Post by asprite on Feb 20, 2013 20:34:18 GMT -5
She is afraid.
Imagine a girl who was raised all her life to save the world...by the monsters who will use her to destroy it. She hides in shadows, unable to understand why being around others makes her feel like she's burning alive. But she watches, wishing she could take part, wishing she could reach out and touch it. Social anxiety, we'd call it today, in our world. But she doesn't even have a name for it.
Only the monsters understand.
They're never afraid of the 3 giant diagonal scars that tore open half her face, earned when she learned to kill. She hides them so well, beneath her hair, never lets anyone see the ugliness...
But they never flinched. They took her into a loving embrace. They taught her how to never get hurt again.
All they ask in exchange for their protection, is that she follow the chosen one. A boy she's never known. He's the enemy. The one who is destined to destroy them.
She has his scent...
She won't show him any mercy.
Gameplay role: a hostile guide. Once she fails to kill the player, she's abandoned by her guardians. From there, she follows the player at a distance, waiting for a sign of weakness to attack, trolling him before each new challenge. Slowly, the player's refusal to surrender begins to win her over, and if he or she takes the initiative to show some kindness...more than once, because she'll lash out at first, not trusting it...
You can win a second controllable player who can win extra hearts/rupees/and who knows what else, all to make the quest a little easier.
Moves: Dash back, and then a lunge forward. (counter to a spinning sword attack.) Duck low and then leap over Link's head and stab him in the back. (counter to the boomerang.) Leap into the trees, and wait for an ambush. (eyes sometimes visible)
You can't defeat her if you don't mix up your attacks. The idea is to trick her into countering one, then getting the timing right to nail her with the other.
Imagine a girl who was raised all her life to save the world...by the monsters who will use her to destroy it. She hides in shadows, unable to understand why being around others makes her feel like she's burning alive. But she watches, wishing she could take part, wishing she could reach out and touch it. Social anxiety, we'd call it today, in our world. But she doesn't even have a name for it.
Only the monsters understand.
They're never afraid of the 3 giant diagonal scars that tore open half her face, earned when she learned to kill. She hides them so well, beneath her hair, never lets anyone see the ugliness...
But they never flinched. They took her into a loving embrace. They taught her how to never get hurt again.
All they ask in exchange for their protection, is that she follow the chosen one. A boy she's never known. He's the enemy. The one who is destined to destroy them.
She has his scent...
She won't show him any mercy.
Gameplay role: a hostile guide. Once she fails to kill the player, she's abandoned by her guardians. From there, she follows the player at a distance, waiting for a sign of weakness to attack, trolling him before each new challenge. Slowly, the player's refusal to surrender begins to win her over, and if he or she takes the initiative to show some kindness...more than once, because she'll lash out at first, not trusting it...
You can win a second controllable player who can win extra hearts/rupees/and who knows what else, all to make the quest a little easier.
Moves: Dash back, and then a lunge forward. (counter to a spinning sword attack.) Duck low and then leap over Link's head and stab him in the back. (counter to the boomerang.) Leap into the trees, and wait for an ambush. (eyes sometimes visible)
You can't defeat her if you don't mix up your attacks. The idea is to trick her into countering one, then getting the timing right to nail her with the other.