Sometimes
when you make a deliberate allegory in your story, the sort of pedantic nerd
that analyses things will take that as a challenge. I mean, if you spend a lot of time looking at
subtext for hidden things works without overt meaning are about, you start
seeing all the ways things that do claim to be about things don’t exactly line up with that thing.
Hi, it’sa
me, CK! So let’s talk about Celeste,
seemingly the big Indie Game Hit of
2018.
I checked
the game’s launch trailer to see just how blatant they were, and it’s
marginally more subtle there than in the game itself. “Celeste is a game about climbing a
mountain!” declares the trailer, before interspersing clips of each stage’s
gameplay with the phrases “I can’t breathe!” and “Are you… me?” So you can safely assume that there’s more
emphasis on story than the aesthetic or hook might imply.
Sidebar: I
should praise this bit in particular, because the core concept for Celeste is
creating a classic platformer with a similar excuse plot to early 8-bit
platformers… then reverse engineering a scenario out of it. We have a young woman climbing a mountain so
difficult it has a monument to the fallen.
Why? What sort of person would do
this? Well… let’s answer that.
Now, Celeste
never precisely names its subject. That
is, Madeline does not concretely identify what Part Of Me (henceforth Badeline)
is in a diagnostic sense. The entire
internet jumped to depression, which is more or less backed by statements in
interviews, although somewhat incomplete: the first quote I got from Matt
Thorson in an article goes “If you’re making a game about anxiety and
depression, it felt like to us that we needed to show the same kindness to the
player that we want to show ourselves.”
But certainly most people don’t make particular distinction between
anxiety disorders and depression disorders, and most of them coexist anyways,
so the internet’s not too far off base here.
Before I dig
in, an obligatory disclaimer: no one person’s experiences with depression or
anxiety disorders is universal, and as such any one narrative about them may
reflect them precisely or not at all, and anywhere in between. I can speak for myself, and the trends that
tend to pop up amongst my friends or for people discussing the topics in my
social media feeds, but this is hardly a scientific or all-inclusive knowledge
of the topic.
As with any
nerd analysis, it comes down to the small details, and there’re a handful of
things in the game that don’t really match my experiences with depression. Certainly the revealed elements of Madeline’s
background are common elements of people dealing with depression: no career or
relationship stability to speak of, a reluctance to get help from others (in
particular, feeling that she’s a burden), a consistent downplaying of her own
skills and accomplishments, and frankly her decision to tackle the mountain at
all. The drive to set unmeetable goals,
particularly of a ‘do or die’ nature… it’s bit of a red flag. Badeline’s abrasive nature, and in particular
her deliberating setting off Mr. Ono, are definitely the sort of thing a
depressive mind might do from an otherwise caring person.
But with the
exception of that scene, Madeline’s interactions with Badeline feel… off. Depression doesn’t really care how you feel
about it; it’s a chemical imbalance, and your acknowledgement of it matters
only insofar as knowing what it is may spur you to seek medical treatment. Depression tends to wax and wane in spans of
months or even years, not back and forth over the course of a day. And more personally, Depression usually
manifests as a sort of masochistic epistemology. A recurring theme I’ve seen in threads and
articles about depression is the first thing you need to understand about
depression is that it lies. But while
you’re depressed, all those lies need to accomplish is hurting you. Because you’re living in a state where
whatever hurts is true. Badeline phrases
all her attempts to stop Madeline as concern, and her arguments, while
extremely defeatist, are based in truth: climbing the mountain is very dangerous,
and Madeline really doesn’t know what she’s doing. She really could die, and the prudent course
probably would be to turn back.
The
parallels with anxiety are certainly stronger, although I have less experience
here. A lot of references are made,
especially in chapter 2, to Madeline having a history with ‘panic attacks’, and
it’s noted she only tends to reach out to her parents or (presumed ex-)
boyfriend while in the midst of one. The
feather technique used later I have no doubt is a real one drawn from one
program or another on dealing with a panic attack. And certainly Badeline tends to strike out at
moments where Madeline is already experiencing a lot of doubt or stress. But I’m not entirely sure with anxiety what
the fusion with Badeline is meant to represent.
Certainly understanding that you experience extreme anxiety can help you
cope with it, or learn what sort of situations causes it to flare up and how to
head them off or mitigate them, but that sort of learning can take quite some
time. And more than that, wouldn’t it
more prevent burnout or setbacks than actually make you more capable? I admit that without much personal experience
here, and with anxiety disorders manifesting in a wider variety of ways than
depression disorders, I could be misreading common symptoms or experiences with
them. But the parallel still doesn’t
seem as clean as it could be.
And of
course it’s undeniable that many specifics of Madeline’s character draw from
experiences of both depression and anxiety, but while both combined explain her
backstory and motivations a great deal, both make the climactic battle with
Badeline not merely a literalization of a metaphorical battle with the self,
but an outright videogame abstraction for the purposes of an exciting boss
fight, with only a vague thematic connection to the core story.
But I’ve had
a thought, and I haven’t really seen this one discussed anywhere. Inspired a bit by Madeline’s endgame color
scheme (upper right for reference: https://i.redd.it/6vh792nc1k411.png ), I got
to thinking… y’know, there’s totally a personal narrative where embracing
repressed parts of yourself is the only path to success and basically gives you
outright superpowers. It even tends to
manifest symptoms of anxiety and depression before the underlying cause is
identified. It’s still not a perfect
fit, but basically just one small detail change would make it nearly
unmistakable. So I’ll admit I’m reaching a teensy bit, but really that’s the
point of these sorts of essays isn’t it.
