Breath of the Wild: The Eternal Hyrule - Detail Diatribe

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Blue: Hello everybody, and welcome to  another episode of detail diatribes,   where today we're going to be spending some time  talking about the world design in a little video   game called breath of the wild! Red: Yeah!  B: Uh, and i'm joined by Red, uh, who will  help me, uh, explore the the wonderful   and very terrifyingly old world of hyrule. R: Howdy everybody, I'm very excited to talk about   legend of zegend today. Let's have a good time. B: the lego of zego  R: lego of zego! B: So I have   played breath of the wild through  twice, we've streamed it - um,   Red, you have other experience with the  zelda franchise besides just, um, our   breath of the wild streams - uh, is that correct? R: Yes. Twilight princess, my one true love. uh-  B: twilight princess! R: um, and I'm tangentially aware of, you know,   most of the stuff about it - pop culture osmosis  has done me proud in the legend of zelda space.   You know, everybody knows about link and-  and zorda and all them jazz and - yeah, so,   you know [laughs] I I'm pretty much- B: lonk and zarbo-  R: [laughs] B: yeah-  R: lelda and zeldo B: so today we will we will be engaging in   a little bit of world design analysis to see that,  uh, the version of hyrule as we have it in breath   of the wild is old as f[HYAH]ck R: yeehaw  B: [laughs] uh, so we will be  conducting a rigorous academic analysis,   uh, thereof. First things first I would like to  give a huge thanks to the youtube channel Zeltik,   uh, he is a legend of zelda youtuber who does all  kinds of videos on theories, lore, analysis of,   uh, breath of the wild and all the other zelda  games and his, uh, zelda theory videos were an   inspiration in my process of putting this video  together and also a lot of the visuals that you'll   be seeing - all the fancy b-roll - that's all  his so if you like what we're talking about here   and you want to learn more, uh, there is a huge  community of zelda theorists out on the interwebs,   but we've got some recommendations for where you  can start with Zeltik if you want to follow on   some of the stuff we're going to be specifically  talking about in this one, so thank you Zeltik -  R: (woo!) B: - for being   great and for giving us your permission to,  uh, to use your theories and your footage   and let's- let's talk about this game. R: let's just jump into it!  B: yeah, the timeline of zelda is very complicated  but what you need to know for the purposes of this   video is that there are three things: at the very  beginning is the legend of zelda skyward sword.  R: Mm. B: -and then there's literally every other game-  R: [laughs] B: - and then at the very end of the   timeline is breath of the wild. R: Yup.  B: Everything in the middle is just a mush that  you can rearrange and it doesn't really make a   difference but the very beginning is skyward  sword, the very end is breath of the wild,   that's all you need to know. [laughs] R: we can refer you to the brian david   gilbert legend of zelda unraveling timeline  unraveled video from back in the old days,   uh, of like two-plus years ago. B: An absolute classic.  R: absolute classic, uh, I wouldn't recommend  using it as a rigorous academic reference   but, you know, it - B: yeah.  R: yeah. uh the gist, as you've correctly stated,  is skyward sword is the very first legend of   zelda game. It is the one that originates the  characters of link and zelda as they are going   to iterate throughout history. It- it creates  ganon as, uh, like a- an instance of this god   of evil or something - demise - B: the demon king Demise.  R: yeah that guy - who you fight in a featureless  mirrored plane because everybody loves doing that,   and uh - B: [laughs]  R: sassing of skyward sword aside, then there's  a whole bunch of other stuff in a nebulous and   unclear order that branches at least three  times and then at the end it's breath of   the wild. Every game ends up in breath of  the wild somehow. Because the time break~  B: yeah, like, everything before breath of the  wild is the era of myth. It's all like, yeah, we   have legends of this stuff, but like, ehh??? So- R: the LEGEND of the legend of zelda!  B: [laughs] the legend of the legend thereof- R: because breath of the wild has a 10,000 year   gap wherein all the other sh*t happens, but yes. B: yes, so breath of the wild, uh - the map is   very big, uh, it is full of references to  older zelda games. These are not necessarily   the same actual locations, but they are cutesy  references. So for instance if you've done the   eventide island side quest off in the bottom  southeast corner of, um, of the map, this is an   homage to link's awakening - a game wherein link  wakes up on a mysterious island called Koholint,   uh, and has to wake, uh, the - the great whale  deity, the wind fish to- to escape. Uh, the entire   island is a dream, it's not real - R: Mm.  B: - but here is an island in breath of the wild's  hyrule that's basically koholint. It's got toronbo   beach, which is the name of the beach in koholint- R: huh!  B: - and there's Koholit rock, which is a slight  corruption of the name, and that's a thing that   they do a lot, is that they'll have names of  things that are references to all their- to other   things, but like, a letter is changed, a syllable  is different, it's- it's a very, you know, simple,   uh, trick. So, you know, we've got koholint, but  it's - it's not really the same Koholint, it's   just a reference. Similarly, uh, mekar island,  uh west of the great korok forest is a reference   to the first dungeon from the original legend of  zelda game. It's not strictly the same location,   it depends on on how much you want to buy into it,  but it is a very cute reference where there is one   burnt out tree surrounded by- R: Ohh!  B: - four smaller trees on an island that is,  uh, just, you know, it's a cute reference.  R: Yeah! B: There's nothing really   more to it than just - than just the stylistic  continuity and the visual echo, uh, but it is cool   that it exists. Uh, mekar island is actually named  after makar who is a character from wind waker -  R: Oh yeah… B: uh, a - a   little - a little korok fellow, so this island  is actually right next to the great korok forest,   so there's - it's references! It's- it's not like,  you know, strict like "this was the thing that was   here" - it's just - it's, it's references. R: yeah, so- so these would be like kinda   non-diegetic callbacks where it's like- B: Yes.  R; - in universe there's no reason for  this to be the same but it is anyway -  B: Yeah. R: so it's - it's like…   it's - it's like poetry, it rhymes. B: Yeah.  R: Yeah. B: basically no one within the - the   world of breath of the wild would recognize these  as references to the other games, um, it's only   something that player can really process. R: oh my god! why has nobody made a meme of,   like, link's starting one of them flashbacks  and then just snapping back to one of the older   games! [laughs] B: [laughs]  R: does the slow zoom on his eyes and then  it's like [hums the Lost Woods themes from   Ocarina of Time] B: [laughs]  R: HYAH B: he looks at the temple of time, accidentally   goes feral and turns into a wolf again R: [laughs] Aw, dangit! B: so there are a million of those, those two  are pretty illustrative. But as we- we move   forward there's a lot of lore within breath of  the wild that is unique to breath of the wild   that conveys how insanely old this game is, and  this is not a comprehensive list, otherwise we'd   be here for - for literal months but- R: yeah, yeah.  