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[Producing reinforced falsetto]

Lately I've taken an interest in learning how to produce the countertenor reinforced falsetto, frequently used by the highest voice in the barbershop style. I've noticed people (incorrectly?) refer to it as "head voice", which I distinguish as the lighter, airy voice (even with full support).

My understanding about the male voice is that it has several registers, some of which overlap.
  • Vocal Fry: the ridiculously low register that has a popping or crackling quality (since it involves producing notes at the low end and beyond the low end of tonal sounds). This is outside of the scope of this post, but I wanted to make note of it.
  • Modal voice: the chest voice which overlaps with your speaking voice, usually topping off around E4 (E above middle C). This voice feels like it resonates in the chest or throat.
  • Head voice: a higher voice that takes over around E4. This equally powerful but less effort-intense voice feels like it resonates in the head and not in the chest, but it is not falsettoIt can sound indistinguishable from modal "chest" voice, so I consider it the upper part of one's "full voice".
  • Falsetto register: a generally higher voice that overlaps with the range of head voice and sounds like a flute. Though it can overlap with about an octave of chest voice, it has a light, breathy, or "hooty" quality, depending on the vowel target, and it requires less physical effort to produce. Barbershoppers seem to call this "head tone", since it too feels as if in your head, though it lacks the strength of full voice. 
  • Countertenor (reinforced falsetto) voice: the other "false" voice with a significantly stronger ringing voice (earning the name "reinforced falsetto"), which overlaps with head, falsetto, and the upper part of modal voice. It is used predominantly by singing countertenors and overlaps with the female alto range. However, I'm led to believe it is produced quite differently from falsetto to attain that "Mickey Mouse"-like sound. The voice feels as if it is produced in the back of the head and resonates at the very top, as if above the head. This is what barbershoppers simply refer to as "falsetto".
  • Whistle register: the ridiculously high voice that lies above head and falsetto, sounding much like a whistle. It's more apparent in children and females, though males have it too. This is outside of the scope of this post, but I wanted to make note of it.
I am most interested in the countertenor voice, which is the one register I should be able to access as a tenor but haven't tapped into since joining the Barbershop Harmony Society.

Here are some links I've come across that have been helpful, though I still have plenty to figure out.
I also found some interesting reading at The Counter Tenor: Vocal Issues and Answers.



If you're wondering what I'm aiming for, here are some characteristic videos, featuring well-trained singers around my age:

Here are some examples with guys around my age:

[The Ocarina of Time manga]

I recently addressed an open question on reddit regarding what makes 'The Legend of Zelda: Ocarina of Time' so great (read my response). As it got me thinking about how it could have been even *greater*, I recalled the lesser known manga adaption and thought I'd discuss it.

If you consider yourself a fan of The Legend of Zelda: Ocarina of Time, you may enjoy the manga adaptation made by Akira Himekawa and endorsed by Nintendo. With a game hailed as one of the greatest of all time, setting a template for many games to come, one might wonder: exactly what could such a comic bring to the table?

The answer, as with much manga source material, is dialogue and backstory -- though unlike, say, novels, you don't get the same depth and details that a book can offer. So to save you the trouble, I thought I'd summarize those additional details here (though if you're interested, you can always go to your local bookseller and pick up your own copy).

Note: The manga did take some artistic liberties with some plot points. I chose to include those that weren't blatant contradictions to the plot of the game. As you proceed, think of the points below as a summary of "deleted scenes."

Warning: Spoilers to follow.

