

This third story is about Tim's craving for a transformative kind of scientific/philosophical knowledge that goes way beyond nuclear physics the atomic bomb stuff is just one example of the kind of fundamental understanding of the world that Tim is seeking. But more importantly, they're both metaphors for a THIRD, more abstract, philosophical tale. The truth is, BOTH the story of the Trinity nuclear test AND the literal, mario-style quest to rescue the Pincess are legitimate stories that are a big part of the game. By now, I get pretty tired of seeing people go on about "it's all about the atomic bomb!!" vs "nah, the bomb theory is pretentious, it's all about a break-up!! (or creepy stalker, or etc.)" I'm not stating this as fact, but it's my best take of the game.īraid has been my favorite videogame ever since I played it in 2009. The people working on the atomic bomb tinkered until they got what they were trying to get. However, the game is not a metaphor for the atomic bomb, it uses the atomic bomb as a metaphor for the relationship. Direct quotes aren't exactly coincedental. There most definitely is reference to the Manhattan project. It just doesn't work for any reason in particular that Tim can point out and blame as a mistake. He finally does get a way to get to her, after a ridiculous amount of work (the stars). He doesn't care much about how he isn't wanted, he doesn't care about the princess herself, how she was the one closing the supposed ways up to her, only about getting to her.


When remembering the events, he thinks there are ways he could have gotten to her (the ladders when rewinding). He's hopeful that he can get the princess back at the end of the epilogue. Tim has already been through the breakup at the beginning, and he tries to get her back through the game, trying to fix his behavior, erasing every mistake, and at the end (The "bad" one), nothing changes, and he's left off at the beginning again.
