Horizon: Zero Dawn’s case for compassion in the post-apocalypse
The Best Of Us
Over in this week’s What Are You Playing This Weekend? thread, Shinigami Apple Merchant treated us to another detailed review of what they’ve been playing, this time for Horizon: Zero Dawn. Merchant spoke at length about plenty of ups and downs, but ultimately loved the game and praised its exploration of humanity in the post-apocalypse. Here’s a taste:
The main subtext of this game that really worked wonders for me is that, no matter what the time, humanity will never be any more or less human: never more or less open-minded, fearful, caring, or competitive. We can say “this is just a relative dark age” all we want, but humanity is humanity, and the blessings and ills of it will always be in tow. What happens to anyone in this world isn’t doom/fate/destiny; it’s humanity always being humanity. We have to fix and ameliorate that in every moment, not just defeat today’s foe externally. We have to actively mend who we are in our interactions.
Throughout its many subquests, journal entries, and characters, HZD shows us intellectuals with and without compassion: people who are compassionate yet myopic and fearful; people who use brute force to lead both equitably and ruthlessly; and essentially all combinations and connotations, positive and negative. There is no one approach. There is no one humanity. And all variations have their horrors and honors in this struggle to survive. Your main character Aloy’s embodiment of ingenuity, compassion, and determination is the thread that brings the best of the people around you against the worst.
Or, to quote James Tiberius Kirk summing this all up: “We’re human beings, with the blood of a million savage years on our hands. But we can stop it. We can admit that we’re killers but we’re not going to kill today. That’s all it takes. Knowing that we’re not going to kill. Today.” Normalizing and ignoring that process dispassionately to make means justified is in our power just as much as reveling in that endeavor to the detriment of the world around us, but in each of us is also the capacity to rise above that and elevate ourselves and our community with most charged spirit, soul, and unity. Also, “Darmok and Jalad at Tanagra” (TNG).
And HZD doesn’t overplay these themes. It doesn’t say, “oh look what humanity’s deeds hath wrought upon us all.” It lets this main subtext breathe and develop fully through all your interactions and battles. In any moment, you can be the brute, the brain, or the heart and still survive. But a unified heart with purpose and care for all around it, utilizing empathy to its fullest extent, that is what paves the way for the future—humankind’s only real, enduring future if it’s to have one.
Elsewhere in the thread, Duwease took a cue from William Hughes’ writings on GNOG and gave us an always-appreciated check-in from virtual reality:
GNOG feels like you’re holding a little clockwork made by a mad, psychedelic clockwork creator, and the effect is delightful. Their games are short, but between this and Psychonauts In The Rhombus Of Ruin, Double Fine is showing early mastery over beautiful VR animation.