BACKSTORY
  • Link's mother, having fled a burning village, ultimately collapses in front of the Great Deku Tree, imploring him to take care of her newborn son.
  • Gohma, in desperate search of the Kokiri Emerald, curses the Great Deku Tree, urging him to summon the young boy.
CHILD SAGA
  • The antagonistic Mido (armed with the Kokiri Sword and intent on earning Saria's affection) accompanies Link (with the Fairy Slingshot) in exploring the Great Deku Tree. After Link defeats Gohma, Mido offers the Kokiri Sword to Link (in addition to Saria giving the Fairy Ocarina) to aid him on his quest.
  • In Castle Town, Link meets a young girl (not unlike Malon) who offers to show him the way to the princess if he plays with her for the day. They go around playing games, shopping, and exploring. At the end of the day, two Gerudo thieves attack the young girl. Link fends them off, but when they flee, he loses track of her. Disappointed, he follows her earlier directions and sneask into the castle courtyard. There he discovers the girl is none other than Princess Zelda.
  • Before sending Link off, Zelda gives a blushing Link a kiss on the cheek. Navi begins teasing him about his ladies throughout his adventure.
  • While loitering about Kakariko Village, Link rescues a baby dragon Volvagia, which learns to say his name. 
  • When Link finds Ruto, she reveals that she ran away because her father was arranging for her to marry another Zora. After rescuing her from Jabu Jabu's belly, Link laments about how his father figure (The Great Deku Tree) passed away. Touched, she offers her sapphire, and informs him that is now her fiancé (which Link doesn't understand).
  • Once Link returns to a burning Hyrule castle, Impa flees will Zelda, who tosses the Ocarina of Time. Startled by a threatening Ganondorf, Link drops his Fairy Ocarina which Ganondorf recovers, mistaking it for the Ocarina of Time. Link proceeds to the Temple of Time, where he awakens seven years in the future.
  • Later we see Ganondorf crushing the Fairy Ocarina, enraged for having been tricked by the young boy.
ADULT SAGA
  • Following the time skip, a defeated Stalfos spirit communicates to Ganondorf, revealing that the Hero of Time has shown himself.
  • Deep within the Fire Temple, Link confronts Volvagia, his pet dragon from childhood. He hesitates to slay the dragon and Sheik steps in to save him. When Link regains consciousness, Sheik motivates him to confront Volvagia again. During the second fight, Link tries to get through to Volvagia to no avail. But when he slays the dragon, it softly utters his name before dying in front of a devastated Link.
  • We then see Sheik kneeling in front of Ganondorf, revealing the details of the most recent battle. Sheik tells Ganondorf about Link's low spirits and advises that he should strike now. Ganondorf also inquires about Sheik's search for Zelda, reminding that Link and Zelda must not find each other.
  • Link travels to Kakariko Village where Impa confronts him and subsequently scolds him for traveling so far without proper supplies. Link appeals to Impa so that she may train him to become a better fighter, and the two train for several days.
  • While drinking from the Kakariko Village well, a black shadow materializes as Dark Link and challenges him to see how strong he's become.
  • Following his battle and the completion of his training, Impa proudly pierces Link's ears and presents him with earrings as part of a coming-of-age ritual.
  • In Ganon's Castle, Ingo apologizes to Ganondorf for losing Epona. As punishment, Twinrova brainwash the ranch worker, and Ganondorf commands him to go back and defeat the Hero of Time. He also tells Sheik, also present, to go with him and questions why a Sheikah would serve him and not the Royal Family as the tribe had in the past. Sheik simply reveals the tribe had no leader until Ganondorf came and leaves.
  • Following the brawl with Ingo and Malon's rescue at Lon Lon Ranch, Link, resting on a rooftop, gets approached by Sheik, who instructs him to go to the Haunted Wasteland to search for Zelda. Sheik disappears before Gerudo show up. Link destroys the cursed jewel that keeps Ingo spellbound. After holding off the Gerudo for a bit with help from Malon (and her pitchfork), the two ride Epona and leap over the fence to escape the ranch.
  • The Water Temple battle suggests that Ruto was acquainted with Morpha, the temple boss.
  • Arriving disguised in Gerudo village, Link gathers supplies. At an open shop, a disguised Twinrova catch his attention and tell him to find his destiny at the Spirit Temple. After he leaves, Sheik arrives, who they tell to follow him. However, they question whether Sheik is secretly aiding the Hero of Time, which Sheik denies.
  • Once Sheik departs, Twinrova summon Nabooru to help Sheik and determine if he is a traitor.
  • During a sandstorm in the Haunted Wasteland, Sheik rescues Link and offers to guide him through the rest of the way to the temple. While traveling and setting up camp, the two have conversation which reveal several details.
  • When Link inquires about the eye symbol on the outfit, Sheik reveals the eye was originally the symbol of the Sheikah, but they added the tear when the Royal Family betrayed them. Link asks if Sheik still bears a grudge, which Sheik denies. Link explains his story and discovery of being the Hero of Time. From his perspective, he just left Zelda, but he wonders how the years have changed her and feels uneasy to see her again. Sheik attempts to confort Link and dismisses it, saying it's hard to be a hero.
  • Link has a nightmare about fighting off an army of Stalfos and upon waking up, Sheik reveals that in the Haunted Wasteland phantoms prey on travelers during the night. In the morning, a Gerudo party surround Link. Distracted, Link gets knocked out by Sheik and awakens unarmed in a Gerudo prison within the Gerudo Fortress.
  • Following the fight with Nabooru, he flees from Gerudo guards and encounters Sheik blocking his path, holding his Master Sword and Hylian Shield. Throwing the weapons forth to Link, Sheik signals the desire to duel. As Link prepares to battle, Sheik instead turns on Twinrova behind him and then flees with Link. Twinrova pursue them and delivers a near fatal magic blow to Sheik. While trying to help an unconscious Sheik, Link notices the crest on Sheik's hand. Together, Link and a rescued Nabooru fend off the other Gerudo, allowing Link to escape on horse with Sheik.
  • When Sheik reveals himself as Zelda, Link learns Zelda's backstory. While on the run, Zelda decided to disguise herself as one of Ganondorf's male minions until Link returned. Impa made her appear as a Sheikah descendant. They share their tender moment, but Ganondorf then captures Zelda, revealing how she let her guard down but he knew she would appear if he let the hero wander around.
  • Following the final battle and reunion with Zelda, Link wants to stay with her and rebuild Hyrule. She says she must send him back and close the gateway between them. Link argues he fought for her, not because he was drawn to conflict, but she asserts that this time period doesn't need a hero and he needs to return to the forest. Link kneels and vows that he will protect her and Hyrule no matter the time nor place. As Link ascends to the sky, Zelda says her goodbye and tells him: "I love you."
So there you have it. With this, either you'll be inspired to read the manga or go on knowing the additional backstory. It's too bad none of this made the game, as I think some of these details really add depth to the characters (though I question some of the manga's awkward choice in presenting the details).

