Wellness Scalar Group Project

Development Page 2 Justin


The main character overdoses on various substances within his cupboard. He loses control of his vision and his cognition, causing the player to experience the same confusion through bright colors and warped perspectives. As he takes more and more, the player is shown a further distorted view of the cupboard. After throwing up, he loses control of his mind, falling into a body of water filled with trash and the remnants of his belongings from the house. 
Literally, the man falls into a pool of water, deeper and deeper surrounded by the remnants of his belongings from his house. Metaphorically, the water represents his consciousness. The man begins to close his eyes as he falls deeper and deeper into his consciousness, until he inevitably dies. We can also see a cigarette box, adding onto the idea that Kiddo, the man shown, has lost a sense of self-respect towards his body and tried to find another way to experience something new. 
He feels that drugs may be the only thing to make him feel something. The high he gets from eating random substances contrasts the rest of the gameplay, where each room is colored in black and white with no variety of shape. This emphasizes how his drab life in the house compares to after using drugs, which gives him the emotions that he yearned for. After losing his dog in the first minute of the game, he feels hopeless. He feels alone from spending countless days repeating the same actions; eating pizza and falling asleep on the couch. So he submits to giving up and tries to find some sort of different experience before he finally kills himself at the end of the game. 
However, this type of "... content that we encounter online can help facilitate powerful psychological realizations and collective change." (Nair et al.) It serves as a method of education for others, providing an entertaining perspective on those who have lost their sense of wellness. The author intentionally leaves in smaller details of his house, so people realize his economic status, hygiene, social status, and state of being. It supports a prejudice against those who live in similar conditions, which can be harmful to their public image. However, the game also educates others to be aware of the risks that come with self-isolation and neglecting self-care (even though the game does it in a rather disturbing way). 

This page has paths:

This page references: