Post by cellerikun on Dec 1, 2006 18:19:33 GMT -5
Here's my theories on symbolism in Rule of Rose:
1. Fish --> Unrealized ideals
Throughout the game we see imagery of fish: Diana wears a bag-mask with a fish on it, there are fish drawn on the walls of the filth room, a huge fish flies over the orphanage in the opening, there are fish imps, Wendy is drawing a fish on the walk in the ending, etc.
It's pretty clear that the "airship" is really just the orphanage as filtered through Jennifer's childlike imagination-- all the significant rooms are functionally the same (for instance, the Filth Room is always Jennifer's 'bedroom', as it always has the pillar in the center and a Bucket Knight and a rubbish bin) and Jennifer comments that she was left out when the other children played Airship, because it brought up horrible memories for her-- but during the Mermaid Princess chapter, when Jennifer goes into the airship's "tail", the player can hear bubbles and underwater sounds. In the opening, we see the giant fish "swimming" in the sky over the orphanage the way an airship
would.
So, orphanage --> pretend airship --> fish. Still with me? Good.
Both the airship (the real one) and the orphanage are objects of hope: the airship is said to have been celebrated by all of England, and the orphanage was a place where children who had lost their parents could find new homes.
Except in both cases, everyone in them (except Jennifer) died a horrible death-- those hopes and dreams crashed and were murdered, respectively. So, because both of
these physical things are both represented in Jennifer's memories by the Fish, the Fish represents unrealized ideals and disappointment-- the Giant Fish is Jennifer's Fish; her unrealized ideal of her own self-awareness: it should be noted, however, that the pretend airship disappears and becomes the orphanage once she recovers "Joshua" and is awarded the Red Crayon.
Moreover, we have individual instances of the fish symbol that are more specific in their own contexts.
Diana's Fish represents her unrealized ideal of maturity and the subsequent change in others' perceptions of her, as represented by her Fish bag-mask in the beginning of the game. Her unrealized ideal of maturity is represented especially by the Mermaid-- supposedly a beautiful and pure creature, but sickly and ugly and suspended; the conflict between Diana's childlike perception of what it is to be a lady and her more mature perception of what it is to be an adult. It should also be noted that the Fish Imps prevalent in this chapter are also "mermaids", in that they are half-humanoid and half-fish.
((Let me derail for a minute on the subject of the Mermaid: the mermaid looks like Clara. I attribute this to the fact that Clara is the oldest and clearly has the (possibly sexual) attention of the only adult male in her world, Hoffman. Diana is the most sexualized and sensual of the RCA; Clara, being the oldest, the prettiest, and possibly having had sexual intercourse already (hence "unmarried" mermaid as opposed to "virgin" mermaid) is the object of Diana's envy. She is Diana's unrealized ideal combined with Diana's jealousy of someone who has achieved that ideal, which is why the mermaid is hanging from the ceiling, blank-eyed, violent, and clearly ill.))
Wendy's Fish in the ending is a simple, childlike thing-- drawing a fish on the sidewalk in red chalk, and it represents her unrealized ideal relationship with Jennifer. Just like her unwillingness to share Jennifer with Brown, in the ending, she is too busy concentrating on her disappointment to follow Jennifer out of the gate as it shuts behind her.
2. Wings/Flight --> Happiness
This one's fairly easy because it doesn't come up quite as often and the symbolism hammer hits hard, but here we go.
Eleanor quests for the Bird of Happiness. She carries an empty birdcage and hangs around birds or out under the open sky whenever possible. But, she always carries the birdcage in an attempt to catch it, and she is usually found in the airship among the chickens-- flightless birds in cages. It should also be noted that when she is on the balcony, under the sky, there are no birds around. It's not that she wants to be happy, it's that she wants to capture happiness for herself, and so she never will be. It will always evade her, and so she is cold.
Similarly, Amanda draws herself flying away in her diary-- but she chokes in the atmosphere and crashes. She longs to be happy, but is afraid of the dangers of being free and without the structure of the RCA, and would die without them for lack of direction. So burdened by a longing to fly away but knowing she will fall, she continues on under the weight of her peers.
3. Red --> Love and Acceptance
Another easy one. Red is the color of love, it's a fairly common sentiment, so I'll just narrow this one down to individual instances:
Red Crayon -- Normally I'd say this one meant "authority", but it doesn't. Having a red crayon doesn't confer any decision making powers; instead it allows the bearer to be accepted into the inner circle of the girls' society. Having a red crayon makes it acceptable for the bearer to be looked kindly upon and loved; those without one are ostracized and abused.
Red Drawings on Jennifer's Dress -- Jennifer is only drawn on after she is awarded the red crayon; she is forcibly 'accepted' into the Red Crayon Aristocrats; the player can
choose to drop the Red Crayon, but Jennifer wears red crayon drawings on her for the rest of the game.
