It's the Same Damn Moon, Bud
I can't believe it's been over three weeks since I said I wanted to put some pressure on myself to write about "Slay the Princess," and I didn't do it. I just didn't write!
Instead, I wrote many thousands of words of my actual novel and also spent more than a hundred hours converting dozens of files from one programming language to another for my actual job, which, in case I haven't reminded you in the last few entries (I PROBABLY HAVE, THOUGH), is "computer programmer for large and faceless company you've probably never heard of and have almost certainly been affected by and we like it that way."
So, now, I'd like to write about it. It's been a while since I even played it! I'm going off of memory here, which is one of my favorite ways to write.
Slay the Princess is a visual novel that uses Ren'Py as its engine. It's creaky and not terribly well put-together, but I love it anyway, because that's the kind of gamer I am. I enjoy seeing people do strange and interesting things with engines like Ren'Py, and this is a game that absolutely does that. I imagine that its code is a mess of true/false flags that determine what dialogue appears and what options you can choose at any given point. It's part of who I am, as a computer programmer. I love imagining how things are coded.
When the game starts, you don't have to follow the title directive, that is, you don't have to go slay the princess. You can walk away. You can, in fact, continue walking away over and over until the game ends. There are achievements for it and everything. There are achievements for everything else, too. I normally don't like achievements like these in games. I like them in this game.
What bothers me about achievements in a lot of games is that I just want to play the damn game and be left alone. I want to explore. I want to see things on my own, and sometimes that means missing things. It actually means missing things quite often. I'm okay with that. I believe that everyone should have their own unique experiences when it comes to video games. It is one of the things that makes video games unique.
Recently, Super Mario RPG was re-released on Switch, and several podcasts I listen to covered it. Invariably, the first question asked by one host to the others was "What party are you using?" They all discussed how they played the game as individuals. I love that, even though I think they all made the wrong choice (everybody picks Bowser over Geno, which is simply objectively the wrong choice: Bowser can't use Geno Boost, the best goddamn ability in the game, and his attack power isn't even as high as everyone thinks it is). The fact is, that freedom to choose is what makes games special. Your choices matter. They mean something.
They are the only thing that means anything.
When I played the demo of Slay the Princess roughly a thousand million years ago, I got every achievement. All the achievements were related to which Chapter 2 I saw. The choices made in Chapter 1 determine how Chapter 2 begins. That makes sense. By replaying and seeing them all, I got a sense of what kind of a game Slay the Princess is.
If you haven't played the demo, but you have played the game, then don't go back to play the demo. It's alright.
If you haven't played the demo or the game, you should probably play the demo. It's very good.
The demo ends very early in Chapter 2. You meet the Princess again, and see what has become of her, and the game ends. Or, really, it restarts. Your choices in Chapter 1 shape who she becomes. Who she is. How she greets you. If you killed her in Chapter 1, she might show up as a ghost in Chapter 2, with an X-shaped scar on her chest from where you plunged your pristine blade into her and pierced her. If she killed you, she might show up as a giant, a monster, physically imposing and powerful and ready to do it again. If you were kind to her, and did everything you could to avoid harming her, then you'll see one of two Princesses in Chapter 2: the Damsel or the Prisoner. My favorite ending of the demo was the Prisoner.
To see the Prisoner, you have to take the pristine blade when you see it in the cabin. You have to listen to the Narrator, who tells you that you have to kill her. You have to go into the basement of the cabin with the pristine blade in your hand. It doesn't matter what you say to the Princess as you descend the stairs. Of course it matters. All of it matters.
What matters more is that you mustn't actually attack the Princess. You must drop the pristine blade and speak to her. She'll speak to you. You can ask her questions, if you want. It doesn't matter, except for the fact that everything you do matters. You can ask her for name. She won't tell it to you. She is simply the Princess. You have to tell her that you don't want to kill her. That you want to rescue her. She's shackled to the wall by her wrist. She tries to gnaw off her arm like a feral wolf in a trap. You have to free her. You use the pristine blade and sever her arm. Good job, hero. She's free. You have to resist the pull of the story's Narrator and warn her that you're being forced to kill her against your will.
She'll take the pristine blade away from you, and, with her remaining hand, cut your throat, killing you.
Chapter 2 begins much like Chapter 1, except now there's an additional voice in your head joining the Narrator and the Hero: the Skeptic. You return to the cabin. The Skeptic forces you to take the pristine blade before you descend into the basement of this new cabin. It's not like the old one. It's fortified. It's solid. There's no escaping this one, and there's no escape for the Princess, either: she now has three chains attaching her to the wall. There's one for a shackle around each of her wrists, and a third iron ring around her neck. Your previous plan won't work this time. You won't be cutting her free.
