Those who remain survive through the efforts of four subterranean giants, who operate complex air-purifying machinery that keeps the fungus at bay. The danger is such that all except Mo and her family evacuated the islands long ago to find a safer haven. The fungus is merciless, eating up everything it touches and gradually consuming all life in its path. Players take on the role of Mo, a girl who lives in an archipelago that’s constantly under threat from an airborne fungal blight. It’s a beautiful, moving game, one that’s not just about a Chosen One but about the weight that idea itself exerts upon the world, and every discrete element of its design works in service to that theme. I say “until recently” because Minute of Islands had me re-examining the entire notion from directions I’d never considered. Personally, it’s a subject that’s never much interested me, and my belief until recently was that the idea had basically been played out. As a plot device it’s driven such modern epoch-defining blockbusters as Star Wars, The Matrix and the Harry Potter series-not to mention their legions of imitators-and as with anything ubiquitous, it’s become more difficult over the years to make new interpretations feel fresh. There are few conceits so well worn in western fiction as that of the “Chosen One:” an individual selected by a higher power to combat some great evil and bring the world back from the brink of annihilation.
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