#honestly revali seems. kind of in character so far
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1tsjusty0u · 4 months ago
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why are we going into korok forest with vah medoh.
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mylonelydreaming · 11 months ago
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It is kind of a curse having played video games for so long (my entire life from around age 4) that I'm simply not bad enough to have many funny experiences to talk about. I rarely struggle due to two decades of ingrained instincts of game design tropes. "I beat this without struggling at all" just doesn't lead to many interesting moments, so I only talk about story and characters and ships that I'm interested in.
The main reason I basically only talk about Link and Zelda isn't because it is my *sole* enjoyment of the game (far from it, actually. I enjoy every aspect of the gameplay), but because (at risk of offending people) ...I just don't find the other characters very interesting? It's ironic to say that, because Link doesn't have that much explicit characterization himself, but I find his backstory and what we do know about him and what he goes through to be compelling and relatable. The main story of botw & totk (while yes, it is also about their connections to Hyrule and their friends), is mostly Link and Zelda's story, anyway.
I did like the champions, especially Urbosa and Revali (yes, I am a Revali sympathizer), but they're all dead now and barely mentioned in totk, so I don't have much to say there.
I liked Mineru, Rauru and Sonia, but we barely got to know them. I did like the implication that Mineru let Zelda ride around her construct in the past, and did experiments together (though, I kind of wish that had been a cutscene).
Ganondorf is cool looking and all, but he wasn't a super compelling villain or anything. Not that he really he needed to be for me. He's the big bad boss you fight and that's fine by me.
I like Purah, but she is more of a supporting cast member (and comedic relief in AoC and botw). She was also a lot more interesting in AoC, tbh.
Paya... did absolutely nothing and had very little actual growth. It honestly really disappointed me that her character seems to exist just to stand around and look pretty. Tauro exists, I guess?
Sidon was honestly very flat to me compared to how he was in AoC, and I'm just not interested in him at all in the way other people are (I lean towards women and don't find anthropomorphic animal characters attractive. I honestly feel nothing at all when I look at Sidon. I'm sorry if that upsets somebody). I liked Yona's design the most out of any of the Zora designs so far, but I don't really feel any type of way about her. I did like that she encouraged Sidon.
I like Riju, but I really don't like her being sexualized, which is what a lot of people seem to do when she is brought up.... so I'm a little scared to talk about her character lol.
Yunobo is Yunobo. I don't hate him but there's not much to say about him (except for when he became a drug overlord for a moment lol). He fulfills the same role as Daruk as the goofy goron bro and that's fine.
Teba unfortunately didn't really do much this time, but It was nice seeing Tulin grow up and come into his own in totk.
...and that's about it. Again, the main story mainly focuses on Zelda (Which I don't mind, she's my favourite. I'm shamelessly Princess Zelda biased), so I'm just a bit passive about everyone else.
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Age of Calamity Review
Hey! I wasted three hours of my life writing this in Arlo's comment section and part of it had to be cut out because of Youtube's word limit, so y'all get to suffer with me.
Here's the video that I wrote this on, give him some love, his opinion is a great juxtaposition to my own!
There are a few weird formatting errors because tumblr wants me to make new paragraphs, but there's no missing words as far as I can tell.
_
I like it, but I like the first one better, mainly for the appearance. I don't know why, but the pop ups are hard for me to see (by pop-ups I mean the challenges and weak point meters, the out of battle menu is actually pretty good, though I admit the text is a little small on the opening screen), and the lack of saturation makes it hard for me to see. Actually, that might be it, I just don't like the paler color palette in this context, since for a fast paced game I kind of need to be able to see, which I can't because I'm partially blind, and glasses have a glare that's an annoying trade off. Compare that to the original Hyrule Warriors, the weak point meters are brightly colored and change color the more you damage it, which is good for those with visual impairment who need some extra feedback to judge their next actions. The menu was also this aged tan color which provided a great contrast that wasn't the blinding white on top of dark blue, which wasn't bad at all, but the buttons and text were always big enough for those with visual impairment to see, though I will admit that the little pop ups with all the people crying out for help have a bit of the same issue as AoC. I think I just like the more vibrant colors of Hyrule Warriors in the context of a faster game, rather than the pale beauty of BotW, since my eyes can't really see what's going on if the colors aren't at least comparable to what you'd find in Minish Cap or Triforce Heroes. I can see fine in BotW during the day time, but at night, well, I just run and hope for the best, trying not to get killed by an electric keese, which is also a problem in AoC, mainly Zora's Domain; I could barely see a thing and it negatively impacted my experience.
I've got hundreds of hours in HW, and maybe five or ten in AoC. It's mainly because I just don't like how it looks. I've heard a lot of people say that it looks pretty much exactly like botw and...I have to disagree. A lot of areas are pretty perfect, but some, like the tower, are just a little off in a way I can't describe. That's a personal irrelevant nitpick though, but it negatively impacted my experience, so I thought it was worth a mention, the tower on the opening screen always annoyed the crap out of me, every time I see it I just want to exit the game because ew.
The gameplay is fine, and thank goodness for the addition of the meditation room, there's not a feature like that in the original, so I had to play the first stage over and over again to figure out new combos, I think Mipha is my favorite hero that I actually unlocked (though I've been wanting to play more just to see if I can control Revali and Teba like I can Fi (which makes her insanely good since her wide area of movement is the only thing you need to account for)), and I think Zelda is my least favorite, since she's a little clunky for my taste (Daruk is too, but his rolling makes that more bearable). I was a little disappointed with Impa, but her seal thing is kinda like Zelda's and Fi's thing in Hyrule Warriors (there are probably stronger connections, but I'm not experienced with every single hero), and I think it was just the hype that she got. She's not the type of character I like to play, since Zelda and Fi are my favorites, speedy and nimble area clearers (Sheik and Marin are cool too, I just have less experience using Marin, and Sheik is always a B pick since I find them a little harder to control with less area of impact), which meant that Mipha, a character I admittedly was never attached to, became one of my favorites in the game. Impa wasn't an area clearer for the most part, she had a few moves that could do that, but she was mainly a boss-killer to me, Mipha though? She's great, set up a few waterspouts and everything dies.
