Okay so I've got a p solid capture setup for old consoles now so IT IS TIME
FOR A GAME THREAD
felt like revisiting one of my favoritest games ever
This is a record of a twitter thread, originally posted in 2019
Not gonna try to argue it's the *best* zelda but it's definitely my favorite zelda
- One of the most plot- and character-centric games in the series
- One of the late-gen masterpieces of texture painting before per-pixel lighting changed everything (see also FFXII)
- Midna is the truest friend
also shoutouts to the default photoshop Craquelure filter for that background texture
that minigame actually *extremely* sucks until you learn how it works and is kind of a terrible way to start the game lol
thankfully (?) I can do it super fast bc I've played this game like five times
also link's house is so cool and pretty omg
dude rly likes goats
also look how good that water looks it's insane
generally speaking the gamecube version is infinitely superior to the wii port but I will admit that not having midna yell at you through the controller is a bit disappointing
*yanks ears*
*pat*
midna taunts you by HUMMING HER OWN THEME i love her so much
Please... with ©️... Please sell me something... Please... with ©️...
Okay so shadows in Twilight Princess are SUPER INTERESTING
They're the now-standard shadow-map technique (as far as I can tell), applied only to Link and some/most other characters
However they also... do some weird stuff:
To the extent of my understanding there are two things happening here:
One is that there's only one shadow map so shadows are only cast by the closest light source (like previous zelds)
Two is that the camera for the shadow map doesn't *actually* correspond to the light source
The shadow camera is ALIGNED between Link and the nearest light source, but it's orthographic so distance doesn't matter, it's always pointed straight at Link, and its elevation is limited such that it's always pointing mostly DOWNWARDS regardless of the light's elevation
This may have been done purely for aesthetic reasons (it means shadows are always nicely proportioned), but it also has the (probably intentional) side effect of keeping a VERY consistent relationship between shadow-map resolution and the in-game scale of shadow texels
This technique has an odd gotcha however: It only makes sense for a single character. Multiple characters would each require their own shadow map and shadow-camera positioning logic, and thus two characters affected by the same light would have inconsistent shadows
...and this appears to be exactly the case:
Note how Link's shadow always stays the same length despite changing direction, because the light is already outside the cone
The monkey's shadow does get SHORTER when the light passes above her head, because overhead positions are within the cone and thus allowed
gotta be honest I adore this game but the monkey dungeon absolutely sucks
monkey dungeon's lame, fire and water are unremarkable, and then it's like suddenly the designers got all the OoT out of their system and just went NUTS on the rest of the game
I love this line so much; it's such a perfect bit of characterization for midna
there's a bridge that's missing and she's just like LOOK HARD and that's the entire puzzle. Like literally there's an *actual entire bridge* just leaning against a wall in the forest. Go find it lol
it's bizarrely vague for a zelda puzzle, which is the whole point. The map's set up such that it's not actually very hard to find but instead of the usual carefully-signposted self-contained puzzle box midna just goes "whatever dude go find me a bridge"
also SPOILERS BELOW but all of her dialogue is like 300% funnier when you imagine her talking like this in her non-cursed normal form lol
like does she just act like that all the time or is she actually enjoying the fact that nobody takes her seriously as a weird imp
super pretty clouds
totally nails that weird eerie moment before a storm hits where the sky's super dark but the ground is still sunlit
shoutouts to the Official Videogame Footstep on Metal Noise
It's interesting that Twilight Princess was considered a return to the "classic zelda" style bc if you think about the preceding console games
NES Zelda
Zelda 2
Link to the Past
Ocarina of Time
Majora's Mask
Wind Waker
really only LttP and OoT fit the post-hoc "classic" style
like it's essentially a direct sequel to OoT in terms of its design, but treating that as a long-awaited return for form feels... weirdly myopic
(gamers? weirdly myopic?? who could imagine)
Replaying this is really driving home the wisdom of BotW's designers dropping dungeon items and progression gates altogether
using dungeon items to slowly unlock the map is a great design that exists for very good reasons but tbh.... TP is convincing me I really don't want to play any more forest/fire/water dungeons lol
the best part of zelda games has always been after you've gotten access to most of the map and it becomes more focused on exploration and discovery, rather than unlocking gates
BotW choosing to build the whole game around that was a very good decision
(BotW's structure is also like an order of magnitude harder to design for, but I don't need to turn this into yet another thread about how brilliant that game is lol)
I know Zelda Lore isn't actually supposed to make sense or adhere to any sort of consistency but I remain convinced that the Twili are the same tribe of ancient creepy magic-users that created Majora's Mask
like MM says the mask was created by an ancient tribe of magicians who suddenly vanished
Twili were ALSO an ancient tribe of magicians, who disappeared bc the goddesses kicked them into the twilight realm after they created the fused shadows
fused shadows are a transformation mask, like majora's mask. They both have the same eye design and a grid of small holes instead of a mouth
I am totally right about this
also is anyone reading this thread concerned about spoilers?
