Saturday, February 4, 2017

Breath of the Wild

The Legend of Zelda is one of Nintendo's most popular game franchises. And with it comes theories, lore, and questions. My mission at The Sheikah Stone is to find the answers by research, playthroughs, and theories. There have been thousands of questions and theories, but with an 18 game series, there may still be more to discuss, debate, and discover.


Here we go again. With another Zelda game on the horizon, the expectations are through the roof. We've been here before, with every Zelda game, there have been hopes and doubts. With expectations that are a little exaggerated, but are usually met or exceeded. And I hope this next installment is the same case. We have a few hours of controlled demo gameplay released by Nintendo channels, and some prototype figurines and merchandise to go along with it. So we have a good look at what this game is all about. We have some stunning, but extremely confusing trailers, some awesome covers and artwork, and an absolutely enormous map that we've only seen a fraction of. So I have a lot to break down and give my personal opinions on, but I'll probably only go over the main points.

First, let's look at the world we've been given a glimpse of. My first thought when I saw some map comparisons to previous titles, and some demo videos, is that there is no possible way it's that big. But Nintendo has surprised us time and time again. The graphics look absolutely stunning, giving us almost a Skyward Sword feel with the shadows and the lighting, but with much more of a clear and more realistic image. We have a day-to-night cycle, which was missed in Skyward Sword, and we also have a random weather cycle, which I don't believe we've ever had before. So the playing style and experience will be totally different for every player. But to add to that, we are given a free-roam style of world, which is totally different, but I believe would be well-appreciated in the Zelda universe. The massive expanse of a starting area, The Great Plateau, the Breath of the Wild version of the "Hyrule Field" center of the world, is really the only area we have access to see, and already we're given many different areas and things to explore. Which brings me to my next item.

Second, we have more chance at exploration than we've ever had before. The world has chests, cliffs, lakes, camps, and shrines to explore. When the idea for Zelda was in working process, it was based on the world full of exploration and discovery, which we've had to a certain extent in every Zelda game. But I don't think we've ever had it to this extreme. Our favorite pal, Link, can now climb almost every available surface, meaning we can climb mountains that would be previously unavailable if this was our normal Link. Our familiar Bokoblins are scattered around the world and have camps just waiting to be attacked and raided. There are huts, villages, caves, anything you could want to explore. So the want for adventure is in good hands. Outside the Great Plateau, there are many more areas that we've only seen glimpses of, so outside the little demo area, the opportunities to explore are endless.

Third, we have shrines. Shrines are somewhat unfamiliar to the Zelda world, at least in this form. We have temples, Sacred Springs, Praying Statues, so Shrines? Why not. From the couple videos released by Nintendo, which I suggest you go check out some time, we have six shrines available for our entertainment and education in the first area. They appear to be some form of mini-dungeon, only three or four puzzles each, and at the end, you are granted with a Spirit Orb, the item currency of the game. They are all very sci-fi looking and covered in sparkly lights and shiny, black walls that are unfortunately one of the only non-climbable surfaces in the game to my basic knowledge. There are hundreds of shrines dotting the landscape, and each one gives you some goodies and toys to take back to the outside world.

Fourth, we have the items. This is where it really takes a step (or a leap) away from the Zelda routine we've grown accustomed to. Instead of having just the iconic items from big bad boss battles, we have this whole new "finder's keepers" system going on. You find items lying around that you can pick up and use for a limited amount of time. That sounds super lame, but with an open, free roam world, it seems to really work. You can have tons of close combat items outside your trusty, rusty Master Sword. You can find anything from a straightforward club to a double handed sword of death that can take any Bokoblin in a couple of calculated swings. You might have some of the classic items from some more mainstream dungeon and boss system, but from the footage we have, they haven't integrated right away like in the previous titles, if it's involved at all. But either way, I'm a huge fan of this new groove we're setting here. Not that I want this to be a part of all the new Zelda games, but I think it's a breath of fresh, wild, air to have these new things incorporated into this new installment.

