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good start! Please share the link to your channel once you’re done with your analysis. Sounds right up my alley. :)
I’ve only been through the game three times, so please take the following with copious amounts of salt. It’s just top-off-my-head stuff after reading your posting.
Paintings, general: many of the paintings in this game feature themes of family and children – most of them rather dark-ish to cruel. (Goya’s Saturn Devouring his Children comes to mind.) It’s also pretty clear these are not meant to be the protagonist’s paintings – the repetition and only occasional, slight alternations from the classic originals imply it’s what he furnishes his mind with during his psychotic episode (if that’s what this game is about). So, perhaps, more than the (apparent?) suicide of his wife, the estrangement and subsequent loss of his kid, of his family, seems to be the main topics of this game.
Rats: my first impression, entering the very first room, was “Oh, Lovecraft. The Rats in the Walls.” In said short-story, the protagonist moves to his family’s old estate, where he gets driven (?) mad by the sound of (imagined?) rats scurrying in the walls. At any rate, in the end, and in madness, he kills and eats one of his friends and is sent off to the asylum. Where he still hears the rats in the walls, the rats he claims killed his friend, not him, not him, it was the rats, the rats in the walls … (You get the general idea).
After three runs, I’m not so sure whether my initial impression holds up to scrutiny. But the body horror thing including dismemberment (as well as the family angle) in this game suits the bill. And also, there’s Lovecraft’s other stories such as “Pickman’s Model” (about a painter!), which makes me believe the devs at least were aware of THIS story, if only on a subliminal level. Also, Lovecraft’s stories play somewhen around the 1920s, which seems curiously suiting for some of the game’s artwork (kitchen stoves, some light fixtures, dress reflected in the mirror etc.), but not all of it. Some things like other light fixtures look like out of the 50s or 60s. This got more and more important, for me, as I played on, and will make my fourth run much more, err, brainy than the first three.
Report card: my impression was that it was THE PROTAGONIST’S reporting card, not his daughter’s. Great at art, doesn’t need to attend sports classes. Which might imply he was either a sickly child, or that he had lost his leg already at childhood. Also, 7th grade is too old for how the protagonist envisions his child in this psychotic (?) episode that is “Layers of Fear”. The doodles are more Kindergarten or 1st, 2nd grade than 7th grade.
I think I’ll draft up some additional thoughts. But this posting looks promising, looking forward to your full analysis!
Best from Switzerland,
-Sascha
Three things first, to put stuff into perspective:
1) As said, the flu got me. So I’m probably not too coherent. Shucks.
2) I’ve been treated for schizophrenia, hence I tend to probably read too much into this game because a) it hits home in some rather uncomfortable places, which I enjoy a lot, hence I’m becoming a big fan of “Layers of Fear”, and b) well, you’ve played the game. It’s not a textbook, but you might understand that “us guys and gals” sometimes have rather … unorthodox ways of thinking. Which might make some of the following hard to understand, because it might make little sense (which I wouldn’t realise while writing it down).
3) English isn’t my first language, so beware weirdo turns of phrasing. Especially considering 1).
Anyways, two things that struck me during my first three play-throughs:
1) Who or what is the person writing and receiving the notes with “Sir” in it? You know, “If you wanted your workplace undisturbed, you should have locked the door” and “I told you not to enter even if unlocked!!!” and so on. There’s a subservient tone to the replies, and the tones of a “master” in the threats. And, also, the “Sir”. Usually used in a master-servant relationship, or in old-fashioned family structures (where the son needed to address his father as “Sir”).
2) What does the note of the neighbours complaining about all that noise mean?
Let’s tackle 2) first. There’s this note early on in the game, with somebody complaining about the recipient quarreling with his wife all the time. IIRC it’s signed with “Your sleep-deprived neighbours” or something on those lines. This doesn’t make any sense in the context of “famous painter + upcoming pianist superstar wife + stately mansion”. There wouldn’t be any neighbours around who can’t sleep because the couple nextdoors have a fight. Mansion! Grounds! Neighbours miles off!
