In exchange, he gives people a “spark” which helps them to go on existing.Īccording to the game, there are two ways out of the world: The Keeper is an embodiment of the idea that misery loves company, as it encourages everyone else to cause more pain and to harvest it for him. It stands to reason that the world is some shared world of pain for all the people who’ve had different bad or traumatic experiences. That much was obvious, but knowing what it’s supposed to represent makes it far more interesting. So this world he’s been exploring is entirely one of allegory. The game doesn’t say this right away, but that girl who jumped was the mans daughter, who killed herself after having been bullied by other kids, which sent her father into a deep depression. I personally love this, because it really give the player a good look into the grief that people can fall into when a loved one dies. ![]() As it turns out, this tunnel does go on forever, and the only way for him to escape is to turn around and go the other way, where an exit is readily present. She jumps, and the shadow people disappear, apparently satisfied that their work is done.Īfter this, the man falls into a strange tunnel which stretches on forever. The whole time, the man has been desperately pounding on the door trying to get in and stop her from jumping, but he can’t break in at all. They keep pushing and pushing, until the girl is finally standing on a balcony and about to jump off. These are unlike the shadowy monsters that the man has been avoiding this whole time in that they have more of an ethereal quality to them. Toward the end of the game, the man seeking answers finds himself looking into a room where a girl is being pushed around by weird shadow people. I did not collect all 80 pain crystals, so I do not know everything they have to say, but it is interesting even if I don’t actually know what to make of it from the overall perspective. As these are collected, there is a character who will explain more about the history of that world and some of what’s still going to happen. Within the world the man is exploring, he also collects pain crystals. It’s hard to figure out what’s happening at first, but it starts to seem like she’s got an abusive living situation and like she’s actually in foster care or something similar. Much of her time is spent looking around the house and finding ways to go places she’s not supposed to be in. She becomes convinced that her parents are kidnapping children and storing them in the attic. The little girl finds a mystery of her own to investigate as well. You play as the man for a while, then a bit as the knight or the little girl to add to their parts. A little after that, another departure to the little girl. He serves the Keeper by going out and gathering pain, and this section helps explain why the man got stuck. His story is harder to understand, and involves a lot of fighting. But it’s really the point of the whole story, so until then I’m mainly just talking about how I liked the different devices of the plot.Īfter exploring for a while, the player hits a roadblock and gets their first experience controlling the knight. ![]() They don’t really explain what pain the man is working through until the end, so I won’t mention it just yet. It’s not subtle at all about the attempt to work through pain, but it is really cool and I think does a good job of illustrating how confusing and helpless it can feel just trying to get through a day. Full of pain and creatures and just trying to find a way out. I really appreciate how important this story is to the framework of everything.Īfter that, you go back to controlling the man, with the previous section serving as context to suggest that this world is the one in the story. For this entire section, the woman narrates while the player just has the old man walking downstairs until he gets to the front door. This is our first actual clue as to the nature of the story, but again doesn’t make much sense until later. You spend a while puzzle solving, until suddenly you’re hit with the first little intermission where you’re an old man with a woman talking and asking if you remember “that tale about flowers” and she starts to tell the tale. There are actually a few little hints at what’s going on here, like the little girl by the well, but they don’t make any sense until the end. You just go around and explore figuring out what you can and how you can proceed. You start off as the little girl, do some light puzzle solving, then afterward get to play as the man with really no indication of what’s happening.
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