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Sequelitis - ZELDA: A Link to the Past vs. Ocarina of Time

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    ARIN: The Legend of Zelda!
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    It's a series so huge...
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    I couldn't help but say it all... woo-oo-oo!
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    But its hugeness is mostly...
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    [keyboard clacking]
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    Hey, uh... hey, what are you doing over there?
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    GAMER: Oh... [nervously chuckles]
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    I was just writing my preemptive counterargument
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    about how you're wrong about my
    favorite game of all time and the best game ever.
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    ARIN: Oh, okay. Well...
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    Don't you think that's a little, I dunno, closed-minded?
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    I mean, I get you probably liked this game as a kid, but...
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    isn't it time we looked at it critically
    and made a fair analysis of how--
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    GAMER: No!
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    [glass breaks]
    [screams]
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    ARIN: [groans] Okay, ask anybody about Zelda.
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    Anyone can tell you what makes a Zelda game a Zelda game...
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    and what a game needs to be to be a Zelda game.
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    But is that description you'll get really
    what describes a Zelda game at its core?
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    Is it possible that following this formula might actually be missing the entire point of what makes Zelda awesome?
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    Or even what makes a sequel awesome?
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    I mean, Zelda's a game where you
    swing a fuckin' sword at some pigs or whatever.
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    There's bombs and triangles.
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    Get three triangles! Do it!
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    In Zelda, you were an adventurer, and...
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    Well, seriously... that much wasn't even explained.
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    You were just a green dude!
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    Walk into a cave, old dude goes, "Hey take this."
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    You're like, "Okay, it's a sword."
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    You swing it at monsters that shoot rocks and shit at you
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    and you have a great time killin' em.
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    You figure, "If there's a cave I get a sword in,
    there must be other caves to get other shit in, right?
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    Maybe other swords? I dunno. Sword's neat."
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    Well, that's Zelda.
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    And whether or not Zelda is what it is now,
    that's how it started.
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    And that's what sold a bazillion games!
    A trillion million gam--
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    Look at how many games there are!
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    And then, uh...
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    Then Adventures of Lincoln came out.
    Wadever, I dun' c--
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    And then... A Link to the Past!
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    [hums fanfare]
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    It was like the definitive Zelda, right?
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    It felt like the first Zelda, but there was so much more.
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    Bigger world, more things goin' on, it was nuts!
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    My eight-year-old mind couldn't take it.
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    Was I eight? I don't remember.
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    But still, it changed a lot of things.
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    This guy, Link, was given a name and a purpose.
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    "Rescue the princess! Save Hyrule!"
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    You have an uncle. I dunno what his name is.
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    He dies.
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    [somber piano music]
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    In Link to the Past, you start out in a house.
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    You're forced to head up, sneak into a castle, fight some guards...
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    rescue a princess, and bring her through
    an underground tunnel to some church or whatever...
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    so you can finally go out, have your world to enjoy!
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    Okay, cool!
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    But okay, you want me to talk to some old lady? Okay.
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    Then what? Oh, find some kid who knows
    about where some old dude is? Okay.
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    So, okay.
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    So, here's the old dude? Okay.
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    So go into this temple? Okay.
    Beat the temple? Okay.
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    Listen... am I your fucking servant?
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    Why do you give me this world
    to explore and have a good time in...
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    and then you tell me to do these super-specific things?!
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    You don't throw a six-year-old into a sandbox and say...
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    "Hey, you can only make poopy castles."
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    You know when you take wet sand,
    and you just let it drip on top of a pile of sand?
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    It's a poopy castle.
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    I mean, exploration still exists in Link to the Past,
    and God knows it's required to beat it.
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    But if a game is telling you to do specific things with marks on a map, and a sequence of which things to do and specific instructions...
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    you're not discovering a world.
    You're being taken on a tour.
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    You're no longer a pioneer adventurer.
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    You're a guest at Disneyland.
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    Here's your ticket! Be sure to check out Space Mountain 'n Indiana Jones before you leave!
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    Guess Goofy's weight... win a prize!
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    KID: 120 pounds...?
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    ARIN: [softly] No...
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    It's too low.
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    The whole game... it feels a bit more processed.
    It feels a bit more planned.
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    You have a mission, and the mission is laid out for you.
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    And that kinda thing is fine.
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    I mean, I go to Disneyland, like, six times a year.
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    I fuckin' love the Blue Bayou restaurant. They got great food.
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    Oh! That's a little pricy.
    But you know what, it's worth it.
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    But Zelda from its roots, it's not the kind of game that holds your hand.
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    There's no explanation, or even really, like, a goal...
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    but there's adversity everywhere, and can you approach it anytime you want, whether you're prepared or not.
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    You run the real risk of facing off against
    something that will kill you... in a fucking second!
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    It's fuckin' awesome!
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    But if you look at A Link to the Past and The Legend of Zelda
    from a surface level, they seem the same.
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    There's a bunch of dungeons you get items for.
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    Bombs, triangles, boomerangs, oh my!
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    With bosses and a final fight with a giant pig-man.
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    There's a big world with caves and bushes!
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    But it's not the same. There's a shift in soul.
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    A difference in how you perceive and experience the world.
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    Is it better? Is it worse?
    I don't fuckin' know, but it's not the same!
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    MAN 1: Oh my God, look at that!
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    The clouds are parting! And the heavens are
    sending us a message from above!
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    MAN 2: [narrating] Our eyes squint,
    and adjust to the heavenly glow...
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    when we finally can understand what it says.
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    VOICE: Hey! There's a 3D Zelda comin' out!
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    MAN 2: Oh my God!
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    ARIN: The Legend of Zelda: Ocarina of Time.
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    It's a game considered by most to be a masterpiece!
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    A 3D world with delicious sound and amazing graphics!
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    ...at the time.
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    Each dungeon and each town feels unique
    and has its own energy to it.
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    We were all fuckin' floored! It was so epic!
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    This is what felt like gaming was leading up to.
    It felt like a natural progression.
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    It felt like...
    witnessing a fish grow legs!
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    But not that one, it's... really gross.
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    So now, we have this 3D world,
    and it felt like that was what made the difference.
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    But what exactly was different?
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    Well, in order to examine that, we have to examine...
