[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:04.03,0:00:06.57,Default,,0000,0000,0000,,ARIN: {\i1}The Legend of Zelda{\i0}! Dialogue: 0,0:00:06.57,0:00:08.27,Default,,0000,0000,0000,,It's a series so huge... Dialogue: 0,0:00:08.27,0:00:10.37,Default,,0000,0000,0000,,I couldn't help but say it all... woo-oo-oo! Dialogue: 0,0:00:10.37,0:00:11.51,Default,,0000,0000,0000,,But its hugeness is mostly... Dialogue: 0,0:00:11.51,0:00:13.82,Default,,0000,0000,0000,,{\i1}[keyboard clacking]{\i0} Dialogue: 0,0:00:13.82,0:00:15.49,Default,,0000,0000,0000,,Hey, uh... hey, what are you doing over there? Dialogue: 0,0:00:15.49,0:00:16.81,Default,,0000,0000,0000,,GAMER: Oh... {\i1}[nervously chuckles]{\i0} Dialogue: 0,0:00:16.81,0:00:18.78,Default,,0000,0000,0000,,I was just writing my preemptive counterargument Dialogue: 0,0:00:18.78,0:00:22.11,Default,,0000,0000,0000,,about how you're wrong about my\Nfavorite game of all time and the best game ever. Dialogue: 0,0:00:22.11,0:00:23.51,Default,,0000,0000,0000,,ARIN: Oh, okay. Well... Dialogue: 0,0:00:23.51,0:00:26.42,Default,,0000,0000,0000,,Don't you think that's a little, I dunno, closed-minded? Dialogue: 0,0:00:26.42,0:00:28.72,Default,,0000,0000,0000,,I mean, I get you probably liked this game as a kid, but... Dialogue: 0,0:00:28.72,0:00:31.34,Default,,0000,0000,0000,,isn't it time we looked at it critically\Nand made a fair analysis of how-- Dialogue: 0,0:00:31.34,0:00:32.85,Default,,0000,0000,0000,,GAMER: No! Dialogue: 0,0:00:32.85,0:00:34.45,Default,,0000,0000,0000,,{\i1}[glass breaks]{\i0}\N{\i1}[screams]{\i0} Dialogue: 0,0:00:34.45,0:00:36.89,Default,,0000,0000,0000,,ARIN: {\i1}[groans]{\i0} Okay, ask anybody about {\i1}Zelda{\i0}. Dialogue: 0,0:00:36.89,0:00:39.68,Default,,0000,0000,0000,,Anyone can tell you what makes a {\i1}Zelda{\i0} game a {\i1}Zelda{\i0} game... Dialogue: 0,0:00:39.68,0:00:41.99,Default,,0000,0000,0000,,and what a game needs to be to be a {\i1}Zelda{\i0} game. Dialogue: 0,0:00:41.99,0:00:45.92,Default,,0000,0000,0000,,But is that description you'll get {\i1}really{\i0}\Nwhat describes a {\i1}Zelda{\i0} game at its {\i1}core{\i0}? Dialogue: 0,0:00:45.92,0:00:51.73,Default,,0000,0000,0000,,Is it possible that following this formula might actually be missing the entire point of what makes {\i1}Zelda{\i0} awesome? Dialogue: 0,0:00:51.73,0:00:53.35,Default,,0000,0000,0000,,Or even what makes a {\i1}sequel{\i0} awesome? Dialogue: 0,0:00:53.35,0:00:56.34,Default,,0000,0000,0000,,I mean, {\i1}Zelda{\i0}'s a game where you\Nswing a fuckin' sword at some pigs or whatever. Dialogue: 0,0:00:56.34,0:00:57.89,Default,,0000,0000,0000,,There's bombs and triangles. Dialogue: 0,0:00:57.89,0:00:59.96,Default,,0000,0000,0000,,Get three triangles! Do it! Dialogue: 0,0:00:59.96,0:01:01.91,Default,,0000,0000,0000,,In {\i1}Zelda{\i0}, you were an adventurer, and... Dialogue: 0,0:01:01.91,0:01:04.12,Default,,0000,0000,0000,,Well, seriously... that much wasn't even explained. Dialogue: 0,0:01:04.12,0:01:05.04,Default,,0000,0000,0000,,You were just a green dude! Dialogue: 0,0:01:05.04,0:01:07.36,Default,,0000,0000,0000,,Walk into a cave, old dude goes, "Hey take this." Dialogue: 0,0:01:07.36,0:01:08.55,Default,,0000,0000,0000,,You're like, "Okay, it's a sword." Dialogue: 0,0:01:08.55,0:01:10.58,Default,,0000,0000,0000,,You swing it at monsters that shoot rocks and shit at you Dialogue: 0,0:01:10.58,0:01:11.82,Default,,0000,0000,0000,,and you have a great time killin' em. Dialogue: 0,0:01:11.82,0:01:15.49,Default,,0000,0000,0000,,You figure, "If there's a cave I get a sword in,\Nthere must be other caves to get other shit in, right? Dialogue: 0,0:01:15.49,0:01:18.98,Default,,0000,0000,0000,,Maybe other swords? I dunno. Sword's neat." Dialogue: 0,0:01:18.98,0:01:20.46,Default,,0000,0000,0000,,Well, that's {\i1}Zelda{\i0}. Dialogue: 0,0:01:20.46,0:01:24.12,Default,,0000,0000,0000,,And whether or not {\i1}Zelda{\i0} is what it is now,\Nthat's how it started. Dialogue: 0,0:01:24.12,0:01:27.78,Default,,0000,0000,0000,,And that's what sold a bazillion games!\NA trillion million gam-- Dialogue: 0,0:01:27.78,0:01:29.21,Default,,0000,0000,0000,,Look at how many games there are! Dialogue: 0,0:01:29.21,0:01:30.56,Default,,0000,0000,0000,,And then, uh... Dialogue: 0,0:01:30.56,0:01:32.29,Default,,0000,0000,0000,,Then {\i1}Adventures of Lincoln{\i0} came out.\NWadever, I dun' c-- Dialogue: 0,0:01:32.29,0:01:34.36,Default,,0000,0000,0000,,And then... {\i1}A Link to the Past{\i0}! Dialogue: 0,0:01:34.36,0:01:36.32,Default,,0000,0000,0000,,{\i1}[hums fanfare]{\i0} Dialogue: 0,0:01:36.32,0:01:38.35,Default,,0000,0000,0000,,It was like the definitive {\i1}Zelda{\i0}, right? Dialogue: 0,0:01:38.35,0:01:40.99,Default,,0000,0000,0000,,It felt like the first {\i1}Zelda{\i0}, but there was so much more. Dialogue: 0,0:01:40.99,0:01:43.42,Default,,0000,0000,0000,,Bigger world, more things goin' on, it was {\i1}nuts{\i0}! Dialogue: 0,0:01:43.42,0:01:45.24,Default,,0000,0000,0000,,My eight-year-old mind couldn't take it. Dialogue: 0,0:01:45.24,0:01:46.26,Default,,0000,0000,0000,,Was I eight? I don't remember. Dialogue: 0,0:01:46.26,0:01:48.34,Default,,0000,0000,0000,,But still, it changed a lot of things. Dialogue: 0,0:01:48.34,0:01:51.21,Default,,0000,0000,0000,,This guy, Link, was given a name and a purpose. Dialogue: 0,0:01:51.21,0:01:54.38,Default,,0000,0000,0000,,"Rescue the princess! Save Hyrule!" Dialogue: 0,0:01:54.38,0:01:57.41,Default,,0000,0000,0000,,You have an uncle. I dunno what his name is. Dialogue: 0,0:01:57.41,0:01:58.06,Default,,0000,0000,0000,,He dies. Dialogue: 0,0:01:58.06,0:02:00.46,Default,,0000,0000,0000,,{\i1}[somber piano music]{\i0} Dialogue: 0,0:02:00.46,0:02:02.60,Default,,0000,0000,0000,,In {\i1}Link to the Past{\i0}, you start out in a house. Dialogue: 0,0:02:02.60,0:02:05.30,Default,,0000,0000,0000,,You're forced to head up, sneak into a castle, fight some guards... Dialogue: 0,0:02:05.30,0:02:08.35,Default,,0000,0000,0000,,rescue a princess, and bring her through\Nan underground tunnel to some church or whatever... Dialogue: 0,0:02:08.35,0:02:10.68,Default,,0000,0000,0000,,so you can finally go out, have your world to enjoy! Dialogue: 0,0:02:10.68,0:02:11.59,Default,,0000,0000,0000,,Okay, cool! Dialogue: 0,0:02:11.59,0:02:13.58,Default,,0000,0000,0000,,But okay, you want me to talk to some old lady? Okay. Dialogue: 0,0:02:13.58,0:02:16.39,Default,,0000,0000,0000,,Then what? Oh, find some kid who knows\Nabout where some old dude is? Okay. Dialogue: 0,0:02:16.39,0:02:17.13,Default,,0000,0000,0000,,So, okay. Dialogue: 0,0:02:17.13,0:02:18.13,Default,,0000,0000,0000,,So, here's the old dude? Okay. Dialogue: 0,0:02:18.13,0:02:20.57,Default,,0000,0000,0000,,So go into this temple? Okay.\NBeat the temple? Okay. Dialogue: 0,0:02:20.57,0:02:22.55,Default,,0000,0000,0000,,Listen... am I your fucking servant? Dialogue: 0,0:02:22.55,0:02:25.13,Default,,0000,0000,0000,,Why do you give me this world\Nto explore and have a good time in... Dialogue: 0,0:02:25.13,0:02:27.30,Default,,0000,0000,0000,,and then you tell me to do these super-specific things?! Dialogue: 0,0:02:27.30,0:02:29.65,Default,,0000,0000,0000,,You don't throw a six-year-old into a sandbox and say... Dialogue: 0,0:02:29.65,0:02:31.58,Default,,0000,0000,0000,,"Hey, you can only make poopy castles." Dialogue: 0,0:02:31.58,0:02:35.99,Default,,0000,0000,0000,,You know when you take wet sand,\Nand you just let it drip on top of a pile of sand? Dialogue: 0,0:02:35.99,0:02:36.85,Default,,0000,0000,0000,,It's a poopy castle. Dialogue: 0,0:02:36.85,0:02:40.84,Default,,0000,0000,0000,,I mean, exploration still exists in {\i1}Link to the Past{\i0},\Nand God knows it's required to beat it. Dialogue: 0,0:02:40.84,0:02:47.05,Default,,0000,0000,0000,,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... Dialogue: 0,0:02:47.05,0:02:49.75,Default,,0000,0000,0000,,you're not discovering a world.\NYou're being taken on a tour. Dialogue: 0,0:02:49.75,0:02:51.92,Default,,0000,0000,0000,,You're no longer a pioneer adventurer. Dialogue: 0,0:02:51.92,0:02:53.19,Default,,0000,0000,0000,,You're a guest at Disneyland. Dialogue: 0,0:02:53.19,0:02:56.16,Default,,0000,0000,0000,,Here's your ticket! Be sure to check out Space Mountain 'n Indiana Jones before you leave! Dialogue: 0,0:02:56.16,0:02:59.89,Default,,0000,0000,0000,,Guess Goofy's weight... win a prize! Dialogue: 0,0:02:59.89,0:03:02.34,Default,,0000,0000,0000,,KID: 120 pounds...? Dialogue: 0,0:03:02.34,0:03:03.80,Default,,0000,0000,0000,,ARIN: {\i1}[softly]{\i0} No... Dialogue: 0,0:03:03.80,0:03:04.64,Default,,0000,0000,0000,,It's too low. Dialogue: 0,0:03:04.64,0:03:08.59,Default,,0000,0000,0000,,The whole game... it feels a bit more processed.\NIt feels a bit more planned. Dialogue: 0,0:03:08.59,0:03:11.34,Default,,0000,0000,0000,,You have a mission, and the mission is laid out for you. Dialogue: 0,0:03:11.34,0:03:12.56,Default,,0000,0000,0000,,And that kinda thing is fine. Dialogue: 0,0:03:12.56,0:03:14.54,Default,,0000,0000,0000,,I mean, I go to Disneyland, like, six times a year. Dialogue: 0,0:03:14.54,0:03:17.32,Default,,0000,0000,0000,,I fuckin' love the Blue Bayou restaurant. They got great food. Dialogue: 0,0:03:17.32,0:03:20.75,Default,,0000,0000,0000,,Oh! That's a little pricy.