Scrambling around Hyrule in The Legend of Zelda: Breath of the Wild made me think again of vacationing in game worlds, so I thought I’d revisit the topic...
Several years on, it’s interesting to reread my thoughts on
the direction of Zelda and the open world genre. I’ve visited some fantastic
places in the interim and Breath of the
Wild’s Hyrule is one hell of a playground. In part 3 I
speculated how incredible it would be to blow away the fog of the Ocarina overworld map and explore the
connective tissue – Breath of the Wild
does exactly that, and does so with a spectacular level of polish. The trademark jank of open worlds has been buffed out entirely. Of course, it’s a video
game and certain actions and objects are necessarily abstracted and streamlined (the rattling 1-2-3-POW! of the cooking animation, for example, is
pure cartoon, and who knows where my glider goes when I’m not airborne) but it absolutely nails that exploratory feeling you get in a real natural landscape. It’s not perfect but
every design decision forces you to interact with its incredible toybox in an
environment tailored towards fun, exploration and experimentation. There are no
corridors between civilisations – Hyrule Field is the game now and that buzz
you felt the first time you left Kokiri Forest in Ocarina of Time now lasts for a hundred hours or more. The gating
is gone, replaced by a natural geography crafted so impeccably that the design
feels invisible. But it’s there, in every hill, every nook, cave, pond, puddle,
tree, dune, bay and vista. It’s tough to find a spot that hasn’t been
meticulously positioned and aligned for maximum effect, yet each place feels
perfectly natural. Those tidy compartmentalised zones from previous iterations –
the areas that used to be locked until you retrieved the Phantom Doohickey from the
preceding area dungeon – now push into one another organically and you are
tasked with the adventure of exploring that connective tissue, much as I wished
in those old articles. One measure of the game’s success is the number of times
I’ve been outdoors in the past few months and gone to grab my scope to scout
the best jumping point or realised where I was standing would be the perfect
place to glide across the valley and sprint up to an outcrop the other side. I
spy obvious Korok hiding places in real hills. The game world seeps into real
life.
While it has refined the sandbox experience to the Nth degree, BOTW wears many influences. Beyond its
debt to Bethesda, it also draws on its own history. The original Legend of Zelda is a noted touchstone,
but the weather system from The Wind
Waker is felt here too. The elements in this world fluctuate constantly.
That feeling I mentioned in part 1 of the tempestuous seas stirring
your spirit is found here too as you gallop across windswept meadows,
escape the shadow of a cloud or scramble up a slippery rock face as raindrops
start falling. The majesty of the setting also reiterates another remark I made, this time regarding the music. Breath of the Wild
features a restrained, delicate score lacking the bombast of previous games
because, crucially, it is not needed. Indeed, a rousing overworld theme would
soon pall in a game where 95% of the (long) game is the overworld. It’s huge,
and you can see it all. There are no compartments and the epic fanfare
previously employed to augment them becomes redundant. The world speaks for
itself.
Other worlds Breath of
the Wild brings to mind include Thatgamecompany’s Flower (all that flowing grass and fauna, and now out on iOS!)
and the previously mentioned Shadow
of the Colossus (another huge, contiguous world.) As well as polish, it’s
the detail in BotW that imbues
character and gives the game its unique flavour. Little things like:
- the simple, stark black and white loading screen with its Divine Beasts bomping beside the tooltip.
- the simple, stark black and white loading screen with its Divine Beasts bomping beside the tooltip.
- the way the UI box fade-bounces onscreen.
- the way Link gorges food, one hand after another
as you pummel the A button to regain health.
- his red cheeks and visible breath in the
freezing mountains.
- the idle animations of the monster masks that
mirror their respective enemies.
- the way Link stubs his toe while opening a chest
if he’s not wearing boots.
- the death scream that accompanies those little
red Xs that appear where you died as you replay and retrace your steps in
Hero’s Path mode.
There are countless flourishes like these that work to
cohere the game into a unique whole. There’s no real defining moment here, it’s
just 100+ hours of exploration. It’s not without flaws. With all the obvious
care that has gone into fashioning this kingdom, it is disappointing
to run up against invisible barriers on some edges of the map. The text ‘You can’t go any further’ begs the
response “Er… why?” And, as always,
beating Ganon returns your save file to the point just before the battle so,
again, you are denied the pleasure of enjoying your success. A couple of years back
I finally played Earthbound on
Virtual Console and was overjoyed when I found that it DOES let you explore the
world post-victory. All the characters have different dialogue. Earthbound is well over 20 years old!!
