A Winding Path of Angels, Glitches, and Binary Parallels: Gaming Pixie’s Raziel

Sometimes a series of lines curve and become a circle. Then that same line curves outward and makes the circle into a spiral. And then the line, that particular line, continues around the spiral and creates the second level of the spiral, emulates three dimensions, and breaks down into its essential numerical binary parts.

So after you imagine Gaming Pixie’s circle of Twine games leading to another string of personal dimensions, think of the second layer of her spiral of game making as a circle of glowing ones and zeroes in the form of Raziel.

Raziel Title Screen

For me the main challenge in writing about Raziel is that much of it is already documented by Gaming Pixie herself on her Games site. In a series of relatively short entries you will find that she began Raziel as a Twine for a Cyberpunk Game Jam: the premise of which expanding over time to include a few more details and various changes in mechanics as it became a short 16-bit game made on RPG Maker.

To be honest, even though I’d played the Twine game some time ago, and I was following the developer posts on Gaming Pixie’s Blog, I actually didn’t know what to expect from Raziel.

I’ll tell you what I did find though. Imagine a combination of The Matrix with its artificial intelligences and hacker themes, Inception with its levels of intersecting reality and memory, Christine Love’s *AI games with their background of gender, sexuality, and treatment of AI as individual entities, and Kan Gao’s To the Moon with its heartfelt use of virtual capsules and subversion of a single instance of combat. Raziel is reminiscent of these films and games, but it is more.

Raziel Intro

On the surface, Raziel is a cyberpunk game about a hacker named Glitch who seeks to kill a fallen angel: someone who must leave the Real World and enter the virtual Otherworld in order to fulfill this task.

The Real World itself in the game is a grey and closed off space: with very few places to go or see. As per some cyberpunk settings, it is almost a closed linear circuit of grim reality: to the point where the extra rooms and levels in the protagonist’s apartment building and the virtual chambers in the material version of Raziel’s Tower are almost superfluous. It’s specifically designed to be a world where you don’t want to spend much time.

Raziel Apartment

Basically you are navigating a cyberpunk world that interfaces from the Real World into Otherworld and, eventually, a series of inaccessible and non-human user junk code in the form of Etherworld. Otherworld and Etherworld, one decked in bright neon colours and the latter in light-screen fragments and binary are circular worlds: the former possessing few barriers and the latter possessing random ones.

Getting into and out of Otherworld, which is essentially an over-world map to other places is easy, but traveling into and interacting with, and getting out of, Etherworld is much more difficult: a series of different levels that — appropriately — intermix an over-world map layout with specific levels depending on what you access.

But this is where our overview ends: because if we journey any further into Otherworld’s circle of eternity, or Etherworld’s realm of code we are inevitably going to find a class of virtual sprite known as Spoilers.

So now that we are here, past the point of safety, I am going to give you the same choice that Gaming Pixie gives all of her players.

If you don’t want to use the Augment, read no further unless you’d like to hack further and remote-view said spoilers. However, if you’ve agreed to take the Augment then prepare yourself for exploration.

The warning above is somewhat misleading, when all things are considered. The option to use Augments, illegal and dangerous cybernetic enhancements that were both more prevalent and allowed you to access Otherworld in the Twine, exist only in the RPG as a plot device: something that gains you, through the character of Glitch, the initial notice of Raziel himself. The rest of what happens after that is entirely up to you. The game has an edgy attitude like that.

Raziel Twine

As such, there are quite a few differences between the Twine and RPG versions of Raziel. While the Twine has only the Real World and Otherworld, Gaming Pixie added Etherworld to the RPG: a place where the users’ intentions from reality intermix with junk data. In addition, only AI can generally access Etherworld. The best way to look at Etherworld is to imagine looking at the real workings of a living body dissected right in front of you, except you’re interacting with its subconscious mind that’s also laid bare. It is disturbing and it is meant to be.

Whereas in the Twine Augments were the only way you could “unofficially” access Otherworld, in the Raziel RPG Augments are used to heighten sensations in Otherworld: bringing you into a state of Null Space that we never see in the game but which we see quite a few references. People can go mad or die from using either “bad” or, again, illegal Augments. Also, if you look carefully enough you’ll realize just how important Augments have been in Glitch’s decision making. I wish you happy hunting on the latter, by the way, as I totally missed it on my first playthrough.

There are also no AI in the Twine version of this game. In order to create an RPG, Gaming Pixie had to expand on the world she first created but it pays off. First of all, you don’t always know who the AI are. It’s true that there are AI that serve one rudimentary purpose — similar to the Virtual Intelligences of Mass Effect — but there are others who are friendly, standoffish, and even creative in their own rights. Second of all, even the former type of AI is important to the game: in the form of Gates. Gates also don’t exist in the Twine predecessor of this game: essentially they are messengers or avatars of the fallen angel Raziel that actually allow you to access Etherworld as a human user.

Raziel Gates

But activating these living Gate AIs is not as easy as merely identifying and approaching them. What you really need to do is get hints from your handler, a woman named Maven — about specific interactions that you need to undertake, find where those are situated, and then find the Gates and access them. You will find that Raziel is subversive in that it uses the mode of the 16-bit RPG to explore: accessing an environment that is literally composed of navigating built-in puzzles specifically in the form of interactions with other characters. Everything is connected in Raziel. That is the point.

Even though Gaming Pixie helpfully provides you with a Database of beautifully pixelated sprite profiles and useful information that you gather as you interact with the world it is only through your interactions with the cybernetic aspects of this virtual reality — the humanoid elements in the electronics — that you even get this information, or feel any investment with it beyond your character’s own enigmatic self-interest.

Raziel Hub

Just like in the Twine version of Raziel, it is your mission as Glitch to destroy Otherworld by killing its living CPU the angel Raziel: and there are implications in doing so. Whereas in the Twine game destroying Otherworld potentially frees human users from the stasis of their own ennui, in ignoring the real world and beginning to get them to face the painful but inevitable task of making their offline lives better, there is a lot more at stake in the RPG. It’s true that many people come to Otherworld for escapism, but there are other programs that exist there as well.

For example, there is Esme: a snow princess who was created to be the friend of a girl who later committed suicide and who now exists to remember her and help other girls. There is an elderly couple that were programmed to function as foster parents: as the only loving guardians a young girl has ever had. And then you have Persephone: an AI who has exceeded her programming, changing her original name of Penelope, and creating artistic programs in her own right. If you destroy Otherworld, you will not only rob some of the human users of their friends and family, but you will basically murder other self-aware beings in the process.

Raziel Etherworld

But even then, it’s not as easy as merely stopping. There is Raziel himself to consider. The reason you have to kill Raziel doesn’t change from the Twine to the RPG. Raziel was a human being connected to the Otherworld for over fifty years. His physical form has been hanging between life and death, leaving him in constant agony, as his mind has been used to create and maintain the reality of Otherworld. Essentially, he is the one who gives you the mission to kill him: to end his pain. While you have to directly find him yourself in the Twine, his contact and friend Maven is the one who recruits you, after he finds you in another form, to undertake this act of mercy.

That’s right. The final boss of the game wants you to kill him and even helps you to do so after an awe-inspiring cut scene and a particularly vicious battle.  There are no other random battles in Raziel. The other encounters you have are by necessity those that you don’t confront in Etherworld. There is no grinding, or leveling up your character. There is one boss battle: and it is the most difficult challenge you will have in this game, morally and physically.

If you kill Raziel, the Angel of Mysteries in Judeo-Christian theology, you will end his pain but you will destroy Otherworld and every AI in it: robbing its human users of their one joy and connection in contrast to a dull and colourless existence in the Real World. But if you let him live, he will inevitably go insane, crash Otherworld, and take everyone down with him. It’s much like the illusion of alternate paths in Gaming Pixie’s games What’s In a Name? or, fittingly enough, The Choice. In fact, it doesn’t really feel like much of a choice at all, does it?

That is something else both the Twine and RPG versions of this game have in common. In fact, should you choose the “wrong” options, the game will shut itself down much in the way Toby Fox’s Undertale will do when you also choose wrong, or lose.

But here is the interesting part: in contrast to the idea of the illusion of free will, in Raziel it is actually about a lack of choice being the illusionEven if your choices seem limited, they still exist and if you think about the greater good, you will make the right one. Yet while the Raziel Twine leads to the game “crashing” no matter what you do, choosing the option of the lesser evil, the RPG is more nuanced. The battle with Raziel is inevitable, but how you choose to fight Raziel depends on how you much you explore beforehand, and how much you pay attention.

swfm paths

You can see the influence of Gaming Pixie’s She Who Fights Monsters on the ultimate outcome of the RPG. At the end of Monsters you — as the protagonist of Jenny — encounter a screen where you have to choose between three boxes: love, hate, and indifference. Some of those options will be opened or closed to you depending what karmic choices you undertook in that game: and specifically whether or not you accessed the places where the game’s Memory Crystals are found.

temple-final

However, in the Raziel RPG it is different. In the cavern that represents Raziel’s virtual prison, there are four other rooms guarded by the Gates with which you’ve interacted to get this far. In it are four coloured Flames that represent different aspects of Raziel’s power and suffering: pain as defense, anger as attack, sadness as magic, and regret as evasion. Whereas accessing Monsters’ boxes or Crystals determines Jenny’s developing personality and future, encountering and defusing the Flames actually de-buffs Raziel’s stats: keeping you from getting curb-stomped in your battle with him.

