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‘The Legend of Zelda: Breath of the Wild’ and Harmonies of the Wild

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From its combat to its sandbox, The Legend of Zelda: Breath of the Wild is a serendipitous revitalization of a beloved series, and a lesson in master craft world building and game design. Breath of the Wild leaves no stone unturned in its graceful approach to the reconstruction and re-imagining of what a Zelda game is and could be, and that includes the gorgeous soundtrack. Breath of the Wild‘s score perfectly melds into the world it enriches and enlivens, whether in it’s serene and subtle harmonies that encapsulate the whispering wind on the grassy plains, or the suddenly sweeping melodies that impossibly match the valor and mettle of the Hero of Hyrule and the beauty and mystique of the world around him. At first listen, Breath of the Wild seems to have abandoned the strong, ever-present melodies the franchise is known for in favor of a subtle, harmonious style reminiscent of Joe Hisaishi’s work on some of the best Miyazaki films, a comparison that works on innumerable levels. While partially accurate, composers Manaka Kataoka and Yusuaki Iwata have scored the perfect companion piece for Breath of the Wild‘s deeply lush world instilled with the grandeur of a bygone era while reverently hearkening back to Zelda’s long history of unforgettable themes and phenomenal melodies by Koji Kondo and others. The resulting score is equal parts serenely harmonious, emboldening melodies, and a Legend of Zelda: Greatest Hits record.

The understated side of the soundtrack is immediately notable upon beginning the game. Breath of the Wild‘s main theme wafts by as Link stands atop a cliff upon just waking up before the score satisfies itself with subdued, trickling tunes from a piano. Gone are the inspiring themes of Hyrule Field from Ocarina of Time and Twilight Princess. Instead, the music ensures the winsome world is center stage, allowing the sounds of the Great Plateau and the wild beyond to speak for itself. Appropriately that all shifts in battle, when the piano harmonizes with the drums and sharp sounds of strings fitting for every treacherous encounter, or when the piano might suddenly quicken the tempo when a Guardian is near, blending the sound of the orchestra into the sounds of the battle and the noises the Guardian itself emits. In this way, the music wondrously weaves itself in and out of the sounds of the wild, harmonizing with the environment and not shying away from the silence of a dilapidated Hyrule left in ruins from calamity 100 years prior.

Not that Breath of the Wild doesn’t have its melodies.  The game’s main theme helps instill a sense of wonder each time Link reaches the top of a tower as the camera pans across the prepossessing, surrounding environment. Every cutscene is masterfully scored as well, with gorgeous melodies both new and old, and as Link approaches civilization new and familiar themes pervade the air. In these times more than almost any other, Breath of the Wild reverently regards the franchise’s history. As Link nears Rito Village, the ever present piano churns a sorrowful tune that, suddenly assisted by several more instruments, develops into a somber rendition of the fan-favorite theme of Dragon Roost Island from The Legend of Zelda: The Wind Waker. A similar – but still admirably diverse – version of the song plays whether the player is visiting by day or night, but unmistakably the tune is that of Dragon Roost. The Zora’s Domain theme in Breath of the Wild is a closer interpretation of Ocarina of Time‘s theme for the Zora’s Domain, also featured in Twilight Princess.

While some of the franchise’s themes are present in Breath of the Wild (recomposed as softer renditions of original pieces to match the tone of the overall game and soundtrack), many notable melodies are intricately woven into new pieces familiar only as a small refrains – some as small as three notes – that must be uncovered and discovered in a rich tapestry of sound; fitting for a coy, puzzle-ridden franchise. While riding a horse at night, the Legend of Zelda theme can be heard harmonizing with the new piano theme. A similar theme plays while riding during the day, but instead of the Legend of Zelda theme on the violin, it is a slow duet of “Zelda’s Lullaby” that makes a guest appearance. Though only three notes, “Epona’s Theme” can unmistakably be heard during the new Stables theme, particularly poignant with the instrumentation. More debatably, one particular portion of the Shrine theme, which sounds very much like the typical fanfare fans have come to expect from a dungeon theme in Zelda, almost seems to mirror the title theme from Ocarina of Time. One of the most direct musical citations is the new Hyrule Castle theme, which blends a new theme that sounds strikingly like the Hyrule Castle theme from A Link to the Past (or the King of Hyrule’s theme from The Wind Waker, if you prefer) with “Ganon’s Message” also from A Link to the Past (or Ganondorf’s theme as many of us know it), the Legend of Zelda theme, a touch of the “Ballad of the Wind Fish” from Link’s Awakening, and played with the gusto of “Gerudo Valley” from The Symphony of the Goddesses, all of this resulting in a sensational medley of Zelda themes and a thrilling new, yet familiar theme that all may perfectly represent the interwoven lives and unending struggle between the carriers of the Triforce: Link, Zelda, and Ganon.

