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Broco

Joined: 05 Dec 2006
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Posted: Wed Apr 16, 2008 6:18 am Post subject: Anybody have that Link's Awakening concept art? |
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| It was awesome, but it seems to have fallen off the net. |
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Dark Age Iron Savior

Joined: 06 Dec 2006 Location: At the intersection of fantasy, reality and madness
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Posted: Wed Apr 16, 2008 6:27 am |
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You might want to be more specific? _________________
| sawtooth wrote: |
| All I do is make a game about shooting viscous negroes |
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Eudaimon

Joined: 08 Sep 2007 Location: Space City
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Posted: Wed Apr 16, 2008 6:31 am |
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| I think he means that really neat watercolor stuff. Someone around here had it as an av/sig for a while. |
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Six

Joined: 02 Jan 2007 Location: smoked meat sandwich
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Posted: Wed Apr 16, 2008 6:34 am |
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i doubt i have all of them, unfortunately, but there you go.
Last edited by Six on Wed Apr 16, 2008 6:43 am; edited 1 time in total |
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Broco

Joined: 05 Dec 2006
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Posted: Wed Apr 16, 2008 6:35 am |
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Yeah, anyone who's seen it will know what I'm talking about. Really stylishly composed drawings of marin, link facing off against ganon, that giant bird, etc. I regret not having saved them, and now I can't find them anymore.
Hmm, it strikes me now that I should've remembered there is a quick questions thread for this, seeing as this thread is lame until somebody posts the artwork. Sorry about that.
EDIT: thanks a bunch Six~~ ! |
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Daphaknee a whole shitload of class

Joined: 31 Jan 2007 Location: nickel dime
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Posted: Wed Apr 16, 2008 6:44 am |
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oh thats where haze's shit comes from _________________
a/v club |
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diplo

Joined: 18 Dec 2006 Location: kenji ito's duodenum
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Dark Age Iron Savior

Joined: 06 Dec 2006 Location: At the intersection of fantasy, reality and madness
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Posted: Wed Apr 16, 2008 6:48 am |
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Man, that stuff is beautiful and also completely separated from what my actual view of the game was.
It's odd that I bought into the vision of Metroid II as a haunting, claustrophobic nightmare but I never saw Link's Awakening as anything more than a fun little action/puzzle dungeon crawler with some bizarre sidequests.
Maybe the difference was the map.
That Marin looks a lot more interesting than any of the other females in the Zelda series :| _________________
| sawtooth wrote: |
| All I do is make a game about shooting viscous negroes |
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diplo

Joined: 18 Dec 2006 Location: kenji ito's duodenum
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Posted: Wed Apr 16, 2008 6:52 am |
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| also, that art beats the hell out of the modern zelda art. i still have the official a link to the past strategy guide with this guy's art scattered about in it. for me, that style captures near-perfectly the strangeness i felt when i first played alttp. a lot of it, i think, has to do with the colors (very dark world-ish), but also the spatial qualities of environments. |
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Broco

Joined: 05 Dec 2006
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Posted: Wed Apr 16, 2008 7:01 am |
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Thanks diplo, that's exactly what I was looking for. Funny it turns up nowhere in Google.
Yeah it has happened that I have felt a frisson while playing the early nineties zeldas... but it was mostly in certain specific places, like the first visit to the dark world in LTTP and the ending of LA. For the most part Zelda has never come across as marvelously strange to me. |
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Broco

Joined: 05 Dec 2006
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Posted: Wed Apr 16, 2008 7:04 am |
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And here is that fantastic Ganon artwork, which was since moved to the LTTP section of the site (but was in the LA book, illustrating backstory):
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Broco

Joined: 05 Dec 2006
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Posted: Wed Apr 16, 2008 7:14 am |
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Avatar material:
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Dark Age Iron Savior

Joined: 06 Dec 2006 Location: At the intersection of fantasy, reality and madness
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Posted: Wed Apr 16, 2008 7:37 am |
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Six

