It is through the objects – collectibles and level props – that the player can gain some understanding of the game world and the identity of Dawn. I want to unravel these themes in Contrast primarily through the rhetoric of its objects. What the player knows at the end of the game, at the very least, is that this is not a game about a girl and her imaginary friend, but about traversing multiple universes. Is Dawn real or imaginary? What does the final shot in the game mean? Who exactly is Vincenzo? Theories about Contrast can be found in abundance online. Their comments on Steam, Gamefaqs and other platforms address its abrupt closure and the ambiguity of the final scene. The ending of Contrast has riddled many gamers. To interpret this game, we need to look primarily at the setting and collectibles. Who is Dawn and what is her relationship to Didi? I am writing down this fan theory because I believe that much has been overlooked, and I am not surprised. But Contrast has also riddled the minds of players. Smokey night clubs, circuses and magic shows are but a few of the sites that Contrast has to offer. Its atmosphere consists of carnivalesque settings and noir elements. At its surface, Contrast is an unusual platform game, characterized by its vaudeville aesthetics. I played it various times, and have seen many interpretations of the story, but none of them seemed complete to me. As a platform game, Contrast is a little broken, but it fascinates me.
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