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Let’s say you’re out for a leisurely cruise along the coast of an island, just off the mainland. The sun is bright and warm, the sea breeze is crisp, and everything seems perfect in the world. Then, you notice a strange mirage over the shore and maneuver your boat over to investigate. As you approach it, the distortion grows worse and worse, until it seems that the very fabric of reality itself has been ripped asunder, and the particles of the universe are laid bare in a tangled, congealed mass that defies all comprehension. Your mind cannot even think of a way to name such a horror, let along comprehend its true form. Terrified, you turn and flee, leaving the void on the coast, and vow never to return.
But what if you didn’t run? What if you decided that such a creature could bring you limitless wealth and fame? So you capture the abomination, and keep it secluded in a container as you bring it back to the mainland. But as you carry the container around, you slowly begin to perceive that something is not right with the world. Your records and documents online become a garbled mess of bits and dissonant noise, people begin to behave strangely, and the world seems to shift and change into nonsensical forms around you. Slowly, your perceptions of reality break down from the constant presence of the creature you caught and you eventually go insane; your mind permanently damaged by witnessing the laws of the universe itself break down in front of you.
After reading this, you might think that I had just typed out the synopsis to an obscure HP Lovecraft short story. However, this is actually one of the more common interpretations of how the various infamous glitches in the original Pokèmon titles would behave in-universe. I’m using the Pokèmon series as an example of this because it involves so many different glitches, many of which have permanent and unpredictable effects on your game. Merely encountering MissingNo. will scramble your Hall of Fame data for good. Others can generate encounters with glitched trainers or Pokèmon cobbled together from random data sets, distort and garble the background music, transform your other normal pokèmon in PC boxes into clones of itself, and even transport you the infamous Glitch City.
You can check out anytime you like, BUT YOU CAN NEVER LEAVE.
This especially disturbed me as a child playing through the games. I recall spending one summer sitting in our secret fort with my brother and my next-door neighbors (who were the epitome of "cool" in the neighborhood because they had all the Pokèmon captured or hacked into their possession, and a party of level 100 Legendaries), trying to find MissingNo. It felt like we were performing a secret ritual of forbidden magic, trying to summon an ancient demon into the game even though we knew full well the consequences of encountering such an abomination. We were quite willing to destroy the little virtual world that we had built up in order to earn the bragging rights of seeing it, and offered up the bits of information in a Red version cartridge as a sacrifice. This Pokèmon was never meant to exist, and yet we called it forth into Kanto, and faced the consequences of contradicting reality and playing God.
A big part of Lovecraftian-style horror involves the fact that humans perceive the world in a certain way, with certain assumptions based on what we can empirically observe and judge. However, this brand of fear postulates there are immortal beings in existence that contradict these assumptions on such a fundamental level that they cause our perceived reality to break down, and drive humans crazy upon seeing how insignificant we are in the universe. Glitches in games can be seen like this, where something goes wrong with how our universe is supposed to function, and we can temporarily glimpse the unfathomable void beyond the programming.
IA IA MISSINGNO FTAGN. BENEATH CINNIBAR ISLAND HE LIES.
Remember Eternal Darkness: Sanity’s Requiem? Some of the best scares from that title came from breaking the fourth wall. The controller would mysteriously disconnect as your defenseless in-game avatar was slaughtered by a group of enemies, your head would blow up when trying to cast a spell, and sometimes the Blue Screen of Death would appear (despite the fact that you were playing on a GameCube). These events all occurred when the character’s sanity was at its lowest, and simulated that character’s perceptions of reality ripping apart at the seams due to the influence of powers beyond all mortal ken.
Despite this example, many “horror” videogames still only utilize methods that can be replicated by movies or TV. Dead Space is a pants-wettingly terrifying game, but it doesn’t use any methods of cinematography or framing that are different from, say, Alien. And even then, the scary images, sounds, and threats to personal well-being only really affect the main character, not the player itself. Even if you’re caught up the atmospheric tension of an area, or are taken aback by an enemy jumping at the screen, you can still turn off the system and walk away, knowing that the monsters can’t reach you in the “real” world. It’s the same way we’ve grown accustomed to glitches in a game. They may be annoying at times, but the occasional encounter with faulty collision detection, graphical hiccups, or freezes are never really scary in other games because we know why they occur, and are secure in our knowledge that such breakdowns in programming can’t affect “reality”.
What I want to see is a game where that comfort zone is forcibly taken away, where the horror elements aren’t just one-shot jump scares that are quickly forgotten. I want to see a character react as the game world around them slowly becomes more and more degraded due to some unknown force. I want the player to be able to question whether they’re really playing a game, or actually having some influence on an unknown universe separated from our own.
And I want the player holding the controller to fear -- even for just a second -- that if they take one wrong step, talk to the wrong person or be in the wrong place at the right time that the same will happen to them.
Sweet dreams.
Actually, I haven't played Eternal Darkness, but I had this sort of feeling when playing Silent Hill (the first ones, at least). It was not about the monsters or level layout. This things set the atmosphere, but it was about the random noices, screwy music and level design, where crossing a door, falling into a pit or climbing a ladder could lead you anywhere but where you were supposed to go. The persisting feeling that anything could go wrong and that simple rules didn't aply to that world were the frightening parts.
