Maschine Zeit Update

There’s quite a bit going on over at Machine Age Productions you might want to know about. They have a shiny new website and, if you like unique and fun tabletop games with original concepts, you can get in on the ground floor of Maschine Zeit.

They’ve begun a kickstarter, a cool little way to make sure the game gets a print run. Any contribution you can make will help them get real, tangible copies into the hands of potential players and Directors, not to mention ensuring the game’s mastermind, David A Hill, show up at a convention in a cocktail dress. It’s just as awesome as it sounds.

If you’re still not sold on the idea, or are as yet unsure as to the game’s premise, look no further than this little promotional poster I put together:


The stations were meant to save us. Millions of us went there.

Courtesy Machine Age Productions

Millions of us died there.

Now the stations hold secrets; both miraculous and terrible. Intrepid explorers from all over the world are going up there to look for answers, or profit, or loved ones.
What they are finding, some say, are that dead men do, in fact, tell tales.

It’s time to tell yours.

Courtesy Machine Age Productions

A role-playing game of ghost stories on space stations.
Coming in May 2010 from Machine Age Productions

http://www.machineageproductions.com/

Survival’s Requiem

This week’s Escapist, “Bump In The Night,” is all about survival horror. Here is the article I pitched them for the issue, all about one of the best games of the genre I never played until I got married.


I think there are certain elements of true horror in games that, like in the film industry, have been left aside for torture porn and jump-out scares. Few games that carry the horror moniker truly get inside the head of the player and compel them to struggle to survive, let alone prevail, and instead toss handfuls of gore and jarring images at the screen. A game that understood the meaning of horror and holds up despite the passing of one console generation to another is a humble title for the GameCube – Eternal Darkness: Sanity’s Requiem.

Courtesy Silicon Knights

Instead of cribbing notes from more modern sources of horror such as Eli Roth or James Wan, Eternal Darkness reaches back to some of the more foundational writings of the genre, particularly H.P. Lovecraft and Edgar Allen Poe. The game, in fact, quotes Poe in the beginning, as we are introduced to Alexandra Roivas, a young woman whose grandfather Edward was murdered in his Rhode Island home. As the investigators have few answers, Alex begins looking around the mansion herself, and stumbles across a secret room containing, among other things, the “Tome of Eternal Darkness.” Upon opening this ghastly book, Alex is transported into the life of centurion Pious Augustus, who in 26 B.C. discovers one of three artifacts representing the essence of a powerful and old god-like being called an Ancient. As the player, you choose which Ancient corrupts Pious, setting up a conflict between the creature using the now-undying centurion as a proxy, and several characters throughout time including Alex who must stop the Ancient from ushering in a terrible age of eternal darkness.

Courtesy Silicon Knights
Several generations of the Roivas family

Eternal Darkness has a minimal UI, keeping the screen from being too cluttered as you explore the game’s four locations at various points throughout history. Your life, “magick” and sanity meters only appeared when they were being affected. The player quickly begins to associate the different colors of the meters – red, blue and green, respectively – with the three Ancients and their minions, and must quickly learn how each affects the other. Ulyaoth, whose purview is over the soul, powers his minions through magick but is vulnerable to physical confrontation. Chattur’gha rules the body, making his pawns potent in a direct scrape but susceptible to mental assault. Xel’lotath reigns supreme in the realm of the mind and pushes the boundaries of one’s perceptions of reality through her servants, but must succumb to magickal assaults. Each has a color, a distinct personality and a unique appearance, but all three of them hate the neutral yet powerful fourth Ancient, Mantorok, whom the player’s characters come to represent whether they want to or not.

The spell-casting system of “magick” is one of the unique features of the game. Instead of giving the players direct instructions on how to use the runes discovered in various places and times, the player must experiment with the runes in what amounts to sentence construction. Basic spells involve three runes: the name of an Ancient which sets the spell’s “alignment”, a “verb” that describes what the player wants to do – summon, absorb, etc – and a “noun” that instructs the spell as to its target. Enhancement or “power” runes can expand a spell to five or seven runes, but the important part of the spell is its alignment. Trying to attack a minion of Xel’lotath with a physical spell isn’t going to work as well as the opposite. However, a spell aligned with Ulyaoth will do the trick nicely. Remembering this sort of thing on the fly as undead minions lumber towards you can make for a harrowing experience in and of itself. There’s also an option to discover the right rune to represent Mantorok.

Courtesy Silicon Knights

On a story level, the common threads woven between the disparate lives of the dozen or so characters in Eternal Darkness drew them and the player into the dire and seemingly hopeless web of machinations of the Ancients. Well-written stories for each character coupled with excellent voice acting showed us mortal beings who found themselves struggling to maintain their sanity in the face of horrors from beyond the stars. And the insanity was not limited to the game’s side of the screen, because every so often, the game would quite directly remind the player that they are not entirely in control of what is happening to them with the use of the game’s infamous Insanity Effects. This innovation was so singular that Nintendo patented it.