Why is this not the norm yet?!
My holiday in Portugal, not Hyrule. |
Assassin's Creed: Black Flag. Like Wind Waker plus shanties, minus the Octo-Monsters. |
Moving on from Hyrule, Yoshi’s
Woolly World had me diving again into the textile world of Epic Yarn, this time in HD. I still
prefer Kirby’s game, but Woolly World
was a thoroughly lovely, patchwork place to go. Playtonic did a great job
recapturing the spirit of Banjo-Kazooie
in Yooka-Laylee, and I’m savouring my
playthrough on Switch. The levels are beautiful, if a little overwrought and
less easily-readable when compared to Banjo.
For example, Tribalstack Tropics’ walls are constructed from stone blocks. With
care, I am able to scale many of them. They seem to lead nowhere and exist
purely to provide visual detail in an HD environment. Which is fine, but it
confuses the player as to the objectives and the possibilities in the space,
and invariably leads to disappointment. ‘Can I climb that wall? Ah, yes, if I’m careful! But am I supposed to climb it? Well, maybe, but
there’s nothing here, so I guess not?’ Questions like these create stress and
tension as opposed to, say, Breath of the
Wild where the questions regarding the environment go like this: ‘Is there
something special about that artfully positioned group of trees over there?’ Answer:
‘Yes.’ In fact, the answer to almost every question in BotW is ‘Yes.’ Can I glide
over to tha… Yes. What about using
fire arr… Yes. And if the… Yes. The
thing is, ‘No’ isn’t necessarily a bad answer, but the answer should be clear. Right
now, the answer to too many of the questions in Yooka is ‘Er, maybe? Not
sure.’ Still, Y-L has buckets of
charm and is made by a small team that I’ve got buckets of time for. And it’s
got the Grant Kirkhope tunes!
Looks nice from here. No quills to collect, though. Not sure I should be here, but I managed it so... well done me? |
Last year Sonic Mania
had me revisiting various zones from the classic games, plus some great new
ones, all crisp and lovely. It was fantastic to see Sega finally give Sonic to
the right team (or teams: in this case, Christian Whitehead, PagodaWest Games
and Headcannon.) Lizardcube’s remake/remaster of Wonder Boy: The Dragon’s Trap on Master System also showcased
the possibilities when ports/updates are handled by people who not only give a
shit, but also know their shit. At the touch of a button you are able to paint
over the original visuals (presented authentically with various optional
filters, though in 16:9) with some truly beautiful hand-drawn animation.
Another button toggles between the original soundtrack and a new orchestral arrangement. I spent so much time swiping between the
old and new, examining the various choices and admiring the art, and I was very glad to have the opportunity to explore a world I would almost certainly never
have gotten to otherwise.
Multiple amazing-looking games have passed me by over the past few years, many of which are now getting ports to Switch (though I’m still hoping for Firewatch and The Witness.) I managed to catch PS3 swansong The Last of Us which presented some stunningly detailed post-apocalyptic locales from Boston to Salt Lake City. The sheer amount of stuff in that game is incredible. The number of unique assets in those buildings (and Naughty Dog’s other games, so I hear) is huge… though it’s all a bit dull. I know, I know – I shouldn’t discriminate against games that don’t have blue skies – but I’m left marvelling at the technical spectacle and scope without any desire whatsoever to return. I may give the sequel a whirl – it’ll come to Switch, right? š I also tried Red Dead Redemption but couldn't get past the clumsy GTA IV controls. Looked nice, though. Maybe this year's sequel will convert me. Another sure-thing for Switch (Hey, if DOOM and Wolfenstein 2 can make it, anything can!)
Multiple amazing-looking games have passed me by over the past few years, many of which are now getting ports to Switch (though I’m still hoping for Firewatch and The Witness.) I managed to catch PS3 swansong The Last of Us which presented some stunningly detailed post-apocalyptic locales from Boston to Salt Lake City. The sheer amount of stuff in that game is incredible. The number of unique assets in those buildings (and Naughty Dog’s other games, so I hear) is huge… though it’s all a bit dull. I know, I know – I shouldn’t discriminate against games that don’t have blue skies – but I’m left marvelling at the technical spectacle and scope without any desire whatsoever to return. I may give the sequel a whirl – it’ll come to Switch, right? š I also tried Red Dead Redemption but couldn't get past the clumsy GTA IV controls. Looked nice, though. Maybe this year's sequel will convert me. Another sure-thing for Switch (Hey, if DOOM and Wolfenstein 2 can make it, anything can!)
