Sequelitis - ZELDA: A Link to the Past vs. Ocarina of Time

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[Music] The Legend of Zelda it's a series so huge I couldn't help but say it all ooh it's huge misses mostly hey yeah what are you doing over there oh I'll just write in my pre-emptive counter argument about how you're wrong about my favorite game of all time and the best game ever oh okay well don't you think that's a little no closed-minded I mean I get you probably like this game as a kid but isn't it time we looked at it critically and made a fair analysis of how okay ask anybody about Zelda anyone can tell you what makes his elder game a Zelda game and what a game needs to be to be a Zelda game but is that description you'll get really what describes a Zelda game at its core is it possible that following this formula might actually be missing the entire point of what makes Zelda awesome or even what makes this sequel awesome I mean sells the game where you swing a [ __ ] sword some pigs or whatever as bombs trials get three triangles you and Sully you were an adventurer and well seriously that much wasn't even explained you're just green dude walk to cave oh dude gloves hey take this you like okay it's a sword swinging at monsters the shoe rocks and [ __ ] at you you have a great time killing them you figure if there's a cave I get a sword in it must be other kids to get out of [ __ ] in right maybe other swords no squirrels neat well that's Zelda and whether or not Zelda is what it is now that's how it started and that's what's all of bazillion games a trillion million how many games there are and then uh then adventures a link he came out wherever I can and then a Link to the Past it was like the definitive Zelda right it felt like the first Zelda but there was so much more bigger world more things going on it was nice my eight-year-old mind couldn't take it was I ain't know but still it changed a lot of things this guy link was given a name and a purpose rescued a princess save Hyrule you have an uncle I don't know what his name is he dies and Link to the Past you start out in the house you're forced to head up sneak into a castle fight some guards rescue a princess and bring it through an underground tunnel to some church or whatever so you can finally go out have your world to enjoy okay cool but okay you want me to talk to some old lady okay then Oh find some kid who knows about where some old dude is okay so okay so here's the old dude okay so going to this temple okay beat the temple okay listen now you're [ __ ] servant why do you give me this world to explore and have a good time in and then you tell me dude super specific things you don't throw a six-year-old into his sandbox and say hey you can only make poopy castles you know when you take wet sand and you just let it drip on top of a pile of sand it's a poopy castle I mean exploration still exists and Link to the Past and God knows it's required to beat it but if the game is telling you to do specific things with marks on a map and a sequence of which things to do in specific instructions you're not discovering the world you're being taken on a tour you're no longer a pioneer adventurer you're a guest at Disneyland here's your ticket be sure to check out Space Mountain in the air just before you leave yes Goofy's wait wait prize 120 pounds no it's too low the whole game it feels a bit more processed it feels a bit more planned you have a mission and the mission is laid out for you and that kind of thing is fine I mean I go to Disneyland like six times a year I [ __ ] love the Blue Bayou restaurant they got great food oh that's a little pricey but you know it's worth the pizzelle de from its roots it's not the kind of game that holds your hand there's no explanation or even really like a goal but there's adversity everywhere and you can approach it anytime you want whether you're prepared or not you run the real risk of facing off against something that will kill you in a [ __ ] second it's [ __ ] us but if you look at a Link to the Past in the Legend of Zelda from a surface level they seem the same there's a bunch of dungeons you get items for bombs triangles boomerangs oh my with bosses in a final fight with a giant pig man there's a big world with caves and bushes but it's not the same there's a shift in soul a difference in how you perceive and experience the world is it better is it worse now [ __ ] no but it's not the same oh my god look again the clouds are parting the heavens are sending this message from above all rise squint and adjust to the heavenly glow when we finally can understand what it says hey as a 3d zealot coming out oh my god The Legend of Zelda Ocarina of Time it's a game considered by most to be a masterpiece a 3d world with the sound an amazing graphics at the time each dungeon in each town feels unique and has its own energy to it we were all [ __ ] floor it was so epic this is what felt like gaming