Gamers often maintain a distance between themselves and the content of the game with the knowledge that they, ultimately, are in control of the events unfolding on the screen. Eternal Darkness broke through that barrier directly into the fear center of players’ brains. In addition to horrifying visions the characters see, witnessing a character’s head explode upon attempting to cast a healing spell or finding them walking across the ceiling when previously they were on the floor, the game occasionally poked holes through the fourth wall, by turning down the volume complete with a generic TV volume meter (a move guaranteed to blast out your eardrums if you were unprepared and tried turning up your TV in response), turning off the screen entirely or giving a false GameCube error screen. It’s not entirely uncommon for the player to echo the character’s panicked cry of “THIS ISN’T HAPPENING!”

Courtesy Silicon Knights
Ellia, one of the game’s dozen characters.

Since Eternal Darkness, there have been few games that really got into the head of a player. Silent Hill 2 is often touted for the same sort of atmosphere and storytelling as Eternal Darkness, but when it comes to this sort of immersive survival horror gameplay, the list is pretty short. Survival is, after all, more than just fighting off wave after wave of zombies. Who are we when we emerge on the other side of such an experience? How do those events change us? Good survival horror should address those questions as well as “how many zombies can you kill in three minutes?” or “how many different ways can you kill zombies?” Killing zombies will always be fun in games, but few games balance that fun with sheer terror, let alone madness.

Horror is about more than just gore. Games, as a storytelling medium, should ideally be about more than complicated physics engines and shameless sex appeal. Horror games, then, should aspire to rise above the slavering hordes of the undead chasing down a trashy blonde with big tits. Alex Roivas may be an attractive blonde, but she’s also smart, not a marathon runner, and pretty reasonable and stable, at least when she first arrives at Edward’s mansion. Like James Sunderland of Silent Hill 2, she is pretty much alone in a haunted place slowly losing her grip on her sanity as she delves deeper and deeper into the mad secrets of the Tome of Eternal Darkness. We’re taken right along with her on this downward spiral, rather than observing from a distance. We want to maintain her stability because it’s the stability of our experience as well, and we want her to survive because we want to see how it ends. If that isn’t immersive storytelling, I don’t know what is.

Eternal Darkness doesn’t just set us up against slavering hordes of the undead with a selection of blunt, sharp and loud objects to fend them off. It sets up a situation that pulls is in, drives us forward and leaves us wondering how we made it through to the other side. The game becomes more than a mere simulation and serves as a medium for the invocation of primal fear. So few games since have tapped into that sort of emotional and psychological response because marketing trends seem to indicate that this sort of experience, singular and powerful as it may be, isn’t what the majority of gamers are looking for. The wide-spread critical acclaim of Eternal Darkness and its die-hard fans can’t compare to the masses clamoring for the next Halo game, at least in terms of spending power. Shooting or bludgeoning zombies over and over in various arenas is simpler than setting up a situation where facing a single creature can be a pants-wetting experience, and while it might be unfair to call the fans of the former sort of game “simple”, the evidence seems to speak for itself. As much as I will admit to enjoying blasting legions of shambling corpses, there are times when my brain cries out for something more, some immersive storytelling, an experience that means something. Eternal Darkness fits that bill perfectly, and when my brain starts making those noises I’m likely to play it again. The uninitiated player would hopefully find it to be a unique and unforgettable experience … if they survive.

Courtesy Machine Age Productions

In Filamena‘s Maschine Zeit game, I’ve put together a completely manic and caustic combination of Hunter S. Thompson and Spider Jerusalem. One of the groups in the game, the Independent Media, operates under the collective moniker of “S.L. Clemins” as a measure of protection. This guy, though? Don’t go in for that.

(Warning: adult language incoming.)

Show »

You want to know about the stations? Let me tell you about the stations. They’re the gift that keeps on giving. Earth has an overpopulation problem? Build stations & fill them with warm human bodies. Gamma-ray burst blow across the planet without making anybody Hulk out? Say the stations protected people and thus justified the investment of money and blood required to put them up. Still having energy problems? Stations have magic metal that’ll fix it. Ghost hunters running out of prisons and castles? Hey, the stations have ghosts too!

As far as I’m concerned, the stations are, have been and always will be so many tons of next-generation bullshit at the end of really, really long tethers. It’s the only reason they haven’t stinking up the planet.

I mean, yeah, we had to get some people off of the surface. We had way too many people and way too little usable space & consumable resources. Of course none of the old methods would go over that well with most governments. You ever try pitching the idea of putting a bunch of people from a given nationality or ethnicity into a little room and filling it with gas, for example? They’d tell you to go fuck yourself, and rightly so. For one thing, gunning people down’s a lot more fun.

