May 2013 Discussion Post: What’s Your Favorite Creepy Video Game?

May 1, 2013 at 12:00 AM

I’ve had some people ask that I set up a page with recommendations for scary books, movies, video games, etc – but since I’d surely leave out some quality stuff if I compiled the list completely on my own, I figured that the best way to do this would be via discussion post!

So please, this month, tell us about your favorite creepy video games! Zombies, general paranormal, horror, murder mysteries, psychological thrillers – if you can conceivably consider it a “creepy” game, feel free to recommend it and please do tell us why you chose that game in particular!

As people suggest their favorites, I’ll turn this OP into a master list of the community’s favorite spooky video games (with links to download or buy said games if possible, so if you’re recommending an indie or fanmade game that can’t be easily found on Amazon, please leave a link to its official website/download page to make things easier for me, thanks).

Thanks for the help, and have fun!

THE BIG MASTERLIST OF CREEPY VIDEO GAMES

PC Games:
.flow
Amnesia: The Dark Descent
Blade of Darkness
Call of Cthulu
Clive Barker’s Undying
Cry of Fear
Imscared
OFF
LIMBO [Special Edition | Steam]
Nightmare House 2
Pathologic
Penumbra Collection
Revenge of the Sunfish
Sanitarium
Scratches
SCP: Containment Breach
Slender: The Eight Pages
Slender: The Arrival
Slendytubbies
S.T.A.L.K.E.R. Series
System Shock series
The Binding of Isaac
The Crooked Man
The Graveyard
The Path
The Stone of Anamara
When They Cry
Which
White Day
Yume Nikki

Flash/Browser Games:
Exmortis
The House 1
The House 2

Multi-Console:
Alan Wake
Alice: Madness Returns
Bioshock series
Clock Tower series
Condemned series
Dead Rising series
Dead Space series
Deception series
Doom 3
Echo Night series
Fallout series
Fatal Frame series
F.E.A.R. series
Metro 2033
Ninja Gaiden series
Resident Evil series
Silent Hill series
Splatterhouse
The Darkness
The Suffering
The Walking Dead

Nintendo 64:
The Legend of Zelda: Majora’s Mask
Shadow Man
Killer Instinct
Turok 2: Seeds of Evil

Nintendo GameCube:
Eternal Darkness: Sanity’s Requiem

Nintendo Wii:
Calling
Cursed Mountain
JU-ON: The Grudge

Nintendo DS:
9 Persons, 9 Hours, 9 Doors
Dementium: The Ward
Dementium II

Nintendo 3DS:
Zero Escape: Virtue’s Last Reward

PlayStation One:
LSD Dream Emulator (The link goes to a ROM, but be aware that it’s only legal to download and use if you already own the game. If that doesn’t apply to you, the game is also available to download and purchase via Japanese PSN)
Hellnight (can’t find a ROM for this, sorry)
Martian Gothic
Tecmo’s Deception

PlayStation 2:
Haunting Ground
Kuon
Siren

Playstation 3:
Heavy Rain
Siren Blood Curse

Xbox 360:
LIMBO

MMORPG:
Dead Frontier
Requiem: Memento Mori
The Secret World

Not Yet Released:
The Evil Within

YMMV Creepy Nominations (anything prefaced with “not really a creepy game, but…”):
Batman: Arkham Asylum
Grand Theft Auto: San Andreas
Portal 2

 

NOTES:

  • Our referral code is included in any Amazon links. If you purchase any of these games via those links, thanks!
  • This list is still being compiled as people leave more comments with suggestions.
  • If you know of a reputable seller/download site for a game that doesn’t have a link of that type yet, feel free to comment and let me know.

Looking for an Old Game

March 19, 2013 at 12:00 AM
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Posted: January 11th 2013, 9:02 PM

Hey, I’m still kind of new here. My name’s Matt, and I’m looking for an old game that my dad and I used to play together on the SNES, taking turns switching the controller over after the other died. I remember the game-play pretty well, I just can’t seem to remember the title of the game or what the cartridge looked like, aside from having the main character on it. Figured I’d play the game for old time’s sake when my dad was still here…=/ All I remember in the title is it had the word Mayan somewhere in it, I think.

The game itself had a kind of darker background and atmosphere to it, and that’s probably why I remember it so well, compared to all the other brightly colored games from Nintendo, like the Super Mario Bros games. In the corner of the screen, there was a crocodile that’s mouth gradually closed down on your character as you got closer to dying. To progress, you climb up vines on trees or jump on spider webs, and find your way around like a maze of of the jungle, and they had some sand traps that opened and closed on the ground, as well as different animals that would attack you on your way, like snakes, monkeys, crocodiles, a boar and I think a jaguar at the end that was like the boss in the first level. You collected things like rocks or pouches full of them that you sling at the animals, and I think a bomb and whip as well. I thought it was something like Indiana Jones at first, but turns out it wasn’t.

My dad and I used to play for hours to get away from the little annoying chores around the house and school work for me, we were really close then. =) But after a while… he moved out after a big fight with my mom and I only got to see him once in a while, but sadly, each time I saw him, he seemed to be losing touch and his actions became more and more rash, and just oddly out of character for him…He left one day without even saying anything about why or where he was going. And I moved into his old apartment when it was available, since he had left some stuff there that I was hoping he would come back to.

So, this is really important to me, we haven’t spoken in over two years now, and its the only thing I have that’s still a good memory with him that my mother hasn’t ruined that I can hopefully share with my son in a few years. He was just born October, I named him after my father, Allen. =) I’ve tried looking through the few boxes of games he kept in his room, but no luck finding it. I wonder if he took it with him, wherever he went. But I just got a call from a storage company in the next town over that says payment for his bin is overdue, which I didn’t even know he had. So I’m going to check that out within the week, or they might auction it off, so I’ll see if there’s anymore games or family pictures or anything of personal value in there. It would help out a lot if any of you could tell me what the game was called, so I know what to look for. It would be very much appreciated. I don’t know what happened to the SNES either, maybe its in there, if not I could probably just buy it on eBay or something if I find the game.

Posted: January 13th 2013, 5:33 PM

Well, I’m back…and I found it, Pitfall. I’m a bit shaken up after all the weird shit that’s gone on from this though. I couldn’t very well have typed all this out in such little time, so I’ve started up my voice-to-text program to tell what’s happened. Which brings me to ask this, since I don’t remember having these experiences from the game ever before…Has anyone else had strange experiences with this game that they couldn’t find an easy explanation for? I mean, I know some of it could be explained if its just a hacked game or whatever, but truth be told I wasn’t scared by most of the images, or texture changes in the game. There were however these really odd noises that I’ve never heard before, that didn’t even sound human. And there were strange things going on around me, with my senses, and in my dreams…I’ll be honest, because I must sound like some kind of hippy right now, I don’t really believe in ghosts or paranormal phenomenon or anything like that, but I can’t find any rational explanation for what this game seems to have done, it’s gone far beyond breaking the fourth wall and I don’t know what’s going to happen next, which terrifies me. Maybe I’m just going crazy, I’d just be happy to know that that was true. But considering I’ve recently seen a psychologist for a routine check-up, since I usually have alot of stress in my job and daily life, and having been told a couple weeks ago my mind was just as sharp as any other person’s, I just don’t get it. What’s happening to me, it’s not normal, it can’t be.

Okay, let me try to explain what I’ve experienced in a bit more detail if that helps. See, I didn’t have a car to go check the storage containers a couple days ago, I usually just borrow my roommate’s car to get to and from work, and to see my wife and son sometimes. But he’s been away for vacation this last week. And…I just couldn’t wait to play the game, so I found a download for a Super Nintendo emulator that worked fine, and a download for Pitfall: The Mayan Adventure.exe on Piratebay the next morning after my last post. It took a while to download, because I’m using a crappy Asus laptop. But it played fine at first, just like I had remembered it. Aside from my father not being there, I was having fun figuring out the tricks to the game again and the controls on my computer were simple enough.

I would go into more detail of the gameplay at the beginning, but just play the game for yourself and you’ll see its not the most complicated game there is, I don’t want to bore you with detailed explanation of hours of gameplay, and don’t feel I have too much time left before my turn is up, so I’m speaking to my speech-to-text program and just going to use the spell-check with it, while its still fresh and clear in my mind. Here’s hoping it gets it right. But I have to know if anyone else has experienced any of this and if so, how to stop it, or at least I can hope to help other people avoid the same fate I fear my dad and I are going through now. I know he’s still alive, he has to be…I know it now.

Well, if you’ve ever played this game, you know that every time it froze on a Super Nintendo system, whether from the cartridge having dust, or you accidentally moving the system an inch, you would have to reset the game and start over no matter where you were. After I had been playing for a while, I was trying to be thorough playing through the levels and as soon as I got up to 443,550 points, with three pouches left, and two lives, the game on my laptop froze and the game crashed altogether. I was pissed off at first, but I noticed something when I went to the files to launch the game again, there was another file added that said, “HeyBuddy”. I hadn’t really thought about it at the moment, but that’s usually how my dad would address me as a kid. Out of curiosity, I clicked the file and it opened a box of text that said, “Your turn is up.” Which I remembered my dad and I used to say to each other when the other had died.

It was a bit strange for me, to say the least, but it…the program, started itself up after I went to close the text-box. I noticed the three lights on the bottom of my laptop, that were usually white, green, and flashing white from left to right were now all solid red, which I’d never seen before as my computer started making that noise it makes when it gets heated up after being on for a while, but it was louder than it usually is. I didn’t mind it much, it just sort of stuck out in my mind for a moment. The screen was just black for a while, so I figured it was going to crash again…but then the animation before the title screen of the game popped up and played like it does whenever you reset. The text played normally, as I expected, but when the shadow of the boy’s father shows up at the doorway, it isn’t grabbed by anything, the shadow actually looked like his dad was stabbed and he fell to the floor. The boy didn’t exclaim “DAD!” he asked “Dad?” and ran towards the door. He was pulled through the door by something I couldn’t see on the screen and red lines ran down the stone face in the room the boy was in as static started playing…it was obnoxious. I didn’t realize until a little later that the red lines were supposed to be blood. Until red ran in through the door in a small puddle I guess it was, from where the boy’s father fell to the ground and where the boy was abducted. It was a bit odd, and unexpected.

