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ARIN: The Legend of Zelda!
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It's a series so huge...
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I couldn't help but say it all... woo-oo-oo!
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But its hugeness is mostly...
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[keyboard clacking]
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Hey, uh... hey, what are you doing over there?
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GAMER: Oh... [nervously chuckles]
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I was just writing my preemptive counterargument
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about how you're wrong about my
favorite game of all time and the best game ever.
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ARIN: Oh, okay. Well...
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Don't you think that's a little, I dunno, closed-minded?
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I mean, I get you probably liked this game as a kid, but...
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isn't it time we looked at it critically
and made a fair analysis of how--
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GAMER: No!
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[glass breaks]
[screams]
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ARIN: [groans] Okay, ask anybody about Zelda.
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Anyone can tell you what makes a Zelda game a Zelda game...
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and what a game needs to be to be a Zelda game.
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But is that description you'll get really
what describes a Zelda game at its core?
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Is it possible that following this formula might actually be missing the entire point of what makes Zelda awesome?
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Or even what makes a sequel awesome?
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I mean, Zelda's a game where you
swing a fuckin' sword at some pigs or whatever.
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There's bombs and triangles.
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Get three triangles! Do it!
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In Zelda, you were an adventurer, and...
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Well, seriously... that much wasn't even explained.
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You were just a green dude!
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Walk into a cave, old dude goes, "Hey take this."
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You're like, "Okay, it's a sword."
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You swing it at monsters that shoot rocks and shit at you
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and you have a great time killin' em.
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You figure, "If there's a cave I get a sword in,
there must be other caves to get other shit in, right?
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Maybe other swords? I dunno. Sword's neat."
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Well, that's Zelda.
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And whether or not Zelda is what it is now,
that's how it started.
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And that's what sold a bazillion games!
A trillion million gam--
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Look at how many games there are!
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And then, uh...
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Then Adventures of Lincoln came out.
Wadever, I dun' c--
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And then... A Link to the Past!
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[hums fanfare]
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It was like the definitive Zelda, right?
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It felt like the first Zelda, but there was so much more.
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Bigger world, more things goin' on, it was nuts!
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My eight-year-old mind couldn't take it.
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Was I eight? I don't remember.
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But still, it changed a lot of things.
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This guy, Link, was given a name and a purpose.
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"Rescue the princess! Save Hyrule!"
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You have an uncle. I dunno what his name is.
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He dies.
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[somber piano music]
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In Link to the Past, you start out in a house.
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You're forced to head up, sneak into a castle, fight some guards...
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rescue a princess, and bring her through
an underground tunnel to some church or whatever...
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so you can finally go out, have your world to enjoy!
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Okay, cool!
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But okay, you want me to talk to some old lady? Okay.
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Then what? Oh, find some kid who knows
about where some old dude is? Okay.
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So, okay.
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So, here's the old dude? Okay.
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So go into this temple? Okay.
Beat the temple? Okay.
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Listen... am I your fucking servant?
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Why do you give me this world
to explore and have a good time in...
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and then you tell me to do these super-specific things?!
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You don't throw a six-year-old into a sandbox and say...
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"Hey, you can only make poopy castles."
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You know when you take wet sand,
and you just let it drip on top of a pile of sand?
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It's a poopy castle.
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I mean, exploration still exists in Link to the Past,
and God knows it's required to beat it.
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But if a game is telling you to do specific things with marks on a map, and a sequence of which things to do and specific instructions...
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you're not discovering a world.
You're being taken on a tour.
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You're no longer a pioneer adventurer.
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You're a guest at Disneyland.
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Here's your ticket! Be sure to check out Space Mountain 'n Indiana Jones before you leave!
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Guess Goofy's weight... win a prize!
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KID: 120 pounds...?
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ARIN: [softly] No...
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It's too low.
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The whole game... it feels a bit more processed.
It feels a bit more planned.
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You have a mission, and the mission is laid out for you.
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And that kinda thing is fine.
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I mean, I go to Disneyland, like, six times a year.
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I fuckin' love the Blue Bayou restaurant. They got great food.
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Oh! That's a little pricy.
But you know what, it's worth it.
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But Zelda from its roots, it's not the kind of game that holds your hand.
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There's no explanation, or even really, like, a goal...
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but there's adversity everywhere, and can you approach it anytime you want, whether you're prepared or not.
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You run the real risk of facing off against
something that will kill you... in a fucking second!
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It's fuckin' awesome!
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But if you look at A Link to the Past and The Legend of Zelda
from a surface level, they seem the same.
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There's a bunch of dungeons you get items for.
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Bombs, triangles, boomerangs, oh my!
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With bosses and a final fight with a giant pig-man.
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There's a big world with caves and bushes!
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But it's not the same. There's a shift in soul.
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A difference in how you perceive and experience the world.
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Is it better? Is it worse?
I don't fuckin' know, but it's not the same!
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MAN 1: Oh my God, look at that!
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The clouds are parting! And the heavens are
sending us a message from above!
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MAN 2: [narrating] Our eyes squint,
and adjust to the heavenly glow...
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when we finally can understand what it says.
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VOICE: Hey! There's a 3D Zelda comin' out!
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MAN 2: Oh my God!
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ARIN: The Legend of Zelda: Ocarina of Time.
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It's a game considered by most to be a masterpiece!
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A 3D world with delicious sound and amazing graphics!
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...at the time.
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Each dungeon and each town feels unique
and has its own energy to it.
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We were all fuckin' floored! It was so epic!
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This is what felt like gaming was leading up to.
It felt like a natural progression.
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It felt like...
witnessing a fish grow legs!
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But not that one, it's... really gross.
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So now, we have this 3D world,
and it felt like that was what made the difference.
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But what exactly was different?
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Well, in order to examine that, we have to examine...
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the dreaded transition from the
second dimension to the third dimension!
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If we learned anything from Sanic the Hedgehog over here...
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it's that turning a 2D game into a 3D game, it ain't easy.
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It ain't even fuckin' quantifiable!
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How do you take the simplicity of form
that 2D allows, and give it a Z-axis?
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Everything changes! And it seems to turn a really good game design into a completely fuckin' broken one!
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[softly] Oh God... Oh my God!
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Timmy, don't look...
Did you look at that?! Don't look at--
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I mean, but Zelda, that one's not too hard.
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It already technically has 3 dimensions.
You got the Y-axis, the X-axis...
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but, you know, you could go upstairs,
enemies could jump over you, all that stuff.
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But that's where the differences start.
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See, Link to the Past had a selective Z-axis.
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For example, you couldn't be on the second floor
and attack a dude on the first floor.
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But if the sandworm boss soared over your head
and you weren't harmed by it...
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you could still swing at it, and it'd register a hit.
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Bats fly through the air,
but they're always conveniently at sword's height.
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That shit's asinine in 3D, which ironically
in this situation is a limitation of the medium.
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The more specific you get about situations analogous to reality,
the more you have to stipulate on.
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You can't hit a bat from any Z-axis position distance!
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Now it's really clear where the bats are in 3D space.
They're up, down, every-fuckin'-where.
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And aiming your sword would be retarded!
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Hey!
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> I see you there loomin'.
> S.S.: Gee man, I'm sorry. I'm just curious.
