Category: Update (Page 1 of 41)

Return of the Duck Cult: A Doors of Divergence ARG?

The Paradox Bar: Doors of Divergence’s in-universe lobby (that also doubles as a functioning bar)

On my first visit to the Paradox Bar I received a free drink ticket from myself, welcoming me back to the timeless venue. A handful of colorful characters slipped out of time, and found themselves at an old bar from the 1950’s. As another version of me explained in a letter, “it’s kind of a watering hole for those of us trying to repair reality – a place to meet, talk about our efforts, and compare notes while we try to find the right set of choices that will fix this rift once and for all.”

A free drink ticket, from myself – not your typical pub experience

The Paradox Bar acts as in-universe lobby for a trilogy of escape rooms collectively referred to as The Paradox Cycle, although players often referred to the games by the company’s name: Doors of Divergence. The rooms had a relatively short run in New York City: the game’s first chapter, Heresy 1897 opened in June 2022. This was quickly followed by the release of its second chapter, Madness 1917, in September. Just over a year later, Doors of Divergence closed its doors with an in-universe farewell party in October 2023.

During those 16 months, I took seven trips through the rifts at the Paradox Bar, because the team designed an experience that meant every single visit was a completely different one, leading me through different puzzles and even rooms, despite nominally playing the same game multiple times. Luckily, an online alternate reality game seems to be implying that Doors of Divergence has found a new home, giving me an excuse to talk about what remains my favorite escape room due to the depth of its experience and the vaguely terrifying scope of its ambition.

The stage at the Paradox Bar.

Into the Rift: Beyond Choose Your Own Adventure
The Doors of Divergence experience starts at the Paradox Bar, where a welcoming bartender introduces teams to the space between times they have fallen into, and introduces a few of the colorful characters who have fallen into the rift with them. One might come across an engineer, an astronaut, or even a scout leader milling about the bar. Idle conversation might even trigger a special request for the pending journey through time: bring back a couple of gears to help fix a clock, perhaps.

My first night, the Paradox Bar even had some special programming planned, and the surprisingly spacious room’s stage was used for a variety show, complete with aerialist performance. Once it’s your group’s time to proceed into the rift, a member of the staff would pull you and your group to the side, and introduce the mission. But instead of dryly reading off a list of rules and regulations, players would be encouraged to pull a series of tarot cards, offering divinations of events to come (and the corresponding rules to help navigate those situations).

As players’ first interaction with the Rift, Heresy 1897 leads players into the past as they enter Edmond Cavanaugh’s study, where they encounter the game’s Proctor. Teams are challenged with a question that determines which of two completely different escape rooms to play, within that space.

One of the puzzles from Heresy 1897, that is only seen by half the teams navigating the escape room

That means that Heresy 1897 is technically two completely different escape rooms, that just so happens to occupy the same space. There’s an entire room of Heresy that is unique to that initial binary choice, and there’s nothing about the in-game experience that would even hint at that secret. Teams are also presented with a moral quandary at the end of every room, meaning Heresy 1897 has four different endings, even if teams complete the room.

To help players track these choices, post-game debriefs include handing out a series of cards to commemorate key decisions and actions from the escape room. Entering those codes into an online portal tracks your progress and choices through the game – not just for those key moments at the beginning and end of the experience, but for some of the smaller choices, rewarding players who push the edges of the experience. Did you get sticky fingers at an opportune time, or linger for a moment longer than you should have?

Madness 1917 is where you start to really see the impact of those choices, with at least four different narrative and puzzle experiences: every escape room team enters an insane asylum during the Great War, but the reason for being there is changed, and interactions with the sequel experience’s two actors starts taking a much more theatrical turn, although it is still an escape room experience at its core.

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Satoshi Found: Perplex City Just Got A Little Less Perplexing

It’s been almost fifteen years since Andy Darley entered Wakerley Great Wood in Northamptonshire with his trusty trowel in hand and dug up the Receda Cube, ending the first season of Mind Candy’s alternate reality game Perplex City and claiming the game’s £100,000 prize. While the game’s main narrative was solved with the discovery of the cube, some of the game’s most ardent fans continued to chip away at the game’s unsolved puzzles, designed to be nigh impossible. And on December 30th, the final puzzle was solved when players got in contact with a man based on nothing more than a single photo, and a first name: Satoshi. After over a decade, the puzzle Billion to One has been solved.

