While the next section will NOT be related to that, I will however make note of this:
I am indeed going to redo the gameplay section at some point...entirely...probably split into multiple sections. Disregarding the actual content, its just poorly written and its clear I was trying to cover way too much in one section, and I should probably split it up. I'm thinking doing it Combat (this would include boss fights and such), Puzzles/Dungeons, and Miscellaneous Others for Gameplay related things. If someone has a better way to split it up, or some alternative suggestion, etc. by all means, speak up!
But that'll come later! As now we have...
END GAME SHENANIGANSI wanted to call it "Final Showdowns" but then realized I'm more talking about things that surround the final dungeon through the end of the game, where as Final Showdown would suggest "Final Boss only" and regardless of game, there's not THAT much to talk about! Why does this part get its own section? Cause I gave a full section to Intros, intros for at least 2 of the 3 games were pretty boring to talk about, so LETS GET ONTO THE ACTUAL RANT!
OoT's End Game we'll say starts the instant you walk into the Temple of Time with a full collection Adult Macguffins achieved. Here, the scene is...actually, why were you heading back to the temple and not right to Ganondorf's Castle? Whatever, its not important; what is important is what happens in the Temple itself!
Here, the game reveals that the Triforces are actually relevant in OoT! I honestly can't remember if the Triforces are even MENTIONED anytime after the initial game's backstory, which is mostly "The gods created the world, then they shoved the Triforce as a portion of their power to keep balance!" and sort of moved on. I know in the first Zelda game, the Triforce was the Macguffin you were trying to restore, in ALttP, it was brought up several times throughout the game, I believe, and was essentially the key element to all the shit that happened, and restoring it. OoT, it kind of says "yeah, Triforce we should probably have that in this game, shouldn't we?"
...though, really, that isn't a big deal, cause being Zelda by nature, you know what the Triforce is and all that, so I got the feeling the developers were making the game with "Zelda = Triforce = YOU KNOW WHAT IT IS AND ITS IMPORTANT SO SHUT UP!" and well, for a lesser series, that'd be dumb, but I suppose LoZ can get away with it, cause the Triforce is a pretty big icon for Video Games in general, so yeah, I suppose its a case where that assumption is actually fair. That said, we learn that Sheik, the badass Ninja
Girl Guy who...doesn't really do much but say cryptic stuff and teach you songs...is actually Princess Zelda. Please refer to my earlier mockery of how OoT really failed at making Sheik appear Male, cause I'm not going through THAT again.
Now, regardless of Sheik's gender issues, Sheik = Zelda is a neat little surprise cause in previous games, Zelda's been pure Damsel-in-Distress. Oh sure, in ALttP, she actually served a purpose of sorts, but she still existed mostly to just be rescued. Here, Zelda's actually trying to play an active role! I can respect that they're trying to have Zelda break away from her former "SAVE ME LINK!" role, and try to make at least one of their primary princess figures actually a respectable female figure (Peach at least is a lot more humor tone by nature, so its not someone you take seriously, much like Bowser is not a villain you take seriously, so its more just a 'have fun" case, not trying to illustrate great writing or something.) It seems Zelda finally is an actual respectable female figure and deviating away from the Princess Stereotype here. we learn there are 7 Sages, not 6, and that the 7th is the most powerful and the one that kind of brings everything together, and she's herself is actually the 7th Sage (I forget if she tells us or we just kind of assume that without the other Sage's, the 7th Sage's powers are compromised, hence why she didn't just stand up to Ganondorf on her own, but whatever, whether game tells you or not, you can come to easy logical conclusions on your own.) Its a scene meant to be a heart touching re-union which...well, ok, I really am not going to speak about how well its played, cause its subjective but at least the music is appropriate, so that's something!
She reveals she's the representative of Triforce of Wisdom, Link is of Courage, and Ganondorf forcefully nabbed Power (I wanna say the plot says Ganondorf grabbed the Triforce of Power, and the other two sort of escaped his grasp before he could get them? Whatever, its not important.) Ok, so now we're finally getting into some actual god damned plot that isn't FIND MACGUFFINS. About time Zelda! Oh yeah, I think she hands you Light Arrows cause hey, its a Zelda game, you need MAGICAL ARROWS to beat Ganon for some reason they never really explain. Frankly, I thought it was more awesome when the villain was weak to Butterfly Catching nets. Ok, joking about silly traditions aside, the game basically says "Yes, we're now ready to kick Ganondorf's ass!"
None of this stuff stands out for the most part one way or another, Zelda reveal aside (which as I said is a neat twist), outside of one instance in the end of the scene, which I ranted about earlier, but I can't stress it enough:
Zelda getting kidnapped.
