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#ngl live service games are a plague
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was posting in a twt thread about pjsk and diva and it kinda made me realize something,,, someone with chunithm chart experience should probably go through and convert all the charts at some point in time because the day the game gets its eos we probably are gonna lose all of them lol and also in regards to the whole "project sekai killed diva" debate, Project Diva automatically outlives pjsk because again, as soon as that eos date happens we lose most of pjsk meanwhile you can boot up project diva via console or emulator or offline arcade cabinet whenever you want to play so even if there's no more games being made, it's still alive by default.
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ganymedesclock · 4 years
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Dead Cells and the weight of small lives pt.1 (about Prisoner)
NGL this is at least partially me saltposting about “I don’t really understand how people read the Prisoner’s dialogue and look at his thoughts and see someone who’s a total unrepentant asshole or the same person as the King” but it’s also commentating on an interesting pattern I observe in the game and its worldbuilding.
The setting of Dead Cells is, no two ways about it, a very unpleasant world. It is awash in death. The apocalyptic zombie plague of the Malaise is just the final nail in its coffin, leaving a handful of uninfected survivors on top of the literal heaps of corpses of the kingdom’s inquisition. A fountain of blood flows in the highest castle in the land. It’s grim. It’s horrible. We can hear someone get murdered through an unbreakable door.
The interesting thing is... what the game tells you to do with it, through the perspective of the main character.
For clarity: Prisoner is not here to save anyone. He is not a hero on a quest. He is- well- a prisoner. On discovering he has a kind of immortality, he begins using it to make his way through the island, learning painful lesson after painful lesson, returning, returning, and returning again trying to achieve some kind of change on this degrading looping time. But the fact that you’re not specifically out to save people is that... well... basically nobody’s in a position to be saved. As mentioned, there’s not a lot of survivors, and most of the ones there don’t need you- they’re doing on their own, and if that happens to not be enough, it tends to be enough very suddenly, where you can’t reach them or weren’t there at the time and are left a little shaken, because they were fine the last time you checked.
Also, half of said survivors are trying really hard to kill Prisoner.
Thus, if you’re used to games where objective 1 is to Save Everyone, Rid The Land Of Evil, Prisoner might seem shockingly callous, I suppose. The thing is, I consider myself the emotional equivalent of a glass frog- I’m very thin-skinned with bleak hopeless narratives.
And yet. There is something about Dead Cells’ universe that doesn’t seem like an attack on me. And I think that it’s what the game has to say about “small lives”. The lives that are considered unimportant in a crisis.
The Island in Dead Cells is ruled by a major hierarchy. This is obvious from jump- one of the first bits of lore text you are likely to ever get starting the game up is this one, for the Prisoners’ Quarters, the first area you start in:
In the social hierarchy of the island, there are the dogs, the rats, and just below them, the prisoners.
Prisoner is sometimes called “The Beheaded” by official detail, but he is called “Prisoner” specifically by one of the service NPCs you meet in the corridors- so one of the most consistent entities you talk to that’s not trying to kill you, who is always happy to see you with a sunny, “Well, hello, Mr. Prisoner, sir!”
He also starts the game in a prison cell, his headless state is made clear to us that it was the result of an execution rather than a war wound (there’s a chopping block and an obviously used axe in his cell with him) and his default equipment is a collar that was clearly once used to restrain him. So when the game pronounces this to you about the island’s hierarchy, Prisoner is not speaking abstractly about ‘those other poor sods’-
He’s talking about himself.
The hierarchy of the island is a specter that stalks you through almost every level of the game- through the massive prison complex which is littered with evidence and recounting of the guards toying with prisoners’ lives, of numbered corpses, a revolting sewer containing a shackled, corrupted monster that seems to have lived her entire life in this very same prison; to the astonishingly humble fishing hamlet that lies directly at the foot of the soaring grandeur of the Clock Tower and the even greater heights of High Peak Castle.
To the discrepancy between the teeming, crowded tombstones of the Graveyard, to the sprawling labyrinthine nature of the Forgotten Sepulchre- where a handful of tombs are presided over by entire walls of skulls that we’re helpfully told belonged to the heads of the delegations of high-ranking dignitaries- said delegations were butchered to attend their masters’ burials evermore.
Right away, this is thrown to us not as something we are outside of or transcend, but a slap in the face. The world tells us that our avatar in this game does not matter- that his face and voice do not matter and these things were taken from him by violence.
The thing is... Prisoner does not shut up. The game is full to bursting with his thoughts. He has so much to say that it’s jarring when we’re used to being alone with all his thoughts to meet another person and suddenly be reminded they hear nothing of what he’s saying, like a dramatic version of Garfield Minus Garfield.
