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Showing posts with label zelda. Show all posts
Showing posts with label zelda. Show all posts

Monday, July 29, 2019

Dutch Representation

Overwatch's latest hero, Sigma, was revealed recently - along with the fact that he's Dutch. I was rather delighted by this reveal. I haven't played Overwatch much lately, but the team puts a lot of effort and detail into each character and seeing a Dutch character brought to life like this is a remarkable experience. I look forward to seeing all the references to Dutch culture in his voice lines, sprays and skins. And all of this got me thinking about being 'represented' as a Dutch person.



During my childhood years, I consumed a lot of American (and some British) media and noticed that a lot of European countries would come up depending on the stories and setting. Germany, France and Italy were big names that characters would visit or at least refer to - but never really the Netherlands. And when the Netherlands would come up, the depiction would either be insulting (like Austin Powers' Goldmember) or just plain wrong, having the "Dutch" people speak German (like in the Bond movie Diamonds Are Forever). At the time, this irritated me a lot, but I've come to understand that there are simply many factors working against "proper representation" for the Dutch. For one, our country is tiny, smack dab in between of Great Britain, Germany and France and the English name for our language is Dutch, which sounds an awful lot like the Germans' name for German, 'Deutsch.' No events in recent history can set us as easy heroes or villains, either, and the Dutch accent is hard to pin down and imitate - not iconic at all. So rather than getting annoyed at lacking or incorrect representation, I've just come to appreciate the times when we get acknowledged at all.

And to celebrate this occasion, I wanted to have a look at a few random examples of that:

Windmillville

Mario Party 7 has a 'vacation' theme, so the boards are all based around famous locations. For example, the 'Grand Canal' is based on Venice in Italy. But my favorite board is Windmillville, and it's easy to see why.


Windmillville is an idyllic fantasy representation of some Dutch stereotypes. Meadows and tulips (an important Dutch industry), accompanied by windmills (for which we are famous) which also function as banks you invest in (referring to the Dutch's historical financial savvy). Windmillville gets it right by not trying to be accurate, it's just a glorious exaggeration of some clichés made into a Mario Party board.

Age of Empires III

This example relies more on history than the last, but the Dutch are a faction in Ages of Empires III. While the voice lines for the units are a bit stilted and awkward, the faction itself is interesting and well realized, hinging primarily on the Netherlands' history as a financially forward thinking and trading nation by allowing you to build banks, among other things.

Red


This is a minor example, but in Pokémon Black & White (and its sequel), there are a few members of Team Plasma named after colors in various languages. One of the sages is called 'Rood,' which is the Dutch word for red. This is cool, but it would've been even better if it had been Orange (Oranje) - because that's the name of our royal family, and thus considered our national color. Still a neat detail, though!

Red Alert 3

Red Alert 3 is a goofy and downright entertaining RTS. One of its greatest strengths is its all-star cast crazy factions and charming presentation. This all comes to a head when the Empire of the Rising Sun (one of the factions) led by George Takei leads an assault on final allied base in Amsterdam.



It's not a literal copy of Amsterdam, but the canals are there and the architecture of the civilian buildings is noticeably Dutch. I thought it was a really cool location for the finale of the Empire's campaign.

Nintendo in General

This pertains less to the actual content of games and more to their localizations, but starting with the Wii U Nintendo started translating more of their major games to Dutch.  The Legend of Zelda: Breath of the Wild and Mario Odyssey are both the first major games in their respective franchises that were given a Dutch translation. I recently completed Mario Odyssey, and I really appreciated the translation even if I didn't need it. 

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So, that's it! Just a few examples of how Dutch and the Dutch are represented in videogames. There are Dutch developers, of course, but I specifically wanted to look at how non-Dutch parties handle it.

How about you? Are you from a country or culture that you feel is or isn't properly represented? Please share your experiences down below!

Thursday, June 8, 2017

Breath of the Wild Discussion: A Post-Apocalypse Without Murder?

This article will contain spoilers from various games in the series, including Breath of the Wild, so read at your own discretion!

Back in March, Nintendo surprised the industry with The Legend of Zelda: Breath of the Wild, a huge open-world game and a complete change in direction for the series. The game has many merits, but today I'd like to discuss a strange rule the game seems to stick with: Link isn't allowed to kill anything that is - or looks - human. 

Breath of the Wild's world is populated with many monsters such as Bokoblins, Moblins, Lizalfos, Chuchus and Lynels. But seasoned fans of the series will notice a few fan favorites are missing: Poes, Gibdos, ReDeads, Stalfos and Stalchildren, for example.


ReDead from Ocarina of Time 3D. Source: http://zelda.gamepedia.com/ReDead

What do these enemies have in common? They are all undead people. (Though Nintendo has admittedly tried to retcon the ReDead into being a magical, non human creature.) Indeed, though Breath of the Wild has tension and atmosphere, it very rarely engages with the dark locations and enemy designs that Majora's Mask, Twilight Princess or even Ocarina of Time dealt with.

At this point, you may question the premise, pointing out that the absense of the aforementioned enemies simply resulted from Nintendo's choice to steer away from disturbing locations and enemies, and not actually a problem with killing humanoid enemies specifically. However, considering which enemies are in the game, the problem with this argument becomes clear: most common enemies have a 'Stal', or skeletal, equivalent.

Link fights a Stalnox. Source: Robinotta on YouTube

In other words, Nintendo had no problem involving undead skeletal enemies... so long as they weren't human or Hylian. On top of Stalnoxes, Breath of the Wild includes Stalkoblins, Stalmoblins and Stalizalfos, but the classic Stalfos and Stalchild - humanoid skeletons - are missing.

However, Breath of the Wild actually does have humanoid enemies. It's time to address the elephant in the room: The Yiga Clan.

Link is ambushed by a Yiga Clan assassin. Source: DivDee on YouTube

The Yiga Clan, though masked, are confirmed to be Sheikah defectors and thus part of the same race of people, and Link is able to fight them. However, the way these fights end proves the original premise furter: unlike monster enemies, which visibly die and drop guts and teeth, people of the Yiga Clan teleport away from Link when defeated, dropping only Mighty Bananas and money. They are completely unique in this regard.

The one exception is Master Kohga, who does seem to die after you defeat him.

Master Kohga in all his splendor. Source: Zelda Gamepedia


But rather than having Link strike him down, in the cutscene after his battle, Kohga brings about his own demise by summoning a large metal sphere which ends up pushing him into a chasm. Words don't do it justice; You can view the clip here.

And even Ganon himself, whose human form Ganondorf met a grisly end in Wind Waker and Twilight Princess, has no such form in this game. Instead, his first form is a monstrosity with a vaguely human head.

Calamity Ganon. Source: Boss Fight Database on YouTube

Interestingly, though thousands must've died in the events leading up to Breath of the Wild, Link isn't allowed to seriously harm any human being, alive or undead. Human enemies are kept to a minimum, with even their skeletons replaced by those of standard enemies, and human enemies that do appear aren't killed. That's why I think Nintendo consciously decided that Link wasn't allowed to kill any human in Breath of the Wild. 

That's my conclusion from these design choices, but I could be completely wrong. I'm very interested to hear your thoughts on why Nintendo made these choices, and whether or not you feel there is any meaning to them at all. Depending on responses, I may write a follow up to address the best arguments and theories.