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Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Game Title The Legend of Zelda: Twilight Princess - Ganon’s Puppet, Zelda
Provide detailed descriptions from chosen examples that establish… Clearly state what production technique(s) you think have
been used to create specific soundtrack elements
Setting After battling through the final dungeon of the game, Hyrule Castle, the player is
greeted with this cutscene. As Link and Midna step (or in Midna’s case, float) into
the giant throne room, they notice there is a certain amount of destruction around
them, including the head of a decapitated stone statue. Not long after this, they
notice the return of Zelda, who appears to be floating in front of the symbol of the
game: the Triforce. Midna prevents Link from moving forwards, as she notices
Ganondorf seated on Zelda’s throne, and he then proceeds to welcome them to his
castle. Midna and Ganondorf wage a battle of words, and Midna refuses to submit
unto Ganondorf’s power, as well as risking everything to deny he is one of the
chosen. Ganondorf finds this amusing rather than threatening, however, and
instead transforms into a pixel-like black mist. Midna throws herself in front of Zelda
in an attempt to protect her from possession, however Ganondorf passes through
her as if she does not exist at all. Midna braces herself to attack the now possessed
Zelda, but instead finds she cannot bring herself to attack her friend, and instead
places a consoling hand on her cheek. Unexpectedly this blasts Midna backwards
and out of the hall entirely, as Zelda opens her eyes. Link attempts to help Midna,
however a force field appears in front of the entranceway. Zelda, or Ganon’s
Puppet, appears behind Link and grasps her sword, floating into the air with the
words: And so you shall feel my wrath! This then starts one of the stages of the final
boss battle.
When the scene starts and Link/Midna go through
the empty throne room the only sounds heard are
ambient sounds such as the thunder heard in the
distance, this is probably used to signify how the
room seems abandoned and even a bit creepy
with the room being destroyed. When they notice
Zelda suspended in the air a creepy melody of a
choir starts to play, this was probably made with
some foley artistry and some added effects to
give off the creepy vibe this image shows. When
Ganondorf appears and stands out of his throne
dramatic music starts to play which is very
dangerous sounding, the music used for this
sounds like it is made with a synthesizer with
effects to add added effect into the music, this
music continues to play as Ganondorf addressed
Link & Midna, this music slowly picks up as he
continues to talk to them and when Midna
responds to him. The music then goes very
dramatic as Ganondorf possesses Zelda with the
same synthesized style music used. Then finally
when the possessed Zelda addresses Link the
same eerie music continues to play until the end
of the scene.
Mood As the start of the scene is the cue for a boss battle, the scene begins with a mixture
of curiosity and tenseness. However, when Zelda is brought into sight, there is a
slight sense of relief, as earlier cut scenes in the game suggested she had been taken
When Ganondorf stands, the music is very loud,
and dramatic, to add to the power of his figure
and his first proper appearance into the game.
Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
for good. This however is replaced by more tension as Ganondorf stands,
accompanied by dramatic music and his theme which continuously builds tempo,
also preparing the player for a fight. When Ganondorf possesses Zelda, there is a
high mix of music accompanied by quick silence, which gives a shock feeling to the
player. Finally, Zelda’s appearance when possessed, and the deep voice she is given,
adds to the creepiness of the scene, in an attempt to weaken the players defences
for the upcoming boss battle.
The building, yet slightly slower, music playing
whilst he speaks to Midna builds tension in the
player, as they are now at the end of the game,
and the music indicates they are coming towards
a great battle/final challenge. This also intensifies
the argument between Midna and Ganondorf as
they have their own battle of words. When the
music goes quiet, and then rises sharply as
Ganondorf possesses Zelda, this gives a dramatic
change to the player’s emotions as they now feel
afraid for Zelda. Finally, as Ganon’s Puppet
appears, the music appears to be low, but with a
very low beat in the back ground, indicating
Ganondorf is present within Zelda and that the
player must begin to be prepared.
Game genre The Legend of Zelda: Twilight Princess is an action-adventure game and was an
attempt to bring more darkness into the Zelda series following the well-known
Majora’s Mask.
A lot of the music in this game, and cutscene, is
dark and tense. This includes even most of the
melodies and sad ballads. These attributes add to
the darkness the game creators intended to
implement throughout the game as a match up to
some of their more popular, earlier releases.
Narrative Almost all of the narrative in this Cutscene is presented by Midna and Ganondorf,
up until Ganondorf possesses Zelda. This is when the two characters combined,
Puppet Zelda, speaks Ganondorf’s words instead. As per usual for Zelda games, the
protagonist Link does not speak.
Ganondorf, being presented as a God in this game
has a very powerful voice. However, as many
characters in this game do not actually speak, his
voice can only be heard during certain parts of the
cutscene, such as his laugh. Here it is clear he has
a deep voice infused with power, associating him
with darkness and intimidating the player, as his
voice makes him sound experienced (this too goes
for puppet Zelda). Midna does not appear to
Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
make English noises, however her voice is slightly
higher pitched, complimenting her impish form
and giving her a personality that could be
considered cheeky, or indeed ‘impish’. However,
she does raise her voice, and her voice though
small is powerful. Her voice also has a constant
echo to it, indicating that not only is she from
another world/dimension, but that she longs to
be back there, and is only an echo of what she
used to be in her own world.

