Friday, 15 February 2008

Legend of Zelda - The Ocarina of Time

The Legend of Zelda: the Ocarina of Time (OOT)

RPG / Adventure

Nintendo, 1998



Notable Archetypes

The Hero - Link

Link was always different to his fellow Kokiri. As they stayed eternally youthful, Link continued to grow. Link learns of his Hylian roots - as a baby he was left in the care of the Deku Tree by his dying mother, destined to grow up and leave the forest. Unbeknownst to all but the wise Deku Tree, Link’s destiny was more than just to grow up - he was fated to confront a great evil.

The Father / Herald / Great Mother / Wise Old Man - The Great Deku Tree

The Great Deku Tree is the father figure to the inhabitants of Kokiri Forest, a race of children who look up to and respect the tree. He knew of Link’s great destiny since he arrived, but kept the information to himself until the time was right.

The Wise Old Man (2) - Kaepora Gaebora

Link receives help on multiple occasions on a peculiar owl, full of information and prone to appearing when he is needed the most. The owl often represents the intelligent or wise, and this is no different in Zelda: OOT.

The Shadow / Devil Figure - Ganondorf (Ganon)

Ganondorf is the recurring evil in Zelda games. He is the king of the Gerudo thieves, hailing from the desert. In the Ocarina of Time, Ganondorf rides to Hyrule and infiltrates the royal family, securing a power base and fooling all those who hold power. The child-princess Zelda and the child-hero Link are the only two to see through Ganondorf’s lies, and together plan to defeat him. Literal parallels with the devil come from his ability to change form, traditionally to a pig, and in OOT, he transforms into the demon-like true form of Ganon. Ganon is a world away, spiritually, from Link. He resides atop his menacing fortress inside Ganondorf’s heart, plotting and planning, oppressing the citizens of Hyrule. His dark desires can be granted to him through the power of the Triforce

The Trickster(s) - Skull Kids

The mysterious and maze-like ‘Lost Woods’, situated next to Kokiri Forest is home to the Skull Kids. Kokiri children who delve too deep in the woods and lose their become Skull Kids, strange, ghostly children who entertain themselves by tricking and playing with visitors (such as Link), playing games with them, and vanishing into thin air at will. Somewhat like the Cheshire Cat, but not deranged. The Skull Kids play with (and play tricks on) travelers to pass their time, rather than out of any malice.

Notable Literary Parallels

[xxx] Zelda throwing Link the mast sword in the final battle. Noncombatant handing the hero a weapon.

Heracles

One of Link’s side quests involves completing a number of smaller tasks, culminating in the acquisition of a powerful weapon, the Giant’s Sword. The biggest difference between the two myths is the end result: Heracles’ [xxx wtf is his reward?] and Link’s pragmatic compromise of a weapon. After all, would the player feel satisfied with all of their hard work resulting in Link’s character developing? A huge sword not only rewards the player, it shows Link as a stronger character.







The Departure

The Call to Adventure - 8 (Out of sequence)

After killing the parasitic monster cursed upon the Great Deku Tree by Ganondorf, Link returns to Kokiri Forest from inside the tree, and is told of the task ahead of him.

Refusal of the Call - 2

The player can wander around Kokiri Forest for as long as they like before heading off to the Great Deku Tree. While not refusing the call, the player can postpone it as his leisure.

Supernatural Aid - 9

Saria, Link’s closest friend from Kokiri Forest, gives him her treasured Fairy Ocarina, an instrument with tremendous power, used throughout the ‘child’ section of the game as a magical tool, granting Link powers and access to areas and characters. Certain aspects of the game plot / narrative revolve around the Fairy Ocarina. Saria remains in the forest after Link leaves, leaving him with the ocarina and his first song (‘Saria’s Song’).

The Crossing of the First Threshold - 10

The guardian of the Deku Tree is the over-zealous ‘Mido’ (who refers to himself as ‘The Great Mido’). He doesn’t allow Link to pass until he acquires a sword and shield. The acquisition of sword and shield represents Link’s development into a potential hero, and is what allows him to start his journey. After Mido (begrudgingly) permits him to pass, Link speaks to the Great Deku Tree, and enters into his trunk after receiving his orders to destroy the evil monsters inside. Mido is distrustful and contemptuous of Link after the Deku Tree’s demise, blaming him for the events.