So with the theories, ideas, and personal opinions in place, you can make your own verdict on what type of game this will end up to be. Will it be the super epic adventure with everything we hoped for that we all want it to be? Or will it be the Ichorous game, that had so many hopes and expectations, but ultimately tried to hard and put too much into one game, and turned out to be an old Zelda game that no one talks about and disowns from the Zelda family. The last one is unlikely but is (knock on wood) a possibility. Obviously, this is a biased opinion from a hype-high fan who left all reasonable expectations a long time ago. But as always, make and set your own thoughts and expectations, and comment what you think and theorize about the newest installment to the continually surprising Zelda series. Happy Adventuring! :)


~Stalfos




Monday, March 28, 2016

Ominous Ordeals

The Legend of Zelda is one of Nintendo's most popular game franchises. And with it comes theories, lore, and questions. My mission at The Sheikah Stone is to find the answers by research, playthroughs, and theories. There have been thousands of questions and theories, but with an 18 game series, there may still be more to discuss, debate, and discover.




The Zelda Franchise is known for their difficult puzzles. And true, no Zelda game is a walk in the park, but I believe some take more skill and induce the rage quits more than others.


Ocarina of Time 

This game was made when games seemed to be just a tad harder. There weren't many signs and characters to guide you along and Navi, the guide of the game, proved to be almost useless when it came to helping you through the game. So we were forced to fend for ourselves and sit through hours of brain-numbing puzzles. A lot of the time, I had no idea what was even going on in the story, let alone the puzzles. It took me three hours to even find where the Zora river was. This game didn't baby us around, and the puzzles were difficult, to say the least. You had to look at them in a different way every time because all of them were creative and outside the box. They incorporated the new items without shoving their functions in your face. But how do these puzzles match up against the others? We'll talk comparisons at the end.


Majora's Mask

I have to say, this game tested my patience more than any other game. Not only were the puzzles repetitive and demanding, but the game itself was a giant puzzle. At every second you had to tell yourself, "Do I have enough time to do this" "Am I going to make it in time" "Why is the Happy Mask Salesman so happy" and a billion others. Time was the biggest thing in the game. If you didn't finish the designated tasks in the set amount of time, you had to start them ALL OVER! This is what caused the anger and the rage quits. But what about the actual puzzles? The one I am going to focus on is Snowhead Temple. This, like the game, is a giant puzzle. Almost all the rooms affected the entire temple. The tower design was very creative, and you had to think of how each move would affect the puzzle. But were the actual puzzles harder, or was it the stress behind the time limits that created the difficulty?


The Wind Waker


This game is sometimes treated like the baby brother of the franchise. It's cartoon graphics and upbeat music created a childish atmosphere, but was the puzzles equally juvenile? Most players, especially ones who had played the previous games, probably flew through the beginning of the game without any trouble at all. But the later parts of the game grew more and more difficult. Some of the puzzles caught me off guard, and I was stuck mulling over them for hours. The puzzles I enjoyed (sort of) the most were the ones found in the end dungeon. They were creative and incorporated riddles, which are always (mostly) good. So this game's nature may be just a cover for the tricky and difficult puzzles. But was it actually harder than the other games?


Twilight Princess

This game set a dark tone right off the bat. The realistic effects were the complete opposite of the Wind Waker's cartoon graphics. But as we learned from the last game, graphics do not equal difficulty. But to put it bluntly, this game was hard, really hard. Like most of the games, the first dungeons were nothing big, the wolf section was more annoying than hard, though it wasn't easy either. But even the first dungeons had their share of tricky puzzles. The next sections were where the developers went all out. The dungeons were full of puzzles. At every turn, there would be a new conundrum (like the ice blocks)  that would take hours (ice blocks) and send us throwing our controllers (did I mention the ice blocks?) and take long breaks. This game shoved the puzzles in our faces and played no games...except the one on the screen. But will it survive against the other games in this battle?


