#and wind waker being about letting go of the past
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mariigoldzz · 3 months ago
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WIND WAKER HEADCANONS BECAUSE I JUST FINISHED MY REPLAY!!
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screenshot I have
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☆ link once made his grandma's soup for the pirates. they loved it so much that it became a signature meal + the recipe was passed through many generations.
☆ Tetra hates being called zelda. "Zelda." is, to her, a different person, a temporary role she had to play.
☆ Aryll names every gull she spots.
☆ when link saw snow for the first time, (at the ice island) his smile was brighter than it had been in a long time…
☆ link, aryll, and grandma are scared of big birds now.
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kikker-oma · 11 months ago
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LU HEADCANNONS FOR EACH OF THE BOIS
ALPHABETICAL ORDER
Four
Looks at his feet ALL THE TIME while walking, he doesn’t wanna step on a minish. Speaking of which, aside from Legend, is the only one fluent in more than one language because he knows the picori language
His hair looks brushed? Nah, it’s not. He tried brushing it and it always gets tangled, but the knots are just so fine it doesn’t even look like it’s tangled, so he only brushes the top layer of his hair.
Hyrule
Keeps the peace. One of the only reasons that the chain isn’t at each others throats. Part of the reason is that he doesn’t know what half of these debates is about, but is very good at making each side seem like he agrees with them, even though he’s confused.
Memorizes facts about everybody’s Hyrule to be prepared. Is VERY keen on being prepared. Even though he may come off as chaotic, he always has a plan for whatever will go wrong. Very much belives in murphey’s law.
Legend
ANGSTY GUY. Seems talkative but NEVER talks about what he truly thinks just talks because he feels the need to show people that he exists and is strong.
Claims that he hates children. Yet he will hug any baby he sees. Absolutely adores children if we are being honest. He even got Sky to teach him embroidery so he can embroid little blankets for babies 🥹
Sky
Hopeless romantic. He will wax poetry about Sun for 25 hours seven days a week if you let him. He shares literally everything he’s interested in with her.
He sometimes (this is so OOC but idc) sends post cards of him and Fi to LD-301S Scrapper to make him jealous. He absolutely hates that tiny robot.
Time
Cryptic. Will spill traumatizing memories of his past but will make them so cryptic that nobody will understand WHAT he’s saying.
(I think we can all agree) a father at heart. He knows eventually he will have to bid his goodbyes to the other 8 members of the chain but REALLLLY doesn’t wanna.
Twilight
Will eat table scraps
Is either REALLY good at getting women or REALLY bad, depends on where and when. Even though he is he regrets everyone because he’s still sad about Midna.
Family therapist. He knows everybodies problems and never shares them to anybody else, he’s always there for everyone.
Warriors
Even if he flirts with women, he never wants to date anyone. He’s still kinda… traumatized about Cia. He is more of a “take you out on a nice date but remains just friends” guy. He knows it may come off as toxic but he has best intentions.
He actually got his scarf enchanted by a great fairy. It as a defense boost and attack up. There is a reason he wears it, gotta be fashionable and practical.
Wild
LOADED, like 999,999 rupees. Because of this, for each era he goes to, he buys a yard of fabric for his home era. He will find use for it… some day.
As much as he and Flora are… alright together. He is still salty about her. He knows that she was struggling with finding her own destiny, but he still doesn’t like how he was treated.
Wind
Do NOT challenge him to any card game. At all. He will win he will take all your rupees and there is nothing you can do to stop him. And by the rare case that you DO beat him, he will pull the “young innocent baby boy” card which makes you want him to win and end up revoking your winner status.
A mischievous boy. Will poke people with his wind waker and finds it hilarious ever. Single. Time. The amount of times Wars literally had to hide it from him as he kept using the “control” power (idk what to call it) is uncountable. People would think that he taught Aryll all of this, but nope. Aryll was the one that taught him all those tricks. It runs in the family.
Ooohhhh these headcannons are so fun!!!
Fours little fairy knots in his hair is oddly adorable
Hyrule being the peacemaker instead of sky is really refreshing and I feel like more on oar for his character tbh!
Legend embroidering baby blankets has my heart MELLTIIINGGG😭❤️
Sky being a gremlin to Scrapper is also VERY true to his character. Sky is the best little piece of crap 🤣🤣
Time being SO cryptic hahaha and why shouldn't he be? It's so much more fun that way LOL.
Me feeding Twi all my scraps
Poor wars, Cia really is disgusting😠
Wild being rich🤣YES HAHA and they would be so shocked too lolol
Wind will BANKRUPT wild in a game of cards haha that would be a night to remember lol
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jlan22 · 11 months ago
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ok look, this has been scratching my brain the past few days and i had to let it out, fair warning though it's not THAT shocking it just fascinates me and i was going insane as the damn linebeck stan i am
midway through this blog i just checked the zelda wiki and hyrule historia again and found out 100 years passed since then, so just a small warning this is all BEFORE i found out about the 100 year gap between the games, and theory's rather going with the more "logical" 70-80 years
This is basically related to Phantom Hourglass and Spirit Tracks, and specifically Linebeck himself. Based on some rambles of mine one random night at 4 am, with no prior research but facts from Hyrule Historia, and autism.
In Spirit Tracks, you come across Linebeck III, who looks very similar to Linebeck himself from Phantom Hourglass. He gives you a letter from his grandpa, which is signed "Linebeck Senior". Initially I thought; "Is his grandpa Linebeck's father? Is Linebeck this guy's dad, then?" But turns out I was wrong.
I was reading Hyrule Historia the other day (i have the french version, hence the french screenshot underneath) and it says that Linebeck III is not only Linebeck's descendant as mentioned in-game but also his grandson. Therefore, Linebeck Senior is in fact the guy we all know (and love) from Phantom Hourglass.
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don't worry, i got you covered, put a translation at the top as well
But then I was confused. I asked myself; "Wait, how did Linebeck ALREADY have a grandson???"
Putting Linebeck aside, if we pay close attention to Niko, the silly hehe pirate from Tetra's crew who appeared since Wind Waker, we notice that he's aged up, from possibly a child/teen to a grandpa. I'd like to pretend Niko's around 14-15 during TWW and PH.
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So if we think about it, a lot of time has passed since the events of Phantom Hourglass, let's say 70-80 years. we love you grandpa niko
Anyway, going back to Linebeck, let's say he's in his 40s, and so is Linebeck III (maybe younger, he seems like it), and if we still say that the average human life expectancy is 80 years, that means Linebeck III is born when his father's the same age, being 30-40 years old.
If we take this same pattern with Linebeck (Senior) and his child (Linebeck II), that means...
Linebeck's a father during the events of Phantom Hourglass???
i'm honestly shook over this fact idk why. it's just so funny to me to think of linebeck as a dad, seeing his personality and the way he acts and so on. i just always see him as some bitchless pathetic stinky garbage man LMAO
With whom did he even have this child? Jolene? Who knows?
Personally, I just think it's funny to think of Jolene's being after Linebeck's ass because of that child he possibly abandoned. But that's not the canon reason why she's after him, that being just pure revenge.
honestly i'd like to think of it like that it's just hilarious like "LINEBECK FOR FUCKS SAKE WHERES THE CHILD SUPPORT"
However, if we delve into the more canon timeline, being ST happening 100 years after PH, that would mean that Linebeck possibly had his child after finding land, by the end of PH. It's either that, or he could just be much older than I thought (like, maybe 60?) and he's already had his child.
and niko's old as fuck and somehow still thriving
wild
thanks for listening to my rambles baibaiii
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tokiro07 · 6 months ago
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Perhaps I should get out of the habit of thinking about future games every time a novel and groundbreaking video game gets announced, but the endless potential is the best part for me, so let's talk about what Echoes of Wisdom could mean for the Zelda franchise if successful
Outcome 1: Playable Ganondorf
If Nintendo is willing to listen to our collective desire for a true Zelda game, there's now the possibility that they'll listen to the slightly quieter but still significant desire for a Ganondorf-led story in the Zelda universe
If Zelda's game is puzzle-focused (Wisdom), and Link's are exploration-focused (Courage), then Gandondorf's would be combat-focused (Power). Perhaps Nintendo could take inspiration from Dark Souls or Devil May Cry depending on whether they want to focus on difficulty or style, giving the player either a sense of earned skill or a power fantasy
I also wouldn't mind if we got other playable characters going forward, though aside from Ganondorf I can't really see any character being a big enough name to draw a general audience. Like Tingle is a super popular character in Japan, so he got a couple of games, but how likely is say, Midna to get her own game?
Though, she may not need to get her own game, per se, when instead...
