Please note that the post below is rife with spoilers from across the entire Legend of Zelda franchise. Enter at your own risk.
One Book, One Fanbase, One Source of Outrage
As it was originally envisioned, the world of The Legend of Zelda had no need for a timeline. For many years, the series was simply an evolving archetypical story of good versus evil with little in the way of game-spanning narrative. There were a few hints here and there, of course, such as The Adventure of Link billing itself as a direct sequel to The Legend of Zelda, and Majora’s Mask taking place directly after Ocarina of Time, but there was no canon by which to paste each part into a seamless whole. Said canon was unveiled in 2011 in Japan and 2013 in the US in the form of the Hyrule Historia, a book which explains the in-depth chronology of the Zelda series.
Hyrule Historia changed the Zelda series’ chronology visibly. Whereas the games had before been linked more by tenuous association and common thematic elements, there was now a distinct, canonized thread of plot describing in great detail the history of Hyrule. It completely changed the perception of the series, and as a result found itself garnering a significant amount of discontent from fans who bemoaned changes to the series’ chronology.
As with most official, after-the-fact timelines, the Zelda Timeline is a complicated beast, and one that requires time to fully digest. Prior to discussion of the way in which the timeline splits at Ocarina of Time, it is important to path out the timeline prior to Ocarina of Time and understand how the world of Hyrule came into being.
The Very Beginning: A Goddess Reborn, a Hero Forged, a Villain Sealed
In the chrponbologically first entry of the Zelda story, Skyward Sword, the groundwork is laid for the rest of the Zelda series. The titular Zelda is created when the goddess Hylia decides to reincarnate herself in order to possess the power of the Triforce; the hero, Link, is created as he first assumes the mantle of hero, and the seeds of Ganondorf, the villain, are sown as the Demon King Demise seeks to assume control of Hyrule.
From these bare roots the Zelda series takes shape. After the defeat of Demise and the return to the Surface, Rauru, the Sage of Light, constructed the Temple of Time. Within it lay the Sacred Realm, the Temple of Light, and the Triforce. Rauru would protect his domain for the next few thousand years, watching over the Triforce. In due time, the Kingdom of Hyrule was established, and as time passed, many different princesses were named Zelda and the kingdom’s royalty possessed amazing powers which descended from their direct lineage to the goddess, Hylia.
After a brief skirmish with Vaati, a minor villain unrelated to Demise, the Kingdom of Hyrule found itself engulfed in a terrible civil war. One woman, passing through the Lost Woods and trying to escape the terrible war raging within Hyrule, entrusted her infant to the Great Deku Tree. The Great Deku Tree felt that the child would be extremely important in the future of Hyrule and took him in. Once the mother had passed, the newly orphaned infant, named Link, would begin the first steps toward his great destiny.
The Split: Child Link, Adult Link, A World Without a Link
The critical turning point of the Zelda timeline comes at the end of Ocarina of Time, during the climactic fight between Link and Ganondorf. Following Link defeating Ganondorf, Princess Zelda transports Link back to his original timeline in the so-called “Child Era.” The timeline that Link leaves behind is referred to as the “Adult Era,” and the timeline in which Ganondorf defeats Link is the “Hero is Defeated” timeline.
Each of these timelines branch out into several different Zelda games, with outcomes that vary wildly. However, each timeline keeps constant themes, such as the reincarnation of Zelda and Link, and the corporeal reconstruction of Ganondorf. From here on, each timeline will be discussed in-depth, describing which games constitute each timeline.
A Childhood Regained
After being sent back to his original era by Princess Zelda, Link returned to warn his era’s Zelda about Ganondorf, who would later be captured and imprisoned. Afterwards, he set out on a journey in search of his lost fairy, Navi, unfolding the plot of Majora’s Mask. Given that it takes place in an alternate universe, Majora’s Mask has very little bearing on the overall Zelda timeline, and the Link from Ocarina of Time and Majora’s Mask makes his last appearance as the Hero’s Shade in Twilight Princess.
An unknown amount of time later, Ganondorf was sentenced to death by the sages, and set to be executed at the Arbiter’s Grounds in the Gerudo Desert. The execution failed, however, and the power which flowed through Ganondorf, from the Triforce of Power, proved enough to break his bonds and kill the Sage of Water in the process. In retaliation, the Sages used their collective power and the Mirror of Twilight to send Ganondorf to the Twilight Realm.