Red Roses -- Meg gives one to Diana in the opening, Wendy tries to give a bouquet to Jennifer, Jennifer trades her teddy bear to Wendy for her rose brooch. These are all
exchanges made with affection in mind.
Red Bird -- Eleanor's Bird of Happiness is red, and wouldn't being loved and accepted make anyone happy?
Red Lipstick -- Amanda smears red lipstick on her face in the hopes of becoming pretty, as she is self-conscious and sees her looks as a reason for the way the other girls
treat her. (It should also be noted that Amanda, rather than wearing red and carrying roses, wears pink and is associated with a floral pattern-- paler versions of the true symbols.)
4. Green Ribbon --> Power and Control
This one's a little out there too, but stick with me here. We see the Green Ribbon in a number of places; Joshua the Bear has one around his neck, Diana wears a green ribbon as an accent under the sailor collar on her dress, and the player can find Green Ribbons scattered around in the world of Jennifer's memories.
The strongest connection the Green Ribbon has is to Joshua, and therefore Wendy. The figure of Joshua, if not necessarily the actual person, is the most potent and active force in the story, and this figure I will refer to hereafter as the Bear Prince. The Bear Prince is the most ephemeral of all the characters, flighty and impossible to grasp, and yet he has the power to control Stray Dog. While I could go on for days and days about what it says about a story of a girls' society that the most powerful figures in the story are the three males, one of which is dead, that's not the point I'm making here.
The Green Ribbon is the icon of the Bear Prince, who is counterpart to the Rose Princess and commander of Stray Dog; because he has the power to end life (rather than just make it miserable), the green ribbon represents real, visceral power and control over it.
Diana wears a Green Ribbon, and she is inarguably the most potent personality of the three main members of the RCA. She is an expert manipulator and has control of the other girls, especially Meg, who is easily controlled through her affections for Diana. Of all the characters under Wendy, she has the most power.
Jennifer doesn't have a Green Ribbon-- she can collect several if she chooses to, representing that these are in fact her memories and has complete control over them if she chooses to exercise it (ie, forgetting entirely or choosing to remember). Similarly, she can also choose to give the Ribbons over to the society in exchange for sweets and helpful things and pleasantries, which is exactly what she remembers doing-- exchanging her control and power for a chance at an easier life.
This is what I've got so far, more as I narrow some of this stuff down.
1. Fish --> Unrealized ideals
Throughout the game we see imagery of fish: Diana wears a bag-mask with a fish on it, there are fish drawn on the walls of the filth room, a huge fish flies over the orphanage in the opening, there are fish imps, Wendy is drawing a fish on the walk in the ending, etc.
It's pretty clear that the "airship" is really just the orphanage as filtered through Jennifer's childlike imagination-- all the significant rooms are functionally the same (for instance, the Filth Room is always Jennifer's 'bedroom', as it always has the pillar in the center and a Bucket Knight and a rubbish bin) and Jennifer comments that she was left out when the other children played Airship, because it brought up horrible memories for her-- but during the Mermaid Princess chapter, when Jennifer goes into the airship's "tail", the player can hear bubbles and underwater sounds. In the opening, we see the giant fish "swimming" in the sky over the orphanage the way an airship
would.
So, orphanage --> pretend airship --> fish. Still with me? Good.
Both the airship (the real one) and the orphanage are objects of hope: the airship is said to have been celebrated by all of England, and the orphanage was a place where children who had lost their parents could find new homes.
Except in both cases, everyone in them (except Jennifer) died a horrible death-- those hopes and dreams crashed and were murdered, respectively. So, because both of
these physical things are both represented in Jennifer's memories by the Fish, the Fish represents unrealized ideals and disappointment-- the Giant Fish is Jennifer's Fish; her unrealized ideal of her own self-awareness: it should be noted, however, that the pretend airship disappears and becomes the orphanage once she recovers "Joshua" and is awarded the Red Crayon.
Moreover, we have individual instances of the fish symbol that are more specific in their own contexts.
Diana's Fish represents her unrealized ideal of maturity and the subsequent change in others' perceptions of her, as represented by her Fish bag-mask in the beginning of the game. Her unrealized ideal of maturity is represented especially by the Mermaid-- supposedly a beautiful and pure creature, but sickly and ugly and suspended; the conflict between Diana's childlike perception of what it is to be a lady and her more mature perception of what it is to be an adult. It should also be noted that the Fish Imps prevalent in this chapter are also "mermaids", in that they are half-humanoid and half-fish.
