Have I ever posted my Water Narrator thoughts?
For a while, I’ve thought of the use of Water as symbolism for The Narrator, in and out of game context
I think these thoughts are most reasonable when looking at The Skip Button Ending and The Epilogue. In The Skip Button ending when The Narrator first sees a bad review they (Stanley and The Narrator) go outside to see that it’s starting to rain. This continues the duration they spend outside, The Narrator’s stirring mind evident by the distant thunder and as we get closer to the edge of the land we see a large ocean. And what rises out of it? The Narrator’s newest creation, The Skip Button. With this all happening it wouldn’t be outlandish to associate The Narrator and the water outside. Once Stanley’s inside the concrete room we are taken away from the water over time. It dries up along with The Narrator and at the end of those many years we’re left with a tundra; a desert that hasn’t seen water in years. And The Epilogue doesn’t dispute this, the only life we see being Stanley and TK
More into my personal thoughts, The Narrator is vast like the ocean we see. All encompassing; he surrounds his story (a comic I made that slightly echos these ideas).
It rains when he cries, it boils when he’s angry, the clouds fly as he breathes
I talk ab this a tiny bit more in the tags of this post (warning: he’s a bit naked) (ignore the last tag um)
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I just unlocked Eight’s palette yesterday and the additional challenge placed on this run specifically is really interesting from a story perspective with what was set up earlier in the DLC. So I ended up typing up this little essay on the intersection of gameplay and themes in Side Order. Slight spoilers under the cut!
Eight so far hasn’t gotten much attention at all in Side Order. Which makes sense for a silent protagonist, but I couldn’t help but see the narrative parallels with the gameplay associated with Eight’s run. Side Order is about confronting the fear of change and the fantasy of living in a bland, but safely controlled world of order. Marina gets a lot of guilt from the Memverse getting all messed up with her constant apologies, but maybe her desires and the ones of engineers aren’t the only key players in the development of Order and its takeover.
It’s revealed in the Dev Diaries that Eight was always intended to be the first subject in the Memverse project. Which inherently makes her special since the tower’s creation at some point took her specifically in consideration. But then when everything goes wrong, Eight is trapped there. Even when you beat the DLC and can leave the Memverse, it’s always your player character that transitions between spaces, not Eight. And sure, (a piece of) her soul is trapped in the program, but so are Deep Cut’s, and all of them are able to give the pre- and post-run news report about the situation in Inkopolis. So why is Eight unable to leave the space?
What I was surprised to find was that Eight’s palette wasn’t actually inside locker 36 like the game implied, but it was revealed that her palette was the lockers themselves. Like, all 36 of them. And even Marina calls out that it's “kinda weird.” Afterwards, the extra challenge of the final run reveals itself, a run with minimal hacks. The more hacks you have enabled, the less chip slots you are afforded. In order to have access to all thirty-six chip slots in Eight’s palette, you need to have zero hacks enabled, which resets you back to where you were in the beginning of the DLC after the tutorial run.
The thing that got me thinking about how interesting this was from a narrative perspective is that this challenge is really hard. It’s very difficult, in fact, at time of writing I have not beaten it and I’ve played for multi-hour sessions. But this difficulty switch actually reflects the themes of the DLC, and possibly how Eight feels and what she’s experiencing.
At the beginning of the game, the tower is chaotic and scary. You don’t know about the floors or their properties and the chips you can get are random. You don’t know what awaits you on that next floor and that could make you entirely start again from the beginning. And that’s exactly the fear that Octolings have about going to the surface. They are completely starting over at a game that they don’t know the rules of, or if there are any rules at all.
But then there’s the introduction of the hacks. The hacks are a valuable and life changing modification to the challenges and randomness ahead. You want more lives? Sure! Take less damage? Go for it! More upgrades for the drone? The more the merrier! Are the prices at the vending machine more expensive? Here, have a discount! Oh, you don’t like challenges or the chips available for this floor? Just hand over some coins and we’ll spin the roulette again! You can even reveal the bosses ahead of time and reroll what you get if you don’t want a certain one. Runs get easier, and more forgiving. And as you get further, the tower gets safer, more secure. More controllable. If you know what you’re doing, you can even manipulate the entire program to get solely what you want.
Except your memories.