Honestly, at this point, I wasn’t very scared though, it did seem odd and nothing like I remembered, but I thought it was pretty cool that someone was making this a more interesting game-play experience and potentially changing the story line, though this was a Super Nintendo game…there wouldn’t be much story line anyway. And since I’d pretty much beaten it in the previous play-through before it crashed, I actually hoped there was more, and unfortunately I was right. I moved over to options at the title screen, because I wanted to see if the controls were as I had set them before it reset, but the static sound picked up, as if the game was getting angry with me and the cursor moved itself over to play and it was selected.

At this point, I was just hoping my computer didn’t have some kind of virus from downloading the game. It wouldn’t be the first of my computers getting a virus from something like that. But this was an entirely different virus from anything I had seen before, if it was a virus that is. Maybe just an exceptionally good programmer.

The static sound stopped as soon as the screen transitioned to black and came up with the screen that said the first level name, “Ceiba Jungle”. Once it showed the play screen with the character, I saw the character wave to me, I paused for a moment and awkwardly waved back…I don’t know why I did, I just felt compelled to for some odd reason. The level looked exactly the same. But then, I noticed something, the main character looked different, he looked like he was trying to talk to me, and like he was in a panic at the same time. I felt the same for a split second, and when he tried to talk to me I realized…that was a sprite of my dad on the game. This brought a mix of emotions to me that were disturbing, part of me felt hatred for him leaving, partly was happy to see him there like we were playing the game together again, and the last part was the onset of genuine fear and paranoia. I thought, maybe someone was messing with me, and who was watching my life and doing this to me and why?

I pressed escape over and over again, trying to close the game and even tried to manually turn my computer off by holding down the power button, but nothing was working. And the character on the screen, he was still silent, there was no sound as he ran to the left of the screen, he ran straight into a tree trunk with a thud and fell to the ground a couple times. What scared the fuck out of me was that every time he did, I heard a slam against the door down the hall, in time with the game. When he stopped, it stopped. My heart was racing by now, and I rushed to look out the window overlooking the front door, but there was nothing, absolutely nothing and no one at the door, and I was the only one in the apartment. I was pretty scared to say the least, and half-expecting him to be there. I stood there for a minute, baffled, thinking I was going insane.

I ran back over to my laptop and wanted to see more of what was going to happen, but the character was gone. And as soon as I sat down, the game crashed again, and when I went to re-launch the file, it gave me another phrase that said; “YourTurnSon.” I clicked it, it read: “You’ll soon find out why.” I was a bit confused at that, but I didn’t want to restart the game, I was done with this weird shit. It did the same as before, it launched itself, went to black, then skipped the intro and went straight to the menu. And again, it wouldn’t let me press escape or manually turn off the computer. So I figured I’d outsmart it, I closed the laptop and unplugged it, hoping the battery would die soon and the next day I’d have it reformatted to get rid of the obvious virus. But it wasn’t that simple, even though I had muted my sound the last time it crashed, I heard a loud scream coming from my laptop, it was a scream of torment and torture, and it sounded like it was in my dad’s voice. I panicked and threw the laptop at the wall, but it got louder. I’m surprised my crappy laptop still works to be honest. It didn’t stop until I opened it up again and pressed play.

When it came to the first level again, I immediately noticed the level was different, everything was black and white, the only thing separating the black things and background was all the outlines traced in white. I couldn’t really tell if my character looked the same as before or not. But I also saw my health, it usually always started you at three lives, but it started me with two this time. I heard something that sounded like a record playing something in reverse…That didn’t bother me so much as the in-humane screaming and crying I heard from the left speaker, leading me to go where I’d last seen my dad’s character. I walked back to the left of the screen where the open tree trunk was, it looked like the hole in the trunk was all red though, and it looked sort of like a portal.

I didn’t want to go in yet, so I turned back and walked to the right, I went as far right as I could. And as I did, I started to see white things sticking out of the ground, I thought they were spikes or something like that, that I just jumped over. But when I stepped on one, I heard the cry of a wild boar that sounded like it was being tortured. And suddenly I realized, these were the skeletal remains of the animals that I had faced before on the ground. I heard some strange noises from my speakers that sounded like low laughter. Like that of something not human, demonic almost as I ran to the left of the screen again, towards the red portal. It got louder the closer I got.

The game crashed again when I went through. I was relieved. This time I could avoid clicking the files and reading whatever ridiculous things it had to say and try to shut down the computer without the game running at the same time. I checked again to make sure my speakers were muted, and I took the laptop and stored it under the stairwell outside between some blankets and old pillows next to the trashcans. Hell I would have welcomed someone trying to steal it. But I needed to get some sleep, it was a lot later than I thought it was by now. I knew the limits of my speakers and I knew I wouldn’t hear it from my bed at the least, I just wanted to forget about that game and give my laptop away to any unfortunate random pawnshop owner the next morning.

But that night, last night, I had some very strange dreams. I heard the screams again, the crying, and distorted laughter. I saw everything in the game play in my dream over and over, but I was seeing through the eyes of the character and it all seemed so real. But I heard my father, he said; “Help me Matt, buddy I need your help. Find it.” I didn’t know what he meant by that ‘find it’ part, but I knew in that dream exactly where he was, he’d gone to find the Mayan ruins from the game, to find something that I wasn’t clear of. After that, I saw him, and his body violently purge his skeleton from his flesh, there was blood and organs scattered everywhere around the pile of bones mostly mangled together, as he screamed and to my amazement started to laugh too. I don’t know why, or how he would have found them, but I knew I’d find him there and maybe there was a chance I could still help him and get him back before anything like that happened to him. Now I knew where to look.

So, at about 3 AM I was startled awake with tears down my face, then went to get the laptop and plug it back in to find out more. It had already brought up the game files, with a message that read: “WelcomeBack” and when I clicked it, the text-box said; “Come find me, you’re ready.” Then, I didn’t give it the chance to launch itself and I launched Pitfall myself and just pressed play, and the game let me this time. Now there was nothing, but my dad’s character, and pitch-black all around. There was this quiet music playing, that sounded like a pipe organ, and some low dark chanting or hymns or something, there were a lot of words I couldn’t quite make out. But I started feeling a burning sensation throughout my body, I almost couldn’t stand it as I heard flames crackling, I wanted to claw my skin off and I smelled fire for a split second. I got up when the sensation faded and checked around the apartment, I was the only one here, I never smoked, and our apartment can’t even facilitate fixtures for a stove of any sorts. The windows were all closed and we had no air vents, I still couldn’t imagine where that smell came from. When I got back to it, the last life went from one to zero and the game crashed for the last time and, when I checked, it had deleted itself completely from my computer. I had also used my Windows audio recorder to record some of it, but the files were either deleted or renamed and moved when the game crashed the last time. I’ll keep looking for that audio file. I tried to find the name of the author of the file download today, and I remembered the name was “Hourglass11″, but the file was just gone and I couldn’t download it again to find out more of what was going on. I have to see what’s on that damned cartridge…maybe it will give me more to go off of.

Posted: January 14th 2013, 12:11 PM

I’ve calmed down a bit now, as I type this last part myself. But that will only last until the next dream haunts me, and calls me to find him. But I realized today, that I am actually becoming my father in a way, as much as I don’t want to accept it, I’ve been rapidly drawing away from my family and becoming more reclusive because of all this. As much as I want to stop looking and break the chain now, I just can’t…I already took a vacation from work and went to the storage container when my roommate got back. I didn’t bother explaining to him, I knew he wouldn’t believe me. And I found both the game and the SNES in the same box with nothing else in it. Everything on the cartridge sticker were blacked out, except the character, that looked just like my father…a lot of people say I’m a mirror image of him. I’m going to find out where exactly he is and buy tickets to Mexico to find him and those ruins.

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The Systelien Specter

February 25, 2013 at 12:00 AM
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Back in May of 2010, my best friend, Andy, and I wanted to make a video game that we thought was going to change virtual reality gaming and the horror genre forever. We were both out of the university, me with a degree in computer programming and him with digital art design. Both of us were avid gamers. I think we played a bit of just about everything: racing, JRPG’s, MMO’s, sports, you name it. We wanted to make a game unlike anything you could get coming from overseas. You could call it an ambitious goal for a couple aspiring indie gamers, but both of us were ambitious guys.

Andy was a big fan of horror and was actually the first to come up with the idea. We had heard of the 4-Dimensional theaters that were being introduced in places like Korea and London, where you weren’t just watching a movie, but feeling it and smelling it. If the movie was set in a pine forest, there were triggers that would release the scent of pine to the audience. Likewise, if the characters were standing on the windy deck of a ship, fans, would start blowing to mimic the conditions of the movie in the theater. All of it was to create a more realistic, interactive experience for the viewer and we thought it would be awesome to try to implement that with a 4D game.

Obviously, we didn’t have the manpower to make an entire game by ourselves. We were in a lot of debt because of school and wouldn’t have been able to afford the virtual reality hardware in our wildest dreams. That, and we had no idea how to develop the technology needed to create the 4D gaming experience. Throughout the following summer, we networked like crazy, pitching our ideas to different developers, both indie and big-time. There was interest, but the 4D concept was still very much in development and no one was sure they wanted to invest time and resources in it without the assurance that it was going to hit off.

I won’t bore you with the details of how it happened, but we finally hit a breakthrough in September when an independent company called Systelien contacted us after our attempts to pitch the idea to them. They thought it had potential and were interested in on-boarding us us writers and programmers. The company itself would take the rights for the game, of course, and there would be a team that would make the final decisions during all stages of development. It was still more than we could have ever hoped for.