Within the Twilight Realm, Ganondorf slowly began to poison the mind of a noble, Zant, granting him power enough to conquer the Light Realm. Midna, the princess of the Twili, attempted to fight Zant’s control but was banished from the realm. Zant’s power gradually began to transform the Twili into demons who flooded the Light Realm, filling the Hylians with a terrible fear, and twilight began to fall over Hyrule.
After obtaining the Master Sword from the ruins of the Temple of Time and learning the method needed to defeat Ganondorf from his ancestor, the Hero of Time, Link headed toward a final showdown with Zant, who he defeated with Midna’s help. In his waning moments, Zant revealed that without the destruction of Ganondorf, he would continue to exist, as their fates were inextricably bound. In pursuit of Ganondorf, Midna and Link arrived at Hyrule Castle and confronted the Demon King, and after a long and arduous battle culminating in a sword match between Ganondorf and Link, Link slayed Ganondorf. Afterwards, Midna, departing from the Light Realm, shattered the Mirror of Twilight and sealed the portal between two worlds, wishing Link goodbye as she resumed her true form.
His hatred and anger transcending the ages, Ganondorf was eventually born back into the world. It was there that his attempt at the submersion of Hyrule into Darkness and his subsequent resurrection of Vaati was foiled by not one, but four Links. Peace descended on Hyrule, for a time.
Darkness Without a Hero
After sending Link back to his original time, Princess Zelda sealed the Sacred Realm, and returned the Master Sword to its pedestal. However, many years later, Ganondorf would return to once again bring evil down upon the world, plunging it once more into a deep darkness. The people prayed to the gods to return the Hero of Time to save them, but he never returned.
Out of options and out of time, King Daphnes Nohansen Hyrule asked the gods to take control of the kingdom. The Princess of Hyrule and a select few were selected to journey to the tallest mountains, and the gods flooded the land, sealing the King of Hyrule and Ganondorf deep within the bottom of a great sea. Time passed, and memory of the incident began to wane.
After a time, the seal weakened, and Ganondorf emerged to attack the new land above the sea. He ordered that the Sages of Earth and Wind be slayed, as their prayers gave the Master Sword the power to defeat him. He then promptly set about the task of conquering Hyrule. Daphnes Nohansen Hyrule, on the other hand, was given the divine task of stopping Ganondorf. In the process, his spirit took up residence in a small, red boat, the King of Red Lions.
On Outset Island, Link’s sister was kidnapped, leading Link on an expedition into the Forsaken Fortress. Seeing an opportunity to defeat Ganondorf, the King of Red Lions bet the future of Hyrule on Link, granting him the legendary Wind Waker and giving him the task of recovering the three items necessary to open up the Tower of the Gods. Once within the tower, Link was transported to the ancient land of Hyrule deep beneath the seas. There, he received the Master Sword, whose blade was still impotent against the evil of Ganondorf.
Link tried to subdue Ganondorf once more, but was easily brushed aside by the King of Darkness. After escaping, Tetra, a pirate with whom Link had been traveling, was revealed to be Princess Zelda, and the Triforce of Wisdom was reunited. Link was then given the task of replacing the two slain sages, which he soon completed, restoring power to the Master Sword. As his final mission, Link recovered all eight pieces of the Triforce of Courage from across the ocean. Owning up to the mantle of Hero, Link was granted enough power by the newly restored Triforce and the Master Sword to finish Ganondorf. Before he could, however, the Great King of Evil kidnapped Zelda, forcing Link to journey underneath the waves, into the sealed land of Hyrule to rescue her and her piece of the Triforce.
When Link arrived, the pieces of the Triforce, together at last, coalesced. Ganondorf, believing this to be his moment of victory, stretched out his hand to touch the Triforce and wish for the return of the land of Hyrule. Beaten by mere seconds, it was the King of Hyrule instead who touched the Triforce. He wished for the gods to wash away all of old Hyrule and to start anew. With hundreds of years of planning gone in an instant, Ganondorf fought like a madman until he was finally subdued by the combined power of Link and Zelda. As old Hyrule was washed away, the King of Hyrule refused to return to the surface, choosing instead to perish with his kingdom.
As one Hyrule disappeared, another was born. After business with the Ocean King, Tetra (now returned to her previous self) and Link discovered a new continent, which they named New Hyrule. In a mere one hundred years, the land was covered with the tracks of steam engines and the services of a new Link and new Zelda were called upon, as the land faced danger once again.
