Showing posts with label life is strange. Show all posts
Showing posts with label life is strange. Show all posts

The Catcher In The Rye and Life Is Strange

Sunday, 12 January 2020


J.D. Salinger's masterpiece novel The Catcher In The Rye has inspired several themes in Dontnod's brilliant games of the Life Is Strange series and their universe. The book is narrated in first person by Holden Caulfield, a 17-year-old boy who is currently in an institution in California. A few days before, he had been expelled from his prestigious college in Pennsylvania due to bad performance and got back to New York where his home was, intending to spend a few days wandering here and there until his return for the Christmas holidays, as he did not want his parents to find out about the expulsion. He talks about himself, his family, his college, his schoolmates, his friends, in a form of consecutive abrupt confessions, while he several times refers to his three siblings - his older brother, D.B. a careless, successful author with whom he intends to live from now on, his younger sister Phoebe, a smart and intuitive girl, and his little brother, Allie, with whom he obviously had a strong connection and who died sometime ago. During his wanderings, he encounters several people, recalls memories and visits bars and hotels, while regularly going back in his mind to things that cannot leave him in peace. The novel is a unique piece of literature, written in a very distinct style, and is one of those stories that require very careful reading in order to become fully clear.

Max, the lead character from Life Is Strange 1, shares the same surname with Holden - they are both called Caulfield. Another notable reference is of course the boarding high school where Max is studying, nodding to the similar albeit much more elite school that Holden attends. There is also a direct easter egg, paying homage to the book and his hero. At some point, Max spots a red hunting hat, similar to the one that Holden is wearing for most part of his story, hanging from a rack in a corridor, and makes a comment referencing him.


Holden is notorious for his seemingly misanthropic attitude; and you got to love him for calling everyone and everything phony in any given instance. So there you have it, Holden; Max thinks your red hunting hat is phony. I bet that if he knew about this, he would definitely called her phony for calling him phony. There is also another major easter egg, spotted in Max's room in the school - there is a poster on a wall, probably of a movie called The Winger and the Cow. Both the title and the style of the poster resemble the cover of the original edition of The Catcher In the Rye.


But it is not only with tangible stuff that Life Is Strange 1 is conversing with The Catcher In The Rye. Major themes in the game's story, as well as character traits of its heroes, bring Salinger's iconic novel to mind.

In one alternate reality, Chloe, Max's friend, is severely injured in a car accident and later Max pulls her plug, helping her to rest in peace. Assuming that this alternate reality is what actually happened and that what we see in the game as taking place in present time is in fact an alternate reality, we are able to see Max under a different light: arriving back to her hometown, Max is overwhelmed by memories of her friend and her passing away, facts which she obviously, and naturally, cannot get over. Unable to come to terms with reality and move on somehow, she resorts to what possibly every single human being on earth has said or thought of at least once in their lives. She wishes that she could turn back time so as to change Chloe's fate. She probably wished this so many times that one day all of a sudden she made it happen. Because it would be impossible for her to go on with her life having experienced such a tragic loss, in which she also had a share, the only way to deal with it was to manipulate time and change the events. So it's a dream come true for Max, who is able to rewind time, keep whatever she wants from her peculiar flashbacks and then prepare a present and a future of her liking. But can it be that simple? Of course not. Since Max is not living alone on this planet, and since her actions affect not only herself and Chloe but also several other people, things are destined to escalate sooner or later.

In a similar way, Holden is trying to cover up his real anxieties and fears by dressing them up as contempt for people and society and constantly pretending to be something that he is not. He wants to pass as a bad student but in fact he is very smart and educated. He is supposed to be a misanthropist, but he constantly seeks the human presence around him. Holden's story is generally viewed as one of teenage rebellion, but in fact it is something completely different; reading between the lines, this becomes rather obvious to the trained reader, and it is intensified by the knowledge that Salinger was very protective of his hero and did not allow any adaptation of his novel, probably fearing there would be lots of misinterpretations - which indeed was and still is the case with this genuinely unique story.

