thumbnail of original_d73b948d96202ffd20002330de7c7ff7.jpg
thumbnail of original_d73b948d96202ffd20002330de7c7ff7.jpg
original_d73b948d9620... jpg
(393.65 KB, 1156x884)
thumbnail of original_3ce04b029d3275eb083717bdf1a3dab1.jpg
thumbnail of original_3ce04b029d3275eb083717bdf1a3dab1.jpg
original_3ce04b029d32... jpg
(355.71 KB, 1099x799)
thumbnail of Barblackjack.webp
thumbnail of Barblackjack.webp
Barblackjack webp
(92.98 KB, 640x480)
 >>/5779/
> the observer's perception lens modifies it
This touches on the Uptown/Downtown concept discussed earlier. 
> pics
This was hidden there for me as a final hint at my own journey. In the first two games we don't know about the structure of Racoon city, but here it's revealed there is Uptown and Downtown. There are also these poetic reflections on the loading screens. You can only play Jill, and to finish the game it must be played multiple times, because the ultimate weapon has its parts spread over different routes/timelines.

The symbolics of the collapse of society with people turning into zombies from a virus, Jill and Jack (Jack-the-Ripper as female, on hard difficulty you only get the knife), truth hidden in different timelines, events randomized, compared to previous games that had set routes.

This points to the concept of society having two layers, the Uptown and the Downtown. In Uptown you see things as they are (the red pill) but people are still the same shit as before, they just know the truth. In downtown, your world of concepts lacks fundamental templates and you cannot understand what you see (the blue pill, believing in mainstream media narratives, denialism).