There was a team of 150 people, a third of which were hardware developers. The “controller” was built into a padded, inclined chair with a minimalist headset that fitted around the players eyes and ears. The joystick and buttons could be swapped on the arms to accommodate if the player was left-handed or right-handed. Really high-tech right? Where the money was really sunk was in the environmental simulators and the sensors and nodes that would be attached to the player’s body to monitor their physical status.

Like I said, the game was meant to be a horror game. We settled on the story of an unnamed character going into a haunted mansion to get rid of evil spirits and getting stalked by a demon. The most cliched plot and setting you could think of, but that was what we were going for. We wanted something that would easily be associated with fear. The idea was that the demon fed off fear and would find you more easily if you were afraid. First, it would scare and drive the character crazy and then it would kill him/her.

The monitors attached to the player analyzed the physical signs that the player was afraid (rapid heartbeat, dilated pupils, harsh breathing, clammy or sweaty skin, etc.) and use that information to determine how aggressively the demon would act. You could think of it as a social experiment; you could see how well a person would stay calm under pressure. Theoretically, a completely calm person could make it through the entire game without much danger, but the scares and the atmosphere wouldn’t let you go through the first level without making you anxious.

The real fun started once the demon came after you. We wanted to keep it subtle. No jump scares. That was cheating the player out of the experience. If you think about it, people with real paranormal experiences never report a demon breaking through a glass window and going for your throat. They report brushes against the skin, whispering in your ears, a loud sound in the distance, even tingling or electrical sensations.

Those were the kinds of things we recreated. We programmed the system to deliver these audio and sensory cues when the player reached a certain level of anxiety. The more scared you were, the more scares you received. At the beginning of the game, you might hear a heavy breathing or footsteps behind you. You might even feel cold spots as you navigated the mansion. As you progressed and became more tense, you might feel a grip on your arm (from a blood-pressure like cushion on the chair that tightened around the muscle) or a hiss directly in your ear along with the feeling of breath. It was elaborate and it took forever to produce, but when they hooked you in, it was amazing.

I had the privilege of being one to test it as it was being produced. They put me in the chair, turned off all the lights, and would play the game through the headset as well as project the images you were seeing onto a wall so that the team would see it too. The graphics were realistic they got the rooms of the mansion down to the last detail.

About a year and a half after the sensors were developed and implemented into the system, we started looking for beta testers. We started advertising in magazines and message boards for people to come in blind and play the game, giving any criticism or reporting any glitches they experienced. The majority of the feedback we received was positive and, after several revisions, we could safety say that we had a successful project.

Of peculiar note were the reports from the beta testers in which they claimed to get the feeling that someone was in the room with them or that they were getting tingling or hot/cold sensations in parts of their bodies where the nodes were not attached. The room where the chair and the interface were located were kept clear, aside from the player, as often as possible. The team was separated from the room by a one-way mirror. We would have been able to see if anyone was in the room apart from the player and in nine out of ten cases when this was reported, there was no one (the other 1/10 were when a technician was coming in to check the interface).

There times when we would disable and re-enable certain audio and sensory simulations to further test which ones gave more stimuli than others. During one play through, the player might have the cold spots and then during the next, those would be disabled. We never told the players which ones were activated and which were not. The strangest cases were when someone playing the game for the first time would report a cue when it was clearly disabled.

In one particular case, a middle-aged woman reported her hair being tugged gently. I can tell you right now, that had not been programmed into the game at that point in time. It was an odd occurrence, but one that could have easily been chocked up to the imagination. Actually, we assumed that most of cases like this were due to the power of suggestion. We just cautioned the rest of the beta testers not to talk about what they went through so that the people coming in could get as authentic an experience as possible.

As tends to happen in these situations, people started spreading rumors. Some of my favorite rumors were the ones that made the Systelien staff out to be cultists who were secretly sacrificing the beta testers to the demon portrayed in the game. I have no idea how that one held up as long as it did, since there were absolutely no reports of injuries on- or off-site and every single one of the the testers came out of the building alive. The internet and gossip does strange things to people, I guess. However, it was rumors like that that were starting to give Systelien a bad reputation. We decided it was time to bring in the media to defeat some of these rumors. We hadn’t wanted to have reporters before for fear that other gaming companies would try to copy our methods, but now seemed like as good a time as any.

We got several offers and wound up taking one from a popular gaming magazine. The reporting team came in and interviewed us about the games and the 4D techniques used. We used the opportunity to show them around the building and debunk the rumors about animal and human sacrifice. It was actually pretty funny; after the interview, the reporting team wanted to try out the game for themselves. They all had good things to say about it and when the article was published, donations and other requests for interviews began streaming in. Andy and I said we should have let the media come in sooner for all the benefits we were getting.

The more we searched Systelien’s message boards, the more we started noticing threads crop up about people who claimed they were experiencing the things in the game after they had left Systelien and gone home. They were going through the same supernatural phenomena in their every day lives as they had in the game. In every claim, they said that they would feel as though someone was getting very, very close to them, looking over their shoulders, and breathing down their necks. I guess that was one thing about the demon in the game that we had neglected to mention. It had no sense of personal space. The reports eventually involved both minor and violent poltergeist activity. And people would be going through this for days afterward. The reports helped to spread the word even more, but it didn’t help the persisting rumors that the testers were being possessed.

The most popular thread where the reports were being archived affectionately called the demon causing these incidences the Systelien Demon or the Systelien Specter. I liked the Systelien Specter better.

Then came the day when a young man, only 17-years-old (we’ll call him John), claimed that he wanted to file a lawsuit against us as he had been scratched during his time playing the game. As I remember it, John had been doing fine up until he had reached the basement of the mansion and then had screamed for us to let him out. The only evidence of the scratches were pictures taken after he had exited the building. The scratches shown on the pictures were deep and red, clearly not something that had been dealt by a human. Maybe by a machine, but an inspection of the chair revealed no sharp parts sticking out. The lawsuit was eventually dropped since there was no way to prove he hadn’t scratched himself prior to coming in. It’s not like we do a full body examination before sitting our testers down into the chair.

It was at this point we decided to stop bringing in random beta testers and test the game ourselves for the last stages of development. I was one of the first to be strapped in. They had added so much stuff to the game play and so many more cues that I barely recognized it from the first time I had played. I remember going down the foyer staircase after exploring a series of darkened hallways lit by old Victorian-era lamps, feeling my palms sweat and the hairs on the back of my neck standing on end. The wind outside the mansion had been howling for the last half hour and it sounded like someone was whistling a funeral march.

I paused on the stairs to look at the windows, searching for any weird textures needing to be fixed, when I felt a tingling along my spine on my upper back, like someone was pressing his or her chest against my back. It wasn’t just in the game, I could feel the press in reality. I reached up and felt only the chair. The thing that really set me off, though, was the voice that spoke my name in my ear. It was whispered and very clear, no mistaking it for the wind. I spun the camera around, though I knew there would be nothing to see. The demon had always been invisible. Now I knew why some of our testers had joked about feeling violated while playing.

I just assumed Andy had played a joke on me, but he swore up and down that he didn’t put any coding in the game for the demon to say the player’s name. That would have been my department, not his. He just designed skins. Still, I remained convinced that someone was just having fun with me. There wasn’t even a place to input your name! Someone must have pre-recorded it.

I played through the rest of the area and then headed home to file my report. It was another late night; I had been pulling the late shift for a couple weeks as our deadline was drawing closer. We had been having decent weather until about 2 AM, when the wind picked up and the rain was coming down in buckets. Andy and I had come from the Midwest and were used to bipolar weather. I just worked on and payed it no mind.

Until the power went out, anyway. I grabbed my flashlight, feeling all the anxiety from my time in the game returning. This was a different story, though, and I knew that. My house wasn’t haunted and I had never believed in ghosts for my entire life. My brain said it was ridiculous, but my pounding heart told a different story.

I couldn’t help but feel every draft and hear every creak of the floorboards as I went down to the generator (which, of course, was in the cellar). The wooden steps lead me down into the darkness and I have to admit that, by the time I reached the concrete, I was considering just going back upstairs and burrowing myself into my bed. I forced myself to cross the floor to the generator and turn it on. Immediately, the back-up lights flickered on, casting a red hue over the dusty shelves and rusty tools on the work bench. So, now I got to be in hell, too.

The way back wasn’t nearly as bad as the way down and I reminded myself that everything I had experienced in the game had been just that, in the game. There was nothing to worry about. The demon – the Systelien Specter, or whatever – was an enemy made out of ones and zeroes. It couldn’t do anything to me.

I was halfway up the stairs (about at the same point I had been in the game when I had heard my name, actually) when I distinctly felt someone tightly grab my wrists. As in, squeezing-like-my-wrists-were-being-juiced tight. I screamed and dropped the flashlight, which went off on impact. There was no one there, but I still slapped at where I imagined the hand had come from and clamored up the stairs. I didn’t stop until I was out the front door and in my driveway, getting drenched and not caring. I whipped out my cell phone and punched in Andy’s number.

He said he knew how I felt. During his test play through, he had accidentally backed his character into a fire since he had been so busy keeping an eye on the rest of the room. We had all laughed at the mistake, but he hadn’t mentioned the fact that after we had taken him out of the game, he had felt a burning in his lower calf. Later, when he looked at his leg after getting home, he discovered he had a first-degree burn right where his character had touched the fire. I drove to his house and looked at his leg myself. He had already spread ointment on the area and bandaged it up, but when he pulled it back, I was staring at a red and swollen burn wound.

Out of morbid curiosity, I called the other members of our team who had tested the game that day. It was the same story all around. In the game, Jill had stood in front of a window that had shattered and then cut her hands while picking up the jagged pieces of a ceramic vase had suddenly fallen to the floor. Matthew’s character had been crushed by a falling bookshelf and then, when he had been getting into his car, his door had closed when he wasn’t ready and three fingers had been broken. I looked at my wrists again, where dark, purplish bruises were forming. These couldn’t be coincidences any more. I didn’t know what was going on, but it wasn’t just a game any more.