Trust me: you know that box that comes up before you go into Raziel’s main prison cell asking you if you want to go further and if there is anything else you want to do? For the love of God, listen to that message for what it is: a warning. According to Gaming Pixie, this box wasn’t originally there — she had to add it so that the encounter wouldn’t be completely impossible — and once you go into that cell you will save and not be able to get out again. You will die: many, many times against the power of Raziel.

Yet why is it that despite Raziel’s aid, his manipulations, and his request for death that he fights you with every fiber of his being? Why doesn’t he just give up and let you kill him? Are there safeguards in place that automate him to protect himself? Or is it more than that?

Raziel Existence

I am going to reveal to you Raziel’s and ultimately the RPG Raziel‘s ultimate secret. The truth is that Raziel doesn’t really want to die. The Otherworld built from Raziel is wondrous, but there has always been something missing from it: some component that the best scientists and technicians could never replicate. Glitch has felt this and other users have no doubt done the same: perhaps even influencing their need to leave the banality of the Real World and use questionable Augments and experience Null Space while they are there. But that’s just it: it is merely existence. And existence does not necessarily equal essence. Existence is not life.

It’s Raziel’s sense of self-preservation that makes him fight you. It’s your sense of wanting to live that makes you, as Glitch, want to fight back and finish the deed. It is that moment on the edge of death, of contemplating oblivion, that the will to live is arguably the strongest impulse any living being can ever possess. And this is where the two Raziel games diverge with extreme prejudice: the Twine game being a grim lesson in the lesser of two evils and the RPG — Raziel itself — becoming a story about connecting with others, learning to feel the needs of others above your own, helping them shed the pain of their old and cumbersome attachments, and allowing things to be renewed: allowing the angel to be reborn.

It is a redemptive ending as Raziel leaves his physical body behind and becomes a powerful AI that flushes the will to live throughout the entire system of Otherworld. It’s as though Raziel played Gaming Pixie’s The Choice himself — a game about suicide — and realized the most positive and powerful choice is to live. But it is not just Raziel who makes this decision.

If you consult Gaming Pixie’s Blog entries on Raziel, you’ll realize that she wanted to incorporate the karmic system that is popular in her Eden, Shadow of a Soul, and She Who Fights Monsters games as well as many other independent ones of late, but she decided against it and took another approach. While Raziel is about the angelic CPU of Otherworld, it is also about Glitch.

Raziel Glitch Menu

Glitch becomes more than an optional name in a Twine game. In another loop between her video game creations, Gaming Pixie takes you out of the second-persona of “you,” and places you behind Glitch’s first-person “I” perspective. Glitch follows your commands: within reason. This game persona mechanic is reminiscent of Christine Love’s don’t take it personally, babe, it just ain’t your story. The hacker is caustic, sarcastic, and sometimes outright impatient. You might want to explore, and Glitch will indulge you until you intrude on someone else’s personal space, go against their wishes, or you waste Glitch’s time. In this sense, Glitch is the narrative of the game. Even Etherworld and one ending of the game where it crashes is a reference to Glitch’s actual name and what it means in a system like a video game.

Raziel Glitch

Yet Glitch is more than this. It’s strange. In Gaming Pixie’s other games, your gender is neutral, default female, or you have a choice between three genders of “him,” “her,” and “they.” In Raziel, however, you only get two genders to choose from. This is a controversial move in a lot of ways: especially when you consider that depending on whether Glitch is male or female, this protagonist will interact with other characters in different ways. Even so, his or her personality is generally the same and is more than just a blank slate silent or unnamed protagonist. And if you look closely, very closely, and double-check all information about Augments in the game you might also find just what might be the motivation behind Glitch wanting to destroy Otherworld.

There is, however, one other element that definitely shines through. Whether you choose to be male or female, Glitch is always going to be a Black bisexual person. Bisexuality is a core theme in many of Gaming Pixie’s games as a legitimate sexual orientation and identity: just as it is for her main characters to generally have a default Black identity. The way this is introduced is just as a given. Everything else in Raziel is utterly fantastic, whereas diversity, bisexuality and indeed the LGBTQIA spectrum is seen as commonplace: especially in a virtual world where you can appear as you want to be.

Raziel Dance

Even so, it is intriguing how when Glitch is female you get a little more clue as to her mental state as she develops a relationship with Maven, who is a lesbian, whereas the information about Glitch’s past is hinted upon differently when he is male and he tells a gay and newly incarnated Raziel — who becomes his lover — that it has been a while since he has been with a man. But either way, Glitch has his or her own exposure to that life affirming moment where they realize they want to live: and actually move on with a real life past their former self-destructive Augments by the game’s end.

Writing about Raziel is hard. It feels like every time I thought I was making progress, I encountered one of the angel’s Gates, or I had to search for a node to access in a confusing realm of junk data and ideas threatening to diverge from the point, or that each time I was missing the prison chambers that could lessen the stats on my sense of intimidation in writing about the game. Certainly, I began to wish that I could take an Augment just to make sense of it all: just to organize these experiences. But Raziel is about binaries. It’s about the differences and similarities between the Real World and Otherworld, male and female, human and AI, hope and despair, Gaming Pixie’s other games and Raziel, and even the Twine and the RPG version of Raziel.

Essentially, I’ve had to make an Etherworld out of Gaming Pixie’s game: exposing some of its bones and shapes, while giving you hints about its codes and interactions. It’s like weaving behind a curtain while simultaneously painting the scene of the stage. But it’s more than that. If I’m going to refer to Gaming Pixie’s Etherworld, I should mention that it is the heart of Raziel. It is its soul and its very being: and it says something powerful about the human condition.

Raziel Heart

At the beginning of this article, I mentioned that I had no idea what to make of Raziel but I can safely say that through this short game built from her Twine, Gaming Pixie has more than exceeded my expectations. Her particular voice shines through both her pixels and her text with the strength of empathy. In fact, if there is one flaw in what she’s built it’s that she’d built an entire world that deserves more than just one interactive story.

You can find Raziel, for free, at Gaming Pixie’s Games and I couldn’t recommend it more.

In Undertale You Are Player Two

I wrote a brief post about Toby Fox’s Undertale a month or so ago. It was difficult as I was really trying to remain spoiler-free while, at the same time, attempting to actually say something relevant about the game itself. But now that I’ve had some time to think, and talk, about Undertale there are some more things about it that I would like to write about.

You are now in the Spoiler Bone Zone. Please either play the game first, as it is excellent, or don’t upon your own risk. As always, you have been warned.

Undertale

Mechanically speaking, the game is a work of pure genius. For the most part it feels like an RPG with some very elementary, archetypal cartoon aesthetics. On the surface, it is a combination of turn-based battles and puzzles. But then there are some interesting aspects to the conflict portions of the game: interactive gameplay elements that will really affect the plot as you go on. And, believe me, you will see these effects almost immediately.

Undertale Fight

The fact that you have the option to either Fight and kill, or Act and Mercy enemies is not a spoiler in and of itself. Acting actually gives you many options as to how to deal with monsters as people: each one having their own likes and dislikes.

Undertale Act

When you interact with them through the Act option long enough, you can Spare them and continue onward: sometimes gaining money, but no EXP. Or, you can kill them and they disintegrate into dust.

Undertale Combat

The battles, or if you want to get more technical, the Encounters are structured in an interesting fashion. While they are turn-based, allowing you time to heal with items or choose other options on your screen, the monsters’ turns are mostly bullet-hell mini-games. You play as a small red heart in a box, and the object of those games, on the turn of your opponent, is to avoid their attacks until it’s your turn again. Generally, you can move all around the box but then … sometimes … Toby Fox will change the game dynamic.

The way that Fox changes the game dynamic in encounters often ties into the Special Attacks of particular monsters. For instance, there are at least a few situations where a bullet-hell can become a platforming or even a shooter mini-game. Having mini-games in an overall game is nothing new, of course, but these different games — turned into specific dynamics or interactions with characters — provides the skeleton (if you pardon the pun, which is ironic as there are two Skeletons that love and detest puns respectively, with their own encounters) of Undertale as a game.

Of course, I’m probably not saying anything at this point that no one has heard before. The game itself, like many contemporary and independently created interactive narratives, is fairly self-referential and — a jargony word — intertextual. It is a game that spiritually and mechanically knows its a game to the point of fourth-wall breaking and is aware of other games. Even the plot of the game is fairly straightforward at first glance: where you play a silent protagonist child character who is trying to escape from an Underground realm ruled by Monsters that were banished there by humans during an ancient war from long ago.

But aspect from the Pacifist options of being able to Act and Spare in encounters, Undertale has two more unique characteristics that can either make, or break, a good game.

These two elements play into each other well. The first is that Toby Fox creates archetypal and relatable characters. You very clearly know who they are from their brilliant musical leitmotifs and their cartoon aesthetics. And the best part is that a majority of all the other characters are Monsters. That’s right. They could be your enemies and Toby Fox goes out of his way to make sure that they are people who have their own hobbies, likes, dislikes, families, and friends. They are not nameless creatures that you kill to gain EXP. And some even befriend you on their own.

