#of course we should compare what can be compared so no comparison to Zelda
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randomnameless · 1 year ago
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Tbf to Hopes, i find it somewhat misguided to use the 1 and 2-star reviews it got on Amazon as representative of it's overall reputation among the JP fandom; those average out at 6% of the reviews of the game, leaving 94% of people who were ambivalent/positive towards the game.
That's right anon!
the amazon reviews are only a staple of the jp fanbase who bought and played nopes!
However, I think the game's price dropping very fast on Amazon JP at least and the lack of post release content speaks volumes, imo, about how the game was received by the JP fandom.
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notmuchtoconceal · 2 years ago
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Imagine a religion that, instead of forecasting a radiant future, predicts the inevitable rebirth and triumph of evil: a religion that assumes the gods repeatedly allow their people to suffer in an eternal cycle of destruction.
Welcome to the religion of Hyrule, the world of the Legend of Zelda.
In this seemingly idyllic land, the population holds to an ideology of enduring pessimism due to the cyclical resurrection of demonic forces that terrorize the people with each passing generation.
Why do I argue this? Well, let's back up a bit.
In a previous video, I shared a thought experiment. Imagine you're an anthropologist and you've been transported into the Legend of Zelda universe with the task to study Hylian religious behavior. The Zelda video games are your sources. What would you find?
I argued that Hylianism -- the religion practiced by the people of Hyrule -- revolves around obtaining and protecting ritual power. Specifically, almost every aspect of Hylian religion revolves around protecting objects of power. For example, consider their pantheon of Gods.
Although the Hylian pantheon includes a Trio of Creator Gods and a Patron Goddess Named Hylia, the creator gods are almost completely absent from Hylian ritual practice. Nobody seems to worship them. Or, at least their worship plays a minor role in day to day life. Now, the patron goddess Hylia is more important in that she blesses and protects the Hylians throughout their history, and she seems to be venerated and temples and at small-scale shrines, but it's the Triforce and Not the Gods that take center stage in Hylian religion, An Object of Near Ultimate Power Made By The Creator Gods. But the existence of the Triforce introduces an existential risk. Physical contact with this relic can impart power to any individual, evil or otherwise, and thus losing control of this object can plunge the world into chaos if it falls into the wrong hands.
And what can the gods do? Well, nothing.
The destiny of the universe is Outside the Control of the Gods, so with the gods ceding their power to this object, Hylians strategically leverage their religion to mitigate the risk the Triforce poses. Hylianism is thus a form of damage control, both on an individual and cosmic scale, all in an effort to protect the Triforce. But protection from whom?
Demons. Lots and Lots of Demons.
Well, monsters too, but demons are the big bads in the Legend of Zelda. There's the body-snatching Malladus, the demon sorcerer Vaati. There's Girahim and Zant and of course the most famous of them all -- The Demon Train. No, I mean Ganondorf. It's Ganondorf.
He's The Most Famous One.
With so many demons, a robust understanding of Hylian religion requires that we develop a robust understanding of Hylian demonology.
Demonology is the systematic study of malevolent supernatural beings. This includes studying the belief around these entities, their characteristics and the roles they play in various religions, mythologies and cultures. Demonology encompasses a huge range of topics -- everything from the origin of demons, to their classification, powers, weaknesses, and ritualized forms of exorcisms or protection against them. Now I'm using the term "demon" here somewhat loosely --
as a cross-cultural category to describe any type of malevolent spirit or supernatural entity.
But anybody who studies comparative religion should know comparison is tricky business. Malevolent supernatural beings do appear in every culture. You have the oni in Japanese mythology, the rakshasas in Hindu mythology. In Ancient Akaddian texts, there are several beings that could be translated as demons, including rabisu, gallu, utukku. All referring to different types of oftentimes malevolent beings. But the entities that may be labeled as "demons" in one cultural context might not necessarily align with the characteristics of demons in another context. There's always going to be some conceptual slippage between religions.
So we need to be cautious when employing a term like "demon" across cultures, especially if that concept is deeply rooted in a specific religion.
For example, in a Christian majority country like the United States, Christian conceptions of demons might loom so large in our public consciousness that Christian demonology might sway our analysis of a different culture. So while the term may be a convenient shorthand to discus any sort of malevolent supernatural being, it can also oversimplify and thus run the risk of misunderstanding the specificity of indigenous concepts. The Japanese oni or rakshasas in Hinduism are not perfect analogues to a demon in Christianity.
In fact, the Greek word itself, daimon where we get the English word "demon" is not necessarily analogous either. It originally referred to different kinds of ambiguous divine entities, everything from the souls of the dead to even the Gods. But ancient Jewish and Christian literature later developed a strongly polarized demonology in which demons became categorically evil creatures. The demonology of Hyrule shares this strong polarization we see in Christianity. Almost without exception, demons are evil beings. But Hylian demonology is a remarkably sophisticated system that echoes demonologies from many different religions. So what is a demon in Hyrule?
The demons of Hyrule have been described as a race or a tribe that emerged from under the earth in the distant past. This would make them analogous to the other tribes of sentient beings occupying Hyrule, like the aquatic Zoras, the rock-dwelling Gorons and the sylvan Koroks, but I'd argue that demons share very little with these other beings, who typically have their own unique cultures and societies, not to mention shared physical features. Instead, demons seem to be a fundamentally different class of being. There's little to indicate that they share some sort of culture or society of physicality.
Comparing all of the demons in the Zelda universe, they really only share their evilness and some shared supernatural abilities.
What's interesting though, is that "being a demon" doesn't seem to be an unchangeable characteristic. Individuals from other tribes have transformed into demons. Vaati once belonged to the small magical people called Picori before his stint as a sorcerer and One-Eyed Demonic Creature. In The Ocarina of Time, Ganondorf was once a human and leader of a tribe of warrior-thieves called the Gerudo. Conversely, the demon Batreaux transforms into a human with the help of Link, who gives him crystals earned by doing good deeds for others.
So you can become a demon if consumed by enough evil, and reverse that condition with enough good deeds, which might undermine the argument that demons are some sort of species or race, and more like the end-state of any being when corrupted by enough evil.
But, as I dove headfirst into this rigorous scholarly pursuit of studying the religious ideology of a video game franchise, I started to formulate a Grand Theory of Hylian Demonology.
You see, some scholars classify demons as a type of "small god". The term small gods refers to a diverse range of supernatural entities that don't fit neatly into many religious traditions. They're ambiguous entities that occupy a middle-ground between the divine and the mundane.
In other words, small gods are beings that are very powerful -- they're greater than human, but they're also closer to humans, both in terms of proximity and power level. This can include beings such as fairies, nature spirits, ghosts and demons. Because they inhabit this categorical space between Gods and humans, and because they literally act as intermediaries between Gods and humans, some scholars call them "intermediary spirits".
Now, despite their "smallness" intermediary spirits often hold a significant place in local folklore and popular belief. They're often locative, in the sense of relating to a specific location. They live in a particular steam, grove, or building. In some cases these beings might be seen as useful or benevolent, like guardian angels. While in others, they may be seen as malevolent or dangerous. Others are deeply ambiguous entities that hover in a zone of uncertain and ambivalent power.
In Greco-Egyptian magick for example, a daimon is sometimes a useful being you can call upon, or a chaotic and dangerous being to avoid.
These small gods can be contrasted with the very difficult and very technical term "big gods". The social psychologist Ara Norenzayan defines big gods as "powerful, omniscient and morally concerned supernatural beings that serve as the central figures in many world religions". These Gods are believed to posses the ability to monitor human behavior, reward moral actions and punish immoral ones.
Big Gods can be found in various religious traditions, including Christianity, Islam and Judaism. In each of these cases, the central deity is believed to be All-Knowing, All-Powerful and Deeply Concerned with Human Morality and Behavior. I'd also add Gods like Zeus and Osiris or Major Hindu Gods like Vishnu and Shiva, Gods Who Are Clearly In A Class Of Their Own, above humans and intermediary spirits.
In Hylian Demonology, demons are not small gods at all. Well, there are lower-level demons, but more often than not, they're only referred to in passing. Other times, they appear as small-scale antagonists, like Dark Link who appears to be some sort of demonic being.
But overwhelmingly, most demons in Hylian Demonology should not be classified as small or intermediary. You have Demon King Malladus, Demon King Ganondorf -- Zant, King of Darkness. The title of King is thrown around all the time and these beings go toe to toe with the Gods in battle and Sometimes Win.
So what we're dealing with here are Big Demons, or Master Demons, rulers of lesser demons who are closer in power level to Big Gods.
Master Demons are a common feature in world religious. There's of course Satan, the main antagonist of God in Christianity. The Dead Sea Scrolls and other Second Temple Jewish Literature mention Belial, the leader of the Sons of Darkness. And in Hinduism, there's Ravana, the Multi-Headed King of the Rakshasa, who is a central figure in the epic poem called the Ramayana. Hylian Demonology is really a demonology of Master Demons. A Master Demonology, if you will. In fact, the entire moral universe of Hyrule and Hylian cosmology revolves around a Very Big Demon, indeed. A Demon King called Demise.
Demise is the central antagonist in the Hylian Religion; a primordial demon king who, according to the Spirit of the Master Sword, is An Eternal Being and The Source of All Evil.
As the events of Skyward Sword unfolded, the hero Link arose and defeated Demise, but he then uttered a curse that set the stage for a recurring struggle between good and evil for eternity.
An incarnation of my hatred shall ever follow your kind, dooming them to wander a blood-soaked sea of darkness for all time.
The Legend of Demise is thus an etiology for evil; a mythical explanation for the origins of evil as a general concept and evil beings like monsters.
The idea of a Primordial Demon King is a rarity in world religions, but not unheard of. The closest parallel to Demise is likely the entity known as Angra Mainyu (Ahriman) in Zoroastrianism, a primordial spirit from which originates evil.
The Curse of Demise thus means that a surprisingly depressing or even cynical type of demonology underlies Hylian Religion. An ideology that I like to call "cyclical apocalypticism". You might be more familiar with apocalypticism in ancient Judaism or Christianity, which refers to the ideology that God will Intervene in the near future, bring an end to an evil era and inaugurate a new era by establishing His kingdom.
But critically in Christian apocalypticism, Time is Linear.
The end of days arrives, Satan is vanquished and the Kingdom of God Lasts Forever. It'd be unthinkable in Christian end times theology that Satan would One Day Arise Again and Topple God's Kingdom.
But in Hylian Apocalyptic Demonology, the Curse of Demise launched and endless boom and bust cycle. Phases of peace and prosperity followed by cataclysmic events that plunged the world into an era ruled by evil, usually at the hands of some sort of Master Demon -- An Incarnation of the Primordial Evil.
So if Hylians are subjected to an endless cycle of cataclysm after cataclysm, how do they deal with these Master Demons?
Ritual strategies to defeat demons are found all throughout the world.
In my own sub-field of ancient Mediterranean religion, you commonly see various forms of exorcism. Rituals that aim to extract a demon from somewhere or someone. Jesus famously exorcises demons with a simple command, but there are also elaborate exorcism formulas from the ancient world that require special incantations or ritual objects. Another strategy you'll commonly see are various forms of apotropaic magic; rituals and objects that aim to ward away demons pre-emptively. For example, someone might wear an amulet to keep a demon away. But these are strategies to combat lesser demons. As we've said, the people of Hyrule regularly need to deal with Master Demons, so these small-scale rituals wouldn't quite cut it.
Hylians generally defeat master demons in two ways. First, by literally destroying them in physical combat with sacred weapons, such as the Master Sword or the Bow of Light, which possess divine properties capable of vanquishing demonic forces.
In fact, according to the Japanese manual to the Super Nintendo's A Link to the Past, the Master Sword was originally called tama no ken, which we can translate as Exorcism Sword.
In other words, a sword specifically designed for banishing demons.
When battling demons, Link usually needs to identify and exploit the demon's weakness, observe enemy patterns, dodge and block attacks and seize opportunities to strike. This might sound formulaic, but it's not unlike how some demons are defeated in world mythologies. For example, consider the description of Rama vs. Ravana in the Ramayana. They shoot arrows back and forth during a chariot duel, but eventually reach an impasse. Rama then takes up a sacred arrow, a gift of Brahma, a mighty arrow unfailing in battle. He consecrates it by chanting mantras over it before shooting it directly through Ravana's heart.
But Master Demons in Hyrule seem to be difficult to kill, so more often than not, the Hylians resort to binding and sealing the demons. This often involves a powerful figure like Zelda, the sages, or a Goddess like Hylia engaging in forms of ritualized constraining and containment, banishing and trapping the demon in a different realm or prison. Another example of ritualized containment occurs in Twilight Princess. When the execution of Ganondorf goes awry, the sages banish him to the Twilight Realm through the Mirror of Twilight.
Now, because of the cyclical nature of Hylian cosmology, these seals never last, but it at least ensures a few hundred years of peace.
Demonology may strikes some of us as exotic. It's the weird side of religion, the occult side of religion. But as the scholar David Frankfurter says, "as exotic as it often seems, the study of demonology engages the most subtle dimensions of culture..."
For example, studying the demons of a particular can reveal how that particular culture conceptualizes the landscape. In what sort of place do demons dwell? It can reveal how that cutlure views sickness or disabilities or bodily autonomy. Studying demonology enables us to explore the specific threats and anxieties that a society perceives, and what strategies that society views as effective to mitigate or confront those dangers, either through writing, iconography or prayers that seek to repel or bind them.
Moreover, because demonological beliefs can be found among both the religious elite and the general population, studying demonology can help illuminate modes of religious authority. For example, the roles of priests, shamans or other ritual specialists who are believed to have the ability to combat demonic forces, can provide valuable insights into the authority structures and the sources of social prestige within a society.
So by studying the demonology of Hylianism, we catch a glimpse of Hyrule's cultural beliefs, values and fears. A society locked in an endless, cyclical struggle between good and evil, a society that thus values sacred power and divine weapons to overcome the revolving glass door of master demons, and the society that must also grapple with the reality that divine intervention only offers temporary relief and the gods might be powerless to vanquish demonic forces once and for all.
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ghirahimbo · 3 years ago
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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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repentantsky · 3 years ago
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The difference Between JRPG’s and WRPG’s, and why we should stop comparing them
If you’re like me, you love RPG’s of many different genre’s. Whether they cover fantastical realms like Skyrim and Final Fantasy, or more technologically advanced ones like Borderlands or Star Ocean. 
Like all genre’s most RPG’s of different genre’s also suffer from different problems because of tropes and reused settings that people can grow tired of, but talking about RPG’s from two different parts of the world, is a whole other problem. Japan for example, is mostly marketing itself to Western players, while Western RPG’s, are mostly marketing themselves to Western players...uh wait, why does that make them different? 
It’s all because of style choices. See, Japan like most countries, has a lot of traditions that make a lot of it’s products fairly same-y. As I said that happens with everyone, but Japan has to try harder with smaller series to get western appeal, which is required to have a successful selling game, unless it’s a mobile title, since those all do really well in Japan, because people can just game on their way to and from work. I digress, but Japan is so rooted in tradition, that you can watch an episode of Gigantor, the anime that is considered by many to be the first anime ever created, and Demon Slayer, and notice a lot of similarities in the way the characters are speaking, because Japan has always made their shows where actors talk like they would in real life, which isn’t always true in other acting platforms around the world, which of course means, this translates to video games. 
Specifically what it means, is that Japan has to hop a cultural barrier that Western games don’t, and they have to rely on a lot more tropes, because there are only so many ways to translate the same basic plot of a JRPG, for Western audiences, before things become too cliché. A lot of RPG’s are successful in doing this, like the aforementioned Final Fantasy, and other JRPG’s are coming through with successful games to, like Fire Emblem. Persona and Shin Megami Tensei, Atelier, and several others. All of the games coming through lately, lead people to believe that JRPG’s are a thriving genre in the west, but that’s not really true. 
If you were to ask any random person what the most successful JRPG of all time was, a lot of people would probably think of a Final Fantasy game, but not even Final Fantasy 7, has come close. In fact the only JRPG that even made it to the top 10 best selling games ever, is Pokemon Red/Blue/Green/Yellow as a collective, with four different versions. The next best selling one is Pokemon Gold/Silver/Crystal, and in fact, only 11 of the top 49 best selling games of all time, are RPG’s, and all of the JRPG’s are Pokemon titles. Final Fantasy 7 has still been wildly successful, as the original has sold over 11.8 million units, and the remake over 5 million, but the fact of the matter is, that even though RPG’s as a whole are the biggest genre of the top 49, the few that made it are exceptions to the rules. In fact, of the top 10 best selling games of all time, 6 of them are by Nintendo. The other 5 excluding Pokemon, are Wii Sports, Super Mario Bros. Mario Kart 8/Deluxe, Wii Fit/Plus and the original Gameboy version of Tetris, which itself is on there twice because EA’s version is number 3. so you’re actually better off in Japan, not making a JRPG. 
There’s a lot more that can be gleamed from looking at the list, so you can check it out here if you want: https://en.wikipedia.org/wiki/List_of_best-selling_video_games 
The point is that JRPG’s, aren’t always as successful as people think they are. I mean sure, you don’t have to be on the top best selling games list to be successful, but Persona 4 Golden on PC is considered a massive success for selling only just over a million units since it’s release, and the Tales of Series, which is one of the longest running in gaming, as recently as April of this year, had it’s sales numbers made public, and Tales of Symphonia, the undeniable Final Fantasy 7 of the series, sold a total of 940,000 units in the United States, and the game, easily the most successful title from Tales of, only managed 2.4 million in total. None of this is to say, that JRPG’s are struggling, because most of the ones I brought up are shining examples that they aren’t, but going back to that top 10 list, Minecraft and Grand Theft Auto V,  just the top two of that list, have sold 345,000,000 total units. That not only beats the entire mainline series of Pokemon, it’s only about 2.5 million short extra, of beating the original 151′s total sales, with how many spare units the two games over Pokemon’s  300,000,000 million total sales mainline games, which means likely, the two of them will beat the series out at some point in the future. 
Western RPG’s, don’t often suffer from as many problems, because they don’t have a border to hop, and it shows with Elder Scrolls, which has sold 58 million total copies with only five mainline games, and 30 million of those came from Skyrim alone. It took Pokemon, the undisputed champion of JRPG sales, 20 mainline games to reach 300 million, which means arguably, by the time Elder Scrolls reaches it’s 10th installment, it will have caught up to Pokemon’s first 20 games total sales. Borderlands, which is arguably the Tales of to Western RPG’s in most people’s eyes, has actually outsold Elder Scrolls with only 4 mainline entries, one of which is considered bad by many, with a total of 60 million total units sold. The better comparison, surprising for many I’m sure, for a Tales of comparison, is actually Fallout, which has sold 13.51 million units, to Tales of 23.5 million units. 
Enough about numbers for a few minutes, 3 paragraphs about it is a bit much, but the fact of the matter is, Japan struggles more overall to make successful RPG’s in the West, than the West does in the West, and it’s all due to how much of a challenge it is to hop that border. 
Outside of sales numbers, the other major difference between JRPG’s vs Western RPG’s is how they are classified. Generally, when someone thinks of a JRPG, they think of a fantasy world, with leveling, where rare items can be won off bosses, but your main way of improving stats is to level up, and have enough money to buy the best equipment at each new town you enter with a shop. However, a lot of games have been getting that label slapped on them by their marketing teams or fans, and some of it is just wrong. The Legend of Zelda: Breath of the Wild is one such game, despite the drops from enemies being the only correlation between BoTW and JRPG’s. The correlation was made by fans, which might seem like an innocent mistakes, and in fact could be nothing but that, but then there’s Monster Hunter, which actually does have two JRPG’s attached to it, in the Stories 1 and 2 games, but who took the reigns of JRPG to market, calling Monster Hunter World, a JRPG. despite it having few differences from other Monster Hunter action games, outside of having a story, and having nothing more to do with JRPG’s than Zelda. A lot of fans of Japanese games will classify simply playing as a fake character an RPG, which normally would be fine, but in games, that’s not how genres are defined. If that were the case, all of Yakuza’s games would be JRPG’s, instead of just Like a Dragon, and in fact most games would be RPG’s, and they obviously aren’t. Bubsy 3D RPG anyone? No? Ya sure? Yeah I didn’t think so.   
The west has the exact opposite problem of under classifying it’s games as RPGs. While sure, you wouldn’t call Halo an RPG, unless you know, Master Chief was shooting an RPG, you absolutely should call Ratchet and Clank one. Think about it, your main playable characters all have HP, most of them have weapons that can level up, and the action setting of these games, basically should make Ratchet, a response to Level 5′s Dark Cloud series, which did all the same things for combat. However, it’s just seen as series of action games, despite it also being a lot like Borderlands. 
The point is, there are a lot of things that differ JRPG’s and WRPG’s from sales, to marketing, to style and so many other factors, I would run out of characters available to me, before I get through them all. There’s nothing wrong with these genre’s being different, but people classifying them as similar, could harm either since they don’t often jell that well together. So please, think before you compare, and for those rare RPG’s, where you can’t tell the difference, makes sure you find out where they were developed, because a lot of games you might think are JRPG’s, could in fact be Korean or Chinese. 
