The Space Between Spaces: Breath of the Wild and Shadow of the Colossus

<p>A few weeks ago, I went out and bought the&nbsp;<em>Shadow of the Colossus</em>&nbsp;remake for the PS4. It&rsquo;s still a great game, with nothing out there quite like it in tone or scale. That&rsquo;s not to say that it did not inspire other stuff: namely, I&rsquo;ve been thinking a lot about&nbsp;<em>Shadow of the Colossus</em>&rsquo; relation to&nbsp;<em>The Legend of Zelda: Breath of the Wild&nbsp;</em>&mdash; a game, interestingly enough, that is also unmatched, even amongst the tired inundation of games with open world spaces in recent years. Setting aside&nbsp;<em>Breath of the Wild</em>&rsquo;s implementation of&nbsp;<em>Shadow of the Colossus</em>&rsquo; climbing mechanics and grip meter (which was also seen in Fujibayashi&rsquo;s previous<em>&nbsp;Skyward Sword</em>), as well as Link&rsquo;s clambering atop larger enemies &mdash;&nbsp;<em>Breath of the Wild&nbsp;</em>takes&nbsp;<em>Shadow of the Colossus</em>&rsquo; particular brand of open world and completely re-purposes it to a different end, revitalising the&nbsp;<em>Zelda</em>&nbsp;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&rsquo;s ironic that borrowing from Ueda&rsquo;s work was what ended up saving&nbsp;<em>Zelda</em>, considering the core design principles of the former &mdash;<em>&nbsp;Shadow of the Colossus&nbsp;</em>is an exercise in taking a pre-established work and flipping it on its head.&nbsp;<em>Shadow of the Colossus</em>&nbsp;is a&nbsp;<em>Zelda</em>&nbsp;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>
Tags: Wild Shadow