The Demon King Triumphs
The third timeline approximates a defeat of Link by Ganondorf. In this era, Ganondorf obtained all three pieces of the Triforce and was able to transform into the Demon King, Ganon. As a last resort, the Seven Sages, led by Princess Zelda, sealed away Ganon and the Triforce in the Sacred Realm, seemingly ending the conflict. As tales began to spread regarding the Triforce, however, various factions sought after the Triforce in the Sacred Realm, none returned.
The King of Hyrule, sensing the danger of the Sacred Realm, ordered that the entrance be sealed from intrusion. The Knights of Hyrule defended the Seven Sages as they offered their prayers to seal the gate, but demons poured out of the gate, killing many of the knights. After much bloodshed, the Sacred Realm was sealed, seemingly forever. After a loss of so many Hylians, however, the bloodline of Hyrule began to wane, and soon Hylians and Hyrule itself became nothing more than a legend.
Eventually, an evil priest known as Agahnim plotted to reopen the Sacred Realm, kidnapped seven maidens who were related to the seven sages, and sent six of them to the Dark World. Only one remained to be sent, Princess Zelda. In desperation, she sent forth a telepathic signal, heard by only Link and his uncle, the last two remaining descendants of the Knights of Hyrule. Taking up his defeated Uncle’s sword, Link rescued Zelda and was assigned the task by the sage Sahasrahla of obtaining three pendants to prove that he was worthy of the Master Sword.
After obtaining the pendants and removing the Master Sword from its pedestal in the Lost Woods, Link was ready to challenge Agahnim. However, Princess Zelda was kidnapped and sent to the Dark World by Agahnim before Link’s very eyes. Link managed to confront Agahnim, but was sent to the Dark World before he could defeat him. There, his first task was to rescue all seven maidens in order to prevent Ganon from returning to the Light World.
Succeeding in his task, Link was finally met by Agahnim in battle, where he emerged victorious. After a fierce battle with Ganon, Link defeated the demon and placed his hand upon the Triforce. There, he wished for peace. All of those who had been slain, either by Ganon or Agahnim, were returned to life, including the King of Hyrule and Link’s uncle.
Centuries passed, and there emerged a King of Hyrule who did not trust his son’s potential to wield the Triforce, so he hid the Triforce of Courage and cast a spell which chose who would wield the Triforce by placing a crest upon the hand of those that were worthy. He passed the Triforce of Wisdom to Princess Zelda in secret. When the king eventually died, his son became king and, demanding to know where the Triforce was hidden, had his wizard interrogate Zelda. When she refused to divulge the whereabouts of the Triforce, the wizard lost his temper, and he cast a spell which caused Zelda to sleep for all of eternity, destroying him in the process. Grieved, the King laid Zelda on an altar in the North Castle, praying that she one day be revived. He decreed thereafter that all girls born into the Royal Family would be named Zelda.
Hyrule shrank in power and authority in the following years, eventually becoming a shell of itself. In this time of weakness, Ganon invaded and stole the Triforce of Power. The reigning Princess Zelda took the Triforce of Wisdom and divided it into eight pieces in order to hide it from Ganon. She sent her nursemaid, Impa, on a journey to find someone who could defeat Ganon. When a boy saved Impa from a horde of Ganon’s marauding forces, she explained herself, and the boy, Link, agreed to help them. He journeyed through the eight dungeons and recovered all eight pieces of the Triforce of Wisdom. In the process, Zelda was imprisoned by Ganon. However, journeying to Death Mountain itself, Link defeated Ganon and emerged with the Triforce of Power in hand.
Six years later, Ganon’s forces would return again, this time seeking to revive him. With the crest of the Triforce of Courage guiding them, Link and Impa would discover Princess Zelda I, who was still in slumber within the North Castle. With the signs proving that he was the hero, Impa entrusted Link with six crystals and a map. He set off, setting the six crystals deep within six palaces across Hyrule and the two adjacent continents, destroying a barrier created by the ancient King which had sealed the entrance to the Triforce of Courage within the Great Palace. There, deep within the heart of the palace, Link defeated the guardian deity, the Thunderbird, and his own shadow, recovering the Triforce of Courage. With the entire Triforce in hand, Link used its power to awaken Princess Zelda I and to bring an end to centuries of war and conflict.