Outcome 2: Other Playable Zeldas
It seems like Echoes of Wisdom takes place in the same era as Link's Awakening, assuming that Grezzo isn't just reusing the art style. If that's the case, then this is the same Zelda as in Link to the Past, which means that this story is expanding on that particular iteration of the Zelda bloodline
If they do more Zelda Zelda games, they'll certainly want to introduce or experiment with different mechanics rather than just doing the Echo mechanic ad infinitum, and the sheer number of Princesses they have to work with means that they have plenty of places to draw inspiration from while also being able to revisit each of their associated eras
Revisit Ocarina for a Sheik game. Revisit Wind Waker for a Tetra game. Revisit Skyward Sword to explore Zelda's relationship with the Goddess Hylia. Revisit Twilight Princess so she can team up with Midna. Revisit Adventure of Link to elaborate on the fact that there are two Zeldas running around there!
I'd love to learn more about Vaati and the Minish, or Byrne and the Lokomo, or Hilda and Lorule! Whether these are sequels or interquels, Zelda's perspective in each of these eras would be such a great opportunity to expound on the franchise's lore
Not to mention Breath of the Wild's Zelda! I know they said they won't do another sequel in that era, but Zelda's time in the past in Tears of the Kingdom could easily have been its own game! If they want to continue on with the Breath/Tears style, I really think that Zelda herself would be a fantastic way to keep things fresh
Of course, there's also the distinct possibility of...
Outcome 3: NEW Eras
Rather than recycle old content, Nintendo could just continue to add new eras and iterations of the reincarnation cycle as they always have and just bounce back and forth between using Link and Zelda based on which they feel is more appropriate for the story or mechanics they feel like designing around
Thinking of novel ways to shoehorn a plotline into existing Zelda stories might be difficult, especially if doing so would require contradicting or negating major elements of said stories. Doing something for the sake of being cool goes to waste if it just pisses off the fanbase, so it might be better to just make something wholly new
The Echo mechanic is kind of out of nowhere anyway, there's nothing about it that requires it be in the Hero of Legend era, or even that it be an ability unique to Zelda specifically. Link's a blank slate, but one who always holds a sword, so the overall gameplay of the franchise has a pretty consistent throughline. If Zelda keeps getting her own games, they'll likely keep coming up with new magic-based puzzle-centric mechanics to differentiate her from Link, but each one will feel completely distinct from the others, possibly to the point of being unrecognizable aside from sharing the name alone
However, it's also possible that there will be one particular throughline to make them feel consistent...
Outcome 4: 2D/3D Split
As I said, Nintendo has gone on record that they plan for the 3D Zeldas to be in the open-world Wild era style for the foreseeable future, and it's been almost a decade since the last 2D Zelda at all (assuming you count Tri Force Heroes, and if not, it's been well OVER a decade since Link Between Worlds), so it really does seem like Nintendo has been moving away from that style
Until today, that is. With Echoes of Wisdom, it's clear that Nintendo hasn't completely abandoned the more traditional top-down style, and instead may be attempting to give it more of its own distinct identity. It's a great opportunity to rebrand, as one of the reasons they may have been hesitant to make 2D games was for fear of muddling the brand. I personally think that would be silly if true, but I also will embrace this excuse to revisit my preferred form of Zelda gameplay
I'm not saying that they'll permanently make the 2D games exclusive to Zelda herself, but it does seem like something that might become emblematic of the current era until there's either another change in artistic direction or in management
None of these possibilities are mutually exclusive, and there are certainly other possibilities than what I've projected. There may not be any intention of making a Zelda-led franchise, or they might specifically root this series in this specific iteration of the Zelda character with different abilities
Whatever happens, whatever Nintendo chooses to do with this section of the series, I'm extremely excited for Echoes of Wisdom and I look forward to the breath of fresh air it brings to the franchise as a whole
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bigsoftmarshmallow · 2 months ago
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How would the Ganondorfs (Wind Waker, Ocarina of Time, Twilight Princess, Hyrule Warriors, and Tears of the Kingdom) & Demise react to their SO just suddenly running past him, yelling out they had to test out their new invention, and jumping from their very high up location?
The SO is testing out their paraglider, and it works, but the Demon King does NOT KNOW THAT.
If there's one thing that could catch a Demon King off guard, it’s seeing their SO suddenly run past them yelling about a new invention and jumping from a high location without warning. Each Ganondorf and Demise, despite their powerful composure, would be thrown into a moment of panic, unable to fathom their SO willingly leaping off into potential danger. Here's how each of them would react:
Wind Waker Ganondorf (Wake):
Wake’s entire existence revolves around regret, loss, and what he sees as his failed efforts to reclaim what was taken from him. Seeing his SO jump into what looks like certain doom would stir deep emotions within him.
Reaction: Wake's calm demeanor shatters the moment his SO runs past him and leaps from the high cliff. His eyes widen in shock, and a rare sense of panic grips him. "What madness—!" He rushes to the edge, his heart pounding. Just as he's about to summon some form of magic to catch them, he sees them smoothly gliding away on their invention. For a moment, his mouth is agape, the tension in his body still lingering. Once the initial shock wears off, he lets out a deep sigh, muttering, "Foolish, reckless... but impressive." He watches them glide with a mixture of awe and reluctant admiration, still shaken by the scare.
Ocarina of Time Ganondorf (Bandit):
Bandit is used to being in control and calculating every move, so the sudden, chaotic leap from his SO would be an unexpected blow to his well-maintained composure.
Reaction: Bandit’s reaction is swift and intense. The moment his SO bolts past him, yelling about some invention, he has no time to process what's happening before they dive off the edge. "What are you—?!" His usually sharp, controlled gaze is filled with disbelief. Without thinking, he steps toward the ledge, ready to use any power necessary to save them. When he sees the paraglider in action, he freezes, still processing what just happened. Anger mixes with relief as he snarls to himself, "You're going to give me a heart attack one day." He folds his arms, trying to regain his cool, though the adrenaline still courses through him.
Twilight Princess Ganondorf (Noctis):
Noctis, with his stoic and brooding nature, isn’t easily rattled, but seeing someone he cares about throw themselves into danger would awaken a rare, protective side of him.
Reaction: At first, Noctis doesn’t fully comprehend the danger as his SO sprints past him, talking about their new invention. His eyes narrow, and he turns just in time to see them leap from the high platform. "Wait—!" His voice, usually calm, is filled with urgency, and his stoic demeanor cracks as he rushes to the edge, ready to summon dark magic to intervene. But as he sees the paraglider unfold and carry them safely through the air, his shoulders relax. He stands silently, watching their descent with a look of disbelief and silent relief. Once they land safely, he mutters, "Next time, give me some warning." His voice is even, but there's a tension in it—a sign that the moment shook him more than he’d care to admit.
Hyrule Warriors Ganondorf (Hedony):
Hedony is all about extravagance and bold moves, but even he isn't prepared for the sight of his SO recklessly diving from a high location. It would spark both panic and a grudging respect for their daring.
Reaction: Hedony watches in disbelief as his SO dashes past, shouting excitedly about some invention before leaping from a great height. "What?!" His booming voice echoes as he rushes toward the edge, half-expecting to see their demise. When the paraglider opens, he lets out a startled laugh, his heart still racing. "You mad genius!" His panic quickly turns into impressed amusement. As he watches them glide gracefully, he grins. "You're just as daring as I am." Though shaken, he finds the whole situation wildly entertaining and respects the audacity of their stunt.
Tears of the Kingdom Ganondorf (Vendettas):
Vendettas, always calculating and cold, would experience a moment of rare emotional vulnerability seeing his SO jump off a cliff without explanation. It would be a blow to his usual calm exterior.
Reaction: Vendettas feels his heart freeze when his SO runs past him, shouting about their invention before leaping from the high cliff. His eyes widen, and for a split second, his cold, calculated mind is thrown into chaos. "No!" he yells, his voice harsher than usual. He’s already preparing to use every bit of power at his disposal to save them, but the paraglider unfurls, and they glide away smoothly. He stands there, fists clenched, his breath coming out faster than usual. Relief washes over him, though anger at their recklessness lingers. "Next time... you will warn me," he commands in a low voice, his tone masking the deep concern beneath his anger.
Demise:
Demise, the embodiment of raw power and destruction, has never been one to worry about the safety of others. However, seeing his SO leap to what looks like certain death would trigger a rare surge of emotion—rage mixed with fear.
Reaction: Demise’s reaction is pure, instinctive fury. The moment his SO leaps off the high platform, he bellows, "Fool!" His fiery eyes blaze with anger, and his first instinct is to rush to the edge, ready to tear apart whatever force dares threaten his partner. But when he sees the paraglider in action, carrying them gracefully through the air, his rage slowly subsides into confusion and disbelief. "What... magic is this?" he mutters. His anger still simmers, but seeing his SO's invention work stirs something akin to respect. As they land, he narrows his eyes and growls, "Next time you test something so reckless, I will not allow it." Though beneath his anger is a deep, almost protective concern.