Sans and Papyrus

Fox manages to blend enough self-awareness, humour, and far-reaching emotional resonance into your interactions to make you seriously look at what you’re doing in the Underground and what you are willing to do while you are there.

Just think about it. That Woshua that just wants to clean you and might not be aware that they are hurting you until you Act with it, could be a Monster that you just kill. Or that Froggit that comes at you in all ignorance, that could have given you some advice in the beginning, could be your unintended victim.

But you see, you can’t really kill by accident. Well, not exactly. Because there is also the other element of Undertale to consider: the moral structure of the game itself.

And here lies the rub. There will be times, especially in the beginning, when you don’t know how to Spare a Monster if they won’t Act with you. In my experience, what happened was that without knowing what to do, I reverted back to my old time and tested gamer routine: I tried to damage an opponent to the point where I hoped they would ask me to Spare them, or give me the option to do so.

It didn’t work. And they died. They died because of my own actions.

I was horrified. That was not what I intended to do, and yet in retrospect I realized how flawed that idea was. I mean, when you meet someone sympathetic in real life and they get in your way, do you beat them within an inch of their life to get past them? To get what you want? Just what kind of person does that? What kind of person does that make you?

And so, I decided to reset, to Load my Save because I knew there was another way to deal with it without killing them: this character whom I’d grown to care about, to relate to, and made me feel conflict when they opposed me. But even when I figured that out, the game itself … remembered what I did in my last Save. It didn’t let me forget.

The game still forgave, then, but it didn’t forget.

Undertale Flowey the Flower

Undertale’s moral structure acts like something of a stereotypical gamer deterrent. It punishes you for gaining Levels, for grinding for Levels, for resolving issues with “Solo shooting first violence” and even for the extreme end of Determination: for seeking to do something just because you know that you can.

This is the spirit of Undertale. It is more than one of those games that have consequences for every action of the player. It is the child of a popular idea in various parts of the independent game-making scene: the notion of deconstructing violence as a normal interaction in games and creating alternatives. And some of those alternatives branch into consequences and elements of diversity and representation. What I love about Undertale is that these aspects do not lead into places of heavy-headed preaching or messages. Rather, your actions are reflected in what happens to the characters whom you’ve grown to relate towards: even and especially if they are different from you.

Snowdin Puzzle

In a way Undertale can also represent the idea of a ludic society: of a social order and community operating on interactions of “playfulness” or games. The Underground literally has a tradition of puzzle games to confound and challenge humans and outsiders. These puzzles are how the denizens of the Underground interact with each other and the player: and they notable because they are generally non-lethal. Even befriending certain characters triggers parodies of dating sims mini-games.

Papyrus Date

It can also be seen to reflect another ideal in some of the independent game-making scene: of games being more than just entertainment, but art itself. But perhaps this potential Games studies look, with its possible influences on independent game-making night be reading a little too much into what Toby Fox might be intimating.

But these implications are good to discuss. Because Undertale does say something about a particular stereotype of a gamer that is hard to ignore. The way he does this is fascinating. At the beginning of the game you are told to name the character that you will, presumably, be playing. In addition, you will encounter your first enemy: who will continue to follow you around and offer “advice” throughout the entire game. It even fits well into the story.

As it turns out, you have a special power as a human called Determination. In your case, it allows you to control time to a limited extent. You can Load and Save your progress. You can even Reset the game: the very world in which you are interacting. Your enemy, if he is your enemy, also had this power once until you came along. He is, in a lot of ways, your shadow: your doppelganger. He represents what happens when you replay a game far too many times, when you commit all good and evil on each reset, when you become bored with your game, when you persevere to great and ridiculous lengths to gain an achievement … and he will question and mock you for everything you do: while sometimes helping you … for his own benefit.

But here is the thing that you need to understand. This first enemy of yours, as powerful and terrifying as he can become, may not really be your enemy at all. He represents something. And depending on what you do, this antagonist is just Player Two to the real enemy that can manifest in the game.

After all, there’s a reason why the mirrors in Undertale have dialogue boxes when you click on them.

Undertale Mirror

Eventually — depending on what life choices you make — you realize that the person you named, early in your adventure, isn’t who your silent protagonist actually is. It turns out there was another human, long ago, who fell into the Underground. They are the person that you name. And if you choose what’s called the Genocide Route, namely going through the intense grinding motions of leveling up and killing every Monster in your way, they will manifest and you will lose control of the character.

In fact, the person you play as isn’t even your character. They have their own name. It is a revelation that through the grandiosity of the True Pacifist Ending actually took me out of my immersion with the game by sheer confusion. I named that character. Even if they were different from me, that was how I related to them. Naming was yet another assumption that gets subverted. It’s only when you play the Genocide Route, it is your murderous intentions, your capacity to kill, your lack of caring for puzzles or characters as people, your lack of fun, that will re-awaken someone or something else that will take control of the person you were supposed to guide. It is pretty clear what Undertale states through these actions, and the words of some characters towards the end, about certain kinds of gamers.

And it can be both unsettling and off-putting.

The truth is, you can’t accidentally play the Genocide Route. You have to painstakingly, numbingly, grind through all those Monsters with their own thoughts and feelings. You have to distance yourself from your emotions and capacity to feel relationships to kill and maim and take what you want. You will destroy people that you could have been friends with: that you could have loved. And you will encounter bullet-hells and platforming battles that are completely unforgiving: and the ending of the game will not be a pleasant one. You do not get rewarded for mass-murder.

In fact, your “reward” for doing this will ultimately be a jump-scare worthy of a creepypasta.

Undertale Chara's Deaths

And it gets worse. If you play Genocide before Pacifism, it will taint every other playthrough that you make. It is at this point that the game does not forgive you. You deal with the consequences of your actions. And if you played Pacifist first, killing and tormenting your friends will feel like agony unless you have completely distanced yourself from these interactions as “just a game.”

This morality is Undertale‘s greatest strength. It can also, arguably, be considered a flaw. Genocide reveals other information about the story line that you would not have gotten in any other route. There are different interactions and sides to the characters that you will not see in any other way. And if you do this, you will be punished for it in all of the aforementioned ways. For the most part, it isn’t preachy but there are some moments where it feels like you are being punished for wanting the full experience of the entire game. It even goes as far as to castigate you if you watch the Genocide route on YouTube.

Flowey is an Asshole

Obviously, this moral mechanic destroys Undertale‘s replay potential. You don’t want to go back and kill your friends. You also don’t want to obliterate their — or your character’s — happy ending if you have achieved the True Pacifist run. And so here is this game, with all heart, that when it’s over — if you think of these characters as people — you should just make sure it’s over. It is said that art is an imitation of life, and if Undertale subscribes to that ideal of being art instead of primarily entertainment — even through the microcosms of the puzzles that the Monsters make in their society — then there you are: that is your experience.

In fact, it’s not even your experience. It’s not supposed to be about you. The person you name isn’t even the protagonist and all of your aggressive gamer impulses, if you have them, are vilified … by you. And no matter what, whether you are Pacifist or have committed Genocide, the story becomes about someone else. And if you respect the flow and the rules of the game and its code, you will have to walk away.

The fact that Undertale feels like it is against replay value can be seen as a detriment and a punishment to that completionist mentality in a gamer, but the Catch 22 of the thing is that without it, this game would not be Undertale. It would not be special.

And there is the rub. Just like the foe you displaced by coming to this world of games, you are not the central character. How does it feel to actually know that you were always Player Two? And do you have the strength to play through it, to guide your character, to go for the best ending, to relate to others without hurting them, to walk away when your time is finally done with some grace? Will you need to alleviate that need to know more by “cowardly” viewing “other timelines” on YouTube or other recordings? Will you need to read and create fanfiction to make the emptiness of Undertale‘s completion go away? Or will you just grind on and become a Dirty Brother Killer?

In the end, I know what choice I made when I put my metaphorical controller down.

Frisk the Ambassador

Treat or Trap: Toby Fox’s Undertale

In honour of Halloween, tonight’s quick and dirty Mythic Bios article will be a video game review appropriate to the season at hand.

It is a fine game to play on an autumn afternoon or Halloween night. Imagine taking Maurice Sendak’s Where the Wild Things Are and combining it with Abby Howard’s The Last Halloween, apparently some Earthbound and some subversive turn-based RPG mechanics and what you might get is Toby Fox’s Undertale. And this description doesn’t do the game any justice.

Undertale

In Undertale, you play as a child who has climbed up Mount Ebott and found themselves in the Underground: the site of which the race of monsters was banished ages ago in an ancient war with humankind. Now, there are two ways you can play this game. However before I go on, I want to reiterate something. A long time ago, I mentioned that a friend of mine truly appreciates “games with consequences.”

So imagine the phrase “games with consequences” existing in a Dictionary somewhere. If you can do that, think of the picture right beside the entry. That picture would be Undertale.

The first way you can play this game is to utilize one of its unique mechanics. This Path is called the Pacifist Run. That’s right. You can play through the game by killing absolutely no one. But what fun is that, you might ask? Well, imagine a child’s world. Think of a child coming across an Underground world of monsters: each one with their own hopes, dreams, and fears. Consider how scared children can be, but also how curious they often become, and then think about how they might handle a situation with a strange and eccentric being compared to how an adult might — or might not — do so.