Many Timelines, the Same Story
Despite the many twists and turns that the Zelda series takes throughout its timeline, the story stays rather simplistic, and each game can serve as an entry point into the series. In a way, the timeline’s main purpose is to give lore-related context as to why certain characters, names, and places keep recurring throughout the series, while also helping each game fit despite differing art styles. Although the timeline may reinterpret and sometimes outright retcon events from previous games, unlike in other media with complicated storylines and multiple timelines (comic books for instance), the narrative flow of each game is not impacted. Nintendo’s rather delicate hand with the Zelda series’ timeline has ensured that a comprehensible series of events emerged from beneath mountains of lore and exposition.
That is not to say that the timeline is perfect. The need by Nintendo to establish a third timeline, the timeline where Ganondorf defeats the Hero of Time, leads into many questions regarding the final battle in other games in the series. For example, in the final battle of Twilight Princess, if Ganondorf somehow defeats Link does that spawn yet another sub-timeline? Given the difficulties of determining a spot for A Link to the Past, The Legend of Zelda, and The Adventure of Link within either the Child or Adult timelines, it is evident that Nintendo’s hands were tied. Nonetheless, it does not excuse the laziness with which some elements of the timeline were constructed.
Despite its origin as an archetypical tale of good and evil, the Zelda series has evolved in thirty years and its storytelling, while never straying into anything spectacular, has only improved. The timeline allows the series to serve many different purposes; it gives larger context to what seem like brief excursions in the world of Hyrule and diversifies a tried-and-true story, allowing for an easy avenue by which the games can evolve beyond their past while keeping that same, comfortable feeling which The Legend of Zelda has cultivated over time.
In the end, although the logic of underlying parts of the timeline can be tenuous at best, it serves as an admirable way by Nintendo to treat its canon with more respect. Given that Nintendo and Zelda series creator Shigeru Miyamoto’s relationship with story-focused games have been less than stellar in the past, the timeline was a spectacular step in the right direction. It gave focus to an often rudderless franchise and ensures that future stories will no longer need to be patched, or reinterpreted by fans to be vaguely coherent with canon. The creation of the timeline found in Hyrule Historia was an event that changed the Zelda fandom forever and one which is propelling the series forward into even greater vaults of storytelling. It gives greater meaning to the often repetitive plots in the series and involves the player in legendary battles stretching thousands of years in three separate timelines. It is because of this timeline that the franchise deserves its moniker, The Legend of Zelda.
‘Atelier Ryza’ Warms the Heart No Matter the Season
Atelier Ryza excels at creating a sense of warmth and familiarity, and could be just what you need during the winter months.
The Atelier series is something of a unicorn in the JRPG genre. It isn’t known for its world-ending calamities or continent-spanning journeys; in fact, it’s quite the opposite. The small-town feel and more intimate storytelling of Atelier games has made them some of the most consistently cozy experiences in gaming, and Ryza is no exception. No matter if it’s this winter or next, here’s why Atelier Ryza is the perfect type of RPG to warm your heart this winter.
Like a Warm Blanket
Unlike protagonists from other entries in the franchise, Reisalin Stout (or Ryza for short) has never stepped foot in an atelier or even heard of alchemy at the start of her game. Instead, she’s just a fun-loving and mischevious girl from the country who spends her days in search of adventure with her childhood pals Lent and Tao. It’s this thrill-seeking that eventually leads the trio to meet a mysterious wandering alchemist and learn the tricks of the trade.
The entirety of Atelier Ryza takes place during summer, and it’s clear that the visual design team at Gust had a field day with this theme. In-game mornings are brought to life through warm reds, yellows, and oranges, while the bright summer sun beams down incessantly in the afternoon and gives way to cool evenings flooded by shades of blue and the soft glow of lanterns. Ryza’s visual prowess is perhaps most noticeable in the lighting on its character models, which are often given a warm glow dependent on the time of day.
The cozy sensibilities of the countryside can be felt elsewhere as well. The farm Ryza’s family lives on aside, the majority of environments are lush with all manner of plant life, dirt roads, and rustic architecture. Menus feature lovely wooden and papercraft finishes that simulate notepads or photos on a desk. Townspeople will even stop Ryza to remark on how much she’s grown and ask about buying some of her father’s crops. Everything just excels at feeling down-to-earth homey.