Joined: 02 Jan 2007 Location: smoked meat sandwich
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Posted: Wed Apr 16, 2008 7:44 am |
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thanks for the link, diplo.
| Broco wrote: |
| Yeah it has happened that I have felt a frisson while playing the early nineties zeldas... but it was mostly in certain specific places, like the first visit to the dark world in LTTP and the ending of LA. For the most part Zelda has never come across as marvelously strange to me. |
i guess that sounds about right. link's awakening i do remember as being very dreamlike and strange in places, but i'm not sure if retrospect or nostalgia is clouding things up.
i'm trying to think of other games that capture that aura of-- well, i guess marvelous strangeness is as good a term as any.
some of the ys games had a very romantic, inviting mysteriousness to them in parts, but then there are long stretches where you don't really interact with anyone or anything and you're mostly faced with the threat of death. (incidentally, the dungeons in link to the past and link's awakening have kind of blurred together over the years for similar reasons -- no interesting characters or developments to make them stand out. they're just... there.) |
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vision warning: the following post is canon

Joined: 05 Dec 2006
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Posted: Wed Apr 16, 2008 7:47 am |
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a favorite from the Zelda II gallery:

Last edited by vision on Thu Apr 17, 2008 12:37 am; edited 1 time in total |
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shnozlak

Joined: 05 Dec 2006 Location: glueing googly eyes to everything
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Posted: Wed Apr 16, 2008 9:12 pm |
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ma I wish someone would make a limited color sketchy looking game like this. _________________
Shnozlak, returns. |
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monaco

Joined: 11 Jun 2007 Location: metrosexual, metrovania
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Posted: Wed Apr 16, 2008 10:35 pm |
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The guy is Katsuya Terada.
One could describe his style as impetuous. |
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The Blueberry Hill

Joined: 12 Dec 2006 Location: Melbourne.
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Posted: Thu Apr 17, 2008 2:12 am |
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Oh wow, I'd never seen any of this. There's another peice of Zelda art I love that I don't have: it's Link sitting inn a forest with his legs dangling in a pond, head towards the sky, light peaking through the trees. It's what the Zelda series is, to me.
I have it in a background of an old magazine Zelda review, but I don't know where my magazines are. If anyone has it a post would be greatly appreciated. _________________ So much magic! |
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The Blueberry Hill

Joined: 12 Dec 2006 Location: Melbourne.
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Posted: Thu Apr 17, 2008 2:21 am |
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Okay. The image I remembered is actualy a combination of two from the A Link to the Past stuff. Interesting.
and
Neither one is that great one it's own. _________________ So much magic! |
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winkerwatson badmin

Joined: 04 Dec 2006
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Posted: Thu Apr 17, 2008 2:23 am |
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marin marin marrrrrrrrrrrrin ;_______________________; _________________
tim? |
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DonMarco graphics fucker

Joined: 06 Dec 2006
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Posted: Thu Apr 17, 2008 5:28 am |
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Marin was better for Link. Zelda's a fucking tease. _________________ Collector of 1,538 strategy guides, and BlazBlue ain't one of them.
"Toups, can I ask you? Do you think love can bloom even in the Forum Axe?" |
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Gironika

Joined: 05 Dec 2006 Location: The Arkbird
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Posted: Thu Apr 17, 2008 9:01 pm |
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| DonMarco wrote: |
| Marin was better for Link. |
I doubt that Link will have that much fun with a game-addicted girl that doesn't even pretend to like his ocarina-songs. Though hell, maybe that's why she's the right one for Link? _________________
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Thu Apr 17, 2008 10:11 pm |
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The LTTP strategy guide was filled with fantastic, mostly-realistic looking art in this vein. Bizarrely detached from the art style of the game itself, I always thought. Especially since I wished the game looked like the art instead of what it actually did look like. _________________
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Mr. Toups tweedle dumb

Joined: 03 Dec 2006 Location: moran
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Posted: Fri Apr 18, 2008 3:22 am |
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Man I am moving this thread to KoP because this is worth keeping around. _________________
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Broco

Joined: 05 Dec 2006
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Posted: Fri Apr 18, 2008 3:38 am |
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| Somehow most of these don't really work as desktop backgrounds though. They seem much less striking then. It's mainly the aspect ratios. Regrettable. |
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Talbain