The next day was a holiday, so everyone at Systelien was off. I invited anyone willing to go back to the game room to try and play through the game one more time. Andy and I had gone through the possibilities. The point of the entire game had been for the character to go into the mansion to exorcise the demon. They could do it by collected special candles and then lighting them in a circle in the attic of the mansion. After some other steps were done, the demons would be forced out of the house and everything would go back to normal. It had been a crazy night and at any other time, I thought we would have been crazy for discussing these things. We thought that maybe, by completing the game and, by extension, the ritual, we could stop whatever the hell was going on. After all, no one, to this day, had ever finished the game from beginning to end.

The game was as complete as it was ever going to be. Andy volunteered to play, for which I was grateful. Maybe it was cowardly, but I didn’t want to be the one to go in. The room was frigidly cold as we attached the nodes. We threw a blanket over Andy to make sure he didn’t freeze. The rest of us (five, in total, not including Matthew, who had gone to the hospital to treat his hand) gathered behind the one-way glass to watch.

It was eerie, watching his progress through the game. I knew all of those corridors so well, having labored over their game files for months. Yet, now, everything looked new, now that I was sure that I knew what the game was capable of. I watched Andy’s heart rate rise and fall on my monitor. His skin-temperature-analyzers went haywire as he rounded every corner. As was supposed to happen, he felt the demon close in when his fear spiked. But this time around, its interactions were low-key, almost subdued. I fought against my suspicion that it was just biding its time. The demon was made of ones and zeroes. Numbers can’t hurt anyone. I thought this even as I rubbed my bruised wrists.

It took four hours for Andy to make it all the way through. He didn’t even take a bathroom break. He just wanted to get this done as much as we did. He crept through the halls, doing his best to keep calm despite the advances of the demon. He collected the six candles needed for the ritual and made his way up to the attic.

Then, things started happening that were definitely not in the programming. The paintings and potted plants in the game began shaking and flying off the walls, clearly aimed for his character. In the safety of the monitoring room, two filing cabinets overturned before sliding across the floor and knocking down two staff members. Wires attached to the wall disconnected and sprayed sparks around the room. Grabbing a fire extinguisher, I prepared to extinguish any flames that cropped up.

Andy had placed the candles on the floor of the attic and was using an old lighter to light them. He was able to get the fourth candle lit before he suddenly bucked in his chair, screaming for us to stop the game. When we rushed in, I saw his hands flailing, as though he was trying to tear off the nodes and sensors glued to his body. Maybe that was part of it, but when I got a closer look, I realized he was fighting with something invisible that was holding him down on the chair. His shirt and face had been slashed and blood dribbled from the wounds. I was afraid I was going to break his arm since I was pulling so hard to get him off the chair. Finally, we got him free and out of the room, slamming the door behind us. Andy’s character had already died and the ‘Game Over’ screen mocked us as we scrambled to call an ambulance.

I didn’t sleep for the rest of the day and the following night as I waited in the hospital. Andy’s wounds were worse than we thought. There was a a massive amount of internal bleeding that we hadn’t known about. The doctors tried to stem the blood loss with transfusions, but their efforts were for nothing. Andy passed away early in the morning.

A week later, I saw a news special about the death and its connection to the game and Systelien. I couldn’t blame whomever had blabbed. The police blamed Andy’s death on the system malfunctioning, as though that could explain the scratches and the internal trauma. Our supervisors didn’t care. They ordered the project to be shut down and I was grateful. I never wanted to see that game again. The only way I was ever going back to the Systelien building was if that room was demolished and the chair dismantled. Though, to be honest, I wouldn’t have been surprised if anyone who tried to take it apart was attacked as well.

I left the company when the announcement was made that the game would be discontinued. People on the forums expressed everything from disappointment to relief. The game was over.

For weeks, I couldn’t stop glancing over my shoulder. I moved away from the town and the memories I had of Andy. My co-workers held a farewell party for me, despite the fact that they probably had the right to blame me for everything. They said that I had helped make a game that would never be forgotten by anyone who played it.

That was all well and good, but I was desperate to forget and spent the rest of my life trying to do so. I was always keeping two eyes on the shadows and jumping at every little creak. There was this little fear that I would hear my name whispered in my ear again, which would mean that whatever I had created had followed me, and I never wanted to think about that possibility.

The only thing I could do was try to sleep and ignore the times when I felt an invisible, clammy hand stroke my face.

Credit To – theHootax

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Jvk1166z.esp

January 8, 2013 at 12:00 PM
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Some people might recall some momentary buzz caused a couple of years ago by a particularly odd Morrowind mod. The file name was jvk1166z.esp. It was never posted on any of the larger Elder Scrolls communities, usually just smaller boards and role-playing groups. I know in a few cases rather than being posted, it was sent via PM or email to a ‘chosen few.’ It was only up for a few days, to the best of my knowledge.

It caused a buzz because it was a virus, or seemed to be. If you tried to load the game with the mod active, it would hang at the initial load screen for a full hour and then crash to the desktop. If you let it get that far, your install of Morrowind, along with any save files you had, would become completely corrupted. Nobody could figure out what the mod was trying to do, since it couldn’t be opened in the Construction Set. Eventually, warnings were distributed not to use it if you found it, and things died down.

About a year later, in a mod board I used to frequent, someone popped up with the mod again. He said he was PMed by a lurker who deleted his account immediately after sending. He also said that the person advised him to try playing the mod through DOSbox. For some reason, this worked… sort of. The game was a bit laggy, and you couldn’t get into Options, Load Game, the console, or really anything else, other than the game itself. The QuickSave and QuickLoad hotbuttons worked, but that was it. And the QuickSave file seemed to be just part of the game file, so you couldn’t get at it anymore. Some speculated that the changed game used an older graphics renderer, making DOSbox necessary, but it didn’t LOOK any different.

This part I can speak about from personal experience. When you start a new game in JVK (as the board came to call it), once you left the starting bit in the Census Office and came into the game proper, the first thing you notice is that the ‘prophecy has been severed’ box pops up. This is because every single NPC having to do with the main quest is dead, with the sole exception of Yagrum Bagarn, the last of the Dwemer. Their corpses never despawn, so you can go check on all of them. In effect, you begin in a world that is doomed to start with.

The second thing you notice is that you’re losing health. It’s only a bit, but it keeps happening, a little bit at a time. The longer you stay in one place, the quicker it seems to occur. If you let this health loss kill you, you’ll find the cause: a figure we came to call the Assassin, because he seems to wear a retextured version of the Dark Brotherhood armor from Tribunal, even though the expansions don’t work in JVK. It’s all black, completely untextured, like he’s just a hole in space. The way he moves… he gave me quite a start, the first time I saw him scuttling around my dead body. He crawls inhumanly on his hands and feet, his arms and legs splayed out like a spider. You’d usually only see him after death, crawling around and over your body just before the reload box popped up. Occasionally, you could catch a glimpse of him darting around a corner or crawling on a wall or ceiling. It made the game very difficult to play at night!

Other than that, the only noticeable difference is that at night, at random intervals, every NPC in the game will go outside for a few minutes. During this time, the only thing they will say when hailed is, “Watch the sky.” Once they return to their normal behavior they act like normal, though.

watchthesky

After a while, a player on the board discovered a new NPC named Tieras, a male Dunmer in the temple at Ghostgate. Two things are notable about this NPC: first is his robe, a unique article of clothing that was lovingly rendered with twinkling stars all across it, looking like a torn-off chunk of the night sky. The second is that all of his dialogue, in addition to showing up in the dialogue box, is voiced. You can skip it if you wish, but it all sounds like it’s in the default male Dunmer voice. Some people said that they thought the voice was “slightly” different, but it was a very, very good imitation.

I won’t go into the details, but the questline he sends you on has to do with a dungeon referred to simply as ‘The Citadel.’ Up until this point, the quests were all of a fairly generic ‘discover the secrets of the ancients’ bent. The entrance to this dungeon is on a small island far to the west of Morrowind proper. I eventually discovered that if you used a Scroll of Icarian Flight at the westernmost point on the main landmass and jump directly west, you’d end up almost exactly at the island.

Even though the dungeon is called The Citadel, it goes straight down. It dwarfs any other dungeon, both in size and difficulty. From a natural cave area you’ll proceed down into an ancestral tomb looking area, then a Daedric ruin area, and then a Dwemer ruin area. I made it down to the Dwemer Ruins before I quit. The creatures here were strong enough that a level 20 character would have to take care, and since you can’t use the console in JVK, level 20 took a while to get to. Since QuickSave and QuickLoad are your only options, it’s all too easy to get yourself into an impossible situation too. I did, and I just didn’t have the energy to start over.

Now what I’m telling you is based on what those few who went further reported. Past the Dwemer Ruins you find yourself in a level like the Dwemer Ruins, but darker. Rather than the usual bronze, all the surfaces, including those of the creatures, are black. The sounds of machinery are loud here, and grow louder still, randomly. There’s also steam or fog everywhere, limiting your vision to about ten in-game feet or so. If you can make it through all this, you will reach a hall that those who found it called it the Portrait Room.

Like the fire in torches or other effects from early 3D games, this room has picture frames that always face directly at you, no matter how you look at them. The images in the frames were always randomly chosen images from your My Pictures folder. On the board, the ones who got there had some fun posting screenshots of the Portrait Room with various pictures in the frames (Usually porn, of course).

At the end of the hall was a locked door. After admitting defeat and returning to Tieras, everyone just found him saying, “Watch the sky,” in his gravelly voice. What’s more, nobody else in the game would say ANYTHING. There was just a completely blank dialogue box with no options at all. They wouldn’t even rattle off the usual canned audible greetings. The only exception was at night; whenever they’d go out for a few minutes, they’d still repeat it. “Watch the sky.” At this point, one of the players – a friend of mine from the board – noticed (and the few others who got this far agreed) that the night sky was no longer the usual night sky of Tamriel; it had changed to a depiction of a real night sky. And it moved.

