Hello. It is nearly 2am and I have forgotten to write a post. Because my brain works the way it does, I will now be unable to sleep until I write something, so here I am. I am writing on my phone and without my glasses on so please excuse any typos.
I finished Spirit Hunter NG this evening. That’s the sequel to Death Mark, and an excellent horror adventure in its own right. I’m looking forward to playing the final game in the series; will likely start that tomorrow.
One thing these games have reminded me is my fondness for games that attempt to imply things are “mechanics” when they’re really not anything remarkable. In both Death Mark and NG the best example of this is probably the “time limit that is not a time limit”.
In both games, narrative pressure is placed on the protagonists to solve the various cases before the ghostly curse that has been placed upon them brings their lives to an unfortunate end. This is positioned to the player as it becoming increasingly urgent to solve things, but it’s a purely narrative thing. There is no time limit and actually no means of dying from the curse expiring.
NG has another example in the form of its “Survival Escape” sequences. These are where you confront a ghost and must use the right items on the right objects in the scene to survive and fend off the spirit. Mechanically you’re not doing anything different from the point and click investigation sequences, but the game’s positioning of these sequences as being urgent — and the fact you die if you take the wrong action — sets them apart.
There’s probably a more substantial article in this somewhere — I vaguely recall Final Famtasy XIII-2 having an overdramatic name for what was essentially conversation trees, for example — but right now I’m very tired and I must sleep. So I’m going to sleep.
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