was leading up to it felt like a natural progression it felt like witnessing a fish grow legs but not that one that's really gross so now we have this 3d world and it felt like that was what made the difference but what exactly was different well in order to examine that we have to examine try to transition from the second dimension to the third dimension we've learned anything from sanic the hedge horde over here it's that turning a 2-d game into a 3d game it ain't easy it ain't even [ __ ] quantifiable how do you take the simplicity of form the 2d allows give it a z-axis everything changes and it seems to turn a really good game design into a completely [ __ ] broken 100 try to me don't look but Zelda that one's not too hard it already technically has three dimensions you got the y axis the x axis but you know you could go upstairs enemies could jump over you all that stuff well that's where the difference is starts you link to the past had a selective z-axis for example you couldn't be on the second floor and attack a dude on the first floor but if the sandworm boss soared over your head and you weren't harmed by it you could still swing at it and it register hit bats fly through the air but they're always conveniently at swords height that shit's asinine in 3d which ironically in this situation is a limitation of the medium the more specific you get about situations analogous to reality the more you have to stipulate on you can't hit a bat from any z-axis position distance now it's really clear where the bats are in 3d space they're up down every [ __ ] where landing your sword or be [ __ ] hey I see you there lumen do me I'm sorry I'm just curious so what do we gotta do to remedy this z-axis problem ladies and gents I present you z-targeting pesky bats flying from every which way trying to circle around the south post without losing track of where it is relative to you have I got a treat for you just press the Z button you lock on to the nearest fatty and have a go with your mighty sword device check it out z-targeting made combat complicated that's not a bad thing no more simple point and swing stuff here folks you got a lock on focus on the fight this is a gigantic difference and it makes combat complex I don't say this a lot but let's see how this is a good thing a new method of combat means new ways to go about designing enemies and combat situations you used to just point in hit hit and run with the footmen but now there's rolling dodging stabbing swinging leaping holy SH it's so complex so many possibilities it's so deep they can make an entire game based on the combat system but guess what did it here's how this is a pokey bad thing z-targeting creates a strange disconnect from the world around you it changes the camera angle from what you're used to exploring the world in and that shifts your entire focus and outlook its segments the game into two pieces this is the combat piece this is the world exploring piece they don't mix put them in a room together they get into an argument hey [ __ ] you [ __ ] you too you guys can't we just get along we think this is linked to the past like the man says in the old Zelda games those two pieces were linked there were segments where you had to fight off enemies and explore the room simultaneously it was much easier to manage it all and now it's complicated and put you in unfair situation I'm wonderful what was it all about z-targeting also puts a damper on throw away enemies like bats who we're fun to kill in previous Zelda's but it now I'm painting the goddamn ass since you have to individually focus on each one and precisely hit them it'll be like if you wanted to kill a bunch of ants in your house by stomping on them but instead of doing that pointed a slingshot at each one individually now okay on the flipside complicated enemies are a total joy to fight but the issue then comes up of how they're even designed okay so as I mentioned before a lot of the charm from the original Zelda was how ruthless the game was and a complex fighting system would be perfect place to implement that but the source of a lot of ah Korea's problems is that the game's idea of difficulty is waiting there is so much goddamn waiting in Ocarina every enemy has a period where they just stand around and do [ __ ] nothing and attacking them during this time is useless thank you scrubs southmost lizard-men skull tOA's wolf do cerritos clams waiting is not a difficult thing to do but it creates the illusion of difficulty because it takes up your time and that's all it does a fight feels like an ordeal when you have to devote a decent amount of time to it but it's not hard just look at Final Fantasy 9 Skies of Arcadia Grandia these long ass battles not hard but they feel like there's something this is a mindless interaction and you're simply going through the motions instead of strategizing wait attack wait attack wait okay it's not very hard to do and it's difficult to mess up