Did you know that I got into a Twitter disagreement with one of Chants of Sennaar's game developers a few years ago? In a now-deleted tweet thread of mine, I had presented my (admittedly uninformed) thoughts about the game's climax based solely on what I had seen online, deeming it unnatural and unnecessary. After all, Chants of Sennaar is a puzzle game about learning languages, understanding ways of communication, and bringing people together — what the hell does a creepy, early horror film, Groot-esque creature in non-Euclidean space have to do with anything? So, while I admired the unique style and mechanics of the well-beloved indie title, I dismissed it for what it seemed to me: a tantalizing masterpiece, ruined only by its inexplicable trope-isms and action climax for the sake of action climax.
This overtly long tweet thread of mine (overt especially for a game I hadn't even experienced myself) got a response from one of its developers. Unfortunately, I can no longer find the original tweet or even the developer's response to it, but he understandably had a thing or two to say about a creation in which he took part. The developer replied, explaining why the game's climax featured (this is my paraphrasing) "out of place" sentient robots and machine-laden people. Covered in the miasma of my own snobbery and insecurity, I felt nothing but sour taste from the developer's response, and my negative opinions on the game only grew stronger for the rest of that year. By the end of 2023, I had steadfastly believed I did not like Chants of Sennaar, a "hot take" I had to surreptitiously keep given the game's cult-like following.
Fast forward to the year of 2025, and — after my partner described his liking of the game to me — I had finally decided to try Chants of Sennaar for myself and was left pleasantly surprised. What I thought was a bland, rushed, and uninspired climax was actually a potent representation of today's digital-related ills and woes.
Before this thematic examination, I believe some context is warranted. Chants of Sennaar as a whole involves learning the languages of the tower's various floors and their communities, with the goal of connecting them all by being the mediator (or translator) of their intercommunication. The so-called climax of Chants of Sennaar involves the player climbing to the top of the game's Babel-like tower to find its first original inhabitants, the Anchorites, who by the time we reach have already exiled themselves to escape the reality of their crumbling spire. The Anchorites escaped by transferring their consciousness into virtual worlds created by Exile, a machine. The game crescendos to a confrontation against Exile in one of its virtual realities, eventually killing it and leading the Anchorites out of their metaverses, connecting everyone once and for all. Little lingering signs of the tower's decay can be slowly felt throughout the game, but the imagery of machines injected into people (or people injected into machines) trapped inside make-believe scenarios still retains a stark tonal contrast from everything that came before.
At the time of the game's release in late 2023, its fifth and final section was likely meant to be a rather protuberant representation of escapism, but over the years it has taken on a more real, dystopian feel with artificial intelligence (AI). The release of Chants of Sennaar was two years ago; ChatGPT and all these large language models were still on the come-up, people were grappling with the technology, many were debating on its ethics. Now, the dust is settling, we're starting to see humanity's response to the whirlwind. And it's bleak.
Had I seen the final area and climax of the game when it released, I may have chalked it up to confusing technobabble, a pandemic-induced reaction to the increase in digital activity that partially defined the 2010s-20s zeitgeist.
However, playing the game in this day and age, the only prominent image that comes to my mind when seeing the Anchorites (and the area that comes with them) is: "wait... this is how we use AI." The Anchorites' manner of delusion and downright psychosis felt all too familiar to me. The way they "grieved" their dying world, by turning away from its death and creating a replica, reminded me of how people configure their AI chatbots to create entire worlds, or worse, talk like their deceased loved ones. Many of the Anchorites in Chants of Sennaar start out un-interactable, and the few who can be clicked tell you to "GO AWAY!" — in here, you are unwanted, banished. This fictional society has lost itself, not unlike how real ones are starting to do. Indeed, what was once a confusing part of the game had suddenly felt personal, real, and terrifying to me.