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sternenteile · 4 years ago
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wrapping things up with some closure  on the ty/cho situation. this is the last time i will be bringing it up. if you’re wondering what i’m talking about, you can see the receipts and the files here. massive content and trigger warnings here include, and are surely not limited to, gaslighting, abuse, sexual harassment, ableism, antisemitism, racism, and most damning of all, literal and actual rape. i’m telling you, it’s bad. take my word for it when i say to avoid ty/cho at all costs. this is not some meager drama; this is a legitimately dangerous individual. what’s worse is there are even more details i know now (not included in the callouts) that i cannot divulge, as they do not involve me, as if this scum of the earth could be any worse. just know that this is a very terrible person and to not read the receipts if you don’t think you can handle the contents. in such a case, please just take my word for it instead and block him, avoid him, all that jazz. he is an actual rapist. avoid.
that being said, the theme i’ve noticed with all of this tomfoolery of his and actual crimes and traumatization of people is the domineering of an entire group of rpcs using intimidation tactics, including over those he’s hurt the worst, in the most reprehensible, objectively inexcusable ways ever.
the rpcs tycho played prominent roles in are beyond just pokemon and sonic. the way i met him was through the smash brothers rpc (which, unlike the general smash fan base, is a darling and kind community). smash is rather all-encompassing for video games even outside of nintendo, and he is plenty aware enough of the fandoms within that umbrella. mario, zelda, fire emblem, pokemon, sonic, metroid, castlevania... you name it, he knows it, and he will therefore have association with it that makes him a danger to these communities as is. his influence cannot be understated. he was a huge influence for a lot of people and groups.
the way he weaponized anything he could get his slimy hands on left so many people fearful and in silence. the worst i’d gotten were some jitters about how... out there and volatile he could be, but i’d otherwise not been suspicious of anything too egregious, especially nothing like what has come forth. i really didn’t get the brunt of it. however, the subtleties were there, and they had unfortunately lulled me into a sense of security that he, in all of his flaws, was a fine person and an admirable man. of course, we all know now how horribly wrong that is... but it goes to show that his charismatic nature had been used expertly to harm many people for his own selfish gain.
he left entire communities and groups of people mum on the situation. no one, no one was able to speak up in fear of retribution, not to mention the fact that his smooth way of manipulating people made it seem like he was on this untouchable pedestal. it was quite the opposite, and we all know that now. the only reason he was on a pedestal was because he brute-forced everyone else away from his level, threatening the worst if anyone so much as dared to find stable ground with him. in reality, though, his pedestal was a farce, a pillar filled with cracks that was destined to fall. it didn’t just crumble, though, no. it collapsed and was promptly blown to smithereens. once that one hunk of rubble came loose from that pedestal, his world came crashing the fuck down. it was an inevitability, and i’m sure he knew it was.
why would i make a statement that bold? simple: when i caught wind privately of what had gone on, i’d blocked him on all fronts. it hadn’t been more than perhaps a couple of hours before i realized that i’d still had him on my twitter, too, but he’d blocked me already before i got to do so myself. it often takes some time to realize a mass-blocking has happened, at least from what i can imagine (as i’ve not been mass-blocked like, ever before in this rpc i think?), but ty/cho was on it fast. it was almost as if he was watching and waiting for the shoe to drop. it was like he knew. it happened so quickly that it gave me whiplash. he was waiting for this.
another fun little detail i found was that he, as he had done to many other people who treated him with nothing but kindness, shit-talk me behind my back. let me tell you that the smash fan base is a terrible place where you can be harassed just for liking your comfort character, thinking they would be a good fit to the roster, even if your behavior is innocent and without harm or annoyance to other smash fans. those who have been here long enough will know that i’ve undergone a lot of bullshit because of my love for geno, and so have other geno fans who have done nothing but innocent speculation. one person i know personally had even gotten his and his elderly parents doxxed with death threats launched his way. i’ve seen people state that they want to, ah... let’s just say knock the wind out of geno’s fans and cover them in flammable material. let’s just put it that lightly. it’s very bad.
ty/cho knew this. i’d vented to him about it once. i praised him for being a competitive smash player that wasn’t as vile as any of the trash in that community (an as an addendum, there are some good comp smash players! the bad ones are just very prominent and very loud!). i praised him for accepting people of their comfort characters, emotional support through way of a character i connected with, not to mention the cases for many other folk, as well.
turns out, he used that information to shit-talk me behind my back, whining and complaining about me daring to like a character that ‘nobody cares about’ as if i was some fucking smegma gremlin on the face of the earth. you know, ty/cho? he did that, yeah? the guy who played nack the fucking weasel? the guy who knew i was sensitive about this shit because of what the smash fan base put me through? the guy who obsessed over and loved his own comfort character, too, and should have understood what that felt like?
needless to say, i’m pretty reviled about that. i entrusted him with this information, and he knew how much it hurt me... so he weaponized it. he specifically picked out what pained me and utilized it for harm when i trusted him. my case is a whole lot of NOTHING compared to everyone else’s, to be sure, but the core concept is chilling. he will find out what hurts you the most and attack you unprovoked with that knowledge. thank god it was just about my fucking comfort character and nothing worse, because others were unfortunately not as lucky. i got out totally unscathed by comparison.
the way he used puppet strings and played people like fiddles to keep his image pristine was beyond fucked up. he tarnished the trust of so many people. he made entire communities drop and leave because they were terrified of ty/cho ruining their lives even further. they felt unwelcome around excellent people who had done no wrong to them because of ty/cho, when said excellent people more than likely felt the same and feared them because of ty/cho. it poisoned the entire well for these communities and made everything go so quiet. the sonic rpc and smash rpc, in my experience, suffered the most. a lot of my sonic mutuals and sonic mutuals of friends either left or went awfully silent. the once-hopping smash rpc became practically like a ghost town. all. because. of. ty/cho.
he is a danger to both individuals and to entire communities alike. he doesn’t care about what we as people think, though, so how about i pull the nasty, petty card and hit him where it hurts? considering all that he did, i think it’s more than justified. ♡
ty/cho, you objectively will never live a fulfilling life where you make an impact on the world. you will never do anything medically if you can’t find it in yourself to empathize and care. you will never do anything for the people you supposedly ‘care for’ if you throw them under a bus at any and every opportunity. you will never do anything for racial justice if you use the movement and Black lives to abuse others, lie (nice to know that protest i feared for your life over turned out to have never happened in your area to begin with, LOL, i want my lost sleeping hours back) and better your own image. your image will never be a pristine, perfect image. you are not a god among men and never will be. you are not hot shit. you will not leave a positive legacy on the world. rapists don’t do that, you son of a bitch. go to hell where you belong and burn for eternity, where deviants like you become fucking rump roast. enjoy your unfulfilling life that will never amount to anything for yourself. :)
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hyliangrace-a · 4 years ago
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oh, i ended up spending so much time on this, but - it’s done ! it’s far from perfect but i’m pretty satisfied that there’s a visual guide to my idea of hyrule, post-seven years war. & now, god help you all, i’m gonna talk about it lmao. click here if you want to see a full-sized version of the map, but i’m also gonna put it under the cut in this post with the original map for comparison, & go on for a bit about how hyrule has, in my interpretation, changed under zelda’s rule.
( this gets long. like, really long. like, over 4,500 words long. read at your own risk. i’d say i’m sorry, but i’m really not. & fuck drawing water features forever. )
first thing’s first - the map !
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( apologies for the giant watermark underneath it all but i’ve had my shit stolen before & i’m not enthused at the idea of having it happen again. clicking it open in a new tab should make it bigger if the link above doesn’t work. )
so, it’s slightly bigger than the original map which is featured in the game, haha. here’s a comparison of the two, actually, with my map over the top of the original so you can see what’s been changed or added & where. i’ll talk about what got added & why in a bit, i want to speak just about the actual map, first.
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i did my best to keep the main locations of hyrule as specified in the game in the same place, & i think did an okay job, tbh ! my biggest nitpick was just how many dang cliffs & rockfaces there are on the original map. i know they serve a purpose in-game, which is completely fair, but they limited worldbuilding a little by making the map so small, so i took some liberties. not with every cliff, of course - i kept some in the southwest to keep the border between gerudo valley & hyrule field intact, & kept the ridge the river runs through - partly for the sake of continuity, & partly because i’ve always loved the fact that falling into the river in the valley washes you down to the lake. expanding them into a new area was fun, too, because at least then they go somewhere, rather than just locking you in to a certain place.
my main point of contention, to be honest, was the giant rockface in south hyrule field. again, i understand why it was there, but, come on ! so i ended up just doing away with it all, letting it lead a path to two new areas i’d like to work into zelda’s canon. the map just fades out in certain places, too, particularly the gerudo desert, so i ended up expanding that a little more & having it lead into the cliffs above lake hylia - the river already runs from the valley to the lake, so why not have more of the desert lead into the mainland ? the mountains, too, got their range expanded, because they just seem so ... small, in canon, when they aren’t being used specifically as dungeon locations. i’d say the only place on the map i didn’t expand in some way is that little gap between zora’s domain & the kokiri forest - the forest is so hemmed in & the domain is literally inside a mountain, hidden behind a waterfall, so i was happy to just let that be empty space. if you manage to climb over the cliffs surrounding the domain, or break through the treetops in the forest, you get a view of the ocean, & that’s that !
it was fun to look at the maps of the games that came chronologically before this one & see how the position of things in hyrule change, but i’m kind of glad that there was only the three before ocarina of time, because the mountains alone move across the map at their leisure, good god. there was a bit of freedom in it, too, because in zelda’s canon timeline, the gods are going to flood hyrule anyway, so i could make whatever changes i wanted because it’s all gonna end up underwater & unseen in the end - plus, it meant i could add in more mountains to take up empty space on the map, because the hylians have to flee somewhere to escape the flood, & i don’t think the peak of death mountain could hold them all. most of the new locations were inspired by the minish cap, more than any other, so i’m going to start at the top of the map & move down to talk about them.
i always loved royal valley & the royal crypt in the minish cap, to be honest. it was spooky & cute, & i’m surprised it, or a concept like it, hasn’t made much of a comeback in later zelda games. the royal family’s tomb being in kakariko village never bothered me much as a kid ( other than the fact their headstone gets utterly destroyed & you get assaulted by what we can only assume are the zombies of previous hylian rulers ??? & then it’s just left open for anyone to stumble in & possibly loot slash get murdered by said zombies ??? actually, y’know what, this bothers me a lot more as an adult, what the fuck - ) but kakariko was a village founded by the sheikah, originally for the sheikah, so i did always find it a little strange that at some point, a ruler of hyrule went ❛ that’s cool, you do you, but make space for us in your graveyard. ❜ i know the history between the hylian royal family & the sheikah is implied to be murky ( thank you, shadow temple ) but that’s a meta for another day, so i’m not gonna go into too much detail, but it’s still something that sticks out as strange to me. call it the sheikah continuing to guard the royal family in death or whatever, but, hm. weird. anyway !
the point is, after the seven years war ends, zelda decides that what originally belonged to the sheikah should be given back to the sheikah. kakariko village was opened up to non-sheikah by impa prior to the rise of ganondorf, & that’s her perogative & not something zelda would ever dream of interfering with, but that applies to the living, & those who die within the village deserve to be buried in the same place. it takes time to get around to the rebuilding of hyrule castle & its’ town, but when it’s time to plan for it, zelda chooses to utilize the abandoned valley which lies behind the castle as the new home for the royal crypt, but not solely for that ! she establishes & sponsors a university on behalf of the royal family, with special consideration going to the preservation of hylian history ( a lot was lost in the hyrulean civil war prior to her birth, nevermind the seven year war following that so quickly, & we can see in other zelda games, such as twilight princess & breath of the wild, historical preservation within hyrule is ... terrible, to say the least. of course, it will all be washed away when the goddesses flood hyrule, but fuck, at least she tries. ) the university also covers a range of other subjects, but history is the one zelda takes an active interest in, & she spends a lot of time with scholars who specialize in it. the royal crypt lies at the very back of the valley, the university being closer to the castle, & then ... watch this space ! i’m likely to add more things to areas around the map in the future.
hyrule castle & hyrule castle town i’ve left in the same spots, pretty much - i imagine the castle is rebuilt to be something like the one we see at the bottom of the ocean in wind waker, but i intend to put my own spin on that, too. zelda wouldn’t be focused too much on getting a castle up agaiin ( i’ve mentioned in a thread before that two years post-ganondorf, she is still sheltering at impa’s house in kakariko village, as rebuilding for the civilians is her main priority, & whilst i haven’t figured out exactly how long that lasts for, it’s a safe bet to say a good few years ) & she definitely wouldn’t want to be living anywhere especially y’know, grandiose & opulent, if her people were still struggling day to day. the castle town bounces back better than ever, expanding a little more to the left over time, but that’s a gradual thing. no real change except a distinct lack of redeads, which is always a bonus !
death mountain & its immediate surroundings, i was happy to leave as they are - it’s marginally wonky in place compared to the original map but it’s not a severe drift from canon, so lets just pretend it sits a little more to the left, shhh. it’s a volcano built into a mountain with a network of caves both inside & adjacent to it, plus a place of worship built into the heart of it, & you can’t really go wrong with that, so i focused on all that empty space beyond them left on the map. minish cap came in clutch again, because by fuck, did they have a mountain range, so i ended up dipping in to it for the names of this one. the gorons are clustered at the forefront of the mountain because everything beyond their city has been mined to the absolute death by those who came before for its resources, & abandoned by the same in turn, but they still send patrols to make sure it’s fine. 
there’s a story of how, before the gorons settled into the mountain, a man of great strength climbed the mountain alone to make his home within it - he faced eruptions from a then-hostile death mountain, fought off the creatures who called the range home & weren’t fond of sharing, & forged on to what was said to be the edge of hyrule itself. it wasn’t, not quite, but it was far enough away from the central provinces of the kingdom that the mountains became capped with snow, contrasting the temperate mountains to the west. the story goes that the adventurer decided to call the furthest reaches of the mountain home, & singlehandedly carved out what would become the beginning of the mines, in order to gather materials for his forge. it’s been disputed whether said man was hylian or goron, as the biggoron family claim lineage from him, but the mountains he once inhabited are named for him now, & are one of the places zelda hid whilst on the run & masquerading as sheik - despite the extreme temperatures playing havoc with her & nearly killing her, it’s one of the harder to reach spots in hyrule, so it provided a measure of safety that other places could not. melari’s hold lies in the northeast, but the cold spot on the mountain travels further south than would be expected, resulting in a cold spot - the ice cavern - to the north of zora’s domain.
real quick, fuck zora’s domain. there was no way to make the water feature coming from here look decent, or properly portray the types of cliffs it’s surrounded by, so please don’t judge it too harshly. at the end of ocarina of time, zora’s domain is still said to be frozen, but recovering from the curse ganondorf placed on it, which, great ! i’m gonna say, i could be completely off here in how it works, but i wanted to change things up a little, so if i am, i don’t mind that much. i like a bit of artistic license. also, if we can have literal fish people, a genderless species made of rock, children who don’t grow up in a magical forest which horrifically warps those who don’t belong, & a giant fucking overworld field where the skeletons of what look like fucking children come out to fight you at night ? i’m okay with this reckoning being off a little.
so, eventually, zora’s domain unfreezes. i personally imagine, as ganondorf’s power ebbed from hyrule, that the process started slow, until one day, it wasn’t. it’s said that zora’s fountain is the source of all water in hyrule, with the domain lying under the mountain it rests on top of, & a few secret passageways here & there, which is fine, usually - the fountain never froze, just the domain beneath it. that becomes a problem, though, when the magical freeze put in place by ganondorf wears off, & the excess water from the melt ends up flooding the domain. not a problem from those who live within it, with the zora being essentially amphibian in nature, but when that excess water begins seeping out into the fountain, through cracks in the mountain, through the entrance granted to those affiliated with the royal family ? that all goes over the fountain, down the sleepless waterfall, through the river, & that river completely bursts its banks. the water level of the river rises significantly, washing away much of the path previously taken by those who wished to go to the domain on foot, causing minor flooding in hyrule field as it travels downstream, & resulting in the waters of lake hylia rising when the overflow reaches it, hence the lake being larger in my version of the map. the rebuilding of a path to zora’s domain ends up becoming one of the earliest projects zelda undertakes as queen but it’s a bit of a logistical nightmare for a while, considering that, with princess ruto ascended as a sage, zora’s domain is now in a succession crisis. does it have much bearing on zelda’s life ? not especially, but i thought it was a nice bit of worldbuilding, so here it is.
kokiri forest, the lost woods, & everything within doesn’t change much. with the dark magic vanquished from the forest, & the great deku sprout able to thrive, the forest continues to grow, & overgrow. it’s still dangerous to outsiders to go within, still dangerous for anyone to enter the lost woods without a fairy companion to guide them & save them from a grim fate, but the children of the forest do grow somewhat braver about stepping out from their home to see the rest of hyrule. it never lasts long - not all of the kokiri are as brave as link was, after all, & hyrule is so vast compared to what they’re used to - but it sparks their curiosity & their desire to explore hyrule which eventually trickles down to the wandering koroks.
the area to the south / southwest of the kokiri forest is entirely my invention. as i said, in-game, it’s just cliffs to hem you in & prevent you from breaking the boundaries of the world, but there’s none of that in roleplaying, so i just … did away with them entirely. part of this is lake hylia not being as hemmed in by these walls as it is in-game, opening up into a new river & streams which travel through the south & southeast. crossing this river leads to three paths - take middle path, & you may find yourself in what’s known as the rito village. now, i’ll say here, i know that the rito don’t technically appear in hyrule until after the great flood, when the zoras somehow sprout wings, but nintendo’s strange decisions don’t change the fact that there are many wonderful people in the zelda rpc who play rito characters with crossover verses that let them interact with those who play characters in other parts of the timeline. in order to better facilitate interactions with these roleplayers, i decided fuck it, rito village in ocarina of time. canon can be easily bent. if, however, i’m writing with someone who wants to adhere to strict canon, then it’s just other hylians who live within the village, & rito is just the name chosen for the village, with no connection to the as-of-yet-unevolved race, just a nice little coincidence. regardless of who lives in it, though, the village & its name are fixed here in a southern woodland, with the village nestled amongst the hills within.
cross the bridge to the south & take the third branch in the path, you’ll find yourself inside the bremen woods. i honestly haven’t got much to say about the bremen woods here, but it’s not because i don’t have ideas for it - i have another headcanon brewing concerning myths, fables & fairy tales within hyrule, because … i am just that type of nerd. about eighty percent of my blogs before this one involved fairy tale characters in some way. it is, as the kids say, extremely my shit, & i’d like to tie the bremen woods into that, so i’m going to save what i have to say for that headcanon, but don’t worry. it’ll probably be a lot smaller than this one. ( thank god, i hear you say. i know, i know. i’m still not sorry. )
cross the bridge, then, & take the first branch in the path, & you better have a sword with you. the castor wilds are a lawless place, which is fitting for the corner of the world where the last remnants of ganondorf’s forces lie. any that weren’t killed during the restoration of the kingdom were beaten back to the edge of the world, & it’s not a friendly place. the last of the monsters shelter in a run-down settlement known as dragmire’s hold, the last place where those who sympathize with the king of evil can speak freely, & it’s murder to get to. the entrance to the wilds is a marshy swamp, thanks to the run-off of lake hylia, but if you manage to get through the mire, the land begins to dry out until you reach the hold, where the earth struggles to bear fruit & it seems the grass refuses to grow. it is, in a few words, fucking grim, & as a result, the go-to place for banishments within the kingdom. zelda isn’t a fan of harsh punishments, but she’s no fool, not anymore, & she won’t abide those who plot to throw the kingdom back into chaos, be it in service of ganondorf, or their own selfish natures. it’s rare that anyone actually finds themselves wandering the castor wilds, unless they actively choose to adventure there, but it is a very good threat, considering its reputation as the land where the devils live.
jumping across the map entirely, we come to the cliffs of coroa to the left of lake hylia. another spot on the map which is notorious for being hard to reach, the cliffs are an inviting challenge to those who want to boast of their climbing skills & durability. if getting up the cliffs doesn’t kill you ( & there is a very real possibility that it will, especially if you fall, ‘cause this water ain’t soft ) the journey down might do it instead, & that’s if you survive your trip at the top. there has been rumours of a great treasure hidden away in the cliffs for years, though the debate on what it might be was pretty intense, if you got into it. for a time, some thought the legendary blade rested within the cliffs, & only those who could brave the rockface would be able to lay a hand on it; others argued that it contained more mundane, but still desirable, treasures, such as a great haul from a band of thieves, left behind when they were hunted down by the crown, growing only more valuable by the minute. some, with sense, said that the only thing atop the cliffs was certain doom for the morons who tried to make their way up them. the truth ? there’s nothing up there. sometimes, cliffs are just cliffs, & those who try to scale the ones facing lake hylia truly are fools. the gerudo people, however, had the right idea of how to get to them.
again, another aspect of canon i was happy to leave as it was. the gerudo desert is a vast, harsh swathe of land, continuously assailed by sandstorms, bordered to the north by what is called ❛ the great sand sea ❜ & to the south by the haunted wasteland, & it’s not hyperbole. spirit guides appear to those who seek the temple of the goddess of the sand, but very few have ever made it through the wasteland if they enter in pursuit of something else. one of the few who did was the gerudo heroine, ashai. a well respected warrior amongst them, ashai was the younger sister to the exalted rishika, the chief of the gerudo at the time, & one of the first to vow to conquer the wasteland & see what lay beyond the storm. though her sister cautioned against it, as tales of people becoming lost in the wasteland were not uncommon, ashai was a headstrong young woman, & she could not be swayed. she took with her a party of twelve, & in time, three returned to tell their story. ashai had forged a path through the ever-shifting sands & left it well enough marked that her companions were able to find their way back. it’s said that some succumbed to madness during the journey, tormented by the ghosts of the wasteland, whilst others fell ill whilst they traveled, choking on the sand which gathered in their lungs. seven of them made it through the wasteland to the valley which lay beyond, but ashai had grown sick during the crossing, & knew she would not make it back. instead, she spent the time she had left exploring the valley, & found a way through it to the peak of the cliffs of coroa. the legend says that is there she died, watching the sun rise atop the cliffs, speaking only of her sister, & her companions laid her to rest within the valley, which her sister then named in honour of her. whilst the gerudo are happy to let those who have proven themselves attempt the journey to the desert colossus, no outsiders are permitted to walk the valley of ashai, where a shrine was built for its namesake - it is considered sacred to them, & the journey to pay respects to ashai is now part of the trial given to those who wish to become chief of the gerudo, should the bloodline of the previous chief die.
that covers just about all the main areas & landmarks of hyrule, i think, so to move on to the last thing, the various settlements, villages, hamlets you see across the map. hyrule is a big place. yes, quite a few of the races are localized to certain areas, & yes, it’s entirely plausible the hyrulean civil war could have decimated the population, with the seven years war exacerbating that problem, but hyrule field just looked so … empty, once everything else was finished. so, rather than stick to a number of locales i can count on one hand, i threw a few more settlements across the map to try & make hyrule feel more like a real kingdom. not to breath of the wild’s extent, of course, but just something a little more than what was given. all those who survived the fall of hyrule castle town apparently fled to become refugees in kakariko village, which was opened to all by impa, which is fair, but i imagine as the world returned to something close to normality, & families started growing again, the village would quickly find itself overwhelmed. as queen, zelda would make it a priority to make sure none of her subjects go homeless - she knows all too well that struggle - & so she would begin a program to make sure there was enough villages or townships for every one of her subjects. those who volunteered would be given a set amount of money & plots of land across hyrule to build a home, which zelda would then personally visit to inspect, to make sure her people were thriving.
there’s little to say in detail about them all as of right now, as i’m still fleshing them out, but i have a few basic ideas. most of the settlements were named after the first to attach themselves to the project, but the names have the potential to evolve over time. they certainly won’t retain the hamlet / settlement status, that’s for sure. the offer wasn’t restricted to hylians, either - any other race in the land was free to join, though only a small number of gerudo accepted it, the others preferring to stay in their homes & travel as they need. ciela’s settlement was the one spearheaded by the gerudo who accepted zelda’s offer, hence its proximity to the valley. a lot of young men volunteered to go to this settlement, but zelda was happy to let ciela make her own call, & many were knocked back - only those with what ciela deemed viable skills were allowed in, & still, it’s very much a female dominated settlement, but it is thriving under her leadership, & blossoms into a successful village as time goes on. lon lon ranch is, well, lon lon ranch. with funding from the crown, talon was able to take on more staff & expand it at his leisure, but it is one of the very few places in hyrule which has stayed constant over time, & he was quite content to keep it that way, & zelda content with his decision. 
to the south of lon lon ranch lies damia village, the largest of all the settlements from its inception. led by a fearless young man who gave his name to the village, it is a hub of activity which could rival hyrule castle town. with damia came many like-minded people, all eager to forge their own path in the world & prove themselves as he had, as he had been part of the group which volunteered to help beat back the remnants of ganondorf’s forces. many of the families within damia village are the families of soldiers who work at the castle & it has gained a reputation for being a village full of strong, capable, trustworthy people. arborwood, which lies further to the south in a more rural location, is an outlier in that the one who volunteered to lead in this settlement didn’t wish to put their name to it - they didn’t want glory, just a place to call home where they could finally live in peace. arborwood is an agriculturally focused village, filled with farmers & those who possess green thumbs. a lot of trade is done between arborwood & all the other villages - everyone in hyrule became proficient at growing & hunting their own food in the past thirty years, as was necessary to survive, but it’s nice to have a place to get food from which specializes in high quality meat & crops. why hunt rabbits, when arborwood can provide venison ? 
last but not least, lynna’s hamlet, which settled at lake hylia at the request of the owner of the lakeside laboratory. as he was getting on in years, he wished to find someone to continue his work, & so specifically requested that any like-minded hylians settle close to the lake so that he could impart his wisdom & let them take over. he got quite a few more people volunteering than he bargained for, be they scientifically inclined, interested in cataloguing the history of lake hylia, or just desirous of a change in scenery. the smallest of the new settlements, lynna’s hamlet never truly flourished the way others did, but the buildings were never empty - as time went on & people began to move elsewhere, it became a popular spot for those who traveled the land to rest at when they came to the lake, with a very successful inn eventually being run by the lakeside, its doors open to any who wished to visit.
it’s not a lot of worldbuilding when it all comes down to it, compared to other things, but this is something that i’ve wanted to do for a long time. as i’ve mentioned in the section regarding the bremen woods, more headcanons are likely to follow regarding places on the map & how they change & evolve as time passes during zelda’s rule, but for now, there’s this ! something which makes hyrule feel less empty than what it was before, whilst still respecting canon, somewhat which was the goal all along. if you’ve made it this far, holy shit, go outside & feel the sun on your face. it’s been eighty-four years - but i can’t thank you enough for reading ! at least next time, the headcanon won’t be so long. i hope.