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    the dreaded transition from the
    second dimension to the third dimension!
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    If we learned anything from Sanic the Hedgehog over here...
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    it's that turning a 2D game into a 3D game, it ain't easy.
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    It ain't even fuckin' quantifiable!
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    How do you take the simplicity of form
    that 2D allows, and give it a Z-axis?
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    Everything changes! And it seems to turn a really good game design into a completely fuckin' broken one!
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    [softly] Oh God... Oh my God!
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    Timmy, don't look...
    Did you look at that?! Don't look at--
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    I mean, but Zelda, that one's not too hard.
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    It already technically has 3 dimensions.
    You got the Y-axis, the X-axis...
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    but, you know, you could go upstairs,
    enemies could jump over you, all that stuff.
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    But that's where the differences start.
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    See, Link to the Past had a selective Z-axis.
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    For example, you couldn't be on the second floor
    and attack a dude on the first floor.
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    But if the sandworm boss soared over your head
    and you weren't harmed by it...
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    you could still swing at it, and it'd register a hit.
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    Bats fly through the air,
    but they're always conveniently at sword's height.
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    That shit's asinine in 3D, which ironically
    in this situation is a limitation of the medium.
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    The more specific you get about situations analogous to reality,
    the more you have to stipulate on.
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    You can't hit a bat from any Z-axis position distance!
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    Now it's really clear where the bats are in 3D space.
    They're up, down, every-fuckin'-where.
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    And aiming your sword would be retarded!
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    Hey!
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    > I see you there loomin'.
    > S.S.: Gee man, I'm sorry. I'm just curious.
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    ARIN: So what do we gotta do to remedy this Z-axis problem?
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    [old-timey voice] Ladies and gents,
    I present to you Z-targeting!
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    Pesky bats flying from every which way?
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    Trying to circle around hostile folks
    without losing track of where it is relative to you?
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    Have I got a treat for you!
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    Just press the Z button, and you'll lock onto the nearest baddie and have a go with your mighty sword device!
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    [normal voice] Check it out.
    Z-targeting made combat complicated.
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    And that's not a bad thing.
    No more simple point-and-swing stuff here, folks.
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    You get a lock on, focus on the fight.
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    This is a gigantic difference,
    and it makes combat complex.
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    And I don't say this a lot,
    but let's see how this is a good thing.
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    A new method of combat means new ways to
    go about designing enemies and combat situations.
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    You used to just point and hit. Hit and run.
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    "Pft! Pft! Hey--he--Wha da fuck man?"
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    But now, there's rolling, dodging, stabbing,
    swinging, leaping, holy shit!
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    So complex, so many possibilities.
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    It's so deep, they could make an entire game based on the combat system.
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    But guess what, they didn't!
    Here's how this is a poopy bad thing!
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    Z-targeting creates a strange disconnect from the world around you.
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    It changes the camera angle from
    what you're used to exploring the world in...
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    and that shifts your entire focus and outlook.
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    It segments the game into two pieces.
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    This is the combat piece.
    This is the world exploring piece. They don't mix!
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    Put 'em in a room together,
    they get into an argument.
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    > THING 1: Hey, fuck you!
    > THING 2: Hey, fuck you too!
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    ARIN: Dude, guys! Can't we just get along?
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    THING 2: Whadda ya think this is, Link to the Past?
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    ARIN: [snickers, slaps knee]
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    [gasps]
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    Like the man says, in the old Zelda games,
    those two pieces were linked.
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    There were segments where you had to fight off enemies and explore the room simultaneously.
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    It was much easier to manage it all, and now
    it's complicated and puts you in unfair situa--
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    Agh, what the f--!
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    "What the heck was that all about?"
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    Z-targeting also puts a damper
    on throwaway enemies like bats...
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    who were fun to kill in previous Zeldas...
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    but are now a pain in the goddamn ass, since you have to individually focus on each one, and precisely hit them.
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    It'd be like if you wanted to kill a buncha ants
    in your house by stompin' on 'em.
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    But instead of doing that,
    you point a slingshot at each one individually.
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    Now okay, on the flip side,
    complicated enemies are a total joy to fight.
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    But, the issue comes up of...
    how they're even designed.
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    Okay, so as I mentioned before...
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    a lot of the charm from the original Zelda
    was how ruthless the game was...
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    and a complex fighting system would be
    a perfect place to implement that.
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    But the source of a lot of Ocarina's problems
    is that the game's idea of difficulty is waiting.
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    There is so much goddamn waiting in Ocarina.
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    Every enemy has a period where they
    just stand around and do fucking nothing.
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    And attacking them during this time is useless.
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    Deku Scrubs, Stalfos, lizard men,
    Skulltulas, wolf dudes, Gerudos, clams?!
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    Waiting is not a difficult thing to do.
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    But it creates the illusion of difficulty,
    because it takes up your time.
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    And that's all it does.
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    A fight feels like an ordeal, when you have to devote a decent amount of time to it, but it's not hard.
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    Just look at Final Fantasy IX, Skies of Arcadia, Grandia.
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    These long-ass battles, not hard,
    but they feel like they're something.
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    This is a mindless interaction, and you're simply going through the motions instead of strategizing.
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    Wait, attack. Wait, attack.
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    Wait, att-- It's not very hard to do!
    And it's difficult to mess up.
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    The style of enemy isn't inherently bad.
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    I mean, it creates an interesting player-enemy relationship
    where the enemy's controlling the pace of the battle.
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    But the fact that it's a consistent theme in enemies gives the impression that it's used as a difficulty supplement...
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    since none of these enemies are actually difficult to fight.
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    Now, on the flip side...
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    Ocarina has the coolest enemy ever, the Iron Knuckle.
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    It's an enemy that is actually provoked to attack
    and also to be vulnerable by your own attack.
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    Which makes the pace of the battle completely
    dictated by you and your ability to fight it.
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    Additionally, the nature of his attack pattern
    requires you to be aware of your surroundings.
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    You can lure him to attack pillars,
    which yield hearts to replenish your life...
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    which is another layer of depth to the battle.
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    This is the kind of enemy design
    Ocarina needed so much more of.
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    A merging of combat and world...
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    where you are still very aware of your surrounding
    in each setpiece, even during combat...
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    and the world around you affects your combat.
