Category: Game Launch (Page 1 of 45)

A Murder Mystery, Hidden Within the Silent Hill Historical Society?

The Silent Hill Historical Society is a small organization dedicated to preserving the small town’s rich history. Which makes their decision to set up shop on the grounds of a prison whose inmates were wiped out by disease a little questionable. Still…lakefront property doesn’t come cheap, so the lapse in judgment can be forgiven. Covering up the murder of a former colleague? Slightly less forgivable.

The Silent Hill Historical Society is an alternate reality game connected to the Silent Hill franchise, created by Konami the team at Daiyonkyokai (“The Fourth Boundary”), the Japanese collective of ARG creators previously behind Project:;COLD. And while Project:;COLD is only available in Japanese, The Silent Hill Historical Society is structured to allow gameplay in English or Japanese, by selecting the preferred language in the upper right corner of the website.

A Deceptively Simple Structure, Obscuring Surprising Depth
On the surface, interactivity with the website is limited: the site’s “Contact” page is down, and the only thing visitors can do is take the Ultimate Silent Hill Quiz: a series of 10 questions that can be answered by closely reading the website, paired with a little research into the Silent Hill games themselves. Fans capable of acing that test are encouraged to tackle the advanced level, an additional 20 questions that go even deeper into the Historical Society’s archives.

Curiously, while the staff pages feature six employees at the Silent Hill Historical Society, staff posts reference a seventh employee, erased from the site. That former employee’s story is told through a series of 36 hidden pages, scattered throughout the website. Some of those links are clickable links that can be found by closely investigating each page of the website, while others require a bit more creativity, finding the right keywords and entering them into the website’s URL, after the domain name.

Continue reading

Unpacking MatPat’s New LoreFi ARG

A teaser clip for Lore-Fi, featuring Taylor resting in front of her computer

“Hello. My name is Gregory Daniels. I’m twelve years old. I live at 3251 Spring Lake Drive, and I’ve been kidnapped!”

Not exactly what you’d expect to hear when loading up a lofi beats YouTube channel. Then again, MatPat’s newest alternate reality game LoreFi isn’t only focused on creating a playlist of over eight hours of chill beats that can provide a low-stress soundtrack for your life. It also plans on using that lofi beats channel to deliver a slow burn mystery set to play out over the span of months.

Taylor’s room, as featured in the LoreFi livestream

Meet Taylor: Lore Through Environmental Storytelling
Gregory Daniels may be missing, but we don’t find out much about him through the initial launch of LoreFi. Instead, we’re introduced to Taylor, a teenaged girl chilling out to music in her apartment.

Her interests are laid bare in the objects she’s collected over the years: VHS tapes and a trophy from her time in ballet…a gaming console and toys to show she’s a gamer…a “sweet drawing” her friends found at school…and a binder full of CD mix-tapes she burned after downloading the files off the GrapeVyne, a tongue-in-cheek reference to the peer-to-peer downloading client LimeWire, which was a major source of pirated music back in the mid-2000s.

This particular element of gameplay is reminiscent of the indie game Unpacking, which tasks players with unpacking boxes as the main character moves in to a series of new places. It’s a story that packs a surprisingly powerful emotional punch as you experience the highs and lows of a character, as told through the objects they take with them in life.

And while those stories unfold best over time, LoreFi is already showing some hints of that emotional roller-coaster. Because while Taylor’s dad sends her a message “Hey kiddo, how are you” on the computer, she’s crudely erased him from a family photo with red pen, and added a drawing of an ominous figure opening the door in the same color. “Call Dad” has also been removed from her to do list.

Taylor nods at a shadowy figure in the doorway, just off camera

The stream also has a number of custom animations that add further depth to the story: every now and then, Taylor’s computer enters screensaver mode, scrolling through a series of art pieces likely drawn by her, before she clicks the mouse to return to GrapeVyne. Later on in the night, her door creaks open and the shadow of a figure enters the frame, causing Taylor to take off her headphones and give a silent nod of assent, a slightly less ominous version of the encounter pinned to her corkboard.

The stream is filled with subtler moments, as well. Every now and then, Taylor receives messages from friends and classmates. And at one pivotal point near the beginning of the stream, her computer gets infected with a virus.

Continue reading

Project KURI: Interdimensional Doors in Your Neighborhood?

Interdimensional Doors found in Salt Lake City UT, Phoenix AZ, and Charlotte NC.

Starting on March 27th, a series of “Interdimensional Doors” were erected in cities across North America. No two doors looked exactly the same: a door installed near Salt Lake City Utah’s Gallivan Center featured the kind of traditional wooden door with frosted glass that wouldn’t be out of place as the entry to a professor’s office, while a door along the Piestewa Peak Summit Trail in Phoenix Arizona featured a more minimalist frame painted to look like glimpsing into a nebula of swirling purples and pinks.

While each door was unique in appearance, there were still a few details inextricably linking them together. Along the top of each door, the text “Interdimensional Door” was paired with a seemingly nonsensical hashtag. And underneath that text, a QR code was present that, when scanned, sent curious onlookers to the website ProjectKuri.org.

