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The Environmentalist Message Behind “Rusty Lake”

It’s pretty rare that a point and click puzzle game has lore spanning three centuries, several bloodlines, and multiple alternate timelines. But, to fans, that’s the appeal of the Rusty Lake franchise. It comes with each new installment of the series, plus bonus posts the creators make on their social media in order to slowly piece together the mystery of the Lake.

I’ve been an active member of the Rusty Lake community for a little over a year now, and every time I play, I’m stunned by just how much depth the creators are able to fit into their games, which usually only take anywhere from an hour to four hours to play. Particularly, I’m fascinated by the games’ takes on environmentalism and mental health, both of which are central elements of the games’ setting and story. I’ve spent hours writing and theorizing, and come to the conclusion that the series lends itself as an ecocentrist, the perspective that nature’s needs outweigh human ones.

In an effort to ensure that my year long trip down the Rusty Lake rabbit hole was not in vain, I wanted to explain my thoughts on the deeper message behind the game series. There are spoilers ahead.

Mr. Crow. Image via Rusty Lake

There are multiple interconnected plotlines within the Rusty Lake universe, but the linchpin of the franchise is the story of Dale Vandermeer, a detective investigating a death within the Rusty Lake Mental Health and Fishing facility, which sits atop the titular Rusty Lake. The deceased, a woman named Laura Vanderboom, died under mysterious and possibly supernatural circumstances. While attempting to investigate, Dale encounters a handful of chilling characters, including half-human, half-animal hybrids Mr. Owl and Mr. Crow, a parrot named Harvey, and a human-shaped “corrupted soul” with no name and undefined intentions. Later installments of the game allow the player to take on different playable characters and explore different storylines, some of which take place several centuries in the past.

One of the central plot devices of the story is the Elixir, a concoction made by alchemist Caroline Eilander in Rusty Lake: Paradise that created the human animal hybrids Dale interacts with in his games. The Elixir, created through the magical powers of the Lake, works only when two parties drink it. One dies, and one becomes semi-immortal, taking on the form of a hybrid. 

In line with the games’ ecocentrist themes, the Elixir seems to represent human corruption and the exploitation of nature for selfish ends. Not only was the Elixir made by harvesting the power of the Lake, an act that mirrors humanity’s own misuse of natural resources, but is also almost exclusively used without one party’s consent. In one case, that party was a dog, who James Vanderboom drugged in Rusty Lake: Roots in order to attempt to become immortal himself. This backfired on him spectacularly, as the dog ended up becoming fully immortal. This was while James kicked the bucket.

The way this plot point plays out reads to me as Rusty Lake’s satirical critique of human hubris. Animals have been around long before humans, and they will continue to exist long after we die. This may also explain why James’ dog is the only character that becomes fully immortal after taking the Elixir. Both Mr. Owl and Mr. Crow, who were once humans, express the desire to retake it at some point in order to renew its effects.

Caroline creates the Elixir. Image via Rusty Lake

This isn’t even to mention the fact that “corrupted souls” as seen in Dale’s games, are later shown to be the remains of people who drink the Elixir and die. To me, this feels as if the Lake has corrupted their souls as a physical manifestation of the human corruption that led to their deaths. In fact, natural manifestations of human greed seem to be a recurring motif within the games. The ultimate example, the biblical Ten Plagues of Egypt, is used as a framing device in Rusty Lake: Paradise, which is also the game that introduces the Elixir.

The games’ ecocentric views also tie into its portrayal of mental health, which starts with Laura Vanderboom from the first games. Laura is shown to struggle with severe mental illness. She attempts to reconnect with nature at the Lake in order to regain some sense of normalcy, and the games frequently use nature based metaphors as an abstract representation of her depression. The game Rusty Lake: Seasons is entirely built around this concept, using seasons, as the name would imply, to represent Laura’s mental states and subsequent descent into depression. Laura is also often shown in pictures next to a cherry tree. This gains more significance in the game Underground Blossom, where Laura literally blossoms into a cherry tree. In this game, “blossoming” is used to represent a purification of the soul and Laura’s ascension from her mental turmoil. 

Laura’s story hints at the connection between the series’ views on nature and mental health. Laura comes to the Lake to mitigate her depression by engaging with nature, and the end to her story suggests that she ended up doing just that. Only by becoming a part of nature was Laura able to make peace with her trauma and escape her depression. 

Laura Vanderboom. Image via Rusty Lake

Her story also marks a notable contrast between how the games treat engaging with nature in a mutually beneficial way versus doing it for one’s own gain. Laura never seeks to exploit the Lake in any way, just to engage with its aesthetic beauty in order to improve her mental state. James Vanderboom, however, seeks to misuse the Lake’s resources to gain immortality and ends up paying for it. Both within the Rusty Lake universe and in real life, there is a difference between enjoying an area’s ecosystem services and overexploitation.

There are so many other aspects of Rusty Lake that I wish I had time to discuss, but my space at the moment is limited. So, thank you for humoring me. I urge you to try these games for yourself, many of which are free to play. Feel free to come back with your own conclusions about the games and prove me wrong. As Mr. Crow would say: You know what to do.