Perhaps therein lies the true brilliance or Breath of the Wild‘s score. Without delving too deep into spoiler territory, in many ways Breath of the Wild is a game about rediscovering the past, whether in instances of scenario design, Link’s open world journey beginning the moment he awakens (like the NES classic), the hero’s struggle to remember his own distant past, or Zelda and all of Hyrule trying to discover the truth from centuries past, down to the score. While that score departs from the traditions of previous Zelda entries, in many ways it musically recollects a long history of the franchise without sacrificing its softer, somber tone or its willingness to take a back seat to the wilds of Hyrule. In that regard, the score to The Legend of Zelda: Breath of the Wild is all that it needs to be, emblematic of the characters and the central conflict, adequately quiet for a Hyrule in disrepair, with glimpses of the greatness of the past and a wavering hope for the future, a hope built on the whispers of a legend – the legend of the Hero of Hyrule, the legend of Zelda.

Tim is not the droids you are looking for. He resides quietly in the Emerald City where he can often be found writing, reading, watching movies, or playing video games. He is the Xbox editor for Goomba Stomp and the site's official Pokémon Master.

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Game Reviews

‘Coffee Talk’ Review: The Best Brew in Town

Coffee Talk is as quaint as your local coffee shop. It’s relatively short, wonderfully sweet, and absolutely committed to the art form of telling a story through a video game screen.

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It’s 9:00pm. The rain just started coming down softly a few minutes ago, and the street outside is reflecting the lights above it. Neon signs shine brightly in the distance, although it’s hard to make out the words. You unlock the doors to the coffee shop and wipe down the counters in order to get them clean for the customers. The rain makes a soft sound as it hits the glass and passerby speed up their walking pace to avoid it. The bells chime as a tall, green orc walks in and sits down at your table in silence. You wonder what their story is…

I wanted to set the tone for this review because of how important atmosphere and audio/visual design is in the world of Coffee Talk. While it’s easy to boil the game down as a visual novel-type experience, it’s honestly so much more than that. A unique cast of characters, incredible user interface, and a mysterious protagonist combine to form the most enjoyable experience I’ve had this year on Switch.

Coffee Talk
Some of the subject matter can be pretty serious in nature…

Coffee Talk is beautiful because of how simple it is. The entire game takes place within a single coffee shop. As the barista, you’re tasked with making drinks for the patrons of the shop as well as making conversations with them. The twist is that earth is populated with creatures like orcs, werewolves, and succubi. The relationship between the various races is handled very well throughout the story, and some interesting parallels are made to the real world.

Making drinks is as simple as putting together a combination of three ingredients and hitting the ‘Serve’ button. If a unique drink is made, it will be added to a recipe list that can be referenced on the barista’s cell phone. This is where the awesome user interface comes in, as the phone has a series of apps that can be accessed at any moment in the game. One app houses your recipe list, another acts as a facebook for the characters in the game, one allows you to switch between songs, and the other houses a series of short stories that one of the characters in the game writes as it progresses. It’s one of the coolest parts of the whole experience and helps it stand out from other games in the genre.

Coffee Talk is as quaint as your local coffee shop. It’s relatively short, wonderfully sweet, and absolutely committed to the art form of telling a story through a video game screen.

Coffee Talk cycles between talking with customers and making drinks for them. In the beginning, they will ask for basic beverages that can be brewed on the fly. Later on however, they may ask for a specific type of drink that has a unique title. These drinks often have certain descriptive features that hint at other possibilities in terms of unique dialogue. If the wrong drink is made, you’ll have five chances to trash it and make a new one. If the wrong drink is made, don’t expect the customer to be pleased about it.