Summary:
Wind Waker Ganondorf: Initially panics, then admires their recklessness with a touch of awe.
Ocarina of Time Ganondorf: Shocked and angry, but eventually impressed by the success of the invention.
Twilight Princess Ganondorf: Momentarily loses his calm, but finds relief and insists on being warned next time.
Hyrule Warriors Ganondorf: Panicked at first, then finds the whole situation wildly entertaining and impressive.
Tears of the Kingdom Ganondorf: Outwardly angry but inwardly shaken, commands them to warn him next time.
Demise: Explodes with rage, but calms once he realizes they’re safe, begrudgingly respecting their boldness.
Each Demon King experiences a rare moment of panic for their SO, but once the invention works, their emotions shift from fear to admiration, with a shared insistence that next time they should be warned.
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fourswords · 3 months ago
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the cautiously negative light that the four sword is viewed with in the games never fails to intrigue me. like when you contrast it with the master sword...the master sword is viewed as extremely powerful but in a fundamentally good way. you have things like "The Master Sword, a mighty blade forged against those with evil hearts [...]"/"Link, it is extraordinary that you won the Master Sword that makes evil retreat... With this shining sword..." in a link to the past and "The Master Sword is a sacred blade which evil ones may never touch...." in ocarina of time and "The legendary blade with the power to repel evil...once wielded by the legendary hero himself!" in the wind waker and "The Master Sword is a sacred blade that evil can never touch." in twilight princess and the whole plot of skyward sword. and the list goes on!
but with the four sword you get lines of dialogue like "Be careful. It is said that the body of one who touches this blade will be shattered to pieces. It has mysterious powers..." in the original four swords and that one line from four swords adventures that reads "So you accept the fate of the one who draws this sword?" before link even draws it for SOME fucking reason. and it's SOOOOOOO interesting to me, especially considering the lore provided in the manual that when the hero of the four sword first sealed vaati and left the sword behind, the people who built the shrine around the sword didn't even believe that the sword could split somebody into four!!!! and yet. rumors spread anyway. they built the shrine and left the seal alone anyway. generations later, directly following the hero of the four sword in the timeline, you had zelda telling link to "be careful" around it anyway. it's like the only game in which the four sword is viewed as wholly positive is the minish cap, which makes sense because, y'know, we as players and the characters in the game know that it used to be the picori blade, a blade of light, the "sacred sword", that came as a gift from the minish and was once used by the hero of men. and it was reforged into the four sword by a child wanting to save his friend! it's also a good sword! and the characters in the game ALSO KNEW THAT because link was running around using it to change people back after they were turned to stone!
so like. did the hero of the four sword just have really freaky vibes or something. because HE'S the apparent turning point when it comes to how the sword was viewed by the general populace. he's the guy who literally made the surrounding townsfolk be like "well we don't BELIEVE this story about that kid who wandered in out of nowhere magically splitting into four people............but yeah no we're not going to chance it. let's build a shrine. let's carve vaati being defeated by the four swords into stone as a message to future generations." man they've got the hero of light all the way down in the child timeline during four swords adventures freaking out about "accepting the fate of the one who draws this sword" what HAPPENEDDDDDD
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blueskittlesart · 2 years ago
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how would you define a ‘zelda’ game? im making an au of sorts for it but sometimes i cant tell if im taking the zelda out of zelda- whether the master sword is a requirement or not (maybe not because of the four sword?) or having light vs dark/good vs bad as a general theme. this also kinda fascinates me as people tend to complain abt botw as being less of a zelda game compared to past entries. why though? ive seen the lack of stakes being complained about but i dont think a story should have to have world ending stakes to be a zelda game or a good story- could be wrong though. also with how every zelda game strives for a different Vibe than the last what makes one better than the other? anyways yadda yadda replace a ships wooden boards until every board is replaced is it still the same ship, whatre your thoughts?
actually what makes a zelda game a zelda game anon here. i think a better question would be what makes a zelda story a zelda story
as someone who has also/is also writing their own zelda game i do have a lot of thoughts about this. obviously one of the things that defines mainline zelda games is the formula, which if you're doing a ganon/demise villain and you want to be canon-compliant, you're gonna want to follow to some degree in order to stay consistent with the lore. there are other things that go into it though, like the themes, writing style, the presence of certain elements, etc. let's get into what i think is important!!
first of all, the formula. this only applies to mainline games, so if you're looking to do a sequel-style story you have a LOT more freedom, and certain games bend these rules quite a bit so they're not hard-and-fast, but if you want your game to FEEL canon-compliant it's good to take these steps as a general guideline.
opening segment--this is where link wakes up with nothing and has to run around the starting point of the game collecting items to progress. almost every mainline game will have him begin sleeping in a bedroom of some kind, and the player's first action will be to move him out of bed, so if you're struggling for a start point, that's a classic. he usually needs to find at least a sword and shield in this segment, and the player will be encouraged to talk to npcs to get some exposition along the way.
at the end of the opening segment the player is given the true first task of the game, which usually involves travelling somewhere, often with the goal of meeting zelda. the player may also be told to begin seeking out dungeons at this point, or zelda might tell them when they meet her in person for the first time.
the first dungeon section of the game will usually include 3-4 dungeons, often forest/water/fire/air themed and located in those respective regions of hyrule. these dungeons will have a map item to be found as well as (usually) some other dungeon item which allows you to progress through dungeon puzzles (classic items include bombs, boomerang, bow & arrows, hookshot, etc) and a boss fight at the end. when the player completes each of these dungeons, they are given an artifact which they have been told will somehow progress the gameplay for them once they collect all of them. (e.g. in oot the 3 gems unlock the temple of time) this is a crucial point bc no one is gonna want to do your dungeons without a gameplay-advancing reward at the end.
after the final initial dungeon there's usually a mini-boss fight of some kind, often with a secondary antagonist (girahim, agahnim, zant, etc) (if you're using botw as a reference point, stop doing that now, because botw ends here in terms of formula)
after all of that, there's what i like to refer to as a catalyst. this can technically be anything, but the most important point is that it must dramatically shift the trajectory of the story and/or the player's perspective. in oot it's the time change, in wind waker it's the underwater-hyrule reveal, etc. often (but not always) this reveal will come along with a new gameplay mechanic in which something about either the player or the world can be modified to access new areas of the map/solve new puzzles. (oot age-switch, alttp dark vs regular world, tp wolf form, etc) if your game includes the master sword, this is usually when the player will get it.
with a changed perspective and access to new areas, the player is now informed of a NEW goal, usually to beat ganon, who by this point has definitely kidnapped zelda and is holding her hostage. this kicks off the second segment of dungeons. usually there are 6-8 dungeons in this section, following the same map/item/boss/reward formula. (most classic games have you rescuing PEOPLE from these dungeons, but modern ones kinda did away with the damsel-in-distress thing lol)
once those dungeons have been completed, it's time for the final dungeon of the game, which is ALWAYS hyrule castle. this one may have a map, but usually doesn't have any dungeon item or even that many puzzles, it's really more about hacking through menial enemies to get to the big guy. the final battle of the game will be your big bad (usually ganon) and will traditionally have 2 phases, one inside the castle (where, if he ever looked human, he will look human) and one outside of it (where he will become much more monstrous.)
that's the VERY BASIC formula of MOST mainline zelda games. but like i said, plenty of games bend or cut out parts of this formula completely, and some games that follow it pretty well don't feel quite as 'zelda' to me as others. so there are obviously other things that make a zelda game a zelda game.
the first & one of the most important to me is the theming of the games. the franchise has cyclical overarching lore which really lends itself to explorations of coming-of-age, trauma, and healing, which is often what the most successful games focus on. I don't think a successful game NEEDS to be a coming-of-age, but it ABSOLUTELY needs to have SOME central theme to be built around. the best zelda games are the ones which clearly have something to SAY, a secondary thematic narrative that makes their stories relatable and impactful instead of just pure fantasy escapism. if you're looking to emulate the impact that zelda games have on their players, finding something relatable to the human experience and building your story around an exploration of that theme is a great place to start.
another thing to consider is the zelda writing style. zelda games occupy a really interesting niche among modern rpgs because they have such a long history and are often very married to emulating their predecessors. What this means in terms of writing is that zelda still employs a VERY player-based mode of storytelling. the games which define this franchise were built and released when storage space was the single biggest constraint game developers had on their stories; thus, they were built with the incentive to keep cutscenes and dialog to a minimum. this meant that if the developers wanted to tell a story in their games, they needed to get the PLAYER to tell that story for themself. what sets modern zelda games like botw apart from other rpgs (for me, at least) is the almost complete lack of action-breaking cutscenes and dialog. whenever you have a long cutscene in an rpg, you're forcibly removing the player from control of their character and therefore taking them out of the action to some degree, ESPECIALLY if the player character makes decisions during those cutscenes free of the player's influence. zelda games are very careful to avoid taking the player out of the action in almost EVERY instance. you will very rarely see cinematic cutscenes, and you will NEVER have link moving or taking action on his own independently of the player. the entire story & writing process tends to follow that same principle--how can we convey this story to the player through the player's own actions? very rarely will the story be outright stated to you through dialog or cutscenes, instead you will have to piece things together yourself, keeping the player centered in the story at all times.