\NBut you know what, it's worth it. Dialogue: 0,0:03:20.75,0:03:24.15,Default,,0000,0000,0000,,But {\i1}Zelda{\i0} from its roots, it's not the kind of game that holds your hand. Dialogue: 0,0:03:24.15,0:03:26.15,Default,,0000,0000,0000,,There's no explanation, or even really, like, a goal... Dialogue: 0,0:03:26.15,0:03:32.01,Default,,0000,0000,0000,,but there's adversity everywhere, and can you approach it anytime you want, whether you're prepared or not. Dialogue: 0,0:03:32.01,0:03:36.70,Default,,0000,0000,0000,,You run the real risk of facing off against\Nsomething that will kill you... in a fucking second! Dialogue: 0,0:03:36.70,0:03:37.60,Default,,0000,0000,0000,,It's fuckin' awesome! Dialogue: 0,0:03:37.60,0:03:42.23,Default,,0000,0000,0000,,But if you look at {\i1}A Link to the Past{\i0} and {\i1}The Legend of Zelda{\i0}\Nfrom a surface level, they seem the same. Dialogue: 0,0:03:42.23,0:03:43.96,Default,,0000,0000,0000,,There's a bunch of dungeons you get items for. Dialogue: 0,0:03:43.96,0:03:46.52,Default,,0000,0000,0000,,Bombs, triangles, boomerangs, oh my! Dialogue: 0,0:03:46.52,0:03:49.12,Default,,0000,0000,0000,,With bosses and a final fight with a giant pig-man. Dialogue: 0,0:03:49.12,0:03:51.40,Default,,0000,0000,0000,,There's a big world with caves and bushes! Dialogue: 0,0:03:51.40,0:03:53.89,Default,,0000,0000,0000,,But it's not the same. There's a shift in soul. Dialogue: 0,0:03:53.89,0:03:56.92,Default,,0000,0000,0000,,A difference in how you perceive and experience the world. Dialogue: 0,0:03:56.92,0:04:00.67,Default,,0000,0000,0000,,Is it better? Is it worse?\NI don't fuckin' know, but it's not the same! Dialogue: 0,0:04:00.67,0:04:02.28,Default,,0000,0000,0000,,MAN 1: Oh my God, look at that! Dialogue: 0,0:04:02.28,0:04:06.17,Default,,0000,0000,0000,,The clouds are parting! And the heavens are\Nsending us a message from above! Dialogue: 0,0:04:06.17,0:04:09.55,Default,,0000,0000,0000,,MAN 2: {\i1}[narrating]{\i0} Our eyes squint,\Nand adjust to the heavenly glow... Dialogue: 0,0:04:09.55,0:04:12.09,Default,,0000,0000,0000,,when we finally can understand what it says. Dialogue: 0,0:04:13.09,0:04:16.42,Default,,0000,0000,0000,,VOICE: Hey! There's a 3D {\i1}Zelda{\i0} comin' out! Dialogue: 0,0:04:17.29,0:04:19.04,Default,,0000,0000,0000,,MAN 2: Oh my God! Dialogue: 0,0:04:19.04,0:04:21.56,Default,,0000,0000,0000,,ARIN: {\i1}The Legend of Zelda: Ocarina of Time{\i0}. Dialogue: 0,0:04:21.56,0:04:24.41,Default,,0000,0000,0000,,It's a game considered by most to be a masterpiece! Dialogue: 0,0:04:24.41,0:04:27.94,Default,,0000,0000,0000,,A 3D world with delicious sound and amazing graphics! Dialogue: 0,0:04:27.94,0:04:28.84,Default,,0000,0000,0000,,...at the time. Dialogue: 0,0:04:28.84,0:04:32.11,Default,,0000,0000,0000,,Each dungeon and each town feels unique\Nand has its own energy to it. Dialogue: 0,0:04:32.11,0:04:35.42,Default,,0000,0000,0000,,We were all fuckin' floored! It was so epic! Dialogue: 0,0:04:35.42,0:04:39.26,Default,,0000,0000,0000,,This is what felt like gaming was leading up to.\NIt felt like a natural progression. Dialogue: 0,0:04:39.26,0:04:42.84,Default,,0000,0000,0000,,It felt like...\Nwitnessing a fish grow legs! Dialogue: 0,0:04:42.84,0:04:45.20,Default,,0000,0000,0000,,But not that one, it's... really gross. Dialogue: 0,0:04:45.20,0:04:50.00,Default,,0000,0000,0000,,So now, we have this 3D world,\Nand it felt like {\i1}that{\i0} was what made the difference. Dialogue: 0,0:04:50.00,0:04:52.57,Default,,0000,0000,0000,,But what exactly {\i1}was{\i0} different? Dialogue: 0,0:04:52.57,0:04:54.58,Default,,0000,0000,0000,,Well, in order to examine that, we have to examine... Dialogue: 0,0:04:54.58,0:04:57.89,Default,,0000,0000,0000,,the dreaded transition from the\Nsecond dimension to the third dimension! Dialogue: 0,0:04:57.89,0:05:00.57,Default,,0000,0000,0000,,If we learned anything from Sanic the Hedgehog over here... Dialogue: 0,0:05:00.57,0:05:03.85,Default,,0000,0000,0000,,it's that turning a 2D game into a 3D game, it ain't easy. Dialogue: 0,0:05:03.85,0:05:06.19,Default,,0000,0000,0000,,It ain't even fuckin' quantifiable! Dialogue: 0,0:05:06.19,0:05:10.34,Default,,0000,0000,0000,,How do you take the simplicity of form\Nthat 2D allows, and give it a Z-axis? Dialogue: 0,0:05:10.34,0:05:16.33,Default,,0000,0000,0000,,Everything changes! And it seems to turn a really good game design into a completely fuckin' broken one! Dialogue: 0,0:05:17.30,0:05:20.46,Default,,0000,0000,0000,,{\i1}[softly]{\i0} Oh God... Oh my God! Dialogue: 0,0:05:20.46,0:05:23.29,Default,,0000,0000,0000,,Timmy, don't look...\NDid you look at that?! Don't look at-- Dialogue: 0,0:05:23.29,0:05:25.23,Default,,0000,0000,0000,,I mean, but Zelda, that one's not too hard. Dialogue: 0,0:05:25.23,0:05:29.56,Default,,0000,0000,0000,,It already technically has 3 dimensions.\NYou got the Y-axis, the X-axis... Dialogue: 0,0:05:29.56,0:05:32.95,Default,,0000,0000,0000,,but, you know, you could go upstairs,\Nenemies could jump over you, all that stuff. Dialogue: 0,0:05:32.95,0:05:34.24,Default,,0000,0000,0000,,But that's where the differences start. Dialogue: 0,0:05:34.24,0:05:36.53,Default,,0000,0000,0000,,See, {\i1}Link to the Past{\i0} had a {\i1}selective{\i0} Z-axis. Dialogue: 0,0:05:36.53,0:05:40.55,Default,,0000,0000,0000,,For example, you couldn't be on the second floor\Nand attack a dude on the first floor. Dialogue: 0,0:05:40.55,0:05:44.00,Default,,0000,0000,0000,,But if the sandworm boss soared over your head\Nand you weren't harmed by it... Dialogue: 0,0:05:44.00,0:05:46.80,Default,,0000,0000,0000,,you could still swing at it, and it'd register a hit. Dialogue: 0,0:05:46.80,0:05:50.57,Default,,0000,0000,0000,,Bats fly through the air,\Nbut they're always conveniently at sword's height. Dialogue: 0,0:05:50.57,0:05:55.69,Default,,0000,0000,0000,,That shit's asinine in 3D, which ironically\Nin this situation is a limitation of the medium. Dialogue: 0,0:05:55.69,0:06:00.56,Default,,0000,0000,0000,,The more specific you get about situations analogous to reality,\Nthe more you have to stipulate on. Dialogue: 0,0:06:00.56,0:06:03.43,Default,,0000,0000,0000,,You can't hit a bat from any Z-axis position distance! Dialogue: 0,0:06:03.43,0:06:07.70,Default,,0000,0000,0000,,Now it's {\i1}really{\i0} clear where the bats are in 3D space.\NThey're up, down, every-fuckin'-where. Dialogue: 0,0:06:07.70,0:06:09.35,Default,,0000,0000,0000,,And aiming your sword would be retarded! Dialogue: 0,0:06:10.90,0:06:11.77,Default,,0000,0000,0000,,Hey! Dialogue: 0,0:06:12.25,0:06:14.57,Default,,0000,0000,0000,,> I see you there loomin'.\N> S.S.: Gee man, I'm sorry. I'm just curious. Dialogue: 0,0:06:14.57,0:06:17.11,Default,,0000,0000,0000,,ARIN: So what do we gotta do to remedy this Z-axis problem? Dialogue: 0,0:06:17.11,0:06:19.27,Default,,0000,0000,0000,,{\i1}[old-timey voice]{\i0} Ladies and gents,\NI present to you Z-targeting! Dialogue: 0,0:06:19.27,0:06:20.61,Default,,0000,0000,0000,,Pesky bats flying from every which way? Dialogue: 0,0:06:20.61,0:06:23.49,Default,,0000,0000,0000,,Trying to circle around hostile folks\Nwithout losing track of where it is relative to you? Dialogue: 0,0:06:23.49,0:06:24.55,Default,,0000,0000,0000,,Have I got a treat for you! Dialogue: 0,0:06:24.55,0:06:27.76,Default,,0000,0000,0000,,Just press the Z button, and you'll lock onto the nearest baddie and have a go with your mighty sword device! Dialogue: 0,0:06:27.76,0:06:31.80,Default,,0000,0000,0000,,{\i1}[normal voice]{\i0} Check it out.\NZ-targeting made combat {\i1}complicated{\i0}. Dialogue: 0,0:06:31.80,0:06:34.92,Default,,0000,0000,0000,,And that's not a bad thing.\NNo more simple point-and-swing stuff here, folks. Dialogue: 0,0:06:34.92,0:06:37.24,Default,,0000,0000,0000,,You get a lock on, focus on the fight. Dialogue: 0,0:06:37.24,0:06:41.06,Default,,0000,0000,0000,,This is a {\i1}gigantic{\i0} difference,\Nand it makes combat complex. Dialogue: 0,0:06:41.06,0:06:43.52,Default,,0000,0000,0000,,And I don't say this a lot,\Nbut let's see how this is a {\i1}good{\i0} thing. Dialogue: 0,0:06:43.52,0:06:47.73,Default,,0000,0000,0000,,A new method of combat means new ways to\Ngo about designing enemies and combat situations. Dialogue: 0,0:06:47.73,0:06:50.36,Default,,0000,0000,0000,,You used to just point and hit. Hit and run. Dialogue: 0,0:06:50.36,0:06:52.01,Default,,0000,0000,0000,,"Pft! Pft! Hey--he--Wha da fuck man?" Dialogue: 0,0:06:52.01,0:06:55.79,Default,,0000,0000,0000,,But now, there's rolling, dodging, stabbing,\Nswinging, leaping, holy {\i1}shit{\i0}! Dialogue: 0,0:06:55.79,0:06:58.44,Default,,0000,0000,0000,,So complex, so many possibilities. Dialogue: 0,0:06:58.44,0:07:01.36,Default,,0000,0000,0000,,It's so deep, they could make an entire {\i1}game{\i0} based on the combat system. Dialogue: 0,0:07:01.36,0:07:04.15,Default,,0000,0000,0000,,But guess what, they didn't!\NHere's how this is a poopy bad thing! Dialogue: 0,0:07:04.15,0:07:07.73,Default,,0000,0000,0000,,Z-targeting creates a strange disconnect from the world around you. Dialogue: 0,0:07:07.73,0:07:11.07,Default,,0000,0000,0000,,It changes the camera angle from\Nwhat you're used to exploring the world in... Dialogue: 0,0:07:11.07,0:07:13.56,Default,,0000,0000,0000,,and that shifts your entire focus and outlook. Dialogue: 0,0:07:13.56,0:07:15.24,Default,,0000,0000,0000,,It segments the game into two pieces. Dialogue: 0,0:07:15.24,0:07:18.62,Default,,0000,0000,0000,,This is the combat piece.\NThis is the world exploring piece. They don't mix! Dialogue: 0,0:07:18.62,0:07:20.93,Default,,0000,0000,0000,,Put 'em in a room together,\Nthey get into an argument. Dialogue: 0,0:07:20.93,0:07:22.61,Default,,0000,0000,0000,,> THING 1: Hey, fuck you!