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scaredofheroin · 4 years ago
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Captain N - Chapter 8:  Castle-Mania
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The journey across the land took all day. Over hills and through valleys, Simon led the group on. Convinced he's the only one who could be trusted with the map, he diligently guided Captain N, Pit, Zelda and Falco closer and closer towards Dracula's castle. Out of everyone in the group, Captain N struggled with the hike the most. His exhausted state of mind did not mesh well with his less-than-peak physique. Of course, the other three didn't show nearly as much struggle in following Simon. Even Zelda, despite her title as Princess, still exuded grace and elegance in her every step. At least the others didn't have to carry the fruit basket that was so kindly gifted to the team like Captain N. He could feel his lungs start to protest such exertion more and more as the trek continued, barely managing to keep his feet under him and putting one foot in front of the other to walk. At least his exhaustion distracted from the pressure to perform. Little conversation was shared between team members as they continued on, primarily due to Simon remaining completely solemn and determined to get to Castlevania. Simon refused to take a break for lunch, so the contents of the fruit basket were eaten by the five while walking. It took all day, but after slashing their way through a thick, dark forest, the group found themselves at a massive clearing, with a large ominous lake before them. Beyond the lake, silhouetted against the bright moon in the night sky was an imposing, intimidating, Gothic castle. Captain N hasn't met the Dracula of this universe, or any universe for that matter, but this would be a place his universe's Dracula wouldn't look out of place in.
"Castlevania..." Simon muttered, indicating they've arrived. Falco stepped forward, closely examining the castle. "Sure seems like a humble guy." He joked. "So what's the plan?" Pit asked, turning to the group. "Well, since all we're here to do is get the weapon, I think we should try sneaking in from the back." Captain N suggested. Simon turned to him semi-aggressively. "Are you suggesting we allow Dracula to live?" Simon demanded. Captain N shrunk back slightly, crumbling under the pressure. "Well, I mean, I guess so..?" He meekly answered. "There are more present forces threatening Yamajiro. We cannot afford to be slowed by anything else. Defeating Bowser, King Dedede and King K. Rool is out biggest priority." Zelda stepped in, defending Captain N. "I'm afraid you don't understand the threat Dracula could pose. The longer he's alive, the stronger his army grows." Simon warns, standing firm in his claim. Captain N shifted slightly, knowing Simon has a point. "Okay, well, both can be done! Simon can take on Dracula while the rest of us search the castle!" Pit interjected, breaking up the argument. "Plus, the longer we spend arguing, the more likely it is that Dracula finds us." Falco added. "Unless you want one of us to join you?" Pit suggested, where Simon paced in place, thinking to himself. Eventually, Simon nodded in agreement, turning back to the group. "Alright, leave Dracula to me." He declared. "Are you sure? I could help you take him on." Pit offered. "No, Dracula is my battle. You have yours." Simon insisted. "Very well then, you draw attention from the front while we invade from the rear." Zelda declared, Captain N and Falco joining her. "I wish you all luck on your quest. I hope you grow to become the hero we need you to be." Simon bid farewell. "Thank you for your help, Simon. It's been an honor to fight with you." Captain N thanked. Simon gave a respectful nod to the group, and took off across the shore of the lake, headed for Castlevania.
Captain N stood for a moment, watching Simon march off with such bravery and confidence. Traits that he needs to have. Simon would have been a better hero than him. But he can't have these thoughts now. Not when action is needed. Turning back to the three, he straightened his posture. "Well, what are we waiting for? Let's get to breaking and entering." He joked. Pit was the only one to respond with some laughter. Zelda faced towards Castlevania with Falco beside her. "Yes, let's." Zelda responded, beginning to walk in the other direction to the castle. Falco, Captain N and Pit followed her carefully, almost tracing her exact steps. Zelda led them back into the forest surrounding the lake, staying out of any possible line of sight from the castle. Her steps were light and deliberate, stepping around any stray branches or anything that could alert someone nearby to their position. This proved to be the most difficult for Falco, whose metal legs don't help him remain quiet. Captain N could almost sense Falco's frustration in the air, silently cursing to himself with every snapped branch. As they drew closer, Captain N spotted Simon storming through the front entrance of Castlevania, boldly invading Dracula's home. Zelda carefully led the group further around the castle, still obscured by the trees. Pit was careful to fly beneath the trees, his wings occasionally getting caught in a stray branch. Fortunately, this didn't cause enough noise to give away their position. Eventually, the four found themselves directly behind the front entrance of Castlevania, facing three tall windows. "I'll go scope out the situation." Pit said, flying up to peek through the window after looking around to ensure there wasn't anyone who could see him. Peering through the window, Pit then swooped back down to the group and reported "There's no one in there. I'll try to open the window and I'll carry you guys inside!" He whispered, just to be certain. Captain N felt a chill run down his spine at the thought of being carried through the air again, but decided to go along with that plan. "Only if that's the only way." Falco said, his displeasure with the thought of being carried noticeable. "Fine, let's just make it quick." Zelda replied. Pit nodded, flying back up to carefully inspect the windows. Eventually he found a way to open it up, and almost surgically slid the grand window open. Getting back to the group, Pit lifted Captain N into the air first. Danging his legs helplessly, Captain N felt more brave being in the air compared to his first flight. Mostly because the flight was mercifully shorter, as he was soon dropped inside the grand castle. He scurried away from the light pouring from outside, sneaking off to the side and drawing his Zapper, prepared for anything. Falco was the next to be carried inside, and was much more careful to not cause too much noise. Zelda's entrance was much more graceful in comparison, and Pit touched down inside.
Taking in the surrounding area, Captain N deduced they were currently in Castlevania's mess hall. He was quickly joined by the three, huddling together and facing different directions. Falco drew his blaster and Pit produced his bow, Zelda peering around the grand mess hall. The room was as immense as it was oppressive, with dark, immaculate chairs surrounding the long, onyx dining table, which was decorated with candles and other table decorations. "It'd be really stupid to split up, so we're all gonna have to search for this weapon together." Falco noted. "We're gonna have to find a way to get to the underground levels. That's where the weapon will be stored." Captain N added. "Then we must hurry. Simon can distract Dracula but we can still get caught." Zelda informed the group. "Over there!" Pit whispered to the group, pointing to a pair of doors off to the side. The group shared a knowing look, and carefully moved over as a group. Captain N had his Zapper ready as he slowly pushed the door open, to find no one else present. Signaling to the three he continued sneaking down the halls. Captain N was incredibly impressed by how regal and luxurious the castle interior was, taking in every sight as he led the group. Polished, marble floors, incredibly detailed paintings, regal, red rugs, grand arches curling far above his head, he was partially awestruck. Zelda searched across the halls, tapping the shoulders of the other three to get their attention and motion them down another hallway. But this time there were two white skeletons standing down the hall, keeping watch for intruders. As soon as he spotted them, Captain N zipped back into cover, turning back to the group. "What do we do about them?" He whispered. "Well, how loud is the Zapper?" Pit asked. Captain N shrugged nervously before answering. "Uh... It's not too loud... I think." was Captain N's response. Falco searched around the hall they were in, seeing no one else present. "...It's worth a shot." Falco stated, aiming his blaster at one of the skeletons. Zelda quickly stopped him. "Are you out of your mind? You'll give away our position!" She scolded him. "Guys, leave it to me." Pit interrupted. Splitting his bow into two blades, he swooped over to the two skeletons and cut them down before the two could react. Pit quickly searched around the hall, and gave a thumbs-up to the three. "Perhaps we should let Pit lead the combative charge." Zelda suggested, making Falco roll his eyes. "Sounds like a good idea." Captain N replied. Making their way over to Pit, Zelda moved to the front of the group.
"I believe this is the way to the lower levels." She informed the group, making Falco step forward. "You BELIEVE that's the way?" He asked, wanting a clarification. "This castle's surrounded by a dark and mysterious magic, it's clouding my senses." Zelda answered defensively. "Unless you've got a better of where we should be going, we're following her." Captain N stepped in, shutting Falco down. "Fine, fine, let's just grab your tool and get out of here." Falco relented. Pit joined Zelda at the front, with Falco and Captain N keeping watch in the back. Soon enough, the group came across an animated set of black knight armor, who was quickly taken down with a single quick shot from Pit's bow. Captain N could feel his heart race faster than it ever has before in his life as his eyes scanned the massive corridors. If they're caught by Dracula now, it's over. A small group of zombies blocked their way, but before Pit could attack them, they got word from another zombie, and the small group shuffled towards the entrance of the castle. Simon must be hard at work, Captain N thought. "Come on, this way." Zelda led, motioning down a semi-hidden staircase leading down. Captain N carefully tip-toed down the stairs, aiming his Zapper downstairs while Falco pointed his blaster up the stairs. Descending the stairs, Zelda found that they've entered some sort of coliseum. The stands were empty, but the blood stains inside the sand pit were still fairly fresh. Captain N noticed this as well, and led the group around the edge of the stands. Zelda and Falco walked behind him as Pit quickly zipped through the air to get to the staircase on the other side of the coliseum. But as soon as the four reached the staircase, they heard footsteps above them descending. A flash of panic in Captain N's mind, he quickly scurried out of sight, freezing just beneath the doorway to not make any noise. Zelda went ahead a bit, trying to get a sense of where to go. Pit and Falco crouched behind Captain N. Two voices could be heard echoing through the halls to accompany the approaching footsteps.
"I understand Simon Belmont is here, I've deployed my forces to confront him." Rang a cold, authoritative voice. "But you don't understand, he's only a diversion!" Another, more high-pitched voiced responded. Peering around the corner, Captain N saw a tall, older man with white hair wearing a dark cloak and a small, turtle-like creature wearing a blue hat and robe with glasses, wearing glasses and riding on a broomstick. The tall man turned to the turtle creature, his eyebrow raised. "Is that so?" He asked.
"My superiors believe the prophesied hero has invaded your castle."
"Well Kamek, tell your superiors that I can handle managing my own estate." The tall man sneered, turning away.
"Dracula!" thought Captain N.
Kamek floated across Dracula's path, determined to get through to him. "But your excellency, it would be extremely unwise to take on this threat alone! The prophecy-" Kamek boldly declared, but was cut off by Dracula.
"SILENCE! I care not for some bedtime story told a century ago, tell your Koopa king that I reject his idea of 'assistance'." Dracula shouted, making Kamek back up. "Fine, we'll leave you to your domain." Kamek bid him farewell, waving his wand to open a portal he quickly vanished through. Once he believed he had privacy, Dracula groaned in annoyance, snapping his fingers. Another living suit of knight armor quickly ran to Dracula, hastily stopping just before impacting his master. "You know where Belmont currently is, correct?" Dracula asked, to which the armor responded with a hasty nod. "Good, rally two-thirds of your forces and strike him down. As for the other third... I want a search conducted for this so called 'prophesied hero', as well as any allies he may have come here with." Dracula instructed. The armor then bowed respectfully before running off to the other doorway in the coliseum. Dracula departed as well, heading back upstairs. Once he was certain he was out of earshot, Captain N let out the breath of air he's been holding. "We gotta move." Falco whispered to the three. Zelda quickly nodded, leading the way deeper down into Castlevania.
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kaialone · 5 years ago
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Spirit Tracks Translation Comparison: Zelda’s Body Taken
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This will be a comparison of the original Japanese version and the US English localized version.
Specifically, this will cover the cutscenes in which Princess Zelda’s body ends up being stolen.
You can also watch these cutscenes for yourself in English and Japanese. If you want, you can check out the EU English version, too.
For the comparison, the usual points apply:
Bolded is the original Japanese text, for the reference.
Bolded and italicized is my translation.
Italicized is the official NOA translation.
A (number) indicates that I have a specific comment to make on that part in the translation notes.
As you read this, please keep in mind that with translations like these, it’s important not to focus on the exact literal wordings, since there is no single “correct answer” when it comes to translations.
Rather than that, consider the actual information that is being conveyed, in which way, and why.
--
Cirokuni = Alfonzo, Kimaroki = Cole, Dego = Byrne
--
After Link’s Train Derails:
Alfonzo:
姫さま あれを!
Your Highness, look over there!
Your Highness! Look over there!
-
Zelda:
…なんということでしょ 一刻も早く あの塔に行かないと
...My goodness, we have to reach that tower as soon as possible.
What's happening to the Tower of Spirits?
-
Cole:
…困りますねぇ 姫さま お忍びで散歩などされては…
...Now this just will not do, Your Highness. Going out for a little secret stroll like that...
Out for a leisurely stroll, Your Highness?
Tsk, tsk, tsk! You know that's not allowed!
Zelda:
大臣?
Minister?
Allowed by who? You, Chancellor Cole?
Cole:
ガキはおとなしく城で王様ごっこ してりゃいいんだよ!!
You brat should've just kept playing pretend-monarch at the castle like a good girl!!
Who else? Who do you think is really in charge?
Zelda, Link and Alfonzo:
!!
!!
Cole:
我が名はキマロキ…
長い間 人間の振りをして いたので肩が こりましたよ
My name is Kimaroki...
Pretending to be human for so long has taken its toll on me.  (1)
My goodness, pretending to be human is exhausting.
Who knew that chancellor was just another word...
for royal babysitter?!
Cole:
まあ もう少し大臣で いるつもりだったのですが…
予定を早めました
Well, I had actually intended to keep being the minister for a while longer, but...
We ended up going ahead of schedule.
I had meant to keep up the ruse a bit longer.
Cole:
姫さまが悪いのですよ ? 余計なことを かぎ回るから
The fault is yours, Your Highness, is it not? You and your unnecessary meddling.
But you pushed me to this, Princess.
Cole:
しかも そんな小僧や機関士 なんぞに手を借りてまで…
Moreover, you even went as far as to call a mere boy and an engineer to your aid...
Bringing in the boy and the engineer didn't help either.
Zelda:
あなたは… 一体?
What in the world... are you...?  (2)
What are you talking about?
Cole:
おぞましき神の遺物…
The relic of that repugnant god...
I'm talking about your infernal meddling!
Cole:
忌まわしい結界が消えうせ 今 時は満ちた…
Now that this repulsive barrier is vanishing, the time is at hand...
But now that those vile tracks are disappearing,
the time is finally at hand!
Cole:
あと必要なのは…
All we need now is...
All we need now is...
Cole:
あなたの… カ ラ ダ
Your... b o d y.  (3)
A little help--hee hee--from you, Your Highness!
Alfonzo:
何者か知らねえが 姫さまに 仇なすってんなら…
I dunno who you are, but if you harm Her Highness in any way...
I don't know who these two are, Your Highness.
But with your permission...
Alfonzo:
このシロクニ 容赦はしねえぜ?
I, Cirokuni, won't hold anything back against ya.
I'd be happy to teach them some manners.
Cole:
かっかっか… 人間ふぜいが
Ka ka ka... Typical human.
Nyee hee hee hee hee! How gallant! How brave!
How incredibly foolhardy!
Alfonzo:
なめんなよ こちとら先々代から 王家に お仕えしてんだ
Don't you underestimate me! My folks've been serving the royal family for generations, you know!  (4)
Enough out of you!
My family has served the royal house for generations!
Cole:
!… ディーゴ様…
...! Master Dego...
Melodrama bores me.
Byrne, would you kindly dispose of this fool?
Byrne:
この男の言うとおりだ… かなり 腕に覚えがあるようだな
It's like this man said... He certainly seems confident in his own strength.
This man speaks the truth, Cole.
His movements are not those of an amateur.
Byrne:
だが 私の敵ではない…
But, he's no match for me...
But he is only human.
Alfonzo:
…なあんなって言っただろ?
...I told you not to underestimate me, didn't I?
I told you, I will defend the princess at any cost!
Byrne:
こちらも言ったはずだ 我が敵ではないと
And I told you. You are no match for me.
And I told you. You're only human.
Cole:
キキキッ さすがディーゴ様! お強に!イカス!
Keekeekee, I expected no less from you, Master Dego! Such strength! Tubular!
Nyee hee hee hee hee!
Oh, Byrne, you do know how to put on a show!
Byrne:
しょせんは人の技だ
あの程度で私の前に 立つことは かなわぬ…
That's just the extent of human skill.
One can't hope to face me with something that meager...
It was hardly a fair fight, Cole.
Zelda:
あ… リンク…
Ah... Link...
Help me, Link!
Zelda:
こ 来ないでください… それ以上 近づかないで…
P-please stay away... Do not come any closer...
No! Don't come any closer!
Cole:
…まあ良いでしょう 必要なのは王女の体…
...Ah well, that should be alright. We just need the body of the princess...
Good work, Byrne.
That takes care of the first step of our plan.
Cole:
さあディーゴ様 参りましょう くっくっく…
Now, let us depart, Master Dego. Ku ku ku...
Nyee hee hee hee hee! Our work is done here.
Come now, Byrne!
Translation Notes:
What I adapted as “taken its toll on me” more literally translates to “made my shoulder stiff”, but from what I've seen, this is a generic phrase characters sometimes say when they’re exhausted? In any case, I adapted it the way I did because I thought it sounded a bit better. The English version likely did the same thing.
In this line by Zelda it’s not exactly clear if she is just supposed to be saying “What in the world are you...?” or if she means to say “What in the world are you talking about?” but doesn’t finish the line completely. The response from Cole makes the latter seem plausible though, which is probably why the English version went with that.
In Japanese, the word for body is 体/karada, but in this line here Cole drags it out for dramatic effect, saying it syllable by syllable as “ka ra da”, which goes along with the animation in this scene.
Alfonzo uses a somewhat informal word to refer to his family, so I translated it as “my folks” here, in case you were unsure what he meant.
--
Comparisons & Thoughts:
In this part, we are formally introduced to our main antagonists, as well as the central conflict of the game, which gives us a lot to go over.
Some of the changes to Cole in particular also become more apparent here, so I will start off with those.
-
A strange difference between versions is when and how we first learn Cole’s name.
In the English version, he was named right when he was introduced, but in Japanese it’s only at this point in the game right here that his name is revealed.
And the way he introduces himself with “My name is Kimaroki...” raises some questions. He’s using a rather dramatic way to say it in Japanese, too.
Since he was the minister, it seems unlikely that Zelda wasn’t aware of what his name was, so why would he need to say it like that?
Perhaps he was only introducing himself to Link and Alfonzo? But that's also kinda unlikely, since he doesn’t really address those two directly, he mostly speaks to Zelda.
Alternatively, this could imply he was actually working at the castle under a fake name, so this moment is him revealing his true name for the first time.
I think this would make the most sense from a story perspective, given how this dialogue flows.
But, we aren’t really given a clear indication of either option, so it’s also possible this was just a result of clunky writing.
Given this, I can understand why the English version changed it up so that Cole was already referred to by name at the castle.
Since it’s not really clear what, if anything, the Japanese version was trying to imply here, it's easier to go with something else that simplifies the issue.
As a fan, I am still interested in the potential implications of the Japanese version here, assuming it was intentional, but the change makes perfect sense from a localization perspective.
-
In the Japanese version, Cole says “You brat should’ve just kept playing pretend-monarch at the castle like a good girl!!”, when he reveals his true nature.
This calls back to what has been established back at the castle, namely Zelda being more of a figurehead ruler, with seemingly only Cole holding any real authority.
But it also shows us more about how Cole regards Zelda in this version. Whenever he addresses her, he scolds and berates her like one would a misbehaving child.
The English version does include these bits of information, with lines like “Who else? Who do you think is really in charge?“ and “Who knew that chancellor was just another word…for royal babysitter?!”
But I personally feel the Japanese version does it a bit better. It just feels slightly more natural, whereas the English version has Cole spell it out a bit too directly.
It’s not much of a difference right now, but the English version eventually drifts further from the Japanese version’s portrayal of how Cole talks to Zelda.
-
At this point, we also see more of how Cole’s general characterization has been tweaked in English.
Like I mentioned when he was first introduced, Cole has a formal and technically polite manner of speaking in the Japanese version, even if he is still condescending, of course.
But, that’s only half of it.
He actually has this character quirk where he flip-flops between that formal speaking style, and a very informal style, to the point of being almost crude sometimes.
And it’s not just him being insulting, he genuinely goes to talking more like a goon, no hint of class, not even ironic.
It’s different from the way Alfonzo switches up his speaking style, too. It’s a fairly normal thing to speak differently depending on the social context like Alfonzo does.
I’ve seen Cole’s flip-flopping being compared to the Happy Mask Salesman, who has some memorable outbursts in Majora’s Mask.
But with the Happy Mask Salesman, those are always caused by anger, whereas with Cole they don’t happen every time he’s angry, and can also happen when he’s delighted.
In any case, there is this clearly deliberate duality to Cole’s personality in the Japanese version.
In the English version, this aspect was dropped.
Here, Cole’s speaking style doesn’t really change, it’s always technically formal, but in a smug, more openly insulting manner.
It’s almost like a merging of Cole’s formal and informal sides from the Japanese version, slightly leaning more towards formal.
Compared to other characters, Cole’s lines will also see more rewrites from this point on, usually to make him seem more pompous, toning down how goony he can get during his informal moments.
Which characterization you prefer is up to you, of course, but it's arguably one of the bigger changes when it comes to the characters.
Though this change with Cole here is probably related to the next one I want to talk about.
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Something that might have caught your eye is Cole referring to Byrne as “Master Dego” in Japanese.
Specifically, he uses the very respectful suffix 様/-sama when addressing him.
And yes, in the Japanese version, Byrne is presented to us as the leader of this scheme the two of them have going on, while Cole is his underling.
This is reflected by their interactions as well.
You could read them as equals, since Byrne doesn’t give out any orders, but Cole definitely addresses Byrne like one would a superior.
Of course, Cole doesn’t exactly come off as trustworthy, but still.
In English, this dynamic between them is completely turned around, so Cole is now implied to be directly in charge of this duo, with Byrne being an underling who does his bidding.
I’m guessing this is also part of the reason why Cole’s characterization was altered, or perhaps the other way around?
Since Cole is in charge now, he’s portrayed as less goofy, so to speak.
Most of Cole’s dialogue addressing Byrne in this cutscene has also been changed to reflect this change in their dynamic.
In Japanese, Cole acts subservient and flattering to Byrne, to an almost silly degree.
In English, Cole will flatter Byrne too, but in a way like a master would flatter an amusing servant of theirs.
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I probably don’t need to go over each line between Cole and Byrne in detail.
But as a quick example, Cole’s reaction to Byrne actually stepping forward is completely different between the versions.
In Japanese, Cole says “…! Master Dego…”
Here, Cole is surprised about Byrne stepping forward like that, and seems a bit nervous, almost like he’s worried Byrne is getting impatient, or something similar.
If you pay attention, you’ll see his animation reflects the tone of this line, too.
But in English, he instead says “Melodrama bores me. Byrne, would you kindly dispose of this fool?”
In this version, Cole continues to be condescending, and dismissively summons Byrne to take care of the situation for him.
This also means that in the English version, Byrne presumably wouldn’t have acted on his own, while in the Japanese version he fought Alfonzo because he himself wanted to.
The latter is more consistent with how we see him act later.
It’s kinda interesting though that Byrne’s own dialogue remains mostly the same, despite these changes.
The way the dynamic between Byrne and Cole was changed between versions really does affect Cole more than it does Byrne. It’s really more how Cole plays off of him, and the implications of that, which are different.
There isn’t much of a direct difference to how Byrne treats Cole in Japanese compared to English. The implications are more those between the lines - Byrne working with a guy who acts more like a bootlicker to him in Japanese, while in English he works with a guy who treats him like a lackey.
One could speculate that the Japanese version of Byrne would have been too prideful to work with someone like the English version of Cole, but we have no way of knowing for sure.
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Alright, so in my translation notes I already mentioned that during the line “Your… b o d y”, Cole is slowly dragging out the word 体/karada in Japanese, which goes along with how the camera zooms in on his face.
The English version adapted this with “A little help--hee hee--from you, Your Highness!“, which the last part is dragged out as “Your-High-ness”.
This is a clever adaptation, especially since you need to think outside the box a little here. A literal translation like mine wouldn’t work at all in-game.
Still, maybe they could have gone with something shorter like “your-bo-dy”?
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Minor difference, but when Alfonzo steps forward, he directly talks to Cole and Byrne in the Japanese version, but in the English version he is talking about them to Zelda.
This could have been an oversight, or a deliberate change to give Zelda more authority in this part.
If it’s the latter, I’m not sure if it works, since it’s not like Zelda responds anyway, so it doesn’t feel any less like she’s being talked over.
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I want to talk about the line “But, he’s no match for me“, because here we got a prominent example of the EU English version actually getting it wrong by being too literal.
In actual Japanese, Byrne says “だが 私の敵ではない”/“Daga watashi no teki dewanai“, which literally translates to “But, he’s not my enemy”, and the EU version went with that.
However, that was a bad call on their part.
Because “He’s not my enemy” is a Japanese figure of speech which means “He’s no match for me”. As in, not being strong enough to even be considered an enemy.
Therefore it should not be translated literally like that.
The US English version adapts this line as “But he is only human”.
