CRITICAL REFLECTION

life is strange 3 - screenshot

Some Roads Only Lead Underground

by Thomas Grønvoll | Jul 28, 2025 | featured, Reflections | 0 comments

We know the America of diners and debt, of haunted woods and broken dreams—not from living it, but from playing it. 

In the hands of video game developers, especially those outside the U.S., Americana becomes more than aesthetic -it becomes a mythological map of decline, nostalgia, and ideological contradiction. From Kentucky Route Zero to Night in the Woods, these games don’t just depict America: they dissect it, revealing a country more real in its folklore than in its facts, more honest in its ghosts than in its history.

The Roads That Lead Nowhere

There is a highway that runs beneath Kentucky, where debt becomes geography and wonder gets processed into paperwork. There is a forest in Pennsylvania where communities hunt their own children to keep their dreams alive. There is a wanderer crossing America, collecting stories that transform in the telling, watching authentic pain become sellable folklore.

These places don’t exist on any map. They live in the space between what America promises and what America delivers; a mythological landscape more real than reality, more honest than history.

Video games have become one of our most sophisticated guides through this invisible country. Through magical realism and supernatural storytelling, games like Kentucky Route Zero, Night in the Woods, Where The Water Tastes Like Wine, Life is Strange, Alan Wake, and Oxenfree have mapped out the emotional geography of American decline. These games don’t traffic in documentary truth but in something poetic and and far more powerful: americana itself; That meta-mythological layer where regional differences dissolve into a shared cultural bouillabaisse.

This is what makes americana so powerful as both cultural export and a tool for understanding. It’s not trying to represent the specific reality of Montana ranch life or Maine fishing communities. It’s working with the mythological Montana, the mythological Maine—the versions that exist in America’s shared cultural imagination alongside mythological Texas (cowboys), mythological California (gold rush dreams), mythological New York (immigrant opportunity). These games explore a “geographic” level where a Kentucky coal mining town, a Pennsylvania rust belt city, and a Pacific Northwest logging community all become ingredients in the same symbolic stew of “small-town American decline.” The ingredients of Americana.

Screenshot from where the water tastes like wine

Ideology in the shape of story, power wearing the mask of nostalgia.

But here’s the thing about mythology; sometime it takes an outsider to see what those living inside it cannot. Those of us who consumed America as pure cultural export, as downright fairytales, who saw cowboys and outlaws as completly fictional constructs rather than distorted reflections of real people, we may understand these mythological structures more clearly than those for whom this is living history. We encounter americana not as fragmented regional experiences but as coherent meta-mythology -the bouillabaisse rather than its individual ingredients.

When you’ve never had to reconcile the dream with the reality, when you’ve only ever known America through its exported mythological layer, you’re free to see that mythology for what it truly is: ideology in the shape of story, power wearing the mask of nostalgia. It´s storytelling and make belief; to comfort and enchant, to trouble and to terrify. 

Illustration from Alan Wake 2

The Grammar of Ghosts

The supernatural geography of these games didn’t spring from nothing. They inherit a language; a way of seeing American space as inherently haunted and downright magical. David Lynch taught us that small-town wholesomeness conceals unspeakable violence, and Stephen King showed us that the most effective way to critique American mythology isn’t through grand political statements but through the intimate horror of the haunted community.

This is the grammar of Americana: the mundane made uncanny, the familiar made strange, normality revealed as nightmare. In Twin Peaks, diners hide murder. In Salem’s Lot, the all-American town devours its own children. The surface promises one thing; the depths deliver another. The dissonance between the serene mirror of the lake, and theh murky swampbottom below.

Video games have inherited this language and made it interactive. You don’t just observe the horror: you navigate it. Kentucky Route Zero’s underground highway system isn’t an escape from economic violence but where that violence is given shape and form. Conway’s personal debt and crisis becomes a lens for understanding how capitalism eats away entire regions, with magical realist elements making visible the invisible forces that actually puppeteer American life.

The Bureau of Reclaimed Spaces literally bureaucratizes wonder, turning magic into paperwork, dreams into debt. Kafka’s wet dream. A perfect metaphor for how America processes everything -even its own mythology and dreams, its sinners and its saints- into commodity.

Night in the Woods exemplifies this tradition by making explicit what Lynch and King only implied: the supernatural emerges directly from the dark and tragic corners of humanity and economic abandonment. Mae’s hometown isn’t just haunted; it’s haunted by the ghosts of post-industrial decline. But the game is not trying to be anthropologically accurate about Pennsylvania rust belt culture. It’s working with the americana version of post-industrial decay, that mythological version that exists in shared cultural imagination, where abandoned factories and dying main streets become universal symbols rather than specific regional realities.

