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#i think both zelda and link are connected to time and light but they each have more of a connection to one over the other
bloomingbluebell · 3 months
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can i say it now?
sage of time/time powers didn't make sense for totk zelda. at ALL.
when in botw, before the calamity, in aoc, did she EVER show an affinity for time powers? i get that it was like this sort of. hidden power kind of thing, but it still doesn't make much sense. not for zelda.
#not to mention. light dragon still.#like..... it doesn't make sense in my head.#i would have understood it if it were link who was sage of time. because he canonically has magic related to time#(e.g. flurry rush. bullet time. plus connections to the hero of time)#they could have made a banger design with time themes for dragon zelda. im just saying#and i get kind of trying to connect her with sonia a bit but idk.#i TRIED to bring this up back when totk first released but people didnt like that very much#i think both zelda and link are connected to time and light but they each have more of a connection to one over the other#like. okay. dragon of time zelda. yes?#phases in and out of existance at will. sometimes she's seen at the two different places at the same time. maybe more.#her appearance is pretty unpredictable. the average hylian who has no clue what the dragon spirits are talk about things going missing#weird things happening whenever the dragon of time flies overhead#legend of zelda#tears of the kingdom#totk spoilers#idk if people still care but it was more expensive than usual so#negativity#i feel bad for making this post after bitching about people being too harsh about totk#and people were. i was hyperfixating and legit could not talk about it because people were horrible about it to me#which genuinely ruined a lot of my experiences online last year#its really hard to try and reframe it as “all that matters is that you enjoy it and what other people think shouldn't affect that”
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I remember a while back you said that TOTK ranks as one of the best narratives in the series, and replaying it again, I’m inclined to agree. Fans criticized it for being “incoherent,” but there’s literally nothing that happens in the story that isn’t set up in the opening/tutorial. The Imprisoning War, the Zonai, the statue depicting Rauru and Sonia, the Light Dragon flying near the temple, Link diving to Zelda, the Recall ability (how it serves as Link’s connection to Zelda throughout the game and will ultimately be how he saves her at the end). The recall ability is also how Link collects and examines the dragon tear memories. Even if you don’t collect the tears, Link’s last memory of her is the vision of her giving him Recall, so it makes sense that he restores her to how he remembers her (“coaxing the object’s memory” like Sonia says in one of the memories). The theme of community and togetherness is also woven into every aspect of the gameplay and story. BOTW and TOTK are both extremely narratively and thematically coherent.
THISSSSSS
Ive played the majority of Zelda games and some stories are iconic (OoT), some are DARK (MM), some are DIFFERENT (WW & TP), some are ROMANTIC (ST & SS), and all are adventurous and fun. This series has a plethora of interesting characters and captivating stories, but none truly compare to the intricacies of BoTW&ToTK. And this is achieved through the vast amount of details offered to players in each game.
BoTW has a TON of details for players who go looking for it, however none of them are actually necessary in completing the game. We know this is simply bc of the direction of botw and totk in terms of gameplay.
The stories are OPTIONAL in both of these games, but as you pointed out in ToTK, you don’t escape the Recall memory. And that ability is the one that is truly unique to the story and connects us directly to Zelda, and ultimately Zelda to her old self. Both of these games are directly related to Zelda’s journey as a character and are a testament to this Zelda and Link’s relationship. Without a romantic perspective (which actually requires you to neglect details given to us in both games), the story still stands in terms of development and emotional appeal.
I think everyone can agree that BoTW/ToTK Zelda is the most developed Zelda we have ever gotten, and if you accept that her development goes hand in hand with the story (which duh it does lol) then you realize that for all its faults, BoTW & ToTK has one of the best narratives of the series. To me, you can’t separate the games, because BoTW was the foundation of Zelda’s growth as a person and Zelda & Link’s relationship which resulted in the dedicated loyalty we see six years after the events of BoTW. Without that knowledge, we wouldn’t get the same emotional connection or understand how intimate the ending of ToTK is.
Link’s use of Recall, backed by Rauru’s light magic and Sonia’s time magic, is only achievable by HIS ability to remember Zelda, his own memories and the ones Zelda gifted him through the tears, in order to bring her back. This gives us the EXACT answer to the question BoTW ends on: “May I ask; do you really remember me?”
Like that is so impactful, it clears every other story in my opinion by a LONG SHOT. This doesn’t negate how amazing the other stories are, they are all powerful in their own way, but none compare to the fluid and consistent themes BoTW & ToTK are founded upon.
The story has its faults (as all do) and thus fans capitalize on them in order to tear down the games (which is natural for any popular franchise). But those faults do not impact what is perfectly executed in terms of Zelda and Link’s story. The things we wish to see more of are that of side characters and questions left unanswered (which provided the series a new set of lore to explore in future games). But I will forever stand by this era and it’s overarching story that still makes me stop whenever I see the light dragon or seek out those small details whenever I replay the games.
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Guys. Why is there even a debate here. Some of the games were explicitly written to be connected, some of them weren't. Not everything has to fit into one cohesive timeline. As a matter of fact, they can't. Now, there is some more nuance to it. Read below for my explanation (infodump) plus a more nuanced chart.
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Red and blue lines are canon within the games' text. Ambiguities are filled in with green. I'll get more into that later. Let's first explain the two completely separate mini timelines.
The Four Swords miniseries stands mostly alone. The Master Sword and the Triforce are present in every other game or (mostly--looking at you, Master Sword in LoZ and AoL) have a good reason not to be, but they are not present at all in these three games. Instead, we have the Four Sword and Light Force. The only wrinkle is that Ganondorf shows up in FSA... so I don't know about that one. I don't think anyone does.
As for BotW and TotK. Oh brother. What do we do with these. Skyward Sword is intended to take place seemingly millennia, or at least several centuries before Ocarina. We see the founding of Hyrule with the first monarch and her chosen knight, the cycle of recurring evil and heroism being established, and the forging of the Master Sword
Wait. What about Rauru and Sonia? I thought they were the first rulers of Hyrule. And if the Zonai were around long before Hyrule, where is any of their presence in Skyward Sword? Huh. Alright. We don't know how much time passed between the first Calamity and the second, but from the past era of TotK to its present, we can account for at least 10,105 years of history. We don't even need to get into how Zora and Rito coexist or anything smaller like that. There's just no fucking way these two games fit with any of the others. Fine, that's fine. Moving on.
There's also a little hiccup around the Oracles. Nintendo seems to go back and force on whether the Oracles feature the same Link as in ALttP and LA, but if they do, it probably makes more sense that Oracles happen before LA (the linked Oracle game ends with Link boarding sailing off on a small ship and LA starts with him on one). So like... I guess they fit there?
Either way, let's take a second to look back at where this idea of a timeline split happened. Remember that WW and TP both clearly take place after OoT. That isn't theorizing, that's in the actual text of each game. The thing is, they're mutually exclusive. TP has Ganondorf being executed, as he would have been after the Hero of Time goes back to his original era and warns Zelda that her plan to get to the Triforce first isn't going to work (which is implied to be what happens at the "The End" screen of OoT). WW has Ganondorf coming back by breaking the seal put on him, and the Hero of Time didn't appear to stop him again (as would happen if Link was sent back in time). Fans started theorizing way back in 2006 that OoT created separate timelines, with WW and TP being mutually exclusive sequels to it as the evidence.
Some fans have asserted that Nintendo just "took" the fan theory. But come on, put everything together here. The texts of OoT, WW, and TP HEAVILY imply the timeline split. The only reason we called it a theory is because the writers didn't literally say "And then the timeline split in two". The texts are pretty clear though. It's the only thing that makes sense. That isn't to say that there needs to be a cohesive timeline, and that the split is the only way to fit it together. No, OoT is connected to both WW and TP no matter what. That was the intent. It's just that the explanation for OoT to have mutually exclusive sequels actually fits neatly into the texts of the games.
And now we come to the tricky part. Put yourself back into the 90s real quick. ALttP seems to have been written as a prequel to Zelda 1, showing Hyrule before its period of decline. Alright, let's just accept that because it may as well be true. The lore at that point was so thin that it made enough sense. I kinda slapped Zelda 1 and 2 at the end there to show it, because we do have a cohesive timeline from ALttP to TFH. That's fine, all well and good.
Likewise, OoT seems to be written as a prequel to ALttP. We see conflict over the Triforce, the origin of Ganon, the seven sages, and an earlier iteration of the Master Sword. Back in 1998, we had no reason to not believe it. These are tenuous connections that are not explicit in the games' text, so I've paired them with green lines to show it.
But wait. ALttP is ALSO mutually exclusive to TP and WW. Oh brother. What do we do about this? Even after figuring out the timeline split in 2006, fans didn't know what the fuck to do with the first four games of this franchise. They could go after TP, but that's even messier than putting them right after OoT. Yuck. This doesn't feel good at all. Oh yeah, and then there's the Four Swords games that don't fit anywhere.
Now you can imagine the position the writers of Hyrule Historia found themselves in when they were tasked with creating an official timeline. Some of the games have certain explicit connections, as detailed in my first chart. But they had to cram everything into one timeline. Well. They knew they had a timeline split in OoT, because that's what the texts of OoT, WW, and TP collectively say. The lore of ALttP also mentions seven sages (or wise men, but let's call them sages), but not a legendary hero. So... if you really stretch your brain out here... it kinda makes sense that there's a timeline where the Hero of Time died fighting Ganon. Maybe. Kinda. Not really, but kinda. And then there's the Four Swords miniseries. Fuck it, throw them in randomly.
The two-way split doesn't disagree with OoT's text at all, which said that Link won. The three-way split does disagree with it by asserting that Link lost. But if we're really trying to fit everything into one timeline, that is the cleanest place to put them. Some people really hate this, but it does seem that those are the same people that demanded that there be an official timeline in the first place. ie the same people who were gonna be pissed off with anything Nintendo gave them that wasn't exactly their own theory being confirmed.
Alright, real talk. The producers of the Zelda series have said time and time again that they think of what would make a fun game then write a story that fits around it. The Wind Waker devs wanted you to sail around the ocean. Then the writers decided "oh, we could put this after Ocarina! After all, weren't they left without a hero? What if Ganon came back with no one to stop him? How would that problem resolve itself? What if the gods just flooded the world?" Then the Twilight Princess devs wanted a spiritual successor to Ocarina, with an epic adventure on horseback across the traditional Zelda kingdom setting. So the writers went "hey, in Ocarina, Link warned Zelda about Ganon, right? What if he was executed then, and then the world was never flooded?"
We have to realize that trying to put games with this design philosophy into a neat little timeline is a futile effort. It's never gonna work because it wasn't designed to. More so than any other storytelling medium, video games take so many approaches to continuity. The Halo games were all meant to be sequential and fit neatly into a strict timeline. Pokemon is all canon within itself but the ties between games are less important than the stories of each game. Mario essentially has no canon except for recurring characters and settings. Zelda is gameplay first, canon second. That's why the two most recent mainline games don't even try to fit in the canon of the previous eighteen. That's just how it works and we're gonna have to accept that.
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thegeminisage · 2 years
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So You Want To Get Into The Legend of Zelda But Don't Know Where To Start: A Masterpost
this discussion came up in my zelda stream the other week so i thought since i'm a longtime fan and Extremely Normal i'd make a guide to people who are just now getting into the series because of breath of the wild/tears of the kingdom. there's a lot of games and it can be confusing on how they're connected, where to start, etc. this is going to be an EXTREMELY LONG guide, sorry - if you want a short version you can check out this post i wrote a long time ago.
The Timeline
so the good news is that the zelda games were published non-linearly, meaning that the game that takes place first chronologically was not necessarily the first one ever made. they didn't even HAVE a timeline until like 2011 or so. for that reason, with a few exceptions*, you can jump in pretty much wherever you like. most zelda games (or pairs of games*) are spaced hundreds or sometimes even thousands of years apart, featuring different links and zeldas and other characters, which means you don't need to know anything about zelda to start with any game. the series is deliberately made so that each title works perfectly well as a stand-alone game.
*the exception is that a very few games have direct sequels - for example, majora's mask takes places just a few years after ocarina of time, phantom hourglass takes place after wind waker, etc. luckily even with these games, you can still jump in without having played their other half and have a good time without getting lost.
The Introduction
that said, the zelda series is extremely eclectic. while they all have the undercurrent of "zeldaness" that makes them special they can be as different as night and day. 2D or 3D, happy or edgy, mainline or spinoff, story-heavy or story-light...which game is best for you to start with will depend heavily on your own personal tastes.
the short version: if you haven't yet, i recommend most people new to zelda start with either ocarina of time or breath of the wild. these games, released almost 20 years apart, were both completely revolutionary and redefined their genres (or, in oot's case, the entire industry). they usually have something to offer everyone and they're both games with standout tutorial sections that teach new players the lay of the land with ease. there's a reason most people start with one of these two - which one you prefer depends on whether you can enjoy an older game or would prefer something newer. for brand-new gamers, i might also recommend skyward sword because of how much the game holds your hand - it's frustrating for more experienced players, but for those just getting started in gaming in general it might actually work out well.
the long version: OBVIOUSLY i'm going to do a game-by-game write-up. sue me. if you're looking for information on a particular title, ctrl+f it. otherwise, settle in. time for a cut!
The Games
how to read this guide:
which games: most of them. this guide is long enough as it is, so i'm not doing a whole ass writeup for REALLY niche spin-offs like the tingle games, the crossbow training game, the bs releases, or the much-loathed cdi games, even if i think the crossbow game ruled. i will do hyrule warriors and cadence of hyrule because they're properly fleshed out games. ports and remakes are gonna get grouped together with the originals to save time and space. if there's something missing from this list you want to know about, the wikipedia article with the complete list of zelda media is right here and it's a genuinely fascinating read. have fun!!
release date: self-explanatory. using japanese release dates for overall accuracy, and the games are in order of release date as well, but you DO NOT need to play them in that order - that would be madness
console: original console, other consoles it's available on (not including the weird experimental stuff like satellaview, c'mon), and whether or not it is available for switch. why? the switch is the latest console, how many new fans got into zelda, and because of nso, it will be the easiest access point for people who can't or don't want to buy new consoles/emulate on pc. nso stands for "nintendo switch online," which is a the online membership you can purchase from nintendo. the basic plan allows, among other things, emulation nes, snes, and gameboy titles. the expansion pack tier adds emulation of n64, sega genesis, and gameboy advance titles. i think nso is a good service with great value if you can afford it - read about it here. virtual console is just buying the game, usually for a low price, and downloading it digitally to play on newer consoles, but most of those services have been shut down now. there's also backwards compatibility - the wii u can play wii games, the wii can play gcn games, the original ds (and ds lite) can play gameboy advance games, and the gameboy advance (and gameboy sp) can play gameboy and gameboy color games. the snes can also play gameboy and gameboy color games with the super gameboy, and the gcn can play gameboy, gameboy color, and gameboy advanced games with the gameboy player.
average playtime: this comes from howlongtobeat.com - if it seems off, take it up with them
mainline game: this just means whether or not this game was a "big entry" into the series - typically, mainline games are devloped by nintendo directly (though nintendo develops side-games too), and they have a higher budget and a longer dev time, but this doesn't necessarily mean they're better - some mainline games are received more poorly than the ones that aren't mainline. also sometimes people argue about which games count as mainline games so take it with a grain of salt
sequel: whether or not a game is directly tied to another game in the series - again, even if they are tied to another game, you don't HAVE to play that other game first
story-heavy: how many cutscenes/cinematics/character stuff is going on
edge level: how much grimdark and serious stuff is present and how "on-screen" it is. zelda games are infamous for a careful balance of cheerful and dark stuff in all games, but some games are more forthright about the darker elements than others. i prefer those, but you may prefer it the other way!
the premise/the good/the bad/the verdict: the actual write-up. unfortunately not even i have played/finished every zelda game (someday...), so for the games i can't speak on personally, i will make a note on it so you can seek a second opinion.
now let's get started!
The Legend of Zelda (1986)
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original console: nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gcn & gba (ports), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 8-10 hours
mainline game: yes
sequel: no
story-heavy: no - in fact, for games in this era, reading the instruction manual is a must if you want story content; because the file size had to stay small, story content that couldn't fit was often added to manual instead
edge level: low
the premise: explore hyrule to find and put together eight fragments of the triforce so you can rescue princess zelda from ganon, prince of darkness.
the good: a solid introduction to the series, you can waste HOURS exploring this game, which is kind of a miracle considering the whole thing is only 128kb. (if you enjoy emulation, any computer will be able to play this. like doom, it could probably run on a microwave.) it's charming enough for when it was made and the music is all catchy as hell, even though it contains only a dozen or so tracks. this game is pretty light on puzzles, but most of the fun comes from the exploration - in fact, it was this game that the dev team for botw drew inspiration from when they were trying to figure out how to "reinvent" the zelda series - what they actually did was take it back to its roots.
the bad: well, it's that you can waste HOURS exploring in this game. back when it was released, the intent was to get players talking to one another - you would get one piece of the map explored and fine one secret, your friend would find and explore a different piece and find other secrets, and you'd trade! many people even had their own hand-drawn maps put together one screen at a time. since it really isn't possible to play this way today unless you get a bunch of friends together to do it blind, you almost certainly need a map or guide for this game when you're doing it on your own, otherwise you're never going to get anywhere, because there aren't usually indications that certain walls are bombable or bushes burnable.
the verdict: if you're a veteran who liked alttp (particularly the combat), if you have a high tolerance for aged games, or if you wanna see what this series looked like during its humble beginnings, you will like this game. if you're looking for a more guided experience or something with a lot of cinematics or puzzle-solving, pass. don't forget to read the manual!