Ironically, in a lot of ways the Pacifist route is a lot harder than its … opposite. But if you play it right: if you get to know the monsters and realize they are not different from you — and if you pay very close attention to details — you will be well rewarded.

And then you have the other … route. The alternative isn’t that hard to figure out if you are a long-time gamer. Basically, when you encounter monsters you consider them enemies and you essentially kill them all. You kill them and take their EXP. You level up. You will also learn a lot about this world, but your lessons — for all the ease of killing and staying to the tried, tested, and true mentality of being a gamer — will ultimately be harder ones.

It might be all the difference between an epic fantasy adventure … and a personal horror game.

I’m not going to go into much more detail beyond any of this, I’m afraid. To be honest, I’m just not feeling it. Toby Fox and his team create an excellent archetypal world of almost cartoonish beings, but with a lot of heart and serious subject matter amid some silliness verging into the profound. Also … they play with the form of the medium and genres that they are working with: a lot.

I really appreciate the story and the surface level simpleness of the game belying its true complexities. It is a game filled, literally, with heart but also secrets, and mysteries: some of which have still not even been solved to this very day. The music and graphics hearken back to the 8-bit nostalgia prevalent in much of the independent game scene.

But if I had one major quibble with Undertale, it’s ironically with the core of what it is: that actions have consequences. I will tell you right now: as with real life, if you are not at all careful your actions will leave a permanent mark on your gaming experience. And no amount of Saving or Restarting will ever change this. In fact, you can count on Saving or Restarting to have consequences of their own.

It is amazing to see a game that is so moralistic to the point of being both forgiving at times, and completely unforgiving: while also not being particularly all that preachy. Sometimes, it will give you just a few opportunities to see something wonderful but if you’re slow or you don’t pay attention, you will miss it. Yet what’s worse is that you will not get the entire story through one playthrough. It’s just not possible. You will miss details if you only have one playthrough. But the Catch 22 of another playthrough is, well that …

Consequences will be on you.

I’m just going to say this: this game is a self-aware completionist’s bane. Perhaps the best way to explain this without spoilers is to talk about two other games. Gaming Pixie created her own RPG: She Who Fights Monsters. At the very end, depending on your choices — even those made in the blink of an eye — and how much you pay attention to details, you will have only a few chances to get a particular ending. Your actions will colour what you get.

At the same time, there is also the lesson inherent in Gaming Pixie’s Shadow of a Soul. Sometimes, the only way to play a game is to not play that particular game at all. Either way, I hope that you will play Toby Fox’s Undertale and that no matter what you do you will stay determined.

Black Cat

This is an alternate ending to Fummy’s The Witch’s House. If you want to play the game and not get any spoilers, do not read any further. Reader’s discretion is advised. 

Ellen already thinks that I’m gone. And that suits me just fine, really. She’s been a lot of fun, these past couple of years, centuries … Time makes no difference to me. Time is boring. But we’ve both got what we wanted, in the end.

Well, almost.

The fact is: I couldn’t miss this for the world. She got out of the house that I crafted for her, that she built on with all that pain and suffering, mixing the potion in exactly the same way I taught her to destroy the wall of roses and thorns that Viola made for her. Ah, Viola. Poor Viola.

But look at her tenacity. Ellen did quite a job on her. It was easy, from I understand. Viola was a lonely girl, without a mother, with her fearfully overprotective father always hovering over her. She didn’t have any friends her age. There aren’t many little girls that live in the woods. In fact, there are no other little girls that live in these woods. Not anymore.

Ellen used everything I taught her to get one last new “friend.” The magicks keeping her alive, for far longer than her weak, diseased, frail, pale violet-haired little form should have even existed, were waning. She was practically bed-ridden by the time she lured beautiful, healthy, blonde-haired Viola to her side. And played Viola like her musical namesake: appealing to natural sense of pity, compassion, kindness and — more importantly — her sense of loneliness.

It’s funny. They were different from each other in so many other ways, but I’ll bet if they really had time to look at themselves in the cracked mirrors of my house they would have seen that loneliness was the only thing they ever had in common.

Oh, Ellen. I taught you far too well. Maybe I’ve just been in this form for far too long. I mean, you’ve won. You could have killed Viola many times over. You could have killed her from the very beginning. The body-switching spell that I taught you only required her initial consent: after that, you could have made her rat-food.

But there you are. You just have to gloat over her. You just have to remind her about how she agreed to let you borrow her sweet young body for just one day, how she trusted you, how you cut off your own legs with that knife, blinded yourself, and made her drink that potion that destroyed your old body’s voice to render her so helpless …

You thought of everything, my Ellen. But you just had to toy with her, didn’t you? And, I see … her father is coming. With his gun. I see exactly what you want to do. It’s brilliant. He will see you, in Viola’s body and see Viola trapped in the ruined horror of your old form and kill her.

I have to say, it didn’t take much to shape you into this. I mean, you already killed your own parents before you even knew I existed. Don’t get me wrong. I enjoyed eating their souls immensely, but I wanted more. You still had some regret then, some fear over your own death, but it didn’t take much to assuage those bad feelings away with promises.

And I did promise you, didn’t I? I promised to teach you how to write. And I did. I taught you to read all those stories. I instructed you in magic and how only equivalent exchange — instead of literal, physical keys — could unlock the secret places in my house. And I told you the secret of how to exchange your body for another’s. I even said I would help you do it: that my house and I would disappear once Viola was gone and you could start your new existence.

Of course, I also told you I would miss having this form.

Silly Ellen. You really should have cut off your own hands.

You still don’t get it. She’s not just uselessly twitching those fingers in your own blood in the soil down there. She has made her final decision. The thought never crossed your mind.

Just how was Viola able to use your own magic against you?

The thing about me, that you never questioned, is that as long as there are shadows I can be in more than one place at the same time. Remember, Ellen, time is boring to me. Most of it is filled with eating souls that I can’t hunt myself, because I can’t touch this world without one of you, or playing games with my prey in my own little way.

It wasn’t as easy as you might think it was. Viola truly was a really good girl. She, like your pet frog, really did love you. I’ve never understood unconditional love, the thing you’ve wanted badly: more than discarding that rotting corpse of a body. But it is an interesting bauble to play with.

The pain of being in that mutilated husk of yours got to Viola, my dear Ellen. It didn’t take much. She had already been desperate enough to drink that potion you gave her, to “make the pain go away.” And I promised her, just as I promised you so many years ago, that I could help her if she helped me, if she listened to me, if she … fed me.

But she resisted. She was on her way though. Just as you have fragments of her memory in your body, she had pieces of yours: just enough, with my gentle guidance, to use the house, to make illusions … to create that wall of roses. It was all just to stop you, though. She wasn’t there yet.

It wasn’t until I mentioned her father, being all alone, being alone with you, that she agreed to my terms.

And even then, all I gave her was the spell. Oh, there you are my sweet Ellen. Right back where you belong. Oh, look at her abuse you. She is angry. Kicking your ruined head. What is that look in your eyes, my friend? Betrayal?

Silly girl: what did you think witchcraft was all about? It is about equivalent exchange again, about substituting one thing for another. Actually, I lied Ellen. Witchcraft is about false equivalency. Did you really think you were getting anything close to an equal exchange in our dealings? Did you think that’s what you gave all those poor little boys and girls you experimented on all those years?

But more than that, I even told you: witchcraft is about giving your familiar, your tutor, a physical form: thus making you a witch. And even more than that, Ellen, it was all about keeping me fed … and entertained.

Oh, she’s stepped on your brittle little fingers. Viola’s already learning. In fact, she’s learned so much. She will make an excellent witch. Tell me, Ellen, though we will have more time to talk soon I see Viola’s father coming with his gun, do you know what is more delicious than eating innocent, murdered souls? Do you know what is more nutritious than dining on a soul tainted with centuries of bitterness, resentment, and cruelty?

What is more wonderful is taking an innocent soul, tempting it, destroying it, warping it in on itself, and turning it into another witch’s soul that — one day — I will eat with great relish. In the meantime, I will have a whole lot of appetizers.

Starting with you, Ellen.

Ah, you were attacking his poor daughter and got some gunshots to the head for your troubles. Still trying to get the happiness you never had, the joy you’ll never feel. I see the light fading from your bloody sockets. Now that is A Funny Story. Is that despair? I bet you didn’t expect that reward. But don’t worry, Ellen. I will take my time consuming you, just to let its flavor set in a little more.

In the meantime, yes, that’s right Viola. Thank your father for saving you. Introduce him to me. He is just relieved the witch didn’t get you and will give you anything now. And look at the new house, the new life, you’re going to build for each other.

But remember our agreement, young lady. You will feed me souls. And for the soul transference spell, you promised me the very first soul that came your way. It’s not like he really understood you anyway.

Yes, I just have to say: in the end it’s really easy being a little black cat.

Black Cat

Changes and Collaborations

So last week was my Orientation Day for LDEEP: the government assistance program that will help me find some work appropriate to my skills. Starting tomorrow and for the foreseeable future, I’m going to be attending workshops from nine in the morning until the late afternoon.

Am I nervous? Yes. It’s been a while since I have had my time structured in this manner. To be honest, I would have preferred to keep more flexible hours. I am definitely not a morning person and, while it’s occasionally a lark to be up in the morning, I am much more of a night-owl. I do a lot of my thinking and writing at night.