Another contending moment for Crossing the First Threshold comes after Link frees the doomed Deku Tree from his curse. He must leave the safety of his forest home, and venture into the huge Hyrule Field, and all its dangers, beyond. Just after leaving the forest, Link is approached by the intelligent and knowledgeable owl, Kaepora Gaebora. Kaepora crops up in the game a few times, but is impossible to be contacted (he always approaches Link), and offers information and advice; A true friend of Link’s, but with no apparent motive.[xxx] The guardian in this threshold is Mida, who wouldn’t let Link pass before the Great Deku Tree dungeon was completed. Now that Link has been revealed to be of Hylian rather than Kokiri descent, he is allowed to leave.

The Belly of the Whale - 10

A dungeon of the game takes place inside the belly of a giant whale, Jabu-Jabu. This is a literal interpretation of Campbell’s stage, Link battling in a dungeon out of the world, in a dark, enclosed and alien environment (which happens to be an actual whale). Upon his return to the light, the previously ill whale is cured (after Link slays the monster inside), and the narrative, as well as Link’s journey, is progressed by the rescue of the Zora princess Ruto.



Initiation

The Road of Trials - 9 (Out of sequence)

Link must complete a number of increasingly difficult dungeons, each one holding items needed for completion of the next dungeon. The dungeons, however, are not completed one after another, and are spread out across the span of the game.

The Meeting with the Goddess - 8

At various stages of the game, Link meets ‘Great Fairies’, descendants of the Great Goddesses who created Hyrule. The fairies bestow powers upon Link, improving his combat abilities rather than advancing his spiritual development. As with many games, pragmatic compromise replaces the pure narrative.

Woman as the Temptress - 3

As an adult, Link joins the thieves’ guild from which Ganondorf originated. In narrative terms, Link is sleeping with the enemy. The head of the guild, (and Ganondorf’s second in command) Nabooru, invites Link into the guild [xxx]

Atonement with the Father - 7 (Out of sequence)

The Great Deku Tree tasks Link with collecting the remaining two spiritual stones (the first was inside the Deku Tree). Completing the spiritual stone collection allows Link to become the Master of Time (and propelling him seven years into the future and adulthood in the process). The advance of Link’s journey is the pragmatic concession, substituting pure narrative for gameplay progression. Once the evil Ganon has been slain, the Deku Tree is avenged, his assignment completed, and Link has atoned again.

Apotheosis - 8 (Out of sequence)

Link’s Apotheosis is represented by his growing of seven years, maturing to meet the darker and ruined Hyrule, corrupted by Ganondorf’s rule. The older Link is identified as mature and solemn aesthetically, with a more serious look, soundbank and animation set. The world matches his look and attitude - the bright colours and carefree characters of his childhood replaced by a somber world, filled with corruption and fraught with danger.

The Ultimate Boon - N/A

Return

Refusal of the Return - N/A



The magic Flight - 8

Following Ganondorf’s defeat at the hands of Link, his castle, atop which they fought, begins to crumble. Link must follow Princess Zelda down a flight of stone steps, avoiding Ganondorf’s minions and falling debris. Once he reaches the bottom, however, Ganondorf attacks again, in his monstrous true form, Ganon.

Rescue from Without - 3

During their epic battle, Zelda throws Link the Master Sword from outside of the forcefield that Ganon created. With his Master Sword, Link can defeat the demon.

The Crossing of the Return Threshold - 4

Although Link doesn’t return to his childhood, or even Kokiri Forest, the land of Hyrule returns to something approaching its original state: bright, cheerful people living peacefully beneath the warm Hylian sun.

Master of the Two Worlds - 8

Link, having defeated Ganon, as well as his minions guarding each dungeon, is free to travel between adult and child worlds, the incentive for the player being numerous side quests to complete and items to collect in order to fully beat the game.

Freedom to Live - 6

As above: Link is free to roam the land of Hyrule (as child or adult) to complete the side quests and collect the ‘skulltulas’.