Holden narrates his story from a bizarre point of view. We do not know from the start where he is or what he is doing, as he starts revealing fragments of his life that sometimes do not seem coherent. But there is a constant in his story: recurring phrases that appear regularly in several variations, but always in the same spirit: People always think something's all true, people never notice anything, people never believe you, people never give your message to anybody. Not only these phrases are spoken like a mantra, but they also sound as though Holden is trying, through them, to say something about himself using hints, because he may be too scared to talk about it directly. His recurring nightmare about trying to catch the children that are running in the rye field and are about to fall off a cliff symbolizes his inability to get over his little brother's death and his secret wish to be able to turn back time and save him somehow - which again brings us back to Max and her super power. It also hints at his desire to protect innocence, since he couldn't do it with his own.

In a most revealing scene, which is full of hints and innuendos that are mistakenly taken literally, Holden visits a professor of his, Mr Antolini, and, having nowhere else to go since it is very late, decides to stay the night in his apartment. Mr Antolini is an intelligent and educated man, but obviously leads a somewhat strange lifestyle: he is married to a much older and rather unattractive woman, with whom he seems to have no real emotional connection. Still the couple throws parties regularly, as if trying to convince society of their marital happiness. The lady offers Holden some coffee and disappears in another room, leaving him alone with her husband. Moments later, Holden begins to feel dizzy, as Mr Antolini starts a bizarre lecture about intellectuality and how Holden should not resist it and embrace it. His words are carefully chosen so as to hint at his real subject matter which, of course, is far from being educational. Still feeling inexplicably dizzy, the young boy falls asleep only to wake up in the middle of the night to see that Mr Antolini is sitting right next to him, admiring his long legs and stroking his hair. Holden leaves the apartment in panic and, once out on the street, he realizes that his vision is blurred and that he cannot walk straight. Obviously that coffee was not that innocent after all. He manages to collect himself somehow by sort of summoning his dead brother in his thoughts. 

Mr Antolini brings to mind the perverted Mr Jefferson from Life Is Strange 1, the charismatic but twisted professor of photography who was obsessed with capturing the loss of innocence with his camera. Mr Antolini looks and sounds like a toned-down version of Mr Jefferson - toned-down only because back in the times when he lived, he could not freely express his secret desires. But just like Mr Antolini attempts to seduce Holden, Mr Jefferson leads Max to his lair and ties her down, planning to turn her into one of his themes and, subsequently, victims. Unlike Max, however, Holden cannot rewind time so as to change reality. Max manages to effectively have Mr Jefferson arrested by using her super power to plan her moves, while Holden ends up in a mental institute, trying to come to terms with himself and all the secrets that he feels forced to keep.


Life Is Strange 2 moves in a different path story-wise, but again focuses on themes that were explored in the first game. This time the lead characters are two young brothers, Sean and Daniel Diaz, who are forced to abandon their normal life after their father is shot dead and the two of them are accused of murder. They embark on a journey from Seattle to Mexico in a race against time, while having to deal with Daniel's telekinesis, a new-found power which can potentially destroy them or save their lives. Brotherhood, trust, friendship and loyalty are among the cornerstones of the story, but the motifs of the loss of innocence, unavoidable change and maturity, both physical and emotional, play a major role in the game.

So it is no surprise that Holden Caulfield is present in this game too, albeit in a more elaborate and complex way. You may not be able to automatically connect Sean with him, as the overall setting of the story, Sean's background and the odyssey he has to go through with his brother look like they have no common ground with Holden's story or his character, but there is a key chapter in the game, the third one which is titled Wastelands, that is, in reality, a story inside the story: an epic tale of struggling with adolescence, adulthood, love and sexuality, centered around a tumultulous but powerful brotherly bond, which marks Sean and Daniel's coming of age in the form of a painful rite of passage. This chapter has a very special atmosphere and development that is pretty similar to Salinger's novel, although again this may not be that obvious on first look or if you play the game in a haste or read the book superficially. The Life Is Strange games are very much alike with Salinger's stories: they have so many layers that each scene, each phrase, each word even, may mean many different things.