What it boils down to is that everything about the stations is a lie. “This will solve the overpopulation problem.” They didn’t. “They’re completely safe.” Well, obviously they fucking aren’t. And now we’re to believe there’s magic metal up there and that it’s protected by ghosts? I’m as inclined to believe that as I am that the reason the stations came to be in the first place was a natural occurrence.

Basic premise of the world, folks: Everybody’s full of shit. I’m full of shit, you’re full of shit, and the corporate goons who sent all those good people to die up there are definitely full of shit. Maybe there really are ghosts on the stations. Maybe it’s one hell of a mass hallucination. Either way, it’s something I won’t buy stock in unless I get to see it myself. Not that I’ve got any chance of that. My last four steady jobs all ended because people who once considered themselves sponsors of mine, if not employers, did something embarrassing, tried to cover it up and got fucked over a cactus because they insisted on hiding it from one of the most annoying and thorough investigative journalists who ever stuck a cigarette in his shit-spewer and asked the hard fucking questions: Me.

I’m willing to entertain any theory about what’s happening up there, how things got up there and what the future holds. Just don’t throw a fucking hissy fit when I point out how illogical, unsubstantiated or thoroughly retarded your theory might be. Throw ‘em at me, Internet, and I’ll knock ‘em out of the park and when they break your mom’s window I’ll do more than go in there after it. If you get my meaning. And I’m sure you do.

By the way, guys, it’s “Clemens.” Samuel Langhorne fucking Clemens. Sure, all of you can be friends with this ‘Clemins’ guy, but me? I’m Samuel Langhorne fucking Clemens’ secret gay lover. And he really hates people misspelling his name. I really respect the work he’s done. The work you all have been doing? Eh, it’s hit or miss.

You’ll be hearing more from me, especially if you folks have the balls to throw ideas my way. You’ve got nothing to be afraid of, unless you’re afraid of me fucking you in the ass. I mean, if you’re all S.L. Clemins, you’re close enough for my tastes, and let me assure you, I’m very, very gay for Twain.

Maschine Zeit: A Preview

Courtesy Machine Age Productions

Here’s a few of the reasons why I’m excited by Maschine Zeit, and you should be too.

Good Scary Writing & Scary Good Writing

The best horror stories do not rely on jump-out in-your-face scares. They don’t base themselves entirely on bloodshed or gore. The effective use of stillness and partially illumination of the unknown cause for a much more tense and compelling atmosphere than the tactics employed by your local haunted house attraction. Maschine Zeit is definitely in the “stillness of the unknown” category. The writing and pacing sets the stage for the kind of flashlight-gripping terror that used to define the kind of storytelling experiences that would have Hitchcock nodding in quiet approval as the rest of the audience screamed bloody murder.

Characters That Are People, Not Just Stats

The character creation system, which I’ve tested a couple of times, has a flow to it that puts the personality of the character front and center rather than putting it behind a wall of statistics. While the stats are certainly there, Maschine Zeit again sets itself apart by actively encouraging players to min-max their characters. Instead of having player aim at being good at everything, this system ensures that the character can accomplish certain tasks with dramatic flair and apparent ease while other characters take on other roles. The shy, intelligent James Sunderland type might be good at figuring out puzzles but he’s not going to be as accurate with a pulse rifle as Duane Hicks. It might seem a bit counter-intuitive at first to players of other tabletop RPGs, but it fits right in with the atmosphere of the game and gets you into your character a bit more adroitly than sitting at a table rolling dice over and over again, praying to Gygax for the best stats possible.

An Apocalypse We Can Believe In

One of the best things that Maschine Zeit has going for it is the way its world is grounded in reality. Even as things begin to turn towards the surreal and supernatural, there’s a tone of voice that has the player thinking “Yeah, that could totally happen.” This grounding makes the events over the course of the game that much more visceral for the players. Combined with effective use of the game’s narrative structure and characters that feel more like real people than fantastical archetypes, this realistic foundation of Maschine Zeit’s world and its stories make for a unique and immersive tabletop experience that can be very difficult to find.

But find it you can, thanks to the genius minds behind Machine Age Productions. There are plans for us to play through a scenario tonight, and tomorrow might find me doing a postmortem on both how the game plays and how the characters fare.

Unless of course all y’all would rather I talk about Dan Brown or something.

Movie Review: Daybreakers

Courtesy Lionsgate

Wow, it’s been a while since I’ve reviewed a current movie. I blame my job schedule and related finances. Anyway, when I got a couple of movie passes for Christmas, my wife and I debated what we’d go see. We settled on Daybreakers and, well, anything I say here is going to sound a lot like MovieBob’s review. But you know something? It’s so good it’s worth giving the “Go See This” treatment at least twice. The movie stars Ethan Hawke, Willem Dafoe, Claudia Karvan, Michael Dorman, Isabel Lucas and Sam Neill.

