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(+2)

To the development team, and especially to the creative director(s), for whom I suspect this project was deeply personal, as most art is:

Thank you for making this game. Its existence makes the world a better place.

I could and perhaps should say many more positive things about it, but I will not presuppose that my opinions matter to you. Instead, I'd just like to point out one element of the game that has given me much food for thought.

Exactly one character in the game has voice lines, and only for one particular scene. I must assume this was an intentional choice.

I am a fan of the novel Heart of Darkness. Although many scholars have documented the unsavory tastes of racism and imperialism that mar the prose, I still think it has insightful things to say about the dark side of human ambition, and so I still believe that it has value.

In Heart of Darkness, there is much emphasis placed on Kurtz's skills as an orator. The character's greatest ability is to make morally questionable motives seem upright by use of rhetoric and lofty speech, thereby deluding himself and others. In fact, when Kurtz is finally found, he is a weak and sick shell of a man. In a sense, his voice—his ability to ennoble any action through oration—is all he ever was.

As the character Marlow says, "A voice! a voice! It rang deep to the very last. It survived his strength to hide in the magnificent folds of eloquence the barren darkness of his heart."

I can't help but wonder if the creative team was familiar with the novel and decided to link this motif, however subtly, to the insidious faux-elegance of inflammatory political oration, debate, and televised commentary.