What Happens After a God Dies?

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I’ve come face to face with a God. He lives  in the sky, and he’s a giant flying whale.  If you’ve played the game Skyward Sword,  you know what I’m talking about. Levias,   spirit of the skies, is a pretty awe-inspiring  sight for a Wii game. When I was little,   I spent hours circling around this deity, at  times coming so close to divinity I felt I   could reach out and touch it. So, you can imagine  my excitement when I learned that Breath of Wild,   a game set thousands of years  later, also includes Levias.  He’s dead.  There are many stories in which divine beings  come to an end. But what happens after a god   dies? Would they… decompose, their godly forms  rotting away to nothing? Or would they linger,   their figures forever changing the surrounding  environment, or even becoming an environment   themselves? Would they ever really die? (Waves Crashing) The short film The Drowned   Giant is about — well, a drowned giant, obviously.  But that obviousness is the point. Washed up on   an otherwise ordinary beach near a small town,  the giant’s corpse is a blunt truth — something   the narrator and other locals cannot ignore or  rationalize. Without any context for where the   body came from, it’s at first treated as a deity,  the crowd reverential and apprehensive. But then,   something changes. This colossus, be it god  or monster, begins to rot. And just like that,   the spell is broken. The townspeople swarm the  fallen titan, clamoring over its immense form,   as if trying to reestablish their own importance  relative to the superbeing. Over the following   days, animals descend upon the carcass as  well, hastening the disfigurement of the   remains. Though disturbed by the general lack of  respect, the narrator cannot, in the end, resist   the urge to climb upon the corpse himself. The  fact that the Giant’s decay, its decomposition,   is what strips away its godhood in the eyes of  the masses speaks to the inherent paradox of a   dead deity. In most classical mythologies, dying  is the pastime of mortals — what makes a god a   god is their immortality, their permeance. The  narrator has the sense the giant will reawaken,   that something so powerful in life must still  hold power after death — but the body remains   motionless. Soon, people see it as just another  piece of trash, an unsightly obstruction that   should be disposed of. They eventually decide  to cut the body into sections and haul it away   piece by piece. The Drowned Giant is ultimately  a melancholy examination of mortality, of how any   being can be disrespected and forgotten, no matter  how large they loomed in life. It is one thing to   gaze upon the corpse of a god you did not know  in life. It is another thing entirely to know a   god before it falls, and know a god after. In the  Xenoblade games, godly beings called Titans are so   numerous that it’s actually hard to keep track of  them all. That is, except for in the third game,   which makes things simpler by turning all  Titans into lifeless husks that now make up the   landscape. The reasons for this are — too much to  get into, trust me. But the tragedy here is pretty   straightforward. Here are the shells of beings  that you know if you’ve played the other titles   in the series. The game doesn’t draw attention  to these remnants either, which is notable, since   Xenoblade is, on balance, a pretty loud franchise.  Instead, the remains quietly fade into the   background. Most characters don’t even remember  what they were. I think what saddened me the most   about Levias’ corpse in Breath of the Wild — you  know, aside from my celestial whale friend being a   pile of bones — is the fact that no one seems to  remember this deity. There are some researchers   who debate his identity, but they assume he was  just a large extinct animal, not the god I knew   him to be. But I really can’t judge, because there  are actually other giant whale skeletons scattered   throughout this game. When I first saw these, I  didn’t know what to make of them. As it turns out,   they’re actually the remains of other whale gods  from throughout the series, lost deities that I   didn’t even know about. For beings that were once  worshiped, it’s hard to imagine a more tragic   fate. These gods haven’t just died… they’ve been  forgotten. (Chanting) One isn’t likely to forget   the deities of the God of War saga. In the current  series based on Norse mythology, clashes between   gods and other divine beings regularly reshape  the landscape. The sheer scale of godly power that   these games capture is just astounding, creating  countless unforgettable moments. It’s curious,   then, that the experience that stuck in my mind  the most wasn’t meeting a live god, but a dead   one. Midway through the first game in the Norse  saga, you arrive upon the mountainous corpse of   Thamur. Though technically a giant rather than a  god, in-game lore suggests Thamur had the power   to challenge Thor himself, a power so great,  it continues to shape the world in death. Even   decaying, Thamur’s body emits a maelstrom of  cold that has frozen the surrounding ecosystem,   an effect you can see from miles away. His sheer  mass also flattened an entire village when he   first fell. This idea is also present in the Greek  God of War titles, where the death of a pantheon   member had an immediate and apocalyptic effect on  whatever domain they had authority over. Unlike   the fallen gods discussed so far, Thamur still  holds influence over the environment in his icy,   cadaverous grip. You don’t just observe the  power of Thamur’s corpse from a distance,   though — you have to climb it. And the act of  scrabbling up the side of this colossus, like I   was one of the townsfolk from The Drowned Giant,  conveyed to me the scale of a god’s power better   than any of the series’ most gonzo action beats.  