I do like that they've lessened the kind of ridiculous amount of items that were in HW, and that they didn't try to strong arm fairies in, because that system was the most annoying thing in the world and so poorly explained that I had to watch the same tutorial three times over about once a month because it was so convoluted.
I do hate the runes though, I just, couldn't seem to use them right. It might just be me, but I found trying to use them weird. It's a little hard to explain, but it's probably just a me thing. Not only that, but I found the inclusion of the rods on top of the runes annoying. The rods were entirely unnecessary if you were going to use runes. They just added another layer that was thin at best, not to mention that I found them hard to use as well. I hated the weird controls of the targeting system. I don't think there's anything wrong with a basic hack and slash, and if you're not going to have the excessive amount of items, runes were a good idea i think it might've been a me issue, but rods? It seems a bit excessive. It's probably just a "you'll get better with practice" kind of thing, which, fair, most people can't use Fi like I can, so that makes sense. I figured it was worth a mention anyway since the runes were a constant source of annoyance and I used the rods twice before never bothering again because I hated them so much.
I do like the addition of healing from food drops whenever you want though. In the original if there was a dropped heart but you were at full health, sucked to be you, going back for it when you need it would waste time. The plot is still as weird as ever though (from what I've heard from other videos and such), which is fine, since I tend to play my favorite levels over and over rather than actually do anything plot relevant (can you believe that it took me over a year to finish the story of HW because I kept getting distracted by letting Fi and Zelda mow down everything in the Adventure maps and challenges? I literally got the boomerang like six months after
getting the game. It's perfect for people with ADHD I swear) though I am extremely disappointed with the fact that they took the cheap way out, it's a kid's game and a nintendo game, what did I expect? For them to let everyone actually die? Nope...though honestly, I can't comment on the overall amazingness of the plot they went with because...er....I only did Mipha's and Daruk's stages before just losing interest, so I'm not the person you want to ask about any story criticism, because that would be pure conjecture and utterly pointless.
The customization of heroes, now that's great. It's a weird system that I needed to google a lot for, but it's absolutely brilliant and I love it. Sure, getting the specific seals I want is a little annoying, but it's a great mechanic and I love it.
I probably should've said this earlier, but I'm comparing it mainly to Hyrule Warriors rather than BotW because AoC's a Warriors game and thus plays more like Hyrule Warriors than BotW, and BotW has a different set of standards due to being an open-world game. I'm still salty about the plot though, so I guess there's your comparison.
Also, I absolutely ADORE the fact that you can track materials. Not having to google which stage gives me which material is just the best. And the fact that the side quests have little blurbs, absolutely fantastic. We didn't get that in HW, but then again, once you finished the main story, the rest was just, Have Fun and Kill Everything, which is great, and I love it, but adding in a weird ingredient fetching quest with a nugget of lore is kinda cool. I don't wish we got it in HW though, since, as aforementioned, there was no way to track which material came from which stage, so that would've made it a nightmare.
The Divine Beasts....I hated them, they were literally just time wasters, and, granted I only did Rudania and Ruta before dropping the game, I just hated them. The UI was horrendous and even Ganon's Fury was better, and I absolutely DESPISE Ganon's Fury. Once I finished them, I was just happy for them to be over and never bother with them again. I hated their controls, I hated the cramped paths, I hated how I couldn't really turn and see anything, and honestly, I commend the champions for being able to control these bulky slow and absolutely horrible machines.
On the music, I think it's good. I loved BotW's soundtrack, I loved Zelda 2's soundtrack, I loved Wind Waker's soundtrack, I loved Cadence of Hyrule's soundtrack, I loved Hyrule Warriors's soundtrack, I loved Minish Cap's soundtrack, Triforce Heroes, Spirit Tracks (you're lying if you say otherwise, this soundtrack is a bop and I will actually fight you), etc etc, and this one is no different, though I will admit it did a pretty good job of having me ignore it, though that may have been more due to my frustration at the rods and runes and Zelda and Daruk more than actually having an unimpressive soundtrack.
Personally, it didn't do much for me, I can't get over the color palette, the mechanics, the divine beasts. I had pretty average, maybe a bit high, expectations, but they weren't quite met. I played it for a few hours one day, dropped it, picked it up again a few months later, then remembered exactly why I dropped it. I think the original Hyrule Warriors is just better visually for me, even if the plot isn't great or it's a bit fanfictiony, it had depth in combat that didn't absolutely annoy me, and the annoying battles were usually optional, and the bosses had variety, which is a fault mainly of BotW and was just an inherited problem for AoC, and I'm not a completionist, I don't want to have to complete anything with Darunia or Cia, so I don't unless I have to to progress something, which means that I don't stress about the gargantuan amount of content in HW.
IN SUMMARY: I've never had problems with frame rate (though I play docked due to visual impairment), and if you're visually impaired, wear anti-glare glasses because the pale colors aren't going to help much. I haven't found an option to make text bigger. The soundtrack is good,
there isn't much boss variety (not AoC's fault, but it's still there), the meditation room is great, the runes take a bit of getting used to, as do the rods(i never got used to them), Divine Beasts tank performance in all aspects and are just disappointing, you actually know which stage drops which item, and there's no My Fairy (which is definitely a positive).
To slap on an arbitrary rating that only means something to me: 4.5/10
It's a good game if you can get passed the issues that bug ME to no end.
