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#think zelda and a hint of fantastic beasts and where to find him + like the guy from jon constanine who lived in the bowling game place and
ghostbsuter · 6 months
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"Oh, fuck no." The door is slammed, unfortunately for him, the guy stuck his foot in the jamb and pushed it open again.
"C'mon luv!" Constantine smiles charmingly, not waiting for Danny and entering the apartment.
At least Batman, Nightwing and Spoiler had the patience to wait for him to invite them in. Sagging against the door, he beckoned them inside.
Despite the caution, Spoiler gleefully stepped in, looking around like a child in an amusement park— which might not be too far off.
His apartment is, with all its wards and enchantments, very magical inside than it is outside.
The planetary system of another world, used as light for the living room and for practice.
(Nightwing is careful with what he touches. He still remembers the hours they spent in Mumbo Jumbo's hat.)
Batman on the other hand is following Constantine and Danny to what he assumes to be the office, if the amount of magical stuff carelessly laying around means anything.
"Alright fucker, what are you doing here? And how did you even know I live in gotham?"
John had the audacity to look abashed, scratching the back of his head with a nervous chuckle.
"Something came up and you know Gotham doesn't like me. She is much more used to you and I wanted to introduce bats to you, in case of emergency."
The young adolence stares owlishly.
(How did Constantine expect him to act at the fact that he's trusting a magical situation into the hands of a stranger?
Batman isn't sure how good the boy even is!)
"That's incredible thoughtful of you Connie." Danny hums. "What did you lose for your sorry ass to come here?"
Spoiler snorts, petting a red salamander. "He didn't lose anything." She reassures with a wave, giving an exaggerated smile and raising her brows to show that she's finding it very amusing.
Constantine sputters.
"Ancient knows how Zatanna and Raven deal with him."
Nighteing perks up from the side where he'd looked over the books, some pixie fairies(?) fawning over him? "Raven? You know her?"
Danny suppresses another sigh.
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If you've finished the Age of Calamity game, then please will you share with me your detailed opinion on the story? I am a little bit salty about it but I'm not so sure why I feel this way
Oh man yeah, I’m pretty salty about it, and I’m happy to get into it.
Spoilers, of course, for Age of Calamity, and also disclaimer that this is just my opinion.
I think a big problem I have with the game is how it was framed by the trailers. Even if it was never stated to be a true prequel (as I’ve seen said again and again), it wasn’t shown to be a time travel story. So I got excited for a game that was very different from the one that actually came out. I was excited for a game that was a tragedy, a game that adhered to the story of BotW and showed the real cost of the battle with the Calamity. Whereas I think if the trailers were framed around the idea of changing history, or gave some clear indication of time travel, while I might have personally been a touch less excited, I would have definitely still been hyped and would have gone into the game with more appropriate expectations. The time travel is revealed within the first five minutes, if that, so I don’t think it’s fair to call it a twist that had to be kept secret (the new Champions being brought in from the future IS a twist and actually a fantastic one, THAT’S the thing to keep out of the trailers). Even just a shot of Terrako jumping through the time portal and then a cut to it on the grass surrounded by butterflies would have been enough of a visual hint for, say, the first trailer, to suggest the game’s real premise. But Terrako isn’t shown at all in the first trailer apart from the cover art at the end. It’s barely shown in any of the trailers at all, and is never a focus. 
And that leads into a second disappointment I had about the game, which was the questions posed around it were far more interesting than the answers the game gave, if there were answers at all. Terrako isn’t the biggest offender of this, though I do think it was set up to seem more mysterious than Zelda’s childhood toy (or pet?) that wants to save her. Astor is EASILY the biggest example though, because he was set up so pointedly and then we find out nothing about him apart from that he’s “from a certain small village.” It’s not even outright confirmed if he’s the fortune teller who convinced the king to dig up the Divine Beasts, which still wouldn’t be satisfying without any other information but would be SOMETHING. 