Again, as I stated in the past, she's obviously skilled as a warrior, Triforce of Wisdom suggests she must have a large amount of brain power, and the game even hints that with the 6 Medallions collected, she's probably at the peak of her power, meaning she's at the least likely moment to be actually vulnerable (Especially with Link RIGHT THERE), and she's managed to evade Ganondorf for 7 years as is. Now suddenly, just cause she takes off the ninja outfit and dons the pink dress, she gets kidnapped nearly instantly? And she can't even do anything to resist his actions? That's just kind of cheap, honestly. Again, as I said before, it'd be fair if Zelda let herself get kidnapped, cause of some Deus Ex Machina bullshit requiring her to get caught so Ganondorf would lure Link in by lowering a barrier or some shit like that, meaning she'd be playing a gamble, but that's clearly not what happens.
So suddenly, after Zelda displays herself as being something more than a DiD...she jumps back to the old Zelda = DiD! This is really quite a stupid scene for that reason alone, and as I said, if she's representing the Triforce of Wisdom, she'd probably know that revealing herself = GANONDORF WILL GET HER! Again, if the game made it clear Zelda got herself kidnapped on purpose as a gamble of sorts, then that'd at least be fair, since hey, its all JUST AS PLANNED or something, but no, its just "ha, found you, I WIN!" scenario from Ganodorf's perspective, with Zelda basically going "Gasp! He got me!"
So that stupid scene aside, the end sequence is off to a poor start...the question is that indicative of the end game as a whole, or just one fail moment that suggests nothing? Well, lets continue on shall we!
After getting into the actual final dungeon which conveniently is right near-bye, we're treated to a multi-path dungeon which is basically abbreviated versions of the elemental dungeons, with one extra dungeon to fill in for the Light one that we never actually went too, so they make something up that was never used before (I think its related to Light Arrows.) At the end of each of these mini-dungeons, you shoot a random object with a Light Arrow and move on. To be honest, that had me confused for a little while cause I wasn't quite sure what I was suppose to do at those things, though I did catch on that I think all pots in those rooms gave Arrows and Magic and said "Screw it, lets fire a random Light Arrow at-...huh, it worked!" Dunno if others had the same experience as me with this, so I'll just leave it at that. Anyway, after you shoot the random God Knows What with an arrow, the respective Sage appears, and a part of the barrier breaks!
So what do I think of a Final Dungeon? Well, it...is actually pretty neat, all things considered. It gives full respects to the game as a whole (or at least the 2nd half of the game), tries to make the Sage's seem like they're meaningful in your progression rather than getting brushed aside after they give you the Medallion(god knows Rauru needed more screen time, stupid fat useless ugly old man...), and tries to summarize each dungeon style (while not FULLY capturing the dungeon in question; this is a GOOD THING in the case of the Water Temple I think we can all agree)
One thing I do have to slightly complain about, (and don't worry, I'm not actually holding this against the game, this is more just me side tracking) is that they give you an item in the final dungeon...a near useless one at that. Ok, Zelda Games give you items in the Final Dungeon, this isn't new, but they're usually good USEFUL ones. In the first and ALttP, it was a damage reduction item for example, which while not necessary, certainly comes in handy for obvious reasons. This game hands you...the Gold Gauntlets, which exist to just continue the dungeon you're in...umm...er...ok...thanks, I guess? They are stylish and do lead to a damage reduction power up if you back track a little, but I honestly question why they didn't just make the Damage Reduction Power Up in the dungeon itself, and have it hidden away? Seems like it could have saved a little bit of time! And maybe I want Link's Gauntlets to stay looking Silver instead of Gold >=( </useless point is useless>
Now, the last part of the dungeon is just a nice straight forward tower climb with a few battle sequences. Ignoring how I stated that battles in Zelda are pretty generic and stock, this just works for a last stretch of the game, cause at this point, I think people are done with puzzles, and just want to reach the final boss, so having nothing but battles does kind of say "YES, THIS IS THE END!" in a sense. The tower being a spiral stair case is cool just cause...well...spiral stair case! Also makes it feel like an actual tower with height and such. More importantly though is the music; playing Ganon's Theme from ALttP in a newly redone style not only fits, but how its handled is quite cool, with it slowly getting louder as you ascend the tower.
Then you enter the room and sure enough, Ganondorf's actually PLAYING THE GOD DAMN SONG HIMSELF on an Organ. Well, Ganondorf's got musical talent, who'd ever have thunk it? With Link's Orcarina, Zelda's Harp, and his Organ, they could create some sort of really fucked up band called "CHOSEN OF THE TRIFORCE!" and go on a world tour and...
...er...wait, what was I talking about again? Oh, right, final confrontation, not musical qualities of the Big Three of OoT (But damn, I'm sure that'd be far more awesome to talk about!) The sequence starts with us seeing Zelda caught in her own oversized Rupee cause...well, I guess it looks magical and cool, and its pink cause that's what color her dress is. We see the Triforces appear cause...umm..er...I guess all 3 are re-united now so it makes sense? Whatever, tis just stylistic nonsense, and one of those "if it looks cool/pretty/neat, nothing else matters!" so I'll just assume its that. Ganondorf does his little "NOW I WILL WIN!" rant then...COMMENCE BATTLE!
