Category: Features (page 1 of 30)

How to Lose Yourself in Unknown 9’s Transmedia Sprawl

Last month, the Institute for Higher Knowledge posted a seemingly innocuous online personality test asking people to discover their true potential. That simple test serves as an entryway into the strange world of Unknown 9, an ambitious transmedia franchise from Reflector Entertainment that plans on revealing its occult mystery across television, film, video games, podcasts, novels, comic books, live events…and an alternate reality game. The prologue to Unknown 9 wrapped up with a live event hosted by the McKittrick Hotel during New York Comic Con, but the first phase was largely designed to establish the occult, conspiracy-laden setting for the storyworld. The second phase launched earlier this week, making this a perfect chance to step into the story. How you do that, though, is based on what type of experience you’re looking for.

Unknown 9: A Rolodex of Immersive Contributors
Before getting into Unknown 9 itself, it might help to take a step back and appreciate how Reflector Entertainment is telling it. The first component of the Unknown 9 universe is The IHK Enrollment Initiative, the alternate reality game that developed as the unseen figures behind the test guided players through a series of eight gated “doors” that introduced players to glimpses of the Institute’s footprint, through everything from recordings from a call-in radio show, creepypasta posts to the r/nosleep subreddit, and even a fully-playable visual novel.

As players neared the final challenges from the Institute, Terry Miles released the first episode of The Leap Year Society podcast, expanding players’ investigations into the IHK to the seemingly related “Leap Year Society”, a secret society that exists within secret societies that gathers once every four years, on the leap day. Miles previously made a name for himself on previous podcast fiction projects playing the character of investigative reporter and producer Nic Silver in TANISThe Black TapesThe Last Movie, and RABBITS. The loosely connected shows blend real-world urban legends, unsolved crimes, and conspiracy theories with supernatural events with a format that pays homage to the Serial podcast’s investigative style. Like its predecessors, The Leap Year Society podcast pairs its episode releases with additional links and files for listeners to explore, to see if they can figure things out before the show’s hosts. While The IHK Enrollment Initiative is a player-driven journey of discovery, The Leap Year Society podcast is a guided tour.

Once players completed the opened the final “door” to the IHK Enrollment Initiative, the Institute’s director Aja Robinson invited them to the LYS Induction Ceremony, an hour-long immersive theater production hosted by the McKittrick Hotel (home of Sleep No More) and directed by The Company P’s Christopher Sandberg. Sandberg is no stranger to integrating alternate reality games with immersive theater through his work at The Company P, where he was responsible for projects like the Emmy Award-winning The Truth About Marika, in addition to working on Conspiracy for Good and an ARG for Joss Whedon’s Dollhouse. The initiation gave prospective inductees a taste of the society’s esoteric rituals, before a climactic attempt at otherworldly communication went pear-shaped, a prospective inductee got possessed, and the newly minted IHK members were rushed out to learn that the IHK and LYS are literally two sides to the same coin. After the fact, the IHK tried to distance themselves from the incident by removing Aja Robinson from the organization, replacing her with Chelsea Rose Lancaster as director. In her new role, Chelsea claims the supernatural events were just theatrics, and the possessed attendee merely someone who suffered an unfortunate seizure at the event.

New York Comic Con attendees also might have grabbed a preview of Unknown 9 Archives at the Dark Horse booth. The full comic, set to release in Spring 2019, follows the story of the 17th century merchant Kieran as he is introduced to the network of knowledge seekers that likely evolves into the secret societies players are tracking across platforms in the present. In addition to the comic book, Reflector revealed to Variety that a film is in development by 10 Cloverfield Lane screenwriters Josh Campbell and Matt Stuecken, a television series is in the works from Heroes executive producer Tim Kring, and a novel trilogy by Layton Green. The video game component is being developed by Reflector Interactive, drawing on Reflector CEO Alexandre Amancio’s experience as a creative director on the Assassin’s Creed franchise. Combined with co-founder Guy Laliberté’s experience as one of the founders of Cirque du Soleil, Unknown 9 is bringing decades of experience to the table.

