Childhood is a special stage of life. No responsibilities to assume, except to learn and grow. In the absence of lived experience, little girls and boys play roles, become impregnated with their direct environment to transpose their naive aspirations, their imagination. In their eyes a stick lying there makes a perfect sword; a stove lid becomes an impregnable shield; a plush takes the form of an unfailing ally. Everything is then reunited to embark on the adventure, freed from parental supervision.
The collective imagination has understood this well. Marvelous tales, legends, nursery rhymes, initiatory stories adapted to youth have existed, so to speak, forever. Their goal: to provide morality, teaching or simply to travel, dream, amuse. Classic literature has long been a wonderful vector for these stories at the height of children, soon joined by other media: music, cartoons, manga, but also – of course – video games.
It is therefore no coincidence that, almost twenty five years after its release, Grandia remains a moving reference for many players of the 1990s – a colorful compendium of those nostalgic memories of childhood recklessness. This Japanese role-playing video game represents an exemplary extension of older narrative works, from which it takes up codes and diagrams, to create more than a simple ersatz. An invitation to travel, an ode to adventure.
LUDOTHÈQUE N°16 : GRANDIA
Publishers: #ThirdEditions (Third Editions)
Format: #Hardcover #eBook
Accessibility: #TextToSpeech #ScreenReader #EnhancedTypesetting
#GameArts (Game Arts)
#LudothèqueCollection (Ludothèque Collection)