The Space Between Spaces: Breath of the Wild and Shadow of the Colossus
<p>A few weeks ago, I went out and bought the <em>Shadow of the Colossus</em> remake for the PS4. It’s still a great game, with nothing out there quite like it in tone or scale. That’s not to say that it did not inspire other stuff: namely, I’ve been thinking a lot about <em>Shadow of the Colossus</em>’ relation to <em>The Legend of Zelda: Breath of the Wild </em>— a game, interestingly enough, that is also unmatched, even amongst the tired inundation of games with open world spaces in recent years. Setting aside <em>Breath of the Wild</em>’s implementation of <em>Shadow of the Colossus</em>’ climbing mechanics and grip meter (which was also seen in Fujibayashi’s previous<em> Skyward Sword</em>), as well as Link’s clambering atop larger enemies — <em>Breath of the Wild </em>takes <em>Shadow of the Colossus</em>’ particular brand of open world and completely re-purposes it to a different end, revitalising the <em>Zelda</em> franchise in the process.</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:875/1*NOYFPYfdgPqhjLKwgHhaUQ.jpeg" style="height:394px; width:700px" /></p>
<p>Shadow of the Colossus (2018)</p>
<p>It’s ironic that borrowing from Ueda’s work was what ended up saving <em>Zelda</em>, considering the core design principles of the former —<em> Shadow of the Colossus </em>is an exercise in taking a pre-established work and flipping it on its head. <em>Shadow of the Colossus</em> is a <em>Zelda</em> game.</p>
<p><a href="https://medium.com/@pizzasheets/the-space-between-spaces-breath-of-the-wild-and-shadow-of-the-colossus-7a1182f0f502"><strong>Website</strong></a></p>