Did I miss anything? Leave a comment!

Source: Zelda Informer

[Goodbye, Chuck]

And so ends one of my favorite television shows.

Chuck hit that happy, feel-good spot that many shows have before -- from Avatar: The Last Airbender to Boy Meets World -- but it was unlike so many others. Really, how many well-paced shows do you know is a live-action-comedy-spy-drama?

I don't want to give away any spoilers, since I can't recommend the show enough (even when you have your doubts through its darker or less agreeable episodes). Right to the end, the show had some great throwbacks to the early episodes (making it worth ignoring occasional, gaping plotholes). Instead, as the series comes to a close, I thought I'd offer some fascinating trivia I learned from reading extended interviews with creators Josh Schwartz and Chris Fedak.

Bear in mind that things changed so much over the series because of the chemistry among the cast and the constant threat of cancellation (most mid-season and season finales were written as a series finale, so they had to frequently find new ways to redefine the show).

Onto the trivia! (No spoilers, I promise)
  • The show was originally had (and shot with) a female love interest for Chuck named Kayla, who was central part of the show (and even part of the pitch), but the chemistry between Zach (Chuck) and Yvonne (Sarah) made the creators change their minds and re-cast them as the heart of the show. That makes sense with how much they stressed Chuck's heartbreak over Jill in the pilot.
  • Captain Awesome was originally intended to be a planted spy, but immediately became a favorite when everyone fell in love with him (after his only three lines), so they scrapped plans to turn him. Considering how he is the paradigm of athleticism, that brings a whole new light to his character and (in hindsight) you can really see how they would built that up. It makes it all the more amusing with the contrasting direction they ultimately took his character.
  • Jeff and Lester were scripted with far minor background roles, but there limited screen time and improvisation really impressed the initial viewers. They actually had to tone down their roles because people originally thought they were secretly the bad guys. Talk about a red herring!
  • They had big plans for C.S. Lee (Harry Tang) had he not left to join the cast of Dexter full-time, which means they would not have written him off so abruptly had it not been for that other (awesome) darker show. But could you blame him? He has such a fun role with Masuka.
  • The unanimous opinion was that nobody liked Morgan early on, so they diligently worked on making as likable as they liked the actor, Joshua Gomez. Since Chuck started off his journey as the bumbling idiot, as he matured and progressed, they used that opportunity to creatively have Morgan slip into the missing "idiot" role. I never thought of it that way because they executed it so naturally and effortlessly, and I believe preserving that overall dynamic/contrast kept the show's heart.
  • The first "big" change to Chuck and the Intersect was originally planned for season 1, had it not been for the writer's strike. In other words, they had it planned all along, contrary to my initial fears of what-have-they-just-done.
  • They originally thought that they'd have lots of money so as an ongoing gag, Sarah would have a different, ridiculous cover each season, but they didn't have enough money to keep building new sets. And we all know how NBC ultimately felt about funding the show, don't we?
  • Tony Hale's departure from the show was because NBC took away their money. They even wanted to have his character's twin brother come back to look for him (and take his place), but they couldn't afford having an additional cast member. Similar circumstances hold for the Julia Ling's character (well not the twin thing). Boo, NBC.
  • Two of the episodes from Season 2 hailed as their very best succeeded, in their opinion, because they had money. Time and money. Thanks again, NBC.
  • They purposely ended Season 2 with "To be continued" realizing that they could be "the biggest ***holes in the history of television", not knowing about a series renewal. Never paid attention to that!
  • Fedak goes on the record as saying: "You know, I have no intention of actually having Casey kill Chuck" back in Season 1 (despite dropping hints in the show), so he secretly enjoyed their interactions more than the fans did. Sure, you can't off a main character in the first season, but it was still pretty tense.