Conclusion

A very strong following of the Hero’s Journey is apparent in Zelda: OOT. Games of epic scale often follow the structure strongly, and this one is no exception, apart from a few missing stages, and a few out of order, the game is a shining example of how to employ Campbell’s ideas, from gameplay-oriented character growth (Apotheosis) to ultra-literal translations (Belly of the Whale). Neither of the Wise old Men archetypes appear when Link is an adult. This is indicative of Link’s lack of external, motherly guidance, and his reliance on both himself, and the council of Sages (after they are awakened). This is an intelligent form of pragmatic compromise: trawling through dungeons (standard gameplay) develops the character and his support, effectively piggybacking it onto the gameplay and emphasises the player’s progress.

Lylat Wars (star Fox 64)

Lylat Wars (Star Fox 64)

Scrolling Shooter

Nintendo 1997



Notable Archetypes

The Hero - Fox McCloud

Fox is the leader of the Star Fox mercenary team, hired by the head of the Cornerian Army on numerous occasions to repel Andross’ invasion attempts. He is the embodiment of the Cornerian people’s will to be free from Andross’ tyranny.

The Father - James McCloud

James was betrayed by fellow member of the original Star Fox team on a scouting mission to Venom. After being killed at the hands of Andross, Fox McCloud dropped out of the Cornerian Air Force and headed the Star Fox team in his dad’s place. James was dedicated to maintaining peace in the Lylat system.

The Wise Old Man - Peppy Hare

Peppy is the only member of the team to have served with James McCloud (Fox’s father). He is older and more experienced than all other members of Star Fox, and offers advice and reassurance to Fox.

The Shadow - Wolf O’Donnell

Wolf is the leader of the ‘Star Wolf’ mercenary team. Star Wolf is a team comparable to Star Fox, except hired by Andross rather than General Pepper; an elite force tasked with hunting Star Fox across the Galaxy. Wolf works for Andross not for any real loyalty to him, but only for the opportunities it allows him to kill Fox.

The Dragon Forces - Andross

Andross was exiled to the planet Venom, the furthest planet from Corneria in the Lylat System and a barren, desolate wasteland. From this planet he launches offences against the rest of the Lylat System with the intention of taking Corneria by force. Most of the enemies encountered by Star Fox are under the command of Andross. His projection of power is his vast fortress on the (and under) surface of Venom, and his tendrils of power extend to the far reaches of the galaxy. His most potent weapon is Star Wolf, which roams the system hunting their furry prey.



The Departure

The Call to Adventure



Refusal of the Call - N/A

Supernatural Aid - 5 (Out of sequence)

The Star Fox team can visit planet Katrina on their journey to Venom, where they must destroy a huge alien ship to defend a friendly installation. A friend of Fox from the Cornerian Flight Academy, Bill Grey, provides combat support for the Star Fox team, deploying ‘Bulldog’ and ‘Husky’ units in the battle against waves of enemy ships.

The Crossing of the First Threshold - 8

A cutscene shows the Star Fox team leaving the Great Fox in their Arwing fighters, giving up the relative safety for the danger of the galaxy.

The Belly of the Whale - 7

One of the members of Star Fox, Slippy Toad, is lost while fighting a large robot, and his ship crashes on the nearby planet Titania. Fox must traverse the surface of Titania in a tank (the ‘Landmaster’), with Falco and Peppy flying high above in their Arwing fighters. For this mission, Fox is distinctly alone on the planet’s surface, and must battle hordes of Andross’ minions in order to reach and rescue Slippy. Slippy’s rejoining of the Star Fox team represents the Hero’s growth, and climbing back into the cockpit of an Arwing, giving Fox the freedom he lost in his tank, is the rebirth into the light.

Initiation

The Road of Trials - 7 (Out of sequence)

To reach Venom, the Star Fox team must planet-hop through the Lylat System. Each planet represents one ‘trial’, with the Road of Trials encompassing the entire game.

The Meeting with the Goddess - N/A

Woman as the Temptress - N/A

Atonement with the Father - 9 (Out of sequence)

Killing Andross not only saves the Lylat System, but atones with Fox’s father. Andross killed James McCloud before the events of the game unfolded, so his slaying at the hands of Fox is classis Campbellian atonement. Indeed, after his demise, James’ ghost guides Fox out of Andross’ base to safety.