Skyward Sword

This game is not known for being hard, mostly the opposite, but I have to disagree to a certain point. True, a lot of the dungeons were a piece of cake, but the few near the end took that piece of cake mentality and shoved it down its throat. The time stones and a few other new components were absolutely amazing and not only added a whole new degree to the graphics but definitely to the puzzles. There's really not much else to say about the puzzles, but the new items really helped with the puzzles, which we'll talk about next time. Will this game secretly beat the others...?


Comparisons


Here is the final list of my opinion on the hardest and easiest games in the Zelda Series from easiest to hardest:

NUMBER 5: The Wind Waker

This game had some hard puzzles, but none of them really stumped me. It had some creative puzzles, too, but not as much as some of the other games


NUMBER 4: Skyward Sword

This game was pretty close to number five. It was a pretty easy game in comparison, but there were some really hard and creative aspects that made up for some of it


NUMBER ???: I hate to do this, but I could not decide for the life of me on these other two. So...(pause of shame) I had a tie. 

Ocarina of Time-Twilight Princess
Ocarina of Time had hard puzzles throughout, except at the very beginning. And the Water Temple pulled the rest of the weight because holy cow it was hard. Twilight Princess was really hard, and that's about all there is to it. It wasn't super creative, but the puzzles had very cool mechanics. It took the longest to beat and the wolf sections, though extremely annoying, were pretty cool. 

NUMBER 1: Majora's Mask
Majora's Mask had the most creative puzzles of the bunch. The time aspect was very hard but was not technically a puzzle. But the puzzles that were based on the time limit were the hardest. The dungeons were the most serious and personally took the longest and most effort to complete, mostly because they sometimes had to be beaten two or three times. So, yeah, patience is a virtue, and it is one I totally forgot about while playing this game.


So there you have it. You might not agree with the list, but hopefully, you have experienced some of these Zelda puzzles because even though most of them made me mad and want to quit, they were the most fun parts of the game. The stories are great, but the puzzles are the things that make the Zelda series so cool and original. I hope you enjoyed it, and Happy Adventuring! :)


~Stalfos 










Saturday, August 8, 2015

Companions

The Legend of Zelda is one of Nintendo's most popular game franchises. And with it comes theories, lore, and questions. My mission at The Sheikah Stone is to find the answers by research, playthroughs, and theories. There have been thousands of questions and theories, but with an 18 game series, there may still be more to discuss, debate, and discover.

In all the 3D installments of Zelda, Link has a companion. A character that helps new players, gives hints about puzzles and bosses and directs the player in the right direction. But were they all necessary, were they all helpful enough to be worth there flaws? That's what we're here to see.


Navi (Ocarina of Time)
She is famous for being extremely annoying and has a whole libraries worth of memes acknowledging her maddening behaviors. Her famous "Hey Listen" is heard way more times than needed, and even when she is helpful, she tells you the same thing over and over again, even after you have done it. But I think the game wouldn't be the same without her. She may be persistent, but she can be, at times, helpful. Some changes probably could have been made to her, but I'm glad she's in the game.

Tatl  (Majora's Mask)
She's very similar to Navi, being a girl fairy companion. But I prefer Tatl between the two. She seems to have more personality. She has a very big attitude at the beginning, but by the end actually, wants to help Link in his quest and even apologizes. She isn't as annoying and helps you more when you actually need help. She even makes remarks that have nothing to do with gameplay and more of what she actually would say. I think it's a good change and a pretty decent companion,

King of Red Lions (The Wind Waker)
Out of all the companions in Zelda, he bothers you the least. First of all, he's a boat, so he doesn't even follow you on land. The only connection to him on land is a stone that helps you in the dungeons, but even then he lets you breathe a little and figure things out. So he's there when you need him and doesn't bug you when you want to be left alone. On the sea he lets you know where you should be heading and helps the story move along. He doesn't have much of a personality, but he's a breath of fresh air after the fairies.

