#(tagging spoilers for an old game since the pristine cut is gonna come out and all)
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mmikmmik · 3 months ago
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I kind of don't feel like getting the endings of Slay the Princess that don't involve Shifty and the Long Quiet having their final argument, followed by LQ agreeing to leave with her and their departure in their fully godly forms. I definitely don't want to kill her or starve her. And I guess I can see the appeal in the ending with the Princess and the Hero, but it doesn't feel like the right ending for me.
I think a big part of why I think of the Shfiting Mound as the "real" "love interest" is because I judged the Damsel a bit unfairly - she falls apart if pressed, but I don't think that means she's not real, you know? All of the Princesses are only one aspect of the Shifting Mound, but they have their own complete hearts nevertheless. But I didn't really get that when I was first playing the game and got her as my first princess, so I definitely thought of the Shifting Mound as "more real". But I think my near-immediate "oh I see! this is my beautiful wife who I love very much" would have occurred anyway. I just really like her! She's beautiful and patient and contemplative, and really successful imo as a truly divine character - an embodiment of a powerful idea/force of nature, who can express a form of kindness but can't really be "good" or "bad" in a human sense.
I also, throughout my first playthrough, felt strongly that the interactions I was having, and the resulting princesses, were like gifts to Shifty. I really liked having a little chat with her and hearing her evaluation of their hearts, and I chose dialogue options for the Long Quiet as though he wanted to bring her vessels and would, if he remembered her at the start of each Chapter 1, have actively chosen to help her complete herself. So leaving together as the Shifting Mound and the Long Quiet, not as the Princess and the Hero, felt like what they were both working towards all along. And they only sort of argued about it because that back-and-forth, rough as it can get, is a natural part of how they relate to each other as gods who embody "opposite" concepts but love each other and want to be together (thesis, antithesis, synthesis...?). I wasn't even really arguing with Shifty, she just went into that spiel because I spent a really long time asking questions before we left. It was more of a passionate explanation than an attack. (And I let her keep going because it was awesome, not because I disagreed with it.)
Putting it like that, "bringing her vessels", it is rather cold, isn't it? I can see the case that the Princess and the Hero deserve more respect than that, that by leaving them behind Shifty and LQ are abandoning something worth having, something they could have explored together at that scale.
Anyway, what I want to say with this post is that like... Slay the Princess has, more than any other game I've ever played, given me the sense that the "true"/"best" ending is really up to the player. I feel like the story + central relationship changes really really dramatically if you don't perceive the Long Quiet as enchanted by the Shifting Mound and happy to be with her and learn more about her, and the dialogue options definitely give you a ton of room to play it either way. I feel that you can play the game so that the Shifty and LQ ending is the true ending, and you can play the game so that the Princess and Hero ending is the true ending.
It does make me more curious about the ending where... I haven't even looked into it enough to really know what happens, but you can kill the Shifting Mound, can't you? Or you can "starve" her by withholding vessels? My gut reaction to the Narrator is "lmao dumbass" - I don't think he understands what he's talking about, and I don't trust his evaluation that a world without the Shifting Mound would be worth living. Just the way his scenario immediately got fucked up makes it seem to me like he doesn't have a strong grasp on the metaphysics. You can't just pick out all the parts of a major universal concept like "change" that you like and throw out all the bits that you don't! But I also don't think this game, with its writing philosophy, would really have a "bad ending" in that kind of sense, you know? I seriously doubt there's an ending that would just be like "you fucked up". But I also feel like... the way the game is written, I kind of feel like I have the freedom as the person engaging with it to say... "this ending is bad, For The Game As I Played It". Does that make sense? I'm definitely touching on complicated questions of narrative theory that smarter people than me have definitely engaged with more substantively haha.
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