Introduction
I recently started to play the demo for the upcoming adventure game Primordia. I really like the art-style, the setting, themes and the characters (perhaps with the exception of a somewhat annoying companion). Despite this I am finding myself not being that engaged when playing it. The main reason for this is that the game is in a very traditional point-and-click form, which means that it is mainly all about solving puzzles. Despite some good design and an in-game hint system, its gameplay back-bone is holding it back.
Note: This does not mean that Primordia is bad game though, more on this in the end notes.
At the same time we have currently been in the middle of going over some design thinking in our upcoming Super Secret Project. We have been trying to evolve the type of high level design we have used for our previous games and in that process encountered a few problems and come to a few intriguing insights.
The problems I had with Primordia and the issues we have had with our own project are closely related and deal with the high level design used for games focusing on story-telling. This sort of design is what this post will be about. I will start by going over the basic problems, then cover more recent advancements and finally outline our own approach.
The Immersion Conjecture
Since the middle of the 90s or so, the image of adventure games as the kings of videogame storytelling has slowly dwindled. Instead they have given way to more action oriented titles and nowadays most of the major storytelling efforts lie in the action-adventure genre. What has happened is that the puzzle-centric design has been replaced by one where some sort of core mechanic makes up the bulk of the experience.
I think neither of these approaches is a good way to properly do storytelling in a game. The problem with both are that they have a strong focus on the competitive aspect of games. In both of these designs the main goal is not about being immersed but about beating challenges. I have discussed this to great lengths in the paper The Self, Presence and Storytelling. The points important for this discussion are the following:
The Puzzle Approach
This approach is pretty much how all of the classic adventure games are built. In essence, they are made up from a set of interconnected tasks that need to be completed. In order to get to A you need to B and C, C requires that D and E are done and so forth. The entire game basically becomes a big puzzle for the player to solve.
This approach has its root in the very first adventure games ever made: Adventure. The game started out as a mapping of a cave system that the author, William Crowther, had been part of exploring. When making an interactive version of it, various puzzle elements, partly inspired by D & D, were added. Apparently the author did not find the virtual exploration of the caves engaging enough on its own. Something more was needed, and the puzzle elements was added to fill that void; a decision that would go on to influence the coming decades of adventure games. (I wonder how different history would be if Crowther had added some Dear Esther-like narrative instead!).
The reason why this approach is so successful is because it makes it very easy to weave an interactive environment together with a story. The puzzles always give the player various tasks to do which provides motivation to go forward. More importantly it serves as a mean for the player to become part of the game's world. It makes it meaningful to converse with characters and it forces players to understand how the virtual world works.
This comes as a cost though. Because the focus is on constantly providing riddles and quests for the player, the game must have a story that support this. There must be a reason for the player to question characters, ways to provide clear goals, plenty opportunity to set up obstacles and an environment that support clever puzzles. The result of this can be seen very clearly; most adventure game are either some variation on mystery/detective story or a classic, fairytale-like, grand quest one.
On top of this comes the problem discussed in the paper, namely that the constant scrutinizing of the game's world eats away on the player's make-belief. It is simply not possible for players to let story-engagement be their main focus. If they fail to stay in a puzzle solving mindset the game will refuse them to advance. This often leads to the somewhat weird situation where playing the game with a guide is more enjoyable than playing it the proper unguided way.
These problem have been known for quite a while, and in recent times some games have popped up that try to do things differently. I will now discuss the most widely used, and most successful, alternative.
The Linear Plot Approach
The basic premise for this approach is to craft the game like a normal non-interactive story. One then looks for parts were it is possible to insert some sort of player interaction and add these to the otherwise passive experience. (This is not how would go about creation such a game exactly, but it describes the type design quite nicely.) The first game I know that did this was Photopia, and it used it very successfully. It is widely regarded as a highly rewarding and emotional experience. The approach has been more popularized by Fahrenheit, which unfortunately got a much more negative response. More recently the approach gained a lot of success in Telltale's adaption of The Walking Dead and here this approach have really showed its advantage to a bigger audience. I think it is by far the best usage of a linear plot design done so far. To The Moon is another, and different, example that also uses this approach to great effect.
What makes this approach so effective is that it is much better at keeping up the narrative momentum. When using the puzzle approach, it is highly likely that players will get stuck and taken out of the experience. With the linear plot approach this happen very rarely since the game is so focused. Right before it is time to give the player control, the protagonist can pretty much explicitly state what is needed to be done without it feeling out of place.
What I find striking about this approach is the very strong scenes that the games let you take part in. Heavy has the basement capture and self-mutilation scene. Walking Dead has the staircase stand off and mercy killing scenes. By having a very strict and controlled path throughout the game, it is possible put the player inside very specific scenes that would have been hard to set up in other kind of games.
Another big advantage is that it allows for a lot more diverse stories, as there is much less pressure on building everything into a puzzle structure. The approach has focus on the presence building qualities of the game medium instead of the competitive (black-box) aspects. Games like Photopia and Walking Dead clearly show how effective this is and there is probably a lot more that can be explored here.
Of course all is not well with designing a game in this way. There are some areas that are really problematic. The main issue is that there is not really much interaction, especially when it comes to building a sense of presence. The basic premise of the approach is just this, so it is really an intrinsic fault and not that interesting to discuss. However, more subtle, and intriguing, problems arise when it comes to picking the actual parts where the interaction happen. Two main issues arise here.
One is that it is very hard to have some sort of consistency in interaction, partly because activities can be so diverse and partly because they happen so rarely. Heavy Rain went the route of QTE's and the result is not that good. While there are some really good scenes, as a whole there are just too many arbitrary button presses. Walking Dead does it a lot better with having a few types of more intuitive input, such as aiming a cross-hair and mashing a single button. But the infrequent usage and not always clear functioning makes this problematic still. Dialog usually work better, but that interaction lacks a tight feedback loop instead. (However, an interesting way in which both games try and make this more immersive if by having a time-limit and banging on about how every choice has consequences).
The other issue is that much of the sense of exploration evaporates. Whenever players are given a space to explore it is very confined and static. The cause of this is that the game always need to make sure that you can go back into "cut scene mode" after an interactive section is over. There is a bottleneck that needs to be reached with very specific requirements met. This means one has to be very careful about moving characters, changing the environment, and so on, in order for the next cut scene to feel coherent. There is also the problem of keeping the quality of characters when starting a less controlled section that lack the tightly polished look of a cut scene. This means only so much can be done with characters during these more open sequences. Finally, because you need to have some overall unity in the control scheme, any open sections can only have the simplest of input. Usually only movement is allowed and the rest handled by some sort of menu like system (basically like a point-and-click game). In the end interaction during these part come off as clunky and contrived.