Like in Life Is Strange 1, here too there are references to the Catcher In The Rye that are more or less direct. For example, Sean can be seen very early in the game wearing a red beanie and smoking a cigarette, reminding the most common depiction of Salinger's hero, that shows him with his red hunting hat and a cigarette in his mouth.


There is also a mural outside the garage at the basement of Sean's home, made by him, that depicts a kraken. The overall drawing style and colours again look similar to the original cover of The Catcher in the Rye, just like Max's poster did.


In the first pages of Sean's sketchbook, there is a drawing that he made depicting a baseball glove with a ball. This too nods to Holden, who used to carry with him a baseball glove that belonged to his deceased brother, Allie.
 
 
Another easter egg referencing Salinger's novel that may pass unnoticed because it is somehow hidden can be found in the house of Sean and Daniel's grandparents. In there, Sean watches the aquarium and comments that he has not seen any fish yet. He asks Daniel to lift a log that is blocking the bed of the tank and reveal the goldfish that had been hiding behind it.


D. B., Holden's brother, is a writer who became successful with a book that he wrote, titled The Secret Goldfish.

But the references that are contextual and have to do with the essence of the story are the most important. There is a recurring theme that shows up in the second chapter, Rules. In a segment in The Catcher In The Rye, Holden is sitting on the backseat of a taxi that drives through New York on a cold winter day. He keeps wondering what happens in winter to the ducks that swim in the Central Park lagoon in the spring; where do the ducks go when the lake freezes. Of course it is a question that no one can answer, because no one cares about the ducks; but for Holden, it is essential that he knows about them, as they stand for several things in his mind. The cycle that the ducks follow, appearing in spring then somehow disappearing in winter, is like the circle of life and the inevitable changes that come as time passes. As Holden sees the lake frozen with no ducks, he fears that maybe a spring will arrive one year, when they will not appear again. In other words, he has lost his innocence already, and he is afraid to grow up and accept himself for what he is, come to terms with his bad experiences and proceed to adult life and maturity. Another parameter has to do with his grief for the death of Allie, his little brother, which he obviously has never gotten over. There are also the incidents from the past years that never stop haunting him: the murder or forced suicide of a fellow student who was obviously gay, the confession of a close friend who was probably sexually abused by her stepfather; and of course Allie's death.

In Life Is Strange 2, in the second chapter, Rules, Sean and Daniel find shelter in an abandoned house in a forest in Oregon. It is December, the heart of winter, and there is snow everywhere. There are several interesting things in the house, but the most intriguing one is the picture of a duck hanging on the wall above the makeshift bed where the two brothers sleep. Not so coincidentally, there are flying ducks depicted on Daniel's sweater in this section.


Later on, in their grandparents' house, where Sean and Daniel find refuge for a while, in one of the rooms there is a wooden box with a duck painted on it, and on the box sits a red cap.


And there are three sculpted flying ducks decorating the wall near the glass door which leads to the backyard of the house.


Of course the duck images are not randomly placed there. The second one is much more direct, as it is accompanied by the red cap which nods to Holden's hunting hat. But both of them are there as a reference to Salinger's novel and as a symbol in the game, in connection to their original symbolism in the book. And maybe it is also an inside joke that answers Holden's question: the ducks that disappear from Central Park in winter, are kept in Oregon.