And there we have it. There goes....holy crap I spent three hours on
I wanted to like this, I really did, and I'm glad others enjoy it, but as it stands, I'll let y'all move on to Age of Calamity, and I'll stick to my handy dandy Hyrule Warriors ice cream with a dash of Breath of the Wild, a sprinkle of Cadence of Hyrule, and a Zelda 2 cherry on top. It's not like I have to wait long for Subnautica; hopefully that doesn't disappoint me too much, I preordered this one. Actually, I get Pokemon Snap today too, hopefully it isn't a SwSh level disappointment, AoC is magnitudes better than SwSh at a 4.5
this????? Three hours of my life. Gone.
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coza-main · 4 years ago
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Respectfully, I'm going to disagree with you about the story line. It's nothing but generic. They focus so heavily on showing what we already know of Zelda - she can't unlock her powers, her people are in danger but her dad won't let her go off to study - that they've neglected the others. To me, so far, it's nothing more than Koei showing their live for Zelda and Zelda alone.
LIGHT SPOILERS FOR AGE OF CALAMITY AHEAD
I suppose you are correct. It is very focused around Zelda and pretty much what we learned in BOTW. Don’t get me wrong, I was disappointed in quite a few things along the story, specifically that didn’t have more interactions with the champions, especially Link and Mipha, considering they were close. I was also really hoping to get some more of Zelda/Urbosa mother daughter bonding moments. The few they had did make my heart happy though. Also Zelda never really seemed to show disdain/anger towards Link, which was kind of a big cornerstone for BOTW.
However, I’ve thoroughly enjoyed seeing a lot of Zelda, and getting to know Impa’s personality more. Also unrelated but I REALLY appreciated that Revali didn’t have a redemption arc/tragic backstory. Sometimes people are assholes for no reason, and I appreciate they didn’t try to make him more likeable (because that probably would’ve just made me hate him more honestly). I’ve enjoyed seeing Hyrule in all its glory and seeing the minor interactions with the characters I mourned so much in BOTW (especially Daruk and Mipha 🥺)
I prefer to focus on those small, wholesome moments (and the badass ones) rather than the shortcomings of the game (at least at the moment), but I suppose that’s just my personality on things.
If you want to talk more or want to discuss it’s shortcomings (which there are quite a few in the big picture!) feel free to hop into my inbox, I would love to hear your criticism and thoughts!!
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eggoreviews · 5 years ago
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9 Things That Need to Happen in Breath of the Wild’s Sequel
Just as I was getting over my intense love for Breath of the Wild, Nintendo go and drop that trailer on us at E3 and stop my whole ass heart. Hi, I’m two months late to the party on this one, but I’ve had a lot of time to think over what this sequel can learn from its predecessor and the rest of the series, as well as what brand new stuff can be brought to the table to make this sequel as spectacular as the first. Without further ado, here’s my list of 9 things Nintendo should do to make this amazing, as well as my own personal theories on what they could do to make it happen. Enjoy!
Spoilers for Breath of the Wild ahead!
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1. Ditch the shrines
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Don’t get me wrong, I loved the shrines in Breath of the Wild, I loved how difficult some of them were to find, how they brilliantly utilised each and every mechanic in the game and testing you on everything you’ve learned. These shrines were the ultimate compliment to a game that really wasn’t about holding your hand. But I think they’ve had their time, and it might be a nice idea to go back to some of the larger, more traditional dungeons of Zelda past. I’m not saying to go back to the old way of ‘you get given an item, it’s useful for one dungeon and that’s all’, I’m saying they need to definitely keep the massive variety of ways you can approach dungeons to keep that sense of freedom intact, but at the same time give us whole new types of dungeon with more visual variety. Abandoned forts, weird Lorule-esque dark versions of dungeons, towers, there’s really any kind of location they could explore when designing a new set of dungeons. Oh, and I adored the divine beasts, but I’m hoping for something completely different and surprising when it comes to main story dungeons this time around.
2. A whole new world map
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If there’s one thing I think basically everyone agrees on, it’s that Breath of the Wild absolutely nailed its world. A huge, sprawling map with a variety of locales to explore and all of it packed to the brim with extra content and adventure-y fun. But we all know this world inside out, and even if they strip it bare and fill it with brand new secrets, it’ll still feel too much like something we’ve seen before. So from what we know from the trailer, it seems like Link and Zelda will be delving into the underground in this latest installment, so a fairly safe theory would be that they’ll uncover a whole new world down there, perhaps a forgotten and buried civilisation from thousands of years ago, now overgrown with Ganon’s influence and bizarre plants and animals that don’t exist on the surface. If they’re going full Majora’s Mask on this one, I think Nintendo’s best bet is to fully embrace this new darker tone they’ve shown to us and give us a world that is as twisted as that trailer.
3. Keep Zelda’s importance to the plot
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I could honestly make a whole separate blog post about the evolution of Zelda as a character throughout the series, from her literally being asleep the whole time in Zelda II, to her role as more of a quest-giver in Ocarina and more recent games like Twilight Princess and Skyward Sword where she plays a much more active role in the plot. In Breath of the Wild however, they did something completely different that I adored; they made her into her own person. I mean sure, she was never completely devoid of character, but between the games where she wasn’t really there and the games where she’s outshone by every other character, Breath of the Wild really felt like her time to be properly fleshed out and have enough depth to be remembered. Sure, Zelda doesn’t turn up in the flesh until the end, but you spend the whole game with her voice guiding you, with you finding memories of your past with Zelda; how she seemed to have only contempt for you at the beginning because of Link’s fulfilled destiny compared to hers. You form your own opinion of her through her actions and how the champions perceive her (Urbosa as her sort of mother figure, Revali sees her as ever so slightly inferior for not being able to access her power and the mutual respect between Mipha and Zelda). Then you watch their relationship grow and change into something neither of them can really understand, but they become so close and so integral to each other that Zelda is the one to finally make him open up about himself. And that makes it all the more heartbreaking that Link has had all these memories snatched away from him and, of course, all the more gratifying when he finally gets them back so him and you, the player, both understand that you’re not just fighting for the safety of a realm you’ve been shoved into with no recollection of what’s happening, you’re fighting to be reunited with Link’s closest friend. Very probably more than friend, considering that final memory in Korok Forest. Nintendo did a brilliant job of laying the groundwork for Zelda not as a plot device or a damsel in distress, but a real, complex human being who enriches the story and makes the world you’re living in and what you’re fighting for feel more alive. So build on top of this! Keep developing Zelda, ask those questions of how Zelda feels now she’s free of Ganon and her constant fear of her power failing, how 100 years alone facing a demon has affected her mental health and, most of all, how everything that happened in Breath of the Wild changed their relationship. Are they together now? Do they have any idea what they are really? Do they just pick up where they left off or do they have to make an active effort to regain that close relationship they had before? I don’t know, but I’m really hoping we find out.