Midna (Twilight Princess)
This is my favorite out of them all. She, by far, has the most character and back story of them all. Because we really don't know who any of the characters REALLY are. We just know that they're here to help. But Midna actually has a story of who she is. She has a big part in the plot, she goes through a sort of change throughout the game, and adds a lot to the game. She is not as "laid back" as the King of Red Lions, and bugs you quite a bit, but she's still a great character.

Fi (Skyward Sword)
Like most of the companions, we know nothing about Fi except that she's a servant of the Goddess, and she has as much personality as a robot. The voice is annoying, the comments are unnecessary, and the only time she helps is some of the analysis stuff. If you target something, she tells you the best way to beat it and how your performance is with this enemy. So then you can change how you attack the enemy next time. She also does the same thing with bosses. This has been done before, but never with this much detail. But really, Fi isn't that interesting. I don't think she should have been cut out or replaced, but some changes could have helped.


So I think overall, that all the companions add something to each game. Each had their flaws, and some sort of character, no matter how dull. I think Zelda should always have a companion in each new installment. Happy Adventuring! :)


~Stalfos

Tuesday, August 4, 2015

A Terrible Fate

The Legend of Zelda is one of Nintendo's most popular game franchises. And with it comes theories, lore, and questions. My mission at The Sheikah Stone is to find the answers by research, playthroughs, and theories. There have been thousands of questions and theories, but with an 18 game series, there may still be more to discuss, debate, and discover.

None of these theories are my own, and I take no credit for the genius discoveries of other theorists. I am only compiling all the data for your enjoyment.




This is a famous quote by the one and only Happy Mask Salesman. And the most debated and reviewed theories in the Zelda community is what it actually means.



Of course, like all Sheikah Stones, there is a Spoiler Alert, but this one especially so...




If you know anything about Zelda theories, you know that we will be discussing the possibility of Link from Majora's Mask being DEAD. Many elements of the game point to it, and as I said in a previous Stone, the whole game feels unreal and mystical. But instead of a dream or mystical vision, it appears to be more of a waiting area for the dead to accept their fate, and move on to the afterlife. But let's back up, back WAY up to the beginning of the game. When Skull Kid turns you into a Deku Scrub, you and Tatl make your may to the inside of the Clock Tower and meet the famous Mask Salesman. The smile, the skipping animations, the mood swings, all create this creepy character that makes you feel uneasy just looking at him. When you enter he says the famous line, "You've met with a terrible fate, haven't you?" 

At first, it looks like he's talking about the transformation, and that makes sense. But on the third day, as the clocks strike midnight for the third time, and the fiery inferno blasts Link into the air, those same words are repeated with the salesman's creepy laugh. That turns a remark about the doings of Skull kid into a possible revelation about the true fate of our beloved hero. 

Next clue is found in an entirely different game. In Twilight Princess, the Stalfos-like swordsman teaches you his skills. It is fact (Hyrule Historia) that this sword master, The Hero's Shade is Young Link from OOT and Majora's Mask.  The only way to become a Stalfos is to be lost in the Woods of Mystery or the Lost Woods. So that means Young Link died or lost his way looking for Navi and never made it back to Hyrule. And his spirit wandered to Termina where he learned to accept his fate and move on. And the story of Majora's Mask is only his and other's spirits fighting against death. The moon is crashing down and all these people are scared to die, but in reality, they are already dead, but can't move on from what they left behind. As pointed out by many game theorists (MatPat especially), Termina is one letter short of being called Terminal, a waiting place for the dead. 

The final clue is the actual layout of the game. With five areas in the game, with grieving in each one, we find the five stages of grief. 

With Clock Town and their Denial of their impending doom. They try to put on the carnival even though they see the moon towering above them. They fight with each other as their mixed feeling push them to the brink. And finally, when the clock stops, they still deny that it really is the end. 