Interdimensional Doors found in Toronto ON, Vancouver BC, San Francisco CA, and Tierra Del Mar, OR

The Key Unconsciousness Research Institute (KURI) Project
The Project KURI website explains that it is an organization interested in studying how dreams can serve as doorways to alternate dimensions. In order to pursue that research, Project KURI is actively soliciting members of the public to share their dreams. As the organization explains in an Instagram post:

At KURI, we’re turning imagination into exploration. Our dedicated team of scientists, psychologists, and visionaries are pioneering research into the subconscious mind, decoding the messages hidden in our dreams. But this journey is not ours alone – we invite you, dreamers, thinkers, and seekers from all over the world to join us. Share your dreams. Become part of a global community by pushing the boundaries of what’s possible.

Website visitors are encouraged to share their dreams through a form on the ProjectKuri.org website or to message audio submissions to the project’s Instagram account, with promises that “The Kuri Tapes” will be coming in the near future. Curiously, the site also features a block of ciphered text, with no other explanation for its presence.

Project KURI’s cryptographic message

Untangling this message in particular helps provide a few hints of things to come. And while it’s possible to solve this phrase as if it were an unclued CryptoQuote from the daily paper, there’s a more elegant solution hidden within the doors themselves.

Continue reading

Sifting Through Field Studies Institute Records is Surprisingly Fun

Last night, I received a package in the mail from the Field Studies Institute, containing a cassette tape that shouldn’t exist. Helpfully, the institute also provided a cassette player to help me listen to the tape that shouldn’t exist, along with instructions on how to use a cassette player to help me feel even older than I already do. But before we discuss the contents of the package, let’s talk a little about the Field Studies Institute, itself.

The Field Studies Institute: Finding a Narrative through Bureaucracy
The Field Studies Institute was founded in 1970, slightly after an incident occurred involving an object retrieved during the Apollo 12 mission. Eight Department of Defense researchers were charged with investigating the object, but something happened in the early hours of January 1st, 1970 that led to three of the researchers disappearing. The remaining members went on to found the Field Studies Institute, dedicated to investigating “transient objects” resulting from “Spacetime Deviations”.

According to a corporate training video, these transient objects provide glimpses into alternate timelines, both past and present. And that brings us to the heart of The Field Studies Institute‘s storytelling: much of what can be gleaned about the alternate reality game is told through pseudo-governmental paperwork, spanning decades.

The Field Studies Institute website featuring internal emails, training manuals, and paperwork

And while poring over training manuals and research reports might sound a little dull, the documents are filled with personality. Take, for instance, the story of Filed Studies Institute staffer Casey Pennington (FC-081-A). Players are invited to peruse notes from his excursions tracking down anomalies, which takes careful notes of where he ate and how much he paid for the meal, for expensing purposes. After scrolling through his scrawled notes, an addendum to his file notes Mr. Pennington’s ultimate fate at the company:

After multiple complaints from the Archives Department, a thirty-day “Performance Improvement Plan” was created to help improve the legibility of Mr. Pennington’s hand-written notes in April of 1983. At the conclusion of the “Performance Improvement Plan”, no improvement was shown and Mr. Pennington was relieved of his duties.

Players didn’t just learn that the Field Studies Institute turned to Performance Improvement Plans to force employees out of the company for poor handwriting – they got to experience exactly what sort of bad handwriting would drive the Archives Department to force the institute’s hand.

While The Field Studies Institute is still relatively new, the records are littered with similar glimpses into the bureaucratic mess that powers the institute’s research. The employee handbook references the company’s generous policy of providing “five deviation-induced discomfort days” in addition to standard time off policies. Which sounds great, until a chat between two Archives Department employees notes that the head of their department up and vanished for a few months, only for him to return to work like he’d never been missing in the first place.

Documentation of the Surveyor 3’s discovery of the anomalous object, in 1969

The artifacts and records are meticulously designed, but it’s the personality that’s injected into them that makes poring through the files a genuine delight. While both organizations share a passion for paperwork, The Field Studies Institute is no SCP Foundation – they seem to at least care about maintaining the illusion of caring for their employees. They just need to make sure everything is documented with the proper forms, first.

Continue reading

BBC1 Presenters Play Hooky for “Great DJ Hunt”

BBC1 Radio’s Greg James has theories on where his fellow BBC presenters have gone in the Great DJ Hunt

When BBC1 Radio presenter Greg James went into work on Monday July 17th, thirty of his coworkers decided to play hooky, leaving him in charge of the station’s hosting duties for the foreseeable future. He was greeted by a message written in Comic Sans from a “sentient office printer” providing the following instructions written in Comic Sans:

Happy anniversary, Greg! This time last year, Radio 1 took your show away from you and you had to win it back by completing the Giant Jigsaw. You traveled the length of the country, swam with sharks, and jumped off a 10 meter diving board (sorry about that). This year, you don’t need to worry: you’ve not lost your show. But every other Radio 1 DJ has lost their show. You’re the only one left. You’re on your own until you work out where the others are.

All of Radio 1 is in your hands. You need to read every text. Play every song. Speak to every caller. This is your dream come true! Non-stop Greg…until you can find a DJ to replace you. Would you like to know how to find your fellow Radio 1 DJs? You’ll need to go and get the next piece of paper.