I am used to keeping my own hours and, hopefully, I will be able to do so again with perhaps the added benefit of having excuses to go outside, socialize, and get a job that is appropriate for me. This is definitely going to take some getting used to with regards to my routine and I hope I will be able to ask the right questions and take note of advantages when I can.

Things are changing. But they are not all stressful: or at least not stressful in a bad way. I am getting another story published soon — which I will keep you posted on as I get more details — and I am actually working on another creative collaboration. This time I am working with some friends of mine on a video game. Again, I can’t go into too many details as we are still conceptualizing a lot of the world and its minutiae, but I am really excited about it.

Perhaps more than the potential of getting some pay of my part in the collaboration, I get to work with some people whom I’ve known since high school. I will be honest with you: I’ve looked forward to working with these friends of mine for years on a project that could go public or, indeed, any game project at all. We are all talented in our own ways and I know I will do my best to flesh out what we have.

When I am working with them, working on material for the game, I actually feel enthusiasm and a sense of purpose that I don’t get often. For a while now I’ve been working on critical articles or within the sandboxes of other established worlds. This time I am helping to make a world and its background. It’s that feeling of this is what we should be doing. This is what I should be doing. It is my hope that we will continue working on this project and that we will have something awesome to show the world: or at the very least to ourselves and our other friends.

And there are other things I am planning to do besides.

That is pretty much my most recent update. I’m not sure where I am going with all of this. We are just going to have to see. I hope that some of you will join me in the journey.

High School

It’s Always Halloween At Five Nights At Freddy’s

“And under this carnival disguise the heart of an old youngster who is still waiting to give his all. But how to be recognized under this mask? This is what they call a fine career.”
— Jean Anouilh, The Waltz of the Toreadors

Freddy Fazbear

My first disclaimer, right off the bat, is that I haven’t played any of Scott Cawthon’s Five Nights at Freddy’s games. However I have been following them and, specifically, the overall story line.

The reason that the story behind Five Nights intrigues me so much is due to my own particular interests. Some of you who have been following Mythic Bios for a while know that I am absolutely fascinated with a special kind of creepypasta. You know the one: a short story told through different forms of media that become viral memes which proliferate through the Internet and user imaginations in the most strange and disturbingly wonderful ways. At the same time, I am a very nostalgic child of the 1980s and 1990s: especially when it comes to 8-bit and 16-bit video games.

In addition to all of this, for a while now I’ve been following the work of Kris Straub: the creator of Ichor Falls, Broodhollow, and the infamous Candle Cove. And, frankly, if I didn’t know any better I would say that in a lot of ways Scott Cawthon’s Five Nights at Freddy’s feels like stories that Kris Straub would create if he were working in the medium of video games and playing with late twentieth century children’s nostalgia and urban legends eroded by adult decay and a wickedly self-aware sense of humour. At the very least, it taps into a similar place of childhood nightmare fuel from which Straub’s horror work and Christopher Howard Wolf’s (SlimeBeast)’s Abandoned by Disney series also spring.

FNAF Gameplay

As it is, Cawthon takes a multimedia approach to his interactive storytelling. For the most part, each Five Nights game is a point-and-click endoskeleton requiring exacting precision tempered by a slow-burning sense of paranoia and and an ever increasing level of danger: all an attempt to survive long enough before faulty spring-traps snap down in a jump-scare that will leave your peace of mind — in pieces — for at least a night or two.

But then there is the rest of the game’s material — its costume — to consider. There are, after all,  the masks that you’re forced to wear, and those that stare at you right in the face before the long dark.

You have the newspaper clippings on the corners of your office. There are the children’s drawings on the walls of the pizzeria which you have to watch through faulty security cameras. You have an answering machine from your supervisor telling you about the dangers of walking animatronics in the night, and then more ominous references such as “The Bite of ’87.”

Then we get into the second disclaimer of this article: namely spoilers. You play this game from a second-person perspective: working six hours at night a week in a pizzeria to keep an eye on the place, but aside from seeing your character’s name on a pay cheque — should you survive to the end of at least two games — you never see your face. In fact, you don’t see any human faces in any of the three games. The only faces you get to see are those of the animatronics, the walking large, cuddly, worn, and mouldering robotic children’s mascots at night as they try to stuff your sad naked flesh “endoskeleton” into an empty suit full of pistons and wires.

FNAF Gameover

Even your supposed ally, Phone Guy, is just a voice on an answering machine: and the person who is responsible for all of this is a loathsome 8-bit purple sprite.

And here is where I think Cawthon’s genius truly shines. In the second and third games of the series, Cawthon institutes a platform game element. These mini-games are often considered reminiscent of those created for the 8-bit Atari 2600. You would totally think that with their blocky graphics and crude sound effects couldn’t be taken seriously. Of course, even if you somehow disregarded the resurgence and adoption of the 8-bit aesthetic by contemporary independent game designers, you would still be dead wrong.

FNAF Death Mini-Game 2

Between the “Death Mini-Games” of Five Nights 2 and the hidden mini-games akin to easter-eggs in Five Nights 3 — morbidly reminiscent of Warren Robinett’s Adventure and the Pac-Man level 256 perfect score glitch respectively — the mythos of Five Nights becomes more fleshed out.

While the animatronics in the point-and-click parts of the games come from a grim place where neoteny — child-like traits often incorporated into exaggerated cartoons — is combined with the uncanny valley — the notion of discomfort caused by an object that unsuccessfully tries to imitate a living being are terrifying because of how realistic they are made to look, they are creepy in a different way when rendered into pixel form. They are like 8-bit hieroglyphics, allowing you to explore the horror with a detached and almost dream-like manner. There is just something incredibly archetypal and gloomy about the graphics of the games that brings out its dark subject matter: especially when you consider that they are traditionally from a child’s medium of entertainment.

FNAF Death Mini-Game

The Death Mini-Games of Five Nights 2 introduce you to the Purple Man and his role in what might be wrong with the animatronics that are attempting to kill you while, at the same time, giving you a little more background into the development of Freddy’s pizzeria and the animatronic characters therein. And in Five Nights 3, instead of having to die in order to gain random access to mini-games, you can voluntarily search for the other mini-games to perhaps change the fate of certain characters in question.

FNAF Game

I think there are two elements that I truly appreciate from the combination of mini-games, newspaper articles, and answering machine information. First, there is what Cawthon is not telling you. There is what he implies and what he leads you, as the player and viewer, to put together. Cawthon even goes further in the advertisements for his games: implanting secret codes and clues into his messages. He makes you do all the work and all of the speculating: somehow making the dread and horror that much worse.

After all, there is a particularly challenge in another form containing the horror genre: how can you keep building up tension in the story when you reveal what the monsters look like? In addition, you certainly don’t want to reveal everything about the horror in the story or it becomes expository and rote. You have to keep a little bit of mystery in horror so that you always ask yourself why: while a part of you is always at least partially afraid of the possible answers.

These are the kinds of elements that inspire fans: that made this series into something of a viral meme on par with creepypastas. There are fan-made stories, games, animations, art, and trailers based on the archetypes that Cawthon creates. A Five Nights at Freddy’s movie is in the works and there is even speculation that Freddy’s is a real restaurant somewhere: probably based off Chuck E. Cheese’s. Certainly the mascot costumes, pizza, and arcade games taps into a resonance in me as a child of the eighties and nineties: a nostalgic feeling that Cawthon is trying to invoke and distort.

The fact of the matter is that, for the most part, the three Five Nights at Freddy’s that exist right now can stand by themselves. There didn’t need to be another game after these. However, I had my suspicions. Perhaps it was because of the empty product page he kept for some time with the discarded top hat. Maybe it was his silence about whether or not there was going to be another game.

But sure enough, come October 31, the fourth and final Five Nights at Freddy’s will arrive. And if you look at the graphic on Cawthon’s page, it is extremely appropriate if you think about it. I think it actually sums up a lot of the second element that has been on my mind, in some form, when I think about this game.

FNAF 4

I mean, of course it makes sense for the last chapter of a horror survival game to come out on Halloween, but here’s what gets to me. Imagine Freddy’s Pizzeria is like Chuck E. Cheese’s or even Disney World or Land. Certainly, a place for children would celebrate Halloween in some fashion: or at least take advantage of it commercially. Maybe “The Bite of ’87” might not come into it as many fans are speculating, but imagine how freaky it would be to be in a haunted children’s restaurant on Halloween of all days: perhaps even during the day this time around. Perhaps there are actual Nightmare toy versions or animatronics for such a lovely occasion.

But all speculation on my part aside, take this a step further. Remember what I said earlier about faces? How you never see any human faces in any of the Five Nights games? There are always costumes involved. There are always roles to consider. You arguably wear a uniform as a security guard. A murderer might have worn a animatronic suit. In Five Nights 2 you have to hide your face under a Freddy Fazbear Head in order to survive an animatronic intrusion. And children might be hiding — or hidden — in other inside the darnedest places. Even Phone Guy, the former security guard who showed you the ropes of your new job and was your only ally for the most part, tells you that he is curious to see what is inside those animatronic suits.

