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Hermetic Tradition

Folklore (video game)

Concept Hermetic

Folklore is a 2007 action RPG where players explore a mystical Irish setting, bridging the gap between the mortal world and the Celtic Otherworld. The narrative centers on retrieving lost memories from the dead to solve village mysteries, blending mythology with interactive storytelling.

Where the word comes from

The term "folklore" itself, meaning the traditions, customs, and beliefs of a community passed down through generations, was coined in 1846 by William Thoms. In the context of the game, it signifies the game's reliance on and reimagining of ancient Irish myths and legends, presented through a modern, interactive medium.

In depth

Folklore is a 2007 action role-playing video game developed by Game Republic and published by Sony Computer Entertainment for the PlayStation 3. Set in Ireland and the Celtic Otherworld of Irish mythology, the game follows two protagonists: a young woman named Ellen and a journalist named Keats, who work together to unravel the mysteries of the quaint village of Doolin by seeking the memories of the dead in the Netherworld. Announced at E3 2006 and originally titled Monster Kingdom: Unknown Realms...

How different paths see it

Hermetic
The game's exploration of the Netherworld and the act of seeking memories from the departed echoes Hermetic ideas of accessing hidden knowledge and the spiritual realms through intermediary states or beings, akin to psychopomps guiding souls.
Modern Non-dual
The interweaving of the mundane village of Doolin with the magical Celtic Otherworld, and the protagonists' ability to traverse between them, reflects a non-dualistic perspective where seemingly separate realities are deeply interconnected and can be experienced simultaneously.

What it means today

The video game Folklore, though a product of the digital age, taps into a vein of ancient human fascination with the liminal spaces between worlds, a concept deeply resonant with Hermetic traditions and the enduring power of myth. Mircea Eliade, in his seminal work "The Myth of the Eternal Return," explored how societies have historically understood their present through the lens of primordial events, finding meaning and order by participating in the sacred narratives of their ancestors. Folklore's protagonists, Ellen and Keats, function as modern psychopomps, traversing the Netherworld, a realm evocative of the underworlds described in myriad mythologies, to retrieve fragmented memories—a process that mirrors the alchemical quest for wholuminous knowledge.

This retrieval of memory is not merely a plot device; it is an interactive exploration of the collective unconscious, a concept Carl Jung explored extensively, suggesting that shared archetypes and ancestral experiences are embedded within the human psyche. The quaint village of Doolin, with its hidden secrets, becomes a microcosm of the human condition, where present anxieties are often rooted in unresolved past traumas, both personal and collective. The game invites players to engage with these themes not as passive observers, but as active participants, making choices that influence the narrative and the resolution of the village's mysteries. This participatory aspect, where the player's actions directly impact the unfolding of events, reflects a deeper engagement with the very nature of causality and destiny, echoing philosophical inquiries into free will and predetermined paths that have occupied thinkers from Plato to modern existentialists. The act of "seeking the memories of the dead" becomes a metaphor for understanding our inherited narratives, how they shape our present, and how by confronting and integrating them, we can achieve a more profound sense of wholeness. The game, in its own unique way, suggests that the past is never truly gone, but lives on, waiting to be understood, and that such understanding is essential for navigating the complexities of the present. It reminds us that the stories we tell ourselves, and the stories that have been told before us, are the very fabric of our perceived reality.

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