That next piece of paper laid out the rules of Radio 1’s Giant DJ Hunt: Greg (with more than a little help from his loyal listeners) has to track down clues to the location of his missing colleagues scattered across the internet, and confront them with a simple question: “are you a Radio 1 DJ?”

Status of the Giant Radio DJ Hunt at the end of Day 1, along with the clues that caught Danny and Nat

The Giant Radio DJ Hunt So Far: A Dash of Geoguessr, A Sprinkle of Puzzling
At the time of this article, 11 out of 30 presenters have been found, with listeners tracking down clues left by presenters across their social media at a rapid clip. Charlie Hedges was the first to be found at a Tayto’s crisp factory in Northern Ireland after sharing an Instagram Story of herself outside the building’s four distinctive turrets (along with a picture of some potatoes). Meanwhile, Danny Howard and Pete Tong were tracked down because fans knew he had a DJ set in Ibiza, making it easier to track down the poolside photo he shared. Nat O’Leary and Dean McCullough had the most puzzle-heavy clue so far, with Nat’s Roman toga combining with Dean’s rugby gear directing listeners to the Caerleon Roman Fortress and Baths in Wales.

So far, the Giant Radio DJ Hunt has followed a similar flow: Radio 1 presenters (either alone or in groups) drop cryptic clues to their location in Instagram Stories, and listeners track down the clues. What makes the Giant Radio DJ Hunt so special is how leads and false starts are being documented, live on the radio.

Greg James kindly gave up his WhatsApp number, allowing fans to message with updates on the leads they’re chasing and their progress through the hunt. Accordingly, that allows the show’s producers (who have not joined their fellow presenters on the run) to follow up and facilitate live interviews about the hunt’s progress. So when a listener traveled out to the Roman bath house in Bath, they were able to report that an employee at the bath house checked out the picture and recognized it as the bath in Carleon, live on air.

Highlights from the Hunt are being syndicated on Greg James’ All Day Breakfast podcast, and vicariously experiencing tales from the hunt make for scintillating listening even if you don’t dive into the hunt yourself.

Continue reading

Hidden Bats Returns Players to the World of AI: Somnium

The Hidden Bats investigations hub

On May 6th, Saitama Prefecture students Aine Ichirai and Binato Sotobara were reported missing. At 10pm EST on May 7th, Aine’s Twitter account shared a chilling account: on her way home from cram school, she blacked out, and then woke up in a dark room with no windows. The only things of note in the room? A box with a series of numbered buttons, and a piece of paper saying “Solve the Puzzle”. Twenty minutes later, her account went silent. The same pattern repeated for Binato at 10pm EST on May 8th. After blacking out on his way home from college, he woke up in a room with a box with a number lock, a note instructing him to “Solve the Puzzle”, and a smartphone that only connects to the internet for 21 minutes, every other day. This is players’ introduction to Hidden Bats, an alternate reality game teasing Japanese game developer Spike Chunsoft’s upcoming game, AI: The Somnium Files – nirvanA Initiative.

A Brief Introduction to Hidden Bats’ Gameplay
During the game’s first week, the mechanics of the game have been relatively simple: as Spike Chunsoft explains in their press release, every day, the smartphone belonging to one of the two missing students will activate for 21 minutes, and they will share a note through their Twitter account. Players then have two days to decode the message, using the surreal images contained within a video called “Bats489” as a guide. Then, they would enter that “Nirvana Spell” into an online tool to generate the nine-digit combination allowing the students to move on.

Aine Ichirai’s first puzzle: a blue snake, a yellow penguin, a gray giraffe.

For instance, Aine Ichirai’s first note featured an image of a blue snake, a yellow penguin, and a gray giraffe. Each of these images appeared in the video, associated with letters spelling out the word “PAN”.

The animals from the first puzzle, appearing within the “Hidden Bats” video.

Entering that keyword into the Answer box on the Hidden Bats website as a “Nirvana Spell” triggers a congratulatory message, along with the first 9-digit code needed to proceed – [778888153]. Two days later, when Aine’s internet access was restored, she reported that the box opened up, exposing yet another layer to solve. Puzzles have gotten progressively complex over the past week as players progressed (requiring players to get more creative in identifying the referenced symbols and introducing shift ciphers), but the core mechanic has remained the same. Find the puzzle, get the word, transform the word into the necessary number sequence.

Entering the Nirvana spell

Hidden Bats‘ design made a somewhat novel choice for the alternate reality gaming space: the entire experience is delivered with near-simultaneous posting in both English and Japanese, across the game’s websites and social accounts. While other games like McDonalds’ The Lost Ring and Star Trek’s Alert Vulcan have integrated multiple languages into gameplay, those games typically turn global communication into a puzzle of its own, leaving it as an exercise for fans to translate the often expansive texts driving gameplay. By making the conscious choice to limit communications to 21 minutes a day, Hidden Bats manages to more seamlessly engage with English and Japanese speakers in tandem.

The daily scheduling (starting at 10pm EST and alternating between Aine and Binato) also introduces some welcome regularity in updates.

Continue reading
« Older posts