As a player, you have to fully clear the tower eleven times before even unlocking Eight’s palette. Which matters because once you’ve cleared it eleven times with different loadouts, you become pretty familiar with the mechanics and might even have reliable plans for specific floors. And that’s without the hacks. The tower becomes routine at that point, and with all the hacks, it’s likely you plan trips to specific vending machines on certain floors. I remember having specific membux amounts I wanted to reach and trying to save up to spend on floor fifteen. You watch your in-game timer on levels start to decrease and feel a bit of pride when the happy clear music plays and you see the little “updated!” next to your time. You know your way around the tower now.
And Eight gets that experience too. Eight also experiences the repetition of each successful and unsuccessful run. The tower becomes familiar to her too, and maybe, comfortable. Eight gets to climb the tower, again and again, with her friends in an environment that she understands and can reasonably control. Pearl even has a line sometimes when you start a floor that echoes this sentiment, “let's hurry this up so we can go hang out with Marina and Acht some more!” And isn’t that the perfect fantasy for a freed Octoling? An environment of freedom, with a little spontaneity for spice? To be able to hang out with people you like, and aid each other in battle where the greatest punishment is that you get to enjoy this all again? Nobody controls you or tells you what to do. You call the shots. You pick the floors. You snap your fingers and decide how hard you want this to be.
And that’s exactly what Order stands for, an unchanging, safe world. Born from the wishes of the Memverse’s engineers, ironically standing in the way of the point of the program. At least, that’s what Smollusk said. But this is a world that Marina designed, with Eight as an intended subject. Not the only, but an intended subject. The person who was supposed to be saved first, ended up to be the last you find to save. Interesting. But maybe Order came to life specifically from Eight’s desire.
Eight is special. When you reach the top of the tower and face Smollusk with Eight’s palette, it recognizes it. “At wast[last]!,” it says, “you finawwy bwought me THAT Palette!” And it even calls Eight out by name. Smollusk doesn’t have dialogue calling out or even recognizing specific palettes you’re using, but it recognizes Eight’s. And the thing separating the palettes from the player is the lockers, a piece of Eight’s soul itself, may represent Eight’s desire to stay. The reason to keep playing is because everyone’s palettes are locked in a piece of Eight’s soul, tucked away. Because if the lockers weren’t there, then it would be significantly easier to reconfigure everyone’s palette. And easier means faster.
All of this would make the necessity of minimal hacks symbolic. Eight’s palette is resistant to Marina’s hacking, which serves two purposes for the narrative. One, it makes the game harder, which makes it harder to walk away from. If it takes one hundred attempts to clear that tower with minimal hacks, then that’s one hundred more repetitions experienced before it all has to eventually end. It’s another form of the lockers, extending the time of the evitable.
Its second symbolic purpose is that Eight has to let go of her grasp of control and embrace chaos to reach the top and reconfigure her palette. And it’s hard. Both mechanically like previously mentioned, but it also makes you feel Eight’s frustration with embracing chaos. Disabling my extra shields and damaged swim speed and extra lives, going back to the hardest, least controlled phase of the game feels bad. Embracing that chaos is difficult. Just like how it would be for Eight.
But it is possible, it’s just a slow climb up. Floor by floor. Facing nearly impossible challenge after nearly impossible challenge. And while you have the option to skip, it’ll cost you. But prices are much higher, the hits you can take are much more expensive, and you move much slower. But you still have your friends. Even if they can’t help you hack your way to the top, or drop five consecutive bombs, they’re still there for you. Keeping the elevator warm, and helping you resist gravity. Maybe they can’t exactly be much of help going up, but Eight’s friends can help her from falling back down. A team of four. How fitting.
Now, I haven’t cleared Eight’s palette yet, I’ve already mentioned this. And the 2/3 secret Dev Diaries I got doesn’t spark confidence about learning more about Eight, unfortunately. And I’ve accidentally been slightly spoiled that she doesn’t get her memories back which is disappointing. I wish there was more specific emphasis placed on the characters in the DLC, to be honest. But as I was playing I noticed this little ludonarrative happening with Eight’s run that I thought was super interesting and probably the closest I’m going to get for Eight development for the DLC. I haven’t played the first or second game(I didn’t have the hardware at the time), I just watched them and I heard that the memcakes in Octo Expansion actually reveal Eight’s personality so I’m going to have to read those, because I haven’t. But I like Eight, and I liked this neat little unspoken story going on in Side Order, like the agent herself.
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