With the Deku Palace and the king's Anger toward the monkey. He has no proof that the monkey was responsible for his daughter's disappearance, but his Anger wouldn't let logic power his actions. In his mourning, he blames the first suspect because he turns to Anger instead of sadness or fear.

With Darmani of Snowhead. He was held up as a hero but failed when his people needed him the most. He can't rest because he knows his people are dying because of his failure. And when Link finds him, he is desperate, and Bargains with him to try and give Snowhead a hero that can save them. And when they see Darmani save them, he is seen as the hero he was, and can finally rest. 

With Zora's Domain, and a mother who lost her eggs. The Depression takes a hold of her, and she can't-do anything but weep for her lost children. 

And finally with Ikana, the land of the dead. Where the dead and lost of Termina have gone to Accept their death. And after their transformation, they realize there is no going back, and move on.


And as Link goes through these stages, he finally accepts his death and finds another hero who needs his help. And in the end he battles against Death, (Skull Kid) but instead of killing it, he befriend it. And destroys his grief (Majora) and Death leads him to the afterlife. And the name says it all, the story of a lost hero who tries to cover his grief and sadness, but destroyed it in the end and finds peace. 

This theory may be a little far-fetched, but it is fun to think about. Whatever you think about it, let me know with a comment or discussion. Happy Adventuring! :)


~Stalfos

Monday, August 3, 2015

Comparison


The Legend of Zelda is one of Nintendo's most popular game franchises. And with it comes theories, lore, and questions. My mission at The Sheikah Stone is to find the answers by research, playthroughs, and theories. There have been thousands of questions and theories, but with an 18 game series, there may still be more to discuss, debate, and discover.


To start it all off, we will start with a comparison, an overview of the series. Looking at each quality or downfall. Finding the similarities, or what game did something better. All will be split into categories. We will be looking at the 3D console installments on this stone.


Ocarina of Time

This game is said to be the best Zelda game, but that's what we're here to see. It came out in a time where the best game for Nintendo was Mario (Dark times) and don't get me wrong, I like Mario, but it's not #1. There were huge Zelda fans out there, with only the 2D Pokémon-style games to call Zelda. So when they heard a 3D Zelda game was coming, all the fans exploded. This is what they had been waiting for. And when they played it and saw how good it was, they kept it at #1, even after other games came out. But in the perspective of a person like myself, who played OOT long after playing the newer additions, is it still the best? I still think OOT is a great Zelda game, but what I love most is what it inspired. 6 Zelda games probably wouldn't be here if OOT hadn't been so good. 


Majora's Mask

Called by many as the black sheep of the Zelda family, Majora's Mask comes to compete with its beloved prequel. Majora's Mask is the only Zelda game that's a direct sequel. Making a sequel was a risky move, and Nintendo knew that. That's what created this strange and unusual game. They didn't want it to be too much like Ocarina of Time but still follow the same mechanics. So instead of it taking place in Hyrule with a different Link, they decided to use the same lovable hero but set it in Termina. This game is almost opposite of its predecessor.

 A whole different atmosphere covers the game, with dark plots and uneasy character models. Yes, I'm looking at you, Happy Mask Salesman. But most are just reused models from OOT. Which could just be Nintendo saving time instead of creating a whole new roster of interesting characters, or it could just give the experienced players an uneasy nostalgic vibe. It made the whole game feel unreal. Like you were playing in a dream. (Not a theory)

So overall, this game set the stage perfectly with a creepy setting, worrying or worried characters, and a heavy plot pressing down on you the whole game as time ticks down to a horrible fate. All of this created what fans loved about Majora's Mask...or was it. You see, when Nintendo tries something new, or anyone for that matter, there is a group that loves the change, and applauds their courage and flexibility. Then there are those who hate it and say they should have stuck with what they know best, and keep the pattern. When Majora's Mask came, it created these two ever arguing groups. I do agree that change isn't always good, sometimes it scores big, and sometimes it sends game franchises spiraling down and never come back. But that's what makes great games. It's the risk and the adventure, and new lands of unexplored game ideas coming together. That's what made Majora's Mask. 