Just like Holden, Sean and Daniel are in the process of moving extremely fast from childhood/adolescence to adulthood. Like Holden, they too have lost their innocence, and acceptance of themselves and maturity await for them around the corner. The first duck, the one in the abandoned house, has pale colors, while the second one is bright red; they may very well stand for the "winter" ducks and the "spring" ducks respectively, in Holden's ramblings, while Sean and Daniel get closer to breaking free and moving on. The cabin in the woods and the grandparents' house in Rules, the two places where the ducks can be seen, are like passages, leading to the next major step that Sean and Daniel will eventually make when they hop on a train headed to California. Which brings us to Wastelands, the aforementioned chapter, where essential changes begin to happen, affecting both themselves and those around them.

Like Holden grieves over his brother's death, Sean has a constant fear of losing Daniel: at first, he is afraid that they will get separated, then he is worried all the time about him maybe not being able to control his power, therefore putting himself in danger. This fear inevitably becomes reality in episode 4, Faith, when Sean loses Daniel after a dramatic incident, and subsequently risks everything, including his life, until they are reunited.

This development is foreshadowed in an ominous dream that Sean has at the start of the fourth episode, where he sees himself sitting with Daniel at the top of a cliff, and suddenly Daniel tells him that he is alone and falls off, in a sequence that is one more vivid reference to The Catcher In The Rye, as it is connected to Holden's dream about being in a rye field, trying to catch the little children as they are about to fall off the cliff so as to keep them safe, and hence the innocence that he lost, and his inability to deal with Allie's death.


In this specific context, Sean identifies with Holden, as he himself becomes the "Catcher" who is desperately trying to save little Daniel from falling off the cliff. In the same context, Daniel has his literal identity as Sean's brother, symbolizing the blood link that connects them and that Sean fears of losing, but he also represents the lost innocence for both himself and Sean, identifying with the allegory of the children in Holden's dream.

Interior Spaces In Video Games As Settings And Myth Components

Monday, 22 April 2019

From the moment when the video game technology found the means to create three-dimensional settings for  its environments, the concept of space and its use in gaming moved to a wholly different level. Still, third-person shooters from the early '90ties, like Wolfenstein 3D or Blake Stone and even more evolved games like the very first Tomb Raider, took place almost exclusively in interior areas because back then creating an open-world exterior space was a very difficult and complicated task. Under that light, we could say that the setting played a major role in shaping the essence of the plot. When, in the first Tomb Raider, Lara Croft had to go to Peru, the game's action was limited to a series of caves. Exterior areas, whenever they were present in the game, were in fact interior spaces with a black ceiling indicating the sky. In the gameplay sequences of Gabriel Knight: The Beast Within, the most iconic point-and-click game from that time, we see real environments that were photographed and used as some sort of backdrop, in front of which the action could take place. The evolution of gaming technology however was so fast and so impressive that it soon was able to offer all the means for the creation of video games that were almost like movies. Now game developers can create a vast open world and expand it as much as they want as a huge, seemingly limitless exterior that covers several different areas.


A video game is, simply put, a moving picture that develops on a computer or TV screen. The whole surrounding, exterior environment of a game is built from scratch and, in its turn, happens to be a specified space made of pixels and defined by a programming language which gives it the attributes of a virtual exterior world. Within that virtual exterior world, individual interior spaces are formed, again from combinations of pixels, taking their own place and gaining their special major or minor importance in the world that includes them. As soon as the surrounding space becomes the exterior of an interior setting, the interior space gets a specific level of autonomy. This means that, on the technical level, it still depends on the programming of its exterior space but on the levels of fiction, story and plot, it has its own identity and role in the game. So in terms of programming, it is made of a set total of pixels and commands, but in terms of storyline and gameplay, it is what us, as players see: a mansion, a store, a hut, a museum, an asylum, a lighthouse, a castle - whatever the almost endless list of interior settings in video games can feature.

