a A young woman is seen in the intricate architecture of a Russian convent. At first glance, the scene could easily be mistaken for a scene from Tomb Raider. However, the woman moves with a different demeanor, not the athletic grace of Lara Croft. She is cloaked in black, head bowed, and hunched over, forcing the camera angle to catch a glimpse of her bright, nervous eyes. Just like that To see her.
The game’s protagonist, Indica, depicts a “submissive” figure as envisioned by creative director Dmitry Svetlov. This portrayal reflects his view of people living in fear and self-hatred. Svetlov, a Moscow native, attributes some of this to the Russian Orthodox Church, which he grew up in but eventually renounced due to a significant revolt during his teens.
Indica is a story of a young nun questioning her restrictive environment. The game unfolds as a third-person walking simulator, with philosophical self-exploration as she interacts with other characters like Illy, a convict with a skeptical mind. The game’s script keeps the player engaged, punctuated by spatial puzzles and eerie environmental design.
As the game progresses, a puzzle challenges the player to navigate different realms while reflecting on aspects of monastic life. This mirrors the turmoil in Indica’s mind at that moment. The game delves into the complex history of the Russian Orthodox Church and its influence on Russian society, especially during times of political unrest.
Amidst personal and political turmoil, the creators of Indica crafted a fairy tale that challenges conventional beliefs and encourages self-love. The game culminates in a poignant ending where Indica sheds her cloak, revealing a newfound sense of freedom and strength.
Source: www.theguardian.com