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Simulacra Games Masters Art of Puzzle Box Sales

Simulacra Games is selling a crate of 1930s era memorabilia from the early days of animation for a studio that never existed. It’s not an elaborate counterfeiting scheme, but rather an elaborate alternate reality game in a box called The Wilson Wolfe Affair. Using the diary of a studio animator as a guide, players are guided through the crate’s exquisitely crafted materials artifacts by the diary of a studio animator to uncover the mysteries behind the Wilson Wolfe cartoons.

The Kickstarter campaign for The Wilson Wolfe Affair ends December 21st at 10AM EST, and the team has already blown past all their stretch goals,  with almost a thousand backers raising over $210K in pre-orders for the experience. This level of support is particularly impressive for Simulacra Games’ first foray into the world of puzzle boxes, and can be a craftily executed promotional campaign designed to showcase the team’s skills without revealing any of the mysteries of the experience itself.

Wilson Wolfe and the Animated Series
Prior to launching their Kickstarter campaign, Simulacra Games released a series of videos that served as an introduction to Wilson Wolfe, Jinks Studio’s version of Felix the Cat. For the first two videos, Wilson Wolfe’s adventures are framed in actual animated shorts. Mad Scientist Wilson highlights a restrained Wilson Wolfe struggling against his bonds as a shadowy figure approaches, while The Spooky Salesman shows Wolfe chased down a hallway by a spectral gloved hand.

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Resistance Radio: Fighting Fascists Over Pirate Radio

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The year is 1962. It’s been 17 years since the United States surrendered to the Axis Powers after the Nazis dropped the Heisenberg Device on Washington, DC. The formerly United States of America is split with the Japanese Pacific States to the west, and the Greater Nazi Reich to the east. This is the world of Amazon’s The Man in the High Castle, based on the Philip K. Dick novel of the same name. This is the world of Resistance Radio – a four hour long pirate radio broadcast bridging the gap between seasons of the show.

Special Delivery from the Underground

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After the war, the German company Electronica Musikanten won the contract to rebuild America’s infrastructure. In the process, they developed “Uber Fidelity Vinyl”, an evolution in high quality audio recording technology that has become the standard for music. But while the technological standards of music have improved, the cultural influences have suffered, with the Reich condemning any music influenced by gospel, jazz, blues, and R&B as “subversive”. Over the past few days, a number of perfectly innocuous mailings from Electronica Musikanten went out, containing the patriotic album Kinderliederbuch zur Charakterbildung Werkstoffe – the Children’s Songbook for Character Building.

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Upon opening up the package, everything checks out as advertised. One Kinderliederbuch zur Charakterbildung album, a flyer for a Reich Youth Music concert, and a spare needle for the record player, just in case. Nothing a government censor would think to explore any further. But if they did, they might notice instructions at the bottom of the flyer: “fold page over to make the arrows touch”. In an alternate timeline, MAD Magazine’s Al Jaffee would make the American populace intimately familiar with this type of puzzle. In The Man in the High Castle‘s timeline, fold-in artwork belongs to the Resistance.

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The secret message from Resistance Radio Headquarters points to the location of a speakeasy pop-up and concert at SXSW later this week…but that’s still just skimming the surface.

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Packed inside the Kinderliederbuch zur Charakterbildung album sleeve is a vinyl record with music from the resistance, along with a do-it-yourself kit to turn the enclosed propaganda packet into a manual record player using the enclosed needle and a quarter. One side of the record features Sam Cohen’s take on House of the Rising Sun, while the other features Sharon Van Etten’s cover of The End of the World. The call to arms: “tune in to the Resistance at ResistanceRadio.com”.

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The Puzzling Rise of the Escape Room Game

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Image of Tomb’s sarcophagus illumination puzzle. ©2015, 5 Wits Productions, Inc.  Used by permission.

The first time I visited Boston, I met up with a group of friends and broke into an ancient Egyptian burial chamber. The tomb’s resident pharaoh was not exceptionally happy about our flagrant act of trespass, and forced our group of amateur archaeologists to solve a series of puzzles before barely escaping with our lives.

The rooms in the tomb were designed with a family-friendly audience in mind, and our guide throughout the experience embraced his role with an exuberant gusto I had only seen before from a skipper on Disney’s Jungle Cruise. The experience managed to make even familiar puzzles feel extraordinary: no matter how many times you’ve solved Tower of Hanoi puzzles in the comfort of your own home, it’s a completely different experience when you’re passing oversized pieces across the room while the ceiling is slowly crashing down overhead.

