>> Saturday, September 3, 2011
Seb has a great story about Zelda's Adventure. He started to rip the music of the game. Now there is barely any music, but Seb decided to take a look anyway. "I haven't ripped the files yet, but I did take a look at the voices too. This proved to be very interesting. There are A LOT (like 30%) of audio clips that I'm sure are not present in the game itself. Now I'm sure some that I have never heard are found in the game by talking to some NPC's again for example, but there are a couple that suggest that there were more features planned for the game and were taken out.
For instance, there are some sound clips of NPC's that get angry at Zelda for striking at them with her wand. You can also hear references to items that I've never found in the game. For instance, Irene gives you the flute in the game, in different audio clips she also offers you a different instrument and says you can only take one and later trade for the other if you want. Speaking of instruments, there is also talk about a trumpet and one NPC asks 20 rupees for it and it's supposed to make something happen somewhere in the world.
There are also references to training sessions with Sir Bazel where Zelda has to strike him as he raises his sword. There is also a training session with the bow with some female NPC. Another training session seems to be held by Shumac in the art of magic. She explains about attack magic, which is stored in a book, and also about defense items, which defend again certain magical attacks. Finally, it seems bosses also had more dialog and dungeons were supposed to be more involved. For instance, you can hear Lort, the boss of the first dungeon, talk more about jewels. In the game he says you took his jewels, but you never do. I believe that initially you had to take them or something. There is a soundclip where he goes counting them.
Overall I thought this was really interesting and it opens up the question, was this really a finished game? Or was this just a failed project due to hardware limitations and quickly fixed into something that is playable? I've always found that the game is really poorly paced. Items seem to be placed at random, dungeons are pretty much always a straight path to the end and there is barely any consistency in the story line and what NPC's say. It gave me the impression of a very sloppy rush job. Hearing the soundclips now, I'm starting to believe that they did have some great ideas on what to do with the game, but that hardware limitations they ran into, destroyed the initial design ideas.
I'll be sure to rip all the soundclips soon, so everyone can listen to them themselves. For now though, I'm curious about what you guys think and believe. What is your opinion of the game in general and do you think it's a complete game? Or do you also think that it's a weak result of destroyed design dreams?"
I think Viridis was set up by a couple of young inexperienced guys, made a plan about about a Zelda game, sent it to Philips. Philips granted them money, and they started to code. I believe in their mind the game got bigger and bigger, and they had to cut it somewhere.
Interesting that at the same day today Briana Dawson posted on Interactive Dreams: "Chris and Lee were total mess-ups. They ran Viridis into the ground. I was there. I remember Randy very well, so damn hard headed. I remember Janet the office manager, Leticia, wow everyone. I remember the nights we spent in the rooms playing Doom beta on the network. But Chris and Lee, lol they spent so much time eating lunches at nice places and blind as to what they really could have been doing with Viridis, instead of thinking employees were embezzling because of a silly budget printout for a game for a Major studio Producer, non CDi, viridis related. Ya..and i never was thanked for being the first to the office at 3am after a Major Quake to secure the place. Those guys were awful and too concerned about their hair and polo sweaters. "
[Thanks, Seb, Briana Dawson. Pictures thanks to Quebec Gamers]