Wednesday, December 7, 2011

Zelda: King of Limbo Synopsis, Part 5 - Versus Ganon!

Jump back to Part 4.

Ganon’s armies wait in Hyrule for the princess’s return. Zelda appears, now dressed as Sheik, storming the fields before Castle Hyrule. Or, so it looks. She’s clearly overmatched. The fiends rip her to shreds – at which point fairies pop out of her clothes. There’s no flesh. Navi’s family provided a decoy. They tricked Ganon.

Surprisingly, Hyruleans would now call this "the good old days."
 Zelda’s not foolish. She knows more ways into Castle Hyrule than the front door. She sneaks in through the sewers, not having to fight through an army. The castle serves as our final dungeon once she enters it, with puzzles and victims frozen in obsidian forms, including Zelda’s mom and dad. Once she reaches the throne room we get out big showdown with the Limbo-powered Ganon. Her pieces of the Triforce prevent him from squashing her, but he scoffs that he’s invincible. Link was the Chosen One, the only one who could kill him.

But if that’s so, why was he hiding in this castle? Zelda finds the Master Sword can cut him, and his body bother shrinks and lightens when hit by her enchanted arrows, leeching some of his Limbo energies. After a few forms, he’s reduced to an elf-like creature, almost a homely version of Link. By whooping him, she actually drained all his stolen power and reduced him to a normal person. He bristles and refuses to show fear before she kills him. He won’t cry, “like Link did.”

Zelda won’t kill him, though. Not even now. That’s the way the cycle used to go. She’ll spare him, let him live out his natural life and not give him the path of vengeance he’s been pursuing for eons. Maybe in a jail cell.

Taking the Triforce, she opens the way to Limbo to free Link and the other children. Ganon freaks out and tries to stop her. We think it’s because he fears Link. Then nightmares come pouring out from that realm. Hyrule becomes a warped portal into this bleak landscape where even the Master Sword can’t glow. So much for Castle Hyrule being our “final dungeon.”

Come back tomorrow for the final installment, where we dive into Limbo. Not everyone's coming back.

Tuesday, December 6, 2011

Zelda: King of Limbo Synopsis, Part 4 - The Golden Realm

Jump back to Part 3.

Yet I want my Graveyard Temple, with its spooky theme of undead warriors and supernatural vapors. Reality ripples down here. It would be great for Zelda to have a showdown with the Shadow Link inside. After dispatching the doppelganger, a ghost resembling Link appears rises from its remains. For a moment he touches hands with Zelda, before dispersing into the mist. Maybe a sign that Link’s not gone entirely?

Shadow Link is a classic Legend of Zelda enemy.
Now that Link's been supplanted as the series's hero,
how symbolic is Zelda fighting against it?

Stranger things wait deeper in the Graveyard Temple. Some tiles aren’t grey stone, but rather gold like the Triforce. Go deeper still, and she finds rifts in reality. The Master Sword allows her to wedge her way through them, and to pass into a shining alternate reality version of the Graveyard Temple. Here it’s a gilded Pyramid Temple. The basement is locked, but if Zelda ascends and exits, she’ll be in The Golden Realm, an appropriately shiny version of Hyrule.

This realm is also at war. Limbo’s familiar dark army is evenly matched with a heroic Golden Army, largely comprised of incredibly idealized versions of the knights from Zelda’s camp. They’re led by someone else, someone who looks a lot like Sheik. Sheik seems to be our guide through this, knowing way more than she should about Zelda and Link.

But in Ocarina of Time, Sheik was...

Our androgynous guide explains about the Legend-cycle. For reasons we don’t understand (but might know about if we played Skyward Sword), from age to age the Kingdom of Hyrule comes into being on the lower plane, always preceding the birth of a great evil that calls itself Ganon. As though connected, a version of Link is also always born into the realms and stops Ganon’s ambitions. Once slain, Ganon’s spirit returns to an infernal prison called “Limbo.” Apparently the wizard Zanath is from here, and helped Ganon escape from Limbo and into The Golden Realm, where he studied the cycles in order to pre-empt them and conquer the realms permanently. He’s already drawn so much power from Limbo that it’s driven him mad. It’s a wonder that realm hasn’t ruptured open. He intends to undo everything, which included getting rid of Link, gathering the Triforce and Golden Power himself, and inhabiting all the places that were traditionally safe.

The Golden Realm’s Castle Hyrule and dungeons should all have retro-feels, and tableaus with reference to the events of all the major Zelda games. Stained glass depictions, mosaics, etc. This is also where Zelda finds the Goddess Bow and silver arrows, the enchanted things that have slain Ganon before, and that feel incredibly familiar to her. We know why.