This makes use of information Byrne originally gives after the battle in Japanese: “That’s just the extent of human skill. One can’t hope to face me with something that meager…”
In turn, that bit is then streamlined in English as: “It was hardly a fair fight, Cole.“
I am impressed by the way they spread around the information they needed to convey in a manner that allowed them to use less text here.
But it also changes up the flow of this scene, as in the Japanese version, we don’t get the confirmation that Byrne is not human until after Alfonzo is beaten by him.
It’s an easy guess of course, but there is that initial bit of tension.
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As Alfonzo and Byrne fight, Alfonzo’s dialogue is changed from “ …I told you not to underestimate me, didn’t I?“ to “I told you, I will defend the princess at any cost!”, kinda shifting the topic of this conversation, which was originally about pitting their strength against each other.
This is notable because Alfonzo has been built up for the audience as being one of the strongest people in the land.
And without confirmation that Byrne is not human, there is this illusion of hope that maybe Alfonzo can match his strength.
The power of regular humans compared to beings of demonic or divine nature is one of the themes of this story, so this fight is part of the audience’s more personal introduction to it.
I do think the English version does a good job of setting this theme up in its own right, it’s just done differently.
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And lastly, Cole’s comment after Zelda’s spirit is expelled from her body and flies towards the castle differs between versions:
…Ah well, that should be alright. We just need the body of the princess…
Good work, Byrne.
That takes care of the first step of our plan.
In the Japanese version, Cole acknowledges the fact that he just saw Zelda’s spirit fly away, but brushes it off as being unimportant, openly dismissing Zelda as a possible threat at this point.
But in the English version, that part isn’t mentioned.
I feel this was probably an oversight due to lack of context.
In the actual cutscene, we see Cole watching very closely as Zelda’s spirit emerges and flies away, so his comment follows up on that animation in Japanese.
But translators are rarely able to see the visuals of what they are translating, as they are usually only given the text itself.
And if that was the case here, the translators would have only gotten to see what amounts to Cole saying something along the lines of “That’s alright, we just need the body of the princess”, without any additional context.
If we assume this is what happened, it makes sense that they adapted the line the way they did in the final version.
I don’t know how the translation process was handled in Spirit Tracks, but I do know that with many game translations, you will usually have a first translator doing a more literal, rough translation draft, and then a second translator who rewrites that raw translation into the final text.
And if that second translator is unable to check the Japanese version to clear up any potential confusion, you can end up with even more deviations from the original quite easily.
This is just some possible examples of how various factors can affect text translations in ways the translators themselves have little control over.
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Overall, this batch of scenes is interesting when it comes to the localization.
They’re rather faithful for the most part, outside of general slight differences I mentioned previously, like Alfonzo’s speaking style. The dialogue is mostly the same, though.
The biggest difference is really Cole’s characterization and dialogue, particularly in regards to his interactions with other characters.
Especially the flipping of his dynamic with Byrne is a notable change to the story from a character perspective.
But this part is already pretty long, so I won’t dwell on it more than that for now. Feel free to check out the next one!
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< Previous Part | Start | Next Part >
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neokad · 5 years ago
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The Legend of Zelda - The Wind Waker! (HD Turbo Championship Edition)
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Hi everybody!
As I plan to revisit many Zelda games I haven't played in years (or at all!) in the upcoming months, I finished what used to be one of the most controversial titles in the series for the second time, and the first in four years! And to my shock considering what I've heard about this adventure over time, I fell in love with it all over again 💗
I'd actually like to start this humble review with this analogy: What surprised me the most while replaying this game, is how its overall structure and world are. I feel like the best way to describe this game is like this: A perfectly balanced mix - as all things should be - between a classic Zelda quest, and the much more revolutionary Breath of the Wild. Now, I gotta say, it may be strange to some people to compare an older title to a newer one to describe it, but I promise it'll at least somewhat make sense at the end of this review... I hope O_O
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But hey, we might as well review the plot early as usual! Well, there honestly isn't a lot to this story as usual for most Zelda games, but it is pretty solid regardless. Basically, as the ambient intro of the game teaches you, the ancient land of Hyrule got flooded by the gods, as Ganondorf tried to conquer the land with no Hero opposing him. And ever since that event, the world has been flooded with the Great Sea, only leaving many small islands and some people behind to rebuild the world. And so, many years after this happened, we find this game’s Link on his 12th birthday, wearing the “Hero of Time’’s clothes for the occasion as a longheld tradition. BUT, as this supposed happy day happens, his sister Aryll gets kidnapped by a giant flying bird to the Forsaken Fortress - as many other young girls. Naturally, Link tries to go save her with the help of Tetra - another young girl that escaped captivity thanks to her crew of pirates. With the help of her companions and their ship, Link sets out for the fortress, but as he is clearly underpowered, he gets demolished there by none other than Ganondorf, and washes up ashore, unconscious on Windfall Island, greeted by... a talking red boat! And this same boat tells him he must collect the Three Pearls of the Gods in order to gain access to the Master Sword, to finally save the kidnapped girls! This is not the whole plot of course, as I’m hiding some actual plot twists from you, the reader, buuuut I will say that while it’s not the most developed tale out there, it’s well done! But I feel like what drives this the most is certainly the art style and the characters themselves. See, I firmly believe this game has the best Link in the ENTIRE SERIES, no questions asked! He’s expressive, funny, endearing and he just looks so dang adorable! Part of his charm is definitively thanks to the situations he’s put in, but I think it’s mostly because of the game’s artstyle. IT’S BEAUTIFUL
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Yes, granted, it’s not nearly as detailed as many games you’ve probably played, but the cartoony style they chose for Wind Waker really makes the locales pop out, and made the slapstick in the game that much more endearing! Plus, some of those shots just look, well, breathtaking really.
Speaking of character expressions and slapstick, I also believe Wind Waker possesses a very memorable set of NPCs as well! Be it the employee in the battleship game with his twofaced personality, or anyone involved in the many sidequests all over the islands, I’ve built lots of memories just traveling all around the sea, reading and delivering letters, just to get to know those people more! And it turned out that a good chunk of them gave me a good time!
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Well, let’s talk about those travels, shall we? Wind Waker got (in?)famous over the years for having sailing. Lots of it. And especially in the original Gamecube version, it made travelling slow and boring to some as a result. Basically, you needed to constantly change the direction of the wind in order to travel as quickly as you could. Suffice to say, switching the wind’s directions this often got irksome pretty quickly : P Thankfully, the HD port on the Wii U does give you an optional Fast Sail in a side quest! As early as the second island in the game! Which means that those who found the sailing unbearable in the original will have a better experience ^^ But regardless, there’s a lot of sailing in this game, which is what replaces running/rolling around on the overworld. And instead of having different regions, they’re all replaced by 49 islands of different sizes and importance! And this is where my BOTW comparison will shine~ I think this game is pretty close in spirit to Breath of the Wild in some ways. Sure, unlike in that game, you’re locked to a certain sequence of items/dungeon/progression, just like a classic Zelda experience! BUT!  Wind Waker also allows you to explore 40+ non-important islands, and sailing between them in anticipation of what you might find there is suuuuch a good feeling! Plus, there’s many treasure chests to loot (both major and minor) while you’re travelling on the big blue. Due to how much you can find in your way off the main quest - while being far away from the suggested path the game wants you to do at the moment - gives this game a very open feeling despite still having a linear quest to it! And I think this element of discovery and exploration in a linear format - coupled with the great visuals and ambience the sailing offered - made this game so, so, so much fun to play <3
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But what about the gameplay and dungeons themselves? Well thankfully, they’re both quite good as well! What I like most is how much of an improvement swordplay got compared to Ocarina of Time. Not only are the enemies generally more diversified in strategies and design, Link also received many new moves to his arsenal, and those made combat so much more intense and exciting! Though it did make the game very easy overall thanks to having so many options... alongside you not taking very much damage for most of the game :P Still, the dungeons made up for this! They’re quite fun and pretty well paced, and each offer some quite nice ambience as well!  Although I will say that the late part of the game has two dungeons with pretty similar concept, which while fun in their own right, did feel a little uninspired despite them having clever puzzles :/ On a semi unrelated note, the intro sequence at the Forsaken Fortress has you playing a stealth sequence, and you coming back to it later while able to defend yourself was a high point for me!
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I do want to leave a quick note about the music, and honestly? It’s pretty great as well! Like I pointed out earlier, the dungeons create some very fitting atmosphere, but as soon as you’re outside them, many of the main islands have some very pretty, energetic music that is PERFECT for a Zelda game (especially Dragon Roost Island), and the Great Sea theme is very adventurous and grandiose, which motivates you even more to set out and explore! Though it’s somewhat strange that many smaller locations have no music at all, which makes sense to be fair, since those islands are usually pretty small from the outside ^^
Overall? I expected to only like this game, but I ended up adoring it! The Wind Waker is a marvelous journey that leaves a lot open to the player about how they approach the game, while still giving you enough of a compass to never be lost! And a competent story with charming characters and great music certainly help to make that adventure all the more memorable! Though I suggest you all should play the HD version if you can, since it has the fast sail and better looks. BUT, it also heavily tones down the infamous lategame Triforce fetch quest. (While it did not make much sense story-wise since you could just do spoiler without it before, I didn’t find it all that bad in the HD version since you can do some of it before having completed all other dungeons in the game ^^ But yes, HD or not, this is a grand adventure! Play it! 9/10
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spoookiepie · 6 years ago
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Hey it’s me cha girl here to talk about Digimon games
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Cause like, BOY DO I HAVE OPINIONS. We just got the announcement trailer fro Digimon Survive and it looks... fine? It looks fine. Far be it from me to judge it too much based off tiny snippets in an announcement trailer, but everything shown looks... just fine.
But not like... amazing.
It looks like the battles at least will be grid, turned based, so Fire Emblem-esque. I can’t say I’m excited about that, but I bet some people are. But if I’m being honest that just... really doesn’t feel like it fits the Digimon brand. The rigid turn based stuff never really did, even less so with the even more tightly controlled grid system here.
And look, I have a soft spot for the Digimon game series. (Not ALL of them, mind you. But enough of them) But even at their best, the series has always felt like it was about 5 years behind. Even at it’s best, it’s felt a little bit cheap. Even at it’s best, and with all the love I have for certain entries into the franchise, even I can’t really say I think there’s a truly amazing game in there.
The series need a huge overhaul, is what I’m saying. In this essay I will
Problem 1; It’s a huge thematic and mechanical mess.
If I asked you what the basic core themes and mechanics of the Pokemon franchise were, you could easily rattle off the game play and battle system, the themes of friendship, and adventure, and something about ‘Catching them all’. This would hold true for every main-line entry into the franchise, differing only on the spin-offs. (these themes and ideas also carry over to the show, an important point I’ll get to later) The same could be said if I asked you about Mario, or Zelda, or Fallout. Even the Final Fantasy games, for as old and varied as they are, carry SOME core ideas - that being that they’re generally all going to be long, epic games, with emphasis on characters and story, set in pseudo fantasy worlds, and having some form of an RPG battle system. (again only straying from this in spin offs).
The Digimon games though? Not so much. Remove the actual Digimon from the first three games, and they’d be practically unrecognizable from each other. The first is a semi-open world (about as open as many PS1 era games could be), where you have a single Digimon who you essentially have to take care of, similar to the Tamagatchi-like toys the series started as in the first place. Battles are real-time and you have p minimal control over what the Digimon actually does. Meanwhile the second game is a slow dungeon crawler, with strict, 1v1 to 3v3 turn-based battles. No open Digital World, no Digimon care taking. The DW3 goes for an isometric, pixel style game, with 1v1 battles (which ARE in 3D?), and attempts to have a more robust story and host of characters. And the series just continues to spin off from there.
For visual comparison alone, check out the first 3 games of the Digimon series to the first 5 of Pokemon. These are aesthetics alone.
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(pokemon image via http://www.neoseeker.com/news/23873-pokemon-then-and-now-see-17-years-of-video-game-evolution-in-a-single-comparison-image/)
Basically, there is no “core” to the Digimon games, outside of the mascots themselves. It makes the franchise as a whole feel disjointed, and it means you never really know what you’re getting when you go to play a new one. While you certainly don’t want a franchise to get old and stale, you also shouldn’t be re-inventing the wheel every single time either, cause it stops looking like innovation, and starts looking more like you don’t know what you’re about.
Problem 2; They feel cheap.
It pains me to say, but almost every aspect of Digimon games feels like it’s just a step under what it should be. Everything is aggressively just ok. The voice acting (if the game has it) is nothing of note, especially in the dubs. And the weak dialogue certainly doesn’t help.
The art and characters designs are... also just ok. The main characters in the first handful of games are aggressively generic, to the point that the ones from 2 and 3 are basically the same model. Once the games started to stray from the style of the show, the designs started to get even weaker, and the already flimsy visual design fell apart even more.  (Some of the better character designs came out of Digimon Story Lost Evolution, which OOPS, never came state side) Say what you want about the character design of the original show but this
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is a pretty recognizable art style and way of character design. Like Pokemon, it’s simple, but distinct unto itself. I could easily pick this style out of a lineup.
Whereas these?
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Well... yeah. Not so much. I don’t even dislike the bottom two, from Digimon World Next Order (and in actual technique alone, they’re all solid). But, I also can’t say the style is terribly distinct, or what I would look at and immediately recognize next to a whole host of other anime and light novel illustrations.
The writing (when there is much of a story) is lackluster. And no, I will never understand the people who say Cyber Sleuth was great, and had a great story and writing. I just have to imagine, if Cyber Sleuth is the bar, then they’ve never picked up a Persona game. Or many RPGs/visual novels. Or... many games in general. I found it’s characters, story, and tropes all rather predictable, and nothing struck me as particularly clever. Meanwhile, Next Order had your p run of the mill but otherwise vapid ‘save the world from the Big Bad(c)’ story. Again, a bit predictable and cliche, and mostly there to move the game along.
Everything just feels a little... meh. A little like everyone didn’t put their all into the games. It feels like the studio is banking on fans buying their stuff through sheer nostalgia, rather than really putting their all behind the games. Again, even for the entries that I personally love. And that’s a shame.
Problem 3; They have very little connection to their anime counterpart.
Look, I get it. These are games, not the anime. This isn’t Pokemon, where the two have to be hand-in-hand almost all the time. And I certainly don’t want to just recreate the show in the games, or vice versa, hereby rendering one redundant.
But
I’d argue that the vast majority of Digimon fans, are fans of the anime first, and their love of the spin off stuff like the games comes after. There will be exceptions of course, but the Digimon show is the most well known and well loved part of the franchise. And the games really don’t feel like they reflect much of that. They’re a whole beast unto themselves, and not necessarily in a good way.
For a show that so heavily emphasizes friendship and bonds, you spend a lot of time in the games alone. And characters are often written lack luster and one-dimensional, giving you very little reason to care about them. They feel oddly lonely. For a show that so heavily emphasizes the special bond between a tamer and their unique, special Digimon partner, the Digimon you get in the games are frankly... disposable.
Hell, even the Digital World itself doesn’t always make an appearance in the games. I’d argue the Digital World is a vital component of the Digimon franchise and universe. It’s so unique, it’s practically a character unto itself. And to just throw it out feels like a whole part of the franchise is missing.
So, how would I start addressing some of these problems?
Before I begin, let me just say, I’m not a game designer. I’m judging this with an outside perspective, so take this with a grain of salt. But, I’m also not a newcomer to game OR the show, and have spent a chunk of my time analyzing both. I also tend to study up on design in my spare time for fun, so I’m also not completely talking out of my ass here.
1; Consistency and Vision.
So, for starters, the Digimon games need to buckle down and figure out what their core is. Figure out your themes, your mechanics, your visual style, and what are core concepts to your franchise, beyond just the Digimon themselves. These are ideas that will be carried throughout your series. This is your core, you theme, and your vision. You can tweak things, by all means. But when I set your games out on the table, SOMETHING needs to bind them all and make them a collection. Pokemon games are still Pokemon games, even when you ignore the Pokemon themselves. Persona games are still Persona games without the Persona. A Mario game is still a Mario game when you remove the plumber himself. Art style, themes, mechanics, and world building all amount to this. What - beyond just the Digimon - makes a Digimon game?
Personally, I’d like to see these things gravitate to a more Digimon World 1/3/Next Order style. I want an emphasis on exploration of the Digital World and more freedom than the likes of Digimon World 2/4/Cyber Sleuth had.
But either way, the game’s need to figure out what they are. Stop trying to re-invent the wheel every time, and please stop trying to copy whatever another popular game did 5 years before.
And also for the love of God, this is Digimon. Stop designing characters like this
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If you want to appeal to a more “mature” audience, trying actually doing something smart, than resorting to T&A.
2; Figure out where to put the budget
Now, I can bet what some people are gonna say.
“Digimon is a smaller franchise than those you keep comparing it to! It doesn’t have the budget to be a huge title like those!”
And yeah, I get it. Digimon doesn’t have the kind of money Pokemon, or Final Fantasy, or Persona have. But money also doesn’t a good game make.
Once devs have figured out what’s core to their series (see; step 1), then that’s how they need to plan out where to put their budget. Is exploration one of your core themes? Budget needs to go towards the world and map design. Is it in the characters and story? Splurge on your writing team. Right now, the games feel like they’re all a bit lackluster in every department. Frankly, I’d be ok with one aspect being cut down a bit more, to make the other core parts really shine. I don’t need 100+ different playable Digimon, for example. Take some of those out and put the resources elsewhere maybe.
3; Hire better writers
Look, I’m just gonna say it. Your writing needs to be a core thing you splurge some budget on ok? I don’t expect the best of the best, epic story telling from a Digimon game, but at least try to reach the same level of writing the original show did maybe.
THAT SAID; I���d also move away from the talking head/visual novel style of story telling and cut scenes. I’m talking THIS kind of dialogue, btw
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Games like Persona, Phoenix Wright, and Danganronpa can get away with it because they have A++ stellar writing. (2 of them HAVE TO since they’re visual novels, and the writing is the core of what they are. Also, ONCE AGAIN, these three games have very distinct character and visual design, that are a delight to look at)
Digimon? While I say you NEED - DESPERATELY NEED - better writers, you’re not quite here yet, where a talking head alone is enough to keep me entertained.
I’d rather see you’re characters moving and doing stuff while they talk. Have fully rendered cut scenes, and do a little more showing than telling. Again, you’ll have to budget for this, but I think it’s worth it. (also, you don’t have to have Final Fantasy level models if you just have solid character and visual design I WILL NOT LET THIS POINT GO) Seriously. The Digital World is one worth seeing in motion, not in static back and forth exposition dumps.
4; Seriously just include the Digital World
Like I said before, the Digital World is one of the most unique worlds I’ve seen in media. To. Date. It is a perfectly weird and whimsical synthesis between the natural and the man-made. It is a perfect visual representation for what it is; An AI built world, that attempted to grow organically out of completely inorganic data created by humans from all over the world.
That is a world of endless possibilities and I want to see it.
Without the Digital World, the franchise feels a bit more hollow. The whole adventure in the original show was in the kids being sucked into a new world! A world that was exciting, and new, and weird, and whimsical, and yeah, a bit scary and even dangerous. If we’re not in the Digital World, then we’re just... in Tokyo, basically. But with some Digimon.
5. The Digimon need to be characters
Okay. Here’s... where’ I’ll probably upset the most people who are fans of the games.
You should only get one -maybe two- Digimon partners and ONLY their basic digivolution trees ok!
You got Palmon? Well, ok, you ONLY have Palmon, and her evolution tree up to Lilymon. Maybe Rosemon if we feeling fancy. She does not have branching trees. She does not DNA digivolve. She does not return to an egg, and re-hatch as a new baby lv Digimon. You just. Have. Palmon. Or Agumon. Or Veemon. Or whoever you choose/or is that game’s Digimon.
Why make this limitation? Two reasons. 1. Less resources used on modeling, stat designing, and programing 100+ Digimon partners. Cut down on the amount of Digimon you can have as a partner, and the more resources and time can be put elsewhere.
2. More importantly, the Digimon partners need to be characters. The show gave huge emphasis to the fact that each partner and their Digimon had a special bond. It was special because it was unique. One person for one Digimon, each with their own unique personality and bond. There might be plenty of Agumon out there, but this one was Tai’s Agumon. He had his own personality, his own likes and dislikes. He was special. In contrast, the Digimon in the games are completely disposable. They have no personality, if they even talk at all. And oh, don’t want Tentomon? No worries, just digivolve him to something else or wait till he dies and hatch a different egg! It doesn’t matter. He doesn’t matter.
And for a show that made me so desperately want my own, unique, soul bound monster friend, that’s... really kinda sad.
So yeah, limit what Digimon you can have, and really, really write them as their own special, unique characters. And have them bound to their trainer. Want to allow your players to choose from multiple Digimon? I have a solution. Choose your trainer. Give your players the choice between 3-5 characters to choose from. You’ll be choosing that character and their stats, along with their unique Digmon and their stats. And hey, if you wanna go above and beyond, make these trainers actual characters with personalities too, who may change the course of the story, or at least the flavor, depending on who you picked. If we use Digimon Adventure for example. Your story and stats may vary greatly depending on if you chose to play as Matt and Gabumon, or Sora and Biyomon. Maybe you could go an Octopath traveler route, and have all the characters potentially converge. Or, maybe a Seiken Densetsu 3 route, where you choose 3 of six potential characters, and your story will differ depending on which you chose, and which of those three you picked as your main.
Either way, really emphasize these characters and their bonded Digimon. This isn’t Pokemon after all, right? So why have an emphasis on how many Digimon you can obtain?
Anyway, that’s my thesis on where to at least start in fixing the jumbled mess that is the Digimon game franchise. Many of these are opinions, yes, but I hope you can at least understand where I’m coming from with most of them. And hey, I guess we’ll see what the new game has in store for us.
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nickyvmlp · 6 years ago
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My Top 10 Characters I Want in Smash Ultimate
I got a couple of requests for this in my last Smash reaction video, and I didn’t want to make it a full video, so it’ll go here, HERE WE GOOOOOOOOOOOOO.  (Also, none of my top 10 need to be echo fighters, but I’ll throw in a few echos near the end.)
10) Alex Roivas from Eternal Darkness: Sanity’s Requiem
This will not happen, especially with Simon and Richter filling the horror game niche, but I can dream, darnit.  For the unaware, Eternal Darkness: Sanity’s Requiem was a 2002 GameCube exclusive psychological horror game; it’s basically Resident Evil meets Call of Cthulhu, and it’s my favorite horror game of all time. In the game, you play as Alex Roivas, a few of her ancestors, and few other schmucks across history unfortunate enough to stumble across an ancient book called the Tome of Eternal Darkness, which drags them into a conflict that could destroy the world.  Alex ends up using the knowledge she’s learned from the Tome to stop the rise of three ancient deities, each bent on world domination.  So in Smash, she could have the Tome at her disposal and could even carry it into battle like Robin does.  Her standard attacks can involve normal weaponry she uses like guns and knives and stuff, while her special attacks can all involve using the Tome to summon something.  For her Final Smash, she can hit everyone in a set radius around her with a huge sanity effect that adds 100% damage and breaks the shield of anyone caught in it, leaving them wide open for a heavy attack and a KO.  Plus, more strong female Smash characters, never a bad thing.
9) Decidueye from Pokemon
Every Smash game has a new Pokemon rep, and there’s quite for few on the rumor mill.  Gardevoir and Gothitelle get brought up a lot, but they’d draw a lot of comparisons to (and may end up being an EF to) Mewtwo, especially in Gardevoir’s case.  They could also throw in a currently unannounced Pokemon from Gen 8 with that being right around the corner.  But, Decidueye makes the most sense to me.  It’s got a cool design and there aren’t many characters that uses arrows in their arsenal, basically just the Links and Pit.  Plus, his Flying type would give him really strong recovery, most comparable to Charizard’s.  For his Final Smash, give him Zelda’s FS from Brawl, a giant arrow that KO’s everyone in a straight line.