The gameplay really is not the focus here though; it’s the characters and their stories that take center stage. An elf with relationship issues, a writer that can’t seem to pin down her next story, and an alien whose sole goal is to mate with an earthling are just a few of the examples of the characters you’ll meet during the story. There are tons of memorable moments throughout Coffee Talk, with every character bringing something unique to the table. The barista develops an interesting relationship with many of these characters as well.

Coffee Talk
Appearances can often be deceiving in this game.

Even though serving the wrong drinks can change some of the dialogue, don’t expect any sort of options or branching paths in terms of the story. It’s not that kind of experience; the story should simply be enjoyed for what it is. I found myself glued to the screen at the end of each of the in-game days, waiting to see what would happen in the morning. The first playthrough also doesn’t answer all of the game’s questions, as the second one is filled with all kinds of surprises that I won’t spoil here.


Coffee Talk is as quaint as your local coffee shop. It’s relatively short, wonderfully sweet, and absolutely committed to the art form of telling a story through a video game screen. It’s an easy recommendation for anyone who loves video games, not just visual novel fans. There are characters in the game that I’ll certainly be thinking about for a long time, especially when the setting brings out the best in them. Don’t pass this one up.

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Games

The Magic of Nintendo: How Mario and Zelda Connect us to Our Inner Child

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Magic of Nintendo

Nintendo is special. Many excellent developers depend upon story or progression systems to entice engagement, but not Nintendo. Nintendo games captivate because of their immediate charm. There is no need for a payoff. The games, themselves, are enough: they elicit feelings, hard to find in adulthood. Through intrepid discovery, playful presentation, and unfiltered whimsy, the best of Nintendo connects gamers to their childlike selves.

The heart of any great Nintendo game is discovery and no encounter encapsulates this better than Breath of the Wild’s Eventide Island. First, finding the island requires genuine gumption. Found far from Hyrule’s shore, the island is only clearly visible from other islands, and even then, it’s only a speck in the distance. Reaching the island requires players to brave the open ocean and head towards something … that could be nothing. Then, upon arriving on the beach, a spirit takes all the player’s gear, including clothes and food. Link, literally, is left in his underwear. From there, players must make clever use of Link’s base skills in order to steal enemy weapons and make traps. The scenario creates a marvelous sense of self-sufficiency brought on by one’s own desire to discover. The player comes to the island purely of their own choosing, tackles the sea, and then overcomes obstacles without the aid of their strongest tools. The game turns players into plucky children who are discovering they can take care of themselves.

The intrepidity of Breath of the Wild and other Nintendo greats mirrors the feelings Shigeru Miyamoto, the father of many Nintendo franchises, experienced as a child. “I can still recall the kind of sensation I had when I was in a small river, and I was searching with my hands beneath a rock, and something hit my finger, and I noticed it was a fish,” Miyamoto told the New Yorker. “That’s something that I just can’t express in words. It’s such an unusual situation.” In sequences like Eventide Island, players don’t just understand what Miyamoto describes, they feel it: Apprehension gives way to exhilaration as the unknown becomes a place of play.

 Nintendo’s intrepid gameplay is often amplified by playful presentation with Super Mario World 2: Yoshi’s Island being the quintessential example. The game’s visuals, defined by pastel colors and simple hand-drawings, appear crayoned by a child while the celestial chimes that punctuate the jubilant soundtrack evoke shooting stars. The overall effect cannot be understated. It takes the surreal and turns it real, allowing players to interact, tangibly, with imagination.

Super Mario Odyssey Wooden Kingdom

Even if one removes the presentation and gameplay from Nintendo’s masterpieces, an unabashed creativity remains that bucks norm and convention. The arbiter is fun; reason and logic have no say. For instance, Super Mario Odyssey’s Wooded Kingdom, takes place in a post-apocalyptic setting akin to Nier Automata. Players explore the metal remnants of a civilization that has become a lush home to robotic beings. However, unlike Nier, the dark undertones of the past have no bearing on the game or those who inhabit its universe. The post-apocalyptic setting is just a fun backdrop. It’s as though a bunch of children got together, began playing with toys, and one of the kids brought along his sibling’s adult action figures. There is no attention paid to the context, only unfiltered imagination.

When they’re at their best the creators at Nintendo invite gamers to come and play, like a parent arranging a play date. Pulled along by joyful gameplay that expands in unforeseen ways, players desire to play for the sake of play. It’s a halcyon state of being: No messy thoughts or contradiction, just joy.