you mentioned the presence of the master sword in your ask, and i think that breath of the wild is a good example of a zelda game that removes a lot of the standard elements of the franchise without losing the feeling of a zelda game. the master sword, while technically present, is not required to beat the game at all, and it's completely possible to beat ganon without ever finding it. the triforce is totally absent and not even MENTIONED throughout the ENTIRE game. despite this, (in my opinion) botw doesn't lose that zelda feeling. i think the reason for this is because it holds on so tightly to the theme and writing style i mentioned above, and pulls in just enough elements of the formula that it's still recognizeable despite clearly being something new. (the divine beasts are the dungeons, dungeon items are replaced with runes, there are clear REFERENCES to the lore even when its not stated outright, etc.) i also think part of the reason that botw is successful in this regard is because there's a REASON thematically for it to be divorced in this way from other games. it takes place at least 10k years removed from every other game and in the wake of a massive kingdom-ruining tragedy, so the fact that some changes have been made to the standard mechanics players are used to feels natural when paired with this changed version of hyrule. if you want to make a drastic change like that, i think it's always going to feel a bit more natural if you give players a REASON for that change, even if the reason is just 'well EVERYTHING is different so obviously this thing is too.'
final point, and not necessarily as important as the others but still worth noting, i think mood and art direction are something worth considering as well. I have NEVER seen a dark&moody adaptation of zelda that still felt like zelda to me. not to beat a dead horse, but these games originally come from the NES. for YEARS they were defined by sharp, brightly-colored graphics, and i really do think something is lost when you strip all the color and cartoonish-ness from them. (this is NOT a dig at botw btw, i actually think botw did a REALLY good job of creating a world that was both adequately colorful AND realistic. this IS a dig at twilight princess.) many of my favorite zelda games are defined by their bright and blocky art styles, and if anything i think zelda games are a testament to the fact that you can make a thematically dark game WITHOUT sacrificing your art direction to black overlays.
anyways!! hope this helps lol
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What’s the evidence for SS/BOTW/TOTK/ST Zelink being the most canon? I firmly believe in all of them myself but I like hearing other’s takes on this topic so I’m just curious
Ooh, yeah, I'll get into this.
Skyward Sword: This is such a slam dunk. It's as explicit in the text as it can be without Zelda saying "Link, you are my boyfriend, I love you." Groose is jealous of Link for his closeness to Zelda. Throughout the series, Link has gone through hell and back to save the people he cares about, not necessarily love interests (his sister in Wind Waker, the Ordon kids in Twilight Princess, etc). However, consider what Zelda says to Link when they talk in the Sealed Temple:
"I knew that if it meant saving Zelda, you would throw yourself headfirst into any danger, without even a moment's doubt."
She groomed him to be the chosen hero by baiting him with the person he loved most. Then, later:
"While it's true that I am Hylia reborn, I'm still my father's daughter and your friend... I'm still your Zelda"
She does say "friend," but this is the fledgling start of their romance. After the wing ceremony and Link and Zelda are flying together, she was a hair's breadth from admitting her true feelings for him. That's right there in the text. And come on, tell me "I'm still your Zelda" isn't loaded with deeper-than-friendship meaning. This is the kind of language that is absent in most Zelda games.
BotW/TotK: This is the next biggest slam dunk. Zelda could not for the life of her awaken her divine powers through prayer and practice. What finally activated them was a moment of desperation to save the person she loved: Link. Further, her journal details how close the two are personally. Closeness does not necessarily mean romance, but it is conducive to it. Link is comfortable enough are her to actually speak, which was originally nearly impossible from the trauma caused by the pressure to be her appointed knight and the Hylian Champion. Let's also not forget the look she gave him after he saved her from the Yiga assassins.
Now, that's all just in BotW. TotK easily cements it. Link and Zelda live together. They're in their early 20s living in the same house, a house with only one bed. Come on. That's solid proof right there that at the very least, SOMETHING is going on.
Spirit Tracks: This is less solid than the other two but still more explicit than the other 18 games in the series. The very first time Link lays eyes on Zelda, he blushes and audibly gasps. He is straight up taken aback by how attractive she is. He also blushes later when she hugs him. Oh yeah, the hug. The first thing she does once she has her body back is hug him. Then at the very end, as they watch the Lokomo depart from Hyrule and ascend to another realm, they hold hands. The devs specifically modeled hands for Zelda so they could hold hands. Come on. Confirmed.
If anything, I feel more strongly that other Zelinks aren't likely. Note that these are predicated on the idea that Link going to great lengths to save her is not necessarily indicative of romantic feelings. Skyward Sword is different because Hylia targeted Link for it. Anyway:
The Legend of Zelda: Zero chemistry. They only meet at the end.
The Adventure of Link: Zero chemistry. They only meet at the end.
A Link to the Past/Oracle of Seasons/Oracle of Ages: Barely any interaction, no indication they're more than acquaintances or, at best, friends.
Ocarina of Time/Majora's Mask: Okay, this is maybe the strongest case here. Link does spend a fair deal of time with Zelda/Sheik. In Link's later interactions with the Sheik persona, he actually tries to chase after her. Is this because he simply wants a friend? Or has he developed feelings for this mysterious young man? Man, OoT is startlingly sparse on textual evidence for Link's feelings. The writers get closer to establishing something in MM, what with Link and Zelda spending several months together following his return to his home era.
But I headcanon it a specific way, largely because of a particular video essay. In this interpretation, Link is desperate for companionship from someone who truly understands who he is and what he's been through. That's why he goes to such lengths to find Navi. She was his sister in arms and the only one who witnessed his heroism. Zelda was the closest thing to someone who understood, but not quite there. So, less than likely.
Also, they're 10. I was interested in romance when I was 10, but I still consider my first serious relationship, at 19, as the beginning of my true understanding of romantic love. I don't attribute much value to the *very* young love 10 years may have for each other, no matter how traumatized and mature for his age one of them is. That actually raises another question. Is Link mentally 17 by the time he slays Ganon? Or was he mentally a child the whole time? Because the 17/10 thing actually does make a difference here. Um. Moving on.
Wind Waker/Phantom Hourglass: There is also something to be said here in that Link and Tetra actually do have chemistry. She's seems to be a bit older than him, just enough that she initially looks down on him as a stupid kid. Then again, at 14 and even to an extent 13, I did see most 12 year olds as being much less mature than me. Then again then again, I was a very pretentious preteen. Okay, so maybe Tetra is initially just as pretentious in that sense. Anyway, she does view him as an equal by the end and fights alongside him like a badass. Hm. Right so there's some stuff here. Like how Link goes to such lengths especially in Phantom Hourglass to save her. At that point they aren't playing parts in a legendary conflict, he's just trying to save her. But once again, that doesn't really mean romantic love.
Four Swords: No chemistry seen, barely any interaction. That's a nah from me.
Four Swords Adventures: There's a TINY bit more here, because Link and Zelda are childhood friends. Still not much here. The Minish Cap: Barely more than FSA. Childhood friends, more interaction, but still not much chemistry.
Twilight Princess: Okay this might be my hottest take here. Not only do I not think it is evidenced by the canon text, I actually don't like this one. Even ignoring that Link has infinitely better love interests in Ilia and Midna, he has no chemistry with her at all. They barely interact. On top of that, and this is the biggest thing for me, she is 20. He is 16/17. A three year age gap at that point is uncomfortably large. I've dated people three years younger than me, but we were both adults. It's just a little icky.
A Link Between Worlds: I feel like a broken record. Barely any onscreen interaction, no chemistry. Just ain't there.
Echoes of Wisdom: Not to get too into spoilers here, but I agree with that post going around that Zelda probably has a big crush on Link. But that's just a headcanon and not really evidenced by the text.
All of this said, I don't think you're wrong or bad or anything for liking more Zelinks than I do. These are just my opinions and frankly I'm too old to be engaging in shipping wars. Then again, hey, you asked for my opinions. Oh yeah, and sorry for taking so long to respond. Whoops.
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phoenixcatch7 · 1 year ago
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A comprehensive and detailed timeline about the ancient past of totk
Okay I was going to append this to someone else's theory post but it got out of hand size wise and that's a tad rude so I'm making my own.
(Part 1) (long post)
Totk ancient history, let's go!
So! What do we know about the botw timeline, first?
