There are a lot of overlapping themes in Iron Lung and Project Hail Mary, and I like to think that the time in which they were created and released played a bigger part in that than we give it credit for.
The films have been in production for years, but their source material was published on the tail of global shutdowns and quarantine. [PHM in May 2021, IL in March 2022]. So big whoop, isolation horror gets big, we get cool passion project films that come out of the sci-fi genre a few year later. What’s the point of this, Worm?
Remember those overlapping themes I mentioned? Let’s look at a few of them:
- The people in power can and will weigh the price of human life against the people they think are expendable.
- Isolation is the bane of the human psyche.
and the biggest one
- You didn’t have a choice in being here, but you have a choice to do something good.
Looking at these themes in today’s climate is interesting, yeah, but in peak COVID era? That’s a reflection of what people felt during a plague.
Choices are all we have, so we have to make good ones. Under extreme, life-ending pressures, humans will choose to help the people that are left. With that sort of feeling embedded into the very framework of these two films, it’s no wonder we all smashed them together.
Human connection drives us; connection with friends and family drives us. Despite the awful decade we’ve been having, we manage to create dazzlingly optimistic art.
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theme of unstable universe ; the fear of failure’s affect on relations and community.
Unstable Universe, one of the largest scripted servers to exist. Anarchy across the platform, factions rising and falling but everything still has one root- a theme. All stories have morals, so what does that make Unstable’s? It’s hard to narrow it down, with 4 different point of views, but there is one running theme throughout all of them- the fear of failure. This fear is shown in different ways in each POV, and the way different characters react to it and how it affects the community around them.
Flamefrags is one of the four point of views, joining last. Flamefrags reacts to the fear of failure with stubbornness and determination to be the best. Throughout the series Flame has been working towards the goal of being the strongest player on the server, but why is this? Why is he so determined? The reason is because he is scared of failing. He’s trailed by the fact that if he fails, he believes no one will love him truly. If he fails, what good is he? So he has his eyes set on being the best, because if he isn’t then he has failed. This affects the people around him though, like ripples. By choosing to have this goal, he has slaughtered many similar to a butcher. One of his close friends, Lomedy, has seen him as somewhat of a failure at a point in time because of this fact. When it’s expressed, Flame promises to change- because he’s scared of that word, failure.
Another point of view on Unstable Universe is Wemmbu. Wemmbu takes failure through frenzy. Prince Zam was the first to introduce him to the fact that he can’t always win, and after that Wemmbu got locked into a frenzy to never fail again- but time and time, over and over he is seen as a failure. Once he reaches that goal the frenzy dies out and all he has is just the weary ache in his bones. The server got affected by this frenzy to never fail, like Flames impact. He massacred many, laughing while doing so even. Wemmbu needed to be the best just so he could prove he wasn’t a failure. The person it affected the most thought was Wemmbu’s best friend, Eggchan. Eggchan had never meant to get serious about the server, but as Wemmbu’s frenzy got more intense so did Eggchans burial in the game. Eggchan sacrificed real life things over a game occasionally, and on other notes in game he gets dragged out and almost killed just because Wemmbu puts him in danger just by being in this frenzy- and the worst part is he’s already killed one friend due to the frenzy, Rejoice. Wemmbu was so obsessed with killing Jaden, that he had dragged Rejoice into a battle he couldn’t win. That was another time Wemmbu failed, which just sent him deeper into a frenzy.
The third point of view of the anarchy server is Spokeishere. He handles his fear through denial. He refuses to think he’s a failure, he puts himself on a pedestal almost. Everytime he fails or messes up he buries himself in lies. He also manages to bury the people around him in lies, just to protect himself from that fear of failure. Spike put a blindfold of deceit over Mapics eyes so his best friend wouldn’t have to see how he had failed or messed up- but that never would last long. Spokes mistakes caught up to him, and slowly but surely his lies are unraveling around him. Yet another failure he is scared about.