Before fighting, Ganondorf asserts his MANLY DARK POWERS on Link, Link resists it easily, Navi gets punted back. So wait, how is Ganondorf a villain again? He just got rid of the biggest nuisance in the game! Ok, jokes aside, the explanation is just there to say "NO Z-Targetting on Ganondorf!" even though you technically can under a specific circumstance though at that point, its useless. I'm not sure Z Targetting serves any real purpose against him anyway, but whatever.
Now, Ganondorf's fight is the exact kind of fight OoT needed for a boss:
Its a neat stylish gimmicky fight that's actually kind of fun. He hurls projectiles at you, you smack them back; yes, Phantom Ganon had this before, but it didn't look as cool, and here its more of an endurance run rather than "get use to the acceleration"; you don't know when Ganondorf is going to screw up the shot. Then you Light Arrow him, he gets stunned, then you slash the crap out of him...then he smashes part of the floors away, which I'm sure is some sort of ALttP reference, so its clear they're trying to get the FULL GANONESS or something. Either, its a nice little dynamic fight cause he's actually aggressive, and you're constantly doing something. Contrast this to, say, Volvagia who I seem to recall involves you just sitting around waiting for him to stop flying around and actually DO SOMETHING. Yes, Ganondorf has cool downs between attacks, but that's mostly just to give you enough time to recover if you screw up.
He even has a desperation move that tries to deviate the fight a bit, forcing you to try something different. Personally, I found "Spin Slash = yay!" was the way around it, my brother discovered "Light Arrow to the Face during big charge time!" but hey, whatever works, nice to know there's multiple ways to approach it and they're both viable.
Also, another thing to this fight's credit? The Music unlike all those previous boss themes actually kind of fits. While its the same pace and "hurry' feel, it feels more appropriate here due to the dynamic nature, and has more of a stronger dramatic feel. Its not perfect, but its a notable step up compared to the stock songs used before, so its worth noting, as it does add at least SOMETHING to the fight.
Ganondorf gets beaten, shows a bit of...wait, was that BLOOD!? Like, seriously, blood in a Zelda game? Its a minor spurt and you can barely tell what it is, but its there! HOLY SHIT! After that, Ganondorf tries to pull an Andross of "IF I GO DOWN I'M TAKING YOU WITH ME!" only to just destroy the top of the palace, leaving Link and Zelda just kind of gawking as he falls over and Zelda defies the laws of physis as his cape falls RIGHT THROUGH HIS BODY </old school polygon mocking>. That's a pretty cool final confrontatio-....
"OH no! Ganondorf was a load baring boss! WE MUST ESCAPE!"
...great, a timed sequence where its just run out of castle, WITH A SLIGHT ESCORT FACTOR involved, where Zelda needs to pretend she's useful and open doors, but becomes useless whenever an enemy appears, compromising the whole Sheik thing and...seriousyl, Zelda, you suck. You showed promise and then decided to spit on it by becoming a generic magical princess whose completely useless. If she really was THAT powerful, she could at least, I dunno, restore Magic or cast healing spells on you or something, but instead likes to get caught in a ring of fire long enough for Link to kill enemies.
Ok, to be honest, I have to go out of my way to say this:
The castle Escape Sequence should not have been there. It interrupts the flow of the sequence and doesn't really add anything; yeah, its suppose to add intense drama, but its just an attempt to cheap out more game play, and doesn't explain stuff like "Wait, why can't just play my Orcarina and teleport out of here?"
So after a COMPLETELY USELESS CASTLE ESCAPE sequence followed by a castle crumbling sequence that's kind of neat for its time, but sort of generic by today's standards...we get a brief "yay, we won!" scene, and before Zelda can say something meaningful...
"hey Link, sorry I couldn't help you before, please forgive me."
FUCK YOU NAVI GO TO HELL I THOUGHT YOU WERE DEAD
. More importantly, why the fuck do you have like 10 lines the entire game for plot and 3 of them are about being useless in the final battle against Ganondorf? And...wait, I ranted about Navi before, MOVING ON...
Then the sequence is interrupted by rubble moving, LINK GOES TO INVESTIGATE OH SHIT ITS GANONDORF! Then he transforms into Ganon, cause apparently removing "Dorf" makes him more menacing and...wait, why does Ganon look different than in all his other appearances? If nothing else, he's not a BLUE PIG! CURSE YOU FOR CHANGING THE FINAL BOSS DESIGN! Then he whips out two huge fuck you swords and knocks away Link's Master Sword, creates a wall of Fire, which apparently is Zelda's weakness cause she can't do shit despite magical prowess if there's a wall of fire in front of her, and now Link has to fight the final boss without his Legendary Sword!