4. Ditch the sheikah slate
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Get rid of it. Do it, cowards. Make Link drop it over a ledge in the first 10 minutes or something. Much like the shrines, the sheikah slate was such a fantastic idea and gave you 4 brand new powers to play around with in the massive sandbox world full of puzzles and it was great fun! But again, we know those powers too well now; we know how they work and how they can be exploited when you think outside of the box. What I want is for Nintendo to keep that brilliant creativity when it comes to gameplay mechanics, don’t just give us bombs and an ocarina again, give us something unique to this experience! I mean yeah, they could just give us an updated sheikah slate; a different model perhaps that dates back even further than the original one that has some weird abilities (maybe even a slate that’s somehow been infected with Ganon’s influence, that’d be funky), but my hopes are riding on Nintendo pulling something completely different out of the bag for this one. Making Link lose everything and only be able to use whatever he can salvage in this ancient, evil place is surely going to have a whole host of ideas behind it so I’m curious to see what they can come up with.
5. Embrace the darker tone
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This sort of goes without seeing considering what we’ve seen so far, but I really want them to go full in with this darker atmosphere they’ve shown us. I mean, Breath of the Wild was never a ‘light’ game so to speak, but most of the games darker elements were masked by its beautiful landscapes and huge array of colourful characters that made Hyrule feel alive. There hints here and there of a much more macabre side to the realm; destroyed battlefield littered with rusty weapons, old structures covered in Ganon’s malice and the general feeling that Ganon was always watching you from the castle that you can see basically anywhere on the map. I want them to take that mild dread they instilled and turn it up to eleven. And one way that can be accentuated is through the plot. For example, we know a fair amount about the Sheikah tribe at this point, but what if there’s a side that was never explored? What if there’s a much more sinister reason why the Sheikah tribe were suddenly shunned by the royal family all those years ago? Or maybe the Sheikah found something under the castle as well as the divine beasts that they left buried down there and hoped no one would ever find it. Oh, and I’ve heard a theory that Calamity Ganon was just a puppet of the real Ganondorf, who was hiding underneath the castle all this time, which is absolutely terrifying if you consider what the puppet managed to achieve on its own. Not just plot stuff like this, but the music (keep that ambient style they went for before that knows when to amp it up and make it epic, but with a creepier vibe to match the tone of the world), the visuals, the sounds you hear while exploring. Nintendo need to make it clear that we aren’t in Kansas anymore; no more soft piano melodies while riding through beautiful valleys on my horse, make it spooky!! Unsettling, distorted notes playing through dark, twisted woods with trees gnarling into each other and shiny eyes peeking out at you from the canopy. Or something. Who knows, I just wanna be spooked.
6. A much fuller story
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One of the main criticisms I always hear for this game is its lack of story content, which I suppose is true to an extent. But I don’t think this let the game down at all really. The game was far less linear than previous titles, so it makes sense that the story they were telling was much more general, but I don’t think this kind of approach would fit as well in its sequel. Nintendo told us just enough in Breath of the Wild to keep us guessing; we were introduced to this particular version of Hyrule, its inhabitants and what Ganon’s up to etc. But they’ve deliberately been extremely vague on what could possibly be explored in a sequel, as well as where/if these two games even fit into the overall Zelda timeline. They deliberately lifted focus off the narrative to make the world and how you traverse it the central point of your adventure. But now that they seem to be plunging us into a much darker world and have given us so many unanswered questions, I reckon its time to dial the narrative back up and give us a bit more of a beefy story to go with our hell exploring.
7. Change in characters
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Slightly vague subtitle, but here’s what I mean. As I mentioned beforehand, Breath of the Wild is full of colourful characters that populate the towns as well as the general landscapes, from merchants to adventurers and shield-surfers to Beedle (I love Beedle). And for the most part, these characters all want to help you along on your journey by giving you helpful advice or sending you off on quests to find more shrines. And while I’m not saying this sequel should do away with all helpful NPCs, I do think there should be fewer of them. When designing new towns and settlements, they could give us the odd helpful citizen here and there, but for the most part, how would the inhabitants of this forgotten underground place treat Link? I think it would add to the atmosphere really well by having some of the characters that populate the world deliberately unnerve Link when giving him advice or telling him something helpful and then mocking him at how ineffectual he is at completing his quest. Or if they really want to go a bit overboard, they could even have occasional encounters where talking to the wrong NPCs can end in a random fight, in the same vein as the disguised Yiga in Breath of the Wild. But of course, you don’t want to only populate a world with characters that hate you (that’s what MediEvil is for), so some form of guide would maybe be a welcome addition. If not Zelda (I would definitely welcome the idea of her being along for the ride, though I fear it would take away some of the nerves if you have Zelda as an anchor of familiarity), then perhaps the ghost of a Sheikah from thousands of years past that never agreed with what his tribe were doing or was responsible for something in his life that he now deeply regrets and he can’t pass on until Link helps to finally defeat the real Ganon. Who knows what they’ll do with the characters, but as long as they leave Navi and Tatl back on the N64, pretty much anything will do me.