\N> THING 2: Hey, fuck you too! Dialogue: 0,0:07:22.61,0:07:25.13,Default,,0000,0000,0000,,ARIN: Dude, guys! Can't we just get along? Dialogue: 0,0:07:25.13,0:07:27.13,Default,,0000,0000,0000,,THING 2: Whadda ya think this is, {\i1}Link to the Past{\i0}? Dialogue: 0,0:07:27.13,0:07:29.15,Default,,0000,0000,0000,,ARIN: {\i1}[snickers, slaps knee]{\i0} Dialogue: 0,0:07:29.15,0:07:30.81,Default,,0000,0000,0000,,{\i1}[gasps]{\i0} Dialogue: 0,0:07:31.77,0:07:35.44,Default,,0000,0000,0000,,Like the man says, in the old {\i1}Zelda{\i0} games,\Nthose two pieces were linked. Dialogue: 0,0:07:35.44,0:07:39.75,Default,,0000,0000,0000,,There were segments where you had to fight off enemies and explore the room {\i1}simultaneously{\i0}. Dialogue: 0,0:07:39.75,0:07:43.61,Default,,0000,0000,0000,,It was much easier to manage it all, and now\Nit's complicated and puts you in unfair situa-- Dialogue: 0,0:07:43.61,0:07:45.81,Default,,0000,0000,0000,,Agh, what the f--! Dialogue: 0,0:07:45.81,0:07:47.34,Default,,0000,0000,0000,,"What the heck was that all about?" Dialogue: 0,0:07:47.34,0:07:50.32,Default,,0000,0000,0000,,Z-targeting also puts a damper\Non throwaway enemies like bats... Dialogue: 0,0:07:50.32,0:07:52.54,Default,,0000,0000,0000,,who {\i1}were{\i0} fun to kill in previous {\i1}Zelda{\i0}s... Dialogue: 0,0:07:52.54,0:07:57.38,Default,,0000,0000,0000,,but are now a pain in the goddamn ass, since you have to individually focus on each one, and precisely hit them. Dialogue: 0,0:07:57.38,0:08:00.33,Default,,0000,0000,0000,,It'd be like if you wanted to kill a buncha ants\Nin your house by stompin' on 'em. Dialogue: 0,0:08:00.33,0:08:03.24,Default,,0000,0000,0000,,But instead of doing that,\Nyou point a slingshot at each one individually. Dialogue: 0,0:08:03.24,0:08:07.62,Default,,0000,0000,0000,,Now okay, on the flip side,\Ncomplicated enemies are a total {\i1}joy{\i0} to fight. Dialogue: 0,0:08:07.62,0:08:10.78,Default,,0000,0000,0000,,But, the issue comes up of...\Nhow they're even designed. Dialogue: 0,0:08:10.78,0:08:13.04,Default,,0000,0000,0000,,Okay, so as I mentioned before... Dialogue: 0,0:08:13.04,0:08:16.28,Default,,0000,0000,0000,,a lot of the charm from the original {\i1}Zelda{\i0}\Nwas how {\i1}ruthless{\i0} the game was... Dialogue: 0,0:08:16.28,0:08:19.65,Default,,0000,0000,0000,,and a complex fighting system would be\Na perfect place to implement that. Dialogue: 0,0:08:19.65,0:08:25.33,Default,,0000,0000,0000,,But the source of a lot of {\i1}Ocarina{\i0}'s problems\Nis that the game's idea of difficulty is {\i1}waiting{\i0}. Dialogue: 0,0:08:25.33,0:08:30.05,Default,,0000,0000,0000,,There is so much {\i1}goddamn{\i0} waiting in {\i1}Ocarina{\i0}. Dialogue: 0,0:08:30.05,0:08:34.44,Default,,0000,0000,0000,,Every enemy has a period where they\Njust stand around and do fucking nothing. Dialogue: 0,0:08:34.44,0:08:36.31,Default,,0000,0000,0000,,And attacking them during this time is useless. Dialogue: 0,0:08:36.31,0:08:40.38,Default,,0000,0000,0000,,Deku Scrubs, Stalfos, lizard men,\NSkulltulas, wolf dudes, Gerudos, clams?! Dialogue: 0,0:08:40.38,0:08:42.03,Default,,0000,0000,0000,,Waiting is not a difficult thing to do. Dialogue: 0,0:08:42.03,0:08:45.34,Default,,0000,0000,0000,,But it creates the {\i1}illusion{\i0} of difficulty,\Nbecause it takes up your time. Dialogue: 0,0:08:45.34,0:08:47.08,Default,,0000,0000,0000,,And that's {\i1}all{\i0} it does. Dialogue: 0,0:08:47.08,0:08:52.49,Default,,0000,0000,0000,,A fight feels like an ordeal, when you have to devote a decent amount of time to it, but it's not hard. Dialogue: 0,0:08:52.49,0:08:56.94,Default,,0000,0000,0000,,Just look at {\i1}Final Fantasy IX{\i0}, {\i1}Skies of Arcadia{\i0}, {\i1}Grandia{\i0}. Dialogue: 0,0:08:56.94,0:09:01.59,Default,,0000,0000,0000,,These long-ass battles, not hard,\Nbut they {\i1}feel{\i0} like they're something. Dialogue: 0,0:09:01.59,0:09:06.73,Default,,0000,0000,0000,,This is a mindless interaction, and you're simply going through the motions instead of strategizing. Dialogue: 0,0:09:06.73,0:09:10.26,Default,,0000,0000,0000,,Wait, attack. Wait, attack. Dialogue: 0,0:09:10.26,0:09:14.02,Default,,0000,0000,0000,,Wait, att-- It's not very hard to do!\NAnd it's difficult to mess up. Dialogue: 0,0:09:14.02,0:09:16.04,Default,,0000,0000,0000,,The style of enemy isn't inherently bad. Dialogue: 0,0:09:16.04,0:09:20.44,Default,,0000,0000,0000,,I mean, it creates an interesting player-enemy relationship\Nwhere the enemy's controlling the pace of the battle. Dialogue: 0,0:09:20.44,0:09:26.28,Default,,0000,0000,0000,,But the fact that it's a consistent theme in enemies gives the impression that it's used as a difficulty {\i1}supplement{\i0}... Dialogue: 0,0:09:26.28,0:09:29.38,Default,,0000,0000,0000,,since {\i1}none{\i0} of these enemies are actually difficult to fight. Dialogue: 0,0:09:29.38,0:09:30.54,Default,,0000,0000,0000,,Now, on the flip side... Dialogue: 0,0:09:30.54,0:09:33.40,Default,,0000,0000,0000,,{\i1}Ocarina{\i0} has the {\i1}coolest{\i0} enemy ever, the Iron Knuckle. Dialogue: 0,0:09:33.40,0:09:38.51,Default,,0000,0000,0000,,It's an enemy that is actually provoked to attack\Nand also to be {\i1}vulnerable{\i0} by your own attack. Dialogue: 0,0:09:38.51,0:09:42.22,Default,,0000,0000,0000,,Which makes the pace of the battle completely\Ndictated by {\i1}you{\i0} and your ability to fight it. Dialogue: 0,0:09:42.22,0:09:46.41,Default,,0000,0000,0000,,Additionally, the nature of his attack pattern\Nrequires you to be aware of your surroundings. Dialogue: 0,0:09:46.41,0:09:50.58,Default,,0000,0000,0000,,You can lure him to attack pillars,\Nwhich yield hearts to replenish your life... Dialogue: 0,0:09:50.58,0:09:52.49,Default,,0000,0000,0000,,which is another layer of depth to the battle. Dialogue: 0,0:09:52.49,0:09:56.01,Default,,0000,0000,0000,,This is the kind of enemy design\N{\i1}Ocarina{\i0} needed so much more of. Dialogue: 0,0:09:56.01,0:09:58.95,Default,,0000,0000,0000,,A merging of combat and world... Dialogue: 0,0:09:58.95,0:10:03.70,Default,,0000,0000,0000,,where you are still {\i1}very{\i0} aware of your surrounding\Nin each setpiece, even during combat... Dialogue: 0,0:10:03.70,0:10:06.75,Default,,0000,0000,0000,,and the world around you affects your combat. Dialogue: 0,0:10:06.75,0:10:12.35,Default,,0000,0000,0000,,I feel that this particular battle shows how {\i1}Ocarina{\i0} could have had an even better combat-world connection Dialogue: 0,0:10:12.35,0:10:14.08,Default,,0000,0000,0000,,than {\i1}Link to the Past{\i0}, or even the original {\i1}Zelda{\i0}... Dialogue: 0,0:10:14.08,0:10:17.22,Default,,0000,0000,0000,,but chose to save it only for\Nminibosses and some boss battles. Dialogue: 0,0:10:17.22,0:10:18.35,Default,,0000,0000,0000,,Could've been every enemy. Dialogue: 0,0:10:18.35,0:10:23.15,Default,,0000,0000,0000,,{\i1}[sighs]{\i0} In any case, the nature of Z-targeting\Nforced {\i1}Zelda{\i0} to be more combat-centric. Dialogue: 0,0:10:23.15,0:10:26.48,Default,,0000,0000,0000,,And with it, the world was forced to change.\NBut it didn't. Dialogue: 0,0:10:26.48,0:10:29.76,Default,,0000,0000,0000,,You still push blocks, only now you can't push them when you're engaged in combat. Dialogue: 0,0:10:29.76,0:10:33.31,Default,,0000,0000,0000,,And you still open doors by\Nshooting slingshots at eyeballs in the wall. Dialogue: 0,0:10:33.31,0:10:34.40,Default,,0000,0000,0000,,Is that a puzzle? Dialogue: 0,0:10:34.40,0:10:35.93,Default,,0000,0000,0000,,Like seriously, is that's a puzzle? Dialogue: 0,0:10:35.93,0:10:40.15,Default,,0000,0000,0000,,Is looking around the room, and finding an eyeball on a wall, really super-fun for people? Dialogue: 0,0:10:40.15,0:10:44.31,Default,,0000,0000,0000,,Like, the game is 3D now, so everything isn't laid out before you like a map anymore. Dialogue: 0,0:10:44.31,0:10:46.94,Default,,0000,0000,0000,,So I get that there's this sense that you walk into a room Dialogue: 0,0:10:46.94,0:10:49.34,Default,,0000,0000,0000,,and aren't getting all the information about the room right away. Dialogue: 0,0:10:49.34,0:10:52.19,Default,,0000,0000,0000,,But, is {\i1}stopping{\i0} your forward motion... Dialogue: 0,0:10:52.19,0:10:53.96,Default,,0000,0000,0000,,stopping {\i1}everything{\i0}... Dialogue: 0,0:10:53.96,0:10:57.65,Default,,0000,0000,0000,,to look for a diamond to whack,\Nthat's in a soulless crevice in the wall Dialogue: 0,0:10:57.65,0:11:01.57,Default,,0000,0000,0000,,so you can open a door that leads to another room with a locked door and some other silly Open Sesame trick-- Dialogue: 0,0:11:01.57,0:11:03.93,Default,,0000,0000,0000,,Is that fun?! Is this what you want?! Dialogue: 0,0:11:03.93,0:11:05.09,Default,,0000,0000,0000,,S.S.: Hey, come on man, it's not that bad. Dialogue: 0,0:11:05.09,0:11:07.84,Default,,0000,0000,0000,,ARIN: {\i1}[shushes] Skyward Sword{\i0}...\NSeriously, I'm doing, like, a show. Dialogue: 0,0:11:07.84,0:11:09.36,Default,,0000,0000,0000,,S.S.: I know, I just figured I'd give my two-cents. Dialogue: 0,0:11:09.36,0:11:11.60,Default,,0000,0000,0000,,ARIN: I don't care! Nobody likes you! Dialogue: 0,0:11:11.60,0:11:14.86,Default,,0000,0000,0000,,You took fun and made it unfun!\NHow'd you even do that?! Dialogue: 0,0:11:14.86,0:11:17.70,Default,,0000,0000,0000,,"Maybe I should go douse for a better game, huh?" Dialogue: 0,0:11:17.70,0:11:18.51,Default,,0000,0000,0000,,S.S.: Hey man, that's low. Dialogue: 0,0:11:19.23,0:11:21.12,Default,,0000,0000,0000,,ARIN: So is my interest in playing you again. Dialogue: 0,0:11:21.12,0:11:25.48,Default,,0000,0000,0000,,Oh shit! {\i1}[claps]{\i0} Burn! {\i1}Burn{\i0}! Dialogue: 0,0:11:25.48,0:11:28.36,Default,,0000,0000,0000,,Sorry, I'm just really proud of what I've done today. Dialogue: 0,0:11:28.36,0:11:29.96,Default,,0000,0000,0000,,Plus... Dialogue: 0,0:11:29.96,0:11:30.95,Default,,0000,0000,0000,,I really hate you. Dialogue: 0,0:11:30.95,0:11:32.05,Default,,0000,0000,0000,,Alright, let me explain something. Dialogue: 0,0:11:32.05,0:11:35.12,Default,,0000,0000,0000,,A puzzle is something you have all the information for. Dialogue: 0,0:11:35.12,0:11:39.82,Default,,0000,0000,0000,,The only thing standing between you and the solution is your own ability to put the pieces together in the right way. Dialogue: 0,0:11:39.82,0:11:44.02,Default,,0000,0000,0000,,The satisfaction you obtain from\Nsolving a puzzle is from the "A-ha!" moment... Dialogue: 0,0:11:44.02,0:11:47.22,Default,,0000,0000,0000,,when the pieces fit, and you have only {\i1}yourself{\i0} to blame for it. Dialogue: 0,0:11:47.22,0:11:49.83,Default,,0000,0000,0000,,If you're missing a piece,\Nhow're you supposed to even {\i1}get{\i0} to a conclusion? Dialogue: 0,0:11:49.83,0:11:53.39,Default,,0000,0000,0000,,You rack your brain, run in circles,\Ngo "What do I fuckin' do?!" Dialogue: 0,0:11:53.39,0:11:57.16,Default,,0000,0000,0000,,...until you find the last piece on a whim,\Nand {\i1}suddenly{\i0} it all makes sense. Dialogue: 0,0:11:57.16,0:12:00.45,Default,,0000,0000,0000,,You say, "Well shit!" or "Agh, come on!" Dialogue: 0,0:12:00.45,0:12:02.77,Default,,0000,0000,0000,,The satisfaction doesn't come from the door {\i1}opening{\i0}. Dialogue: 0,0:12:02.77,0:12:06.53,Default,,0000,0000,0000,,It comes from the puzzle itself.