just realized that the World Ending Oopsies started in... bioengineering. which is presumably not where the main reactor is. that would be... where the pod is, which is powered by...
... so! The printing pod caused the fUCKIGN apocalypse huh. Thats. Damn. what the fuck. And that angel of death is just sitting right in the middle of the base huh. olivia is trapped within the shell of humanity's killer.
what the fuck
YESSSSS I can't believe I forgot to bring that up before, and considering that that log is Always obtained by examining the main printing pod (aka Olivia herself) it can be very confidently said that yes, the world probably did indeed end because of her new shell </3
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thinking a lot about how IMMORTALITY squeezes a ton of meaning out of being a game. like, theoretically, you could get all the same themes and significance from watching all the footage once or twice, in order, all the way through. after all, that's kinda how previous game by the studio Her Story was: there was a full picture, and it was waiting for you to put all the pieces together so you could see it.
but IMMORTALITY's a bit different. the thing that you perceive to be the big mystery actually isn't that hard to solve, and is really just a couple stops to check off along your much longer journey of understanding. and so much of that is thanks to the specific mechanic of how you uncover new clips. you click on something in the shot, and you're brought to another shot with the same object, or a shot related to that object, or a shot thematically linked to that object. you're navigating via the Kuleshov Effect, and that means you're constantly, inevitably creating meaning through how you interact with the game.
like, super minor, non-spoiler-y example: there's a set of scenes connected by a cat. you see a cat in one scene and click on it, and you're taken to the rehearsal of a scene that will have that cat, but they aren't using the animal actor yet cuz it's just rehearsal. you're brought to the moment that an actress is leaning down and petting where the cat will be, at some point, later. it's a cute little move by the game designers, cuz yeah, these scenes are connected by that cat you clicked on, but not literally, only in the final product.
but then i clicked on the space where the cat would be, and it took me to another scene, once again with the actual cat. and isn't that funny. isn't that interesting. of course it makes sense in hindsight, right? we're traveling via cinematic language, and in rehearsal there's no difference between a cat and an empty bit of floor where the script tells you a cat will be. you gotta treat that empty space like there's a cat there, or else the whole thing falls apart.
this isn't a significant moment in the game. none of the three clips involved really matter that much. but like, at the same time, by connecting these three pretty empty filler scenes in this way, by taking you from a cat to a not-cat to a cat, and telling you that they're all equivalent, the game is making a pretty strong thematic declaration, one that would be completely absent if you'd just watched these three clips separately, in the parts of the movie that they belong in.
not every player is gonna read that deeply into this moment, just as i havent read this deeply into most of the other connections ive made in my so-far 12 and a half hours with the game. some folks will read something completely different into it (there's a pretty fun discussion you could have about it happening in 2 Of Everything specifically, playing into the mistaken identities plot via Schrödinger's cat). some players won't even find that connection at all! there's enough redundancy in everything here that nobody needs to find every possible point of interaction to finish or understand the game. and all that's kinda the beauty of it, right? there's a million ways to examine this text, to work your way through the enormous tower of information you're presented with, and every single one of those paths is gonna create unique meaning. they've taken the process of interpreting art and made it a game mechanic, without hamstringing the actual act of interpretation in the process. the game says "hey, in order to see everything, you're gonna have to make connections," but never forces your hand in what those connections have to be. it's absolutely fascinating.
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oh another thing people are stupid about with the mewtwo movie is the fight scene and people make it out like “oh the message is that fighting is bad, thats SO stupid the whole point of pokemon is fighting!!!”
thats not the point!! the point is that they are trying to kill each other to prove superiority over aspects of themselves they cannot control!! they are literally fighting with tooth and claw to drive that home this isnt a fun cute pokemon battle these are wild beasts mauling each other over an arbitrary argument!!
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I started playing snowbound blood thanks to your recommendation. The mystery novel aspect so far sucks ass (derogatory) (it's not a mystery novel. the mystery is set dressing) and the worldbuilding also sucks ass (complimentary) (everything sucks so much in this planet and i think i haev couvid) and I am slowly getting hints that secily should maybe be on therapy.
Snowbound Blood is a tragedy at its core. In hindsight, emphasizing the mystery elements might have been our bad - this is a character-focused visual novel, and the mystery elements can fall to the wayside in favor of... well. Everything sucks, the world is dying, and the more you play the more the many, many ways in which this world fucking sucks will become evident.
You're going to love meeting Secily's therapist, we think.
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Absolutely loving fandoms where if you just watch the media there is absolutely zero angst in there. It's all just friends doing bits and having a good time playing their Video James. But then you move to social media for the Post Watch Discussion and everyone is losing their mind over one of the most tragic and heart wrenching stories you've ever heard. Babygirl it CAN BE that deep if you make it. The Fandom built this angst from the ground up.
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