A Brief Perplex City Primer
Perplex City was an alternate reality game that launched in 2005, whose story unfolded through a series of collectible puzzle cards. According to the game’s lore, Violet Kiteway stole an object known as the Receda Cube from the Perplex City Academy Museum. After being teleported to our world, she buried the Cube and posted cryptic messages hinting at its location under the name “Combed Thunderclap”.

Not knowing his own daughter was the thief, Perplex City Academy Master Sente Kiteway partnered with Mind Candy to release a game: Perplex City. The game was designed to let people of Earth learn about their world and the theft, with the hopes that Earth’s puzzle-solvers could figure out what their Perplexian counterparts could not. And so, 256 puzzle cards were released into the world in four separate waves.

Clues on the cards might lead players to websites, blogs, emails, and telephone numbers, and a San Francisco live event even had one character escape the scene in a black helicopter…but for many, the heart of the game were puzzle cards themselves: every card had a silver scratch panel hiding a unique code that players could use to track their solves, powering a live leaderboard. Three puzzles were particularly notorious for being unsolved.

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BEN Drowned, Again…and Again…and Again

Ten years ago, a college student purchased a used copy of The Legend of Zelda: Majora’s Mask from an old man at a garage sale. The blank cartridge had no label: just the word MAJORA written on it with a black permanent marker. Over the next few days, under the username Jadusable, the fate of this nameless college student unfolded through a series of posts to 4chan’s /x/ board, the anonymous message board’s home for all things paranormal.

The story of Jadusable’s haunted Majora’s Mask cartridge remains one of the most iconic examples of internet creepypasta stories, under the name BEN Drowned. One of the things that set BEN Drowned apart from its peers was its use of video game footage as evidence to support the first-person narrative of Jadusable’s explorations of an increasingly cursed cartridge, culminating in a dramatic twist when followers opened the arc’s conclusion contained within the downloadable file, TheTruth.rtf.

The Haunted Cartridge arc that concluded the initial creepypasta story was followed by The Moon Children arc, an alternate reality game that gave players direct control over the fates of a forum of cult members tangled up with the malevolent force behind the first arc. But that wasn’t the end of BEN’s story. For that, fans would have to wait almost a decade for series creator Alex Hall to bring the project back from the dead.

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Gotta Hand It To ‘Em: A Creepy Doll Follow-up

Last month, JC Hutchins received a creepy package in the mail containing a doll wrapped in vintage newspapers. ARGNet’s coverage of this special delivery was given the light-hearted title, ARG or Not, Please Don’t Send Me Creepy Dolls. Much to my co-workers’ chagrin, our mysterious benefactor adhered to the letter of that request, if not the spirit, in sending a follow-up package to my work address earlier today.

A Quick Refresher: The Initial Mailing
Back in December of last year, JC Hutchins jokingly shared a Facebook Marketplace ad for a creepy doll, with a single word in response: NOPE. A month later, he received a package in the mail from “Ray Stantz”, with a return address listed as Dan Aykroyd’s former Los Angeles residence, a house itself rumored to be haunted. Inside the box? The doll from the Marketplace listing, wrapped in 1930s era newspapers with a message scrawled in red ink saying “LOOK AFTER THIS CHILD”, along with a series of period photographs of masked figures, vintage stamps, and other curiosities that look suspiciously like coded messages.

Hutchins meticulously documented the package on his website through a series of videos and photographs, but little progress has been made since the initial delivery.