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Ig1 task 2 analysis work sheet loz tp

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game Title The Legend of Zelda: Twilight Princess - Ganon’s Puppet, Zelda Provide detailed descriptions from chosen examples that establish… Clearly state what production technique(s) you think have been used to create specific soundtrack elements Setting After battling through the final dungeon of the game, Hyrule Castle, the player is greeted with this cutscene. As Link and Midna step (or in Midna’s case, float) into the giant throne room, they notice there is a certain amount of destruction around them, including the head of a decapitated stone statue. Not long after this, they notice the return of Zelda, who appears to be floating in front of the symbol of the game: the Triforce. Midna prevents Link from moving forwards, as she notices Ganondorf seated on Zelda’s throne, and he then proceeds to welcome them to his castle. Midna and Ganondorf wage a battle of words, and Midna refuses to submit unto Ganondorf’s power, as well as risking everything to deny he is one of the chosen. Ganondorf finds this amusing rather than threatening, however, and instead transforms into a pixel-like black mist. Midna throws herself in front of Zelda in an attempt to protect her from possession, however Ganondorf passes through her as if she does not exist at all. Midna braces herself to attack the now possessed Zelda, but instead finds she cannot bring herself to attack her friend, and instead places a consoling hand on her cheek. Unexpectedly this blasts Midna backwards and out of the hall entirely, as Zelda opens her eyes. Link attempts to help Midna, however a force field appears in front of the entranceway. Zelda, or Ganon’s Puppet, appears behind Link and grasps her sword, floating into the air with the words: And so you shall feel my wrath! This then starts one of the stages of the final boss battle. When the scene starts and Link/Midna go through the empty throne room the only sounds heard are ambient sounds such as the thunder heard in the distance, this is probably used to signify how the room seems abandoned and even a bit creepy with the room being destroyed. When they notice Zelda suspended in the air a creepy melody of a choir starts to play, this was probably made with some foley artistry and some added effects to give off the creepy vibe this image shows. When Ganondorf appears and stands out of his throne dramatic music starts to play which is very dangerous sounding, the music used for this sounds like it is made with a synthesizer with effects to add added effect into the music, this music continues to play as Ganondorf addressed Link & Midna, this music slowly picks up as he continues to talk to them and when Midna responds to him. The music then goes very dramatic as Ganondorf possesses Zelda with the same synthesized style music used. Then finally when the possessed Zelda addresses Link the same eerie music continues to play until the end of the scene. Mood As the start of the scene is the cue for a boss battle, the scene begins with a mixture of curiosity and tenseness. However, when Zelda is brought into sight, there is a slight sense of relief, as earlier cut scenes in the game suggested she had been taken When Ganondorf stands, the music is very loud, and dramatic, to add to the power of his figure and his first proper appearance into the game.
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games for good. This however is replaced by more tension as Ganondorf stands, accompanied by dramatic music and his theme which continuously builds tempo, also preparing the player for a fight. When Ganondorf possesses Zelda, there is a high mix of music accompanied by quick silence, which gives a shock feeling to the player. Finally, Zelda’s appearance when possessed, and the deep voice she is given, adds to the creepiness of the scene, in an attempt to weaken the players defences for the upcoming boss battle. The building, yet slightly slower, music playing whilst he speaks to Midna builds tension in the player, as they are now at the end of the game, and the music indicates they are coming towards a great battle/final challenge. This also intensifies the argument between Midna and Ganondorf as they have their own battle of words. When the music goes quiet, and then rises sharply as Ganondorf possesses Zelda, this gives a dramatic change to the player’s emotions as they now feel afraid for Zelda. Finally, as Ganon’s Puppet appears, the music appears to be low, but with a very low beat in the back ground, indicating Ganondorf is present within Zelda and that the player must begin to be prepared. Game genre The Legend of Zelda: Twilight Princess is an action-adventure game and was an attempt to bring more darkness into the Zelda series following the well-known Majora’s Mask. A lot of the music in this game, and cutscene, is dark and tense. This includes even most of the melodies and sad ballads. These attributes add to the darkness the game creators intended to implement throughout the game as a match up to some of their more popular, earlier releases. Narrative Almost all of the narrative in this Cutscene is presented by Midna and Ganondorf, up until Ganondorf possesses Zelda. This is when the two characters combined, Puppet Zelda, speaks Ganondorf’s words instead. As per usual for Zelda games, the protagonist Link does not speak. Ganondorf, being presented as a God in this game has a very powerful voice. However, as many characters in this game do not actually speak, his voice can only be heard during certain parts of the cutscene, such as his laugh. Here it is clear he has a deep voice infused with power, associating him with darkness and intimidating the player, as his voice makes him sound experienced (this too goes for puppet Zelda). Midna does not appear to
  • 3. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games make English noises, however her voice is slightly higher pitched, complimenting her impish form and giving her a personality that could be considered cheeky, or indeed ‘impish’. However, she does raise her voice, and her voice though small is powerful. Her voice also has a constant echo to it, indicating that not only is she from another world/dimension, but that she longs to be back there, and is only an echo of what she used to be in her own world.