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    I feel that this particular battle shows how Ocarina could have had an even better combat-world connection
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    than Link to the Past, or even the original Zelda...
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    but chose to save it only for
    minibosses and some boss battles.
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    Could've been every enemy.
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    [sighs] In any case, the nature of Z-targeting
    forced Zelda to be more combat-centric.
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    And with it, the world was forced to change.
    But it didn't.
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    You still push blocks, only now you can't push them when you're engaged in combat.
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    And you still open doors by
    shooting slingshots at eyeballs in the wall.
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    Is that a puzzle?
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    Like seriously, is that's a puzzle?
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    Is looking around the room, and finding an eyeball on a wall, really super-fun for people?
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    Like, the game is 3D now, so everything isn't laid out before you like a map anymore.
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    So I get that there's this sense that you walk into a room
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    and aren't getting all the information about the room right away.
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    But, is stopping your forward motion...
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    stopping everything...
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    to look for a diamond to whack,
    that's in a soulless crevice in the wall
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    so you can open a door that leads to another room with a locked door and some other silly Open Sesame trick--
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    Is that fun?! Is this what you want?!
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    S.S.: Hey, come on man, it's not that bad.
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    ARIN: [shushes] Skyward Sword...
    Seriously, I'm doing, like, a show.
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    S.S.: I know, I just figured I'd give my two-cents.
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    ARIN: I don't care! Nobody likes you!
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    You took fun and made it unfun!
    How'd you even do that?!
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    "Maybe I should go douse for a better game, huh?"
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    S.S.: Hey man, that's low.
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    ARIN: So is my interest in playing you again.
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    Oh shit! [claps] Burn! Burn!
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    Sorry, I'm just really proud of what I've done today.
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    Plus...
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    I really hate you.
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    Alright, let me explain something.
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    A puzzle is something you have all the information for.
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    The only thing standing between you and the solution is your own ability to put the pieces together in the right way.
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    The satisfaction you obtain from
    solving a puzzle is from the "A-ha!" moment...
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    when the pieces fit, and you have only yourself to blame for it.
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    If you're missing a piece,
    how're you supposed to even get to a conclusion?
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    You rack your brain, run in circles,
    go "What do I fuckin' do?!"
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    ...until you find the last piece on a whim,
    and suddenly it all makes sense.
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    You say, "Well shit!" or "Agh, come on!"
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    The satisfaction doesn't come from the door opening.
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    It comes from the puzzle itself.
    If the puzzle itself isn't satisfying...
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    Well there you go.
    The puzzle itself isn't satisfying.
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    You see, in the original Zelda,
    you'd walk into a room, the doors would lock...
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    but five caped horse-sword dude lookin' guys
    who're fuckin' hard as shit surround you.
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    They follow you around when they see you,
    you can only attack them from the sides or the back.
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    You gotta find vantage points,
    ins, outs, manage your health...
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    dodge them when they gang up.
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    It's daunting. It's interesting.
    It engages you.
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    And it's really easy to understand.
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    And because of all this,
    it's satisfying when you beat them.
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    A door opening is like,
    "Oh okay, cool! The door opened."
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    You're not like, "Ugh, fuckin' finally, the door!"
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    But look, that's not to say puzzles or whatever can't exist in Ocarina of Time's combat-centric universe...
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    but sliding spike-death pucks comin' out from around the corner you can't see is just bad fuckin' design!
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    It's bad design in any game!
    There's no difference in Zelda!
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    You don't get a Get Out of Jail Free card...
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    You gotta roll three times!
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    In the first Zelda, you see that shit!
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    In Link to the Past, you see that shit!
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    In Ocarina... oops!
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    Yeah, I know. That's the nature of 3D.
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    But if it doesn't work in 3D, you change it!
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    If the formula doesn't work,
    you change the formula.
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    Why do I gotta leap across these platforms?
    There's no challenge here. I hold the joystick up.
  • 13:16 - 13:20
    Just 'cause the scenario is treacherous
    doesn't mean the game is actually treacherous.
  • 13:20 - 13:22
    I could've just walked forward in a straight line.
  • 13:22 - 13:25
    Heck, I could close my eyes here and do this!
    Is that treacherous?
  • 13:25 - 13:29
    Can I just close my eyes and shoot at terrorist insurgents
    and be like, "Oh, I'm fuckin' fine!"
  • 13:29 - 13:33
    Hey, or better yet, how 'bout some nice interesting
    combat scenario here on these platforms, huh?
  • 13:33 - 13:35
    Like some kind of enemy that'll circle around you...
  • 13:35 - 13:39
    and you just gotta time your jump across or,
    like, block his path with a bomb or something.
  • 13:39 - 13:40
    Or, like--
  • 13:40 - 13:43
    How 'bout an enemy you have to
    slash at enough to knock it off the edge.
  • 13:43 - 13:46
    But when you slash him,
    he also kinda slashes and knocks you back...
  • 13:46 - 13:49
    like another well-designed enemy
    in some other fuckin' game!
  • 13:49 - 13:51
    I just made that up! I didn't even--
  • 13:51 - 13:54
    And it exists... in a good Zelda game!
  • 13:54 - 13:57
    S.S.: Oh man! Enemies in a good Zelda game?
    Are you talking about me?
  • 13:58 - 14:01
    ARIN: No. I'm not talking about you.
  • 14:01 - 14:03
    Get outta my house. Go on.
  • 14:03 - 14:08
    I can't be too hard on Skyward Sword.
    It at least made bombs bearable to use.
  • 14:08 - 14:10
    You threw a bomb in Link to the Past in four directions.
  • 14:10 - 14:11
    Left, right, up, down.
  • 14:11 - 14:13
    In Ocarina, you have infinity directions.
  • 14:13 - 14:15
    You also have a really vague idea of where it's gonna land.
  • 14:15 - 14:18
    Especially if you're throwing up or down at different elevations.
  • 14:18 - 14:21
    There's so much room for error, it's fuckin' unreal.
  • 14:21 - 14:24
    Z-targeting helps, but what if there are enemies around you that you don't wanna target onto?
  • 14:24 - 14:27
    You just wanna see straight.
    You just wanna fight and throw a bomb!
  • 14:27 - 14:31
    Skyward Sword added, like, a throw arc,
    but it also added bomb bowl.