This reads more like the note one might leave to a noisy couple in an apartment building / block. Which leaves three possibilities:
1) The protagonist and his family never lived in a mansion. This thing purely is his “mind palace”, so to say. Delusion (of grandeur) in part, and a frame (ha!) for the stream of consciousness you, Desbreko, mentioned in your initial posting. He’s holed up in an apartment somewhere, probably in the 50s to 70s or something, and … just painting. And getting a bit psychically flamboyant about dealing with the estranged wife and social-worker-removed kid after a while.
2) The protagonist and his family actually do, or did, live there. With a manservant (“Sir”) and all the trappings of a successful artiste life which went down the drain after his wife’s fire accident. Ensue PTSD-esque psychosis, aka “Layers of Fear”.
In conjunction with the weird mixture of anachronistic styles employed in this game, from newspaper typography to lamp shades, from candles to electric light bulbs, from handwriting patterns to language pragmatics, I personally opt for
3) What if the voice we hear ISN’T the protagonist, but his father’s? After all, the game starts with “I know how YOU must feel. YOU probably deserve it. FINISH IT.” and so on. Why the hells would the protagonist address himself in the second voice? He never does again during the game.
Case for No.3:
So … the neighbours would have been either his father’s neighbours before he finally made it big in the art world (as outlined in the newspaper clippings). He might have met his future wife on the job – “You’ve been in my house for so long, but we’ve never spoken” is mostly attributed to the wife going bonkers and talking to her painting, in the fandom, but what if it was what the protagonist’s mother told her son about how she met her not-yet-famous-and-rather-poor-painter-husband? “My daughter would be delighted to play for your birthday” or something similar, said another note.
Or – they could have been the neighbours of the son who rebelled about his father, his family, left to make his own mark in the art world, just to return to his family’s (rather, his mother’s family’s) estate after an “incident” or public disgrace (“Baby face painting!”) – similar to what I outlined in the Lovecraft “The Rats in the Walls” reference in my posting above. His father and mother would have been dead for years, the mansion ready to trigger more or less psychotic associations (the game’s Prolog). The rest is us, the protagonist-dude, probably sitting in our father’s old workshop, stumbling over mementos pertaining both to his own “Artist quest” and our own rebellious “Quest”, while hallucinating more and more wildly due to overload.
So, basically, we as the players, the protagonists, would have to deal with both garbage our father left us with, and our own psychological issues.
Garbage? Well, we know we are limbing throughout the game. Sometimes stronger, sometimes less so. We know we, the protagonist, wear a leg prosthetics. What if all that body horror stuff was his FATHER doing it? And the bone (Chapter 3 or 4 I think) was from his son – the protagonist, US, as players? (The off-screen voice about the finger went something like this: “I chopped [the finger] off. Easier than sawing off a leg.”)
That memento when the voice is getting angry about the badly drawn horse – is the voice chiding the game’s daughter figure (as implied with the pink paint), or is the protagonist remembering how his father used to chide him? To become a real artist? “What do we do when we fail? We start over!”? The “Sir” notes / dialogue then wouldn’t be with a servant, but between a drunk father and his teenage kid going all “Well you should have then”.
There’s both a plethora of bottles, but also quite handsome hip flasks which went out of style almost a century ago. There’s our knowledge that the wife (or the mother?) was a piano player, but we find a violin in the closet which formerly held the booze earlier on in the game.
Is the loop ending, so to say, a son, grown up with an alcoholic father, trying to become the artist his father never accepted him to be (“WHY PINK???”)? In short – daddy issues? And unfortunately, daddy issues that hit a Schizophrenic?
*
Sorry for the rambling. But hey, perhaps you or somebody else can work with it. At any rate, it hasn’t been since Tale of Tale’s “The Path” that I’ve thought so much about a video game. It’s either very very well done, which I hope, or it’s bland enough you can project craploads of associations on it. Which would be kind of sad, but still worth it, in the end.
Cheers from Switzerland,
-Sascha
Everything girly and in pink and yellow and puppets everywhere – but then a wooden toy soldier right out of the early 20s? The “Voice” apparently stepped on, too? I’m all for de-gendering kids and whatnot, but well, not in the timeframe as outlined in the game. Chances are, the toy soldier was a boy’s toy, not the one of the “Princess”.
