Of course, the game’s wolves are not necessarily of the lupine variety, notes Samyn: “We wanted to think about growing up, about exploring, about changing. We wanted to think about relationships, and how they are never as simple as we may wish. We wanted to ask the question if the moral that Charles Perrault attached to the story in the 17th century — that, as a young girl, you should watch out for seductive men because they may have bad intentions — was as straightforward as it seems.”
Harvey muses: “It’s an interesting question whether the six girls could be seen as different stages of a single person’s life. That is an intriguing way to look at the story and will certainly lead to some poignant ideas in the player. The Path is not only about a girl growing into a woman, but also about growing into men, or growth in general.”
She adds: “It could be seen as a reassurance to know that one keeps going, on to the next phase of life, on to the next experience that helps you shed another layer of your innocence. The loss of innocence is tragic but essential to life. So if these bittersweet moments when we change are universal, then the six girls represent man and woman alike.”
Visit the page listed below to read the full article.Harvey muses: “It’s an interesting question whether the six girls could be seen as different stages of a single person’s life. That is an intriguing way to look at the story and will certainly lead to some poignant ideas in the player. The Path is not only about a girl growing into a woman, but also about growing into men, or growth in general.”
She adds: “It could be seen as a reassurance to know that one keeps going, on to the next phase of life, on to the next experience that helps you shed another layer of your innocence. The loss of innocence is tragic but essential to life. So if these bittersweet moments when we change are universal, then the six girls represent man and woman alike.”
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