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ARIN: So what do we gotta do to remedy this Z-axis problem?
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[old-timey voice] Ladies and gents,
I present to you Z-targeting!
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Pesky bats flying from every which way?
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Trying to circle around hostile folks
without losing track of where it is relative to you?
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Have I got a treat for you!
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Just press the Z button, and you'll lock onto the nearest baddie and have a go with your mighty sword device!
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[normal voice] Check it out.
Z-targeting made combat complicated.
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And that's not a bad thing.
No more simple point-and-swing stuff here, folks.
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You get a lock on, focus on the fight.
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This is a gigantic difference,
and it makes combat complex.
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And I don't say this a lot,
but let's see how this is a good thing.
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A new method of combat means new ways to
go about designing enemies and combat situations.
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You used to just point and hit. Hit and run.
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"Pft! Pft! Hey--he--Wha da fuck man?"
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But now, there's rolling, dodging, stabbing,
swinging, leaping, holy shit!
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So complex, so many possibilities.
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It's so deep, they could make an entire game based on the combat system.
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But guess what, they didn't!
Here's how this is a poopy bad thing!
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Z-targeting creates a strange disconnect from the world around you.
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It changes the camera angle from
what you're used to exploring the world in...
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and that shifts your entire focus and outlook.
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It segments the game into two pieces.
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This is the combat piece.
This is the world exploring piece. They don't mix!
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Put 'em in a room together,
they get into an argument.
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> THING 1: Hey, fuck you!
> THING 2: Hey, fuck you too!
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ARIN: Dude, guys! Can't we just get along?
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THING 2: Whadda ya think this is, Link to the Past?
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ARIN: [snickers, slaps knee]
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[gasps]
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Like the man says, in the old Zelda games,
those two pieces were linked.
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There were segments where you had to fight off enemies and explore the room simultaneously.
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It was much easier to manage it all, and now
it's complicated and puts you in unfair situa--
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Agh, what the f--!
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"What the heck was that all about?"
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Z-targeting also puts a damper
on throwaway enemies like bats...
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who were fun to kill in previous Zeldas...
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but are now a pain in the goddamn ass, since you have to individually focus on each one, and precisely hit them.
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It'd be like if you wanted to kill a buncha ants
in your house by stompin' on 'em.
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But instead of doing that,
you point a slingshot at each one individually.
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Now okay, on the flip side,
complicated enemies are a total joy to fight.
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But, the issue comes up of...
how they're even designed.
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Okay, so as I mentioned before...
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a lot of the charm from the original Zelda
was how ruthless the game was...
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and a complex fighting system would be
a perfect place to implement that.
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But the source of a lot of Ocarina's problems
is that the game's idea of difficulty is waiting.
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There is so much goddamn waiting in Ocarina.
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Every enemy has a period where they
just stand around and do fucking nothing.
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And attacking them during this time is useless.
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Deku Scrubs, Stalfos, lizard men,
Skulltulas, wolf dudes, Gerudos, clams?!
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Waiting is not a difficult thing to do.
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But it creates the illusion of difficulty,
because it takes up your time.
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And that's all it does.
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A fight feels like an ordeal, when you have to devote a decent amount of time to it, but it's not hard.
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Just look at Final Fantasy IX, Skies of Arcadia, Grandia.
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These long-ass battles, not hard,
but they feel like they're something.
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This is a mindless interaction, and you're simply going through the motions instead of strategizing.
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Wait, attack. Wait, attack.
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Wait, att-- It's not very hard to do!
And it's difficult to mess up.
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The style of enemy isn't inherently bad.
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I mean, it creates an interesting player-enemy relationship
where the enemy's controlling the pace of the battle.
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But the fact that it's a consistent theme in enemies gives the impression that it's used as a difficulty supplement...
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since none of these enemies are actually difficult to fight.
203
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Now, on the flip side...
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Ocarina has the coolest enemy ever, the Iron Knuckle.
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It's an enemy that is actually provoked to attack
and also to be vulnerable by your own attack.
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Which makes the pace of the battle completely
dictated by you and your ability to fight it.
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Additionally, the nature of his attack pattern
requires you to be aware of your surroundings.
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You can lure him to attack pillars,
which yield hearts to replenish your life...
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which is another layer of depth to the battle.
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This is the kind of enemy design
Ocarina needed so much more of.
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A merging of combat and world...
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where you are still very aware of your surrounding
in each setpiece, even during combat...
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and the world around you affects your combat.
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I feel that this particular battle shows how Ocarina could have had an even better combat-world connection
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than Link to the Past, or even the original Zelda...
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but chose to save it only for
minibosses and some boss battles.
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Could've been every enemy.
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[sighs] In any case, the nature of Z-targeting
forced Zelda to be more combat-centric.
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And with it, the world was forced to change.
But it didn't.
220
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You still push blocks, only now you can't push them when you're engaged in combat.
221
00:10:29,758 --> 00:10:33,309
And you still open doors by
shooting slingshots at eyeballs in the wall.
222
00:10:33,309 --> 00:10:34,401
Is that a puzzle?
223
00:10:34,401 --> 00:10:35,933
Like seriously, is that's a puzzle?
224
00:10:35,933 --> 00:10:40,153
Is looking around the room, and finding an eyeball on a wall, really super-fun for people?
225
00:10:40,153 --> 00:10:44,310
Like, the game is 3D now, so everything isn't laid out before you like a map anymore.
226
00:10:44,310 --> 00:10:46,939
So I get that there's this sense that you walk into a room
227
00:10:46,939 --> 00:10:49,342
and aren't getting all the information about the room right away.
228
00:10:49,342 --> 00:10:52,187
But, is stopping your forward motion...
229
00:10:52,187 --> 00:10:53,957
stopping everything...
230
00:10:53,957 --> 00:10:57,646
to look for a diamond to whack,
that's in a soulless crevice in the wall
231
00:10:57,646 --> 00:11:01,569
so you can open a door that leads to another room with a locked door and some other silly Open Sesame trick--
232
00:11:01,569 --> 00:11:03,932
Is that fun?! Is this what you want?!
233
00:11:03,932 --> 00:11:05,089
S.S.: Hey, come on man, it's not that bad.
234
00:11:05,089 --> 00:11:07,840
ARIN: [shushes] Skyward Sword...
Seriously, I'm doing, like, a show.
235
00:11:07,840 --> 00:11:09,365
S.S.: I know, I just figured I'd give my two-cents.
236
00:11:09,365 --> 00:11:11,605
ARIN: I don't care! Nobody likes you!
237
00:11:11,605 --> 00:11:14,858
You took fun and made it unfun!
How'd you even do that?!
238
00:11:14,858 --> 00:11:17,700
"Maybe I should go douse for a better game, huh?"
239
00:11:17,700 --> 00:11:18,509
S.S.: Hey man, that's low.
240
00:11:19,226 --> 00:11:21,116
ARIN: So is my interest in playing you again.
241
00:11:21,116 --> 00:11:25,478
Oh shit! [claps] Burn! Burn!
242
00:11:25,478 --> 00:11:28,361
Sorry, I'm just really proud of what I've done today.
243
00:11:28,361 --> 00:11:29,964
Plus...
244
00:11:29,964 --> 00:11:30,950
I really hate you.