8) The Eeveelutions from Pokemon
If you like Pokemon, odds are good that you like at least one of the Eeveelutions.  Espeon’s my favorite Pokemon ever, and Jolteon, Umbreon, and Sylveon are up there too.  And there’s eight Eeveelutions at the moment (not counting Eevee) and eight alternate costume spots for each character, so here’s what I’m thinking.  You reveal the Eeveelutions in the next Direct, and put up a poll on the Smash website: Who is your favorite Eeveelution?  The winner of the poll is the default character, while everyone else are the alt costumes.  This does mean that the Eeveelutions will have to be virtually identical, but that shouldn’t be too hard, a Flamethrower can look like a Hydro Pump, a Thunderbolt, a Psyshock, etc. with some small cosmetic changes.  And their Final Smash could either be similar to Mega Man’s where everyone joins in for a giant combined attack, or if you wanna get cartoony, have them get into a big dust cloud fight with other Eeveelutions joining in before the victim gets launched offscreen by it.  Plus with Let’s Go Pikachu and Eevee coming soon, it’s a great time to give Eevee’s family some love
7) Black Shadow from F-Zero
You know me, I love F-Zero GX more than I love three square meals a day, and at the moment, there’s barely any Smash representation for the GREATEST RACING GAME OF ALL TIME, so let’s change that.  Samurai Goroh is already an Assist Trophy, so how about Falcon’s other main rival, Black Shadow?  Taking a quick look at him, he’s obviously a big, strong character which makes him well-equipped to be in a fighting game.  But taking a second look at him will make you chuckle, because he’s kinda goofy looking.  He’s wearing a full-body black spandex suit, with bull horns, cloven feet, and a cape.  Yea, he’s a sadistic monster in the games and the anime, but still he’s a little hard to take seriously.  And that can work in his advantage.  In Nintendo Directs, they like to use villains that you can kinda take the piss out of in certain places, like Dedede, Wario, and surely in the future, K. Rool.  Black Shadow can exist in a similar role, and maybe the four can form some evil alliance if they decide to make Subspace Emissary 2.  (Please make Subspace Emissary 2.)  His Final Smash can be identical to Falcon’s, hit your opponent with the Black Bull, works just fine.  Plus, maybe a new F-Zero character could build hype for a new game in the series?  Please?
6) Paper Mario
I’m not sure why some people want Paper Mario to be Mario’s EF?  Wasn’t the point of Mario and Luigi: Paper Jam to show how different those two are?  Anyway, Paper Mario has a bevy of ways to attack that would help him stand apart from his 3-dimensional counterpart.  His standard attack can involve his hammer (which Mario doesn’t have), with the directional standards involving various badges like the Hammer Throw and the Ice Smash.  His special attacks can use his various buddies.  Parakarry can be his recovery, Vivian can be a Down-B defense tool, you could even use Thoreau as his throwing mechanic.  And the final Smash could involve one of the realistic items from the new games, like the electric fan blowing all the opponents offscreen.  I don’t know much about the newer games, they didn’t look as good.
5) Shadow the Hedgehog
This is another one that COULD be an Echo Fighter, but Shadow plays pretty differently to Sonic in their games.  He skates instead of runs, he uses weapons whereas Sonic just uses his speed, Shadow has a FUCKING GUN, there’s plenty that you can do with Shadow to separate him from Sonic.  Particularly involving his Final Smash, Chaos Control.  When it’s used, everyone on screen freezes for ten seconds.  In that time, Shadow can use one heavy attack after another after another, and when the time runs out, all the damage and force from those attacks hit at once, and that character will go flying.  It’d be kinda like Link’s Stasis from Breath of the Wild (which should be Link’s FS, but oh well)
4) Spring Man from Arms
So, Arms wasn’t as big of a hit as people were hoping.  That’s a bummer, it looks like a fun game.  How about we give it one last shot in the arm (teehee) to try to boost its exposure?  Put Spring Man in the game, and have him focus on long-range attacks and throws.  His recovery can be a long whip that grabs ledges like Olimar’s.  And for his Final Smash, give him a big winding tornado throw that KOs whoever he grabs and damages anyone who gets hit by the swinging arms in the process.  Show what he can do in Smash, and maybe it’ll entice people to see what he can do in Arms.  I just want that game to be successful.
3) Rayman
I was shocked that Rayman didn’t get into Smash WiiU, since it seems like Nintendo and Ubisoft have been on great terms for a long time, like how Rayman Origins and Legends ended up on Nintendo consoles when it had almost no third-party support.  Rayman even had a trophy in WiiU, so it was really surprising to me that he wasn’t one of the DLC characters.  Let’s fix that.  His unattached limbs would give him some good range, he’d have some magic that he could use at his disposal for special attacks.  And for his Final Smash, how about summoning a swarm of mosquitoes to fly across the screen, doing massive damage with each hit, like a super-powered version of the Beedrills from Smash 64?
2) Geno from Super Mario RPG
I’m not a huge Final Fantasy guy, but I’m so glad Cloud got into Smash WiiU/3DS, because it throws the door wide open for other Square characters.  A lot of people think this will lead to Sora from Kingdom Hearts getting in (doubtful), but I want Geno to finally get in.  He did get an outfit for the Mii Gunner in the last game, but seeing him actually in Smash, not just as a Mii, would be so great.  Mario RPG is criminally underrated, and it laid the groundwork for the Paper Mario and the Mario & Luigi games.  He’d, of course, be a long range fighter, using his finger cannons as his main attacks, and for his Final Smash:  the Geno Flash, which would be like a combination of Pit’s and Jigglypuff’s FS.  You’d go offscreen and aim a point on the map.  From that epicenter, a giant blast grows, trapping and damaging anyone who gets in the blast radius, before launching those victims off the stage.
Honorable Mentions (Echo Fighters)
Donkey Kong: Jungle Beat brought Funky Kong back into the fold, and he’s got a very similar body type to Donkey Kong, so that makes perfect sense to me.
Hyrule Warriors could use a representative, and since Midna’s already an Assist Trophy, how about Impa?  She’s got a great look and could borrow Sheik’s moveset quite well.
I never bought Wart as an Echo Fighter, since the characters he was usually attached to (Bowser or Dedede) didn’t feel similar enough.  But K. Rool, on the other hand, fits just right.  K. Rool looks like a caricature of Wart.
People seem to like Xenoblade Chronicles 2, so let’s add to the Xenoblade cast in Smash.  I don’t know a lot about Rex, besides his goofy pants, but I’m sure he’d be a great fit.
This might seem odd, but how about Andy from Advance Wars as an Echo to Bowser Jr.?  Andy could ride in a tank and shoot projectiles while using the turret as a short-range melee attack?  Could work.
1) Sans and Papyrus from Undertale
No, but could you imagine?
1) Crash and Coco Bandicoot
This would be the kind of Internet breaking character that you put as the last character added to give one final hype boost to the already unstoppable Smash hype train.  The N. Sane Trilogy is already out on Switch, so the publishers already have their foot in the door, so let’s just go for it.  And as an added bonus, you could announce Coco Bandicoot at the same time (like Simon and Richter) for added excitement.  (I would absolutely main as Coco.)  Their standard attacks could revolve around their spin attacks, while their specials would involve using their various powerups like the fruit bazooka and the belly flop.  And the Final Smash would involve using Aku Aku to turn invincible for a brief time.  Yes, they’re kinda doing away with that kind of FS, maybe they could make a cutscene out of it and cause an instant KO or something.  I don’t know, just gimme Crash in Smash, please. 
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imx-doomer · 7 years ago
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Wolfenstein II: The New Colossus (A review of sorts)
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[Image Credits: @CallegosY on Twitter]
The latest entry in the Wolfenstein franchise has left quite an impact in many ways. It is been four months since the release of the game but, has it really been said everything about the game? I don't think so.
(I mean, I wouldn't be writing this if that were to be the case, I think).
A disclaimer: This post will be very, very long (I think it has the right to be), and it will contain major spoilers about Wolfenstein II: The New Colossus and the previous games (The New Order and The Old Blood). Desist from reading this post if you have not played and finished the game(s) on its entirety, and go play them before reading this.  English is also not my first language so please excuse the grammatical mistakes I might have.
As of right now my experience with the game is based on me watching someone else play the game on launch, not because I prefer it that way (I heavily oppose that kind of practice, actually), but because I do not own Wolfenstein II: The New Colossus or the hardware to run the game on my PC. However, it is my intention to acquire the means to play the game as soon as possible, because I firmly believe that's how you're going to get the full experience.
It took 25 years for a Wolfenstein game to feature Adolf Hitler up front in its main story again. That same amount of time also happens to be the time Wolfenstein was absent from being in a position of controversy. But, contrary to what one would have thought a few years back, the inclusion of Hitler himself was not the cause of the controversy.
A lot has changed in those 25 years, but, as the saying goes: the more things change, the more they stay the same. And if there's something that I have learned from all my years spent playing videogames is that people will always complain about them no matter what. I don't have the exact percentage, but most of the time, those complains are dumb. Really dumb.
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As a matter of fact, back in the day in 1992 when Wolfenstein 3-D was released it received complains about being "too violent" and "being heavy on the ketchup", and also even the Anti-Defamation League protested the inclusion of swastikas and nazis in the game (Source: Masters of DOOM, pages 114-115). This also ended up causing the game to be banned in Germany, because of the prohibition of nazi imagery in entertainment.
Keep in mind, this was way back in 1992. Of course, don't get me started when DOOM came out. That's a whole different story.
Another game that fell into controversy (as that franchise usually does, now that I think about it), was GTA: San Andreas. I remembered San Andreas while I was writing this post because I reminded myself of the days where I swore to not even touch the game, in part because of a portion of its fanbase (my experience with the game back then consisted of annoying kids playing nothing else but GTA:SA in arcades or cybercafes).
But then one day I decided to play the game myself for the first time, and after the first three hours I was sold. There's this one spot in the highway that connects Verdant Bluffs with Downtown Los Santos, near El Corona and the Los Santos Intl. Airport, where cars would go fast enough to crash with one another and cause huge explosions without any actual input of the player. Those who have played the game might remember that spot. You could just stand there and watch the show unfold, it was so hilarious to me.
That's how I learned to separate the game from the things that ultimately had zero impact on the game itself. A very valuable lesson.
But now, let's talk about the Wolfenstein II, shall we?
Wolfenstein II: The New Colossus is a videogame released in November of 2017, developed by MachineGames and published by Bethesda Softworks for PC, XBox One and PlayStation 4. In this year (2018) it is expected to be released on the Nintendo Switch with help of the same studio (Panic Button) that worked on the port of DOOM 2016.
Now. The game?
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The game...is good.
Keep in mind, I said "good". Not very, or great, or excellent, or fantastic, or maybe even GOTY. "Good". There is definitely a feeling that the game could've been -at least- very good, or that it could've achieved GOTY status. In fact, even after some people claimed The New Colossus to be their own GOTY, it wasn't until very recently that Wolfenstein II received a nomination from an important institution for GOTY; a GOTY nomination that ended up losing in favor of The Legend of Zelda: Breath of the Wild.
Now, some of you definitely have issues with a few parts of the game, and I don't really know if we have the same kind of issues, but I'll give you the very short description of mine:
-The story happens, B.J. liberates America from the nazis (big spoilers there I know), but it doesn't really feel like it actually did. There's a feel of balance between the gameplay and cutscenes, but some key moments in the story lacked the necessary impact that was needed in order to strengthen their importance in a game where the story is supposed to matter. -The game also has some balance issues with the difficulty, or rather, the AI of a few enemies. -The gameplay enhancements (you know the ones) arrive perhaps a little bit late, and are not properly introduced in a way that could've improved the experience of the game for many players. -The main villain of this game doesn't even hold a candle compared to the main villain of the previous game, or even other villains of the new game itself. And this is further reinforced by... -The absolute STATE of the last sequence of the game.
There was also another issue. When the game was released there were two groups of people, those who couldn't run the game, and those who bought the console versions. Jokes aside, there were (and maybe still are) some optimization issues with the PC version of the game that stopped a lot of people from playing it, but then again, you had people with PCs that could actually run the game with little to zero issues. Such is life in the mustard zone, I guess.
(Wasn't DOOM 2016 plagued with those issues too? Someone help me with this)
I will expand on each issue in a moment, but before that...
-Wolfenstein: The New(found) Audience-
...Remember what I said about GTA: San Andreas and actually giving videogames a chance? That's more or less what happened with the new Wolfenstein game, I believe. We all were witnesses of that, because the moment when the first trailer for Wolfenstein II was shown back in last year's E3, people that have never touched or mentioned a single FPS game in their lives became instant fans of the franchise.
But, well, to be completely honest, there was more to that than just the footage of the first trailer that made people glued to Wolfenstein. I believe I don't need to go in full details about what I'm talking about. That's not (and will not be) what this post is about and that's an entirely different subject anyway. These series of events have naturally left a lot of people angry and tired. And it should be no surprise that people would latch onto the new game as soon as it was officially announced and started being promoted.
Quite frankly, if you didn't see that coming after the events of August of 2017 in the US, you were either looking the other way, or you haven't realized the kind of impact videogames have these days.
I mean, there's no gentle way for me to put it, that was bound to happen one way or the other. It's not my intention to brag (it isn't something to brag about anyway), but I hinted this scenario way back in a post made in January of last year, so I guess you could say my expectations were met on that aspect.
Though I must say, I genuinely did not expect to see people loving this game when last year they were part of the crowd criticizing DOOM 2016 for being "too violent"...
I did not expect to be proven wrong, that is! I thought their morals were firm about that subject, one can only guess they had a change of heart when they saw the trailer, too!!
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(Image by @gamepadink on Twitter)
You have to admit that Bethesda and MachineGames capitalized on this. It took a while, but they did.
They initially choose to distance themselves from any comparisons with real-life events....
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And here’s the [SOURCE] of that, by the way.
They did, however, a release of a partial demo of the game to various gaming websites featuring two sections of the game, one of them featuring a very peculiar chitchat between two nazi soldiers that served as a double hook aimed at the new audience gained by the E3 trailer.
It also hinted the very premature death of a certain character, that's also why I told everyone who were avoiding being spoiled to look away from the videos featuring that demo.
They maintained their distance for a while, but then on October 5th they decided to bite the bullet and go all-out. I don't have the screenshot of the initial promotional message but at this point there's no need for a reminder, I think.
Naturally that move turned some people off, and not because they felt personally attacked by the decision, but because there were fears of the game being unnecessary meddled with references to modern-day political events, and making the game look and feel dated in the process.
At least that's how one group of people felt. You also have that other group of very fine tiki torch people that...well, you know the story by now.
Now, after the game was finally out in the shelves and people finally got to play it, personally, I think that was not the case. Keep in mind, there is a handful of nods to modern-day events here and there, but you have to really deviate from the gameplay and search for them in the game to find them; and there's nothing that genuinely gets in the way of gameplay and the main story, and barring three characters that may have been based on real-life characters of the time and a certain old nazi German, there's not a single character in the game that resembles someone in our current day or anything like that.
People will definitely have their opinions of the marketing moves made by Bethesda and MachineGames to promote the game, but you gotta admit that, marketing-wise, they played their cards very well. I mean, one of the golden rules of marketing is to make the consumer feel like they need your product, isn't it? It might be a poor move, but in general the basics of marketing have never been about morals. Whether they turned more people off compared to the ones being brought in or not, I feel it can't be guessed right now. The game was released four months ago and the Switch port is coming soon, I feel there’s something more to come to give a final verdict.
"But WHY were people complaining? Wolfenstein has always been about killing nazis!"
I mean, yes. Nice observation. That is absolutely correct, but let me ask you something:
Where were you back when Castle Wolfenstein was released? Where were you when Wolf3D or maybe Return to Castle Wolfenstein were released? Shit, where were you when Wolfenstein: The New Order was released?
Where were you these 24 years while Wolfenstein was a thing in the gaming industry? Where were you back when Wolfenstein was seen as 'yet another boring WWII FPS game'?
Feel free to not give an answer, I'm not expecting one anyway, but me and many others were suspecting, almost standing by for this to happen around the time of release.
But hey, who the fuck am I to be the unofficial Wolfenstein gatekeeper, anyway? As a matter of fact, fuckin’ welcome to videogames! Pick your favorite and feel free to disconnect a little bit from reality. That’s why they were made!
-The Right Game, The Wrong Time?-
In a way, Wolfenstein II can't really be compared with other games that don't rely heavily on its story like the ones from the new, current Wolfenstein timeline do; DOOM 2016 for example, it employs 20 seconds of the beginning of the game to show the player how much the story matters by making the main character push away a status screen during a cutscene while making a little bit of fun of the usual cinematic sequences that some modern FPS games have.
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Wolfenstein II, on the other hand, uses the first 10 minutes to set up the tone for the game by going full narrative/interactive cutscene mode. Unlike the new DOOM, the current timeline for Wolfenstein sets the player in a game where the story takes a slightly bigger spotlight compared to the gameplay.
And from what some of the reactions I saw, most people who picked the game seemed to ignore this, expecting The New Colossus to play like DOOM 2016. Big mistake.
You're not an unstoppable inter-dimensional being of legend, prohibited by Hell itself from being disturbed from its involuntary and forced imprisonment (Doomguy/Doomslayer), you're a war hero that went back from being comatose for more than 20 years, barely survived a grenade blast, and is stuck with half health for half the portion of the game (Blazko).
(Some of) those who complained also seemed to completely forget the existence of The New Order, and treated The New Colossus as the very first time where a Wolfenstein game was more story-driven compared to previous installments. Now, I did not have the opportunity to time the cutscenes and the actual gameplay, but truth be told, and comparing it to other modern-day games, The New Colossus doesn't feel like you're "playing" a movie at all.
With that being said, the story portion could've definitely been expanded a little bit. Some side missions are somewhat important in terms of additional upgrades and missing holes in the main story, maybe they could've been included in a way where you can get to play them in a specific order before getting into the main missions of the game. It's definitely not the "interactive movie" that some people were painting The New Colossus to be. And while it may or may not have the amount of levels that The New Order had, it's still a good single-player ride. But...maybe it wouldn't have hurt if the ride lasted a little bit more?
I will touch the main story in a moment. And boy oh boy, there's a lot to talk about it.
-From 0 To 10, How Hard Do You Want The Nazi Dog To Kill You?-
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The difficulty is also something that I've been hearing a lot about. I think this was something that an important portion of the people expected to happen with the buzz that Wolfenstein II got (me included). Now, like I said in the disclaimer, I don't own the game (YET), so I can't really speak much about the difficulty of the game as much as I would like to, but I'll say this:
A good game is not a good game without some kind of challenge. When trying a new game, let the game challenge you for a bit, see for yourself how much you can handle. If you're facing heavy opposition and you can't get past it, lower the difficulty, but JUST by one level.
And if you really can't help it, fine, go ahead and take the dive straight to "Can I Play, Daddy?", but please don't go around saying the only way to enjoy The New Colossus is on Easiest! That's just something you don't want to say in public, unless getting trashed on the internet is your kink.
(Not that I'm actively trying to kinkshame anyone, mind you. You do yourself!)
From the gameplay that I was witness of when I was watching a stream of the game, some enemies were just your normal, run-of-the-mill mobs, then you had the ones that had a little bit of a different dynamic that the player had to get accustomed to in order to advance, and then you had the bullshit nazi dogs that could just end your run in less than two seconds.
There's also another issue with some bosses of the game, because at the time, there were at least a couple of boss battles that the player could dismiss entirely without any punishment. One of them was definitely in Roswell. You could just, escape, run over a few nazis on the way and completely skip fighting that big ass robot. Was this intentional or not, I'm not that sure myself.
Apparently a patch was released recently in order to fix and balance the difficulty a little. Like I said, I really can't say much about it or confirm anything about it, my experience was obtained during the first days after the release of the game. But only those who are willing to give the game a second play might want to check if this ended up benefiting the game or not.
What could also benefit from a patch of sorts is the plot of the game, if you ask me...
-The Story-
Boy...
Except for a couple of people, the characters were fine to me. There was a continuity between some of the characters in terms of their background, but some others were kind of dismissed as the story went along.
Barring the obvious changes that he went thru before The New Colossus, Blazkowicz was the same good ol' Blazko from the previous game. His struggle is pretty damn present throughout the game, and we get a bit of background in regards of his childhood.
In regards to how the game starts, it goes more or less like this:
The game starts with B.J. Blazkowicz back in General Deathshead's compound on the brink of death. A grenade just exploded right between him and Deathshead, which obliterated the nazi leader's head to pieces and left Blazko with a nasty open wound, laying on the ground. Blazkowicz starts having flashbacks as he's being rescued by his comrades before an atom bomb hits the compound. One of the flashbacks involves his mother Zofia (with a very visible black eye) feeding him on his bed, another flashback is the "Make A Choice" scene where you pick between saving Wyatt or Fergus, which is the same choice you make in The New Order that determines which timeline you play in both games. It seems like they decided to make the player pick a timeline again.
After you make a choice, you see Anya (B.J.'s girlfriend) with the rest of the search group (and the person you saved) rescuing B.J. before an atom bomb hits Deathshead's compound, which is something I assumed was going to happen *after* the bomb hit.
B.J. Blazkowicz somehow surviving an atom bomb would've kicked major ass. Oh well. Letdown City - Population: Me.
Someone gives the order to Bombate to drop the bomb, and as soon as it hits the compound Blazkowicz blacks out again. Back to his childhood, his mother (with no black eye this time) hands him a heirloom, an engagement ring that was handed by her father. Then, Blazkowicz's father is back home, and she quickly tells him to hide it.
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And speaking of which, yeah. B.J.'s father. Not the very best example of a model dad.
-Rip Blazkowicz, American Traitor-
MachineGames took some ballsy decisions with the direction of the sequel to The New Colossus. One of them being turning B.J.'s father into basically the complete opposite of his son.
On one hand, you have William Joseph Blazkowicz, undeniably a war hero, hardened by one tragedy after another, and caring of his close friends and loved ones, going as far as willing to give his own life to save theirs. On the other, you have Rip Blazkowicz, a good for nothing, selfish, avaricious and failed salesman, and a traitor to the country.
Oh, and he's also racist.
The game tells you right away that Rip is not a very good person. It actually gets you involved with B.J.'s childhood in such a way that the very first interactions you have in the game are throwing jars at him after he hit Zofia, and the other one involves taking yet another impactful decision over the family pet dog. And I really, really hope you were part of the group who intentionally missed that shot.
Rip is straight up a bona fide asshole. And while you may have the usual crowd that will complain about its inclusion because they feel projected on him, some others might be concerned with the prominence of the role he was given in the story
He actually plays a key part, not only in Blazkowicz's childhood but also on the events of the game. And again, more to that in a moment; but if you still can't get over his existence in the game and the role he takes in Blazkowicz's life, just remember that this current timeline is set in an alternate universe where the nazis won WWII; it does not rewrite the events of Wolfenstein 3-D, and in that timeline Blazkowicz still lends a hand in helping the Allies beat the nazis and win WWII, he's still a war hero with a proud family behind him.
I mean, the Blazkowicz from the Wolf3D timeline married a (seemingly) all-American woman, I guess that's all you need to differentiate him from this Blazko (who married an ass-kicking Polish nurse of Jewish descent).
Now back to The New Colossus and back in 1961, B.J. Blazkowicz wakes up after remembering those traumatic moments, and barely manages to sit in a wheelchair in order to defend Eva's Hammer (the submarine he captured in The New Order) from an assault of nazis leaded by Frau Irene Engel, seeking revenge after Blazko killed her lover, Bubi, and destroyed Deathshead's compound.
Blazko receives a gun from a guy that looks a lot like Dolph Ziggler back when he had brown hair, and then goes to town killing nazis while he's sitting on a wheelchair.
Surprisingly enough one of the most enjoyable points in the game. It was also a really big introduction of Blazkowicz's all-out approach against opposition to the newest players, because nothing beats the feeling of killing nazis while strapped on a wheelchair.
(Well, maybe being Doomguy can beat that).
After being (re)introduced to the Jewish scientist Set Roth and seemingly killing all the nazis that got inside the submarine, he gets rescued from a sneaking nazi soldier by a pregnant Anya (pregnant with twins!).
Holy shit, Anya. She became the low-key MVP of the Resistance, and she also plays a few roles in some of the most ridiculous moments of the game. It can be argued that she doesn't really have to do the stuff she does, but if some of the info. I gathered about The New Order is true, she might as well be one of the most heavy-tempered women in any WWII game.