I loved the Prisoner when I played the demo. She was my favorite. I liked seeing the Skeptic. I liked the idea of approaching the Princess with caution and deciding that I liked her more than the Narrator. That I didn't want to hurt her, but only after I made it clear to her that hurting her was an option. It was a fun story: two people who don't trust each other learning that they can. Then the world conspired to make sure that they couldn't try the same trick twice.
To say I was a bit disappointed by how this turned out in the final version of the game would be… well, it would be exactly right. I was a bit disappointed, but just a bit.
The Princess has a plan to escape, and it's the same plan she had the first time. She won't trust YOU with the pristine blade, so you have to give it to her. If you don't, she beats you up. This is a recurring theme in the game: the Princess beats you up in most of the paths. It's kind of sad, in a way, just how poorly you do in physical confrontations against the Princess, but I suspect that if the game had it the other way around that it would be even sadder. Can you imagine how pathetic a character she would seem if you could just slap her around at your leisure? And how pathetic a character you would be, too, for that matter?
If you trust her with the pristine blade, she will use it to cut through her own neck. This, as you might imagine, causes her to die, and her head hangs on a thin strip of flesh before gravity tears the strip and her lifeless head falls to the floor. But she asked you to take the head with you when you leave the cabin, so that's what I did. I trusted her, and she trusted me, to an extent, and now she was dead. Whatever she had planned, I would go along with it. And so, carrying her corpse's head by its long, beautiful hair, I left the cabin, and she revealed that she was actually still alive, and able to speak, and she thanked me, and then the world ended.
That's what the Narrator said would happen if I didn't slay the Princess, and I had not, in fact, slain the Princess. The Narrator was right. The world ended. Ghostly hands appeared from nowhere and they took her head away, and I saw myself in a mirror, and the voices of the Narrator and the Hero and the Skeptic fell away and I was left in the void at the end of the world with those magical hands puppeting the corpse of the headless Princess I had just saved, the one I had spent a hundred million years wondering about, wondering who she really was, what her real name was, how she was meant to end the world. Here she was, dead and possessed and confused and doing her best to give me the answers and not yet able. But she would be, if I kept going. If I started over. If I went back to Chapter 1, with no knowledge of what I had just done, and tried again, tried something different, because I would be forced to try something different, so that I could bring a new vessel to this Princess made of hands in the void at the end of the world.
The game opens with this message:
Whatever horrors you find these dark spaces, have heart and see them through.
There are no premature endings. There are no wrong decisions.
There are only fresh perspectives and new beginnings.
And it's true. There are no wrong decisions.
In fact, none of the decisions you make matter at all, except for all of them, and they are the only things that do.
And I did, in fact, love the Princess, and I wanted to know her better, the way one might love a statue, or a painting, or a god, and wish to know it better.
So back into the cabin I went, at the start of Chapter 1. I couldn't make the same decisions this time around. The game would not let me. So I chose a new Chapter 2 this time: the Tower.
I'll spare you the details of each choice I made. All of them mattered, but I'll tell you a secret. I'll tell you something that I've not seen a single write-up of Slay the Princess tell me, and I sincerely believe that it's the most important thing of them all: I keep saying all of your choices matter. And that's true: they do.
But they only matter to you.
My choices, the ones that I made, only matter to me.
The fact that I sent the Prisoner to the Princess made of hands first matters only to me.
The fact that I sent the Tower to the Princess made of hands second matters only to me.
The fact that I sent the Damsel to the Princess made of hands third matters only to me.
The fact that I sent the Fury to the Princess made of hands fourth matters only to me.
The fact that I sent the Witch to the Princess made of hands fifth matters only to me.
It is the only thing that matters when one plays Slay the Princess. What do you do? What do you choose? Who are you, to the Princess? Who are you, to yourself? This doesn't matter to anyone else. Nobody else will ever, ever care.
Even the Princess doesn't care. The Princess made of hands will finally gain enough knowledge after the fifth vessel brought to her to regain her full consciousness, and you will have an opportunity to speak with the Narrator a final time before you meet her. He will answer some of your questions.
So will she, each time you see her.
I won't bore you with the details.
What matters is that the Princess, as we all suspected, those of us who played the demo, and who played it dozens of times to see everything we could, is indeed a Lovecraftian cosmic horror. She contains multitudes. She contains all the vessels we gave to her and more. She is all of them. She is change incarnate: the Shifting Mound is her name. She was never a Princess, but that's how you saw her. You saw a Princess before, but now she is a goddess capable of destroying universes, and she wants you to join her, to take her many hands and end this world just like the Narrator said she would.
