[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.2061739 [View]
File: 873 KB, 800x613, fg069__link_vs_stalfos_by_kenisu3000-d6ycrlj.png [View same] [iqdb] [saucenao] [google]
2061739

>>2061727
I'm actually of the opinion that the forest temple itself is meant to be "alive" and forming a mirage over a now decrepit building that resembles the broken staircase that leads to it. My theory stems from the eyeball switch after the block maze which is symbolic of the maze outside, and then the eye linked to the door brings to mind the stark contrast between the elegant interior of the forest temple and its surroundings. If you shoot the eye, the entire perspective changes to resemble how it really appears, as if to say the eye was tricking you. When you traverse through to the end of the room it leads you to, you find another warpy eye switch in a room that doesn't resemble the rest of the forest temple. Except this eye you have to shoot OPEN because it's been frozen shut.

At first glance it may seem like this is overreading, but in reality it would be thoughtless to consider that Nintendo didn't put such investment into the story of all such enemies, and that they just threw them together with minimal directive. This is an era where 3D was still being tested and every design still had a story behind it. It's the attention to detail today's games lack in their automated CGI handling and what makes older games prevalent in the lore we all know and love.

Navigation
View posts[+24][+48][+96]