Apart from that, there isn’t really much new information. While there are some cute moments for the champions, we aren’t given more context for them, which is what I was hoping for. Apart from Mipha (who I think did get done very well in Age of Calamity, I really loved her story bits), we don’t see any of the champion’s families or any significant interactions with their own people. I think Age of Calamity built upon a few things that were established in Breath of the Wild, but didn’t put forward anything new or expansive. Even like, Link eating rocks is lifted from Daruk’s Training Journal in the Champion’s Ballad DLC. But at the same time, they also contradict information from Breath of the Wild plenty (see that same entry in Daruk’s journal that shows he met Link before Zelda, which maybe is explained away by the time travel but is really unclear, or another entry that states Daruk struggled to be able to control Rudania with the same ease as the other Champions, while in this game he just hops right in a takes down monsters with ease). One of the biggest changes from Breath of the Wild to Age of Calamity that threw me was how easily Link and Zelda get along. There’s the one moment where Zelda’s insecurities are addressed with Urbosa, but there’s none of the resentment we saw in Breath of the Wild flashbacks, and in turn it’s never clear why she ends up feeling so strongly about him in this timeline. (I also think Impa’s presence for things like visits to the Springs doesn’t help, there’s a certain extent to which BotW sells the Zelda/Link bond by having him be the only one privy to a lot of her darkest moments. I love Impa, and I 100% understand her inclusion, but I don’t think her presence makes a lot of sense with the BotW story.) It feels like everything was sort of simplified, everything's a little smoothed over and there’s not the same struggles that BotW showed in its flashbacks.
Overall, I think it does just boil down to having different expectations for the game than what it turned out to be. I totally understand why that was a positive for some people. For me, though, it’s hard to see past the excitement that first trailer gave me, and all the story possibilities I thought I was leading to.
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eggoreviews · 5 years
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9 Things That Need to Happen in Breath of the Wild’s Sequel
Just as I was getting over my intense love for Breath of the Wild, Nintendo go and drop that trailer on us at E3 and stop my whole ass heart. Hi, I’m two months late to the party on this one, but I’ve had a lot of time to think over what this sequel can learn from its predecessor and the rest of the series, as well as what brand new stuff can be brought to the table to make this sequel as spectacular as the first. Without further ado, here’s my list of 9 things Nintendo should do to make this amazing, as well as my own personal theories on what they could do to make it happen. Enjoy!
Spoilers for Breath of the Wild ahead!
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1. Ditch the shrines
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Don’t get me wrong, I loved the shrines in Breath of the Wild, I loved how difficult some of them were to find, how they brilliantly utilised each and every mechanic in the game and testing you on everything you’ve learned. These shrines were the ultimate compliment to a game that really wasn’t about holding your hand. But I think they’ve had their time, and it might be a nice idea to go back to some of the larger, more traditional dungeons of Zelda past. I’m not saying to go back to the old way of ‘you get given an item, it’s useful for one dungeon and that’s all’, I’m saying they need to definitely keep the massive variety of ways you can approach dungeons to keep that sense of freedom intact, but at the same time give us whole new types of dungeon with more visual variety. Abandoned forts, weird Lorule-esque dark versions of dungeons, towers, there’s really any kind of location they could explore when designing a new set of dungeons. Oh, and I adored the divine beasts, but I’m hoping for something completely different and surprising when it comes to main story dungeons this time around.
2. A whole new world map
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If there’s one thing I think basically everyone agrees on, it’s that Breath of the Wild absolutely nailed its world. A huge, sprawling map with a variety of locales to explore and all of it packed to the brim with extra content and adventure-y fun. But we all know this world inside out, and even if they strip it bare and fill it with brand new secrets, it’ll still feel too much like something we’ve seen before. So from what we know from the trailer, it seems like Link and Zelda will be delving into the underground in this latest installment, so a fairly safe theory would be that they’ll uncover a whole new world down there, perhaps a forgotten and buried civilisation from thousands of years ago, now overgrown with Ganon’s influence and bizarre plants and animals that don’t exist on the surface. If they’re going full Majora’s Mask on this one, I think Nintendo’s best bet is to fully embrace this new darker tone they’ve shown to us and give us a world that is as twisted as that trailer.