Zelda II: The Adventure of Link (1987)
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original console: nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gcn & gba (ports), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 11 hours
mainline game: yes
sequel: yes, to the original legend of zelda
story-heavy: no - ditto for story being in the manual, like with the original loz
edge level: low
the premise: dive into six ancient palaces to place crystals there to wake princess zelda from an era long gone, who has been sleeping for hundreds of years. avoid being caught by ganon's minions, who want to use link's blood to revive their master ganon.
the good: because this game began life as an independent title which eventually got zelda-fied, it's quite different from most games in the series. it has side-scrolling combat and rpg elements. the soundtrack is very catchy, and this game also introduces dark link, an extremely cool popular doppelganger of our beloved hero. the map is HUGE in comparison to the original so there's tons more to explore here.
the bad: this game is HARD. not, "challenging," like, "bordering on impossible." i've never beaten it. i got just a couple of dungeons in and i was so miserable i had to give it up. even playing the "special edition" on nso (which is with all the unlockable upgrades to make it easier), it's a fucking slog. that's it! that's the only flaw.
the verdict: even with all its good qualities, even with how fresh it feels, it's so damn frustrating that only gluttons for punishment and very unique souls will truly find joy here. if you do decide to brave it, remember to read the instruction manual.
A Link to the Past (1991)
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original console: super nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gba (port), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 15-17 hours
mainline game: yes
sequel: no
story-heavy: medium. this was the first game to actually HAVE a proper story with named characters and extended dialogue. it wouldn't be considered story-heavy by today's standards, though.
edge level: medium, but like, on the high end of medium
the premise: one stormy night, link and his uncle receive a telepathic message from zelda begging for aid. link's uncle goes out into danger and doesn't return, so it's up to lik to go rescue her in his stead. from there you'll have to explore hyrule to locate the master sword, and explore the mysterious golden land behind the seal of the seven wise men to locate their missing descendants.
the good: alttp set the blueprint for the rest of the series - we finally have our first dungeon-crawler with proper puzzles, real dialogue from zelda, named bad guys, a huge array of funky items, and jammin' tunes still used in the games today (hyrule castle anyone?). plus, link has pink hair! the opening to this game is utterly iconic in every way, and traverse through not one but TWO world maps that overlay one another makes exploration even more exciting.
the bad: truly, no complaints here. it does require some patience. it's a little aged, and it's always possible to get lost without a guide, but so is it true for every game with a big overworld like zelda's.
the verdict: again, this game isn't story-heavy by today's standards, but back then it was more story than we'd ever gotten from a zelda game. as long as you don't go in expecting it to have an rpg kind of story, you'll probably enjoy it. if you don't like 2D zelda combat or need shiny graphics to keep your attention, give it a pass.
Link's Awakening (1993, 2019)
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original console: gameboy/gameboy color, and a switch-exclusive remake
available on switch: yes - you can play the original with nso (basic) or the switch-exclusive remake
also available on: snes (super gameboy), gcn (gameboy player), gba, original ds (backwards compatibility), 3ds (virtual console), switch (remake), pc (emulation of any version)
average playtime: 14-19 hours for the original, 14-21 hours for the remake
mainline game: yes for the original, no for the remake, technically
sequel: technically a sequel to a link to the past, but they truly have nothing to do with each other
story-heavy: medium - similar story style to a link to the past. smaller cast and less overall dialogue, but more character work on marin specifically
edge level: usually pretty low, but in the rare moments when it jumps out it REALLY jumps out
the premise: while sailing, link becomes shipwrecked, washes up on shore of a remote place called koholint island, and is rescued by a girl named marin. with his boat in pieces, he has to go on a bittersweet adventure exploring the island and getting to know his rescuer in order to wake a mysterious being known as the windfish so he can go home.
the good: a tiny yet vast map, foreboding dungeons (hello, face shrine), a strange and quirky world that's impossible not to love with a small but charming cast to match (though, of course, the real stand-out character is marin), fun minigames, and a soundtrack that only got better in the remake. this game has it all! the story will surprise you by leaving you weeping at the end. there's not a huge difference to the gameplay between the original and the remake - it's mostly a graphical update, though they did add some side content.
the bad: it's one of those games that's different from the rest of the zelda series, which means it's not for everyone - there's no zelda, no ganondorf, no hyrule. also, getting the best ending is absolutely painstaking.
the verdict: what a wonderful game! the story is sparse but rewarding. if you don't like 2D zeldas, story-light games, or don't want to cry through the credits, you can give it a pass - but everyone else should love it.
Ocarina of Time (1998, 2011)
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original console: nintendo 64, and a 3ds-exclusive remake
available on switch: yes, with nso (expansion pack)
also available on: gcn (port), wii, wii u (virtual console), 3ds (remake), pc (fan-port or emulation of either version)
average playtime: 25-40 hours
mainline game: yes
sequel: no
story-heavy: yes, medium-high. it wouldn't impress by today's standards but back then it WAS the standard
edge level: medium-high. it's horrifying in some respects, but overall very wistful and bittersweet
the premise: link, the local outcast, is ousted from his idyllic home after tragedy strikes in the form of ganondorf murdering his forest's guardian spirit. from there you'll explore hyrule to open an ancient doorway, and go on a time-traveling adventure in a last-ditch attempt to prevent a terrible future and heal a broken world that didn't always want you.
the good: what can i possibly say about ocarina of time that hasn't already been said? critically acclaimed as the best game of all time when it was made and still 25 years later (with only breath of the wild threatening to unseat it), this game is everything. this is the game that taught me to love stories, to love gaming, to love zelda. the world is full of secrets and places to explore, there's a kind of dual-overworld thing happening the way there was in alttp, there's a lot of collectibles and sidequests and TONS of minigames, there's a huge cast of characters with real depth, you can RIDE A HORSE, and the quite literal coming-of-age story has actual plot twists that affect the gameplay. this game defined the official timeline for zelda (massive spoilers at the link), it defined the series itself, it defined the genre and even the industry - games everywhere are still using concepts introduced (or made popular) here, like targeting enemies, context-sensitive buttons, dynamic soundtracks, and day-night cycles.
the bad: one of the dungeons is a shitty goddamn motherfucking royal pain in the ass. you know what i'm talking about. unless you don't, in which case i'm sorry. maybe it's less horrible in master mode, i don't know. also, like, it's not that the game has aged poorly, it's still a solid adventure, but it HAS aged. since basically every game you've ever played has emulated oot with stuff like lock-on targeting, these features won't feel as revolutionary and special to a new player today as they did to new players in 1998. that's not bad, but it has caused some people to get excited to look into the hype, pop the game in, and then go "wait, i don't get it."
the verdict: unless you absolutely cannot deal with playing a 25yo game, pick this up - for the historical value, if nothing else. i cannot more highly recommend any game that ever existed than i do this one. that said, for people who are new to GAMES IN GENERAL, it may not feel as intuitive as it did to new players in 1998, because speak a slightly different language now. new gamers should definitely still play this, but they should either use a guide or consider not making it their very first game. more experienced gamers should still be fine making this their first zelda game.
bonus verdict: as for which console to play it on - the 3ds version has a lot of quality of life adjustments, including gyroscopic controls and a master mode (gcn version also has master mode), and the graphical improvement is absolutely astounding...but it's on a teeny-tiny little screen. i think the best way to play ocarina of time, if you're able to, is to emulate the 3ds version with the fanmade 4k upgrade. of course, this requires a good pc, emulation skills, and a properly connected controller (i haven't done it yet myself) - so don't feel bad playing anyway you can access it.
Majora's Mask (2000, 2015)
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original console: nintendo 64, and a 3ds-exclusive remake
available on switch: yes, with nso (expansion pack)
also available on: gcn (port), wii, wii u (virtual console), 3ds (remake), pc (emulation)
average playtime: 20-38 hours
mainline game: yes
sequel: yes, it's a direct sequel to oot. the opening may be a little confusing if you haven't played it but otherwise you're fine
story-heavy: yes, VERY. the character-work alone is unparalleled even by modern standards
edge level: EXTREMELY HIGH. this is without a doubt the darkest and most haunting game in the series
the premise: link, trying to escape his problems back home, gets thrown into an unfamiliar world where the moon is going to fall and destroy everything in only three days. with the help of multiple forms (link can shift into a deku, goron, or zora), and time travel, link relives the same three days over and over again, exploring clock town and the lands around it, and getting to know its people, so he can find a way to help everyone and prevent the oncoming apocalypse.
the good: holy cast of characters, batman! as with every zelda game, there is exploration and dungeon-crawling, and these are phenomenal here - of particular note is how the use of 4 different forms plays into puzzle-solving - but the real meat of this game comes from its incredible cast. near the beginning of the game you are given a journal, in which to note the schedules and habits of each and every resident of termina as you learn them. you play the same three days over and over, so while the clock is always ticking, there's an infinite time to get to know them. each character reacts to the upcoming armageddon differently: some are resigned, some are frightened, some are brave, and some are in denial. (notably, one minor character who appears brave crumbles in the final hours, begging not to die.) who these people are and the sorrows they carry around with them to the end of the world define this game and make it like no other.
the bad: look, it's a game about an upcoming apocalypse. you're on the sinking titanic and the clock counts down every precious second and no matter what you do there will ALWAYS be that time limit, which not everyone likes. it's stressful, and it can be sad and tragic, even upsetting at times, which is kind of a requirement for the powerful catharsis it also offers. it's very different to the usual zeldas - no zelda or ganondorf or hyrule - which also isn't everyone's bag. it's also a huge timesink - you really miss a lot of the point if you don't 100% it or at least get all of the masks, which takes a long time and a guide (although it is fun as hell the whole time).
the verdict: some people really hate the time limit and find it imposing. i mostly don't have a problem with it - sometimes i have to race to finish a task before i run out of time so i HAVE time to travel back before i get blown to bits, but without this mechanic, the game wouldn't work at all. famously, this game was made in only one year (hence the reused assets), so the pressure the devs felt really came out in their work. i think it's a fucking masterpiece, but it is a game about death, among other things, so if you need a feel-good title this one probably isn't your stop. that said, the incredibly powerful cast makes this game timeless - if not for the graphics you'd hardly know it's aged at all. even newer gamers should enjoy this one, but use a guide! for a game this complex it's more important to find everything than it is to do it blind.
bonus verdict: while the graphical improvements on the 3ds are wonderful, and the added fishing minigame is great, i mostly preferred the controls of the original. new players may not notice the difference, though!
Oracles of Ages & Oracle of Seasons (2001)
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original console: gameboy color
available on switch: not at the time of writing, but nintendo has confirmed it is coming to nso (basic)
also available on: snes (super gameboy), gcn (gameboy player), gba, original ds (backwards compatibility), 3ds (virtual console), pc (emulation)
average playtime: 16-25 for oracle of ages, 15-21 for oracle of seasons, leading to about 31-46 hours total
mainline game: no
sequel: not linked to any other games in the series, but they're technically both sequels to each othjer - more below
story-heavy: no, about medium-low
edge level: low
the premise: link hears the triforce calling out to him, and when he investigates, is thrown into one of two words, depending on which game you're playing. these two games stand alone, but they can also be linked via a code so that your playthrough on one can be transferred over to the other (like golden sun, if you've ever played those games). you can choose which game to play first. at the end of your playthrough, you can get a code, which can then be entered on the other game - complete both and you get a secret special grand finale. somewhat like pokemon games, the games complement each other in their differences, thoguh the differences here are much more drastic - they have different overworlds and dungeons, a slightly different set of items, and a different way of interacting with the world (by either traveling through the ages or by changing the season). oracle of ages is focused on puzzle-solving, while oracle of seasons is focused on combat and action.
the good: what a dense and detailed little adventure these games are! with a double of everything from items sets to overworlds, there's a ton to do. the worlds have a ton of variety and can feel endless at times. and since they were built on (i think) the link's awakening engine, gameplaywise it's kind of like getting to play a really good sequel to that game for the first time...twice. the lore is fun, the lands are fun, there's a couple of unforgettable tracks i still listen to. since you can play the games in either order, there's a good bit of REplayability involved, because hardcore fans will want to experience it both ways - leading to two playthroughs of each game, meaning four total playthroughs, for up to a whopping total of 92 hours of gameplay. talk about bang for your buck!
the bad: the codes are a real pain in the ass to work with, and you really can't get by without them. not only is it essential for moving your file from one game to the other, but you can also use them to get special items from one file to another. it's SO EASY to enter these codes in wrong and SO TEDIOUS to have to check them character by character. here's hoping the nso version has a better way (though i'm not holding my breath).
the verdict: an absolute must for any 2d zelda fan. first-time players, i HIGHLY recommending playing ages first. there's an important side-character in ages whose story gets resolved in seasons, but not if you play seasons first. of course, if you really like the games a lot, you can always start over and play them in the other order for different cutscenes.
Wind Waker (2002)
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original console: gamecube
available on switch: no :(
also available on: wii u (hd port), pc (emulation)
average playtime: 25-60 hours
mainline game: yes
sequel: technically, this is one POSSIBLE sequel to ocarina of time (which splintered the timeline, leading to multiple possible branching paths), though it takes place hundreds of years later. it has the same ganondorf from that game, but you should understand everything just fine whether you've played oot or not.
story-heavy: yes
edge level: medium-low - there are some more serious moments, and this is technically a post-apocalypse story, but overall this is one of the more bright and joyful games
the premise: this is a hyrule that was flooded by the gods when the hero of an ancient era could not show up to defeat ganondorf. people live on former mountaintops, now islands, interconnected by only the sea, and sailing is very dangerous. when link's younger sister is kidnapped, he has to leave his little island and go on a sea-faring adventure with pirates in order to get her back and unlock the mysteries of the hyrule beneath the waves.
the good: the game is vibrant, colorful, beautiful, and full of life. even if you don't like the cartoony art style (and i have mixed feelings), you can't deny the ambiance. there's a new combat system where for the first time you can pick up the dropped weapons of enemies, and the cast is stand-out - the "zelda" of this game is more hands-on than in any other title, and ganondorf is at his most sympathetic here, not to mention all the minor characters and their various sidequests. the characters are truly some of the funniest and most endearing yet - this game will make you laugh out loud. the enemies and bosses are unique and fun to grapple with (special shoutout to helmaroc king) and there's no shortage of stuff to do.
the bad: firstly, we have to mention the art style, which has been a little divisive over the years. it won't be for everybody. i like it for the most part, because you couldn't get the same vibe without it, but i do wish it was just a little less stylized - just a little! secondly, the game is just not finished. the development was rushed, leading to the cutting of an entire dungeon and a poorly-implemented second half where the focus shifts from exploration and dungeons to a near-ENDLESS fetch-quest for triforce pieces which involves a LOT of incredibly tedious and time-consuming sailing. (as kids, some trips were so long we could just set the direction and leave the controller on the floor while we took a bathroom break.)
the verdict: overall, the flaws aren't enough to ruin what is a truly great adventure. fans of the more serious games (hi! me!) may find themselves wishing wind waker had leaned into its post-apocalyptic setting and mysterious drowned world aspect more, and fans of lighter zeldas will find themselves wishing the damn thing was finished, but overall, everyone should find it's worth at least one playthrough, unless you absolutely cannot tolerate the visuals. fans of lighter zeldas, combat, and pirates will all love this one.
Four Swords (2002)
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original console: gameboy advance
available on switch: no :(
also available on: 3ds (single-player remake), potentially pc (idk if emulation of the original is possible considering the connectivity, but you could almost certainly emulate the remake)
average playtime: 3-17 hours
mainline game: no
sequel: technically, it's a sequel to minish cap, but minish cap hadn't been made yet, so whatever
story-heavy: not at all
edge level: non-existent
the premise: link pulls the ancient "four sword" in order to defeat bad guy vaati and becomes split into 4 selves. this game was the first multiplayer zelda, and you had to have three friends, all with their own gameboys and link cables, to even play this bad boy. from what i understand in most of the game you just compete to see who can get the most rupees? a single-player version was released on the 3ds a few years later but i don't know if you can still buy it legit or if the 3ds store was shut down. since it was so inaccessible, pretty much no one played this, including me, so i can't give it a proper writeup. probably nobody reading this will ever get a chance to experience four swords how it was originally meant to be played either, but you can find this game's spirit in similar titles like four swords adventures or minish cap, which are much more accessible.
Four Swords Adventures (2004)
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original console: gamecube
available on switch: no :(
also available on: uh yeah that's it. just the gamecube. you may be able to emulate it on pc though - i've never tried
average playtime: 15 hours
mainline game: no
sequel: teeechnically a sequel to the original four swords, but nobody played that, it's fine
story-heavy: not at all
edge level: very low
the premise: a sequel to four swords, this was intended to be the sleeker and (somewhat...) more accessible version. you can play this one as a single player, but my brother and i did it on co-op with a link cable and a gameboy sp - just the two of us, and no need to find two other friends - we each controlled two links each, to simplify it.
the good: the game is FUNNN as hell. the graphics are sleek as fuck because it's a 2d game running on a system capable of rendering 3d ones (just look at those flame effects!), the gameplay is addictive, and co-op puzzles are a blast. nintendo has always come out strong when it comes to in-person multiplayer (even if they have yet to catch up with online multiplayer...) and this is no exception. for anyone who ever wished they could sit on the floor and play zelda with their siblings the same way they played mario kart or smash bros, this game is a dream come true.
the bad: this game is still so GODDAMN inaccessible. we were lucky enough to have the gameboys and link cables we needed, but i don't have any idea how you'd go about playing it with other people now without some extremely tedious emulation or buying some extremely old (and expensive) gaming equipment. sure, emulating the single-player version on gcn is no big, but the game really shines in its multiplayer aspect, which is all but impossible for most people to enjoy now. it's incredibly frustrating.
the verdict: if you're lucky or rich enough to own a gamecube, a gameboy, and a link cable (multiple gameboys and link cables?) in 2023, AND you have a friend or three to play it with, please pick this one up. unless you just hate 2d zeldas, it is a FUCKING blast, and zelda fans the world over are probably envious they can't experience it for themselves.