bc like... this game's whole thing is just kind a FULL SPOILERS after the third dungeon
all of it is really cool and I can't really talk about any of it without ruining things if you've never played it
okay for real though my twitter feed is now TWILIGHT PRINCESS SPOILERS TIME from now on
this whole section that starts off the second act of the game is so well done
like obviously it's pretty standard story structure for the heroes to suffer some sort of setback that changes the stakes (see also: OoT's time skip) but the way it's executed here is fantastic
like you've barely even seen Zant before now, but you've spent the whole game saving the light spirits and collecting fused shadows, and then he just shows up goes "lol none of that even does anything" and your only objective turns into "try to keep midna from dying"
it's really perfectly timed around the player's presumed emotional state too; bc you've had enough gameplay time and plot/character-development time to JUST be starting to, like, actually care about midna, and then it hits you with that music and the run back to the castle
It's the same trick that Ico pulls (I should prob do an Ico thread at some point): Endangering the player rarely has much emotional impact, but endangering OTHER characters that the player cares about can hit SUPER HARD bc the consequences of failure remain in-fiction
(while on this subject, I think this is why JRPG melodrama usually works so well? They rarely burden themselves with a player-insert silent protagonist and just write long stories about interesting characters, with the understanding that game mechanics boost emotional attachment)
teens these days will never know what it was like to WORK for a good reaction image
An interesting flaw in twilight princess is that it wants to use chests to reward exploration, but can't put anything in them besides rupees, so you end up with a constantly-full wallet and nothing to spend it on and most chests are thus just a waste of time
IIRC skyward sword tried to address this by having a lot of actually really expensive items, so money at least meant something
worked okay but then BotW just completely solved it via the weapon system. Constantly cycling weapons means good ones are virtually always useful
also the Cave of Ordeals is awesome but you can't complete it until you've beaten every dungeon in the game and your reward for finishing it is... a reusable healing item
Arbiter's Grounds is one of the best zelda dungeons ever bc the first half is some pretty solid traditional dungeon design, and there's a bunch of quicksand traps, but then instead of hover boots you get A BEYBLADE and discover the entire dungeon is actually a giant skatepark
it's a good dungeon
can definitely understand why the 360 generation of games went so absurdly hard on brown/green color grading over the next few years
like everyone saw this and MGS3 and SotC and realized how INCREDIBLY strong a really restricted color palette can look
There's a fairly elaborate series of side quests to unlock the last few connecting roads between sections of hyrule field, but you can't start them until after you've obtained unlimited fast travel lol
uh
Posting a video bc you the audio really makes it
Leaf shadows on stone, shadows lit green from the sun filtering through trees, listening to the wind and the birds
one of the few areas of the game with no music but really distinctive ambient sound
it's so pretty and chill
Darknuts are the ONE enemy that actually exercises the depth of the combat system and there are, like, six of them in the entire game
so I should probably talk about the Wii vs GameCube versions
I've played both and tbh I actually think the Wii port is largely responsible for the game's lukewarm reputation?
like, the lowest-level core loop in a Zelda game is Pushing B
there's barely any windup animation; sword goes off like a gunshot and just blasts everything in front of you
it's the fastest, punchiest, most responsive interaction in the whole design; everything else rests on it
the wii port takes that and just... smears goop all over it. "Waggle control" was a meme but it's the perfect description for how Wii games played in practice: Replace a binary button press to a still binary, but now a horribly mushy and vague and imprecise heuristic
so you take the literal foundation of the game and just... make it bad.
replace all the impact and responsiveness with a clumsy awkward wrist jerk with inputs averaged over like 200ms
it's like those nightmares where you have to fight off an attacker but your arms don't work
and sure, the rest of the game remains as good as ever. Some of it's even better, like aiming with the IR pointer and fast spin-attacks on horseback (well, that one's arguable)
the game's still solid but it has to do SO much work just to overcome the damage to its foundation
Flail Arm to Request Pushing B
Anyway not to just dunk on the wii version forever; it's still a good game. It's just entirely understandable that a ton of people disliked it even if they couldn't quite articulate WHY they did
anyway ignore everything I just wrote the REAL reason to avoid the wii port is you can only backflip off epona on the gamecube
sweater + Ivalice motorcyle armor + *embroidered jeans*
incredibly powerful
The artists are far less interested in making attractive characters than in making really distinctive and varied characters and I'm extremely into it tbh
@AmazingThew I generally don’t replay it because I find the characters grotesque, especially the children.