B: immediately, like, the - the smallest scale  of time that we really work with in this game   is - link, right now, the time that the player  is playing as, versus a hundred years before   when the great calamity happened. So there's  an immediate 100 year time jump between,   you know, link and zelda running around as- as  kiddos having a great time preparing for the   great calamity, great calamity happens, link is  asleep for a hundred years, events of the game.  R: "asleep," quote-unquote. B: so there are a lot of things   from the pre-calamity time just a hundred  years ago that are, you know, in ruins now,   but in cutscenes and stuff and flashbacks you'll  see it before. Uh, they're - basically the whole   game is like this. There's stuff that was, you  know, it was not ruined before the calamity and   now it is. It's like the most modern of modern  things, um you can imagine in- in terms of zelda   time. But going slightly further, um, down in  the southwestern corner of the map there are   gigantic statues in the desert  that- that nobody understands-  R: Aw, love it. B: - and one of them is missing.  R: [laughs] B: [laughs] uh, in the gerudo desert there are   seven statues of legendary heroines, but the  eighth one of them is not with the other seven.   The eighth heroine is over the gerudo highlands on  the opposite side of a ginormous mountain range,   but her sword is not with the statue. The sword  is buried in the rocks at the top of the mountain!  R: Haaa. B: so the questions are, why bother to   move the statue when you could have presumably  just destroyed it for a lot less effort, uh,   and then also - how? question mark?? [laughs] so- R: well, not to flex my expertise, but I will say   that the last time something really big had to get  moved, we used… twilight realm portals~ [laughs]  B: ohhh, yeah R: and it was a whole ass bridge! So, you know!  B: kind of a whole deal. R: Hmm! [hums x-files theme]  B: Quite possibly! I mean, the- [laughs] R: [laughs] B: there are - there are legends  within the the gerudo, um,   desert, uh - people talking about these-  these statues that- that have their own   sort of mystique to them, so  it's - it's a known quantity   to the the people of the gerudo desert. Uh, you-  link is tasked to go find it because it's like-  R: Right. B: "yeah, we- we think there's this eighth   statue out somewhere in the highlands but no-one's  actually seen it"- and of course you can find it-  R: of course- B: because no one is as insane a climber as link  R: [laughs] B: uh, or insane enough   to be a climber like link. But it's just- it's  a cool thing! It's like, yeah, there's a statue   in the mountains, the sword is missing, it's stuck  in the top of the mountain somewhere. When did   this happen? Old enough that no one knows how or  exactly when, but recent enough that people still   remember it. So that's just- that's just cool! R: I'm not saying the statue came alive and   stabbed that mountain- B: [laughs]  R: - but I'm not not saying it didn't do that. B: statue's cursed, get it out. can we break it?   nope, nope, get it out. R: [laughs]  B: move it. R: scooch it. lure it away!! [laughs]  B: yeah, exactly. Um, further, uh, we- we can jump  back to 10,000 years before the events of breath   of the wild because the great calamity that we  experience from the hundred years ago time skip   is actually the SECOND great calamity. R: Mm hm.  B: the first one was ten thousand years  beforehand, and this is the legend that,   uh, that impa, uh, will tell link about as he  is starting to- to slowly piece together his-   his poor amnesiac memories. R: Yeah.  B: and, it, you know… ten thousand years is a long  time! But this is still [after] all of the other   zelda games so there's all of this lore where  the- the sheikah, the ancient sheikah created   the guardians - uh, those little spidery boys,  uh - and the divine beasts to fight the great   calamity ganon. After the victory hylians are like  "wow cool we beat ganon… now there are these giant   death machines, they're scary, get rid of them"- R: Mm hm.  B- so after the first calamity they bury all of  the divine beasts, they bury all the guardians,   and then when we get to the second  calamity 10 thousand years later,   king rhoam is like "augh sh*t" R: [laughs] uh huh!  B: uh, zelda's like "hey dad can we please  excavate the divine beasts otherwise I think   we're gonna be really screwed-" R: "no! goddess magic! get   back to your training!!" [laughs] B: [laughs] so then they go through all the effort   to excavate all that stuff, so the- the guardians  are- are ancient, ancient tech. Still comes after   all the other games! [laughs] R: [laughs]  B: so, uh, lots of- lots of weird old  stuff! Might be some- some breath of   the wild two stuff in here, but I'm not  gonna say too much to- to date this video.  R: [laughs] B: uh, we'll see. Next, uh,   is a really cool detail - R: Oh!  B:- in hebra peak a mountain range in the- the  very far northwest of the map that has a perfect   circle carved… into it… somehow…?? R: Mm.  B: [laughs] it's not, uh, it's not anything  man-made and it doesn't look like it would   be a meteor. Um, popular theories are that the  work of tearing a perfectly cylindrical hole   through the side of a mountain that  creates a sort of glassy almost obsidian   texture on it… R: ho ho ho!  B: …from possibly having melted the rock is  likely a result of an energy beam from the divine   beasts. So at the end of breath of the wild, if  you've completed all four divine beasts quests,   they- they train their lasers on hyrule castle and  they blow some mondo ginormous blue and white and   black energy beams at the castle. R: Mm.  B: and it seems likely, given what we know about  divine beasts and how insanely powerful they are,   that the wound through the center of hebra  peak was a scar from the first battle against   the great calamity- R: Oh, I love that!  B: where a beam seems to have  missed and just… torn a hole   right the f*ck through hebra peak! [laughs] R: maybe that's why they buried the divine   beasts! [laughs] B: that is quite   possibly why they buried them! [laughs] R: you know, I- I gotta say, I-   I've always gotten some serious ghibli vibes from  breath of the wild. And it's quite intentional,   like, I mean, the art style, the visuals, you  know… the- the character designs even - it all   very much kind of resembles a lot of the classic  studio ghibli movies. And I think the theming of   "there was an ancient war with incredibly powerful  weapons and now we're trying to kind of move on   and be all pastoral and cool but… B: [laughs]  R: "…you know, there's big craters that you  can see from orbit-" and sh*t like that - um -  B: yeah! R: there's a lot of that vibe,   and I, uh, this is the first of these where I was  like, "oh, okay, so like… the naüsicaa parallels,   the- the castle in the sky parallels,  they're just THERE. All right-"  B: oh, yeah. Absolutely. R: "sick!" I knew I liked   this game for a reason. Hell yeah. B: yeah, so the divine beasts are-   are conveyed to be powerful within the lore of  the game and being able to- to carve an entire   empty cylinder through a mountain with an  errant blast is… pretty yikes! [laughs]  R: and the fact that, like, that's not even  noteworthy enough that it's, like, survived   as legends or whatever! Like nobody in the area is  like "oh yeah that's when Vah Ruta shot a laser at   us!" you know, it's not noteworthy- B: yeah!  R: -because this world has so much  happening in it! And I feel like…   sometimes when you're world building it's tempting  to fill the world with information, but it can be   more telling what the world has forgotten. You  know, what- what wasn't actually noteworthy or   what wasn't able to survive as long as it did.  