There is also a big problem when it comes to production. Simpler games like Photopia and To The Moon do not suffer so much from this, but in a game like Heavy Rain it is very evident. Because much of the game is not actively played but passively watched , the need for high quality cut scenes is a must. It needs to be made sure that the player can be engaged when the presence-feedback loop is weak or completely missing. This means tons of assets, which in turn requires the game to be planned far ahead. For instance, Heavy Rain had the complete script written before the production started. And then all motion capture and voice recording needed to be done before gameplay could be tried out. When it comes to making the actual game there is little room for change and iteration, and one basically has to stick with the script. This is a big disadvantage for interactive media as much of the real good stuff can come from unexpected directions.
While linear plot design gives a better sense of flow in the narrative and a more coherently immersive experience, it still feels lacking. The main problem is that there is so much interactive down-time and great loss in the feeling of exploration. There needs to be some other way of doing things. For our upcoming Super Secret Project we wanted to try a different route and craft an experience where you play the whole time.
The Scene Approach
The design that we have come up with is something I will refer to as the "Scene Approach". The basic idea is that you give the player an area, a scene, where they are free to roam. When appropriate players are able to leave and enter the next scene. Each scene should have a strong focus on some form of activity and/or theme and be self contained. Moving on to the next scene should be evident, either by a very simple interaction (e.g. opening a door), some form of activity (e.g. starting a generator) or by reaching some sort of state (e.g. waiting for a 2 minutes). The same underlying base mechanics should be used throughout the game and interactions should behave in a consistent manner. The wanted end result is to have an experience where the narrative flows throughout the game, but retains a tight interaction loop and a strong sense of agency. It is basically about taking the better interactive moments from the linear plot approach and stretching them out into scenes with globally coherent interaction.
Is this really possible? The moments in the linear plot approach have been carefully set up and are normally extremely focused and contained. Is it really possible to recreate this in a more open environment and without any cut scenes? The scene approach cannot possibility recreate every situation found in a linear plot game, but if done correctly it should be possible to come pretty close.
The first requirement is that the levels need to be designed in such a way that players are rewarded and driven towards behaving in certain ways. For instance, in early designs we tried to give tons of freedom in what players could do, but much of this freedom resulted in actions that went against the narrative. This is negative freedom. Instead we have tried to limit actions into "what makes sense for the protagonist to do" and do so without breaking any sort of consistency. This is positive freedom. The goal is then to eliminate the negative freedom and maximize the positive one, which is very simple to say but have proven hard to do in practice.
Even with a neatly designed scene, all is not set. There is still the problem of communicating the goals. Early on I thought that it was just a matter of having an interesting enough environment and players would partake in the activities provided. The problem is that the larger the environments become the harder it is for players to figure out what is of interest and what is not. It is also very easy to loose ones sense of direction and become unsure of what to do next. This problem is even more severe now that we pulled back on the problem solving focus. Players are not in the mood for constantly looking for clues but are instead focused on soaking up the narrative and having an immersive experience. This is how we want them to be, and should thus not be something that hinders progress.
To get around this, we have had to made sure that the larger a scene is, the more clear and obvious your end goal becomes. Also, any activity in a large area should always be optional unless it is closely related, both spatially and conceptually, to the object or state that makes the game progress to the next scene. Whenever the player is required to carry out some activity, the scope of a scene need to be decreased. The greater the freedom is in terms of possible actions, the less actions must be compulsory.
The scenes themselves are not the only problem though. A perhaps even greater concern is how to connect them. At first I thought this would not be a big issue and that you could get away with pretty loose connections. Problems arise very quickly though, the main being that the experience simply stops making sense for the player. There must be some sort of logical connection and narrative flow between each scene. If not it becomes increasingly harder for player to figure out what they should be doing. This means either lowering the degrees of positive freedom or to have more set up for each scene. The first option gives something like Thirty Flights of Loving and the second is basically to use the linear plot approach. We do not want to do either, so having clear connections is a must.
This results in an a sort of curious conclusion. One of our goals in storytelling is to rely as little as possible on plot in order to give an experience with a strong sense of agency. However, in order to provide as much positive freedom as possible, it is essential that the scenes are put together in a very tight and engaging fashion. In other words, on a scene level there is a great need for a strong plot in order to have as little plot as possible in the actual scenes.
In turn this limits what kind of scenes that are possible. Now that the connections need to make sense, it is not possible to simply fill the game with scenes that lends themselves very well to our core mechanics. So far we have to been able to pull this off quite nicely, and we are slowly wrapping our minds around these concepts.
End Notes
This is not some final verdict on how to improve upon the adventure game genre. It just summarizes a bit on the design direction that we are taking for our next game. Nothing is final yet, so I am not sure how it all will turn out in the end, or how much of the above we will be actually using. This is at least our current thinking and what we are working on now.
Also have say few ending words on adventure games in general. It might sound in the beginning like I loathe traditional click and point games, but this is not the case. I have enjoyed playing a lot of adventure games, and using puzzle approach for high-level game design is a very valid one. The best adventure games really take advantage of this, for instance Monkey Island and Broken Sword. These games are made in a way that makes the design really works and creates a really memorable and unique experience. However, for some games, like Primordia, my main draw is not to have this kind of experience. In this game I am more interested in exploration and getting immersed in the world. The classic puzzle design does not do this properly and I feel as if my experience is not as good as it can be. Primordia is still a good game and it uses the setting nicely to create some interesting puzzles. But it feels like they could have taken a lot of the game's essence and packaged into a form that would have delivered it much better.
I recently started to play the demo for the upcoming adventure game Primordia. I really like the art-style, the setting, themes and the characters (perhaps with the exception of a somewhat annoying companion). Despite this I am finding myself not being that engaged when playing it. The main reason for this is that the game is in a very traditional point-and-click form, which means that it is mainly all about solving puzzles. Despite some good design and an in-game hint system, its gameplay back-bone is holding it back.
Note: This does not mean that Primordia is bad game though, more on this in the end notes.
At the same time we have currently been in the middle of going over some design thinking in our upcoming Super Secret Project. We have been trying to evolve the type of high level design we have used for our previous games and in that process encountered a few problems and come to a few intriguing insights.