Ancient sheikah! They've existed since the beginning of hyrule, but these lot were scifi. They supposedly took inspiration partly from the zonai before they (the zonai) died out. They built all the tech to fight calamity ganon. (and presumably improve their quality of life, but we don't see much of that)
Calamity ganon. First appearance 10k years ago. Second appearance in botw (technically 100 years ago? Not important, he didn't leave and come back). Zelda (or rhoam or impa) say it gave up its mortal from to be a giant goo pig. Both attacks were foreseen by sheikah seers.
Rito and zora existing together! This is very important! Rito originally evolved from zora in wind waker, so they've never existed together.
Them existing together, along with basically everything else about botw lol, proves we're working with a merged timeline. Gang's all here!
A divine beast (probably) took that chunk out of hebra peak. Lol. Lmao, even. Most likely to be ruta or medoh.
The duelling peaks are split in their artwork (the observatory and sword trial chamber). Rumour (npc gossip) has it a dragon flew through and split them in two.
The sheikah knew about the master sword. Somehow installed... Whatever the sword trials are. Also the master cycle, which, heck yeah, wish totk had that, hand built stuff isn't a fraction as good or cheap.
The sheikah built the shrine of resurrection. Even in botw, it's said it was built over a spring of healing water.
Now, let's briefly cover what we learned in totk.
The zonai! Of course! We learn a lot from the tear flashbacks. They descended from the sky to earth to 'found hyrule' (lmao) with their secret stones that boost powers. Already a dying race at that point. Rauru and mineru are the only ones we ever see. They're guarded and served solely by hylians.
Sonia, a priestess (of at least the triforce if not hylia), blood of hylia. She was one of the people first greeting the zonai, which tells us they descended in that generation.
The rito and zora are already there! The timelines are already merged! We see the ghost of what the sheikah took inspo from with the zonai animal masks.
A gerudo sage! Despite the gerudo still being led by ganondorf... That must have been fun. Likely the ruler of the gerudo after ganon is defeated, which must have been a Trial and a Half in THAT political landscape.
The duelling peaks are... intact. This lends a lot of credence to the dragon theory!
There are no floating islands in zeldas time. This implies either the cloud barrier is intact and zonai still lived up there for a while, or the whole zonai race went to earth and brought their islands with them.
The great plateau walls are already there. Hylian design.
The hero's aspect. A half hylian, half zonai hero. This confirms that the hero can be reborn into bodies that aren't purely hylian (or, well.... We'll get back to that). It also could not be more clear that it's the hero from the calamity tapestry! Even has a pointy face where zelda has flat. Booty shorts/skirt. The red hair is important.
Ganon has been reborn, zelda arrived via time travel, but there's no hero? Rather, the only one to defeat him named link is our totk boy 10k years later.
The zonai temple of time is on the plateau. Where the landmass under it comes from I DO not know.
The zonai temple of time is currently not really very close to the plateau. This implies islands can drift. This isn't relevant but is cool.
We get no explanation for the zonai ruins in the jungle. Which is a crying shame. Rauru never ever goes to the jungle. The best we get is the dragons head quest. Or the labyrinths! Well... I'll get back to that as well.
The depths, the zonai mines, zonaite. Despite being from the clouds, the zonai get their powerful metal, the one named after them, the stuff they make everything out of, from the deepest, darkest depths of hyrule (literally lol). The only other place zonaite can be found is some caves in the sky.
The distinctive swirl of zonai magic above shrines perfectly matches rauru's final spell. The shrines were constructed by/for rauru and Sonia, said to help 'seal the darkness and prevent it encroaching on hyrule'. Underneath each one is an inactive light root, which, when activated, becomes surrounded by the only hylian flora in the depths. Hilariously, you can pick up the actual shrines in pebble form and cart them around.
Unfortunately, one can only install a single read more, so I'm going to make it a new post.
Topics I intend to cover:
How the timelines fused and the state of it currently
Possible origins of the zonai and how long they stuck around
The ancient hero and what it means for the timeline
The relation between the sheikah, the zonai, and the hylian king
The state of hyrule 10k years ago, politically
The original sages being the blood ancestors of every new sage, but using the champion voice actors. Also population statistics
Ganondorf v calamity ganon v phantom ganon v the blights v the depths (there's a lot of ganon)!
What this means for age of calamity...
My best attempt at covering everything from the fusion of the timelines to the events that start breath of the wild, sticking as close to canon and as far from headcanon as possible.
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MoaH Dungeon Design Principles
I know I talked about this over on Wattpad, but I haven't talked about it here. I'm gonna copy paste a chunk out of the post-GoS update I did on why MoaH is absolutely massive first, and then I'll add more.
Ok. So. I might have been a little overly ambitious with MoaH. When I first drafted MoaH's arc, I was trying to offer a response to BOTW's dungeon design, which I, as a classic LoZ enjoyer, did not think lived up to reputation. TOTK also didn't really address this problem in my opinion, but was an improvement, that came out after MoaH was on hiatus. I have a lot of thoughts on how classic and Wild duo dungeon design differ and why I prefer classic design, but to summarize those thoughts, BOTW/TOTK design focuses on the world as an interactive landscape, classic design focuses on the importance of location. I felt like a reasonable compromise to the shrines vs dungeons discussion was to have a number of shrines working together to explain a dungeon's core puzzle before you did that dungeon, along with the smaller number making the dungeon locations more integrated into the settings they were in, bridging both location and landscape. The BOTW/TOTK tutorial sections do this and the Ballad of a Champion DLC also does this, and those were the elements I applied to MoaH's dungeon design. I also, quite frankly, wanted to see if I could do a bigger setting than BOTW, and now, TOTK.
I do want to expand on the nature of MoaH's dungeon design though because when this is being written, the second "shrine" is going out for book 1. And I want to discuss that some more. And I promise this isn't going to be a shit on the Wild duo hour, but I am gonna be critical of the design for a bit.
To expand on my thoughts on BOTW/TOTK dungeons, I know a huge part of why they are the way they are is because of asset limitations. Nintendo made 120 shrines and then the dungeons, and there's only so much memory the Switch can handle. And in looking at the Wild duo by design, so much of those games focus on the concept of "Ma," which is a Japanese concept on the appreciation of empty space. And that's so much of the Wild duo. Navigating the Wild duo is about experiencing the wilderness of Hyrule. In an example of the exploration of landscape, of the appreciation of nature and Ma, it excels, in spades.
But. I think that comes back to why it feels so strongly off from classic design. Because classic Zelda dungeon design is about the importance of place. About how this location being cursed/taken over directly impacts the world, on multiple levels (grand quest, regional quest, personal quest). To which you might say, that's there too in the Wild duo, and you're not wrong but the framing is different. Let me provide an example:
In Wind Waker, the first full dungeon you go to is Dragon Roost Caverns. Progressing through and solving the issue in Dragon Roost hits all three. Grand quest, you gotta get Din's Pearl. Regional/local, Valoo being upset means that the local Rito can't get the scales they need to get their wings. And then there are multiple personal levels in which that affects; Komali getting his wings, Medli being an attendant, and the relationship between the chief and his son.
Let's compare that to the regional quest in TOTK with the Zora. Seems like it would check off the boxes: need to get to the temple to find Zelda (grand), get the sludge to stop (regional), and help Sidon uncover his role as a Sage (personal). But, there are two other elements that I think these stories fail on.
One, the temple itself isn't impactful to the world because of how removed it is. This is better with the Divine Beasts, but they're still not quite the same kind of impact. The rain and the sludge negatively impact the Zora, absolutely, it's a hazard to them. But the loss of Dragon Roost Caverns impacts the Rito's culture, part of their identity. The temples in TOTK are all so ancient there are barely stories about them. Dragon Roost Caverns is part of the Rito's ongoing lives. It doesn't have that same impact. I get a few temples being like that, but all of the dungeons are like that in the Wild duo, removing some of that connection between the two. It makes it feel too game-y and less connected narratively.
Two, in making the games open world in the way they are and taking out the metroidvania of Zelda games, it also takes out the interconnectedness of the world. One of the joys of Zelda is getting new items and then going back and seeing an area recovered. Better, it's seeing how the people once affected are engaging with the world now. Less in big identifiable NPCs, more in "Oh, we fixed the Dodongo Mines, now the Gorons are scattered around the map." The Wild duo made the peoples so regional that, outside of Lookout Landing, we don't see them interacting with each other as a kingdom. It made sense in BOTW why that would be. By TOTK, it made less sense. It also removes the impact of you as the player's successes in overcoming the dungeons. And personally, because I wasn't faffing with Korok seeds, after I got the shrines in a region, I found very little motivation to go back to areas because of how big the world was. The size of it all actively made the world feel more disconnected and there was no real reward in the world that made completing the dungeons unite it more.