the style of enemy isn't inherently bad I mean it creates an interesting player enemy relationship where the enemy is controlling the pace of the battle but the fact that it's a consistent theme and enemies gives the impression that it's used as a difficulty supplement since none of these enemies are actually difficult to fight now on the flip side ocarina has the coolest enemy ever the iron knuckle it's an enemy that is actually provoked to attack and also to be vulnerable by your own attack which makes the pace of the battle completely dictated by you and your ability to fight it additionally the nature of his attack pattern I urge you to be aware of your surroundings you can lure him to attack pillars which yield hearts to replenish your life which is another layer of depth to the battle this is the kind of enemy design ocarina needed so much more of a merging of combat and world where you are still very aware of your surrounding in each set piece even during combat and the world around you effects your combat I feel that this particular battle shows how ocarina could have had an even better combat world connection than linked to the past or even the original Zelda but chose to save it only for many bosses and some boss battles could've been every enemy in any case the nature of z-targeting forced zelda to be more combat centric and with it the world was forced to change but it didn't you still push blocks only now you can't push them when you're engaged in combat and you still open doors by shooting slingshots and eyeballs in the wall is that a puzzle like seriously is that a puzzle is looking around the room and finding an eyeball on a wall really super fun for people like the game is 3d now so everything isn't laid out before you like a map anymore so I get that there's this sense that you walk into a room and aren't getting all the information about the room right away but is stopping your forward motion stopping everything to look for a diamond to whack that's in a soulless crevice in the wall so you can open a door that leads to another room with a locked door and some other silly open sesame' trick is that fun is this what you want a compliment that [ __ ] Skyward Sword seriously I'm doing like a show anyway just figured a give me two since I don't care nobody likes you you took fun and made on fun how'd you even do that maybe I should go douse for a better game huh you mean the flume shows my interest in playing you again oh [ __ ] burn burn so I'm really proud of what I've done today Plus really hate you alright let me explain something a puzzle is something you have all the information for the only thing standing between you and the solution is your own ability to put the pieces together in the right way the satisfaction you obtain from solving a puzzles from the aha moment when the pieces fits and you have only yourself to blame for it if you're missing a piece are you supposed to even get to a conclusion you rack your brain run in circles go what do I [ __ ] do until you find the last piece on a whim and suddenly it all makes sense you say [ __ ] or ah come on the satisfaction doesn't come from the door opening it comes from the puzzle itself if the puzzle itself isn't satisfying well there you go the puzzle itself isn't satisfying you see in the original zelda you'd walk it to a room that doors are locked but five K poor sword dude looking guys or [ __ ] the hardest shits around you they follow you around when they see you you can only attack them from the sides of the back you got to find vantage points ins outs manage your health dodge them when they gang up it's daunting it's interesting it engages you and it's really easy to understand and because of all this it's satisfying when you beat them a door opening is like oh okay cool the door opened you're not like ah [ __ ] finally the door but look that's not to say puzzles or whatever can't exist in Ocarina of times combat centric universe but sliding spiked death pucks coming out from around the corner you can't see it's just bad [ __ ] designs bad design any games don't if Rosella you don't get AG a gel free card you gotta roll through time in the first cell do you see that [ __ ] and Link to the Past you see that [ __ ] in Ocarina oops yeah I know that's the nature of 3d but if it doesn't work in 3d you change it if the formula doesn't work you change the formula why do I gotta leap across these platforms there's no challenge here I hold the joystick up just cuz the scenarios treacherous doesn't mean the game is actually treacherous I could just walk forward in a straight line heck I can close my eyes here and do this is that treacherous can I just closed my eyes and shoot a terrorist insurgents and be like oh I'm [ __ ] fine hey or better yet how about some nice interesting combat scenario here on these platforms huh like some kind of enemy that'll circle around you and you just got a time your jump across or like block his path with