Fight's stylish enough, and its straight forward "Smack enemies weak point with whatever weapon you find that works", and retains his Light Arrow weakness, only now its optional just encouraged cause its a massive stun on him while also putting him in a position where you can roll under him. Knock him around a few times, Wall of Fire Disappears, get your Sword back, then the fire wall conveniently respawns and you go for Round two, which is...the same thing as round 1, only now you have the Master Sword. That actually does make a big difference cause its a weapon you're familiar with, hits his weakness, AND you can use your shield to block him, so oddly, Round 2 is easier than Round 1! For plot reasons, that's fitting, so yeah, fight getting easier as it goes on makes sense there. Finally beat him, Zelda FINALLY does something useful and BLASTS GANON BEFORE HE GETS UP with a Pink Shinku Hadoken, which stuns him, she then tells Link to kill Ganon with one final blow...
Here we learn an important factor about Link's character: He can't count. Why do I say that? Zelda said deliver the final BLOW, its singular! What does Link do? Slash him at least 3 times in the face! Ok, more seriously, its just the game's way of saying "yeah, TAKE THAT YOU EVIL GUY!" Then Link stabs him in the face on the final hit, and he's dead right? NOPE! He just goes ballistic, and then Zelda goes "LET OUR POWERS COMBINE!" and the Sages
summon Captain Planet use their powers to...seal Ganondorf off in another realm? Wait, seriously? After all the holy weapons we hurled at him, the macguffins used, the power of *2* Triforces, and several beats downs, not to mention stabbing him in the face MULTIPLE TIMES WITH A SUPER LEGENDARY SWORD...all they can do is seal him off? God damn it, you Sages suck at plot power shenanigans!
I think its safe to say that if there's one thing the End Game Arc unintentionally does, its display Zelda as a completely useless and incompetent character, whose only use was to OPEN GATES in a sequence that need not exist. Maybe they were trying to make Zelda look bad and its intentional, and if it was, well, good job Nintendo, you made Zelda look completely worthless! I don't know why someone would want to do that for a Non-villain character, though, so I'm going to assume its just crappy writing.
True, we can't kill Ganon off cause he appears in later games, but there's definitely a better way this could have been done. Check this redone sequence out that does not compromise the Sage's (or Zelda's) competence, but gets Link in the action...
When Ganon first appears, Zelda tries to seal him off, but he's still too powerful, or she needs actual time to stop him. So Link goes into to either buy Zelda time, or just weaken Ganon to the point where Zelda can overpower him and seal him off. So now the scenario doesn't have Link fighting to kill and failing after the game gives you several "HE SHOULD BE DEAD MOMENTS", but rather, Link's fighting until the circumstance allows Zelda to make her move. Furthermore, this would also give a good explanation for why Zelda was actually not acting; seriously, Fire Wall doesn't seem that threatening if the person in question can do stuff like create barriers, Teleport, have immense DEM powers, etc, so its kind of a cheap gimmick, but if we just say "Zelda can't act cause she's concentrating on some big spell" or something? Yeah, fits better. Its still cheap, but we need some reason to have a final boss fight, and it keeps Zelda not looking totally worthless, AND it keeps Ganon alive for later games. And the thing is? This entire sequence could easily be done with Zelda's quality of writing, so its not a "for its time" defense. Simple dialog like "let me try to stop him...oh no! He's too strong right now! Link! Please! I need you to hold him off until I'm ready!"
Anyway, after Ganondorf NOT being killed, he curses all the good guys in what appears to be purgatory. Then Zelda gives Link a little farewell, and plays the Orcarina of Time one last time to send Link back to the original time so he can live out his lost 7 years. What song does she play? Zelda's Lullaby. Cause that totally makes more sense to play than the Song of Time for the sake of sending someone back in time, doesn't it? Yeah, yeah, I know; its just there for a musical cue into the game's credits, but its kind of irksome for something called "Song of Time" to have...very little to actually DO with Time (Majora's Mask fixes this at least!)
Oh, right, musically, the fight with Ganon is...got that subdued EPIC STRUGGLE that really just makes it clear "yeah, its the final boss, no more teasers." Again, like Ganondorf's theme, its fitting...probably even more so actually...though the music does kind of get drowned out by the sound effects in the fight, which isn't so much the song's fault just the nature of some of these intense fights in anyway (See: Any Star Ocean 3 Fight), combined with its more subdued nature, its easy to not remember it. Still, again, it adds a little bit of extra oomph to the fight stylistically, so its worth noting.
Credits start off nice and placidly just showing us simple scenery of the game, then we get a big bon-fire in Lon Lon Ranch of multiple colored flames, showing just about all the NPCs in the game that aren't the Sages doing random things, like a bunch of Carpenters singing with Malon. Works about as good as anything for visuals when watching credits, cause hey, something to get through the boring credits rolling is nice! After that, we get a brief epilogue, which shows Link as a kid, and...wait...doth my eyes deceive me? Or is Navi...leaving Link?
