Reach out and touch fae(ce)
Im confused how you can go from making bloodbourne, to this.
This
has to be boring. Really really boring.
The
music and the nothing happening gameplay.
Accidental poetry by a YouTube commenter
who shan’t be named (ca. 2018)
O
Rose thou art sick.
The
invisible worm
That
flies in the night
In
the howling storm:
Has
found out thy bed
Of
crimson joy:
And
his dark secret love
Does
thy life destroy.
The worst part of watching someone
stream FromSoftware’s Déraciné (2018) was the consistent, uniformly
unfunny comparison to the studio’s other, more action-heavy recent titles,
especially the 2015 role-playing game Bloodborne: “Is this Bloodborne
2?!” “When do we get to the poison swamp?” “Bloodborne sequel??” And
so on. Granted, the game’s developers encouraged this attitude with what could
be references to their other work, including elements like familiar character
names and designs—This game’s ashen-haired Yuliya, in particular, bears a
striking resemblance to “The Doll” and/or Lady Maria characters of Bloodborne.
The baseline aural experience also has that “Victorian,” sawing, trembly and
pensive, vibe fans of the studio’s output would most directly associate with the
other game and its “Hunter’s Dream” hub area. The PlayStation Store description
for Déraciné further associates it with that specific other game,
probably for the simple, mercenary reason that Déraciné, like Bloodborne,
is a Sony exclusive. The fact that they’ve been egged on in an official sort of
way does not make streamer and chatter commentary in the aforementioned vein
any more listenable, however!
Comically, the PlayStation Store labels
Déraciné as “action” and “adventure,” even though the latter is
overwhelmingly more applicable. There is no reflex component here at all. If
the game has fail states, I never saw any watching the stream. Instead, it is a
pretty straightforward adventure game with a focus on mood and story over truly
hardcore puzzle-solving. (I say, based on my limited childhood experience with
kiddie point-and-click titles like Darby the Dragon and Mr. Potato
Head Saves Veggie Valley, though also on my adult experience watching some YouTube
reviews of somewhat more comparable games like Dracula 3: The Path of
the Dragon). You move around the environment, poking and prodding
everything and everyone, often collecting items and then putting those items
where they need to go in order to progress. Sometimes this process seems kind
of perfunctory in Déraciné, to the point that there is no real “puzzle”
to be solved and the game is instead providing a modicum of interaction to make
the player feel involved. Alternatively, I guess you could characterize it as
the equivalent of a mildly more intensive page-turning process. A magical clock
item set to the player’s left hand provides hints/reminders to further
streamline the puzzle-solving and lets you know without any ambiguity when
every task is complete and you are ready to move forward. Another word I
considered alongside “mood” and “story” was “cinematic,” though there is a
certain irony to associating that word with Déraciné given how… “static”
it can also be.
Déraciné feels very smartly designed for what it
is—as both a side project for FromSoftware and as a VR title specifically. The
studio has a reputation at this point for stellar design work and intriguing
world-building triumphing over any shortcomings with visual fidelity, and Déraciné
certainly has that familiar spirit, perhaps to an even more noticeable
degree. I understand that VR games are probably more impressive in VR,
but so many of these kinds of games that I invariably see trailer-ized at video
games events just look so fake to me, like deeply spiritually sophomoric in
terms of identity and ambition. I’ve never seen a VR game that made me want to
buy the hardware to play it. The experience just doesn’t seem novel-enough
justification for the price. Like, one sword-swinging or gun-shooting
experience in VR has to be more or less the same as any other, right? Again,
I’m just going to assume that the actual in-the-moment first-person-in-VR
perspective is the missing note that makes these underwhelming visual and
gameplay concepts sing for people. Déraciné is at once so much more
unassuming but also interesting to me because it doesn’t try to indulge the
usual gaming verbs (“kill,” “attack”) and instead tinkers with “explore,” a
concept with a lot more real-world resonance. What the game offers—though I’m not
arguing it’s unique in this regard—is the ability to get approximations of
your hands directly on its fantasy world. Even if the effect can be spoiled by
moving (yourself, physically) the wrong way and receiving an immersion-breaking
“Player position is out of alignment” or “Out of play area” message. I suppose
a shooter or slasher does fit the foundational nature of VR, with its
hand-tracking granting the player this extra sense of synchronicity, but so
does the adventure game prodding and poking which is normally even more
abstracted through the use of a mouse rather than some more hand-like
peripheral.