Look, again, I'm not saying that it's bad design. I am saying that it is a hard shift from pre-existing Zelda design. And the series has done more open world settings before without this being an issue (both Wind Waker and A Link Between Worlds I think are better examples of open world Zeldas). I said this before, and I feel less strongly about it now, but if you took out the Zelda names, how easy do the Wild duo maintain their identities as Zelda games? How easy would it be to change them to a new IP? That doesn't make them bad games. It does highlight I think that the jump from where the franchise was to where the Wild duo games took it was a huge leap. All of that to say, this is where MoaH's dungeon design starts its iterations.
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Break because that was a lot. I said in the earlier blurb that I thought a good bridge to that design choice was something halfway: a handful of shrines that teach the mechanics of a dungeon OR a bunch of buildings connected together to collectively make a dungeon. I'm leaning towards the former because of MoaH's scale and that would be tedious if it were gameplay for the setting.
I know technically this is spoilers, but also technically going into a Zelda game one will assume there are dungeons. The fun of it is seeing what they're like. The Hyrule arc/book 1 has three shrines, a dungeon, and a bonus dungeon/shrine (scale here is smaller than a dungeon but larger than a shrine). The three shrines (Farore's, Nayru's, and Din's) all serve as examples to the puzzle mechanics that will be in the main dungeon (for now, Hylia's Temple). For book 1, easy puzzles, it's the first dungeon. That's where we get to explore more in the further books.
I also wanted to change how the characters interact with puzzles as they go through the world. That's why each of the shrines has a mini boss and an item (side note, MoaH Link is gonna be kitted to the nines, there are over 40 dungeon relics planned, not counting ordinary items he gets too like the bomb bag and lantern). The expanding arsenal changes how the party is going to be able to tackle problems. I imagine that, fitting for the D&D comparisons, each of the characters have two item slots for relics they can easily carry on top of their own weapons. So the dispersement of that kit across the party changes how the characters are going to be able to confront puzzles and monsters moving forward as they get more. But more kit, more problems, bigger monsters. This is why the moblin comment is in the early chapter. I had to watch my power scaling early. Moblins are serious threats in this Hyrule.
You will also note that most of the shrine arcs are proceeded by chapters on how the situation in the shrine is troubling the locals. And there are always local named "NPCs" affected. Further, NPCs come back. Book 2 has an arc resolution that requires a character from book 1 to come back. The stories of people being affected are not forgotten for the main quest. Now, MoaH also has to balance the party's interpersonal stories as well as the three levels I already outlined, that's why some of the shrine arcs don't all have very in depth NPC stories, they're going on setting assumption that there is a monster there that needs dealing with (and they're right). But all of the temples are still attached or are places that losing directly affects a local area.
On top of all of that, I can't keep this stale. You'd assume after a bit, three shrines, one dungeon, bonus dungeon, that's the formula. You'd be wrong. Not only does the order need to change, but the number of shrines changes when we get into the local religions and how they choose to honor the pantheon (now that 40+ number is adding up).
Further, original mini bosses and bosses for every single one. My creature creating has never been more flexed. And so far y'all have only seen mini bosses. I'll let you ruminate on what that means for bosses.
Look, I'm not trying to toot my own horn here. I'm not saying MoaH is the perfect response to this problem I've outlined. It is a response, and I don't have asset limitations like a console does. But this is the basis for which MoaH design begins. I'll leave the rest for y'all to discover. That's part of the adventure too.
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lindseybots · 6 months ago
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Hi phantom Anon here. I have a question, what was it like when Wind first possessed a phantom exactly?
Phantom Anon!! :D
Let me preface this by saying that Wind’s time frame in which he gets the opportunity to possess a Phantom is only during a small portion of the game.
Let me also say that I’m still working on the specifics regarding this. Initially, I was going to save him possessing a phantom for, specifically, the final boss portion of the game. If you’ve seen or played the final boss stuff for Spirit Tracks, you probably have an idea of which part I’m referring to. However, giving it more thought, I was considering the possibility of him being able to do so sooner than that. Of course, it would still be close to the end of the game, but I’ll still have to take some time to really pinpoint the first time. I can talk about my thoughts regarding this more later if you’re curious.
Still, this doesn’t mean I can’t give you at least part of an answer to your question. Regardless of when the first time actually ends up being, it will most likely be at a point in the story in which the stakes are very high and things are moving quickly, so Wind doesn’t have too much time to think too deeply about it. He has to just jump in and adapt as fast as he can.
Luckily, that is something that Wind is very good at doing. He had to be adaptable to survive his own adventures, after all.
Honestly, I think his biggest hurdle to overcome with possessing a phantom would be the physical weight and size of everything, and, even then, that’s not a hard thing for him to overcome. It takes a little adjusting on his part, but it’s by no means new to him.
A giant sword? No problem! Wind’s definitely lifted weapons heavier than himself, even before getting the power bangles in Wind Waker. While a sword that big is not his first weapon of choice, he knows how to wield one without much issue.
Slow, heavy movements in a body bigger than he’s used to? That’s a bit annoying, he will admit. He usually preferred quicker attacks, personally, but he’s used iron boots in the past. He’s had practice maneuvering with extra weight. The only difference is that the weight is now on his entire body rather than just his feet. As for his size, he’s not exactly trying to be stealthy, so it’s not a huge deal.
Honestly, Wind is just thrilled that he gets to help! He has been waiting for this opportunity since Spirit and Zelda first went up the stairs of the Tower of Spirits. He has been so sick and tired of being stuck waiting, wondering, and hoping about the safety of his little brother and his new friend.
Now? Now he doesn’t have to stay behind anymore. He’s determined not to waste this chance. He’s gonna do his part, and I imagine he’s able to fit into the dynamic perfectly. Wind is used to teaming up with others, given his time with the pirates and some of his various team ups during his adventures. He knows how to find a good balance regarding that.
Sure, it’s a lot to juggle and adjust to, but Wind is handling it all like a champ. Finally, the Hero of Winds has the opportunity he’s been waiting for. Anyone who tries to hurt his little brother now? Safe to say that they better watch out.
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cyphyra · 2 months ago
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so it's been a minute since the game launched so, here's my scuffed-ass review of Echoes of Wisdom while i briefly have it on the brain:
i do think as a whole it's "story-based open world done right" however it does still have a lot of issues regarding general gameplay (though i am willing to forgive it for essentially being a second huge tech demo for a zelda dungeon maker like in the LA Remake)
Aside from the intro and first dungeon, the world is almost entirely open from the point it lets you loose, which I think is really good. It gives you a solid feel for how the game loop is going to go and then just lets you free. The story still locks dungeons and some mechanics behind story events, which makes it feel a lot more concise than BotW/TotK. And while those game also had you need to do things to access the dungeons in those games, I mostly mean that you had to do certain story events to unlock MORE dungeons rather than having every single one available to go to at any one time.
The echo system... definitely took some getting used to, and it had the same issue TotK had where you got so many echoes that navigating the quick menu was slower than looking in the notebook in the pause menu. However, some of the puzzles in the game were very challenging and figuring out what echoes to use in combination to progress as very tricky. (it took me till well after the midway point that you could use holmills to dig holes in the overworld like using a shovel) Some echoes also felt incredibly one-note in that you use it for a singular purpose and then never think about it again. Example: wooden boxes. I never used a wooden box over a boulder (on land) or a bed (in water) because there was literally no need to. Past the initial escape segment I never went and used a regular wooden box again. This is the most basic example of this I can think of but there are plenty of others like Beamos or the snowman guys on Mount Lanayru, that you just never really need to use, or maybe use once and never touch after.
As for art style, again I just don't personally like it. At all. Like it's my own personal taste but it looking like a PlayMobile setup in every scene just took most story seriousness it tried going for and flattened it. I could not take anything super seriously because the style lends itself more to cute than serious. This isn't a Wind Waker situation because the game still had it's badass moments that could be taken 100% seriously. EoW didn't feel like that at all to me. I'm still upset that they haven't used the ALBW art style since Tri-Force(d sequel) Heroes, because it's a good-ass art style and they should've gone with it more. Especially for a game IN THAT HYRULE!!!
Overall my general consensus is that it's a good game that just has a few glaring issues that I PERSONALLY have, not everyone will have the same opinions on things as me and that's ok.