An Intimate Take on Storytelling
Kurken Island and the surrounding mainland feel expansive as a whole but intimate in their design. This is partially due to the readily-accessible fast travel system that Atelier Ryza employs; instead of a seamless open world, most players will find themselves jumping from location to location to carry out quests and harvest ingredients for alchemy. However, there’s still strong incentive to explore the nearby town thanks to tons of random side quests and little cutscenes that trigger as players progress through the main story.
It’s an interesting way to tackle world-building. Instead of relying on intricate dialogue like The Outer Worlds or massive cinematic cutscenes like Xenoblade Chronicles 2, Atelier Ryza lets players get a feel for its world rather naturally through everyday conversations. These scenes run the gamut from Ryza’s parents yelling at her to help more around the farm to running into and catching up with old friends who’d moved overseas. They’re unobtrusive and brief, but the sheer number of them gradually establishes a cast that feels alive and familiar.
Of course, post-holidays winter is also the season for more somber tales. The relationship between Lent and his alcoholic father is striking in its realistic depiction of how strained some father-son relationships can become.
The narrative escalates subtly: An early cutscene shows Mr. Marslink stumbling onto Ryza’s front lawn thinking it’s his. Then an event triggers where the neighborhood jerks tease Lent about being the son of the town drunk. Lent’s house is a small shack pulled back from the rest of the town, and visiting it triggers one of the few scenes where Ryza can actually talk to Mr. Marslink himself. The situation eventually reveals itself to be so bad that it completely explains why Lent is gung-ho about being out of the house whenever he can.
Though Lent’s general character motivation is wanting to get stronger and protect the town, it’s the heartfelt insights like these that make him much more relatable as a party member. Atelier Ryza features no grand theatrics or endless bits of exposition, but instead favors highlighting interpersonal conversations as Ryza continues to learn more about the people and world around her.
Cozy games rarely get enough credit. Just like the Animal Crossing series or Pokemon: Let’s Go provides players with a warmth that can stave off the harshest of winters, Atelier Ryza succeeds in being the lighthearted, touching JRPG fans wanted. It’s both aesthetically pleasing and heartwarming in the way it builds out its world and cast of characters, and seeing Ryza gradually grow more confident and capable is a joy unto itself. If you’re in need of a blanket until Animal Crossing: New Horizons comes out in March, you can’t go wrong here.
PAX South 2020 Hands On: ‘The Artful Escape,’ ‘Foregone,’ and ‘Tunic’
This past weekend, PAX South 2020 brought a huge variety of promising indie games to the show floor in San Antonio. Here are just a few of the most remarkable games I got to try, including a hardcore action game, a classic adventure, and an experience that can only be described as dreamlike.
Simply put, Tunic is a Zelda game, but foxier. Tunic takes significant inspiration from the classic Zelda formula, complete with an overworld to explore, puzzles to solve, enemies to fight, and a protagonist clad in green. My demo even began by leaving me weaponless and forcing me to venture into a nearby cave in order to discover my first weapon.
Yet there’s nothing wrong with following such a traditional formula. At a time when Nintendo has largely stopped creating new games in the style of its classic Zeldas, it’s left up to other developers to rediscover the magic of the original gameplay style. Based on my time with the game, Tunic achieves exactly that, reimagining the charm of A Link to the Past for the current generation with gorgeous visuals and modern design sensibilities. The biggest difference from its predecessors is its green-clad hero is a fox, and not a Kokiri.
All, that is to say, is that if you’ve ever played a 2D Zelda, then you’ll know exactly what to expect from Tunic. It starts by dropping the foxy little player character into a vibrant, sunny overworld, and true to form, your inventory is completely empty and the environment is full of roadblocks to progress. Simple enemies abound, and although its greatest Zelda inspirations lie with those from the 2D era, it also includes an element from the 3D games due to its inclusion of a targeting system in order to lock onto specific opponents. What followed next was a linear, straightforward dungeon that focused on teaching the basics of exploration and item usage. It was extremely simple but hinted at plenty of potential for the full game later.
Tunic’s gameplay may hearken back to the games of old, but its visual presentation is cutting edge. It features gorgeous polygonal 3D visuals, loaded with striking graphical and lighting effects, making its quaint isometric world truly pop to life. My demo didn’t last very long, but the little bit I played left me excited for Tunic’s eventual release on Xbox One and PC. It could be the brand-new classic Zelda experience that fans like myself have long waited for.