Freddy Fazbear Mask

The fact is: it’s always Halloween at Freddy’s, and I suspect that it’s always been. No one is as they seem, everyone wears masks, no one rests, and everyone wants to play. Sometimes nostalgia is an illusion of the fabled “good old days” that can, when stripped away, becomes a dark, ravenous thing in the late hours of the night. Sometimes you lose track of time when you so desperately want to keep living, and you don’t always want to see what’s under that costume. After all, some seemingly innocent dreams are, at their core, rotting nightmares.

And just when you think its safe to take that mask off, to forget the night time, to mistake the performer taking off his top hat with a flourish and a bow as the end: the story only continues at an elegant pace … and the suspense will kill you.

Freddy Toreador March

After Hell, Other Dragons, Other People: Gaming Pixie’s She Who Fights Monsters

“He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.”
— Friedrich Nietzsche, Beyond Good and Evil, Aphorism 146

When last we left off in my article Life and Identity, Eden and Hell: The Twines of a Gaming Pixie, said Pixie left us in a second-person perspective hell of “You”: having left her penchant for placing us in the autobiographical of her Twine shoes and moving on to other worlds entirely.

But some things always come full-circle before revolving outward into a spiral.

swfm-title-final

Gaming Pixie writes a little bit about the origins behind why she made She Who Fights Monsters, this interactive combination of autobiography and fiction, far better than I ever could. If you want more information about that, read the previous link or look at her other posts on the subject on her developer’s Blog Gaming Pixie Games. This is not what I’m going to be focusing on.

Instead, I’m going to write about my impressions the basic plot and structure of the game, examine a bit of its creative evolution, and focus a bit on some of the game’s implications: especially with regards to its premise, its protagonist, and its ending. I will admit, right now, that I had a lot of trouble initially coming up with a way to write about She Who Fights Monsters. But it was Gaming Pixie herself who told me, when we last talked about the matter, to write about my own reactions to the game. There is something ironic about talking about the personal — about my feelings with regards to interacting with this game and its subject matter — in lieu of scrutinizing the autobiographical.

But in any case, do not read on if you don’t want to be exposed to potential triggers or spoilers. Reader’s discretion is advised.

It is no accident that this article begins with the above aphorism from Friedrich Nietzsche though, when the Alpha Demo for the game first came out, I had no idea this would even play a part in it. The Demo itself was called Fighting the Monster: which took place on Day One of the game’s chronology.

The story premise presented in this Demo translated over to the Beta Demo — called She Who Fights Monsters — and the subsequent game of the same name. You, the player, control the sprite of Jenny: an eight year girl who must survive the presence of a monster in her home for no less than seven days.

Of course, it becomes clear that Jenny’s battle is not merely with one monster.

This distinction is all the difference between two ideas embodied by the Alpha and Beta Demos. I will admit, right now, that I thought it would have been easier for Gaming Pixie to remain with, and work from, the spirit and aesthetics of Fighting the Monster. But make no mistake: both of them came from the same idea.

Let me try to articulate this as best I can. The overt antagonist, the monster, in She Who Fights Monsters is Jenny’s alcoholic father. Fighting the Monster, the Alpha Demo, was simpler. It was crude and more elemental for it. For me, it felt a lot more like a generic RPG: especially when you look at Jenny’s room and the imaginary haven inside her closet. But there was an old, faded texture to even these safe childhood places: like that of an old memory. The darker places, however, were dingier. Grittier. It set the tone of a stereotypical, old and dilapidated home where dysfunction and abuse are almost always typically depicted. And even here, it still felt like the aesthetic shell of an old 16-bit role-playing game.

screenshot04

And the monster is clearly Jenny’s father. If you judge the context by the Demo alone, he is the threat that Jenny must avoid. He breaks through all of her childhood illusions of magic, fairness, and innocence through cursing at her. Her Tears and her Innocence do not save her in the simulated turn-based RPG battle. In this one Demo alone, her father’s words feel like a slap in the face but the atmosphere of this world has been building to it. Even so, with Jenny’s mother’s revelation at the end of the Demo, that her father is an alcoholic, it sets a straightforward tone for the game and makes the Demo itself feel self-contained and continuous.

But Gaming Pixie never meant her game to be straightforward. So in the process of changing the game’s name, she also developed its aesthetics in the She Who Fights Monsters Beta Demo that would inform the rest of her game. And I will admit: it felt jarring at first.

screenshot02

Gone are the dinginess and grit and the fading of peeling memory on the walls. You find yourself with Jenny in a much more colourful and vibrant world. Her toys are brighter. The details around her stand out and the temple that is her imaginary place in her closet is grander and more elegant. Even her home looks more comforting: as much as any middle class home made by 16-bit pixels. Everything, even the nightmares, is vital and alive with colour: as much as any child’s world is at that age.

swfm-room-final

I feel it was designed this way: to make the player feel safe before immediately and brutally introducing them to the world of abuse and its effects on Jenny’s highly impressionable and figurative mind. And, this time around, when the trauma of encountering her verbally abusive father passes she finds herself in her room and her mother entering without even a single explanation. It was most likely made to function as an interactive preview in order create more ambiguity: so that the player could gradually, through the rest of the coming six days, see past the daydreams, imagination, and nightmares of a child to the adult reality of an alcoholic parent.

In some ways, it is even worse this way: to depict a normal childhood and have it impinged upon by the violence of an unknown and terrifying adult world, and the understanding that it will change Jenny’s life. It is a real life horror story of an ordinary world shattered by something aberrant and always lurking under a façade of normalcy.

I felt that both Demos were almost dress rehearsals for the psychodrama that was to come. The title itself says a lot: in that there is more than one kind of monster at work, and as such there are consequences for facing them.

So now we come to the real She Who Fights Monsters. The graphics are further improved — with even greater attention to detail — and you can explore Jenny’s entire house. Day One happens pretty much like it did in the Demos: with one interesting exception. Gaming Pixie ends off Day One from the part depicted in the Alpha Demo where Jenny’s mother flat-out tells her about her father’s alcoholism: the part that did not exist in the Beta Demo. And the scene where Jenny goes out to get some cookies becomes a background reminiscent of strange organic Giger-aesthetics of the horror game Yume Nikki or the Earthbound Giygas battle.

swfm-darkworld02

You, as the player, now know what you are facing and you must play through the remaining days. Yet there is one more thing that you need to consider.

The Memory Bloom is a giant flower that you find past the Temple in the closet. It didn’t exist in the Alpha Demo and I almost missed it in the Beta until Gaming Pixie pointed it out in one of her developer’s blog posts. In the Demo the Bloom itself tells you that it will only become important in the main game and, make no mistake, it is crucial. You will get Locked Memories throughout the game and it is critical to interact — or not interact — with this flower. If you do, you will also realize that not all of Jenny’s memories and experiences with her father are bad. In a lot of ways, it makes it even worse: in that these positive moments and traits in an abuser often make a victim feel bad in attributing negative emotions to that person. It makes the situation all the more complicated than simply Fighting the Monster. What you decide to do will determine Jenny’s future.

swfwm Memory

After all, it took Seven Days, in the Christian New Testament, for God to create the world and its inhabitants and She Who Fights Monsters demonstrates that seven days can create an entire human being depending on the choices that you make, and how Jenny responds to the monster in front of her and the ones forming inside of her head.

There is a quote often attributed to the writer G.K. Chesterton which states that “Fairy tales are more than true — not because they tell us dragons exist, but because they tell us dragons can be beaten.” However, there is another quote, from the fantasy and horror writer Stephen King that is also equally true, that “Monsters are real, and ghosts are real too. They live inside us, and sometimes, they win.”

These are both words to bear in mind as you progress: when on the Seventh Day even the illusion of childhood safety will be ripped away and Jenny will have to start on the path to self-actualization — to adulthood — far sooner than she should. For me, that and my scary and heartbreaking decision to unlock her Final Memory were the hardest parts of this game: to deal with them and to determine what Jenny should do beyond it.

Do you remember when I said that in some ways She Who Fights Monsters is a subversion of a 16-bit RPG? This still holds true even past the Alpha Demo: but in an even more subtle way. I mean, you already understand from Day One that any attempt to fight the game like it is a turn-based battle will end in failure. You already know that not fighting will end in failure. The fact that the game narrative text boxes are in third person-limited perspective, always referring to “Jenny,” “her,” and not “you”: the distance only provides you some illusion of safety.

The perspective is perhaps designed to make you feel that disassociation that a child facing ongoing emotional trauma and abuse would experience: only made more jarring during Jenny’s first-person interludes. These narrative perspectives are very notable departures from Gaming Pixie’s previous Twine-based games: not unlike Christine Love’s don’t take it personally, babe, it just ain’t your story where you are not the character, or even acknowledged as a player. This simply isn’t your story, even if you do influence it.

And when the game does get to the point where it feels like a turn-based RPG battle? Be careful — be very careful — because the thing you need to remember is the end of the first “battle” with Jenny’s father, particularly the words, “Nobody wins.”

