thetonestarr said:
I like some of your concepts, but not the whole thing. Here's my take on The Legend of Zelda: The Silent World: Indeed, the world has been destroyed. Link is the last known survivor - everybody else has been turned to Stalfos. Everyone. Stalfos. Well, and a variety of other monsters and the lot. Additionally, the world is eerie silent. The only sound is a very faint wind. There is no music. There are no cries from the monsters. It would seem the monsters are (currently) voiceless. The only sounds in the entire world are from Link. As Link sets out on his mission, he triggers a transformation in his "Kokiri Village"-type initial locale (perhaps after completing an initial dungeon), resulting in it coming back to life. The silence is gone. Sound and music suddenly fill the air - but so do the cries of the monsters.
This then leads Link directly into the next step in his journey - another (mini) dungeon, where he defeats an evil boss. Upon destroying the evil presence here, the region suddenly comes fully back to life. All the monsters are gone. The air is now filled with the fairies/bugs/dust-particles you see in the air so commonly in Zelda games. At this point, you see the shadow of something disappear off-screen... SOMETHING, or someONE, came back to life, and vanished. This will establish a living being presence throughout the remainder of the game - but a very rarely seen one - so as to make it not entirely desolate and void of interaction. Throughout the rest of the game, you're going through and first destroying the Silence in each respective map area, then ridding it of the evil in general. The elimination of the evil is specifically what brings people back to life in each area, and they begin rebuilding. As you progress through the game, the places you saved earlier on become more rehabbed, and you're given access to new places and options in these areas. Since each map area consists of two separate steps, that allows for actually two separate dungeons in each area. Also, sometimes you may not be able to beat both of them back-to-back, in a linear fashion, but you may need to beat one area's Silent dungeon before you can access another area's Evil dungeon. So you may end up having to beat multiple Silent dungeons in a row before overcoming another Evil.
Additionally, the giant monster roaming the world is actually Beast Ganon. He roams any areas that are still Evil - silent or not - but he's incapable of entering areas that are no longer Evil. When more of them show up, they're (slightly inferior) copies of himself that he's made, because he sees that something is slowly stealing his world away from him and he doesn't like that. The copies, though, ARE killable - but only with an item earned late in the game (and, of course, one of the NPCs you save - perhaps the original one that ran off-screen at the beginning of the game - tells you how to kill them). The final dungeon includes a mini-boss fight against two of them at the same time, and the final fight is against Ganon himself, because you've shrunk the Evil World down to only his castle or whatever. Much of what ISN'T changed to your idea would definitely still apply - Monster Hunter-esque overworld, Super Guide-esque options. But my idea would give a reasonable source for shops and where you'd GET the Super Guide items. It'd also allow more of a blending of classic Zelda bleakness and more modern Zelda people and minigames, etc.
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