  • Linda Hamilton was looking to have a comic, warmer role (than her usual material) when originally approached by the creators, which worked out great for what they were seeking. She really was a great addition to the cast.
  • Timothy Dalton liked to come in and talk to his writer, and perform the part with the writer prior to shooting as he wound onstage if not more. To think this is James Bond -- such an amazing actor!
  • They purposely "made a decision for America" to not show Casey in a speedo in the "Kept Man" episode. I approve. The offscreen gag was good enough.
  • The overall structure of the fifth season, though planned from the start, happened to emulate the previous seasons where after the first two-thirds, they focused on individual characters in standalone episodes before showcasing the final arc of the season. This is more of my own observation, but again, I'm impressed by how well they wrapped it up, and I like how they made it follow the style of the previous seasons, even if unintended.
  • For the sky-diving sequence, they did multiple takes of a person in a cat suit diving from the plane. Hilarious.
  • They originally entertained the idea of things going sour for some characters: having a Thelma & Louise off-the-cliff ending for Jeff & Lester (which ended up being integrated into the "Bo" episode) and killing off Casey's character early in the season. Neither of those happened, so I don't consider that a spoiler.
  • They are working on a longer cut of the finale for the DVD. Now there's a must-have!
Source articles [spoilers abound]: part 1 - part 2 - part 3 - part 4 - part 5

Thanks for a great five years, Chuck. As a quality show that still remains undiscovered by many, I look forward to rewatching you in years to come. And as a supportive fan, I went ahead and bought myself some Buy More merchandise, following the finale. Hats off to you, Josh Schwartz and Chris Fedak.

As a bonus to any fans that come across this page, provided you've seen the show through the fifth season, you should watch the extended video interview with Josh Schwartz and Chris Fedak at Google LA here.

[What Skyward Sword could have done better]

After 50 hours, I finally beat the main quest of The Legend of Zelda: Skyward Sword. The much anticipated latest chapter of the Zelda series fails to disappoint, further supported by the universal acclaim.
Like A Link To The Past and The Ocarina of Time, this game finally sees a true major revision to the series, this time with [highly-approximated] 1-to-1 motion controls (Note: I consider that the intermediate games, including Wind Waker [WW] and Twilight Princess [TP], simply introduced minor revisions to the OoT engine and framework).

Rather than rave about what this game did right (you can read that just about anywhere), I thought I'd focus on what it did differently and what it could have done better. However, unlike websites that have offered trivial complaints (Really? You're upset with an adventure RPG with fetch quests?), I'll offer the perspective of a Nintendo gamer that has seen how the series has progressed, as opposed to a critical industry reviewer that expects more of a game in the high-definition age.



First, here is a recap of five complaints I don't think were well-warranted:

1. The game has too many fetch quests. That's a pretty big staple of role-playing games, and it's through this sort of exploration that you learn about the environment. True, at times it can be a bit annoying to realize 'I'm done. Oh wait, but there's more', but in the grand scheme, that's the idea behind dungeons, only through interaction with non-player characters (NPCs) and their environments.

2. Too much revisiting past areas. One of the recurring comments I've read is that the game is 'dense'. Before playing, I didn't quite get what that meant, but it gradually made sense to me. One aspect is that each area has multiple sections and requires multiple trips, but each time you learn find something new, either discovering uncharted territory or having the environment manipulated in some way (I'll get into other aspects of its 'density' in a bit)

3. Not enough open areas. Some might call that lazy; I call that genius. Instead of the sprawling, empty environments of WW or TP, you have compact, busy environments with lots to do and directions to go (compare this to, say, Final Fantasy XIII's long, linear pathways). It really takes the game into three dimensions as you explore areas vertically. Though I miss the openness of Hyrule Field, with the sky (much akin to WW's waters), I think what they did here fits the game well.

