Everyone makes fun of Linebeck for his crate. And I will agree, it's a ridiculous concept at first- a grown man hiding away in a crate to get away from his crazy ex-lover, while a random kid fights her.
But what if we're thinking about the crate all wrong. What if the original purpose of the crate is not for Jolene, but for miniblins?
Ok, so- in game there are only 8 ships piloted by hylians. We have imposter wind-waker (1), brother of the imposter wind-waker (2), Beedle (3), Jolene (4), the old wayfarer (5), the merchants in the SE sea (6), the Man of Smiles (7), and the SS Linebeck (8). Everything else is pirate ships piloted by hordes of miniblins.
Most people will first see Linebeck use the crate as a hiding spot when you fight Jolene. And this is probably where the seed gets planted that the crate is solely for Jolene's visits comes from. But, he uses that exact same crate when the miniblins board your ship.
Now, you can beat the entire game (not at 100%, but still beat it) without ever once having the miniblins board your vessel, so I don't blame people for forgetting that this is a thing they can do- especially when you have to try to even get them to board your ship.
But I think even more telling evidence is what happens when you encounter a vessel that's been overrun by the monsters.
The most common vessel to see this happen is in the 2nd vessel mentioned. On this vessel, you board the ship to see miniblins abound, and the ship's captain face-down on the floor. After you defeat all the miniblins, you talk to the guy and find out he's-thankfully- still alive, and he may just give you a treasure or two for your troubles.
You leave, and forget about it- but if you ever sail back to that ship, you'll find it overrun again. And this dude is, once again, face down on the floor.
The point being- I think playing dead is a legitimate strategy that most of the people still sailing use to fool the miniblins into leaving them alone. Linebeck, however, has found a way to avoid the threat of pitchforks being jabbed at him if he accidentally moves, and has just started hiding in a crate.
This is in character for him as, even when you first start sailing with him, there is no offensive capabilities on the vessel, whatsoever. He just has a jump mechanic too help him run away more effectively. If Linebeck truly is more of a runner than a fighter, I 100% believe he would use the "play dead" method over fighting the things any day.
Now, most people think Linebeck is a coward who lets Link do all his fighting- and while the fighting part is true, I would like to remind everyone of the fact that only 8 vessels are still in the water, and his ship is one of them. He would not be one of the only ones left if he was just a coward and dumb. And I don't believe he's alone in the "play dead" method either.
I actually believe the only person actively fighting the miniblins is Jolene- everyone else either plays dead, has attack crows that stop any miniblins wearing anything shiny from boarding, or keeps them locked in a cellar for gods know what reason.
But, when it comes to Jolene boarding the ship- well, he already has a crate good for hiding in during most other pirate attacks, why wouldn't it work on his ex? You know, the girl who likes to dress up like a pirate.
And, I mean, it technically does work. It stops her from attacking him right away, and allows the player to distract her until she gets bored enough to leave. We only find out she caught on because she outright tells us she knows where he's hiding during the last encounter.
But this is just another thought on a growing pile of "Linebeck wasn't really cowardly, he was just a normal guy- if not smarter than average- who we were constantly told was cowardly by the literal Spirit of Courage, who was traveling along with the former holder of the Triforce of Courage. There could not have been a more skewed judge of his character."
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im thinking about possession aftereffects that linebeck experiences immediately after the events of phantom hourglass, so here are bullet points i have down for my own ideas
he’s out cold for roughly five days after the fight. he’s conscious for a bit after being freed, but it doesn’t take long for him to collapse once he’s transported back to the great sea. link finds him when he reaches his ship to see him again (he takes a lifeboat or w/e from tetras ship its a whole thing and not the point) and ends up having to take care of him for those five-ish days.
while he’s out cold, he develops a bad fever, and has a good few physical injures from being possessed; all of his wounds from being possessed manifest as burns, the worst wounds bring cauterized and mostly closed, while smaller ones are still open wounds. the largest wound is a large burn covering most of his back, which is cauterized by the time he passes out, and then there are smaller, still open burns on his upper arms and legs. (the smaller wounds are manageable by link when he follows some medical instructions, [there are some medical books on the ship] the larger one is also manageable, but takes a lot longer to properly heal).
