[2026/07/01] vol.07 困境与爱| 《杀死公主》意象分析
未被表达的情绪永远不会消亡。 它们只是被活埋, 并将在未来以更加丑陋的方式涌现。 ——西格蒙德·弗洛伊德
你走在树林里的一条小路上,在那条小路的尽头是一间小屋。在这间小屋的地下室里有一位公主。你的任务就是要杀死公主,如果你不这样做,将会迎来世界末日。她会想尽一切办法阻止你。她会魅惑你,她会编造谎言,她会向你承诺整个世界。你不能让这种情况发生,别忘了,全世界的命运都落在了你的肩上。……你难道不相信我吗?——《杀死公主》游戏文本
《杀死公主》对于玩家行为给出了非常明确的驱动力——“杀死公主,否则世界将迎来毁灭”。主人公一次次与公主的交互,每一次杀死公主或在尝试杀死公主的尝试,都会使得下一场循环中公主展露出更多特质,直接的对抗会使公主手臂变为利刃,欺骗与偷袭会使公主呈现为强壮的恶魔,沉默和疏离会使公主转变为诡异的幽灵,不安与不确定会使公主面容扭曲、同时出现多种不同的面容...
2.“爱”的困境如何呈现
因此,玩家与游戏的交互,也可以被视为其自身的映射。游戏则是以相当宏观、相当抽象的方式将恋爱关系中双方所身处的困境展现出来:对抗催生更多对抗,欺瞒破坏信任的基础,伤害使双方情感受到更多禁锢,激情和困境都会随着时间消逝...公主的形象是神明“千变之丘”的投射,主人公形象为神明“长寂之冬”的投射,预设了感情双方在这段关系之中的意图,一方因对方的行动和意图改变自身/做出反馈,另一方保持着使关系结束/解脱的预设而行动。
3.意象投射,归根结底还是爱情故事
双方的力量共同造就了故事的开端:公主被囚禁于小屋地下室,主人公经过树林(未知),经过小屋(恋爱关系)中镜子(自我审视)和匕首(攻击性),阶梯(感情的升降),以及被囚禁的公主(目前所处的困境)。并且还将遭遇感情中可能会出现的更多可能:火焰(激情的过剩或消逝),荆棘(自我伤害自我怀疑),野兽化(本能驱使)...
世界设定中的“杀死”映射着感情生活中的“定义”和“控制欲”,游戏中将感情中主体所持有的观念具象化为“物理上的行为”,每一次互动都使得对方以新的形象出现。而对方的“外在呈现”又并非由于对方的真实本性如此,而是长期以来互动方式所累积的结果。游戏中的一次次循环,同样映射了感情生活中双方一次次面对同类型问题的结果——相同的话题,相同的自身出发点,相同的应对方式,然而对方在你视角中的形象和能力发生了不可逆的转变。核心的困境“关系如何发展/是杀死公主还是相信公主”并没有发生彻底的转变,如同感情生活的自循环性质一般:它并非单纯只导向于解决,同样有可能因新的体验而变形,或者导向更高烈度的对抗。
正如游戏开篇所说的那样:
无论在黑暗的空间中发现何种恐怖,您都要勇敢面对,坚持到底。没有敷衍的结局。也不存在错误的决定。只有全新的视角和崭新的开始。这是一段爱情故事。
—————————————— 以下英文版翻译由ai提供(The following English translation is provided by AI.)
[2026/07/01] Vol.07 – Dilemma and Love | An Imagery Analysis of Slay the Princess
Unexpressed emotions will never die. They are buried alive and will come forth later in uglier ways. — Sigmund Freud
You walk down a path in the woods. At the end of that path is a cabin. In the basement of that cabin is a Princess. Your task is to slay the Princess. If you do not, the world will end. She will do everything in her power to stop you. She will charm you. She will weave lies. She will promise you the whole world. You cannot let that happen. Remember, the fate of the entire world rests on your shoulders. … Don’t you believe me? — Slay the Princess, in-game text
Slay the Princess provides the player with a very clear driving force: “Slay the Princess, or the world will face destruction.” With each interaction between the protagonist and the Princess, and with every attempt to kill her (whether successful or not), the Princess reveals more of her facets in the next cycle.
Thus, the player’s interaction with the game can also be seen as a mirror of the player themselves. The game, in a highly macroscopic and abstract way, portrays the dilemmas faced by both parties in a romantic relationship:
The Princess is an avatar of the deity The Shifting Mound; the protagonist is an avatar of The Long Quiet. This prefigures the intentions of both sides in the relationship – one transforms and responds according to the other’s actions and motives, while the other acts with the preset aim of ending or releasing the relationship.
The combined forces of both parties give rise to the very beginning of the story:
Along the way, they also encounter more possibilities that may arise in a relationship:
The notion of "slaying" in the game’s worldbuilding serves as a metaphor for "defining" and "the urge to control" in emotional relationships. In the game, the subjective perceptions held by each party in the relationship are materialised into "physical actions" – every interaction causes the other to reappear in a new form. Yet this "external manifestation" of the other is not a reflection of their true nature, but rather the accumulated result of longstanding patterns of interaction.The cyclical structure of the game similarly mirrors the way two people in a relationship repeatedly confront the same kind of issue: the same topic, the same starting point of self, the same coping strategies – yet the other person, in your eyes, undergoes an irreversible transformation in their image and perceived agency. The core dilemma – "how will the relationship evolve / shall I slay the Princess or trust her?" – never fundamentally shifts. This parallels the self-reinforcing nature of emotional entanglements: it does not simply lead toward resolution, but may equally be deformed by new experiences, or escalate into higher-intensity confrontation.
As the game itself states in its opening:
Whatever horrors you find in the darkness, face them with courage and see them through. There are no throwaway endings. No wrong decisions. Only new perspectives, and new beginnings. This is a love story.
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