Showing posts with label Hyrule Historia. Show all posts
Showing posts with label Hyrule Historia. Show all posts

Sunday, May 19, 2013

At the End of Historia

Eiji Aonuma's conclusion in the Hyrule Historia is one of the book's better features. It's a very straightforward document, but it contains a fact that is very important. Zelda games are built around mechanics (often those presented by a particular console's strength), not story.

This fact is a quick way to dismiss inconsistencies in the Zelda timeline. But, more importantly, it emphasizes the accomplishment of creating so many games that are rather intimately linked together. It also makes the stories of future games in the series as unpredictable as they'd be without the conceit of a millennia-spanning video game series.

As was pointed out in an episode of Extra Credits, that Zelda games are designed around mechanics rather than story also means that they'll always have great potential to be great games. It's one of the things that sets story-heavy games apart from novels, in a way: Concentrating on the way that story is interacted with, rather than what the story is all about. Maybe that's why video games can become graphic novels fairly readily (sequential art requires visual work similar to that which video games demand to fully enjoy it), while books don't often adapt quite so well to the panelled medium.

Fully understanding and enjoying words alone is a quite different quiver of arrows after all.

As per the Hyrule Historia as a whole? It's a great artifact for Zelda fans, and a decent introduction for those curious about the story of the princess and the hero clad in green.

Saturday, May 18, 2013

Concepts Found in Concept Art

Although there are just a few pages dedicated to each game (and then not even every game is represented), Zelda concept art can speak volumes. For example, the spirits of light in Twilight Princess could've been humans with animal heads.

Plus, based on their body shapes, it looked like most of them could have been women. Not to mention the Hero's Spirit had a female version in one concept sketch. Each thing that didn't make it into the final version of its game definitely has a story all its own, but each one is but a fragment of said story.

It's revealed in a note, but Purlo (the caller in front of the STAR game) in Twilight Princess was supposed to be a more realistic version of Tingle. Then there are other things like the fairy symbol on concept version of Ilia's head. Actually, given the large back catalogue of games in the franchise, much of the first half of the concept art section is stuff for Twilight Princess. That the second most recent console game be prominent isn't surprising, but it is disappointing.

Where's the concept art for A Link to the Past (beyond the two pages included?)?

Or the art for The Adventure of Link?

Has it all been lost because at the time the Zelda series seemed like a flash in the pan?

The most pressing question borne from this lack, though: Aside from the Hyrule Historia, has there ever been a book written about the history of the Zelda games?

Thursday, May 16, 2013

Found, of course, in the Historia

As predicted, the Koroks were the Kokiri. The Hyrule Historia confirms this, in one of the notes lining the detailed timeline.

Although it's a bit cheesy, I have to admit that the bold text at the current end point of each timeline (or alternate dimension) announcing the possibility of a sequel excites me. With a new Zelda game guaranteed for the Wii U, it's incredibly difficult not to wonder where Aonuma and Miyamoto will take us next. So long as it's not just further back.

Curiously, however, the arc that's been dedicated to Nintendo's handheld consoles is the one with the most potential to get into steampunk or something futuristic.

Though maybe some sort of 3DS/Wii U connectivity will be important for the next home console Zelda game, at the least it'll definitely make serious use of the Wii U's GamePad. Convenience aside, I'd be terribly disappointed if it was just used as an inventory screen.

Tuesday, May 14, 2013

The Zelda Timeline's Consistency

The detailed Zelda timeline isn't terribly interesting. A lot of its written blurbs are full of material that can be gleaned from playing the games, and the whole thing is written from an "in-world" rather than "real-world" perspective.

However, not to sound like a broken record, but the real use of the detailed Zelda timeline is seeing how it all jives together. Like anything that's gone on for 25 years, looking at it as a whole yields much more than just looking at it in pieces. In particular, having just read the section dealing with A Link to the Past, this picture came up:


It's a picture of the Wise Men from the game's introduction. Things get intriguing when you remember that what happens in A Link to the Past's introduction is a sort of retelling of what happens around the time of Ocarina of Time. Why would such an esoteric detail matter? 

Because one of the Wise Men is quite a bit shorter than the others. Also, A Link to the Past was released in Japan in 1991, while Ocarina of Time was released there in 1998.

Now, Zelda games are notorious for their long development cycles. It's also usual for the actual stories of Zelda games to be built after the core mechanics have been set up. But, to have a story detail from A Link to the Past, a game made seven years earlier, match one from Ocarina of Time goes beyond suspicious. It's the sort of thing that could practically convince you that Hyrule Historia's timeline is the real deal.

Friday, May 10, 2013

Who's the "I" in Infinite Jest?

David Foster Wallace's use of endnotes has my opinion split.

Using endnotes is a great way to build up the peripheral details of a fictional world. This fact goes double for endnotes about something like a character's filmography (complete with archival holes and sticky, uncertain parts).

At the same time, though endnotes work as essential blocks of a world's apocrypha using them for such a purpose is kind of lazy. At the very least, they could be overused. Yet, for the most part, Wallace avoids this problem. Maybe it's the variation in their length, from single sentences to whole scenes, that makes their presence seem almost ridiculous. Though, that raises a very interesting question about the book.

Hal is more or less the main character. But there's been a short section of the book where the central figure wasn't Hal or any other character introduced as yet. In this section (running from pages 61 to 63) the main figure is simply "I." Of whom is this first person perspective? Hal's? The ill Troeltsch? Wallace himself?

Whomever the I actually identifies, must be the one writing (or providing) the endnotes, since they're not written with any objectivity of tone (like those Michael Creighton used). So far, each endnote reads like the book's main narrative, though they have been quite a bit more focused and use far fewer long and lumbering sentences.