8. Keep the stamina wheel
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As much as I’ve bleated on about everything I want them to change or add in, this is something I most definitely want them to keep. The core gameplay, while I can’t imagine them really changing it, is integral to the sandbox world they created. Having Link be able to sprint, jump, climb up literally anything is what gave players such a sense of freedom; being given this whole massive world to explore and being able to access absolutely all of it. And while I’ve talked a lot about how much I’d like this sequel’s tone and approach to narrative and a bunch of other things to change, this game absolutely needs to keep the same sense of unabashed freedom we had in the first game. And the most integral part of that freedom was the stamina wheel. Short segment I know, but that’s all I really had to say on that one. Let me climb things, Nintendo.
9. Switch up the monsters
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In Breath of the Wild, there was an excellent balance of amazing new designs for old favourite monsters, as well as a whole host of new ones (the guardians and the moldugas getting a special mention here). But I reckon what this sequel needs is some brand new monsters to add to the pile; a larger variety of monsters to encounter out in the wilderness would enrich this new darker world we could be exploring to no end. Also, while I really loved all the main story bosses in BotW, I feel as if a larger design variety of story bosses would benefit this sequel. Imagine the potential for whatever ancient monsters are down under the castle to give Link a hard time and what kind of an epic fight is Ganondorf going to put up when we finally get there?? Just as a little idea to throw out there, maybe undead Sheikah will make an appearance as an enemy, woken from the dead and forced into Ganon’s service after being infected by malice. And hey, the Yiga Clan never really got full closure! Yeah Link gets rid of their leader, but the Clan is very much still alive and kicking by the time of Calamity Ganon’s death, so perhaps they’ll play a central role once again now that Ganondorf seems to have come back into the picture. What would make the Yiga even more menacing is if this were their plan all along; knowing that Link very well could defeat Calamity Ganon and then, after retaking the castle, be drawn underground to free the real culprit. Nobody knows what direction Nintendo are going to take with any of this, other than ‘it’ll probably be kinda spooky’, but I am way too excited to find out.
Got any cool ideas or theories of your own? Anything you want them to add or take away in this sequel? Drop it down below in the comments! I’d be v interested to hear if you have anything to add. Thanks for reading and let’s hope the wait isn’t too painful!
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strangebedfellows-blog · 6 years ago
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Miscellaneous and chill little establishing headcanon dump for some of my l.oz people, because they’re delightful and since I’ve never actually interacted with this fandom I’m not sure what’s commonly accepted and what’s coming purely out of my own head, so here’s some kind of framework. Ones involving other characters or the world at large are just there to give myself context, and obviously nobody else is beholden to ‘em.
Also because I’m too lazy to get to bio pages left and they deserve something.
Cool edit: hey personals, don’t interact with this post. Don’t like it, definitely don’t fucking reblog it. Oh my god. Basic etiquette. It’s not tagged with their general tags for a reason.
VAATI
It’s indulgent of me, but for the record, I like to think he won the swordfighting competition largely of his own merit. I like to think he’s smart enough to know he could have just...magic’d his way past it altogether if he wanted, but it sounds like he actually competed. 
I HAVE MORE BUT I’M JUST GOING TO EDIT THEM IN SOMETIME LATER WHEN I REBLOG THIS I’m typing at like four in the morning why must I dedicate this time to angry wind maus
ZANT
Comin’ in out of the gate: it’s silly personal headcanon but I generally peg the Twili as ancient Sheikah counterparts - part of the same community that split and cut ties firmly enough that by the time they were banished most people had forgotten, and the differences great enough that the latter was never in any jeopardy. They do have deific ties to Majora and the Fierce Deity, though it’s been so long there’s no telling if active worship...exists.
Is actually competent, and intelligent. Midna notes that he didn’t end up ruling the realm because people could pick up on his power lust, but no mention is made of the fact the dude is...a lunatic, and Midna seems to register it as something unfamiliar when he flies off the handle toward the end of the game. I think he kept an incredibly tight rein on himself at absolutely all times in the specific hopes of seeming collected and controlled enough to rule, and his outbursts only really started after he was passed over. They clearly kept him around for awhile despite knowing they wouldn’t be crowning him, so it stands to reason Zant is genuinely good at whatever his precise role was, and a magic user of some significant finesse. Not raw power, not until Ganondorf, but incredible dexterity when applied to delicate tasks. 
In the same vein as viewing the normal Hyrulean royal family as one certainly responsible for performing or enabling some heinous things, I assume the same could be said of the Twili royals. While I believe Zant’s “served and endured in that depraved household” is an embellishment he’s making spitefully because he’s narcissistic and falling apart, there’s a kernel of important truth. There likely were goings-on that would seem shady to us. I can’t imagine specifics, but it’s worth mentioning that Zant was not the only of the Twili who wanted to return to the real world, and while he had violence on the mind, one could certainly guess there were others who would have been more than content just negotiating a return, and to share it. It’s nevertheless treated entirely as some unreasonable desire, despite...the fact...they were ejected from their home and left to their realm so long they’re markedly different, so much so their previous environment kills them. ( One can only imagine adapting to the Twilight Realm was unpleasant, for the first over. )
50% of the reason he loses is because he’s a moron and an indulgent moron, who just can’t sate himself with winning; he has to win and having a living loser to point at and laugh. He has to have someone he can personally lord over, living testaments to the power of his wrath. If he smartened up enough to just kill people, I...really don’t think he’d have lost that one. 
The other 50% is that he’s so utterly unused to Ganondorf’s power, which is overwhelming in both volume and intensity. Zant can warp reality with it. He is, in some important sense, something of a god. And that’s so much that he, who is incredibly well practiced with making more efficient use of less magic, has no goddamn clue what to do with it. It’s difficult to channel and control, and the result are broad sweeps that are chosen for dramatic effect or specifically because they eat up enough to keep him comfortable, rather than practicality.
