![]() Concerned with these new inventions, the King asks what assurances they have that these machines will never be used against them. In the past, we see the Sheikah building their marvelous machines and talking to the King of Hyrule. This can be told in either memories, or a much more detailed flashback given by Impa. Which is fine, but this then leads to the conundrum of: why was Ganon able to take over the Guardians in present day but not then? To fix this, we’re going to spend a chunk of time 10,000 years prior. We’re told that 10,000 years ago, the Sheikah built the Guardians and the Divine Beasts and that they were able to overcome Ganon. Breath of the Wild suffers from a case of too much telling, not enough showing. ![]() Its goal is to let the audience interpret what is happening instead of telling them how to react. One of the golden rules in writing and story telling is “Show, don’t tell”. ![]() After listening to some of his ideas and weaving them into my own, I think I’ve got a pretty good tale to tell that will elevate the story behind Ganon, delve deeper into the Champions, and give us a glimpse into the past. Since both of our biggest concerns were the Calamity Ganon, we spent most of our time discussing how that character (and I use that term loosely) could be improved. On a recent episode of the Zelda Informer Podcast (which you can listen to here *shameless plug*) my co-host Alfred and I discussed what changes we would make to the game. I was underwhelmed with the Calamity Ganon in particular, and I wasn’t the only one. Never the less, the plot of Breath of the Wild has left some of the hardcore Zelda fans a little… wanting. The Legend of Zelda: Breath of the Wild is an amazing game with a peerless open world and an unrivaled sense of exploration. ![]()
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