Occasionally I’m roped into a conversation where I’m forced to admit that I really don’t know much about Zelda. By far my biggest experience was playing the original NES outing on the 3DS some years ago (which I picked up for free as part of their ambassador program), but only making it past two or three dungeons before abandoning it. Following one such admission, I began to think about how to best express this lack of knowledge and decided that writing Zelda Fan-Fiction with this severely limited background would really hammer the point home. This was a terrible idea… but I did it anyway. So for your reading pleasure here it is; a short Fan Fiction introduction to Zelda based on my limited knowledge of the series. You have been warned… enjoy?:
Link materialised. He winced; the hot desert sun nearly blinded him, his eyes barely ready for the onset of day compared to the … the… non-existence that was before.
“Do I even have a backstory,” he pondered, carefully inspecting his clothes, “I guess I’ve got clothes… and they’re green…” he murmured, to nobody in particular, but genuinely pleased that he had discovered something about who he was.
The ‘green’ thought rattled around his brain for a while and he was just working his way up to drawing the conclusion that he presumed he must either be an elf, or Robin Hood when something else happened. A Ganon appeared: Continue reading “Zelda Fan-Fiction: I Don’t Know Much About Zelda”
It’s off the back of my recent outings into the various worlds of Strafe that my mind turned back to the title that it (arguably) draws much of inspiration from; the first title in ID’s third major FPS franchise ‘Quake’. I knew from the moment that I first installed this masterpiece of a game that I would be hooked for weeks, nay, years, basking in every aspect of it’s well-crafted…
…. no, wait… this isn’t how it happened at all…
Quake is unquestionably an important title in the history of FPS games, and one that I experienced around the time that it was relevant; but being honest, it’s a title that I was more ‘interested in‘ rather than ‘enjoyed playing‘. Unleashed on the world in ’96, Quake caught me towards the end of my 16-bit love affair, but before the joys of the PlayStation opened my mind to 32-bit consoles. PC gaming was always something that I had enjoyed alongside consoles (as I mentioned in the pilot of “Please Insert Disk 2“*) and I guess my interest in the platform was heightened by the lull between generations. I remember clutching an issue of ‘PC Gamer’, cover CD proudly proclaiming to have the Shareware version of Quake, on my way home from the shops, eager to see what this hyped game was all about. I installed it, played for about two minutes, and then closed it, baffled as to why this drab mess of brown had warranted such hype.
*Question of the month is some kind of marshmallow joined to another marshmallow… a “doublemellow”…. thought up by Later Levels Spoiler Warning: This post talks about a plot twist in PlayStation Classic ‘Metal Gear Solid”… read no further if you want to remain in the dark! For this month’s question those masters of the cerebral poser over at Later Levels have asked which game has the most … Continue reading QotM*: Which Videogame Contains the Most Surprising Plot Twist
So those mischievous developers over at Pixel Titans had us all hoodwinked when they released Strafe a couple of weeks ago. This very successful KickStarter project promised a procedurally generated 90’s style FPS experience, but actually delivered something quite different once you peel away the crispy-polygon coating, and personally I’m pretty thrilled about that. As regular readers will be aware, I have mixed feelings about … Continue reading STRAFE: Wolf in Some Other Wolf’s Clothing
A Podcast you say?… tell me more…
“Please Insert Disk Two” is a collaborative project that I’m venturing in to with a good friend of mine; the aforementioned, Chinery. Having spoken many times about putting a podcast together, we finally moved out of the all important “Wouldn’t it be cool if…” phase of the project and decided to just jump in and give it a shot.
The concept began to form itself in my mind late last year when I posted this piece about ‘Dead Rising’. We all have titles in our ‘gaming history’ that we attach sentiment to; maybe it was a great title, maybe we just played it at a time when we were particularly susceptible to the theme, or maybe we just attach it to a specific time in our lives. Whatever the reason, trying to convey ‘why’ this is particular game is a classic to a friend who didn’t experience this first hand is a tricky business. Chinery and I have decided to embrace this idea, dust off out microphones, and share our thoughts as we each pick landmark games from our own histories for the other to jump in to for the first time.
Whilst I was wrtiting my recent examination of “Stories Untold“, one aspect electrified me with a sudden shock of nostalgia that I wasn’t expecting. The player is presented with an apparently mundane setting, however the setting’s unsettling nature is present from the outset due to the unknown elements: Why are we being asked to do these tasks? where are we? Like a dream, the player finds themselves in the middle of events without knowing how things go to this point being, expected to ‘go along with it’.
This sudden nostalgia pang stems from my childhood. Growing up I always had an interest in riddles, or I guess ‘logic puzzles’ to give a more accurate description; a brief overview of story or circumstance was given requiring a logical explanation or solution. One of these always vividly stands out in my mind:
You are in a room with three switches; the room has no windows and only one door. Outside the door is a winding corridor at the end of which is a second room inside of which is a single light bulb hanging hanging from the ceiling by a wire. You know that one of the switches activates the light in the second room however, there is no way to see the light in the second room from the first, and as soon as you leave the first room the door closes and locks stopping returning once you have left it. How do you determine which of the switches controls the light? Continue reading “The Unexplained Setting”
Spoiler Warning: Whilst I havn’t intentionally included spoilers, this game is best enjoyed going on entirely cold
It was a rare treat last year when, one dreary evening, I discovered and played the freely available short title, ‘The House Abandon‘ by No Code Studio. Every aspect of the game appealed to me from the ‘Spectrum inspired’ loading screen of the ingame hardware to the tension created using only the lightest of touches. I had assumed that it would remain an enchanting ‘one-off’; a short exploration of what might be possible. No Code proved me wrong earlier this year by releasing ‘Stories Untold’, a fully fleshed out four-part drama in which ‘The House Abandon’ features as Act I. I picked it up a little while ago, but decided to save it for a few consecutive evenings where I could put my headphones on, dive into it, and become immersed in this chilling tale without interruption.
My chance finally came last weekend where, over the course of two evenings, I tentatively made my way through ‘Stories Untold’, both captivated and un-nerved. Part of me is tempted to just stop typing here.
If you have an interest in this game then go and play it, the less you know going in the more you will enjoy the experience.
Unfortunately that would be an unsatisfying post to write (or read), so I’m going to cautiously pick through the game and say what I can about it without spoiling the plot.