  • 14:31 - 14:33
    [echos] Bomb bowl. It added bomb bowl.
  • 14:33 - 14:38
    [distorted] Skyward Sword added bomb bowling.
  • 14:38 - 14:46
    [multiple echoes overlap]
  • 14:46 - 14:48
    [screaming with overlaps] Bomb bowling!
  • 14:48 - 14:49
    Yeah okay, fuck Skyward Sword.
  • 14:49 - 14:51
    It still handles treasure chests... dumb.
  • 14:51 - 14:53
    But to be fair, Ocarina started it.
    You know, okay.
  • 14:53 - 14:57
    In each dungeon, Ocarina has a
    unique item in a regular old treasure chest.
  • 14:57 - 15:01
    In each dungeon, it just kinda shows up
    after a random battle with some enemies.
  • 15:01 - 15:05
    Link to the Past had a giant fuckin' treasure chest
    that needed a Big Key to open.
  • 15:05 - 15:07
    The Big Key also opened the door to the boss.
  • 15:07 - 15:12
    There's like a genuine giddiness to finding
    a treasure with such a huge implication to it.
  • 15:12 - 15:15
    The Big Key not only gives me amazing new treasure...
  • 15:15 - 15:17
    but also allows me to face off against an incredible boss.
  • 15:17 - 15:22
    The time it takes me to get back to the big treasure is, like, the most fucking suspenseful thing ever.
  • 15:22 - 15:25
    It's like running down the stairs to
    get the presents under the Christmas tree.
  • 15:25 - 15:28
    Or--or menorah. Or, like, whatever.
    Birthday tree.
  • 15:28 - 15:30
    I often hear that this is a minor point...
  • 15:30 - 15:32
    but it creates an emotional through-line for a dungeon.
  • 15:32 - 15:37
    It establishes an important, consistent relationship with the player and the dungeon.
  • 15:37 - 15:39
    It creates goals. It creates expectations.
  • 15:39 - 15:41
    It creates a good fuckin' game!
  • 15:41 - 15:44
    A treasure chest in and of itself is
    a mystery and a sense of suspense.
  • 15:44 - 15:46
    The original Zelda didn't have chests.
  • 15:46 - 15:49
    It just had, like, new items sitting at the end of, like, a long hallway that built up tension.
  • 15:49 - 15:52
    It gave you time to wonder about
    what it was and how it worked.
  • 15:52 - 15:56
    Link to the Past added chests,
    which was another means to the same goal.
  • 15:56 - 15:58
    You know, building suspense.
    It's a fuckin' secret box.
  • 15:58 - 16:01
    You see a present and you're like,
    "Oh God, I wanna open it!"
  • 16:01 - 16:04
    Simply walking to the chest is
    all the suspense you need.
  • 16:04 - 16:06
    When you arrive, the payoff is instant.
  • 16:06 - 16:08
    It opens up right away when you hit the button.
  • 16:08 - 16:10
    It shows what it is. Done.
  • 16:10 - 16:14
    I know, it may not appear epic,
    and it may seem kinda silly and video-gamey...
  • 16:14 - 16:18
    but the feeling of suspense is real and very valid.
  • 16:18 - 16:20
    Ocarina decided to add in bullshit!
  • 16:20 - 16:21
    Link opens up the treasure chest all, like...
  • 16:21 - 16:26
    "What the fuck is... What is this?!
    Oh my God, I'm amazed!"
  • 16:26 - 16:29
    Who cares that he's amazed?!
    I wanna be amazed!
  • 16:29 - 16:31
    Just show the fuckin' treasure already!
  • 16:31 - 16:34
    I beat the dudes blockin' it!
    I climbed the ladder of whatever and got here!
  • 16:34 - 16:35
    Why do I gotta wait?!
  • 16:35 - 16:38
    Just 'cause the game needs to be
    all epic and 3D, wooshy-wooshy...
  • 16:38 - 16:42
    'cause of all the graphics and polygons
    and whatnot... I gotta wait, like--
  • 16:42 - 16:45
    Look at how many chests I could open in that time!
  • 16:45 - 16:48
    [sped-up flourishes]
  • 16:48 - 16:50
    God, there's so much waiting in Ocarina!
  • 16:50 - 16:52
    You gotta wait for a door to close.
  • 16:52 - 16:54
    You gotta wait for a character to stop talking.
  • 16:54 - 16:58
    You gotta wait for the dialogue box to tell you how to use bombs for the 47th goddamn time!
  • 16:58 - 17:01
    Wait for the switch to make a music tone and open a door across the room.
  • 17:01 - 17:04
    Wait for Link to go flying backwards and then get up off the ground.
  • 17:04 - 17:05
    Wait for bombs to blow up.
  • 17:05 - 17:09
    How fucking long does it take to switch between worlds?!
  • 17:09 - 17:12
    You gotta play the Prelude of Light,
    say 'yes', watch the cutscene...
  • 17:12 - 17:15
    walk up to the Master Sword plot,
    watch the cutscene...
  • 17:15 - 17:16
    walk out of the Temple of Time...
  • 17:16 - 17:18
    play whatever song brings you
    closer to where you wanna go...
  • 17:18 - 17:20
    say 'yes', watch the cutscene...
  • 17:20 - 17:22
    and walk all the way to
    where you wanna be!
  • 17:22 - 17:25
    In Link to the Past, you equip a mirror,
    press a button, and you're there.
  • 17:25 - 17:29
    [sighs] What the fuck am I doing with my life?
  • 17:29 - 17:33
    I am harshly criticizing Ocarina of Time on the Internet.
  • 17:33 - 17:35
    I'm gonna get crucified!
  • 17:35 - 17:38
    Waiting is the bane of exploration.
  • 17:38 - 17:43
    Why would I wanna explore in a world where I gotta waste useless time just to check a fuckin' room?
  • 17:43 - 17:47
    You should never, ever, ever
    hit that point where you're like...
  • 17:47 - 17:48
    "Eh, I'll check that room later."
  • 17:48 - 17:50
    ...in a game about checking rooms!
  • 17:50 - 17:52
    I mean, you're exploring a world, right?
  • 17:52 - 17:55
    And then, they decide, "Hey, we're gonna streamline the dungeon process."
