You may well wonder why Madeline wants to climb Celeste Mountain. It’s clear from the moment we meet her that she is no mountaineer; she’s hardly even the outdoorsy type. She arrives at the base of Celeste because she feels conflicted, without quite knowing why or what about. Madeline is snappy and irritable, suffers from panic attacks, and needs to get out of her own head. Her chosen task feels almost masochistic, more like self-punishment for her sense of inadequacy than a healthy challenge. Which raises another question: if Madeline seeks out Celeste because she feels conflicted, what does that say about why we seek out Celeste?
Celeste is a game about coping with anxiety and depression, but also speaks to a deeper sense that we’re never quite aligned with ourselves. There’s always an itch we can never quite reach. It’s an idea that runs to the heart of psychoanalysis, back to Freud himself, and the discontent of repressing our drives for the sake of civilisation. So it’s no surprise if we invent challenges to escape, or in vague hope of finding our complete selves on the way. Celeste provides both. It can be an engrossing distraction, certainly, but its arduous ascent can lead to a kind of self-acceptance – if only we can recognise that our notions of achievement and wholeness may be the obstacles standing in the way.
Bu hikaye Edge dergisinin July 2021 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Giriş Yap
Bu hikaye Edge dergisinin July 2021 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Giriş Yap
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image