From this point on, everything is based on what this one person reported. Eventually, he got himself kicked from the board, but I kept in contact with him for as long as he responded. According to him, based on the constellations and planets, the sky started around February 2005. If you died, loaded, or went back into the Citadel, it would start over. When the usual day sky graphics took over, the movement would be suspended until the stars appeared again. In the space of a single night, everything would move about two months worth. Since the timescale of JVK was more or less that of the standard game, that meant that a bit less than an hour was equal to a 24-hour period.

He became convinced that the door would open based on some kind of celestial event. Of course, waiting for that meant leaving the game running. Of course, THAT meant that the game couldn’t be left unattended, thanks to our old friend, the Assassin. My friend decided he’d hang out for a whole day, just to see if anything happened. That would be about a year’s worth of movement. Here’s the post he made at the end of this experiment:

“I loaded in Seyda neen, where it all starts. It wasn’t too bad, just had to check in now and then to move around and heal to make sure I wasn’t dying. But check it out! 24 hours exactly in, and the Assassin learned a new trick! HE SCREAMS!!!! I was reading and all of a sudden, this crazy loud shriek just about makes me crap myself. It’s like something out of a horror movie! I look up, and there he is, just crouched down right in front of me. Of course, the second I moved my character, he ran off. When I went back down to the Portrait Room, the door was still locked. Damn it, damn it, damn it!”

A bit later, he came to the decision that he needed to wait three days – three years. The PM advising us to try DOSbox showed up in February of 2008 was his reasoning, anyway.

“After the first shriek, the Assassin stops hitting you out of nowhere. Now he’ll shriek, and if you don’t move for a few seconds after that he hits you. I think whoever made the mod was trying to help. At night, I’ve got my headphones on and I was just kind of dozing off…when he wakes me up with a shriek; I jiggle the mouse, and I’m good!”

That post was two days in, from his laptop. Once it was over…

“FUCK FUCK FUCK FUCK FUCK! FUUUUUUUUUCK! So FUCKING done. So, I wait, the three days, right, and right after the FUCKING Assassin made me jiggle the mouse, he shrieks again. So, I look, and everyone in town is outside. They’re all saying, “Watch the sky.” I don’t see anything, though. But then the game starts getting dark… like REALLY dark. I turn up the brightness all the way on my monitor, and I can still barely see. I can see other people in the game, little figures running around in the distance, just running back and forth. If I try to get close, they run off. Now, I was trying to sleep, so the lights are off, and this is kind of creepy. I don’t want to get up to turn on my light because I don’t want to miss anything, but NOTHING fucking happens. Eventually I go back to The Citadel… it’s still dark, and I gotta swim, and the whole time I can see all these guys swimming all around me, just barely there. I make it to the Citadel, and its normal light inside, and I get worried. Sure enough, the Portrait Door is STILL FUCKING CLOSED. I go outside and it’s ALL STARTING OVER. So that’s it. I’m fucking going to bed, and I’m fucking done. The end.”

After that, two things happen. First, another of the people who got to the Portrait Room claimed that the Assassin was showing up in his regular Morrowind game. (Quick explanation. If you reinstalled Morrowind to a different folder, you could have a normal Morrowind install along with JVK.) He himself chalked it up to an overactive imagination at first, but he reported a couple of really big scares with the black figure crawling right at him, or seeing it waiting for him just around a corner before scuttling off. Another of those who reached the Portrait Room started a regular Morrowind game, but never saw him for sure; it was just a couple of ‘maybes’, late at night, and always at a distance.

The second is that my friend started getting really abusive and short-tempered on the board, though he stopped talking about JVK entirely. It got so bad that he was soon kicked off. I didn’t hear anything from him for a couple of weeks after that, so I sent him an email. This was part of his reply:

“I know I shouldn’t, but with classes out I’ve got some time, so I started JVK up again. It’s almost 2011… and I think I’ve got the sleep madness! But stuff is happening! It’s still dark… once it gets dark, it never gets any lighter. It stays like that. The people moved a few months ago… everyone in Seyda neen just went to that little bandit cave and moved in. They killed the bandits inside, and now they’re just standing around inside. They don’t say anything anymore; they don’t do anything when you click on them. I quicksaved and killed one, and he just stood there until he died without fighting back!

And it’s like that everywhere. You have to walk, since the quick travel people are all in caves now, too, but all the cities and towns are just deserted; all the people are in caves and tombs. Everyone in Vivec is down in the sewers. I’m going to Ghostgate next… I want to see if Tieras is still there. I’ll tell you what he says when I get there!”

I replied and said I wanted to see what he said too, and waited a day. When I didn’t get a reply, I mailed him again, and a couple of hours later he sent back:

“Sorry, I totally forgot. So it’s 2014 now… since it’s always night, the stars are always moving. The whole screen is dark, but you can still see the brightest stars moving around. Tieras was gone… everyone in Ghostgate was gone. I don’t know where they went. They’re not in any of the nearby caves. But there’s new stuff… people still don’t say anything, but their eyes are bleeding. it’s so dark that even with a light spell you have to get right up against them to see, but there they are, little dark streaks coming down from their eyes. I think I gotta be getting close. I know this is stupid, and there’s no way the pay off is going to be worth it, but I just want to be able to say I stuck it out!”

I got that one during the day. Later that night, I got a follow-up email:

“Some of the planets aren’t moving right. It’s pissing me off… if this keeps up, I won’t be able to keep track anymore. It’s almost 2015 now, I think. Fuck. You know, I just now noticed that there aren’t any monsters anymore, either. I’m completely alone outside now. The main quest people’s’ bodies are still lying around, though. I went to check on them.

I don’t need headphones anymore, so I just leave them off. When he shrieks, it’s like he’s screaming right into my ear. I think I even kind of anticipate it. He’s around a lot more now, a lot closer. He’s different from the other people who started showing up, remember? They keep running around, just where I can barely see them. I have to admit, it’s kind of creepy at night. Sometimes, when I go to the bathroom or whatever, I swear I can see something out of the corner of my eye. I’m keeping all the lights on now.”

I sent him a letter, jokingly telling him to get some real sleep, and left it at that. Two mornings later, I found this in my email. It was the last thing I got from him. After this, he stopped responding completely:

“I just got up from a fucked up dream, I think. The Assassin shrieked at me, and when I opened my eyes, he was right there, crouching over me. His arms and legs were longer, more like a spider’s. I tried to push him away, but when I touched him my hands just went inside and I couldn’t get them loose again, like he was made of tar or something.

Then I woke up, I thought. he was gone, but when I looked at the monitor I wasn’t where I was. I was in the Corprusarium, with Yagrum. For once, the light was okay, and I could see him all bloated on those mechanical spider legs. I sat down at the computer and he started talking to me. Not in a box, but really talking to me, in Tieras’ voice. He knew things about me. He told me things that I never told anyone, some things I totally forgot about. He told me that almost nobody had made it this far, and that the door would open up soon. I just had to hang on a little while longer. He said I’d know when it was time. He said I might be the first one to see what was inside.

And then I woke up for real, but I was at the computer. I still wasn’t where I was. I’m swimming out to The Citadel Island. And I can hear this tapping. It’s at my window. It’s over on the left, so I’m sending you this, because I left my laptop by my bed, to the right. Just a little *taptaptaptap*… like he’s knocking his finger against the glass. I might still be dreaming now.

So, I guess that’s the end of the story. I know there’s a few other stories floating around about the mod, but this is the only I know as true, as far as it goes. I deleted my JVK copy of the game pretty much right after I gave up, but I’d like to get the mod again, if anyone still has a copy of the file. I’d like to see some of this for myself.

Jvk1166z.esp

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The Hist Sap Hallucination

November 20, 2012 at 12:00 PM
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I was a temporary project director for Bethesda’s game development department for a short period of time during the launch of their fourth installment to The Elder Scrolls saga, Oblivion.

From early 2004 until its release in the spring of 2006, my team and I were responsible for quest story-boarding and design, mapping out and detailing each quest objective, any necessary story component and of course, the reward. One quest in particular has had me regret I’ve ever been apart of that team. Even the executive producer Mr. Todd Howard admits that this wasn’t something he could ever imagine happening to a game like this. This quest — rather — this “Achievement awarded’ quest (hindering it much more unsettling) was actually a very real, very important part of the game.

Entitled “Infiltration”, it was the second last and most unusual quest for the Fighter’s Guild, and a quest result we didn’t originally plan to produce, in fact, we didn’t expect to produce. In case you’ve never played the game, the faction’s quests follow a league of fighters who are hired to perform jobs, involving a great deal of fighting as the name suggests. After you’ve furthered yourself through the Guild, you learn about a group called the Blackwood Company, who are stealing members from the guild and performing jobs created almost out of thin air.

Here’s where things start to get bizarre. For the quest, you are told to pose undercover as an interested recruit for the Blackwood company to learn their secrets. We as a team had already agreed that this is how we wanted the quest to begin, but it’s been a reoccurring nightmare for us from what follows.

Once you become a member, you’re tasked with your first assignment of eliminating a few goblins from a town just north of the city of Leyawiin. We sat in the board room for an hour, rallying ideas until one of us suggested that we add a hallucinogenic substance for the sole purpose of the quest, loosely named “Hist Sap”. For the quest, you are given it as a gift to drink for your first mission, unknowingly ingesting the rare hallucinogen. Before you know it, you’re in the village, and tasked with killing the goblins. Now, I don’t know why exactly we decided to go this direction; why we wanted to create such an abnormal, unsettling mission, but that was the way we all strangely wanted, almost as an overwhelming temptation.

