Now this is more like it.
Jumplion said:
Actually, a lot of that was explained in the first cutscene of the game. Wander makes a deal with Dormin, a spirit that resides in the forbiden land that he went in. Dormin says that if he slays all 16 collosi that Mono will be revived, but there is a bigger price on that, and that price is Wander's own corruption and eventual death. Dormin is sort of a Lawful Evil [http://tvtropes.org/pmwiki/pmwiki.php/Main/LawfulEvil] in that at the end he posesses Wander (and the player takes control of him) but Mono is still revived.
Ok, but again this is the game telling you to go out a kill shit. In fact, it's even worse, because instead of the game telling you this with any degree of subtlety, it has a expositional character just outright telling you what you need to do, so there's even less focus on Wander and Mono's relationship.
Also linking a character to a tabletop character alignment doesn't help me think of it as art.
Jumplion said:
As for the horse, Argo/Agro, he is one of the only beings that interacts with you. Throughout the game it's just you, your sword, your bow, and your horse. Nothing else. Your horse becomes more than just a transport, he becomes your best friend. He comes to you when you call him, he is a bit stubborn when you want to move him like a real horse, and he always sticks by your side. When he finally falls to his death (supposedly), it's the loss of your only friend through thick and thin.
But hr's a horse, that's what horses do. Hr only stays loyal because Wander tamed and feeds Him. He's your best friend only to the extent that you have the ability to care for him.
Jumplion said:
The setting is exactly that, isolated and broken. It shows age, it shows that before it was full of life but now it's dead. The monsters could either have destroyed the cities or could have always lived on the land, but they to show age. They crumble, they creak and break down, until eventually you kill them.
I'm not sure how to word this, so apologies if it's confusing, but the scenery acts only as a graphical shorthand for being isolated and broken. 'Living, now dead' is merely a state communicated to us by the game, and it is that state that's supposed to mean something, not the scenery itself. There is no reason for the once thriving land to be dead, it just is.
Jumplion said:
You can't possibly tell anyone what "real" art symoblizes or if it has to symbolize anything at all. As much as it pains you that I'm saying it, art is subjective. That isn't to say that you aren't allowed to not enjoy the game, by all means you can hate it, but there's a fine line between saying "I don't think it's art, but other people probably do" and "I don't think it's art, therefore it isn't!" Anybody can make any analysis and claim that something is art (which pretty much invalidates my next part, but I still want to post it anyway), doesn't mean that it can't be.
Utterly false. If art was completely subjective, then everything could be art, and then by extension nothing would be art. Yes, facets of art are subjective, but there is an important key element that separates art from other things, and that thing is meaning. Art must have meaning, it
must. If there is no meaning, then it isn't art but entertainment. If you find SotC entertaining, then that's fine. But claiming it to be art is an insult to any real artist.
If I sit on a couch and declare it a masterpiece, is it art?
If I held a frame above my head and declared the entire sky my work, is it art?
If I had an exhibition, and took all the guests out to look at the stars, is it art?
Actually, I think those three ideas may have undermined my point as well. Writin' dis shit down.
Jumplion said:
Anyway, I want to post an analysis of SotC anyway, so here goes. I don't take complete credit for this, a lot of this is from other analysis that I've read, but anyway;
Bloody hell and I thought my posts were long. I'm not going to reply bit by bit since we'll be here until we drop dead otherwise and worse, it'd probably break the forums.
First of all, don't compare SotC to Greek Tragedy. I mentioned before about comparing baubles to Picasso and essentially what you've just done.
Second, the land is Forbidden? That's. . . a pretty common video game tactic to make things seem ominous. So is the world dying, or just the bit that's forbidden? Makes the dying land even more pointless. Also, the 'I'm going to do anything to save my love because I love her oh yeah' thing is again a very common trait of video game protagonists.
The idea that a character trait is tied to an element of the control scheme is exactly the sort of thing I meant when I said that SotC didn't take advantage of the medium. Consider that point revoked.
Wander turning into a Colossus himself is an interesting thing. I like it, it implies a lot about the other Colossi that I never thought of before, but it's all a bit hamfisted, it's not symbolic of his transformation than it is the game all but spelling it out for you. I also like the overall implication that Dormin is actually just a massive **** and has been fucking with Wander from the start. More games need to have the balls to lie and cheat the player. But again, it was spelled out from the beginning. Dormin basically said 'hey dude you're fucked', there is no room for other ideas here. There's also the idea that 'reviving the dead = bad' that seems to be the default for our species. I find it kind of annoying, myself.
You've given me a lot to consider, I'm not quite as sure of my position as I was earlier. But I still feel that the game isn't open to interpretation enough, all the things that happen are quite obvious and lack much deeper meaning.
FieryTrainwreck said:
It hurts my head that people think "characters constantly talking" = story. I guess Hollywood has successfully reprogrammed a not insubstantial portion of the population to crave incessant and idiotic blockbuster dialogue. I blame Metal Gear and Final Fantasy, too.
I think 90% of films and games would be greatly improved by outright removing 50% or more of the dialogue. Not surprisingly, I love SotC's story. The subtle "turn" is extremely well done.
My point isn't that there is no story, just that said story isn't deep and meaningful like people like blather about.
Also, the opening and ending cutscenes are full of dialouge, which would seem to imply that the killing of the colossi is actually just busywork.