Minish Cap (2004)
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original console: gameboy advance
available on switch: yes, with nso (expansion pack)
also available on: original ds (backwards compatibility), 3ds, wii u (virtual console)
average playtime: 15-27 hours
mainline game: no
sequel: no, but it is a prequel to the four sword series (made well after those games were released)
story-heavy: medium-light - about the level of most 2d zelda games
edge level: very low - this is such a bright and cheerful adventure
the premise: in an adventure meant to explain vaati of four sword fame's origins, you meet teeny-tiny people known as the minish, who live in teeny-tiny spaces all over hyrule. they mend shoes, use pots and old boots as houses, fight dust mites, and leave surprise gifts such as rupees and hearts beneath pots and the like to help adventurers. by shrinking and growing you explore various nooks and crannies and solve a ton of puzzles, and through fusing items called kinstones with strangers you can change or uncover more of the overworld and unlock even more secrets
the good: the game is beautiful, bright, and fun. the soundtrack is catchy, the gameplay is addictive, the puzzles are very fresh, and the kinstone fusion feature means you'll be doing a lot of backtracking and replaying to see all this game has to offer.
the bad: besides zelda, i didn't find myself terribly enthralled with most of the cast. the reused sound effects from other games can be nostalgic sometimes but sometimes they feel a bit cheap, since they had to be downsized; they're the audio equivalent of a pixelated jpg. and as great as the soundtrack is, it suffered from the same thing.
the verdict: my nitpicks with this game are minor - i think it's a wonderful and fresh entry into the series, and probably one of if not the best 2D zelda. if you like 2D zelda at all, you'll want to pick it up.
Twilight Princess (2006)
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original console: gamecube AND wii (i know)
available on switch: no :(
also available on: wii u (hd port), pc (emulation)
average playtime: 30-56 hours
mainline game: yes
sequel: technically, this is another possible sequel to oot, taking place 100 years later, and involving oot's ganondorf. (it has nothing to do with the timeline wind waker is on.)
story-heavy: yes, very - the cutscenes look great, the mocap for this game is wonderful
edge level: very high
the premise: 100 years after ocarina of time, darkness falls across hyrule in the form of "twilight," desolating every part of hyrule that it touches by turning its denizens into ghosts, and forcing princess zelda to surrender to zant, the king of the twilight realm. when link's village is destroyed by this twilight and he is turned into a wolf, he leaves to save zelda, save hyrule, and save his home. this game was meant to be a gcn title originally, but development was delayed for so long that they began co-developing it for the wii and released it as a launch title for that console.
the good: where do i start? this game was intended to be a return to oot's more realistic artstyle after many years of the wind waker art style in spin-off games, and was in fact a spiritual remake of oot in many ways. it is similar graphically, tonally, and gameplay wise - it's the oot they wanted to make in 1998, only with a more powerful engine, and fans loved it - check out this video of its announcement at e3 - it still gives me chills. famously, this game introduced horseback combat, which the devs had really wanted to implement in oot and were forced to give up on due to hardware limitations. the cast and the puzzles are all great on this one, and the world is huge and full of surprises, but of particular note is your partner midna, who comes with a better story and more personality than any partner before or since (sorry, king of red lions). lesbians and their associates will LOVE whatever the hell she has going on with zelda in this game. twilight princess also has the most fleshed-out swordplay of any zelda game - the various techniques you learn from the ghost swordsman are fun as hell, and every single boss battle in this game absolutely fucks.
the bad: despite its high moments, the story in this game is just a little weirdly paced. ganondorf was brought in kind of suddenly, and link's childhood friend from his village, whom the story focuses on a lot, is maybe not the most compelling character (sorry to ilia fans - she's okay, just not my favorite). not everybody liked this game's emulation of oot, and some people felt it was uninspired. personally, my gripes are mostly about the dual-console release; having played both versions multiple times, i think they both suffered from being co-developed. because the wii version uses motion controls and most people are right-handed they switched to a right-handed link for the wii (BLASPHEMY), meaning they actually flipped the entire world horizontally, and there are times when the laziness of this action is very apparent when playing the wii version. while the controls are superior on the wii (there's a mandatory shooting minigame that's all but impossible on gcn connected to a crt tv), the graphics just...look a little aged for a wii game, whereas they look damn good for a gamecube game. the hd remake fixes this, but since it's only on the wii u, fucking nobody has played it, and it remains inaccessible to most players except through emulation.
the verdict: if you can get your hands on this, do it. despite its flaws it's a classic meat-and-potatoes zelda adventure. fans of combat and more serious stories will especially love this one. personally, i preferred the gcn version because of left-handed link, but i do think the motion aiming on the wii (and wii u?) was a great addition, so it's a matter of preference as far as if you want the hd graphics and what controller feels correct in your hands.
Phantom Hourglass (2007)
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original console: nintendo ds
available on switch: no :(
also available on: wii u (virtual console), pc (emulation)
average playtime: 17-31 hours
mainline game: no
sequel: a direct sequel to wind waker - not sure if you need to have played that to understand; from what i can tell there are actually a few plotholes
story-heavy: medium, i think?
edge level: low, as far as i know
the premise: after tetra gets sucked into a ghost shiop ad vanishes, link has to set sail on a new ship to find a way to free her. that's all i really know because, okay, up-front, i did not finish it. i did not give it a fair shake. it's got great reviews and they can't all be wrong, but i found controlling link with a stylus (the ds had no control stick) frustrating, the game hard to see (the graphics are trying to emulate ww's style on less capable hardware), and the story uncompelling (tetra? a damsel??). i know a lot of people really love linebeck and i wanna love him too one day, but until then, get your answers from the people who love this game!
Spirit Tracks (2009)
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original console: nintendo ds
available on switch: no :(
also available on: wii u (virtual console), pc (emulation)
average playtime: 20-33 hours
mainline game: no
sequel: to wind waker and phantom hourglass, technically, though it takes place 100 years after those games
story-heavy: medium, i think?
edge level: low, as far as i know
the premise: 100 years after wind waker and phantom hourglass, a new hyrule has been founded above the waves and it has TRAINS. for some reason zelda gets zapped out of her body and can now follow you around as a cool ghost who possesses bigass statues to help you out. that's right, your partner for this game IS ZELDA. the main theme for this game is so catchy it's a crime. i never played this since i didn't finish phantom hourglass, but it looks so fucking cool that i wanna power through phantom hourglass despite my initial reservations just so i can take a crack at it.
Skyward Sword (2011)
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original console: wii
available on switch: yes, as an hd port
also available on: wii u (virtual console & backwards compatibility), pc (emulation)
average playtime: 30-58
mainline game: yes
sequel: no - in fact, it's the prequel to every zelda, being that it's the very first one in the timeline
story-heavy: yes, very
edge level: mostly low, but it does have its serious moments
the premise: taking place at the very start of zelda's long and complex timeline, this game seeks to explain the origins of hyrule's creation and and some of its mythology. link and the other proto-hylians live in islands high above the clouds and attend the school for flying around on bigass birds, not knowing if there even is a world below, until one day zelda (not a princess but the headmaster's daughter) gets dragged down by a dark force, and link must venture into the land below to save her.
the good: skyward sword is oozing ambiance. a standout area of this game is lanayru desert, in which you can use a timeshift stone to shift the area directly around you back in time by 1000 years or so and watch it come to life with greenery. this soundtrack is fully orchestrated, we get to hear zelda sing (her first voice acting debut!), and when the motion controls are on, they're REALLY on. sometimes the swordfights feel like actual duels. the cast of side-characters all get a lot of development (shoutout to my man groose!), and the villains are creepy and quirky. the dungeons in skyward sword are especially good - the cistern in particular is one of the best in the game, but we can't forget the ghost ship or the sky temple either. minor spoilers for the story, here, but finding out WHY there are so many zelda games and the struggle against evil never ends (it's a literal curse) was really cool and really reframed how a lot of people saw the series and the characters - it's a lot more tragic that they have a fate they can't escape from so long as zelda fans want more games.
the bad: minor spoilers for the story here too. as far as prequels go it did not make a lot of sense. there's nothing about the three goddesses we've come to know and love, only about the minor goddess hylia, and the ancient hyrule features species that don't ever make another appearance mole guys and seahorse dudes. there aren't any zoras or gerudo or koroks/kokiri, there's only one goron, we only see two sheikah...it feels so far removed from the hyrule we know that it doesn't feel like a prequel at all. additionally, when the motion controls aren't good, they're REALLY bad - especially on the switch version, which has less precise controls than the wii. finally, while i personally didn't mind it (puzzles!), a lot of people disliked how linear the overworld was and complained there was no exploration. another common frustration, one which i share, is how much the game holds your hand. (this famously inspired toriel in the game undertale to LITERALLY hold your hand and do the puzzle for you.) this game will present a puzzle and then have the nearest npc (most often fi, poor fi, she undeservedly gets all the blame for this) explain how to do it before giving you even one chance to try for yourself.
the verdict: it has its flaws, but i still enjoy it a lot. i think more experienced players will be very frustrated with it at times, and people who hate motion mechanics or constant alerts/lots of useless dialogue will be miserable. (you can turn motion controls off in the switch version but it feels unnatural because of how sword-swinging works.) on the other hand, the game's linear and hand-holdy nature actually makes it a perfect start for brand new gamers, especially given where it falls on the timeline.
A Link Between Worlds (2013)
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original console: 3ds
available on switch: no :(
also available on: pc (emulation)
average playtime: 16-23 hours
mainline game: no
sequel: takes place at least 100 years after a link to the past, and even uses the same overworld! you don't have to play that to understand this though.
story-heavy: medium, about the level you expect for 2d zeldas
edge level: medium-high
the premise: link turns into a little flat guy so he can go more places! this is a sequel involving the inhabitants of lorule, a parallel world to hyrule, one without a triforce. go back and forth between kingdoms to save hyrule from suffering the same fate, all while trying to kick a giant rabbit guy out of your house.
the good: the puzzles in this one are really fun and fresh, the old overworld map feels super nostalgic, the music is charming, and being able to tackle the dungeons in any order is a nice touch. i especially loved getting to know certain inhabitants of lorule.
the bad: the non-linear style won't be for everyone, and i wish i had been able to spend more time getting to know hilda in particular.
the verdict: this in my opinion is one of the best 2D zeldas - if you're a 2D zelda fan, especially a alttp fan, don't miss it!
Hyrule Warriors (2014, 2016, 2018)
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original console: wii u
available on switch: yes, as a remake/collection
also available on: this is complicated. the game was originally released on wii u, then ported to the 3ds with new added content but i think mising some other content, and then FINALLY released on the switch with ALL the content. you can also emulate any version on the pc
average playtime: 17-38 hours, though people report up to a whopping 366 hours to 100% it
mainline game: no
sequel: no
story-heavy: medium-ish. there's cool cutscenes but it's not that deep
edge level: low, this shit is just balls to the wall crazy-ass fun
the premise: a crossover between dynasty warriors and zelda. turn zelda into a beat-em-up and add cameos from popular characters doing increasingly batshit anime fighting moves. what's not to like?
the good: this game is insane. the electric guitar soundtrack, the cameos, the nostaliga - it's all here. the gameplay is good mindless fun you can really sink your teeth into, and despite it not being the point i had fun running around and exploring all the maps. there's so, so, SO much to do (366 hours!) you will literally never see the end of it.
the bad: the OCs are maybe not my favorite people. i don't know if they come from other dynasty warriors games but they were a little annoying and truly, uh, underdressed. also, as someone who likes to 100% games, it annoys me that i'll likely never 100% this, just because of the sheer timesink/grinding required.
the verdict: if you like fighting games and combat, this is for you. if you're into zelda for the serious story stuff and the puzzles, give it a pass. completionists beware, 100%ing this game is NOT for the faint-hearted.
Tri Force Heroes (2015)
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original console: 3ds
available on switch: no :(
also available on: pc (emulation)
average playtime: 14-26 hours, but up to 56 hours to 100% it
mainline game: no
sequel: takes place a few years after a link between worlds - not sure if you need to play that to understand this, but it seems unlikely
story-heavy: doesn't look like it
edge level: low. oh my god, he's in a little cheerleader outfit. look at him
the premise: i don't really know, i think you crossdress to gain superpowers and then solve puzzles with your buds. i didn't play this one because i didn't have 2 friends with a 3ds and a flexible schedule. apparently there's a one-player mode, but it just doesn't seem as fun, and the lack of a 2-player mode is sad because my brother and i could've rocked it. like the four swords series, this looks like great multiplayer fun, but it's inaccessible to people without the time or coordination to get 3 people together. it looks fun as hell, though.
Breath of the Wild (2017)
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original console: dual launch on wii u and switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 50-100 hours, though to 100% everything and enjoy the dlc it could take up to 210!
mainline game: yes
sequel: technically, it's a sequel to everything, since it takes place at the end of (somehow) every timeline. but you don't have to have any prior experience to enjoy it
story-heavy: medium-heavy? this is the first zelda game with voice acting, and what cutscenes it does have are amazing, but you can expect to see only a very few of them
edge level: very high (this is once again post-apocalyptic), but not as high as majora's mask or twilight princess
the premise: link wakes after a 100 year sleep with no memory of who he is or what happened to the ruined world around him. explore a completely open world in your own way at your own pace, recover your memories, rescue zelda.
the good: this game hit the industry at a thousand miles per hour and six years later the hype still hasn't slowed down. this redefined the series and the genre in a way we haven't seen since oot in 1998. this game is revolutionary in the way that oot was revolutionary back then, but updated so that newer players find it just as surprising and refreshing as new players in 1998 found oot back then. the exploration, the physics, and the world are all totally unparalleled - three decades later, this zelda truly gets back to the original explorer and adventuring spirit miyamoto tried so hard to capture in the very first legend of zelda game all the way back in 1986.
the bad: as much fun as this world is to play around in, i found that most of my joy came from the exploration and not knowing what i'd find around the next corner. it's still a very, very, VERY good game, but i found that on my replay it just didn't have that same shininess that other games in the series do when i replay them. and, of course, because it's so different it's very divisive - there's no human ganondorf in this game, no dungeons - all your puzzle-solving comes in microdungeons called shrines scattered around hyrule. weapon durability is also a hotly debated feature - even i found it frustrating at times, although in many ways the forced improvisation it brings to the table is more than worth the cost of admission. and overall the enemies are all the same and have no real difference between them, even the bosses, and the boss fights kind of suck. it's a really good game, but it does have its flaws.
the verdict: this is the perfect starting point for anyone new to the series. many people have started with this game and learned about hyrule alongside the amnesiac link - i had an extremely interesting discussion once with someone on tumblr about how the game is different if you've grown up loving hyrule and see it get torn apart, vs if the only hyrule you know IS the one that's torn apart. both ways are wonderful experiences, and i think even non-zelda fans would find something to love in the freedom this game offers.
Cadence of Hyrule (2019)
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original console: switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 6-11 hours, but you can add up to 12 more if you play the dlc
mainline game: no
sequel: no
story-heavy: not really
edge level: low
the premise: a crossover with crypt of the necrodancer, a roguelike rhythm game. there's no real story here except, notably, a brief cameo of a younger ganondorf, though his back is always turned to you. (if you could go back and kill ganondorf as a baby...)
the good: well, a rhythm game's gotta have good music, right? both the rehashes of the old songs and the new music are absolutely stellar here. i'm normally iffy on rhythm games but i found the gameplay addictive (there's a strong tactical element to moving around) and the exploration fun. getting to play as zelda (!!!) if you want is a great bonus, too. there's really nothing not to love.
the bad: the kind of movement you have in this game doesn't lend itself super well to boss fights most of the time. they weren't bad by any means but definitely one of the weaker parts of the experience.
the verdict: unless you hate rhythm games or hate fun, you'll like this one, especially if you're a crypt of the necrodancer fan or a fan of zelda's music in general. puzzle fans might be disappointed there aren't as many mind-twisters in this one, though.
Hyrule Warriors: Age of Calamity (2020)
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original console: switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 25-40 hours, though it can take up to 76 hours to 100% it
mainline game: no
sequel: a direct prequel to breath of the wild and its eventual but as-of-yet unreleased sequel tears of the kingdom
story-heavy: yes
edge level: relatively low, i'm told
the premise: so this is a prequel to botw, taking place during the era just before the apocalypse. i didn't finish it because it came out right around nov 5 2020 (iykyk) and then someone spoiled the ending for me and i thought it sounded stupid, so i was less motivated to play. what little i did play of it was great, though - it was exciting and fun in all the ways the original hyrule warriors was but bigger and badder in every respect, and with a little more of that somber botw flavor. i intend to finish before totk comes out despite my reservations about the story.