a bomb or something but like how about an enemy you have to slash at enough to knock it off the edge but when you slash him he also kind of slashes and knocks you back like another well-designed enemy and some other [ __ ] yeah I just made that up I didn't even and it exists in a good Zelda game oh man enemies in a good Zelda game are you talking about me no I'm not talking about you get out of my house go can't be too hard on Skyward Sword it at least made bombs bearable to use you throw bomb and Link to the Past and for directions left-right up-down in ocarina you have infinity directions you also have a really vague idea of where it's gonna land especially if you're throwing up or down in different elevations there's so much room for error it's [ __ ] unreal z-targeting helps but what if there were enemies around you you don't want to target on two you just want to see straight just want fight throw pop Skyward Sword added like a throw art but it also added Bombo okay [ __ ] Skyward Sword it still handles treasure chests dumb but to be fair Ocarina started it you know okay in each dungeon Ocarina has a unique item in a regular old treasure chest and each dungeon it just kind of shows up after a random battle with some enemies link to the past at a giant [ __ ] treasure chest that needed a big key to open the big key also opened the door to the boss there's like a genuine giddiness to finding a treasure with such a huge implication to it the big key not only gives me amazing new treasure but also allows me to face off against an incredible boss the time it takes me to get back to the big treasure is like the most [ __ ] suspenseful thing ever it's like running downstairs to get the presents under the Christmas tree or menorah or like whatever birthday tree I often hear that this is a minor point but it creates an emotional through line for a dungeon it establishes an important consistent relationship with the player and the dungeon it creates goals it creates expectation it creates a good [ __ ] game a treasure chest in and of itself is a mystery in a sense of suspense the original Zelda didn't have chests it just had like new items sitting at the end of like a long hallway that built up tension it gives you time to wonder about what it was and how it worked Link to the Past added chests which was another means to the same goal you know building suspense it's a [ __ ] secret box you see a present you're like oh god I won't open it simply walking to the chest is all the suspense you need when you arrive the payoff is instant it opens right away when you hit the button it shows what it is done I know it may not appear epic and it may seem kind of silly in video gaming but the feeling of suspense is real and very valid ocarinas decided to add in [ __ ] link opens up the trench just saw like war to [ __ ] oh who cares these amazed I wouldn't be amazed just show up [ __ ] treasure already I picked the dudes blocking it I climb the ladder or whatever and got here why don't I got it wait just cuz the game is spiel epic a 3d woosh woosh you cuz of all the graphics and polygons and all up whatnot I got a weight like look at how many chests I could open in that time god there's so much waiting in ocarina you gotta wait for a door to closed you gonna wait for a character to stop talking you gotta wait for the dialog box to tell you how to use bombs for the 47th goddamn time wait for the swish to make a music tone and open the door across the room wait for lief to go flying backwards and then get up off the ground wait for bombs to blow up how [ __ ] long does it take to switch between worlds you gotta play the prelude of light say yes watch the cutscene walk up to the Master Sword plot watch the cutscene walk out of the temple of time play whatever song brings you closer to where you want to go say yes watch the cutscene and walk all the way you wanna pee it links it past you quit Pamir press a button you're there what the [ __ ] am i doing Milo I am a harshly criticizing ocarina of time on the Internet I'm gonna get crucified waiting is the bane of exploration why would I want to explore in a world where I got a waste useless time just to check a [ __ ] room you should never ever ever hit that point where you're like yeah I'll check that room later and again about checking rooms I mean you're exploring a world right and then they decide hey we're gonna streamline the dungeon process guess what you enter a dungeon halfway through you get an item that helps you through the other half of the dungeon and then you use that item on the boss to render it hittable and then you hit it with a sword typically in a pattern of three times but that part can vary ladies and gentlemen please exit through the gift shop try our triforce shaved ice cream bars can you please tell me what about this world is interesting if I know before I even finish the dungeon what the boss battles gonna be oh I got a slingshot maybe I hit some