(link asks tetra and her crew to stick around for a while to keep linebeck stabilized while he’s unconscious. when linebeck wakes up, tetra and her crew are good to leave because then linebeck can better report what’s going on, and knows how to handle injuries).
linebeck’s fever persists after he wakes up, and he experiences… pretty much every fever symptom, with especially bad chills and full-body aches. the aches are really bad for the first few days after he wakes up, he’s extremely physically weak and shaky for a while, too. that weakness and shakiness get better with time, but he doesnt go entirely back to normal without actually moving around and doing things to build that strength back up.
he’s delirious and struggles to stay awake for those first few conscious days, too, which makes that weakness and shakiness worse; he struggles to eat and drink water, and struggles to string together thoughts or words to talk to link, and both of them figure out pretty quickly that they’ll have to wait a bit longer before so much as an attempt to coax him out of bed can be made.
beyond existing problems with food, linebeck struggles to keep anything down while he recovers, and becomes ill pretty much every time after he eats anything, so a bucket is kept near his bed. with water, he obviously needs to drink a lot of it considering that he’s feverish, injured, and vomiting frequently, but while he’s sick he has a bit of an irrational fear of water (along with an irrational fear of air and the wind, which makes him hesitant to go outside while he’s sick).
he’s generally pretty irritable, which isn’t particularly new, but it makes him prone to refusing help with certain things. he’s less irritable when tired and just resting. he’s also especially nervous, and despite the overall fatigue, he struggles to sleep for very long while he’s sick, and as said before, is often delirious and even confused when things are bad.
along with the other difficulties eating, linebeck has a hard time swallowing for a bit, and salivates a lot more than normal while he’s sick. he is soooo fucking dehydrated the whole time and that really doesn’t help.
while the weakness and shakiness stays for the entire time he’s sick and even a bit afterwards, for the first few days after he wakes up he’s stiff and also experiences some muscle spasms and numbness in his limbs, and has a hard time keeping his balance the first few times he gets out of bed.
once the sickness clears up fully, linebeck has to still be careful with the scar on his back; it’s sensitive to touch for a while and hurts when exposed to the sun or air for too long and when he stretches his back too far, but eventually just reaches the point where it’s a bit sensitive but is otherwise just a large scar.
obviously he’s also going through the wringer in an emotional and mental illness sense too but those would require a whole new bullet point list.
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thoughts on totk now that i’ve beaten it
under the cut bc of length and bc there is honestly a fair bit of negative stuff
i don’t really think i can say that i liked totk.
it’s fine, it’s genuinely fucking incredible from a technical standpoint with ultrahand, recall, the three map layers and with how smoothly it ran for me. as a game it’s fine.
i’ll start with the things i dislike and end with what i actually liked
i honestly didn’t really like ultrahand? i disliked how much the game leaned on it, since so many puzzles and whatever just boiled down to ‘make something that’ll work’ and it just... it was far too clunky for me to really enjoy using it, outside of using some of the same few designs for traversal. there were a few times when i could see what the game wanted me to do with ultrahand and the given zonai parts and sometimes it just... didn’t work at all. more often than not ultrahand was frustrating for me to use so the game’s reliance on it just made it into a chore sometimes.
in a similar vein the dungeons were serious letdowns. i mean, don’t get me wrong, they’re fine, they had good themes and (mostly) had good aesthetics and general looks and identities to them, but the fact that they were just... basically twenty-ish minute little things was kind of disappointing. i hate that they all had the exact same ‘go hit x number of switches’ gimmick. it really limited what you could do and fucked with the dungeon design, too. the only one where that really worked for me was the fire temple, which was my favorite overall. the water temple was especially dismal, with the least inspired look and just being an astoundingly easy experience. the puzzles in those dungeons were so awfully easy, too, especially since half of the time they just hand you what you need so you barely need to really assess the situation and put a plan together
i hated the water dungeon’s little mini-areas where you do a single piss-easy puzzle to automatically get your prize, i hated the wind temple’s god damn ‘pull a lever and get your prize’ kind of puzzles, i hated how soul-crushingly disappointed i felt when i took a look at the lightning temple’s map and realized that every fucking floor had a singular room just for the switch puzzle. god forbid it’s as fun as the lowest level of that temple. i really miss stuff like mini-bosses or rooms where you have to do a puzzle in order to just... progress, i miss dungeons that i could get lost in or spend a while in or just had... something more interesting or some more substance so that i can’t just breeze through like it’s a glorified shrine. most of the puzzles in those dungeons were simpler than some shrines i did.