Joined: 14 Jan 2007 Location: Look! A Moo Cow!
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Posted: Fri Apr 18, 2008 4:02 am |
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It's unfortunate that with all the technology we have for making games today, we still don't have characters who have facial expressions that are as striking as these stills (or at least I don't recall any). _________________ Heuristic Hedonism
Vigigames
Station 54 |
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tacotaskforce

Joined: 04 Dec 2006 Location: Logical, Practical
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Posted: Fri Apr 18, 2008 4:03 am |
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| Dark Age Iron Savior wrote: |
| That Marin looks a lot more interesting than any of the other females in the Zelda series :| |
She looks really similar to Ilia to me.
http://zelda.wikia.com/wiki/Image:Ilia.jpg _________________
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Talbain

Joined: 14 Jan 2007 Location: Look! A Moo Cow!
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Posted: Fri Apr 18, 2008 4:05 am |
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| tacotaskforce wrote: |
| Dark Age Iron Savior wrote: |
| That Marin looks a lot more interesting than any of the other females in the Zelda series :| |
She looks really similar to Ilia to me.
http://zelda.wikia.com/wiki/Image:Ilia.jpg |
Maybe if Marin were a child. Marin has a very worn look to her, I think that's what I find so endearing about her facial expressions.
This is reminding me of something I really hate about anime. There is no "mid-life." Characters are either 10, 20, or 90. There's no one who's not in one of these age ranges. Really frustrating realization. _________________ Heuristic Hedonism
Vigigames
Station 54 |
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diplo

Joined: 18 Dec 2006 Location: kenji ito's duodenum
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Posted: Fri Apr 18, 2008 6:22 am |
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| CubaLibre wrote: |
| The LTTP strategy guide was filled with fantastic, mostly-realistic looking art in this vein. |
| diplo wrote: |
| i still have the official a link to the past strategy guide with this guy's art scattered about in it. |
i should get scans of it this coming summer break (if the book can take being opened wide. it's pretty fragile). one of my favorites parts about that guide - and i don't know if this applies to others. the only other "old game" strategy guide i own is for super mario world - is its accompanying text describing facets of environments, weapons, people, etc. it built up a history you wouldn't know about if you'd only played the game. i don't know if the information is "canon," but i don't care. |
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haze

Joined: 04 Dec 2006
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Posted: Fri Apr 18, 2008 8:42 am |
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I must've spent more time reading those old strategy guides than playing the games themselves.
| diplo wrote: |
| one of my favorites parts about that guide is its accompanying text describing facets of environments, weapons, people, etc. it built up a history you wouldn't know about if you'd only played the game. i don't know if the information is "canon," but i don't care. |
loved those too. if there was some secret item hidden in a cave somewhere, the guide wouldn't just say "PROTIP: LOOK HERE", they'd have some cryptic story about why it was stashed there long ago. felt like a real travel guide or something.
yeah here's the ones i used some time ago
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Fri Apr 18, 2008 2:24 pm |
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To be sure, I read the LTTP guide far more than I played the game. It was just more... wondrous.
Not to say I didn't beat LTTP like three times. Because I did. _________________
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Lick Meth

Joined: 05 Dec 2006 Location: Round the corner to Penny Lane
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Posted: Fri Apr 18, 2008 3:50 pm |
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I love this picture so much. It's like the Lake District (UK) looks today, and I would be so happy to have a Zelda game with areas like that.
Last edited by Lick Meth on Fri Apr 18, 2008 6:06 pm; edited 1 time in total |
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Mikey

Joined: 11 Dec 2006 Location: selectbutton.net, duh
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Posted: Fri Apr 18, 2008 3:59 pm |
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The interesting thing about L.A. to me is that (at least as far as I know) it's the only game where Link is primarily motivated by selfish reasons for the duration of the game. Majora's Mask starts out that way but quickly becomes another "Save the World" plot.
But it's immediately assumed that getting off the island is the most desirable outcome for Link. I mean, why? He's coming off the big battle with Ganon in LttP, and obviously things aren't going so hot with Zelda or whatever if he's decided to go sail the world. Being stuck on a tropical island with a pretty girl who likes you can't be so bad, can it? Sure, it's supposedly all the dream of the windfish, but it's a pretty sweet dream if you ask me.
What I'm saying is I've never looked at a sea gull the same way since that game, ok. _________________
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Broco

Joined: 05 Dec 2006
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Posted: Fri Apr 18, 2008 4:57 pm |
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| Mikey wrote: |
The interesting thing about L.A. to me is that (at least as far as I know) it's the only game where Link is primarily motivated by selfish reasons for the duration of the game. Majora's Mask starts out that way but quickly becomes another "Save the World" plot.
But it's immediately assumed that getting off the island is the most desirable outcome for Link. I mean, why? He's coming off the big battle with Ganon in LttP, and obviously things aren't going so hot with Zelda or whatever if he's decided to go sail the world. Being stuck on a tropical island with a pretty girl who likes you can't be so bad, can it? Sure, it's supposedly all the dream of the windfish, but it's a pretty sweet dream if you ask me.
What I'm saying is I've never looked at a sea gull the same way since that game, ok. |
There's something impulsive and wilfully, blithely destructive about Link's actions in LA. He is just going around destroying the world brick by brick, he knows he is doing this because every dungeon boss says so, but he ignores them completely. While the townspeople treat him as a nice fellow and are completely oblivious of what he is doing to them, and Link doesn't bother to explain.
This being in part Link's dream as well, it is natural for him to keep going through the motions of his day-to-day waking life. Beating up monsters, solving block puzzles, finding the entrance to the next dungeon. But the usual positive consequences don't follow.
Like Shadow of the Colossus, LA exploits the player's compulsion/obligation to keep completing the gamey tasks to achieve something bittersweet and morally ambiguous.
All this perhaps has something to do with why although LA is thick with calculated gamey bullshit, it doesn't bother me nearly as much as in modern Zeldas. Likely in part inadvertently, the game integrates the gaminess into its theme. Remember the scene where you are sitting alongside Marin on the beach, gazing into the distance? Instead of a bright blue sky and sea, there is the dull gray of the GB. Marin talks from her heart but you can only answer with either yes or no. When you finish the conversation and she offers to accompany you, you lift Marin above your head like a sword or hookshot and a text box says "you got a Marin!". Somehow none of this really undermines the poignancy of the scene though, rather it contributes to its unreal, dreamlike aspect. |
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skelethulu

Joined: 05 Dec 2006 Location: MODOKILF
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Posted: Fri Apr 18, 2008 5:03 pm |
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| Broco wrote: |
| Mikey wrote: |
The interesting thing about L.A. to me is that (at least as far as I know) it's the only game where Link is primarily motivated by selfish reasons for the duration of the game. Majora's Mask starts out that way but quickly becomes another "Save the World" plot.
But it's immediately assumed that getting off the island is the most desirable outcome for Link. I mean, why? He's coming off the big battle with Ganon in LttP, and obviously things aren't going so hot with Zelda or whatever if he's decided to go sail the world. Being stuck on a tropical island with a pretty girl who likes you can't be so bad, can it? Sure, it's supposedly all the dream of the windfish, but it's a pretty sweet dream if you ask me.
What I'm saying is I've never looked at a sea gull the same way since that game, ok. |
There's something impulsive and wilfully, blithely destructive about Link's actions in LA. He is just going around destroying the world brick by brick, he knows he is doing this because every dungeon boss says so, but he ignores them completely. While the townspeople treat him as a nice fellow and are completely oblivious of what he is doing to them, and Link doesn't bother to explain.
This being in part Link's dream as well, it is natural for him to keep going through the motions of his day-to-day waking life. Beating up monsters, solving block puzzles, finding the entrance to the next dungeon. But the usual positive consequences don't follow.
Like Shadow of the Colossus, LA exploits the player's compulsion/obligation to keep completing the gamey tasks to achieve something bittersweet and morally ambiguous.
All this perhaps has something to do with why although LA is thick with calculated gamey bullshit, it doesn't bother me nearly as much as in modern Zeldas. Likely in part inadvertently, the game integrates the gaminess into its theme. Remember the scene where you are sitting alongside Marin on the beach, gazing into the distance? Instead of a bright blue sky and sea, there is the dull gray of the GB. Marin talks from her heart but you can only answer with either yes or no. When you finish the conversation and she offers to accompany you, you lift Marin above your head like a sword or hookshot and a text box says "you got a Marin!". Somehow none of this really undermines the poignancy of the scene though, rather it contributes to its unreal, dreamlike aspect. |
[clap] This is exactly the way I feel about this game. |
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Daphaknee a whole shitload of class