A few moments later you are re-introduced to two returning characters (Frau Engel, the main villainess, and Caroline Becker, the leader of the Resistance) and a brand new one who is directly related to Frau Engel. Engel takes her sweet time to both call out Blazko while she holds an unconscious Caroline captive as well as reprehend her daughter, Sigrun Engel, for not being tough enough to be part of the Regime and their antics. The player can't help but reflect back at the flashback moments that transpired between Blazkowicz and his father, which is definitely something that was put there intentionally by MachineGames to get you involved even further with the story.
Blazkowicz lets himself get captured with the intentions of saving Caroline with help of the friend who was saved during the first cutscene of the game. Inside their ship, Frau Engel taunts Blazko as well as Caroline, orders the nazi guard to knock her down and hands over an axe to Sigrun. Engel wants her daughter to kill Caroline herself by chopping her head off, but Sigrun refuses. Engel insults and berates her own daughter, makes her cry, slaps her, takes the axe, and does the job herself. Frau Engel proceeds to take Caroline's lifeless head and taunts Blazko with it.
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Yet another traumatic moment for poor B.J., and boy oh boy, unfortunately the trauma won't be stopping there.
I think the game failed to set up the importance of Caroline for the Resistance, as she was the former leader of the Resistance before her unfortunate demise. She also played an important part in the previous game, which is yet another reason why you should play it just so you can get the idea! Caroline inadvertently becomes a martyr, and one of the main reasons why Blazko pulls himself thru all the bullshit from the first half of the game, to the point of murmuring to himself, asking her to "borrow her wings" for a moment (he actually wears the Da'at Yichud Power Suit that Caroline wore during the first game).
Once she's done, Frau Engel attempts to harm your comrade with the same axe, but Sigrun prevents her own mother from killing him, and then you either get Fergus with only one arm or Wyatt with severe ear damage, depending on which one you rescued. Blazko kills the guards, gets inside the Power Suit and proceeds to fuck up the nazis on their own ship. Having played the first proper level of the game, you end up freeing Eva's Hammer from the nazi captivity, and proceed to carry over Caroline's headless body alongside your friend and a poor Sigrun who wants to redeem herself and distance from her vile mother.
And who wouldn't want to distance itself from your parent who is a fucking nazi general, anyway?
-Sigrun Engel, Too Pure For This World-
Okay everyone, raise your hand those of you who did not like Sigrun at all. Okay, lower them down. Now close this tab and be gone from this post. Leave her alone, you of little faith.
In the midst of the most gruesome global conflict planet Earth has seen yet, Sigrun Engel takes a role that she wouldn't have wanted to play if given the chance. It's one thing to be born a German during WWII, but being the daughter of a nazi general with thirst of world dominance and revenge? Shit, man.
It's pretty clear that before meeting the Resistance (and even after doing so), Sigrun had nobody to talk to and help her cope with her grief. She suffered abuse from her own mother because of her condition, and she goes as far as describing in her diary an encounter with fucking Hitler himself where he orders Frau Engel to put her daughter in a body conditioning camp of sorts.
If you don't side with someone who got fat-shamed by fucking Hitler, I'm letting you know right now, I don't fuck with you.
Now, naturally a few interactions were to be expected between a descendant of a nazi and a descendant of a Jewish family, and this ends up being the case with a heated discussion between Sigrun and Anya that takes place in the dining area of the submarine of the Resistance. Blazkowicz can't help but feel bad for her, and Sigrun seems to understand that virtually nobody wants her to take part in the group.
And things just get uglier when Grace joins the Resistance as their new leader.
After you're done with the first proper level of the game and finish paying respects to Caroline, you are now free to wander around the submarine. You can do a few side missions, interact with some of the members of the Resistance, and you can also end up killing a few nazis that were pretty damn hidden inside the submarine! Apparently they were the reason why they were captured by Engel at the beginning of the game, so your second mission ends up being cleaning that hidden area of the submarine.
After doing that, your next stop is New York, which ended up being victim of an atomic bomb from the nazi regime that ended up causing the defeat and surrender of the US. Caroline's will was to liberate the US from the nazis and make it the central base of operations with the purpose of liberating the rest of the world. With that objective in mind, it seemed that Caroline had made contact with another resistance group hiding in the Empire State Building. And Grace Walker is their leader.
Now, Grace is uh...well, she's tough, and she's got a deep sense of assertiveness that makes her naturally a leader. But she's far from being a great, let alone a perfect leader.
She naturally hates nazis and the white supremacists that oppressed her and her people before, during and after the war, and that's completely understandable and justifiable. But what I find hard to justify is the severe trust issues and prejudice she has.
First of all she points a gun at B.J.'s head the moment he arrives at their base despite the fact that she may have been told by Caroline beforehand that there might be a chance of a white, tall dude with blue eyes named William Joseph Blazkowicz to show up in their base and contact them. Maybe she completely forgot about that, maybe she didn't. Then Grace pulls that idiot prank on him with the grenade that wasn't a grenade but actually it was a dud. Like, come on.
Then you have the inevitable clash with Sigrun Engel. Grace doesn't hold back and just kept calling her names and calling her a 'nazi spy' until the poor European girl had enough. Grace genuinely spend her moments as leader in the game bullying Sigrun whenever she dared to speak, and this isn't up to debate, it is a fact. 
And if you ask me, Grace is a downgrade from Caroline when it comes to leaders of the Resistance. Anya actually ended up being the interim leader while the New York mission played out (a pretty damn fun mission, I might add), and she seemed to be pretty good at it, so why Grace ended up being the new leader, anyway? Yes, she has a good amount of experience, but so does Anya. Oh well, apparently it was part of Caroline's plan for Grace to become the new leader (according to some dialog found in the game).
Grace is also married and has a child. Her husband is Super Spesh, which is a lawyer that successfully defended her on a trial for a murder that Grace didn't commit (and ended up being a trap from the FBI). This trial happened before the events of WWII. Super Spesh (real name Norman Caldwell) is also a little bit paranoid and an avid conspiracy theorist with a certainly unhealthy obsession with UFOs and space alien technology. This takes further meaning when the next mission after the contact in New York is Roswell, New Mexico itself, with Super Spesh's front of operations taking a role during this mission.
Blazko meets with Grace and Super Spesh, they're found by the nazis but they manage to escape with their fellow members of their resistance group while Blazkowicz mows down all the nazis invading the building. Blazkowicz successfully recruits Grace and co., and they part to the submarine again.
With Grace as their new leader, their objective now is Roswell. Grace's plan is to drop a fucking atom bomb in the nazi-filled, underground Oberkommando base in Roswell, which was originally a site of an unearthed Da'at Yichud cache. For those who are not aware, the Da'at Yichud was (is?) an ancient Jewish mystical secret society that designed and created many inventions and artifacts, centuries ahead of the time. This secret society has played a huge role in the development of this timeline and it might be further explored in the next game of the franchise. In fact, the suit that Blazkowicz was wearing during the first half of the game is of Da'at Yichud manufacture and is originally from the first game.
Back to TNC, Blazkowicz is sent to Roswell with the disguise of a firefighter, while carrying the atom bomb inside a portable container. There are ads everywhere with Blazkowicz's face on them, with the intention of selling him as a “dangerous terrorist”, going as far as to label him "Terror-Billy".
Now, there's no gentle way for me to say this, but Roswell has been culled. I don't recall seeing a single non-white person in the town (which had a fucking nazi parade going on during the mission), and this is further reassured when you listen to some of the dialog the NPCs have during the first part of the mission in Roswell. One person talks about slave auctions as if it were the simplest thing in the world, and then you have another person trying to play nice with a nazi officer by speaking German in a poor manner. And then you have some of those white wizards (you know the ones) walking around fully clothed and shit.
All of that was just fucked up.
Your first objective is to locate the base of operations of Super Spesh, which ends up being a diner that he inherited from his father. A nazi officer walks in and you get to see that one scene from the first trailer where he questions Blazko about his whereabouts. The one that ends up killing the nazi officer is Super Spesh, and after doing so, proceeds to lock down the deli and hide Blazkowicz inside.
Once inside his bunker, Super Spesh tells him about a secret tunnel that connects his base to the Oberkommando, not before going into yet another space aliens conspiracy rant while Blazko was there. After he's done, you're set to go through the underground tunnel and reach the nazi base where you naturally dispatch as many nazis as you can, while also finish the job of putting the atom bomb inside a reactor within the base for maximum damage. Once Blazkowicz escapes the base, he detonates the bomb while strapped on a pretty damn cool unicycle, obliterating the Oberkommando in the process.
With that mission done, Blazkowicz is set to return back to the submarine, but then for some godforsaken reason, he decides to take a quick detour to Mesquite, Texas, which was where he used to live.
Now, you have to admit that this ended up being a damn stupid decision. Why would he even return there in the first place? I mean, sure, the heirloom that was mentioned at the beginning of the game was there all this time and Blazko wanted to give it to Anya, but that was actually a setup. Blazkowicz had no business being there. Oh well.
Anyway, Blazkowicz ends up having even more flashbacks to his childhood, one of them being the actual encounter with the African-American girl that his father wasn't happy to learn about (her name being Billie).
Apparently Billie is somehow an easter-egg/reference of a real-life African American jazz singer and musician called Billie Holiday. Now, I'm not entirely sure if this is real or not, but this is what I remember reading on a post in Reddit (which has been deleted by now, but I'm leaving a reply made to it), so take this with a grain of salt.
Blazkowicz enters his former home, and starts wandering around, having even more flashbacks to his childhood and the handful of amicable interactions he had with his father.
I would also like to take the time to point out and remark that, at one point during this section of the game, you may end up interacting with a piece of newspaper located inside the house.
This piece of newspaper in the game was titled "Fragment of Old News Article", and quotes an excerpt of a piece written by Henry Louis Mencken, a newspaperman and political American commentator of the first half of the 20th century. Here's a screenshot of said piece:
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This is an exact quote of what Mencken said all the way back in July of 1920, in an article titled "Bayard vs. Lionheart". This quote has been passed around for almost a century, and it had a resurgence because of certain real-life events that have no business being mentioned here.
Now, I won't question what was written by Mr. Mencken, but what I'd really like to question here instead is this: How this piece of paper ended up being there, when we later learned that Rip Blazkowicz had been hiding there all along ever since he learned about the attack to the Oberkommando, and he doctored and moved around a few things inside the house?
Why this particular piece of newspaper didn't include a date that matched the setting of the game, while the rest of the (fake) newspapers bits in the game had a date each, and matched the particular time? (From the early 30s to early 60s)
Especially when this quote was written all the way back to the days before The Great Depression (started in 1929) and the date could match the settings of the game with zero issues? (July 1920)
Why would Rip Blazkowicz keep a piece of paper that could ultimately contradict the way he thinks about the new regime that governs his country?
This particular interaction made me think a lot about whether or not there was an intention to send a message thru the game with the inclusion of this particular piece, even if it ultimately can be ignored completely and has no impact in the gameplay. What I'm trying to say is that this piece could've fit better inside Grace's personal space in the submarine rather than being in Rip Blazkowicz's setup in the house. That detail felt kinda out of place.
Moving on, Blazkowicz finally arrives to the room where he used to sleep, and finds the heirloom. And his father, somehow still alive. Fucker. Rip and William start having a heated discussion, where is revealed that Rip ratted out his friends and his own wife to the nazis and sent them to extermination camps in New Mexico. William has heard enough, and despite being held at gunpoint by his own father (branding the same shotgun he used to kill the pet dog), he takes the gun off from him and kills him with an axe.
His father musters his last words, revealing that the Nazis heard everything thru a telephone. After what could arguably be considered the best non-interactive confrontation in the game, the player now has to deal with nazis falling down the sky while Blazkowicz tries to find a way to escape the house which has been ripped from the ground by Engel's nazi spaceship
Unfortunately for B.J., he ends up falling from the house to the ground, severely hurting himself in the process. He wakes up only to find Engel putting the heirloom in her own dirty hands while he is stripped apart from the Da'at Yichud supersuit.
And this, my friends, is where things...they don't fall apart, but...keep reading and you'll find out.
Blazkowicz is captured, and he somehow wakes up inside a small room in an undisclosed area, only to be greeted by Super Spesh himself, who apparently is now your lawyer (?) for a trial for murder and treason (!!) with heavy implications that you could end up being publicly executed. Spesh claims that the Resistance have a plan, and that they're going to get you out of there (wherever you ended up being sent to). In order to do so, he hits himself on the table in order to bleed, and he's going to pretend that you attacked him so he can stab the officer from behind. Okay?
This obviously doesn't work the way Spesh intended, and he ends up being killed by Engel herself after pretending the nazis didn't knew he was there to rescue you. Now apparently the Resistance is being attacked in the parking lot by the nazis guarding the building, while you're being subject to the weirdest, most awkward attempt of torture ever conceived in videogames by Frau Engel, who puts the same gun she used to kill Spesh in your mouth. Finally, you're punched in the back of the head and they put the black veil on his head again.
And now we arrive at everyone's favorite part of the game: The courtroom level! Yayyy!
Boy, what a shitshow.
The game took a huge jump in difficulty, because at some point the player didn't knew if the enemies were endlessly spawning or not, and it was definitely the hardest level in the game so far and arguably the hardest in the entire game, pre-difficulty patch.
And not only you're out of your supersuit, making you extremely vulnerable to damage, you also have very limited armor and you're also fairly limited in terms of cover in some points of the level. If you were begging for more action after the first levels of the game, the courtroom level was definitely the answer to your prayers.
And what was the reward for your efforts, you might ask? A cutscene where Blazkowicz somehow finds his mother in one room, falls to her knees only to be comforted by her and told that "You just have one more hardship to go through". The screen fades to black, and you're back at the beginning of the courtroom level, only to realize that you're actually being sentenced to death.
All of that was for nothing.
You never punched that nazi in the face. It was all a dream.
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Damn.
That was genuinely a criminal move by MachineGames. Think about it, they made you kill all those nazis, reload the level I don't know how many times, and just for "heh, Blazko was hallucinating all along. time to die lol". If I were to be playing that game blindly (as in, first playthrough ever with no spoilers), I would've been so upset. Why didn't you make it into an entire cutscene in first person? You're making the player think that his actions are actually going to influence the outcome with no confirmation or hint that it won't be the case. It wasn't until the last moment where they pull the "it was all a dream" card. Damn.
And then you have the public execution scene. That one moment that cemented two things:
- Frau Engel is genuinely a main villain with no major impact in the story of the game. She might as well be replaced by someone else entirely and there'll be zero impact in the game whatsoever. - In terms of how unrealistic a Wolfenstein game can be, they might've jumped the shark with what they did in The New Colossus.
Blazkowicz is sentenced to death for treason, and beheaded personally by Engel at a heavily vandalized Lincoln Memorial in front of millions in a televised event (or so the game thinks it's making you feel; more to than in a moment).
“The old and the weak are doomed” - Blazkowicz’s “last thoughts”. You get your head chopped off your body, and then you “die”.
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"Look, guys, Blazkowicz is dead. For realsies!"
Now, a parenthesis. There were some rumors going on before the game was released that Blazkowicz was apparently going to have his head reattached to a new body because of the heavy damage he suffered from the previous fights with the nazis in the timeline. At the time, I decided to dismiss them, thinking that they were too far out there to actually become reality. Boy I was wrong.
Not only the game hints, almost spoils the fact that Set Roth might've found a way to reattach someone's head on a different body, there's also the omniscient reminder that B.J.'s body is failing him. Anya actually confronts Blazko because of this; she knows something's wrong but Blazkowicz doesn't want to admit it. He knows he must be strong, for Anya, for his future children, for the Resistance, for America.
But as the game went on, I kinda settled on the idea that this was going to happen. And it didn't dawn on me at the time, but it does now, they pulled it off in a mediocre way.
Okay so, you have the cutscene where Engel throws the head of Blazko down the furnace, and it apparently it goes all the way down...
Except not. Because apparently we've been watching a screen all this time, as a tape apparently starts rolling back, and we see Blazkowicz's head fall down the pit, but then some kind of 60's styled drone picks Blazko's head, and replaces it with someone else's head (presumably just another nazi), and flies away from the scene.
Then you're told that Set Roth, Max Hass, your companion and Anya are trying their damnedest to rescue the head in order to make the quick transplant to a new body. The drone arrives where they're hiding, they proceed with the operation, and it is a success! Hooray!
Why did this felt way unrealistic to me? More to that in a moment!
Blazkowicz wakes up in the submarine, and he's told by Anya that they reattached his head to a super-soldier body stolen from the nazis. Somehow they survived the assault at the parking lot from earlier (how they did it is never addressed in the game), and now you're told to make a choice between what kind of upgrade do you wish to have.
You can choose between Battle Walker (some huge ass sticks), Ram Shackles (shoulder pads that can fucking gib nazi scum) and Constrictor Harness (they literally make you a snek).
You go from being literally a dead man walking to a nazi-killing Megaman X
After choosing one of the upgrades, B.J. proceeds to murmur to himself: "Caroline, thank you. Take back your wings. I don't need them anymore". And proceeds to go back to New York in order to retrieve a location of another resistance group located in New Orleans.
Not before catching Sigrun and Bombate having sex in a boat.
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If this ends up in the Nintendo Switch port I'll be pretty damn impressed.
After the sequence where you get accustomed with the new contraption, the side missions will be unlocked. These side missions can be unlocked using Enigma Codes, cards that some mobs in the game often dropped during gameplay after being killed. These side missions are pretty entertaining, and like I said previously, they could've enhanced the experience for a lot of people if they were to become part of the main story, because not only they unlock all the contraptions and help you reach their maximum potential, you can also discover new things about some characters.
Like for example, the one side mission where you return to Roswell (the one where you can get to kill the white wizards? Yeah, that one), it is explained that Spesh was actually aware he was going to die one way or another during the fight of the resistance, and had left a goodbye letter to Grace. There's another couple of notes in a side mission in New York where the real name of Super Spesh is revealed (Norman Caldwell).
And of course, like I said, there's also the fact that once you finish all the side missions you'll end up with all the three contraptions fully upgraded. Wouldn't have ruled to have all three of them before the final mission, or the ones before it? You don't really need all of them, but they could've been of great help and could've improved the experience for many.
Now, let's address what bugged me in the second half of the game.
-Where. Is. Everyone?!-
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“Hewwo...? Echo, echo, echo...”
Remember what I said about certain moments of the game that felt like they were "not actually happening at all" and needed more impact? Well, let's go back to the execution scene.
Do you recall seeing any American person watching the execution live, regardless if they were pro-nazi or not? Do you recall anyone of the Resistance watching the nazi shitshow before the execution? That's right, we didn't see anyone. The same thing happens a bunch of times later on. For a "highest rated TV hour in history" (according to an article found in the game), it seemed like nobody was actually watching his execution at all (I even recall hearing some 'boos' while Engel was holding Blazkowicz' head).
Why you didn't show any Americans watching the execution live? Where are they?
Barring the members of the Resistance that end up joining you in Eva's Hammer and the people at Roswell on the first half of the game, you never get to interact with a single regular citizen of the US during the game.
They're all either members of the small resistance groups that you recruit during the game, or they're part of the group of NPC white Americans that were inadvertently being oppressed by the nazi regime.
For a game where rising against your oppressors is the main message that is trying to be conveyed, I'm sure as hell that I didn't see any regular citizens that could've felt identified with the liberating actions of Blazkowicz. If your game is meant to be narrative and story-driven, make sure the player is genuinely feeling it, make goddamn sure like it's actually real.
Fuck, I mean, the only regular person that the player could witness in the game got instantly killed by some nazis in the very next level (New Orleans). Barring that single moment, it seemed like all the levels in the game were exempt from any humans other than Blazko and the nazis. And again, yes, the members of the Resistance that join the group and become NPCs inside the submarine exist, but they were all active members already.
Postcards and letters won't just cut it this time. Make sure the next game has some regular citizens, otherwise it'll feel like there is no actual connection between the Resistance and the regular people.
Moving on with the game, Blazkowicz arrives to New Orleans, who has been affected by the nazi regime in a hard way. Basically they have separated the people deemed as "undesirable" in one part of the city and the other "fine people" in the other. The problem is, they basically wiped both these sides at the time of your arrival.
Your objective is to meet Horton Boone, a leader of a small resistance group hidden deep within New Orleans. Horton is a man with strong communist beliefs, an avid alcohol consumer, anti-capitalist as well as a "preacher" (even though he really isn't). Horton didn't seem to have that much of an impact in the game, and was relegated pretty damn quickly. Which is unfortunate because he was a such a refreshing character in the sense that he actually put some resistance (hah!) before joining the group.
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When Blazkowicz finally meets him, Horton seems surprised that he's still alive. Blazko initially tries to recruit them, but Horton doesn't seem to be that motivated, as he hands him his "Horton Special" (a liquor of his own craftsmanship). They start having a heated discussion about political beliefs and the way they thought of each other's side during WWII, which ends in Blazkowicz kicking his chair away, claiming that he won't be raising his future kids in a world dominated by nazis. Horton is surprised by Blazkowicz resilience, and as Blazko starts blacking out because of the strong liquor, Horton accepts his proposal to join them.
Grace advises Blazkowicz that they're about to be assaulted by nazis soon, so they escape New Orleans by using a goddamn atom bomb to impulse themselves. The New Orleans stage was pretty damn fun from what I saw. Unfortunately you don't get to mount a Panzerhund in the game after that, which is a shame because the Panzerhund fucking rules.
When you get back inside Eva's Hammer, you're told that the nazis employ the Ausmerzer (the ship they used to trap your friends at the beginning of the game) to shut down any attempts of revolt. Naturally, the Ausmerzer is heavily guarded, and after the events of Roswell, the security codes to deactivate the heavy weaponry were secured in a place far away from our planet. Venus.
Jesus Christ they also conquered Venus.
-It Was Space Nazis, Maaaan!-
Your next stop is naturally Venus, and in order to get inside the new Oberkommando headquarters, you must disguise as an actor named Jules Redfield trying to participate in an audition for a propaganda film based on the capture and execution of "Terror-Billy". Once you get inside their facility, you're greeted by the director of the film, Helene Winter, and the rest of the people trying to get the same role as you, and then...he arrives.
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One of the game's highest points, arguably the best moment in the entire game, is when Hitler shows up to the audition. Goddamn. Godfuckingdamn. These twenty-five years of wait were so fucking worth it.
Holy shit, Hitler's portrayal is fantastic. KEEP IN MIND, it is fantastic in an historical and logical sense, don't get confused and start calling me a Hitler-lover. He is (clearly) old, senile, has severe mental issues, aggravating paranoia, he pukes in the floor, he attempts to pee but fails miserable (indicating some severe issues related to pissing blood), mistakes Helene for his own mother...yeah, basically the Fuhrer is not with us anymore.
And it makes sense, because it has been thoroughly documented that he used to be a heavy cocaine and drug addict, and he was malfunctioning already before his death; it only made sense for him to go on a downward spiral at his 70s.
I've been clamoring for Hitler to come back in this current timeline, because who the hell doesn't want to kill that fucker again? Good on MachineGames for having the balls to do that after all this time.
Going back to the main story, Hitler demands immediate respect from the auditionees to his persona, and because of his paranoia against Jewish people, he ends up killing one of them after an hilarious exchange.
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RIP Arizona Man
Something to point out here, some people started throwing around the idea that this person was actually Ronald Reagan. Initially I didn't see the resemblance at all, specially when you attempt to align his timeline and age with WWII, but then the developers started uploading the concept art and model designs to ArtStation (preeety beautiful and thanks to every single game developer that does this, by the way), and as it turns out, this character is indeed a reference to Ronald Reagan!
I still don't get it. Maybe because I'm not American?
Blazkowicz in the disguise of "Jules Redfield" is told by Hitler to recite the lines of his role of Terror-Billy. Blazko barely manages to do so, and then Hitler proceeds to ask another participant to do the same. This other guy does a pretty damn good job at it, and both Hitler and Helene get ecstatic about it.
Later on they move to the second part of the casting, which consists of taking down a nazi soldier and recite a monologue inside a glass panel. A participant enters the panel, does a poor job, and gets out not before getting shot in the head by Hitler. Now there's only two of you, and Blazkowicz is asked to participate next. William then proceeds to kill the nazi soldier for real, slams the panel and asks the directors if that's "good enough". Hitler seems perfectly pleased with his "realistic" performance, and ends up killing the other participant left sitting in the room with another bullet to the head. The audition is over, you got the role.
Hitler leaves the audition and is not seen again for the remainder of the game. Until Wolfenstein III, old fuck.