But here’s the thing: The end of this mission is where things started to fall apart during the testing sessions. To end the mission, you go back to the village after awakening from the hallucinogen, only to discover to your horror, that the “goblins” you imagined yourself slaying, were not goblins at all, but animals, and people. But what was meant to only be a row of dead bodies to the player, turned into something nightmarish.

We first heard about the discovery one evening, when an emergency meeting was called into the studio to review what the game developers found, myself included. We were greeted by a disturbed group of pale-skinned developers and animators, who briefed us quickly on the subject matter. Trembling, one of the animators, the one specifically testing the quest, tried to explain what he saw, and what’s worse, what he heard. I will tell you what happened, but try to understand that this was no rendering error, no glitch or flaw in the games coding, or any other factor we tried to establish. Everything checked out. What I witnessed there in the studio that day, I will never forget.

The animator sat at his station, claiming to have recorded the incident to recall his work in case of accidental deletion. He maneuvered the video to the exact point in the recording, and once he hit play, the entire room fell silent. At first, it was nothing out of the ordinary. It was exactly how the mission progressed into when you visit the village a second time. Only this time, the quality seemed to be grainy and unsaturated, like an old movie. As the character walks a bit further towards the settlements, you saw a man standing in between two homes facing the opposite direction. As the character moved closer, the man began to distort, After 20 seconds of footage, the game appears to lag to the point of a still frame of the man with his face still facing forward.

The animator assured us that this is exactly what happened to him and his video did not stall. After about 7 seconds, the frame rate began to pick up again, only this time, the man began to turn around. This face looked as though it was pieced together from several different face models, but grotesquely dis proportioned as a mess of random, horrifying placements. At this point, there was no sound in the game, just a faint buzz and a crackle of the grain. The character moved around but the face followed, and only the face. The rest of his body, still distorted, and now bloody as if to suggest he was a victim, remained grounded and still.

Suddenly after a minute or so, the character’s view shifts hard to the left, and on cue the animator points out something enormously disturbing. Children, who were among the dead, were suspended in the air staring blankly in the face of the character, slowly being glitched backward as they remained perfectly still. The character moves closer and the children keep watching, their legs dangling lifelessly. The bodies, one by one, glitched through the landscape as if they were being swallowed. As each child disappeared through the rocky terrain, the noise began to enhance and transform. Distinctive moans could be heard periodically, but then something happened. The screen, flashed white and then black, then back to white, but this time the screen stats were there; the health bar, the compass. It was as if the character was transported to some sort of void room, while it began to render random chunks or raw data and designs littering the void from every direction.

The animator couldn’t explain why the game had taken him to this place of limbo. 5 or 6 minutes passed in the recording, by this time many other designers had left, too shaken from the experience. But I stayed.

Suddenly, a line of dialogue appeared at the bottom of the screen, but it’s unreadable from the likes of strange symbols and omitted letters from words completely jammed together. A noise is heard, a mans voice, as slurred gibberish. His tone is angry, but sorrowed, but gets louder after every passing second until it’s almost a scream. Then the game starts to lose control. The character starts to spawn all over the map, but everybody is lifeless. The character at this point cannot move, it is forced into a point of view, locked in place as the horror flashes over and over.

Howard, at this point, urges the animator to turn it off but the video remained on.

A point came where the sound stopped, the game ceased to randomly spawn the character. It stopped exactly where it started, a grainy unsaturated view of the village, only this time the man was not there; the man with the face stitched and pieced together like a rag doll. Abruptly, the man rose from the ground inches away from the character, eyes as black as night and his mouth wide open. He started to speak “You did this,” over and over, his speech turning to shouts, and his shouts to screams. Repeating, without the movement of his mouth, “You did this, you did this!”

The video stopped, the room was quiet, the air was thick. The animators did all they could to fix the problem but the children still float, lifeless, as if the game was broken beyond repair to what was experienced that evening. No one ever spoke of it again, and the evidence and its contents destroyed. A month later I left Bethesda. I’ve not shared this experience until now, and myself and the rest of the team swore to secrecy, but I felt this needed to be shared.

I’ve never looked or touched the game again.

Credit To: blackh3ll

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Fallout 3: Numbers Station

November 12, 2012 at 12:00 PM
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Fallout 3 contains several in-game radio stations. The most diverse and important station is Galaxy News Radio.

Many players of the evil persuasion know that you can kill Three Dog and he will be replaced by the technician Margaret. She is not a charismatic person and has very little it say, seeming to not enjoy her new announcing duties. She also never appears in person, and therefore cannot be killed. Once Three Dog is dead, you’re stuck with Margaret.

What most players do NOT know is that under certain circumstances, GNR will become a “numbers station.” A numbers station is a station that broadcasts an unusual coded message. Many of these exist in real life and some hypothesize that they are a nuclear retaliation control network. Simply check Wikipedia for more information about these odd broadcasts as they relate to the real world. Back to Fallout 3…

No one is really sure which actions are needed to hear the numbers station in Fallout 3. It appears that you must kill Three Dog, because no one has reported hearing the numbers station with him still alive. It also appears that you have to skip over the quest “Galaxy News Radio” where you help boost the signal so that the station can be broadcast further than just the immediate DC area. This is easy enough to do with either a speech check or simply using the FalloutWiki to look up where to go next and advance the main plot. Finally, you definitely have to destroy Raven Rock. This is the actual trigger to turn GNR into a numbers station, and it will remain such for the rest of the game. However, the vast majority of the players who perform these three actions still continue hearing the standard GNR broadcasts, so there must be several more requirements the community has yet to isolate.

If you’re lucky enough to have hit upon the right set of circumstances, just after destroying Raven Rock, you will get the message, “Radio signal lost” and a few seconds later, “Radio signal found.” You cannot, however, actually listen to GNR just yet because you didn’t boost the signal and are out of range of the broadcast at the exit of Raven Rock. Luckily, Raven Rock is situated in the mountains and is right near one of the few places outside DC that you can get high enough to catch the signal. So far, the confirmed location to hear the GNR numbers signal are:

  1. Within the immediate DC area obviously…this is true for the regular GNR throughout the game.
  2. At the top of the ferris wheel at point lookout
  3. On the tops of some of the satcom arrays you can climb in the northwestern map area.
  4. On the roof of Tenpenny Tower, though this may be within normal broadcast range anyway. Feel free to playtest and get back to me on this.
  5. On the highest point of the broken bridge around Arefu…again, may be within braodcast range anyway.
  6. On some of the highest points of the mountain tops in the area near Raven Rock. This is obviously your easiest chance to first listen to the numbers station.

When you tune in, you will hear an old familiar voice…Three Dog, despite the fact that you killed him earlier. However, you will quickly notice that he does not seem to be “in character.” So I guess it’s not technically Three Dog, but just the voice actor, Erik Dellums. He reads a series of numbers in a monotone, depressed sounding voice. He always recites a list of single digits between 9 and 12 characters long. For example, “nine-three-seven-nine-one-seven-two-zero-three-four.” Hever never uses a multi-digit number like “eleven” or “forty.” These numbers are followed by widely varying lengths of Morse code. This is then followed by the song “I Don’t Want to Set the World on Fire.” All other music tracks seem to be inactive on the numbers station.

The Morse code was the easiest part of the mystery to crack, as the code is widely available and many people actually know it by heart. We quickly had a list of a great number of messages in English. Some sounded completely mundane and even comical, such as “Washed the car today, maybe Chinese for dinner.” or “Have you watched my YouTube video yet, I uploaded myself kicking bums in the nuts.”

You may be saying, “But wait, YouTube doesn’t exist in the Fallout universe,” and you are right. As far as we could tell, all of the messages sounded like they were based in our reality somewhere near present day.

Some of the messages, however, are quite sinister, such as, “The Queen has died today. The world mourns, as on days like these, we are all Brits.” or “I can’t believe they’re actually done it. Not long left. The noise. I can’t take the noise anymore. I have a pistol in the attic.”

Just recently, a player on the wikiforums noticed a message that brought to light the meaning of the messages. He was reading a thread that collected all known messages, transposed from Morse to English, and saw the line, “one-two-zero-five-five-two-eight-two-zero-one-zero. What are you talkin’ about? You’ll be missed.” He realized this referred to the recent death of Gary Coleman, and the quickly realized the numbers were the time and date of death. He immediately scanned through the messages to try and find more examples of this apparent future telling by a game that’s more than a year old. The next message he read shocked him and pushed him to enlist the aid of the others to decipher the codes. The message was “nine-four-five-four-two-zero-two-zero-one-zero. Accident in the gulf, several dead. Oil spill apparently averted.” He realized this was the BP explosion and the erroneous day-one assessment that the well was not leaking.

From this point on, all numbers will be transcribed as times and dates. All times were given in game in military format and remain so in this document.

Numerous members of the FalloutWiki message board began looking over the messages to see what else we could learn. We quickly found that most of the dates were after the game had been released, yet oddly some were from the past. “22:15 April 15, 1865 He’s dead and blame will probably be placed on that actor, Booth. Johnson better not cheat me out of the payment.”  This shed new doubt on the official version of the Lincoln assassination.

As the community quickly started piling up interpretations of the messages, the mods of the site summarily banned everyone who had posted in, or even read the thread. All reference to the numbers station was removed from FalloutWiki and filtering software was put in place to prevent reposting of any relevant information. A few people, however, are trading emails and slowly finishing the translation of the remaining messages and putting dates to the existing ones.

“The Queen has died today. The world mourns, as on days like these, we are all Brits.” 4:02 March 19, 2014

“Have you watched my YouTube video yet, I uploaded myself kicking bums in the nuts.” 24:16 December 24, 2012

“I can’t believe Britney’s actually won an Oscar!” 21:33 February 27, 2023

“I can’t believe they’ve actually done it. Not long left. They were warned, but they just had to keep pushing the boundaries of science. The noise. I can’t take the noise anymore. And the light, dear God! The Universe is slowly unraveling around us. I’m not going to wait for death. I have a pistol in the attic.” This is actually the only message not preceded by a string of numbers.

