Posted September 22, 2012
The background is unusual. Most of times, in space operas and other fictions, the "rebels" are the good guys. Rebellion and insurgency is seen as positive (by definition, it's against a dominant power, supposed coercitive enough), even though, in real life, such terms are used in the rhetorics of all sorts of factions. This game takes either an ironical stance towards this vocabulary, or a conservative perspective (like fictions -especially medieval ones- where an established order is threatened by evil regicides, and the hero gets to save a supposedly benevolent king), or a northern yankee position (opposing the southern revels of the US civil war, who are often depicted as the evil slavers), or just ensures to avoid any form of manicheism, by blurrying the familiar categories, or even puts you in the bad role (the game authors amnd their AI trying to kill you for the greater good). Even the dialogues are ambiguous, the rebels talking of a better world, but looking quite bloodthirsty, or hesitating to join you but being too obedient (anticommunist subtext in both cases ?).
Also, seeing Thymara's screenshot, I notice that the Red Tail has the same painjob as the flagship. I also wonder what M F K, on the flagship's logo, stands for.
All in all, this game gives me the impression of a whole background that is not elaborated upon, and kept as a hidden cohesive structure. Or, on the opposite, nice little touches that carefully prevent us to apply ready-made cliché structures on it. Or, on the opposite, tht still allow us to use any interpretative grid we'd like.
So, I wonder. How do you percieve the background context of this universe ? How do the sublte little touches in dialogues and designs shape your view of what happens in that game ?
Also, seeing Thymara's screenshot, I notice that the Red Tail has the same painjob as the flagship. I also wonder what M F K, on the flagship's logo, stands for.
All in all, this game gives me the impression of a whole background that is not elaborated upon, and kept as a hidden cohesive structure. Or, on the opposite, nice little touches that carefully prevent us to apply ready-made cliché structures on it. Or, on the opposite, tht still allow us to use any interpretative grid we'd like.
So, I wonder. How do you percieve the background context of this universe ? How do the sublte little touches in dialogues and designs shape your view of what happens in that game ?