Sunday 15 March 2015

Environmental storytelling// Legend Of Zelda; Twilight Princess

The legend of Zelda is a game series produced by Nintendo and has been a inspiration to me ever since I started playing the games when I was younger; not only as a creative but also pinning down the ideas when I was a kid that one day I wanted the opportunity to create worlds and characters like this.

The environments in this series, particularly in Twilight Princess are beautiful even when contrasting between the gentle natural of the natural over grown world the main character lives peacefully in and the nightmarish second world he is thrown into.  The main character much 'jump' between two realities the light world and the shadow world, both the same design and yet have a hugely different impact on the player.

Since in this game you play as a single character and experience the whole story/world from the 'eyes' of the main character exploring such drastically different environments help  drive the story and emotion within it. The 'light' world is almost glowing with natural beauty, colors are very organic and gentle on the eye. However the 'shadow' world is so different despite being the same areas. The once peaceful areas are now heavily shadows, static floating up across the screen and the whole world has this sort of dangerous foreshadowing glow. This game is all about two sides of the same coin, how the same world can have two very different faces and I think the artist that worked on this game were very suggestible in achieving their goals in doing this.

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