Lastly there is the fourth point of view, the writer of Unstable itself- Parrotx2. Parrot is somewhat a mix of all three. Parrot risked it all in the Mafia and Kings arcs to get on top, to save everyone. Not because he wanted to save everyone, but because people would see him as a hero- not a failure. He went into a frenzy to not fail- to be perceived well- just not as obvious as Wemmbu. He worked tirelessly with Theo to collect all that treasure just to give it back out to the people around him. Parrot shrouds himself and others in lies. He says he’s doing good, that he’s saving everyone- when he may be actually digging the server a deeper hole with how he’s handing the population. Not only does it affect Parrot heavily, but it affects the entire server. The server cowers at the power of this bird, because of such an effect. Parrots attempts to save everyone just to not be perceived badly backfire on him heavily, because he really isn’t doing anything good- not at all. Besides, it makes sense for the writer of the story to be who shows the theme the most clearly in the writing.
The theme of the fear of failure is evident throughout the four point of views, which makes it a perfect phrase to help summarize the story. Now, there are many more themes that run throughout Unstable, but I believe that this fear is the root of almost everything. It affects all the characters actions heavily, which spreads throughout affecting the entire server. There are other characters that could run this too, but I decided to focus on the four protagonists who were more evident to the story.
Themes of death and rebirth in Lies of P: Overture
I'd like to take a minute to appreciate how Lies of P: Overture sets up the theme of death (and rebirth) from the get-go.
[Spoilers for Lies of P: Overture]
For example, the description of the Play Dead gesture, one of the first new DLC gestures you get right after entering the zoo, reads:
"Death is not the end of Life. Life and Death are but two sides of a coin."
I've already talked about how central the theme of death and rebirth is to both Lies of P and the original novel of Pinocchio in a pre-DLC hypothesis, so to see Overture build onto it further is very nice.
A little later, in the greenhouse, we face Markiona, the "Puppeteer of Death". Her boss theme is titled "Marionette's Requiem", a requiem being both a Catholic mass for the dead and a type of music meant to accompany it.
However, even before fighting Markiona, we already encounter the theme of death right at the entrance of the greenhouse – in the shape of a rafflesia flower, to be exact:
In my Let's Play, I immediately went "Oh! Isn't this the flower that smells of rotten flesh?" upon seeing it.
And then, some time later, it hit me: This flower literally reeks of decay. And given that it's placed rather prominently in the entrance area of the greenhouse, I wouldn't be surprised if this detail was intentional.
Speaking of the greenhouse, one of the first things about it that immediately stood out to me was the music – namely that it sounded very familiar:
Thanks to the movie Amadeus, I recognized it as a piece by Mozart. One of my stream viewers helpfully provided that the song was, in fact, Eine kleine Nachtmusik* (English: "A little night music"):
*EDIT: Little fun fact on the side I forgot to mention: Although Eine kleine Nachtmusik is one of the most famous pieces of classical music, it didn't become widely known until long after Mozart's death. (He originally wrote it in 1787, the same year his father died and when he composed the opera Don Giovanni.)
But that's not the only piece by Mozart included in the game: Not too long after, you hear notes of the Lacrimosa during the cutscene in the zoo cave:
Once again, I recognized the melody, though this time, I didn't know it was by Mozart (funny how you can immediately recognize Mozart's pieces even when you don't know they're by him xD). I knew it from Anno 1503 (aka 1503 A.D.: The New World), one of my favorite games from my childhood:
LoP Overture version:
The original by Mozart:
The Lacrimosa itself has an interesting history: It's part of Mozart's Requiem, the dead mass that Mozart allegedly felt he was "writing for himself". The Lacrimosa is actually the last music Mozart ever composed, as his Requiem forever remained unfinished due to the composer's untimely death at 35 years of age. During the composition, Mozart suddenly fell very ill, dying from mysterious causes at the beginning of winter, on December 5th, in 1791.
And let me just say: The inclusion of this piece in this cutscene is pretty dang heavy.
At first, I actually thought the "sculpture" was supposed to depict the circumstances of Carlo's death, and that the Lacrimosa was essentially playing for him:
However, that was when I still thought the Reddened Tailcoat belonged to Carlo; in hindsight, the description makes it way more likely it belonged to Romeo.
