The
creators designed both The Graveyard and
Passage to reflect ideas of life and
death. In Passage players witness the
death of a woman and of the man she walks with. The woman’s dies walking with her life partner, leaving him alone and
slowly moving until he too dies. The mans lonely death can be compared to the
old woman in The Graveyard, who dies alone
on a bench overlooking the grim graveyard as a sad song about death plays. Both
characters carry the sad burden of walking through life as others die around
them until they eventfully expire.
Both
experiences are intentionally short, perhaps to evoke ideas of our own lives
and how short real life is. Passage has
a time limit that always ends in the death of the main character regardless of
companionship, score, or progression in the environment. These environmental rules
create a strong message of life--- that death is certain no mater what you
choices you have made in life. The
Graveyard emphasizes the fragility that meets many towards the end of life.
The old woman moves slowly, using her cane for support has she hobbles down a
long path between tombstones. The old woman’s slow movements and the agonizing
walk she takes players to the bench are meant to give players a sense of relief
when she sits, because she can finally rest. Likewise, the end of life is
antagonized by memories of things past and crippled with old age. Fortunately,
the old lady finds a peaceful death in the end.
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