Joined: 31 Jan 2007 Location: nickel dime
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Posted: Fri Apr 18, 2008 5:08 pm |
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broco you are a fucking bad ass motherfucker sometimes _________________
a/v club |
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CubaLibre

Joined: 02 Mar 2007 Location: The District
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Posted: Fri Apr 18, 2008 6:01 pm |
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| Daphaknee wrote: |
| broco you are a fucking bad ass motherfucker sometimes |
QFE _________________
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Mr. Toups tweedle dumb

Joined: 03 Dec 2006 Location: moran
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Posted: Fri Apr 18, 2008 7:15 pm |
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| Broco wrote: |
| Mikey wrote: |
The interesting thing about L.A. to me is that (at least as far as I know) it's the only game where Link is primarily motivated by selfish reasons for the duration of the game. Majora's Mask starts out that way but quickly becomes another "Save the World" plot.
But it's immediately assumed that getting off the island is the most desirable outcome for Link. I mean, why? He's coming off the big battle with Ganon in LttP, and obviously things aren't going so hot with Zelda or whatever if he's decided to go sail the world. Being stuck on a tropical island with a pretty girl who likes you can't be so bad, can it? Sure, it's supposedly all the dream of the windfish, but it's a pretty sweet dream if you ask me.
What I'm saying is I've never looked at a sea gull the same way since that game, ok. |
There's something impulsive and wilfully, blithely destructive about Link's actions in LA. He is just going around destroying the world brick by brick, he knows he is doing this because every dungeon boss says so, but he ignores them completely. While the townspeople treat him as a nice fellow and are completely oblivious of what he is doing to them, and Link doesn't bother to explain.
This being in part Link's dream as well, it is natural for him to keep going through the motions of his day-to-day waking life. Beating up monsters, solving block puzzles, finding the entrance to the next dungeon. But the usual positive consequences don't follow.
Like Shadow of the Colossus, LA exploits the player's compulsion/obligation to keep completing the gamey tasks to achieve something bittersweet and morally ambiguous.
All this perhaps has something to do with why although LA is thick with calculated gamey bullshit, it doesn't bother me nearly as much as in modern Zeldas. Likely in part inadvertently, the game integrates the gaminess into its theme. Remember the scene where you are sitting alongside Marin on the beach, gazing into the distance? Instead of a bright blue sky and sea, there is the dull gray of the GB. Marin talks from her heart but you can only answer with either yes or no. When you finish the conversation and she offers to accompany you, you lift Marin above your head like a sword or hookshot and a text box says "you got a Marin!". Somehow none of this really undermines the poignancy of the scene though, rather it contributes to its unreal, dreamlike aspect. |
I wrote an article for TGQ a few years back with the same basic argument, but you have summed it much more clearly and concisely than I could've even imagined. Bravo, Broco! _________________
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Broco

Joined: 05 Dec 2006
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Posted: Fri Apr 18, 2008 9:07 pm |
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| Thanks guys. I did think that was one of my better posts. It's something that's been at the back of my mind while I was playing but I hadn't verbalized it until now. |
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tacotaskforce

Joined: 04 Dec 2006 Location: Logical, Practical
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Posted: Fri Apr 18, 2008 10:39 pm |
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I wouldn't say it's totally morally ambiguous. The Wind Fish does want to wake up, and his agent in the game, the owl, guides you towards that goal. _________________
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glossolalia

Joined: 04 Mar 2008
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Posted: Fri Apr 18, 2008 10:56 pm |
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| shnozlak wrote: |
| ma I wish someone would make a limited color sketchy looking game like this. |
i was fascinated by npr (non-photorealistic rendering) for a while, and it's totally within the realm of current-gen consoles (hell, it was within the realm of last-gen consoles) it's just that there isn't enough demand for commercial games to take advantage of the really impressive academic work that's been done. hold on, lemme dig up some links. |
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