![]() How oppressive and insistent I find the endless cut-scenes in the Assassin’s Creed games. Narrative in interactive entertainment can be thrilling and compelling, but it can also be autocratic. You’re not wasting time, you’re making memories. The best thing for you to do in Hyrule might be to build rocket carts and drive them down hillsides. ![]() The overriding narrative becomes a mere tourist booklet, a Rough Guide to Hyrule – the plot is a suggestion, that’s all, and maybe not even the best suggestion for you. Playing games as a traveller is emancipating. There’s a famous quote about the difference between travellers and tourists: the latter go to see attractions they know are there, the former go to discover what they don’t know at all. Maybe I’ll visit a couple of shrines, or help someone gather fruit, maybe not. Or I can strike north on horseback, vaguely aiming for the Great Hyrule Forest, but often getting lost along the way. I can head south from Lookout Landing and wander the roads through the Passeri Greenbelt down to Mount Daphnes, chatting to travellers coming the other way. A place to explore – like Tokyo or Machu Picchu or the Norfolk Broads. Tears of the Kingdom, as far as I’m concerned, is a location. Twenty years later, I now realise players have to make the same leap.Įlden Ring, another world ripe for endless exploration. He argued that in the era of open games, critics had to function more like travel writers, giving readers a sense of a place, rather than a glorified product review. In 2004, my old friend Kieron Gillen – now an astonishingly successful comic book scribe but once a writer at PC Gamer – penned a sort of manifesto on New Games Journalism. All it takes is that one intellectual leap: this isn’t a game I have to finish, it’s a place I want to explore, and it’s mine. Since getting into Elden Ring last year, I’ve started to look at my time in epic games as leisure time. It’s so invigorating not to give into it. There’s such a weird tension between freedom and the didactic nature of the linear narrative. The language of player agency is intrinsically belittling – “mini” task, “side” quest – while inventory and progress management screens insistently prod you toward the story goals, and non-player characters provide synthetic urgency by yelling, “Quickly, follow me or the world will end!”, while you search through rubbish bins for ammo and lore drops. But it’s interesting how hard they worked to keep you playing the main campaign. Formative titles such as Shenmue, Driver and Grand Theft Auto provided players with weird stuff to discover in the environment, and by doing so they gave players the agency to create their own fun. In truth, the contract between game designers and game players – where the latter did exactly what the former set out – began to break down as soon as the modern open world genre took hold the late 1990s. I decided I was never going to finish Tears of the Kingdom, and that was such an immense relief. For several years, I’ve been writing about how experiences such as Fortnite and Minecraft are no longer games to play but places to be (hang out with friends, build some stuff, whatever), and I was finally able to apply this sense of freedom to a big role-playing game. Without a deadline to finish it (thanks Keza, for taking on the review), I could just enjoy it in my own way. Is it all too much?Ībout 10 hours into the main campaign – which, as ever, revolves around a quest to track down the eponymous royal but somehow also manages to be mind-numbingly complex, like Middlemarch with monsters – something important happened: I let go. Like many other gamers my age, I thought to myself, that would have been great when I was 25, but I’ll get an hour a day on this thing at most. Like Breath of the Wild before it, the latest title in Nintendo’s role-playing adventure seriesis a vast odyssey with an intricate narrative constructed from dozens of quests, supported by a fully functioning world. Almost every critical reaction seemed to contain the same sentence: “I’ve been playing for 60 hours yet I’ve barely scratched the surface”. When the reviews for Legend of Zelda: Tears of the Kingdom went online earlier this month, I started to panic.
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