i didn’t care to do much exploration since there honestly isn’t much motivation to explore the surface map if you’ve already played botw, and the scarcity of materials this time really got to me, it took me a while to have a half-decent stock of materials, and i still had trouble not running out of stuff even though i was using amiibos to stock up on some things. the money situation was rough, too... a lot of things are cheaper to sell, but some armor is still really expensive plus you have to pay the great fairies to upgrade your equipment in addition to having the correct materials. that especially felt odd- having to grab a handful of (goddamn hard to get) lynel guts is hard enough to upgrade the soldier’s armor, but you want me to cough up 500 rupees, too??
(the scarcity of monster guts also got on my nerves, but i’ll just chalk that up to just some kind of really weird difficulty thing. it was annoying until i tracked down the stronger monsters.)
the story is probably the weakest part of the game to me. it’s really hard to have a baseline investment when you don’t care about these characters, anyway, and what i saw in this game’s story still failed to endear me to hardly any of them. link’s role frustrated me; he just comes off like a tool rather than a character this time through, he barely has any actual relevancy to the story segments beyond being the guy who can use the master sword and being the player’s vehicle to get from point a to b in the story. the blank stare and limited emoting worked in botw because... there’s a given reason for his lack of outward emotion in the past, plus he has no memory in the present. it makes sense. but this time around, he’s gotten memories in the years between this and the last game, but he just feels like a background character in most of the story beats.
he has no role in the memories and in the present just exists to gather some stuff for other people, he gets the master sword from zelda and then helps the other sages get their secret stones, but he’s barely addressed as his own character in the grand scheme of things unless he’s being directly spoken to. he’s just the swordsman capable of wielding the master sword and zelda’s chosen protector as far as the story is concerned. he has no opinions outside of doing what he’s told and looking for zelda. at least not as far as i could really tell. at least in botw, the story directly concerns him, and it’s his story we’re following. this time around zelda and the sages seem like the most important characters, link’s just... there, doing what he’s been told to.
the new sages are fine, none of them really endeared themselves to me, and i will say that making the player watch essentially the exact same cutscene each time you finish a dungeon was BAFFLING. they were long and you learned almost nothing new after the first one, and there was nothing done to make them very distinct to each individual pair of sages or their respective regions; at the very least, it could have been interesting to meet the ancient sages not in the exact same stone garden, but perhaps at the top of a snowy mountain for the rito, near a volcano or something for the goron, maybe in a shallow pool of water for the zora, and in the desert for the gerudo- but no, they’re all effectively the same thing just with the speaking character swapped out with some minor changes.
(the sages themselves are a pain in the ass to use, having to chase them down to activate their power or accidentally activating a power when you don’t want it; yunobo was honestly my favorite, but because i generally defaulted to having them all activated at all times, i had a lot of trouble with tulin blowing shit away from me when i was trying to grab it while midair. they’re half-decent for combat)
i didn’t really care for rauru or sonia, either. rauru in the present as a ghost was fine, he was kind of interesting and seemed to have changed from his time in the past, but he never managed to be a character i particularly liked. i wasn’t really a fan of his... arrogance? or something in the past scenes, and he never really came off as very interesting. sonia was nearly completely uninteresting which is a shame since she has an interesting design, she just felt delegated to the role of supporting rauru and zelda and then dying to motivate them.