I’m not sure where I’m going with it, but it’s fascinating to me that most Twili seem to be pretty skin-baring whereas he doesn’t even show his neck under the helmet, and places such a clear focus on fabricating bulk that just isn’t there. I like to think parts of his outfit have weights, and it was partially an effort to physically restrain himself from any reactive-contorting at work. Sometimes you wanna break your spine but that would look most uncouth. 
Not a physical fighter. Hit hard, hit fast, hit erratic, then collapse because you can’t breathe. Twili are in general much more inclined toward magic than traditional fisticuffs, but Zant’s exceptionally physically weak among even them. Reedy ‘n Dweeby.
SIDON
Incurably shy kid, believe it or not. The complete lack of dialogue of his in Mipha’s memory was actually entirely because Zelda was there; he would have been sheepish enough had it been any outside figure, but especially someone he understood to be so important - how could he speak? So small. Sheepish. A lot less confident in himself than he’d eventually become, and Mipha’s gentle encouragement ( and its legacy ) was definitely the biggest factor in changing that.
Really really really worried, constantly, that he’s a drain on people. It’s something of a holdover from his shy youth, but also backed up by a lot of what he can observe. He places a great deal more pressure on himself after Mipha’s death as the new heir ( he was never supposed to be, and would honestly be a much more sincerely at ease adult had it not come down to him ), more than, frankly, anyone around him has. As clearly beloved as he is, and with the fairly warm and encouraging person we can surmise his father to be, there’s some demanding little tug he feels toward inadequacy at all times. He’s incredibly empathetic and not being able to assist everyone all the time, despite the impossibility, hurts him. 
He’s a little too warm-hearted and emotional, he feels, to be the ideal ruler. He’s far too dedicated to proving to others and himself that he could be, however, to fully indulge his personable and down to earth side. He’s caught teetering quite awkwardly on the edge where he can’t reap the benefits of his charming personality OR dedicated focus and work ethic. 
His father never told him Mipha was dead, as he refused to believe it himself. Most zora were split, but eventually enough people seemed defeated enough while murmuring about the matter, the statue went up, and Sidon was first forced to put it together for himself that she really, truly wasn’t coming back. The single most devastating day of his life, and to think it was years after the fact. He hurts more for it, and it’s part of the reason his night visitations are so constant.
On a happier note, he absolutely does tiny swimming drills with little zora kids whenever he can find the time and get a gaggle together. Much whistle blowing, big exaggerated gestures, so much encouragement, it’s a great time all around. 
Seeing Zelda and Link makes him regress, just the faintest touch; he certainly idolized Zelda as a child, and despite having some sister-stealing-related animosity towards Link, had spent the remainder of his youth looking up to him as well. It’s two childhood heroes perfectly preserved and dropped back in front of him, which is quite a happy and confusing shock. It brings a lot of Mipha back to mind, which is bittersweet, but he’s also...doggedly determined to try and prove himself to them, despite their approval meaning nothing at all for him beyond sentiment. 
No you really don’t understand how cool he thought Zelda was
Definitely....accidentally....got more than a handful of Hylians killed, trying to run them through what Link did. This is actually why he has to stop and check on you every leg of the way -- he really is concerned, and it’s a self-reassurance as much as he hopes it’s just normal reassurance for Link.  
REVALI
Doesn’t hate Link. Really. It would need to be coming from a much more intense, much more personal place to truly register as hate. He does, however, IMMENSELY DISLIKE him. It isn’t any kind of confused expression of affection -- I can’t stress enough, the antagonism is pure and genuine. Revali feels incredibly real bitterness toward Link, and to an extent that ever getting past it would be an entire arc in itself. An arc that’d literally be longer than his life, mind you.
I see it crop up a lot so it might be wide fanon? I wouldn’t know - I do generally believe he was an orphan, and Hyrule is so packed with ways to die I couldn’t begin to pin down a cause yet. That said I don’t imagine Revali himself would know, having lost his parents quite early in life and refusing information initially because it hurt, and after that because he convinced himself he was better not knowing. He was for the most part a fairly serious child, simultaneously aggressive and clingy. I imagine he was raised in a foster sort of setting, with an older guardian who passed naturally and with little fanfare when he was a young adult. They got on well enough, and they likely encouraged his at-first-shot adoration for archery ( as is Rito custom, but also Revali’s interest in its own right ) and let him have what space he wanted. Which was a lot. Solitary, even back then. He didn’t take many pains to involve himself with the community and was typically given a lukewarm reception. 
A completely unimpressive shot, initially, but he took to flying at a little more impressive a pace. Not exceptional at either for a long while. He got exceptional by working at it on a daily basis for...honestly, the entirety of his life after he first picked it up. No exaggeration. Minimal breaks taken, and only to make sure he had minimal time to heal or rest his muscles when sorely needed, and never more. He had some small reserve of natural affinity, but by and large his success came entirely because he worked his ass of for it. He took it seriously, kept at it, stayed passionate about getting better; not for a particular reason, even. He had most of the village’s best archers thoroughly outclassed* in his late teens ( or Rito equivalent ) and though he was a ways from even conceptualizing the Gale, was a thoroughly adept flier. He didn’t care particularly much about warrior-ing as a career but assumed it was where he would end up, and in the meantime supported himself comfortably enough through inheritance and some horribly tedious job nobody recalls because he glared them into taking it to their graves. This was eventually swapped with competition winnings as his star ascended. 