Stuff I Didn’t Like

Courtesy Lionsgate
“Hmm, apparently if we extract sparkles and Dawson’s Creek romantic crap from the movie, it’ll be completely awesome!”

  • To be honest, Ethan Hawke’s character reminded me of Brad Pitt’s from Interview with a Vampire. Now, I know vampires are nothing new, and a reluctant vampire can easily shuffle the character into the ‘protagonist’ category, but I think he protested a bit too much. It didn’t really get to the point of annoyance, but it came close. Not necessarily a bad thing, per se, this is just my personal opinion.
  • I’m not sure why vampires explode when staked. My wife gives me crap for getting hung up on the fine details on vampirism when I should be more concerned about how blood-sucking fiends from beyond the grave even exist in the first place. I guess this is another personal fault, since I’ve worked with vampires quite a bit in a writing and gaming sense for many years. I mean when I’ve participated in vampire LARPs, nobody explodes when staked so I guess I’m sort of used to that. (Yes, I’ve LARPed in the past, shut up.)

Stuff I Liked

Courtesy Lionsgate
“Awesome, you say. Will it still appeal to the powerful and lucrative tween demographic? No? Then keep the sparkles in. This I command.”

  • There are so many little touches that remind you that these vampires are from the old school. They don’t cast reflections, they don’t have pulses and they have to inhale right before speaking since they don’t have to breathe. Their fangs are always out and their eyes are disconcerting unnatural colors. It’s a refreshing change from what we’ve had to deal with recently.
  • The metaphors on fuel shortage and the examples of corporate greed overwhelming the long-term benefits to humanity don’t overshadow the characterization or storytelling. They exist, they state their points and move on. Sort of like the Ethan Hawke/Brad Pitt parallel brushing the annoyance factor (again, in my opinion), the metaphors nudge but never quite mount the soapbox. They are good lessons that are well-presented, and like District 9, it’s nice to see an action genre flick that has something to say other than “HERE ARE SOME EFFECTS.”
  • I liked the degeneration of vampires into chiropteran monsters, and the varying reactions of the ‘refined’ vampires to the animalistic cannibals that were once friends or even family. As much as the vampires are themselves fiends, the different ways in which they deal with these unfortunates actually gives them a layer of humanity.

Stuff I Loved

Courtesy Lionsgate
“Look, friend, you better keep the sparkles outta my vampire flick, or so help me I will go completely Green Goblin on your ass.”

  • Sam Neill. I love the way he projects cold, objective creepiness in all of his scenes. He’s very much an old-school vampire, Dracula in a suit, uncompromising in the realization of his desires and ruthless in the execution of his will. He’s manipulative, he’s diabolic, and I adored every scene he was in.
  • Willem Dafoe. I don’t know if I need to say much more about the man, as he’s one of the most versatile and memorable character actors I’ve ever seen, and this performance is no exception. It’s almost like he and Sam are vying for the position of ‘most awesome character’ in this movie, and I think it’s just about a tie. I love his cars, too – I think my father owned a Firebird Trans Am at one point.
  • In spite of his reluctant vampire role in the first act, Ethan Hawke does a great job of giving us a main character with an arc we can follow and growth we can support. Again, my initial near-annoyance with his constant protestation wore off very quickly, and he’s one of the characters that show real humanity and depth. I have to admit I’m not terribly familiar with a lot of his work, and after seeing Daybreakers, I know I need to change that.
  • The pace of this film, and the tightness of its storytelling, are just about perfect. It doesn’t throw too many things at us at once so we lose track of what’s going on or what’s at stake, it takes the time to develop its characters just enough for us to care about them, it doesn’t skimp on the action or the gore, and it does all of this with the sparing use of special effects and a brevity that’s refreshing and compelling.
  • The scene in the shade of the tree where Ethan Hawke and Willem Dafoe meet for the first time was done so well I about giggled with glee. From the car’s automated warning about the UV level to Hawke all but dancing from one pool of shadow to the next, the scene was downright exceptional. I got the feeling he was in real danger, putting himself at extreme risk for the sake of something he believed in. This scene caused most of my initial annoyance at his character to evaporate, and from then on I was definitely rooting for him.

Bottom Line: I’m going to reiterate MovieBob’s sentiment: You should go see this. I know some people out there aren’t big fans of gore, which means they’re missing out on a great example of screenwriting, acting and direction. It’s paced perfectly, the story is packed expertly, every character has nuances and depth and the action ramps up towards the end to just the right pitch. If you can handle a good amount of on-screen blood, especially in the film’s third act, Daybreakers is a satisfying and rousing revival of the old-school vampire movie. It does everything right, doesn’t sell you short and will leave you wanting more. Go sink your metaphorical fangs into it. This is a badass movie, and it is definitely, definitely worth your time.