There's this interesting indie Belgian psychological-horror/art game called The Path. If you want some excellent game play mechanics, don't go near it. You'll more than likely just find it incredibly dull. Although, regardless, it's certainly worth looking into for a read about.
It's based on the story of Little Red Riding Hood so, naturally, it explores the theme of coming of age, or maturation. In Ronald B. Tobias' book 20 Master Plots (chapter 19, page 190), Tobias explains that the maturation plot "focuses on children who are in the process of becoming adults'. It goes from "innocence to experience" which is exactly what The Path heavily symbolises. Unlike what Tobias suggests at the start of the chapter, it doesn't contain a particularly optimistic plot. At least, not until you begin exploring.
At the commencement of The Path, you pick one of six sisters at a time, all two years apart in age, so at very different times of their childhoods. The youngest being 9, the eldest 19; brand new to the adult world. Just as game play begins, the game informs you that you are to take your basket to your sick grandmother. Oh, and to stay on the path.
The funny thing about this game is that once you go, 'okay, well, straightforward enough' and get to your grandmother's, the game tells you that you've failed because you didn't encounter your wolf.
Essentially, what you're supposed to do, is to disobey the game. What child does not question the authority of their parent or guardian, or a higher figure at least once in their lives? Even if they can hide it well. None. You are encouraged to be independent and to explore. You interact with the world around you as you delve deeper into the woods. Take your time and don't run either, because then how could you possibly see what's going on around you?
Curiosity often goes hand in hand with fear. We are terrified of the unknown because anything could happen to us. But that's the thing; anything could happen, and we're just curious. We want to learn more about the world around us and, despite what our parents tell us, the warnings we receive from older and wiser people, it's just going to build upon the temptation to explore these curiosities for ourselves. After all, everybody's experience with whatever have you is going to be unique to each person. Furthermore, if a child is told not to, say, climb a wall, the child is more than likely going to disobey and climb it anyway.
'You'll fall!' they tell us.
'Whatever,' we utter back. So we climb the wall and, lo and behold... we fall. Ouchie. Not doin' that again. Got the T-shirt so there's no need to go back. That said, some children see this as a challenge to try even harder. After all, kids absolutely love showing off.
We're testing our boundaries. We're gaining experience. Yeah, it's good to be cautious, but you can be too cautious and that can be just as destructive to our character, if not moreso. If we don't die, we become stronger. Sure enough, we're frail and weakened from the obstacle that we just endured, but we learn from it and we have a much better understanding of how to deal with bigger versions of these obstacles when we are stronger and ready for them. Sometimes you've just got to endure those bumps and bruises along the way.
I mentioned earlier about encountering a wolf in the game. Each girl is assigned her own wolf. Each girl is at different stages of childhood, or only beginning their adult lives. Each of them has their own demons to deal with, in the form of a metaphorical wolf, catering to their curiosities.
Through the wolves, we explore the early understandings of the concept of death, peer pressure, personal leisures before duties, sex, false friendships, fitting in, etc. When you play through it all, you realise that the horror was all simply psychological; there is no danger. You are cautious for a while but once you realise that there isn't really any threat, you've become stronger in that sense. You've experienced the outside world for yourself. Despite this, we will always suffer some form of regret, which is evidenced in the stance and new walk cycle of each girl after they met their respective wolves.
It's actually very good that our new path on the map to find the 'X' is so bumpy and chaotic because we're still learning while we're on this journey. It helps us grow. But, sometimes, it isn't always obvious to us. We carry on ignorantly, not learning anything. This could be deemed a flaw, sometimes a tragic one if it's that kind of story.
But what flaws are they?
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