The cult that hunts people in the woods isn’t motivated by the particular history of one Pennsylvania town but by the meta-mythology of American community; the shared story about how communities will sacrifice their outcasts to maintain impossible dreams about their own permanence.

“We begin and we end, at night, in the woods.”

“This entire place is royally messed up! And nobody cares!”

“My entire life feels like running after something that keeps moving away into the distance, while I stay in the same place…”

“There’s something in the woods… and it’s been there for a very long time.”

-Quotes from Night in the Woods-

Alan Wake explores this as well, turning it into a study of the idea of the Pacific Northwest, but filtered through something else entirely; a Finnish understanding of darkness, isolation, and the way landscape shapes psychology. Remedy Entertainment brings Nordic folklore sensibilities to American small-town horror, creating mythology at multiple removes. It is Finnish developers interpreting the American supernatural americana, through the lens of popular culture given form by Stephen King and David Lynch, who were themselves already critiquing the same American mythological structures.

In Alan Wake 2, this becomes even more complex. Alan has transformed from outsider-critic to insider-victim, literally trapped in the town’s supernatural ecosystem. The outsider role passes to Saga Anderson, whose federal authority and racial identity position her as a double outsider in the Pacific Northwest community. She must navigate both supernatural horror and social horror, investigating murders while also confronting the subtle and overt ways that small-town America polices who belongs and who doesn’t. But we’ll get back to the outsider mentality in a bit. 

Sacred Symbols, Profane Markets

But there’s a fracture running through the heart of americana; that very notible difference between mythology as cultural critique and mythology as consumer product. The same symbols that reveal America’s contradictions can be consumed as lifestyle aesthetic, stripped of context and political implication.

Think of Elvis Presley -both the man, the myth and the legend- versus the panhandling Elvis impersonator on the Las Vegas strip. One represents the mythological construction of American masculinity and rebellion; the other represents the commodification of that mythology, packaged and sold back to us as nostalgia. The latter is the one sold in the gift shops, the former is the one we tell stories about. 

This tension haunts every game working in this tradition. Kentucky Route Zero uses gas stations, diners, and roadside attractions not just as atmospheric details but as the commercialized infrastructure through which American mythology gets distributed. Conway encounters America as both spiritual journey and consumer experience, with the magical realist elements revealing how even wonder gets processed into debt and control.

Where The Water Tastes Like Wine makes this explicit by tracking how authentic folk stories get commodified as they spread. A genuine trauma becomes a campfire tale becomes a tourist attraction. The game shows us the entire machinery through which personal experience gets processed into sellable narrative, watching authentic pain transform into entertainment.

Interiorshot from oh Deer Diner - Alan Wake 2

Even Red Dead Redemption can’t escape this twisted dynamic. The game critiques the commodification of Wild West mythology while being a massive commercial product that profits from that same mythologization. But here’s what’s crucial: Rockstar isn’t selling us historical accuracy about 1899 frontier life -different regions had completely different experiences of the American West. Texas cattle ranchers, California gold miners, Montana homesteaders lived in essentially different countries. Instead, the game sells us the familiar Sergio Leone version of America; itself an Italian interpretation of American frontier mythology that already had flattened regional differences into a mythological coherence.

This is americana at work: taking disparate regional experiences and creating a unified symbolic language that transcends geographic specificity. The spaghetti western could be more “authentically Western” than actual American westerns because Leone was working on a purely mythological level rather than getting bogged down in regional historical accuracy.

 

The Cartography of Outcasts

But perhaps most crucially, these are landscapes that require the outsider perspective to make their contradictions visible. Americana, to a large degree, is the mythos of the outlaw, the rebel, the one who doesn’t fit into small-town society with its dark secrets and terrible boundaries. The horrific community and the rebellious individual exist in productive tension—America defines itself through this dynamic, needing both elements to function as mythology.

This is why all these protagonists are outsiders of one kind or another. Mae returns to Possum Springs as someone who no longer fits its expectations and discovers the cult that literally sacrifices outsiders to maintain the town’s illusion of continuity. Conway navigates Kentucky as both debt victim and geographical stranger, his economic refugee status allowing him to see the hidden histories that residents take for granted.

Max and Chloe in a car - Life is Strange

Max arrives in Arcadia Bay as the awkward newcomer whose time manipulation powers reveal all the ways the town fails its most vulnerable residents. The wanderer in Where The Water Tastes Like Wine exists in perpetual motion across America, belonging nowhere and therefore seeing everywhere with outsider clarity.

