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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