Princess - MomentOfClarity - Analysis
Video games as an art form are a very young phenomenon. Some even say younger than cinema.
That is precisely why, in my opinion, the methods of expressing artistic thought in this medium have not yet had time to fully take shape. The presence of a massive industry here proves nothing. It is merely the result of how modern society-built around entertainment and consumption-cultivated a giant industry BEFORE the medium even found its own artistic language, the alphabet by which it operates.
The second factor is, of course, the complexity of production. Creating games today cannot be compared to the engineering challenges of even a decade ago. Back then, a hypothetical indie developer usually had to perform the engineering task of building their own engine just to simply start bringing their ideas to life.
In those days, projects like Fez were only just fumbling around in the dark, trying to figure out what a game could be if it wasn't attempting to be a typical mass-market product. Many indie games from that era can look somewhat infantile in retrospect.
Returning to the present day-a lot more talented people have finally gained access to the toolkit that makes an artist's work with the gaming medium simply possible.
And when something like Slay the Princess falls into my hands, I am reminded once again of how ridiculously little we have seen so far of what this art form is capable of offering us in the long run.
This representative of the genre is not constrained even by conventional boundaries. What is it? Horror? A visual novel? Or perhaps, after all, a dating sim? Probably the latter. Well, or none of the above-because that is the only way to define something that is truly a "thing-in-itself." Though, as a side secret-it actually is a dating sim.
Honestly, I don't even know why we should ask this question. Black Tabby Games wrote it right there in the game's preface: "This is a love story."
And the most interesting thing here is that a player familiar with the subgenre of games that convey their meaning through subverting expectations-such as Doki Doki Literature Club-might immediately spot a familiar trope. Just as in Doki Doki a stereotypical dating sim eventually turned out to be a psychological thriller, here too: a game that even has wordplay in its title-Slay the Princess instead of the classic Save the Princess-must surely be a thriller growing out of a romantic, fairy-tale entourage, right?
Not quite.
Here is how I see it: Slay the Princess is a psychological thriller that grows out of a love story, which later grows back into a love story. And somewhere in the "folds of the terrain" along the way, cosmic horror and the story of every world that has ever existed got lost.
So we weren't lied to. It’s just that... it contains a "tiny bit" more than we are shown at the very beginning.
And this is the best moment to say: all of this should already hint to you that the best experience you can get from this game is to dive into it without any prior context whatsoever. Except perhaps the context of your own life. Trust me, your life will be more than enough for this game to first destroy you, and then put you back together again.
So at this point-an official spoiler warning. If you plan to play it and don't want them ruined-rewind this video somewhere far away from YouTube, turn off your Wi-Fi, launch Slay the Princess, and form your own, unique impression.
For those who stayed to join in on analyzing this complex and beautiful puzzle-let's talk. I'll be curious to see your thoughts in the comments on any element of this game. It took a long time for me to get around to playing it, but now, a week after my first run, I simply cannot stop thinking about it.
Of course, any of my thoughts are subjective. For what else, if not love, can be so open to endless human interpretation?
[1]
Once upon a time, in a different spatiotemporal realm at the end of the world, there lived a person. This person was a witness to injustice, suffering, and the gradual, inevitable decay of everything around-the rotting of the very fabric of their universe. Filled with pain, this person stood up, straightened themselves out, and reached toward the infinite cosmic wind. From there, they snatched the wheel-the cycle of world-creation that was just about to turn toward the count of the world's next rebirth. In their rage, the person tore the cycle in two, stopping the flow of time.
One side of the cycle consisted of pure transformation and the world's inclination toward relentless change. By its nature, it also included death. It was named the Mound of Change (The Shifting Mound).
The other half contained the world's inclination toward repeatable patterns-laws, rules, the formation of sequences. Cause and effect. This half was named the Long Quiet.
These two halves of a whole became divided gods. They forgot who they were, yet in their blind existence, they continued to reach out to each other again and again.
The person whose disillusionment with the world led to this hated the Mound of Change. They dreamed of destroying it to finally leave the world at peace. A world without death, without the suffering brought by constant transformation.
But a mortal cannot kill a god, and they knew this. The person realized: only a god can kill another god.
Therefore, they reasoned that they could convince the Long Quiet to kill the Mound of Change by taking advantage of the fact that the gods had forgotten their true identities.
To achieve this, the person destroyed themselves in a final act of self-sacrifice. But at the same time, they created a Construct out of their body and an Echo out of their voice. At least, those were the names they devised for them.
The Construct is a prison within a prison, capable of holding two gods. Even if the walls of one crumble, the gods will automatically be transferred into another-until only one remains inside. At least, that was the plan.
The Echo left from the voice was placed inside the Long Quiet-where the Mound of Change would not find it. Taking advantage of the Long Quiet's confusion, the Echo was supposed to create the illusion of authority and gradually convince it to kill the Mound.
Chapter One Begins: The Hero and the Princess
You find yourself on a path, knowing only one thing. At the end of the path is a hill; on the hill is a cabin. In the basement of that cabin lives an imprisoned Princess. You must kill her. If you don't-it will be the end of the world. And it is from this exact moment that the love story begins.
But on this path, you have even less context than you do right now, don't you? This fairy tale about a cycle and two gods is still extremely far from floating to the surface. In reality, all you know is that there is a Princess in the cabin, she must be killed, or else it's the end of the world.
You were told this by a voice in your head named the Narrator. And the first thing we can state for certain is who the Narrator is NOT. He is not a reliable narrator. Right from the start, as soon as you regain your basic form of self-awareness, you can literally shower him with questions: about the context of the situation, about who this Princess is, what she is doing in a basement in the middle of a forest, and what childhood trauma led to such "preferences" in her adult life.
But the Narrator won't give you a straight answer. Nor almost any answer-to a single one of your questions. It seems the Person who left the Echo behind wasn't prepared for some random god to question their words for even a second. All you'll hear is: "There's no time," "Let's skip the details," "We'll talk about this later when the world is saved."
Along with us, there is another voice. This one, unlike the Narrator, is called the "Voice of the Hero," and it seems to me that it most closely represents a kind of human "self" of our body. Through all of this, both the Voice of the Hero and the Narrator realize they are not the actual entity through whose eyes they view the world, and at times they even suspect the existence of the player as a player-you in the role of the operator. In short, it’s an absolute mess.
But we have what we have. For now, we are in a kind of trap, though you don't know it yet, so we are forced to decide what to do next under conditions of extremely limited information. From this point on, the story takes a cyclical form. Remember? The Construct is capable of replicating itself, and the Narrator is merely an echo of the Person who created it. If something goes wrong-you will find yourself back here again. As if nothing happened. In the forest, before the path leading up the hill to that very same cabin.
Since our questions remain unanswered, we have no choice but to head up to the cabin.
Inside, the Narrator describes what looks like an average room of a student who just moved out from their parents' place: bare walls, a small table, and a knife. As you can see, there isn't even a mirror, so the Princess must be shaving blind. And the knife... excuse me, but it's just tossed there carelessly. Look at this-this sight never gives me peace. You're going to catch it by accident and drop it right on your foot, Princess!
MARK1
It is precisely regarding the knife that we must make our first significant choice. And who we meet in the basement depends directly on this choice.
If we enter unarmed-we are greeted by the soft voice of a frightened girl. Exactly the kind we expected to hear in a classic fairy tale about a knight rushing to the rescue.
If we enter with the knife-the Princess doesn't just speak in a colder tone; she appears before us as an entirely different personality. Confident, distrustful-she will threaten us and speak from a position of power, even while chained to the wall.
Such a contrast in presentation might seem like a cheap narrative trick at first glance. How can reality itself depend on whether our hand is holding a knife at this specific moment?
But yes, it does. Literally.
To me, this specific detail isn't even a spoiler. It won't take long to grasp the first truth of this world: the Princess will always be whatever we expect to see in her.
For the sake of the experiment, let's assume our first choice was NOT to grab the knife right away.
Entering unarmed? That means we don't expect a threat.
We weren't actually planning to kill the Princess, were we? Even without any facts, that sounds like a terrible idea.
We go down and try to talk to her-to ask questions, to figure out what the prisoner herself thinks about this whole situation.
But this doesn't bring any clarity. It only becomes clear that the Princess either genuinely doesn't know who she is or what she's doing here, or she is playing the role masterfully. Right here, the first doubts about her human nature creep into our mind. Our rational Voice of the Hero starts asking truly important questions: if she has been locked up here "for a very, very long time"-so long that she forgot her own name-then what has she been eating or drinking all this time?
If you voice this question, she will answer: "Are you stupid?" The Narrator will also chime in: "Are you stupid?" And the Voice of the Hero will only try to reassure himself in confusion: "Man, but I'm not stupid... Right?"