\NIf the puzzle itself isn't satisfying... Dialogue: 0,0:12:06.53,0:12:09.02,Default,,0000,0000,0000,,Well there you go.\NThe puzzle itself isn't satisfying. Dialogue: 0,0:12:09.02,0:12:11.78,Default,,0000,0000,0000,,You see, in the original {\i1}Zelda{\i0},\Nyou'd walk into a room, the doors would lock... Dialogue: 0,0:12:11.78,0:12:17.20,Default,,0000,0000,0000,,but five caped horse-sword dude lookin' guys\Nwho're fuckin' hard as shit surround you. Dialogue: 0,0:12:17.20,0:12:20.75,Default,,0000,0000,0000,,They follow you around when they see you,\Nyou can only attack them from the sides or the back. Dialogue: 0,0:12:20.75,0:12:23.59,Default,,0000,0000,0000,,You gotta find vantage points,\Nins, outs, manage your health... Dialogue: 0,0:12:23.59,0:12:25.08,Default,,0000,0000,0000,,dodge them when they gang up. Dialogue: 0,0:12:25.08,0:12:28.40,Default,,0000,0000,0000,,It's daunting. It's interesting.\NIt {\i1}engages{\i0} you. Dialogue: 0,0:12:28.40,0:12:30.50,Default,,0000,0000,0000,,And it's really easy to understand. Dialogue: 0,0:12:30.50,0:12:33.52,Default,,0000,0000,0000,,And because of all this,\Nit's satisfying when you {\i1}beat{\i0} them. Dialogue: 0,0:12:33.52,0:12:37.31,Default,,0000,0000,0000,,A door opening is like,\N"Oh okay, cool! The door opened." Dialogue: 0,0:12:37.31,0:12:39.72,Default,,0000,0000,0000,,You're not like, "Ugh, fuckin' finally, the door!" Dialogue: 0,0:12:39.72,0:12:44.78,Default,,0000,0000,0000,,But look, that's not to say puzzles or whatever can't exist in {\i1}Ocarina of Time{\i0}'s combat-centric universe... Dialogue: 0,0:12:44.78,0:12:51.22,Default,,0000,0000,0000,,but sliding spike-death pucks comin' out from around the corner you can't see is just bad fuckin' design! Dialogue: 0,0:12:51.22,0:12:54.10,Default,,0000,0000,0000,,It's bad design in any game!\NThere's no difference in {\i1}Zelda{\i0}! Dialogue: 0,0:12:54.10,0:12:56.46,Default,,0000,0000,0000,,You don't get a Get Out of Jail Free card... Dialogue: 0,0:12:56.46,0:12:57.69,Default,,0000,0000,0000,,You gotta roll three times! Dialogue: 0,0:12:57.69,0:12:59.70,Default,,0000,0000,0000,,In the first {\i1}Zelda{\i0}, you {\i1}see{\i0} that shit! Dialogue: 0,0:12:59.70,0:13:01.62,Default,,0000,0000,0000,,In {\i1}Link to the Past{\i0}, you {\i1}see{\i0} that shit! Dialogue: 0,0:13:01.62,0:13:03.81,Default,,0000,0000,0000,,In {\i1}Ocarina{\i0}... oops! Dialogue: 0,0:13:03.81,0:13:05.89,Default,,0000,0000,0000,,Yeah, I know. That's the nature of 3D. Dialogue: 0,0:13:05.89,0:13:08.21,Default,,0000,0000,0000,,But if it doesn't work in 3D, you change it! Dialogue: 0,0:13:08.21,0:13:11.60,Default,,0000,0000,0000,,If the formula doesn't work,\Nyou change the formula. Dialogue: 0,0:13:11.60,0:13:16.19,Default,,0000,0000,0000,,Why do I gotta leap across these platforms?\NThere's no challenge here. I hold the joystick up. Dialogue: 0,0:13:16.19,0:13:20.09,Default,,0000,0000,0000,,Just 'cause the {\i1}scenario{\i0} is treacherous\Ndoesn't mean the game is {\i1}actually{\i0} treacherous. Dialogue: 0,0:13:20.09,0:13:22.22,Default,,0000,0000,0000,,I could've just walked forward in a straight line. Dialogue: 0,0:13:22.22,0:13:25.16,Default,,0000,0000,0000,,Heck, I could close my eyes here and do this!\NIs that treacherous? Dialogue: 0,0:13:25.16,0:13:29.33,Default,,0000,0000,0000,,Can I just close my eyes and shoot at terrorist insurgents\Nand be like, "Oh, I'm fuckin' fine!" Dialogue: 0,0:13:29.33,0:13:33.31,Default,,0000,0000,0000,,Hey, or better yet, how 'bout some nice interesting\Ncombat scenario here on these platforms, huh? Dialogue: 0,0:13:33.31,0:13:35.47,Default,,0000,0000,0000,,Like some kind of enemy that'll circle around you... Dialogue: 0,0:13:35.47,0:13:39.43,Default,,0000,0000,0000,,and you just gotta time your jump across or,\Nlike, block his path with a bomb or something. Dialogue: 0,0:13:39.44,0:13:40.18,Default,,0000,0000,0000,,Or, like-- Dialogue: 0,0:13:40.18,0:13:43.05,Default,,0000,0000,0000,,How 'bout an enemy you have to\Nslash at enough to knock it off the edge. Dialogue: 0,0:13:43.05,0:13:46.29,Default,,0000,0000,0000,,But when you slash him,\Nhe also kinda slashes and knocks you back... Dialogue: 0,0:13:46.29,0:13:49.04,Default,,0000,0000,0000,,like {\i1}another{\i0} well-designed enemy\Nin some other fuckin' game! Dialogue: 0,0:13:49.04,0:13:51.44,Default,,0000,0000,0000,,I just made that up! I didn't even-- Dialogue: 0,0:13:51.44,0:13:53.72,Default,,0000,0000,0000,,And it exists... in a good {\i1}Zelda{\i0} game! Dialogue: 0,0:13:53.72,0:13:56.84,Default,,0000,0000,0000,,S.S.: Oh man! Enemies in a good {\i1}Zelda{\i0} game?\NAre you talking about me? Dialogue: 0,0:13:57.55,0:14:00.62,Default,,0000,0000,0000,,ARIN: No. I'm not talking about you. Dialogue: 0,0:14:00.62,0:14:02.77,Default,,0000,0000,0000,,Get outta my house. Go on. Dialogue: 0,0:14:03.26,0:14:07.57,Default,,0000,0000,0000,,I can't be too hard on {\i1}Skyward Sword{\i0}.\NIt at least made {\i1}bombs{\i0} bearable to use. Dialogue: 0,0:14:07.57,0:14:09.74,Default,,0000,0000,0000,,You threw a bomb in {\i1}Link to the Past{\i0} in four directions. Dialogue: 0,0:14:09.74,0:14:10.90,Default,,0000,0000,0000,,Left, right, up, down. Dialogue: 0,0:14:10.90,0:14:13.01,Default,,0000,0000,0000,,In {\i1}Ocarina{\i0}, you have infinity directions. Dialogue: 0,0:14:13.01,0:14:15.08,Default,,0000,0000,0000,,You also have a really vague idea of where it's gonna land. Dialogue: 0,0:14:15.08,0:14:17.64,Default,,0000,0000,0000,,Especially if you're throwing up or down at different elevations. Dialogue: 0,0:14:17.64,0:14:20.54,Default,,0000,0000,0000,,There's so much room for error, it's fuckin' unreal. Dialogue: 0,0:14:20.54,0:14:24.14,Default,,0000,0000,0000,,Z-targeting helps, but what if there are enemies around you that you don't wanna target onto? Dialogue: 0,0:14:24.14,0:14:26.96,Default,,0000,0000,0000,,You just wanna see straight.\NYou just wanna fight and throw a bomb! Dialogue: 0,0:14:26.96,0:14:30.78,Default,,0000,0000,0000,,{\i1}Skyward Sword{\i0} added, like, a throw arc,\Nbut it also added bomb bowl. Dialogue: 0,0:14:30.78,0:14:33.45,Default,,0000,0000,0000,,{\i1}[echos]{\i0} Bomb bowl. It added bomb bowl. Dialogue: 0,0:14:33.45,0:14:37.57,Default,,0000,0000,0000,,{\i1}[distorted] Skyward Sword{\i0} added bomb bowling. Dialogue: 0,0:14:37.57,0:14:45.77,Default,,0000,0000,0000,,{\i1}[multiple echoes overlap]{\i0} Dialogue: 0,0:14:45.77,0:14:47.68,Default,,0000,0000,0000,,{\i1}[screaming with overlaps]{\i0} Bomb bowling! Dialogue: 0,0:14:47.68,0:14:48.98,Default,,0000,0000,0000,,Yeah okay, fuck {\i1}Skyward Sword{\i0}. Dialogue: 0,0:14:48.98,0:14:51.12,Default,,0000,0000,0000,,It still handles treasure chests... {\i1}dumb{\i0}. Dialogue: 0,0:14:51.12,0:14:53.30,Default,,0000,0000,0000,,But to be fair, {\i1}Ocarina{\i0} started it.\NYou know, okay. Dialogue: 0,0:14:53.30,0:14:57.21,Default,,0000,0000,0000,,In each dungeon, {\i1}Ocarina{\i0} has a\Nunique item in a regular old treasure chest. Dialogue: 0,0:14:57.21,0:15:01.32,Default,,0000,0000,0000,,In each dungeon, it just kinda shows up\Nafter a random battle with some enemies. Dialogue: 0,0:15:01.32,0:15:04.92,Default,,0000,0000,0000,,{\i1}Link to the Past{\i0} had a giant fuckin' treasure chest\Nthat needed a Big Key to open. Dialogue: 0,0:15:04.92,0:15:06.94,Default,,0000,0000,0000,,The Big Key also opened the door to the boss. Dialogue: 0,0:15:06.94,0:15:11.82,Default,,0000,0000,0000,,There's like a genuine giddiness to finding\Na treasure with such a huge implication to it. Dialogue: 0,0:15:11.82,0:15:14.66,Default,,0000,0000,0000,,The Big Key not only gives me amazing new treasure... Dialogue: 0,0:15:14.66,0:15:17.17,Default,,0000,0000,0000,,but also allows me to face off against an incredible boss. Dialogue: 0,0:15:17.17,0:15:22.40,Default,,0000,0000,0000,,The time it takes me to get back to the big treasure is, like, the most fucking suspenseful thing ever. Dialogue: 0,0:15:22.40,0:15:24.88,Default,,0000,0000,0000,,It's like running down the stairs to\Nget the presents under the Christmas tree. Dialogue: 0,0:15:24.88,0:15:28.23,Default,,0000,0000,0000,,Or--or menorah. Or, like, whatever.\NBirthday tree. Dialogue: 0,0:15:28.23,0:15:30.30,Default,,0000,0000,0000,,I often hear that this is a {\i1}minor{\i0} point... Dialogue: 0,0:15:30.30,0:15:32.50,Default,,0000,0000,0000,,but it creates an emotional through-line for a dungeon. Dialogue: 0,0:15:32.50,0:15:36.62,Default,,0000,0000,0000,,It establishes an important, consistent relationship with the player and the dungeon. Dialogue: 0,0:15:36.62,0:15:39.21,Default,,0000,0000,0000,,It creates goals. It creates expectations. Dialogue: 0,0:15:39.21,0:15:40.95,Default,,0000,0000,0000,,It creates a good fuckin' game! Dialogue: 0,0:15:40.95,0:15:44.13,Default,,0000,0000,0000,,A treasure chest in and of itself is\Na mystery and a sense of suspense. Dialogue: 0,0:15:44.13,0:15:45.57,Default,,0000,0000,0000,,The original {\i1}Zelda{\i0} didn't have chests. Dialogue: 0,0:15:45.57,0:15:49.34,Default,,0000,0000,0000,,It just had, like, new items sitting at the end of, like, a long hallway that built up tension. Dialogue: 0,0:15:49.34,0:15:52.18,Default,,0000,0000,0000,,It gave you time to wonder about\Nwhat it was and how it worked. Dialogue: 0,0:15:52.18,0:15:55.58,Default,,0000,0000,0000,,{\i1}Link to the Past{\i0} added chests,\Nwhich was another means to the same goal. Dialogue: 0,0:15:55.58,0:15:58.47,Default,,0000,0000,0000,,You know, building suspense.