  • 17:55 - 17:57
    Guess what? You enter a dungeon.
  • 17:57 - 18:00
    Halfway through, you get an item that helps you through the other half of the dungeon...
  • 18:00 - 18:03
    and then you use that item
    on the boss to render it hittable.
  • 18:03 - 18:06
    And then you hit it... with a sword.
    Typically in a pattern of three times.
  • 18:06 - 18:08
    But that part can vary.
  • 18:08 - 18:10
    "Ladies and gentlemen,
    please exit through the gift shop.
  • 18:10 - 18:12
    Try our Triforce-shaped ice cream bars."
  • 18:12 - 18:15
    Can you please tell me what about this world is interesting
  • 18:15 - 18:19
    if I know, before I even finish the dungeon,
    what the boss battle's gonna be?
  • 18:19 - 18:22
    "Oh, I got a slingshot. Maybe I hit some big glowing object with a slingshot.
  • 18:22 - 18:25
    "Oh, a Mirror Shield that lets me reflect light at stuff!
  • 18:25 - 18:29
    Maybe the boss is gonna be a dude that I gotta reflect light at!"
  • 18:29 - 18:32
    Look, I know you can argue that this is actually good game design...
  • 18:32 - 18:36
    but a game where I'm adventuring, and I'm supposed to be excited about what's to come...
  • 18:36 - 18:41
    it's kinda hard to wonder wide-eyed
    about something that's so predictable... it hurts.
  • 18:41 - 18:43
    Ooh! Darn! Ooh! Jeez! Argh...
  • 18:43 - 18:47
    And this, like, streamlining process in Ocarina is present even outside the dungeons.
  • 18:47 - 18:50
    Every little piece of this game is just hopping over some roadblock...
  • 18:50 - 18:53
    that needs you to do some specific thing to make it to the next roadblock.
  • 18:53 - 18:55
    It's a game about jumpin' through hoops!
  • 18:55 - 18:57
    Superman 64!
  • 18:57 - 18:58
    "Hey man, there's a closed door.
  • 18:58 - 19:00
    "Find the eye symbol, hit it with a slingshot.
  • 19:00 - 19:02
    "Another closed door,
    find a key.
  • 19:02 - 19:03
    "Another closed door,
    press a button.
  • 19:03 - 19:06
    Another closed door,
    give this dude a letter from Impa!"
  • 19:06 - 19:07
    And again, look, there's some exploring...
  • 19:07 - 19:12
    but a random secret cave in the ground isn't gonna lead you through a complex catacomb with a miniboss at the end.
  • 19:12 - 19:15
    It just won't! It's not gonna happen!
  • 19:15 - 19:20
    You'll fall, you'll get a treasure chest,
    go "duh-duh-duh-duhh", and fucking leave!
  • 19:20 - 19:23
    They would not sacrifice their precious formula for a little bit of fun.
  • 19:23 - 19:25
    Link to the Past had a little bit more variety.
  • 19:25 - 19:27
    Sometimes the item you get in a dungeon isn't even a weapon.
  • 19:27 - 19:30
    Sometimes the boss can be defeated with just the fuckin' sword.
  • 19:30 - 19:33
    Sometimes the boss needs to be defeated with an item from a dungeon two dungeons ago.
  • 19:33 - 19:37
    There's one boss that you have to beat him with an item with an item that you don't even get in a dungeon.
  • 19:37 - 19:39
    It still felt like an adventure.
  • 19:39 - 19:41
    Like you had this, like, this arsenal you've been collecting.
  • 19:41 - 19:43
    And you're using it whenever it may be useful.
  • 19:43 - 19:45
    And it may be useful anytime.
  • 19:45 - 19:47
    You gotta be ready for that shit!
  • 19:47 - 19:49
    Original Legend of Zelda had... some dinosaurs.
  • 19:49 - 19:50
    "There's a dinosaur.
  • 19:50 - 19:53
    [tired] "Just look at that... look at that dinosaur.
  • 19:53 - 19:55
    There's a fuckin' dinosaur right there."
  • 19:55 - 20:01
    It's this kind of misdirection of, like, what you should care about in Zelda that really bugs me about Ocarina.
  • 20:01 - 20:04
    Like, let's take its story, for example.
  • 20:04 - 20:07
    Ocarina's story provides you with a context for your quest...
  • 20:07 - 20:09
    that accomplishing this will save this or change this...
  • 20:09 - 20:14
    but it refuses to acknowledge the player's innate sense of wonder and drive to quest and fight.
  • 20:14 - 20:17
    Players wanna fight bosses.
    They wanna be rewarded for their efforts.
  • 20:17 - 20:22
    They want to enter a dungeon, see what's inside, and succeed against enemies.
  • 20:22 - 20:24
    But you gotta go put that feeling aside.
  • 20:24 - 20:25
    There are more important matters at hand.
  • 20:25 - 20:28
    The Sheikahs or... the Hylians
    or whatever. Save the Hylians.
  • 20:28 - 20:30
    Gorons don't have rocks to eat.
  • 20:30 - 20:32
    That's why you got a quest!
    Gorons gotta eat.
  • 20:32 - 20:35
    The fuck are the Gorons?!
    I don't even care!
  • 20:35 - 20:38
    And then what we're left with
    is what feels like a formality.
  • 20:38 - 20:39
    Dungeons with doors that need to be opened...
  • 20:39 - 20:42
    bosses that are beaten in the same fuckin' manner every time.
  • 20:42 - 20:47
    I think the idea that you're told you're a hero saving a kingdom is at least somewhat unnecessary.
  • 20:47 - 20:51
    When it's an order delivered by the game,
    it becomes a task. It's like a job.
  • 20:51 - 20:53
    The message should be in that, as a player...
  • 20:53 - 20:56
    your idea of fun ends up making you a hero.
  • 20:56 - 21:00
    Fighting monsters is what you live for,
    and isn't what, say, this fuckin' guy lives for.
  • 21:00 - 21:03
    Why aren't all these other dudes goin' out
    and fighting monsters and questing?
  • 21:03 - 21:06
    'Cause they're not heroes!
    They don't find it fun.
  • 21:06 - 21:09
    But you, the player, find it fun.
  • 21:09 - 21:12
    You find killing monsters fun.
