Bruce, why do we fall? Actually, why is falling so bad anyway? This is supposed to be a video game; falling down should be amazing!
These days we know exactly what to expect from a sequel, for better or worse. But it wasn’t always so cut and dry, and developers went a little mad.
Video games don’t end the same way books or films do, but we tend to treat them the same anyway. Does this shed light on Breath of the Wild’s seemingly-disappointing conclusion?
Relationships are inevitable in any real or virtual life. So why are they usually so unfulfilling in video games? Let’s look at a potential mechanical solution to an organic conundrum.