The work is mysterious and important.
More specifically, it makes me realise what games do better than every other medium.
Disorientation: it’s a major theme in Severance.
From the beginning, we, as an audience, long to know what’s going on.
What is the purpose of their number crunching?
What are they working towards?
The whole premise is that you’re free to split one person into two people.
One cannot recall details about the other.
But it’s always second hand.
We are never, as in Portal, the people experiencing it for ourselves.
We can never be, as we can in a game, them.
This thought reminds me sharply ofBefore I Forget, a game about being a person living with dementia.
Thisdoesattempt to show us what it’s like to experience something ourselves.
The house rearranges around us, and objects in our house are strange and incomprehensible.
The life we once lived has become increasingly obscured.
It’s unsettlingly powerful.
It’s wonderfully done; you should watch it if you’re free to.
But it’s still not as immediate as being the character yourself.
I don’t know how you could obscure that from the player if they played the two roles.
But if you could solve that problem and adapt the idea: that’s a game I would play.
In fact, I think I have played it.
We start disobeying the Narrator-delivered rules and seeing what happens.
It is parodic, mysterious, and unexpectedly funny.
It’s everything Severance also is.
So baked into that show’s DNA is that video game.
To me, the blueprint of The Stanley Parable is plain in Severance to see.
And I love that it’s games influencing thecreationof TV shows rather than only being adapted for them.