This puts another element of the world in its place, namely: do not take things too literally. Claims from the realm of pure rationalization have never brought any good to any story. And in a world where knives are placed so close to the edge of the table-even less so.
And here we are at a crossroads again. We have already spoken with the Narrator, with the Voice in our head, and with the Princess, but we haven't gotten any closer to the truth. On one hand, we don't have enough facts to condemn her for anything. On the other-there's no evidence in her favor either.
So we do what any responsible person would do in this situation. Namely-we avoid responsibility. We decide to simply lock the Princess in the basement to observe her from a safe distance.
She doesn't like this. Her voice cracks, bringing something more... inhuman to the surface. You hear threats. You hear her say these chains won't hold her. And before you can get your bearings-where the Princess was standing just a moment ago, only a chewed-off arm remains. It gets a bit terrifying.
We run up the stairs and barricade the door with the table-the one the knife had already vanished from. At that moment, you realize: it got lost. And this wouldn't have happened if it had been put back properly instead of just thrown anywhere!
Script: Chapter 1 Final - Sleep Paralysis and Gills
But it's too late to ponder past mistakes. The Princess has come up the stairs and is pounding on the door with all her might. Fortunately, it seems to hold.
A ray of hope penetrates your mind: she lost an arm! She won't be able to stop the bleeding. She just has to bleed out or at least weaken in there while trapped, expending so much effort.
Propping up the wall with your back, you wait. You try with all your might to block out the relentless banging on the door and not picture WHAT this Princess is or WHAT she looks like right now.
"She sounds... awful," says the Voice of the Hero. Yeah, like she's no longer quite the girl we just saw, but something straight out of a nightmare.
Time passes. Fatigue takes its toll. An uneasy sleep consumes you while the Hero's words are burned like hieroglyphs into your brain's cortex. If only he knew: the Princess always becomes exactly what you see her as.
You are woken not by pounding, but by a sudden silence. The table is lying somewhere in the corner; the door to the basement is open. The Princess could be anywhere, and the knife... still hasn't been found.
What comes out of the basement toward you barely has a form. She floats toward you with a grimace on her face, while your body refuses to obey-the closer she gets, the worse it gets. It feels like a form of sleep paralysis, but unfortunately for you, it's much worse. You are not just unable to move your muscles-even your internal organs are failing one by one.
"So helpless," says the Princess. "It seems I can take my time playing with you."
"Or not," she adds with interest when her face ends up right next to yours. "Your gills are turning green. You won't last long."
The last thought that enters your mind: "God... if only... if only I had put my things away neatly on the table!"
Everything goes dark. You die.
Hmm... "A love story," right? Not that I have a lot of experience, but it seems to me love usually lasts a bit... longer? And isn't this stressful the whole way through? Wait... I HAVE GILLS?!
Emotional neglect should be considered a form of psychological abuse. It is especially easy to imagine a situation, for example, where parents ignore or lock up a child. To a child, parents are the guarantee of survival. If this guarantee becomes a threat, an internal conflict arises. Most often, a disorganized attachment style is formed. In the future, it is difficult for such a person to build relationships: they crave intimacy while being mortally terrified of it.
Social Death is a term describing an intense genetic fear. Evolutionarily, for a human ancestor, banishment from the tribe meant certain death. An adult person may feel obligated to constantly wear a mask-not being who they truly are. Because their "true self" remained forever associated with banishment. Let's hold onto this thought.
Instead of a "Game Over" screen, you see the title of Chapter Two-"The Nightmare." Maybe it's not over yet?
MARK2
You are on a path in a forest. At the end of the path is a hill, and on it is a cabin. In the basement of that cabin sits a Princess and... all of this is starting to feel remotely familiar. Even the Voice of the Hero can't help but notice an obsessive sense of déjà vu. Remarkably, only the Narrator seems steadfastly confident: you are all meeting here for the first time.
Oh, wait... who is that now?
Another voice echoes in your head. It feels familiar, yet you are hearing it for the first time. The Voice of the Paranoid behaves as expectedly terrified.
Ignoring the intrusive thoughts, you clench your fists and take a confident step toward the cabin. Maybe, you think, if you act fast-just as the Narrator wants-you'll have a chance to deal with the Princess before she starts her paralyzing machinations with your body parts.
Entering the cabin, you see the place has changed slightly, having received, so to speak, a light "touch of a woman's hand." The layout has become more open, without unnecessary doors. For complete coziness, all it lacks is hanging something on the walls. Something like a mirror that wouldn't vanish as you approach it.