Badeline’s
presentation is initially presented as a bit unreal: stage 2 is ultimately
revealed to be a dream sequence, and she breaks out of a magical mirror that
does not seemingly exist in the material world.
But even at the start, small wrinkles appear. This mirror never shows Madeline: your
initial pass always shows Badeline, and once she breaks out of it the mirror’s
broken state does render a reflection, but it’s distorted and not clearly recognizable
as Madeline. The following exchange
takes place almost immediately after they meet.
“Why would Part Of Me look so creepy?” “… This is just what I look like
okay? Deal with it.” After which Badeline calls herself the ‘Pragmatic’
part of her as punctuation of a speech declaring Madeline could be lots of
things, but never a mountain climber.
After which she starts displaying her ability to leave the bounds of her
character portrait… in other words, straining against the game’s abstraction of
reality, a push against the fourth wall.
Most tellingly, in this segment Badeline touching you counts as taking
damage, in direct contrast to your final confrontation where any touch, not
just bonking her head (the way the other enemies in the game work) advances her
to the next area.
On their
second meeting, Theo snaps a selfie of Madeline and himself, which she objected
to. Noticing, he immediately says he won’t
post it, only for Madeline to note her objection was that she’s not photogenic. Whilst wearing full winter garb rendering
only her face visible.
Let’s make
the parallel extra obvious by doing a teensy bit of fanfic. Consider a version of Celeste in which
Badeline is designed as somewhat masculine (which goes right along with
Madeline thinking she looks creepy!), and is implied or shown to exist outside
the mountain. In other words, a twist
that flips the narrative thus far: Badeline came to the mountain to test
herself… but instead appears as a kinder, more optimistic, and more feminine
version, who Badeline spends the entire game trying to intimidate, scare, hold
back, and ultimately outright destroy while trying to assert she knows what’s
best.
A version of
the story where Badeline is the person that was, while Madeline is the person
she could become.
In other
words, it is trivially easy to recast Celeste as a trans narrative. A young woman goes to a deadly mountain to
find some meaning in an empty life that’s refused to start, one with no
future. An aspect of herself (her ‘pragmatic’
side) thinks her incapable of the journey, and insists she stop for her own
safety. She refuses, driven by something
she doesn’t quite understand to press forward, sometimes out of compassion,
sometimes determination, and sometimes with a lot of help from her friends, but
in the end she can only succeed by embracing the part of herself that denies
her, the one convinced she’ll never succeed… and by inches and feet and miles
showing her she’s wrong.
A lot of the
small details feel more natural under this lens. Early in Madeline’s journey, touching
Badeline, the manifestation of her past, physical self, is deadly and requires
trying again. In otherwise normal,
intimate events, Badeline butts in to remind Madeline of everything she’s doing
wrong, that she’s fake. Various
techniques that help with depression or anxiety (support from loved ones,
mediation, breathing exercises) provide temporary relief, but when pressed
Badeline can easily shatter such things, because they’re just treating
symptoms, not getting at the root of who Badeline is and why she exists.
As Madeline
grows stronger, and finds more facets of who she wants to be, this flips: her
touch drives Badeline further and further back.
Her tactics get increasingly desperate: she hides in corners, let’s all
the natural barriers of the mountain thwart Madeline for her, uses thorns and
tendrils to create artificial ones, eventually outright throwing lasers at
her. And none of it matters, because
Madeline won’t give up. And all she
wants is embrace her… accept that while that was who she was, it’s no longer
who she has to be, because she knows far more than Badeline ever did who she wants to be. But most telling of all, during the final
climb, Badeline… is convinced. Sure,
Madeline can’t navigate everything alone, she still draws on the experiences of
Badeline to make the ascent… but that fits too.
It’s a bit of a super power really: the greatest enemy Madeline faced
was herself, and while the climb is steep and filled with obstacles, none of
them will be as direct or damaging as the damage she once tried to inflict upon
herself.
Maybe I’m
off base of course. A casual search of
twitter and youtube didn’t turn up any analysis along these lines, and just as
with depression or anxiety, no one narrative will cover all, or even a
majority, of experiences. But the thing
that most puts me in mind of this reading of the game is this: for a lot of
trans people, merely the acknowledgement of their true gender, to themselves,
will have immediate effects on their outlook.
Dysphoria doesn’t magically vaporize, underlying depression where it
exists is not often effected, and of course society as a whole has a profoundly
awful view of transness and gender non-conformity, but merely having that
knowledge allows a lot of trans people start to see a way forward, usually for
the first time in their lives. This
doesn’t really hold true for depression: chemical imbalances don’t much care
what you think of them. Understanding
that your anxiety is not a personal failing may sometimes help, but still
produces a far less dramatic shift than displayed in the game (though of course
artistic license and the abstraction required of the medium make fine handwaves
there). It’s enough of a good fit, and
Celeste seemingly a game destined for the indie game pantheon, that it didn’t
feel right not having the thought out there in the internet aether. Because there really just aren’t enough trans
narratives, even ones cloaked in metaphor.
And many that do exist focus so much on how society ‘deals’ with trans
people that their own personal journey, the seemingly impossible task of
looking long and deep at yourself and realizing the very first thing anyone
ever told you about yourself was completely wrong, is lost. And even now finding the stories about that
journey, so that more people out there can find the story that leads them to
themselves, is far more difficult than it should be. And that matters especially for trans people,
because each year that passes makes transition harder.
So, I
dunno. This is just me putting a layer
on top of a story I found, but I have such a strong hunch there’s a lot of
people out there who might understand themselves better if they play the game
with that lens in mind. And I guess that’s
the biggest reason for these sorts of works: to give people another way to look
at games and film and literature, so that it might speak to them that much
clearer.
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