245
00:11:30,950 --> 00:11:32,046
Alright, let me explain something.
246
00:11:32,046 --> 00:11:35,121
A puzzle is something you have all the information for.
247
00:11:35,121 --> 00:11:39,819
The only thing standing between you and the solution is your own ability to put the pieces together in the right way.
248
00:11:39,819 --> 00:11:44,022
The satisfaction you obtain from
solving a puzzle is from the "A-ha!" moment...
249
00:11:44,022 --> 00:11:47,223
when the pieces fit, and you have only yourself to blame for it.
250
00:11:47,223 --> 00:11:49,834
If you're missing a piece,
how're you supposed to even get to a conclusion?
251
00:11:49,834 --> 00:11:53,394
You rack your brain, run in circles,
go "What do I fuckin' do?!"
252
00:11:53,394 --> 00:11:57,162
...until you find the last piece on a whim,
and suddenly it all makes sense.
253
00:11:57,162 --> 00:12:00,449
You say, "Well shit!" or "Agh, come on!"
254
00:12:00,449 --> 00:12:02,769
The satisfaction doesn't come from the door opening.
255
00:12:02,769 --> 00:12:06,527
It comes from the puzzle itself.
If the puzzle itself isn't satisfying...
256
00:12:06,527 --> 00:12:09,016
Well there you go.
The puzzle itself isn't satisfying.
257
00:12:09,016 --> 00:12:11,781
You see, in the original Zelda,
you'd walk into a room, the doors would lock...
258
00:12:11,781 --> 00:12:17,204
but five caped horse-sword dude lookin' guys
who're fuckin' hard as shit surround you.
259
00:12:17,204 --> 00:12:20,752
They follow you around when they see you,
you can only attack them from the sides or the back.
260
00:12:20,752 --> 00:12:23,593
You gotta find vantage points,
ins, outs, manage your health...
261
00:12:23,593 --> 00:12:25,082
dodge them when they gang up.
262
00:12:25,082 --> 00:12:28,398
It's daunting. It's interesting.
It engages you.
263
00:12:28,398 --> 00:12:30,503
And it's really easy to understand.
264
00:12:30,503 --> 00:12:33,525
And because of all this,
it's satisfying when you beat them.
265
00:12:33,525 --> 00:12:37,314
A door opening is like,
"Oh okay, cool! The door opened."
266
00:12:37,314 --> 00:12:39,725
You're not like, "Ugh, fuckin' finally, the door!"
267
00:12:39,725 --> 00:12:44,782
But look, that's not to say puzzles or whatever can't exist in Ocarina of Time's combat-centric universe...
268
00:12:44,782 --> 00:12:51,222
but sliding spike-death pucks comin' out from around the corner you can't see is just bad fuckin' design!
269
00:12:51,222 --> 00:12:54,098
It's bad design in any game!
There's no difference in Zelda!
270
00:12:54,098 --> 00:12:56,461
You don't get a Get Out of Jail Free card...
271
00:12:56,461 --> 00:12:57,688
You gotta roll three times!
272
00:12:57,688 --> 00:12:59,702
In the first Zelda, you see that shit!
273
00:12:59,702 --> 00:13:01,623
In Link to the Past, you see that shit!
274
00:13:01,623 --> 00:13:03,810
In Ocarina... oops!
275
00:13:03,810 --> 00:13:05,889
Yeah, I know. That's the nature of 3D.
276
00:13:05,889 --> 00:13:08,206
But if it doesn't work in 3D, you change it!
277
00:13:08,206 --> 00:13:11,601
If the formula doesn't work,
you change the formula.
278
00:13:11,601 --> 00:13:16,193
Why do I gotta leap across these platforms?
There's no challenge here. I hold the joystick up.
279
00:13:16,193 --> 00:13:20,092
Just 'cause the scenario is treacherous
doesn't mean the game is actually treacherous.
280
00:13:20,092 --> 00:13:22,215
I could've just walked forward in a straight line.
281
00:13:22,215 --> 00:13:25,162
Heck, I could close my eyes here and do this!
Is that treacherous?
282
00:13:25,162 --> 00:13:29,332
Can I just close my eyes and shoot at terrorist insurgents
and be like, "Oh, I'm fuckin' fine!"
283
00:13:29,332 --> 00:13:33,314
Hey, or better yet, how 'bout some nice interesting
combat scenario here on these platforms, huh?
284
00:13:33,314 --> 00:13:35,467
Like some kind of enemy that'll circle around you...
285
00:13:35,467 --> 00:13:39,431
and you just gotta time your jump across or,
like, block his path with a bomb or something.
286
00:13:39,435 --> 00:13:40,176
Or, like--
287
00:13:40,176 --> 00:13:43,050
How 'bout an enemy you have to
slash at enough to knock it off the edge.
288
00:13:43,050 --> 00:13:46,286
But when you slash him,
he also kinda slashes and knocks you back...
289
00:13:46,286 --> 00:13:49,045
like another well-designed enemy
in some other fuckin' game!
290
00:13:49,045 --> 00:13:51,444
I just made that up! I didn't even--
291
00:13:51,444 --> 00:13:53,717
And it exists... in a good Zelda game!
292
00:13:53,717 --> 00:13:56,838
S.S.: Oh man! Enemies in a good Zelda game?
Are you talking about me?
293
00:13:57,548 --> 00:14:00,623
ARIN: No. I'm not talking about you.
294
00:14:00,623 --> 00:14:02,767
Get outta my house. Go on.
295
00:14:03,264 --> 00:14:07,571
I can't be too hard on Skyward Sword.
It at least made bombs bearable to use.
296
00:14:07,571 --> 00:14:09,744
You threw a bomb in Link to the Past in four directions.
297
00:14:09,744 --> 00:14:10,901
Left, right, up, down.
298
00:14:10,901 --> 00:14:13,008
In Ocarina, you have infinity directions.
299
00:14:13,008 --> 00:14:15,075
You also have a really vague idea of where it's gonna land.
300
00:14:15,075 --> 00:14:17,639
Especially if you're throwing up or down at different elevations.
301
00:14:17,639 --> 00:14:20,539
There's so much room for error, it's fuckin' unreal.
302
00:14:20,539 --> 00:14:24,135
Z-targeting helps, but what if there are enemies around you that you don't wanna target onto?
303
00:14:24,135 --> 00:14:26,964
You just wanna see straight.
You just wanna fight and throw a bomb!
304
00:14:26,964 --> 00:14:30,785
Skyward Sword added, like, a throw arc,
but it also added bomb bowl.
305
00:14:30,785 --> 00:14:33,453
[echos] Bomb bowl. It added bomb bowl.
306
00:14:33,453 --> 00:14:37,566
[distorted] Skyward Sword added bomb bowling.
307
00:14:37,566 --> 00:14:45,767
[multiple echoes overlap]
308
00:14:45,767 --> 00:14:47,675
[screaming with overlaps] Bomb bowling!
309
00:14:47,675 --> 00:14:48,979
Yeah okay, fuck Skyward Sword.
310
00:14:48,979 --> 00:14:51,119
It still handles treasure chests... dumb.
311
00:14:51,119 --> 00:14:53,296
But to be fair, Ocarina started it.
You know, okay.
312
00:14:53,296 --> 00:14:57,208
In each dungeon, Ocarina has a
unique item in a regular old treasure chest.