The Conclusion
it's a great time to be a zelda fan because out of the 22 games on this list, only 8 of them are unavailable on nintendo switch, and only 2 of those are what i would consider to be mainline games. that means you can access two thirds of the ENTIRE SERIES, spanning almost 4 decades, on a single console! your only limits are your time and your wallet. most of the ones that AREN'T available on the switch can be played on a 3ds, so if you have or buy one, nearly the entire series is at your fingertips. (you can emulate the shit out of your 3ds, btw, and play a lot of these gameboy, gba, and ds games for free - nintendo isn't looking anymore so they don't care.)
sorry i couldn't fully cover all games - i welcome opinions from people who have played games i've missed in the tags. when i do get around to playing them, i will come back and update this guide! expect an entry for totk eventually too. thanks for reading and i hope it was helpful to someone!
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science-lings · 1 year
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You could combine the idea of Zelda’s dragon features spreading with the idea that not all the gloom was purged from link’s body? When he has a particularly bad episode, Zelda’s light powers are the only thing that can bring him comfort/lessen the pain. That also introduces moral conflict where Zelda doesn’t want to see link suffering but link doesn’t want Zelda to harm herself for his own benefit
ooooh tragic... bc i feel like the situation would be like, either she uses her magic to keep the gloom at bay so he can keep the use of his arm and not be in a whole lot of pain or he has to get his connection to the gloom severed, literally. So at first the decision is easy, with her secret stone, her light power comes so easily and at first there are no obvious downsides.
Then she starts gradually growing scales, and her teeth and nails get sharper and a little bit iridescent, and at some point little horns start to grow from her hairline. It's a little troubling but Zelda still thinks it's kind of fascinating and none of those are really much of an issue, but no matter how much they slow his treatments to get her own changes to slow, it only keeps progressing for both of them.
And while Link needs her light power to keep his sword arm, it gets to the point to where Zelda's more mental symptoms from her time as a dragon are getting worse, she's disassociating more, she's going into trances, her thoughts and memories are getting progressively foggier and who knows what could happen if it gets even worse. Would she start to lose her memory? Would she start to forget who she is? Would she forget where or when she is?
Even if it means sacrificing his sword arm, they have to put a stop to it before she hurts herself even more, and after some arguing, they both come to the conclusion that it needs to be amputated. It showed no signs of getting better the whole time she had been treating it, it would always return just as strong the next day.
Perhaps before it was Rauru's light power in his arm that kept the disease at bay, and each bit of pure light magic from the shrines weakened it's grip on him, but it was never enough, and there may not even be enough light magic in the world to combat it without consequences.
So at some point, they have to accept the arm as a loss. It's a small price to pay really, none of the sages died in the fight against Ganondorf, any other sacrifice was so minor that they're lucky the most debilitating thing lost was the swordsman's most essential arm.
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labyrinthdancer · 9 months
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alright ima gonna start dumping my linked universe/zelda AU's thought thingys
some headcannons that apply to all of these AREEEE hero's shade passing on? never happened. dude still kicking around hes also like super old talking 1,000+ old the portal to the twilight realm nerver closed i'll start with what i'm callin Monarces Will i guess? its all just world building the golden goddesses didn't abandon the interlopers COMPLETELY when they banished them to the twilight realm they made it so that all the monarchs would have a divine beast, a light dweller that's been touched by the divine in some way. when a divine beast dies they become a ghost and go to some special forest somewhere in the twilight realm and live with the other beast helping the current beast while waiting for a prophecy foretelling the destruction of the twilight realm to come to pass and rise to help the twili. at some point a corrupt monarch came to power and didn't like the fact that a light dweller had so much free rein over the realm so he made a spell called Monarch's Will that forced the divine beast to do what the monarch commanded, this spell inadvertently connected all monarchs souls with their divine beasts allowing both sides, to an extent, feel what the other is feeling and even have an inkling as to what they're thinking. in response to the continual abuse of this power the divine beast at the time made a counter spell called 'Chain Breaker' that would break the connection between the beast and monarch and make the spell useless. switching over to some twili customs the twili monarch is decided by combat or on special occasions elected. someone can challenge the monarch at any time but there are certain events where it is socially acceptable to make a challenge, the rules of the challenges are as follows the divine beast is the judge of the fight and must be present the battle ends when either the monarch or challenger is dead the divine beast can step in at any time if they think the battle will end with both the monarch's and challenger's deaths if the divine beast stops the battle a rematch will take place at a later date if the divine beast has to step in a second time both the monarch and challenger will be deemed unfit to rule and both will be executed a vote by the twili people will take place later to decide the next monarch. if the divine beast is still alive when their monarch dies they will start serving the next monarch BUT they will not have any connection with the next monarch and 'Monarch's Will' will not work also the monarchs and their divine beast complement each other! these are the pairs I have divine beast Athena the Pashiont and her monarch 'Guy I Don't Have A Name For' The Bloody, Atlas the Giant and his monarch Aquasha the Gental, Hero's Shade and Midna's dad, and obviously twilight and Midna canonically there are hundreds but I've only come up with two pairs so far
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thewanderingmask · 7 months
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it's 2am and i'm thinking about a totk rewrite
what if the game begins with zelda becoming the dragon. then she flies away to another land and link rides out to follow her and find a way to bring her back.
we don't know this at the start though. we just play as link entering a new land in pursuit of zelda, who is missing and who he is strangely emotional about when she is mentioned.
or it happens after a prologue where you play as link AND zelda. you're on an expedition outside of hyrule. you get a look at the world around you, there's new environment stuff. you're investigating sheikah ruins that were found outside of the kingdom. as you play you get to swap between who's being controlled and the other follows closely as a companion. you share an inventory. zelda has light powers, link has the master sword, you're both op as all get out. it rules. maybe fight some new enemies that are coming out of the depths of the ruins. the ruins are a dungeon. a short one that also works as a tutorial.
idk whats at the bottom. a regular boss who gets steamrolled followed by some kinda terrible evil. it'd be cool to work with the dehydrated ganondorf since that was one of the coolest things about the original totk trailer. idk what he's doing out here tho
zelda doesnt get sent back in time. i think she like... ok so the evi who is sealed at the bottom (what if it was vaati actually) breaks free and overwhelms link and super injures him (and breaks the shiekah slate), so she uses literally all of her power to combat it...? and that leaves her as this comatose shell for the first lil bit. link has to go adventure and find bits of her power/some other sacred power in this realm to restore her, that's what the dungeons are. the first one is super close by, it's the one you're suggested to do first.
so he gets a thing and brings it back and zelda's awake but she doesn't have any memories that's right we're doing the same thing again but in reverse this time, get it. ...actually i'm not 100 on that one. anyway every time she and link do a dungeon she gains a new power of light (and the master sword is restored a little).
there's a special chapter where link goes missing and you ONLY have zelda and you gotta go save him BECAUSE TURNABOUT IS FAIR PLAY AND I THINK IT WOULD BE COOL
anyway the two of you are chasing the dragon across this new kingdom while the evil is leeching up from the underworld. each area gives you a local companion who either joins your group like another member or is present as a mechanic you can take advantage of.
i have no justification for sonia and rauru but i think it would be nice if they were here. maybe they're not the original hylian rulers. maybe they're just the local rulers. and the sky islands are just a Thing here. also there's a sky whale BECAUSE I SAID SO
maybe there's a reveal that the local sacred power comes with like the implication of a curse, that to make use of it is to sacrifice yourself. so the journey is like... zelda starting out free of the burden of her light powers, she's unfettered, and then link is making the decision to take the burden on for her this time, and depending on how you play it there's a choice at the end to make the ending slightly different - one of them becomes a dragon (and the other brings them back at the end through the strength of their connection) or they share the power and don't lose themselves.
idk i know zelda games don't really go for multiple endings i'm just waffling
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marvelfangeek09 · 2 years
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The Guide of the Dead
It was one of their nights together. The Hero of Spirits wasn’t quite sure what to think of these other heroes. He felt completely out of his depths here. All of these heroes, great swordsmen and defeaters of great evil. They have all done so much in their lives, where he only got through his journey because Zelda was at his side. And now he doesn’t even have that.
However, he can recognize that he does have some of his own talents. For one, he’s pretty sure none of them have even any rudimentary grasp on engineering. He’s working on making a sort of miniature cannon that will hopefully allow him to be less of a burden in combat.
Oh, and he can see souls. There’s that too.
Which is why he volunteered to take one of the shifts. He needed to talk to but he needed everyone to be asleep first. The Hero of the Wild doesn’t seem to realize that he was followed by ghosts, and there was no need to worry anyone. And besides, he doesn’t need anyone thinking that he was a weirdo yet.
As he looked around, waiting for everyone to fall asleep, studying everyone’s souls. He’s never seen so many interesting souls before in one place. Looking at The Hero of Hyrule for example, there was a certain brightness to his soul. Not only did he contain a large fragment of divinity to him that everyone seemed to have here, but there seemed to be something else to it as well. Something ethereal, magical maybe.
The Hero of the Skies spirit was strange in a way that he hasn’t really seen before. It almost looked like his soul was connected to something. It was hard to tell whatever it could be, but it didn’t seem like whatever he was connected to was Hylian. 
Similarly, there was something not quite Hylian with The Hero of Twilight and the Hero of Legend. While they were similar to Hylian souls, there was something off about them. Their souls looked almost… animalistic. And not only that there seemed to be some sort of darkness clinging to them. It wasn’t the same, the darkness looked different on both of them. But there was definitely something there.
Whatever was up with Wild’s soul, it was much more difficult to notice. It took Spirits an incredibly long time to notice, and he probably wouldn’t have if he wasn’t looking at the ghosts that were following him around. There was almost two souls, stacked on top of each other. One looked very ancient, almost completely faded away. But there was something else strange going on with him. Mainly those four ghosts who are constantly surrounding him.
He wanted to be careful with this. Not only did he want to reveal his ability, but he also wanted to not freak Wild out too much. He didn’t know how he would react, and it could easily be very bad. So here he was, waiting for everyone to fall asleep. He just hopes that everyone here is a light sleeper.
After waiting for a little while, he walked over to where the ghosts were watching over Wild. He sat down, giving them some space. “Hey, I’m Link.”
The ghost all looked at him strangely. “Is he talking to us?” The tall gerudo whispered to her group.
“How is that possible? No one should be able to see us. Even Link doesn’t see us anymore.” The zora whispered back.
“Just ignore him,” The rito said, hastily propping his beak up in the air. “If we don’t interact with him, perhaps he will leave us alone.”
Engie just smiled at them, “You guys know that I can hear you, right?” 
The rito glared at him, “Alright that’s it. Urbosa, kill him.”
 She glared at him, “I’m not electructing a child.”
“I'm sixteen, actually. Just short.”
“Shush,” the rito glared at him.
The Goron suddenly let out a huge laugh. “You hylians surprise me everytime. Just when you think that you know it all, they surprise you.”
“Daruk!” The zora, despite being much smaller, floated up and got up in his face. “This is serious! He knows that we are here!”
“So,” Engie said. “Are you going to introduce yourselves? I mean, it’s only polite.”
When reminded of their poor etiquette, most of the spirits seemed to straighten up. “Of course,” the zora said. “I am the Zora Champion, Princess Mipha. This is the Goron champion Daruk, Lord of the Gorons. The Gerudo Champion Urbosa, Chief of the Gerudo. And this is the Rito Champion Revali.”
Engie noticed the angry look of Revali, at his lack of a title. But was quickly distracted by Daruk. “How are you three still so formal? It’s been a hundred years! Live a little!”
“It may have been many years Daruk, but I am still royalty to the Gerudo. You should have some formality as well.”
“One hundred years? I’ve never seen a spirit last quite so long before. How come you haven’t moved on?”
“We had no choice. Our spirits were trapped in the Great Beasts once they were plagued by Calamity Ganon. There was nothing we could do but wait and hope for the best,” Urbosa said. 
Engie made a mental note to ask about this Ganon guy everyone keeps talking about. He must be important.”Well, it looks like you’re free now. How did you manage to get out?”
Unconsciously, they looked down towards Wild sleeping next to where they were talking. “When Link woke up, he was able to free our souls from the divine beasts. We all owe him much.”
“He took his sweet time getting there though. You’d think he would try to be more hasty.” Ravali said.
“So, have you been following him since then? Ever since he rescued you?”
“Well, there isn’t much to do otherwise. What are we going to do, just float around aimlessly?” Daruk grumbled.
Engie nodded, “I understand. It’s hard living in a world where you can’t talk to anyone or touch anything. I had a friend where that happened, and it was really hard on her. Have you been able to talk to him?”
“Not for a while,” Urbosa looked towards the horizon. “We used to be able to talk to him often. But it seems to have faded as more and more time passed. Perhaps he has no need for us now that he has defeated Ganon.”
“Don’t say that!” Mipha said, “Link would never do something like that to us!” “Yeah, he’s too much of a bleeding heart to do that.” Revali snorted.
“You say that like caring is a bad thing.” Mipha said.
“It’s definitely annoying.”
“Have you considered that you can’t speak with him anymore because he believes that you have moved on. Belief can be a very powerful thing sometimes.”
“So is he just pretending to not notice us then?” Revali asked.
“He’s making up for you picking on him for all those years,” Daruk laughed.
“No, that’s not what I’m saying. It might just be that his belief that you have moved on is so absolute, that his mind cannot accept that you may still be here. I’m sure part of his motivation for fighting lies in hoping that you three could find peace. Which begs the question,” Engie paused before asking, “Why are you still here?”
They all looked at him incredibly confused. “What do you mean, little guy? Where would we go?”
“Not here in this camp, but why haven’t you moved on yet? It’s been one hundred years as you said, surely it will be alright to move on?” He spread his arms, doing his best to look non judgemental. “I’m sure that’s what he would want for you isn’t it?” “You don’t know what you're talking about!” Revali spat at him. “You don’t know anything about Link, he needs us to be there for him!”
“Aww, don’t talk like that, Rev. You know that the little guy is tough.” Daruk said.
“Oh, come on. He’s just lucky that he got Mipha’s healing first or he wouldn’t have even made it to us.”
“Stop it,” Urbosa floated between the two of them. “You know that’s not fair to Link. He’s plenty capable of taking care of himself. Just because we have helped him before, it doesn’t mean that he’s helpless.”
“But doesn’t he have a point?” Mipha spoke up. “I wasn’t there when he needed me. Not when he woke up, not when he…” her voice trailed off as she looked uncomfortably away. “Shouldn’t we still try to be there now? I would hate myself if I couldn’t help him anymore.”
“I’m sure he doesn’t see it that way. Wouldn’t you think that he would want you to get some rest? Some much deserved peace?” he asked.
They all remained stubbornly quiet at this point.
“Well,” Engie stood up and stretched. “Just think about what I said. If you need to talk again, you can talk to me about it. I’ll help however I can.”
He went back to his own little pile of stuff, giving them their space. You never know how spirits were going to respond to him, and that’s under normal circumstances. Usually he wasn’t dealing with ghosts that lived a hundred years and have recently been forced to travel through time and space. But, that went pretty well. At least they seemed to actually listen to him. And they didn’t even try to kill him. That’s always a plus.
He waited a good while longer, looking at the stars. Zelda tried to teach him the constellations. Apparently, it was very important in their history about tracking the stars so they could always return home. He teased her, asking what could a princess who never leaves the castle need directions for. But now he wished he had paid closer attention to her lessons, because he really hopes that it was just his bad memory that couldn’t recognize a single constellation. He wanted to at least be looking at the same sky as Zelda.
He couldn’t help feeling the slightest bit jealous of Wild. He knows it was kinda silly, but at least he had someone watching over him. He just feels so lost without Zelda by his side.
He got up and woke Twilight to take the next shift. As he laid down to sleep, he hoped that the spirits would actually take his advice. He knows that there would be nothing more lonely than living in a world where you can’t be seen or heard. They do all have each other though, that has to be somewhat helpful. Still, after all they have seemed to go through, he hoped that one day they would be able to find peace.
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cafecourage · 3 years
Text
The moment they realized they loved you. (Isekai Au Edition) Part 2
If you want more information on this AU here is the Link!
Sky:
- It started slow and very sweet.
- He took a long time realizing who you were. But he still believed in the others when they started to recognize you.
- When your behind him cheering you on, he feels invincible. Since during his adventure Impa tore into him pretty badly when he was late to save Zelda.
- Your presence is comforting to him. It feels like home despite being on the ground.
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Being back in Skyloft was a small blessing for the chain. The tight knit community had already welcomed the travelers with little to no questions about their origins. It was a stroke of luck that they landed in front of the bazaar in the early morning when no one else was up yet. Their first day there was a resting day in attempt to gather information on the black blood monsters and inventory checks.
Sky took his time catching up with everyone. Letting the Headmaster and Sun know about the situation that had the hero hopping around in the timeline. Then he needed to go down to the small settlement on the surface to check on them. Sun did already tell him that things where still safe down there and that he should take a break. But he still would rather check it out himself just in case something did happen it better to be safe than sorry.
Despite being able to jump off from any of the decks in Skyloft. He automatically went towards the plaza near the tower of light. During his adventure it was the quickest way to the opening above Faron Woods. Sky was just turning the bend when he saw his Loftwing was already there on the docks and under its wing was You. You were trying to put a small amount of distance between you and the bird but the creature kept bring you closer to hold.
“(Y/n)!” Sky was baffled at his Loftwings reactions to you. He dashes to your side. “I’m so sorry. He isn’t normally like this.”
“It’s fine.” Your uncontrollable laughter the was full with childlike glee finally reached him. “In fact, I think he recognizes me!” You whispered smiling. The Crimson Loftwing cooed now leaning into his masters touch as Sky softly pet the side of his necks. Sky wondered if what you said was the truth. Since a Loftwing and its rider do share a special connection, it’s fully possible that his also felt and heard you. “Hey Link?” Suddenly your demeanor changed. “Can I ask something?”