big glowing object with a slingshot Oh mirror shield that lets me reflect light and stuff maybe the boss is gonna be a dude that I got a reflect light at look I know you can argue that this is actually good game design but a game where I'm adventuring and I'm supposed to be excited about what's to come it's kind of hard to wonder why died about something that's so predictable it hurts ooh darn oh jeez argh and this like streamlining process an ocarina is present even outside the dungeons every little piece of this game is just hopping over some roadblock that needs you to do some specific thing to make it to the next roadblock the game about jumping through hoops super sixty-four hey man there's a closed door find the I symbol hit it with a slingshot another closed door find a key another closed door press the button another closed door give this dude a ladder from EMPA and again look there's some exploring but a random secret cave in the ground isn't gonna lead you through a complex catacomb with a mini-boss at the end it just won't it's not gonna happen you'll fall you'll get a treasure chest go Derner and [ __ ] leave they would not sacrifice the precious formula for a little bit of fun linked to the pass had a little bit more variety sometimes the item you get in a dungeon is even a weapon sometimes the boss can be defeated with just the [ __ ] sword sometimes the boss needs to be defeated with an item from a dungeon to dungeons ago there's one boss that you have to beat him with an item that you don't even get in a dungeon it still felt like an adventure like you had like this arsenal you've been collecting and you're using it whenever it may be useful and it may be useful anytime you gotta be ready for that [ __ ] original legends don't add some dinosaurs there's that sir so look at that dinosaur it's this kind of misdirection of like what you should care about in Zelda that really bugs me about Ocarina like let's take its story for example ocarina story provides you with a context to your quest that accomplishing this will save this or change this but it refuses to acknowledge the player's innate sense of wonder and and drive to quest and fight players want to fight bosses they want to be rewarded for their efforts they want to enter a dungeon see what's inside and succeed against enemies but you got to put that feelings aside there are more important matters at hand the sheekha's are the hylians or whatever save the highlands garance don't have rocks to eat that's why you got a quest Laurens got to eat the [ __ ] the gorons I don't even care and then what we're left with is what feels like a formality dungeons with doors that need to be open bosses that are beaten in the same [ __ ] manner every time I think the idea that you're told you're a hero saving a kingdom is at least somewhat unnecessary when it's an order delivered by the game it becomes a task it's like a job the message should be in that as a player your idea of fun ends up making you a hero fighting monsters is what you live for and isn't what say this [ __ ] guy lives for why aren't all these other dudes going out and fighting monsters in questing cuz they're not heroes they don't find it fun but you the player find it fun you killing monsters fun you find ridding the world of evil things fun that makes you a hero not the dialogue not the story a book can tell you the main characters a hero with dialogue a movie can't - but a game and a game you can feel it you can experience it firsthand you don't need dialogue why was the inclusion of so many semantics necessary and I don't buy the argument that they're only they're too rich in the world with story because adding those context to the situation is devaluing design aspects the game literally stops for you to complete some asinine story tasks look you go to Kakariko village you go to the answers to death mountain dude will let you pass you go what the [ __ ] man I want to go up there that's what I want to do but no you have to wait for the game to tell you why you want to go up there you know why you want to go up there you want to fight some dudes fight a boss get a cool weapon but no you gotta go talk to Zelda you know this is really important so I give you this note to give this guy I don't care nobody cares you seriously just made me waste my time press a a bunch of times so that I could go up there just like a [ __ ] there's lady walls standing between me I could climb over it I'm an agile kid I can climb the [ __ ] out of that I climb vines all the time no big deal purposely misinforming the player about why they should care about what they're doing displaces their values and it creates a you can't tell me what to do attitude towards the game and that's the last thing you want a game to do you don't want a game to nag at you especially in a game with an open world just look at how many [ __ ] people hate Navi and fie I'll lady was nag and tell you what to do who the [ __ ] wants