Immortality, The One, and The Chain
Mar. 1st, 2025 03:15 pm[This entry assumes the reader has played the game Immortality, thus not only contains spoilers but also will probably only make much sense to you if you did.]
Immortality by Sam Barlow and company is a story that has greatly influenced the way I conceptualize art ever since I first played the game. Told through snippets of the production of three separate movies featuring the seemingly never-aging actress, Marisa Marcel, the events of the story speak mainly of love: Love for humanity and love for the arts, as experienced by The One, an immortal being which lives on through the people it consumes.
Despite it's non-human status, The One is undeniably a person, an artist, one with similar struggles as many of us. The same self-hatred, the same fantasies of grandeur, the same wish to make a change to the world through its art, the same need to consume others, the same aversion to being consumed itself. The message told through this humanity is simple; To me it speaks of the way true ascension is obtained not through creating something so great it changes to course of history irrevocably and forever, but through placing oneself inside history's chain, taking from those that came before to give it to those that will come after.
Not exactly "sitting on the shoulders of giants", more so "climbing on the backs of your ancestors, so descendants can climb on your own".
As said before, this isn't a complex message, it has been said before Immortality and will be repeated again. But what makes its exploration through the game special is the emotional substance that underpins it. The One is tired of consuming others, of taking from them without ever giving back, but it does not know any other way to interface with the world. It tries to repay its debt to humanity through "the greatest story" again and again, believing if only it can change things for the better through its efforts, then it'll have been worth it. It doesn't work, simply because it hasn't realized that it's not the one who's going to change the world, those are its descendants, the ones who consume it.
The violence inherit to the story's perception of love is also, I believe, poignant; The One points out throughout the game the dichotomy between love/creation (artists), and fear/destruction (law), seemingly not noticing that it as an artist continues to destroy those around itself, just like they have destroyed those around them. Its violent, gross and it IS love, though it requires the last step of accepting one's own destruction to become something beautiful.
This specific element is what inspired me to start my current digital horror series, spirit.avi, actually. The first episode was meant to be a standalone, until I played Immortality and saw the ways in which its perspective on love played into that one episode's story. The violation always present in wanting to be closer to someone, the willingness to be hurt needed to be truly connected to others, these inspired me and reminded me of other stories I love.
The second episode I ever idealized (currently planned to be the forth) was meant to be a meta-textual expression of that. I'd destroy my most beloved inspirations, of course not aiming to hurt its creators (many of them are my personal friends, so I'd never do something to them with the intention of causing harm), but definitely aiming to misshape their art, distort it to my own desire and invite viewers to do the same to my own, trusting that everyone involved would be okay. Because I truly believe that's what creation is. Nothing is completely new, everything is an adaptation of something that came before it and what we call authenticity is simply the perception of genuine care; Some many people around me know this, but some little have pointed out the beauty of that. That's what I hope to steal from Immortality. That's what I love about it.
So much I hope others can steal if from me, make it into a new, better adaptation. Until the greatest story is created, not by the work of a single artist, but by the work of everyone, or rather, everything that has ever existed.
Immortality by Sam Barlow and company is a story that has greatly influenced the way I conceptualize art ever since I first played the game. Told through snippets of the production of three separate movies featuring the seemingly never-aging actress, Marisa Marcel, the events of the story speak mainly of love: Love for humanity and love for the arts, as experienced by The One, an immortal being which lives on through the people it consumes.
Despite it's non-human status, The One is undeniably a person, an artist, one with similar struggles as many of us. The same self-hatred, the same fantasies of grandeur, the same wish to make a change to the world through its art, the same need to consume others, the same aversion to being consumed itself. The message told through this humanity is simple; To me it speaks of the way true ascension is obtained not through creating something so great it changes to course of history irrevocably and forever, but through placing oneself inside history's chain, taking from those that came before to give it to those that will come after.
Not exactly "sitting on the shoulders of giants", more so "climbing on the backs of your ancestors, so descendants can climb on your own".
As said before, this isn't a complex message, it has been said before Immortality and will be repeated again. But what makes its exploration through the game special is the emotional substance that underpins it. The One is tired of consuming others, of taking from them without ever giving back, but it does not know any other way to interface with the world. It tries to repay its debt to humanity through "the greatest story" again and again, believing if only it can change things for the better through its efforts, then it'll have been worth it. It doesn't work, simply because it hasn't realized that it's not the one who's going to change the world, those are its descendants, the ones who consume it.
The violence inherit to the story's perception of love is also, I believe, poignant; The One points out throughout the game the dichotomy between love/creation (artists), and fear/destruction (law), seemingly not noticing that it as an artist continues to destroy those around itself, just like they have destroyed those around them. Its violent, gross and it IS love, though it requires the last step of accepting one's own destruction to become something beautiful.
This specific element is what inspired me to start my current digital horror series, spirit.avi, actually. The first episode was meant to be a standalone, until I played Immortality and saw the ways in which its perspective on love played into that one episode's story. The violation always present in wanting to be closer to someone, the willingness to be hurt needed to be truly connected to others, these inspired me and reminded me of other stories I love.
The second episode I ever idealized (currently planned to be the forth) was meant to be a meta-textual expression of that. I'd destroy my most beloved inspirations, of course not aiming to hurt its creators (many of them are my personal friends, so I'd never do something to them with the intention of causing harm), but definitely aiming to misshape their art, distort it to my own desire and invite viewers to do the same to my own, trusting that everyone involved would be okay. Because I truly believe that's what creation is. Nothing is completely new, everything is an adaptation of something that came before it and what we call authenticity is simply the perception of genuine care; Some many people around me know this, but some little have pointed out the beauty of that. That's what I hope to steal from Immortality. That's what I love about it.
So much I hope others can steal if from me, make it into a new, better adaptation. Until the greatest story is created, not by the work of a single artist, but by the work of everyone, or rather, everything that has ever existed.