While there is a multitude of interior areas in games that exist in the environments simply for the sake of realism (houses in a village or a town, apartment buildings in a city, abandoned huts in a countryside) or for aesthetic purposes, or both, they often have a prominent role, being places that the lead characters have to explore so as to make important discoveries. Although now we see games that depend much of their action on the exploration of vast exterior environments, like Miasmata, Kholat or the recent zombie-themed Days Gone, interior spaces never ceased to play a major role in the development of the stories. Ramon Salazar's castle in Resident Evil 4 is a good example of how an interior setting shapes the core of the game's adventure. While outside in the Spanish countryside, Leon Kennedy has a moderate liberty considering which way to choose and what strategy to apply so as to escape from the enemies. Once inside the castle, things become tighter, as the place has traps everywhere and vicious monsters guarding its halls. Salazar didn't deliberately lure Leon in his castle, but the way the story unfolded, such a development was inevitable.


The castle is centuries old, but this is not limited to its architecture and history. Everything inside it seems to be lost in time. The owner himself is dressed like a baroque nobleman, the latter being a tragic irony completely, as he is neither a noble nor a man. What makes his castle even more chilling, is that there are whole rooms that are completely deserted, while there are still signs of life around. You go through a garden maze where zombie dogs roam, only to find yourself moments later in a beautifully decorated bedroom where there is only calm and silence. Next up you move to an empty dining room, and just after this, there is a small trap room where several enemies attack unexpectedly. This is a pattern that repeats itself throughout the whole sequence of the castle's exploration, although from a point and on, you rarely have the chance to enter a room that is safe and empty - with the exception of the safe rooms with the typewriter. Although a big part of the game takes place in exterior areas, the action that happens indoors is the most memorable. 

Having a story unfold in an interior space is many times a necessary option to create a haunting, immersive atmosphere. The Asylum in Outlast, the Brookhaven Hospital in the Silent Hill series, the Church in The Lost Crown, are examples of iconic environments that perfectly set up the mood for a chilling horror adventure. Claire Redfield in Resident Evil: Code Veronica finds herself in the creepy mansion of Alfred Ashford, an old-fashioned villa that is full of zombies, traps, hidden passages and secret rooms, after escaping from her prison cell following a zombie outbreak. While a house is normally a safe and protected zone, in survival horror games there is more danger creeping inside than outside. You can never know what lies behind a closed door or what will jump out of a dark corner. Claire is involuntarily an intruder, and as such is treated with extreme hostility, more so since the owner of the mansion is a deranged man who lives in his own little world. Alfred threatens to shoot her on sight whenever they cross paths, taking advantage of his knowledge of the grounds so as to outsmart her and subsequently defeat her.


Such interior settings rely a lot on the element of the unexpected; they are unknown grounds and the lead characters have to explore them in detail, most of the times coming across all kinds of nasty surprises. In the original Resident Evil, Chris Redfield, Jill Valentine and their teammates are trapped in the Spencer mansion, a rather unfriendly estate where the inhabitants are zombies and monsters. The biggest part of the game takes place inside the mansion and follows the heroes in their quest of keys and other important items with which they are able to open one by one all the doors of the vintage house. An impressive library, art gallery rooms, a tea room with a grand piano, could, in other conditions make any visitor feel at home. Not in this case, though. The interior space here offers a very brief and temporary relief from danger, but it's not long before we realize that there is much less safety inside that it was outside.


The Raccoon Police Department in Resident Evil 2 Remake acts in a similar way. The huge building offers a shelter to Leon Kennedy and Claire Redfield as soon as they get inside while the city is crawling with zombies, but soon they find out that the situation is pretty much the same, if not worse, in the station. Surrounded by an imposing aura, mostly due to the fact that it used to be a museum, with several vintage key items lying around and works of art decorating its halls, the RPD is an archetypical environment, given its importance in the progression of the plot. Once inside, Leon and Claire have to reveal a secret passage that leads to the basement and, subsequently, to an alternative setting. Said passage is just a few steps away from the entrance, hidden below a huge statue in the main hall. Opening it, however, is neither easy nor straightforward. There are certain items in specific rooms that need to be found before the secret door is revealed. But even when this is done, there is still work to do before the exit becomes available. In that sense, the story in the first half of the game is centered around the RPD; all the attention and the focus of the characters shifts to it, as their main task is to explore every nook and cranny in the building to find the items in question.


