truly. started playing p1 for the first time and then gave into The Urges and started a new p2 playthrough. and. while they are both separate art objects ect ect p1’s atmosphere is oppressive very much on purpose from the get-go like. whew that cloudy sky and those grey grey houses and claustrophobic rooms do not endear me to the town in the first five minutes. and this is not a graphics thing—I have played older games than p1 with beautiful landscapes and buildings that lend a sense of freedom and peace to the player, it is certainly possible to do on a no-money budget. p1 chooses not to. (this is not a criticism.) yeah I can see why daniil doesn’t super love it here.
but p2 goes the opposite direction. I think the extraordinary beauty of p2 fundamentally changes the way you intellectually and emotionally approach the game world as a whole BECAUSE, even in the immediate devastating aftermath of those dreams on the train and killing those men, you look east—and over the warehouses is this perfect homeric rosy-fingered dawn. the morning mist clings to the grass. the town and the steppe’s beauty is so immediately arresting for me that I completely understand how shelling the town is never an option for Artemy.
Starting with Artemy instead of Daniil for p2 makes so much sense because it marries the player’s wonder at this beautiful new art direction, design, and graphics with artemy’s own love for the town and the steppe. (it’s all about love!!! something something that line from the design document about how his story is most about love). maybe it is my unfashionable love for the pastoral peaking through here but I truly think the fact that the game is so gorgeous in turn bolsters Artemy’s characterization because it’s so easy to empathize with him. Of course I want to save this place. the world is so beautiful, I want to do nothing but live in it. Though for Artemy, of course, the how to live is the tricky part.