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Issue 20 | August 13,2012 | critic.co.nz

Issue 20 | August 13,2012 | critic.co.nz

Issue 20 | August 13,2012 | critic.co.nz

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Slender<br />

Platforms: PC, Mac | Developer: Parsec Productions<br />

Slender has you hunting down pages<br />

scrawled in the dark, some pinned to<br />

trees in a forest made of lots of other trees,<br />

while being stalked by an unseen threat. Themes<br />

are beginning to emerge in these horror games.<br />

In this case the monster is the Slenderman, a<br />

sort of modern mythical creature forged within<br />

the short life of the Internet on message boards<br />

and scary-story wikis.<br />

Slenderman has a suit, tentacles, and no face.<br />

And unlike the enemies in Hide, he has no<br />

qualms about appearing to you with absolutely<br />

no warning. The environment is cleverly<br />

designed so that the monster can appear around<br />

any <strong>co</strong>rner, behind any tree, or simply pop into<br />

existence out of the blackness. He doesn’t chase<br />

SCP-087<br />

Platforms: PC, Mac | Developer: Haversine<br />

SCP-087 is a never-ending, descending<br />

<strong>co</strong>llection of thirteen flights of stairs on<br />

which a number of scary “things” happen.<br />

I say “things” because SCP-087 prides itself on<br />

being procedurally generated. A scary “thing”<br />

<strong>co</strong>uld happen on the se<strong>co</strong>nd flight down, or<br />

nothing <strong>co</strong>uld happen for a painfully long while.<br />

The staircase is damp <strong>co</strong>ncrete with a <strong>co</strong>rroded<br />

banister. A claustrophobic, semicircular roof is<br />

<strong>co</strong>nstantly above your head. A creepy, randomized<br />

audio track changes as you descend. It’s<br />

all very atmospheric even with nothing explicit<br />

going on.<br />

In my descent, for example, nothing at all<br />

happened for 30 minutes. This was interesting<br />

you. He stands perfectly still and black tendrils<br />

spread circumferentially from his back.<br />

The environments are dark, repetitive, and typical.<br />

Acres of woods are punctuated with empty<br />

bathrooms, sheds, and lots of identical pieces of<br />

industrial equipment.<br />

The game, truthfully, is scarier when the monster<br />

isn’t around. Once you “work out” the game<br />

and the Slenderman’s ways of forcing you to<br />

look at him it be<strong>co</strong>mes less intimidating. You<br />

fail the game as a witness, your sanity draining<br />

to, once again, a screen that looks like a VCR<br />

being fast-forwarded. If you don’t look, the<br />

Slenderman can’t hurt you. Good luck.<br />

in and of itself. As I plodded down staircase<br />

after staircase, watching the numbers on the<br />

wall slowly increase, every miniscule shadow<br />

started to be<strong>co</strong>me terrifying. I’m not sure<br />

whether the black movements I saw were<br />

deliberate, ridiculously subtle touches (if they<br />

were, then the restraint in the design of the game<br />

is remarkable), whether they emerged from my<br />

jerky mouse movements, or whether they were<br />

<strong>co</strong>mpletely manufactured by my imagination.<br />

I didn’t play the game a se<strong>co</strong>nd time. It’s a bit<br />

scary and stuff. So I can’t exactly remark on the<br />

breadth of different out<strong>co</strong>mes, but the prospect<br />

of new playthroughs (especially watching your<br />

friends) is enticing.<br />

Games Editor | Toby Hills | gaming@<strong>critic</strong>.<strong>co</strong>.<strong>nz</strong><br />

gAmEs<br />

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