Your bashful and embarrassed expression made Sky feel soft inside. “Of course.”
“One of these days can you show me around the sky or the surface?” You shifted awkwardly from him. He actually forgot that you haven’t physically been to his era before. That for the longest time you only saw things from his point of view without the ability to truly explore anything. “You don’t need to- “
“Are you free now?” He quickly cut you off. “I was actually heading down there now to check on the settlement.”
“Really?” Your face seems to brighten but then you remembered something and leaned closer to him whispering again “I don’t have a Loftwing though.”
He gently takes your hand “my Loftwing is strong enough for both of us.” He guided you to his side. You eyed the bird with uncertainty but you let him help you up onto the harness. Sky got on behind you reaching around you to get the reins. “Hold on to me if you get scared.” He teasingly warned and before you could question him. His Loftwing took off nose diving off of the deck.
You let out a small squeak as you latched onto his tunic. Sky almost felt bad that he actually scared you. But once in the air and on a steady path you finally opened your eyes again. “Woah!” The sight was nothing special but it was still just as beautiful. The clouds below them created an endless sea of white. “It’s so pretty.” Pride bubbled up as Sky watch you taken in the beauty of his home. This was just the start of what he wanted to show you as different locations came into his mind. “Hey.” You looking over your shoulder with hope in your eyes. ”Next time can we go to the Lumpy Pumpkin? I remember you singing high praises about their pumpkin soup.”
Sky tried to think of what he wanted to do tomorrow, right now there wasn’t anything that needed his attention. “If we have time tomorrow, I can take you there for lunch or dinner.” Maybe he could take a break from being a hero for a bit.
“Great! It’s a date then.” You sent a wink his way that sent his brain into a haywire before looking back into the endless sky. He was lucky his Loftwing is able to steer himself. As dot’s where finally connecting in Sky’s head. Pure love and affection bubble up as he embraces his new found feelings.
- He will be the one to uno reverse card on you. All love and affection will drown you instead. There was so much he wanted to tell you before to thank you for being by his side and encouraging him.
- Cuddle time will start here because of his need to make sure you know your loved too.
- He would be the one to confess first, but it would probably be played off as friends telling each other that they love each other.
- You’re not dense but overly affectionate. He might just need to spell out how you make him feel on a daily basis. Maybe then you’ll understand what you’re doing to him.
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Legend:
- It hit him like a freight train.
- He isn’t mad at you. He is mad at himself. He had made his dues with what the people he had lost. Yet here he is. Already going too far.
- Your ability to make the situation brighter slowly eroded the walls he put up years ago.
- It might be all in his head, but he swears that you always make sure his needs are met even if he is trying to hide them.
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“Link!!!” You barreled towards him ignoring the questioning stares the people of Windfall Island. “Link! Link! Link! LOOK!!!” You hold up a pink rabbit stuffed animal that you bought. “It you!”
The veteran in question huffed, “seriously of all things.” He turned on his heels “I’m going back on the ship.” He didn’t know why he was still entertaining your antics at that point.
“Wha- Hey! I was joking!” They were stocking up in Windfall and Legend was not happy to be on a boat nor in the ocean again. He wouldn’t say that he afraid.
Just… cautious…
You on the other hand looked like you were having the time of your life on the ship talking the it’s Captain and crew member’s. Yet most of the time you would stay by his side. The reason was obvious but nether wanted to talk about it.
Which is why you dragged him out to the port island. ‘An easy distraction.’ You told him, ‘I can show you around so we won’t get lost!’ He wasn’t worried about that. Legend trusted you. A fact he will never say out loud. However, he would rather hole up somewhere and escape the world then be here.
A soft hand took his when Legend reached the docks. He already knew who it was since you’ve been following him like a lost puppy all day. “One more place please?” You looked at him expectingly. “Then you can go back.”
“What are you a child? Why can’t you just go alone?” Legend snapped back, “you don’t have to be around me.”
“Legend I like being with you.” You pointed out like it was the most obvious thing in the world. “However.” You let go of his hand. “I also understand if you don’t want to hang out anymore and want to go rest.” There was no fighting back. No offense to his words. Nothing. Just a warm smile that filled him with warmth, that was accompanied by words fueled by unlimited care and understanding which made his heart beat faster. The silence between you two seemed to give you an answer. You turned around. A panicked feeling shot through. Legend was surprised with himself when he almost reached out to you when you walked away.
Instead, he watched you go. In the wake of his own emotions, he realized what had been happening. How he has been acting around you was starting to get familiar. “Not again.” He whispered disappointed in himself.
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- Legend is going to be bitter about it. He isn’t going to take it out on you, but his mannerisms are going to be different after this.
- Not quite closed off, but it’s almost like he is mourning another loss.
- You would need to drown him in love and affection before he realizes you like him back. But like Twilight, he is going to be heartbroken if you decide to leave him to go back home.
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Wild:
- Its progression was as natural as breathing.
- He just got off of his adventure so he always had you by his side. Just being near you is second nature.
- If anything, he was more than excited to actually have you physically be here alongside him.
- It rare to see ether of you not near each other when traveling together you two are inseparable.
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The only upside of being in Wild’s Era is that the champion knew what to expect, it’s chaotic was normal for him and actually brought him a bit of peace. You came with that peace of mind. Having you join the chain to him was almost like you never left his side in the first place. From the moment he woke up after being told his name and what he needed to from Zelda, he was aware of your presence. You were the one to encourage him to explore the ruin kingdom. You were the one to recognize structures that the people in his world didn’t know about. The weird part was that you didn’t know how he was before the calamity, but he didn’t question that fact too much. He was more than happy to have someone treat him as a different person from before.
Now having you physically with him. Wild wanted to bring you to all of your favorite locations that you vocally told him about.
But that had to wait for now, because the downside to Wild’s Hyrule was the amount of things that wanted him dead. Moblins? Bokablins? Those guys are fine to fight they were push overs unless infected with the black blood. Actually, most of Wild’s monsters were like that. Once you get a hang of fighting them and recognize their patterns. They are a breeze.
A common threat that was annoy to deal with however, was the Yiga Clan. Which leads to the situation Wild and the others found themselves getting in while on the road to Hateno. He should of figured that they were going to strike when he got back to his Era. But he honestly didn’t think it would be in this quantity they were out number but thanks to Warriors taking control of the situation where managing. He was trying to make sure everyone was accounted for and was alive when he heard a string of curses coming from his right.
You had been knocked on the ground by a Blade Master. Your sword was near the clan member. Wild felt his world freeze in that moment as he bolted towards your body. With a falcon bow in hand. Wild side jumped. Locked in an ancient arrow and let it go.
The arrow sped towards the Blade Master. Hitting him directly. Turning the Yiga member into a bunch of Sheikah blue ribbons before collapsing into an orb where the arrow hit.
Wild slide towards your body. A pulse he needed to feel a pulse. Placing the tips of his index and middle finger on the base of your thumb and wrist. He pressed lightly to feel the blood pulsing beneath his fingers. A sigh of relief escaped him. Wild was lucky that the battle had come to an end. As the other Yiga members ether retreated in horror of what happened to one of their own or cut down quickly.
Hyrule join him soon after shooing him out of the way gently. Wild didn’t move from your side all that much. He didn’t want to. Just in case you left him too. He doesn’t know a life without you in it. A world like that just doesn’t exist.
Wild knows the name of the cause of his feelings. It’s the same thing that drives him to share his experience with you. He wants to be by your side and to make you happy.
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- He is protective but not controlling. If anything, he wants to spar with you more. So, you can get better at fighting.
- You can bet he is going to start making you taste the different foods he had discovered, or sneak out to visit areas in his world more often. He doesn’t want you to miss a thing.
- There is so much he wants to do with you. So much he wants to share. So many things to say. That he just wants to do it all at once so there can be new things you both can discover together.
(Part 1)
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eerna · 3 years
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When I first played botw back in 2017, I was actually scared that once you reached the castle and beat ganon, Zelda would also be a ghost like the champions, this idea was so heartbreaking to me, and I also kept thinking what it would mean for Link being the only survivor, his only connection to his past and memories, the voice that first guided him to his journey, and his only hope at the end of his difficult adventure to have been gone all along...I always felt while playing that Link must have been so ecstatic and nervous at the idea of meeting the girl of his memories, having remember bits and pieces of her personality and their relationship all along his journey through Hyrule, like an Ariadne's thread and even if he doesn't remember everything, she's the only alive person that can understand his grief, about losing their friends, their families and their kingdom as they knew it, their whole roles and lives have been turned upside down, living out of their time. And she's probably the only one that can provide him some answers about his past.
But the sad truth too is the fact that the calamity causing the downfall of the kingdom and its pressure, and the loss of their "officials" positions as the Princess and as the Hero, is possibly one of the only ways they can actually be truly free and happy, I mean both Link and Zelda were suffering pre-calamity, Link stopping to express himself completely and Zelda taking out her frustration, buckling under all this pressure and expectations, I'm glad that in the end they could share their burdens together and support each other before the calamity hit, sorry I lost track a little bit but as you can see I have a lot of thoughts about these sweets children haha...
Anyway, considering all of this, this supposed ending would have been heartbreaking for Zelda, struggling so hard to reach her powers almost all her life, facing so much pressure, being forbidden to pursue her research on sheikah tech the only thing she enjoys and feel good at, and then losing everyone, betrayed by the very technology she studied, and it took almost losing Link for her powers to manifest, then right after, having to reach all alone the castle while crossing through the devastated Hyrule and Castle town, and then fighting and being stuck with a demon for an hundred years, she's honestly so strong ! Please this girl deserves an happy ending ! And just imagining Link who wrote inside his journal how much he wants to see her smile again and who listened to Kass' song, being so ecstatic to finally meet her in person after hearing so much about her, ending up all alone...
Of course he met friends throughout his journey and made connections, but he also had to remember everything that he has lost, he had to remember his friends, then going into the divines beasts with an once of hope only to find them already dead, and he also had to face everything that he doesn't remember and the fact that he must have felt grief without understanding where it came from at first and having a really big responsability uppon his shoulder as soon as he woke up...
And I think it's also part of the beauty of botw, this game make you truly enjoy the beauty of the wild, of liberty, and of life in general, a journey of rediscovering life and travelling the country, meeting and helping peoples as best as you can while also having fun shield surfing from time to time but it's also bittersweet, because this liberty is also the result of loss, and it's a constant throughout the game... The bright happiness and joyfullness is underlain with deep sadness and sorrow... And the music of the game is perfect for conveying these feelings, I just think it's truly beautiful ! Honestly if anyone tell me botw lack story, I will come for them, because the story is everywhere if you think and search enough, I don't know if it's just me but throughout the game I always imagined how Link would feel and react to everything, dialogues, memories and such, but anyway back to my first point, I was so scared to finish the game for this very reason, and I was holding my breath during the last cutscene, I'm very glad this didn't happen haha ! Zelda and Link deserve everything honestly, please Nintendo let them be happy during the sequel !
Anon, you said it all so well!!!! BotW is the epitome of contradiction. The beauty of the nature is the result of the apocalypse which caused the green to retake the carved stone. The freedom is caused by everyone who would care about titles or roles being dead. I too was terrified Zelda was going to be dead- heck, that shot in the end when she appears shrouded in light almost stopped my heart haha. They deserve to be happy and I love them and this game so much
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ghirahimbo · 3 years
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beginnings
a non-specific take on how the Link and Ghirahim master/sword AU might come about. I probably won't post this one to ao3 yet in case I decide to use it in a story someday, but I liked it enough to put it here, at least :)
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In the Sealed Grounds where the demon hordes had trampled the earth so recently in their violent rampage, the transition to silence was complete. The whistling chirp of birds, the buzz of insects… even the wind through the trees had gone deathly still, all caught up in breathless waiting. Only the pool of inky darkness at the center of Demise's broken prison seemed to breathe, pulsing slowly in and out with uneasy life. Small though it was compared to the spiraling pit containing it, the darkness pulled at the cloud-covered twilight as if its strength alone might dim it. Consume it.
At last, the dark pool recoiled in agitation, and from its churning depths emerged a boy in a green knight’s tunic that had certainly known more pristine days. Bloodied and bruised, yet swaying triumphantly as if standing itself was a triumph, Link stumbled out of the pit’s embrace, adjusting his wet hat to fit more firmly over the mess of hair still dripping from his watery battlefield. The sky above seemed to captivate him, and he craned his head back to stare at the darkened clouds, half in wonder, half in disbelief. Then the hilt of his sword flashed, and a shimmering blue woman emerged to float in front of him.
“Master,” she said, catching his attention. “With the defeat of the demon king Demise, there is a 95% chance that your friend Zelda has already regained consciousness.” Her voice softened almost imperceptibly. “I believe I can say with 100% certainty that she would like to know you are well.”
Link stared at her for another moment, scrubbing a hand over his mouth.
“Of course,” he murmured, and for the first time, he grinned. “Let’s go.”
Strengthened by his anticipation, Link broke into a limping run, eager to put the forsaken pit behind him—but before he could take more than a few steps, a new voice froze him in his tracks.
“Wait.”
Heart sinking like a rock, Link whirled around, one hand hovering warily over the hilt of his sword as a new figure emerged from the retreating darkness. Ghirahim’s skin glimmered like polished obsidian in the fading light, smooth and unmarred except for where fiery cracks split his chest, and a glowing diamond at its center pulsed an erratic, angry red. Cradled against his shattered core was an enormous black sword, its sharp edge not even scratching the skin where it rested against Ghirahim’s hardened arms.
Milky white eyes met tired blue in a silent clash, as if neither had the strength necessary to put words to their feud. Then, without warning, Ghirahim hefted his sword, driving it point first into the softened earth and falling to one knee before it.
“Take it.”
Link blinked, and took a wary step back.
“…What?”
“Take it.” Despite his clear exhaustion, Ghirahim’s voice had that same teasing bite to it as always, coupled now with impatience as he gestured towards the sword. “You defeated my old master Demise, which means his sword is yours to claim. Take it.”
Link stared at him, dumbfounded, and a slow smile curved across Ghirahim’s thin dark lips.
“Let me put it this way,” he said pleasantly. “This sword belongs to you whether you wish it so or not, but things will go much more… smoothly… if you take it now.”
Link shook his head as if to dismiss the notion, fixing Ghirahim with a glare.
“I already have a sword,” he said coldly, starting to turn aside, but this time a light chime from Fi made him stop.
“Master Link,” she said, her cool voice strangely gentle. “I’m afraid that I was not created to remain by your side forever. The demon king’s remaining essence is now sealed within my sword, to be carefully guarded until it is eradicated. The time of our parting will be soon.” She hesitated, and added, “Very soon.”
The first drops of rain began to fall, scattered and sparse. Link stared at Fi incredulously.
“You’re not saying I should trust him,” he said, not really a question, and Fi shook her head.
“Such judgments are not mine to make. I can only report that I sense no immediate intent to do harm from Lord Ghirahim, though whether he hopes to deceive you is less clear. Any further statements would be mere conjecture on my part.”
“Would you mind conjecting then?” Link asked, pursing his lips. After a moment, Fi nodded.
“Master Link…” Her words came with slow reluctance now. “Despite the foreordination of our partnership, I was still given the privilege of choosing you as my master. If what Ghirahim says is true and his sword has passed ownership from the demon king to you, I must surmise that he was not granted that same privilege of choosing Demise.”
“If what he says is true,” Link repeated, sparing another glare for the still-kneeling demon lord. Ghirahim had so far watched their exchange in enigmatic silence, not quite smiling, though he half raised an eyebrow at Link’s scowl. The steadily increasing rain slithered unnoticed in rivulets down his face, striking against his arms with short, metallic plinks.
“I stated that I could not discern whether he hopes to deceive you in some way, and this is true. However…” She paused in consideration. “I do sense a newfound connection between you and that sword, as well as between you and Lord Ghirahim himself. My opinion is that he is telling the truth, in this regard, at least.”
Link stared at her in dismay, and Ghirahim laughed softly.
“Your robotic guide is right, I’m afraid," he murmured. "I’ll have you know that you were not my first choice either, but I think we both know better than most how little control we have over the whims of destiny. Never in this sword’s history has it passed to a human, but it appears our thread of fate has some twists that even I could not predict.”
“There is no thread—“ Link started to say hotly, but let it go with a sigh. Even he could see how pointless finishing that sentence would be. “I suppose you come with the sword, then?”
“I am the sword,” Ghirahim said, his pale eyes glittering. Link paused only a second before nodding. After bearing Fi for so long, he understood how that worked, at least.
“If…” Link took a deep breath, glancing again at Fi. “If I take you with me… what’s to stop you from trying to kill me still?”
“I am physically incapable now of even harming you,” he said, and Link’s eyebrows shot up. A possibility much easier to disprove than prove, but…
“What about Zelda?” he demanded, and Ghirahim’s grin widened.
“On your orders, I would go so far as to guard her from harm, and catch her each time she stumbles,” he said smoothly. Link’s face darkened.
“What about—“
“Master, must we really go through every order that I will or will not obey?” Ghirahim cut him off irritably. “I will obey them all, insofar as I am able. Was it not the same with…?”
He gestured vaguely towards Fi, who looked at him.
“Fi is the designation I was given,” she said, prompting a tight grin.
“Wonderful! I didn’t need or desire to know that.”
“Wait,” Link interjected, his mind spinning slightly. “...You called me master.”
“Is he this slow all the time?” Ghirahim asked Fi incredulously. “How do you put up with it?”