I've yet to crack page 100, and yet Infinite Jest just keeps piling on the mysteries. I may be a while in getting back to Hyrule Historia.

Thursday, May 2, 2013

A Short on Unity

Along with the official timeline, the Hyrule Historia walks you through said timeline. This more in-depth timeline is all right. The art dotting it is neat, and the trivia that can be found within it is sort of interesting. But, the information provided is practically the same as reading the "Story" portion of all of the Zelda games' manuals.

Off to the side of each page there are some terms that get a little bit of in-depth treatment, but for the most part these terms are well known to players of the Zelda games. They're also written with an "in-world" perspective, which maintains the illusion of the timeline being a kind of chronicle. On the other hand, though, the development history of the terms defined would have made their definitions much more interesting reads.

However, the true value of the in depth timeline is that it weaves all of the major Zelda games together into one story. This unity of story is much appreciated, and no doubt there are hints or nods towards premises for future games in the series. Unfortunately, I've not come across any such hints yet.

Wednesday, May 1, 2013

Extending Timelines

Say what you will about the timeline found in the Hyrule Historia, it's still an interesting piece of work. In particular, it's kind of cute how the writers of the Historia decided it was necessary to clearly state, to paraphrase, that their timeline could change. The story of Hyrule changes with the teller, and so when there's a different teller, there will be a different story. Maybe we'll see a Zelda first-person game someday after all - maybe even before Miyamoto retires, since that's been an interest of his from the days of Ocarina of Time.

What's really intriguing about the timeline, though, is the sense of permanence it lends the story of (most) of the Zelda games released to date. Rather than letting them be a loose conglomeration of games with similar stories, but always varying gameplay mechanics, the timeline gets them in line and lets them tell a story larger than any of them could on their own.

There are also places on the timeline that are described with only a dash. Along with building things further along any of the forks, it's fair to say that the blank spaces are just waiting for games that may already have some concepts kicking around.

With the next Zelda being a direct sequel to A Link to the Past, the timeline becomes even more solid. A new Zelda game might interrupt the flow, but a sequel to A Link to the Past would fit nicely in between the original and Link's Awakening. Maybe we'll even get some more explanation of why Link decided to go on the excursion he was on at the beginning of Link's Awakening.

With all the framework in place, we can only hope that Nintendo builds the structure sounder than it was before.

Tuesday, April 30, 2013

No Lead too Small

They may be nothing but flights of fancy jotted down on sketches and concept art, but the small details the Hyrule Historia reveals are telling. It seems that most are from Skyward Sword's early development, before things like Skyloft being the only town-like island in the sky, and all of its residents were set in stone.

Of particular interest, especially given how the hub nature of Skyloft echoes that of Clock Town in Majora's Mask, is a wee note on a sketch of "Lumpy Pumpkin Customer 1/Older Regular Customer 4." The note reads as follows: "He has taken a liking to the Lumpy Pumpkin and shows up at least once a day" (36).

As I wrote, it's not much, but it suggests that there might have been a town schedule for all of Skyloft's residents, as there was for Clock Town's in Majora's Mask. Perhaps, as is often the case with elements of Zelda games that disappear through development, such a scheduled world center will appear again in Zelda Wii U. Who knows, maybe we'll even hear about it in just over a month's time at E3.

Monday, April 29, 2013

Reading into Things


There's a ton of interesting stuff in the Hyrule Historia. Particularly, though, are the notes that are included with some of the drawings. In particular, one note included with some concept art of Fi.

This note reads: "! In the game the head will not be a Mii, right?" (13). Based on this, it sounds like the developers had a little fun with the game before finishing it - just like they did with Twilight Princess by populating the game world with Miis.

Or, maybe there was going to be a more personable version of Fi. A version that had the face of one of your Miis. Of course, Mii graphics and Skyward Sword's style would clash to a terrible degree. Nonetheless, it's interesting to see such a note beside some concept art of such an important character. They're trying to bring multiplayer to the Wii U installment of Zelda, so maybe that's where this "Mii as companion" idea will return and actually make it into the final version.

Sunday, April 28, 2013

A History that Never Was

Hyrule Historia is a must for anyone who calls themselves a Zelda fan. It's true that it gives a bit too much space to Skyward Sword, but the coverage of the other games is greatly appreciated. Though, I wonder if maybe it's been so well received because instruction manuals no longer have as much trivia/concept art as they did in the days of the NES, and SNES.

However, none of those manuals ever had a comic in the back of them.

Compared to the full-bodied manga done by the two-lady team of Akira Hinakawa, that found at the back of the Historia's quite short, but the art is just as sweeping as any of the full-volume counterparts. And the story reads like something that could be a cutscene from Skyward Sword or another game in itself. Which makes fine sense, since the Zelda games keep getting deeper and deeper into that world's past. Hopefully the Wii U game bucks this trend, as we've gone back far enough, for now.

Monday, April 15, 2013

A Tingle of Freedom

As much as the game tries to railroad you up to the third dungeon, it just can't keep you away from everything. Since setting sail for Windfall from Greatfish Isle I've picked up the wallet upgrade, freed Tingle, and found the Picto Box. I've got one of the fireflies to upgrade the Picto Box, as well. Now I need only bring it around the shop keeper and I'm set on that front.

As per Tingle, it's definitely worth freeing him. In fact, since you need his sea chart reading skills later on, it's down right necessary. That said, I rather like the character of Tingle. He's strangely an essence of Japan in his dress, style, and backstory. He's like a magical boy from a magical boy anime (if such a thing exists), but without the actual magic.

Plus, he really does have a picture of a cobra stitched on the back of his outfit - just as the Hyrule Historia claims. If you watch the scene that follows on freeing him, you can catch it thanks to the angle. Check out video proof here.