The game recognizes that a player-insert silent protagonist can only really function as a cameraman, or at most a foil, and so just actually writes him as such,
and thus Midna, the *actual protagonist*, gets complex motivations and relationships and emotions that meaningfully shift over the course of the story
it's incredibly well done, and all the more unexpected coming from a Zelda game
It's so interesting when a game really recognizes that "player agency" isn't actually a critical part of good storytelling. We're USED to experiencing stories vicariously through characters; it's How Books Work after all. I don't need a dialogue tree to empathize with a character
Not to say we shouldn't bother exploring the interactive component of game stories, obviously; there's tons of interesting work there
but it's really neat when a game's entirely willing to just not make the player the protagonist
huge part of that being the music aaaaa
https://www.youtube.com/watch?v=qvrdSj0F-QA
- YouTube
incredibly complex sense of like... it's strange and alien, but it's not actually an evil place and people live there comfortably, but it's also been conquered by evil and thus there's this permeating sense of mourning... somehow all conveyed together
art is good, man
Also the realization that Midna doesn't just hide in your shadow to annoy you; she's genuinely HIDING bc she's afraid of people seeing her
yes I am directly referencing two of my own tweets, which are some of my greatest work and all but one of you cowards ignored
For the second hand I had the UTTERLY BRILLIANT idea to just remove my headphones
stress level reduced to near-zero
wish I'd thought of that on any of the previous ~4 times I've played this game
So the beginning of Hyrule Castle is another of my all-time favorite game environments
posting a video again bc the sound is a huge part of it
you get all hyped up to bust into the castle and go fight ganon and Win the Videogame, and then you get there and it's just... quiet
no music, just rain and fog
it's such a weird, calm moment
I dunno if it hit everyone the same way bc a lot of people think rain is depressing in most contexts and I always find it incredibly relaxing and chill
I don't think it's intended to be depressing though; the light is so soft and the whole tone of the place is just... calm
it's super weird and there's a creepy ghost puzzle and your reward is... a key, which you can use to unlock a room full of treasure right before ganon
"treasure" here meaning "a bunch of chests full of bombs and arrows and orange rupees" because as mentioned earlier this game's structure precludes rewarding exploration with anything useful, so here's a bunch of money 20 minutes from the end credits
(it is a really cool secret though)
this is LITERALLY THE ONLY TIME a Zelda game has addressed the motivations of "monsters" or even suggested that they might be anything more than mindless opportunistic beasts
and it's just... dropped on you at the very end of the game, in this weird quiet rain-soaked courtyard
it's so strange and unexpected and poignant and it raises so many bizarre questions that are never so much as mentioned ever again
it's incredible
extremely good intro but I gotta admit nothing will ever top OoT dorf playing his own scary pipe-organ music the whole time you were traversing his doom fortress
every time he moves his hand there's this ridiculous leather creaking noise it's amazing
this is a consistent element of every scene in which he appears
like yo maybe don't put the actual end of your game on the title screen
just a thought
ganondorf fighting you with the sword he literally pulled out of his own chest after the sages tried to execute him is some next-level villain badassery
out of respect for the handful of people who might see the tweet and haven't played the game I'm not gonna screencap the super-ultra-turbo-hyper spoiler
but aaAAAA I LOVE HER SO MUCH AAAAAAAAAA
aaaaaaaaaaaaaa
Y THO
I dunno whose idea it was to end every 3D zelda with "Link has no more friends and wanders off into nowhere" but man I have BEEF with them
at least Skyward Sword and BotW broke that mold
I mean like it all totally works thematically and makes sense here etc so I can't really *fault* it
it's still pretty much my fav game ever
but also ;____;
Games generally tend to lack any sort of denouement and thus usually end SUPER abruptly as soon as you run out of bads to fight
Zeldas usually have these really elaborate credits sequences that wrap up the side characters' stories and give you a sense of the world continuing on
Twilight Princess has a completely unique twelve-minute musical piece that scores the entire credits and guides the whole emotional arc of the conclusion and it's just incredibly well done
I think.... I've said all the things I wanted to say about Twilight Princess, now
other than just like a whole lot of heart emojis for midna
❤❤💖💖💖❤❤