4. Motion controls aren't 1:1. Well, they aren't really meant to be true one-to-one. I've heard complaints about re-calibrating, but I never had to do more than the requisite once per session. The motion controls are spot on and even have some flexibility -- you really could play it lazily on the couch turned on your side if you wish (Would you rather stand like a foolish pretend-swordsman as if in front of a Kinect?).

5. The game doesn't have [insert feature available to other HD consoles]. These quibbles arguably have the least merit. A game can only be as good as the hardware it has to run it, and the best it can (and ought to) do is mask it, though true sticklers can see through it. So it could never have HD graphics running at 480p. With its limited processing power, it's impressive that it has as much going on as it does, especially as it is constantly determines your controller's movement. Holistically, it does very well against other games in terms of gameplay.



With that in mind, here are things I think they could have done better (or at least differently). Now bear in mind that I already consider this game a masterpiece -- I just wanted to touch upon things that could have used a bit more polish.

1. More relevant NPCs. Supporting chararacters are for the most part forgettable and don't matter to the quest. If you asked me, I couldn't name more than five Skyloftians and surface dwellers.
  • Skyloft. Seriously, besides the main characters, the only Skyloftians I remember are Gaebora and Groose. I'm not looking for side stories as gripping as Majora's Mask's Anju and Kafei, but it would be nice to think your neighbors actually mattered to your life.
  • Surface. Okay, there were races and mythical creatures. But if this is an origins story, shouldn't I find myself caring more about Gorons and the non-existent Zoras? We had a couple of communities, but I don't see why we couldn't have a few more spread out in an area, even if they were the same race. If this really is an RPG, why not have a few more "towns"?
  • Interactions. In previous games, the "little guys" did more than just stand around; they showed up and even helped out during your quest. Maybe they were freedom fighters. Maybe they were sages. But they did more than just walk a pre-defined path and offer you hints. I don't care if he is the Hero of Time; he can still have people doing more than offering an occasional hint at a temple entrance.
2. A less annoying companion. They gave your guide Fi a unique personality, but sometimes she just got in the way. I appreciate that she took a while before revealing any hints about a boss's weakness, but then other times she spelled out what and where to fetch without giving you a chance to think about it.
  • Statistics. I get that the probabilities add a bit to her "personality", but those 60-percent-really-means-100-percent scenarios got old very quickly. They could have made her seem like an automaton without spewing arbitrary greater-than-50 percentages. GlaDOS was a computer and she had spunk!
  • Hand-holding. I understand accessibility, and I don't discourage in-game hints, provided their optional. So the fortune teller and Sheikah stones are fine for when you get stumped. Then you have those times when a NPC makes a reference and Fi immediately gives you the answer. Where's the fun in that? I understand that not everybody could remember earlier interactions (I may have been at an advantage in playing the game through within a week), but it's disappointing when she immediately ruins any "a-ha!" moment. If people really get stuck, let them seek it out!
  • Growth. Part of what made TP's Midna so endearing was how she grew alongside you over the course of the game, making it said to see her go at the journey's end (Spoiler? Eh, not really -- the game had ended, the adventure was over). Toward the end, she really was your "companion". Meanwhile, Fi simply unlocks memories and reasserts her artificial nature, even at the conclusion. What gives?
3. Better sidequests. The sidequest for the Hylian shield is a worthwhile one, but everything else amounts to little more than a fetch quest for a heart container or rupees. How about hidden skills like in TP? I guess that's a Zelda standard, but it would have been nice to have integrated storytelling, exploration, or simply variety offered in Majora's Mask.

4. Fleshed-out backstory for the demon lord and his master. You only start to learn about the big bads at the tail-end of the quest, prior to which Ghirahim is mainly absent, save for a few cameos. It would have been nice to have Ghirahim (or background details) show up throughout (instead of in large chunks at the beginning, middle, and end of the adventure), and for variety, I would have preferred to gradually learn about his master through other ways (perhaps stumbling upon ancient artifacts or other cutscenes). See, with a last battle as epic as it was, it would have been nice to build up to it, and I felt a bit robbed with how it just came out of nowhere with explanation after explanation at the very end. In general, a lot of backstory was force-fed to you with little 'discovery' by the player.