Déraciné is very modest in scale. It is primarily
set within a single school/orphanage map and is not all that long either. It is
also modest visually, with only fleeting, limited animations, which heavily
contributes to the “static” feeling I alluded to before. It’s genuinely
impressive, however, how well the technology and the game design intertwine and
complement one another. The core conceit is that you play as a faerie, a being
that is invisible to the human characters and that also exists somewhat outside
time. Consequently, you perceive the world as largely unmoving. You can find
the various characters frozen in place, both in their current physical location
and as translucent golden echoes of their recent past so that the game can imply
their actions rather than show them outright. A person might move a little
if you interact with them, but any major changes will happen after a clean
break that takes you into the next “epoch” (read: level or stage). This
accommodates a more budget-conscious approach to storytelling while also
serving the mood, as there can be uncertainty at times about what exactly
you’ll find after a jump that could take you into the near or somewhat more
distant past or future as the story progresses. Even the load times can
ultimately contribute since they hold you in that moment of chronological
uncertainty for longer, and/or can serve as more of a definitive end point or
period of decompression for a particular story beat or feeling. It’s a perfect
example of how a seeming limitation can serve the artistry better than a
smoother, more seamless experience might.
The conceit that the player is a magical
creature further justifies the teleportation method of movement that the game
employs and that, as I understand it, tends to result in fewer issues with
motion sickness in VR. In other games, though, it just looks unappealing and
unnatural to me. Here, it Makes Sense for the type of being that you are.
Furthermore, the way that you can only shift from one predetermined position to
another mimics the perspective that I associate with adventure games, where
“exploring” actually meant rooting yourself in front of one scene or the other.
I have to imagine this was easier to program and playtest since the player
cannot freely move around and collide with things, or potentially slip out of
bounds. It also probably makes puzzling a bit easier since it limits the number
of potential points of meaningful interaction to just where you are allowed to
go. The visual of a quiet, museum-esque world populated with what amount to statues
that you approach almost like exhibits or wax-work tableaux adds to the
unsettling atmosphere when the game gets a little spooky (see, especially, when
it ultimately subverts your expectation by showing you something that can move
freely).
As a “faerie tale,” Déraciné ultimately goes a little big for my taste. The initial more domestic vignettes—of pulling a prank with some herbs and of helping the orphans decide where to set up a chair for you on the premises, to name two—felt more appropriately on-scale for a VR title and for roughly the kind of story I estimate this to be (like). I was thinking about David Almond’s YA novel Heaven Eyes (2000), although I simply often am anyway. In brief, Heaven Eyes is a story about three orphans in England who run away together and encounter a strange child (the titular Heaven Eyes) and her eccentric caretaker who live amidst some ruined buildings along the river. Here is a representative early passage, after the orphans meet the web-fingered girl and her “Grampa”:
“Where
did you come from, Heaven Eyes?” I asked.
She
shook her head.
“I
memory little,” she said. “There is nothing but a deep deep dark. Grampa tells
me this deep dark is the Middens. He tells me that he dug me out one moony
night. That is all I memory, Erin Law, before Grampa and the printing works and
the ghosts.”
“Nothing
else?”
“Nothing
else excepting sleep memories, and these I do not speak of for they must be
wrong.”
“What
are the sleep memories, Heaven Eyes?”
“Must
never tell them. They does angry Grampa.”
She
shifted closer to me.
“Grampa
is old,” she said. “Him does say that mebbe one day I must cross the river to
the world of ghosts.”
She
took a chocolate from a pocket and pressed it into my palm.