Apotheosis - 7

You’re getting more and more like your father” - Peppy Hare. After saving the Lylat System from Andross and escaping from his underground fortress, Fox has become more like James McCloud, a very real and simple Apotheosis.

The Ultimate Boon - N/A

Return

Refusal of the Return - 3 (Out of sequence)

Although never refusing the actual return (the return to the Great Fox and the life of a mercenary), Fox, and by extension, his team, refuse to join the Cornerian army.

The magic Flight - 10 (Out of sequence)

Andross’ death results in the destruction of his base, putting Fox in immediate danger of dying in the fireball. His father, James McCloud, appears in a ghostly form and flies through the maze-like structure, inviting Fox to follow him. If James had not shown up, the chances of Fox escaping would have been vastly reduced.

Rescue from Without - 9

Andross’ death results in the destruction of his base, putting Fox in immediate danger of dying in the fireball. His father, James McCloud, appears in a ghostly form and flies through the maze-like structure, inviting Fox to follow him. If James had not shown up, the chances of Fox escaping would have been vastly reduced.

The Crossing of the Return Threshold - 7

The Star Fox team returns to Corneria, where their mission began, amidst peace and jubilance.

Master of the Two Worlds - 10

This stage of the game is intrinsically linked with the Freedom to Live stage - Fox and Star Fox have dominated Andross’ forces on Venom, and have become the heroes of Corneria. The two worlds are geographically and ideologically poles apart.

Freedom to Live - 10

After freeing the Lylat System from Andross, Fox is free to lead Star Fox how he chooses. As well as the literal freedom enjoyed by him, his team, and the inhabitants of Lylat, Fox is free from the demons of his past - Andross and his father’s murder.



Conclusion

Lylat Wars conforms strongly to Campbellian narrative progression, most of the present stages scoring at least 7. Instead of having weak demonstrations of stages, Nintendo omitted them entirely, creating an almost operatic adventure, devoid of undertones.

Half-Life

Half-Life

First Person Shooter

Valve, 1998

Valve’s epic FPS revived the genre in 1998, and became one of the highest-reviewed games of all time. The scientist Gordon Freeman (the playable character) unwittingly causes an alien invasion of Earth, starting at the Black Mesa Research Facility, New Mexico. He must fight to the surface to inform rescuers of the danger, and to direct them to trapped survivors below. However, a special US Marine Corps detachment, the ‘Hazardous Environment Combat Unit’ is dispatched instead of rescue teams, to cleanse Black Mesa of all forms of life. Gordon must assist fellow scientists in eradicating the alien threat, at the same time as avoiding and fighting off the HECU.

Notable Archetypes

The Hero - Gordon Freeman

Gordon is not a typical videogame hero. He is an MIT graduate and a theoretical physicist by trade, rather than a bare-chested, testosterone-charged alpha-male. He is thrust into the role of hero when the experiment he was performing backfired and opened a portal to another world (Xen), causing the Black Mesa Research Facility to be swamped by hostile aliens. He fights to the surface for the good of his fellow scientists and Black Mesa personnel, enduring various hardships along the way. At some point, he becomes more than just a would-be messenger to the (theoretical) rescuers above ground; he becomes a key player in the development of human history.

The Shadow - The G-Man

Throughout the game, the player can witness a mysterious figure apparently observing their progress. He wanders through Black Mesa calmly, seemingly impervious to the dangers all around. His composure and indifference contrasts Gordon’s desperate bid for freedom and safety (for himself and everyone else at Black Mesa). At the end of the game, the G-Man displays extraordinary abilities when he takes Gordon into another dimension and coerces him into employment (until his ‘services’ are required). This is original in that it is classically the Self who absorbs and actualises with the Shadow, not the Shadow who integrates and subjugates the Self.

The Dragon Forces - US Marines Hazardous Environment Combat unit (HECU)

The marines are called in to cleanse the entire Black Mesa facility including all forms of life, alien or not. They persistently block Gordon’s path to the surface, and crop up in most of the game world (apart from their notable absences from Residue Processing and Xen). The HECU provide additional resistance to Gordon’s journey, another barrier between him and the surface. Their policies on human elements within the facility are arbitrary and brutal, making no compromise or compassion.