It may be worth noting that the latest date on any of the messages is 1:27 July 6, 2027.

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Super Mario: The Haunted Save

August 7, 2012 at 12:00 PM
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I was bored. I was super duper bored. It was January 4th, and my new years resolution was to finish ALL my video games by today. Now that I have done that, I had no new things to play. All of the sudden, I got an e-mail on my phone. I opened it.

The e-mail had no words in the “from” bar at the top. The subject was “Get old bootleg SNES cartridges! Only in today’s e-auction!” Intrigued at the sound of new video games, I went to the e-auction.

The first few games I had no clue what they were, so I sort of got bored watching the screen. I was about to close the site, when I saw the text saying “Bootleg Super Mario World” pop up. I decided to get it, and won.

2 weeks later, I got the Super Mario World cartridge in the mail. I was, once again intrigued when I saw most of the label was torn off of the cartridge. The only letters not torn off were: U, E, R, M, R, and D. I immediately put all the letters together and tried to think of something. After a while, I came up with one word: MURDER.

Obviously, I still put in the cartridge, something I still regret to this day. Not that I can feel depressed anymore. After all, doesn’t the word on the cartridge say it all? I was going to stop here, but I suppose I can tell you how my fate came to be.

After I put the cartridge in, the game started. Everything looked normal, except that the hills and the clouds had a slight redish tinge to them. I opened the file selection, and there was a save file on the game already. The name of the file was…

SAVE FILE 1!

I bet you weren’t expecting that.

Anyways, I loaded the file, and went to the level with the first yoshi in it. I was walking, and as you may expect, I have played super mario world some form or another, and I know that this wasn’t here. There was A small red hill, with a very dark red pipe on the top. The first thing somebody would think would be “Something in a video game can’t hurt me. It’s just a video game!” Those people can keep believing that.

At that time, I believed that too. so I went down the pipe. I thought it would be some bootleg-glitch secret. But something was wrong when I was falling for around 30 seconds. When I hit the ground, Bowser was there watching me. I was seriously freaked, so I lunged for the power button. all of the sudden, text popped up on the screen saing “You wouldn’t want to do that, would you?” and the power button was deactivated.

Mario and Bowser were on screen, glaring straight at me. More text popped up saying “You want a suprise? Here!” And bowser pulled out a portal gun. (LOL :P ) He blasted the floor under me and then he blasted above the lava. You can probably figure out what happened next.

To this day, I am a boo, guarding Bowser Castle. My home is in the 9th room. If any explorer finds my diary, share my story with the world.

-Bowser Castle Boo #453

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Jack Hill – Mystery of the Game and Watch

June 23, 2012 at 12:00 AM
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Hello, my name is Shaun.
I live in a high-rise studio apartment in Philadelphia.
Recently, I’ve seen many arcane events unfold, and I would greatly appreciate any advice.

Let me start at the beginning. Just a few days ago, after arriving home from my part-time job (I also go to Drexel University part-time), I decided to take a short nap on my couch. Around an hour later, I was abruptly awoken when I heard the sound of a disk being read near my television. I then rubbed my eyes and noticed that the Wii had been turned on. I didn’t think much of it; unusual things often occurred in my apartment – doors would open and close, lights would flicker on and off, etcetera.

Curious, I turned on the television, and was delighted to see the Super Smash Bros. Brawl logo flash on the screen. Months have passed since I last played that game, and I was eager to reclaim my self-proclaimed title as the “Brawl Master”. I quickly set up a match between myself, R.O.B, and a level-nine computer player with a random character at a random stage.

After the load screen vanished, Flat Zone 2, the stage representing an archaic Game and Watch console, was revealed along with my enemy – Lucas from Mother 3. Before I delivered my first attack, however, I noticed that the name over the character did not say “CPU” as it usually does. Instead was the name “Jack H.” “That’s odd,” I thought. While I was pondering how the name got there, Lucas jumped to the ledge of the skyscraper that was near the corner of the stage. Suddenly, all in-game music stopped. I reached for the remote, wondering if I accidentally muted the game. While I tried, in vain, to make the volume return, streaks of static rippled throughout the screen.

“What’s wrong with this stupid thing?” I shouted. Then, a second later, I saw Lucas fall from the ledge of the skyscraper. But just before his body reached the ground, the entire screen was inundated with static, accompanied by a loud screeching sound. I hastily fumbled for the remote and shut off the television. Sighing in relief, I headed toward the kitchen. I was dying for something to drink. I made it only half way to my destination before I was paralyzed by the baleful sight; on the counter lay a dusty Game and Watch. I slowly crept forward to find a note attached. It read, “You should play this game! It’s really, really fun!” At the bottom of the note was a sloppy signature, “Jack H.”

Confused and panicked, I darted out of my apartment and stood with my back against my door. I took several deep breaths to regain my composure. Somehow, I convinced myself to go back inside; it was getting late, after all. I swiftly opened my door, and saw another note on the floor. Trembling, I picked it up and read aloud: “Come play with me! Jump down, I’ll catch you!” Once again, the note had the uncanny signature of “Jack H.”

The lights abruptly shut off, and the door leading to the balcony slammed open. A powerful gust of wind pushed me forward. “What do you want from me?” I demanded. All I heard in return was the lurid sound of a boy’s laughter. The wind became so strong that I tripped; I was propelled to the threshold of the room leading to the balcony. With all the strength I could muster, I latched onto the door and screamed.

Suddenly, the front door burst open and a voice loudly asked: “Shaun? What’s going on in here?” Simultaneously, the lights flashed back on and the wind dissipated, leaving my house in sheer bedlam. “Chris…” I murmured, catching my breath. “I was just about to have a smoke, and I heard you yelling… This place is trashed! What happened?” “Chris,” I asked, “Do you have any idea who ‘Jack H’ could be?” His eyes widened, and he asked, “Wh- where did you hear that name?” “He’s been leaving extremely disturbing notes everywhere. Why, do you know him?” I asked. His face cringing in fear, he retorted, “This is really bad. Hurry and come with me, I’ll tell you about Jack Hill.”

We rushed into his place, adjacent to mine, and began talking. “Jack Hill was the only child of Mary Hill, who lived where you do now,” Chris quickly said, while gathering many of his belongings. “As you know, I’ve lived here for a very long time. Jack and Mary lived here several decades ago. Being a single mom, Mary worked two jobs to support herself and her child. She did whatever she could for the boy, but was rarely home to see him. She longed for her son to be happy, and one day she bought him some videogame called ‘Fire’ for the-” “Game and Watch?” I interrupted.

“…Yes,” he continued. “Jack really liked that game. In fact, whenever his mother saw him, he was playing that game. He became so addicted to the game, that he skipped school one day to play it. After receiving notification from the school, his mother had no choice but to take the game away from him. Afraid that he would find the game, she explained the situation to me and asked me to keep it. Jack became hysterical; through the walls I heard him talking nonstop about the game, high scores, and how he ‘saved the day every time’. Though I found his rambling disconcerting, I saw it as harmless… That is, until that cold, windy night.”

“That night, when Jack’s mother arrived home, he begged her to ‘play with him’. ‘Sure. What would you like to play?’ she asked. Then, I heard a door barge open, followed by a strange request: ‘Jump down, I’ll catch you!’ The last thing I heard was a terrified shriek next door. I ran there as fast as I could, but when I opened the door, all I saw was the deranged face of Jack Hill, standing next to the ledge of the balcony. ‘What have you done?’ I asked. He flourished a big smile, one that felt like a thousand needles piercing my skin, and jumped off of the building.”

After Chris told the story, he had finished stuffing his belongings in a suitcase. “Listen to me, Shaun; both of the people who lived there before you also leapt to their death. I refuse to see another life disappear before me. The police may think these suicides are coincidences, but I know that Jack Hill had something to do with it. His rancor will never be put to rest, Shaun. You need to move immediately, before it’s too late. I’m leaving now; best of luck to you.”

“You’re leaving already?” I asked, watching him press the button to summon the elevator. He gave me a nervous smile, waved farewell, and descended to the first floor. As quickly as possible, I ran into my room, grabbed my wallet, and left that wretched apartment.

Two days after these events, I am now typing this in a hotel a few blocks away.
My student loans can’t pay for my stay here much longer, and I certainly can’t afford to break my lease… I’m terrified to return to my apartment, but I can’t think of anything else I can do.

Please, if someone here can think of something I can do, let me know as soon as you can.
I’m running out of time.

 

Credit To: Shaun J

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Pokémon Black

November 12, 2010 at 12:26 AM
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I stumbled on this unsettling story of an obscure Pokémon bootleg/art-hack that I thought might be neat to share on here. I think this originated from 4chan, so I’ve no idea if this hack actually exists. It probably doesn’t, but it’s still a great concept/tale!:

I’m what you could call a collector of bootleg Pokémon games. Pokémon Diamond & Jade, Chaos Black, etc. It’s amazing the frequency with which you can find them at pawnshops, Goodwill, flea markets, and such.

They’re generally fun; even if they are unplayable (which they often are), the mistranslations and poor quality make them unintentionally humorous.

I’ve been able to find most of the ones that I’ve played online, but there’s one that I haven’t seen any mention of. I bought it at a flea market about five years ago.

Here’s a picture of the cartridge, in case anyone recognizes it. Unfortunately, when I moved two years ago, I lost the game, so I can’t provide you with screencaps. Sorry.

The game started with the familiar Nidorino and Gengar intro of Red and Blue version. However, the “press start” screen had been altered. Red was there, but the Pokémon did not cycle through. It also said “Black Version” under the Pokémon logo.

Upon selecting “New Game”, the game started the Professor Oak speech, and it quickly became evident that the game was essentially Pokémon Red Version.

