i've previously mentioned video games being used to symbolize the past, but on a broader scale i've always thought the way they inculcate the aesthetics of a genericised retro video game was intended to signify the archetypal trappings of one: e.g. a game that adopts the monomyth as its narrative structure, wherein the heroes defend the preexisting status quo from some kind of cataclysmic change; has an overly-simplistic framework of morality, with relatable and flattering protagonists and easily dehumanizeable villains-- which is what i believe is being deconstructed at the heart of lmk's thematics. this is all true for a video game, where you have little scope for your own action outside of the prewritten bounds of the story, but this is real life, where people don't fit into this tentatively defined framework of good or bad.
^ putting posts here while i'm trapped in the shadow realm

















