wanda wanda

Nov 08, 2005 01:05


(00:54:29) aderack: Throw in some Octorocks and other things that seem to be there for a reason, and you have Zelda 1 anew, in Ocarina style.
(00:54:36) Mister Toups: Yeah.
(00:54:48) Mister Toups: Which is a game I wouldn't mind playing.
(00:55:22) aderack: The somberness and the mystery are what's missing, essentially.

This proves that Zelda didn't have to go the way it did.
(00:55:51) aderack: This game could have been done, to a less attractive degree, on the N64.
(00:56:08) Mister Toups: The thing is, whenever you have the rare moment in a Zelda game when it just shuts the hell up, you do get that vibe, just briefly.
(00:56:12) Mister Toups: I mean, in the new ones.
(00:56:21) Mister Toups: Particularly Majora's Mask.
(00:56:24) aderack: Yeah. Wind Waker has it sometimes.
(00:56:32) Mister Toups: Ocarina does, too.
(00:56:34) aderack: When you're doing your own thing.
(00:56:39) Mister Toups: Yeah.
(00:56:55) aderack: Ocarina -- I never felt that sense of mystery.
(00:57:02) Mister Toups: Well.
(00:57:11) aderack: That wonder about why something is the way it is. It all felt contrived.
(00:57:11) Mister Toups: This game is, to me, a fulfillment of the promise of Hyrule field.
(00:57:15) aderack: It is.
(00:57:18) aderack: It's BIG.
(00:57:20) Mister Toups: Right.
(00:57:23) aderack: I mean, there's a reason you have a horse.
(00:57:25) Mister Toups: And never ending, pretty much.
(00:57:27) Mister Toups: Yeah.
(00:57:29) aderack: Because the land is desolate.
(00:57:49) Mister Toups: But the first time I walked across Hyrule field, I felt that.
(00:57:53) Mister Toups: Just, briefly.
(00:57:59) aderack: Zelda 1 -- basically a big desolate field, with rock and tree formations here and there.
(00:58:09) Mister Toups: What I mean is, it's been with the series all along, it's just been neglected.
(00:58:12) aderack: And then you hit the wall on the other end, thirty seconds later.
(00:58:23) Mister Toups: Yeah.
(00:58:49) Mister Toups: This game made me realize something kind of weird.
(00:59:01) Mister Toups: The best analogy I can think of is with regards to personal relationships.
(00:59:32) Mister Toups: When you're really friends with someone, you can allow yourself not to be like, hyper focused on her at all times. You know you are friends when you can be with her and not be thinking about her.
(00:59:49) Mister Toups: And it's in those moments when you ironically really come to know her.
(01:00:04) Mister Toups: When you aren't paying attention, when you occupied with something else.
(01:00:05) aderack: Yup
(01:00:09) Mister Toups: When she's on the periphery.
(01:00:13) Mister Toups: And it's a two way street.
(01:00:32) Mister Toups: So if the game is always addressing you directly and you're always addressing it directly, things will never move any deeper.
(01:00:43) Mister Toups: Which is Zelda's problem -- it can't get over that initial infatuation.
(01:01:00) Mister Toups: Which is why the Colossus and the landscape are equally important.
(01:01:10) Mister Toups: Because they distract you from each other and reinforce each other.
(01:01:37) Mister Toups: Particularly in the way that you'll be fighting a colossus and then fleetingly notice something in the distant landscape over your shoulder, between bouts of nearly being flung off.
(01:01:46) Mister Toups: And you occasionally see something you recognize.
(01:01:52) aderack: Right. Zelda's fetch quests are like... being forced to think of someplace to bring a date.
(01:01:53) Mister Toups: It's moments like that that really define the game for me.
(01:02:05) Mister Toups: That's a pretty good metaphor.
(01:02:18) Mister Toups: It's like, coming over and saying -- "so! What are we going to DO?"
(01:02:32) Mister Toups: Which, you know, to a point, is fine, but.
(01:02:36) aderack: You remember that rant of mine?
(01:02:40) Mister Toups: Yeah.
(01:02:49) Mister Toups: That's what this reminds me of.
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