As a seasoned gamer with a heart full of nostalgia and a mind sharpened by countless hours spent navigating virtual worlds, I must say that Crow Country left an indelible mark on me. It’s not every day that a game manages to tap into the darker aspects of our collective longing for yesteryears while also serving up a heaping dose of adorable charm.
Upon initial observation, Crow Country appears to be a tribute to nostalgia. It draws heavily from the unsettling urban landscape of Resident Evil, filling its amusement park backdrop with mind-bending puzzles and monsters that eerily take human form. It also shares similarities with the toy-like visuals of Final Fantasy VII, portraying its characters in chunky, plastic dimensions akin to Playmobil figures. However, it transcends simple nostalgia, revealing the ghostly origins of popular culture’s longing for the past.
Main character Mara Forest once visited the title amusement park during her childhood, but it wasn’t a pleasant memory for her. On that day, an unusual man inflicted a bite upon her, leading to a life-threatening condition that has been gradually taking her life away. Now she’s back with a mission: to set things straight, discover the truth behind the incident, and prevent it from happening again. She goes back to what used to be a place filled with childlike excitement, but now finds only traces of death, its lingering shadows, whispers, and remnants.
As a gamer, I can tell you that Crow Country feels like a reimagined playground from my childhood days. The park, though designed for little ones, is far from your typical amusement hub. Instead of towering roller coasters and vibrant crowds, it’s filled with spooky graveyard ghoulies, labyrinthine thickets, and enchanting fairytale performances. Despite its playful vibe, there’s a hint of eeriness that lingers in the air, especially when the park seems deserted, missing the usual humdrum of parents and kids.
In contrast to its inspirations, Crow Country breaks away from the conventional use of fixed camera angles. Instead, it presents each room as a compact diorama, offering a perspective similar to peeking over a toy house and lifting the roof for an inside view. Initially, the exterior world seems far-off; all you can see is the room, its small items, and its hidden challenges. This experience is not unfamiliar in video games, where accessibility is limited, but Crow Country defines its boundaries deliberately and artificially, much like its theme park atmosphere. However, unlike traditional theme parks, Crow Country’s world is seamlessly interconnected, similar to a survival-horror game where one area leads to another through keys and locks that depend on each other. In essence, the world of Crow Country is a miniature model, appearing isolated but actually representing a smaller version of the larger world.
Crow Country spoilers ahead.
Suitably, the theme park proves surprisingly expansive, filled with corridors and concealed chambers. Mara explores not only play areas and rollercoasters but also backstage rooms and offices. Ultimately, she finds herself in the park’s hidden mine, an underworld of metal frameworks and bottomless pits. Similar to Resident Evil’s manor, Crow Country conceals a secret industrial core. Yet, much like the theme park itself, the mine is divided into sections. Each segment harbors a “root,” a large, tentacle-like structure crafted from precious metals, which Edward Crow has been covertly mining. As the game unfolds, the theme park deteriorates, becoming infested with monsters and littered with traps and challenges. The sun sinks, leaving the park as dark as the depths beneath.
In this narrative, the storyline mirrors the real world, transitioning from highlands to lowlands, and day into night. While traversing the landscape with his father as a boy, young Edward unearthed clues hidden in the soil near their campsite. As an adult, he claimed to be extracting minerals from Brazil, masking his true activities. However, strange beings began emerging from the extraction site. To Edward’s surprise, these entities were not alien lifeforms but rather human beings. Edward’s mining of the portal has caused it to malfunction, altering the characteristics of those who pass through. The more he mines, the more the portal expands, becoming distorted and transforming people into amorphous blobs that melt upon contact. These individuals can no longer communicate verbally but can only reach out, and their touch spreads a contaminant. The portal seems to offer a glimpse of the future, serving as a dire warning of impending catastrophe and planetary uninhabitability. Despite this revelation, Edward continues his work, concealing the truth instead of sharing it openly.
In an unusual manner, Edward holds a profound respect for the gateway. He addresses the beings emerging from it as “visitors,” much like they are attending a theme park. One root he preserves, constructing a sanctuary around his cherished childhood find. The remainder he excavates, leaving behind cavernous holes that resemble severed limbs. This might appear paradoxical, but it complements each other in his perspective. Only his past holds significance for Crow; the rest can decay.
“Crow Country and Birnam Wood share a common theme of exposing hidden exploitation, as they both explore instances of secret mining operations – one in New Zealand and the other in a US backwater. While it’s acceptable for a wealthy individual to have mining assets in Brazil, the idea of unearthing a mountain of gold from an obscure American location could stir controversy. Both works challenge our perceptions by highlighting unnoticed violence occurring in regions outside of the developed world.
In some respects, Crow Country mirrors Alan Moore’s “Illuminations,” a narrative about an older man who journeys back to the pier of his childhood vacation, but is shocked when he discovers he’s traveling not just physically, but also to the past. The story transforms sentimental yearnings into sheer terror – something that seems foolishly desirable. Going back to the past with your current knowledge means returning as you are now, not as a wiser version of yourself from the past – an adult dressed in child’s clothing.
In a nutshell, Crow Country balances between hidden economic manipulation and a private yearning for yesteryears. Unlike the visitors who travel from future eras to preserve the past, Edward Crow’s actions aim to undermine rather than safeguard it. A part of the park remains untouched, an unrealized sci-fi district reminiscent of Tomorrowland. The enigmatic future is distant and obscure, with those who could potentially foresee its calamities being silenced by the very events they seek to avoid. Interestingly, Crow Country wasn’t always known as such; it was once called Condor Country, a name presumably given by its native tribes. Regrettably, that past has vanished entirely, replaced only in Crow’s acknowledgment that the land was never truly his. Nostalgia, inherently, is selective and can be harsh in what it decides to forget.
To put it simply, Crow Country isn’t your typical horror story filled with shock or fear. Instead, it possesses a charming, even cozy quality reminiscent of an old, well-loved VHS tape. However, its exploration of nostalgia adds layers of color, depth, and darkness that can be quite unsettling. This is what makes it so eerie – its unwillingness to just be cute, its longing but not celebration, that gives it such a rich and beautiful texture. Any game aspiring to create a future by looking back has much to learn from this work.
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2024-12-21 19:39