Games are often limited by their need to be “fun.” Despite video games being the only medium with interactivity—an aspect that should be ripe for all kinds of exploration—we are mostly limited to things that are entertaining on some level to our brains. Games are not designed for sadness, hatred, anger, or a litany of any other emotions as their primary motivators, as these are antithetical to the “fun” designers desperately need to find and the conventionality that audiences crave, despite their protests otherwise. Further, games are often heavily concerned with coherency and reaching standards of “good”-ness. That is: a story should be mostly understandable on some level; production values should be high and apparent; and said production values should contribute to the player’s enjoyment in some way. Games desperately want to be liked, and so they cling to these ideas in the hopes of audience validation.

Drakengard cares not for any of this. You roam through gray hazes of environments, cutting down endless hordes of mindless enemies, in the hopes of increasing in power until the very act of playing the game becomes meaningless. Broken music accompanies your rampage while characters shout vague probings of human nature and desperate attempts to contextualize the battles you fight. Your brief respites are inscrutable cutscenes that are meant to tell some semblance of an utterly hopeless and miserable story as you are flung wildly from beat to beat with little in the way of build-up or logic. You descend further and further into this hellish nightmare of absurd imagery until, miraculously, it ends. You awaken from your fugue state and attempt to comprehend what you’ve experienced.

Well, here’s how I see it: Drakengard has the unique ability to radicalize the player so that they completely reconsider what video games are and what they value from them. Whether this is intentional or not on its part is entirely irrelevant—although its brilliant soundtrack lends some credence to that vision—because it is such a fundamentally bare and broken experience that the only option is, ultimately, to project onto it. Drakengard martyrs itself in order to question the very construction and presentation of video games. It hands you the scalpel and then slowly brutalizes itself to death in front of you, with the hope that whatever conclusion you come to in the autopsy is a valid one. There’s a disturbing smile on its face that invites you to revel in its self-destruction.

Reviewed on May 29, 2023


1 Comment


9 months ago

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9 months ago

finally someone broke down its main point well