At the heads of the dark army in the Golden Realm are three of Ganon’s former forms, all raised from the dead as his slaves. So we get a Zombie Pig-Nose Gannon, Zombie Wind Waker Wizard Ganon, and finally Zombie Agahnim. Zelda, Sheik and Navi fend them off at the Temples, and Zelda extracts their darkness into her arrows, until they are nearly powerful enough to harm the real Ganon.
Agahnim, from promotional art for Link to the Past.

Yet Zombie Agahnim reveals he’s only the second to last; Sheik is actually the last. Sheik was going to be Ganon’s next incarnation, before he broke out of Limbo and disturbed the Legend-cycle. She can feel parts of his spirit inside her, but has suppressed him while he was in Hyrule, and disguised herself to keep out of his attention. Now he knows, and tries to take her over. Rather than giving in and attacking Zelda, she sacrifices herself to yield the energy necessary to stop him.

There's nothing else for Zelda in The Golden Realm. The remaining Army of Limbo is scattering. After she mourns, Zelda has to return to Hyrule to stop this.

Jump to Part 5!

Monday, December 5, 2011

Zelda: King of Limbo Synopsis, Part 3 - The Master Sword, Without Link?

Jump back to Part 2.

At camp, Zelda confers with Navi and the captain of her guard. They believe the Master Sword can harm even the King of Limbo. It’s the simplest reason for why he’d pursue it. Since he mentioned it’s somewhere in Link’s home woods, we’re off.

It's been so long since anyone's seen the Master Sword
that Navi can't remember what it looks like.
 
Now there’s only one major army on the map, which is conveniently in that same woods. Zelda is now strong enough to travel deeper in than before. But as she gets deeper, things get a little greener and brighter. The sword’s magic is repelling the darkness, and preventing Zanath from finding it. The forest becomes a nightmarish version of itself, a sort of mini-dungeon maze you have to fight your way through until you reach the classic grove. Zelda tries to take the sword from the stone but can’t lift it. Navi wonders if only the Chosen One can. God, it’d be annoying if we had to go on a quest to find that singular special person.

Of course, Zanath was following them and now he strikes. He tries to retrieve the sword, and fails. He isn’t too upset; he believes only one person can wield this thing, and his master has already killed that boy. Zelda knocks him away from the block and brushes against the handle. It glows. You guessed it: this time she’s able to release the Master Sword, based on the courage she’s displayed. Zanath serves as a mini-bossfight that shows off the power of the sword, and will hopefully make a suitably awesome debut for Zelda wielding the famous weapon.
"Zant," from Twilight Princess. Zanath's got the same fashion sense.
After falling to Zelda, Zanath begins to fade away into Limbo. He says it doesn’t matter: the Legend-cycle is already broken with the Chosen One’s death, and soon Ganon will control Hyrule, Limbo and the Golden Realm. A whole lot of names we don’t have context for yet, but recognize as bad. Zanath believes his master will simply set him free from Limbo at the end of the war.

Navi doubts Link is really dead, just trapped in Limbo. We don’t get Zelda’s side because, since she’s the protagonist, she can’t talk in this game. The burdens of a Nintendo hero.

In addition to allowing Zelda to kick ass, the Master Sword has a hefty warding range against the Limbo-darkness. If she visits the appropriate key points and uses the sword, she can permanently remove some of the blight in Hyrule, ala Okami. This becomes necessary to find the next set of temples, since the Army of Limbo’s blight has rendered them inaccessible. These armies are only able to locate the relative regions of the temples, not the entrances to their Temples. Zelda has to scour the landscape, like archaeologists messing around Egypt for buried tombs. The Master Sword “healing” specific areas permits you entry into multiple Temples. I’d let the game designers come up with these Temple themes (and/or change the earlier Temple themes) as they pleased, since they clearly know what they’re doing. Nintendo’s shop does fantastic dungeon design.

After passing through a couple of Temples, enough of the land is safe enough that you can access the special Graveyard Temple. This one’s in reference to the original game’s Graveyard that couldn’t be reached by a logical spatial approach. No map can guide you through the mire and fog. Navi is positively baffled. She knows the fairies came to Hyrule from this place, but nothing more.

Jump to Part 4!

Sunday, December 4, 2011

Zelda: King of Limbo Synopsis, Part 2 - Now With Fairies


The Fairy Eater’s demise sets free her snacks: the surviving fairies. The eldest fairy is named Navi, and she seems to recognize Zelda, even though the princess has never met fairies before. Navi expresses gratitude and promises to help rescue Link. She promptly swirls around Zelda’s wooden sword, replacing the fire with a magical light that improves its attack power and extends the warding range against the darkness. Navi explains that the darkness engulfing the land is something The King of Limbo brought with him from his home world. It’s somewhat vulnerable to fairy magic, but clearly not vulnerable enough. She thinks the only way to seal it off entirely is to assemble the Triforce, a powerful artifact from a higher plane, from which all modern fairies draw their life force. Unfortunately, the King of Limbo has already found one third of this artifact.