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kokiriofthevalley · 1 year ago
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My silly little Ganondorf headcannons
(curing my boredom and my first post on tumblr lol anyways)
Ocarina Of Time
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✷he wears gold lipstick/makeup that was commissioned by him from the other gerudo that has very specific, precise and even rare ingredients that can't be made better anywhere else in Hyrule
✷i feel like his usual outfit was made to go to Hyrule, rather than be an outfit he typically wears while in gerudo fortress and his actual outfits look similar to his people's, maybe because it's traditionally considered more feminine? And he felt like they (Hyrule) wouldn't take him seriously unless he was conforming to Hyrule's gender binary of clothes
✷I feel like he'd be really reserved at any type of function or party that's not hosted by him/any other gerudo, like an older sibling at a birthday party. But he would be civil and "involved" with others when he knows it means gaining and maintaining a reputation
✷you would not catch him DEAD doing karaoke if any hylian is there or in a 100 mile radius dear GOD but give him more than a few drinks and leave him by himself and when you come back he'd be soloing "I need a hero" in no time
Wind Waker
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✷I already wonder what he did everyday for the past however long between getting out/being freed from the sacred realm and kidnapping blonde children
✷but I think he would send bokoblins and moblins to raid islands for their books, specifically history and folklore books so he could not only gather info of what's happened over how ever long he had been gone but also get at least an idea of what happened to the hero of time and/or princess Zelda afterwords
✷ I'm not even going to lie, when he kidnapped that rich girl that link has to save and she becomes poor, he definitely stole her eyeliner if she had it on her, or he at least got his monsters to raid some woman's makeup drawer
✷He would 100% duet "gotta go my own way" with the helmaroc king while drunk, he would let himself have fun and sing 'cringe' songs he's tired ok
He would do Gabriellas part let's not lie here
Twilight Princess
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✷He would get into the Salty Spitoon just by walking past it on the street
✷I personally think he wrapped up the sword of the six sages because it glowed like a light saber and it gave away his location at least one time to some random ass person he then had to kill
At LEAST once thinking about it is so funny lol, you see some tall guy with a glowing stick while going to buy a bag of flour or something and now you're dead lol
✷when he's in bed and he's recalling his earlier days, he definitely cringes to himself at the fact that he got snitched on by a child who most likely can't tell you what a verb, an adjective or a hyperbole is
✷he has to take off his crown(?) when he goes to bed (and even IF he does sleep) because he tried to go to bed with it on once and woke up to his pillow absolutely torn the FUCK up, like it was just rags at that point
Tears Of The Kingdom
This one is gut feelings because I haven't played it yet because I'm broke and if anyone sees this pls don't comment spoilers 😭
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✷takes VERY good care of himself/his appearance and definitely has people who work in Hyrule castle who have a crush on him (both male and female and also gender nonconforming)
✷Trained from an early age to fight, but specialized in swordplay and archery, rather than fighting with his bare fists
✷I saw from others posts that don't have spoilers that he absolutely dispises rauru. He would 100% act petty. He would subtlety deform rarus cutlery if they all have a meal together when nobody is looking. not to the point where it's obviously bent but like the handles aren't straight at all now and he knows that they can't fix it unless they completely melt the forks and knives down to reform them
✷He also definitely "discovered" a broken window or two in Hyrule castle
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askmerriauthor · 2 years ago
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Hyrule's Future - Letting Go of the Past
ToTK lore chatter, mild spoilers below the line break.
I've mentioned it before, but something I really enjoy about both BoTW and ToTK is how they've addressed the timeline as a whole. The games basically scoop up all the events of the past titles, toss them into a blender, and dump out the rendered scraps into a big pile together. So it's become unclear exactly how much of the established lore is actually true and how much of the Legend of Zelda is just actual legend.
This has some interesting implications for how exactly Hyrule will grow going forward from the BoTW/ToTK point, especially considering Nintendo has confirmed that the BoTW-style games is what they want to aim for as a series standard. It also makes for a facet of story telling specific to these games' direction that I really enjoy. That, for all the importance of history and heritage in the Legend of Zelda, the way forward is letting go and accepting change.
There's a bit of a gag going that Link is essentially the Tony Hawk of Hyrule, in that just about nobody recognizes him and he's constantly being "mistaken" for the Legendary Hero Link. NPCs flat-out don't know who he is at all, or brush it off as a funny coincidence he "just happens to have the same name as the Hero", or even gaslight themselves into refusing to believe he could be the genuine article. Very few NPCs in the game actually know who Link is, what he looks like, or properly acknowledge what he's done.
A bit of the same happens for Zelda. While it seems that everyone knows who she is by reputation, if nothing else, everyone is also very easily fooled by the doppelganger Zelda running around causing chaos post-Upheaval. Zelda is essentially a new entity in post-Calamity Hyrule; everyone knew of her as a legendary figure holding back Calamity Ganon, but actually having her around as a flesh-and-blood person working to build a new future for Hyrule is a new thing for the general population. So much so that, for the youngest and newest generations of kids in Hyrule, they don't really hold interest or reverence for the past whatsoever.
Another thing we come across around ToTK is rumors. Things like the fabled "Master Gourd", or characters gossiping about legendary beasts, weapons, and ghost stories. People fear the notion of a vengeful spirit lurking in the wilds, or a man speculates that the ghosts of slain Gerudo haunt the alleys of their town. Others dismiss the very idea of ghosts outright as fanciful nonsense and "unscientific" when there are very clearly actual ghosts in existence within the setting. The establishment of a newspaper and the ability to quickly spread long-form written information across Hyrule is a new thing and welcomed eagerly by the citizenry, but it's up to intrepid reporters and researchers to find the information to report. And, as is shown in several quests, sometimes they get things completely wrong and end up utterly confusing the whole situation.
What this all culminates toward is a very clear indication that the lore of Hyrule and the literal legends of Zelda, in all their forms, is entirely unreliable narrative in-universe. How much of Hyrule's own past has been completely lost to time or disaster? How much of it has mutated through repetition or been exaggerated far beyond what it originally was? The events we've played through in previous titles have been pretty wild in many cases, often cartoonishly silly; were those events actually things that happened, or just outlandish retellings and mixed-up tales? Are the drastic tonal differences between "Twilight Princess" and "Wind Waker" a case of different times or were they simply the personal preference in delivery as told by a given narrator? Are the repeated instances of many characters sharing names and natures truly coincidental reappearances, or are they because a person became a symbol and popular story element that crossed over into different tales? There's a firm sense in ToTK that Hyrule is growing toward a new future of its own making and that the past, while very much an important part of the world's identity, is far from set in stone. That it shouldn't be given so much power and importance over the future that's yet to be seen.
In ToTK, the heroes and the citizenry are looking toward the future. They're building - not rebuilding, but starting new. Side quests like Cece's mayoral race emphasize the importance of making a sustainable balance between the old and new. Mattison's parents respect the old traditions of the Gerudo by letting their daughter go off to learn of her roots in Gerudo Town, even as it pains them to do so, and even as Gerudo Town itself is changing from its old ways. The established language itself is being updated as the new generation of Gerudo kids abbreviate it (much to the chagrin of some elderly Gerudo). Link, a man, is freely admitted to defy the Gerudo's core "no voe allowed" law because of his proven loyalty to their people - a boon that was denied a hero of the Gerudo in the past, as we learn from the side-quest exploring their history.
Throughout all the communities we see a shift from the old to the new without tossing out their roots. The Zora welcome new leadership and combining of communities. The Rito show a proven rise in the next generation to maintain their way of life. The Gorons work with their changing environment and industry, maintaining a firm inter-generational cooperation throughout. The Gerudo gradually open themselves up to greater interactions not just with men, but with the world in general, joining more into the core of Hyrule rather than secluding themselves to their old ways. The Sheikah - by far the most deeply rooted in traditional standards of all - are rapidly changing with the times and set themselves at the bleeding edge of social development. Paya taking the Sheikah in a new direction as their chief, Impa stepping aside for the greater good, Purah and Robbie and Josha recycling all the old Sheikah Tech in order to build new Skyview Towers and develop technology that everyone - not just Link - can use and benefit from. The Zonai culture itself holds core belief in proving one's potential in rites of passage, of growing and rising to challenges, of building and progressing by use of the foundations laid by those who came before. Even the Bargainer Statues, seemingly beyond-ancient spirits or gods who predate even the Zonai, are all about helping the lingering souls of the dead move on without judgment or criticism. In the past, we see Zelda, Mineru, and Rauru all surrender themselves to a necessary change, giving up what they knew and held dear, in order to help move toward a positive future for all even if they wouldn't be there to benefit from it themselves.
It's the villains and antagonists we meet who are stuck in the past or who can't see a sustainable way forward. The Horned Statue - a demon who was petrified by Hylia for its crimes - emphasizes that it proudly refuses to learn its lesson and thus remains a statue for all time. In Hateno Village, Cece and Reede are at extreme ends of valuing vapid, short-sighted progress and hollow, rigid tradition because of pride, even while lying to themselves and others about their true feelings on such things. Kohga and the Yiga Clan are straight-up trying to undermine Hyrule as a society and ultimately end the world itself, abusing the progress of technology and tradition alike to achieve those ends. But these are minor compared to the big man himself.
