Friday, October 26, 2012

Isaac: Superflattened by Existentialism

The binding of Isaac has elements found in both the superflat theory as explained by murikami's "Earth at my Window" and Existentialism theory as outlined by "A selection from existentialism and human emotions" by jean paul sarte.
In the trial/start of the game the player plays as Isaac after a narrated scene unfolds explaining the situation you (as protagonist) are in. Isaac in fear of being killed by his mother falls down a trapdoor and the game begins. The maps are randomly generated as are monsters and items. Even bosses! This represents the idea of a "character database" im which the protagonist decides the narrative rather than some ominous outside writer of the "grand narrative" this is a concept of superflat evident in the game as there are many possible paths to take, secrets to unlock, items to imbue in your head, and bosses to face off. It all depends on randomly generated sequences and character choice. Which brings me to the next point- the game is very existentialist in nature, relying on the individual's actions and end-meaning of their existence within the game's realm. Where you end up is entirely up to you and there is no way to follow another journey because it remains a unique experience that one person/one character must endure. 

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