...I think its safe to say that this is the best reward Link gained for saving the world is losing his annoying companion! Seriously, this scene is suppose to be emotional farewell, but its not really done well for a few reasons, one big one being Navi is just really fucking annoying, its hard to CARE. The other being "No dialog, and its just kind of sudden."
The final scene is just Link stalking Zelda as she's stalking her father and umm...er...ok, lets just end it at that.
Now, let me make this clear...despite how i was mocking it a lot throughout, I actually respect OoT's ending sequence for the most part. The mockeries are mostly just me playfully teasing to make this a more interesting read, and I don't actually hold it against the game much. Stuff I do hold against the game though are the following:
-Zelda's idiocy momeny in the temple
-Tower Escape sequence of uselessness
-Sense of futility in the dramatic beat down of Ganon for the sake of merely sealing him off (This is admittedly minor and pretty much something you'd only really notice in Hindsight)
Its a good final sequence of events overall, and an appropriate way to end the game, so yeah, well done. Things could have been better, but its work rather well in the grand scheme of things, and certainly one of OoT's finer points that I can see being deserving of hype. It shows that when OoT tries, it really can do stuff right, and if there's one moment in the game to not fuck up, its the final parts, since that's the lasting impression often, and that's where the Climax usually occurs (...unless you're Shakespeare, then the Climax occurs like half way into the story <_<)
So lets move onto the next game, shall we: Okami!
Now, if you remember, Okami did a poor job in its intro. I'm not sure how that's relevant here, but I felt like I'd point that out! Anyway, the place I'll start with Okami is, naturally, when the Ark of Yamato appears and you're about to enter. Anyway, the Ark of Yamato is something the game sort of eludes to a bit I believe throughout the last 1/3rd of the game noting "THIS THING WILL ARISE ON THE DAY OF THE SOLAR ECLIPSE!" Solar Eclipse being bad normally is a pretty dull thing, cause frankly I always though its cool, but Okami's case is a bit exceptional, given the main character in question is the Sun Goddess, so a Solar Eclipse would naturally be a sign of bad things to come. Nice little tie in for the whole "Day of Darkness" thing by keeping it topical. The Ark of Yamato appears and its...some really big ship that to enter you go over a rainbow bridge. Getting past all the little exposition nonsense that's meaningless...
You walk on the Rainbow Bridge but get a plot scene right before you enter the Ark itself. It starts off with Issun stopping Ammy before entering, and he goes into details about the quest, and how he was only in it for the 13 Celestial Brush strokes, which he has now seen, and its time for him to leave. Now, its very obvious Issun is just trying to come up with excuses to leave Ammy at this point, but at the same time, you can tell he really doesn't want to. its displaying that Issun knows he no longer belongs in that dungeon, and thus feels now is the time to leave, and does whatever he can to try and talk Ammy into agreeing, even so much as drawnig his sword. Its clear that Ammy doesn't want him to go, its definitely a scene that portrays conflicting emotions. Its a pretty effective scene, all things considered, cause Ammy is now losing the only constant companion she had the entire game...right before she goes off to face her biggest challenge yet. See, it really contrasts the Navi scene where its like "THANK GOD SHE'S DEAD!" as when Issun leaves, its actually sad. I know its not just me though, cause I've seen people say they've actually nearly cried at this scene (I...think that's going a little overboard though. Sad, sure, but tear jerker? Not so much, but whatever, to each their own.)
But the scene hits you with one last mockery after the Issun decision, and that's Waka shows up, again, in his usual cryptic nature, and basically taunts Issun by saying "even if you wanted to go, you can't! Glad you realize that!" pushing Issun to try and prove otherwise by jumping into the Ark...then getting rejected, showing us that Issun is still himself, and that...well, you get the point. Here is the first moment where we get a sense of what Waka's true motives are, as his statement while seemingly cryptic, was actually straight forward for once; he makes it clear that only Gods and Celestials can enter the ark, and Ammy being a God can enter; we natuarlly figure out that Waka is a Celestial not that we know what that is at this point. The scene ends on an awkward comical note with him grabbing Ammy in a dance stance and saying his last prophecy of "It takes Two to Tango!"
Oh yeah, after Issun gets rejected, he falls into the cold water below, and Ammy, standing from the Ark takes one last look at Issun as he can merely watch Ammy walk away. It really sets the scene well that "yes, the two are gone, Issun is no longer with you."
So now onto the actual dungeon. Calling it a dungeon isn't...realistically fair. First off, you get one more shop (with a new guy introduced randomly in the usual Okami manner!), and he's clearly angelic! Throughout the dungeon, you also meet other spirits of celestials, learning that Celestials are basically angels, and they were all wiped by some evil darkness centuries ago, and the Ark of Yamato was a ship used to escape the Darkness but it too got eaten. Yes, its ironic that the enemy strong hold was originally a vessel meant to ESCAPE said evil, but given as I said before, Okami doesn't really build up much to this moment and hits you with a lot plot stuff out of nowhere in this final dungeon, it makes it hard for this plot point to have any real impact. Honestly, the celestial stuff COULD have been neat, if it was actually expanded upon throughout the game, rather than slamming you with everything at once, but I ranted about this earlier, so I won't repeat it. That's easily the worst part of the game's end game sequence granted:
The fact that it hurls a lot of plot details that have little baring on previous stuff, existing merely to explain stuff that would have worked better if you learned it earlier and more gradually.