The stairs leading down to the basement are now just floating as individual planks in the dark, broadcasting the very essence of the r/DeathStairs subreddit directly into your brain.
Anxious thoughts don't let go of you throughout the entire way down.
"Alright, pull yourself together, think," says the Voice of the Hero. "We need a plan! Last time, just being near her killed us! I wonder, is it hard to throw a knife? Will a knife even stick into her? She looked like a ghost last time!"
The basement room seems to have been... stretched out, making every plank stand a meter apart from the next. A massive space-a massive open space where there is nowhere to hide. You're a sitting duck here.
Script: Chapter 2 - Symphony of the Paranoid
No matter what you do, the Princess finds you soon enough, and your worst fears are confirmed instantly: your body starts going numb. Is this the end? Again?
"Is there really no way out?!" screams the Voice of the Paranoid. Even in the Narrator's tone, notes of genuine panic appear: "What did you do? She wasn't supposed to be like this! What did you do to her?!"
Vision fades as your blood begins to coagulate. Thoughts about the meaning of the word "coagulate" freeze in your brain, where even neural signals slow their movement down to a total paralysis. If there ever was a third response to the "fight or flight" dilemma, this is it-freeze.
But through this electrified, thick darkness breaks the rhythmic voice of the Paranoid:
"Heart. Lungs. Liver. Nerves. Heart. Lungs. Liver. Nerves."
And the body resumes working. Jerкily, painfully, but it functions. The inner voice is now keeping you alive, literally operating your organs by hand. A perfect analogy to the activation of the sympathetic nervous system in response to stress. Deep down you know: you've been in situations like this before.
Heart. It starts beating faster, actively pumping blood through the body. Your blood pressure rises. Lungs. The lungs relax, the bronchi dilate; breathing cuts through your insides like a knife, but the muscles currently need maximum oxygen supply. Liver. A sudden release of glucose floods the body with a surge of energy. Time around you seems to slow down, leaving only a tremor in your limbs. Nerves. Noradrenaline shifts the autonomic nervous system into overdrive. Now you can "rest"-your body will do the work for you.
Heart. Lungs. Liver. Nerves.
(Visual sequence: a "Heart. Lungs. Liver. Nerves" remix featuring a dancing dog in S.T.A.L.K.E.R.)
She leans down to you, slowly, surprisingly intimately running her velvet glove along your hypersensitive neck. Heart. Lungs. Pe-... uh, no, Liver.
"While you stand there gasping comically like a fish out of water, the cabin won't let me out," says the Princess. "Only you can do that. So it's time for you to pull yourself together. Let me out so I can hold the whole world in terror. You won't be able to refuse, because otherwise, you'll be stuck here with me until you change your mind."
Static. A missed heartbeat. She leans in and whispers in your ear: "Or until your heart stops completely... and then you'll appear back here again. That's how it works. This won't end until you let me out."
Gathering all your courage, you decide to sacrifice yourself. You will stay alone with your nightmare so as not to release it into the world.
What a futile and mad idea. Will a single moment of bravery make you into something you are not?
She brings her hand up to her cracked porcelain mask and removes it. This is called "demasking"-the exposure of true feelings. You have no chance to make out what lies underneath before IT engulfs you completely. All you manage to notice is a lonely tear rolling down her cheek.
Reality shatters into atoms, threading through your consciousness like needles.
Birth. Death. Birth again. Decay and bloom. Millions of stitches on millions of microscopic wounds you have ever inflicted on anyone. Every muscle movement and every word you have ever thought or spoken.
She wants to get out.
A lonely soul crying in an empty room. She lives eighty years and vanishes. And then-she is back in the same room again.
A little relief. This is a good life. Love, children, career, respect. All of it lasts a moment, and in the next-it vanishes, and worms fill the void.
Diagnoses... It slowly forgets everything it is. Anger. Hatred. Poverty. The lonely soul is lonely once more. Love becomes a mockery, and it dies. And then it is born again. Worse. Even lonelier.
She showed what she feels. These are her emotions. And that is why she wants only one thing-to be let out.
It seems the Narrator can no longer endure this. Your body has long been dead, but you continue to live through endless lives.
You are on a path in a forest... Good lord, where am I? Who am I? This isn't Chapter Three anymore. It feels like there have been countless chapters. A fleeting moment of clarity-and you are back on the path.