ganondorf is a character i was really looking forward to seeing, and it really fucking sucks that he’s so god damn one-dimensional this time! the story can’t be fucked to delve into him beyond just giving us scenes that just tell us that he’s evil and wants to rule hyrule and get the secret stones and nothing else because fuck having complex villains, i guess. especially frustrating because within the game itself you can draw more interesting motivations up for him, but the game really just doubles-down on him being evil for the fuck of it and wanting to end the world because uhhhh... he’s evil don’t fucking worry about it
the ignoring of the triforce in this game sucks in that way, too, because the way the triforce works and how it can grant wishes made it a much more interesting goal for ganondorf to attain, rather than some poorly-named ‘secret stones’ that do nothing more than just amplify power or something. it sucks how black-and-white this damn story is and how it seems like it just wants to do away with any possible nuance or gray area. no one but the bad guys or side characters are flawed in any actually interesting or significant way.
at least ganondorf was still the most interesting character in the flashbacks.
and then zelda, oh god ZELDA. i honestly really liked her in botw. i liked how you saw her as a flawed, insecure, pressured teen, and how you saw her struggles to relate to link and how she eventually warmed up to him. you saw her as a flawed person who develops and as someone who cares deeply about her friends and her duties and gets frustrated by her failings.
and then in totk a lot of her more interesting traits- her interest in sheikah tech, her excitement over field study and research, her more defining traits as this incarnation of zelda- are basically sanded down and she’s just this perfect flawless princess with great power and an insanely passive role in the past beyond finally taking some kind of action after one of her friends dies and she’s pushed to the brink. cool. great.
she has practically no flaw in totk. if anyone in the present talks about her, they have nothing bad to say and just want to please her and follow her orders, she is right in telling the gerudo how to train their troops she is right even when misheard to tell people to put themselves in danger and she is hardly meaningfully questioned when her imposter is doing very clearly suspicious shit. neither the story nor any of the characters wants to let her be flawed. she’s just perfect in damn near every way and barely retains any interesting characterization she got in botw. there are some interesting snippets in her being a teacher and setting up memorials to those who died in the calamity, but there’s hardly any more than that, and it makes it really hard for me to give a damn about her. she’s not interesting this time.
the whole thing with zelda becoming a dragon too, is... it’s fine. it’s ok. but the fact that she turns back at the end with no problem whatsoever is one hell of a fucking misstep. why talk about draconification being forbidden for a good reason anyways if it doesn’t actually matter anyways??? if you never actually see any of those fucking repercussions why even bring them up??? i really feel like it would have been more effective for there to have been actual consequences for zelda beyond just fucking flying around half-conscious for a millennium or whatever- have her lose her memory when she’s brought back! there you go! there’s the reason why draconification is forbidden! there’s the thing about losing yourself! plus, zelda losing her memories as a result would mirror link having lost his memories in botw! that has so much more weight and significance then ‘oh uh ignore the warnings from a while back she’s completely fine dw abt it’ i hate that she’s back just like that without any of the consequences that the game suggests.
the dragon’s tears in general kinda just felt weaker than botw’s memories anyways bc you’re more just. watching stuff happen then actually learning anything. it has less characters and yet i feel like you only get to know like half of the important ones. like three of them are all about the same event. a few times they just replay parts of old memories in new ones. if they ever reference a past memory they just show you what they’re referencing instead of leaving you to piece it together. just play the voices or something don’t break the flow of things to play a clip of something i’ve already seen.
plus the fact that totk... barely acknowledges that it’s a sequel to botw really rubs me the wrong way. i understand that loz is extremely loose with its lore, but totk is a direct sequel set in the same world a few years later, and yet the events and characters of botw have might as well been forgotten and its all either ignored, brushed aside, or straight up replaced by something else for no good reason. the continuity between these games is absolutely dismal and to see the different ways in which the events and concepts or botw are just... disregarded really just left a bad taste in my mouth.
just- i love good stories and worlds in video games, and while some games can coast by for me by feeling good to play, having a good and engaging story and characters is usually essential to my enjoyment of a game, and when i don’t care about to the point of disliking the story and characters, and when none of the important areas are fascinating or distinct enough from each other, and when the game even fails to really reel me in with the gameplay...
i wanted to like totk, but it really just did not work for me. i just ended up feeling frustrated and disappointed and even sometimes bored with all of the major stuff and man. totk is really, REALLY, not for me, and it just left me wanting to play older zelda games instead.
