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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

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