Let’s Study Horror Games: Belated Memorial Day Weekend Catch-up

So, this is embarrassing. I actually did conclude the initial 10-episode run of Let’s Study Horror Games by the end of April. But I forgot to cross-post the video here once I uploaded it to YouTube. And then I made an 11th episode, and realized I still hadn’t announced the 10th one. And then weeks went by, and I fretted about, wondering how I should announce both videos on the blog. All of this is much more worry than it’s worth, so I finally just decided to announce them both in this post.

Episode 10 is an extension of some themes I delved into in this old blog post. (I had originally wanted to include Eternal Darkness: Sanity’s Requiem in that post, but it takes a lot of persistence to get the “save game deletion” sanity effect in that game, and there’s no way to reliably capture it unless you’ve committed yourself to capturing the entire game.) It marks the end of my formal plan for this series: any subsequent videos I release in it will take a more odds-n-ends approach, with no more multi-episode argumentative arcs.

Episode 11 inaugurates the more odds-n-ends phase. It focuses on sound, including musical scores, and includes within it a video version of this short lesson plan segment.

No transcript this time around, as it would be too unwieldy.

Off Menus

rcalendula-screenshot_header_image

Ian here—

Ah, the game menu. So often in PC games, it is accessed by hitting the “esc” key, and so often it is just that: an escape from the pressures of the game. A place where players can put things on pause, and can retreat into a familiar suite of low-pressure activities. Saving. Loading. Inventory management. Party management. Gamma settings. Resolution settings. Pretending to know the difference between trilinear and anisotropic texture filtering, and then getting up to pee. So calming. So safe.

Except when it’s not.  Because sometimes, one encounters a menu that is just a little … off. An “off menu,” shall we say.

Below the fold, an appreciation of two games, including one from 2016. Tis the season for year-end retrospectives and “best of” lists. Unfortunately, I had neither the time nor the budget to expose myself to many of 2016’s releases in the calendar year of 2016, so I’m not well-positioned to mount a case that CALENDULA (Blooming Buds Studios, 2016) is actually one of my “favorite” games to release this year. But I did want to slip in a write-up of it before December gives up the ghost. (Spoiler warning for both games … including one that’s over a decade old.)

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