Still, all the hands and arms do feel kind of reminiscent of the Anguished Guardian of the Ruins, and we do know Carlo was invited to the excavation gathering in the ruins. So, who knows – perhaps there is a connection between Carlo's death and the sculpture, and the person standing in the middle is actually meant to be Simon (though I have to say he looks weird without his beard and hair; maybe it was impossible to model with wax, though :P).
Thus, the sculpture would essentially be Arlecchino referencing the death of Lea's first apprentice while taunting her with the impending death of her second. (Also, normally, I'd ask how Arlecchino can even be aware of the circumstances of Carlo's death, but as I already touched upon in my Overture story review/analysis, Arlecchino doesn't make sense in the DLC anyway, so 🤷)
Anyway, no matter if the Lacrimosa is playing for Carlo, Romeo, or Lea, it's a very fitting choice of music.
Last but not least, I'd like to talk a little bit about the contrasting symbolic colors of the DLC and main game: What runs through Overture like a common thread from the very beginning is the color red, with Lea as the red-haired Stalker, all the carnage and blood at the zoo, and Arlecchino, the "Blood Artist". Meanwhile, in the main game, blue is the dominant color, with Sophia, the "Blue Fairy", and Ergo, the "blue blood".
Blood in general is very central to Lies of P: The English letter "P", in fact, sounds very similar to the Korean word for "blood", so "Lies of P" would actually translate to "Lies of Blood", and a more literal translation of "P-Organ" would be "blood engine".
And personally, I like to view the changing of colors, from red to blue, as yet another symbol of transition: from DLC to main game, from past to present, from old life to new life.
The human, flesh-and-blood Carlo died long ago, but his soul was preserved in his Ergo, and eventually, he was woken up by Sophia and reborn – which, if you think about it, is exactly what happens in the original Pinocchio novel too, with Pinocchio dying and then, after being rescued by the Blue Fairy, reawakening in her house.
Look, the point of liking of Red Hood Jason Todd isn't "criminals deserve to die/the death penalty is good/violence solves violence/people don't deserve second chances". The point of Jason Todd is "the catharsis of imagining everyone who's ever hurt me getting shot in the head by a guy with big muscles".
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If I were in charge or re-writing Danny Phantom, I wouldn't make Pompous Pep textually canon, but I would add to the subtextual presence of sexual harassment/assault of their relationship that already exists.
Like, canonically in Kindred Spirits, a forty-year-old man kidnapped a teenage boy to get genetic material from him for the purpose of making a child - if that's not a metaphor for sexual assault, I don't know what is. Not to mention them using their ghost powers to leak each other's nudes before leaking nudes was a thing, Vlad deliberately isolating Danny from his parents, other stuff I can't name off the top of my head.
So, it would be on the same level of plausible deniability, but upping the creep factor by 80-90%. It would probably mostly be little things that no one really registers as creepy in isolation. Think "touching that a socially inept man doesn't understand is getting him reported to HR that'll change his behavior once he understands how it comes off" or "that's just boys horsing around (even if people consider it sexual harassment when it happens to girls)", stuff that's right on the line of a little too intimate for the current situation but not that weird - especially given how close Danny's parents are with Vlad. It's normal family friend closeness, while everyone dismisses how uncomfortable Danny is - well that's just how teens are, they're always uncomfortable, and Vlad's just an uncool adult that Danny's testing boundaries with, normal behavior.
Mainly because I think more lead characters, male characters, teen characters, and characters in kids media in general should be survivors. There are no characters for kids, especially boys, to see themselves being more than just victims, there's not one character I can name being a survivor of sexual harassment/assault played for anything sympathy in crime dramas. So, by specifically drawing attention to how fucked up the relationship between Danny and Vlad really is, non-explicit, implied, understood to be like them and still the hero of the story.
Why doesn't America make giant monster movies anymore?
To understand what happened to American giant monster movies, we first need to distinguish between different types of monster movies.
Kaiju films are about giant monsters that invade our world or threaten modern civilization, often as forces of nature, divine punishment, or metaphors for real-world trauma (e.g., nuclear anxiety in the original Godzilla). The monsters are frequently near-indestructible, awe-inspiring, and battles or coexistence with humanity drive the story. They represent unstoppable, almost divine forces of nature that humanity cannot outsmart, trap, or permanently defeat. Humans rarely win outright. People must simply endure them. Godzilla is an almost divine, unstoppable force of nature.