3. Keep Zelda’s importance to the plot
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I could honestly make a whole separate blog post about the evolution of Zelda as a character throughout the series, from her literally being asleep the whole time in Zelda II, to her role as more of a quest-giver in Ocarina and more recent games like Twilight Princess and Skyward Sword where she plays a much more active role in the plot. In Breath of the Wild however, they did something completely different that I adored; they made her into her own person. I mean sure, she was never completely devoid of character, but between the games where she wasn’t really there and the games where she’s outshone by every other character, Breath of the Wild really felt like her time to be properly fleshed out and have enough depth to be remembered. Sure, Zelda doesn’t turn up in the flesh until the end, but you spend the whole game with her voice guiding you, with you finding memories of your past with Zelda; how she seemed to have only contempt for you at the beginning because of Link’s fulfilled destiny compared to hers. You form your own opinion of her through her actions and how the champions perceive her (Urbosa as her sort of mother figure, Revali sees her as ever so slightly inferior for not being able to access her power and the mutual respect between Mipha and Zelda). Then you watch their relationship grow and change into something neither of them can really understand, but they become so close and so integral to each other that Zelda is the one to finally make him open up about himself. And that makes it all the more heartbreaking that Link has had all these memories snatched away from him and, of course, all the more gratifying when he finally gets them back so him and you, the player, both understand that you’re not just fighting for the safety of a realm you’ve been shoved into with no recollection of what’s happening, you’re fighting to be reunited with Link’s closest friend. Very probably more than friend, considering that final memory in Korok Forest. Nintendo did a brilliant job of laying the groundwork for Zelda not as a plot device or a damsel in distress, but a real, complex human being who enriches the story and makes the world you’re living in and what you’re fighting for feel more alive. So build on top of this! Keep developing Zelda, ask those questions of how Zelda feels now she’s free of Ganon and her constant fear of her power failing, how 100 years alone facing a demon has affected her mental health and, most of all, how everything that happened in Breath of the Wild changed their relationship. Are they together now? Do they have any idea what they are really? Do they just pick up where they left off or do they have to make an active effort to regain that close relationship they had before? I don’t know, but I’m really hoping we find out.
4. Ditch the sheikah slate
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Get rid of it. Do it, cowards. Make Link drop it over a ledge in the first 10 minutes or something. Much like the shrines, the sheikah slate was such a fantastic idea and gave you 4 brand new powers to play around with in the massive sandbox world full of puzzles and it was great fun! But again, we know those powers too well now; we know how they work and how they can be exploited when you think outside of the box. What I want is for Nintendo to keep that brilliant creativity when it comes to gameplay mechanics, don’t just give us bombs and an ocarina again, give us something unique to this experience! I mean yeah, they could just give us an updated sheikah slate; a different model perhaps that dates back even further than the original one that has some weird abilities (maybe even a slate that’s somehow been infected with Ganon’s influence, that’d be funky), but my hopes are riding on Nintendo pulling something completely different out of the bag for this one. Making Link lose everything and only be able to use whatever he can salvage in this ancient, evil place is surely going to have a whole host of ideas behind it so I’m curious to see what they can come up with.
5. Embrace the darker tone
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This sort of goes without seeing considering what we’ve seen so far, but I really want them to go full in with this darker atmosphere they’ve shown us. I mean, Breath of the Wild was never a ‘light’ game so to speak, but most of the games darker elements were masked by its beautiful landscapes and huge array of colourful characters that made Hyrule feel alive. There hints here and there of a much more macabre side to the realm; destroyed battlefield littered with rusty weapons, old structures covered in Ganon’s malice and the general feeling that Ganon was always watching you from the castle that you can see basically anywhere on the map. I want them to take that mild dread they instilled and turn it up to eleven. And one way that can be accentuated is through the plot. For example, we know a fair amount about the Sheikah tribe at this point, but what if there’s a side that was never explored? What if there’s a much more sinister reason why the Sheikah tribe were suddenly shunned by the royal family all those years ago? Or maybe the Sheikah found something under the castle as well as the divine beasts that they left buried down there and hoped no one would ever find it. Oh, and I’ve heard a theory that Calamity Ganon was just a puppet of the real Ganondorf, who was hiding underneath the castle all this time, which is absolutely terrifying if you consider what the puppet managed to achieve on its own. Not just plot stuff like this, but the music (keep that ambient style they went for before that knows when to amp it up and make it epic, but with a creepier vibe to match the tone of the world), the visuals, the sounds you hear while exploring. Nintendo need to make it clear that we aren’t in Kansas anymore; no more soft piano melodies while riding through beautiful valleys on my horse, make it spooky!! Unsettling, distorted notes playing through dark, twisted woods with trees gnarling into each other and shiny eyes peeking out at you from the canopy. Or something. Who knows, I just wanna be spooked.