The Venus level is goddamn fantastic, and if you played DOOM 2016, you'll definitely be reminded of the extraterrestrial/futuristic scenery of the game. The mechanics involving the space suit may seem bothersome to a few players, but it only makes sense once you learn about the temperature of the planet (over 400 Celsius/752 Fahrenheit!!).
The nazi Venus facility is far, far bigger compared to the Moon facility of the previous game, and it also features a brand new gun called the Ubergewehr (roughly translated as the "Supreme Gun"), which is basically the BFG9000 equivalent of the game, and perhaps the franchise. According to the game, this weapon is partially powered by energy from micro-portals of extra-dimensional origin. And I don't know about you, but the energy that emanates from this weapon is red, and it bears a striking resemblance to the Argent Energy of DOOM 2016...Unfortunately this weapon appears in a later stage in the game, and you really can't enjoy it as you could've wished for.
B.J. obtains the documents pertaining the secret code to shut down the system, and leaves Venus for good. Back on Earth and back on the submarine, Blazkowicz hands over the code to Sigrun so that she could analyze it, and she finds that the code to shut down the Ausmerzer is VALHALLA. Happy with this discovery, Sigrun proceeds to tell Grace and everyone else about it, but is completely dismissed by Grace and is once again berated.
Sigrun has had enough. She yells at Grace, and proceeds to slap her. Following that, Grace seems to attempt to return the favor, but is stopped and overpowered by Sigrun who shuts her shit down and asks her to start respecting her by stop calling her something that she is sick of hearing (being called “a nazi”). Grace admits defeat and swears to not call her nazi again.
That was an amazing moment. To top this off, NOBODY intervened. Grace had it coming, for all the time she spent literally bullying and bothering Sigrun with that nonsense. If you were to ask me, she should be glad she didn't die at Sigrun’s hands in an hypothetical betrayal plot. I was actually surprised myself because I thought Sigrun was going to betray the team at one point of the game, but fortunately that wasn't the case. Please forgive me for not trusting you, Sigrun.
Now, moving on to the final level...the Ausmerzer. Blazkowicz and Anya (!!!) end up being the ones spearheading the assault to the airborne platform. The level is similarly great to the Venus level, except that it is relatively shorter in comparison. Lots of nazis to kill, including two super soldiers that end up becoming the final bosses of the game (I know, I'll discuss this in a moment). The final encounter with the Zerstörer isn't that much of a hassle if you finish the regular mobs first and then dispatch them later. Add this that you get to maneuver the Ubergewehr again, and the fight shouldn't be that much of an issue.
Before reaching the final room, a door opens revealing a good bunch of enemies, and Blazkowicz is about to be obliterated, but suddenly Anya appears out of literally nowhere, throws a grenade, catches flames from a Panzerhund, takes off her jacket (the only thing covering her naked upper body) and proceeds to shoot everyone and everything on her path.
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...Oooookay?
I mean, after the execution scene, the over-the-top silliness of this scene was kinda pointless for me. I personally found unnecessary that Anya ended up playing an active part in the actual fights against the nazi forces, I mean, for God's sake, she's pregnant with twins. I had fears that she was going to die during the entire game, and that scene didn't help at all.
I'm glad that she's still alive, but please, keep her at home in the next game. Blazkowicz has suffered enough, losing her would be devastating for all of us.
Blazkowicz and Anya proceed to enter the VALHALLA code, and the defense system is finally shut down.
And now...the final encounter with Frau Engel...boy oh boy.
-Frau Engel: Die Neue Enttäuschung-
So...Engel is in Los Angeles a guest on The Jimmy Carver Show, but Blazkowicz and co. have taken control of the Ausmerzer, traveled to L.A. and infiltrated the studio. The last thing you ever do in the game is to sneak past the public and get in front of her, she tries to shoot him but Blazkowicz chops her arm off, and proceeds to split her face open with the hatchet. Engel dies immediately afterwards, and that's it.
No fanfare, no spectacular last boss fight, no nothing. That's it. She's dead, Jim.
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Here Lies Engel, She Never Scored.
Before I give you my overall thoughts about her, let's recapitulate what Engel did in this game. Let's ignore whatever happened in the previous game and let's focus on what happened in The New Colossus:
-She kills the leader of the Resistance (at the time), Caroline.
-She berates her own daughter for not being nazi enough.
-Kisses Blazkowicz, steals the heirloom from him, and puts a smoking gun in his mouth in what apparently was meant to be a torture scene.
-"Kills" him on a public showing that who knows if it was actually watched by anyone on the planet and felt completely ridiculous.
Now, let's compare what happened in the previous game with Wilhelm Strasse, Deathshead, the previous main villain of The New Order:
-Assumes control of ancient Da'at Yichud technology that helps the Reich take over and gain advantage in WWII
-Captures Blazkowicz's squad in his compound, incinerates some of them, and proceeds to toy around with the rest, forcing Blazkowicz to decide between one of his teammates (Wyatt or Fergus) to sacrifice.
-Then he proceeds to vivisect that teammate on the spot, in one of the most gruesome sequences ever recorded in the Wolfenstein franchise, and saves that person's brain for later.
-HE FUCKING TOOK YOUR FRIEND'S BRAIN
-Successfully invades the original hideout of the Resistance, and his squad captures/executes some of their members, one of them being totally-not Jimmy Hendrix himself in one of the timelines. -Remember the brain of your friend? Well, now he put it inside a goddamn war machine, and now that machine is trying to kill you.
-He basically forces you to kill your friend again to end his suffering.
-And after you're done fighting with that nazi fucker during an actual final boss fight, he somehow pulls a grenade (probably out of his ass) and attempts a suicide attack.
-He dies but he definitely left you for death at mercy of your own friends who are about to drop a goddamn atom bomb.
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Well, I don't know about you, but I guess it's unanimous.
Not only Engel’s death resulted in perhaps the most disappointing moment of the game, but overall she was perhaps one of the most pointless, inconsequential main villains of the franchise. She doesn't even come close to what Deathshead did in the previous game, and not just because Deathshead may have put the bar way too high for her, but because she really didn't to much at all during the game to warrant her becoming the final person to be killed at the hands of Blazko in the main story of game.
You know what would've ruled? An actual boss fight against Engel.
Now that her lifeless body is laying on the desk, Horton, Grace and Blazkowicz walk up to the screen and tell the American people watching the show to rise up against the nazis, and start revolting. Game logo on the screen. The End.
(Cue some really, really horrible version of 'We're Not Gonna Take It' playing in the background as the credits roll)
In a post-credits scene, Blazkowicz takes back the heirloom ring from Engel's lifeless body, and proposes to Anya with it. And if you picked either Wyatt or Fergus, you get one of them ranting around in front of the screen.
Well. What can I say?
The main story was okay, it could've definitely been polished a bit in order to turn it great. The liberation of America from the nazis was kind of a given, and when you look back at The New Order and compare it to The New Colossus, the ending of the latter ended up becoming the lowest point of the story. In the New Order the game ends on a cliffhanger, while The New Colossus doesn't offer much in terms of what could possibly happen next.
There's not that big of a difference if you pick Wyatt or Fergus, I think. The interactions with Fergus are more leaned towards your typical "heh, remember the time when you threw away your bionic arm while you were drunk?" war stories, and Wyatt's timeline is more focused with the problems he has to overcome because of war trauma.
Max Hass was fantastic. Max Hass!
The side missions on the submarine are fine. You actually get to explore the same areas but in a different way each. The side missions for the additional upgrades on the other hand, not so much. The majority of these missions are just revisiting old areas, discovering hidden areas, and that's it. The DLC doesn't seem to offer much in terms of new areas to explore except for maybe one or two stories.
Overall, Blazkowicz's father ended up becoming a better and more meaningful antagonist than Engel, and maybe he could've become the actual final boss of the game. Imagine if the Rip Blazkowicz that you killed in your old home was actually a clone, and you end up fighting him at the top of the Ausmerzer while he's controlling a clone of the London Monitor (remember the giant nazi robot machine from the first game?).
The way they handled the story, and adding the fact that some encounters were lackluster, and how they completely missed the opportunity to build some characters that needed more spotlight, leaves the feeling that The New Colossus ended up being a rushed project. I definitely hope this isn't the case and we can get a few explanations about some of the issues I wrote in this post (thanks for reading it, by the way).
With that in mind, I would like to take the opportunity to advise you all to give the game a try. If the contents of the story bother you in some way, try to dismiss them as much as you can, and focus on the gameplay itself. I don't know, you might end up liking it despite of your initial opinions about this game!
Would I recommend The New Colossus?
Well, here's the deal. As of right now, the game is sitting at $60 USD on Steam, and with the DLC added is $80 USD. And look, I'm not the kind of person that prefers to engage in the "is it worth X amount of price" debate for any videogame. Ultimately, a videogame costs what you want it to be. You can buy it right now, you can buy it later at a certain discount, you can visit some third party site to obtain a cheaper copy, I don't know. That's not my problem, it's yours. You should know by now how much money you can (and you're willing to) spend for something, and you should also know by now what you value the most about what you want to obtain in life.
Yes, yes I would recommend The New Colossus on the virtue that, if you want to play the third game, you might want to get some background first about the first two games (The New Order and TNO) before diving in to the third.
Like I said at the beginning of this post, I'm not the kind of person that prefers to watch someone else play a game rather than experience the game myself, so at the end of the day if you want to watch a LP the decision is yours. I definitely won't agree, but I'm willing to respect it if you give a good reason about why you don't want to play a videogame.
With that being said, and this is something that is definitely worth pointing out, as of right now you can buy the first two games (The New Order, and the prequel The Old Blood) for $30 USD on Steam. These games were released four years ago, and they're in sale on a regular basis on many sites. If you want to keep your money for whatever reason and wait until a “tri-pack” bundle is released, go ahead. Unlike a handful of games that unfortunately ceased to exist because of pettiness from the developers (looking at you, Konami), The New Colossus is going nowhere. It's going to be there for the moment you want to give it a shot.
Now, if you were part of the group of people who got pissed after what happened with the promotional campaigns for the game, I'd say that you should still give the game a shot, at least one play. If it changes your mind, good, if it doesn't, it's okay. But just be careful not to say dumb shit that could reveal that you're talking out of your ass about things that don't exist.
I will be expecting news about the third installment of Wolfenstein, and there's no other choice but to have Hitler be the main antagonist of the game. I mean, who the hell could it even be other than fucking old Hitler himself?
Any question/comments/suggestions? Let me know! My inbox is open! Thank you for spending your valuable time reading my post!
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smashingatsonicspeed · 6 years ago
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The Box Theory + One Banned Character for the Contest
I want to talk about a current things that has come out this past few days that might have shown what we have left in the base game. I do want to say that because of where we are right now. There will be one banned character. I won’t say who it is in this introduction paragraph so those who are trying to stay out of spoilers for the roster can skip this post entirely. But after the break I will be heavily talking about what are seen as the final characters in the base game and how many there are.
The main thing that I will say without spoilers though. Is I’d advise to lower your expectations for base game newcomers in the case this theory turns out true. I don’t necessarily want this to be true, but if I keep my expectations to the point where it’s only what the theory states either I’ll have come to peace with it weeks beforehand or I will be pleasantly surprised when there’s more then I think. It’s still controversial in the Smash speculation boards, but so was the final Brawl newcomer list as well as the ESRB leak for Smash 4 in the last game where there were people denying it because certain “shoo-ins” weren’t in it. So tread carefully either way with all this. After the break I will fully discuss what might be it for our base game roster for Smash Ultimate
YOU HAVE BEEN WARNED, IF THIS THEORY HOLDS OUT TRUE. WHAT”S TALKED ABOUT BELOW IS IT FOR THE BASE GAME. THERE’S STILL LIKELY DLC EVENTUALLY FOR THIS GAME BUT WE DON’T KNOW WHEN IT’LL START DROPPING.
First take a look at this box
The characters seem to be in a strange order. For some reason Corrin is next to the Mii Fighters. Sheik is on this side and not next to Zelda. Some strange placement it looks like at first glance. But there is an actual design choice being in mind. The characters are put into groups of 9. To show this here’s what those groups of 9 are
LEFT SIDE (Not shown in the image)
| 1 2 3 4 4e 5
6 7 8 |
|17 18 19
20 21 21e 22 23 24 |
| 32 33-35 36 37 38 39
40 41 42 |
|54 55 56
57 58 59 60 60e? 61 |
RIGHT SIDE (The one actually showing in the image)
9 10 11 12 13 13e
14 15 16 |
|25 25e 26
27 28 28e 29 30 31|
|43 44 45 46 47 48
49 50 51-53 |
|62 63 64
65 66 66e 67 68 69? |
Basically each row either starts with 6 or 3 and followed by 3 or 6 in the row below. And it goes like that for nearly all the groups. The image was of course released prior to Isabelle’s reveal. So eventually she’ll be on the box too. But accounting for all these groups of 9 there’s one spot on each side that would be missing. So allow me to tell you straight on what the Box theory implies is left. With 36 characters on each side there’s only 2 spots left out of 72 (Mii Fighters and Pokemon Trainer are merged)
1. There’s only one echo to go. Any additional characters on the left side of the box can only be an echo because none of the Ultimate newcomers are on that side of the box except for echoes. And it’s highly expected to be Ken from Street Fighter. And even if somehow it’s not Ken. It can only be from the group of 54-61 (AKA Palutena to Cloud). Though there’s more evidence for Ken aside from this. In that Vergeben, perhaps the only somewhat legit leaker we have for this game has said and even doubled down on Ken in this game. He’s gotten Ridley, Snake, Simon, and now Isabelle all right. So there hasn’t been much reason to doubt him so far other then maybe he hasn’t told us of the echoes aside from Ken or K. Rool. BTW it is Ken who is the banned character in my contest. No one picked him beforehand anyway but just wanted to state if someone sends Ken as their choice they will be told it’s invalid because it’s too easy of a guess. When most people signed up there wasn’t a sure thing for anybody getting it right. If circumstances change I’ll keep you guys posted. But for now, Ken is ineligible.
2. The last unique newcomer is heavily rumored to be a Gen 7 Pokemon and most in particular Incineroar. Rounding out our base game non-echo list to 69 (Inb4 the internet jokes). While you could argue they could just put whatever is left after Incineroar on the bottom or even the back of the box. The groups of 9 still seems like such a purposefully made design choice with all the symmetry of 36 characters on each side. The only way if this theory is correct there can still be more echoes or newcomers without having to move some characters elsewhere on the box is if there is 2 Smash directs coming. One in October where all the Smash reveals up to then will be on the Special edition box that comes out November 2nd and then another in November where more reveals are done as a final surprise and newcomers are left out purposefully because of it.
(On a side note, I know someone picked Incineroar on my contest. But their choice is not invalid because they picked Incineroar long before all this. And they don’t officially win until Incineroar is actually officially announced. But for now if they’ve been paying attention. They may very well know they will be a winner if this is all true)
I’ll also cover some of the common arguments against it. (I may be slightly making this similar to PushDustIn’s thread about it on Twitter but thought I’d put it in my own words anyway)
“It’s a placeholder/edited”
Why leave the characters like that then? They could of left it all blank and kept the characters off until after we knew everybody prior to the release of the box. It’s quite suspicious to leave those last two blank and not think they’re room for newcomers and combined with the order design choice you could put two and two together and figure out what would be missing in this case
“This would *insert highly expected character of your choice* that totally was a lock for the game isn’t in!”
Never, ever, ever, EVER consider any character a lock. We should have learned this lesson after Wolf in Smash 4
“Why would Nintendo marketing mess this up?”
Nintendo isn’t perfect, they’ve made mistakes before even in Marketing. And it isn’t even the only case where a game box leaked that only a certain amount of characters were playable with Fire Emblem Warriors the base game was restricted to just the ones who got sprites on a certain case. Not to mention a Smash 4 3DS character showed an offscreen Ganondorf prior to his official reveal.
“Didn’t Vergeben mention a 2nd Square Enix character?”
He has sometimes not been too sure about and he is now currently investigating it. It could mean that whomever is the 2nd Square Enix character, it may be our first DLC fighter ala Mewtwo in Smash 4 (Which I’d say is probably Geno)
“Only 2 characters left is such a lackluster ending!”
Reminder we got Olimar and Shulk as our final newcomer reveals before release in Brawl and Smash 4. They aren’t heavy hitters like some of the reveals before them, that’s for certain (I don’t hate Olimar or Shulk BTW. But comparing Olimar to Sonic, or Shulk to Pac-Man or Mega Man it’s just no comparison)
“Why are you defending this?! Don’t you want more then two characters?”
Yes I’d love more then two more. The more the merrier. But as it stands, nothing is wrong with lowering expectations. Again, if I’m wrong in believing the theory I’ll be as ecstatic as some of the doubters will be. But if it’s the truth, then I will have made my peace weeks prior to the confirmation of it all. Thus I won’t be upset either way.
All I can is I advise you to take a similar approach. Expect Ken and Incineroar to be all that’s left at least until we get any potential surprises that proves this theory all wrong. Either you will have long accepted what is currently our amazing roster of so many amazing characters, or you’ll be partying that there’s even more then we think.
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theheavymetalmama · 7 years ago
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Ten Video Games in 2018 I’m Most Looking Forward To
2016 was an absolute garbage fire of a year, 2017 defied expectations and managed to be even worse, and 2018 isn’t exactly off to a great start.
But on the plus side, both years gave us some great movies, TV shows, and of course video-games, and while no signs point to 2018 making the world any better it too seems to at least be delivering some great entertainment. This is the part where I’d usually say something clever and relevant, but I’m just not feeling it right now so I’ll skip to the good part. Here are video games coming out this year that I’m most looking forward to.
10. Hyrule Warriors: the Definitive Edition.
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Pretty low on the list because I already have the original game, but I never played the DS version which had content the Wii-U didn’t have. I won’t go so far as to call Hyrule Warriors a masterpiece, especially since I’m hardly a DW fan, but ‘Hyrule’ is a great love letter to the Zelda series and the perfect game to play when I need to relax and unwind, which these days I find myself having to do more and more.
9. Far Cry 5
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The Far Cry series is checkered to say the least. Far Cry 3 was a great game, even though the main character was terminally unlikable and the charismatic villain and face of the game Vaas was killed off halfway through via cutscene and was replaced by a villain nobody even bothers to remember. Far Cry 4 was a damn good game, but the main character was really dull, the villain was great but most of him was through a radio, and on the whole the game felt more like an extension of Far Cry 3 than it did a proper sequel. Primal was just dull, and as much as I’d love another Blood Dragon the jokes that such a game makes really only works once. Still, the more I hear about Far Cry 5, the more my interest grows. Especially after the latest video that showcases the...colorful supporting cast.
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The Far Cry series catches a lot of flak for use of racial stereotypes, so maybe Ubisoft can prove that among other things they’re at least equal opportunity offenders. And hey, I get to kill cultists in a middle-American town not unlike the armpit I grew up in, so that’s a plus.
8. Red Dead Redemption 2
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Red Dead Redemption was an amazing game that defied expectations not just in terms of graphics, gameplay, and aesthetics, but it was also a writing, voice acting, and storytelling masterclass. So why isn’t the sequel higher on the list? Well, because of Grand Theft Auto V. Oh, it’s a damn good game, but the story is an unfocused mess and I find the main characters just...insufferable. Of course taste is subjective and all, but when you look at GTA V’s single player mode and compare it to the online mode it’s obvious where the money and attention went. I just hope the same doesn’t happen with Red Dead 2, so...yeah. Fingers crossed.
7. Bayonetta 3
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Bayonetta is a silly series with an inconsistent tone about a magic pole dancer with freakishly long legs who fights demons, angels, and Eldritch abominations with the power of magic guns, magic hair, magic lollipops, magic BDSM, and enough gratuitous boob, ass, and crotch shots to make Megan Fox from the Transformers movies look modest in comparison. Yes it is every bit as absurd as it sounds, and it’s a ton of fun to play. The first two games were a blast and I have no doubts the third one will be any different. Now here’s hoping this one actually sees commercial success.
6. Jurassic World: Evolution
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Remember Jurassic Park: Project Genesis that let you build and manage your own dinosaur theme park? That’s this, but with modern graphics and more dinos. Sold!
5. State of Decay 2
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Are you sick of zombie games yet? Me too! Luckily in the case of State of Decay, the zombies are just the wallpaper. You could replace them with mutants, demons, monsters, or whatever and the core game would still be the same. The point of State of Decay is gathering as big of a group of survivors as you can while you make the best use of their unique skills, the limited space of wherever you decide to make base, and the finite resources in the area. The original State of Decay was a surprise hit and the new one looks even better, and given that it has 4-player co-op it’s probably the closest thing to Left 4 Dead 3 we’re ever going to get.
4. The Call of Cthulhu
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I always look forward to new horror games, especially ones based on the works of H.P. Lovecraft. The guy was a racist, misogynist piece of shit, but his works are iconic and stand among some of the best stories ever written and the horror games. This won’t be the first game based on the story, but from what I’ve see so far it looks to be nothing short of shit-yourself-scary. Which is a good thing, because more often than not publishers and developers alike completely miss the point. Cthulhu is not the unknown; he’s the unknowable. To look upon him is to go mad, yet time and time again publishers insist that everything must be an action-packed power fantasy and treat Cthulhu like a boss that can be beaten. Thankfully this game seems to be doing the exact opposite, and I can’t wait to play with the lights off. Speaking of which...
3. Agony
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A survival horror game where you trek through the depths of Hell itself. Why hasn’t this been made sooner? No, Dante’s Inferno doesn’t count.
2. Megaman Legacy Collection, 1 & 2
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For a long time it seemed like we’d never see a proper MegaMan game ever again, especially after the disaster that was Mighty No. 9. Now with MegaMan 11 coming and rumors that Capcom is considering revisiting the ‘X’ and ‘Legends’ brand, what better way to gear up than to revisit the golden years? Some of which weren’t so golden, admittedly.
Before I get to my #1 spot, here are a few honorable mentions.
Yoshi Ace Combat 7: Skies Unknown Octopath Traveler Shenmue 3 Travis Strikes Again: No More Heroes MechWarrior 5: Mercenaries The Last of Us 2 Kingdom Come: Deliverance Kingdom Hearts III Bloodstained: Ritual of the Night Darksiders 3
1. Telltale’s the Walking Dead: the Final Season
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Go ahead and get your “lol, interactive movie!” reactions out of your system. 
Okay, you done?
Say what you will about the Telltale style of video-games, but the writing is great, the characters are endearing, and they keep adventure games of old alive. Regardless if you like the style or not, the fact that it still finds success in an environment where AAA publishers push harder and harder for the “games as a service” model is extremely important. No doubt the title “The Final Season” will get some smug gamers going “Thank God!” or “Should have happened after season one, lol!” and other such snarky remarks, but it doesn’t undermine the fact that this game will mark the end of an era.
Thousands of gamers watched Clementine grow up, and this will be the last time we see her. Given how the rest of the games have ended and the dozens of horrible things that happened in between...well, let’s just say that a happy ending is extremely unlikely. Still, the games have surprised us before. Nobody thought we’d see Kenny again after the end of season one, then season two was like “Ha, gotchya!”
Regardless of what’s in store, all we do know is that the sun is setting on Clementine’s story. We’ll have to wait and see how it plays out.
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entergamingxp · 4 years ago
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5 Dormant Franchises They Could Revive for Holiday 2020
July 30, 2020 10:00 AM EST
Nintendo have a very light Christmas line-up this year. We look at five dormant franchises they could revive to make holiday 2020 a success.
2020 has been a strange year for Nintendo. They’ve had some major success with Animal Crossing: New Horizons and we got the surprise announcement of a new Paper Mario game. Other than those two games though, there’s not been a huge range of first-party titles to get excited about.
They also seem to have forgone the usual format for Nintendo Directs. We have had a couple of “Nintendo Direct Mini’” presentations and a handful of franchise-specific directs, including Pokemon and Animal Crossing, but other than a few shadow dropped videos like Paper Mario, nothing. That’s left the second half of the year looking strangely bare for the company.
  Now we do have a New Pokemon Snap that was announced last month and the rumoured Super Mario 35th anniversary collection, but neither of those are confirmed yet to be dropping in 2020. That leaves the holiday season completely empty.
What Nintendo does have however is a plethora of franchises in their back catalogue that lay completely dormant. With that being said, I’ll take a look at five of these franchises that–should Nintendo choose to revive before the end of the year–would change their holiday landscape.