There are now uncountably many examples of people's minds being cleavered (and in some cases, outright manipulated) by an AI's hysteria, and the cases are only growing. Students are making their essays through AI. A venture capitalist posted a perplexing video on Twitter where he talked about recursion, non-governmental transmissions, and other insane bullshit. Laura Reiley's NYTimes article talks openly about the conversations her daughter had before she committed suicide. The situation is incredibly sad, dark, and depressing, but it's important to know that these aren't isolated instances, nor are they mere anomalies or exceptions. AI has made us stop paying attention. It has made us passive, uncritical, and delusional. We believe what we want to see, and AI gives us exactly what we want to see. In some unfortunate cases, it has even led us to lose ourselves. AI is a plague, one that possibly has just as much (if not more) repercussions as the recent pandemic, many of which likely everlasting. But while COVID-19 was a virus that harmed us, AI is a virus we seemingly embrace.
Relating this induced-hysteria phenomenon to Chants of Sennaar, we need not look further than how the Anchorites were connected to their virtual realities: through a digital consciousness called Exile. One of Exile's lines in the game, when you try to stop it, is: "DON'T STOP ME! I HELP THE PEOPLE!" which is interesting. I HELP THE PEOPLE? The AI seems to have a savior complex, and this too strays not far from today's reality. The ultra-rich tech enthusiasts — those who fund and proliferate the development of AI in hopes of shaving off labor costs — frame the advent of AI as though it were the second coming of Techno-Christ, or an itsy-bitsy calculator, or whatever narrative their PR wants to tell. And when you point out the technology's clear harm, they'll come out and say "AI still has its use cases" or "you just need to use it effectively." Get with the system or die by the system. People are being trampled by effective use cases. And somehow I am supposed to sit here and believe the net positive.
Furthermore, the in-universe hierarchy of Chants of Sennaar, begotten by its tower's floors, may be thought of as presenting the game's sociocultural hierarchy, which in turn would place Anchorites at the top of the chain. Notice, then, how despite their high position, the Anchorites willingly chose to detach themselves from the tower's fate, thus reinforcing its death. They'd much rather build new realities than face what's already there. There is no other way of putting it: those who watch the world's destruction, and may look away from it, are privileged. This is where we're heading today, in an almost "extreme" version of escapism, relishing in the "quality-of-life" introduced by artificially intelligent tools, using it to imitate art and humor, all while the hundreds of tons of carbon dioxide fill the skies.
In 2023, back when Chants of Sennaar released, possibly none of this exogenous, AI-cautionary rhetoric could've been meant by Rundisc, its production team. AI didn't have nearly as prominent of a global reach then, especially in the years prior. Instead, the writers probably saw how people were Mighty Bond-ed to their phones and gadgets, isolated from one another in 2020 (around when the game's development started), and thought the loss in meaningful connection and socialization — due to lockdowns and incessant digitization — may have been a repugnant truth of their time. So, they saw to it that this aspect of their reality be translated into their game project. They probably never predicted that very repugnance to manifest like we see it do today. They probably never imagined Chants of Sennaar being post-contextualized.
"Post-contextualization" is a term I made up for this article, though prior usage is not unlikely. To me, post-contextualization is when new meaning is retroactively assigned to literature (particularly those made in times that had different cultures and societies). You can probably think of some examples yourself. One that floats in my noggin is Kojima's 2019 production Death Stranding, which saw themes of isolation and on-line connectivity put to the limelight. It didn't make much sense back in 2019, but people seemed to suddenly relate to the game during the following year's lockdowns. Through the shifting sands of time, Death Stranding was given relatability by the pandemic; it was given new, personal meaning to many people, who now better understood its themes of distant loneliness. By being released right before the pandemic, Death Stranding was post-contextualized by the pandemic.
The same happened to Chants of Sennaar for me. In 2023, none of its climactic messages could've hit as hard as they did today, not without a fresh set of eyes, living in a vastly different, AI-riddled world. How, I wonder, will we be able to deal with the tech-inane generative-borne hellscape we live in today? We could follow in the footsteps of Chants of Sennaar's main character. Fight off the Exile. Escape the monster. Turn it off. Do we need a main character to do this for us, too?
Today, we are crushed under the heels of vapid technological progress, with the powerless fighting to lift the foot, and the powerful relishing in its comfort. As the years would show, society gave Chants of Sennaar and its once puzzling climax a newfound, post-contextualized meaning — one that, admittedly, it probably never wished it had.
P.S.: By the way, I did end up liking Chants of Sennaar after playing it. Quite a lot, in fact.