Anyway, OoT's final dungeon was bringing back all the former dungeons in an abbreviated manner as its way of using a final dungeon, not putting any of the bosses in, so what's Okami do? The opposite! In true Capcom fashion, Okami takes a page from Megaman and makes its final area one big boss rush of previous enemies, maintaining only the plot relevant ones sans the two owls (who by the nature of the team dynamic in that fight, with Oki and Shiranui, you can't realistically put them in a boss rush.) It even follows Megaman's style of letting you heal between each (only far more lenient!) and letting you take them on in any order. Unlike Megaman, the game is nice enough to have indicators of what boss you'll be facing with cave paintings.
Now, what's nice here is that it lets you use all those big awesome weapons you just got on actual enemies worth dealing with. Yes, you know how to beat Spider Queen now, but wouldn't it be fun to try some of your new tools on her and see what kind of nonsense you can do? Though I will admit fighting Orochi a
third time is kind of silly, albeit at least they removed the Quick Time Event related stuff, and as I noted earlier, Orochi was basically the highlight of Okami combat until that point, being a very well structured, and involved boss requiring you to use a lot of what you learned thus far, so yeah, it'd be kind of weird to leave him out, for all that you already did a refight with him! Regardless, this section helps highlight just how unique each Okami boss was, and how the fights were just fun and not actually tedious.
After defeating the 5 refights, we get one last bit of plot from the Merchant celestial, who then fades away like the others. Then we enter the final boss sequence. At first, you can't even see what Yami, the Lord of Darkness is; its just a big shadow ball with Waka attacking it, and doing nothing to him. Waka here exclaims how everything is his fault, and his goal was to try and make amends, by helping Ammy get back to the Ark, such that Yami could be defeated once and for all, but at the asme time, he wanted to try and defeat Yami himself. Waka gives it his everything, and even takes a hit for Ammy...after Ammy got her powers drained by Yami, where we learn Yami has the power that "even the gods can't defeat." Well, that's a pretty damning statement!
We also finally see Waka's hair! That's more kind of "oh, cool" rather than actually significant. When Waka is seemingly finished off, and Ammy is standing up to Yami, with all her powers gone and in that basic wolf form, your general response is probably "Wait, I have to fight the final boss...WITH NO POWERS WHATSOEVER!?" If you've ever fought with 0 ink or in cursed zones, you know how painful that is, but Okami actually makes you do it. You also see that Yami actually is nothing more than a HUGE FUCKING BALL (though, really, there's apparently a little tadpole inside a hamster ball there, and that's probably the real thing and the ball is just some huge suit of armor, but whose counting?)
So starts the final battle, and what seems to be total bullshit...stops being bullshit faster than you think. After a few hits on Yami, you get your first Celestial Brush Stroke back, Rejuvenation...which is also like the most useless one in the game that you probably forgot existed (or alternatively, have used without realizing which power you were using, like in Fishing Lines.) Still, though, gaining just ONE power restores Ammy's weapons and all her little skills like say, the dodge maneuver and double jump, are back, as well as other little quirks like her running speed is back up. So you're now feeling like you can do SOMETHING. Naturally, it shatters the ground to give you a reason to use Rejuvenation, and I think rewards you with free ink if you restore it (and more running room.) Its pretty obvious at this point how the fight goes down:
As you attack Yami, you gain more of your spells back. Yami goes through 4 forms here, each with new gimmicks, attacks, etc. Musically, the song that plays for Yami is...really weird. Then again, you're fighting a HUGE FREAKING BALL that fires MISSILES, has slot machine based attacks and...geez, there's nothing NORMAL about Yami in the grand scheme of things...then he turns into a giant mech with tentacles. No, I'm not making it up,
he really does do this! (yes, that's from TvC, but its the same guy and easier to just show that than an Okami scene.) The fight encourages use of all the Celestial Brush skills, smoetimes giving them unique uses in this fight. For example, the Moon Spell which turns Day into Night is naturally useless in a fight like this...so it summons a Fake Susano in the middle of combat to slash the thing, as a stronger but less versatile version of Power Slash.