The problems I had with Primordia and the issues we have had with our own project are closely related and deal with the high level design used for games focusing on story-telling. This sort of design is what this post will be about. I will start by going over the basic problems, then cover more recent advancements and finally outline our own approach.
The Immersion Conjecture
Since the middle of the 90s or so, the image of adventure games as the kings of videogame storytelling has slowly dwindled. Instead they have given way to more action oriented titles and nowadays most of the major storytelling efforts lie in the action-adventure genre. What has happened is that the puzzle-centric design has been replaced by one where some sort of core mechanic makes up the bulk of the experience.
I think neither of these approaches is a good way to properly do storytelling in a game. The problem with both are that they have a strong focus on the competitive aspect of games. In both of these designs the main goal is not about being immersed but about beating challenges. I have discussed this to great lengths in the paper The Self, Presence and Storytelling. The points important for this discussion are the following:
- Challenge-oriented games have a core design which I call "black box design". This means that the main goal for the player is to intuitively figure out the game's underlying systems and to beat them.
- When the focus is on a system of a game, it detracts attention from, or even directly contradicts, its fiction. As a result it diminishes the story aspects of the game.
- The main focus of games with storytelling should instead be on creating immersion or, more precisely put, a sense of presence. This is done by having a strong continuous input-out loop between the player and game.
Before going into high level approaches that focus on immersion, the normal adventure design need to be discussed.
The Puzzle Approach
This approach is pretty much how all of the classic adventure games are built. In essence, they are made up from a set of interconnected tasks that need to be completed. In order to get to A you need to B and C, C requires that D and E are done and so forth. The entire game basically becomes a big puzzle for the player to solve.
This approach has its root in the very first adventure games ever made: Adventure. The game started out as a mapping of a cave system that the author, William Crowther, had been part of exploring. When making an interactive version of it, various puzzle elements, partly inspired by D & D, were added. Apparently the author did not find the virtual exploration of the caves engaging enough on its own. Something more was needed, and the puzzle elements was added to fill that void; a decision that would go on to influence the coming decades of adventure games. (I wonder how different history would be if Crowther had added some Dear Esther-like narrative instead!).
The reason why this approach is so successful is because it makes it very easy to weave an interactive environment together with a story. The puzzles always give the player various tasks to do which provides motivation to go forward. More importantly it serves as a mean for the player to become part of the game's world. It makes it meaningful to converse with characters and it forces players to understand how the virtual world works.
This comes as a cost though. Because the focus is on constantly providing riddles and quests for the player, the game must have a story that support this. There must be a reason for the player to question characters, ways to provide clear goals, plenty opportunity to set up obstacles and an environment that support clever puzzles. The result of this can be seen very clearly; most adventure game are either some variation on mystery/detective story or a classic, fairytale-like, grand quest one.
On top of this comes the problem discussed in the paper, namely that the constant scrutinizing of the game's world eats away on the player's make-belief. It is simply not possible for players to let story-engagement be their main focus. If they fail to stay in a puzzle solving mindset the game will refuse them to advance. This often leads to the somewhat weird situation where playing the game with a guide is more enjoyable than playing it the proper unguided way.
These problem have been known for quite a while, and in recent times some games have popped up that try to do things differently. I will now discuss the most widely used, and most successful, alternative.
The Linear Plot Approach
The basic premise for this approach is to craft the game like a normal non-interactive story. One then looks for parts were it is possible to insert some sort of player interaction and add these to the otherwise passive experience. (This is not how would go about creation such a game exactly, but it describes the type design quite nicely.) The first game I know that did this was Photopia, and it used it very successfully. It is widely regarded as a highly rewarding and emotional experience. The approach has been more popularized by Fahrenheit, which unfortunately got a much more negative response. More recently the approach gained a lot of success in Telltale's adaption of The Walking Dead and here this approach have really showed its advantage to a bigger audience. I think it is by far the best usage of a linear plot design done so far. To The Moon is another, and different, example that also uses this approach to great effect.
What makes this approach so effective is that it is much better at keeping up the narrative momentum. When using the puzzle approach, it is highly likely that players will get stuck and taken out of the experience. With the linear plot approach this happen very rarely since the game is so focused. Right before it is time to give the player control, the protagonist can pretty much explicitly state what is needed to be done without it feeling out of place.
What I find striking about this approach is the very strong scenes that the games let you take part in. Heavy has the basement capture and self-mutilation scene. Walking Dead has the staircase stand off and mercy killing scenes. By having a very strict and controlled path throughout the game, it is possible put the player inside very specific scenes that would have been hard to set up in other kind of games.
Another big advantage is that it allows for a lot more diverse stories, as there is much less pressure on building everything into a puzzle structure. The approach has focus on the presence building qualities of the game medium instead of the competitive (black-box) aspects. Games like Photopia and Walking Dead clearly show how effective this is and there is probably a lot more that can be explored here.
Of course all is not well with designing a game in this way. There are some areas that are really problematic. The main issue is that there is not really much interaction, especially when it comes to building a sense of presence. The basic premise of the approach is just this, so it is really an intrinsic fault and not that interesting to discuss. However, more subtle, and intriguing, problems arise when it comes to picking the actual parts where the interaction happen. Two main issues arise here.
One is that it is very hard to have some sort of consistency in interaction, partly because activities can be so diverse and partly because they happen so rarely. Heavy Rain went the route of QTE's and the result is not that good. While there are some really good scenes, as a whole there are just too many arbitrary button presses. Walking Dead does it a lot better with having a few types of more intuitive input, such as aiming a cross-hair and mashing a single button. But the infrequent usage and not always clear functioning makes this problematic still. Dialog usually work better, but that interaction lacks a tight feedback loop instead. (However, an interesting way in which both games try and make this more immersive if by having a time-limit and banging on about how every choice has consequences).
The other issue is that much of the sense of exploration evaporates. Whenever players are given a space to explore it is very confined and static. The cause of this is that the game always need to make sure that you can go back into "cut scene mode" after an interactive section is over. There is a bottleneck that needs to be reached with very specific requirements met. This means one has to be very careful about moving characters, changing the environment, and so on, in order for the next cut scene to feel coherent. There is also the problem of keeping the quality of characters when starting a less controlled section that lack the tightly polished look of a cut scene. This means only so much can be done with characters during these more open sequences. Finally, because you need to have some overall unity in the control scheme, any open sections can only have the simplest of input. Usually only movement is allowed and the rest handled by some sort of menu like system (basically like a point-and-click game). In the end interaction during these part come off as clunky and contrived.