    You find ridding the world of evil things fun.
  • 21:12 - 21:14
    That makes you a hero.
  • 21:14 - 21:16
    Not the dialogue, not the story.
  • 21:16 - 21:18
    A book can tell you the main character's a hero with dialogue.
  • 21:18 - 21:20
    A movie can, too.
  • 21:20 - 21:22
    But a game...
    in a game, you can feel it.
  • 21:22 - 21:25
    You can experience it first-hand.
    You don't need dialogue.
  • 21:25 - 21:28
    Why was the inclusion of so many semantics necessary?
  • 21:28 - 21:31
    And I don't buy the argument that they're
    only there to richen the world with story...
  • 21:31 - 21:36
    because adding those contexts to the situation is devaluing design aspects.
  • 21:36 - 21:40
    The game literally stops for you
    to complete some asinine story task.
  • 21:40 - 21:42
    Look, you go to Kakariko Village.
  • 21:42 - 21:45
    You go to the entrance of Death Mountain.
    Dude won't let you pass.
  • 21:45 - 21:46
    You go, "What the fuck, man?
  • 21:46 - 21:49
    I wanna go up there! That's what I want to do!"
  • 21:49 - 21:53
    But no, you have to wait for the game to
    tell you why you wanna go up there.
  • 21:53 - 21:55
    You know why you wanna go up there!
  • 21:55 - 21:58
    You wanna fight some dudes,
    fight a boss, get a cool weapon!
  • 21:58 - 21:59
    But no, you gotta go talk to Zelda...
  • 21:59 - 22:02
    "Oy vey, the world is [garbles]!"
  • 22:02 - 22:05
    And then Impa's like,
    "Hey, you know, this is really important.
  • 22:05 - 22:08
    So I'mma give you this note to give to this guy."
  • 22:08 - 22:10
    I don't care! Nobody cares!
  • 22:10 - 22:15
    You seriously just made me waste my time,
    press A a bunch of times, so that I could go up there!
  • 22:15 - 22:17
    There's like a fuckin'... [hammers button]
  • 22:17 - 22:20
    There's a tiny wall standing
    between me-- I could climb over it!
  • 22:20 - 22:23
    I'm an agile kid.
    I could climb the shit outta that!
  • 22:23 - 22:25
    I climb vines all the time!
    [distant] No big deal!
  • 22:25 - 22:30
    Purposely misinforming the player about why they should care about what they're doing displaces their values.
  • 22:30 - 22:34
    And it creates a "You can't tell me what to do"
    attitude towards the game.
  • 22:34 - 22:35
    And that's the last thing you want a game to do.
  • 22:35 - 22:39
    You don't want a game to nag at you,
    especially in a game with an open world!
  • 22:39 - 22:43
    Just look at how many fuckin' people hate Navi and Fi.
  • 22:43 - 22:45
    All they do is nag and tell you what to do.
  • 22:45 - 22:46
    Who the fuck wants to be told what to do?!
  • 22:46 - 22:50
    Am I in a cubicle? Am I sitting
    in a cubicle playing a Zelda game? No!
  • 22:50 - 22:53
    See, this is why I think the Master Sword is brilliant,
    particularly in Link to the Past...
  • 22:53 - 22:55
    because it's talked about in literal terms.
  • 22:55 - 22:59
    It's a sword that will make you
    more powerful and defeat evil.
  • 22:59 - 23:01
    That's what it actually does for you, the player.
  • 23:01 - 23:05
    There's no bullshit about avenging your mother
    or saving a village from persecution...
  • 23:05 - 23:06
    or giving Gorons rocks.
  • 23:06 - 23:09
    There's rocks everywhere!
    What is wrong with you?!
  • 23:09 - 23:12
    Your whole town is made of rocks,
    and you're starving?!
  • 23:12 - 23:15
    The Master Sword is just the sword of evil's bane.
  • 23:15 - 23:17
    Fucking awesome! How exciting is that?
  • 23:17 - 23:20
    A new awesome sword!
    Count me the fuck in!
  • 23:20 - 23:22
    [sighs] And don't get me wrong.
  • 23:22 - 23:25
    I don't think a world where people walk and talk is flawed.
  • 23:25 - 23:30
    But having to trigger the ability to explore
    by walking and talking is annoying.
  • 23:30 - 23:31
    It's like your mom.
  • 23:31 - 23:34
    "You can't have dessert 'til you eat your peas."
  • 23:34 - 23:36
    "Can't explore the dungeon 'til you play Saria's Song for a Goron."
  • 23:36 - 23:41
    There are ways to involve characters in a story, and not have them be utterly boring and detached from your doing.
  • 23:41 - 23:43
    Why not have a Goron that helps you fight?
  • 23:43 - 23:46
    Goes, "Pppht!", blows shit up while you're doin' stuff.
  • 23:46 - 23:48
    Why not have the Goron stay healthy by eating rocks...
  • 23:48 - 23:51
    and they're slowly becoming rarer
    as you progress through the dungeon...
  • 23:51 - 23:52
    and he's on the verge of fatigue.
  • 23:52 - 23:56
    Shit! Don't you wanna get him
    some rocks to stay the hell alive?
  • 23:56 - 23:58
    "Let's keep movin' so my friend can live!"
  • 23:58 - 24:00
    See, I'm a video game player.
  • 24:00 - 24:04
    I care about slashing things,
    finding things, having an adventure.
  • 24:04 - 24:09
    Not wandering around until I've pressed A at all the right places in the right order for whatever fucking story reason.
  • 24:09 - 24:11
    It's like the longest page turn ever.
  • 24:11 - 24:16
    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.
  • 24:16 - 24:20
    Gosh, isn't that stupid?
    Wouldn't that be retarded?
  • 24:20 - 24:22
    That's what you're fuckin' doing in video games!
  • 24:22 - 24:26
    [sighs] Things just need to be simple.
    And what I mean by that is...
  • 24:26 - 24:30
    Link to the Past added a story
    to make everything a little more epic.
  • 24:30 - 24:32
    And since it was the same kind of game as the first...
  • 24:32 - 24:35
    the game needed those tropes to come back.
  • 24:35 - 24:37
    All those enemies and elements,
    while adding new ones too.
  • 24:37 - 24:39
    But with that, a formula was born.