One interesting thing about Déraciné’s
story is how it ends and how it incorporates the theme of cycles that has
become so synonymous with FromSoftware’s Souls-y stories. While multiple
endings are typically possible, at least one amounts to you generally
continuing some sort of cycle that, in-game, cleverly justifies the existence
of New-Game-Plus since the events of the plot could conceivably just happen again.
Depending on how loosely and poetically you’re willing to conceive of the
games’ worlds, you could also see the alternative endings as still cyclical
somehow, even if the odds of the more distinctly apocalyptic options somehow
reverting to the original status quo feel astronomically huge. The fact that
all endings do loop the game endlessly, however, thanks to the existence
of New-Game-Plus lends credence to the impression. Nothing ever ends, one way
or another. Déraciné does contain cycles—A notable chunk of the game
concerns your attempts to change events in the past to prevent the children of
the orphanage from dying in the future, and you go through multiple loops of
attempted fixes, never quite managing to avoid the tragedy. Eventually, your
task becomes to completely remove the motivation that will drive the children
outside, where dangerous faeries lurk, by resurrecting the deceased Yuliya.
Without her death, the children won’t become obsessed with bringing the dead
back to life. Doing this, however, ends with Yuliya herself turning into a faerie
and still consuming the other children. The only way to truly fix things is not
to bring Yuliya back to life but to instead never let her die in the first
place.
In a somewhat revised version of the
opening tutorial where you originally received your red life-stealing ring, you
now learn where it actually came from: Your faerie character took Yuliya’s time
and set off the whole chain of events. This go-round, when you receive the red
ring, the solution is to reject it and instead return the ring to Yuliya’s own
finger (and thus restore her time), effectively removing yourself from the
story. The catch is that you can still loop the game endlessly by taking
the ring yourself as before. If you do, the bad choice is not acknowledged and
you simply continue on to the first proper level again, albeit with the kindness
of an option to skip back to the finale. I’m not sure looping this way counts
as an “ending,” which makes terminating the cycle your only true choice, forcing
a clean and clear and definitive conclusion on all players. The option to
return to the finale without playing through the whole game again highly
suggests this is not a “real” path to take. You simply chose wrong (solved the
final boss puzzle of the game wrong), but it lets you realize that wrongness at
your own pace and so to sit with and better own it. I like to be hyper-critical
of FromSoftware’s hands-off approach to narrative these days, but this is
undeniably a good, even off-putting (connotation: positive!),
application of their design habits. It further closes the gap between the
player and the player character by making you in the wrong along with them,
though this may be a cliché reflex of the medium at this point. A shortcut to
(attempted) pathos by way of making the player “responsible” for something with
no actual alternative, unless you count refusing to play the game any more.
(The stream I was watching ended up
doing not quite a second full loop of the story before jumping back to
the finale to conclude things properly. Consequently, I was able to skip a
large chunk of content and reach the ending much faster than I had anticipated
based on the VOD’s total runtime. Although, given how much I’ve since had to
rewatch while working on this piece, I may have seen as good as the whole thing
and then some…)
If we exclude the awkward contrivances
of wands and rings, this is a much more compelling story: Someone has to choose
not to be obsessed with the past and, “kind faerie” that they are, erase
themselves from existence to make the lives of other people better. The only
kind faerie is one that does not actually exist, because to exist as a faerie
is to take from others to sustain yourself out of necessity and then to work
some of your impressive faerie feats, of time travel and resurrecting the dead.
Told another way, I think there’s a lightly spooky, sad little tale in there
somewhere. It is perhaps deflating from a gaming standpoint to be told, in a
sense, that your hours spent were pointless, but that’s arguably what makes it
a better story story. That’s the grim fairy/faerie tale bit. Or, you
could see it as a cliché—“The only way to beat the game is to stop playing,”
basically—on par with “It was all a dream!” Which is at best a massive cliché
and at worst a massively hated twist across all genres of media.