These days, nearly every other indie game is either a roguelike or a Metroivdvania. Just by looking at Foregone, I immediately assumed that it must be one of the two based on appearances alone. Yet when I shared those assumptions with the developers, Big Blue Bubble, the response in both cases was a resounding, “No.”
Foregone may look like it could be procedurally generated or feature a sprawling interconnected world, but that simply isn’t the case. The developers insisted that every aspect of the game world was intentionally crafted by hand, and it will remain that way in each playthrough. Likewise, although there is some optional backtracking at certain points in the game, Foregone is a largely linear experience, all about going from one point to another and adapting your strategy along the way. In a generation where nonlinearity reigns supreme, such straightforward design is refreshing to see.
If there’s any game that seems like an accurate comparison to Foregone, it would have to be Dark Souls. From the very start of the demo, the world of Foregone is inhabited with fearsome enemies that don’t hold back. If you don’t watch what you’re doing, it can be easy to get overwhelmed and fall under the pressure. Thankfully, there’s a broad assortment of abilities at your disposal, such as a wide area of effect move that can stun enemies within a wide radius, and a powerful shield that can block many attacks. I fell many times during my time with the game, but it never felt unfair. Rather, it merely felt like I wasn’t being smart enough with my own ability usage, and I was encouraged to keep jumping back into the world for just one more run, this time armed with better knowledge of my own abilities and potential strategies.
And it’s a beautiful game too. Rather than featuring the typical pixelated aesthetics often associated with platformers, the world is actually built-in 3D with a pixelated filter applied on top of it. This allows for a uniquely detailed environment and distinctly fluid animations. Foregone looks to be a worthwhile action game that should be worth checking out when it hits early access via the Epic Games Store in February, with a full release on console and PC to follow later this year.
The Artful Escape
Bursting with visual and auditory splendor, The Artful Escape is easily the most surreal game I played at PAX South. The demo may have only lasted about ten minutes, yet those ten minutes were dreamlike, transportation from the crowded convention to a world of color, music, and spirit.
As its name would suggest, The Artful Escape is an otherworldly escape from reality. Its luscious 3D environments are populated with 2D paper cutout characters, its dialogue leans heavily into the mystical (the player character describes his surroundings with phrases like “a Tchaikovsky cannonade” and “a rapid glittering of the eyes”), and its music often neglects strong melodies in favor of broad, ambient background themes. This all combines to create a mystical, almost meditative atmosphere.
It only helps that the platforming gameplay itself is understated, not requiring very much of you but to run forward, leap over a few chasms, or occasionally play your guitar to complete basic rhythm games. This gameplay style may not be the most involved or exciting, but it allows you to focus primarily on the overwhelming aesthetic majesty, marching forward through the world while shredding on your guitar all the while.
This Zenlike feel to the game is punctuated with occasional spectacular moments. At one point, a gargantuan, crystalline krill called the Wonderkrill burst onto the screen and regaled me with mystic dialogue, while at another point, I silently wandered into a herd of strange oxen-like creatures grazing in a barren field as the music began to swell. The demo was filled with such memorable moments, constantly leaving my jaw dropped.
For those who think that games should be entertaining above all else, The Artful Escape might not be so enthralling. Its platforming is extremely basic and its rhythm minigames are shallow at best. For players who think that games can be more than fun, however, The Artful Escape is set to provide an emotional, unforgettable experience, an escape that I can’t wait to endeavor.
PAX South Hands On: ‘Boyfriend Dungeon’ Wields Weapons of Love
A weapon is an adventurer’s best friend, and Boyfriend Dungeon is focused on deepening that relationship.
In most games, weapons are straightforward objects. Sometimes they can be upgraded or personalized, but at the end of the day, they function as little more than tools for a single purpose: to cut down enemies and make progress in the game. Boyfriend Dungeon, however, proposes a different relationship with your weapons. They’re more than just objects. Instead, they’re eligible bachelors and bachelorettes that are ready to mingle.
Boyfriend Dungeon is a dungeon crawler and dating sim hybrid all about forging an intimate bond with your weapons and, after demoing it at PAX South, this unique mix seems to be paying off.