American giant monster movies are rooted in biological mutation, survivalism, and science gone wrong. American giant monster movies often used stop-motion or optical effects for more realistic or animal-like beasts. American cinema favors human-centric stories, military victories, and defeatable threats over Japan’s forces of nature allegory style.
Lost World films are about the survival of the past. Lost World films are about the discovery of unknown, isolated, or ancient civilizations/creatures that have survived in remote locations. The world is discovered, not invading ours. People find it easier to believe that on the edge of the world, the fantastical is real.
Animal Rampage films are popular because it’s within the boundaries of imagination. These feature animals or creatures going on rampages, usually in more grounded, contemporary settings. They require less suspension of disbelief because they're extensions of real animals behaving aggressively.
King Kong (1933) is a hybrid between the kaiju film, American giant monster movies, Lost World (Skull Island expedition), and Animal Rampage (King Kong in New York).
Dinosaur movies seem to have replaced American giant monster films.
Why doesn’t America make dinosaur movies anymore?
Jurassic Park (and especially the Jurassic World sequels) functions as a modern American take on giant monster tropes and channels similar themes to many kaiju films.
The Jurassic franchise is about humans meddling with nature and nature taking revenge at human arrogance, similar to many kaiju films (Godzilla, Mothra, Varan, etc).
John Hammond meddles with nature to revive dinosaurs for profit through genetic engineering. InGen's genetic engineering revives (and later hybridizes) dinosaurs for profit and spectacle. Dinosaurs escape control, rampage, and punish hubris, much like classic kaiju.
The Jurassic Park Problem
There were fewer visual effects companies. No one else could compete with Jurassic Park. Practical effects or high-quality CGI for convincing giants are expensive. Jurassic Park raised the bar dramatically.
Jurassic Park set an insanely high bar for effects and basically monopolized dinosaur imagery. Studios see little reason to compete directly with a proven franchise.
"The problem is, as you pointed out before, everyone said, well, 'Jurassic' has the monopoly on dinosaurs and you are not Steven Spielberg, so how would anyone possibly do this if you're not Spielberg? They just think that the Jurassic Park franchise has the stranglehold on dinosaurs, which I say is kind of crazy, because you can't IP dinosaurs." - Luke Sparkle
Jurassic Park essentially killed the subgenre by setting an impossibly high bar for effects, wonder, and box office.
The American vs. Japanese Divide
Hollywood favors franchises, IP reboots, and familiar formulas. Original monster concepts risk being B-movies. Kaiju-style films carry a campy or foreign stigma in the U.S.
Hollywood’s later attempts Godzilla (1998) often felt like big-budget creature features rather than true kaiju.
When Roland Emmerich directed the 1998 Godzilla remake, he conceded that he never took the Toho kaiju films seriously. Roland Emmerich wasn't a fan of the Godzilla series and considered it campy. Director Roland Emmerich and producer/co-writer Dean Devlin pushed for a radically different approach: redesigning Godzilla into a faster, sleeker, more animal-like creature that stripped away the character's symbolic meaning.
It’s strange that The Beast from 20,000 Fathoms and The Ymir from 20 Million Miles to Earth didn't become pop culture icons or that there are no sequels.
This is because American monsters were treated as biological anomalies, while kaiju were treated as mythological gods. Rodan, Mothra, King Ghidorah became characters with distinct roles and mythology.
American monsters have generic names (The Giant Claw, The Deadly Mantis) and were basically just giant animals. Once the creature was defeated, there was nowhere else to take it. Because American monsters were just giant animals, there was no reason to bring them back for sequels.
American monster movies focus heavily on the exploitation of the monster (King Kong, The Ymir, Gorgo, etc). American monster movies reflected anxieties about racism, society, and capitalism. The true villains are usually the promoters, scientists, or military men who drag a creature out of its natural habitat to study, display, or exploit it.