Yes, granted, there is the whole Cat Walk spell which is only useful for getting a few extra items yo probably won't need in this fight from the corners of the map, but Cat Walk is probably the single most forced and useless skill in the game as is, whose surprised? The fight is dynamic and takes a while to go through, and you just get stronger as it goes on, but so does he. The final form (the mec I showed above) even feels like its a suitable final boss form. The music that plays...well, its kind of weird. I'd explain it, but its easier to show it; no, I'm not trying to hype the song, I just lack the words to properly describe it:
http://www.youtube.com/watch?v=XugG82XlAOw&feature=relatedI guess it sounds evil and dark, but not really final boss-esque...it feels more like its a horror theme than a battle theme. It still fits in a way, though really needs context unlike Ganon's 2 battle themes where you listen to them and go "Yeah, I can get an idea of what's going on"; Okami's gives you a "...this is a final boss theme?" but when you see it in action, it works better.) I will note that Yami being a HUGE FUCKING BALL is rather fitting of Okami as a whole, cause the game's playful nature and all that, why not make the boss have a vaguely weird design? It's not so silly that you laugh at it, but it does give you a "...figures" kind of reaction.
So with all your brush powers restored...wait, there seems to be one missing...but there were 13 powers restored! Must be your imagination...ok, that's me sucking at drama, so I'll end that. More importantly, with Yami beaten and Ammy regained her stolen powers from him, Issun pops up telling Ammy to do one of those Victory Howls she always does. Well, shit, you just beat the big bad, so if there's a more appropriate time to do it, I'll be damned!
Game cues the victory theme then...right before Ammy howls, Issun fades from her nose and it was just a projection of her memory, so the subsequent howl isn't one of her mighty victorious ones, but rather, a melancholy, lonely one. See, again, that's what makes Ammy work but not Link as a protagonist who doesn't talk; Ammy actually displays emotions in her own kind of way, and works around being silent; Link we get a few facial expressions, but its really hard to connect. You really get a sense of the kind of loneliness Ammy's feeling here, like a "was it worth it" and all that, which leads you to-...
WAIT! SHIT! YAMi"S STILL ALIVE! Yep, in the middle of the sequence Yami grabs Ammy, saps her powers AGAIN, basically pulling a "FOOLED YOU!" much like Ganondorf did, and then Yami reveals his TRUE form, where the ball seems to shrink, but he grows a HUGE FUCKING HAND with an eye in it. I must say, while description wise, it sounds like a downgrade compared to the mec...the coloring used and the general scenario, and all that make it look a hell of a lot more threatening, so well played Okami, and using your best feature (the art) to your advantage. Ammy just fought against a weakened Yami and regained all her powers...now Yami's at full power and she's back to the starting point, and its very clearly a hopeless scenario. IT really feels like Ammy doesn't have a chance in hell of winning this fight, and the solar Eclipse even adds more to the general "Hopeless" feel. Oh yeah, it only NOW does Yam's appropriate Intro (every enemy in Okami gains an intro when you first meet them), basically saying "Now the REAL fight begins." Now I don't know about you, but the last thing I want to do is fight Yami EVEN HARDER and regain all of Ammy's powers from scratch again. But that seems to be the case...
...until Ammy starts hearing voices of people talking. Suddenly, we start hearing the sounds of people around the world. THIS is the scene where the ending sequence really picks up; the stuff before it was cool, but here's where I think Okami's end game stuff starts really shining. Just about every single NPC Ammy has interacted without throughout the game (if not...every NPC period whose still alive) starts saying something...almost as though they're praying. Its not just that, but there's some powerful comments here that actually got me quite emotionally. one that really stands out is when one of the little girls says "Is that doggy crying? Is that why the sunshine won't appear?" The scene starts off sad and somber, but slowly builds up to hopeful as the scene goes on. This scene reminds me of something from another game actually...
FF4's fight with Zeromus. Its similar cause Zeromus kicks your ass, then Cecil barely musters strength to challenge him, with 1 HP, and then everyone starts praying and slowly restoring your team's health. Thing is, in FF4, its just a cheap "POWER OF FRIENDSHIP HEALS YOU!" No real explanation, just sappy cliched nonsense. So Okami's the same way, right?
No, see, Okami has something FF4 doesn't have; its actually using a plot detail that its been consistent with the entire game, and it fits in beautifully here. Okami early on, the game says the more people pray and the more they believe in Amaterasu, the stronger she gets. This is illustrated in gameplay that the more miracles Ammy does, the better she can raise her stats and such, a bit of gameplay/plot intergration to incorporate that point. its a consistent factor and it fits nicely seeing as your character is a deity; contrast this to FF4 where its just a generic "WE WILL LEND YOU OUR STRENGTH! No, we aren't explaining how it works, just take the full healing and stop complaining!"
So as the scene goes on, we see each character and they all have something relevant to say...I could go on hyping this scene for a while, but I need to cut back. Instead, I'll just say what really sells the scene is the music. Just listening to it gives you a sense of what's going on.
