Does anyone remember the Twilight Zone episode “A Nice Place to Visit?” Well, I hate to spoil it if you haven’t, but it suggests convincingly that it is possible to inhabit an afterlife without knowing its nature. Sartre’s No Exit, which DemonApologist mentioned while discussing your life, and nothing else, is another such story. There are undoubtedly others. So far as I know, this trope is limited to discovering one is in Hell. Finding oneself in Heaven, barring some deepely-felt religious objections, is not a suitably ironic twist of the knife.
your life, and nothing else
Lionstooth
spoilers
Is this a “suprise, you’re in hell” story? It isn’t completely clear, and I think I prefer it that way. However, it is obvious that the protagonist is somewhere figurative. That is, everything here–an apartment building–seems mere overlay, something draped over a rich symbology. The game’s opening, set in the protagonist’s apartment, is mostly framing for rich cultural signifiers.
Posters on the walls are the only real source of color in the room. When you stare through them long enough, you can see a wolf, a row of hearts, crossed swords.
What is this display meant to mean? There is “a wolf”, not, as a silly example, “that wolf from your favorite anime, WolfTron 9999.” We are given nothing to work with. Whatever we see in that wolf, it is something we have carried to the game with us. My initial thought was of tarot cards, since the swords and hearts (cups) are suits. There is a wolf on the Moon card, for instance, but ultimately this is a work that is associative: your life, and nothing else reminds us of things, but it is not those things itself.
There are three neighbors, and they each need things. They don’t need them all at once, so the core loop of the game is helping one neighbor, then the next, then the last. The neighbors also seem rather saturated with significance.
- The thirsty man. He is associated with water. "His laughter, when it comes, is surprising yet inevitable, a hot spring bubbling up from unseen depths.
- The lovers. “The couple are entwined on their loveseat, watching something in a language you don’t understand on a flickering television. Candles are burning throughout the room, and the air is heavy with vanilla and sandalwood.”
- The fruit woman, ultimately satiated by a pomegranate. “She slices into the mango, pries seeds from the pomegranate with long nails, holds a berry to your lips.”
As I’ve already suggested, it’s very tempting (and perhaps fully achievable) to assert a one-to-one relationship between occult symbology (tarot most of all) and these representations, but I think doing so robs them of a pleasantly general associative power.
The descriptions of these neighbors tend toward decay and discord as the story progresses, even though their stated needs have been met. An urgency emerges. The player can drink and forget–the waters of the Lethe? If you try to leave, it is discovered that the protagonist is the three others as well, each presumably facets of the one. The three images in the bedroom make a similar implication.
Still, even after trying to escape, the protagonist is forced to drink by… someone? There is a crowd. In the crowd is the wolf. Since there is a cycle of waking, realizing, forgetting, and waking implied, a “suprise, you’re in hell” reading is reasonable, though I prefer experiencing this game in a more open way.
All of this talk about the elliptical nature of your life, and nothing else does little to acknowledge the many fine sentences along the way. The prose is, despite its uncertain subject matter, crisp and direct. Evocative. A strong work that I enjoyed thinking about!