When 5 Wits‘ puzzle adventure Tomb set up shop in Boston in 2004, it was something of a rarity. The interactive exhibit mixed theatrics with physical puzzles to make its guests feel like swashbuckling adventurers narrowly escaping danger thanks to their collective intelligence. And the design was flexible enough to reward that success, allowing for multiple endings based on groups’  performance. While the original location is now closed, the 5-Wits moved Tomb to Tennessee, launching additional puzzle experiences in Washington DC, Massachusetts, and New York covering themes ranging from undersea exploration to espionage. Over the past decade, this type of immersive puzzle experience has expanded exponentially, with hundreds of locations putting down roots across the globe. For many, visiting the nearest real-life escape room is a day-trip away.

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Endgame Variations: Multiple Play Styles for the End of the World

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Tens of thousands of years ago, mankind’s earliest civilizations were visited by extraterrestrial beings. Due to their superior knowledge and technology, these early visitors were treated as gods. Native Americans knew them as the Sky People. To the Sumerians, they were the Annunaki. Whatever they were called, these visitors came to earth and instructed mankind, leaving behind countless monuments behind. At least, that’s what some people claim. The theory commonly referred to as the “ancient astronaut hypothesis” serves as the foundation for a cross-platform collaboration between James Frey’s Full Fathom Five, HarperCollins, Google’s Niantic Labs, and Fox Searchlight.

According to Endgame‘s legend, Earth’s ancient alien visitors warned mankind that they would return one day for a reckoning known as Endgame. Some believe it to be a punishment for squandering the aliens’ enlightenment, and straining earth’s resources, while others view it as a method of selecting a favored sub-section of humanity for preservation. Whatever the cause, the nature of Endgame is clear: twelve of the most ancient civilizations must select a teenager to represent their society in a deadly treasure hunt where failure means death — the only survivors of Endgame are the members of the winning civilization. For thousands of years, the twelve societies have been training potential representatives from birth to save their people, in case Endgame should fall to their generation. Finally, after over thirty thousand years, twelve meteorites touched down, signaling the beginning of Endgame, and twelve teenagers started their journey to locate three keys hidden across the globe.

This narrative serves as the core of the Endgame experience across every platform. However, people interested in exploring the world of Endgame are presented with a number of dramatically different ways to interact with the story. For players looking for a solitary experience, puzzles infused into the novel leads to the secret to unlocking approximately $500,000 in gold coins kept on display at Caesars Palace in Las Vegas. For those looking for a more social gaming experience, an alternate reality game delves deeper into Endgame‘s backstory, while an upcoming mobile app allowing players to take the conflict to the streets in a competitive, PVP style of gameplay.
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Ingress Anomalies Mix Live Events with In-App Gameplay

Ingress Recursion

Disclosure: Google paid for my flight and lodging for the Recursion event. 

The morning of March 29th, two rival factions gathered at Los Angeles’ Grand Park in anticipation for a pitched battle. As noon approached, it became obvious to any passerby that something was going on. Hundreds of people prominently wearing blue and green streamed in through the park steps, conspicuously segregating themselves into colored clumps: blues to the right, and greens to the left. To any random passerby, it must have looked like the staging area for a flash mob. But look a little closer, and you’d see the telltale signs of the virtual battle about to take place. Headphones tapped into private communications channels to coordinate movement. A row of cyclists primed and ready to deploy at a moment’s notice. Pennants proudly bearing faction insignia. And more smartphone chargers and batteries than people.

This gathering was an Anomaly event, one of the live events organized by Google’s Niantic Labs team for players of their geo-locative mobile game Ingress. Since early February, 25 Anomaly events took place in countries including the United States, Mexico, Belgium, France, Germany, Italy, Croatia, Egypt, Israel, and India for a series of events collectively referred to as the Recursion Anomalies. Los Angeles was the final Anomaly event in the series, and Google invited me out to Los Angeles to experience Google’s approach to designing a live event for a massively multiplayer game. Previously, ARGNet explained how Ingress is played at a more casual level. This article explores how gameplay changes for its most ardent fans.

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