*  I’d like to note I generally don’t think the Rito are actually renowned archers, and it’s more of a cultural thing than one of skill. Revali asked for a practice range to practice at more elevations, which sounds like the sort of thing they’d have to begin with if they were putting intense focus on archery in combat. Revali’s skill wasn’t notable or locally renowned as some kind of curiosity, it was because he was outperforming actual warriors and taking an icon of theirs to new heights, and at a relatively young age. Note that no one else can make physical use of his bow, after his death. It’s not just that he’s good, it’s that he actually IS better at it than anyone else in the area. And this is before he invents the Gale. Additionally, he was entirely self-taught beyond the rudimentary tips to help him start flying as a young’un. It was difficult, but he isn’t broken up about it. On the contrary, it freed him to go at everything at his own overintense pace, and work on outdoing everything rather than necessarily polishing his grasp of basics before he absolutely had to. He really values self-reliance in others, for reasons like this.
It’s small, but his ‘I...could get used to this’ is enough to convince me in addition to being more stoic in his youth, he was something approaching humble. It’s not entirely that the sudden onslaught of praise overinflated his ego - it did, but that’s not all of it - but also that he felt the amount of praise was proportionate to the blood, sweat, and tears he had put into getting so good. He had no friends, mind you, no family, and beyond the one mention of Rito children looking up to him and the general legacy he left behind as a visionary in his craft, he didn’t have much of a life. He certainly enjoys it in an annoying way, but I think there’s some merit to the zeal.
I get the vague impression Rito are fairly removed, and while not unfriendly are a little closed off from other cultures. Revali reflects this, partially in his implied low opinion of Hylians.
Of the champions, Mipha and Zelda are his favorites by a ridiculous margin. Not that it shows all that often. The Mipha smile though? Significant. She’s Theeeeee favorite. ( Not that this means he didn’t probably pick on young Sidon, just a touch. )
Died because...I mean, the plot, but also because he was tired ( the distance he had to travel to get to Medoh, and in one go, isn’t ideal ), more shaken than he would admit on pain of a hundred deaths ( at what he’d seen on the way there, surely more chaos than he was accustomed to ), and the corruption of Medoh hit him especially hard as he had REALLY bonded with it. The ‘winging it’ line is partially true; after all of that, he...panicked, a little. 
The lack of living people that remember him? Eats at him way way way way way way way way way way way more than he’ll ever let anyone know. He’s a real sad bird, inside.
GHIRAHIM
His baseline ‘personality’ / set of functions is, at the core, largely a mirror of Fi. He is the version of himself that we know only because he refused to linger in his sword state -- ambition and initiative were things he had much more of than she did, and largely lacking in the tactful patience that’s more or less served her well. Being crafted rather than born and manifesting himself on his own, he at no point had anything resembling a guiding figure or much by way of...normal socialization. The lack of anything resembling a traditional foundation coupled with the RIDICULOUS amount of time he spent in incredibly mixed company seeking out whatever might help him locate his master, and the frustration that comes with such immense and ongoing failure, contribute as much to the end result as anything he was made / ‘born’ with. 
He actually isn’t an astonishing combatant against someone intelligent who knows what they’re up against; he is himself aware of this, and takes what other advantages he can get. I typically view Link defeating him as fair integration of gameplay and story and not something that had to happen for the plot - it ultimately came down to the sword Link was using. Ghirahim isn’t at his most powerful unless he’s in sword form, as that’s what he was designed to be, and some substantial portion of his energy is likely wasted on manifesting physically at all, any magic he performs, teleportation, so on and so forth. He can read people, he has his magical origins on his side, and he’s certainly strong, and all of those things are enough to fell whatever unfortunate people or monsters initially tried to attack him, but up against non-laymen and in the name of cutting down needless-but-numerous future challengers it’s in his interest to blow himself out of proportion. He’s a fantastic talker, good at making an impression, and once the first crop is afraid of him, it just snowballs until he doesn’t need to do much of anything - I imagine ‘Lord Ghirahim’ was something he didn’t actually come up with himself, but heard once and liked it so much he went out and made everyone do it. 
There’s some level of discontent with his ultimate fate, but it’s buried under his own resolute refusal to acknowledge or explore it consciously because he was made to serve and to serve one purpose, and was not intended for any higher aspirations, and because even on an unconscious level, his very being can’t accept it for long. During his impressive span of relative isolation and lording over scant surface-folk / monsters, he grew just a touch beyond his programming. Make no mistake, this doesn’t make him less of a threat -- has to or not, he is nothing short of a fanatic and would still do anything at all for Demise or to spite Hylia -- it’s merely that he briefly lets his mind wander, and suffers a somewhat human need to justify himself, which he has. ( In fact it makes him worse, because he’s gone from something of a mindless tool of cruelty to someone actively seeking it out, having convinced themselves quite firmly of its necessity and value. ) A general Thing I run with re: this whole series is that Hyrule’s actually a horrible place to live if you squint, and basically all the goddesses are horrible to the poor mortals below. Ghira’s owed a little frustration with his lot.
Related to the above? As delightful as it is to joke about, he’s not a sincerely sexual entity. Any and all weird tongue-waggling is done specifically because he knows it throws people off, and that’s what he wants out of a fight. He’s not socialized enough to know much of the nuance behind similar action, he just knows it gets a large reaction out of people, and typically that makes intimidation or murder even easier.
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beckettsthoughts · 7 years ago
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anyway, do tell me about how youve found botw so far. id like to see as much detail as youre willing to put in about the primary characters and the likes! your preferences and stuff! also what kinds of weapons you like and your favourite armour. all that stuff!
Okay, this is a good one. I love BOTW with all my heart. It might just be my favourite video game I’ve ever played.
I love all of the characters, honestly. Link, Zelda and the champions especially, though even some particular lesser characters have a share of my affection. Mipha was the first champion I saw in game (and I love Sidon, too, let’s just put that out there) and seems so genuinely sweet, I loved her immediately. Urbosa is a strong, take-no-shit woman who inspires me to take the same attitude, which I appreciate. Daruk is a brilliant protector, filling a role that’s rarely represented in hero groups, one with a lot of life experience and an emotional maturity that must have served the champions well. Revali is, well, Revali is a dick. But I love him nonetheless, as I tend to love characters in that archetype. It’s charming, in a dickish sort of way.