There are two main activities in Boyfriend Dungeon: exploring the loot-filled dungeons (referred to as “The Dunj”) and romancing the human forms of your weapons. There’s been plenty of great dungeon crawlers in recent years, but Boyfriend Dungeon sets itself apart by humanizing its weaponry. This concept may sound strange on paper, but Kitfox games director and lead designer Tanya X. Short is confident that players have long been ready for a game just like this.
“A weapon is an adventurer’s best friend,” and Boyfriend Dungeon is focused on deepening that relationship.
“I think the fans of Boyfriend Dungeon have been out there for years, waiting. I remember when I was in university ages ago, I was sure someone would have made a game like this already… but I guess I needed to make it myself!” She adds that “A weapon is an adventurer’s best friend,” and Boyfriend Dungeon is focused on deepening that relationship.
My demo with Boyfriend Dungeon began simply enough. After a brief character creation phase where I chose my appearance and my pronouns (he/him, she/her, or they/them), I was dropped into the stylish, top-down hub world of Verona Beach. Here I could explore the town and choose where to date my chosen weapon. I decided to head to the public park to meet Valeria, a swift and slender dagger.
“Today I’m writing dates with a scythe, and that’s beautiful.”
Upon reaching the park, I discovered Valeria in her dagger form. When I picked up the weapon, a beautiful anime-style animation commenced in which she transformed into her human form. What followed was a visual novel-style date sequence complete with detailed character art and plenty of dialogue options to help romance your date.
The dialogue is full of witty, self-aware humor and charm – there were more than a few jokes about axe murderers along with other weapon-related puns, for example. Short herself put plenty of love into the writing. “Writing dates with weapons is a joy I never knew could be part of my job, but here we are. Today I’m writing dates with a scythe, and that’s beautiful.”
I loved my date with Valeria, but she’s not the only potential mate in Boyfriend Dungeon. Rather, there’s a cast of five potential partners in the game, each of them hailing from distinct backgrounds and identities. “When I was coming up with the cast for Boyfriend Dungeon, I tried to imagine as many kinds of people and personalities that I could be attracted to as possible.”
Short drew from her own personal experiences in creating the cast. “I was very lucky to meet my partner many years ago, so I haven’t actually dated many people in my life, but I become fascinated with people I meet very easily, and they can provide inspiration. Whether they’re upbeat and reckless, or brooding and poetic, or gentle and refined…there’re so many kinds of intriguing people out there. And in Boyfriend Dungeon, I hope.”
After building up this bond during dialogue, it was time to put it to the test by exploring the Dunj. Of course, this isn’t the typically dreary dungeon found in most other dungeon crawlers. Instead, it’s an abandoned shopping mall overrun with monsters to slay and loot to discover with your partner weapon.
Combat is easy to grasp, focusing on alternating between light and heavy attacks and creating simple combos out of them. Just like how the dating content aims to be inclusive for people of different backgrounds, Short hopes for the combat to be accessible for players of different levels of experience as well. “Hopefully the dungeon combat can be approachable enough for less experienced action RPG players, but still have enough challenge for the people that want to find it.”
Based off the demo, Boyfriend Dungeon seems to achieve this goal. I loved learning simpler moves and discovering new combos with them. Movement is fast, fluid, and intuitive, making it a pleasure to explore the Dunj. Succeeding in dungeons will also result in a stronger relationship with your weapons, so it’s in your best interest to perform well during combat. Of course, your weapons don’t simply level up – instead, their love power increases.
“Our approach has been that the point isn’t the destination — it’s the journey you take, and who you choose to take it with.”
Fighting and dating may seem like two disparate concepts, but in practice, they manage to mesh surprisingly well. “The game is mostly about switching from one [gameplay style] to the other,” Short says, “and it’s nice for pacing, since you often want a breather from the action or get restless if there’s too much reading.”
The overarching story and general experience remain relatively firm throughout the whole game regardless of your decisions, but Short encourages players to enjoy the ride they take with the weapon they choose. “Our approach has been that the point isn’t the destination — it’s the journey you take, and who you choose to take it with.”
In Boyfriend Dungeon, your weapons can wage more than just war. Rather, they can spread love and lead to deeply fulfilling relationships. Boyfriend Dungeon is one of the most refreshing games I played at PAX thanks to its engaging dungeon exploration and combat and its surprisingly positive view of weaponry. That’s the mission of peace that Short had in mind with the game: “It feels like a difficult time in the world right now, but that’s when we most need to find love and compassion. Let’s try our hardest to be kind.”
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