There is also a big problem when it comes to production. Simpler games like Photopia and To The Moon do not suffer so much from this, but in a game like Heavy Rain it is very evident. Because much of the game is not actively played but passively watched , the need for high quality cut scenes is a must. It needs to be made sure that the player can be engaged when the presence-feedback loop is weak or completely missing. This means tons of assets, which in turn requires the game to be planned far ahead. For instance, Heavy Rain had the complete script written before the production started. And then all motion capture and voice recording needed to be done before gameplay could be tried out. When it comes to making the actual game there is little room for change and iteration, and one basically has to stick with the script. This is a big disadvantage for interactive media as much of the real good stuff can come from unexpected directions.
While linear plot design gives a better sense of flow in the narrative and a more coherently immersive experience, it still feels lacking. The main problem is that there is so much interactive down-time and great loss in the feeling of exploration. There needs to be some other way of doing things. For our upcoming Super Secret Project we wanted to try a different route and craft an experience where you play the whole time.
The Scene Approach
The design that we have come up with is something I will refer to as the "Scene Approach". The basic idea is that you give the player an area, a scene, where they are free to roam. When appropriate players are able to leave and enter the next scene. Each scene should have a strong focus on some form of activity and/or theme and be self contained. Moving on to the next scene should be evident, either by a very simple interaction (e.g. opening a door), some form of activity (e.g. starting a generator) or by reaching some sort of state (e.g. waiting for a 2 minutes). The same underlying base mechanics should be used throughout the game and interactions should behave in a consistent manner. The wanted end result is to have an experience where the narrative flows throughout the game, but retains a tight interaction loop and a strong sense of agency. It is basically about taking the better interactive moments from the linear plot approach and stretching them out into scenes with globally coherent interaction.
Is this really possible? The moments in the linear plot approach have been carefully set up and are normally extremely focused and contained. Is it really possible to recreate this in a more open environment and without any cut scenes? The scene approach cannot possibility recreate every situation found in a linear plot game, but if done correctly it should be possible to come pretty close.
The first requirement is that the levels need to be designed in such a way that players are rewarded and driven towards behaving in certain ways. For instance, in early designs we tried to give tons of freedom in what players could do, but much of this freedom resulted in actions that went against the narrative. This is negative freedom. Instead we have tried to limit actions into "what makes sense for the protagonist to do" and do so without breaking any sort of consistency. This is positive freedom. The goal is then to eliminate the negative freedom and maximize the positive one, which is very simple to say but have proven hard to do in practice.
Even with a neatly designed scene, all is not set. There is still the problem of communicating the goals. Early on I thought that it was just a matter of having an interesting enough environment and players would partake in the activities provided. The problem is that the larger the environments become the harder it is for players to figure out what is of interest and what is not. It is also very easy to loose ones sense of direction and become unsure of what to do next. This problem is even more severe now that we pulled back on the problem solving focus. Players are not in the mood for constantly looking for clues but are instead focused on soaking up the narrative and having an immersive experience. This is how we want them to be, and should thus not be something that hinders progress.
To get around this, we have had to made sure that the larger a scene is, the more clear and obvious your end goal becomes. Also, any activity in a large area should always be optional unless it is closely related, both spatially and conceptually, to the object or state that makes the game progress to the next scene. Whenever the player is required to carry out some activity, the scope of a scene need to be decreased. The greater the freedom is in terms of possible actions, the less actions must be compulsory.
The scenes themselves are not the only problem though. A perhaps even greater concern is how to connect them. At first I thought this would not be a big issue and that you could get away with pretty loose connections. Problems arise very quickly though, the main being that the experience simply stops making sense for the player. There must be some sort of logical connection and narrative flow between each scene. If not it becomes increasingly harder for player to figure out what they should be doing. This means either lowering the degrees of positive freedom or to have more set up for each scene. The first option gives something like Thirty Flights of Loving and the second is basically to use the linear plot approach. We do not want to do either, so having clear connections is a must.
This results in an a sort of curious conclusion. One of our goals in storytelling is to rely as little as possible on plot in order to give an experience with a strong sense of agency. However, in order to provide as much positive freedom as possible, it is essential that the scenes are put together in a very tight and engaging fashion. In other words, on a scene level there is a great need for a strong plot in order to have as little plot as possible in the actual scenes.
In turn this limits what kind of scenes that are possible. Now that the connections need to make sense, it is not possible to simply fill the game with scenes that lends themselves very well to our core mechanics. So far we have to been able to pull this off quite nicely, and we are slowly wrapping our minds around these concepts.
End Notes
This is not some final verdict on how to improve upon the adventure game genre. It just summarizes a bit on the design direction that we are taking for our next game. Nothing is final yet, so I am not sure how it all will turn out in the end, or how much of the above we will be actually using. This is at least our current thinking and what we are working on now.
Also have say few ending words on adventure games in general. It might sound in the beginning like I loathe traditional click and point games, but this is not the case. I have enjoyed playing a lot of adventure games, and using puzzle approach for high-level game design is a very valid one. The best adventure games really take advantage of this, for instance Monkey Island and Broken Sword. These games are made in a way that makes the design really works and creates a really memorable and unique experience. However, for some games, like Primordia, my main draw is not to have this kind of experience. In this game I am more interested in exploration and getting immersed in the world. The classic puzzle design does not do this properly and I feel as if my experience is not as good as it can be. Primordia is still a good game and it uses the setting nicely to create some interesting puzzles. But it feels like they could have taken a lot of the game's essence and packaged into a form that would have delivered it much better.
Slender is a short horror game really similar to Hide. You walk (or run) around in a monotone environment looking for notes, while there is a scary monster hunting you. Like Hide it is interesting to see how a simple setup can create a really spooky experience. The graphics are nothing special, the music is simple moody droning and the sound effects are of no great quality. Still, taking all together and put in an interactive space, it gets a lot more immersion than what you would expect. I think this is a great testament to the power of interaction to create a strong sense of presence in way that is much harder to accomplish in any other media.
The game only lasts for few minutes, which is good because there is so little to do that any longer would most certainly break the spell. This makes me wonder what would have to be needed to make an experience like that last for one to two hours. Adding too much would likely decrease the sense of dread, so one would have to be careful in lengthening it. Hope someone attempts to do this.