313
00:14:57,208 --> 00:15:01,323
In each dungeon, it just kinda shows up
after a random battle with some enemies.
314
00:15:01,323 --> 00:15:04,915
Link to the Past had a giant fuckin' treasure chest
that needed a Big Key to open.
315
00:15:04,915 --> 00:15:06,944
The Big Key also opened the door to the boss.
316
00:15:06,944 --> 00:15:11,822
There's like a genuine giddiness to finding
a treasure with such a huge implication to it.
317
00:15:11,822 --> 00:15:14,659
The Big Key not only gives me amazing new treasure...
318
00:15:14,659 --> 00:15:17,174
but also allows me to face off against an incredible boss.
319
00:15:17,174 --> 00:15:22,395
The time it takes me to get back to the big treasure is, like, the most fucking suspenseful thing ever.
320
00:15:22,395 --> 00:15:24,884
It's like running down the stairs to
get the presents under the Christmas tree.
321
00:15:24,884 --> 00:15:28,230
Or--or menorah. Or, like, whatever.
Birthday tree.
322
00:15:28,230 --> 00:15:30,301
I often hear that this is a minor point...
323
00:15:30,301 --> 00:15:32,499
but it creates an emotional through-line for a dungeon.
324
00:15:32,499 --> 00:15:36,617
It establishes an important, consistent relationship with the player and the dungeon.
325
00:15:36,617 --> 00:15:39,207
It creates goals. It creates expectations.
326
00:15:39,207 --> 00:15:40,952
It creates a good fuckin' game!
327
00:15:40,952 --> 00:15:44,130
A treasure chest in and of itself is
a mystery and a sense of suspense.
328
00:15:44,130 --> 00:15:45,569
The original Zelda didn't have chests.
329
00:15:45,569 --> 00:15:49,340
It just had, like, new items sitting at the end of, like, a long hallway that built up tension.
330
00:15:49,340 --> 00:15:52,183
It gave you time to wonder about
what it was and how it worked.
331
00:15:52,183 --> 00:15:55,579
Link to the Past added chests,
which was another means to the same goal.
332
00:15:55,579 --> 00:15:58,469
You know, building suspense.
It's a fuckin' secret box.
333
00:15:58,469 --> 00:16:00,641
You see a present and you're like,
"Oh God, I wanna open it!"
334
00:16:00,641 --> 00:16:04,369
Simply walking to the chest is
all the suspense you need.
335
00:16:04,369 --> 00:16:06,326
When you arrive, the payoff is instant.
336
00:16:06,326 --> 00:16:08,024
It opens up right away when you hit the button.
337
00:16:08,024 --> 00:16:09,758
It shows what it is. Done.
338
00:16:09,758 --> 00:16:14,160
I know, it may not appear epic,
and it may seem kinda silly and video-gamey...
339
00:16:14,160 --> 00:16:17,730
but the feeling of suspense is real and very valid.
340
00:16:17,730 --> 00:16:19,728
Ocarina decided to add in bullshit!
341
00:16:19,728 --> 00:16:21,360
Link opens up the treasure chest all, like...
342
00:16:21,360 --> 00:16:26,170
"What the fuck is... What is this?!
Oh my God, I'm amazed!"
343
00:16:26,170 --> 00:16:28,736
Who cares that he's amazed?!
I wanna be amazed!
344
00:16:28,736 --> 00:16:30,540
Just show the fuckin' treasure already!
345
00:16:30,540 --> 00:16:34,132
I beat the dudes blockin' it!
I climbed the ladder of whatever and got here!
346
00:16:34,132 --> 00:16:35,400
Why do I gotta wait?!
347
00:16:35,400 --> 00:16:37,984
Just 'cause the game needs to be
all epic and 3D, wooshy-wooshy...
348
00:16:37,984 --> 00:16:42,324
'cause of all the graphics and polygons
and whatnot... I gotta wait, like--
349
00:16:42,324 --> 00:16:44,544
Look at how many chests I could open in that time!
350
00:16:44,544 --> 00:16:47,880
[sped-up flourishes]
351
00:16:47,880 --> 00:16:50,381
God, there's so much waiting in Ocarina!
352
00:16:50,381 --> 00:16:51,769
You gotta wait for a door to close.
353
00:16:51,769 --> 00:16:53,972
You gotta wait for a character to stop talking.
354
00:16:53,972 --> 00:16:58,376
You gotta wait for the dialogue box to tell you how to use bombs for the 47th goddamn time!
355
00:16:58,376 --> 00:17:01,421
Wait for the switch to make a music tone and open a door across the room.
356
00:17:01,421 --> 00:17:04,185
Wait for Link to go flying backwards and then get up off the ground.
357
00:17:04,185 --> 00:17:05,423
Wait for bombs to blow up.
358
00:17:05,423 --> 00:17:08,762
How fucking long does it take to switch between worlds?!
359
00:17:08,762 --> 00:17:12,070
You gotta play the Prelude of Light,
say 'yes', watch the cutscene...
360
00:17:12,070 --> 00:17:14,504
walk up to the Master Sword plot,
watch the cutscene...
361
00:17:14,504 --> 00:17:15,756
walk out of the Temple of Time...
362
00:17:15,756 --> 00:17:18,082
play whatever song brings you
closer to where you wanna go...
363
00:17:18,082 --> 00:17:20,155
say 'yes', watch the cutscene...
364
00:17:20,155 --> 00:17:22,164
and walk all the way to
where you wanna be!
365
00:17:22,164 --> 00:17:24,581
In Link to the Past, you equip a mirror,
press a button, and you're there.
366
00:17:25,281 --> 00:17:29,414
[sighs] What the fuck am I doing with my life?
367
00:17:29,414 --> 00:17:32,904
I am harshly criticizing Ocarina of Time on the Internet.
368
00:17:32,904 --> 00:17:34,985
I'm gonna get crucified!
369
00:17:34,985 --> 00:17:38,180
Waiting is the bane of exploration.
370
00:17:38,180 --> 00:17:42,703
Why would I wanna explore in a world where I gotta waste useless time just to check a fuckin' room?
371
00:17:42,703 --> 00:17:46,606
You should never, ever, ever
hit that point where you're like...
372
00:17:46,606 --> 00:17:48,324
"Eh, I'll check that room later."
373
00:17:48,324 --> 00:17:49,753
...in a game about checking rooms!
374
00:17:49,753 --> 00:17:51,820
I mean, you're exploring a world, right?
375
00:17:51,820 --> 00:17:55,206
And then, they decide, "Hey, we're gonna streamline the dungeon process."
376
00:17:55,206 --> 00:17:56,854
Guess what? You enter a dungeon.
377
00:17:56,854 --> 00:18:00,033
Halfway through, you get an item that helps you through the other half of the dungeon...
378
00:18:00,033 --> 00:18:02,659
and then you use that item
on the boss to render it hittable.
379
00:18:02,659 --> 00:18:06,279
And then you hit it... with a sword.
Typically in a pattern of three times.
380
00:18:06,279 --> 00:18:08,057
But that part can vary.
381
00:18:08,057 --> 00:18:10,307
"Ladies and gentlemen,
please exit through the gift shop.