Ganondorf is very much an anchor on the ship of progress. He's not just stuck in the past; he's literally defined by it. He is the past and an outright denial of the future. His entire M.O. is establishing a state of unchanging chaos, as contradictory as that may sound, where nothing ever advances from the state he's put it into. He saw a flourishing utopian society as an affront - an effort to control him, a waste of "potential". Rather than join it and grow with it, he rebelled and destroyed it. His transformation into the Demon King and birthing of monsters into the world ensured a cyclical status quo of endless strife. Every Blood Moon, the monsters rise anew, undoing any efforts to purge them from the land. After he was sealed, his sole goal was to return to his heights of power. When he was challenged and defeated by Link and the Sages, he was so consumed by his attachment to the past that he literally threw away everything that made him who he was in order to try and retain that power. Ganondorf refuses to let Hyrule grow in any fashion and, in the end, his utter destruction is necessary in order for the world to have any hope of moving forward.
I like that as a theme. There's an emphasis on respect for the old and new alike. That it's important to understand one's history and roots, and that there's wonders to be found in the past. But that the future too holds so much, that change is inevitable. That it should be welcomed rather than scorned or feared, and that embracing that undeniable momentum is the way to thrive. That sometimes what we think we know isn't the truth and we need to be accepting of new ideas or corrections to our previously-established beliefs.
That digging in your heels and latching desperately to the past - to the lore, to the legends, to the canon - ultimately does more harm than good.
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rrainydaydreams · 9 months ago
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Ok, so i’ve been thinking a bit recently about LoZ, LU and Arcane. And then I thought, ‘hey, what if I combined them?’. And so I did. I present to you a Link’s Meet/Arcane AU, called ‘Legend of Heroes’. :D
The info goes in this order:
Name (Game/s) - LoL song
Age
Pronouns
Other Info
Other Info
Other Info
Ect.
(p.s. I suck at drawing, but feel free to draw these guys if you want, just let me know!)
(p.p.s this is still a wip so it might sound a bit everywhere. that's bc it is lol)
(p.p.p.s If i got any LoL lore wrong feel free to correct me!)
Skyward (Skyward Sword) - Shine On
23 
He/him
Police in Piltover 
likely to become the next sheriff
Best friends with Fi who developed master technology™️
Currently dating Sun
Praised for stopping a gang from Zaun (led by Demise) from an assisination attempt on Sun
But then firelights raided a building he was meant o be guarding, and he was posted to the under city
When he went down there the first time he noticed all the inequality and poorer living conditions and decided to do something about it
Blue (Minish Cap, Four Swords) - Starts Right Here
16
He/him
Lives in Zaun with Green
Grew up in Zaun after being seperate from his other siblings, never found out where they ended up
Does odd jobs around the under city, is also a thief 
Joined the firelights with Green after they were attacked by someone on shimmer
Green  (Minish Cap, Four Swords) - Legends Never Die
16 
They/them
Lives in Zaun with Blue
Assists Blue with his jobs
Best pickpocket out there
Was injured when attacked by someone on shimmer
Joined the firelights w/ Blue
Vio  (Minish Cap, Four Swords) - Phoenix
16 
She/her
Is a promising student at the academy
Knows she has two other brothers but gave up looking for them years ago to prioritise her study/future career
Her mentor Ezlo passed away recently
Has a crush on Shadow
Red  (Minish Cap, Four Swords) - Everything Goes On
16
He/him
Lives with Vio but doesn’t attend the academy
Interested in arcane magic
Studies it bc he has nothing better to do
Very curious, still wants to find out what happened to their missing brothers
Mask (Ocarina of Time, Majora’s Mask) - Burning Bright
16
They/them/he/him
From Ionia
Can use magic, but not very strongly
Was raised by fairies, but so far there is no evidence of them even existing
Travelled to Demacia as a kid illegally 
Met Eras there, and became like a little brother to him
Oracle (A Link to the Past, Oracle of Seasons, Oracle of Ages, Link’s Awakening, Link Between Worlds, Triforce Heroes) - Awaken
19 
Mirror pronouns
A traveller who helps Ravio selling stuff
Mage
Helped Fae when they were injured, became friends
Realm (Twilight Princess) - Rise (Redux)
21 
He/him
From Zaun
Travelled to the shadow isles with a group and was the only one to make it back
Was cursed with some sort of magic whilst there
Can shapeshift into a wolf 
Fae (Legend of Zelda, Legend of Zelda II) - You & Me Make Us
18 
Fae/Faer/they/them
(When with their siblings they go by ‘Aeon’, because Fae is a name that non-faries give to the species in general)
From Targon
Part fairy
Travelled to Piltover to see the world, but is disgusted by how people live and treat others
Befriended Oracle by accident
Waker (Wind Waker) - Burn It All Down
15 
He/him
Pirate from Bilgewater
Era (Hyrule Warriors) - The Call
23 
He/him
Knight from Demacia
Captain in the army
Accidentally adopted Mask and now he’s stuck with the kid
Archer (Breath of the Wild) - Still Here
17 
He/him/she/her/they/them
From Zaun
member of the firelights
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amnesiacsleepy · 1 year ago
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Alright so ive had time to think about it and I believe I finally realize why TotK's Sage system is so much more annoying to use than BotW's champion abilities (spoilers for TotK btw. i mean its been a month+ since release but yeah)
When you get a new champion ability in BotW, it's mapped to an appropriate button, or is the next best thing. Daruk's protection is a forcefield that is passively on the shield button, Revali's Gale is an updraft on the jump button, Urbosa's fury is a charge-attack upgrade in the attack button, and Mipha's Grace is a fully passive heal that functions like a fairy except it's a full heal.
All of these powers are set to their own button, making them intuitive to use. This even applies to the Master Cycle, which is a rune, which is a completely separate button, the L button.
In TotK, however, none of the abilities the sages have are passive. You have to run over to them, press A, and then you can use it (in Yunobo's case you have to press a AGAIN which really disrupts the flow of gameplay). The closest comparison I can make is Persona 4 using awful menuing and scrolling a bunch to Persona 5's use of unique buttons, except they did this backwards.
This doesn't even mention when you want to use one sage's ability, but end up using another one because they all go if fighting enemies even if you dont want them to. I genuinely have not used Riju's lightning strike since finishing the Lightning Temple despite how god damn strong it is.
None of this even touches on how much of a one-man army Link is, especially after grabbing a full set of attack up armor. The sages become borderline irrelevant (minus Tulin, he's AWESOME).
Even when you get a fucking mech that you can fuse thing on to like flamethrowers and rockets its still not worth losing the flurry rush and other faster and straight up better attacks you can do off the mech, which also takes battery power and you can still take damage on. And if you use it to get over gloom/lava then a hoverbike is just more convinient for how cheap and fast you can make them.
Something else I have a problem with is the Sage's Will system which essentially lets you deepen your connection with the sages for four per sage. This is supposed to mirror BotW's Champion's ballad quest, where you go around the map collection emblems for each champion and then getting a faster recharge tike for each, which I have my own problems with, but thats for another time.
Each sage bond you deepen increases their damage. That's it. It doesn't enchance their abilities at all, which is a real disappointment.
They could have made Sidon's water shield last longer/for three hits, to closer mirror Daruk's Protection. Riju's lightning could have become a fusion to your arrows, Tulin's gust could have blown farther, and Yunobo's could have created a bigger explosion or have him roll faster. But then, I guess the Sages would have had to become stronger themselves, which maybe that's future DLC? But we don't know now so I'm not giving the benefit if the doubt.
As for how to fix it, Sidon's could be just a bonus to your shield like Daruk was. Riju's could,as previously mentioned, been an arrow fuse with a cooldown.
As for Yunobo and Tulin, I'm not as sure. But instead if forcing them onto a button, why not just... make the buttons reprogramable like in OoT, Majora's Mask, Twilight Princess, Skyward Sword, Minish Cap, Wind Waker, the Oracle games, A Link to the Past, A Link Between Worlds, and MORE.
Why Nintendo did away with the reprogrammable buttons system is beyond me, but being able to put a specific rune/weapon/sage ability/throwable material/zonai devine/etc. would make things a lot more manageable.
The kicker is, there's already a SUPER watered-down version of it, with the rune, shield, weapon, and bow buttons. You cant swap what's on there in the sense you cant have multiple weapons or runes, but you CAN choose which one is used when you press the buttons.
But then we need to figure out which buttons would be reprogrammable, and I propose that first we swap the jump button to A like in so maby other games. Does it screw up muscle memory? For sure, but by doing this we can have Y, X, L, R, D-pad Up, D-pad Left, D-pad Right, and D-pad down as reprogrammable (you can manually put in whistle too I guess). This would free up a bunch of space for the player to put things, and allow for a bunch of freedom on what is put onto the reprogrammed buttons. To change them, you coukd just go into your menu and choose from there, whether its a weapon, a sage ability, or anything else mentioned above.
I'm not completely certain this would solve all the problems the game has, but I do think it would be a huge QoL. Maybe too big, they might have to make that system in a whole new Zelda game in like 15 years.
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