Like, that can really make the world feel bigger   and more mysterious. Because if you can forget  that a laser carved through your mountain, like…  B: [laughs] R: how much other stuff   do you deal with on an average weekend, you know?! B: yeah, yeah… uh, hyrule has been through a lot!  R: yeah! [laughs] B: …as we will continue to see!  R: and it's always full of blonde children for  some reason! [laughs] always at the center of it!  B: exactly! [laughs] uh, and the sheikah knew  that there would always be blonde children at   the center of it- R: heh heh  B: so after they- they buried the divine beasts  and the guardians, the sheikah thought ahead and,   realizing that they always have to make this  poor kid prove himself, they made 120 shrines,   uh, and hid them throughout hyrule - or not  "hid" but- but placed them throughout hyrule-  R: right. B: - such that when   the great calamity would return, they would  be there to… kind of, uh, train the hero,   but mostly test the hero? [laughs] to make sure  that he was good enough to really be the hero?   uh, sometimes putting the hero in more danger than   some of the- the minions of the calamity?? R: hey, if you get a dud link then you'll get   a new one in a generation or two anyway… [laughs] B: [laughs] exactly! yeah, um, so, uh, the shrines   are some- some first calamity tech. Lots of  stuff from the- from the golden age of the-   the technologically advanced ancient sheikah.  But aside from the sheikah there's another   civilization called the zonai who are a very old  long dead civilization from thousands of years   before breath of the wild, but they're not so old  that they've shown up in any of the other games.  R: Ahh. B: uh, they're spread all over hyrule,   they're a very clear, like, aztec-maya parallel… R: right-  B: -insert, uh, civilization. Nobody in the game  itself nor in the irl zelda community understands   a goddamn thing about them! R: [laughs]  B: there's maybe a ganondorf connection  but it's very unclear?? All we know   is that it is OLD. [laughs] R: Gorgeous. All right,   so what's the general vibe with these boys? B: There- so there are a lot of ruins spread   across the map, uh… the picture that, uh, I- I  have here on the left of our little slideshow   is from the faron region, um, a very kind of  jungly like- very, like, strong maya vibes part   of the map, where there's a lot of, um, decrepit  buildings, um columns knocked over, statues of-   statues of owls, statues of boars and statues of  dragons, which is possibly a triforce connection…  R: oooh! B: - with wisdom,   courage, and power. Uh, yeah, um- R: Ganon is typically a pig, so the   boar thing does… kinda fit. B: Yeah, yeayeayeah.  R: [vague sounds] B: there's some stuff there, yeah-  R: yeah, and owls! There are owls in the old games  too, and they're usually, like, helping you out,   like, with advice and sh*t- B: Yeah.  R: so- yeah, all right, yeah. We've got  wisdom, power, and I guess that means   link gets to be the dragon? F*ckin' sweet. B: the- dragons are… dragons are a staple,   uh, in the zelda games, uh, they- they've  appeared in- in many different forms.  R: Yeah, that's fair, that's fair. B: but there are three of them that show up   in breath of the wild - there is the- the dragon  farosh, uh, the dragon dinraal, and the dragon,   um, naydra, who are elemental, uh, of the  three different components of the triforce.  R: right B: one of them's green,   one of them's blue, one of them's red… R: Ah, yes. Yes.  B: what more do you need? [laughs] R: [laughs] Classic!  B: uh, and they just kind of exist, so,  um, so the dragon farosh spends a lot of   time in the- the faron region, uh  - names are, of course, similar-  R: yup B: hanging out by the- by the zonai ruins. Um,   there are also, in much better shape,  three labyrinths spread across hyrule-  R: Hoah?? B: that just… exist in the far   distant corners. There's one down by, uh, gerudo,  there's one in the hebra region, and there's one,   uh, up northwest, uh, off the coast of akkala. Um,  just gigantic-ass, like, minotaur-type labyrinths-  R: Hell yeah. B: - that are built with these   styles of architecture that have a lot of these  same design motifs with these- these, uh, owl   faces, pig faces, dragon faces, uh, these swirly  designs, all the same kind of patterning and   architectural texturing, um, to make it clear  that this is some zonai stuff, so there's, like,   some maybe weird connection of the zonai and the  sheikah having worked together, because there are   sheikah shrines in these zonai labyrinths? R: Oooh!  B: It's weird! And no one understands it, and  that's one of the coolest things is that they-   they created a- a pure mystery to put in  the game! So like, the first calamity, like,   all that's like pretty solidly, like, we know  enough to understand what's going on with the lore   and the guardians and stuff… but the zonai are  just a complete wild card and that's really cool!!  R: [laughs] B: it makes the 10,000 year old stuff   that we know about still feel old because  it's juxtaposed with this 10,000 year   old stuff that we don't have a clue about! R: yeah! And it makes the world feel bigger   because this gives us something grounded in the  worldbuilding that has basically nothing to do   with our heroes and the main arc of the story!  Like, they might have a connection with it,   but if so they're not like… you know, there's  none- none of the sheikah people we talk to   know anything about them or mention them at  all, you know? It's like, they've got this whole   civilization that clearly rose and fell and did  its own thing and has barely anything to do with   what we know about the main plot. Like, even if it  does end up getting connected to it, it's like, it   still feels huge and unrelated. And that's good! B: Yeah, that's really cool.  R: That makes the world feel  bigger than just the main plot,   and that's really important for worldbuilding! B: it's- it's really well done. There's also one   place i forgot to mention. There is a- an area  called the typhlo ruins, uh, in the north, uh,   just uh north of the- the great, uh, korok forest,  that is an area of zonai ruins that is shrouded in   a magical darkness that cannot be broken- R: Whaaaat? [laughs]  B: so all you can do is take, like, a torch  in there! You cannot see anything, you have   to light all the little torches yourself to find  your way, it is… ruins shrouded in an impassable   unbreakable magical cloud of darkness. R: oh, some kind of…  B: how?? R: …twilight realm, you could say? [laughs]  B: question mark?? R: [hums X-Files theme again]  B: confused lovecraft noises aaaaah?? R: [laughs] aw, man B: mysterious colors unlike anything ever seen  except the mysterious color is black because   it's- it's ancient shadows R: yeah, unlike anything   seen because you can't see it oooooooh B: imagine a place that is so old the sun has   not seen it in ten thousand years. R: yeah.  B: horrifying! let's move on R: sun is like "ohh f*ck THAT.   NOOOO" B: yeah! [laughs] on the more, um,   biological side of things, uh, not just  architecture all day long from- from good old   blue, uh - there are also, uh, uh, we should  not forget the three giant leviathans, uh,   whose skeletons are spread throughout the region! R: [laughs]  B: um, across hyrule in the gerudo desert  in the hebra mountains and in the eld- uh,   elden mountains lie the skeletons of  three gigantic leviathan creatures.   There are some- some sheikah shrines inside  them for scale. They are terrifyingly large.  