Ultimahero

Ultimahero

77p

46 comments posted · 1 followers · following 0

13 years ago @ Zelda Dungeon - Story In The Legend of... · 0 replies · +4 points

The story is vital to Zelda. True, the earliest games didn't have much in terms of story (although that's true of a lot of video games from that era) but everything from A Link to the Past onwards has had an increasingly complex narrative. It's ridiculous to think that the games would be anywhere as interesting if they didn't have a good story.

13 years ago @ Zelda Dungeon - Left Handed Mode For S... · 0 replies · +5 points

It's great to hear that the controls are so intricate. I was concerned that a person might just flail about and still be able to succeed but it sounds like you have to be pretty precise with your hand motions. That's great news!

13 years ago @ Zelda Dungeon - IGN's thoughts on Skyw... · 1 reply · +20 points

I was initially skeptical about the graphics, but any doubt I had disappeared after we began to get a more comprehensive look at this new world. I think the graphics are absolutely amazing and I can't wait to play this game!

13 years ago @ Zelda Dungeon - Zelda Most Deserving o... · 0 replies · +2 points

Okay... a lot of fictional characters can be described as courageous. All nine members of the Fellowship of the Ring (Lord of the Rings) can be called courageous. Yet doesn't each one have a distinctive personality? So calling a character courageous still leaves a lot of grey areas.

13 years ago @ Zelda Dungeon - The Results Are In: Fa... · 0 replies · +2 points

Yes, you're right. He does have a personality and he does talk. I never said anything different. What I'm saying is that he doesn't have a "default" personality. His personality is whatever the player provides. Your responses are Links. Zelda is different than those other franchises. Link is intentionally silent so that the player will feel as though they are in the game bringing their own personality and preferences to Link. Yes, Link is courageous, but how do you know he's selfless? How do you know he isn't hoping for a big reward at the end? He never says that he isn't. Ganondorf is pretty prideful, isn't he? Yet he gets a Triforce piece all the same. So it seems to me that your argument is fallacious. You are reading the notion that "Link is selfless" that into the character. That's what I means when I say that you provide the personality. You make assumptions about how you think he should act and react accordingly.

13 years ago @ Zelda Dungeon - The Results Are In: Fa... · 0 replies · +1 points

You're right, I did mean Outset.

Each Link does have a personality, but it's whatever personality you provide for him. He doesn't have a "default" personality. If you think he does, then by all means explain each personality from each game. And this isn't a matter of opinion. It's a ironclad fact that Link is a "link".

13 years ago @ Zelda Dungeon - Zelda Most Deserving o... · 4 replies · +10 points

I don't think a Zelda movie is a good idea. Link doesn't have a set personality, as the player is supposed to provide it. So how would Link act? I just don't see how you make this without most fans saying, "that's not how I pictured him".

13 years ago @ Zelda Dungeon - The Results Are In: Fa... · 4 replies · +2 points

My point was that obviously at certain points in the game the creators are trying to craft a mood. They are trying to make you feel a certain way. Link leaving Windfall Island isn't supposed to be a happy moment, it's supposed to be a sad moment. But this is not true of only later games in the series with better graphics. In ALttP it's clearly supposed to be sad when Link's uncle is killed. The developers do try and craft a specific tone at certain junctions in the game.

The difference, though, between Zelda and other games is that you as the player have a lot more freedom in interpreting how the main character is feeling. For example, we agree that leaving Windfall Island is supposed to be a sad moment. But, why is is sad? Is Link sad because he is leaving his grandma? Is Link sad because he knows he will probably fail and fears disappointing his family? Is Link sad about leaving his friends behind? Is Link thinking about the dangers ahead and wishing that he didn't have to embark on this journey? See, it could be any number of emotions and complexities much deeper than just "sad". And you cannot put one definitive label on it. You interpret it subjectively and come to your own conclusion just like I interpret it and come to my own conclusion. Neither one of us can call the other wrong.

How do you know Link "does it from the goodness of his heart"? How do you know it's not pride driving him or just an effort to get attention?

That's why Link is a "Link". Yes, a moment in a game may be intended to come a cross as happy, or sad, etc. But how you specifically interpret it is up to you. Your reaction is unique and you are free to read anything into the moment that you like.

13 years ago @ Zelda Dungeon - The Results Are In: Fa... · 6 replies · +1 points

Advancements in graphics technology don't change the reality that you are still Link. Whatever you would say to a given situation is what Link says. Yes, you are right that as graphics improve the character Link has more overt emotional moments. Still, it doesn't really take away from the idea of Link being a "link" to the player. If the developers have done their jobs and created an emotional attachment between you and Windfall Island then you'll feel a touch of sadness about leaving it behind. Thus Link having a sad reaction will match what you the player feels and the magic of being Link isn't disturbed. So your criticism is far too sweeping to be true.

13 years ago @ Zelda Dungeon - The Results Are In: Fa... · 0 replies · +2 points

The freedom is in your emotional reaction to the events of the game. Instead of playing as a character going through the story, it's supposed to be you going through the story. Whatever you would say in response to another character is what Link says. That's how the silent protagonist works. It allows you to project your thoughts, feelings, and reactions onto the character on screen.