The Devil Figure - Nihilanth

The portals flooding Black Mesa with Xen aliens are propped open from their side by a powerful telepathic entity known as ‘Nihilanth’. Nihilanth is the father figure to all of the Xen aliens, and is the puppet master behind much of the carnage occurring on Earth, specifically in Black Mesa. His influence and power is witnessed throughout the game as Gordon is attacked from all sides by his minions, and especially when the HECU are overwhelmed, as they are on several occasions, by the aliens.

The Departure

The Call to Adventure - 6

A very basic and very explicit ‘fake’ call is for the player to make his way to the Anomalous Materials Test Chamber. However, the true call to adventure is the pleading for help by Gordon’s fellow scientists, injured and trapped. It’s up to the player to reach the surface and direct rescuers to the locations of the helpless. The Call to Adventure is strengthened and honed several times during the game. Once the HECU assault begins, Gordon’s task of reaching the surface is no longer enough. Shortly after their arrival, however, Gordon’s vague Call to Adventure is focused. He meets a scientist who tells him that he should travel to the ‘Lambda Core’ facility, where other scientists may have developed a way of stopping the alien invasion.

Refusal of the Call - N/A

Although the player can wander around Black Mesa before heading to the test chamber, once the real call (of getting to the surface) is received, the narrative moves only forwards, with no refusals or reluctance from the Hero.

Supernatural Aid - 4 (Out of sequence)

The player is sent to retrieve his Hazardous Environment Suit, or HEV, in order to survive the high radiation levels of the experiment. This HEV suit is the typical Campbellian protective amulet, acquired near the start of the Hero’s Journey, and staying with him to the end. The HEV suit is what allows Gordon to survive the hardship and adversity he faces throughout the game, from bullet impacts to toxic waste.

The Crossing of the First Threshold - 7

After acquiring the HEV suit, Gordon hurries to the test chamber, to take part in an experiment on an outlandish resin. Standing before a huge sealed steel door, he waits for two scientists to debrief him and unlock the door via retinal scanners. They speak to Gordon and each other for several minutes, disagreeing about the safety of the test. Although one of them has confidence in the test, due to the administrators’ assurance that “nothing will go wrong”, the conversation instills a strong sense of unease in the player. The doors open and the player steps across the threshold, from the known, safe, and welcoming, into the unknown - a huge orange chamber, complete with observation window and massive laser. The air of foreboding is built by the nervous scientist’s voice over an intercom, reassuring Gordon (somewhat) that the test is progressing within safe and expected boundaries.

The Belly of the Whale - 8 (Out of sequence)

In a section of the game known as ‘Residue Processing’, Gordon is knocked out by marines and dumped in garbage compactor. After escaping the compactor, he must fight through the enclosed, dark, environment with no weapons (to start with) and no friendly forces. The acquisition of weapons and supplies as Gordon progresses through the level represents his spiritual growth, with him eventually emerging from the darkness a stronger, more determined, hero.

However tempting to say so, Xen is not the Belly of the Whale. Xen is so other-worldly (literally) as to be far past the typical scope of Belly of the Wale, and results in atonement rather than character growth / progression.

Initiation

The Road of Trials - 9 (Out of sequence)

Around one third into the game, Gordon is sent to the ‘Lambda Core’ to rendezvous with some scientists who may have a way of impeding the aliens. On his way, deep inside Black Mesa, Gordon comes up against a colossal alien tentacle residing in a rocket test chamber (the ‘Blast Pit’). In order to destroy the scourge, the rocket positioned above its head must be activated. To do so, the player must enter the Blast Pit itself multiple times and run past the lethal (but blind) tentacle, using grenades and other loud devices as distractions. After completing the tasks (trials) of turning on the rockets fuel and oxygen supply, as well as one other trial needed to access a control panel, the rocket can be ‘tested’, incinerating the demonic tentacle and clearing the player’s path. After the tentacle has been destroyed, the player must use a decommissioned railway system to travel to the Lambda Core, coming up against many new dangers in the train’s path. Another important trial for Gordon is that he must launch a satellite dish in order for the Lambda scientists to carry out their plan. This means Gordon battling more marines as he makes a detour to the appropriate launch facility.