R: Yeesh. B: Um, two of them are   recognizable from older games, namely levias  from skyward sword who's in the elden region,   and the wind fish from link's awakening- R: aw :(  B: - which is in the gerudo desert, um, but the  third is a complete mystery. Uh, even concept   art that shows a little more clearly, it's- it's  not recognizable to any of the cetaceous deities   that we've seen in zelda before. Uh, it is a-  a pure mystery theorized to be for the sake   of the player being able to put themselves in the  utter confusion of what the rest of the world is,   like- it's- it's cool that they do it in such  a way that they give you two, you know, anchor   points, and one where you are just as clueless as  the rest of the people in the game. It's a really   efficient way to go about creating that feeling of  "whaaaat?" so - it's unclear how long they've been   dead, clearly a very long time! [laughs] R: Yup. Yup.  B: this is the kind of thing that - it could  have been in that last ten thousand years or   they could have died, like, way in the middle  of the timeline, like, the wind fish, like,   bit it in the middle of, uh, like, you  know, uh, twilight princess or something-  R: Aww! [laughs] B: the leviathans are cool!  R: Yeah! B: first time i came upon one, uh, freaked me out   because I - I did not know what I was looking at. R: oh yeah, I mean, there's - I think that's kind   of the idea, you know, you run into a giant  skeleton, part of you is just like "oh,   I don't like thinking about this." B: yeah, and there are a lot of skeletons,   like, you know, giant rib cages or  skulls, uh, scattered throughout the map,   but these are - as far as I'm aware - the  only ones that are complete and identifiable,   which makes it…… weirder, somehow! [laughs] R: yeah, fully articulated skeletons are rare,   but… you know, we're not gonna - we're not  gonna paleontology-splain this video game-  B: [laughs] R: -you know! [laughs]  B: exactly. Um, and then when we consider  additional zelda lore, uh, breath of the wild's   hyrule is ELDRITCH AS HELL. R: yeeees >:]  B: it is kind of insane! When we get past  the, like, yeah, the- the 10,000 years ago to   the first calamity? That's like baby mode, uh  [laughs] compared to some of the things we're   about to look at now. R: Mm hm.  B: It's- it's pretty insane. So, first  off, some- some easy one-two parallels. Uh,   the arbiter's grounds from twilight princess,  where ganondorf was, uh- uh- attempted execution,   and it did not work- R: Ah, yes.  B: uh, those are ruins in the gerudo desert!  They're barely poking up above the sands, um,   but it's implied they've been buried ages  and ages and ages ago. Uh, the game barely   acknowledges them - but they're there! R: welp, time to start excavating!  B: You can tell it's the same  kind of architecture, you- it   says on the map, "arbiter's grounds"- R: oh wow! wow. they're not even-  B: yeah. R: wow. I love it.  B: yeah, no no no, no - they - [laughs]  shigeru miyamoto did not come to play!  R: no, of course not! why would- why  would you leave people guessing when   you could give them an "aha!" moment instead? B: yeah, so there are some things that are,   like, pretty obviously clear that they- that they  go, like yeah, here you go! Um, there's also,   of course, very obviously, uh, the ocarina of time  gang is all here - the temple of time shows up   right - as soon as you walk out of the shrine of  resurrection it's right there, it's clearly busted   up but it's the temple of time! Um, there's  also castle town which, if you do some some   cartography, castle town actually kind of  does map onto the great plateau, which is-  R: ooh! B: -pretty neat,   and a rarity among the- the parallels we're going  to see here. There is also lon-lon ranch, which   is the- the ranch where you get Epona from- from  ocarina of time, uh, that is burnt to sh*t, uh-  R: aw :c B: - but does exist, uh, in this game world, which   is very cool! There's also, uh, you can literally  purchase lon-lon milk from hateno village.  R: ha! B: Whether or not it's the same product,   uh, the lon-lon brand clearly had some  staying power over the millennia! [laughs]  R: sometime in the last 10,000 years they  established the lon-lon dairy empire - [laughs]  B: [laughs] exactly! R: - its rise and fall almost   more meteoric than demise himself. B: yeah [laughs] from, uh,   food conglomerate nestlon-lon R: [laughs] they got in some   trouble when they started selling divine beast  vah nabooris's [*vah ruta's] water to impoverished communities-  B: [laughs] R: but, uh, they pulled back and rebranded and now   they're just a humble small town farm! [laughs] B: yeah! So the the ocarina of time ones are fun   because they're the most obvious but, you  know, like the arbiter's grounds - there's   kind of not a lot there. Um, it is cool  because it is very clear and you can, like,   see, "oh my god this is the temple of time and  this is that and that's that" but it- you know,   that's kind of where it starts and ends. Um, so  it's great to establish the chronology, but these   are very obvious - they don't really establish  that sense of- of mystery quite as much. Which is   okay! It's good to have a mix of it, and that's…  you know, you can't have everything make no sense,   otherwise you have dark souls which is… R: [laughs]  B: - famously, uh, impregnable lore, but it's-  it's cool, it's- it's a good thing that will,   uh, you know, have players recognize that "oh,  like, this is still the same world and like,   oh these things are still here after all this  time" which is cool, it's good to have those,   like, anchor points in there. R: yeah!  B: one other thing from ocarina of time is, uh,  zelda's lullaby, which has appeared in other   games too - but it is still a symbol of the royal  family, to the point where in the sanctum throne   room area of hyrule castle… R: ohhh?  B: - the triforce emblem above the throne is  ringed with these three little musical measures   that have the notes for zelda's lullaby, like,  carved and- and, you know, emblazoned in there.  R: Awh! B: Some of the notes are   slightly in the wrong place- R: [vague noises]  B: - it could have been an art mistake, could  have been the melody getting a little bit, uh,   a little bit shmooshed, uh, after millennia upon  millennia, but it is super cool that after all   this time, the, you know, the song, the- the  theme tune of the hylian royal family is still   zelda's lullaby. R: actually-  B: that's pretty cool. R: - you know what I really like?   What I like about that is that… it kind of implies  that they've forgotten that it's sheet music. But   like, if you make that the symbol of the royal  family around the triforce and then, you know,   you don't think to pass down that "by the way  this is sheet music and if some blonde kid   comes in here with like a musical instrument  point him at it and he'll figure it out" -  B: [laughs] R: like, you know, if you're drawing   a symbol and you don't know what the symbol means,  then it's very easy to kind of just… maybe, like,   put the dots in the wrong place. It's like, uh,  when people were, like, forging egyptian artifacts   before they knew what hieroglyphs meant. B: oh! [laughs] Yeah.  R: Like it would just be random little pictograms  and, like, symbols and squiggles and people   were like "oh it looks very legitimate!" and  then later it's like "wait a f*ckin' second,   that's the entirely wrong kind of bird  and it's facing the wrong way!" you know?  B: yeah. R: um - so I think   it makes sense that it would have been, like, all  right, the dots kind of go like this and there's   kind of this pattern, but like, it doesn't really  matter which of these rings it goes on, right?   