\NIt's a fuckin' secret box. Dialogue: 0,0:15:58.47,0:16:00.64,Default,,0000,0000,0000,,You see a present and you're like,\N"Oh God, I wanna open it!" Dialogue: 0,0:16:00.64,0:16:04.37,Default,,0000,0000,0000,,Simply {\i1}walking{\i0} to the chest is\N{\i1}all{\i0} the suspense you need. Dialogue: 0,0:16:04.37,0:16:06.33,Default,,0000,0000,0000,,When you arrive, the payoff is {\i1}instant{\i0}. Dialogue: 0,0:16:06.33,0:16:08.02,Default,,0000,0000,0000,,It opens up right away when you hit the button. Dialogue: 0,0:16:08.02,0:16:09.76,Default,,0000,0000,0000,,It shows what it is. Done. Dialogue: 0,0:16:09.76,0:16:14.16,Default,,0000,0000,0000,,I know, it may not {\i1}appear{\i0} epic,\Nand it may seem kinda silly and video-gamey... Dialogue: 0,0:16:14.16,0:16:17.73,Default,,0000,0000,0000,,but the feeling of suspense is {\i1}real{\i0} and very valid. Dialogue: 0,0:16:17.73,0:16:19.73,Default,,0000,0000,0000,,{\i1}Ocarina{\i0} decided to add in {\i1}bullshit{\i0}! Dialogue: 0,0:16:19.73,0:16:21.36,Default,,0000,0000,0000,,Link opens up the treasure chest all, like... Dialogue: 0,0:16:21.36,0:16:26.17,Default,,0000,0000,0000,,"What the fuck is... What is this?!\NOh my God, I'm amazed!" Dialogue: 0,0:16:26.17,0:16:28.74,Default,,0000,0000,0000,,Who cares that he's amazed?!\N{\i1}I{\i0} wanna be amazed! Dialogue: 0,0:16:28.74,0:16:30.54,Default,,0000,0000,0000,,Just show the fuckin' treasure already! Dialogue: 0,0:16:30.54,0:16:34.13,Default,,0000,0000,0000,,I beat the dudes blockin' it!\NI climbed the ladder of whatever and got here! Dialogue: 0,0:16:34.13,0:16:35.40,Default,,0000,0000,0000,,Why do I gotta wait?! Dialogue: 0,0:16:35.40,0:16:37.98,Default,,0000,0000,0000,,Just 'cause the game needs to be\Nall epic and 3D, wooshy-wooshy... Dialogue: 0,0:16:37.98,0:16:42.32,Default,,0000,0000,0000,,'cause of all the graphics and polygons\Nand whatnot... I gotta wait, like-- Dialogue: 0,0:16:42.32,0:16:44.54,Default,,0000,0000,0000,,Look at how many chests I could open in that time! Dialogue: 0,0:16:44.54,0:16:47.88,Default,,0000,0000,0000,,{\i1}[sped-up flourishes]{\i0} Dialogue: 0,0:16:47.88,0:16:50.38,Default,,0000,0000,0000,,God, there's so much waiting in {\i1}Ocarina{\i0}! Dialogue: 0,0:16:50.38,0:16:51.77,Default,,0000,0000,0000,,You gotta wait for a door to close. Dialogue: 0,0:16:51.77,0:16:53.97,Default,,0000,0000,0000,,You gotta wait for a character to stop talking. Dialogue: 0,0:16:53.97,0:16:58.38,Default,,0000,0000,0000,,You gotta wait for the dialogue box to tell you how to use bombs for the 47th goddamn time! Dialogue: 0,0:16:58.38,0:17:01.42,Default,,0000,0000,0000,,Wait for the switch to make a music tone and open a door across the room. Dialogue: 0,0:17:01.42,0:17:04.18,Default,,0000,0000,0000,,Wait for Link to go flying backwards and then get up off the ground. Dialogue: 0,0:17:04.18,0:17:05.42,Default,,0000,0000,0000,,Wait for bombs to blow up. Dialogue: 0,0:17:05.42,0:17:08.76,Default,,0000,0000,0000,,How fucking {\i1}long{\i0} does it take to switch between worlds?! Dialogue: 0,0:17:08.76,0:17:12.07,Default,,0000,0000,0000,,You gotta play the Prelude of Light,\Nsay 'yes', watch the cutscene... Dialogue: 0,0:17:12.07,0:17:14.50,Default,,0000,0000,0000,,walk up to the Master Sword plot,\Nwatch the cutscene... Dialogue: 0,0:17:14.50,0:17:15.76,Default,,0000,0000,0000,,walk out of the Temple of Time... Dialogue: 0,0:17:15.76,0:17:18.08,Default,,0000,0000,0000,,play whatever song brings you\Ncloser to where you wanna go... Dialogue: 0,0:17:18.08,0:17:20.16,Default,,0000,0000,0000,,say 'yes', watch the cutscene... Dialogue: 0,0:17:20.16,0:17:22.16,Default,,0000,0000,0000,,and walk all the way to\Nwhere you wanna be! Dialogue: 0,0:17:22.16,0:17:24.58,Default,,0000,0000,0000,,In {\i1}Link to the Past{\i0}, you equip a mirror,\Npress a button, and you're there. Dialogue: 0,0:17:25.28,0:17:29.41,Default,,0000,0000,0000,,{\i1}[sighs]{\i0} What the fuck am I doing with my life? Dialogue: 0,0:17:29.41,0:17:32.90,Default,,0000,0000,0000,,I am harshly criticizing {\i1}Ocarina of Time{\i0} on the Internet. Dialogue: 0,0:17:32.90,0:17:34.98,Default,,0000,0000,0000,,I'm gonna get {\i1}crucified{\i0}! Dialogue: 0,0:17:34.98,0:17:38.18,Default,,0000,0000,0000,,Waiting is the {\i1}bane{\i0} of exploration. Dialogue: 0,0:17:38.18,0:17:42.70,Default,,0000,0000,0000,,Why would I wanna explore in a world where I gotta waste useless time just to check a fuckin' room? Dialogue: 0,0:17:42.70,0:17:46.61,Default,,0000,0000,0000,,You should never, ever, {\i1}ever{\i0}\Nhit that point where you're like... Dialogue: 0,0:17:46.61,0:17:48.32,Default,,0000,0000,0000,,"Eh, I'll check that room later." Dialogue: 0,0:17:48.32,0:17:49.75,Default,,0000,0000,0000,,...in a game about checking rooms! Dialogue: 0,0:17:49.75,0:17:51.82,Default,,0000,0000,0000,,I mean, you're exploring a world, right? Dialogue: 0,0:17:51.82,0:17:55.21,Default,,0000,0000,0000,,And then, they decide, "Hey, we're gonna streamline the dungeon process." Dialogue: 0,0:17:55.21,0:17:56.85,Default,,0000,0000,0000,,Guess what? You enter a dungeon. Dialogue: 0,0:17:56.85,0:18:00.03,Default,,0000,0000,0000,,Halfway through, you get an item that helps you through the other half of the dungeon... Dialogue: 0,0:18:00.03,0:18:02.66,Default,,0000,0000,0000,,and then you use that item\Non the boss to render it hittable. Dialogue: 0,0:18:02.66,0:18:06.28,Default,,0000,0000,0000,,And then you hit it... with a sword.\NTypically in a pattern of three times. Dialogue: 0,0:18:06.28,0:18:08.06,Default,,0000,0000,0000,,But {\i1}that{\i0} part can vary. Dialogue: 0,0:18:08.06,0:18:10.31,Default,,0000,0000,0000,,"Ladies and gentlemen,\Nplease exit through the gift shop. Dialogue: 0,0:18:10.31,0:18:12.30,Default,,0000,0000,0000,,Try our Triforce-shaped ice cream bars." Dialogue: 0,0:18:12.30,0:18:14.76,Default,,0000,0000,0000,,Can you please tell me what about this world is interesting Dialogue: 0,0:18:14.76,0:18:19.17,Default,,0000,0000,0000,,if I know, before I even finish the dungeon,\Nwhat the {\i1}boss{\i0} battle's gonna be? Dialogue: 0,0:18:19.17,0:18:22.48,Default,,0000,0000,0000,,"Oh, I got a slingshot. Maybe I hit some big glowing object with a slingshot. Dialogue: 0,0:18:22.48,0:18:25.43,Default,,0000,0000,0000,,"Oh, a Mirror Shield that lets me reflect light at stuff! Dialogue: 0,0:18:25.43,0:18:28.73,Default,,0000,0000,0000,,Maybe the boss is gonna be a dude that I gotta reflect light at!" Dialogue: 0,0:18:28.73,0:18:32.17,Default,,0000,0000,0000,,Look, I know you can argue that this is actually good game design... Dialogue: 0,0:18:32.17,0:18:36.16,Default,,0000,0000,0000,,but a game where I'm adventuring, and I'm supposed to be excited about what's to come... Dialogue: 0,0:18:36.16,0:18:40.93,Default,,0000,0000,0000,,it's kinda hard to wonder wide-eyed\Nabout something that's so predictable... it {\i1}hurts{\i0}. Dialogue: 0,0:18:40.93,0:18:43.40,Default,,0000,0000,0000,,Ooh! Darn! Ooh! Jeez! Argh... Dialogue: 0,0:18:43.40,0:18:47.48,Default,,0000,0000,0000,,And this, like, streamlining process in {\i1}Ocarina{\i0} is present even {\i1}outside{\i0} the dungeons. Dialogue: 0,0:18:47.48,0:18:50.35,Default,,0000,0000,0000,,Every little piece of this game is just hopping over some roadblock... Dialogue: 0,0:18:50.35,0:18:53.22,Default,,0000,0000,0000,,that needs you to do some specific thing to make it to the next roadblock. Dialogue: 0,0:18:53.22,0:18:55.24,Default,,0000,0000,0000,,It's a game about jumpin' through hoops! Dialogue: 0,0:18:55.24,0:18:56.51,Default,,0000,0000,0000,,{\i1}Superman 64{\i0}! Dialogue: 0,0:18:56.51,0:18:58.12,Default,,0000,0000,0000,,"Hey man, there's a closed door. Dialogue: 0,0:18:58.12,0:19:00.00,Default,,0000,0000,0000,,"Find the eye symbol, hit it with a slingshot. Dialogue: 0,0:19:00.00,0:19:01.63,Default,,0000,0000,0000,,"Another closed door,\Nfind a key. Dialogue: 0,0:19:01.63,0:19:03.10,Default,,0000,0000,0000,,"Another closed door,\Npress a button. Dialogue: 0,0:19:03.10,0:19:05.55,Default,,0000,0000,0000,,Another closed door,\Ngive this dude a letter from Impa!" Dialogue: 0,0:19:05.55,0:19:07.23,Default,,0000,0000,0000,,And again, look, there's some exploring... Dialogue: 0,0:19:07.23,0:19:12.18,Default,,0000,0000,0000,,but a random secret cave in the ground isn't gonna lead you through a complex catacomb with a miniboss at the end. Dialogue: 0,0:19:12.18,0:19:15.12,Default,,0000,0000,0000,,It just won't! It's not gonna happen! Dialogue: 0,0:19:15.12,0:19:19.60,Default,,0000,0000,0000,,You'll fall, you'll get a treasure chest,\Ngo "duh-duh-duh-duhh", and fucking leave! Dialogue: 0,0:19:19.60,0:19:23.25,Default,,0000,0000,0000,,They would not sacrifice their precious {\i1}formula{\i0} for a little bit of fun. Dialogue: 0,0:19:23.25,0:19:24.91,Default,,0000,0000,0000,,{\i1}Link to the Past{\i0} had a little bit more variety. Dialogue: 0,0:19:24.91,0:19:26.98,Default,,0000,0000,0000,,Sometimes the item you get in a dungeon isn't even a weapon. Dialogue: 0,0:19:26.98,0:19:29.76,Default,,0000,0000,0000,,Sometimes the boss can be defeated with just the fuckin' sword. Dialogue: 0,0:19:29.76,0:19:33.24,Default,,0000,0000,0000,,Sometimes the boss needs to be defeated with an item from a dungeon two dungeons ago. Dialogue: 0,0:19:33.24,0:19:36.90,Default,,0000,0000,0000,,There's one boss that you have to beat him with an item with an item that you don't even {\i1}get{\i0} in a dungeon. Dialogue: 0,0:19:36.90,0:19:38.61,Default,,0000,0000,0000,,It still felt like an {\i1}adventure{\i0}. Dialogue: 0,0:19:38.61,0:19:40.77,Default,,0000,0000,0000,,Like you had this, like, this {\i1}arsenal{\i0} you've been collecting. Dialogue: 0,0:19:40.77,0:19:43.10,Default,,0000,0000,0000,,And you're using it whenever it {\i1}may{\i0} be useful. Dialogue: 0,0:19:43.10,0:19:45.01,Default,,0000,0000,0000,,And it may be useful anytime. Dialogue: 0,0:19:45.01,0:19:46.52,Default,,0000,0000,0000,,You gotta be ready for that shit! Dialogue: 0,0:19:46.52,0:19:48.84,Default,,0000,0000,0000,,Original {\i1}Legend of Zelda{\i0} had... some dinosaurs. Dialogue: 0,0:19:48.84,0:19:50.21,Default,,0000,0000,0000,,"There's a dinosaur. Dialogue: 0,0:19:50.21,0:19:53.32,Default,,0000,0000,0000,,{\i1}[tired]{\i0} "Just look at that... look at that dinosaur. Dialogue: 0,0:19:53.32,0:19:55.10,Default,,0000,0000,0000,,There's a fuckin' dinosaur right there." Dialogue: 0,0:19:55.10,0:20:01.33,Default,,0000,0000,0000,,It's this kind of misdirection of, like, what you should care about in {\i1}Zelda{\i0} that really bugs me about {\i1}Ocarina{\i0}. Dialogue: 0,0:20:01.33,0:20:03.62,Default,,0000,0000,0000,,Like, let's take its story, for example. Dialogue: 0,0:20:03.62,0:20:06.59,Default,,0000,0000,0000,,{\i1}Ocarina{\i0}'s story provides you with a context for your quest... Dialogue: 0,0:20:06.59,0:20:09.29,Default,,0000,0000,0000,,that accomplishing this will save this or change this... Dialogue: 0,0:20:09.29,0:20:14.47,Default,,0000,0000,0000,,but it refuses to acknowledge the player's innate sense of wonder and drive to quest and fight. Dialogue: 0,0:20:14.47,0:20:17.34,Default,,0000,0000,0000,,Players {\i1}wanna{\i0} fight bosses.