side stories can make an RPG even if the main, main plot about the 1K year door is ga-ga-garbage trash.
Still though, it simply doesn't allow itself to have the kind of big twists and changes that Ocarina of Time had after you got the Master Sword or that Twilight Princess had surrounding the Arbiter's Grounds.
That would be true if there wasn't progression in the game, there's changes like Snowhead and plot twists doesn't mean a good story, see M Night Shyamalan's imdb.
That would be true if there wasn't progression in the game, there's changes like Snowhead and plot twists doesn't mean a good story, see M Night Shyamalan's imdb.
I said I liked the regional stories, but there were fairly immaterial to the main plot. And it's not so much twists specifically as it is 'anything changing ever' in the plot. Most open world games, and the few games structured like Majora's Mask, anchor themselves down, preventing themselves from changing in the second or third act. Most even prevent their second or third act even existing. We're in an era of games without narrative middles, so Majora's Mask is ever-more relevant.
The most intresting theme of MM is death and specificly the death of Navi so I'm not sure how you'll top that, the only real story left is for how that Link went on to become Hero's Shade imo.
navi didnt die, she left link because he wasnt a kokiri, Tael and Tatl were the fairies in MM, and if i remember it was the brother fairy that died at the end.
Neither of the new fairies died in MM.
Think about it, MM starts off as a quest to find out what happened to Navi, the games goes through the 5 stages of grief and ends with Link making a new friend with Navi not in sight.
Grief (and those stages) can be caused by other things, not just death.
Losing a friend, as in... Not being friends anymore or being away from them, can hurt people too.
Here's something I don't want to see in Zelda U; annoying mini-games with pieces of heart locked behind them. Shooting mini games, motion controlled harp mini games, none of that.
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