Violence in Zelda
Posted on June 23 2009 by Nathanial Rumphol-Janc
A
common concern and a commonly raised issue about video games is the
effect of violence on the players. Overprotective parents complain
about their children being exposed to blood and gore; fighting and
feuds; bloodshed and violence. They either whine that their children
will be influenced negatively and ignorantly copy the violence in
everyday life, or, they whine that it is traumatizing and affecting
their children mentally.
It’s really not my concern about how
parents control what games their children play, and it’s not my concern
as to what your views are on the issue of video game violence. It is,
however, my concern that the Zelda franchise seems to have
steered clear of anything beyond minuscule amounts of violence. And I
do mean minuscule. Frankly, it’s time for Zelda to get with the times and happenings in video game violence.
I’m not saying that future Zelda titles need to become over exuberant with tasteless graphics of intense bloodshed, fighting and killing, but Zelda definitely needs to move up from where Twilight Princess
has left the console series. Overall, Nintendo isn’t a company known
for making extremely violent games. Actually, they’re not really known
for making much that isn’t ‘fun for the whole family’. Zelda is no exception.
The
olden conventions used to simulate violence are outdated. They suited
those times, but they can’t be expected to fit in today. Flashing red
when wounded just doesn’t suit anymore. Small recoils for vicious blows
don’t either. Neither can defeated foes just ‘exploding’ into thin air.
Why can’t they leave a carcass, so that the player can feel some
satisfaction in the evil they’ve defeated? These olden formats have
carried through the series, and though more violent, Twilight Princess still isn’t up with the times.
First off, Twilight Princess
has the highest rating of any game in the series, and in ways, does
have more ‘violent action’, but by no means, more ‘violence’. What do I
mean by that? The sword techniques of Twilight Princess are
different to any before, with strong chests stabs, the Ending Blow
taught by the Hero’s Spirit, and Wolf Link’s tearing into the chests’
of poes. There’s more violent action, but the outcomes are nevertheless
the same as its predecessors.
Ganondorf happens to get stabbed
twice in the game. Once by the sages and once by Link, but we don’t see
either of them. We can tell that none of them even draw blood, so why
do they need to be hidden from us? Why have the rating if you’re going
to hide them? Earlier in the game, Ilia complains about Link wounding
Epona’s leg while going over jumps. You know, that leg she points at
looks perfectly fine to me. Come one, they could’ve at least programmed
in a little bit of a wound. A little hairless red patch. Is that so
much to ask for? I don’t know if that’s avoiding violence, or just pure
laziness.
Really, the only time we’ve seen any blood is in
Ocarina of Time’s Shadow Temple and Well. But yet again, I’m probably
wrong. That might just be some red paint all over the floor of rooms
with stocks and guillotines. There’s no need for Zelda to
become infested with violence and gory deaths, but there is a lot more
Nintendo could, and should, be doing. There’s not far to go, but Zelda
really does need to take a step up in violence. It may have been
unacceptable to have a wounded horse’s leg in a game back in the
1980’s, but this is 2009. Let’s hope that Zelda Wii doesn’t disappoint.