to be told what to do am I in a cubicle am i sitting in a cubicle playing a Zelda game no this is why I think the master sword is brilliant particularly and Link to the Past because it's talked about in literal terms it's a sword that will make you more powerful and defeat evil that's what it actually does for you the player there's no [ __ ] about avenging your mother or saving a village from persecution or tipping gowron's rocks there's rocks everywhere what is wrong with you your whole town is made of rock and you're starving the Master Sword is just the sword of Evil's Bane [ __ ] awesome how exciting is that a new some sword count me the [ __ ] in and don't get me wrong I don't think a world where people walk and talk is flawed but having to trigger the ability to explore by walking and talking it's annoying sick your mom you can't have desserts to eat your peas can't explore the dungeon see please sorry is song for Gore on there are ways to involve characters in a story and not have them be utterly boring and detached from your doing why not have a Gore on that helps you fight blows [ __ ] up while you're doing stuff why not have the Goron stay healthy by eating rocks and they're slowly becoming rarer as you progress through the dungeon and he's on the verge of fatigue [ __ ] don't you want to get him some rocks to stay the hell away so my friend can live see I'm a video game player I care about slashing things finding things having an adventure not wandering around until I pressed a at all the right places in the right order for whatever [ __ ] story reason it's like the longest page turn ever imagine you had to walk across your house back and forth three times before you could turn the page in a book you're reading gosh isn't that stupid wouldn't that be [ __ ] that's what you're [ __ ] doing in videogames things just need to be simple and what I mean by that is linked to the Past added a story to make everything a little more epic and since it was the same kind of game as the first the game needed those tropes to come back all those enemies and elements while adding new ones to but with that a formula was born a through-line is important for a series but when it acts like a katamari of tropes and elements that can't be forgotten or changed things start getting sloppy and say me we get games that become less and less interesting shigeru miyamoto once described his idea for zelda coming from the feeling he got from wanting to explore caves near his house as a child which led to an amazing game where you explore caves and dungeons and found wondrous things the irony is that when it came time to make sequels Nintendo cared more about the things that were found rather than the mystery itself there is no mystery in modern Zelda games hey man o mysterious God shut up seriously you want all this attention like you care like you really gave it your all and a new innovative Zelda experience but instead you let Zelda in to a frustrating monotony you know what started the franchise was like the sense of wonder and what is this far concluded Chai's is a sense of formality a predictable time-consuming mess that asks you not of your sense of adventure or even your wits but instead your ability to listen and follow directions you ask of us our ability to point something at something else and then walk towards it you ask of us our willingness to get another bow and arrow find another boss with another giant glowing eyeball gee I wonder how to [ __ ] beat it i [ __ ] wonder Skyward Sword you asking us to get a cat from the top of a roof and carry him over to some guy who says thank you The Adventures of link cat delivery man is that your title what's the tagline of the ass cats out of the bag and onto the roof 10 out of 10 no Wemo motion issues here that could possibly [ __ ] the entire experience best in the series you're like a spoiled rich kid who gets everything bought for you your entire life and then when it comes to making it on your own you can't take it you expect everyone to love you because you are who you are part of the illustrious Elda lineage nothing could possibly be wrong with you you look just like a Zelda but you're not one you're a pampered doughy snob wearing nice clothes expecting to graduate scot-free because your daddy's an alum why would you need to improve why would you need to get any better everyone just agrees with your shitty ideas because you're a Zelda [ __ ] you Skyward Sword [ __ ] you now as I spent three hundred and seventy three thousand years writing this freakin video a new Zelda game showed up that made everyone pee their pants you know except me because I don't do that weird it was a direct sequel to Link to the Past taking place in the same aesthetic world of Link to the Past it's called a link between worlds and I love it alright look it's worth mentioning that it does have nearly an entire formula ripped from a game but it's fun but why well I feel partly because it