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Let's discuss symbolism in games

Zerokku said:
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Woah. I already loved this game's themes and artistry, but this is an insane allusion.
 
I've always interpreted Rule of Rose as being a metaphor for playing a video game. It's about a girl who finds herself in a patently implausible environment being commanded by a group of unassailable, capricious tormentors to complete increasingly dangerous and impossible tasks for the purpose of collecting useless macguffins, which she dutifully collects and turns in because who knows. Every attempt at expressing agency or subverting the rules is rebuffed or mocked. What decisions she is permitted to make are ultimately meaningless. There is a last boss at the end.
 
sonicmj1 said:
Baby's Cry

Bottle Ship

SYMBOLISM

Other Milk.

They should of made all the enemies explode into milk, thus symbolizing the maternal connection Samus has with every non-human creature she touches.
 
Shattered Memories' entire plot is conveyed through symbolism of puzzles, characters, and events.
 
I thought about Majora's Mask before clicking in the thread, I was pleasantly surprised it was mentioned in the OP.

The game is completely insane and full of odd symbols all around, and once you get inside the moon and start talking with the kids things get unreal. The main topic about friendship, rejection and isolation is so nicely portrayed in the game.

It's really fascinating and enjoyable, most games when they try to get philosophical the hit you with it so bluntly that it turns out being just ridiculous.
 
HK-47 said:
Wouldnt the Nimrod thing be allusion?
The tower could be a symbolic allusion to the Tower of Babel.
The name would be an allusion by itself though.

Either way, there aren't many examples of these in videogames, so back off you two. D:
 
mugwhump said:
You mean Evangelion in JRPG form :V
Don't compare Xenogears with that crappy anime :(.

But yeah, all the Xeno games have too much symbolism to even list.

One I learnt recently (I think it was here): the four URTVs in Xenosaga symbolize the four horsemen of the apocalypse.
 
Regulus Tera said:
ITT: Most of GAF demonstrates that they don't know what symbolism means.

While I agree with you that some in this thread miss the point, wouldn't you define a symbol as: "something such as an object, picture, written word, sound, or particular mark that represents something else by association, resemblance, or convention."?
 
Just a suggestion, but maybe people could discuss what some of these images are symbolic of rather than just posting a picture or mentioning a games title.

The faceless, stockinged, minidressed nurses in Silent Hill 2 seem to be representative of James's sexual frustrations after the loss of his wife. Likewise, Maria is the version of Mary he has built from his sexual desires.
 
Liquid Helium said:
This is also true about Gordon Freeman in Half Life 2. Everyone refers to Gordon as the "one free man" but really he is just a tool, following a linear path that the G-Man sets, killing Breen just because that is what the G-Man wants.

That's because . . .

G-Man is Gordon Freeman from the future. He's setting himself up for the finale in HL3!! sh0ck!! sh0ck!!
 
jarosh said:
literal symbols =/= symbolism
subtext =/= symbolism
references, homages, allusions =/= symbolism
I think you have to distinguish between the movement in art and the very act of employing symbols/allusions/references/etc.. Obviously the OP intended to refer to the latter, but I can understand why someone would believe 'symbolism' to refer to the common or most correct use (the former).
 
Tale of Tales' The Path operates pretty much entirely on the level of symbolism and allegory.

It's very open to interpretation—there's no single "key" for you to discover that explains things. Some people see the sisters as aspects of a single personality. Some people think that it's about sexual vulnerability or the patriarchy, and that every time a girl meets her wolf she is being raped.

1.jpg


I read the game as a meditation on the fact that bad things happen to people, and that sometimes good things can come after a period of darkness. The aesthetics of the game are very gothic, and so I suppose that there's a message about finding beauty in dark and decay as well. If you're interested in doing close readings of games, The Path will make a great subject for you.

There's also some snide commentary about game design and player motivation built into the game's interface, but that's not symbolism per se.

More of my bloviating about the game is here, if anyone's interested.
 
Lime said:
While I agree with you that some in this thread miss the point, wouldn't you define a symbol as: "something such as an object, picture, written word, sound, or particular mark that represents something else by association, resemblance, or convention."?
The words in this post are symbols. That doesn't mean this post is symbolic.
 
Zerokku said:
More on this note - I really suspect that Ueda intends to engage rather heavily with the whole Tower of Babel myth in his games. Certainly Shadow of the Colossus contains more direct allusions, but the story of Ico is precisely about two people connecting with one another despite not speaking the same language, nor speaking the same language as the player. Ueda's said that he's very concerned with how to establish connections via touch and gesture (within the game, I'm not talking about interface methods), and I think that Ico, in part, is about using empathy and interaction to overcome the language barrier that the Babel legend is all about.