The End of the Atomic Age
While atomic narratives flourished through the 1980s, they began to fade as Cold War tensions eased in the 1990s. The American monster movies were fundamentally born from collective fear about the unknown consequences of disturbing or destroying vast, uninhabited realms of the natural environment during nuclear testing. They were literal manifestations of atomic-age anxiety. The American giant monster movies were designed to process atomic-age anxiety in a way that felt safe.
The Modern Era
When America does make giant monster movies now, it either imports Japanese properties (Monsterverse), invents new frameworks entirely (Cloverfield), or channels the energy into dinosaur movies that feel more scientifically grounded (Jurassic World).
HI I'M HERE TO TALK ABOUT THE TECH VS NATURE THEMES IN ALL LAYTON GAMES.
Spoilers for all of the hexology + eternal diva (except MM):
I had this little epiphany about just how omnipresent this theme is and I gotta fucking BLABBER at you about this shit.
Okay so let's start with Last Specter which is especially full of this.
Misthallery is absolutely filled with canals and trees and animals everywhere. In MM the shop game says they literally have their own apple species, and the profiles say that toppy is a very clean type of mouse you can only find there. Misthallery as a town very much IS nature. Also the golden garden is there. The place is literally rife with all that good nature associated shit. So then obviously the specter itself that is destroying the town is an excavation machine that is fucking everything up. The meddling of people and their man made contraptions is what is placing the town into ruin. Not just with the specter, but also with the factory. Everything about the place gives nothing but BAD VIBES, and that's not just because descole has made it his new base of operations, but because the factory itself was already polluting the air and the water of the town way beforehand. And hell, this even applies to the mist! the mist, the thing that consistently signifies bad shit is about to happen, is ALSO MAN MADE MIST. BY DESCOLE. It is then so natural, to me, that the town would be saved by loosha, an animal, and by the breaking of the dam. Letting the water flow freely is what ends up DEFEATING THE GIGANTIC MECHA. AND THEN ENDS UP BEING THE KEY TO PARADISE. This theme is EVERYWHEEEEREEEEE in last specter.
But it's also important in other parts of the series. Hold on let me ramble about all of them.
Curious Village also has this in a way.
Though it's slightly more complicated.
Don paolo and his bullshit is very OBVIOUSLY condemned for. all of that, but by no means are machines the big enemy of the game. Especially seeing as literally all of the st. mystere citizens ARE machines, in a way. But what Augustus Reinhold does by making them is definitely not painted in an all that good light, either. It only seems to hurt both him, Flora, and even Dahlia herself, who is now stuck with immensely confusing memories. Most of all I think it takes a toll on poor Bruno, who has to keep everything up and running. St Mystere isn't seen as BAD, but the fact that it's such an isolated place full of robots does come at a COST, at every turn. It's ultimately still framed as something not too great in the end. There's an air of tragedy about the entire thing, and Flora getting away from it is seen as the better option by the narrative.
Then we have diabolical box, where it's not so obvious at first but becomes a lot more obvious near the end.
Firstly we have dropstone as the certified good example to compare to later, and of course dropstone is a bit of a farming town. Wouldn't ya know it. There's like. a FUCKTON of cows and there's that bird the old lady wants you to help and there's fishes near the anderson mansion—
Animals generally tend to be a good sign in these games. But oh boy will I come back to that later.
Then, there's Folsense.
now folsense doesn't SEEM too bad at first glance when you don't know about the gas. But it very much is. I'm pretty sure there's even a line in there about animals not going near Herzen Castle? But I could be wrong. Anyway Duke herzen literally EXPLOITED NATURE SO BAD by making the miners keep digging, that it FUCKED UP HIS ENTIRE TOWN FOR LIKE. 50 YEARS AND PROBABLY KILLED HIM. All of the machinery you see in that game is around the gigantic crater of the castle, and everything in the mine. Both of the place where people FUCKED UP the hardest. Diabolical box does not think machinery is cool either.
Then FINALLY I can get to unwound future, which takes this to the fucking MAX in EVERY SINGLE ASPECT. Wayyyy more than you'd think. It's EVERYWHERE in this game, and that's only logical because of. The moral of it. Firstly, the time machine.