Link let the insult slide, still reeling as he tried to gather his thoughts. Would Ghirahim really debase himself so far just for a chance at revenge? There were other, easier ways to go about it if that was his aim, ways involving less personal humiliation. Fi thought he was telling the truth—about some things, at least—which maybe meant…
“What am I supposed to do with that sword, anyway?” Link said abruptly. “It’s too big for me to even…”
The protest died in Link’s throat as for the first time he really looked at the sword, and licked his lips. Without his noticing, the sword had shrunk in size, though it managed to appear no less menacing despite that. If Link were to hold up his Master Sword in comparison, he doubted that there would be a hair’s difference in length.
“I told you,” Ghirahim said, and Link had to fight down a shiver that he told himself was from the rain. “My sword belongs to you now, Link. Take it.”
Once more he looked at Fi, silently questioning, but if she had an opinion on the matter her blank face gave no voice to it.
“Zelda is waiting for you,” was all she said… and somehow, that was enough.
“Fine,” Link sighed reluctantly. He didn't want to find out at that moment how Ghirahim might try to force him if he refused, and Fi was right. It was time to go. “I accept your sword.”
Trudging forward, Link grabbed it by the hilt, thinking that if worse came to worst, he could still throw it off a cliff somewhere—and felt a terribly familiar warmth surge through his palms as he pulled it free, traveling up his arms to settle somewhere in his chest. A tightness fell from Ghirahim’s face that Link hadn’t noticed until that moment, and he bowed his head forward, pressing a hand delicately against his mangled chest.
“The bonding process is now complete, master,” he said, and despite the formality of his words he had a mocking twist to his lips. “Link… my master.”
Thunder boomed overhead as lightning forked viciously across the sky, the rain falling down in sheets. Link, staring at his own black sword, noticed none of it.
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wutheringmights · 3 years
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I just read the newest chapter and I loved it! ♥ ♥ ♥ I was wondering if you had some hcs about the engineer that you could share?
Awww I'm glad you like it! I just spent 5 minutes trying to figure out what "HCS" meant before realizing I'm a tired idiot who can't read lol
But yeah! I got some headcanons for the engineer/Spirits I can share!
These headcanons are a mix of things I generally believe for any iteration of the Hero of Spirits and a few things exclusive to CTB. It's pretty obvious which are which.
Technically this is slight spoilers since most of this is not mentioned in-story, but Warriors is a such a self-centered asshole that I'm not sure when I can get him to explicitly ask about Spirit's backstory lol
This got super long and kind of just became me talking about Spirits's entire backstory, so enjoy:
Spirits is sixteen during the course of Spirit Tracks, mostly because that was the vibe I got from him when I first played the game (I made him younger for CTB)
He's not descendant from Wind (who I maintain disappeared instead of settling in New Hyrule); instead, he's Aryll's great grandson
His family name used to be Outset, but when everyone who originally immigrated from Outset island took on that last name, they changed it to Aryll to reflect the family matriarch
So Spirit's full name is Link Aryll, though there is a branch of his family that uses Macaryll instead
The Aryll/Macaryll family is huge; everyone has at least six aunts and uncles on all sides of the family and they can trace back how they are related to Aryll
"I'm Grandma Aryl's third son's second daughter's fifth child." -someone Spirits is related to, probably
He actually never met his great grandmother; she died before he was born.
Spirit's dad was full-blooded Lokomo while his mother was Hylian; his mother passed a few months after he was born after never truly recovering from childbirth while his father died in a fishing accident when he was eight
He went to live with an aunt and uncle who owned a general store; their relationship was polite at best. The aunt and uncle told Spirits upfront that they intended to give the store over to his cousin when he was older so Spirits needed to come up with his own life plan
Spirits didn't necessarily mind since he never wanted to work in a store for the rest of his life, but the ultimatum made it clear that they didn't care for him like a son
To this day, their relationship isn't strained and he doesn't hate them. But whenever they meet, he's overly polite; they're more acquaintances than family
He's cool with his cousin though. They have different interests so they aren't best friends, but they're okay.
Spirits also always had his spirit-sensing abilities. It's really like a sixth sense to him, as normal and automatic as seeing and hearing; he actually didn't realize this wasn't normal until he was a little older
His abilities at this point are limited to sensing vague ideas of a person's spirit (if they're light or dark, etc.), and seeing ghosts (which are really rare. You have to have a lot of power yourself to become one)
(Note: I'm not the only one who headcanons Spirits as having spirit sensing abilities; if you know who can up with the idea, please let me know so that I can tag/credit them!)
The elder of his village told him that select Lokomo had minor spirit sensing abilities, and those who did were traditionally made elders of their villages; being more of a follower than a leader, Spirits adamantly dismissed that idea and refused to be trained on how to hone his spirit senses. He also never learned any of the religion behind it
Which was a little worrisome since his abilities are way stronger than most
Besides, he's always liked trains and it's been his dream to travel around the kingdom as an engineer; being some town's elder would get in the way of that
Anyway, Spirits had to pass a written exam before being accepted as an apprentice engineer, so he's very studious and has a lot of drive (pun unintended?)
He went to live with his Uncle Niko during his apprenticeship in another town; Niko isn't related to him, but he's been a friend of the family for so long that everyone secretly thinks he's actually related to someone and they just forgot who
Niko is his real family, hands down. Those two are as thick as thieves and bring out the wild side in each other
A preteen Spirits used to think Niko was a little lame and kind of embarrassing, but now that he's older, he's all for Niko's weird old man-ness and has even picked up on some of his weird old man-ness himself
That being said, they're both disasters. Neither can clean or cook or do any kind of housekeeping and their shared house is cluttered with Niko's art projects and Spirit's half-finished tinkering
Growing up, Spirits had no idea he was related to the legendary Hero of Wind; Aryll died before he was born, but even in life she was filled with too much grief over her missing brother to discuss it often. Within the family, being related to the Hero of Wind is a rumor at best.
Of course, Niko knows but keeps it a secret from Spirits; once he got back from his LU-adventure, Wind told Niko about the curse of the Hero's Spirit. Then he went missing post-New Hyrule's founding, which really drove the terror of the curse home. Niko thought he could keep Wind's family from falling victim to it by not inadvertently encouraging them to follow in Wind's footsteps
So Niko kept it a secret
And obviously, that didn't work
Spirits' quest to save New Hyrule resulted in him realizing that he needed to embrace his Lokomo heritage and get a handle on his spirit powers; Anjean gave him a little training during his quest but afterwards he traveled around the kingdom to find as many people as he could with abilities like his
They were all really excited to teach him what they knew, especially the religious aspects of the abilities; Spirits is still not the most religious person, but he at least understands and embraces the cultural significance of what he is able to do
This is where he learned how to read a person's Spirit to get an idea of their life experiences and the kind of person they're like; he can also detect where a person is without having to put much effort into it
At Zelda's encouragement, he also got more sword training from the Castle Guard. She offered him a place among them, but he turned it down in favor of remaining an engineer. He still helps around as a swordsman when he can and will act as Zelda's body guard
Speaking of which, he and Zelda are 100% in love. Their relationship started out as puppy love but over the years as matured into a deep connection built on mutual respect
When he's working on designing new engines or parts for his trains, he occasionally brings his drafting materials to the castle gardens so that he can work alongside Zelda; sometimes she falls asleep leaning against his arm and he has to be careful not to shake her awake as he works
Whenever she need to go anywhere in the kingdom, she rides in his train and teasingly criticizes his conducting; he takes a lot of pride in his conducting, but he lets her get away with it since her critiques are objectively hilarious
He keeps a tiny pictograph of her taped to his dashboard
But there's a bit of a problem with their relationship, and it's that he doesn't know if he wants to be the prince consort or not. He does love her, but that would mean giving up being an engineer in favor of being stuck at the castle all of the time
Plus, he's doing great as an engineer; he's saving up to open his own garage that produces his own train designs
Eventually, he leaves for the War of Eras
His experiences with Warriors leaves him more sure than ever that he doesn't want to be the prince consort, resulting in him ending his relationship with Zelda shortly after he returns home
It hurts for a long time to be around her since all of his old feelings keep coming back, so he keeps his distance for a long time; it takes a few years for him to go back to hanging out with Zelda as friends
But now she's approaching marriage age, and he spends a lot of time when he's on body guard duty super jealous of these princes and ambassadors from foreign kingdoms who try to court her
But again, he knows he can't be in a relationship with her so he respectfully and silently pines over her (I'm just a sucker for pining, okay?)
Okay, more random headcanons that are a little less sad
Spirits likes super spicy food, but since he can't cook to save his own life, he just eats whatever he can get his hands on
He's super dirty all of the time, just the epitome of scrappy; there's always a smear of oil somewhere on his person
He actually really hates bathing and only keeps his curly hair in check to comply with train safety regulations
He's really polite and a little shy, but once he loosens up, he gets talkative and personable
He's also very contemplative; he likes conducting so much because he gets to spend long stretches of time alone with nothing but his thoughts
His trauma/stress response is to shut down; he goes quiet, loses energy, and sleeps for longer periods of time
He tends to gravitate towards socializing with people who are older than him, which gets him labeled as being no fun by his peers (despite having someone as cooky as Niko for a uncle)
Post-adventure, his best friend is Linebeck III. They're drinking buddies. Neither can really explain why they even like hanging out as much as they do
(I just like the idea of Linebeck accidentally getting attached to one kid and his whole bloodline getting forever tangled with Wind's; they're bros for multiple lifetimes)
Not only is Spirits good at designing and building new machinery, but he's great at tinkering; he can fix almost anything and will buy broken things on purpose just to have something to fix
No one really knows he's a hero; he doesn't like the attention and, at his request, Zelda did her best to keep his involvement with Malladus a secret
Because not many common people know about his adventure and records of New Hyrule are very rare, he's considered in Warrior's time to be a forgotten hero; some scholars believe that a Hero of Spirits may have once existed, but if he did, no one really knows who he was or what he did to serve the bloodline of Hylia
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jq37 · 3 years
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The Report Card – Fantasy High: The Seven Ep 1
Meet the Maidens
It is back to school baby, both for D20 and, funnily enough, myself as well (something I hope will give me more time to get the recaps out in a timely manner fingers crossed). 
As I’m sure you all know if you’re reading this, this season of D20 takes place in the world of Fantasy High but with a focus on Aguefort’s OTHER most badass adventuring party who we’ve so far only seen on the sidelines, the Seven Maidens! You’ll recall, they’re made up of the seven girls who were captured by Penelope and co. to fulfill the prophecy that would let Kalvaxus rule the world freshman year. And, in fact, we start with a flashback to freshman year so let’s just jump right in.
We find our seven soon-to-be heroines chained in the Red Waste in front of what we know and they will shortly learn in Kalvaxus’ lair--a crucial part of the prophecy that was the subject of season 1. The structure of this episode is sort of like 2 rounds of introductions--first here with the maidens meeting each other for the first time and then again at home with their families a la the first episode of Freshman Year so I’ll be glossing over certain things that we’ll get to later in their second intros.
Anyway, the first two to wake up are Danielle (aka Yelle: half-elf, druid) and Zelda (satyr, barbarian as we know). Zelda is her usual, adorably nervous self in contrast to Yelle who is no less sweet but in a super chill, granola girl, fuck the system kind of way. We actually learn that Penelope had her on board with the plan for a hot second when she thought it was just “overthrow the government” but didn’t know about the “install a just as bad if not worse evil dragon overlord” part. 
Ostentatia (dwarf, cleric) wakes up next and is, as Izzy--her player--describes her “Jersey Trash.”, all blinged up with jewelry that she secretly made herself and didn’t buy. She wakes up pissed and ready to bodyslam Aelwyn which are both extremely valid emotions as much as I love Aelwyn. By the way, all of the girls recognize each other as girls who go to their school but none of them are really friends though they very quickly start throwing the label around because that’s what you do when you wake up chained with 6 other people in front of a dragon’s lair in a place called the Red Waste. 
Katja (half-orc, fighter) wakes up and immediately cares about nothing more than the status of her beloved horse, Cinnamon and declares that if Cinnamon dies, she’ll die. This is a fantasy world so Ostentatia and Danielle are a little concerned that might literally be true via a soul bond or something but it’s more that Katja just really, really loves that horse. Danielle tries to cast a spell to locate the horse but can’t get the somatic components quite right with her hands manacled. 
They all get into a discussion about the fact that everyone for a fact knows they’re all virgins now (you know, the real issue here) and what exactly counts as “virginity” for the purposes of this prophecy (like, does second or third base count or only traditional home runs using the baseball analogy) when Penny wakes up and is, just so excited to be here gang! Penny (halfling, rogue), who is one of the girls who has been kidnapped the longest, is adorably and honestly a bit concerningly exuberant to be surrounded by all these new friends, totally disregarding  the fact that they are clearly in some deep shit. Zelda mentions that Riz, her old babysitee, knows they’re kidnapped and is trying to help and she lights up. 
Next up is Sam (water genasi, sorc/bard) who immediately starts thrashing to get out of her chains and, when she can’t get free, is devastated by the fact that her ex betrayed her (!?) Finally Antiope (human fighter/ranger) wakes up all out of sorts having started her growth spurt while in the crystal and also having needed to pee right before she went in which becomes a problem all over herself (which Sam helpfully cantrips away).
With all of them awake, the stones they’re chained to light up and some of Kalvaxus’ minions (the ones who tied them up) show up to do minion speechifying. Yelle does a horrifying Animorph style morph into a waterbear (a tardigrade if you wanna get all Bio 101) to get out of her bonds but then Sam who has a serious one track mind re: getting out of here (Correct) and has exactly zero patience for these guys casts Tidal Wave and just knocks them off the cliff. Yelle frees Ostentatia who frees everyone else with Animate Object on their chains. Hands free, Yelle also casts Locate Animal and tells a very pleased Katja that Cinnamon is doing a full Spirit: Stallion of the Cimarron down the highway searching for her. 
The girls decide to explore the cave which has recently had most of its treasure moved (it’s currently in the gym for the Prompocolypse fight which is currently happening). Penny and Sam (who are in insanely different emotional places) find all these broken mirrors which Sam takes as a cue that they need to GTFO (which is what she was already doing) and Penny thinks would make a great material for friendship bracelet making which she starts doing as Sam physically pulls her away. Sam hears someone doing post-cry sniffles and is like, “Not today Satan,” still trying to leave. However, Penny sees that there is one mirror left and, inside, sees a ethereal looking human with flowing, preternatural, black hair who senses their presence and asks if Penny is someone named Anima. She asks for their names though she declines to give hers (hmm, feels very fae) and the girls give the fake names of Kelly and Cecelia which the figure says she will guard and not misuse. The figure says she is looking for her sisters (who she says when Penny asks are at Aguefort which...hmmmmm) and, all of a sudden, Sam and Penny are having a bad feeling about those mirror shards. 
They ask her a question about the mirror and she gets really aggro when it’s referred to as “her” mirror as she would very much like to be out of it. The woman really wants to get out and says she can give them lots of power if they help. Sam pulls out her compact Mirror of the Past (magic item that does basically what you’d expect--shows you info from something’s past though in a cryptic way usually) to try and get some info on this thing and just barely avoids losing her mind in the process because this thing is ancient. Like eons old. She also learns the woman’s name (or maybe title): The Ending of Things (will be calling her Ending for now).
Yikes!
Right around now the other girls come in and can see at the angle they’re looking at her at the woman in the mirror is Not Really A Person and Antiope points at her and reflexively casts a ranger sense spell to try and clock its weaknesses and stuff but Ending grabs the spell energy like a lasso and tries to drag her into the mirror. She does however find out that she’s stacked with hella resistances (total immunity to necrotic damage and non-maj weapons, resistance to most elemental damage, and more).
Sam briefly considers using Lightning Lure to pull Antiope back before deciding on a much less ouchy Counterspell. Unfortunately, it’s not strong enough and now she’s being pulled in by her spell energy too. Yelle casts Erupting Earth which has some pros and cons.
Pros: Antiope and Sam are saved! Yay!
Cons: The mirror breaks and whatever was in it is fully freed. Not yay!
Shortly after (but not before Penny gives everyone their new friendship bracelets), someone calls into the cave looking for them--it’s Fig’s mom, Sandra-Lynn (with new art)! She’s happy and impressed that everyone is OK (also, Katja and Sam both have little lines that foreshadow their ~parental issues~ for the season--Katja being very moved by the simple act of Sandra-Lynn showing up for them and Sam saying that in her experience moms can be very evil).
As they all leave the cave, they all do checks and get some info:
Ostentatia: The mirror was kinda like a palimpsest (the crystals they were trapped in) and whatever this thing is is ancient and powerful. 
Yelle: Gets the above info and the fact that when the thing left it wasn’t quite a bad vibe, just the vibe that something big and important is at play.
Penny: On an Arcana check she knows that what Danielle did 100% saved Antiope and Sam’s lives from whatever and wherever was on the either side of the mirror but the contact marked them in some way. 
Katja: With History she sees some Primordial writing which is the writing of elementals (one of the things Ending has resistances to which might be relevant; also Sam reads Primordial but doesn’t get to read what it says)
Antiope: She knows that she and Sam are connected to Ending now somehow but it’s a two way connection which means they can also use it to their advantage. 
Ostentatia casts Mending on the mirror shards which I think was to reconstruct the mirror but what it actually does is someone link their friendship bracelets. Cute!
And, with that, we cut to the present a year and a half later (which is Jr or Sr year for everyone). 