Reincarnation is the very essence of horror when you are aware of it.
You've gained a few extra passengers in your head, to put it mildly. This is one of the few moments in the game when all the voices that could possibly appear across the entire playthrough speak to you at once-each one already traumatized. The forest has changed too; you saw what she feels, and as a reflection of this-even the roots of the trees now hang bare in the dark. Everything here is exposed.
In place of the cabin on the hill, there is only what we can describe as the "idea of a cabin." So we enter this idea and look once more into a mirror that doesn't exist.
You realize that you have lived a million of her lives and tried everything possible. You know that the only way out is to let her out. She is time itself-the Mound of Change-and you cannot survive time itself. Even if you wait for eternity-time is longer than eternity.
She is still afraid of you. You can hear it behind the threats in her voice, but she also doesn't want to let you go. All she wants is to step out into the world together.
You reach out your hand to her and touch hers. The paralysis is gone. And despite everything that happened between you in the past, this moment feels incredibly gentle, delicate even.
At first, movement comes with difficulty, but soon she stands proudly beneath the stars, after all those reincarnations-free. And looking at her, you slowly begin to realize, somewhere deep down in your thoughts with a quiet little voice-that after all, Slay the Princess is a love story.
A moment passes, and her voice sounds again. But a bit differently-softer, more vulnerable. She didn't expect that she would be so... tired. And that it would be so... cold.
And then the moment comes: something took her away. The world around you disappeared. Death. Again.
In relationships, one should avoid idealization. One shouldn't project their own expectations onto a living person, because otherwise, you are doomed to meet not them, but your own Nightmare.
Fear is one of the fundamental human emotions. And likewise, it is a fundamental component of love. But do you have enough courage to survive a moment of total emotional vulnerability? Yours or your loved one's? You won't be able to answer this question for yourself until you find yourself inside that situation.
If you think you know everything about yourself in advance-you are lying to yourself, which automatically means you are lying to those you love.
Slay the Princess is a love story. Perhaps the cruelest and most honest textbook on the psychology of love that I know. Because this game knows the truth: love is simultaneously the most beautiful force in the world.
All that stands before you is a mirror. You are standing in the dark absence of time and space; there is no Narrator. Something is irrevocably finished; this world was destroyed. But you're still here, right? And here is this mirror?
You see, You, the Princess, and the mirror are the only things that were not part of the Construct. And the mirror is the exit from it. You might know that it's customary for us to cover mirrors if someone dies in the house. Mirrors are portals between worlds, and at the time of an owner's death, they are open-the soul has already gone to the other side, but we don't want it to get lost or for something uninvited to crawl out to us from that side.
Right now, this mirror is here for us. And for the first time, we can look at ourselves.
I wonder how the structure of this video essay is supposed to work, and why drag popular psychology into it? It sounds almost like a hint as to what we'll see further in this story. What do they call it in traditional villages of Western Ukraine.... foreshadowing!
The Princess is not human. She is an entity that appeared here and now, in the Construct, in the basement, chained to the wall. We were the first entity she ever saw-and her only hope for freedom. But by locking her in the basement, we treated her not as a person. Devaluation and isolation. Through the traumatic experience of first intimacy-fear became her love language, and the mask became an indispensable element-since demasking remained tied to the subconscious fear of social death. "I am who I am" became a mantra-a conviction for herself and for others. But it's time to see what she actually feels underneath-behind the mask.
Okay, what a sharp transition from psychology to spiritualism; what is this video-essay-part-one even about? And what is under that mask after all?
Interesting. If during reincarnation a person doesn't remember their endless lives prior to exiting the cycle-what does their soul feel, what does it remember?
Whatever took her away is her. But her on another level of reality. This entity tells us that we returned one of her pieces to her-you brought her fear.
One tear. One drop of the ocean returned to its waters. It seems one soul has finally found peace.
Even so-right now this entity doesn't know who she truly is, and doesn't know who we are. She feels sadness and confusion; she has only now arrived at self-awareness. She knows only that in order to exit the darkness, you need more scattered pieces of the larger whole-more perspectives and variations of the Princess.
Trust and betrayal, suspicion and faith, rivalry and submission, fear and longing, pain and the unknown. And inside all of this lies an emotion that can only be described as...
We will continue next time.
This game has a cyclical form. We must return to the beginning. To the VERY beginning-where we don't know anything yet. And we must find the other facets of this entity.