Ethan Winters in Resident Evil 7 finds himself in a similar situation when he gets trapped inside the Baker house, and his quest is the agonizing search for a series of key items that will allow him to leave. Unlike with the pathetic, brainless zombies, Ethan has to face a human enemy, a morbid and bloodthirsty stalker who is far more dangerous because he still retains a level of intelligence. Just like Alfred Ashford, Jack Baker, the patriarch of the house, knows the layout of his grounds, which gives him a great advantage over the unwilling intruder. Regardless the environment becomes an unexpected ally for Ethan, as he can use it to hide from Jack who is frantically turning the place over while looking for him. The Baker house is a fortress of lethal traps where everything that would have a normal, everyday use, has been turned into a weapon against anyone attempting to escape. Once you get inside, you cannot leave. Doors lock behind you and other doors lead to more dangers. You have to go through painful puzzles so as to find a way out. Maybe the most frightening aspect of Ethan's unexpected impisonment in the Baker home is the fact that the farm stands in the middle of a broad, swampy countryside with no other houses in any close distance while Ethan has no way to communicate with the outside world, and his only means of escaping, his car, lies in pieces in the garage.


The eery, dream-like depiction of Salem in Murdered: Soul Suspect offers the ideal exterior environment for its gloomy horror story. There are several interior settings in the game,  however the most memorable and crucial one is the Judgement House where lies the key to the final revelation of the mystery story. From the moment that the gameplay allows Ronan O' Connor to wander around Salem, he can see the exit to the region where the Judgement House is; however he cannot go there until certain things have been done first. This alone intensifies the significance of that house and creates a feeling of uneasiness concerning it. The Judgement House is an old, crumbling, mazey mansion haunted with ghosts of the past, with demons hiding in the walls, and a particularly chilling room that the antagonist of the story, a mysterious serial killer, has transformed into a lair. Ronan can get in the house freely and explore it, but once he discovers that room, the demons are unleashed and roam the corridors and halls and a shocking revelation becomes accessible in the basement.


Set in a vast exterior environment, Resident Evil: Revelations 2 is noted for its intense claustrophobic feel which is evident right from the start but becomes even stronger as soon as we find out, through Claire Redfield's eyes, that we are in fact on an isolated island in the middle of nowhere. Claire Redfield and Moira Burton explore several interior areas in their struggle to survive and eventually escape, but it is not until they reach the Monument Tower that they start to acknowledge the nature of the evil force that brought them there. The Monument Tower is a very tall, steep, intimidating construction that can be seen from a distance long before we are able to reach it. Essentially the lair of the game's arch-villain, Alex Wesker, who affectionately calls it "the scaffold of the Gods", it is a disturbing fusion of high-tech devices and flimsy architecture, and looks like a server lost in a spaceship. Just like in Resident Evil 4, here too the hostile countryside is nothing compared to the nightmarish interior that is the tower. Anxiety and fear build up progressively as Claire and Moira ascend the twisted construction up to the point when they meet with Alex who, not surprisingly, is hiding behind a wall of glass. Just then, Alex commits suicide after revealing her plans, albeit her words are full of riddles. As soon as this happens, a self-destruct sequence begins and the two girls have to run to the emergency exit, a narrow path over a chasm that leads back inside the tower where, in one version of the story, Moira is crushed to death.