\NThey wanna be rewarded for their efforts. Dialogue: 0,0:20:17.34,0:20:21.78,Default,,0000,0000,0000,,They {\i1}want{\i0} to enter a dungeon, see what's inside, and succeed against enemies. Dialogue: 0,0:20:21.78,0:20:23.71,Default,,0000,0000,0000,,But you gotta go put that feeling aside. Dialogue: 0,0:20:23.71,0:20:25.34,Default,,0000,0000,0000,,There are more important matters at hand. Dialogue: 0,0:20:25.34,0:20:28.24,Default,,0000,0000,0000,,The Sheikahs or... the Hylians\Nor whatever. Save the Hylians. Dialogue: 0,0:20:28.24,0:20:29.68,Default,,0000,0000,0000,,Gorons don't have rocks to eat. Dialogue: 0,0:20:29.68,0:20:32.50,Default,,0000,0000,0000,,That's why you got a quest!\NGorons gotta eat. Dialogue: 0,0:20:32.50,0:20:35.22,Default,,0000,0000,0000,,The {\i1}fuck{\i0} are the Gorons?!\NI don't even care! Dialogue: 0,0:20:35.22,0:20:37.58,Default,,0000,0000,0000,,And then what we're left with\Nis what feels like a formality. Dialogue: 0,0:20:37.58,0:20:39.36,Default,,0000,0000,0000,,Dungeons with doors that need to be opened... Dialogue: 0,0:20:39.36,0:20:42.08,Default,,0000,0000,0000,,bosses that are beaten in the same fuckin' manner every time. Dialogue: 0,0:20:42.08,0:20:47.09,Default,,0000,0000,0000,,I think the idea that you're told you're a hero saving a kingdom is at least somewhat unnecessary. Dialogue: 0,0:20:47.09,0:20:51.06,Default,,0000,0000,0000,,When it's an order delivered by the game,\Nit becomes a task. It's like a job. Dialogue: 0,0:20:51.06,0:20:53.48,Default,,0000,0000,0000,,The message should be in that, as a player... Dialogue: 0,0:20:53.48,0:20:56.00,Default,,0000,0000,0000,,your idea of fun ends up {\i1}making{\i0} you a hero. Dialogue: 0,0:20:56.00,0:21:00.39,Default,,0000,0000,0000,,Fighting monsters is what you live for,\Nand isn't what, say, this fuckin' guy lives for. Dialogue: 0,0:21:00.39,0:21:03.43,Default,,0000,0000,0000,,Why aren't all these other dudes goin' out\Nand fighting monsters and questing? Dialogue: 0,0:21:03.43,0:21:05.90,Default,,0000,0000,0000,,'Cause they're not heroes!\NThey don't find it fun. Dialogue: 0,0:21:05.90,0:21:09.24,Default,,0000,0000,0000,,But {\i1}you{\i0}, the {\i1}player{\i0}, find it fun. Dialogue: 0,0:21:09.24,0:21:12.34,Default,,0000,0000,0000,,You find killing monsters fun.\NYou find ridding the world of evil things fun. Dialogue: 0,0:21:12.34,0:21:13.76,Default,,0000,0000,0000,,That {\i1}makes{\i0} you a hero. Dialogue: 0,0:21:13.76,0:21:15.70,Default,,0000,0000,0000,,Not the dialogue, not the story. Dialogue: 0,0:21:15.70,0:21:18.37,Default,,0000,0000,0000,,A book can tell you the main character's a hero with dialogue. Dialogue: 0,0:21:18.37,0:21:19.69,Default,,0000,0000,0000,,A movie can, too. Dialogue: 0,0:21:19.69,0:21:21.89,Default,,0000,0000,0000,,But a game...\Nin a game, you can {\i1}feel{\i0} it. Dialogue: 0,0:21:21.89,0:21:25.33,Default,,0000,0000,0000,,You can experience it first-hand.\NYou don't {\i1}need{\i0} dialogue. Dialogue: 0,0:21:25.33,0:21:27.91,Default,,0000,0000,0000,,Why was the inclusion of so many semantics necessary? Dialogue: 0,0:21:27.91,0:21:31.23,Default,,0000,0000,0000,,And I don't buy the argument that they're\Nonly there to richen the world with story... Dialogue: 0,0:21:31.23,0:21:35.64,Default,,0000,0000,0000,,because adding those contexts to the situation is devaluing design aspects. Dialogue: 0,0:21:35.64,0:21:39.55,Default,,0000,0000,0000,,The game literally {\i1}stops{\i0} for you\Nto complete some asinine story task. Dialogue: 0,0:21:39.55,0:21:41.84,Default,,0000,0000,0000,,Look, you go to Kakariko Village. Dialogue: 0,0:21:41.84,0:21:44.70,Default,,0000,0000,0000,,You go to the entrance of Death Mountain.\NDude won't let you pass. Dialogue: 0,0:21:44.70,0:21:46.17,Default,,0000,0000,0000,,You go, "What the fuck, man? Dialogue: 0,0:21:46.17,0:21:48.77,Default,,0000,0000,0000,,I wanna go up there! That's what I {\i1}want{\i0} to do!" Dialogue: 0,0:21:48.77,0:21:52.83,Default,,0000,0000,0000,,But no, you have to wait for the game to\Ntell you {\i1}why{\i0} you wanna go up there. Dialogue: 0,0:21:52.83,0:21:54.62,Default,,0000,0000,0000,,You {\i1}know{\i0} why you wanna go up there! Dialogue: 0,0:21:54.62,0:21:57.53,Default,,0000,0000,0000,,You wanna fight some dudes,\Nfight a boss, get a cool weapon! Dialogue: 0,0:21:57.53,0:21:59.38,Default,,0000,0000,0000,,But no, you gotta go talk to Zelda... Dialogue: 0,0:21:59.38,0:22:02.50,Default,,0000,0000,0000,,"Oy vey, the world is {\i1}[garbles]{\i0}!" Dialogue: 0,0:22:02.50,0:22:05.49,Default,,0000,0000,0000,,And then Impa's like,\N"Hey, you know, this is really important. Dialogue: 0,0:22:05.49,0:22:07.91,Default,,0000,0000,0000,,So I'mma give you this note to give to this guy." Dialogue: 0,0:22:07.91,0:22:10.46,Default,,0000,0000,0000,,I don't care! Nobody cares! Dialogue: 0,0:22:10.46,0:22:15.35,Default,,0000,0000,0000,,You seriously just made me waste my time,\Npress A a bunch of times, so that I could go up there! Dialogue: 0,0:22:15.35,0:22:17.17,Default,,0000,0000,0000,,There's like a fuckin'... {\i1}[hammers button]{\i0} Dialogue: 0,0:22:17.17,0:22:20.38,Default,,0000,0000,0000,,There's a tiny wall standing\Nbetween me-- I could climb over it! Dialogue: 0,0:22:20.38,0:22:22.54,Default,,0000,0000,0000,,I'm an agile kid.\NI could climb the shit outta that! Dialogue: 0,0:22:22.54,0:22:24.98,Default,,0000,0000,0000,,I climb vines all the time!\N{\i1}[distant]{\i0} No big deal! Dialogue: 0,0:22:24.98,0:22:29.64,Default,,0000,0000,0000,,Purposely misinforming the player about why they should care about what they're doing displaces their values. Dialogue: 0,0:22:29.64,0:22:33.53,Default,,0000,0000,0000,,And it creates a "You can't tell me what to do"\Nattitude towards the game. Dialogue: 0,0:22:33.53,0:22:35.47,Default,,0000,0000,0000,,And that's the {\i1}last{\i0} thing you want a game to do. Dialogue: 0,0:22:35.47,0:22:39.27,Default,,0000,0000,0000,,You don't want a game to nag at you,\N{\i1}especially{\i0} in a game with an open world! Dialogue: 0,0:22:39.27,0:22:42.64,Default,,0000,0000,0000,,Just look at how many fuckin' people hate Navi and Fi. Dialogue: 0,0:22:42.64,0:22:44.57,Default,,0000,0000,0000,,All they do is nag and tell you what to do. Dialogue: 0,0:22:44.57,0:22:46.31,Default,,0000,0000,0000,,Who the {\i1}fuck{\i0} wants to be told what to do?! Dialogue: 0,0:22:46.31,0:22:49.53,Default,,0000,0000,0000,,Am I in a cubicle? Am I sitting\Nin a cubicle playing a {\i1}Zelda{\i0} game? No! Dialogue: 0,0:22:49.53,0:22:53.31,Default,,0000,0000,0000,,See, this is why I think the Master Sword is brilliant,\Nparticularly in {\i1}Link to the Past{\i0}... Dialogue: 0,0:22:53.31,0:22:55.47,Default,,0000,0000,0000,,because it's talked about in literal terms. Dialogue: 0,0:22:55.47,0:22:58.85,Default,,0000,0000,0000,,It's a sword that will make you\Nmore powerful and defeat evil. Dialogue: 0,0:22:58.85,0:23:01.22,Default,,0000,0000,0000,,That's what it actually does for you, the player. Dialogue: 0,0:23:01.22,0:23:04.79,Default,,0000,0000,0000,,There's no bullshit about avenging your mother\Nor saving a village from persecution... Dialogue: 0,0:23:04.79,0:23:06.42,Default,,0000,0000,0000,,or giving Gorons rocks. Dialogue: 0,0:23:06.42,0:23:09.11,Default,,0000,0000,0000,,There's rocks everywhere!\NWhat is {\i1}wrong{\i0} with you?! Dialogue: 0,0:23:09.11,0:23:12.44,Default,,0000,0000,0000,,Your whole town is made of rocks,\Nand you're {\i1}starving{\i0}?! Dialogue: 0,0:23:12.44,0:23:14.71,Default,,0000,0000,0000,,The Master Sword is just the sword of evil's bane. Dialogue: 0,0:23:14.71,0:23:16.97,Default,,0000,0000,0000,,Fucking awesome! How exciting is that? Dialogue: 0,0:23:16.97,0:23:20.12,Default,,0000,0000,0000,,A new awesome sword!