And then it's like "oh but it does actually!" B: yeah - yeah it makes sense how it could be   corrupted over time. One possible counterpoint,  um, although it is not strictly speaking canon, is   in hyrule warriors age of calamity - which itself  is not a canon game but a lot of people take   the- the lore around it as canon, and the world  building, even if the events are not canon - um,   terrako, the cute little egg guardian guy - R: aw!  B: it plays the zelda's lullaby song.  Um, so it is- it is implied in that game,   not strictly canon, that it is still  used as a lullaby, which is really cool -  R: Oh, yeah, I mean- B: - so either- either option is,   uh, is an interesting interpretation. R: I'd say they're not even mutually   exclusive! The song can have survived easily,   but they might not necessarily recognize  that this symbol of the royal family IS -  B: ohhhh- yeah they might not have- yeah R: exactly, yeah. Like, they might have   started as the same thing- B: they might not have   connected the sheet music to the… R: right, right, yeah. It's like "oh we've got   the triforce surrounded by this pretty pattern of,  like, lines and dots, you know? okay, yeah, cool,   makes sense, you kind of put a radiant symbol  behind a throne, it looks really good, you know,   very standard stuff" but then, you know, a  couple generations down the line you forget   that the reason why those lines and dots  are where they are is because it's a coded   representation of your royal theme music. Um- B: yeah, it's- it's a very cool example of- of   continuity, uh, in display, because we see stuff  of like, you know, here's a thing that has been   dead for a long time and that helps us date what's  going on, here's something that's been buried for   10,000 years - but this is really cool because  it shows that there are still some, you know,   immutable aspects of- of the- the lore in this  world that will somehow find a way to continue   going on. R: yeah.  B: Or we can be silly and imagine that  every time hylia reincarnates as zelda,   like, age of like, 13, 14, 15, she'll  just be like [whistle's Zelda's Lullaby]  R: [laughs] B:   just like, idly, and the king is like  "write that down, write that down!"  R: yeah! [laughs] B: she just keeps randomly coming up with   the song every single time she's reincarnated. R: she gets born and she's just like "I have   the weirdest song stuck in my  head! What the hell is that?"  B: [laughs] exactly! R: oh man. Shoutout to twilight   princess's musical minigame - I like that all  the zelda games have, like, some kind of musical   minigame even if it's not actually important  to the plot, and in twilight princess they have   to account for the fact that for about 50% of  the game you don't have opposable thumbs, so -  B: [laughs] R: -you just have to wolf howl along   with the melody, which is super cute. B: Yeah. Yeah.  R: Link puts up with so much  crap in that game, honestly.   The man has the patience of a monk. Okay. B: Yeah. [laughs] And now we- we start to get   proper f*cking ancient here! R: YES.  B: So, um, jumping back to, uh, to way earlier  than- than twilight princess, than ocarina of time   and all of that - the lanayru promenade in the  southeastern part of the map leading up to mount   lanayru has the same architecture as the temples  in skyward sword, the very first zelda game way at   the very beginning of the- the timeline. R: Yes!  B: it's got the same cubic stone work, it has  loftwing patterns, the- this- this picture of,   uh, lanayru promenade, you can see this- this  loftwing shape. One of them has their face kind   of broken off, but it's a picture of a loftwing.  …Those went extinct a very long time ago [laughs]  R: aw :c B: uh, so clearly it is - it   is a stylistic continuity, um, rather than, like,  they just decided to keep sculpting loftwings. Um,   that's another thing of, like, "what does this  symbol mean? ah, Iunno, put it on the - put it   on the promenade!" R: Mm.  B: um, and there are also designs, uh,  around, um, lanayru promenade that have   a- a stone, um, inscription, uh, pattern of  the goddess's harp which is a big plot device-  R: Ah. Love it. B: - so, um,   really cool stuff that there's this monumental  basically parade way architecture leading from-   from hyrule field over to, uh, mount lanayru,  which is the- the site of one of the- the goddess,   uh, springs, and they- they adorned it with all  this cool stuff, so it's implied to have probably   been made after skyward sword- R: Ah, okay.  B: - but not very far after skyward sword.  It's still kind of in the same realm of time,   but it's cool! R: yeah!  B: it's really cool. R: I was gonna say, so like, as I recall in   skyward sword, like, obviously people remember the  flying islands gimmick, but there really aren't   actually that many flying islands. Like, that map  is actually tiny, you spend most of your time on   the ground. So like, this is the architecture  of the temples that were already on the ground,   so it's not like this would have been some big  flying temple complex that fell and became part   of the landscape, as cool as that would be, this  is probably just, like, either built shortly after   it, or one of the temples from… the original… game  that was already on the ground and it just kind of   has eroded a little bit? Like, that's the vibe? B: uh… uh, holster that thought,   actually! [laughs] R: oh?? okay, all right! I'll put it   back in the chamber, let's do this! [laughs] B: uh, so next as- as we go up to, um,   to the- uh- to mount lanayru, we'll  encounter one of the- the sacred springs   in- in breath of the wild, there are  springs to wisdom, uh, courage and power…  R: hohoho B: and these are, you know, point for   point the exact same as the skyview temple spring  and the earth temple spring in skyward sword.   It's a colonnaded walkway with a small staircase  leading up to a little area where there is a small   little lake leading up to a statue of the  goddess that you pray at for game reasons.  R: yes~ perfect B: one to one! The- the springs, uh,   in breath of the wild are the springs in skyward  sword. They're- they're just still there from-   from the surface. That's cool! R: I love it.  B: That's super cool. It's got the same  architecture, same kind of like loftwing   designs and patterns and stuff like that, and  it's- it's just neat! It's just really neat.   So that stuff was there before the  events of of skyward sword, so,   uh, lanayru promenade came a little after, springs  came a little before. So these things are OLD.  R: this is… ADVANCED ancient B: finally, uh, or almost finally,   we get to the forgotten temple northwest of  the map in tanagar canyon where, in the game,   link receives the cap and tunic and trousers  of the wild upon completing all 120 shrines,   earning his spot as the hero of the wild- R: yeah!  B: - where he really should  have gone to beat ganon by now.  R: [laughs] B: poor zelda has been holding him out,   uh, for… years! A century, at that. R: "Link, I don't have that much time,   but like… you know, if you need to, like, doll  yourself up a little bit… work out a little,   you know… keep it- I've been at this for  like a hundred years, I can probably manage   a couple more weeks, you know, just have fun~" B: "link that hat is really fly but I kind of   really need your help right now~" R: [laughs]  B: yeah, so in- in the game lore, uh, it's  explained elsewhere, uh, outside of the game in,   like, companion books, uh, creating a champion,  art books and stuff like that - that the   forgotten temple was used, um, in- in centuries  past to honor the legacy of the goddess's chosen   hero, so hylians would journey over  to the temple to pay their respects   to the heroes who have saved hyrule  from ganon again and again and again,   and it just exists as an in-universe pilgrimage  site. Which is really cool that there's, like,   this kind of thing that, like, people have caught  on to the idea that this is kind of a recurring   process and so they- they- they have a space where  they go to- to, you know, pay their respects, to   try to look out for any kids who- who look  about the right shape, uh, height and build   and- and keep records of- of all this- this  cool stuff with- with heroes of- of the past,   so that's really neat, uh, just- just in itself. R: I'm sorry, my- my brain just latched onto the   echolalia of you saying "ganon again and again"  because it's like, oh my god, "ganon" is just in   the phrase "again and again and again"! [laughs] B: [laughs]  R: it was meant to be! [laughs] B: yeah, no, exactly.  