Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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character is incidental to the above-mentioned<br />
fetch quest; you deliver a letter to him that<br />
has a photograph of Princess Peach enclosed<br />
(here though, she is called “Christine”). Also,<br />
the dungeons contain occasional sidescrolling<br />
segments, where Mario Bros.’ Goombas make<br />
frequent cameo appearances. You can kill the<br />
goombas with your sword, but if you jump on<br />
them with the roc’s feather, they squash with<br />
that familiar poo-quah sound, as they ought to,<br />
and you are rewarded for catching the reference<br />
with a hit point restoring heart. Even HAL’s<br />
Kirby appears as a one-time-only enemy in the<br />
seventh dungeon [1].<br />
Given what is eventually learned about<br />
the nature of Koholint Island [2], this playful,<br />
let’s-throw-in-whatever-we-can-for-the-heck-of-<br />
it approach makes a little more sense. It also<br />
contributes to what might be called a certain<br />
levity of tone. Nothing within or without the<br />
series is taken seriously. At times it’s tempting<br />
to read the aforementioned “demon’s voice”<br />
as a sort of parody of the what the series is all<br />
about. It strikes me, in this light, as similar to<br />
Final Fantasy X-2, or maybe Parodius, in that<br />
it is a game that transcends the limitations and<br />
stagnant problems of the franchise it <strong>com</strong>es<br />
from by more or less pissing upon everything<br />
the franchise has set up.<br />
If Zelda games are guilty of assuming that<br />
the player has nothing better to do than play<br />
[1] This charming abandon is also seen in the basic<br />
gameplay of Link's Awakening. Although the exploration<br />
is more rigidly set out here than ever, the modular<br />
<strong>com</strong>bat equipment system is cleverly implemented.<br />
Nearly all the various items can not only be used<br />
individually, but in <strong>com</strong>bination with each other. I’ve<br />
played through the entire game twice without even<br />
realizing that if you equip the bow and arrow and bombs<br />
at the same time, and use them both at once you fire a<br />
bomb-tipped arrow that is twice as powerful. Compare<br />
this to Ocarina of Time, a game that features discreet<br />
"targets" that had to be pasted into the levels to make<br />
the hookshot useful.<br />
videogames, Link's Awakening instead, before<br />
assuming anything, recognizes that you are<br />
playing a videogame, and a portable one at<br />
that. This is the level of awareness that makes<br />
the nagging demon voice seem like satire where<br />
it just seems bone-headed elsewhere. From<br />
this follows the understanding that you aren't<br />
actually playing a "real" Zelda game anyway,<br />
so why bother taking it seriously? Ironically,<br />
it's easier to take the little diorama dramas,<br />
silly narratives/fetch quests and what-have-you<br />
more seriously in this context, without the game<br />
urging you to “listen!”<br />
Legend of Zelda: Twilight Princess is set to<br />
hit stores the first quarter of 2006. Stay tuned<br />
to the <strong>Game</strong>r's Quarter for further updates.<br />
[2] This is a spoiler, if you've never played the game:<br />
Koholint Island exists as an illusion in the dream of<br />
a Wind Fish, one of the gods of the Zelda universe.<br />
Apparently. In order to escape the island, you must<br />
wake the fish up, thus causing the island to evaporate,<br />
leaving Link stranded on the remains of his raft in the<br />
middle of the ocean. It's a pretty great way to end<br />
the game, <strong>com</strong>e to think of it. In a great "it was all a<br />
dream... or was it?!?" moments, the camera pans up<br />
from Link drifting on his raft to a view of the Wind Fish<br />
floating across the sky.<br />
The <strong>Game</strong>r's Quarter EXCLUSIVE Preview of The Legend of Zelda: Twilight Princess 101