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  Home | Features | Interview with Archaic Sage

 
 
Archaic Sage started off with a little known fan site, Zelda Zero. Four years later, he is running a new Zelda fan site, Rauru's Return, and created the first true Zelda-zine in the form of "Harkinian". With a new site design, a popular feature and being a regular contributor to Zelda Blog, Archaic Sage is quickly building a name for himself.
 

TSA: So, I wanted to begin by discussing your reasons for starting Rauru's Return. Were you the original creator of the site, and what motivated you to begin?

Archaic Sage: I created Rauru's Return ages ago in reality. I've been in the Zelda community for years. Not as long as some, but around about four years. In this time I've had two Zelda sites. The first site that I co-ran was called Zelda Zero, which you can still find online. I was working there for around about a year. I then decided it was time to move on. I had to start my own project. Which became Rauru's Return.

The motivation behind it originally was that Zelda Zero was becoming stagnant. Only be a co-webmaster left me with little room to move the site into a direction which I liked. So I left and went to Rauru's Return. At first, I wanted my site to be the best place to go for content, but then I moved into being a 'full fledged' Zelda site. I'm never someone to do something by half, and Rauru's Return is my passion. I've put countless hours into the website, making things that are different, or if they're not, they're better than other websites and on par to them.

Harkinian is the Zelda community's first "zine".

TSA: What do you think makes a site a "full-fledged" Zelda site?

Archaic Sage: It depends in what context you're looking at it from. For someone like ZeldaMusic.org, I would expect the best Zelda Music site available on the Internet, or at least aiming to be. With me, I wanted to have gaming content, so guides, official art and the rest of the information that comes with those games, as well as having articles, fan works, theories on Zelda related information, timelines (which I sadly fell out of love with) and other interesting bits of information. This is the angle that I've always come from. I've always wanted someone to look at Rauru's Return and think: "Wow, there's everything here". Even if there isn't, which I know is true.

 

TSA: I think one thing that has set Rauru's Return apart so far is Harkinian. Can you tell us a little bit about how that got started? Do you plan to make any changes to it in the near future, or do you like how it is now?

Archaic Sage: I'm glad you asked that one. Harkinian just came to me at some point early this year. I've always loved the idea of putting together something like this. It first came to me when I looked at Design in Flight (which is a webdesign 'zine', or at least was). I looked at it and though that it would be perfect for me to do. However, I didn't think it could become a reality.

 

At that moment in time, I did not have my loyal staff member Intas on the team. So I would be alone in the writing of the articles. Which meant it couldn't happen. However, much later on, Intas had become a steady staff member and I finally thought it was time to allow this to happen. So I threw the idea into the Staff Forum at my website (yes, we do have one!) and my staff, past and present were happy with the idea.

The first edition is exactly as I had it when it was ready for publishing. There was little editing, little anything really. There were some interesting, or at least I think this, articles for people to read. But beyond that, there was little imagery, and little anything that really made it look like a 'magazine'. So, in following editions, I've been adding more imagery to it. However, last month's edition, I feel was the worst. Not because of the content, as the articles were good, but because of my lack of time last month. I didn't proof read the articles well enough or do anything to it I wanted to. The organization of it is hard work. I can say I need the articles in for X date, but if I don't get an email from my staff members, then I'm royally screwed. I'm lucky enough to have Intas and Evil Link. Those two have added a lot of work to the magazine, and this month there should be something very different. This month should be different. I'm hoping to change the very format of the magazine. But I can't promise anything with it yet.

 

TSA: Does it seem hard that a "magazine" can only have so much information that is current, whereas a site can be updated instantaneously? I know Harkinian is made quicker than a standard hard-copy magazine, but do you ever get the feeling your work might be a bit dated by the time it is put online?

Archaic Sage: Yes, I do feel that. Which is why I've tried to avoid the most current news possible. Sometimes when something huge has come out, I know that I would rather let Intas cover the story than do it myself, at fear of going back to it, right up to when I've published it online. I'd be distracted by my own work, rather than moving on from it. I try to comment on things that I've thought of, or are slightly out of date already. Not because I like being 'old news' but because I couldn't cope with this medium in any other way otherwise.

 

TSA: How long does it take usually to make an issue of Harkinian?

Archaic Sage: That's a difficult question. To write the articles, when I'm not rushed, I like to take at least an hour per article. It's not that I can't write them out, as I can throw together an entire first draft of the entire magazine within two hours from scratch. It's just I like to give myself plenty of time to add more, adjust spellings and syntax and just do things that make me more satisfied with my work.

It's the making of the images that take the longest. As I don't like to do things by half, all of the images are actually huge. They're A4 size, which isn't small on a computer. But it works well. It means there is little graining affects to the images. This is the area that takes the most time. The front cover alone can take up to an hour, that includes finding images, formatting them and then putting it together.

