I only started playing the latest Zelda game recently, but
it sure does align with quite a few postmodern ideas and techniques. Since I’ve
only just started it, this will be a general overview, but I’m sure that the
parallels carry deeper than this.
Nintendo takes the formula that they have been recycling
over and over again for Zelda games and throws out at least half of it with
this one. Weapons no longer last forever, they take on damage and eventually
break (usually in the middle of a battle of course) causing Link to need to
stock up and get ready to swap others in if necessary. Link himself is also
more susceptible to the elements, if it gets too cold or hot he will start to
take on damage fairly frequently. This can be combatted with clothes, as usual,
or food, which is new. Link can now forage trees for apples or shoot wild game
for meat, which can then be cooked or roasted over a fire. Elixirs can also be
made, which give special power ups such as speed or stealth.
All of these various aspects present a hero whose main
obstacle is the environment itself. Not to mention the fact that the world of
this game is so freaking huge you’re going to spend half the time lost anyways.
This is a video game where you need to learn the basics of survival if you want
to get anywhere, and fast since you also have a kingdom to save. Postmodernism
often seeks to find a new way to conceptualize the world, one that is not so
human-centric. Humans are the ones destroying the world, so how can we view
this world in light of our damage? How can we let nature reclaim what was
rightfully theirs to begin with? Breath of the Wild answers this by turning the
environment into a foe. Now the player must fight against decay, cold, and
hunger as they travel through the world. Nature can still has some fight left
in her.
Then there is the fact that Breath of the Wild takes place
100 years after Link failed to save Hyrule. It’s essentially a post-apocalyptic
land that we are presented with, one where evil has already won. Postmodernism
frequently uses the apocalypse to make a similar point, that man is not eternal
and eventually the world will rebel against us. This is a fairly new concept
for a Zelda game, most of them start out in a happy setting, but then it all
goes wrong somehow. Here everything has already gone wrong, nowhere is safe,
Link has already messed up big time. I don’t know what the ending is, but this
is one hell of a way to start.
All of these various aspects make Breath of the Wild
distinct, both as a new kind of Zelda game and as a postmodern work. I imagine
the message it will send the player will be quite different, because the method
of playing through it already feels quite different. I’m excited to see how
this game progresses.
No comments:
Post a Comment