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Same here. I don't intend to cover Forbidden West. In fact, my attempt is to see if Zero Dawn already had the precise information about the current date somewhere.
Absolutely. The reveal of what Elisabet did to "solve" the apocalypse, too. I really couldn't figure out where they were going to go with that.
Yeah, so often post-post-apocalyptic fiction doesn't really care to establish a conversation between the pre-apocalyptic past and the story's present. Most of them content themselves to focus on the rebuilt worlds. For instance, after watching all the Hunger Games movies (I don't know if the books provide greater detail), I was left with no clues about when the story is set relative to our time and what exactly happened to our society in their universe.
In any case, with HZD, I figured we were in the far future (aside from the fact that the loading screen's text says so!) when I discovered there have been 14 generations of Carja kings. That alone accounts for about 350 years.
Also, do seasons even change in HZD?
What kind of approximation would use a non-rounded number like that? :)
And what's the use of a PA alert that tells you an approximate time?
It seems to me the alert line was there for two purposes: a) to show exactly what year the game is set in (later confirmed by other sources), and b) to show how machines and AIs persist in their functions eternally and relentlessly. Both are chilling.
I don't think it's fruitful to wonder whether the creators of the game gave us specific times that weren't meant to be taken as specific. Why would they do that?
The purpose of my post was to determine if every information matches every other (FAS alert, cradle logs, and so on), and it appears they do. I'm ready to give Guerrilla credit on this, they seem to place great importance in detail. Think of the quantity of apparently irrelevant data points with specific dates that tell self-contained, extremely minor stories with the only function of giving us an understanding of the society of the 2040s and 2060s.
I don't think the game has that function. After all, if the main story is played with the urgency Aloy would have (it makes no sense for her to delay going to find Olin in order to help random people with their random problems), I don't think it encompasses more than a few weeks. I mean, fantasy fast travel aside. But they already cheated on that by reducing the scale of actual places (they said as much, the first game is Colorado and Utah, but the distances are like 1/100th or so). They clearly subscribed to the Game of Thrones school of plot-driven travel.
To be honest, the most unrealistic element of the entire game, more than the science or the scale, is the absolute convenience of every crucial historical location being at a reasonable walking distance from where Aloy starts. FAS, US Robot Command, the Zero Dawn facility, GAIA Prime, even the Firebreak Project facility, everything is within the same relatively small area, and some of these structures were created independently from each other.
Also, I wouldn't want to idealize developers. They made a buggy game with a lot of flaws. The writing is only occasionally good, and the plot shouldn't be above suspicion of taking shortcuts here and there. Therefore, inconsistencies may happen, but they can be explained without breaking immersion, which is a good thing. You want to prove that all data is precise, but do we really need to be so dogmatic about it? Next thing you'll be suggesting that way is human sacrifice on developers' altar in the name of the Sun. =)
Also, 355510 / 365 = 974. Seems pretty rounded to me. Could've been 974.6 or something. Oh, and did you count leap years? Because then the date actually moves by a lot.
973.33333333333333333333333333333 if you use the 365.25 figure as a way to factor in leap years.