When I recently replayed Breath of the Wild,   I tried clambering up the leviathan skeletons,  an experience that reminded me how small I was   in comparison. And that even in death, these  gods, too, still hold power. At a glance, it   doesn’t seem like there’s a dead god in the game  Jusant. What there is, dominating every frame,   filling every inch of your thoughts — is the  mountain. And your job, your singular goal,   is to reach the summit. As in God of War, the  very act of climbing in Jusant feels like a form   of worship. Every handhold is a prayer, every  completed route a hymn to the mountain’s power.   Jusant also requires you to make these leaps  of — well, faith, for lack of a better word,   where you’re suspended on nothing but a rope and  the trust that the mountain will hold you. It is   in these moments that you can get the closest to  fathoming the true size of the mountain’s body,   to comprehending the extent of its power. You  encounter the remains of multiple civilizations as   you make your way up this peak, cultures that rose  and fell entirely within its shadow. It is clear   in the art these societies have left behind that  this mountain was something they worshiped. To   the people who lived upon its form, this mountain  was — is — a kind of god. And this god has died.   There is a sense that the present-day peak is a  husk — a dried out skeleton of its former self.   The wreckage of boats, fishing equipment, and  withered coral that scar the landscape indicate   a vast ocean once surrounded this region. The  game’s very title, Jusant, a French maritime term   for a period of low tide, supports this narrative.  Without getting into spoilers, there’s evidence   this drought came from human activity throwing the  ecosystem out of balance. This mountain was a god,   and we have killed it. There is a polluted,  corpse-strewn deity on the face of the Earth.   Its name is Mount Everest. Actually, its name  is Chomolungma in native Tibetan, meaning   “Goddess Mother of the World.” The name Everest  comes from Welsh cartographer George Everest,   a man who famously disliked the idea of a deified  peak being named after an outsider. But the name   stuck with the English-speaking world — and so too  did an obsession with scaling this icy God. Today,   hundreds of people climb to the summit every year,  many of whom are wealthy, inexperienced outsiders   following well-traveled routes. Yet Chomolungma or  Everest still holds frigid, unpredictable power.   In his book Into Thin Air, author Jon Krakauer  writes a firsthand account of the 1996 Everest   disaster, a blizzard in which eight climbers  lost their lives. This event was a tragedy… but   also not uncommon. Since the 1920s, over three  hundred people have died trying to reach the   peak — a staggering one third of whom have been  guides from the Sherpa community, an ethnic group   indigenous to the Himalayan subregion. Outsiders  have long relied on Sherpa guides to make it to   the top of the mountain. Edmund Hillary, often  called the first person to summit Everest,   did so alongside Sherpa mountaineer Tenzing  Norgay. Guides face significant exploitation and   inconsistent safety measures, often carrying much  of a client’s gear. Between oxygen tanks, tents,   and food containers, literal tons of garbage have  been left on the slopes. In their haste to ascend   a god, tourists have left her body disfigured  and the community disrupted. In the epilogue   of “Into Thin Air,” Krakauer relays the account of  a sherpa orphan lamenting the state of the sacred   mountain, stating: “Outsiders find their way into  the sanctuary and violate every limb of her body   by standing on top of her, crowing in victory,  and dirtying and polluting her…” For many,   climbing Everest is clearly not an act of worship.  There’s clearly something wrong with the holy   mountain in Horizon: Zero Dawn. I could tell there  was something wrong from the start of the game,   when I looked up and saw these eldritch metal  tentacles, spilling out of the mountain like   mechanical intestines. A post-apocalyptic  title, Horizon is full of the wreckage of   civilization — the skeletons of buildings and cars  and lampposts—and for most part these ruins feel   benign. The only thing menacing about them is  what they imply: that some terrible fate befell   humanity. But the ruins on the holy mountain don’t  feel benign. They feel like a disease. It isn’t   the exterior of the mountain that the survivors  in Horizon worship, however. It’s the interior,   a chamber containing a god called All-Mother.  