190529 #100Days

Day 20. Bergman and the plague.


So, this was the first Ingmar Bergman movie. What did I expect?
Well. I knew this was going to be black and white, Scandinavian, artsy and probably good.
What did I get?
Well. I was actually a very poetic, non-aloof dialogue. Your basic revenge story set in some pre-industrial part of Scandinavia. The scenery reminded me of Vikings, the TV show, the characters did so too.
Are all his movies always this compulsively christian? I guess what else can you expect from 1960? Idk. It just surprised me, because I didn't think it was necessary. Then again, the movie does need a reason for it's title.
Idk. It's surprisingly hard to come up with things to write about this movie. It's a movie. I guess I'll ask some people what Bergman movie to watch next.


Another one of those Triple A looking games, with a compelling story idea and one unique technology. Set in the thirteenth century you play a young noble woman who has to suddenly take care of her sickly brother while the black death sweeps over Europe. The pest is symbolized by thousands upon thousands of rats that will swarm and eat you alive if you get too close to them. You can only scare them away with fire. Also. The Inquisitor is after your little brother, because, and this is where the story gets a bit weird, his mysterious illness might just be the cure for the pest. Or maybe the reason.
The entire game reminded me a lot of Hellblade: Senua's Sacrifice. Except Hellblade did it better. The concept was better, in a way less epic and more personal. And it had something to say! I was just a story pretending to be about a female Keltic fighter trying to revenge her lovers death, when in fact it was about psychological illness! A topic no other game has ever tackled like that before.
I like many aspects of A Plague Tale. It looks great, I like most of the characters, I love the unconventional main characters, the stealth mechanics, the rats. The setting is fantastic. But the story does not deliver as much as I would have hoped for. It didn't touch me emotionally.
I did finish the game. It's not very hard to play through anyways and it's completely linear. Like there's literally not a single choice I made throughout the entire eleven hours it took me to finish this game. The more I play and the more I think about what I play, I realize how much I value choice of even just the simulation of choice in games. I hate the press F to progress story mentality some of these games have. Why do I even have to press F when the game already knows whats going to happen next? If there's no choice, what you choose has no meaning.

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