Some other stuff worth noting:
- The game hides the mechanics that govern how the monster hunts you down and what makes you eventually get killed. I think this was a good move as you are free to make up for yourself what happened. (Bound to only work on the first play-through though, but that does not have to be a bad thing).
- A lot of the creepiness is induced through sensory deprivation. You mostly only see the same vague shapes over and over and it is not long until you start to imagine things.
- It is interesting how effective the tunnel vision created by the flashlight is. There is just something about having these large chunks of your vision pitch black that make you unnerved.
Recommend you all to give it a go!
The game only lasts for few minutes, which is good because there is so little to do that any longer would most certainly break the spell. This makes me wonder what would have to be needed to make an experience like that last for one to two hours. Adding too much would likely decrease the sense of dread, so one would have to be careful in lengthening it. Hope someone attempts to do this.
Some other stuff worth noting:
- The game hides the mechanics that govern how the monster hunts you down and what makes you eventually get killed. I think this was a good move as you are free to make up for yourself what happened. (Bound to only work on the first play-through though, but that does not have to be a bad thing).
- A lot of the creepiness is induced through sensory deprivation. You mostly only see the same vague shapes over and over and it is not long until you start to imagine things.
- It is interesting how effective the tunnel vision created by the flashlight is. There is just something about having these large chunks of your vision pitch black that make you unnerved.
Recommend you all to give it a go!
Downloads:
I played through the first episode of The Walking Dead recently and few stuff popped up that I thought was worth discussing. For those of you who do not know what The Walking Dead is, it is a horror adventure game based upon a comic book (which is now also tv-series) featuring Heavy Rain inspired gameplay. It is developed by Tell Tale (makers of the Sam and Max reboot, etc) and is released on an episodic basis. I was unsure if Tell Tale could deliver a game with this kind of atmosphere, but having played I have to say that it is quite successful. The first episode is not a master piece by any means, but contain a few things worth bringing up.
Graphics
The comic-book inspired art direction combined with so-so animations does not look all that inviting and immersive. But when you play the game, it works very well and does the job. This even though the drama of the game is mostly about close-up dialog and relationships. I think this is a very important lesson about not having to have photo realistic graphics even though the game is meant to focus on human emotions. I have a hard time saying that Heavy Rain, which as a lot more gloss on its visual, managed to elicit any more emotions from me. However, watching trailers, Heavy Rain seems a lot better in this aspect and I thought Walking Dead looked downright horrible at times. But in-game it turned out not be really matter. This is also lesson in taking care of how you present the game in trailers and such, and make sure that the feelings you get from actually playing the game comes across.Choices
Just like in Heavy Rain, a big feature is to make hard decisions throughout the game. You must choose who to save, whether to lie or not, etc. Most of these are made using timed dialog choices, where you only have a short time to decide what to do. On paper I think it sounds okay, but I just do not like how it feels when actually playing. There is just something that bothers me in knowing that all of these choices are prefabricated and that I the choice I did not make might have been better. And it does not really matter that the choices do not affect the game mechanically (eg like in Mass Effect where bad choice might mean less gain), there is just something holding me back from playing along with it.I think a big problem is that it is way too obvious that you are actually making a choice. Supporting this hypothesis is that the game by default gives a pop-up hint of the consequences of a choice (eg that a character trust you less), and removing this makes it a lot better (but still not good enough). A few choices are made in a sort of "Virtua Cop"-like manner where you have to point a cross-hair over a target and then choose an action. It is not always clear that these are actual choices, in part because it is much more analog (not just choosing from a list of options) and partly because it is less clear that you can only can choose a ONE of the presented alternatives. These sequences did not bother me at all as much as the dialog options.
Pixel hunting
While the game does a lot to remove annoying adventure game features and make a smoother experience, it also falls back upon some annoying aspects of the genre. The most obvious is that of pixel hunting. There are only really two major adventure-game like puzzles in the game and both of these has the player searching for one or several objects, non-obviously located, in the environment. The worst of these is a remote control that is hidden in drawer which is not accessible until you have done certain unrelated actions. This caused me to wander aimlessly in the scene for far too long.I think it is really important to try and minimize this sort of things as it makes you go about exploring the scenes in a very unnatural way. Best is if the player can sort a puzzle out without having to search every nook and cranny for items.
Repetition
Once you get caught up wandering without any real goal, like I mentioned above, you start doing the same things over and over. This is when you start noticing the slim output of lines that characters have. When asked the same question, they just repeat the same line they gave before. This is especially jarring when it amounts to longer exchange between the protagonist and a supporting character. Repeating canned responses like this really breaks the sense of immersion for me. I just simply cannot role-play when I am subjected to this sort of repetition.I think the game should have removed hot-spots, given leading answers from characters (especially the protagonist), etc. Anything to push me in the direction and to keep up the make-belief that it is real characters inhabiting the virtual world. Now they just come of as cardboard signs the moment you start wandering off the intended path.
End Notes
I'd say that The Walking Dead is worth playing and being just over 2 hours of gameplay in the first episode it just not that much wasted time in case you end up hating it. While the game did not blow me away, I was pleasantly surprised and am intrigued to see how the next episode will turn out.
If anyone else has played the game, I would love to hear your thoughts on the following.:
- What did you think of the graphics? Was the discrepancy between trailer and in-game also large?
- What did you like the choices? Did it feel like you could roleplay or was it hard to put as side that there was a better choice?
- How did you feel about the repeated lines? Not bothering at all, or a nail in eye each time they were encounter?
Introduction
I just a finished Lone Survivor and because there is so much interesting stuff going on in it, I thought it was worth to write a blog post about it. At first glance Lone Survivor might look like some kind of 2D Silent Hill ripoff*, but there is a lot more to it than what is perceived at first sight.In summary, Lone Survivor is basically about surviving in a world where most people been turned into monsters. You play as a guy that have been holed up alone in an apartment for quite some time and who is no longer sure what is real and what is not. It is viewed from a 2D side-scrolling perspective with pixel the size of fists, forcing you to imagine what most objects really look like. The story and atmosphere is very Lynchian in tone and filled all kinds of wonderful strangeness. Most of the gameplay is about conserving various resources, exploring the environment (with a map straight out of Silent Hill) and shooting / avoiding bad guys. I thought the first half of the game was really good, but later on it becomes a bit repetitive and fails to be as engaging as it was starting out. The game is truly a diamond in the rough though and implements some truly innovative features that are well worth discussing.