To the viewer, it quickly becomes clear that   this god is a fragment of ancient technology,  one the survivors revere for saving them from   an apocalyptic danger. The tentacled corpse smote  upon the mountainside also has a name — although   it isn’t called a god. It’s called the  Metal Devil. And once you hear that name,   the story of what happened to the world starts to  fall into place. In fiction, the corpse of a devil   has a very different presence than the corpse of  a god. In the Studio Ghibli film “Naussica of the   Valley of the Wind,” civilization was wiped out by  biomechanical weapons of mass destruction called   God Warriors — although most survivors now see  these creations as demons. But in both “Naussica”   and Horizon, there are characters who seek power  in these accursed remains, attempting to wield the   rotting, long-fallen devils against their enemies.  We’re getting into spoiler territory here, but in   each narrative, attempts to wield these demonic  weapons end in further apocalyptic disaster,   the characters inevitably losing control, undone  by the same human arrogance that had previously   destroyed the world. It’s no accident that both  stories contrast these remains with nature,   framing them as the consequence of disrespecting  the natural order. Ultimately, these demonic   corpses feel like humanity’s punishment for  trying to play God. Human hubris can become   its own fallen god. There’s a decomposing colossus  punishing the characters in the 2014 Russian movie   Leviathan. And it’s not the giant, mysterious  whale skeleton you see throughout the runtime — or   at least, not entirely. The true deity putrefying  in the background of Leviathan is, instead,   a societal one. All of civilization that we see  throughout the film feels like it’s rotting from   the inside out, infested with governmental  corruption. The film’s title appears in   reference to the Hobbesian Leviathan, or at least  an idealized version of it — the deity of society   one buys into for a nation to function. In the  film, this deity is rapidly decaying. Wooden   ships like ribcages collapse upon the shore. A  fish processing plant calls to mind a slowing   circulatory system, all the workers inside  the final blood cells dragging this organism   along before the inevitable. A condemned  house is picked apart like a beached whale,   first by stragglers and then by the apex  predator of a demolition machine. Though   not technically set in the post apocalypse,  this world seems to have died a long time ago,   and is only now beginning to stink. I think part  of why the dead Leviathans in Breath of the Wild   struck such a chord with me… has less to do with  the state of the remains, and more to do with the   state of the world around them. Though it doesn’t  always look it, Breath of the Wild is a true   post-apocalyptic narrative, set after a calamity  destroyed much of civilization. This devastation   is embodied in the appearance of another deity in  the series. In Skyward Sword, the Goddess Hylia is   represented by a shining statue — fitting for an  era of relative prosperity. In Breath of the Wild,   the statue of Hylia is overgrown, forgotten  in a half-demolished cathedral abandoned years   ago. It’s a testament to how much of the world has  been lost post-calamity. I think that’s what I was   really mourning. Not just Levias, but the larger,  abstract ‘Leviathan’ of a functioning society. Not   a Hobbesian one, but the kind of community that  wouldn’t have forgotten this deity so easily. But   must a dead god represent an end, or could it also  represent a new beginning? Though less common,   there are stories where a god’s death brings new  life, their remains serving as a foundation upon   which something new is built. The Marvel Comics  city of Knowhere is built in the skull of a fallen   celestial — basically that universe’s equivalent  of a god. In the animated series The Owl House,   an entire civilization thrives on the bones of a  still-rotting deity. I’ve said the word ‘rot’ a   bunch in this video, but in nature, rotting isn’t  something inherently negative. The decomposing   remains of a leviathan like a whale can feed  other lifeforms for years — even decades. Such   events are called whalefalls, and while I talk  more about them in my video on Dead Worlds,   it’s worth reiterating just how much life  these sea gods bring to the ocean floor,   their skeletons becoming miniature ecosystems. Has  such a lifeform even died? But there is another   kind of godly skeleton that produces another kind  of rot. The eeriest region of the game Subnautica,   is the Lost River, a noxious environment flooded  with toxic brine. And at the center of this   fallout are the bones of the Gargantuan Leviathan,  a creature so much larger than the other in-game   lifeforms it borders on the divine. There’s a  sense that the Leviathan’s decomposition is what’s   creating this poisonous brine, that it’s power  still haunts the environment