I think that decay of the shapes we think the world should have (faceless bodies, melting solids, distorted faces, noisy voice) are deep wired into our systems to make us sh#t our pants. "Glitches" might just be the way for videogames to go. So congrats, sir.
@Mirax
Definitely worth the effort. It's a very unique and entertaining game.
Helped that it was 5am and i'd been playing for 12 - 16 hours straight, but it was fucking awesome.
Something happened to me last Thursday when I was driving home. I had a couple of miles to go - I looked up and saw a glowing orange object in the sky, to the east! It was moving very irregularly...Suddenly, there was intense light all around me...and when I came to - I was home. What do you think happened to me?
Great write up, must have MOAR!
Nonetheless, this is the kind of thing I would love to see more of.
I used Missingno to replicate rare candy's. I never had the chance to play Blue/Red via multiplayer so I never really noticed any terrible side affects.
Just gotta worry about how to introduce it without people thinking their shit is broken.
^ My best attempt at recalling Missing No.'s features before passing out
That is one issue I thought about. There's a neat little flash game out there called "Redder" that kind of uses this same idea, of glitches in a game representing something in the actual in-game world going horrible wrong. However, halfway through it stops becoming fun to play because all the intentional glitches make it really frustrating to complete the game 100%.
Hope to hear from you again soon with some more intesting thoughts about Games :)
i do love it when this stuff gets attempted though. MGS2, ED and Call of Cthulu were all far more interesting games for having done so.
Often if I headed toward a storm, laced with "lightning" (jagged white blocks) and rumbling with "thunder" (the gentle burble of my 2 Watt Logitech speakers) occasionally I would run out of memory, and my screen would become blocky, the speakers emitting a chilling shrill scream of shattering pain.
Lesson: PC gaming is terrifying ALL of the time.
I've been playing games since Atari 2600. I remember playing games, but nothing really stuck out. My first real memories of gaming are on the 8-bit NES. My father worked at a Video Rental Store in Brooklyn, NY (mom and pop shop, he was a manager). They had arcades in their locations, and rented NES (and eventually SNES) games.
My father used to bring home games all the time. Almost none of them came in boxes, except for Super Mario Bros 3 that I can remember. He got it for my birthday the year it came out. I'm assuming he was given the games that were no longer rent-worthy. A lot of games had torn labels, and some actually had different games than the label, suggesting that people rented these games and swapped out the chips with a different game.
If I recall correctly, I think at my peak, I had 138 NES games. Why do I use such a specific number? Because I counted them. I love numbers. I haven't thought about this number in a while, so I could be mistaken. I also had 258 SNES games, but I had a friend that hooked me up with a backup unit and games. I owned at least over 52 cartridges though. YAR. A lot of the games were imports I couldn't buy in any store, or hard to find games. Not trying to defend piracy, but back then I honestly didn't know any better.
So as it turns out, I type a lot and I haven't gotten to my point yet. As many of you know, NES games weren't always reliable. Sometimes a game would freeze up, or it would glitch, or you had to take a snow blower to it to move evil dust from the connectors! We all went through this ordeal.
Your post reminded me of my childhood and watching NES games glitch. I would be playing a game, then the screen would freeze, glitch up, and the sound would usually be stuck on one note. Sometimes it would make a horrible noise the game doesn't normally make. When this used to happen, I would get a chill and feel really scared, because I wasn't expecting it.
So for a while, I was afraid of these freeze-ups. The difference between a freeze-up in an NES game and one in modern games, is that modern game glitches can possibly be repeated. The only scary glitches are when the system can't read the disc and it freezes, or the console itself begins to die.
With NES, since the problem is with the chip and the chip reader, you never knew when it was going to happen. And you could never reproduce it. It was like seeing bigfoot. Only you saw it, and you may never see it again, or you might see a different bigfoot.
I remember one time I was playing Kid Icarus, playing the first stage, and as soon as I got to the first Reaper dude, he fucking freaked out, glitched like crazy to that already scary music, and the game froze as he was doing it. I ran out of the fucking room and got my dad.
As I got older and got used to them, it became a game to see how long we could play, for example, Contra glitched. It became the adventures of Fucked-up man trying to save the world from fucked-up soldiers. We never made it far, but it was interesting, because the experience was unique to us. It would be rare to find someone else who played the game glitched.
Just throwing my own experiences out there. I kind of miss the old days when stuff like that would happen. Then again, as old as I am getting, I might have a heart attack.
Again, great read =)
Also, in during people who don't know what 'post-modern' means but appreciate the blog nonetheless.
But in all seriousness, awesome blog. If someone made a game like that, I think I'd buy two.
Here's a link to it:
http://www.dagonbytes.com/thelibrary/lovecraft/thecolouroutofspace.htm
This is NOT a new idea.
I woud definitely dig it.
Honestly, up until now I am only seeing the extionction of the horror genre. Or rather the transformation into "action-horror". I find that really sad. :(