Speaking of clichés, in this context:
I’m going to do what I already established that I hate and connect this thread
to other FromSoftware titles, specifically the 2022 ARPG Elden Ring, a
game that couldn’t be more different from Déraciné—violent,
ill-advisedly large, stats- and leveling-focused… I’m giving myself permission
to do this since it’s in the interest of theme rather than some attempt to
create a multiverse via Obscure Lore Analysis. In Elden Ring, there’s a
faction of “recusants” you can join that hunt their fellow “Tarnished” that are
chosen to serve the ends of the religious order this faction is rebelling
against. One of the members of the recusants says something that really stuck
with me, which is about the way that they take from others—“To take
power and make it his own, [t]he recusant must hunt his own kind. . . . We recusants
must become the most wretched of predators.” (This idea is also reinforced by
the area boss’s acquirable weapon and its special ability, Taker’s Flames.)
After hearing that, it reframed how I thought about the rest of the game,
particularly with certain late-stage secret areas where a couple of groups are
trying to establish their own factional turf. In both cases, there are also
certain misshapen, reviled, and oppressed creatures that have seemingly made
their way to these remote places in search of sanctuary, and naturally you end
up killing everything in your path when you explore those areas. It’s the
fundamental nature of the game that you can’t really avoid (outside of some
sort of unintended gimmick run), and I kept thinking about how these games are all
about “taking,” in some way. Whether your enemies deserve it or not, you take
from them and take from them, across deaths and across replays or New-Game-Plus
cycles.
I’m not going to make a grandiose
statement about video game violence or anything like that, but it was an
impression that stuck with me and made me sad. Déraciné, you could
argue, is ultimately about choosing not to take from others. In this
regard, it does feel like a noticeable break from FromSoftware’s recent work
and the gameplay and themes of that work, even if familiar aesthetic or aural
elements give players fodder for their annoying Bloodborne references.
There was a truly never-ending litany of this stuff in the stream I watched. (Also:
I look up a post on ResetEra about the game, scroll down to the
comments, and BLAM—immediate Bloodborne reference!) I never
really wanted an Elden Ring, and I was disappointed by how close the
historical fantasy ninja game Sekiro (2019) also hewed to the “formula”
FromSoftware had established for themselves. What I wanted them to do was to
parlay their Souls clout into a weirder and different pursuit, and there
is a bit of that here. Déraciné being a VR title certainly, justifiably,
delayed my engaging with it, though I was also, on some level, unjustifiably
more interested in taking, like yet another obnoxious and unadventurous chatter.
In terms of exactly who/what is being
déraciner-ed, there are a few options, starting with people: one obvious
possibility being the player character themselves—formerly the baby Alexis from
the orphanage, uprooted from reality and re-planted in “the world where time
stands still” as a faerie. Another option would be Yuliya, who has also been
uprooted from her life in the orphanage and has become a spirit in death. I
like this possibility a lot because of how it interacts with the game’s box
art, which technically depicts Yuliya but has a flower (in-game, revived by the
player faerie as one of their first feats proving their existence) as its focal
point, mixing person and plant in terms of imagery and apparent significance. For
feeling, consider that faeries are also associated with an obsession with the
past in the game, or how the children are obsessed with Yuliya’s passing, or
how Yuliya herself was willing to give up her own life to try to see Alexis
again. Only when these feelings are all eradicated is a happy ending
achievable: The player faerie has to reject the obsession with the past to give
Yuliya back her time, which denies her the reunion with Alexis-in-faerie-form
but also spares the other children their own feelings of sadness which will
kill them in turn, in time. Or maybe all of the children are uprooted
since they are orphans? It’s a word that gestures at multiple characters,
concepts, story beats, and themes in the game in a way that appeals to me
artistically, as a critic of art and as a sometimes-artist who titles things.
Granted, I am also writing as an ignorant, non-French-speaking person about a
word with potential connotative meaning that I simply don’t know. Of course,
similarly, FromSoftware is a Japanese company, and some of their best work is associated
with “western” fantasy re-interpreted through the artsy-fying lens of a
different culture. It’s not that Déraciné is discernibly French—most
people probably think of jolly old Bloodbor- ER: ENGLAND!—but the
title at least might continue that trend of incorporation and re-interpretation
in a sly way.