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Games

‘Kingdom Hearts III: Re:Mind’: An Utterly Shameless Cash Grab

Coming in at a $40 price point (!!!) Kingdom Hearts III: Re:Mind offers an 80% recycled campaign, a boss rush mode, and some other trash.

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Kingdom Hearts III: Re:Mind

In the 15 year long history of DLC, we have seen some really shameless displays. The notorious horse armor incident of 2006 and a notable day one DLC for the ending game of a trilogy notwithstanding, few companies have had the utter audacity to offer so little content for such a high price point. Enter Kingdom Hearts III: Re:Mind.

Coming in at a $40 price point (!!!) Kingdom Hearts III: Re:Mind offers an 80% recycled campaign, a boss rush mode, and some social media nonsense for people who really hate themselves. That’s really it, that’s what you get. Honestly, Square-Enix should be utterly embarrassed by this DLC.

It’s been one year: 365 days, 8760 hours, 525600 minutes, or 31556952 seconds, since the release of Kingdom Hearts III. Let that sink in as you begin the meat of Kingdom Hearts III: Re:Mind. Think of it as the extended version of a movie you really like… you know, the kind where they add 4 minutes to the 120 minute runtime.

Kingdom Hearts III: Re:Mind

Yes, Kingdom Hearts III: Re:Mind, really is that cynical. I’m not kidding when I tell you that the game literally starts with an exact cut scene from the base game, and a cut scene that happens to be available from the theater mode of the main game that you’ve already bought if you’re playing this DLC. Yes, the introduction to this new content is… content you’ve already seen.

In fact, that’s kind of the sticking point here: most of what you get for your hard-earned cash is footage you’ve already seen, and battles you’ve already fought, and story you’ve already experienced, just with slight alterations for context. Remember back in the 2000s, when we were super obsessed with prequels? This is like that, except even more egregious.

Generally I’m not so unforgiving as to call a company out for a forthright cash grab, but that’s absolutely what Kingdom Hearts III: Re:Mind is. There’s just no other way to put it. You might find someone in the marketing department for Square-Enix who would disagree, but being a company that has faced just these sort of allegations for their last two major releases, Square-Enix either doesn’t read the news, or doesn’t care what people think of their products.

Kingdom Hearts III: Re:Mind

Square-Enix was roundly accused of shipping unfinished products in the case of both Final Fantasy XV and Kingdom Hearts III — their two most high profile releases of the last decade. I personally gave mostly positive reviews of both games for this very website but if you want ammo to suggest that this company is deliberately trading on the nostalgia and passion of its fan base in order to make financial headway, there are few examples you could draw from that are as obvious as this DLC.

Look, maybe you’re a really big Kingdom Hearts fan. Maybe you just really wanted to know what the context was for that cliffhanger ending in Kingdom Hearts III. Maybe you just don’t do much research before you buy something. Or maybe… you just really trust this company for some reason.

Hey, I’m not judging… hell, I bought this DLC for $40 same as anyone else. I oughta be honest that I’m not reviewing Kingdom Hearts III: Re:Mind as some holier than thou critic, talking down to you from my position of privilege. No, I’m an angry consumer in this particular case. I’m a person who spent enough to replace a flat tire on my car, or buy my family dinner, on a game that is clearly playing off of my love for a franchise, and using it to bilk me out of money in a method that is so clear, and so concise, that those involved in the entire endeavor should be totally embarrassed for their part in the creation, marketing, pricing, and distribution of this expansion.

Kingdom Hearts III: Re:Mind

Yes, fans had their complaints about Kingdom Hearts III. “Where are the hardcore boss battles? Where are the Final Fantasy characters? Where are the secret areas? Where are the hidden plot developments?” Still, to address these particular complaints by hammering a few minutes or seconds here and there into already existing content is truly like spitting in the faces of the people who have built the house you’re living in.

I haven’t sat in the board rooms at Square-Enix and I haven’t been in email chains about the planning of projects at their company but what I can say is that there is something rotten in Denmark if this is what passes for a satisfying piece of content for the wildly devoted fans of a hugely popular franchise in 2020. Kingdom Hearts III: Re:Mind is literally, truthfully, and succinctly, the worst piece of DLC I’ve ever purchased.

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