5. More items and usage. OoT had tons of items you could use throughout, and TP had several items, though meant for specific areas. SS basically had eight critical items and a nice (but inconsequential) upgrade system. With environments as dense as they offered, why not incorporate new ways to integrate other items to allow for further exploration? Or even if the essential eight remain, having them more than a one-trick pony would have been amazing. Remember the magnetic properties of TP's iron boots? Or the joy of discovering the double-clawshots? I miss that extra bit of creativity.

6. More aggressive enemies. I get that this is the first 'real' motion-control game, so they didn't want to make it too difficult. But enemies do a lot of defense and not a lot of offense, even toward the end of the game when they strike in numbers. This is further supported by my lack of use of the shield. I never had a shield break because I barely had to use it, and I barely had to use it because enemies didn't really attack me.

7. Less redundant messages. So many messages recur in the game. Over and over. And without the quick-scrolling (i.e. holding 'A') that we just had in Twilight Princess.
  • Item collection. You'd think after my 50th Blessed Butterfly, I wouldn't need an explanation. The same goes for return visits to shop owners -- I know what I want, so stop telling me the same programmed message. In the same way that you could use the '2' button for explanations of controls, it would have done wonders to relegate repeat messages to an on-demand button press.
  • Fi's reminders. Besides what I mentioned earlier, you have to admit that it gets annoying when Fi nags you about low health. You know, in case the constant beeping and flashing red didn't already tip you off. The same goes for low batteries. You can get a surprising amount of remaining play time from you current batteries from the first time she reminds you to change them out.
  • Mini-game recaps. You complete a mini-game in a certain amount of time. The screen fades out with your time in the top-center. You return to a screen with your time in place. Now, the NPC reminds you -- as the text slowly scrolls by -- what time you scored. Of course, when you don't successfully complete the mini-game, you have to rinse and repeat. Come on, now.
8. On-screen map. While I appreciated the self-assigned beacons, there were so many times that I wish I had an optional map in a bottom corner (like in OoT), as I spent many a time pressing '+' to re-visit the map. Another alternative would have been faster loading times for the map (it didn't seem like that much to render).

9. More memorable tunes. Maybe it's too much to ask in an age of atmospheric music, but I'd even settle for nods to past Zelda themes, in the same way that later games had clips or remixes of their age-old music. Now, it says something that I was able to recognize the sand and fire dungeons in that final dungeon, so I guess that says something, but those were purely atmopsheric, now weren't they? Overall, the music was good and fitting, but not particularly memorable. Frankly, if it wasn't orchestrated, I don't think it would have had much to it.

[Edit, 12/23] Having listened closely to the entire soundtrack, I realized that the music was fairly referential, not just to itself but past games in the series. Characters did have their own music, much like the prevalent leitmotifs of Final Fantasy VI, but I still don't think the music was strong enough. Honestly, as I was listening the non-atmospheric music, usually I'd think 'That sounds familiar', as opposed to, say, 'Oh, that's Fi's theme'. A minor quibble, but I feel they could have done better.

10. Better integration of the harp. The harp was basically OoT's ocarina, except underutilized, not just in purpose but in execution. I remember a Nintendo official raving about how the harp was the perfect instrument for the game because you could pluck or strum. However, as I played the game, all I could ever do was juvenile strumming, so I consider that a missed opportunity. What made the ocarina from OoT so enchanting was that you could play tunes whenever you wanted and just for fun. Yes, it was nice to play along the background music but maybe it would have had a bigger impact if related more to your quest. 



In closing, these aren't particularly major gripes, and for what they did, they did a magnificent job. As the Zelda series progresses forward (particularly if it decides to continue building upon its origin stories), it would be nice to see actions b the acclaimed Hero of Time (i.e. you) actually shape the world. I recall games such as Chrono Trigger and Terranigma, which show the progression of time and the change in environment. I'm not looking for some sort of sci-fi time travel scheme, but it would be nice to demonstrate true progression in your (and the world's) growth besides characters simply asserting how much you've grown.
Regardless, this iteration in the series is the biggest leap forward since The Ocarina of Time, and I look forward to seeing how this series progresses.

[R.I.P. Steve Jobs]

The innovator behind Apple has passed, and articles glorifying his life sprung about the Internet like weeds.  Rather than offering some sort of poorly crafted tribute to a great man, I wanted to offer something meaningful based on all that he accomplished.

I thought I'd link to some articles I've read that shed some insight on his life beyond the well-known facts about Apple. These are more than just a history of his life (if you want that, feel free to watch the ABC World News special). Happy reading.

His Life
His Philosophy