One large world
A striking feature of the game is that you can always go back to the room you started (and most other places you visit). In fact it is vital for your survival in the game. You need to go back to save the game, cook food, check radio messages, etc. This creates a constant need to come back to your home base and it helps build up a solid sense of place. Also, many locations have characters and objects that reward you when revisited, adding to the feel of a persistent and real world.
This is not something new for videogames (many rpgs and some adventure games feature similar mechanics), but I cannot name a single horror game that use it. By allowing the protagonist to always have his own place to go back to, it increase the survival aspect of the game immensely. The simple act of forcing you to cook your food at home greatly enhances this feeling, and is so much more immersive eating what you find on the spot. Mechanics like that also make the environment seem more real and objects like stove pop out from the background to become something with a purpose.
Backtracking
There is a bad side to the open world design though, and that is backtracking. I have covered this subject earlier, and Lone Survivor brings out some new aspects to problem. The intial reaction to backtracking is that it is an annoyance to the player, but on some further consideration it is clear that is quite important. As mentioned in the previous paragraph, having the player revisit areas makes the game's world feel much more alive. Therefore, backtracking in Lone Survivor is a crucial element, and not something that one should simply try and minimize. However, while the backtracking helps build the world of the game, it backfires very easily. Traversing the same section of the map easily becomes repetitive, and you as a player quickly try and find ways to get it over with faster. When you get into this mind set, you are pulled out of the world, thus counteracting the building of presence it should be doing in the first place!
For instance, Lone Survivor feature a system to travel instantly back and forth between the apartment and last place you visited by looking into a mirror. This is a neat way of fixing quick traversal as it works with the story of the game, keeping the player's sense of presence. However, once the need arise to start going back and forth a lot, you stop roleplaying along with the mirror gazing, and it decays into an abstract tool for accessing abstract mechanics of the game such as saving. The same happens when trying to sneak past an enemy multiple times or even just walking the same path over and over. The travels become an monotonous chore and the feeling of immersion fades.
So how can this be fixed? First of all, a solution is not to try and remove the backtracking. As mentioned earlier, this is a crucial part of the experience. What should be focused on instead is to make the backtracking more varied and make sure the player does not feel inclined to (or is discouraged from) doing it too many times in a row. The experience should be designed in such a way that even though the player is going back a familiar path, the act of traveling should be in itself engaging, and not just a means to an end to use some kind of mechanic. This does not mean that it must be fun, it can actually be boring, but just that it is presented in such a manner that the player sees the journey as an important aspect of the experience. This is not an easy thing to accomplish especially in an open world design, where the designer has much less control over the flow of the game. But if considered from the start I do not see any problem with achieving it, and to have other mechanics work with it. Which brings me to next topic.
Combat
Combat is a quite a big part in Lone Survivor and comes with a bunch of problems. I think the main issue is that it overexposures you to the monsters of the game. Because forcing the player to deal with enemy encounter is such a big part of the game, one very quickly becomes used to the look of the creatures. This is quite a shame, because the ambiguous pixel graphics are quite good at depicting them in a moody and disturbing way. But after staring at a monster for the tenth time in a row most of the effect is lost. I think the encounters should have been briefer and more sparse.
A problem that Lone Survivor does avoid is that of combat detracting from the focus of the experience. Normally in horror games, having combat means that the player looks forward to monster encounters, since fighting them is so gratifying. Not so here. You only have a single gun as a weapon and shooting is quite clumsy, but simplistic and mechanically stable enough for it to be easily used as intended. It is not something that you have very fun doing though and mostly you do it simply because it is the easiest way of bypassing a threat (which works great with the story).
There are more problems to the combat though, and all are connected to the backtracking. First off, the game features a standard "die and retry" death mechanic that I do not think fits very well. Whenever you die, you almost always have to go back the exact same path that you did before and repeat the same sequence of actions. This essentially requires the player to do even more (non-engaging) backtracking, something that is already lessening immersion for the player. Given the strange story and gameplay based on resource management, I think death could have been implemented in numerous other ways without resorting to the standard trial and error way. For instance the player restart from the scene of death, but lose precious resources, gain some kind of injury or just be transported back to bed with any progress intact.
Having to sneak past enemies is also part of the game's combat mechanic, and at first it works quite well. However, because of the backtracking it soon becomes necessary to sneak past the enemy over and over again. This repetition not only makes the whole gameplay boring, it also pulls the player out of the immersive atmosphere and sneaking becomes an abstract mechanistic obstacle. A big part of the game is to choose whether to use lethal force or not, but choosing the stealth option is far less appealing, not only because it is quickly becomes a chore, but because it pulls you out of the experience.
In Lone Survivor combat is quite important for both story and gameplay reasons, so I do not think simply removing it would be an option. Instead, I think that having more dynamic enemy encounters could make most problems go away. This way the player does not always have to use repeat a section of stealth when backtracking. Monster exposure could also be better controlled this way. By keeping track of how the player is doing, the game could spawn enemies as needed.
Dynamic systems
What was I liked the best of about Lone Survivor was the dynamic nature of the game. The player consantly needs to keep track of health/hunger, sanity, ammunition along with a few other things. These are not just abstract meters the player need to keep in balance, but things that affect how the game plays out. For instance, the game triggers some scenes not based on where the player is located, but on how the current stats are. So for instance, running out of ammunition has a special scene associated with it. The protagonist also constantly comments on his current state in various ways which I thought really helped in building atmosphere.
Mot having strictly laid out events makes Lone Survivor feels so much more alive. I only wish that the game would have gone full out with it. The path the player needs to take to the game is still quite static, and have little dynamic elements to it. Because the story is so strange and fragmented the game could easily have had a random order of the important scenes. Instead of forcing a strict order on puzzles, items and major events, these could have depended on how the way the player played the game. This could also solve some backtracking problems and make sure the player found certain things in a specific order no matter how they chose to go. Solutions to puzzles could also depend on what the player currently had available. This kind of of design does not have to require any sophisticated algorithms either, but could use simple means and still be very much designed (as opposed to completely random).
Having a world that shapes according to the world is something I think can be very useful for story focused games. While Lone Survivor does not fully implement something like this, the element that it does have is a good indicator of what could be done.
