I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 33

One of my favorite parts of returning to The Legend of Zelda: Breath of the Wild, has been how clearly I remember it and how much fun I still have in the game despite my near-perfect recall of every part of it. I can probably direct anyone who wants it to about two hundred or so Koroks, I can find every single shrine unaided, I know where all the good armor is located, and I can beat more bosses without much effort because I can perfectly recall how each battle goes, how to apply the mechanics, and know the game’s systems well enough to show up with weapons powerful enough to make short work of any fight. Despite this, I still enjoy every single moment I’m playing the game. Though it might be better said that I remember so much of the game because of how much I enjoy it, how deeply engaged I am with it at all times, and how playing it gives rise to a delightful mixture of familiar comfort mingled with striking wonder every time I find something I never encountered before. Truly, there is no game that I have a better recollection of or active experience with. What strikes me as odd is that, despite the similarity in overworlds, I only have a somewhat normal recollection of Tears of the Kingdom. Sure, I know where stuff is with my usual familiarity (my greatest skill in most games is never getting lost and remember where random things were, which has mostly only served me well in games without maps like Minecraft), but I can’t just walk up to a shrine and perfectly recall what’s going on inside it before I’ve entered.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 32

I’ve been thinking about the stories that video games tell, the ones you find within them, and the way that some games lack any kind of storytelling in favor of simulating a person’s ability to choose to do whatever they want. All of these kinds of games have their own places in the broad field that is “video games,” but I was preparing myself to write about why I prefer games with stories to tell and had to set that blog post aside because I’m too worn down by life and everything to really get my thoughts together like that. I figured I’d write a Tired and Sad post instead and realized, as I dug around for a topic, that the game I’ve maybe written the most about is The Legend of Zelda: Breath of the Wild. Which prompted the thought that maybe I prefer emergent storytelling since that game has almost no story to tell you. Not because you have the ability to choose things (well, you’ve got the ability to choose to do them or not, which is maybe the easiest choice to give to players), but because the whole game is so focused on creating little nuggets of story that only emerge as you play and explore and find them for yourself.

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Putting The Past Behind Us: Feeling Unmoored In The Endless Present Of Tears Of The Kingdom

“When the world turns its back on you, you turn your back on the world.” I was a child the first time I heard those words. A bipedal meerkat spoke them as the camera zoomed in on him and he alternated between gesturing at an imaginary world behind the camera and pointing an instructive finger at the young, depressed lion that was just off screen. As far as scenes go in The Lion King, it’s important for the plot but maybe not the most visually interesting. The sort of thing that would normally slip past a child of five or six, which is how old I was when I first saw it, but one of my younger siblings became obsessed with the movie and we watched over a hundred times before a new movie caught their attention. If you watch something that much, enough that you can still recite the whole movie, front to back, about two and a half decades later, you wind up taking it all in even as a child. Maybe especially as a child. It was an interesting thought to me, back then, as it was the answer that meerkat, Timon, offered in response to the suggestion that there is, in fact, something you can do when bad things beyond your control happen to you. It was a big thought for a child, but it was something I thought about constantly and so it stuck.

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I’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 31

I’m out of blog posts, exhausted, and super depressed about everything going on in the world (which is why I’m out of blog posts, but I’ll write about that later). So, rather than try to kick my ass into gear in order to pretend that I’m still writing these a week ahead of time, I’m going to fully admit that I’m writing this on the eleventh, that I’m probably going to have to edit this after it posts tomorrow, and that all I can seem to do right now is take refuge in what scant comforts remain to me after I burned through them in the first year of the pandemic… [this is why I try to write them early enough that I can edit them before they go up since the rest of the post doesn’t really support this idea here]. The primary comfort amongst them being The Legend of Zelda and Majora’s Mask in particular. I feel a little weird, writing about it right now, but it also feels kind of appropriate given that it is a game about preventing the end of the world while the world is constantly ending. About finding joy or love or peace as the world falls down around your ears. About grief and endings and healing throughout them. I’m pretty sure that all the recent thoughts buzzing around my head are a result of something I read and a discussion I had rather than something I wrote, but it still feels like I’ve touched on this recently even though I have clear evidence I haven’t.

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