R: wow, okay. B: um, so… this is the   sealed temple from skyward sword. R: Oh! Well then! Well   would you look at that!! [laughs] B: yeah, so it's described in the lore as   housing the oldest statue of the goddess, uh, and  the first giant statue of hylia that we encounter   appears in skyward sword up on skyloft- R: ohhhhhh?  B: and later in the game, uh, as, uh, events,  uh, unfold, link sends the temple in the sky,   uh, with the- the statue of the goddess hylia,  crashing down to the surface to imprison   the demon king demise. R: nice work, link.  B: nice work link, yeah, uh, he basically - he  sends the- the- this giant temple crashing down   to the surface, this- the statue of hylia was- was  up in the clouds on skyloft and then because of-   of link doing plot things it came down to earth. R: Right.  B: So this is where that statue ends  up. It's the oldest statue of hylia…   and here it is in the forgotten temple. R: oh I love it. This feels like-  B: Super cool. R: - like we're playing zelda in the   shadow of the colossus universe! [laughs] B: yeah! yeah, no, it really does!  R: yeah! B: you get a very clear sense of time   with this building because it has clearly been  renovated over the years to, uh, to expand it, to   fix broken sections of the wall - there are parts  where some- some parts of the wall are caved in,   uh, and- and plastered over with smaller bricks  over time, so it was clearly used and reused again   and again. It's unclear if people still remember  that this was, uh, the sealed, uh, temple from   way back when, um, but, uh, it is, uh, and it's  super cool. It's the same core architecture,   it's obviously been expanded and changed but it's  the same fundamental setup. This building is one   of the oldest things in the entire series. By  the time skyward sword… happens this building   was already thousands of years old [laughs] R: gorgeous.  B: - and it was- it was built when hylia was  still, you know, incarnate as the goddess hylia   on- on earth, before she, you know, she gave up  her immortal form to reincarnate as zelda. So   this place is crazy old. It's where link  first, uh, picked up the master sword, uh,   forged it into its final form, um, it's- it's  where link stepped into the ancient past to go,   uh, to go fight demise, um, for the final time to  seal him away, because he has to beat him- he has   to beat him twice - again, plot things. R: yeah, yeah- skyward sword stuff.  B: one of the other really cool things  is, uh, there is a plot point in the game   where link has to go plant the tree of  life in the ancient past to help the dragon   lanayru because the dragon is sick. In the  present of skyward sword the dragon's dead.  R: Ooh. B: So link goes   into the ancient past, takes the seed for the  tree of life, plants it in the sealed temple,   comes back to the present, gets the fruit from the  tree of life after it spent millennia growing to   full maturity, takes it back into the ancient  past, gives it to the dragon and heals him up.   And you can see in the forgotten temple and breath  of the wild, if you look on the left side of the   temple, that tree is still there. R: oh man!  B: it's insane! It's in the exact same spot where  it should be, it looks like it was kind of, like,   covered over, but the tree, like,  punched through the wall to get out.  R: yes! good! B: insanity. absolute   insanity. still there in the exact same spot. R: there's more time traveling I   remember in skyward sword, but- B: there's a lot of- there's a lot   of time travel. So the gate of time is is actually  here, uh, in the- [laughs] in the sealed temple.  R: oh! B: it's not, like, here-here right now,   um, it assembles with, like, magic and stuff. R: of course, yeah.  B: it was hylia's temple before it was the  sealed temple, it was so old that it is as old   as the goddess herself… holy sh*t. [laughs] R: I like the idea that, like, as they're   building more of this temple complex around  it - but they've kind of forgotten that it was   sealed on top of demise or whatever, they're like  "yeah there's some, like, evil in the basement,   we're not really sure where it's coming from…" B: so this this place is- is- is truly insanely   old. It's- it's the oldest building, uh, as far  as where we are in the entire zelda history.   It was around when the goddess hylia  walked the lands. This place is crazy old.  R: yes… old as balls [laughs] B: old as balls indeed. There   is one thing, however, that- that might  be ever so slightly older than even this…  R: ooh? B: …and that is the breach of demise…  R: hohoho! B: …which is the area   so old it is only implied, uh, in skyward sword's  prologue as the place where the demon king demise   first came to terrorize the world, uh, of hyrule  before it was really even hyrule. He was said to   have- have come out from- from, you know, this  chasm in the earth, spilling out with all of his   minions to come do all this- this evil stuff, and  there is a place in the- the world of- of breath   of the wild's hyrule called the breach of demise  that really looks like [laughs] a place that got-   that got forcibly pushed upwards and- and spread  out. There- there's this chasm area where this   whole jagged array of rocks that- that look  like two hands nestling with each other-  R: ooh~ B: they kind of lace in,   these big jagged peaks that got forced open.  It's not necessarily a hundred percent the   actual breach of actual demise, but with a place  called THAT that looks like THIS it's hard to   imagine what else it could possibly be instead  of the place where demise did in fact breach.  R: yeah, I think there are- there are two  possibilities for that. Either it is not literally   the place where demise breached, but that myth is  so ingrained in the collective consciousness that   they see this big rift and they call it like "ah  yes this is where our satan analog poked his head   out, that makes sense" - or it's literally  where that happened. [laughs] Either way-  B: exactly, yeah, there are - you know  - some parallels to various places in,   uh, in world mythology where it's like "ah  yes this… this story of whatever the hell,   it happened over there on that hill, trust me,"  yeah, okay, you know, they invent that stuff   after the fact, but still, uh, clearly it was  chosen for a reason. So it's wild to think that   the location of the inciting incident in the  entire legend of zelda series is still here.  R: oh I love it. I love it so much. B: it's absolutely crazy.  