After selecting your starter, if you looked at your Pokémon, you had in addition to Bulbasaur, Charmander, or Squirtle another Pokémon — “GHOST”.

The Pokémon was level 1. It had the sprite of the Ghosts that are encountered in Lavender Tower before obtaining the Sliph Scope. It had one attack — “Curse”. I know that there is a real move named curse, but the attack did not exist in Generation 1, so it appears it was hacked in.

Defending Pokémon were unable to attack Ghost — it would only say they were too scared to move. When the move “Curse” was used in battle, the screen would cut to black. The cry of the defending Pokémon would be heard, but it was distorted, played at a much lower pitch than normal. The battle screen would then reappear, and the defending Pokémon would be gone. If used in a battle against a trainer, when the Pokéballs representing their Pokemon would appear in the corner, they would have one fewer Pokéball.

The implication was that the Pokémon died.

What’s even stranger is that after defeating a trainer and seeing “Red received $200 for winning!”, the battle commands would appear again. If you selected “Run”, the battle would end as it normally does. You could also select Curse. If you did, upon returning to the overworld, the trainer’s sprite would be gone. After leaving and reentering the area, the spot [where] the trainer had been would be replaced with a tombstone like the ones at Lavender Tower.

The move “Curse” was not usable in all instances. It would fail against Ghost Pokémon. It would also fail if it was used against trainers that you would have to face again, such as your Rival or Giovanni. It was usable in your final battle against them, however.

I figured this was the gimmick of the game, allowing you to use the previously uncapturable Ghosts. And because Curse made the game so easy, I essentially used it throughout the whole adventure.

The game changed quite a bit after defeating the Elite Four. After viewing the Hall of Fame, which consisted of Ghost and a couple of very under leveled Pokémon, the screen cut to black. A box appeared with the words “Many years later…” It then cut to Lavender Tower. An old man was standing, looking at tombstones. You then realized this man was your character.

The man moved at only half of your normal walking speed. You no longer had any Pokémon with you, not even Ghost, who up to this point had been impossible to remove from your party through depositing in the PC. The overworld was entirely empty — there were no people at all. There were still the tombstones of the trainers that you used Curse on, however.

You could go pretty much anywhere in the overworld at this point, though your movement was limited by the fact that you had no Pokémon to use HMs. And regardless of where you went, the music of Lavender Town continued on an infinite loop. After wandering for a while, I found that if you go through Diglett’s Cave, one of the cuttable bushes that normally blocks the path on the other side is no longer there, allowing you to advance and return to Pallet Town.

Upon entering your house and going to the exact tile where you start the game, the screen would cut to black.

Then a sprite of a Caterpie appeared. It was the replaced by a Weedle, and then a Pidgey. I soon realized, as the Pokémon progressed from Rattata to Blastoise, that these were all of the Pokémon that I had used Curse on.

After the end of my Rival’s team, a Youngster appeared, and then a Bug Catcher. These were the trainers I had Cursed.

Throughout the sequence, the Lavender Town music was playing, but it was slowly decreasing in pitch. By the time your Rival appeared on screen, it was little more than a demonic rumble.

Another cut to black. A few moments later, the battle screen suddenly appeared — your trainer sprite was now that of an old man, the same one as the one who teaches you how to catch Pokémon in Viridian City.

Ghost appeared on the other side, along with the words “GHOST wants to fight!”.

You couldn’t use items, and you had no Pokémon. If you tried to run, you couldn’t escape. The only option was “FIGHT”.

Using fight would immediately cause you to use Struggle, which didn’t affect Ghost but did chip off a bit of your own HP. When it was Ghost’s turn to attack, it would simply say “…” Eventually, when your HP reached a critical point, Ghost would finally use Curse.

The screen cut to black a final time.

Regardless of the buttons you pressed, you were permanently stuck in this black screen. At this point, the only thing you could do was turn the Game Boy off. When you played again, “NEW GAME” was the only option — the game had erased the file.

I played through this hacked game many, many times, and every time the game ended with this sequence. Several times I didn’t use Ghost at all, though he was impossible to remove from the party. In these cases, it did not show any Pokémon or trainers and simply cut to the climactic “battle with Ghost.

I’m not sure what the motives were behind the creator of this hack. It wasn’t widely distributed, so it was presumably not for monetary gain. It was very well done for a bootleg.

It seems he was trying to convey a message; though it seems I am the sole receiver of this message. I’m not entirely sure what it was — the inevitability of death? The pointlessness of it? Perhaps he was simply trying to morbidly inject death and darkness into a children’s game. Regardless, this children’s game has made me think, and it has made me cry.

Credit: Super creepy Pokémon hack

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The Theater

September 4, 2010 at 12:36 AM
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Have you ever heard of an old PC game called “The Theater”? Yeah, I didn’t think so. Probably because many people say it doesn’t even exist. You see, The Theater is an old computer game released around the same time as Doom. Today, if you ever find it, it’s only available on crappy bootleg CD-ROMs, which, more often than naught don’t even actually contain the game. The actual legitimate copies that they say were released back in the day feature a blank cover with nothing but the sprite of what has since been named the ‘the Ticket-Taker’. He is simply a poorly drawn, pixelated Caucasian, bald man with large red lips wearing a red vest over a white shirt and black pants. He is completely emotionless, though some say that if you smash the disc his face is shown as angry the next time you look at the cover. But this is just dismissed as an urban myth. What is peculiar about The Theater, though, is that there is no developer named on the jewel case, nor a game description on the back. It is simply the Ticket-Taker on a white backdrop on both sides.

The game was initially known for its inability to install correctly. The installation process immediately locks up the computer when the user reaches the licensing agreement. Also strange about the licensing agreement for The Theater is that whenever the development studio is supposed to be named, the text is simply a blank line. Anyways, most people who have claimed to owning one of the original CDs say that they figured out how to install the game by simply rebooting their computer on the licensing agreement with the disc still inside. Then they are prompted to press ‘I AGREE’ on startup. Then they continue with the installation. The game then starts up without any introduction besides a main menu that is simply the sprite of a movie theater’s exterior on an empty city street. The title fades in and then the 3 menu buttons ‘NEW GAME, LOAD, OPTIONS’. Selecting OPTIONS immediately crashes the game to the desktop. LOAD is said not to function at all. Even if you do have a saved game, nothing happens when you press it. Thus, NEW GAME is the only working menu option.

Once it is selected you are in the first person view. You are standing in an empty movie theater lobby, with the exception of the Ticket-Taker standing in front of a dark hallway which one can only assume leads to the theaters themselves. There’s nothing to do but look at the poorly-drawn, mostly illegible movie posters or approach the Ticket-Taker. Once the player moves towards the Ticket-Taker a very low-quality sound clip plays saying “THANK YOU PLEASE ENJOY THE MOVIE” along with a speechbox saying the same thing. You then walk into the hallway and the screen fades to black and you’re back in the empty lobby and you do the exact thing again and again and again.

While this may sound like a really horrible game, a number of peculiar things occur as you continue to play it. The number of times that you have to continue into the hall after giving your ticket to the Ticket-Taker before the strange events happen is unknown. Most state that it’s completely random and could take anywhere from the first playthrough to the four hundredth. What happens, though, has deeply disturbed some players.

The first occurrence is when the player fades back in after walking into the hallway. This time they will notice the Ticket-Taker is completely absent. The player then, without any other options, decides to walk into the dark hallway. The sound clip and text box mentioned previously still play in the absence of the Ticket-Taker, but when the player walks into the hallways the screen does not fade out. It goes pitch black as they walk deeper into the hall, but the player’s footstep sound clip is still playing as they continue to push the up button on their keyboard. Those claiming to have played the original game report to have felt extremely uncomfortable walking down the hallway, anticipating the whole way something horrible happening. Well, eventually the player is unable to move forward. There is nothing for a few moments before a strange sprite that is described as ‘the Ticket-Taker but with a swirl for a face’ appears and stands before the player. The original players of the game say their bodies immediately froze up and their stomachs churned they saw this sprite (which has been appropriately named the ‘Swirly Head Man’). Nothing happens as the Swirly Head Man stands before them. Then suddenly a piercing screech plays as the game glitches out. This lasts for a few minutes, with the screeching being continuous. Then the player is abruptly returned to the lobby with all the sounds and graphics being as they should be.

The game continues normally for the next couple of ‘cycles’ of entering the hallway, with a couple of the original players claiming the Swirly Head Man would briefly appear and disappear in the corner of the screen as a brisk ‘yelp’ sound effect plays. Then, at some point after meeting the Swirly Head Man, the player sees the Ticket-Taker pacing back and forth (though there is no walking animation – the sprite’s limbs are completely static, so he just hops up and down slightly as a substitute) with his eyes being wide and his mouth open to simulate a worried facial expression. Some players noted that the movie posters had been replaced with images of the Swirly Head Man, which caused them to immediately turn their character’s head away from the posters and approach the Ticket-Taker. Then another, different, low-quality sound clip plays, but the speech box contains nothing but corrupted characters that cause whatever text that would have been in the box to be completely illegible. Due to the extremely low quality of the sound, it is debated by players what exactly the Ticket-Taker says at this point, though it is widely agreed that he says ‘NEVER REACH THE OTHER LEVELS’. Then the screen fades out once again and returns the player back to their starting point in the lobby, but the Ticket-Taker is gone and the hallway is blocked by a large brick wall sprite. Touching the brick wall will immediately crash the game. And that’s all there is to it. No one knows what the ‘Other Levels’ are or how to gain access to them, nor is it known why the Swirly Head Man causes such acute fear in those who have seen him in the game. All the original copies of The Theater have either been lost or destroyed. But the creepiest part is the fact that is that all the original players of the game claim to occasionally see a brief glimpse of the Swirly Head Man out of the corner of their eyes…

//
Author is unknown (this was transcribed from an /x/ screenshot), but thanks go out to everyone participating in the “Video game hoaxes and urban legends” thread on the Something Awful forums for finding this story!

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