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Rapporter et problem med oversettelse
The ending of the game also remembered me a recurrent dream I had at some time (which might look like the cave with many growling people), which abruptely ended with a somewhat anticlimactic conclusion. As I understood, the dream dealt with personal issues I had, that I had "fixed" with time; the logical conclusion was nothing more that an anticlimactic normality :-P
In the end, Anodyne did appeal to me, but I can understand that many people wouldn't really understand it. Somehow it feels like it is essentially a game for depressive people :-D
Young is told in the broken email that he needs to wake up. However, I don't think he can wake up without that fiftieth card. I think he's in a coma, and the fifty-gate is his portal back to the waking world. A portal he is unable to access, at least for the time being. Is he fighting off his inner demons and moods as you said? Quite possibly. But I don't think he's just taking a nap.
EDIT: Then again, this is a work of art, and we aren't given a clear story. It is likely up to multiple interpretations.
yeah...same here
Ugh. I feel dirty for even looking at this game.
i've always seen anodyne as an exploration of thought processes / spaces of thought related to friendship and what we do for ourselves to maintain them and what we do for the friends to maintain them.
i don't think it was conveyed super well though, but i'm totally fine with that by this point in time.
On the way to wake up you explore the stranger parts of your mind and fantasies, and also the less plesant parts (Young Town for example).
To me that was a nice change from "it was a dream all along" actually as it starts out with "this is a dream, you have to awake" instead of using that as a "surprise" reveal.
The relativley mundane ending to me was Young simply returning to normality in the end.
A little more food for that thought, real Anodyne is a hallucinogenic drug.
So it could be interpreted as him having fallen into a drug fueld sleep and waking up is actually important. Young could die in his sleep as the drugs prevent him from waking up till he "sorts" his mind.
I don't know what the developer was trying to get across exactly but there's definitely some psychoanalytic work at play. There's also a lot self-depracating thoughts such as suggestions that through pain comes joy (taken from the dialogue about how you are born through the suffering of somebody else). Perhaps that's basis of the main character's actions here; he's hoping to get some joy out of it despite the difficult situations he is forced into. I wouldn't call him depressed as others have, but instead confused with good intentions. He wants to do the thing he considers right, to help rid the world of evil.
That's my reading. I'm not sure what Destructoid said as I don't read that website.
The brilliance of this game's narrative is that the limitations of the story are set by the developer. Calling it "pretentious" doesn't seem right. Anodyne doesn't try to be anything other than a relaxing and moody adventure game with peculiar events and dialogue to keep you curious about the game's world and origin.
Really? I too came to the conclusion that he was a depressed kid who wouldn't come off video games because his real life was absolutely morbid, so he'd put together this game in his mind to escape it all but reality kept creeping in. A lot of the dialogue really seems to point you in that direction, infact I was really expecting the ending to put it all together because it seemed so obvious, but I guess not! I'm really surprised.
Great game however, the dialogue itself was my favourite part about it, like cryptic but relatable in many instances.
For me, this game is about self-reflection on relationships and how damaging that has the potential to be.
-A good majority of Anodyne focuses on the aspects of Young's life that he's not necessarily dealt with well... a reasonably inwardly-focused childhood (allusions to playing games, and the fact that Young's subconscious is itself a game), violent fantasies (the Town section), and so on... and all of these focus on how they've affected Young's interpersonal relationships.
-Anodyne takes place in Young's subconscious. It's pretty easy to argue that the core point of the game is collecting cards, to me a sort of encapsulation of something in his subconscious. Young is taking stock of his subconscious in an attempt to work through things.
-There's a first pass through the game, before you have the swap broom. This first pass is a pure exploration of Young's subconscious, seeing all there is in current existence. Maybe the answer to Young's turmoil is simple, he reasons.
-Before the Briar this conflicting idea pops up... one side wants to remain attached to Young's previous relationships, and another thinks it's healing to move on. The ending is merely Young accepting and trying to move on from his inner conflict regarding how he's handled these relationships. It's not a solution, or at least, not necessarily the healing he was looking for.
-This is why I think the swap broom is a plot element as much as a neat gameplay device. It's a way for Young to dig deeper. It's a way to rearrange his subconscious to try and find something, anything he might have missed. It's a means to an end that doesn't exist. There will never be a solution to this conflict. At the same time, Anodyne cannot end because Young will never stop looking.
Just a few thoughts, for all I know I'm miles off. ^_^