  • 24:39 - 24:41
    A through-line is important for a series...
  • 24:41 - 24:46
    but when it acts like a Katamari of tropes and elements that can't be forgotten or changed...
  • 24:46 - 24:48
    things start getting sloppy and samey.
  • 24:48 - 24:51
    We get games that become less and less interesting.
  • 24:51 - 24:53
    Shigeru Miyamoto once described his idea for Zelda
  • 24:53 - 24:58
    coming from the feeling he got from wanting to
    explore caves near his house as a child.
  • 24:58 - 25:03
    Which led to an amazing game where you explore caves and dungeons, and found wondrous things.
  • 25:03 - 25:05
    The irony is when it came time to make sequels...
  • 25:05 - 25:10
    Nintendo cared more about the things that were found, rather than the mystery itself.
  • 25:10 - 25:13
    There is no mystery in modern Zelda games.
  • 25:13 - 25:14
    S.S.: Hey, man! I'm mysterious!
  • 25:14 - 25:15
    [steam vents]
  • 25:15 - 25:18
    ARIN: God, shut up! Seriously!
  • 25:18 - 25:20
    You want all this attention like you care.
  • 25:20 - 25:24
    Like you really gave it your all in a "new innovative Zelda experience."
  • 25:24 - 25:26
    But instead, you led Zelda into a frustrating monotony.
  • 25:26 - 25:29
    You know, what started the franchise
    was, like, the sense of wonder.
  • 25:29 - 25:32
    And what has thus far concluded the franchise is a sense of formality.
  • 25:32 - 25:35
    A predictable, time-consuming mess...
  • 25:35 - 25:38
    that asks you not of your
    sense of adventure, or even your wit...
  • 25:38 - 25:41
    but instead, your ability to
    listen and follow directions.
  • 25:41 - 25:45
    You ask of us our ability to point something at something else, and then walk towards it.
  • 25:45 - 25:47
    You ask of us our willingness
    to get another bow and arrow...
  • 25:47 - 25:50
    fight another boss with another giant glowing eyeball.
  • 25:50 - 25:52
    Gee, I wonder how to fucking beat it!
  • 25:52 - 25:54
    I fucking wonder, Skyward Sword!
  • 25:54 - 25:57
    You ask of us to get a cat from the top of a roof...
  • 25:57 - 26:00
    and carry him over to some guy who says, "Thank you."
  • 26:00 - 26:03
    The Adventures of Link: Cat Delivery Man! Is that your title?!
  • 26:03 - 26:04
    What's the tagline in the ads?!
  • 26:04 - 26:07
    "Cat's out of the bag! And onto the roof! Ten outta ten!
  • 26:07 - 26:11
    "No Wiimote motion issues here that could
    possibly cripple the entire experience!
  • 26:11 - 26:12
    Best in the series!"
  • 26:12 - 26:16
    You're like a spoiled rich kid, who gets everything bought for you your entire life.
  • 26:16 - 26:19
    And then when it comes to making it out on your own, you can't take it!
  • 26:19 - 26:22
    You expect everyone to love you,
    because you are who you are...
  • 26:22 - 26:24
    part of the "illustrious Zelda lineage".
  • 26:24 - 26:26
    "Nothing could possibly be wrong with you!"
  • 26:26 - 26:30
    You look just like a Zelda,
    but you're not one.
  • 26:30 - 26:33
    You're a pampered, doughy snob wearing nice clothes...
  • 26:33 - 26:36
    expecting to graduate scot-free
    because your daddy's in a lum.
  • 26:36 - 26:39
    "Why would you need to improve?
    Why would you need to get any better?
  • 26:39 - 26:43
    Everyone just agrees with your shitty ideas, because you're a Zelda."
  • 26:43 - 26:46
    Fuck you, Skyward Sword. Fuck you!
  • 26:46 - 26:48
    S.S.: [sniffles] Oh my God...
  • 26:48 - 26:49
    ARIN: [sighs]
  • 26:49 - 26:53
    Now, as I spent 373 thousand years writing this frigging video...
  • 26:53 - 26:57
    a new Zelda game showed up
    that made everyone pee their pants.
  • 26:57 - 26:59
    You know, except me.
    'Cause I don't do that. It's weird.
  • 26:59 - 27:02
    It was a direct sequel to Link to the Past...
  • 27:02 - 27:05
    taking place in the same aesthetic world of Link to the Past.
  • 27:05 - 27:08
    It's called A Link Between Worlds.
  • 27:08 - 27:09
    [creepily] And I love it!
  • 27:09 - 27:10
    Alright... [sighs]
  • 27:10 - 27:14
    Look, it's worth mentioning that it does have nearly an entire formula ripped from a game.
  • 27:14 - 27:16
    But... it's fun. But why?
  • 27:16 - 27:19
    Well, I feel partly because it has less wait time.
  • 27:19 - 27:21
    But it's mostly because of the new mechanic...
  • 27:21 - 27:26
    which is beautifully integrated to the point of feeling second-nature, like jumping in a Mario game.
  • 27:26 - 27:31
    On top of that, you have nooks and crannies around every turn that contain weird hidden stuff.
  • 27:31 - 27:34
    And there's also this system of "pay for an item"...
  • 27:34 - 27:38
    that adds this interesting value to Rupees that no other Zelda had.
  • 27:38 - 27:43
    Not even Twilight Princess with its stupid weird fuckin' dumbass end-game magic-not-magic armor bullshit.
  • 27:43 - 27:46
    "Wow, look at that. Sure is expensive to die.
  • 27:46 - 27:50
    "Is what we're seeing a commentary on capitalist society and life insurance policies...
  • 27:50 - 27:52
    choking the life out of middle America?" Okay.
  • 27:52 - 27:56
    What's more, nearly every item in
    A Link Between Worlds has multiple uses
  • 27:56 - 27:59
    outside from its, you know, intended dungeon use...
  • 27:59 - 28:03
    and has such a broad feel, that they can all be upgraded to be even more useful.
  • 28:03 - 28:06
    You know, while it does eliminate the mystique of finding an item...
  • 28:06 - 28:11
    it allows each dungeon to have a spoil that feels less like it's in tandem with the dungeon.
  • 28:11 - 28:15
    Like it's a treasure that you can enjoy as general adventurer.