Reset (Thank You)Oh, and the scene ends with who better but Issun, of all people, being the one to do this. Finally Waka's final prophecy is fulfilled; the "takes two to Tango" was referring to how Issun still has his part to play, and Issun gives a whole uplifting speech, both the world saying "pray for Ammy's success!", but also saying "Come on, Ammy, you never give up, we believe in you!" Now, one thing you have to remember is that no matter where you are in the game, Issun seems to show little respect for Ammy, cause well, that's just who he is. So here where Issun has nothing but the highest praise for Ammy and actually belittling himself (he really does equate himself to nothing more than a simple side kick, basically saying Ammy is the real hero), despite his general arrogance and self-obsessed nature. Its the perfect way to give Issun one last "Hurrah!" after leaving Ammy, to show he can still be of help to Ammy even as they are parted.
...I think its safe to say that's certainly better than anything Navi does during the final sequence but beating Navi at stuff is not what we call hard <_< >_>
I know, I'm going into depth about this one scene, but it really is just that well done, and really sets up the best part of the ending anyway. After they do that, you see all the divine energy slowly flow back nito Ammy, then suddenly, all the constellations that gave her the Celestial Brush skills appear, then a big flash and suddenly...Ammy changes...in short, its the equivalent of "Super Sayajin Amaterasu" in Appearance. The game really makes it clear "Yes, Ammy is now REALLY back at her peak power!" The music changes to something atmospherical for a bit, then suddenly, one strong Howl of Hope, at which point, the real final boss theme kicks in...
...a song NOT based around Yami, but a rare case of a Final Boss theme built around the Main Character. Yes, I'm referring to
The Sun Rises, which is the perfect song to play now. Now Yami's final form is not hard at all, but in some way, that's a good thing. Why? Because the way the fight feels, between Amaterasu's look (which has no gameplay merits, so its a pure stylistic thing) and the music that plays, the agme really gives a sense of how Amaterasu is ready to kick ass, and really Yami has NO CHANCE...so suddenly a hopeless scenario for Amaterasu has jsut shifted its weight entirely, and now it seems like there's no chance you can lose. The beginning of the fight even helps show that, where to do stuff, all you do is draw, of all things, the Sun spell, the one thing you did NOT get back in the previous part, and naturally, its only fitting for Ammy's own personal power to be the key to victory (other Celestial Brush skills can help, but that's the only necessary one), to the point where he just goes completely ballistic and the stunning is far more dramatic than other moments. I can't stress how well it gives you this one sided feel, that if this were an animated cutscene, Amaterasu would just be kicking Yami around like an over-sized soccer ball. What makes this fight really work is how big and impressive Yami's attacks are too, cause it makes him seem really strong and like he's throwing EVERYTHING at you, from Meteor Showers to big seismic smacks, his moves certainly seem more impressive than stuff he's using in the previous fight, but you're kicking his ass ANYWAY, so it just makes Amaterasu look that much more awesome relative to Yami.
And naturally, after Yami dies, Amaterasu gives one last victory howl, this time with the sun shining right on her, as an appropriate "YOU WIN!" Games ending is pretty under-played, but honestly, after all the drama built up for that last form with Yami, that's kind of expected. IT gives a nice little "Amaterasu ascends to the heavens with Waka" only done in Okami's kind of playful manner (as in, they board a space ship and fly off...no, I'm not kidding, that's actually what happens), and the game just goes to the credits. I think there's some cheering with the humans and such but honestly, this stuff is relatively forgettable.
The Credits...well...its a nice little homage to the whole game. The song "Reset" is a nice vocal, and reading the translation of the lyrics, it fits Okami well enough talking about the seasons how yes, the Summer leaves and the winter comes, but that's cool, cause its a cycle, and how nature goes on, etc. It shows scenes throughout the game, while showing Ammy walk on the ground slowly across them. SOmething about this ending credits, while not impressive on visuals in any stand out way, really does give you a sense of the amount of effort and work put into the game. Its hard to explain, but it really does make you feel like the devs really left the game satisfied with the results.
The game has an epilogue like OoT, for one last thing. It finally brings back the Narrator, and has him talk, but as the narrator ends, he takes a different tone...suddenly going from scholarly bland "I am a narrator" to a more playful, familiar tone, and it soon becomes obvious WHO the Narrator was. Its actually a cute way to lead into New Game+ by saying "Well, since you missed the point of this story, I guess I'll just have to tell you it again!" I'll be honest; the scene is kind of meaningless and silly, but its a cute and appropriate way to end Okami, so it works well enough.
So I think its safe to say Okami does the ending thing rather well overall. Between starting off with emotional separation of Issun into a boss rush for gameplay, followed by an involved final boss fight with like everything in it, and no real breaks in between, it just really works. True, Yami's kind of out of nowhere, but then, with a boss that is the LORD OF DARKNESS and the nature of Okami's enemies, this really should have been expected. The one real issue is the bombarding of plot with Celestials that kind of comes out of nowhere, which on one hand is a necessary evil for actually understanding the point of Okami, it didn't need to happen now, and should have gradually occurred throughout the game. Other than that, its really pulled off quite exceptionally all things considered.
DARKSIDERS IN THE NEXT POST CAUSE THIS POST IS TOO DAMN BIG!!!