382
00:18:10,307 --> 00:18:12,301
Try our Triforce-shaped ice cream bars."
383
00:18:12,301 --> 00:18:14,765
Can you please tell me what about this world is interesting
384
00:18:14,765 --> 00:18:19,169
if I know, before I even finish the dungeon,
what the boss battle's gonna be?
385
00:18:19,169 --> 00:18:22,485
"Oh, I got a slingshot. Maybe I hit some big glowing object with a slingshot.
386
00:18:22,485 --> 00:18:25,432
"Oh, a Mirror Shield that lets me reflect light at stuff!
387
00:18:25,432 --> 00:18:28,734
Maybe the boss is gonna be a dude that I gotta reflect light at!"
388
00:18:28,734 --> 00:18:32,170
Look, I know you can argue that this is actually good game design...
389
00:18:32,170 --> 00:18:36,159
but a game where I'm adventuring, and I'm supposed to be excited about what's to come...
390
00:18:36,159 --> 00:18:40,927
it's kinda hard to wonder wide-eyed
about something that's so predictable... it hurts.
391
00:18:40,927 --> 00:18:43,402
Ooh! Darn! Ooh! Jeez! Argh...
392
00:18:43,402 --> 00:18:47,481
And this, like, streamlining process in Ocarina is present even outside the dungeons.
393
00:18:47,481 --> 00:18:50,348
Every little piece of this game is just hopping over some roadblock...
394
00:18:50,348 --> 00:18:53,215
that needs you to do some specific thing to make it to the next roadblock.
395
00:18:53,215 --> 00:18:55,240
It's a game about jumpin' through hoops!
396
00:18:55,240 --> 00:18:56,507
Superman 64!
397
00:18:56,507 --> 00:18:58,121
"Hey man, there's a closed door.
398
00:18:58,121 --> 00:19:00,004
"Find the eye symbol, hit it with a slingshot.
399
00:19:00,004 --> 00:19:01,630
"Another closed door,
find a key.
400
00:19:01,630 --> 00:19:03,101
"Another closed door,
press a button.
401
00:19:03,101 --> 00:19:05,551
Another closed door,
give this dude a letter from Impa!"
402
00:19:05,551 --> 00:19:07,232
And again, look, there's some exploring...
403
00:19:07,232 --> 00:19:12,176
but a random secret cave in the ground isn't gonna lead you through a complex catacomb with a miniboss at the end.
404
00:19:12,176 --> 00:19:15,121
It just won't! It's not gonna happen!
405
00:19:15,121 --> 00:19:19,605
You'll fall, you'll get a treasure chest,
go "duh-duh-duh-duhh", and fucking leave!
406
00:19:19,605 --> 00:19:23,250
They would not sacrifice their precious formula for a little bit of fun.
407
00:19:23,250 --> 00:19:24,907
Link to the Past had a little bit more variety.
408
00:19:24,907 --> 00:19:26,984
Sometimes the item you get in a dungeon isn't even a weapon.
409
00:19:26,984 --> 00:19:29,763
Sometimes the boss can be defeated with just the fuckin' sword.
410
00:19:29,763 --> 00:19:33,243
Sometimes the boss needs to be defeated with an item from a dungeon two dungeons ago.
411
00:19:33,243 --> 00:19:36,900
There's one boss that you have to beat him with an item with an item that you don't even get in a dungeon.
412
00:19:36,900 --> 00:19:38,606
It still felt like an adventure.
413
00:19:38,606 --> 00:19:40,773
Like you had this, like, this arsenal you've been collecting.
414
00:19:40,773 --> 00:19:43,101
And you're using it whenever it may be useful.
415
00:19:43,101 --> 00:19:45,010
And it may be useful anytime.
416
00:19:45,010 --> 00:19:46,525
You gotta be ready for that shit!
417
00:19:46,525 --> 00:19:48,837
Original Legend of Zelda had... some dinosaurs.
418
00:19:48,837 --> 00:19:50,211
"There's a dinosaur.
419
00:19:50,211 --> 00:19:53,319
[tired] "Just look at that... look at that dinosaur.
420
00:19:53,319 --> 00:19:55,104
There's a fuckin' dinosaur right there."
421
00:19:55,104 --> 00:20:01,327
It's this kind of misdirection of, like, what you should care about in Zelda that really bugs me about Ocarina.
422
00:20:01,327 --> 00:20:03,621
Like, let's take its story, for example.
423
00:20:03,621 --> 00:20:06,591
Ocarina's story provides you with a context for your quest...
424
00:20:06,591 --> 00:20:09,293
that accomplishing this will save this or change this...
425
00:20:09,293 --> 00:20:14,470
but it refuses to acknowledge the player's innate sense of wonder and drive to quest and fight.
426
00:20:14,470 --> 00:20:17,341
Players wanna fight bosses.
They wanna be rewarded for their efforts.
427
00:20:17,341 --> 00:20:21,775
They want to enter a dungeon, see what's inside, and succeed against enemies.
428
00:20:21,775 --> 00:20:23,707
But you gotta go put that feeling aside.
429
00:20:23,707 --> 00:20:25,344
There are more important matters at hand.
430
00:20:25,344 --> 00:20:28,243
The Sheikahs or... the Hylians
or whatever. Save the Hylians.
431
00:20:28,243 --> 00:20:29,685
Gorons don't have rocks to eat.
432
00:20:29,685 --> 00:20:32,498
That's why you got a quest!
Gorons gotta eat.
433
00:20:32,498 --> 00:20:35,224
The fuck are the Gorons?!
I don't even care!
434
00:20:35,224 --> 00:20:37,582
And then what we're left with
is what feels like a formality.
435
00:20:37,582 --> 00:20:39,360
Dungeons with doors that need to be opened...
436
00:20:39,360 --> 00:20:42,082
bosses that are beaten in the same fuckin' manner every time.
437
00:20:42,082 --> 00:20:47,093
I think the idea that you're told you're a hero saving a kingdom is at least somewhat unnecessary.
438
00:20:47,093 --> 00:20:51,055
When it's an order delivered by the game,
it becomes a task. It's like a job.
439
00:20:51,055 --> 00:20:53,481
The message should be in that, as a player...
440
00:20:53,481 --> 00:20:56,001
your idea of fun ends up making you a hero.
441
00:20:56,001 --> 00:21:00,390
Fighting monsters is what you live for,
and isn't what, say, this fuckin' guy lives for.
442
00:21:00,390 --> 00:21:03,430
Why aren't all these other dudes goin' out
and fighting monsters and questing?
443
00:21:03,430 --> 00:21:05,904
'Cause they're not heroes!
They don't find it fun.
444
00:21:05,904 --> 00:21:09,244
But you, the player, find it fun.
445
00:21:09,244 --> 00:21:12,338
You find killing monsters fun.
You find ridding the world of evil things fun.
446
00:21:12,338 --> 00:21:13,764
That makes you a hero.
447
00:21:13,764 --> 00:21:15,698
Not the dialogue, not the story.
448
00:21:15,698 --> 00:21:18,373
A book can tell you the main character's a hero with dialogue.
449
00:21:18,373 --> 00:21:19,692
A movie can, too.
450
00:21:19,692 --> 00:21:21,893
But a game...
in a game, you can feel it.
