Subject: Only in the broadest sense
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Posted on: 2013-12-25 23:24:00 UTC

TBoI shares a layout with early Zelda dungeoneering, and very little else. As far as I know, the first Zelda game did not discuss at length (almost solely through the mechanics and items within the game) the dangers of becoming trapped in your own head. Indeed, in that respect it forms a trilogy with two of Edmund McMillen's other games, Time Fcuk and Aether.

Aether shows what happens when you leave the "real" world for a world of your own making, becoming so tied up in it that friends and family hold no meaning any more and your escape has become your prison. Time Fcuk shows that this prison can be escaped only through self-discovery and what Maslow called self-actualisation. The Binding of Isaac, on the other hand, shows why it is necessary to escape the prison and demonstrates the detrimental effects such a jail has on young people in particular.

Now, I'd link you to an article discussing this in more detail, but it's probably just too dull for Christmas reading. Besides, I'd have to actually find it, which'd be more trouble than it'd likely be worth. =]

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