has less wait time but it's mostly because of the new mechanic which is beautifully integrated to the point of feeling second nature like jumping in a Mario game on top of that you have nooks and crannies around every turn that contained weird hidden stuff and there's also this system of pay for an item that adds this interesting value to rupees that no other Zelda had not even Twilight Princess with its stupid weird [ __ ] dumbass and game magic not magic armor [ __ ] wow look at that sure is expensive to die is what we're seeing a commentary on capitalist society and life insurance policies choking the life out of middle America what's more nearly every item in a link between worlds has multiple uses aside from its you know intended dungeon use and has such a broad feel that they can all be upgraded to be even more useful you know while it does eliminate the mystique of finding an item it allows each dungeon to have a spoil that feels less like it's in tandem with the dungeon like it's a treasure that you can enjoy as a general adventurer not just as a houseguest of [ __ ] mr. vulnerable for a sec glowy eyeball Mick week two arrows why did I leave my one weakness laying around my house oh no man that's my glowy eye I use that to see so I think what I've been discussing this whole video doesn't seem like it apply as much to this game at first glance but it absolutely does this game decided to switch up the Zelda formula from a different angle and while it doesn't eliminate the Zelda staple items and constant reuse of existing enemies it does something different and how you interact with all of them and that's something different works it changed how you explore the world itself how you find things and how you figure out things about the world around you a stupid spinning dumbass top thing doesn't change anything you find a track at a wall and you ride it it's like a teleporter but instead of being transported instantly you just get there at normal speed a double dumbass claw shot doesn't change anything it just means instead of having to land on a platform and awkwardly aim to another claw shot target you don't have to land on a platform when you awkwardly aim to another claw shot target thank God but this [ __ ] it changes how you view platforms their relationship to one another how you view distance how you view the differences between lorule and Hyrule it feels like you're exploring a world again and the things you find are less important than the way that you find them it's back to how it felt before the reward was the fact that you did it not that you found a thing and you know what I think this may be Nintendo's way of easing people into being open-minded about a shift in Zelda I mean look at this [ __ ] what's Hyrule warrior what the [ __ ] does that even mean look oh my god this big thing Jeep what how could they ruin Zelda how can they ruin my favorite food yeah sure it's good hey thanks for listening to me shout my opinion at you for [ __ ] 30 minutes I hope I can make you laugh and make you think and not make you angry cuz that wasn't my intention but if I did I'm sorry no it's time for me to write my post depth if counter-argument alright fine you watch the video that's only fair I mean I've been throwing my opinion at you for 30 friggin minutes just because you might like ocarina of time and I don't doesn't mean that you're not a beautiful person because you are look at yourself oh I would kiss you if I could but I can't I'm a cartoon and hey if you like sequel itis you can click that subscribe button right there and that'll let you know when new sequel itis are coming out and hey I did a sequel itis before this about Megaman you should check it out if you haven't seen it and if you have seen it well you can watch it again if you're like Zelda so much that you got to watch a whole video series of me play in it well go ahead and click that button you can see my friend Dan and I play in the HD remake of winwaker over here I know we didn't talk about it in this video but maybe I will and another one and hey there's an even newer Zelda coming out that they say is open-world what's the deal with that what do you think the game's gonna be like do you think they're gonna stick to the open world are you think they're just gonna go back to the Sala formula cuz that would piss me off I mean I wouldn't lose sleep over it but you know I just be a little disappointed I guess I wouldn't piss me off now I'm just gonna stare at you for a couple seconds [Music]
Info
Channel: Egoraptor
Views: 13,465,977
Rating: undefined out of 5
Keywords: zelda, formula, game grumps, analysis, sequelitis, egoraptor, The Legend Of Zelda: Ocarina Of Time (Video Game), The Legend Of Zelda: A Link To The Past (Video Game), The Legend Of Zelda Series (Video Game Series), parody
Id: XOC3vixnj_0
Channel Id: undefined
Length: 31min 30sec (1890 seconds)
Published: Tue Jul 01 2014
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