Mark Jefferson's Dark Room in Life Is Strange is yet one more unforgettable interior environment which also happens to represent the root of the evil in the story. Located in a well-hidden underground area of an isolated barn, Mr Jefferson's private space is a seemingly clean and all-shiny place with top-notch technological equipment where the professor is supposed to take and work on his artistic and inspired photographs. In reality, it is the lair of a psychopath who is obsessed with capturing the loss of innocence with his camera. Max Caulfield finds herself trapped in Mr Jefferson's Dark Room, in a sequence where the whole essence of the game is being summarized. Max has the ability to rewind time, just like photographs take us back to the past. In her attempt to change the present, she has to use her own photographs, as well as the stuff and equipment in the room around her. Max being trapped in the Dark Room symbolizes the way she is actually trapped in time, in a doubtful reality of consecutive rewinds that fix one thing but mess with everything else.


In The Evil Within, the notion of interior space moves to a completely different level. As the whole adventure develops inside a madman's head, through his shattered memories, there is no actual exterior world anywhere to be found. In this specific universe, however, there are still countryside and city streets which eventually contrast with the most important interior setting, the Victoriano manor. Sebastian Castellanos is literally dragged inside the mansion in Ruben Victoriano's vicious attempt to force him into acknowledging how much he had suffered as a child and how unjust life had been to him. The manor here is a tangible element off Ruben's memories but is also a major symbol, tightly connected to him. When Sebastian gets inside the house, he essentially dives into Ruben's innermost thoughts. Ruben's house is not simply an interior space; it is the field of the story's most important revelation which had to occur in a protected place: it was a secret that had to be shared only with a specific someone. The dimly lit rooms of the manor are chilling; their air is filled with sins of the past and from time to time, Ruben himself appears in his ghoulish form, chasing Sebastian and threatening to kill him.


In the same atmosphere, the interior spaces of The Evil Within 2 are all part of a virtual world, where exterior areas only typically belong to the outside. Although technically houses are still houses, stores are still stores, gas stations are still gas stations, there are several interior environments that are directly connected to the protagonist, Sebastian Castellanos and the game's villains. Sebastian's Safe Room is a safe haven that is abruptly formed by his memories once he is sedated and enters the virtual world STEM, in a desperate search for his little daughter who had been abducted so as to participate in a nightmarish experiment. Sebastian's Room is a reminiscent of his office at the police station and it is the place where he can return through teleporting mirrors. There was a space with a similar role in The Evil Within, but that one was much less familiar and friendly to Sebastian. The Room of The Evil Within 2 is a place that no one can invade (except for one instance); in there, he has the chance to contemplate, remember and come to terms with his conscience by watching slides from his past.


Notably, there are certain interior settings that are particularly popular in video games and quite often are closely connected to their respective stories and their progression. Lighthouses (Alan Wake, Bioshock Infinite), churches (Resident Evil 4, Devil May Cry 4, The Evil Within, Resident Evil 6), laboratories (Gray Matter, Resident Evil 2, The Evil Within 2), asylums (Murdered: Soul Suspect, Thief 2014, Sanitarium, The Evil Within), museums (Tomb Raider: The Angel of Darkness, Gabriel Knight: The Beast Within, The Lost Crown, Murdered: Soul Suspect), universities (Life is Strange, Resident Evil 6) underground train stations (Resident Evil 6, Tomb Raider 3, The Evil Within), are environments that we get to see a lot more than others, not only because they are advantageous by default but also because usually they gain a high symbolic value in the stories where they are featured.


As video game characters become more and more realistic, it is not random that their surrounding world also resembles the real one. Heroes who have jobs, families, backgrounds, who have suffered losses or lived days of happiness, are expected to be active in a world where familiar things exist. Since they are not space soldiers fighting against aliens, but instead are writers, detectives, scientists, professors or artists, their world naturally consists of places where they can live like real people. Even in dream-like realities, like those of The Evil Within series, the virtual world of the stories is comprised of elements borrowed from the real world where the characters live. And this is something that practically has no limits. Since contemporary games are like interactive movies, with their metaphysical, supernatural or fantasy elements going hand-in-hand with their strong realistic aspect, they also place their lead characters in situations where they get to visit and explore real-life settings, the virtual depiction of which is impressive, to say the least.