When it comes to weapons, I really love spears and one-handed swords. The low durability and attack power of the spears was offputting at first, and it took me a long time to get used to using them. They’re invaluable when fighting Lizalfos, though. One-handed swords are a good all-rounder, which is why they fit my preference of weapons. I have a soft-spot for the massive two-handed swords, sometimes, in the right kind of battle. They can be a little unweildly, but I’ve learnt they can deal a lot of damage if used right. I can safely say I’ve never thrown a spear nor a boomerang, and instead use them in hand-to-hand combat like the uncoordinated wimp I am.
I’m also a huge fan of sniping things from a safe distance with a bow and arrow, though, which I was not expecting to be when I started the game. Bow and arrows looked so fiddly, I wanted to stick to close-range attacks. Needs must, though, and my needs are a way of avoiding unwanted confrontation. Sniping with a bow comes in handy, for that.
My favourite armour, then, is the Sheikah armour. I dyed it black to look cool while I sneak about like a ninja, too. I love the climbing set, too, despite how anachronistic it appears. That jump bonus and speed is a life-saver.
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strangebedfellows-blog · 6 years ago
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what would completely break your character? {{ for revali & wheatley !
Revali: Loss of or even just a serious decline in his flight / archery, because those tasks and his remarkable talent for them are honestly the only fruits of all his life’s labor, and in a big, sad way, forms the foundation of his self-identity. It can’t be overstated that he wouldn’t be so haughty or have gotten so far were he not demonstrably that good, and he didn’t reach that point through luck; his abilities are the result of spending his entire life pushing his own boundaries and that of the craft itself beyond what ought to really be possible. Years on years of unrelenting, disciplined work. He loves it, he’s proud of it, and it brings him real joy to beat himself into the dirt until he comes out of it better than anybody, and to suddenly have all of that vanish….I’m actually having trouble trying to put the severity with which it would hit him to words. His hobby and his career are simultaneously lost, and to even attempt picking up pieces would be a much more emotionally painful process than he’s prepared for. 
It’s also largely to do with the fact that while he is a rather solitary soul by nature, Rito are humanoid and we’re social creatures. Before he gained notoriety his contact with others was incredibly limited and not impressive or warm enough to garner his long-term attention, and while he never particularly minded it and isn’t even consciously aware of the gap it leaves in his life, it’s something he would enjoy and benefit from. People pay attention to him because he’s a cut above. He’s liked, respected, admired, and even all of that isn’t quite the setup I feel benefits him the most, but it benefits him, and he wouldn’t revel so much in it if he didn’t soak it up like the sponge he doesn’t know he is. To lose ability would mean losing his facsimile of company, which would prove another surprisingly deep cut. ( I imagine he’d surely still be well regarded and respected, but another…tricky area with Revali is that he couldn’t and wouldn’t be comfortably really accepting it unless he could then and there provide the service they’re praising, be of actual use, and would defensively consider well-wishes in that scenario patronizing, if not taunting. )
It says a lot about how small his life actually is that I wanted to reach for a second place option, and…can’t. His abilities are the root of everything he really has or cares about, and the guy didn’t ever have the time or circumstances to realize there can be more to life. Yikes.
Wheatley: I think we pretty much see it in-game, if I’m honest? He’s got a similar Revali life-is-too-small issue, though for wholly different reasons. It’s somewhat lost and muddled in with his general state of, uh, rapid paranoid decay once he’s corrupted, but it’s the one conversation with GLaDOS that I think deals a scarier and more lasting blow than anything else in the game: realizing what he is, really. What he was made for, and why precisely he’s been whittling away decades on decades on potential centuries being shuffled around, demeaned, laughed at, and lonely. It goes without saying he’s pretty self-aware, more than enough that I feel pretty comfortable comparing his baseline thought / emotional processes on actual people. To know that your most glaring, ugly flaw ( that everyone, everywhere, constantly seems to remind you of ) is in fact something you were designed with, and designed FOR. That you were made with this laughable fault, some kind of living joke, not even to enjoy autonomy so much as be a parasite latching onto something bigger and more important and more useful that hates you, knows you and remembers you and hates you, not by malicious action but simply by being yourself. Everything you are and all the suffering you’ve endured was largely intentional, and you couldn’t even be a strong enough parasite to slow that person down. Take this large crisis and let it stew for all the time he’s left to just mill about in Aperture, either completely on his own ( his poor chatterbox, social self, alone ) or in the company of other AI probably set to be smarter than you, and typically proving to be unappreciative of your company regardless, and it really becomes this gaping, painful wound the whole world seems intent on packing with salt.
Barring that, I would say there’s something genuine about his reaction to everything re: Chell that implies finally forming an important and mutually beneficial social tie and then losing it ( particularly to GLaDOS, in that specific instance ) pulls the rug out from under him. I roll with the assumption the core corrupted a crucial part of him immediately and only continued from there, but none of what he brings up of their personal adventure is fabricated - all actual thoughts, doubts, and fears he had in less extreme ways, magnified and worsened by the then-dire-as-hell circumstances. He does grow rather attached to anyone that can be patient or pleasant enough to give him the time of day, and those miniature fearful lapses really, really stay with him. ( I have a meta somewhere in me about his minor fixation on the ‘you didn’t catch me’ moment, but that’s for another day. ) Most of his interactions on a lifelong scale have been at best strained and neutral and at worst homicidally antagonistic, so when he thinks he can safely latch on, he latches, and desperately clings to it. Any perceived slight hurts thrice as much for the time afterward he’ll spend considering it and trying to size up if it means you’ll betray him, and to just lose a person altogether is as mental a blow as it is a tangible ‘how will I ever get out of here’ blow.
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