...
HOWEVER! there were actually some things i really loved about totk! it’s not all doom and gloom! (well, not all doom, at least)
so! the music was great! not all of it really fit or made a lot of sense with the context in which they played or failed to evoke the feeling they were meant to, but the new tracks in this game were great! i especially love the first two phases of the fire temple’s theme, the depths music, and most of the new battle and boss themes. zelda games almost never fail when it comes to the music.
i did genuinely like the fire temple- yunobo’s ability was used the best in this dungeon, and it had the best five switches gimmick, i loved how you had to hit the gongs (sometimes having to construct a path to account for the weaknesses of yunobo’s ability) and how it then ‘scared’ each of the five statues holding a part of the gate- it was very cute and fit in very well with the general feel of that part of the story. it was the best in terms of difficulty and complexity, but it didn’t have the best boss- the lightning temple had the best boss, and i will admit that even if most of them were easy, i really enjoyed the mirror puzzles, as well as the process to unlocking the dungeon. the wind temple had my favorite visual identity and aesthetic, though, i liked it being a part of this old rito song, and how it was the most distinct in looks from the other dungeons.
the sky islands were honestly fun, even if they weren’t all that interesting. getting to some of the harder-to-reach islands were some of my favorite times i had to use ultrahand, and stuff like the zonai forge island and the one orblike island with the mirror puzzle, and pretty much all of the more complicated parts of the sky islands were a lot of fun to explore and figure out.
being able to ride on the dragons was just really cool, and the fact that they come out of the chasms was fun.
the new horns for the monsters were cool, it helps differentiate the different monster strengths and i just thought they were really neat.
the quest with lurelin village was fun, even if the pirates just being monsters was a real let-down.
the stable trotters were also a fun bunch of characters, that was a good, new way to open up fairy fountains.
all of the new stuff with the yiga was really fun, like getting their outfit and being able to pretend to be one of them and learning the blademaster attack- so much fun it was so cute.
most of the new outfits are really good and useful, and while a bit janky and not that great, the house-building bit near tarrey was endearing.
while none of the main characters interested me, i really, especially liked tauro and yona and penn. for some reason they just appealed to me and i really wish they had bigger parts in the game because they’re interesting and they have good designs and i’d really like to know more about them.
the underground gerudo shelter was pretty cool, to be honest, and the look of the caves was really cool.
i adored the proving grounds shrines- easily my favorite shrines in the entire game, i had no problem spending a decent amount of time in those kinds of shrines, they were fantastic.
the new ingredients and recipes and new weapons were cool.
the way you basically return to the area you started at on your way to ganondorf is pretty cool, that whole path is really neat.
ganondorf in general was a pretty cool boss, even if he ended up being kind of easy for me. the whole final boss sequence was neat.
by FAR, though, my absolute favorite part of this game was 100% the depths. the fact that there was just an entire second layer to the map that was the same size as the surface, just inverted and dark and filled with new bosses and locations... i spent hours down there without going back up to the surface and absolutely had a BLAST screwing around in the dark, lighting up my path with brightblooms and tossing together little vehicles with lights so that i could get to the next lightroot off in the distance. the depths was probably where i ended up using zonai vehicles the most, and it was honestly pretty fun to go around spotting and reaching every lightroot, coming across different mines and weird little landforms and coliseums and yiga camps. the music and plantlife and look of the depths were so good, and it really felt distinct from the rest of the game in a very good way. doing all of the lightroots and getting enough zonaite to max out link’s energy cells was definitely a good move since it made finding shrines and dealing with later zonai machine stuff easier.
overall, tears of the kingdom was a severely mixed bag for me, and while there was stuff i did like, i don’t think it’s enough to really get me to say that i really liked this game overall- after all most of the stuff i disliked was unavoidable parts of the games, and it definitely put a hamper on my interest in the rest of the time. totk is fine, but it’s really not my thing.
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