  • 28:15 - 28:21
    Not just as a houseguest of fuckin' Mister Vulnerable-for-a-Sec Glowy-Eyeball Mc-Weak-to-Arrows.
  • 28:21 - 28:24
    "Why did I leave my one weakness layin' around my house?
  • 28:24 - 28:26
    "Oh no-- Ow!
  • 28:26 - 28:28
    "Jeez man, that's my glowy eye!
  • 28:28 - 28:30
    I use that to see?"
  • 28:30 - 28:32
    So I think what I've been discussing this whole video
  • 28:32 - 28:35
    doesn't seem like it applies much to this game at first glance...
  • 28:35 - 28:36
    but it absolutely does.
  • 28:36 - 28:40
    This game decided to switch up the Zelda formula from a different angle.
  • 28:40 - 28:45
    And while it doesn't eliminate the Zelda staple items and constant re-use of existing enemies...
  • 28:45 - 28:48
    it does something different in how you interact with all of them.
  • 28:48 - 28:50
    And that something different works.
  • 28:50 - 28:53
    It changed how you explore the world itself...
  • 28:53 - 28:57
    how you find things, and how you figure out things about the world around you.
  • 28:57 - 29:00
    A stupid spinning dumbass top thing doesn't change anything.
  • 29:00 - 29:02
    You find a track in a wall, and then you ride it.
  • 29:02 - 29:03
    It's like a teleporter.
  • 29:03 - 29:06
    But instead of being transported instantly,
    you just get there at normal speed.
  • 29:06 - 29:09
    A double dumbass Clawshot doesn't change anything.
  • 29:09 - 29:13
    It just means that instead of having to land on a platform and awkwardly aim to another Clawshot target...
  • 29:13 - 29:20
    you don't have to land on a platform when you awkwardly aim to another Clawshot target. Thank God!
  • 29:20 - 29:23
    But this shit? It changes how you view platforms...
  • 29:23 - 29:25
    their relationship to one another,
    how you view distance...
  • 29:25 - 29:28
    how you view the differences between Lorule and Hyrule.
  • 29:28 - 29:30
    It feels like you're exploring a world again!
  • 29:30 - 29:35
    And the things that you find are less important
    than the way that you find them.
  • 29:35 - 29:37
    It's back to how it felt before.
  • 29:37 - 29:40
    The reward was the fact that... you did it!
  • 29:40 - 29:41
    Not that you found a thing.
  • 29:41 - 29:42
    And you know what?
  • 29:42 - 29:47
    I think this may be Nintendo's way of easing people into being open-minded about a shift in Zelda.
  • 29:47 - 29:48
    I mean, look at this shit!
  • 29:48 - 29:51
    What? Hyrule Warriors?
    What the fuck does that even mean?
  • 29:51 - 29:53
    Look, what the-- What is going on?
  • 29:53 - 29:55
    Holy cr--Oh my God, this big thing.
  • 29:55 - 29:56
    Jeez...what?
  • 29:56 - 29:58
    How could they ruin Zelda?!
  • 29:58 - 30:01
    How could they ruin my favorite video game?!
  • 30:01 - 30:02
    I'm sure it's good.
  • 30:04 - 30:07
    Hey, thanks for listening to me shout my opinion at you for fuckin' 30 minutes!
  • 30:07 - 30:09
    I hope I could make you laugh, and make you think.
  • 30:09 - 30:12
    And not make you angry. 'Cause that wasn't my intention.
  • 30:12 - 30:15
    But, if I did, I'm sorry.
  • 30:15 - 30:18
    GAMER: Now it's time for me to write
    my post-emptive counterargument!
  • 30:18 - 30:19
    ARIN: Alright, fine.
  • 30:19 - 30:21
    You watched the video, that's only fair.
  • 30:21 - 30:24
    I mean, I've been throwing my opinion at you for 30 friggin' minutes.
  • 30:24 - 30:26
    Just because you might like Ocarina of Time and I don't...
  • 30:26 - 30:28
    doesn't mean you're not a beautiful person.
  • 30:28 - 30:30
    Because you are. Look at yourself.
  • 30:30 - 30:33
    Ah, I would kiss you...if I could.
  • 30:33 - 30:34
    But I can't. I'm a cartoon.
  • 30:34 - 30:36
    And hey! If you like Sequelitis...
  • 30:36 - 30:38
    you can click that subscribe button right there...
  • 30:38 - 30:41
    and that'll let you know when new Sequelitises are coming out.
  • 30:41 - 30:43
    And hey, I did a Sequelitis before this about Mega Man.
  • 30:43 - 30:45
    You should check it out if you haven't seen it.
  • 30:45 - 30:46
    And if you have seen it...
  • 30:46 - 30:47
    well, you can watch it again, I dunno.
  • 30:47 - 30:51
    And if you like Zelda so much that you gotta watch a whole video series of me playing it...
  • 30:51 - 30:53
    well, go ahead and click that button.
  • 30:53 - 30:56
    You can see my friend Dan and I playing
    the HD remake of Wind Waker over here.
  • 30:56 - 30:59
    I know I didn't talk about it in this video, but...
  • 30:59 - 31:02
    maybe I will in another one, hmm?
  • 31:02 - 31:05
    And hey, there's an even newer Zelda
    comin' out that they say is open-world.
  • 31:05 - 31:07
    What's the deal with that?
  • 31:07 - 31:08
    What do you think the game's gonna be like?
  • 31:08 - 31:10
    Do you think they're gonna stick to the open world...
  • 31:10 - 31:12
    or you think they're just gonna go back to the Zelda formula?
  • 31:12 - 31:14
    'Cause that would piss me off.
  • 31:14 - 31:17
    I mean, I wouldn't lose sleep over it, but you know...
  • 31:17 - 31:19
    I'd just be a little disappointed, I guess.
    It wouldn't piss me off.
  • 31:19 - 31:21
    And now I'm gonna stare at you for a couple seconds.
  • 31:21 - 31:30
    [captions by JS∗ Media]
    [jsmedia.tk]
Title:
Sequelitis - ZELDA: A Link to the Past vs. Ocarina of Time
Description:

more » « less
Video Language:
English
Duration:
31:30

English subtitles

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