Suduiko, A. (2017, June 22). Breath of the Wild: The Hero Who Never Was. With A Terrible Fate. https://withaterriblefate.com/2017/06/22/breath-of-the-wild-the-hero-who-never-was/
"The Legend of Zelda: Breath of the Wild" offers a revolutionary step in gaming, providing players with a vast open-world experience on the new Nintendo Switch console. This article isn't a review, but an analytic look at the game's narrative. The author aims to explain why "Breath of the Wild" has garnered mixed reactions by proposing the game introduces a new way of merging open-world storytelling with the thematic elements of Zelda.
The author suggests that the game deceives players about Link's resurrection. The narrative puzzle begins with analyzing fast travel and the Sheikah Slate—key game mechanics whose explanations don't fully align with in-game lore. To explain these puzzles, the writer posits a radical idea: The Shrine of Resurrection didn't truly resurrect Link but created a mechanical copy that the player pilots in the game. This goes against the game's explicit statements but offers a unifying understanding of the Sheikah's technological advancements.
This controversial view shapes the relationship between the player, avatar, and Sheikah technology. The Sheikah Slate acts as a bridge between the player's world and Hyrule, controlled by the Switch console, and allows the player to guide the Link-like automaton. Far from being a mere design choice, the resemblance of the Sheikah Slate to the Switch console underscores this link and gives the player control over the avatar within the game's universe.
Another intricate aspect is the avatar's identity. While the game guides players to collect 18 discrete memories scattered across the world, these don't seem to cause a cascade of memory recall typical in an amnesiac. The article argues that these memories make the avatar emulate Link for players pursuing the main storyline. However, players can ignore this path and explore the world without engaging in the main quest, effectively controlling an avatar void of Link's destiny.
This game design addresses a common open-world narrative issue: how to justify side quests when a hero's primary duty is saving the world, as seen in games like "Final Fantasy XV" or "Skyrim." In "Breath of the Wild," the avatar isn't bound to the hero's quest until the player chooses to engage with Link's memories. This grants freedom to explore, but might detach players from the classic Zelda narrative of destiny versus evil.
In conclusion, the author argues that "Breath of the Wild" gives players an unprecedented level of narrative choice, allowing them to either embrace their destiny as Link or define their own adventure in Hyrule.