Re: RoentgenDevice's theories/ interpretations
Posted: 07 Feb 2015 10:48
[Here’s a theory/ interpretation that will probably seem spaced out at first, but I think it could fit. Feel free to comment.]
Submachine is the most epic adventure ever
… because the games are visualizing the mental development and maturing of a person.
In Sub1, we are cramped and have a narrow view. The rooms are small and cubical and we only move on by switching between them; What other people say to us (represented with Murtaughs note) is a riddle. We are not able to see a connection between his writings and the world we feel trapped in.
The music, that sounds like a dying animal, fits well. ;D
In Sub2, we get to note other people in the strange universe. This is crucial, because without them, we could not find out what is actually surrounding us. As we are still “buried”, it’s barely possible to appreciate and be on one level with them- it looks as if they knew everything about this place and were just toying with us. This way of thinking could be linked to the tension we experienced in Sub1.
Nevertheless, our view gets a bit less enclosed; the environment is not only composed of a few small rooms, but of a whole lighthouse with hallways, a big ladder etc.
The music is still quite creepy and has a “nervous” vibe to it.
Sub3 is an upheaval; It’s actually the first time we get conscious of our development, because the elements of the game (“It’s just you and the machine” etc.) are addressed right at the beginning- The game has the feeling of a first “Boss Battle” to it (enhancing this could be a reason why Mateusz makes a harder version of Sub3).
Sub3 is a game where the focus on other people lessens at first, because we are fascinated by ourselfes and our ability to confront life the “doer” way (by solving the puzzles). At the end, we get to decide if we go on with that or listen to someone else (who obviously has more experience than we have).
Our own mind gets expanded, but still is quite a mystery to ourselves (the endlessly looping rooms).
All in all, Sub3 -“the loop”- shows infinite self-reflection (backed by the feverish soundtrack) that can only get stopped by considering another point of view.
Sub4 is basically Sub2, but expanded due to our new experiences. We realize that there are a lot of other people going through this and that they actually can help each other, even if they are invisible and just communicate through notes. The feeling that we are a single, special person trapped in Submachine and being bossed around by Murtaugh lessens- not only because of the notes but also the fact that he (seemingly) could not predict our escape from the loop. Plus, we become able to explore different locations (teleporter).
Sub4 is the first time we get to look back onto our previous stages and delve into them (by visiting them to collect items we need to solve the big Puzzle). Note that we don’t infinitely self-reflect when visiting the loopey location.
The calming, yet deep music from the Lab is an innovation to the series.
I will expand this in the near future. ~To be continued~
Submachine is the most epic adventure ever
… because the games are visualizing the mental development and maturing of a person.
In Sub1, we are cramped and have a narrow view. The rooms are small and cubical and we only move on by switching between them; What other people say to us (represented with Murtaughs note) is a riddle. We are not able to see a connection between his writings and the world we feel trapped in.
The music, that sounds like a dying animal, fits well. ;D
In Sub2, we get to note other people in the strange universe. This is crucial, because without them, we could not find out what is actually surrounding us. As we are still “buried”, it’s barely possible to appreciate and be on one level with them- it looks as if they knew everything about this place and were just toying with us. This way of thinking could be linked to the tension we experienced in Sub1.
Nevertheless, our view gets a bit less enclosed; the environment is not only composed of a few small rooms, but of a whole lighthouse with hallways, a big ladder etc.
The music is still quite creepy and has a “nervous” vibe to it.
Sub3 is an upheaval; It’s actually the first time we get conscious of our development, because the elements of the game (“It’s just you and the machine” etc.) are addressed right at the beginning- The game has the feeling of a first “Boss Battle” to it (enhancing this could be a reason why Mateusz makes a harder version of Sub3).
Sub3 is a game where the focus on other people lessens at first, because we are fascinated by ourselfes and our ability to confront life the “doer” way (by solving the puzzles). At the end, we get to decide if we go on with that or listen to someone else (who obviously has more experience than we have).
Our own mind gets expanded, but still is quite a mystery to ourselves (the endlessly looping rooms).
All in all, Sub3 -“the loop”- shows infinite self-reflection (backed by the feverish soundtrack) that can only get stopped by considering another point of view.
Sub4 is basically Sub2, but expanded due to our new experiences. We realize that there are a lot of other people going through this and that they actually can help each other, even if they are invisible and just communicate through notes. The feeling that we are a single, special person trapped in Submachine and being bossed around by Murtaugh lessens- not only because of the notes but also the fact that he (seemingly) could not predict our escape from the loop. Plus, we become able to explore different locations (teleporter).
Sub4 is the first time we get to look back onto our previous stages and delve into them (by visiting them to collect items we need to solve the big Puzzle). Note that we don’t infinitely self-reflect when visiting the loopey location.
The calming, yet deep music from the Lab is an innovation to the series.
I will expand this in the near future. ~To be continued~