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''Déraciné'' is an EnvironmentalNarrativeGame with light [[PuzzleGame puzzle]] elements, developed by Creator/FromSoftware and SIE Japan Studio, and released by Sony Entertainment in November 2018 for UsefulNotes/Playstation4 VR. It is directed by Creator/HidetakaMiyazaki, of ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls'' fame.

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''Déraciné'' is an EnvironmentalNarrativeGame with light [[PuzzleGame puzzle]] elements, developed by Creator/FromSoftware and SIE Japan Studio, and released by Sony Entertainment in November 2018 for UsefulNotes/Playstation4 Platform/Playstation4 VR. It is directed by Creator/HidetakaMiyazaki, of ''VideoGame/DemonsSouls'' and ''VideoGame/DarkSouls'' fame.
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!!Déraciné provides examples of the following tropes

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!!Déraciné !!''Déraciné'' provides examples of the following tropes
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* UnstablePoweredChild: {{Inverted|Trope}}. Children are ''better'' at handling faery powers than adults, because children don't have many regrets and traumas that adults have nor their deleterious obsession with the past since they hardly have one to obsess over.
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The Lost Woods has been split between a video game level of the same name and Enchanted Forest. Cutting non-examples, zero-context potholes and ZCEs.


* LostWoods: Robb's forest, where people are known to go missing. [[spoiler:Because their time is taken by the evil faerie]].
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* RuleOfSymbolism: The [[spoiler:evil faeries]] have an ethereal blue mist in front of their eyes that resembles a blindfold, symbolizing how their obsession with fixing history (done via the ''blue'' ring), prevents them from seeing how [[spoiler:they've become monsters]].

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* RuleOfSymbolism: The [[spoiler:evil faeries]] have an ethereal blue mist in front of their eyes that resembles a blindfold, symbolizing how their obsession with fixing history (done via the ''blue'' ring), prevents blinds them from seeing how [[spoiler:they've become monsters]].to the ''new'' mistakes they're making.
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* RuleOfSymbolism: The [[spoiler:evil faeries]] have an ethereal blue mist in front of their eyes that resembles a blindfold, symbolizing how their obsession with fixing history (done via the ''blue'' ring), prevents them from seeing how [[spoiler:they've become monsters]].
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* WritersCannotDoMath: The passage of time in the epochs in Robb's Forest don't make a lot of sense. The time advances hours at a time, and [[spoiler:the Evil Faerie somehow only gets one or two people during each of these jumps despite having the power to wander the area instantly]] during frozen time. Even if the region is not to scale for the sake of gameplay, it's hard to imagine that [[spoiler:the Evil Faerie took so long to deal with the party]] after noticing them, or that Lorinc was [[spoiler:lying in the snow for hours without dying]].
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* StupidityIsTheOnlyOption: In such a linear game, there are a few places where the only way to progress is to do something that only makes sense because it's your only option, not necessarily because it's ''wise''.
** To progress in Robb's Forest, you have to help [[spoiler:Herman with his plan to lure the Evil Faerie to him]]. The thing is, since this is not actually a plan to ''deal'' with [[spoiler:the faerie, this ends up being a SenselessSacrifice]] that saves no one. Even if you [[spoiler:loop through the game]], you can't try anything else, like trying to actually [[spoiler:''disarm'' the faerie]] who you are completely free to approach at the time.
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* HandWave: While the nature of the red ring is a major focus of the game's plot, the blue ring's existence is seemingly shrugged off despite its relevance to ''why'' anyone cares about [[spoiler:the red rings]]. You acquire your blue ring in an ambiguously canonical tutorial segment that is one of the only scenes to not [[spoiler:repeat in the OnceMoreWithClarity loop of the game]]. The only other place you even see [[spoiler:a blue ring (since neither Margareta or the Wicked Faerie have one) is on the Evil Faerie, and when he uses it to go back in time]], the game never even follows up on this use.


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* WhatHappenedToTheMouse: After [[spoiler:the Evil Faerie finishes stealing the time of the Old Man and the children]], he [[spoiler:goes back in time]], as confirmed by your own blue ring. You will never see him again (unless you replay that epoch, obviously), and the devastating consequences that could result from him [[spoiler:mucking about earlier in the timeline]] is never even acknowledged. This seems partially a result of the game ultimately treating him as merely a catalyst in a plot about you and what you do with your powers, not him.
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* CentralTheme: Fretting too much about the past is self-destructive, keeps the pain lingering, and prevents you from enjoying the time you have left to live.
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** This even extends to the story's themes. It's hammered in multiple times that people need to let things go, and becoming increasingly obsessed with fixing the past is the origin of [[spoiler:every antagonist in the game]]. Likewise, the game will [[spoiler:loop infinitely]] if the player keeps trying to find a way to [[spoiler:avert the main tragedy]], with the game only ending once you decide to [[spoiler:accept history playing out as it will and giving up your ability to change time]].