The Wind Waker 

Here we go again. When the GameCube came, Zelda saw another installment with another change. This game isn't a black sheep, more like a colorful, cell-shaded, happy sheep. And those groups prepared for war. Wind Waker is a huge change, with cell-shaded graphics and a happier environment. With a less epic story and feel, and upbeat music. But like I said with Majora's Mask, this change was another success. This is all opinion, of course, but I don't think this new look took away anything from the previous games. I actually enjoyed the new mechanics and had a great time playing it. But I can see how it could be disappointing to be awaiting a dark, epic, new Zelda game for the GameCube, and get this joke of a Zelda game with goofy characters, and a kid-like atmosphere through the whole thing.

But this is when Nintendo took a big leap and decided that Zelda was flexible and shouldn't be shackled by what people think Zelda should be. And when I take a step back, I see a beautiful game with amazing music, funny characters, and even dark villains with menacing schemes. If you think of it as a game, not a follow-up of Majora's Mask or OOT, it's not that bad. And don't hate me, but it's actually my favorite Zelda game. And I hope you had as much fun as I did. 


Twilight Princess
(We will be discussing the GameCube version)

Nintendo went through kind of an "epic" drought for a few years, so we got Twilight Princess, the most epic installment yet. The music and the graphics make fans reconsider what they said about the GameCube having lame Zelda games. It's dark and depressing, heroic and epic. This game held up the Zelda name with an Ocarina of Time-like plot and realistic graphics. The characters were very well developed and each had some sort of backstory. The music was also dark, mixed with a triumphant crescendo through the game as if the music itself was winning the battle.

 But some people think they went too far, too dark for Zelda. But Majora's Mask was much darker than this, so I guess it's not. The team worked for two years on the graphics alone, and it wasn't in vain. They look fantastic and gave the fans the game they were expecting from Wind Waker. This is #2 on my list, and I like it more every time I play it.

Skyward Sword

Of course, when the Wii came out, Zelda fans debated long and hard about which direction Nintendo would go. Dark and epic with good graphics, or happy and adventurous with cell-shaded graphics. Nintendo compromised and came up with something in the middle. The graphics were beautiful but not childish, there were dark moments, but it's not considered a depressing game. They tried to please everyone, but they fell short.

As for graphics, perfect. The story, all right. Characters, sometimes. But they made the mistake of using the Wii Motion Controls. At some points, this works, but they used it so much that with felt like target practice, not an RPG. The enemies positioned their attacks specifically for the Motion Plus, the bosses used it for their puzzles. And overall, it wasn't right. I think with the bombs it felt good. And just swinging the sword was okay, too. But with the flying and positioning the sword just right was trying too hard. And Fi had a good design, but she was more like a nerdy version of Navi then anything else. I didn't play Zelda to have the game tell me what percentage I have of success or the lava-to-land ratio in Eldin. I feel like Han Solo ("never tell me the odds").

But I think this game doesn't deserve half the hate it gets. The graphics were great, not as detailed as Twilight Princess, but more beautiful, and makes the game enjoyable to look at. I don't think some annoying comments from Fi, and Wii Motion Plus is enough to make a game so horrible that fans give up hope on Zelda as a series. It's not the best in any way, but I actually enjoy playing it.

So that's all folks. I don't like having a set list of my top favorites and least favorites because every game contributed to the series as a whole in its own distinct and personal way. And I feel if I have a set list, then I'm less likely to be open to having new favorites or a change of mind later on. But I wanted to have all my starting opinions of the games right off the bat so that there is a solid foundation to delve deeper into the specifics of the games. These are all my personal opinions and findings so I would love to hear what you think of these games. What's your favorite Zelda game? What do direction do you think Nintendo will go next? Comment all and more in the discussion area. Until next time, Happy Adventuring! :)


~Stalfos