Importance of text
Another thing I really liked in game was the great usage of text. In our age of crisp graphics and high quality voice overs, I think good old text is much underused. Because of the low fidelity graphics in Lone Survivor, writing plays a crucial part in giving feedback to the player. That does not mean that text does all of the work though, rather it is complemented by both sound and graphics, forming a nice synthesis. Here are some examples:
- When using the radio, a brief sound sample of radio static is heard as the text of the transmission is displayed. This simple sound effect really sets the mood for how the text should be read and greatly adds to the experience. Another great thing about using text in these instances is that it handles repetition much better. Reading the same text a few times is not nearly as repetitive as hearing the same voice-over repeated.
- It is through text that most of the feelings of the protagonist are shown. Sometimes this is accompanied by audio/visuals, but mostly it is just presented as pure text. This is yet another great application for text, and while it can be a bit annoying to have to press a button for it to go away, overall it really helps to make the character's mood come across. Also, like with the radio message, repetition is a lot less problematic what a voice-over would be.
- One point int game, the player is standing on balcony with nothing more than a house front seen in the background. But if you interact at a certain spot, the protagonist describes what he sees looking out over the city. I thought this worked nicely and really fitted with the protagonists situation of being locked inside an apartment complex. I actually think having had some image shown of the cityscape would have been a lot less effective, but when you have a lot of resources at your disposal it is hard to forget that less might sometimes be more.
This is just a few samples of the great usage of text in Lone survivor. Of course it is far from the only game to do this, but I think it is a fine example of its potential.
Text is much easier to autogenerate and to transform in various ways, lending it to dynamic systems a lot better than voices. It also leaves more to the imagination and can work great when combined with sound and graphics. It is important not to forget about and consider having it as an integral part of the game. As seen in Lone Survivor much of the text based stuff works because so integrated into the experience.
Text is much easier to autogenerate and to transform in various ways, lending it to dynamic systems a lot better than voices. It also leaves more to the imagination and can work great when combined with sound and graphics. It is important not to forget about and consider having it as an integral part of the game. As seen in Lone Survivor much of the text based stuff works because so integrated into the experience.
Multiple endings
The last thing I want to discuss, is the multiple endings of Lone Survivor. Not the actual story content of the endings, but of how the overall structure is designed. Basically, the player gets one of three endings based on how you have performed during the game. In doing so, it takes a lot of different variables into account (which are actually shown at the end of the game). So the game collects very personal data from you, and yet there are only three (not very personal) prefabricated endings to be seen.
When finishing a game with multiple endings I always get a feeling of having been cheated. A game with a single ending, even if it is not that good, almost always feel better than a game where I know there are more endings to be seen. Suddenly the game sets up a sort of competitive goal that I was not asking for: "see if you can find all endings" or "now try and get the proper ending" and I get the feeling that I am missing out on the full experience or that what I had was not the proper one.
I think that a better way of doing it would have been to have a dynamic final sequence tailored based upon the choices that you have. This would have made the ending much more personal and it would not be possible to simply look it up on YouTube. But that is just in theory of course, it is hard to say how it would work in practice.
Heavy rain does similar thing to do this, and have a certain number of smaller clips that are chosen based upon certain options during the play-through. I did not find this very satisfying either, and the problem here is that it is very easy to look up each of the individual clips. So to avoid that, the final scenes must be quite dynamic and details based on how the game was played.
Actually, I think the best choice is to not have an ending sequence at all and have the game play all the way to the credits. It is actually a bit strange that having played a game to the very end, we are rewarded with a non-interactive cut-scene. Pretty much every story based game works like this. But if the interaction continued all to the end, I think you could have a lot of differences and it would leave one feeling a lot less cheated.
A final note on this: In Amnesia we tried to have multiple endings, with the idea that each ending should fit the playing style of the player. So a player that played very aggressively would get a that kind of ending and so on. However we only collected data for very few (two or so actually) events, making any guess on the player style of play close to random. In the end, the endings (or the final sequence for that manner) were not received very well. Even though having multiple endings often sounds good in theory, I do not think we will be used it again, because it has a such a high risk of backfiring.
End notes
Lone Survivor is in no way a perfect game, but it is filled with lots of great and original ideas. If you are the slightest interested in horror games you should really give it a go. It is easily one of the most original and fresh horror games I have played for a couple of years.
*The designer actually did make a so called demake of SH2 called "Soundless Mountain II"
We at Frictional Games are yet again part of a Humble Indie Bundle and this time it is quite the pack. Our contribution is Amnesia: The Dark Descent and it is joined by Limbo, Bastion, Psychonauts and Superbrothers: Sword and Sworcery. This pack of games is offered to a price of your own choosing, and part of the revenue, you chose how much, will go to charity. This video will explain more:
I think the all of the games that Amnesia share the bundle with are quite special, and are all really worth playing if you haven't yet.
Sword and Sworcery was my top from last year and there is a lot to learn from playing it. Foremost, it has this magical blend of music, gameplay and graphics that really shows of the strengths of the medium. It is clear that this is not a game that has been created to be some kind of competition, but to create a special, mystical experience. This is something we need more of.
Limbo manages to create a very tense atmosphere, but more importantly it how to use a very simplistic control scheme to create great variety. Nowadays, game often require you to learn tons of buttons, but in Limbo you understand all required controls after a few minutes of play. And yet the game manages to give you varied activities from start to finish. It also never takes away control from the player, allowing for a highly interactive narrative experience.
Bastion is excellent in the way it builds up its fiction. The constant voice over gives meaning to your actions and also let you see the world in a quite different way than you would have otherwise. As the flowing narrative unfolds, enemies stop being cannon fodder and instead feel like proper denizens of the world. By small means a lot of depth is added to the game, and I highly recommend it in a lesson on how to do story exposition.
Finally, Psychonauts paint up a vibrant world filled with quirky, interesting and yet human characters. What I liked best about it is how the core theme of the game, to enter people's minds, really merges both gameplay and storytelling. Actually playing the game does not simply servers as some filler between plot points, but actually adds depth to the narrative.
Also, note that the sound tracks of all games comes along with the bundle! I mean, the awesome sound track from Sword & Sworcery is enough reason to buy the bundle alone. The music from Bastion is not bad either...
I think the all of the games that Amnesia share the bundle with are quite special, and are all really worth playing if you haven't yet.
Sword and Sworcery was my top from last year and there is a lot to learn from playing it. Foremost, it has this magical blend of music, gameplay and graphics that really shows of the strengths of the medium. It is clear that this is not a game that has been created to be some kind of competition, but to create a special, mystical experience. This is something we need more of.