The devs made “Chromatic Aberrations” a marketing term. Or rather, picked it up. At any rate, CA in this abundance, coupled with all those electrical sounding audio disturbances – think of the cellar-piano tableau – insinuates early colour TV. They didn’t air even Doctor Who in colour until early of 1970. Why the hells would a deranged protagonist caught in the roaring 20s or somesuch have hallucinations including typical TV distortions (both visual and audible) most commonly associated with the 60s to 80s – if the protagonist wasn’t around at that time?
Your father son theory is very interesting, and for all we know the narrator could be just cooped up somewhere with none of this being real at all, and for my theory the vividness of his recollection and details of his family could just be chalked up to his schizophrenic hallucinations combined with alcohol, drugs, and lack of sleep. Yet i feel if this is where the devs were leaning there would be more detailed and obvious implications. Like the way the very first painting to the left and right of the game imply that he's abusive towards his wife and that his daughter gets taken away, as we see a painting of an eagle stealing a child to the left.
You also mentioned the fact that he says YOU deserve this, and I know how YOU must feel. These words are also said by his wife on the phone, implying these words were perhaps her last, maybe on a note she left before committing suicide? This would certainly point towards the narrator being innocent, but from where I stand I see that he was evil, judgemental, xenophonic and intollerant and all of these things coupled with is alcoholism and schizophrenia lead him to attempt to "fix" his wife, taking the parts of her body after she was badly burned, and using them to paint a now-beautiful painting whether it be herself, her and their daughter, or himself, each ending symbolising the narrator making up his mind on one thing or another and having a self realization, granted it's not the wife painting in which we see him stuck doing the same painting over and over again, which sort of visualizes the fact that this could not be the first time he's ever done this, it's a sort of purgatory for him and if you want to go that far it's slightly implied at one point that the wife kills the narrator and so this could've happened. Theres just simply not enough evidence for me to lean this way though.
Thank you guys so much for adding onto this discussion and helping me further my view on all of this, this is great! later today i'll most likely do one more playthrough and read through this again. Currently i'm missing one momento and three notes which for all i know, could hold the answer to all of my questions.
One thing that bothers me about my “Son” hypothesis is: there’s hardly any father symbolism in the game (most notable, again, the Saturn painting and the safe behind it), but loads of mother / wife / child stuff. As you said, there should be more clear-cut implications in the game should the theory hold true. Personally, I enjoy when (and if) writers don’t take out the broad brush, and insinuate more than stipulate, but we’re talking a video game here. So taking Occam’s Razor out, I guess it’s more likely I overinterpret the game’s content, rather than the marketing people going all “yeah, let’s hide the intended story and don’t hint at it apart from some easily misunderstood structuralism.”
Perhaps, there’s not really much behind the veil, not too many layers. Be it of fear or of plot. Whatever, I enjoy the fact that you (or I) can read enough into it without too much of an effort. Which, incidentally, would suit the whole Schizo approach pretty well. Jumping to conclusions and seeing patterns where there are none may be the prime reasons so many people are annoyed by Schizos to begin with. ;)
I still wonder about the prologue, though. The more I think about it, the less sense it makes. Throughout the game, we as players are driven by writing-on-the-wall, letters, visual clues, and whatnot. While the audio and most of the found footage is descriptive of what happened. Either, this is the key (that the narrator goes all YOU in his prologue), or it was lazy writing to get the ball rolling. I HOPE it isn’t the latter. But can I be sure? Nope.
I guess that’s why I wonder so much about those “Sir” messages, as well as that one Neighbour note. I simply don’t see how this could fit into the narrative concisely. We don’t find a servant, nor servants’ quarters or the like. It’s unlikely (from the other notes) that the Wife would have addressed her husband as “Sir“. We also don’t know who those neighbours who could have taken issue with the fighting might be. Or why they could have been bothered. Mansion, etc.. There’s no functional and/or structural equivalent in the game – unless you take the years / era angle into account, and/or wonder about who apart from a manservant or maid would label a message to a “Sir” in the 20th century.