\NCount me the fuck {\i1}in{\i0}! Dialogue: 0,0:23:20.12,0:23:22.03,Default,,0000,0000,0000,,{\i1}[sighs]{\i0} And don't get me wrong. Dialogue: 0,0:23:22.03,0:23:24.88,Default,,0000,0000,0000,,I don't think a world where people walk and talk is {\i1}flawed{\i0}. Dialogue: 0,0:23:24.88,0:23:29.76,Default,,0000,0000,0000,,But having to trigger the ability to explore\N{\i1}by{\i0} walking and talking is annoying. Dialogue: 0,0:23:30.32,0:23:31.49,Default,,0000,0000,0000,,It's like your mom. Dialogue: 0,0:23:31.49,0:23:33.54,Default,,0000,0000,0000,,"You can't have dessert 'til you eat your peas." Dialogue: 0,0:23:33.54,0:23:36.48,Default,,0000,0000,0000,,"Can't explore the dungeon 'til you play Saria's Song for a Goron." Dialogue: 0,0:23:36.48,0:23:41.45,Default,,0000,0000,0000,,There are ways to involve characters in a story, and not have them be utterly boring and detached from your doing. Dialogue: 0,0:23:41.45,0:23:43.22,Default,,0000,0000,0000,,Why not have a Goron that helps you fight? Dialogue: 0,0:23:43.22,0:23:46.23,Default,,0000,0000,0000,,Goes, "Pppht!", blows shit up while you're doin' stuff. Dialogue: 0,0:23:46.23,0:23:48.18,Default,,0000,0000,0000,,Why not have the Goron stay healthy by eating rocks... Dialogue: 0,0:23:48.18,0:23:50.77,Default,,0000,0000,0000,,and they're slowly becoming rarer\Nas you progress through the dungeon... Dialogue: 0,0:23:50.77,0:23:52.46,Default,,0000,0000,0000,,and he's on the verge of fatigue. Dialogue: 0,0:23:52.46,0:23:56.11,Default,,0000,0000,0000,,Shit! Don't you wanna get him\Nsome rocks to stay the hell alive? Dialogue: 0,0:23:56.11,0:23:58.15,Default,,0000,0000,0000,,"Let's keep movin' so my friend can live!" Dialogue: 0,0:23:58.15,0:24:00.19,Default,,0000,0000,0000,,See, I'm a video game player. Dialogue: 0,0:24:00.19,0:24:03.64,Default,,0000,0000,0000,,I care about slashing things,\Nfinding things, having an adventure. Dialogue: 0,0:24:03.64,0:24:09.48,Default,,0000,0000,0000,,Not wandering around until I've pressed A at all the right places in the right order for whatever fucking {\i1}story{\i0} reason. Dialogue: 0,0:24:09.48,0:24:11.37,Default,,0000,0000,0000,,It's like the longest page turn ever. Dialogue: 0,0:24:11.37,0:24:16.15,Default,,0000,0000,0000,,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. Dialogue: 0,0:24:16.15,0:24:19.88,Default,,0000,0000,0000,,Gosh, isn't that {\i1}stupid{\i0}?\NWouldn't that be {\i1}retarded{\i0}? Dialogue: 0,0:24:19.88,0:24:21.76,Default,,0000,0000,0000,,That's what you're fuckin' doing in video games! Dialogue: 0,0:24:22.43,0:24:26.40,Default,,0000,0000,0000,,{\i1}[sighs]{\i0} Things just need to be simple.\NAnd what I mean by that is... Dialogue: 0,0:24:26.40,0:24:29.76,Default,,0000,0000,0000,,{\i1}Link to the Past{\i0} added a story\Nto make everything a little more epic. Dialogue: 0,0:24:29.76,0:24:32.31,Default,,0000,0000,0000,,And since it was the same {\i1}kind{\i0} of game as the first... Dialogue: 0,0:24:32.31,0:24:34.52,Default,,0000,0000,0000,,the game needed those tropes to come back. Dialogue: 0,0:24:34.52,0:24:37.37,Default,,0000,0000,0000,,All those enemies and elements,\Nwhile adding {\i1}new{\i0} ones too. Dialogue: 0,0:24:37.37,0:24:39.36,Default,,0000,0000,0000,,But with that, a {\i1}formula{\i0} was born. Dialogue: 0,0:24:39.36,0:24:41.23,Default,,0000,0000,0000,,A through-line is important for a series... Dialogue: 0,0:24:41.23,0:24:46.32,Default,,0000,0000,0000,,but when it acts like a Katamari of tropes and elements that can't be forgotten or changed... Dialogue: 0,0:24:46.32,0:24:48.46,Default,,0000,0000,0000,,things start getting sloppy and samey. Dialogue: 0,0:24:48.46,0:24:50.51,Default,,0000,0000,0000,,We get games that become less and less interesting. Dialogue: 0,0:24:50.51,0:24:53.18,Default,,0000,0000,0000,,Shigeru Miyamoto once described his idea for {\i1}Zelda{\i0} Dialogue: 0,0:24:53.18,0:24:57.64,Default,,0000,0000,0000,,coming from the feeling he got from wanting to\Nexplore caves near his house as a child. Dialogue: 0,0:24:57.64,0:25:02.77,Default,,0000,0000,0000,,Which led to an amazing game where you explore caves and dungeons, and found wondrous things. Dialogue: 0,0:25:02.77,0:25:05.41,Default,,0000,0000,0000,,The irony is when it came time to make sequels... Dialogue: 0,0:25:05.41,0:25:09.91,Default,,0000,0000,0000,,Nintendo cared more about the things that were {\i1}found{\i0}, rather than the mystery itself. Dialogue: 0,0:25:09.91,0:25:12.78,Default,,0000,0000,0000,,There is {\i1}no{\i0} mystery in modern {\i1}Zelda{\i0} games. Dialogue: 0,0:25:12.78,0:25:14.16,Default,,0000,0000,0000,,S.S.: Hey, man! I'm mysterious! Dialogue: 0,0:25:14.16,0:25:15.31,Default,,0000,0000,0000,,{\i1}[steam vents]{\i0} Dialogue: 0,0:25:15.31,0:25:18.29,Default,,0000,0000,0000,,ARIN: God, shut up! Seriously! Dialogue: 0,0:25:18.29,0:25:20.12,Default,,0000,0000,0000,,You want all this attention like you care. Dialogue: 0,0:25:20.12,0:25:23.57,Default,,0000,0000,0000,,Like you really gave it your all in a "new innovative {\i1}Zelda{\i0} experience." Dialogue: 0,0:25:23.57,0:25:26.19,Default,,0000,0000,0000,,But instead, you led Zelda into a frustrating monotony. Dialogue: 0,0:25:26.19,0:25:29.04,Default,,0000,0000,0000,,You know, what started the franchise\Nwas, like, the sense of wonder. Dialogue: 0,0:25:29.04,0:25:32.22,Default,,0000,0000,0000,,And what has thus far concluded the franchise is a sense of {\i1}formality{\i0}. Dialogue: 0,0:25:32.22,0:25:35.32,Default,,0000,0000,0000,,A predictable, time-consuming mess... Dialogue: 0,0:25:35.32,0:25:38.29,Default,,0000,0000,0000,,that asks you not of your\Nsense of adventure, or even your wit... Dialogue: 0,0:25:38.29,0:25:40.98,Default,,0000,0000,0000,,but instead, your ability to\Nlisten and follow directions. Dialogue: 0,0:25:40.98,0:25:44.72,Default,,0000,0000,0000,,You ask of us our ability to point something at something else, and then walk towards it. Dialogue: 0,0:25:44.72,0:25:47.37,Default,,0000,0000,0000,,You ask of us our willingness\Nto get another bow and arrow... Dialogue: 0,0:25:47.37,0:25:49.84,Default,,0000,0000,0000,,fight another boss with another giant glowing eyeball. Dialogue: 0,0:25:49.84,0:25:52.10,Default,,0000,0000,0000,,Gee, I wonder how to {\i1}fucking{\i0} beat it! Dialogue: 0,0:25:52.10,0:25:54.32,Default,,0000,0000,0000,,I fucking {\i1}wonder{\i0}, {\i1}Skyward Sword{\i0}! Dialogue: 0,0:25:54.32,0:25:56.97,Default,,0000,0000,0000,,You ask of us to get a cat from the top of a roof... Dialogue: 0,0:25:56.97,0:25:59.56,Default,,0000,0000,0000,,and carry him over to some guy who says, "Thank you." Dialogue: 0,0:25:59.56,0:26:02.66,Default,,0000,0000,0000,,{\i1}The Adventures of Link: Cat Delivery Man{\i0}! Is that your title?! Dialogue: 0,0:26:02.66,0:26:04.08,Default,,0000,0000,0000,,What's the tagline in the ads?! Dialogue: 0,0:26:04.08,0:26:07.21,Default,,0000,0000,0000,,"Cat's out of the bag! And onto the roof! Ten outta ten! Dialogue: 0,0:26:07.21,0:26:10.87,Default,,0000,0000,0000,,"No Wiimote motion issues {\i1}here{\i0} that could\Npossibly cripple the entire experience! Dialogue: 0,0:26:10.87,0:26:12.12,Default,,0000,0000,0000,,Best in the series!" Dialogue: 0,0:26:12.12,0:26:16.32,Default,,0000,0000,0000,,You're like a spoiled rich kid, who gets everything bought for you your entire life. Dialogue: 0,0:26:16.32,0:26:18.54,Default,,0000,0000,0000,,And then when it comes to making it out on your own, you can't take it! Dialogue: 0,0:26:18.54,0:26:21.99,Default,,0000,0000,0000,,You expect everyone to love you,\Nbecause you are who you are... Dialogue: 0,0:26:21.99,0:26:24.44,Default,,0000,0000,0000,,part of the "illustrious {\i1}Zelda{\i0} lineage". Dialogue: 0,0:26:24.44,0:26:26.48,Default,,0000,0000,0000,,"Nothing could possibly be wrong with you!" Dialogue: 0,0:26:26.48,0:26:29.72,Default,,0000,0000,0000,,You look just like a {\i1}Zelda{\i0},\Nbut you're {\i1}not{\i0} one. Dialogue: 0,0:26:29.72,0:26:32.70,Default,,0000,0000,0000,,You're a pampered, doughy snob wearing nice clothes... Dialogue: 0,0:26:32.70,0:26:35.94,Default,,0000,0000,0000,,expecting to graduate scot-free\Nbecause your daddy's in a lum. Dialogue: 0,0:26:35.94,0:26:39.08,Default,,0000,0000,0000,,"Why would {\i1}you{\i0} need to improve?\NWhy would {\i1}you{\i0} need to get any better? Dialogue: 0,0:26:39.08,0:26:42.91,Default,,0000,0000,0000,,Everyone just agrees with {\i1}your{\i0} shitty ideas, because you're a {\i1}Zelda{\i0}." Dialogue: 0,0:26:42.91,0:26:45.83,Default,,0000,0000,0000,,Fuck you, {\i1}Skyward Sword{\i0}. Fuck you! Dialogue: 0,0:26:45.83,0:26:48.01,Default,,0000,0000,0000,,S.S.: {\i1}[sniffles]{\i0} Oh my God... Dialogue: 0,0:26:48.01,0:26:48.84,Default,,0000,0000,0000,,ARIN: {\i1}[sighs]{\i0} Dialogue: 0,0:26:48.84,0:26:52.87,Default,,0000,0000,0000,,Now, as I spent 373 thousand years writing this frigging video... Dialogue: 0,0:26:52.87,0:26:56.67,Default,,0000,0000,0000,,a new {\i1}Zelda{\i0} game showed up\Nthat made everyone pee their pants. Dialogue: 0,0:26:56.67,0:26:59.48,Default,,0000,0000,0000,,You know, except me.\N'Cause I don't do that. It's weird. Dialogue: 0,0:26:59.48,0:27:02.42,Default,,0000,0000,0000,,It was a direct sequel to {\i1}Link to the Past{\i0}... Dialogue: 0,0:27:02.42,0:27:05.38,Default,,0000,0000,0000,,taking place in the same {\i1}aesthetic{\i0} world of {\i1}Link to the Past{\i0}. Dialogue: 0,0:27:05.38,0:27:07.83,Default,,0000,0000,0000,,It's called {\i1}A Link Between Worlds{\i0}. Dialogue: 0,0:27:07.83,0:27:08.80,Default,,0000,0000,0000,,{\i1}[creepily]{\i0} And I love it! Dialogue: 0,0:27:08.80,0:27:09.51,Default,,0000,0000,0000,,Alright... {\i1}[sighs]{\i0} Dialogue: 0,0:27:09.51,0:27:14.02,Default,,0000,0000,0000,,Look, it's worth mentioning that it {\i1}does{\i0} have nearly an entire formula ripped from a game. Dialogue: 0,0:27:14.02,0:27:16.36,Default,,0000,0000,0000,,But... it's fun. But {\i1}why{\i0}? Dialogue: 0,0:27:16.36,0:27:19.04,Default,,0000,0000,0000,,Well, I feel partly because it has less wait time. Dialogue: 0,0:27:19.04,0:27:21.11,Default,,0000,0000,0000,,But it's mostly because of the new mechanic... Dialogue: 0,0:27:21.11,0:27:25.91,Default,,0000,0000,0000,,which is beautifully integrated to the point of feeling second-nature, like jumping in a {\i1}Mario{\i0} game. Dialogue: 0,0:27:25.91,0:27:30.66,Default,,0000,0000,0000,,On top of that, you have nooks and crannies around every turn that contain weird hidden stuff. Dialogue: 0,0:27:30.66,0:27:33.83,Default,,0000,0000,0000,,And there's also this system of "pay for an item"... Dialogue: 0,0:27:33.83,0:27:37.52,Default,,0000,0000,0000,,that adds this interesting value to Rupees that no other {\i1}Zelda{\i0} had. Dialogue: 