We hop from kid to kid as they get ready to head in to school and get glimpses into their homes lives! Let’s do a quick rundown for each girl:
Antiope Jones
We see that Antiope is the youngest of five in what is essentially a military family full of basically every kind of fighter (she says she basically lives in a “Crossfit box”). There’s an 8 year gap between her and her sister Corsica who is the second youngest so her parents are kind of already living like empty nesters. When she comes downstairs she is promptly handed a protein smoothie and told two pieces of info: (1) from Corsica she learns that she overheard at school --where she teaches--that Aguefort needs to talk to her for some reason but she won’t say why which annoys the crap out of Antiope and (2) her parents lined up an internship for her at the Ministry of Adventure. She and her mom verbally spar a bit about them being all up in her life and how stressed she is and how she likes what she has going now with the Seven but her mom wins ofc because she’s a Mom and also a master tactician with a deft hand for loving mom guilt. On the way to school her bros (who include a gunslinger and an eldritch knight cause they run the whole gamut of fighter classes) Facetime her like, “Yikes Ant, heard about what happened with Mom, this is why you don’t fight her lmao.”
Sam Nightingale
This is a heavy one so strap in. 
We check in with Sam who isn’t at her own family’s home but at Penelope’s family home which is off the bat eyebrow raising. It’s an upper middle class house and, on the way down, she has to pass Penelope’s bedroom which is conspicuously empty. Downstairs she’s greeted by Penelope’s human mom Rebecca who she learns is moving out soon because her elf husband is both cheating on her while away in Falinel and starting the divorce process. Sam clearly sees Penelope’s mom as a surrogate mom (for reasons we’ll learn in a second) and goes full ride or die assuring her that her ass is better than the ass of the woman he’s cheating with and offering to help burn his stuff even though drowning is more her specialty (she’s so cool). She also is a little stricken at the thought of Rebecca leaving her in the house alone but Rebecca says she can come with if she wants, she just didn’t want to disrupt her school life.
She also tells Rebecca that her bio-mom called recently which immediately sets Sam off. Through the convo we learn a couple of things:
Sam used to be an actor it seems.
And it seems like she was kicked out of the house after she transitioned or something similar which is why she lives with the Everpetals. 
Now that it’s more “fashionable” to to be trans (her mom’s words, not mine) she wants Sam to talk to her so they can get her back in the game.
Sam is having none of that and tells Rebecca to just delete her mom’s number. Then they have a cathartic session of burning her cheating husband’s shit before Sam leaves in Sebastian--her sentient, seafoam blue, self-driving car with a very hot male voice which I am extremely jealous of. She picks up Zelda on the way to school and they commiserate a little and have a heart to heart about adults and change and how much Zelda wants to body slam Sam’s mom. 
Penny Luckstone 
Penny’s house is a whirlwind of activity and her harried parents get her and her 19 young siblings ready for school (no wonder she’s such a good babysitter). We see where Penny gets her type-A ness from as her mom and dad both have this cheerful but overworked energy of “EVERYTHING IS FINE” like that Good Place sign. Her mom spares a second to tell her that she recently got a letter for The Society of Shadows which is like a super secret rogue college (which her parents assume is legit even though they haven’t heard of it cause they’re Mumple people and also, if you've heard of a rogue school, how good could it really be?) Penny is excited except that it would mean she’d have to move and leave her party. Her mom is like “hey it’s a full ride and there are 20 of you guys so just take that into consideration but it’s ultimately your decision” before she dashes away to get to work because it is always Go Go Go with the Luckstones. She texts Sam for a ride and Sam swings by to grab her. This is not plot relevant but she has a booster seat in the back of Sebastian with her name carved into it and it’s important to me that you know that. 
Katja Cleaver
Next up is Katja who lives in a Richie Rich style mansion and comes from very old money as she is descended from one of the first adventurers in Solace. She is in the barn with Cinnamon and the bugbear farrier they have employed (her name is Gertrude and a farrier is someone who does horseshoes). She eats the same breakfast as Cinnamon (hot dry oats and berries baybee) wo she loves so so dearly. Cinnamon is a magical horse--basically like a Find Steed spell that’s on all the time. She’s modeled the horse in her fave book series--the Babysitter’s Horse of course. Lockwood, the staff’s hobgoblin butler, is also there and they get a fantasy Zoom call from Katja’s dad who is in the middle of the insane 20th level adventurer stuff which he says might make him miss her graduation. She is extremely disappointed but just barely hides it from her dad (who seems to really care despite his not being around). She can’t hide it from the staff or Cinnamon however and Cinnamon offers to give her a ride to school via the scenic route. 
Note: We also learn two sad facts about Katja from the conversation with her dad.
Her mother is Disney Princess dead* and
She wears one half of a friendship necklace and it seems like she’s waiting for someone to give the other half to. It’s implied earlier that the way Penelope got her was by promising to be her best friend. Sad!
*Edit: Well, she’s gone and we’ll leave it at that until next recap. 
Ostentatia Wallace
Ostentatia wakes up and goes downstairs to have a very high energy in both directions interaction with her very fantasy-Italian mom and grandma. Her grandma is concerned her beard isn’t coming in--not knowing she shaves it on purpose which her mom is like, “Listen it’s fine but don’t tell grandma it’ll kill her.” She clocks very quickly that her dad isn’t there and his mithril working tools are gone. Her mom tries to play it off but she knows she’s being lied to and her mom relents. Her dad is at a meeting with the other workers of the shut down mithril factory and negotiations have ceased. It looks like he’s gonna be long term out of work. That explains where her dad is but not why the tools are missing. She decides to go do some investigating on her own and ambushes her dad in his car where, with the inaugural nat 20 of the season, she realizes he pawned his tools to get her 5 revivify diamonds. She's upset by this and he’s upset that she’s, in his eyes, questioning his ability to take care of his family. She’s like, alright, you did a thing for me, I’ll do a thing for you and she casts Animate Object to make his stuff steal itself back in a sequence that involves an animated crowbar using another crowbar which is just wild.
Danielle Barkstock
I’m gonna be real, Danielle’s life is exactly how you assume it is based on Who She Is As A Person so this one will be real short. Eco-friendly off the grid geodesic yurt. One super chill peace and love elf sorc mom and one rough and tough human ranger mom. She also knows and helps the Cubbies with their anarchist machinations because yeah, duh. She gets some messages from school on her crystal--one being a message from the principal saying that she and the rest of her party have first period off to meet with him and the other being a newsletter from the school showing, among other things, a photo of the Druid class doing a project but she’s not in it for some reason. She texts one of the other druids to see if she can figure out why she wasn’t invited but fully gets left on read. Brutal. Of course, she hasn’t messaged that person in 6-8 months so maybe that’s why.
Anyway, with that, all seven of our maidens make it to school and are all exuberant to see each other in a very teen girl way before getting to the principal’s office and learning that their party will be broken up at the year! 
Bad!
Superlatives 
I wanted to do something a little different for these recaps than the Bad Kid ones so instead of Honor Roll/Detention we are doing Superlatives and the inaugural one goes to...
Sam: Most Like To Survive a Horror Movie
Man she woke up chained in a ritual magic circle and she was Ready To Go Immediately. You will not catch this girl doing horror movie victim BS like exploring the spooky house or giving the creepy obvious ghost the time of day. She is hyper-competent and her goal is making it out alive and dragging her friends with her. Love her.  
Random Thoughts
The season immediately starts with a bang or I should say a bing with Izzy trying to say “bling bang” and accidentally saying, “bling bing” and immediately getting roasted by everyone. I love the authentic girl group vibes (which include everyone clowning on her then immediately hyping up Zelda to the max after being way more awkward). 
Handshake meme with Danielle and Moonshine from Naddpod. Also, Cinnamon and Horse from Centaurworld. 
I love that Rekha and Erika just straight up were like, “Our characters are Asian”. Like obviously, make your characters Asian coded in your fantasy world--all my D&D characters are black like me--but it’s funny that they completely disregarded the, “There’s no Asia in this world so I guess they’re this world’s equivalent to--” Nah just, “I’m a half-elf and I’m Asian.” You love to see it. 
I absolutely LOVE the choices the cast made to flesh out their characters based on the little info Brennan had about them, none moreso than rich horse girl Katja. Rekha is a genius. 
“I only want one thing and he’s working” KATJAAAAAAA
Man if I was in that flashback I would have been wilding out so much with my flashback plot armor. 
I appreciate that the first thing that Aabria has Antiope do is extremely uncool. I love it when players aren’t concerned about just being cool and on point all the time. Sometimes (read: often) that’s the less interesting choice. 
But on the exact opposite side, she’s a ranger and an arcane archer which I think is extremely cool. Lmao also I didn’t mention in the recap but she HATES dragons now which, understandable. I’m guessing they're her favored enemy. 
I can’t wait to see another group of kids interact w/ madman Aguefort. 
Also, as a known Aelwyn-stan, I am very excited for the possibility of the Seven interacting with her cause as much as I love her they are under no obligation to acknowledge her redemption arc and I would love to see them throw hands. 
I love the Greek myth naming scheme of Antiope’s extremely cool family as with her on the spot nickname “L-Cab” short for long caboose since she’s the youngest by a mile. 
Also this is out of character not in character but Sephie is an extremely cool nickname for Persephone. 
I wonder why Brennan didn’t let Sam read the Primordial in the cave. He just glossed right past her saying that she speaks it and she didn’t push it. Would it have solved his entire plot in the span of a flashback or was he just keeping things moving?
Sidenote, if I was married to an elf man and worried about aging like Rebecca, I would simply become a druid (or a monk or up my wizard levels so I could learn True Polymorph or Wish or something). 
I wonder what the deal with Ending is. She seemed relatively sincere in the mirror but that doesn’t mean anything. She could be sincere and also Very Bad News. 
There is an offhand comment by Brennan about how the dwarf forge god gives spells but doesn’t talk to his followers which I think means that Ostentatia is gonna be getting a direct god call soon enough. 
Also she mentions that her dad is doing some criminal activity on the side which seems like a Problem for later. Honestly all of the kids have some pretty rich parent drama happening which should be interesting to see explored. 
No nat 1s this ep and 1 nat 20 as I mention from Ostentatia. 
95 notes · View notes
let-love-run-red · 3 years
Text
Connected
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Two souls connected by the Goddess Hylia. One cannot exist without the other, one cannot die without the other.
Female Reader
Ao3 Link
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You felt it as soon as he fell. You had been holding the guardians back while he and Zelda ran. He had the master sword after all, he was the best suited to protect her. So you offered yourself as a sacrifice to distract the ancient machinery.
Then the guardians had gone still. The cursed light went out, the claws fell, and you lowered your sword as your chest heaved. You stood upright, still holding your shield. That's when you felt it. Your world had crumbled around you as your heart ached.
Link.
Somehow the two of you were bonded to one another. Your souls were connected, as though a thread spun by the Goddess herself connected you to him. You ran in the direction Link had taken the princess. You ran as fast as your legs could carry you, calling out for them as you did. Your chest heaved and your lungs burned, but you wouldn't stop until you found them. And when you finally did, you felt the string snap.
There was Zelda, on the ground, her back towards you. You could just see the top of Link's head around her torso. You let out a choked cry, stumbling towards the two of them. You collapsed on your knees next to Zelda and looked to your side at her. Her face was shocked, no doubt from seeing the tears streaming down your face.
You reached for Link, running your hand over his hair and wishing with everything in your being that he would open his eyes, that he would smile at you the way he did after every night you shared, that the warmth of the connection would come back. You felt cold, empty, now that the string had snapped between the two of you. You felt lonely, for the first time in your life it was a feeling of complete and utter, loneliness.
Zelda looked at you, moving her arm and scooting away. She had seen the bond you had with the champion, and she knew that no matter her feelings for Link, she couldn't hold a flame to you in his eyes. You took Link from her, holding him against your chest as you sobbed. You wished more than anything that you could hear his laugh again. One more time.
"Princess!" The guards called. You looked up to see Zelda on her feet, addressing the guards who had run to the trio. You pressed your forehead against Link's own, your nose resting beside his. You held him for what felt like hours, but was only a few seconds, when you felt a puff of breath against your cheek. You pulled back in surprise, looking down at Link. His eyelashes fluttered, and you placed your hand under his nose to feel another shallow breath.
"Zelda!" You shouted, addressing her by her name for the first time since you had been appointed knight alongside Link. She whirled around to look at you as you stood to your feet, bringing Link with you in your arms.
"He's alive!" You shouted, stepping towards her. She rushed back to you, and you gestured for her to check his pulse on his neck. She did and blinked in surprise before turning back to the guards.
"Ride ahead, take Purah and prepare the shrine of resurrection." She commanded. You let out a shrill whistle, listening for the familiar sound of hoof beats. You turned with Link in your arms to see the large gray draft horse galloping towards you. You laid Link over the saddle as the horse came to a stop, patting the gelding's neck before hauling yourself up and onto the horse's rump behind the saddle. You slid forward into the seat, adjusting Link so he was laying across your lap, You quickly looped a rope from the saddle bag under his belt, then around your waist as an extra assurance he would stay on with you.
"(y/n) wait!" Zelda called. You looked down to see her on her white mare, riding towards you from where she had been with one of the guards following her closely on their own horse.
"You need the Sheikah Slate to access the shrine." You huffed as your horse swished his tail. He could sense your urgency on his back, and you knew as soon as you touched him with your heels he would explode in a gallop and you could be at the great plateau and up the path in under an hour.
"Princess I-" Before you could finish, Zelda held the slate out to you, taking your wrist and pressing the slate into your palm.
"Take care of him." She said. You slipped the slate into your saddlebag and nodded. She returned your nod with a bow of her head, dismissing you. You took the horses reins in your hands, turning him down the path that would take you to the great plateau.
You turned and smacked the horse's rump while tapping his sides with your heels. The horse let out a sharp whinny, leaping forward in gallop down the trail. You patted his neck again, whispering words of encouragement as he ran. You only prayed he would be fast enough to get there, before Link was truly gone.
**
As your horse approached the shrine of resurrection you worked on untying the rope around your waist. You dropped it back in your bag before sliding off your horse when he came to a slow walk at the entrance to the shrine. You pulled the Shiekah slate from the bag, then pulled Link off the horse. You walked towards the shrine to see Purah standing at the entrance. She looked surprised to see you in place of Zelda, but didn't question it as you marched into the shrine with determination.
"(y/n) who is guarding the princess?" The guard with Purah asked.
"One of the castle guards." You said, kneeling next to the pool of water and gently laying Link in the glowing liquid. The guard cleared his throat and you whipped around to glare at him.
"Forgive me, but you and Master Link were her appointed knights. You deserted the princess." He said. You pulled your lips back in a snarl.
"Are you saying the royal guards are incompetent at protecting the princess?" You hissed, "Or that the princess, who has unlocked the power to seal the darkness, is incapable of protecting herself?" You stood, approaching the stand where the Shiekah slate had to be in order to activate the shrine. You placed the slate in the hole, stepping towards the guard.
"Because I assure you, the Princess will be fine if she is without her-" Before you could finish your sentence you felt a sharp pull in your chest, pulling you towards the pool in the shrine. Your throat constricted on nothing as you felt the breath being sucked from your lungs.
"(Y/n)?" Purah asked, stepping towards you. You reached out a hand, setting it on her shoulder as she supported you.
"Purah what's happening?" You asked as your knees buckled. Purah came to the ground with you, laying you on the cold floor of the shrine.
"I-I, I'm not sure, In all my readings it never stated the shrine had an adverse effect on others!" Purah said examining you closely and looking towards where Link lay in the shrine. You felt your vision fading to black, the warmth of sleep overcoming you and dragging you down, down, down, into unconsciousness.
***
"What happened?" Zelda asked as she entered the shrine. Purah stood from your body, looking to the princess.
"Princess, I don't know. I, the only thing I can think of is something written in the texts that pre-date even the divine beasts. And the divine texts say it's only been seen once in the shrine!" Purah said as Zelda knelt beside you. She placed a hand on your chest feeling your heart beating strong under her fingertips.
"She's not dead." Zelda said, just as confused as Purah was.
"What was it Purah? What did the texts say?" She asked, turning to the scholar.
"It had only happened once," Purah said, stepping forward and resting a hand on Zelda's shoulder.
"Long ago the Goddess Hylia had bounded two souls together to protect Hyrule One cannot live without the other. They were supposed to stay bonded until the end of the world as we know it, but one of them died too soon." Purah said, glancing between your body and Link's.
"The one who passed was taken to the shrine of resurrection, and the counterpart fell into a deep sleep until the resurrected soul awakened." She said. Zelda looked up.
"It's them." She said. Purah gave her a confused look.
"How can you be so sure princess?" She asked.
"I can feel it. I carry the Goddess in my blood Purah, Link and (y/n), are the two bonded souls." Zelda said.
There was nothing else that could explain the connection the two of you had. It was as if you had known what was happening in Link's head at all times. She could see the way you had gravitated towards each other. It was why she had appointed two knights rather than one. She could sense that without you by his side, Link's skill would be a fraction of what it could be. You pushed each other to be the greatest, and working together you could defeat anything.
Which is why Zelda knew you both had to remain in the shrine, until it was time for you to wake once more.
"They will need each other when they wake." She said, turning to Purah.
"If one cannot exist without the other, they must defeat Ganon together." Zelda said as she stood. Purah nodded solemly. With a nod from Zelda the guard stepped forward, lifting your form and placing you in the shallow water next to Link. If you were to survive you would need the life force from the shrine as well.
As the group walked out of the shrine Zelda looked to the cloud of black smoke surrounding the castle in the distance, and took a deep breath.