THE ROUTES WE TRAVEL

Conway’s Underground Highway:

Where debt becomes geography, where the bureaucracy of reclamation turns wonder into paperwork. The traveling antique dealer as economic refugee, navigating Kentucky’s hidden histories.

Mae’s Dark Woods:

The forest where the cult performs its rituals, where communities sacrifice their outsiders to maintain impossible dreams. The returning college dropout who no longer fits her hometown’s vision of itself.

The Wanderer’s Endless Path:

Crisscrossing a continent of folk stories, watching trauma transform into folklore, authentic experience processed into sellable narrative. The eternal nomad collecting and spreading America’s myths.

Alan’s Dark Place / Saga’s Investigation:

The writer transformed from outsider-critic to insider-victim, replaced by the federal agent whose authority and identity mark her as double outsider in a community that polices belonging.

Dustborn’s Fractured Highway:

The road trip as explicit political resistance, outlaws for the rebellion moving through a landscape of competing American mythologies, hired by the resistance to transport hope across a fascist wasteland.

This outsider-as-catalyst structure runs throughout the tradition. In Twin Peaks, Dale Cooper’s arrival forces the town to confront all the secrets it’s been hiding. His federal authority and outsider perspective make visible what the community has chosen not to see.

The dynamic becomes even more complex when international developers appropriate and reinterpret these American mythological structures. Norway’s Red Thread Games takes this a long way inDustborn, explicitly casting protagonists as outlaws in the spaghetti western tradition, literal rebels hired by a resistance movement to transport crucial information across a fractured America, as if it were in a galaxy far, far away. Unlike other games’ subtle outsider positioning, Dustborn makes the political stakes explicit: these aren’t just social misfits but active resistance fighters against a fascist america, turning americana against America. Showing that the story of Americana doesn’t merely belong to America. 

The game appropriates the americana road trip -one of the most mythologized American narrative structures- to directly confront contemporary American political tensions. It’s similar to Life is Strange in setting and art direction, but casts the protagonists as Han Solo-style outlaws hired by the rebellion to secure the MacGuffin for the good guys. They’re modern-day nomads existing outside society, moving through competing versions of America while belonging to none.

still from Dustborn

Foreign Maps, Native Lands

This brings us to something crucial about how American mythology functions in the contemporary world. Those of us who grew up consuming America as pure cultural export -who knew cowboys, rednecks and action heroes as complete mythological constructs rather than distorted representations of “real” people- may be better positioned to understand how these mythologies work as ideology.

The Finnish perspective in Alan Wake brings its own cultural understanding of isolation, darkness, and the way landscape shapes psychology. Finnish folklore and horror traditions create a double-filtering effect: Finnish developers interpreting American small-town horror through Stephen King and David Lynch, who were themselves already critiquing American small-town mythology. This mythology at multiple removes perhaps allows for even clearer analytical vision.

Similarly, Red Thread Games explicitly appropriate the americana road trip to diagnose contemporary American political dysfunction, using the master’s mythological tools to critique the master’s house. Dustborn demonstrates how American cultural forms can be appropriated and turned back on themselves, with outsider developers bringing their own political clarity to American mythological structures.

When I analyze Night in the Woods through the lens of northern Norwegian post-industrial decline, I’m not just drawing superficial parallels. The same structural forces that create American mythological nostalgia operate in my own context: the gap between community ideals and economic reality, the way marginalized people get sacrificed to maintain those ideals, the magical thinking required to sustain dying places. But americana provides the shared symbolic language that makes these connections visible—it’s the meta-mythology that transforms a Pennsylvania rust belt town and a northern Norwegian fishing village into recognizable ingredients in the same cultural bouillabaisse.

My relationship to American mythology is fundamentally different from that of someone living inside its regional complexities. For Americans, americana carries the weight of personal and family history, of inherited trauma and pride, of cognitive dissonance between lived regional experience and national mythology. For me, it functions as a coherent ideological system that I can analyze from the outside, encountering it as unified meta-mythology rather than fragmented lived experience.

This outsider perspective reveals how American cultural products have become tools for understanding non-American realities. When these games use American mythological language to diagnose problems that extend far beyond American borders, they’re not just exporting entertainment—they’re providing analytical frameworks. The supernatural small town becomes a universal language for understanding how communities create insiders and outsiders, how nostalgia functions as political force, how the gap between promise and reality gets managed through various forms of magical thinking.

The critical distance that comes from consuming America as mythology rather than lived experience also reveals the constructedness of these narratives in ways that might be invisible to those living inside them. When I encounter the Pacific Northwest aesthetic in Life is Strange or Alan Wake, I’m not comparing it to personal experience of place, I’m comparing it to other mythological representations. The Sergio Leone influence in Red Dead Redemption doesn’t feel like distortion; it feels authentic because it matches how America was always presented through popular culture.