Irrevocably a bad thing. The entire time, something that needs to be stopped.
You can also just see it in the environment of Future London. It's supposed to be a Very Shit and Bad Place, and they show this by having rusty gears and pipes and whatnot literally EVERYWHERE.
Secondly, remember that thing I said about the animals being a good thing?
Yeah, now think about beasly, and the parrot, and number 3. Think about WHY they included that. Those characters are meant to drive home just how BAD this is, not just because animal experimentation is unethical, but because it's a corruption of something the narrative considers as GOOD. their inclusion actually matters!
Do I even have to MENTION eternal diva?
a guy literally tries to brainwash people with an evil machine that has his daughter's consciousness. And then another guy tries to use another big ass robot to forcibly tear nature apart for his own goals instead of doing it the natural way (by singing/playing music. A thing that is very inherent to human nature that we have been doing for decades, and a thing that anyone with functioning vocal chords has the capacity of doing. Machinery LITERALLY ALMOST DESTROYS THE CITY OF HARMONY.
Anyway so far (surprisingly) there isn't. A lot? Of this theme in Miracle Mask? Not that I remember, at least, and definitely not enough to really talk about.
So we get to my favorite part of this: TARGENT.
Targent is fucking FULLLLL of this imagery.
From their home base filled with light pollution and dirty streets and scryscrapers, to their big hulking massive airship that clanks and clunks all over the place with how HEAVY it is.
That's also a theme I keep noticing, especially in the music. It's HEAVY machinery that is evil. Little helpful trinkets or something like the relatively compact size of the bostonius (WHICH IS A ZEPPELIN IN THE BEGINNING BY THE WAY. IT WORKS WITH NATURE (AIR) TO MOVE ITSELF FORWARDS. THIS IS WHY IT IS FRIENDLY) are fine by narrative rules.
Because there IS non-evil machinery, and literally all of it is always something that works WITH or coexists with the nature around it instead of corrupting it.
The bad thing is always machinery taking the PLACE of some natural process, not it existing at all.
Also the wolves. I forgot to mention the wolves from eternal diva. Animal corruption theme yet again
This is also why finding all the azran eggs always has to do with working WITH the locals and befriending them / the creatures that live there. (except for maybe hoogland but in hoogland the wishes do not need to be respected because guess what. The locals were entirely wrong about what the natural order was. And the actual bad thing happening was a MACHINE that had gone crazy.)
Layton and co. respect the wishes of the people and the natural order, and they're always rewarded with the egg. Targent keeps failing because they keep trying to FORCE IT. They try to use machinery as a shortcut.
Which is what I think it's ultimately about. It makes me think of the moral of mob psycho a little: the series condemns trying to use machinery as a tool to CHEAT rather than just help.
(Yeah this is pretty ironic for Level 5 and their current fondness for AI.)
That's why the Azran fall off, because they get LAZY and try to screw over new beings in order to profit off of their labor. They start CHEATING.
From this viewpoint it makes a WHOLE LOT more sense to me why Hershel tells Aurora 'No thank you' when all that azran knowledge is at his disposal. Because it wouldn't be right.
It would be cheating, in the same way the machinery is cheating.
And puzzles are no fun if you can cheat your way to the answer.
THAT is what makes a whole lot of sudden sense to me now, why specifically THESE games have THIS theme.
BECAUSE IT WORKS MASTERFULLY WITH THE MESSAGE. Of COURSE the game series all about encouraging you to solve puzzles with your own two brains would value putting thought and effort into what you do. Of COURSE the villains are people who take the easy way out by trying to circumvent having to find a solution for themselves!
That's why they always make layton do all their dirty work!! That's why the games specifically always reveal the supernatural power to be a FAKE!!!
Because THERE IS NO SHORTCUT. You will have to put in the effort to tackle problems yourself, and maybe ask for help if you can't. But there is no way to easily 'fix' everything for yourself without screwing over a hundred other people in the process.
A solution that creates more problems than it solves isn't a real solution.
And that's exactly how Layton goes about it: finding a solution that doesn't just work for him, but that works for everyone. Because those are the solutions that tend to STICK.