R: god, I'm hyped for breath of the wild 2. B: and that is- that is all, uh, all I have,   uh to say that, uh… this hyrule is- is so  old it is actually quite genuinely scary,   because the game seamlessly blends the history  of the immediate past with the history of the   terrifyingly much more distant past in a way that  allows the user to genuinely conceive of 10,000   years ago as recent compared to the history that  goes back tens of thousands of years ago. [laughs]  R: yeah, and for context,  like, real world history…   we're getting into fully, like, we- we basically  don't know anything concrete aside from like "oh   we reconstructed this and- and, you know, we have  scraps of, like, this, and we found a cave that   people lived in around then-" it's like- like- we  didn't domesticate dogs until 15,000 years ago,   like that- that's how old it is. B: yeah, yeah, like, we cap out at,   like- like ten thousand, like, max. But like,  really, it's hard to get much further than,   like, three. [laughs] maybe four. R: yeah- yeah, ten thousand is like, oh yeah,   stone age you know, we think we domesticated  the goat around then- yeah- something like   that - and then 3000 it's like, okay, yeah,  we- we kind of know what's up then. KINDA.  B: yeah. R: even then it's like, we don't   know where this civilization was! We think they  existed because a lot of their neighbors talked   about them, but like, where? who the f*ck knows?? B: yeah, and it's- it's cool the game does such   a good job of creating an internally consistent  timeline of events so the player can understand,   you know, what happened when, what  came before what, and, you know, sure,   the- the sheikah shrines are older than the game  by about 10,000 years, but they're not as old as   the temple of time, which is not as old as the  forgotten temple, so even with, you know, strata   upon strata upon strata of game history, it's  still distinct and it doesn't just settle into   a mush of the ancient past because it's able  to draw on all of that stuff from older games   and create an intelligible world lore that is  expressed through the game. And that's really   cool, because not a lot of games can do that! R: there's something very impressive about a   game franchise like zelda of all things… taking  a concept that is ultimately designed to be the   same game over and over again and creating  a world for it that feels so much bigger   than just this same battle happening over and over  again, while also still being shaped so strongly   by that battle. Like, I mean, I've seen a few  people be like, "hey, I wonder what link and zelda   were up to 10,000 years ago when they had their  inevitable incarnations during the first great   calamity, that would be kind of cool to  explore" - like it- it sure would be,   but like, the fact that we don't need to know  what they were up to - we can just be like   "yeah giant robots happened! smaller giant robots  happened! uh - somebody shot a laser through   a mountain! um - you know, just little things!" B: you can imagine, like, the ancient sheikah are   like "okay guys, I know the legends say that this  one twink kid and his girlfriend the princess are   gonna save hyrule, but do we really wanna trust  just them? We can build robot tanks for this!"  R: it's like "look we can do that, we can wait  for the, uh, for for the amazing blonde duo all   we want, but I'm just saying, we could also build  a giant laser robot shaped like an elephant. I'm   just saying! We could try my way too, you know?" B: and then afterwards it's like "okay, the the   king of hyrule cut our funding-" R: [laughs]  B: "-we gotta bury the giant lizard robot tanks,  let's- let's just make a f*ckin' jungle gym for   the kid instead-" [laughs] R: "he said something about   'upstaging his princess' so, you know." [laughs] B: yeah. So it's- it is really cool. And obviously   zelda has- has been, uh, a franchise, uh,  that from its- its beginning in- in 1986?  R: something. B: you know, it's- it's been about exploration,   it's been about discovery [TM] R: [laughs]  B: uh, and it's- it's telling that, you know,  breath of the wild's hyrule has been praised by   someone or other basically every day  since the game first came out in 2017.  R: Yup. B: It is quite impressive that we are   still talking about it because that is a lot of  time in, like, video game time, where it's always,   you know, what's the- what's the hottest thing,  what have you done recently? And, you know, breath   of the wild is not the oldest game, that's for  sure, um - but the fact that we are still having   such involved conversations about how this game  did what it did so well - it's really impressive!  R: well, I think one thing that we can kind  of key in on, that we've essentially been   sort of orbiting for this whole conversation is  that, uh, previous zelda games were very linear   storytelling-wise. Uh, and part of that was  definitely limitations of the medium. Like…  B: yeah. R: you know, older consoles, like - moore's   law is a real thing, you know, computers  get way better every, like, 18 months, and   in a lot of games it's like, you have an invisible  wall because you cannot render the world past this   point. You know, I'll go to bat for twilight  princess, but that game is a straight line.  B: [laughs] R: - and there are like three   locations you can go to at any given time, and one  of them is just a town full of people who yell at   you for being a wolf. And it's like, you kind of  have this- this ludonarrative dissonance between   "this is a game where the entire point is  to give you that feeling of exploration…   but we have to put you on this railroad track,  basically, so like… you can look out the windows   and see all that beautiful stuff out there, but  ultimately you have to do these things in this   order," you know? You can't go to this temple  until you get this item that lets you get there,   you can't do this stuff until you do that - and I  think that what breath of the wild did that is why   everyone is still talking about it and why it's  so different from the previous zelda games is that   it took the vibe of the previous zelda games  and then it made it open world. I mean, that   was the whole selling point, but zelda was made  to be open world, you know? Like, every previous-  B: The original was! R: it was! Yeah, but at the same time it's   like… it's 2d, it's got like four colors on the  screen, at any given time you're - you're like a-   a little five pixel man running around and maybe  your hair is pink and I'm not 100% sure on that!   And it's like, it had the exploration vibe, but  as things got more complicated they were really   pushing the limits of what they could physically  technologically do, and that means you get games   that are absolutely gorgeous by the standards of  the time, but like… they can render one room at   a time, basically. Maybe two. B: Yeah, no, exactly.  R: And then with breath of  the wild they were like "okay,   we've got the equivalent of a super computer  in every console, we can afford to do this-"  B: "Let's go!" R: "we're gonna do   it!" yeah, yeah - so they do a lot of very - B: there was a lot of - a lot of hullabaloo in   the the interviewing process and in the press for  the game where, uh, where Eiji Aonuma and friends,   uh, developers were basically saying that "we- we  really went back to the start for this, you know,   what made the first zelda game so good? okay,  let's do that" and it's cool that they not only   basically threw off all their previous  design choices and said "let's go back to   the very beginning and build everything around  that core feeling of discovery" - you know,   shigeru miyamoto loved to go, you know,  running around in his neighborhood,   climbing trees and and going in caves around,  uh, his home- his home neighborhood in tokyo.  