The Dreams We Navigate

But perhaps what makes games uniquely powerful for americana critique is something even more fundamental: the triple-layered outsider positioning that’s built into the medium itself. There’s the character (Mae, Conway, Alan, Saga) as narrative outsider within the fictional community. There’s you as player, someone outside the game world entirely, looking in. And there’s the real person behind the controller, who brings their own cultural position to the experience.

This is the crucial difference between Dale Cooper and Alan Wake. In Twin Peaks, we watch Cooper investigate the town’s mysteries – we’re observers of his investigation. But in Alan Wake, we’re not watching Alan investigate Bright Falls; we ARE Alan (and later Saga) investigating it. We’re making the connections, following the clues, experiencing the supernatural intrusions firsthand. Cooper’s famous deductive monologues are brilliant television, but they’re still Cooper’s insights being delivered to us. When we’re playing as Alan or Saga, every revelation about Bright Falls’ dark secrets is something we’ve actively uncovered through our own exploration and interaction.

This transforms the entire relationship to americana as cultural critique. The coffee and pie in Twin Peaks are Lynch’s symbols that we interpret. The coffee and diners in Alan Wake are spaces we actively inhabit and navigate, places where we have conversations and make choices that shape our understanding of the community. We’re not consuming someone else’s investigation of American mythology; we’re conducting our own investigation using the tools and perspective the game provides.

The interactivity doesn’t just represent the outsider experience – it manufactures it. When you’re controlling Mae trying to reconnect with old friends, you’re experiencing alienation through multiple lenses simultaneously. Mae’s alienation from Possum Springs, your alienation from Mae’s specific experience, and potentially your own cultural alienation from American small-town mythology entirely.

This works regardless of the player’s cultural background. An American player experiences one kind of outsider relationship to Mae’s story, while a Norwegian player experiences another, but both are locked into that essential investigative position that americana critique requires. The game doesn’t need to explain why you should feel like an outsider examining American mythology; the act of playing automatically puts you in that analytical position.

These games succeed as cultural criticism precisely because they understand that you can’t separate the mythological from the material, the sacred from the profane, the individual story from the systemic force. But more than that – they make you actively participate in that understanding. They use magical realism not to escape from American reality but to make that reality visible in new ways, forcing you to navigate the contradictions rather than just observe them.

Still from Dustborn

But their effectiveness depends on audiences willing to engage with the critique rather than just consume the aesthetic. The risk is always there that the underground highway becomes just another atmospheric environment, that Mae’s alienation becomes just another melancholic indie game #mood, that folk stories become just another collectible mechanic to complete. But the interactive nature of the medium works against this – when you have to actively navigate Mae’s social alienation, when you have to make conversation choices that reveal how completely she no longer fits, the critique becomes harder to ignore.

The outsider perspective matters because it offers analytical clarity that might be harder to achieve from inside the mythology. But games go further – they make that outsider perspective interactive and participatory. When you’ve never had to reconcile the American dream with American reality, when you’ve only ever encountered America as cultural product, you’re better positioned to see how that product functions as ideology. But when you’re actively controlling characters who embody that analytical distance, the critique becomes visceral rather than just intellectual.

These games don’t just export American mythology; they provide tools for understanding how mythology functions as political force, how communities use stories to define who belongs and who doesn’t, how the gap between promise and reality gets managed through collective self-deception. In a world where every community struggles with the same tensions between nostalgic ideals and contemporary realities, this mythological literacy becomes essential.

The America we encounter in these games may very well be more real than the America that exists on any map, precisely because it doesn’t pretend to documentary accuracy; it is the story that America tells the world about itself, and that the World tells America about themselves. It traffics in the realm of dream and nightmare, hope and anxiety, revealing the psychological and ideological structures that shape not just American experience but the experience of living in any community that defines itself through stories about its own specialness. But crucially, it makes us active participants in uncovering these structures rather than passive observers.

In the end, these games suggest that the most American thing about America might be its belief in its own mythology, and that outsiders, who never had to believe, might see most clearly what that mythology costs and who pays the price. But being games, they go one step further: they don’t just let us see the mythology’s contradictions, they make us investigate them ourselves, navigate them, feel their weight in every choice and interaction.

Screenshot from Kentucky Route Zero

There are highways beneath every country, invisible routes where dreams become debt and communities sacrifice their outcasts to maintain impossible promises. Video games give us the tools to navigate these hidden geographies, to see the mythology that shapes us all and to chart this geography of story, poetry and meaning.

The question isn’t whether we’ll get lost in these digital Americas.

The question is whether we’ll remember the way home.

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