For myself alone, overall, I'd say, for a good issue, about 6 hours through a month. But that does not include adding in Intas' work, proof reading the entire magazine, conducting the interviews, setting up the interviews and sorting out Evil Link's work.

 

TSA: Alright, to things that are currently in the news ... what are your thoughts on this supposed interview with Aonuma in which he states Twilight Princess will be 100 hours or more to complete if you do everything in the game?

Archaic Sage: I love it! I hate short games. I like games that are challenging. So seeing a 100 hour + game, it would be a dream for me. Although, I do have my worries. I worry that this 100 hours may include the travel between Temples, Villages and other shrines. I hated the continuous travel in Wind Waker, as it was so empty. If there are villages on my path to Hyrule Castle, enemy camps, distractions. This will only lead me to love the game even more. If it's as dead as Wind Waker, then, frankly, I'd rather them shrink the land mass of the game.

 
TSA: Takumi Kawagoe, current head of the cinematic team at Nintendo, said 50-60% of his team's work is dedicated to Twilight Princess. Do you think that is a blessing or a curse?

Archaic Sage: I believe that this is a curse. I'd rather see a game that is graphically poor, but not to the levels where it's a hindrance to the game, but a game with the best gameplay and number of levels that the series has seen. With the majority of the cinematic team working there, it means to me, that there is going to be a lot more waiting around whilst we hit the A Button to try and skip the talks that we don't want to read for the hundredth time in the future. I like cutscenes once or twice, but let's just keep the cinematic levels to other games.
 

TSA: Well, speaking of cinematics, Reggie Fils-Aime apparently was quoted saying there could be a Zelda movie being made by Nintendo. What are your thoughts on that?

Archaic Sage:
I'm not looking forward to this. Not because I'd not love to see a Zelda film, but because I'm dreading the voice acting and localization. In England we're going to have to listen to an American dub. If we go abroad, to like Germany or another country, the voice acting is again, going to be slightly different again. With different dialogue and, in some cases, slight differences to the entire plot. This makes me dread the very prospect of a thought.

However, if it was done well, then I'd enjoy it. I believe that if it is to be done, then no dub should be allowed of it. Only subtitles. People may hate me for this, but at least then we can get a quality Zelda film. Afterall, if we're online, I'm sure we'll be able to read and watch something at the same time.

 
TSA: Going back to the games, what was your initial reaction to Tingle RPG? Do you think revealing this game after Twilight Princess' hype had been killed with the delay was a smart move?

Archaic Sage: I'm not a fan of Tingle. I dislike him a lot. I find the character to be incredibly irritating, he's not necessary. And as he steals most of my money in Wind Waker, it makes me hate him more. However, I do believe that this is a good thing for Nintendo. I have my doubts that Tingle RPG will be released outside of Japan, but he's not unpopular in Japan. As such, the profits will be an advantage to Nintendo of Japan.

I hate the idea that Zelda is being bastardized by these cameos and 'spin-offs' though. I'm not a fan of diversifying the Zelda games. I like the manga and other non-interactive mediums, but the idea of another spin off game disgusts me.

I also think it was a smart move for Nintendo to do this. It was a wake up call to tell us that Twilight Princess is not the only game to exist in the world, and there are other games being developed as well. Furthermore, I'm not sure how large the hype was for Twilight Princess in Japan was at the time, so it may have had no real intention to travel to the West; although, I have my doubts of that.

 
TSA: Alright, two more questions. First, what do you foresee Nintendo has in store for us with a potential online Zelda? Do you think Zelda should begin to include online features, or should it stay strictly a single-player off-line experience?

Archaic Sage: I'm hoping that Nintendo will do nothing more than provide us with a good and official area for us to discuss Zelda, and actually have some of our questions submitted to the Zelda developers and answered by them. I am not a fan of Zelda online. I feel that Zelda should remain a single player experience. I don't like Four Swords (Adventures), for this very reason. I find the game lacks and real merit, aside from being multi-player. If Zelda does go online, then it will only cheapen the gaming series. It's OK for Mario Karts to go online, as it's a game that will suit that arena well. But a Zelda Karts would be ridiculous. Zelda is more serious that Mario.

I even liked Konami Crazy Racers, which featured Goemon, Ebismaru, Sasuke and Yae from the Ganbare Goemon/The Legend of the Mystical Ninja series. That game doesn't take itself seriously. Whereas Zelda is a serious game. It wouldn't suit online, or multi-player play.

 
TSA: Final question. What would you think if Link and Zelda were romantically involved in a Zelda game, such as Twilight Princess?

Archaic Sage:
I'm indifferent towards this. After much thinking about this sort of issue ever arriving. I don't really care. It would be the ultimate cliché. The Hero falls in love with the Princess. It's something that may or may not happen. I would rather them not involve the pair, as it would destroy timelines and it would also cause much hatred in the Zelda community. Which is something that we do not need.

TSA: Alright, thank you very much for your time!

Archaic Sage: No problem.