Feo Takahari
Auror
Another of my irregularly scheduled dissections, which I'll keep doing until someone tells me to stop.
Nihilumbra is a game about Born, a little chunk of nothingness that escapes from the void. He finds shape and form in reality, and he's intrigued by the world around him--but that which is void is meant to remain void, and the void itself chases after Born, consuming entire chunks of the world as it searches for him.
Born flees through a snowy mountainscape, a forest, a desert, and a volcanic region in that order, each utterly destroyed as the void follows behind him. Along the way, he learns from his surroundings, demonstrating both a new power and a new emotion in each region, gradually becoming more alive--and showing more and more guilt over the ruin left in his wake. As early as the second region, I was able to guess what the final region would be, and why it would be the last one. There was only one real possibility:
I say that it's predictable, but it might as well be called inevitable. It was the single most fitting way to end the story, fulfilling every promise implicit in its structure and its themes, and any other ending would have been weaker.
But with that said,
This was the culmination of the secondary theme of emotional growth, but I was so distracted by the primary theme of inescapable mortality that I didn't see it coming. I only realized in retrospect that it, too, had been set up throughout the entire game.
How much do you try to avoid being predictable? Are you willing to do something expected if you think it will still have an impact?
Nihilumbra is a game about Born, a little chunk of nothingness that escapes from the void. He finds shape and form in reality, and he's intrigued by the world around him--but that which is void is meant to remain void, and the void itself chases after Born, consuming entire chunks of the world as it searches for him.
Born flees through a snowy mountainscape, a forest, a desert, and a volcanic region in that order, each utterly destroyed as the void follows behind him. Along the way, he learns from his surroundings, demonstrating both a new power and a new emotion in each region, gradually becoming more alive--and showing more and more guilt over the ruin left in his wake. As early as the second region, I was able to guess what the final region would be, and why it would be the last one. There was only one real possibility:
a city. Born becomes more and more human, so it's only natural that he meet his fate in a place where humans dwell. He's spent the whole game as an intelligent being surrounded by unintelligent ones, and now he has something to compare himself to. Finding himself lacking, at least in enough value to justify this endless destruction, he stops running, and he lets the void consume him.
I say that it's predictable, but it might as well be called inevitable. It was the single most fitting way to end the story, fulfilling every promise implicit in its structure and its themes, and any other ending would have been weaker.
But with that said,
Born lets the void consume him, but it rejects him. His emotions have developed to the point that he's capable of self-sacrifice, so he no longer has any void inside him, and there's nothing in him for it to want.
This was the culmination of the secondary theme of emotional growth, but I was so distracted by the primary theme of inescapable mortality that I didn't see it coming. I only realized in retrospect that it, too, had been set up throughout the entire game.
How much do you try to avoid being predictable? Are you willing to do something expected if you think it will still have an impact?