You have choices here, of course, just as you had them every other step of the way. None of them matter any more or any less than any other choice you've made. What did you ask the Narrator when you had the chance? It doesn't matter. What vessels did you bring to the Shifting Mound? Doesn't matter. You'll reach this point no matter what you chose, unless you ended the game early. Here you are, and here she is, and now you have a new set of choices.
I didn't want to kill her.
I didn't want to destroy the universe.
I went back to the cabin, one last time, along with the voice of the Hero. The Narrator was gone, but I was there, and the voice of the Hero was there, and the pristine blade was there. I chose not to take it.
The princess greeted me as I made my way down the stairs for the final time. "And there you are," She said. "Hands empty. So you don't feel like reacreating our first meeting detail for detail. I wonder what else will be different."
She misspelled the word "recreating." That bothered me. I wonder if it was ever fixed. I saw several updates saying that typos were fixed, but I haven't checked this one in a while.
I learned later that this can be different if you didn't take the pristine blade with you when you first met her the first time you played through Chapter 1, but it doesn't matter any more than anything else.
I told her I didn't want to be a god, and she said she didn't, either. I asked her to leave the cabin with me, and she agreed.
She was embarrassed, and said she loved me, too, but didn't want to be all sappy about it.
I was told that my unique path through the game would be represented by "Our Song," and here it is.
And none of this, none of it, matters, except to me, and to me, it's the only thing that does.
The game has a lot of achievements. I mentioned that before. No matter what you do, you'll unlock achievements. If you meet the Witch in Chapter 2, you can gain enough of her trust to get her to agree to climb the stairs out of the cabin with you. You can let her go first and stab her in the back, or you can go first and she'll stab you in the back. These choices are mutually exclusive, and each have their own achievement. This encourages you to see everything. To see how much and how little each choice you make matters. To encourage you to keep replaying the game, to get your perfect "Our Song," to see all of her forms and her shapes and how you can shape her, and that is what you do with your choices.
The Princess, the vessel for the Shifting Mound, is a reactive creature. You are the only thing in the game world that makes choices. She will always react to you coming down the stairs with the pristine blade with the same dialogue each time you do so. It's mechanical. It's a computer program. There's nothing random about it. There are no ghosts in this machine: she is only a machine. Your choices are all that matter, even though none of them do. You will, no matter what you choose, eventually reach a point where the world ends and the hands of the Shifting Mound appear from nowhere to claim a new vessel. Sometimes the vessel is nothing more than a heart, cut out from a body made of metal blades. Sometimes the vessel is so large that all you can see is the giant head, hands of the Shifting Mount covering its eyes. Sometimes the vessel is a head and torn-open torso without a heart at all, and sometimes the vessel is a beast, a six-legged lion, a ghost, or a rotted skeleton.
It doesn't matter. The Shifting Mound does not care.
Some of her dialogue does change, it turns out. The first couple of times you see the Shifting Mound, her dialogue is always the same, but if the vessels liked you, or made it outside, then some of the Shifting Mound's dialogue is more positive. If they didn't like you, if you were always hostile and cruel, then some of her dialogue is more negative about the world outside. It's subtle, but it's true. I can prove it. I've seen it.
But nothing will change the fact that, after the fifth vessel is taken, you will face off with the Narrator and then with the Shifting Mound, and then you have to make your choices. How does the game end? Do you end the universe with her? Do you kill her, once and for all? Do you leave the cabin with her for an unknown world where neither of you are gods? Do you kill her in the cabin and start the entire cycle over once again, either kicking the can down the road or, perhaps, perpetuating a cycle that's always been happening and always will?
No matter what you choose, you will find a page that tells you "Our Song." And it will be yours, and yours alone, and it will matter only to you.
According to deeply-flawed website Goodreads.com, the sex-and-alcohol-loving Buddhist monk Ikkyu once said that "Many paths lead from the foot of the mountain, but at the peak we all gaze at the single bright moon." In other words, just because the ending is the same, everyone can take their own path to get there.
You won't see that in a movie, or in a novel. You might think you're being clever by saying "What about Choose Your Own Adventure novels?", but fuck you, those are just single-player games, and so is Slay the Princess. It's a single-player game, and it has the same final screens no matter what you do, except for the fact that we all took a different path there.
Statistically, given enough players, I'm sure that someone else has or will get to the ending the same way that I first did. And that's okay. Ikkyu didn't say that everybody was unique, and neither shall I.
All I'll say, and what I think Slay the Princess is saying, even if the writers didn't mean for it to, is that your choices matter, even if they don't seem like they do. Even if they don't matter to anyone else.
So choose carefully. It all matters.