"It's time for me to do my part. Until they wake." Zelda said, approaching her mare. Purah exchanged a glance with the guard, knowing exactly what the princess meant.
*****
You woke from your sleep first. You blinked yourself awake, feeling cold to your bones. You took a deep breath as you looked around, your muscles still paralyzed. Something was familiar about this place, but you couldn't place what it was. You tried wiggling your toes, feeling them shift slightly. Good, everything still worked.
It took a moment before you were able to sit upright. The glowing blue water streamed from your hair as you sat up, soaking into your clothes. You put a hand to your head, feeling a stirring deep in your chest. It was a familiar sensation, one that brought you comfort. You watched the water ripple and looked to your side to see a face that, seemed familiar. But you couldn't remember why.
It was a male Hylian, and as he sat up and opened his cerulean blue eyes to look into your own (e/c) ones, you felt a shockwave run through your body. He must have felt the same, because he jumped with you. You reached out, gently touching his face. He looked between your eyes and your hand as you rested it against his cheek.
"Link?" You asked, memories flooding back to you. Memories of him, rolling through fields of grass with him as you laughed, riding horses through the town, linking your fingers together as you walked through a small village where nobody knew your names. You remembered nights spent at the same inn, sharing a bed. You remembered waking up next to him in a bed with nothing between the two of you. You remembered how it felt to kiss him in the rain, water streaming down your backs and under your shirts and soaking your hair to your heads.
"(Y/n)?" He said. You nodded with a smile. He remembered it too.
"I can't hear you." He said, his voice hoarse. You tilted your head in confusion. What did he mean?
"What are you talking about?" You asked, pulling back from him. The water began draining from the shrine pool around you, sucking itself from your clothes and hair.
"What did you say?" Link asked. You felt your shoulders fall. You raised your hands experimentally, signing your next words while you spoke them.
Do you remember me? You signed. Link watched your hands and nodded.
"I remember you." He spoke. You pulled him in for a hug, feeling him bury his face in your neck as you took a fistful of his shirt, tangling your other hand in his loose hair.
"We loved each other once." He whispered against your skin. You pulled away, signing to him while you spoke.
"Do we still love each other?" You asked him. He looked into your eyes before taking your face in his hands, running his thumb over your cheek. He closed his eyes, leaning in to you. You mirrored his actions, feeling his soft lips connect with your own. It felt like fire burning through your veins when you kissed him. You felt like you could do anything, and when he pulled away and you opened your eyes to meet his, they glowed.
"I think so." He responded.
****
King Rhoam had waited for this day. He watched from his spot on the hillside as Link stumbled from the shrine. It had been 100 years since the day you had placed him in the shrine. The king hadn't expected it to take this long, but he supposed the shrine not only had to restore Link's life force, but keep you alive as well.
Link looked off to the distance, examining the swirling cloud around the castle. His daughter's power was draining, the King knew this, she was growing tired after 100 years of holding back the darkness. He hoped you and Link would hurry to her.
Link turned back to the shrine, running back towards it and emerging with you leaning heavily against him. He guided you out of the shrine onto the soft grass before you collapsed to the ground. Link sat with you, each of you holding the other's hands tightly as you looked to the castle.
Rhoam looked to where the two of you sat, clinging to each other as you shivered in the night air. Link was speaking in hushed tones while you signed to him.
Soon, the two of you would make your way down the hill. Soon King Rhoam would have to explain your destiny. Soon he would have to send you off the relative safety of the plateau, straight into the maw of Calamity Ganon.
For now, he thought, watching the two of you. How you pressed your foreheads together, holding each other as if the other were life itself, for now he could leave you be.
285 notes · View notes
linkspooky · 3 years
Note
This is kinda random, but what is your top 10 favorite otps?
Sure.
#1 of All Time SPUFFY
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Spuffy, it wrote the book on both beauty and the beast archetypes, and enemies to lovers. For me the most important thing in a ship is the character development it brings about. Spike's redemption doesn't work without Buffy, because it's meeting the one person who expects better than him and won't put up with his selfish crap, that forces his character arc. Buffy's development is also nothing without Spike, it's meeting Spike that makes Buffy confront her dark side, and realize that being a good person isn't something you are, but something you work towards for the sake of your loved ones. The ideal ship should inspire this permanent character development and chane (Unless it ends tragically), they should be an inseperable part of each other's character arcs.
#2 Kumagawa / Ajimu
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This is what I was talking about when I said "unless it ends tragically". Sometimes you ship two people who should never end up together, because they probably won't accept their differences. However, even in a failed relationship, two people can be important to each other. There's not really a hapyp ending for Ajimu and Kumagawa, despite their similiarities when they're together they just seem to make each other worse. In Medaka Box they are the anti-Zenkichi and Medaka. However, for Ajimu Kumagawa represents her only human connection, and for Kumagawa Ajimu represents the first person to be "good" to him even though their relationship soured at one point. Therefore I find the ship interesting because despite the fact that they are permanently separated they are still an incredibly important part of each other's identities and who they are now.
# 3 Matsuda / Junko
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Basically for the same reason as what I said above. There is no universe where Junko and Matsuda end up in a happy relationship, as long as Junko is still Junko. However, Matsuda and DanganRonpa Zero as a whole add so much to Junko as a character. As long as Matsuda exists, Junko's more than just a black hole that only cares about despair, and I think together the side materials like IF and Zero show that Junko actually is capable of caring for people outside of her natural tendency to want to throw everything into despair, however, humanizing Junko in this manner doesn't actually make her a better person. She can have feelings like romantic, and familial love, and she still chooses to destroy those things and the people in her life. It just adds so much to Junko as a character, which is what I like ships as, an extension of characterization through character interaction.
#5 UIHAI
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I love Ui and Hairu because it's like a broken fairy tale. It was a love that could have saved Hairu, but it didn't, because for Ui he always realized his feelings too late to save anyone. Hairu was obsessively chasing after Arima for the smallest amount of approval, when Ui was right there, and already in love with her. They seem like the perfect couple that could never get together, because Hairu is too fixated on Arima, and Ui is too fixated on his job. They are perfectly suited to giving each other what they wanted, and even in lots of side materials and sketches they seem like a pair, or Ui's feelings for Hairu come across as pretty clear but it never came to be in canon.
#6 ZACK / AERITH
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Once again for the same reasons as above, it seems like a fairy tale romance of a knight, and a girl he wants to protect, but it fails completely to live up to that story. Zack and Aerith is a tragic story of first love for both of them, and it's also really formative for who Aerith is now as a character. Zack tried to be there for her, and he tried to be a hero to Aerith, only to very consistently not be there for her, and then disappear from her life all together. Much later on, Aerith is incredibly isilated, unable to fall in love with the real cloud without projecting Zack onto him. It's a relationship where in a better world they could have been there for each other, but also the failure of the relationship develops them as much as characters as them getting together might have. Zack and Aerith are one of those relationships that seems ideal on the surface but they are very different people with different wants, Zack wants to be a hero, Aerith just wants to be a person first.
#7 LINK / MIDNA
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The best zelda ship period. Once again the most important part of a ship interaction is the change that both characters inspire in each other. Midna begins not caring about Link at all, never referring to him by name, only seeing him as an object, an old legend, a hero to be used instead of a person. Midna's a manipulative freak, and Link breaks through to her because he actually isn't interested in being the hero of legend, he just wants to save the people closest to him at the village because he feels indebted to them, and Midna inevitably becomes one of those people. Link and Midna's partneship makes the game, because it's Midna who pushes him and makes him into a hero, but it's Link through his unfledging acceptance of her who inspires her to be a person once more, and not just the twilight priness.
#8 Morrigan / Warden from DRAGON AGE ORIGINS
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This and Spuffy are like the only two on this list who actually end up together, so let me just have this. Once again my favorite aspect of a ship is the transformation the relationship brings baout in a character. The warden is a non-character, but for Morrigan herself, her relationship with the warden is what allows her to escape an abusive household, and beyond that decide not to repeat the cycle of abuse with her new family. What made this ship an all time fave was in witch hunt when the Warden gets to ask her what she wants, and she's just completely confused. Even with her mother dead, Morrigan is still a tool of her mother's ambitions, it's still all about her mother wants. It's her love with the warden, either through friendship or romance that awakens Morrigan to the fact she's allowed to exist as a person with wants and needs outside of what her mother wants her to be.
#9 Kaine / Nier
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It's the Most Humanizing Ship Ever Between Two Mass Murderers. As a story, I think Nier is about finding the life, and love, in a story that is ultimately, fatally doomed. Nier only worse and worse as the game goes on but that doesn't mean there was never any love in his life. For every bad thing Nier does, he was not bad to every single person, specifically Kaine, it was Nier's love and belief in her that allows the wounds in her heart to start to heal. As Nier and Nier gets worse, Kaine's own shadow self says, that her feelings in her heart are no longer hatred, or even revenge, there's just a pure white light of love left. In a game where everything only rots, Kaine has healed to the point where she can love again when she never thought it was possible. It's why I like ending D the best, because it's Nier knowing he can never escape his own sins, but he can use his last action to heal Kaine fully all the way and allow her to live on a few more years.
#10 SATOSUGU
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Once again, there's no universe where they end up together, and yet still on opposite sides of a conflict they remain each other's closest friends. The most important thing about a ship is the character development it leads to and Gojo would not be who he is today without Suguru. I generally get the sense that Gojo's idea of a good person isn't himself, but rather who Geto used to be before he broke. Gojo actually relied on on Geto for a lot more than he realized, considering it was the one connection he had that seemed to humanize him. Geto provided the chosen one who can do literally anything in the world with his powers, support and guidance. He was the jade, and the foundation of their two person friendship, and then the jade broke.
Gojo and Geto's broken relationship is not only the most emotional thing in the series to me, it's also an incredible part of who they are ten years after the fact. Gojo straight up didn't bother to make friends for ten years later after the fact even though he could have, Geto still told his daughters that Gojo and him were best friends, they just had a fight. He couldn't comperehend in Volume Zero that Gojo would still regard him as a friend after everything that they had done.
It's like one of those "Can't live with them, can't live without them" pairs. They want to be each other's one and only but it just won't work because they don't understand each other, and neither of them is willing to compromise. They are also each other's perfect yin / yang complement. Gojo is the opposite of Geto, and still carries a part of Geto within him, and Geto even after becoming the enemy of the sorcery world while Gojo is the savior, still carries that friendship with Gojo inside of him as well. While their relationship is a failed one, it's also a past I hope that the next generation Megumi and Itadori both learn from, even if Geto never truly comes back.
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Coming Home
Written for @hey-a33butt for the SidLink gift exchange!
I picked the prompt Coming Home because I wasn’t sure if you’d be too pleased with my first idea of sparring. I wanted to do the fight in the parking lot from Superstore but put into BOTW. And yeah. I didn’t think that would fly ^^;
Enjoy!
Title: I’m Coming Home
Summary: Link and Sidon have been courting for some time, both before and after the slaying of the Calamity. But they are never able to stay together for long. But they talk about it. And when that day comes where Link can come back to the Domain for good, that final ‘Welcome Home’ hits all the right spots.
 There was nothing like looking at the night sky in Hyrule. So many gorgeous stars. Even the three red beams that pointed towards the castle didn’t deter from their beauty. And there was none more gorgeous than the one laying next to him.
Sidon had felt the pressure of the last few months coming down on him in that moment, the aching and pining he had been feeling ever since Link had calmed Vah Ruta and set his sister’s spirit free. He sometimes felt like he couldn’t describe his feelings for the Hero of Hyrule, the little spitfire of a Hylian that didn’t speak much but knew just what to say at just the right moment.
Sidon knew his head was always full of words, it was evident in how often he praised him and how varied and enthusiastic those praises could be. But in this moment he couldn’t find the ones he wanted to say. The reason he had brought Link out here, to set a romantic mood and see if he could find his way into Link’s heart the way that the other had crawled right into his. Instead of telling him, he instead asked what the other would do once this journey was over.
“What will you do when you defeat the Calamity?”
Linked glanced over at Sidon. They had been friends, and he wasn’t sure how things would stand with them after this evening. He hoped Sidon would say something, he knew there was this special connection between them. Everyone in the Domain could see it in the way their Prince lit up when he heard of Link’s arrival or how he’d compliment him or how sometimes he just couldn’t stop talking about him and would end up lost in thought with the goofiest smile on his face.
It had taken him so long to see it himself. But when he did begin to notice it and that realization dawned on him, that his own feelings for his ‘best friend’ went far beyond that of any friend, it made his chest feel warm and happy. Like he was…he was…
“I suppose I’ll go home,” Link finally said.
“Where is that?”
Link shrugged. “Dunno. Suppose there’s Hateno.” Oh, right. Sidon remembered Link mentioning his house in Hateno. “Though after everything I would think Zelda might want to rebuild Hyrule Castle and Castle Town. So who knows. Maybe that will be home.”
Sidon swallowed. It was now or never.
“What if you came here?”
Link’s eyes went wide. He had gone and done it. And Link was thankful for it too; as the embodiment of Courage he didn’t know if he’d find enough strength to let Sidon know of his own feelings.
“To the Domain,” Sidon continued. “Everyone here adores you.” He rolled to face Link, then reached out to take his hands. The Prince’s large ones engulfed his, but it made that warmth in his heart spread throughout his body. “I adore you,” he finally added on, and that was all Link needed.
He leaned forward and placed a kiss on his lips. A promise. To one day return home.
----
The celebration that followed the defeat of the Calamity was widespread and took place over many months. Each faction wanted to congratulate and honour the Hero and Princess and their unshakeable bravery. Perhaps it would have done some good to collaborate and hold a grand ball and feast as a united Hyrule. But everyone wanted to do their own thing. And so it took longer for Link to fulfill that promise to come home.
“You won’t stay this time?”
As of late there had been too much build-up of wanting to see his lover. Link would find times to sneak off with the Sheikah Slate to go to the Domain any evening he could. Some nights they would lay outside and watch the stars, just as they had the time Sidon had confessed his love. Others they would cuddle together and do nothing but talk. Or well, Sidon would talk. Link would mostly listen, add in a few things here and there.
Some others their snuggling would turn to heavy petting, and result in evenings of passion, only stopping for a moment’s rest or to watch the sun rise. This was one of those nights.
“You know I can’t,” Link said, reaching out and touching Sidon’s cheek. “We finished our tour of Hyrule, but we have only just started rebuilding the Castle and New Castle Town.” Sidon sighed. He had been receiving almost daily correspondence on how things were moving along since the two had reached the castle once more and clean-up had begun. It felt torturously slow, and Sidon couldn’t help but feel somewhat neglected. The depth of his love for Link and his undying faith in him were enough keep him going, but he sometimes couldn’t help but hold a bit of resentment. Whether it was towards Queen Zelda or all of Hyrule keeping them apart, he wasn’t sure.
Link leaned forward and kissed his cheek. “You’re mad.”
“A little.”
“You know we can always stop. We don’t have to continue this if it’s causing you that much trouble.”
Sidon shot up at that idea, distressed that he had caused Link to think that. “I would never!” When Link looked at him and started to smile he pressed forward with defending himself. “I love you too much to even entertain such a thought, Link! I just…” he stopped, squeezed the sheets, wished he wasn’t prone to such jealousy and selfishness. “I just want you to come home.”
“I know,” Link said, and he sat up as well, leaning in once more to gently press their lips together. “I love you too. And I want nothing more than to return to you for good and not just keep sneaking around on my free time to be with you.” Link pressed his forehead against Sidon’s crest. “Just be patient. Please?”
“But for how long?” Sidon knew of Link’s duties, but it still came out as a bit of a whine.
“I don’t know. But it will happen. Do you trust me?”
“More than anything.”
They left it at that. A few hours later he kissed Link goodbye, watching him disappear in a swirl of blue light to return to New Castle Town, returning to fulfill his promise to help rebuild and train a new legion of guards.
He would just have to learn to be more patient.
---
The second anniversary of the Calamity’s fall was quickly approaching. Sidon’s own duties done for the day, he couldn’t help but look out at the starry sky and think of that night he had asked Link to join him in the Domain. A promise two years old, and while he was working on his patience the loneliness Link would leave behind felt unbearable some days.
“Pardon me, your Highness?”
Sidon turned, surprised that the Captain of the Guard would want to see him so late. “Yes?” he asked, and when Bazz stepped forward he saw that there was a letter in his hand. “What’s this all about?”
“Forgive me for not giving this to you sooner, my Prince. But I hadn’t had the chance to meet with you ever since the Rito Courier dropped this off this afternoon.” Sidon nodded in understanding and took the letter, when he recognized Link’s handwriting addressing it to him he nearly ripped the letter open with his teeth. Not quite taking it too far, he was able to curb his enthusiasm a bit, but did still ended up scrambling a little as he fumbled with it to get it open without tearing it to shreds.
The message inside was short and sweet, but still moved Sidon to tears.
“Prince Sidon?” Bazz asked. “Is everything alright?”
Sidon nodded enthusiastically, unable to stop himself from launching forward to embrace the Captain in his joy.
I’m coming home.
---
After receiving the letter Sidon had no idea just how long it would take. But he knew it would be soon. He rushed to finish any royal duties he had during the day and finish up his training each and every morning. Anything that required immediate attention he would wake up and the crack of dawn to get done so that by afternoon he could stand by the bridge and wait.
It took four days. But on that fourth day he was unable to stop himself  from running to greet him as soon as he saw that telltale tuft of blond hair peaking over the horizon. And with a hearty and tearful laugh he scooped Link up, spun him around, pecked his cheeks with several kisses as Link laughed along with him.
“Welcome home, my love.”
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