The subversion goes deeper when you also consider that there will come a Day where Jenny is hiding in her room and there are clues around. They are extremely clever elements of potential foreshadowing and they are a nice contrast to the beginning of the first Day. For me, the freedom of exploration in Day One — of finding the bathroom, the kitchen, living room, basement, and crawl space —  seemed to set up the beginning of a horror survival game, of knowing all the hiding spots and thinking you have discovered potential secrets only to make it purely about the psychological and the inner world of demons. Aside from the clear mindscape influence of the Silent Hill series, this game is reminiscent of the game Eversion in that sense: only instead of the aesthetics and gameplay changing over time from something brighter into something grimmer, it is a dynamic that goes back and forth between states of atmosphere — always in Jenny’s head, because we are all seeing this from Jenny’s head — until a final decision is made.

When I first heard about the concept behind what would become She Who Fights Monsters, I was reminded of another game based on a child creating an imaginary world to deal with an alcoholic parent called Papo & Yo. Yet aside from the fact that both games have autobiographical elements, child protagonists, and monsters for fathers that hurt them even as they love them there are obvious differences. Papo & Yo takes place in a fantastic equivalent of a favela –a Brazilian slum — and in all realities it is three-dimensional, while despite the aesthetics of its Alpha Demo She Who Fights Monsters takes place in a normal looking middle-class home. Monster, the Papo & Yo protagonist’s enemy is sometimes his companion when he isn’t in a rage, while it is clear that despite some good memories Jenny’s father is never really her friend nor does he help her in her game. While Papo & Yo is more distinctly a puzzle and deadly hide-and-seek game, She Who Fights Monsters is indeed a story that you mostly observe: sometimes very helplessly. And, of course Quico is a young boy and Jenny is a young girl.

You might think that the latter distinctions mean very little and indeed, they are both children placed into situations that no child should ever have to deal with: confronting their parents as enemies. But then there is the elephant in the room to consider. In a segment of her article regarding Gaming Pixie’s epic Twine game Eden, Soha Kareem observes that the former is “an accidentally political game.”

swfm paths

The fact is, Jenny is not only female but she is also “a person of colour.” It can’t be stated enough that, at least to my knowledge, just how rare and unique it is to be playing a game with a young Black girl as its protagonist: in her own story. In a medium that is still struggling to represent different identities in its games, it is definitely something to take note of. However, I am not qualified to talk about “race” or its implications: and how the race and class of Jenny’s family affects her story, if at all, is a matter I will leave to more capable writers than myself. Indeed, this matter seems more “incidental” than “accidental” and Gaming Pixie herself is more focused on the situation and survival of Jenny as opposed to her background.

But there is something else I’d like to note that Soha Kareem also states. In her writing on Gaming Pixie’s Eden, she points out that “The game’s endings and achievements are determined by your karmic choices.” She goes on to explain how, in Eden, how Gaming Pixie subverts the video game trope of the protagonist needing to manipulate their love interest as an object into a relationship by making it so that the player must genuinely act like “a good person” in order to gain that level of trust. The point is, Gaming Pixie is both sneaky and honest in the sense that your choices have clear moral consequences. Even in She Who Fights Monsters, depending on what you do with the Memory Bloom and what you choose to remember, some paths will be open to you, some closed, and some will exist only for one tenuous moment of conscience.

temple-final

I won’t spoil the endings for you, but I will say this. When I play a game, particularly one with this kind of detail, I like to get all of its information so that I can actually make an informed decision. Even so, remember what I mentioned about being careful when you find yourself in a combat situation in this game? Well, if you make a certain choice and you like to be violent and go all Sith you should know that, if you do, there are consequences. You may become the monsters that you are fighting, the demons in your mind, and it might well lead … to a whole other game entirely.

So please, download Gaming Pixie’s She Who Fights Monsters — which is supported by donationware — and determine how this horror story ends, and where others might well begin.

A Traveler’s Account of Katrina Elisse Caudle’s Darkmoon City

On the surface, Twine is about making games. But that is just one way of looking at it. To be more specific, Twine software allows one to hyperlink from one page or another through the click of a word. Words link together different pages and, ultimately, different ideas. Now, take that bare-bones concept and link together not only Twine narratives, but short stories and real time events. Essentially, in doing so, you would be creating a reality from multimedia.

Someone at the Toronto Global Game Jam made this suggestion to me after I showed him the Twine game I made at that particular event. However, what he didn’t realize is that others have already thought of this idea, and have utilized it.

In creating Darkmoon City, Katrina Elisse Caudle is one of these people.

I am not entirely sure how I found Darkmoon City, back when it was called Faerie Dark and focused more on its own content and less on outside activities. Katrina’s site itself has evolved quite a bit. At one time it was a textured grey interface in which you had to input the names of the Twines or stories that you wanted to see in a search bar. It was arranged in such a way that inputting the title of the work was a lot like participating in an agreed-upon ritual or the casting of a particular spell or evocation that would interact with the world of words and code that Katrina embedded into that world. I will admit that sometimes it confused me and it was hard to search for what I wanted back then. I even had the odd error or two. But, eventually, I “said” the words and found a part of her world.

At the time, there was only one Twine game: one interactive hyperlinking story. It was, and is The Edyn Project. I played this game during a time when I was still beginning to figure out how Twine games worked and attempted to see the different kinds and qualities of such that existed. Essentially, you find yourself in the White City: the former seat of arcane learning before the plague that wiped magic, and a good portion of the global population, off the face of the earth. The Edyn Project is an attempt by various powers to utilize technology in order to create a utopia from a Dark Age.

It was here that I began to see a different world-view emerging: especially with regards to how the White City’s new bitcoin economy is supposed to function. To this day I’m still confused about bitcoin, but the game did succeed in introducing me to the layout of the City and some of its history: including the presence of an ambiguous artificial intelligence program guardian named Edyn. I didn’t know, then, that the game wasn’t completed yet and indeed I reached a point where I didn’t know what else to do and got caught in a looped event at one point when going back to deal with my character’s blood work.

I really got to know the world of the White City through its short stories. Liminal Creatures of Heaven depicted something of a creation mythos and a different cosmogony from that of our own solar system. It even has its own astrological charts and celestial cycles.

But it wasn’t until The City With No Animals that the spirit of what would become Darkmoon City really began to slowly and subtly set into my mind.

Imagine a world where animals no longer exist: to the point of them becoming legends and myth. Now imagine a world where homosexual, bisexual, queer and polyamorous relationships are not only seen as commonplace but as part of an unquestioned norm. Then consider a place where there are more than two kinds of gender, where people can alter themselves in an almost transhuman sense, all of this is an ingrained and understood part of that world as well. The pronouns of he, she, and they are simply there in sentence and conversation. Now add to the fact that magic once existed and is in the process of being replaced (or complemented) by science and technology of questionable nature and a new bitcoin economy while the vestiges of the supernatural remain as ghosts, and faeries, and other things.

Now imagine writing this world with characters that experience varying degrees of emotions while exploring old and new secrets, and each other. You would basically be creating a whole other kind of paradigm or mentality from our own world. Katrina basically does all of this. It takes some getting used to and sometimes there is even still a bit of culture shock, but once you watch the characters’ interactions with the world and each other you begin to focus on them a lot. What I really loved about “The City With No Animals” is the fact that Katrina captures well that feeling of sweet confusion when you are discovered by those you know are special and could be, or might not lovers even as she also depicts the warmth of intimacy between childhood friends. “The City With No Animals” is a long story of four-parts, it has a unique writing style, and it is definitely worth reading.

I said a whole lot of other things about this story to Katrina herself, but unfortunately much of this correspondence was lost and now I can only focus on my impressions of what I read from that time. Indeed, Katrina changed the layout and name of the site from Faerie Dark to Darkmoon City. I’m not sure if she reloaded all of the older stories that I can’t recall, but she did add some newer elements to the new layout that she has created.

In addition to another interactive Twine called Happy Birthday Smoke!–in which you play as a character from “The Edyn Project” who is discovering her uncle’s creation of bitcoin and thus giving you a tutorial into what it is for the very first time–there are the addition of more creation myths and legends in the form of new stories.

I mentioned earlier that Katrina has a very unique writing style. I think what really stands out for me is in addition to a world with different ideas of gender, economy, science and magic, there is this very fascinating blend of Far East Asian and ancient Western culture, philosophy and mythology that exists in her overarching, and interlinking, narrative. If each world of fantasy and science-fiction is part of a multifaceted lens looking at an alternative perspective of reality, then Katrina’s world of Darkmoon City feels like a pale violet-tinted part of the cosmological kaleidoscope. Her language and sense of pacing are languid, flowing, and beautiful: and they put you into an “alien” and external mindset intimately and to the point where you realize it may not be that dissimilar from your own.

There is one more thing I want to mention before I wrap this retrospective up. A little while ago, while Faerie Dark existed, Katrina had another Twine game called Chrysalis. There were a few interesting elements about this game. First of all, and as far as I know, it was the only game that required payment: the small amount of $2.99. Secondly, it was a Twine that incorporated images and audio into its structure. But the third and most important element that I want to look at is what the about was about.

Essentially, Chrysalis was a Twine game in which you visit a courtesan named Rabbit. Its premise is almost an answer to the questions that the Canadian comics creator Chester Brown seems to pose in his graphic novel Paying For It: what kind of world would result from the creation of a society without the stigma of paying for sex, or even on non-conventional relationships? What kind of morality would exist where an exchange of services for intimacy and learning is condoned, honoured, and even encouraged as healthy?