Navi?
Zelda guides the surviving kids and fairies back to the lighted rampart. With the help of our fairies, we hope this camp will be safe from being swallowed for now. This begins the development of the camp. I figure every time you finish a significant story bit or dungeon, they’ll have built up the camp’s defenses or its living quarters a bit more. I’d like it if a couple of the changes were cute, like you’re expecting them to all have armor when you get back and instead the kids made wreathes of flowers for everybody. But the point would be that this is the safe zone where you keep returning to, though it’s clearly threatened by the encroaching tide of darkness. This is what you’re working for, beyond rescuing Link and her royal family.

The weather gets wilder as you return to the darkened Hyrule. Old mires are completely flooded and require a boat to navigate, letting us play with some Wind Waker mechanics. The northernmost part of the swamp is frozen over as though by magic, leading to the Ice Temple. The shard of Triforce it houses is acting up.

So we have a hidden Water Temple and an Ice Temple. Of course at the northernmost edge of the map is Death Mountain and our Volcano Temple. Rather than having to go to one place first, though, Zelda is forced to explore the darkened world. Wherever there is an army, that’s got to be where The King of Limbo suspects lies a shard of the Triforce. Zelda (or the player) can enter the temples at will: you can do the Water, Ice and Volcano Temples in whatever order you want, or whatever order you find them in. There’d also be a fourth temple, a series of hollow caverns carved to resemble rooms, but this place is swarming with bad guys and there are rumors that whatever is down there is too tough for them. Entry into the Cavern Temple isn’t possible just yet.

Of course, upon clearing the Water, Ice and Volcano Temples, you get to go into the fourth temple. Most of the army has been savaged by what is inside. I’d like it to be a tiered boss battle against a great dragon, and as its stages pass it seems to manifest more and more of the boiling blackness we associate with the Army of Limbo, though this thing is clearly not on their side. The fight gets increasingly unfair. You literally can’t kill this thing’s final form if you survive that far; it seems invincible to your Limbo-powered bow, fairy-powered sword and the tools you’ve found along the way.

Either as you are about to die in game, or after an internal timer elapses for skilled players who manage to stay alive long enough, The King of Limbo arrives and becomes a third party in the battle. Half-physical, half composed of Limbo energies, he resembles the classic villain Ganon. He wears his third of the Triforce, a complete and golden triangle, around his neck. He dispatches the dragon and steals its shard of the Triforce, as well as absorbing the darkness from its carcass.

So Ganon's in this game?

The King of Limbo seems to recognize Zelda as more than just the runaway princess. Before she can fight him he shatters “the Chosen One’s” wooden sword, and alludes to the Master Sword, an artifact that Zanath has almost found in the forest. He might do more if not for the dragon’s death throes, which bring the cavern collapsing down. The King of Limbo bursts through the ceiling, while Zelda has to escape on foot, carrying the injured Navi.


On to Part 3!

Saturday, December 3, 2011

Zelda: King of Limbo Synopsis, Part 1

Today I'm beginning serialization of a synopsis I wrote for some Legend of Zelda fans. It's what my Zelda game would be like. It's reference-heavy and in a passive sort of writing style I enjoy more than most people do. Let me know what you think, and particularly if you're interested in continuing. The plan is to keep it running daily into next week.


I’m a literalist. Following the title of the series, my Legend of Zelda game would actually be about Princess Zelda. The game opens on a Hyrule that is largely obscured under a boiling black sky, with sunlight only shining through on the west-most portion, like a fingernail moon. Someone called The King of Limbo has conquered Castle Hyrule. It looms in the distance as knights and survivors flee to the only region that still has sunlight. The darkened world is beset by an army of classic darknuts, giant hands, and moblin-type creatures that are coated in a similar blackness to the sky. Zanath, a wizard resembling Zant from Twilight Princess, pursues the escapees into the lit region, leading part of the King of Limbo’s army.

The player will quickly realize that Link is absent. We know the woods he typically resides in is overtaken by the King of Limbo’s darkness. Hyrulean soldiers set up a rampart to defend against the pursuing monsters, and reference that the invasion seemed come from nowhere. Princess Zelda, our player-character, is forced to take up a bow and help fend them off. After some moblins are temporarily incapacitated she steals one of their quivers, affording her arrows the same powers of darkness that they wield, and so allowing her to harm and dispatch the baddies. This temporarily scares Zanath off.

After getting kidnapped for her entire series,
it's about time she kicked some ass.

