in an attempt to explain why totk is a circle game that didn't need to be open world and why botw is a wandering game that HAD to be open world, I drew this w/computer mouse on mspaint. enjoy.
I was thinking about the differences between the two games, and had to draw a diagram to make sense of the way the two games tell a story. I thought breath of the wild had a more organized story all together, and that the memories were such a big part of that.
I think that totk was really lacking in it's story compared to botw, and I really wish they had a different way of showing the main storyline then using the tears. 6 years of development, and they couldn't bother to put more story in the game? Compared to the memories of the previous game, the tears just don't fit right in my mind. Botw's memories were very well done in my opinion. They don't have a "correct" viewing order and you aren't given the context of the memory, so the colorful characters and their bright emotions in these intimate moments stand out all the more. They didn't tell you what to feel or what the scene was, they just presented Link and the player with a glimpse of the person he was and the people that died for him. While all the memories happen with different people and locations, they are all united by the same loom sense of dread of the calamity. They point Link towards the same goal that he had back then while still allowing you to interpret the scene and see the characters. The brightness of the champion's emotions contrasted with link's stoic face sets such an interesting tone, and makes for such an interesting atmosphere as the now-dead champions guide Link through their tombs, encouraging him and sharing their powers with someone who doesn't remember them beyond a single encounter. Even if you choose not to find the additional memories, there's still a connection formed between the present and the past with the required memories.
When held up against botw, I think the tears just don't hold up. For one, I didn't think it was clear if the magic puddles were intentional on dragon zelda's part or not. Zelda's memories don't require any context to understand, and the clear cut and dry message of each one doesn't inspire a desire to look further into the scene like botw's memories. As much as I want to look more into Ganondorf's appearances in this game, there's not much to look for. As soon as he's introduced, even if you don't recognize the parallel to Oot's oath of fealty, the message is obvious from just one watch- this is the villain, they don't trust him, and he shouldn't be trusted.
And the linear style of the memories really suffers from an open world style game- instead of stumbling across a faintly familiar place, there's a giant glowing glyph with a floating tear smack in the middle. The scenes have a clear order, and the player is encouraged by multiple npc's to seek out the tears- so it doesn't make sense to me to have Zelda's story be in this wandering-open world if it's clear that the developers want you to find this story. Botw's appeal was it's open world and lack of directions besides "Defeat the Calamity" . In contrast, totk almost feels like there's too much instruction. even though the world is physically bigger with the addition of the sky and the depths, the world is more crowded and seems to be designed to herd you back to the main story and the tears. Going back to the unavoidable memories triggered by the champion quests- totk's were severely lacking. The repeated glimpse of the same scene with the same phrases over and over every single time, [demon king-secret stone- so that was the imprisoning war- the secret stones- the imprisoning- this SECRET stone- the demon king gan-] And there's no connection between link and these past sages, or even zelda and the past sages, we don't even know their names, much less their faces. Any emotion from those scenes comes from the awe from the new sages, meeting an elder of their people and being honored by the gift of power, and the recognition of the responsibility that they now carry- Link is not the main character here, even though the gameplay is built around him- the story certainly isn't.
and full disclosure, i enjoyed both games a lot! and I like the circular narrative at the end of tears. Zelda becoming human and Link getting his arm back at the end fit in with the ouroboros theme, so even though its less satisfying for link to just magically get an arm back and have no consequences, I think it fits with the story. in a "its a bad story but I like it" kinda way.
These are my thoughts on the two games, what are you guy's thoughts?
@rebornofstars @sunny-porridge @rrainydaydreams
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