Friday, November 2, 2012

Slenderman

Slender version 0.9.4 located:
https://dl.dropbox.com/u/3291397/Slender%20v0.9.4%20All.rar

Origins of Slenderman, Victor Surge's post on the Something Awful forums, and the spread of the legend here:
 
Marble Hornets series:
 
The fan-made video that inspired $20 Mode:

     Slender is a very effective game in that it creates in the player a sense of paranoia and creeping dread.  During the opening credits, the player hears sounds of someone climbing a chain link fence and landing on the other side.  After the title screen the player is in a dark woods with only a flashlight.  Turning around the chain link fence is seen, which suggest it serves as the perimeter where the game takes place.  Here we are given the parameters of the game: unable to climb back over the fence, no compass or map, limited visibility due expanse of trees, and it is at night.
     Audio plays a big factor in the environment of the game.  In the beginning there is the sound of the players footsteps traversing the terrain, along with the chirping of insects.  After finding the first disturbing page (8 pages total) a slow beat is now heard in the audio track, like the slow beat of a drum (it could also be attributed to a heart beat, as the player realizes something is amiss).  Upon finding the second page, an unpleasant chord is heard.  During this time upon finding the first or second page, glimpses of Slenderman can be seen, between trees or around corners.  When he is sighted, the auditory and visual distortions affect the monitor.  The longer Slenderman is glimpsed, the more severe the distortion, and if looked at too long the player is captured and the game is over.
     Slenderman makes good use of transmedia.  There is a blog dedicated to the canon, or mythos, of Slenderman, explaining his origins and earlier sighting throughout history.  I am not sure if the accounts are based on actual myths and legends, but they do give a sort of "urban legend" feel surrounding Slenderman - if Slenderman is not real, the people who talk and write about him believe his is real.  Also there is a Youtube channel dedicated to the Slenderman mythos in the style of found footage.  A filmmaker begins a slow descent into madness as he is plague by visits of Slenderman.  The production devolves as the director can no longer function, and finally production is halted and the tapes handed over to a friend of the director.
     Another aspect I feel can be attibuted to Slenderman is panopticism.  The player can't help but feel he is constantly watched.  I often found myself turning quickly around, thinking there is someone behind me.  This becomes more prevalent when the first page is discovered and the first disturbing encounter with Slenderman is experienced.  Even though his first few appearances he is quite a distance away, the havoc he plays on the audio and visual as well as the tentacle the sprout from his back when beheld too long lend to the frightening encounter.  As I moved along - if not fast enough - the distortion would come and I would quickly turn around to see Slenderman in the trees, or around the corner, and I would sprint to put distance between him and I.  It felt as if I was being herded, coupled with the numerous trees that, after awhile, looked the same and I would find myself back at the rest stop by the tankers.  Going around in circles increased the paranoia that Slenderman was toying with me and my mind.  A sick cat and mouse game until the inevitable pounce where I would catch just a glimpse of his unfeatured face and then game over.  I never found the fourth page without Slenderman catching me.
     The game Slenderman does a good job with instilling dread in the player.  The moody atmosphere, along with the audio and the extensive mythos help to lend a sort of foreboding when exploring the woods and create a memorable experience.  There is the belief that all legends and myths are based on some instance of fact.  Over the years it can become embellished and added upon, but there is still a lingering in the back of the mind that it can be real.  And that belief gives substance to the monsters that we fear lurk in the dark.

Wednesday, October 31, 2012

Unit Operations and Ludology

Chapter 1 of Ian Bogost’s Unit Operations:
 
“Simulation versus Narrative: Introduction to Ludology” by Gonzalo Frasca:
 
     I believe a game can be analyzed by looking at the parts that comprise it.  Each individual facet of a game - the gameplay, narrative, controls help to tell the story, or simulation.  How these facets work with each other

Friday, October 26, 2012

The Binding of Isaac DEMO
http://www.newgrounds.com/portal/view/581168

     The Binding of Isaac is a game with a top-down view, with game play similar to the first Zelda game.  The character, Isaac, is about to be sacrificed by his deranged mother (the mother thinks she is obeying the voice of God in her head) and escapes through a trap door in his room.  In a cave system under his house exist many rooms where Isaac must fight grotesque, horrifying monsters.  This is only the demo of the game, not the full version.  I played for about an hour, and I got to what I believe is level 3, but couldn't get past a type of monster that revives itself after I reduced it to something like hamburger patty.

Design Outside the Box

Jesse Schell’s ‘Design Outside the Box’
http://www.g4tv.com/videos/44277/dice-2010-design-outside-the-box-presentation

Reactions
http://www.critical-distance.com/2010/04/21/jesse-schell-design-outside-the-box

Wednesday, October 17, 2012

Otaku Culture

“The Animalization of Otaku Culture”
http://muse.jhu.edu/journals/mechademia/v002/2.lamarre.html

     This article deals in the evolution of Otaku Culture, from the Era of Ideals to the Era of Fiction and finally to the Era of Animals.  The Era of Ideals takes place during post-war Japan (1945-1970) where unitiy in rebuilding a country was the abundant feeling, with grand narratives, ideals and society being the norm.  Next came the Era of Fiction (1970-1945) where the grand narrative has broken down but still considered fiction.  Then came the Era of Animals (1995-present) and the grand narratives disappeared.

“Katawa Shoujo”
http://katawa-shoujo.com/about.php

     I have never played a dating-sim game, so Katawa Shoujo is very different yet somewhat interesting in that it deals with adolescents who are disabled.  Through narrative and dialogue choices, the player navigates the dating scene at a unique school, with the goal of narrowing his options and choosing one girl to be exclusive with - at least that is my impression, for I haven't played to the end yet.  This weekend I will try to finish the game and give a better review.