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** This even extends to the story's themes. It's hammered in suggested multiple times that people need it might be best to let things go, the dead move on, and becoming increasingly obsessed with fixing the past is the origin of [[spoiler:every antagonist in the game]]. Likewise, the game will [[spoiler:loop infinitely]] if the player keeps trying to find a way to [[spoiler:avert the main tragedy]], with the game only ending once you decide to [[spoiler:accept history playing out as it will and giving up your ability to change time]].
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* SlidingScaleOfGameplayAndStoryIntegration: The gameplay is fairly well integrated into the story. Even [[spoiler:the tutorial]] turns out to be relevant to the plot, and the opening narration asking if you're excited to become a faerie turns out to [[spoiler:have an in-universe explanation]].
** This even extends to the story's themes. It's hammered in multiple times that people need to let things go, and becoming increasingly obsessed with fixing the past is the origin of [[spoiler:every antagonist in the game]]. Likewise, the game will [[spoiler:loop infinitely]] if the player keeps trying to find a way to [[spoiler:avert the main tragedy]], with the game only ending once you decide to [[spoiler:accept history playing out as it will and giving up your ability to change time]].
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* PrecautionaryCorpseDisposal: You can try to do this to [[spoiler:Noo]] near the end of the game so that you ''yourself'' don't [[spoiler:bring him back at a later time]]. Unfortunately, [[RubberBandHistory time rewrites history]] so that you [[spoiler:bring something else back instead, making it moot]].
** There is some implication that this was Margareta's intention in [[spoiler:drowning herself in the river]]. It didn't exactly work.
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* RubberBandHistory: By the end of the game, you find that significant changes to history are very difficult to make. No matter what you do to keep [[spoiler:the children from setting out on their fateful journey to Robb's Forest]], they resolve to find another way (although you will [[spoiler:save ''more'' of them this way]]). In a specific example of those attempts, history even rewrites ''your'' actions, so that even though you [[spoiler:disposed of Noo's body to prevent yourself from revealing your ability to bring back the dead]], you discover that in the new timeline you had retroactively brought back [[spoiler:a bird instead to make up for the broken music box]], ensuring that the children will be inspired by [[spoiler:the knowledge of your ability]].

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* RubberBandHistory: By the end of the game, you find that significant changes to history are very difficult to make. No matter what you do to keep [[spoiler:the children from setting out on their fateful journey to Robb's Forest]], they resolve to find another way (although you will [[spoiler:save ''more'' of them this way]]). In a specific example of those attempts, history even rewrites ''your'' actions, so that even though you [[spoiler:disposed of Noo's body to prevent yourself from revealing your ability to bring back the dead]], you discover that in the new timeline you had retroactively brought back [[spoiler:a bird instead to make up for the broken music box]], ensuring that the children will be inspired by [[spoiler:the knowledge of your ability]]. While you're eventually presented with an opportunity to [[spoiler:bring Yuliya back directly to completely avoid the need for the journey, by horrible coincidence that just makes events go FromBadToWorse]] for entirely different reasons.
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* RubberBandHistory: By the end of the game, you find that significant changes to history are very difficult to make. No matter what you do to keep [[spoiler:the children from setting out on their fateful journey to Robb's Forest]], they resolve to find another way (although you will [[spoiler:save ''more'' of them this way]]). In a specific example of those attempts, history even rewrites ''your'' actions, so that even though you [[spoiler:disposed of Noo's body to prevent yourself from revealing your ability to bring back the dead]], you discover that in the new timeline you had retroactively brought back [[spoiler:a bird instead to make up for the broken music box]], ensuring that the children will be inspired by [[spoiler:the knowledge of your ability]].
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** The time travel also avoids any negative [[TemporalParadox Temporal Paradoxes]] because history instantly rewrites itself to account for the changes you make. For instance, when the Headmaster [[spoiler:sacrifices his life so that you will prevent Rozsa from being injured]], the Headmaster is just fine in the new version of history because you having [[spoiler:saved Rozsa]] was "always true" to the timeline, and thus the Headmaster never had to [[spoiler:sacrifice himself to send you back]].
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* ShaggyDogStory: In the end, you resolve the plot by [[spoiler:basically deciding to have never had the plot happen to begin with]], making the ending little different from [[spoiler:never having played the game to begin with]]. You ''do'' give [[spoiler:Yuliya]] a new appreciation for life, but in a manner that [[spoiler:nullified ''all'' of your other actions]].
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* OrphanageOfFear: Played with. At the beginning of the game, everything seems happy with the orphans at the boarding school, aside from some implications about Rozsa's leg. Once you start picking up the StoryBreadcrumbs, there's an implication that [[spoiler:the headmaster has allegiance to some cult using faeries for sinister experiments, and Yuliya might have been tricked into luring you there for something nefarious]]. As you finish putting together the pieces, however, you learn that [[spoiler:the headmaster left that past behind, and his intentions with the boarding school were to raise the children properly and to make sure they never even had to know about those horrors]].

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* OrphanageOfFear: Played with. At the beginning of the game, everything seems happy with the orphans at the boarding school, aside from some implications about Rozsa's leg. Once you start picking up the StoryBreadcrumbs, there's an implication that [[spoiler:the headmaster has allegiance to some cult using faeries for sinister experiments, and Yuliya might have been tricked into luring you there for something nefarious]]. As you finish putting together the pieces, however, you learn that [[spoiler:the headmaster left that past behind, and his Margareta's intentions with the boarding school were to raise the children properly and to make sure they never even had to know about those horrors]].
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* OddlySmallOrganization: You can find a photo of the researchers of Rohn showing five people, but considering the [[spoiler:headmaster, Margareta, and the Old Man]] are implied to be three of them, that leaves only two to have become [[spoiler:Evil Faeries]]. Considering that Nils discovers the entire ''region'' is plagued by [[spoiler:disappearances]], not just the forest, [[spoiler:two Evil Faeries]] may or may not be enough to account for it all.
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* OhCrap: Nils can have this reaction near the end when his research into [[spoiler:the Evil Faerie determines that the entire region]] is probably covered in them.

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