The absolute antidote to all that brown-and-greyness is Super Mario Odyssey, a game which throws
the kitchen sink at the paintbox and produces a crazy, crazy video game. It
goes like this: Mario goes on holiday (well, a working holiday.) Bowser’s plot
to kidnap and marry Peach provides the loosest of motivations for Mario to
journey across an Earth-like planet chasing maniacal wedding planners as they steal
the nuptial essentials (flowers from the greenhouse level, dinner from the food
kingdom, bridal dress from the… erm, water world?) Each separate environment is
presented in a travel brochure style on the pause screen, with Mario cast as
the tourist studying the map and ticking off the local highlights before he departs
on the giant hat ship belonging to his new mate, Cappy. Who’s a hat.
I mean, yes. Fine. As previously noted, we don’t play Mario
for the narrative, but rather where it takes us, and this narrative takes us to
places both wonderful and strange. Of course, Mario has gone travelling before.
Super Mario Sunshine saw him visit
the beautiful Isle Delfino and a seaside aesthetic permeated that bright,
colourful game. Odyssey is certainly
colourful, too. And monochrome. And bright. And dark. In fact, it’s everything,
often at the same time. Odyssey
mashes cultures, styles and environments on a whim. The art design is all over the place. Tin-can comedy cog-robots? Check. Vaguely PS3-level
realistic humans from a swinging NY-esque city governed by Pauline, Mario’s
original damsel-in-distress from Donkey
Kong? Check. Roly-poly snow bears? Sure. Anthropomorphic talking cutlery?
Obviously. Realistic T-Rex with a moustache? Done. Yoshi? Natch.
It goes on. And upon completion, all these haphazard characters meet-up in each other’s kingdoms and just party and hang out. There is something glorious about the abandon of it; the anything-goes variety; the inclusion of any good idea. But read that carefully – any good idea. The only way this works is by the mechanical mastery on show – quality makes it coherent. The ability to capture any character (and the occasional object) that isn’t wearing a hat – and the watertight application of that mechanic – makes the crazy world a joy to leap around in. And that’s on top of the trusty Mario moveset we’ve been using since 1995. People gave Rare a hard time when they threw googley eyes on any old thing and called it character design, but damnit, at least those eyes were consistent! The only consistency here is quality. And it’s enough. Whether clambering up a volcano to cook a stew, or facing off against a Dark Souls-worthy dragon while dressed in a clown suit, or… well, you get the idea. I cannot think of another developer with the audacity and the chops to throw all these mismatching elements at the wall, showcase every disparate feature with a mock travelogue presentation… and make it all gel seamlessly. 97 on Metacritic. I haven’t even mentioned the showtune homage to Mario’s very beginnings in New Donk City. You’ve heard the song already, but the moment itself brings a tear to the eye. I’d recommend making the trip. And dat Steam Gardens music!
It goes on. And upon completion, all these haphazard characters meet-up in each other’s kingdoms and just party and hang out. There is something glorious about the abandon of it; the anything-goes variety; the inclusion of any good idea. But read that carefully – any good idea. The only way this works is by the mechanical mastery on show – quality makes it coherent. The ability to capture any character (and the occasional object) that isn’t wearing a hat – and the watertight application of that mechanic – makes the crazy world a joy to leap around in. And that’s on top of the trusty Mario moveset we’ve been using since 1995. People gave Rare a hard time when they threw googley eyes on any old thing and called it character design, but damnit, at least those eyes were consistent! The only consistency here is quality. And it’s enough. Whether clambering up a volcano to cook a stew, or facing off against a Dark Souls-worthy dragon while dressed in a clown suit, or… well, you get the idea. I cannot think of another developer with the audacity and the chops to throw all these mismatching elements at the wall, showcase every disparate feature with a mock travelogue presentation… and make it all gel seamlessly. 97 on Metacritic. I haven’t even mentioned the showtune homage to Mario’s very beginnings in New Donk City. You’ve heard the song already, but the moment itself brings a tear to the eye. I’d recommend making the trip. And dat Steam Gardens music!
God knows where Mario goes next. I wrote before that the
‘final frontier’ was his last refuge in the Galaxy games – he had no more
worlds left to conquer. But that was when he was resident of the Mushroom
Kingdom and its adjoining territories. I underestimated him; it now seems he
can skip through the multiverse at will – anything, anybody, anywhere is fair
game. Variety is the spice of life, they say. It’s certainly a hell of a
journey. One might even say an ‘odyss-’…
No comments:
Post a Comment