1) Pikmin
Now, don’t get me wrong: a new Pikmin is very likely coming, it’s just a case of “when.” Back in 2015, in an interview with Eurogamer, Shigeru Miyamoto confirmed that not only was a new Pikmin game coming, but that it was also close to completion. While in that specific instance the game likely turned out to be Hey! Pikmin on the 3DS, Miyamoto has since confirmed that a new Pikmin game is “progressing.”
Aside from the 3DS spinoff, the last mainline Pikmin game we got was Pikmin 3 for the Wii U back in 2013. While the franchise has never been one of Nintendo’s best-selling, it offers something wholly unique from the company. Real-time strategy, or strategy as a whole, is something Nintendo rarely tackle, and the Pikmin series is known for doing it incredibly well, in a very unique style, all while loaded with that typical Nintendo charm.
The problem with Pikmin 3, like a lot of other of Nintendo’s best games, is that it launched on the massively unsuccessful Wii U. This undoubtedly hurt its numbers, as estimates put worldwide sales of the game well below one million units and potentially raised questions in Camp Nintendo about the viability of the franchise.
The simple answer though is for Nintendo to do what they’ve done with many other games over the last few years; release a Pikmin 3 port to the Switch. It was rumoured only a couple of months ago and could easily solve a multitude of problems. It gets the game into the hands of those who didn’t have a Wii U, scratches that Pikmin itch for the big fans of the franchise, fills a hole in Nintendo’s holiday line up, and would allow Nintendo the opportunity to see just what the demand for a new Pikmin game is, which I’m willing to bet is pretty high.
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2) Advance Wars
Speaking of Nintendo’s limited foray into the strategy genre, a new Advance Wars title is near the top of many people’s list, including mine. The handheld franchise has been absent for 12 years now since Days of Ruin on the Nintendo DS, and it’s high time it makes a comeback.
Last year we were treated to Wargroove, Chucklefish’s spiritual successor to Advance Wars. The game played incredibly similarly and looked just like what you’d expect from an Advance Wars game, however it just wasn’t quite Advance Wars. The setting was slightly more fantastical when compared to the military theme of Advance Wars and it was thematically less dark. Now, this isn’t trying to detract from Wargroove–in fact, it did some things better–but Nintendo struck gold with their strategy franchise and it would be incredibly hard for anybody to replicate just how good it really was.
Advance Wars was designed for handheld and the Switch’s functionality makes it more suitable for a release now than on perhaps any of their other home consoles. There would no doubt be palpable hype around the announcement/release of a new Advance Wars title, and it’s a franchise that would be right at home on the console.
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3) F-Zero
Nintendo have a rich history of great racing games on their consoles. Mario Kart is the gold standard when it comes to kart racers, Diddy Kong Racing was fantastic, and Wave Race was another N64 classic. But a franchise that’s been absent since the GameCube and simply needs to come back is F-Zero.
Starting out on the SNES, F-Zero is known for being a high-octane, futuristic racing series that offers something different from a typical racing game. The races contain up to 30 different competitors (including yourself) and are played at a blistering pace. The neon-futuristic aesthetic is full of well-designed courses that are accompanied by some of the coolest music in Nintendo’s catalogue.
We’ve not had a brand new Nintendo racer since Mario Kart 8 on the Wii U, and while Mario Kart 8 Deluxe has performed incredibly well on the Switch, ultimately it’s a port of a now six-year-old game. Given the advancements in technology since the GameCube, the potential for online races (no matter how sketchy it might be given Nintendo’s infrastructure) and the offer of something completely different, it’s hard to imagine an F-Zero game that would be anything less than amazing.
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4) Star Fox
While the Star Fox series may not have been away as long as the rest of the games on this list, it’s certainly a series that would benefit from an overhaul and Switch release. The last Star Fox game, Star Fox Zero, was released back in 2016 towards the end of the Wii U’s life cycle, and it’s safe to say it was unsuccessful. The result of being released so close to the end of the Wii U’s catastrophic life was some extremely subpar sales numbers (with estimates putting it at less than 500k units sold) despite the game reviewing pretty well.
Star Fox arguably peaked back in 1997 with Star Fox 64, with its on-rails sci-fi shooter gameplay exciting fans. However, since then Nintendo has pivoted backwards and forwards on what they want the franchise to be. The N64 game was followed by Star Fox Adventures on the GameCube, which was a complete departure from what the series had tried so far by turning to Zelda-style gameplay. Star Fox: Assault followed Adventures, trying a combination of spacecraft and on-foot elements. After that we got Star Fox Command on DS which mixed in some turn-based strategy elements, and then 10 years later saw Star Fox Zero. Every iteration of the Star Fox franchise has adapted the gameplay in some way by trying to carve out a niche, without ever really setting the world on fire.
Alongside Pikmin, Star Fox is a franchise that Nintendo legend Shigeru Miyamoto has always been fond of, saying back in 2016 that he “always wanted Fox McCloud to be a bit more popular than he was.” So despite the failures of the series’ recent entries, there’s definitely hope for a reboot, and what better time to do it than when there’s little else coming out on the Switch to compete with.
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5) Nintendogs
While not a game for the “hardcore” audience out there – Nintendogs certainly shifted units. The game was released a few months after the original DS launched and was nothing short of a phenomenon. Across the lifecycle of the DS, the original Nintendogs fell only a few thousand units shy of selling 24 million. Despite only having two games (Nintendogs and Nintendogs + Cats) the series has outsold a string of other huge franchises including Metroid, Luigi’s Mansion, and Fire Emblem.
Like many of the games on this list, Nintendogs did something different; Nintendo spotted a gap in the “pet simulation” market and they took it. The simple gameplay loop of caring for a dog, feeding it, walking it, and generally just looking after it resonated with the masses, and the release of multiple different versions with different breeds helped further the game’s success.
Last year, developers Imagineer released Little Friends: Dogs & Cats as a spiritual successor to Nintendogs, however the game paled in comparison when contrasting the two. Several critics, including our own Cameron Hawkins, were quick to point out that “it is very limited on what you can do, especially for the game’s asking price.”
Like most of these dormant franchises, Nintendogs would benefit greatly from the advances in technology since we last saw it. A reboot of the franchise would be a great way for Nintendo to capitalize on the more casual market this holiday season, especially after the success of Animal Crossing: New Horizons earlier this year. While Animal Crossing certainly has more depth, the two games would likely have some overlapping appeal. Releasing a “New Nintendogs” would hit the nostalgic sweet spot for many, and would no doubt help sell both Switch hardware and software units.
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Honorable Mentions –
Kid Icarus – Kid Icarus Uprising is the only non-Smash Bros. title from Masahiro Sakurai since 2005, and it was a very solid game; it offered a compelling gameplay loop and came out to some very strong reviews. While not having the pulling power of the other names on this list, a new Kid Icarus would be very much welcome, especially with Pit being a much more familiar character to Nintendo fans now.
Golden Sun – The Camelot-developed/Nintendo-published Golden Sun series was a stellar range of handheld JRPGs that ended most recently with Golden Sun: Dark Dawn on the DS. Octopath Traveler has shown that there’s a demand for high-quality RPGs on the Nintendo Switch, and what better way to fill that demand than with a new entry in the beloved franchise.
Mario Sports titles – Mario Tennis Aces released on the Switch in 2018, but that’s the only Mario Sports game on the system so far. Mario has dipped his toes into golf, football and basketball in the past, and any of these games (especially a new Mario Golf) would make an impact on the Switch.
WarioWare – WarioWare Gold was another relative commercial failure in 2018 with many asking the question–with the Switch being so well established by that point–why release a WarioWare game on the 3DS? This Christmas would be a perfect time for Nintendo to right those wrongs and release a new entry in the party-game series on the Switch. Another Wario Land game wouldn’t go amiss, either.
Wave Race – Revered for its realistic water, Wave Race is a fantastic racing series set on, you guessed it, the waves. Like F-Zero, Wave Race offered something different in the racing genre and would be another popular pick to resurface this holiday season.
So while it’s looking quiet for Nintendo towards the back end of this year, there’s an undoubted amount of potential for something special. If they can drop a trailer for Paper Mario: The Origami King and have it release a month later, there’s hope for all of the franchises on this list that (hopefully) some of them are already in the works. Which one of these games would top your Christmas List this year? Let us know in the comments below.
July 30, 2020 10:00 AM EST
from EnterGamingXP https://entergamingxp.com/2020/07/5-dormant-franchises-they-could-revive-for-holiday-2020/?utm_source=rss&utm_medium=rss&utm_campaign=5-dormant-franchises-they-could-revive-for-holiday-2020
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scaredofheroin · 4 years ago
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Captain N - Chapter 19: Punching In
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A sudden and loud knocking on the door jerked Captain N awake from his slumber, where he tumbled off of the rickety cot in surprise. He was able to shield his head with his arms from impacting the hard floor, where he slowly sat up and rubbed the sleep out of his eyes. He had been using his varsity jacket as a cover, which fell onto the floor as he regained his bearings. The lights in the gym were off and the sun had not yet risen outside, so he couldn't see neither the three others who were sleeping, nor the person outside. As he noticed the clock read 6:58, the person on the other side knocked on the door again. His first instinct was to open the door, as Doc Louis said he would return early in the morning. But it was two minutes earlier than 7 AM. Was it really Doc Louis? Or was it a Koopa or Waddle Dee? He did spend all of yesterday not in disguise, he remembered. It's likely he was spotted in the middle of the giant crowds crowding the streets of New Donk City. As his heart began to race with the possibility of his journey ending so soon, he heard Pit sneak up next to him, barely able to make him out in the darkness.
"You heard it too?" Captain N whispered to Pit, his eyes locked on the door. "Sure did." He answered, carefully eyeing the door. Once again, the sound of the mystery newcomer knocking on the door rang throughout the small gym, this time with the sound of the person jiggling the door handle. Captain N carefully drew his Zapper and as he considered approaching the door, Pit drew his two blades and tip-toed towards the door. Captain N quietly hissed at him, whispering "What if it's one of the three king's forces?". "We've dealt with plenty of those guys before, we'll be fine." Pit whispered back reassuringly.
"Those guys are patrolling every roof in the city, what if more of them hear us?"
"Then we'll fight them too!"
"Easy for you to say! This is all still new to me!"
As the two were whispering their debate on the best course of action, Zelda casually walked up to the door, unlocked it, and opened it to greet the guest. Before either of them could try to stop her, they found that the mystery person was, in fact, Doc Louis holding a small pile of green gym clothes. "Good morning, Princess." He politely greeted her, which she returned. Her hair was slightly messy, but she made the effort to make herself presentable enough. Sharing an awkward look with each other, Pit and Captain N holstered their weapons and got up off the floor. "And good morning to you two." Doc Louis greeted the drowsy pair behind Zelda. "G'morning." Captain N drowsily waved to him as he stuffed the Zapper back into his pocket. "Sorry for keeping you waiting, we thought you were one of Bowser's minions." Pit explained to him, standing up straight and stretching his arms. Doc Louis waved that off, replying "No worries, makes sense to worry about those guys.". Just then, Falco joined the group, switching the lights to the gym on without warning anyone. The sudden bright lights seared the eyes of the unsuspecting four, who quickly covered their eyes to shield their vision. "Geez, how about a warning next time?" Captain N groaned. "Yeah, good morning to you too." Falco sarcastically answered as he idly scratched himself. "I should get those checked out, things've been too bright for some time now." Doc Louis noted, adjusting more easily to the light. "Forgive me, he's usually not so brash." Zelda apologized for him, making Captain N and Pit share a small, knowing laugh. "No worries, helps wake me up." Doc Louis dismissed, his positive demeanor unchanged.
"So... do we head out now for the arena?" Captain N asked him. "Yup, gotta get there early to warm up and scope out the competition. Ryu and Little Mac are already there, you just need to officially sign in and you'll be ready to rumble." He explained, taking a chocolate bar out of his pocket and taking a bite. "Don't you think it's a little risky for him to keep walking through New Donk City without any disguise?" Falco asked as he leaned against the ring, farther away from the group. "That's why I brought you these." Doc Louis said as he tossed the gym clothes to Captain N, which he was barely able to catch in a graceful manner. The hesitation he held for holding gym clothes of unknown status was slightly visible on his face, as Doc Louis chuckled heartily and assured him "Don't worry, they were washed last night.". Captain N nervously laughed, holding out the sweater to compare its size to him. When held out lengthwise, the arms stretched out further than his own, and the sweater was long enough to pass his waist. The sweatpants were about as large, but both were manageable to wear. As he slipped on the two articles of clothing over his usual clothes, Falco snickered at the sight of him in the oversized clothes. "Good thinking, Doc. Nobody'll suspect this pile of green mush." He joked, earning some giggling from Pit. Zelda turned away, partially in attempt to hide a small smile. Captain N's cheeks felt slightly warmer at this attention, but laughed along goodhearted. "I've never been particularly fond of professional combat. I can hardly stomach such brutality." Zelda admitted, readjusting her sunhat. "Come on, seeing Ryu unleash the Shoryuken or the Hadouken? Seeing the strongest, toughest guys on the planet go toe-to-toe? That stuff's awesome!" Pit excitedly tried to persuade her. "I bet it's a lot more cool when WATCHING the fight." Captain N remarked, feeling his nose to ensure it was still attached to his face after his last fight. "Oh! Before I forget!" He suddenly realized, going back to pick up his varsity jacket off the floor. "Don't wanna forget that." Noted Pit. "Yeah, it's one of a kind." Captain N added jokingly. "You about ready, Mr. History-in-the-making?" Doc Louis asked him after taking a bite from his chocolate bar. Captain N puffed up his chest and took on a more bold stance for effect. "I feel like I could take on the world!" He answered, masking his inner turmoil about the competition. "Luckily you won't have to take on the entire world, just five of the most skilled fighters in the world. No pressure, though." Falco reminded him.
He felt the pressure.
"Well then, let's hit the road!" Doc Louis declared, stepping out of the doorway. When the four stepped out of the gym, they found an average sized car that, like everything else Captain N had seen in Yamajiro, was similar to the cars he was used to back on Earth, but different enough to be alien to him. The car was painted silver, had a much more rounded chassis, was noticeably older, and had four seats, with two in the front and two in the back. "After you, your majesty." Doc Louis graciously helped Zelda, opening the front door on the passenger side for her. She thanked him once again and carefully got into the car while managing her hat and sundress. "Quite the set of wheels you've got here." Falco noted, commenting on the car's aged nature. "Yup, she's needed some work done, but she's as reliable as ever." Doc Louis assured him pridefully after closing the door for Zelda. "So... how are the three of us gonna fit in there?" Pit asked him. He chuckled heartily and, motioning to Pit and Falco, answered "You two are gonna sit back here, Cap's gonna get more training in!". Captain N laughed nervously and asked "What do you mean?". "It's early in the morning, the air's crisp, and you've got your big fights today. You gotta get your heart pumping!" Doc Louis answered. "You mean I'm gonna run ALL THE WAY to the arena?" Captain N worriedly asked him, stepping back slightly. "Don't worry, it's not too far and I've got plenty of water in the trunk." Doc Louis assured him, tapping the trunk of the car. "Good luck with that." Falco flatly said to him before getting into the car, sliding into the seat directly behind Zelda. Unimpressed with Falco's lack of helpfulness, Captain N turned to Pit, hoping he could offer assistance. "The arena's not TOO far away, and we'll be right beside you if anything happens." Pit said, grabbing his shoulder reassuringly. Taking a moment to think, Captain N slowly became more okay with the idea. As long as he paces himself, he should be good.
Looks like all those Pacer Tests in Gym class were about to pay off.
"Alright, I'm ready." He declared. "That's the spirit! Let's get moving!" Doc Louis chimed in as Pit got into the seat directly behind the driver's seat. Captain N observed the surrounding streets as Doc Louis locked the door to the gym and . The foot and road traffic was significantly lighter compared to yesterday, and even though the sun had not yet fully risen, he could spot the vague outlines of the Koopa, Waddle Dees and Kremlings patrolling each and every rooftop lining the streets. Doc Louis's disguise had proven effective, as not one of the goons above paid much attention to him or the car before him. After the engine whirring for a moment, the car started up, the headlights now illuminating the road ahead. Doc Louis nodded at Captain N from inside the car. He took in a deep breath, mentally braced himself for the run and broke into a light jog. Doc Louis drove the car slowly beside him, matching his pace. Remembering his time in gym class, Captain N paced himself by jogging slower than he was capable of running. After all, there's more than a comparison to the national average lying ahead of him. The car drove slightly ahead of Captain N, guiding him throughout the concrete maze of the city. Thankfully, the jog to the arena was much less intense than sprinting through Castlevania or dodging blasts from airship cannons. His lungs thanked him for his slower pace, and enjoyed the jog while he ran. While he ran, his mind gradually phased the armed minions atop the buildings and even the threat of Bowser, King Dedede and King K. Rool. Captain N's mind savored only thinking about what was right in front of him. Right here, right now, all that mattered was the run. The roads and cars that passed him by started to feel more natural surrounding him. The sun slowly peeked over the buildings blocking out the horizon, gracing his face with the welcoming warmth of the morning rays. All that was missing was his music, he thought to himself. More and more people started to populate the sidewalks, but not too many to make jogging more troublesome than it already was. Doc Louis drove the car away from main street, as to not get in the way of the ordinary people trying to get around.
Despite the more relaxed nature of his jog, his lungs did have a limit. His legs started to slow their pace, slowly falling behind the car. If only he went out for football as a Freshman, maybe he'd be more prepared for the battles ahead. The rear left window lowered and Pit held his head out. "Catch!" Was the only warning Pit gave right before he tossed Captain N a plastic water bottle. Catching the bottle while running was almost enough to make him fall on his face, but he maintained enough grace to keep going. After rapidly gulping down the cool contents of the bottle, his first instinct was to toss the bottle over his shoulder like all those marathon runners in the Olympics. But environmental health was important to him, so he clutched the bottle as he jogged, tossing it into the first trash can he could see. That trash can was in the middle of being emptied into a large vehicle that he assumed to be a dump truck, and almost missed his opportunity. The run continued for about fifteen more minutes, by Captain N's measure. The buildings suddenly cleared up, allowing the sun's rays to pour over Captain N's body and revealing a huge field surrounding a massive, modern-looking stadium decorated with immense banners flowing in the wind, reading "WORLD WARRIOR TOURNAMENT". Energetic music like no other he had heard before could be heard from inside the stadium. An incredibly long line of cars crowded the road leading to the stadium's parking lot and entrance, all sitting still and waiting for something to happen beside the water fountains lining the entrance path. More R.O.B. workers moved in perfect formation on the opposite side of the arena, carrying crates of varying size into the rear entrance. Captain N couldn't help but be amazed by the scale of the arena, and even a little intimidated. Doc Louis took the opposite path away from the main entrance, and drove towards where the R.O.B.s were working. The rear entrance wasn't as nicely presented as the front, as Captain N noticed more trash lying around on the ground. After finding an appropriate place to park, Doc Louis got out of the car with the other three follow him. "So... how'd I... do?" Captain N panted, finally coming to a stop. "Not bad, son!" Doc Louis answered. "Yeah, coulda been worse." Falco added, surprisingly non-sarcastically. "Given the circumstances, I would say your efforts were admirable." Zelda noted, leaving Captain N not knowing how he should feel about that. "Here, have another!" Pit said to him, tossing another water bottle his way. The cold condensation forming outside the bottle proved to serve as a decent enough ice pack, which he drank from after applying it to his forehead. Doc Louis walked up to the attendant by the loading bay, who was overseeing the R.O.B.s. "Good to see you, Doc Louis." The man greeted him, seeming to not recognize Falco, Pit or Zelda in her disguise. "Good to see you, this here's the man that's taking Ryu's place." He said to him, patting Captain N on the shoulder. His stance wasn't entirely solid, and Doc Louis almost knocked him over with his gesture. Captain N awkwardly waved at the man, who didn't seem impressed by Ryu's replacement.
"Well, let's hope there's more to him than meets the eye." He shrugged, opening the door leading inside the arena. "Thanks, I guess." Captain N muttered as he walked inside with Doc Louis, with Zelda, Falco and Pit following closely. It was a strange feeling for Captain N to be "backstage" at such a big event, hearing the muffled sounds of excited audience members and energetic music. "First, we gotta get you checked in." Doc Louis said to him, leading on. None of the organizers or staff members paid Captain N much mind, apart from idle glances. The R.O.B.s passed by, focused purely on their assigned task. Soon enough, Captain N found himself at a receptionist's table with the rest of the group. "I assume you're the last minute addition?" The receptionist asked, a hint of impatience in her voice. "Y-Yeah, that's me." Captain N answered, feeling unwelcome. She pulls up a window on her computer and moves over to a blank space in the massive bracket of names. "So what do you call yourself?" She asked him. He put his fists on his hips and stands up straighter. "I'm Captain N." He boldly introduced himself. She didn't notice the Zapper holstered in his pocket, so she idly nodded and typed his name into the bracket. "Locker room's down the hall to the right. Your first match is in about two hours." She flatly states, pointing in the general direction of the locker room. "Great, thanks." He thanked her, and headed off down the hall. Falco looked like he wanted to make a rude comment to the receptionist, but Zelda stopped him. Pit quickly walked alongside Doc Louis taking in the atmosphere. "Oh man, oh man, oh man, this is so cool!" He giddily said, his eyes darting around the halls. Captain N found the doors that seemingly led inside the men's locker rooms. Inside he was assaulted with the scent of intense sweat. Fortunately this stench was consistent with what he experienced in gym class. Once his nostrils recovered, he saw Little Mac and Ryu sitting on a nearby bench, who look up to see Captain N.
"About time you got here, we were starting to worry you bailed on us." Little Mac said to him, while Ryu simply nodded at him. "Hey, come on, it's not like I had anywhere else to go." Captain N reminded him. "It's still admirable of you to rise to the challenge." Ryu assured him. "He wouldn't have to if you just told us where the castle is." Falco bitterly reminded him, suddenly walking into the room with Pit and Doc Louis. Ryu paid him no mind. "So this is the famous locker room!" Pit quietly said, dazzled as he looked around the room. "Yep, kinda gets old after a while. It IS a locker room, after all." Little Mac said with a smile. "But how!? So many awesome fighters stood where we're standing now!" Pit went on. "Once you've met them once or twice, you realize they're people just like you or me." Doc Louis chuckled. "Say, where's Zelda?" Falco asked, noticing she wasn't with the rest of the group. "I'd rather wait out here, don't mind me." Zelda spoke up from outside, not feeling entirely welcome in the men's locker room. Captain N shrugged and turned back to the two. "So how're you feeling?" Little Mac asked him. "Ready as I'll ever be." he answered, still not entirely confident in his ability to win an actual fight. "Come sit next me." Ryu invited him. Once he was seated, Ryu closed his eyes and breathed in deeply. "Close your eyes and breathe in and out steadily. Peace of mind is crucial to overcoming your opponents." Ryu stated. He followed his instruction, and tried to get into a peaceful state of mind. This proved somewhat troublesome for him, as his mind was more preoccupied with worrying about the fights that drew ever closer. Every time he tried to shove those thoughts out of his mind, they barged their way back in. Just as he was starting to relax, Falco interrupted with an annoyed groan. "When's the fight gonna start?" He impatiently asked anyone who would know. "They'll let us know over the intercom, now will you lighten up?" Doc Louis said back to him, and knowing that was the best response he was gonna get, Falco rolled his eyes and leaned back against the row of lockers. Pit pulled Little Mac away and the two started chatting about his fighting career, allowing Captain N to focus on his meditation. Ryu was undisturbed by the commotion, and remained at peace. Closing his eyes, Captain N forced himself to maintain a slow, deep breathing rhythm. It required some work on his part, but he actually managed to achieve a level of zen. Bringing his mind back to where it was while he was jogging, he was able to bring his mind to a more peaceful state. He spent the next few minutes like this, savoring the peace and quiet, even ignoring the odor of countless sweaty garments.
"Captain N to arena entrance B." Suddenly came a voice over the intercom.
He opened his eyes, his inner fear returning.
"Well, showtime, Cap. Knock 'em dead!" Doc Louis cheered him on. Reluctantly, he stood up and looked back at the group. "We can watch the match from in here. If anything happens, we'll come running." Zelda assured, peeking from outside the room. Nodding gratefully at her, he steeled his nerve and walked down the hall to his first real fight.
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