451
00:21:21,893 --> 00:21:25,332
You can experience it first-hand.
You don't need dialogue.
452
00:21:25,332 --> 00:21:27,914
Why was the inclusion of so many semantics necessary?
453
00:21:27,914 --> 00:21:31,230
And I don't buy the argument that they're
only there to richen the world with story...
454
00:21:31,230 --> 00:21:35,641
because adding those contexts to the situation is devaluing design aspects.
455
00:21:35,641 --> 00:21:39,550
The game literally stops for you
to complete some asinine story task.
456
00:21:39,550 --> 00:21:41,836
Look, you go to Kakariko Village.
457
00:21:41,836 --> 00:21:44,697
You go to the entrance of Death Mountain.
Dude won't let you pass.
458
00:21:44,697 --> 00:21:46,172
You go, "What the fuck, man?
459
00:21:46,172 --> 00:21:48,771
I wanna go up there! That's what I want to do!"
460
00:21:48,771 --> 00:21:52,827
But no, you have to wait for the game to
tell you why you wanna go up there.
461
00:21:52,827 --> 00:21:54,620
You know why you wanna go up there!
462
00:21:54,620 --> 00:21:57,533
You wanna fight some dudes,
fight a boss, get a cool weapon!
463
00:21:57,533 --> 00:21:59,378
But no, you gotta go talk to Zelda...
464
00:21:59,378 --> 00:22:02,498
"Oy vey, the world is [garbles]!"
465
00:22:02,498 --> 00:22:05,494
And then Impa's like,
"Hey, you know, this is really important.
466
00:22:05,494 --> 00:22:07,908
So I'mma give you this note to give to this guy."
467
00:22:07,908 --> 00:22:10,461
I don't care! Nobody cares!
468
00:22:10,461 --> 00:22:15,350
You seriously just made me waste my time,
press A a bunch of times, so that I could go up there!
469
00:22:15,350 --> 00:22:17,173
There's like a fuckin'... [hammers button]
470
00:22:17,173 --> 00:22:20,380
There's a tiny wall standing
between me-- I could climb over it!
471
00:22:20,380 --> 00:22:22,544
I'm an agile kid.
I could climb the shit outta that!
472
00:22:22,544 --> 00:22:24,985
I climb vines all the time!
[distant] No big deal!
473
00:22:24,985 --> 00:22:29,636
Purposely misinforming the player about why they should care about what they're doing displaces their values.
474
00:22:29,636 --> 00:22:33,532
And it creates a "You can't tell me what to do"
attitude towards the game.
475
00:22:33,532 --> 00:22:35,474
And that's the last thing you want a game to do.
476
00:22:35,474 --> 00:22:39,272
You don't want a game to nag at you,
especially in a game with an open world!
477
00:22:39,272 --> 00:22:42,635
Just look at how many fuckin' people hate Navi and Fi.
478
00:22:42,635 --> 00:22:44,570
All they do is nag and tell you what to do.
479
00:22:44,570 --> 00:22:46,311
Who the fuck wants to be told what to do?!
480
00:22:46,311 --> 00:22:49,534
Am I in a cubicle? Am I sitting
in a cubicle playing a Zelda game? No!
481
00:22:49,534 --> 00:22:53,312
See, this is why I think the Master Sword is brilliant,
particularly in Link to the Past...
482
00:22:53,312 --> 00:22:55,474
because it's talked about in literal terms.
483
00:22:55,474 --> 00:22:58,853
It's a sword that will make you
more powerful and defeat evil.
484
00:22:58,853 --> 00:23:01,225
That's what it actually does for you, the player.
485
00:23:01,225 --> 00:23:04,787
There's no bullshit about avenging your mother
or saving a village from persecution...
486
00:23:04,787 --> 00:23:06,417
or giving Gorons rocks.
487
00:23:06,417 --> 00:23:09,111
There's rocks everywhere!
What is wrong with you?!
488
00:23:09,111 --> 00:23:12,444
Your whole town is made of rocks,
and you're starving?!
489
00:23:12,444 --> 00:23:14,714
The Master Sword is just the sword of evil's bane.
490
00:23:14,714 --> 00:23:16,968
Fucking awesome! How exciting is that?
491
00:23:16,968 --> 00:23:20,115
A new awesome sword!
Count me the fuck in!
492
00:23:20,115 --> 00:23:22,033
[sighs] And don't get me wrong.
493
00:23:22,033 --> 00:23:24,879
I don't think a world where people walk and talk is flawed.
494
00:23:24,879 --> 00:23:29,764
But having to trigger the ability to explore
by walking and talking is annoying.
495
00:23:30,324 --> 00:23:31,490
It's like your mom.
496
00:23:31,490 --> 00:23:33,540
"You can't have dessert 'til you eat your peas."
497
00:23:33,540 --> 00:23:36,482
"Can't explore the dungeon 'til you play Saria's Song for a Goron."
498
00:23:36,482 --> 00:23:41,446
There are ways to involve characters in a story, and not have them be utterly boring and detached from your doing.
499
00:23:41,446 --> 00:23:43,215
Why not have a Goron that helps you fight?
500
00:23:43,215 --> 00:23:46,229
Goes, "Pppht!", blows shit up while you're doin' stuff.
501
00:23:46,229 --> 00:23:48,182
Why not have the Goron stay healthy by eating rocks...
502
00:23:48,182 --> 00:23:50,768
and they're slowly becoming rarer
as you progress through the dungeon...
503
00:23:50,768 --> 00:23:52,459
and he's on the verge of fatigue.
504
00:23:52,459 --> 00:23:56,107
Shit! Don't you wanna get him
some rocks to stay the hell alive?
505
00:23:56,107 --> 00:23:58,153
"Let's keep movin' so my friend can live!"
506
00:23:58,153 --> 00:24:00,191
See, I'm a video game player.
507
00:24:00,191 --> 00:24:03,638
I care about slashing things,
finding things, having an adventure.
508
00:24:03,638 --> 00:24:09,475
Not wandering around until I've pressed A at all the right places in the right order for whatever fucking story reason.
509
00:24:09,475 --> 00:24:11,368
It's like the longest page turn ever.
510
00:24:11,368 --> 00:24:16,152
Imagine you had to walk across your house back and forth three times before you could turn the page in a book you're reading.
511
00:24:16,152 --> 00:24:19,875
Gosh, isn't that stupid?
Wouldn't that be retarded?
512
00:24:19,875 --> 00:24:21,762
That's what you're fuckin' doing in video games!
513
00:24:22,432 --> 00:24:26,405
[sighs] Things just need to be simple.
And what I mean by that is...
514
00:24:26,405 --> 00:24:29,757
Link to the Past added a story
to make everything a little more epic.
515
00:24:29,757 --> 00:24:32,306
And since it was the same kind of game as the first...
516
00:24:32,306 --> 00:24:34,518
the game needed those tropes to come back.
517
00:24:34,518 --> 00:24:37,371
All those enemies and elements,
while adding new ones too.
518
00:24:37,371 --> 00:24:39,355
But with that, a formula was born.
519
00:24:39,355 --> 00:24:41,229
A through-line is important for a series...
520
00:24:41,229 --> 00:24:46,321
but when it acts like a Katamari of tropes and elements that can't be forgotten or changed...