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Jack Torrance Leads Players Through a Dance Macabre

In a recent interview with the immersive entertainment podcast No Proscenium, Sean Stewart (one of the co-creators of the alternate reality gaming genre as we know it) described alternate reality games as a dance. “In ballroom [dance], they used to say, and forgive the gendered reference, the gentleman proposes the step, the lady decides whether or not to accept. And I think increasingly, entertainment is moving into a world in which as creators we propose the step, but it is a dance. And you can’t do it if they don’t want to come along.” While alternate reality games will typically have creator-driven narratives, one of the most exciting parts of the genre is when creators carve out spaces for their audiences to dance, even if that leads in unexpected directions. And over the past few weeks, found footage horror channel Jack Torrance and horror-centric YouTube theorist Nick Nocturne went on one hell of a dance.

Meet the Dance Partners
Back in 2011, the YouTube channel Jack Torrance purportedly purchased 10 boxes of old footage and vintage records at an estate sale held in a barn just outside of Austin, Texas. The channel gradually started uploading videos, restoring Super 8 and VHS tapes for digital consumption. The found footage was a melange of short clips of Ouija boards, mannequins, and dessicated hands juxtaposed against more sedate scenes of daily life like a child playing or a girl applying makeup. Two years ago, the found footage was replaced with a series of four “modern” videos of someone exploring a house containing some of the items featuring in previous videos before switching back to found footage again.

At the time, Nick Nocturne had been running the YouTube channel Night Mind for almost a year, analyzing and summarizing online horror experiences like Marble Hornets, Unedited Footage of a Bear, and Alantutorial. Nocturne’s videos specialized in condensing sprawling experiences into more easily digestible forms, all through the lens of his four-eyed interdimensional cat persona. Night Mind ran a feature breaking down the series and its cinematography in conjunction with Nyx Fears.

Soon after the video aired, Jack Torrance went dark for two years. During its first five years of operation, Jack Torrance was an experience to consume and theorize about, with little to no direct interaction between uploader and audience. Viewers could theorize about what the footage might mean, but the channel was deathly silent. The only clue: in the descriptions of one of the channel’s final videos, the phrase “help” was spliced into the copy of the video description.

Invitation to Dance: The Return of Jack Torrance
Two weeks ago, Jack Torrance returned to YouTube with a livestreamed video titled “Find me”. In a video response, Nocturne explained that he interpreted that title as a challenge to the players to find the mysterious uploader, and that he was up for the channel. In addition to the response video itself, Nocturne left the following comment on the “Find me” video, which quickly rose to the most upvoted comment on the video:

If you want to be found, very well–I’m calling your bluff.

Make me come to Texas and I’ll track you down.

Nocturne received his response in the next video upload, with a corrupted message embedded in the video description answering “it is calling will you answer”. Interpreting this as an invitation to dance, Nocturne planned a trip out to Austin, Texas to hunt down the mysterious uploader and whatever supernatural force might be involved.

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Dungeons and Dragons Explores the Forgotten Realms of ARGs

Between June 1st – 3rd, Dungeons & Dragons is introducing a new adventure storyline to the franchise through the Stream of Many Eyes, a Los Angeles-based event that will be livestreamed on Twitch, featuring gameplay sessions with D&D streamers from popular tabletop shows including Adventure Zone, Dice, Camera, Action!, and Critical Role. And for the past month, Wizards of the Coast has been running an alternate reality game that bridges the gap between Wizards of the Coast’s Forgotten Realms and our own world with No Stone Unturned.

The alternate reality game kicked off on May 1st with a code hidden away at the bottom of the Stream of Many Eyes‘ announcement page on the Wizards of the Coast website.

Decoding the morse code revealed the hashtag #nostoneunturned, which had recently been used on Twitter by Kalesh Marivaldi under the Twitter handle @Immortal4tress. The next day, Marivaldi hijacked the official Dungeons & Dragons account to present fans with a challenge. According to Marivaldi, Elminster, one of Faerûn’s most powerful mages, sent a powerful stone to Earth along with a guardian to protect it. The guardian’s memories of his prior life were replaced with new ones, leaving him ignorant of both his true role and the nature of the artifact he protected. The Forgotten Realms had need of the stone, so Marivaldi charged Earth’s denizens with the task of finding the guardian, helping him reclaim his memories, and sending the stone back to its rightful home.

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