6. A much fuller story
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One of the main criticisms I always hear for this game is its lack of story content, which I suppose is true to an extent. But I don’t think this let the game down at all really. The game was far less linear than previous titles, so it makes sense that the story they were telling was much more general, but I don’t think this kind of approach would fit as well in its sequel. Nintendo told us just enough in Breath of the Wild to keep us guessing; we were introduced to this particular version of Hyrule, its inhabitants and what Ganon’s up to etc. But they’ve deliberately been extremely vague on what could possibly be explored in a sequel, as well as where/if these two games even fit into the overall Zelda timeline. They deliberately lifted focus off the narrative to make the world and how you traverse it the central point of your adventure. But now that they seem to be plunging us into a much darker world and have given us so many unanswered questions, I reckon its time to dial the narrative back up and give us a bit more of a beefy story to go with our hell exploring.
7. Change in characters
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Slightly vague subtitle, but here’s what I mean. As I mentioned beforehand, Breath of the Wild is full of colourful characters that populate the towns as well as the general landscapes, from merchants to adventurers and shield-surfers to Beedle (I love Beedle). And for the most part, these characters all want to help you along on your journey by giving you helpful advice or sending you off on quests to find more shrines. And while I’m not saying this sequel should do away with all helpful NPCs, I do think there should be fewer of them. When designing new towns and settlements, they could give us the odd helpful citizen here and there, but for the most part, how would the inhabitants of this forgotten underground place treat Link? I think it would add to the atmosphere really well by having some of the characters that populate the world deliberately unnerve Link when giving him advice or telling him something helpful and then mocking him at how ineffectual he is at completing his quest. Or if they really want to go a bit overboard, they could even have occasional encounters where talking to the wrong NPCs can end in a random fight, in the same vein as the disguised Yiga in Breath of the Wild. But of course, you don’t want to only populate a world with characters that hate you (that’s what MediEvil is for), so some form of guide would maybe be a welcome addition. If not Zelda (I would definitely welcome the idea of her being along for the ride, though I fear it would take away some of the nerves if you have Zelda as an anchor of familiarity), then perhaps the ghost of a Sheikah from thousands of years past that never agreed with what his tribe were doing or was responsible for something in his life that he now deeply regrets and he can’t pass on until Link helps to finally defeat the real Ganon. Who knows what they’ll do with the characters, but as long as they leave Navi and Tatl back on the N64, pretty much anything will do me.
8. Keep the stamina wheel
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As much as I’ve bleated on about everything I want them to change or add in, this is something I most definitely want them to keep. The core gameplay, while I can’t imagine them really changing it, is integral to the sandbox world they created. Having Link be able to sprint, jump, climb up literally anything is what gave players such a sense of freedom; being given this whole massive world to explore and being able to access absolutely all of it. And while I’ve talked a lot about how much I’d like this sequel’s tone and approach to narrative and a bunch of other things to change, this game absolutely needs to keep the same sense of unabashed freedom we had in the first game. And the most integral part of that freedom was the stamina wheel. Short segment I know, but that’s all I really had to say on that one. Let me climb things, Nintendo.
9. Switch up the monsters
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In Breath of the Wild, there was an excellent balance of amazing new designs for old favourite monsters, as well as a whole host of new ones (the guardians and the moldugas getting a special mention here). But I reckon what this sequel needs is some brand new monsters to add to the pile; a larger variety of monsters to encounter out in the wilderness would enrich this new darker world we could be exploring to no end. Also, while I really loved all the main story bosses in BotW, I feel as if a larger design variety of story bosses would benefit this sequel. Imagine the potential for whatever ancient monsters are down under the castle to give Link a hard time and what kind of an epic fight is Ganondorf going to put up when we finally get there?? Just as a little idea to throw out there, maybe undead Sheikah will make an appearance as an enemy, woken from the dead and forced into Ganon’s service after being infected by malice. And hey, the Yiga Clan never really got full closure! Yeah Link gets rid of their leader, but the Clan is very much still alive and kicking by the time of Calamity Ganon’s death, so perhaps they’ll play a central role once again now that Ganondorf seems to have come back into the picture. What would make the Yiga even more menacing is if this were their plan all along; knowing that Link very well could defeat Calamity Ganon and then, after retaking the castle, be drawn underground to free the real culprit. Nobody knows what direction Nintendo are going to take with any of this, other than ‘it’ll probably be kinda spooky’, but I am way too excited to find out.
Got any cool ideas or theories of your own? Anything you want them to add or take away in this sequel? Drop it down below in the comments! I’d be v interested to hear if you have anything to add. Thanks for reading and let’s hope the wait isn’t too painful!
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