((Let me derail for a minute on the subject of the Mermaid: the mermaid looks like Clara. I attribute this to the fact that Clara is the oldest and clearly has the (possibly sexual) attention of the only adult male in her world, Hoffman. Diana is the most sexualized and sensual of the RCA; Clara, being the oldest, the prettiest, and possibly having had sexual intercourse already (hence "unmarried" mermaid as opposed to "virgin" mermaid) is the object of Diana's envy. She is Diana's unrealized ideal combined with Diana's jealousy of someone who has achieved that ideal, which is why the mermaid is hanging from the ceiling, blank-eyed, violent, and clearly ill.))
Wendy's Fish in the ending is a simple, childlike thing-- drawing a fish on the sidewalk in red chalk, and it represents her unrealized ideal relationship with Jennifer. Just like her unwillingness to share Jennifer with Brown, in the ending, she is too busy concentrating on her disappointment to follow Jennifer out of the gate as it shuts behind her.
2. Wings/Flight --> Happiness
This one's fairly easy because it doesn't come up quite as often and the symbolism hammer hits hard, but here we go.
Eleanor quests for the Bird of Happiness. She carries an empty birdcage and hangs around birds or out under the open sky whenever possible. But, she always carries the birdcage in an attempt to catch it, and she is usually found in the airship among the chickens-- flightless birds in cages. It should also be noted that when she is on the balcony, under the sky, there are no birds around. It's not that she wants to be happy, it's that she wants to capture happiness for herself, and so she never will be. It will always evade her, and so she is cold.
Similarly, Amanda draws herself flying away in her diary-- but she chokes in the atmosphere and crashes. She longs to be happy, but is afraid of the dangers of being free and without the structure of the RCA, and would die without them for lack of direction. So burdened by a longing to fly away but knowing she will fall, she continues on under the weight of her peers.
3. Red --> Love and Acceptance
Another easy one. Red is the color of love, it's a fairly common sentiment, so I'll just narrow this one down to individual instances:
Red Crayon -- Normally I'd say this one meant "authority", but it doesn't. Having a red crayon doesn't confer any decision making powers; instead it allows the bearer to be accepted into the inner circle of the girls' society. Having a red crayon makes it acceptable for the bearer to be looked kindly upon and loved; those without one are ostracized and abused.
Red Drawings on Jennifer's Dress -- Jennifer is only drawn on after she is awarded the red crayon; she is forcibly 'accepted' into the Red Crayon Aristocrats; the player can
choose to drop the Red Crayon, but Jennifer wears red crayon drawings on her for the rest of the game.
Red Roses -- Meg gives one to Diana in the opening, Wendy tries to give a bouquet to Jennifer, Jennifer trades her teddy bear to Wendy for her rose brooch. These are all
exchanges made with affection in mind.
Red Bird -- Eleanor's Bird of Happiness is red, and wouldn't being loved and accepted make anyone happy?
Red Lipstick -- Amanda smears red lipstick on her face in the hopes of becoming pretty, as she is self-conscious and sees her looks as a reason for the way the other girls
treat her. (It should also be noted that Amanda, rather than wearing red and carrying roses, wears pink and is associated with a floral pattern-- paler versions of the true symbols.)
4. Green Ribbon --> Power and Control
This one's a little out there too, but stick with me here. We see the Green Ribbon in a number of places; Joshua the Bear has one around his neck, Diana wears a green ribbon as an accent under the sailor collar on her dress, and the player can find Green Ribbons scattered around in the world of Jennifer's memories.
The strongest connection the Green Ribbon has is to Joshua, and therefore Wendy. The figure of Joshua, if not necessarily the actual person, is the most potent and active force in the story, and this figure I will refer to hereafter as the Bear Prince. The Bear Prince is the most ephemeral of all the characters, flighty and impossible to grasp, and yet he has the power to control Stray Dog. While I could go on for days and days about what it says about a story of a girls' society that the most powerful figures in the story are the three males, one of which is dead, that's not the point I'm making here.
The Green Ribbon is the icon of the Bear Prince, who is counterpart to the Rose Princess and commander of Stray Dog; because he has the power to end life (rather than just make it miserable), the green ribbon represents real, visceral power and control over it.
Diana wears a Green Ribbon, and she is inarguably the most potent personality of the three main members of the RCA. She is an expert manipulator and has control of the other girls, especially Meg, who is easily controlled through her affections for Diana. Of all the characters under Wendy, she has the most power.
Jennifer doesn't have a Green Ribbon-- she can collect several if she chooses to, representing that these are in fact her memories and has complete control over them if she chooses to exercise it (ie, forgetting entirely or choosing to remember). Similarly, she can also choose to give the Ribbons over to the society in exchange for sweets and helpful things and pleasantries, which is exactly what she remembers doing-- exchanging her control and power for a chance at an easier life.
This is what I've got so far, more as I narrow some of this stuff down.