This may sound like reading too much into it, but it's precisely the same stuff that Charlie Chaplin did in Modern Times and City Lights, which were made well into the age of talkies but remained almost entirely silent. In Modern Times, the one time we hear the voice of the classic Tramp character, he sings a nonsense song rather than anything intelligible; Charlie Chaplin saw silent film as a means to tell stories that could cross the language barrier, and he saw talkies as being fundamentally in opposition to that goal (because they were, by nature, localized). I suspect that Ueda sees video games similarly to the way Charlie Chaplin saw silent film.

On this overall topic, I'd be interested to see if someone could successfully make a truly Brechtian video game. Several of the necessary ingredients (gesturality, self-awareness, the highlighting of points at which choices are made) are actually pretty common to the form :)
 
I interpret Gears of War 1 & 2 to be social commentary on our modern male dominated society which often glorifies violence, quantity, patriotism and total disregard of the environment. And on human nature in general.

Everything in GoW is huge. The characters look like they've been roiding since age 3, the cars are massive enough for rhinos to drive, and even the architecture of the buildings reminds me of some ancient time when the only way to the top was through brute force. Their hospitals look like fucking coliseums.

The entire human population of the planet has done nothing but wage war, even before E-Day, they fought each other over land and resources. Now they unite as a single military ruled society and wage war against the locusts.

As Marcus Fenix, we see the ultimate macho C.O.G's valiantly battling the bad guys, with their massive weapons and cool military jargon mixed with one liners and occasional drama (Maria nooooooo). Even the Chariman is a tall broad shouldered man with awe inspiring speeches delivered in a booming voice.

What we only get hints of is the fascism. The treatment of the stranded, the punishment for free thinking, the strange experiments on human beings. Also, the evil locust horde, while also huge beefy males, are ruled by a matriarch.

Or, maybe it's just a fun game about shooting monsters. GoW 3 can't come any sooner.
 
When I saw the thread title, I knew it had to be a started by a GAF writer.

Can people go into more detail, please? Put spoiler tags if you need to. I see a lot of "Sure X game has A TON of symbolism" and not much beyond that. This could be a very fruitful thread.

I think all games are heavy with symbolism because they are the product of human psyches. Whether many of these symbols are conscious is something to debate - of course, that would tailspin this thread into "are games art" debate.

Mario definitely has become a symbol, despite the mundane intentions of his design.

One game series that is thick with symbolism that I don't think people are even conscious of - though its all right in front of our faces - is the SoulCalibur series. Every character is derived from ancient themes. Check out the name of Zasasalamel's (?) movelist from SoulCalibur 4:

*note*

Eh, can't find a movelist online. Still, the character has move names such as "Enkindu's Flood" (off the top of my head). Most of his moves have names of this nature.

Here's a Wiki:

http://soulcalibur.wikia.com/wiki/Zasalamel
 
Kimosabae said:
Can people go into more detail, please? Put spoiler tags if you need to. I see a lot of "Sure X game has A TON of symbolism" and not much beyond that. This could be a very fruitful thread.
I agree. Let's do more in the way of deep analysis. Summaries of specific games or scenes and the symbolism therein, not just a single sentence.
Kimosabae said:
One game series that is thick with symbolism that I don't think people are even conscious of - though its all right in front of our faces - is the SoulCalibur series. Every character is derived from ancient themes. Check out the name of Zasasalamel's (?) movelist from SoulCalibur 4:

*note*

Eh, can't find a movelist online. Still, the character has move names such as "Enkindu's Flood" (off the top of my head). Most of his moves have names of this nature.

Here's a Wiki:

http://soulcalibur.wikia.com/wiki/Zasalamel
I disagree with this. Allusion by itself is not symbolism. Soul Calibur has characters themed after ancient myths, but there's nothing deeper than that as far as I recall.
 
Maxathon said:
I agree. Let's do more in the way of deep analysis. Summaries of specific games or scenes and the symbolism therein, not just a single sentence.

I disagree with this. Allusion by itself is not symbolism. Soul Calibur has characters themed after ancient myths, but there's nothing deeper than that as far as I recall.


I knew someone was going to call me out on this. Yes, I get allusion itself isn't symbolism, my point is that the series heavily alludes to symbols, which is worth mentioning. It's semantics at this point, no?
 
badcrumble said:
Let's just have an allusion thread.
Even then it will boil down to anal retentive semantics discussion. Better name it the "cool stuff in games" thread.
 
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