Through revival, through cycles, the expectation of the gameplay is we are living the experience of Prisoner and what Prisoner’s experience is, is a one-man raging against a situation that’s telling him to shrivel up and die because he’s not important. It doesn’t want to be fair to him. It doesn’t want to be nice to him. It doesn’t care how much he’s hurting or if he doesn’t own a decent pair of shoes to his name, or if he doesn’t even have a name to speak of.
But Prisoner does not give up. He in fact does the opposite of giving up. After playing this game for a good while, I fired up some Hollow Knight and it really hit me like a truck that Prisoner spends most of the game tearing around near top speed, cartwheeling and sprinting and hauling up ledges and slamming down ledges. The pace of the game is fast, fast, fast, all intense, all in, and you’re encouraged to take risky gambles with an already precarious system like temporarily taking on one-hit-you’re-dead curses in exchange for more damage output or better loot.
The animated trailers make this even clearer. Prisoner gets his shit wrecked.
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A lot.
At best, he can have some moments of feeling like an unstoppable god, but just about the time you start to get really worried for that cute little mushroom baby and their caretaker you are reassured that Prisoner’s reign of hubristic wrath comes to a hard stop thanks to inertia, and spikes.
And I will say more than many cinematic trailers, Motion Twin really did a remarkable job of matching this 1-to-1 with the actual experience of playing the game. I have even literally swaggered into a fight with the Giant much the same way Prisoner breaks out that cool spear flourish Moment Of Challenge only to immediately eat shit directly into his laser beam eyes, that I was not prepared for because he hadn’t used them last fight.
Prisoner is not valiant, triumphant, or wildly successful. His final bastion is skill and ingenuity.
This puts a really interesting spin on what I said before- that Prisoner is not here to save anybody, even himself.
Prisoner frankly does not have that kind of power.
There’s nobody in a vulnerable state you even have the option to choose to abandon. People live or die, and it’s really not up to you. There are a few deaths Prisoner takes into his own hands- the King and the Collector notably- but even those people, like... the King appears comatose by the time you reach him, and the Collector not only tries to kill you but is revived thanks to time strangeness- and another death that can happen, and is erased by the time looping- the unnamed sewer prisoner who wants you to go fetch the teleportation rune for him (ahem. he wants you to retrieve his rune, that definitely rightfully belongs to him) ostensibly to get out of jail but when you find his body, not only is he dead of a fate the rune wouldn’t have saved him from, but his objective, revealed, was that he was trying to get to a treasure chest he’d hidden earlier.
The one time it can really be said, outside of the boss fights or executing the King, that Prisoner really decides if someone lives or dies, is...
Mushroom Boi.
For the uninitiated, Mushroom Boi is a little summonable mushroom child that is equipped as a skill. Triggering the skill once will summon him. Triggering the skill while he’s already summoned will cause him to self-destruct, taking out enemies in the area and, by the game description, “violate your very soul”.
After this, you can without any consequence whatsoever summon him again, and blow this poor child up as much as you want. It does not really seem to slow him down any- but the game still, distinctly, frowns on it. You have a reward in the form of an achievement for keeping him with you without sacrifice, aforementioned crack about sacrificing him “violating your soul”, and, just, how can you be mad at this cute little guy? he has a tiny bow! He’s an extremely useful companion! Mechanically, you do not really hurt for want of the sacrifice ability if you summon him and then never touch that button again.
Given that Prisoner spends so much of the game alone with his thoughts, and the person who gives him access to Mushroom Boi, the Collector, has, to put it mildly, a long history of using and discarding people including implicitly children, there has to be some kind of implicit in-universe-source for the idea that you’d feel crushing guilt for detonating your son and boy like that, and the angle that makes the most sense is Prisoner.
So, Prisoner is someone who feels really guilty for painfully inconveniencing a summonable construct mushroom in a way that it does not seem to hold against him at all. At the same time, there’s really a shortage of ways that you can personally hurt anybody who’s not trying to kill you or being particularly exploitative (aforementioned teleportation rune sewer guy, who Prisoner goes as far as to flip off after he lunges and tries to either claw prisoner or grab the rune from him by force)
The most disrespectful Prisoner tends to be are to one of three categories of people:
Dead bodies that cannot feel or particularly care if he kicks them, that he usually kicks either specifically to loot or, as what seems to be some kind of weird bad idea where he plants his naked foot on a waterlogged corpse and then declares “ew” like what did you expect to happen actually
People who have one way or another tried to exploit him for their personal gain directly at his expense so he nearly gets murdered- or in FACT gets murdered- while they sit back and wait for him to succeed and bring them the reward.
Aforementioned people who are trying openly to kill him and even then he only flips off the Giant basically because the Giant flips him off first. This is kinder than I feel about the Giant. I like the Giant but I feel like someone with laser beam eyes that uses them like that deserves more than just one retaliatory middle finger.
And this meshes with other factors, but the post is long enough I’ll break off here.
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