As for other aspects of the story, nearly everything we've seen or heard is so ambiguous it could be chalked up to a number of things, and I think that's what makes the story so interesting. There are so many missing facets and clues it keeps us looking for more, looking for a definitive answer to our questions. Many things are outright stated, or suggested in notes, and then the opposite is implied through symbolism which leads me to believe the narrator has convinced himself of the story happening one way, when in reality it happened another, if it even happened at all, mind you. The beginning to end of the game really reminds me of the movie "Dream House," and if you haven't seen it you should. It begins in shape and everything seems normal besides a few things out of place, which could subtly hint towards the narrators unstable mind, and by the end of the game everything is in shambles, and the black matter is everywhere, including the magnum opus room. If the narrator is indeed a washed-up famous painter, it would make sense that him and his family could live in a luxorious estate, lending credit to the whole arc of the story, and yet other things can imply that the house isn't even real at all. For example in a small hidden room we can find tiny models of the hallways and rooms, and for all we know this could be a mad man's visions as he works on the miniature house he is crafting, and the story a side effect of his insanity(not that that's what i'm going with.)
After gathering every note only a few things are made clear but questions still remain. Can you unlock the locked door and locked droor that remain after the purgatory ending? Did the narrator actually kill his wife, and even daughter? It's quite heavily implied that he did, yet it's explicitly stated that she killed herself. So while the narrator is unreliable, the notes explicitely find the wife saying goodbye as she's about to commit suicide, but the fact that the knife is just below the mirror in the bathroom leads me to believe that he himself actually did it. But how could he use her parts to finish his painting if it wasn't kept secret, and everyone knew of her death? He could claim that she went missing, but this would be awfully shady, but i'm nearly certain the coroners would take her body for examination. So what we're left with are parts of his wife's body, used for painting, a missing persons case, and the fact that his daughter was taken from him and he was apprehended as he attempted to kidnap her. Now, next to the note that tells us this is a blood stain, and a small knife. This is only one of several occasions that it is implied that the narrator also killed his daughter. The whole lullaby scene definitely implies this, as well as the giant hands reaching for us, only to in the end be reaching for a dolls head after the poem is over. This, as well as the doll that can be found in the cabinet outside of her room implies that she was indeed killed by the narrator, but when? Perhaps accidentally? With all of this in mind, there's not much left to be said. What we're told directly is not that the narrator is sick in the head, but an angry alcoholic, as well as a workaholic. He has a wife, daughter, and dog, all of which are nowhere to be found nearing the end of our story. Nothing outright states that either the dog or the daughter are alive, but it's heavily implied they both died. The dog in a fire, and the daughter by the narrator by either being shot, or smothered. Three fires seem to be suggested, one of which only being implied, but it's implied that it was in the house, or it WAS the house, but when we light a candle near a vanity mirror, an animated drawing of a burning house can be seen, and in the drawers are a dark figure in front of a house, and in the next there is no house. So we've reached a point where we know this. The wife is badly burned and the narrator only wants to fix her. He is disgusted by her and grows more and more distant. This hurts his wife, and leads her down the same dark path as him, saying in a note "The disease that afflicted his mind has taken hold of me as well." Driven to madness as well as the narrator, albeit not to such an extent, she attempts/commits suicide, with the narrator either walking in just before or just after. In one of these scenarios he does it himself. After being distrought by her death, he sees only one way to "fix" her and it's by taking what's left of her, and making her into a beautiful painting. Their daughter is taken away, but at one point the narrator comes into contact with her again and cuts off her ponytail for a brush, as well as possibly killing her. Afterwards all we are left with is the narrator and his dead wife. We don't know what happens specifically to the daughter, but she also haunts him after everything. This is all followed by the narrators atttempt to finish his "magnum opus" which we find that he's attempted several times, and we begin the game to him entering the house, and giving it one more go, wandering around to find the supplies he needs to finish it. The rest is the narrators spiritual journey through his mind and whether he forgives himself and moves on, stays delusional, or puts an end to it all is all in our hands.
For example, the encounters with the wife all give the narrator a chance to turn his back to her, or come to her aid, and suffer the pain she did for so long but for her. To me this is what defines the ending of the game. The narrators compassion through us to decide his fate. It's all in his mind, and we control him to help him in his self realization, as the mirrors all throughout the game suggest.