0,0:27:37.52,0:27:43.07,Default,,0000,0000,0000,,Not even {\i1}Twilight Princess{\i0} with its stupid weird fuckin' dumbass end-game magic-not-magic armor bullshit. Dialogue: 0,0:27:43.07,0:27:45.68,Default,,0000,0000,0000,,"Wow, look at that. Sure is expensive to die. Dialogue: 0,0:27:45.68,0:27:49.91,Default,,0000,0000,0000,,"Is what we're seeing a commentary on capitalist society and life insurance policies... Dialogue: 0,0:27:49.91,0:27:52.36,Default,,0000,0000,0000,,choking the life out of middle America?" Okay. Dialogue: 0,0:27:52.36,0:27:56.12,Default,,0000,0000,0000,,What's more, nearly every item in\N{\i1}A Link Between Worlds{\i0} has multiple uses Dialogue: 0,0:27:56.12,0:27:59.02,Default,,0000,0000,0000,,outside from its, you know, {\i1}intended{\i0} dungeon use... Dialogue: 0,0:27:59.02,0:28:03.41,Default,,0000,0000,0000,,and has such a broad feel, that they can all be upgraded to be even more useful. Dialogue: 0,0:28:03.41,0:28:06.43,Default,,0000,0000,0000,,You know, while it {\i1}does{\i0} eliminate the mystique of finding an item... Dialogue: 0,0:28:06.43,0:28:11.09,Default,,0000,0000,0000,,it allows each dungeon to have a spoil that feels less like it's in {\i1}tandem{\i0} with the dungeon. Dialogue: 0,0:28:11.09,0:28:15.47,Default,,0000,0000,0000,,Like it's a {\i1}treasure{\i0} that you can enjoy as {\i1}general{\i0} adventurer. Dialogue: 0,0:28:15.47,0:28:20.96,Default,,0000,0000,0000,,Not just as a houseguest of fuckin' Mister Vulnerable-for-a-Sec Glowy-Eyeball Mc-Weak-to-Arrows. Dialogue: 0,0:28:20.96,0:28:23.86,Default,,0000,0000,0000,,"Why did I leave my one weakness layin' around my house? Dialogue: 0,0:28:23.86,0:28:25.51,Default,,0000,0000,0000,,"Oh no-- Ow! Dialogue: 0,0:28:25.51,0:28:28.25,Default,,0000,0000,0000,,"{\i1}Jeez{\i0} man, that's my glowy eye! Dialogue: 0,0:28:28.25,0:28:29.63,Default,,0000,0000,0000,,I use that to {\i1}see{\i0}?" Dialogue: 0,0:28:29.63,0:28:31.86,Default,,0000,0000,0000,,So I think what I've been discussing this whole video Dialogue: 0,0:28:31.86,0:28:34.92,Default,,0000,0000,0000,,doesn't seem like it applies much to this game at first glance... Dialogue: 0,0:28:34.92,0:28:36.25,Default,,0000,0000,0000,,but it {\i1}absolutely{\i0} does. Dialogue: 0,0:28:36.25,0:28:39.67,Default,,0000,0000,0000,,This game decided to switch up the {\i1}Zelda{\i0} formula from a different angle. Dialogue: 0,0:28:39.67,0:28:44.95,Default,,0000,0000,0000,,And while it doesn't eliminate the {\i1}Zelda{\i0} staple items and constant re-use of existing enemies... Dialogue: 0,0:28:44.95,0:28:48.07,Default,,0000,0000,0000,,it does something different in how you {\i1}interact{\i0} with all of them. Dialogue: 0,0:28:48.07,0:28:50.30,Default,,0000,0000,0000,,And that something different {\i1}works{\i0}. Dialogue: 0,0:28:50.30,0:28:53.06,Default,,0000,0000,0000,,It changed how you explore the world itself... Dialogue: 0,0:28:53.06,0:28:56.88,Default,,0000,0000,0000,,how you find things, and how you figure out things about the world around you. Dialogue: 0,0:28:56.88,0:28:59.83,Default,,0000,0000,0000,,A stupid spinning dumbass top thing doesn't {\i1}change{\i0} anything. Dialogue: 0,0:28:59.83,0:29:01.64,Default,,0000,0000,0000,,You find a track in a wall, and then you ride it. Dialogue: 0,0:29:01.64,0:29:02.88,Default,,0000,0000,0000,,It's like a teleporter. Dialogue: 0,0:29:02.88,0:29:06.24,Default,,0000,0000,0000,,But instead of being transported {\i1}instantly{\i0},\Nyou just get there at normal speed. Dialogue: 0,0:29:06.24,0:29:08.80,Default,,0000,0000,0000,,A double dumbass Clawshot doesn't change anything. Dialogue: 0,0:29:08.80,0:29:13.42,Default,,0000,0000,0000,,It just means that instead of having to land on a platform and awkwardly aim to another Clawshot target... Dialogue: 0,0:29:13.42,0:29:19.68,Default,,0000,0000,0000,,you don't {\i1}have{\i0} to land on a platform when you awkwardly aim to another Clawshot target. Thank God! Dialogue: 0,0:29:19.68,0:29:22.64,Default,,0000,0000,0000,,But {\i1}this{\i0} shit? It changes how you view platforms... Dialogue: 0,0:29:22.64,0:29:25.44,Default,,0000,0000,0000,,their relationship to one another,\Nhow you view distance... Dialogue: 0,0:29:25.44,0:29:28.24,Default,,0000,0000,0000,,how you view the differences between Lorule and Hyrule. Dialogue: 0,0:29:28.24,0:29:30.47,Default,,0000,0000,0000,,It feels like you're exploring a {\i1}world{\i0} again! Dialogue: 0,0:29:30.47,0:29:34.73,Default,,0000,0000,0000,,And the things that you find are less important\Nthan the {\i1}way{\i0} that you {\i1}find{\i0} them. Dialogue: 0,0:29:34.73,0:29:36.88,Default,,0000,0000,0000,,It's back to how it felt before. Dialogue: 0,0:29:36.88,0:29:39.55,Default,,0000,0000,0000,,The reward was the fact that... you did it! Dialogue: 0,0:29:39.55,0:29:41.16,Default,,0000,0000,0000,,Not that you {\i1}found{\i0} a thing. Dialogue: 0,0:29:41.16,0:29:42.09,Default,,0000,0000,0000,,And you know what? Dialogue: 0,0:29:42.09,0:29:46.90,Default,,0000,0000,0000,,I think this {\i1}may{\i0} be Nintendo's way of easing people into being open-minded about a shift in {\i1}Zelda{\i0}. Dialogue: 0,0:29:46.90,0:29:48.43,Default,,0000,0000,0000,,I mean, look at {\i1}this{\i0} shit! Dialogue: 0,0:29:48.43,0:29:51.49,Default,,0000,0000,0000,,What? {\i1}Hyrule Warriors{\i0}?\NWhat the fuck does {\i1}that{\i0} even mean? Dialogue: 0,0:29:51.49,0:29:53.11,Default,,0000,0000,0000,,Look, what the-- What is going on? Dialogue: 0,0:29:53.11,0:29:54.88,Default,,0000,0000,0000,,Holy cr--Oh my God, this {\i1}big{\i0} thing. Dialogue: 0,0:29:54.88,0:29:56.01,Default,,0000,0000,0000,,Jeez...what? Dialogue: 0,0:29:56.01,0:29:58.22,Default,,0000,0000,0000,,How could they ruin {\i1}Zelda{\i0}?! Dialogue: 0,0:29:58.22,0:30:01.30,Default,,0000,0000,0000,,How could they ruin my favorite video game?! Dialogue: 0,0:30:01.30,0:30:02.09,Default,,0000,0000,0000,,I'm sure it's good. Dialogue: 0,0:30:04.14,0:30:07.41,Default,,0000,0000,0000,,Hey, thanks for listening to me shout my opinion at you for fuckin' 30 minutes! Dialogue: 0,0:30:07.41,0:30:09.37,Default,,0000,0000,0000,,I hope I could make you laugh, and make you think. Dialogue: 0,0:30:09.37,0:30:12.44,Default,,0000,0000,0000,,And {\i1}not{\i0} make you angry. 'Cause that wasn't my intention. Dialogue: 0,0:30:12.44,0:30:15.25,Default,,0000,0000,0000,,But, if I did, I'm sorry. Dialogue: 0,0:30:15.25,0:30:18.24,Default,,0000,0000,0000,,GAMER: Now it's time for me to write\Nmy {\i1}post{\i0}-emptive counterargument! Dialogue: 0,0:30:18.24,0:30:19.22,Default,,0000,0000,0000,,ARIN: Alright, fine. Dialogue: 0,0:30:19.22,0:30:20.71,Default,,0000,0000,0000,,You watched the video, that's only fair. Dialogue: 0,0:30:20.71,0:30:23.52,Default,,0000,0000,0000,,I mean, I've been throwing {\i1}my{\i0} opinion at you for 30 friggin' minutes. Dialogue: 0,0:30:23.52,0:30:25.91,Default,,0000,0000,0000,,Just because you might like {\i1}Ocarina of Time{\i0} and I don't... Dialogue: 0,0:30:25.91,0:30:27.91,Default,,0000,0000,0000,,doesn't mean you're not a beautiful person. Dialogue: 0,0:30:27.91,0:30:29.90,Default,,0000,0000,0000,,Because you are. Look at yourself. Dialogue: 0,0:30:29.90,0:30:32.78,Default,,0000,0000,0000,,Ah, I would kiss you...if I could. Dialogue: 0,0:30:32.78,0:30:34.34,Default,,0000,0000,0000,,But I can't. I'm a cartoon. Dialogue: 0,0:30:34.34,0:30:35.99,Default,,0000,0000,0000,,And hey! If you like {\i1}Sequelitis{\i0}... Dialogue: 0,0:30:35.99,0:30:37.100,Default,,0000,0000,0000,,you can click that subscribe button right there... Dialogue: 0,0:30:37.100,0:30:40.99,Default,,0000,0000,0000,,and that'll let you know when new {\i1}Sequelitis{\i0}es are coming out. Dialogue: 0,0:30:40.99,0:30:43.25,Default,,0000,0000,0000,,And hey, I did a {\i1}Sequelitis{\i0} before this about {\i1}Mega Man{\i0}. Dialogue: 0,0:30:43.25,0:30:44.55,Default,,0000,0000,0000,,You should check it out if you haven't seen it. Dialogue: 0,0:30:44.55,0:30:45.61,Default,,0000,0000,0000,,And if you {\i1}have{\i0} seen it... Dialogue: 0,0:30:45.61,0:30:47.49,Default,,0000,0000,0000,,well, you can watch it again, I dunno. Dialogue: 0,0:30:47.49,0:30:51.44,Default,,0000,0000,0000,,And if you like {\i1}Zelda{\i0} so much that you gotta watch a whole video series of me playing it... Dialogue: 0,0:30:51.44,0:30:53.02,Default,,0000,0000,0000,,well, go ahead and click {\i1}that{\i0} button. Dialogue: 0,0:30:53.02,0:30:56.46,Default,,0000,0000,0000,,You can see my friend Dan and I playing\Nthe HD remake of {\i1}Wind Waker{\i0} over here. Dialogue: 0,0:30:56.46,0:30:58.56,Default,,0000,0000,0000,,I know I didn't talk about it in this video, but... Dialogue: 0,0:30:58.56,0:31:01.55,Default,,0000,0000,0000,,maybe I will in {\i1}another{\i0} one, hmm? Dialogue: 0,0:31:01.55,0:31:05.33,Default,,0000,0000,0000,,And hey, there's an even {\i1}newer Zelda{\i0}\Ncomin' out that they say is open-world. Dialogue: 0,0:31:05.33,0:31:06.55,Default,,0000,0000,0000,,What's the deal with that? Dialogue: 0,0:31:06.55,0:31:08.01,Default,,0000,0000,0000,,What do {\i1}you{\i0} think the game's gonna be like? Dialogue: 0,0:31:08.01,0:31:09.72,Default,,0000,0000,0000,,Do you think they're gonna stick to the open world... Dialogue: 0,0:31:09.72,0:31:11.90,Default,,0000,0000,0000,,or you think they're just gonna go back to the {\i1}Zelda{\i0} formula? Dialogue: 0,0:31:11.90,0:31:13.63,Default,,0000,0000,0000,,'Cause that would piss {\i1}me{\i0} off. Dialogue: 0,0:31:13.63,0:31:16.53,Default,,0000,0000,0000,,I mean, I wouldn't lose {\i1}sleep{\i0} over it, but you know... Dialogue: 0,0:31:16.53,0:31:19.35,Default,,0000,0000,0000,,I'd just be a little disappointed, I guess.\NIt wouldn't piss me off. Dialogue: 0,0:31:19.35,0:31:21.46,Default,,0000,0000,0000,,And now I'm gonna stare at you for a couple seconds. Dialogue: 0,0:31:21.46,0:31:29.76,Default,,0000,0000,0000,,{\i1}[captions by JS∗ Media]{\i0}\N{\i1}[jsmedia.tk]{\i0}