after death. But   even here, there are creatures that have adapted  to this briny wasteland. In fact, some species   seem to flourish down here, their entire lifecycle  tied to these pestilent remains. Life upon such   a polluted, adversarial Leviathan is a struggle,  it’s unpleasant — but it’s still a life. On Earth,   polluted holy sites are rarely abandoned by the  people who worship them. There are no statistics   on how many sacred bodies of water or mountains  have been contaminated over the years — but a   quick search shows you the numbers are in the  hundreds, if not the thousands. Many of these   sites are still visited regularly by individuals  who must risk their own health to continue their   way of life. And most of these sacred landmarks  are far from beyond saving. Even Everest,   despite the severity of its trash accumulation,  could be made into a healthy region once more. But   it would require effort, a change in the way these  places are unprotected. It would require struggle.   Hyper Light Drifter is a game about fighting  for your life, no matter the conditions or the   fallen titans before you. At least, I think that’s  what it’s about. See, Hyper Light Drifter doesn’t   contain a single line of dialogue, communicating  its themes entirely through visual and   environmental storytelling. And the visuals that  leave the biggest impact are easily the remains   of the Titans. These immense beings lie scattered  throughout the land, and their presence is —well,   it’s disheartening to say the least. Because  there is a rot, a sickness, slowly overtaking   the character you play as, seemingly related to  whatever wiped out the Titans. Though there’s   evidence the Titans weren’t the nicest creatures,  if these beings, these gods, have all perished,   what chance do you have? The theme of Hyper Light  Drifter is rooted in personal experience. Lead   designer Alx Preston was born with a deteriorating  heart disease, which he cites as an inspiration   for the game’s presentation. You can also see this  in the title of the game’s studio, Heart Machine…   and in the giant, literal Titan’s heart you  can find, that, despite being robbed of a body,   continues to beat. Like the drowned giant, one  of the Titans has been disrespectfully cut into   pieces, and yet its fractured parts continue to  function. Alx Preston — who is still making games,   by the way — knew Hyper Light Drifter might be  his last ever project, and yet he pushed through   and created something that will last into  the future. At the end of The Drowned Giant,   the narrator is surprised to find some of the  being’s bones have become part of the town,   its scattered parts becoming structures and  supports for houses. Though the Giant is gone,   its influence is not. It reminds me of a story  in Norse mythology. Though only briefly mentioned   in God of War, in the original Norse myth  there’s another giant-turned-divine-corpse   called Ymir. Following his death, Ymir’s body  becomes the foundation for the entire world:   “Out of Ymir’s flesh was fashioned the earth, and  the mountains were made of his bones; The sky from   the cold frost giant’s skull, and the ocean out of  his blood.” Something can still be made from the   body of a fallen leviathan, even if it isn’t the  same as what it once was. Maybe it’s wrong of me   to wish Levias had stayed the same. I don’t know  what life he might have nurtured, what ecosystems   fed on his remains. Levias still exists, both in  my memories (and on my Wii if I turn it back on   because he’s from a video game but, you know,  metaphor.) The Leviathan of civilization also   still endures. Though much of Breath of the Wild’s  world has been destroyed, there are pockets of   survivors from which a community could remerge.  Maybe that society would revere Levias — not   for the god of the skies he once was, but for the  modest shelter his remains now offer. Zelda games   have always had a sense of decaying divinity,  that the land itself was once something sacred   and is now decomposing. Even the brightest  titles can capture this feeling. But there’s   also a consistent sense that not all is lost yet,  that the world can be rebuilt on the bones of what   came before. “The giant is still alive for me,”  the narrator states at the end of The Drowned   Giant. “I often dream of his resurrection.  A colossus, striding through the streets of   town… picking up the fragments of himself on his  return journey to the sea…” And as always, thanks   for watching. If you enjoyed this entry, please  lend your support by liking, subscribing, and   hitting the notification icon to stay up to date  on all things Curious. See you in the next video.
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Channel: Curious Archive
Views: 2,532,368
Rating: undefined out of 5
Keywords: zelda, breath of the wild, tears of the kingdom, Jusant, Subnautica, Horizon Zero Dawn, story explained, secrets, synthwave, Curiousarchive, Curious Archives
Id: KJ13t5qgIes
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Length: 22min 49sec (1369 seconds)
Published: Fri Jan 19 2024
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