521
00:24:46,321 --> 00:24:48,455
things start getting sloppy and samey.
522
00:24:48,455 --> 00:24:50,509
We get games that become less and less interesting.
523
00:24:50,509 --> 00:24:53,184
Shigeru Miyamoto once described his idea for Zelda
524
00:24:53,184 --> 00:24:57,643
coming from the feeling he got from wanting to
explore caves near his house as a child.
525
00:24:57,643 --> 00:25:02,766
Which led to an amazing game where you explore caves and dungeons, and found wondrous things.
526
00:25:02,766 --> 00:25:05,408
The irony is when it came time to make sequels...
527
00:25:05,408 --> 00:25:09,913
Nintendo cared more about the things that were found, rather than the mystery itself.
528
00:25:09,913 --> 00:25:12,781
There is no mystery in modern Zelda games.
529
00:25:12,781 --> 00:25:14,157
S.S.: Hey, man! I'm mysterious!
530
00:25:14,157 --> 00:25:15,309
[steam vents]
531
00:25:15,309 --> 00:25:18,286
ARIN: God, shut up! Seriously!
532
00:25:18,286 --> 00:25:20,122
You want all this attention like you care.
533
00:25:20,122 --> 00:25:23,571
Like you really gave it your all in a "new innovative Zelda experience."
534
00:25:23,571 --> 00:25:26,187
But instead, you led Zelda into a frustrating monotony.
535
00:25:26,187 --> 00:25:29,043
You know, what started the franchise
was, like, the sense of wonder.
536
00:25:29,043 --> 00:25:32,217
And what has thus far concluded the franchise is a sense of formality.
537
00:25:32,217 --> 00:25:35,317
A predictable, time-consuming mess...
538
00:25:35,317 --> 00:25:38,292
that asks you not of your
sense of adventure, or even your wit...
539
00:25:38,292 --> 00:25:40,980
but instead, your ability to
listen and follow directions.
540
00:25:40,980 --> 00:25:44,718
You ask of us our ability to point something at something else, and then walk towards it.
541
00:25:44,718 --> 00:25:47,369
You ask of us our willingness
to get another bow and arrow...
542
00:25:47,369 --> 00:25:49,836
fight another boss with another giant glowing eyeball.
543
00:25:49,836 --> 00:25:52,099
Gee, I wonder how to fucking beat it!
544
00:25:52,099 --> 00:25:54,318
I fucking wonder, Skyward Sword!
545
00:25:54,318 --> 00:25:56,966
You ask of us to get a cat from the top of a roof...
546
00:25:56,966 --> 00:25:59,559
and carry him over to some guy who says, "Thank you."
547
00:25:59,559 --> 00:26:02,656
The Adventures of Link: Cat Delivery Man! Is that your title?!
548
00:26:02,656 --> 00:26:04,085
What's the tagline in the ads?!
549
00:26:04,085 --> 00:26:07,213
"Cat's out of the bag! And onto the roof! Ten outta ten!
550
00:26:07,213 --> 00:26:10,869
"No Wiimote motion issues here that could
possibly cripple the entire experience!
551
00:26:10,869 --> 00:26:12,124
Best in the series!"
552
00:26:12,124 --> 00:26:16,325
You're like a spoiled rich kid, who gets everything bought for you your entire life.
553
00:26:16,325 --> 00:26:18,545
And then when it comes to making it out on your own, you can't take it!
554
00:26:18,545 --> 00:26:21,993
You expect everyone to love you,
because you are who you are...
555
00:26:21,993 --> 00:26:24,442
part of the "illustrious Zelda lineage".
556
00:26:24,442 --> 00:26:26,482
"Nothing could possibly be wrong with you!"
557
00:26:26,482 --> 00:26:29,719
You look just like a Zelda,
but you're not one.
558
00:26:29,719 --> 00:26:32,698
You're a pampered, doughy snob wearing nice clothes...
559
00:26:32,698 --> 00:26:35,939
expecting to graduate scot-free
because your daddy's in a lum.
560
00:26:35,939 --> 00:26:39,081
"Why would you need to improve?
Why would you need to get any better?
561
00:26:39,081 --> 00:26:42,912
Everyone just agrees with your shitty ideas, because you're a Zelda."
562
00:26:42,912 --> 00:26:45,826
Fuck you, Skyward Sword. Fuck you!
563
00:26:45,826 --> 00:26:48,013
S.S.: [sniffles] Oh my God...
564
00:26:48,013 --> 00:26:48,839
ARIN: [sighs]
565
00:26:48,839 --> 00:26:52,871
Now, as I spent 373 thousand years writing this frigging video...
566
00:26:52,871 --> 00:26:56,668
a new Zelda game showed up
that made everyone pee their pants.
567
00:26:56,668 --> 00:26:59,480
You know, except me.
'Cause I don't do that. It's weird.
568
00:26:59,480 --> 00:27:02,421
It was a direct sequel to Link to the Past...
569
00:27:02,421 --> 00:27:05,376
taking place in the same aesthetic world of Link to the Past.
570
00:27:05,376 --> 00:27:07,834
It's called A Link Between Worlds.
571
00:27:07,834 --> 00:27:08,804
[creepily] And I love it!
572
00:27:08,804 --> 00:27:09,508
Alright... [sighs]
573
00:27:09,508 --> 00:27:14,017
Look, it's worth mentioning that it does have nearly an entire formula ripped from a game.
574
00:27:14,017 --> 00:27:16,355
But... it's fun. But why?
575
00:27:16,355 --> 00:27:19,044
Well, I feel partly because it has less wait time.
576
00:27:19,044 --> 00:27:21,106
But it's mostly because of the new mechanic...
577
00:27:21,106 --> 00:27:25,906
which is beautifully integrated to the point of feeling second-nature, like jumping in a Mario game.
578
00:27:25,906 --> 00:27:30,658
On top of that, you have nooks and crannies around every turn that contain weird hidden stuff.
579
00:27:30,658 --> 00:27:33,832
And there's also this system of "pay for an item"...
580
00:27:33,832 --> 00:27:37,524
that adds this interesting value to Rupees that no other Zelda had.
581
00:27:37,524 --> 00:27:43,068
Not even Twilight Princess with its stupid weird fuckin' dumbass end-game magic-not-magic armor bullshit.
582
00:27:43,068 --> 00:27:45,685
"Wow, look at that. Sure is expensive to die.
583
00:27:45,685 --> 00:27:49,911
"Is what we're seeing a commentary on capitalist society and life insurance policies...
584
00:27:49,911 --> 00:27:52,364
choking the life out of middle America?" Okay.
585
00:27:52,364 --> 00:27:56,119
What's more, nearly every item in
A Link Between Worlds has multiple uses
586
00:27:56,119 --> 00:27:59,021
outside from its, you know, intended dungeon use...
587
00:27:59,021 --> 00:28:03,411
and has such a broad feel, that they can all be upgraded to be even more useful.
588
00:28:03,411 --> 00:28:06,428
You know, while it does eliminate the mystique of finding an item...
589
00:28:06,428 --> 00:28:11,092
it allows each dungeon to have a spoil that feels less like it's in tandem with the dungeon.
590
00:28:11,092 --> 00:28:15,469
Like it's a treasure that you can enjoy as general adventurer.