R: Right. B: Put that feeling in a   kingdom [laughs] and there you go! R: [laughs]  B: but- but at the same time they're also  making such informed and specific and precise   use of all of the lore and the games that have  come before in order to craft such an intricate   and interesting story out of these little - a  scrap here, a piece there, tying it together in   ways that, if this was a stand-alone story that  - just in a vacuum - sure you'd get, you know,   the- the first calamity, second calamity,  and you get a sense of history from that, but   the fact that the zelda, you know, series is able  to pull on so much world's lore and assemble that   into one space and have this strata of- of- of  game history is really really cool! And it is a   unique asset of- of the zelda series that a  lot of other episodic yearly release games, um,   try to build on but don't come anywhere close to  accomplishing because they try to exposition dump   everything and hammer you over the head with  how cool it is, uh, whereas zelda, you know,   breath of the wild, they- they give you almost no  exposition, they give you just the barest minimum   tools to understand the world and then sets you  loose to go be a hylian archaeologist. [laughs]  R: Uh huh. B: It shows you   the temple of time as soon as you get out of  the world, so it says "hey, look for stuff!"  R: yup! B: "you'll find it!" and then as you go   outside the great plateau you'll see more things  and you'll realize like "oh wait, this is that,   that's that," but they show you right at the  beginning like "hey, this- this is a new thing,   sure, we're, you know, a million years in the  future and the world's been destroyed, but like…   the stuff you know as a player is  still there, that world is still there"   and that's cool! That's really cool design. R: I think they- they did a couple things that   I think are really good. One, they- they sort of  did a thing that I know that, uh, dark souls does,   where if there's a big thing off in the  distance in the sky box… you can go there. And   probably fight, like, you know, something the  size of a semi-truck there, but like, you know,   you see something cool and it's really there  and you can go there, and breath of the wild   does the same thing. And that's the other thing -  breath of the wild strikes a really good balance   in making the world feel very big and explorable  and making you feel like you have the tools   to explore it. Like, they do a couple standard  zelda things where it's like "if you want to go   to the underground place- er, the underwater place  you maybe need a special suit so you can swim,   if you want to go to the really hot place you  maybe need a special suit so you don't die" like   that's okay, that's fine. That's fine. Most of the  other places you can get to by climbing and like…   falling down cliffs a couple times. B: Yup.  R: And a lot of games with survival mechanics,  it's kind of like the game is punishing you for   not being able to immediately find food, so I like  that it's like… you can cook! You don't HAVE to   cook, but it's helpful! B: Yeah.  R: So it's like- and- and you can climb! But you  can't climb under all circumstances, like if it's   raining and you're halfway up a cliff you probably  want to find shelter and cook up a nice meal,   and it's like - the game, just by the way the  gameplay is designed, diegetically encourages   you to, like, do real camping stuff you would  probably do in that situation, which immerses   you! And that's really good, because if the  whole point is the feeling of exploration,   it needs to give you two things: it needs to give  you the tools to explore, and a world that you   want to explore, that you CAN explore but it's  still a challenge, so it doesn't just feel like   you can… essentially beat the game by just running  around however you want, and- and, you know-  B: yeah. R: like, I mean,   I love speedrunning as much as anybody, but like  you really get the full experience of the game by   playing by the rules, essentially! And the fact  that it's hard to break the game really helps   encourage that. You can't, like, skyrim-clip your  horse halfway up the cliff, you gotta actually   climb! I- I like that! I really like that. Anyway,  it's a good game. I'm excited for the second one.  B: yeah, no, it's- it's- it's- it's a really  great game, and the way that they do the lore is-   is honestly a, uh- a clinic, uh- a master class  for anyone else, uh, who wants to do this stuff.  R: Yes. B: Um, so, uh, of course there is much more zelda   lore to be discovered, that's so much of the fun  of it, so a- a huge thanks again to Zeltik, um,   for letting us use his footage, uh, and letting  us build off of his theories, uh - if you want to   learn more of this, all of the things we talked  about you can find in videos I've linked in the   description to- to his channel - and if you just  google zelda theories you'll find a whole bunch   of cool stuff, so thank you again to zeltik and  that is all I've got from me! So- I don't know,   Red, what- what do you think about, uh, about  f*cky time in breath of the wild? [laughs]  R: [laughs] I think that uh breath of the wild  successfully does what it set out to do, where   it clearly wanted to create a world that felt very  old and kind of eldritch but not inhospitable,   and I think they managed to pull that off, so you  end up getting this sense of… familiarity? Which   is a big help because of you know all the familiar  landmarks, no matter how much or how little   you've played of zelda, the whole place feels  fairly homey while also feeling kind of like…   not hostile, I mean, you know, there are monsters,  but they don't actually feel like they belong in   the world. It feels like a familiar house… you  know, in the dark, with a serial killer in it,   you know? Like, you still like the house, it's  just- it's- it's the circumstances that are   making it inhospitable and you kind of want to -  you're compelled to fix that, which is of course a   core gameplay mechanic, so it's good that the game  design passively encourages you to do that! If you   know a lot of zelda lore then it's just a treat,  you know? You're running around, you're like "oh,   I was here in skyward sword, ten thousand plus  years ago!" and it… it kind of… I think it's one   of those things where in-universe you can sort of  see this as like… if you don't know what you're   doing, this is link, with full amnesia and if  you have played zelda games before, this is link   getting weird echoes of all of his past lives. B: Yeah. Yeah!  R: It's like, "that tree is weirdly familiar,  why do I remember that tree?? That statue - I   could have sworn it didn't used to have a  roof over it-" just like, all that good sh*t.  B: Yeah. R: I love it when the analysis of the game   doesn't detract from the game, but  actually strengthens it and- and I think-  B: Yeah. R: They did so much work   in the world building and the visual and- and  game design of breath of the wild that it just   ended up working really well… and I am excited  for breath of the wild two and I really hope   they can pull it off a second time! [laughs] B: oh, I think so. That's why they're taking   their time. R: yeah.  B: but that- yeah, they- they gave you a hyrule  worth fighting for in breath of the wild-  R: Yeah!. B: And that's why it works so well. So, uh - BYE!  [both laughing]
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Channel: Overly Sarcastic Productions
Views: 757,172
Rating: undefined out of 5
Keywords: Funny, Summary, OSP, Overly Sarcastic Productions, Analysis, Literary Analysis, Myths, Legends, Classics, Literature, Stories, Storytelling, History, Mythology, Breath of the Wild, Zelda, Legend of Zelda, Link, Hyrule, Hylian, Skyward Sword, Temple of Time, Zeltik, Leviathan, Ganon, Skyloft, Hylia, Forgotten Temple, Sealed Temple, Lon Lon, Mekar, Makar, Eventide, lore, world building, open world, world design, game
Id: BaErDSSKTKA
Channel Id: undefined
Length: 51min 37sec (3097 seconds)
Published: Fri Nov 19 2021
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