The Meeting with the Goddess - 8

Gordon finally reaches the Lambda Core, with the HECU pursuing him all the way. The Lambda Core is where most of the remaining scientists have barricaded themselves, and is home to all manner of exotic technology, including teleportation devices. It is this teleportation technology that allows Gordon to travel to Xen and eliminate the source of the invasion: a hugely powerful alien being, holding the Xen side of the portal open. The trials completed by Gordon (notably launching the satellite, and reactivating the Lambda reactor) were all in order to reach the core and its Black Mesa operatives. They equip Gordon with ammunition, HEV energy, medical care and even a ‘long jump unit’ HEV upgrade, and teleport him to Xen.

Woman as the Temptress - 10 (Out of sequence)

Gordon’s employment by the G-Man is a classical Campbellian ‘mystical marriage’. This often-misinterpreted stage is, at its core, the realisation of the rottenness of nature, and the Hero’s participation. Oedipus discovering the true identity of is beautiful wife is the classical Woman as the Temptress, and Gordon’s subjugation at the hands of his Shadow is not far removed from this marriage. He has become the very opposite of what he set out to achieve; from savior of his fellow man, to the pawn of a shadowy power broker.

Atonement with the Father - 4

Gordon atones with himself rather than any father figure; He saved many scientists from the HECU, as well as saving Earth from the horrors of Xen. His Call to Adventure is answered.

Apotheosis - N/A

The Ultimate Boon - N/A


Return

Refusal of the Return - 7 (Out of sequence)

Although not a refusal of a return to the situation at the start of the game, the player has the chance to refuse the G-Man’s offer of employment (ironically, choosing the honourable refusal of his dubious ‘offer’ results in certain death)

The magic Flight - 2

The G-Man takes Gordon through space (and maybe time / dimensions) aboard a magical flying train carriage. This section scores so low because of the lack of danger, and the lack of pursuit.

Rescue from Without - 8

After Gordon defeats the alien ‘Nihilanth’ on Xen, The G-Man appears from nowhere, stops time itself, and takes Gordon away to a place of safety to make him an offer he can’t refuse.

The Crossing of the Return Threshold - 8

The G-Man places Gordon into stasis after his ‘offer’ of employment is accepted, removing him from any semblance of danger, and putting him into a place of pure safety (and pure nothingness) until his services are required.

Master of the Two Worlds - 7

Gordon defeated his (and the Earth’s) enemies in Black Mesa and on Xen. Since Gordon was subjugated by his Shadow (the G-Man), he is hardly a ‘master’ of anything. This is a reversal of the roles by Half-Life’s story designer (Valve’s in-house writer, Marc Laidlaw).

Freedom to Live - 7

Technically zero; Half-Life’s ending purposefully plays on the Freedom to Live stage, leaving Gordon stranded in (or out of) space and time entirely.

Conclusion

The most interesting aspects of this game in terms of the Hero’s Journey are the act of integration of Self by Shadow, and the layering of the Call to Adventure. The integration of the Self is a rather unusual plot twist, and allows for simple and believable narrative development (i.e. a sequel), and has a knock-on effect on the Master of the Two Worlds and Freedom to Live stages. The layered Call to Adventure, however, is interesting in that it is endemic in videogames. The Call to Adventure is rarely an explicit task being issued to the hero, rather it is the demonstration (or merely implication) that something is wrong in the game world, and as the player explores this world more, under the impression that he is the one to repair it, he meets characters who confirm this impression and give him the means to do so. Gordon knows of the problems in the gameworld (alien assault, murderous marines) and that he is a hero of some sort (a lone warrior, armed to the teeth and HEV suit in tow). Along his journey, he meets scientists who guide him toward the Lambda complex, where he learns how to solve the problems witnessed in the game. Also noteworthy is Half-Life’s Return. The entire return section happens in around five minutes, and all takes place in the same tiny, bare, location. The G-Man initiates the Return by removing Gordon from the dangerous other-world, Xen (Rescue from Without). Five minutes later, the game is over, with all other Return stages accounted for. This is symptomatic of videogame Returns, taking a disproportionately short time to complete (as well as the Departure section).

The use of separate entities for Dragon / Devil forces is another unusual narrative feature. Normally, the Dragon Forces are under the direct influence and control of the Devil Figure. For example, Fallout’s Super Mutant Army, headed by the Master.