Limbo manages to create a very tense atmosphere, but more importantly it how to use a very simplistic control scheme to create great variety. Nowadays, game often require you to learn tons of buttons, but in Limbo you understand all required controls after a few minutes of play. And yet the game manages to give you varied activities from start to finish. It also never takes away control from the player, allowing for a highly interactive narrative experience.
Bastion is excellent in the way it builds up its fiction. The constant voice over gives meaning to your actions and also let you see the world in a quite different way than you would have otherwise. As the flowing narrative unfolds, enemies stop being cannon fodder and instead feel like proper denizens of the world. By small means a lot of depth is added to the game, and I highly recommend it in a lesson on how to do story exposition.
Finally, Psychonauts paint up a vibrant world filled with quirky, interesting and yet human characters. What I liked best about it is how the core theme of the game, to enter people's minds, really merges both gameplay and storytelling. Actually playing the game does not simply servers as some filler between plot points, but actually adds depth to the narrative.
Also, note that the sound tracks of all games comes along with the bundle! I mean, the awesome sound track from Sword & Sworcery is enough reason to buy the bundle alone. The music from Bastion is not bad either...
Since 2012 is here I thought it might be a good time for a short best of 2011 list! Note that only games that have been released during 2011 are included (and not games that I have played last year). So without further ado, here are my top picks from the past year (starting in reverse order, to make things exciting!):
3 - Portal 2
What I liked the most about Portal 2 were these little moments where you really felt immersed in the world. For example if you hesitate to follow Wheatly's advice and a make a not very safe looking leap down, he will try to persuade you using hilarious quips. These (unfortunately sparse) moments created this kind of special connection to characters you rarely see in games. There also exists a very strong sense of place in Portal 2. I think this is mostly created by how the dialog and environments come together and interact. Unfortunately most of this is in the first third or so and the game becomes more and more drawn out during the end. There is also a lot of really lackluster puzzle sections where you are simply trying to find the right area to place a portal. Despite these short comings, Portal 2 had me quite engaged and proved to be one of the better experiences of last year.
2 - To the Moon
I think the most interesting aspect of this game is how it in some ways is a culmination of a 25 years JPRPG pixel dramaturgy. The emotional displays of the simplistic sprites are very limited, but are used to perfection and creates a very powerful and mature narration. The game also feature very interesting take on puzzles and action. Sometimes it is possible to decide how much challenge you want and at other times the activities are irrelevant and simply there to make you more connected to the world. Unfortunately this is at its best at the start of the game and it gets progressively worse. The end even contains a terrible action sequence.
What really brings the game home though, is how To the Moon manages to bring up mature themes in a way that is extremely rare in videogames. These play out in fairly non-interactive situations and thus are not any kind of revolution. But simply seeing a game where the core experience is a meditation on love, relationships, memory and what is really important in life, makes me really happy and hopeful.
1- Sword and Sworcery
This is by far my favorite game from last year. The videogame's strong focus on making something that blends interaction, music and visuals creates a really engaging experience. This is truly a game that aims to take you inside a another world and it is all about living it instead of trying to beat it. Another thing I really liked about it is how the game does not force you into continuing playing it. Sword and Sworcery actually explicitly tells you to take a rest and come back later between chapters. In an industry where it is all about getting players hooked and never stop playing, this is extremly refreshing to see. Combined with this, the game also asks you to reflect upon it and encourages the player to not just have a shallow, addictive experience. I really hope to see more of this! The game is not without flaws of course. There are lots of problems with the often annoying combat, repetitive puzzles, the twitter integration did not feel needed and some of the writing feels a bit too quirky and lazy. Still, Sword and Sworcery is quite the thing and I urge all of everyone to give it a go.
Now I am interested to hear which 3 games from 2011 were your favorites!
3 - Portal 2
What I liked the most about Portal 2 were these little moments where you really felt immersed in the world. For example if you hesitate to follow Wheatly's advice and a make a not very safe looking leap down, he will try to persuade you using hilarious quips. These (unfortunately sparse) moments created this kind of special connection to characters you rarely see in games. There also exists a very strong sense of place in Portal 2. I think this is mostly created by how the dialog and environments come together and interact. Unfortunately most of this is in the first third or so and the game becomes more and more drawn out during the end. There is also a lot of really lackluster puzzle sections where you are simply trying to find the right area to place a portal. Despite these short comings, Portal 2 had me quite engaged and proved to be one of the better experiences of last year.2 - To the Moon
I think the most interesting aspect of this game is how it in some ways is a culmination of a 25 years JPRPG pixel dramaturgy. The emotional displays of the simplistic sprites are very limited, but are used to perfection and creates a very powerful and mature narration. The game also feature very interesting take on puzzles and action. Sometimes it is possible to decide how much challenge you want and at other times the activities are irrelevant and simply there to make you more connected to the world. Unfortunately this is at its best at the start of the game and it gets progressively worse. The end even contains a terrible action sequence.What really brings the game home though, is how To the Moon manages to bring up mature themes in a way that is extremely rare in videogames. These play out in fairly non-interactive situations and thus are not any kind of revolution. But simply seeing a game where the core experience is a meditation on love, relationships, memory and what is really important in life, makes me really happy and hopeful.
1- Sword and Sworcery
This is by far my favorite game from last year. The videogame's strong focus on making something that blends interaction, music and visuals creates a really engaging experience. This is truly a game that aims to take you inside a another world and it is all about living it instead of trying to beat it. Another thing I really liked about it is how the game does not force you into continuing playing it. Sword and Sworcery actually explicitly tells you to take a rest and come back later between chapters. In an industry where it is all about getting players hooked and never stop playing, this is extremly refreshing to see. Combined with this, the game also asks you to reflect upon it and encourages the player to not just have a shallow, addictive experience. I really hope to see more of this! The game is not without flaws of course. There are lots of problems with the often annoying combat, repetitive puzzles, the twitter integration did not feel needed and some of the writing feels a bit too quirky and lazy. Still, Sword and Sworcery is quite the thing and I urge all of everyone to give it a go.Now I am interested to hear which 3 games from 2011 were your favorites!
I just saw this little horror game gem called "Hide". It is a very simple game with very simple graphics. Basically the game is all about finding five signs scattered across a map while avoiding being found. I think it is a great example in how not showing something properly makes the imagination go wild. The extremely sparse (yet workable) graphics and the atmospheric soundscape forces you to immerse your self and imagine your worse fear.The game only takes a few minutes to play, so I suggest you all give it a go. And do not forget those headphones!