 The bow is Zelda’s (and your) primary weapon for the first act. Once her bodyguards are all safe and preoccupied tending to the wounded, she sneaks into the dark region to see if she can’t save Link and his fellow elves. We know she was buddies with the elf-boy. For a bit you’ll be playing through stealth, with no way to fight monsters in melee. You’re entering the dark lands and the whole mood should be foreboding. It gets creepier as you enter the forest and have to keep aware of which trees are infested and hungry. There are equal amounts ranged combat and running for your life.

The elf village has been razed, and you find only the elders are left. They claim their kids were all abducted by the Army of Limbo. You enter Link’s house hoping he’s in his hiding spot, a cave under the floorboards that is reminiscent of the first cave in the first NES Legend of Zelda game. Instead his grandpa is hiding down there. Link fought to save him and was taken. Before you leave, he says it’s dangerous to go alone and gives you Link’s wooden sword.

Because I like nostalgia references.
 
But Zelda’s not foolish. She isn’t fighting shadow-beasts with a wooden sword. She gets lamp oil and sets the blade on fire. The flaming sword emits heat and light, which can harm the Army of Limbo, and wards off most of the dangerous critters. This is your melee weapon for the rest of the act. Its light-warding is especially handy since the black sky begins to rain, and blighted rat-monsters spawn from the ground as it softens. Zelda needs to get the heck out of here, but first she's going after the kids.

Our first proper Dungeon is a real dungeon, at the bottom of which the kidnapped children are held. Our boss is the Fairy Eater, a giant evil fairy that’s been good at rounding up both the kids and fairies. Defeating her frees many of the children, though it’s revealed some were sent to another world called Limbo. That’s where all this blackness came from. Link was among those sent there. 

Jump to Part 2.

Friday, December 2, 2011

Maybe Santa Will Rescind

Three aunts, two uncles, two grandparents, and two parents who have been fighting all week reside over a flock of children. It’s a crepe paper massacre on Christmas Eve, starring villains Ages 3-14. The tree is ten feet tall and is guarded by a barracks of boxes. My siblings, younger and unaware how little of the haul is for them, huddle with our cousins. I retreat for the computer, letting everyone else have their night. Neither children nor Christmas are my thing, and at the height of teenaged cynicism, the family is about as unappealing.

The oldest cousin, let's call her Cedar, trots up to me. Cedar holds a green and blue box in her hands, and for a moment I think she’s going to hand it to me. It’s stirring, since she’d be the only non-grandparent who remembered me this year. It almost hurts that I’m a broke invalid teen with nothing to offer her in return. Our family stretched the bank to get as many gifts for them as we could.

Then I see CEDAR on the FOR label. She is toting one of her own trophies.

She asks, “Where’s your present?”

“It’s okay,” I tell her. “Maybe Santa will bring me something tomorrow.”

“No.” Her face contorts. “What did you get me?”

Like magic, the guilt dissipates. Her father’s loaded. I look aside the box she’s clutching, recognizing both an overflowing stocking and six packages for her by the coffee table. I point to her stack.

“Isn’t it in there?”

Cedar waddles off to investigate. I’m about to get a drink when she returns.

She reports, “It wasn’t in there.”

“Did you check under the tree?”

I’m in the kitchen when she re-returns. Now she carries fists instead of a box. Her head cranes around the entrance, as though losing sight of the Christmas tree will cause her trove to evaporate. Maybe Santa will rescind.

She asks, “It wasn’t there, either.”

“Are you sure?” I ask, hoping that a return to the tree will get her caught up in her other gifts and she’ll forget about me.

I slosh my plastic cup of tap water and lag behind her to the living room. Cedar actually elbows her sister on her way under the tree skirt. By now the skirt is lonely. Only discarded bows keep it company; the goods have been dragged to the four corners of the room for rummaging.

Near the fireplace, my little brother talks with concern to our dad. The poor little guy is close to tears with incomprehension over why the others have so many more boxes. Dad is doing his typical bad job of hiding outrage. The in-laws got him the perfect gift: another reason to be angry at someone.

Cedar purses her lips up at me. This is not at all her fault, but teenaged cynicism doesn’t care about fair.

“It’s not there,” she repeats.

“That’s funny,” I say. I wave my palm at the tree’s twinkling lights. “I put it next to the present you got for me.”

The look on her face sticks with me for years. It’s like I’ve gotten a Math problem wrong. Even the tone of her response suggests I’m the dumb kid.

She says, “I didn’t get you anything.”

And I say, “How about that?”

I remember going to check on my sister, but not much else. Christmas isn’t really my holiday.

Thursday, December 1, 2011

Bathroom Monologue: Not Santa

Dad sees no footprints in the snow, though you know something was out there. You hear its hoofs on the roof. The chortling sounds nearly human. It waits in the chimney, or behind the tree with its eyes blinking like bulbs, carrying a sack full of children who seek out Santa. It has adapted to hunt this time of year.
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