591
00:28:15,469 --> 00:28:20,964
Not just as a houseguest of fuckin' Mister Vulnerable-for-a-Sec Glowy-Eyeball Mc-Weak-to-Arrows.
592
00:28:20,964 --> 00:28:23,858
"Why did I leave my one weakness layin' around my house?
593
00:28:23,858 --> 00:28:25,511
"Oh no-- Ow!
594
00:28:25,511 --> 00:28:28,251
"Jeez man, that's my glowy eye!
595
00:28:28,251 --> 00:28:29,629
I use that to see?"
596
00:28:29,629 --> 00:28:31,860
So I think what I've been discussing this whole video
597
00:28:31,860 --> 00:28:34,923
doesn't seem like it applies much to this game at first glance...
598
00:28:34,923 --> 00:28:36,252
but it absolutely does.
599
00:28:36,252 --> 00:28:39,672
This game decided to switch up the Zelda formula from a different angle.
600
00:28:39,672 --> 00:28:44,950
And while it doesn't eliminate the Zelda staple items and constant re-use of existing enemies...
601
00:28:44,950 --> 00:28:48,073
it does something different in how you interact with all of them.
602
00:28:48,073 --> 00:28:50,299
And that something different works.
603
00:28:50,299 --> 00:28:53,061
It changed how you explore the world itself...
604
00:28:53,061 --> 00:28:56,884
how you find things, and how you figure out things about the world around you.
605
00:28:56,884 --> 00:28:59,830
A stupid spinning dumbass top thing doesn't change anything.
606
00:28:59,830 --> 00:29:01,643
You find a track in a wall, and then you ride it.
607
00:29:01,643 --> 00:29:02,876
It's like a teleporter.
608
00:29:02,876 --> 00:29:06,237
But instead of being transported instantly,
you just get there at normal speed.
609
00:29:06,237 --> 00:29:08,803
A double dumbass Clawshot doesn't change anything.
610
00:29:08,803 --> 00:29:13,415
It just means that instead of having to land on a platform and awkwardly aim to another Clawshot target...
611
00:29:13,415 --> 00:29:19,683
you don't have to land on a platform when you awkwardly aim to another Clawshot target. Thank God!
612
00:29:19,683 --> 00:29:22,636
But this shit? It changes how you view platforms...
613
00:29:22,636 --> 00:29:25,445
their relationship to one another,
how you view distance...
614
00:29:25,445 --> 00:29:28,241
how you view the differences between Lorule and Hyrule.
615
00:29:28,241 --> 00:29:30,473
It feels like you're exploring a world again!
616
00:29:30,473 --> 00:29:34,734
And the things that you find are less important
than the way that you find them.
617
00:29:34,734 --> 00:29:36,876
It's back to how it felt before.
618
00:29:36,876 --> 00:29:39,549
The reward was the fact that... you did it!
619
00:29:39,549 --> 00:29:41,160
Not that you found a thing.
620
00:29:41,160 --> 00:29:42,089
And you know what?
621
00:29:42,089 --> 00:29:46,900
I think this may be Nintendo's way of easing people into being open-minded about a shift in Zelda.
622
00:29:46,900 --> 00:29:48,433
I mean, look at this shit!
623
00:29:48,433 --> 00:29:51,489
What? Hyrule Warriors?
What the fuck does that even mean?
624
00:29:51,489 --> 00:29:53,114
Look, what the-- What is going on?
625
00:29:53,114 --> 00:29:54,882
Holy cr--Oh my God, this big thing.
626
00:29:54,882 --> 00:29:56,013
Jeez...what?
627
00:29:56,013 --> 00:29:58,215
How could they ruin Zelda?!
628
00:29:58,215 --> 00:30:01,299
How could they ruin my favorite video game?!
629
00:30:01,299 --> 00:30:02,088
I'm sure it's good.
630
00:30:04,142 --> 00:30:07,414
Hey, thanks for listening to me shout my opinion at you for fuckin' 30 minutes!
631
00:30:07,414 --> 00:30:09,369
I hope I could make you laugh, and make you think.
632
00:30:09,369 --> 00:30:12,441
And not make you angry. 'Cause that wasn't my intention.
633
00:30:12,441 --> 00:30:15,254
But, if I did, I'm sorry.
634
00:30:15,254 --> 00:30:18,242
GAMER: Now it's time for me to write
my post-emptive counterargument!
635
00:30:18,242 --> 00:30:19,216
ARIN: Alright, fine.
636
00:30:19,216 --> 00:30:20,712
You watched the video, that's only fair.
637
00:30:20,712 --> 00:30:23,517
I mean, I've been throwing my opinion at you for 30 friggin' minutes.
638
00:30:23,517 --> 00:30:25,914
Just because you might like Ocarina of Time and I don't...
639
00:30:25,914 --> 00:30:27,914
doesn't mean you're not a beautiful person.
640
00:30:27,914 --> 00:30:29,903
Because you are. Look at yourself.
641
00:30:29,903 --> 00:30:32,776
Ah, I would kiss you...if I could.
642
00:30:32,776 --> 00:30:34,340
But I can't. I'm a cartoon.
643
00:30:34,340 --> 00:30:35,993
And hey! If you like Sequelitis...
644
00:30:35,993 --> 00:30:37,996
you can click that subscribe button right there...
645
00:30:37,996 --> 00:30:40,988
and that'll let you know when new Sequelitises are coming out.
646
00:30:40,988 --> 00:30:43,250
And hey, I did a Sequelitis before this about Mega Man.
647
00:30:43,250 --> 00:30:44,549
You should check it out if you haven't seen it.
648
00:30:44,549 --> 00:30:45,613
And if you have seen it...
649
00:30:45,613 --> 00:30:47,488
well, you can watch it again, I dunno.
650
00:30:47,488 --> 00:30:51,435
And if you like Zelda so much that you gotta watch a whole video series of me playing it...
651
00:30:51,435 --> 00:30:53,016
well, go ahead and click that button.
652
00:30:53,016 --> 00:30:56,456
You can see my friend Dan and I playing
the HD remake of Wind Waker over here.
653
00:30:56,456 --> 00:30:58,558
I know I didn't talk about it in this video, but...
654
00:30:58,558 --> 00:31:01,546
maybe I will in another one, hmm?
655
00:31:01,546 --> 00:31:05,327
And hey, there's an even newer Zelda
comin' out that they say is open-world.
656
00:31:05,327 --> 00:31:06,551
What's the deal with that?
657
00:31:06,551 --> 00:31:08,010
What do you think the game's gonna be like?
658
00:31:08,010 --> 00:31:09,719
Do you think they're gonna stick to the open world...
659
00:31:09,719 --> 00:31:11,905
or you think they're just gonna go back to the Zelda formula?
660
00:31:11,905 --> 00:31:13,632
'Cause that would piss me off.
661
00:31:13,632 --> 00:31:16,534
I mean, I wouldn't lose sleep over it, but you know...
662
00:31:16,534 --> 00:31:19,352
I'd just be a little disappointed, I guess.
It wouldn't piss me off.
663
00:31:19,352 --> 00:31:21,461
And now I'm gonna stare at you for a couple seconds.
664
00:31:21,461 --> 00:31:29,761
[captions by JS∗ Media]
[jsmedia.tk]