What if Zelda was not kidnapped...she was genuinely lost in a big world and you had to go from town to town enquiring if anyone had seen her. Y'know...kinda like role play...
I never drive faster than I can see. Besides, it's all in the reflexes.
What if Zelda was not kidnapped...she was genuinely lost in a big world and you had to go from town to town enquiring if anyone had seen her. Y'know...kinda like role play...
What if Zelda was not kidnapped...she was genuinely lost in a big world and you had to go from town to town enquiring if anyone had seen her. Y'know...kinda like role play...
That SORTA happens in the Witcher 3, by the way.
Doesn't that happen for part of skyward sword, except temples rather than towns.
What if Zelda was not kidnapped...she was genuinely lost in a big world and you had to go from town to town enquiring if anyone had seen her. Y'know...kinda like role play...
That SORTA happens in the Witcher 3, by the way.
And it's the worst thing since motion-controlled bread.
And different kinds of seaweed for those underwater sections.
As utterly dull as this conversation is, it's reminded me that I want something drastic in the next Zelda game. Narratively, anyway. I hope they kill off a major character (who's not the antagonist) halfway through the main story. Like Midna's Lament, but taken to a whole new level (you couldn't have killed off Midna because she was the entire narrative backbone of TP).
But how to do it? Sure, you could go the traditional anime 'get on my level' the big bad ices ur friend route, but we can do better than that. I think whatever does it has to be central to the plot in some way, like the game's main gimmick or a central fantasy property of the world being involved in a tragic accident. What they did in Code Geass is a perfect example of this, if you know the reference. Or even when X gets mauled up in Evangelion.
Other than that, a classic betrayal would be really good. They'd have to set up a really interesting plot for that trope to really work, though. Complete with conflicting factions / philosophies. I mean, Zelda already has those, they just have to leverage them. Using the Triforce as a symbol of the imbalance of power between several races, some of them potentially struggling in, let's say, harsh desert lands.
NOW THIS IS GETTING INTERESTING...
No more stupid stories of kids getting kidnapped. Nah, let's get more intense and extreme. Maybe the villain causes Epona to get severely hurt or killed. Maybe Link gets sick in a village, they take care of him, he feels grateful, later in the game... villain utterly destroys the village which sends our friend Link into a dark spiral. Maybe the people who taught Link how to wield a sword end up betraying him. Maybe those same people end up being people Link has to fight later in the game. It can be very emotional and intense if it's done right.
Followed by entering a dungeon, getting its item, and taking out the boss
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What if Zelda was not kidnapped...she was genuinely lost in a big world and you had to go from town to town enquiring if anyone had seen her. Y'know...kinda like role play...
Sorry, Link, but your princess is in another village.
And different kinds of seaweed for those underwater sections.
As utterly dull as this conversation is, it's reminded me that I want something drastic in the next Zelda game. Narratively, anyway. I hope they kill off a major character (who's not the antagonist) halfway through the main story. Like Midna's Lament, but taken to a whole new level (you couldn't have killed off Midna because she was the entire narrative backbone of TP).
But how to do it? Sure, you could go the traditional anime 'get on my level' the big bad ices ur friend route, but we can do better than that. I think whatever does it has to be central to the plot in some way, like the game's main gimmick or a central fantasy property of the world being involved in a tragic accident. What they did in Code Geass is a perfect example of this, if you know the reference. Or even when X gets mauled up in Evangelion.
Other than that, a classic betrayal would be really good. They'd have to set up a really interesting plot for that trope to really work, though. Complete with conflicting factions / philosophies. I mean, Zelda already has those, they just have to leverage them. Using the Triforce as a symbol of the imbalance of power between several races, some of them potentially struggling in, let's say, harsh desert lands.
If they did kill off a character in Zelda, I am in favor of the idea of making it a little more complex than a simple surprise death. It can be a pretty cheap way to add drama to a story sometimes. I kinda like what they did in Spirit Tracks, where they kill off Zelda, but then you still interact with her for most of the game, and becomes a major part of the story and game mechanics as a ghost. It makes you feel that there was a reason why it happened.
Not that Spirit Tracks is a paramount of good story-writing, by any means.
Well, a kill off at the start of anything is always cheap. I'm talking about developing, making you care about a character, and icing them ruthlessly midgame, FF7-style.
It's just cheap to miraculously revive 'killed-off' characters—that makes it nothing more than a death tease. I only like kill offs that are purposeful and meaningful.
@Haru17: Well, naturally you have to develop the character first (again, Spirit Traits is not a paramount example). But I still require something more; at the very least, it needs to shape the other characters that are still around, perhaps being a turning point for another character involved. I see nothing wrong with bringing a character back in some form or another, as long as it doesn't feel like a cheap solution to something.
Well, a kill off at the start of anything is always cheap. I'm talking about developing, making you care about a character, and icing them ruthlessly midgame, FF7-style.
It's just cheap to miraculously revive 'killed-off' characters—that makes it nothing more than a death tease. I only like kill offs that are purposeful and meaningful.
The man who was taking care of Link in a Link to the Past died early in the game and that game is the best Zelda game
@cookiex: Its not an ending, but it actually happens, its just always the time is reversed before Link dies
It is an ending because making the time run out counts as a game over. But it's not canon because the game's story doesn't end there and reversing the clock undoes the whole event in the main timeline.
@cookiex: it may undo the event, but the event can still occur time and time again if you don't play the song. Link will rewitness clocktown being destroyed everytime, the people who stayed dying under the impact. Think of Life is Strange. You can undo a lot of things, but you, the main character, still remember everything even after undoing it, so I believe it still counts. This is not to say you are wrong. We both have opinions that have strength behind them. I'm just saying in my perspective, I count it. It does not mean its fact.
It all comes down to whether you want to count all of the deaths that happen in the only timeline that keeps going, or every timeline, or only every death that occurs through the point of view of Link throughout his completed story. No answer is wrong; it's one of the many ways time travel f lol s with normal logic.
What if Zelda was not kidnapped...she was genuinely lost in a big world and you had to go from town to town enquiring if anyone had seen her. Y'know...kinda like role play...
That SORTA happens in the Witcher 3, by the way.
And it's the worst thing since motion-controlled bread.
I haven't played Witcher 3 My pc runs Minefield at 23 fps! Nor have I tried motion controlled bread lol. It is hard for me to imagine an open world game without a quest log (something I reckon that book Link has might be handy for.)
I never drive faster than I can see. Besides, it's all in the reflexes.
What if Zelda was not kidnapped...she was genuinely lost in a big world and you had to go from town to town enquiring if anyone had seen her. Y'know...kinda like role play...
That SORTA happens in the Witcher 3, by the way.
And it's the worst thing since motion-controlled bread.
I haven't played Witcher 3 My pc runs Minefield at 23 fps! Nor have I tried motion controlled bread lol. It is hard for me to imagine an open world game without a quest log (something I reckon that book Link has might be handy for.)
It's nothing to do with a quest log, but rather the simple truth that a wild goose chase fetch quest does not alone make a very good plot.
What if Zelda was not kidnapped...she was genuinely lost in a big world and you had to go from town to town enquiring if anyone had seen her. Y'know...kinda like role play...
That SORTA happens in the Witcher 3, by the way.
And it's the worst thing since motion-controlled bread.
I haven't played Witcher 3 My pc runs Minefield at 23 fps! Nor have I tried motion controlled bread lol. It is hard for me to imagine an open world game without a quest log (something I reckon that book Link has might be handy for.)
It's nothing to do with a quest log, but rather the simple truth that a wild goose chase fetch quest does not alone make a very good plot.
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