You had to progress by learning various lessons through interaction with Rabbit. Should you have not been interested or wanted to skip ahead, you were always invited to leave if the terms no longer suited you, or if you could not follow or respect them. I didn’t always understand the astrological elements within the game itself which, may or may not have made Chrysalis into part of Faerie Dark (or Darkmoon City now) or as a standalone in and of itself. Sometimes the audio did not work and it did verge into some specific areas of sacred sex and spirituality. Sometimes the audio segments seemed long as well. But what really struck me about that game, aside from being a creative attempt to depict a different form of society where sex work is an inherent part of the culture and you learn about intimacy, sensuality and just what constitutes as an important exchange between consenting adults, as well as navigating the places between different emotions and a process of personal growth, is how Katrina applied her own experiences and the paradigm of her creative world, and bitcoin, to the scenario of Chrysalis.

It was not an explicit game, but it was definitely a very involved and thoughtful meditation on pleasure. Sadly, my words aren’t doing this game any justice as I can no longer access this game. It came in the form of a code I purchased for Faerie Dark‘s search bar that now no longer exists. All that is left are Katrina’s above account and ethereal fragments of audio to give you some idea of what this game was like. But it, and the other stories, were an excellent look into the creative mind and imagination of Katrina and what could be.

Darkmoon City is still very much a work in progress, with its own Patreon page, and as a fellow traveller into the realms of fancy, I look forward to walking where the White City journeys from this particular foundation.

I Got Quoted, She Makes Comics, La-Mulana Cries, and A Pixie Is Making Games

This will be my first post written directly on schedule and I hope to make this a habit again. So what I’m going to do is the following. I missed you guys so much that in my haste to actually let you know what’s been going on with me lately, I’ve actually forgotten t mention a few things.

The first is that Anthony Martignetti, the author of Lunatic Heroes and now Beloved Demons, has created his own writer’s site and in its “Reviews and Endorsements” section is a blurb, at the very bottom of the page, taken from someone that all of you might find very familiar. Basically, Anthony quoted me. 🙂 I found this when I was at the Toronto Global Game Jam (which probably explains how I forgot to write about it with all the writing I had to do there and after) and in addition to all the positive energy that was already around me, it made my day. The fact of the matter is that I am honoured and feel kind of unworthy to be mentioned in such really august company.

That said, it still makes my day and reminds me that I am actually doing some good work here on Mythic Bios. I will tell you right now that it has been difficult to return back to my regularly scheduled posting. I still plan to do some writing outside of Mythic Bios and the Net and, regardless of even that, it took a while for the old, weird ideas to come back into my head and flow properly as they did. But I do have something to work with now.

And Anthony, I have not forgotten about you. You will all see something new about Anthony’s work relatively soon.

But here is what I am going to do for the rest of this post. I am actually going to be doing some very shameless plugging for some really cool things that haven’t been derived from me.

For first thing’s first. The Sequart Research & Literacy Organization is making a Kickstarter Campaign called She Makes Comics. Basically, this is a documentary about women in comics: specifically women as creators, editors, researchers, and publishers in the comics world. It really makes me frustrated that, despite all the comics I’ve read, I actually had to struggle to suggest some prominent female comics creators. In fact, it makes more than frustrated. It makes me sad. I am doing my part to support this Kickstarter. I even wrote a G33kPr0n article on She Makes Comics to give you another look or perspective on just why this is so important. I hope that you will support this campaign, or at least send the links out to those you know and, if you are Facebook or Twitter users, please do not hesitate to use the hashtag #SheMakesComics.

There is also another Kickstarter I would like to draw your attention. The La-Mulana 2 Kickstarter has reached its baseline goal. However, in order to unlock more goodies from chests not rigged with spikes, including the addition of extra character journals and story-modes to an already dangerous quirky puzzle and monster archaeological game of death, it requires more funding: with not much more time to spare. I always hated “timed levels” and I hope that someone here will make sure that this remains in reality and not in the game: which I hope to see funded as far as it will go.

I still hope PLAYISM will have time to post up my Twine fanfic in another Fan Art Update: as it has not happened yet. 🙂

Finally, last by not least there is a game-maker that you should be following. She is Gaming Pixie, whose work and process I reviewed in Life and Identity, Eden and Hell, and not only is she working on a video game that centres around a girl surviving seven days with her alcoholic father, but she has made offline versions of her Twine games Eden and Shadow of a Soul. The latter games are very complex and if you purchase them you will be able to store them on your hard-drive to play at leisure and also experience far less graphics and sound loading time. In addition, with the very modest prices that she offers for both games, you can also help to continue funding her endeavours. I cannot recommend Gaming Pixie’s work highly enough and it will only get better with time and aid. You can find both games here and, if you’re a Windows user, you can download “the first day” of her first major game Fighting the Monster for free.

are-you-sure

And that’s it for now. I had this all in my head for a while and there is still so much more work to do. I will speak with you all soon again I’m sure. Take care now, and have an excellent week.

A Surprise Post Appears! La-Mulana, an Age, and Solo Jamming all Entwined.

I have been meaning to write here for a very long time. So I am going to write behind my own designated schedule and wave hello at all of you.

So I am still alive and I am hoping to write here again a lot more often now. For those of you don’t know, I went on something of a hiatus to finish a short story that may have me see actual print: as in something actually published in print in addition to my poem in the art book Klarissa Dreams. That is all I can really about that at the moment, but please stay tuned.

In the meantime, however, I have been busy with other things as well. So where do I even begin?

Well, I participated in the Unwritten RPG Kickstarter Campaign. I essentially made an Age for them. In case you don’t know, Unwritten is a table-top RPG based on the universe of Myst: in which you must go through several Descriptive and Linking Books that connect to other worlds. The D’Ni civilization figured out a way to write Books that allowed people to link to other worlds or gradations of a particular world: or Ages as they are called. I read the books and played two of the games in my formative years and for about a decade I had an idea for an Age and a people.

There were some changes I had to make, but what resulted is pretty impressive based on a creative collaboration with the team. I can’t wait for it to come out so I can show people that I was part of the Guild of Writers and I finally made my own Age. My nineteen year old self would be proud of what the thirty-one year old me has become capable of doing: at least to that regard.

I also admit one other thing. So you know the game I vowed never to play? Well, I am playing La-Mulana now. In fact, very soon the La-Mulana 2 Kickstarter will be making more Fan Art Updates and my Twine story The Treasure of La-Mulana will be featured in one of them. I will be on the look out for that and at some point I will link that update to all of you. It’s funny. I have gotten to know quite a few people through this game and it is perhaps one of the few sources of real community that I’ve felt in a really long time, if not ever. I am not a game-designer in the programming sense. I am a writer. Of course, Christine Love herself said the same thing and look at the places she is at now. Granted, she has programming knowledge and I don’t. But that’s ok.

In fact, I hit another milestone relatively recently. I attended the 2014 Toronto Global Game Jam. As some of you know I participated in the event last year, but armed with a basic understanding of Twine, I registered as a Solo Jammer and completed my first Twine game as such. I go into a little more detail about that on my G33kPron article Experiences from the 2014 Toronto Global Game Jam, but given what this Blog is about I wanted to talk a little shop about my game.

The Looking Glass was an experiment. After my Treasure of La-Mulana fanfic, I realized I could tell an extensive story with Twine, and use the hyperlinking transitions to control how much text the reader sees, and how much I wanted to pace the narrative. My Haunted Twine was an earlier attempt at this, but it was a lot clunkier and it still has issues that I need to address in future works. But I wanted to add more of an interactive element besides clicking on words this time around.

In addition, I was following a person’s experiences with a particular game online and, as my brain often works, I combined a few ideas together and came up with a concept and a few notes that you can see in all of their natural idiosyncratic handwritten glory down below.

I had a choice between this and a game about a serial killer. I was at first happy with neither of these concepts as I wanted to make something very personal and me for this Jam, but when I realized that my version of a “choose your own adventure” Twine game about my experience at the Jam itself would not be good enough at this stage in my development, and not really feeling the killing thing by the second official day of the 48-hour Jam I went with my original, very complex yet simply elegant idea that I should have taken more than two days to do. I may create more games like this one in the near future. In fact, I may be personally showcasing this one at the Toronto Global Game Jam Arcade in April. We shall see.

So now that I have at least four working Twine games or stories, I decided to expand a branch of Mythic Bios to contain them. You can find it on the menu bar above or click here on this link. I thought I would only make two relatively big Twine novels, but it seems my brain had, and needed, other plans. Perhaps sometime in the near future I will see what will be done with those.

And seriously ladies, gentlemen and other sentient beings, this is it for now. As I said before, I hope to be writing here more often again and I have some plans, as always. I have a few posts that are overdue and I want to fee more time to explore while continuing some of the work that I have been cultivating in my long self-exile. Poor January only had one post. Let’s see how many posts February will have as result shall we? 🙂

La-Mulana 2

Oh and before I go, please support NIGORO and Playism’s La-Mulana 2 Kickstarter Campaign. The universe of La-Mulana is both an archaeologist’s and a gamer’s dream and worst nightmare: it will challenge your ingrained assumptions about gameplay and mechanics. It also has a really nice unfolding story and a quirky character about it that few other games I’ve seen can match. So please check it out. You will not be disappointed and we might get to unlock some goodies without the spikes.

Mostly. Err …

Take care everyone.