Tag: mental health

Alien Isolation – In Space, Everyone Hears Me Scream

First things first, I’m not good with horror. Be it movies or video games, I prefer to immediately switch it off and go find literally anything else to do. Most of my experience with horror franchises is through watching various lets plays on YouTube, or through hiding behind my friends as they play it. It’s not that I don’t enjoy horror, I love the paths that it can follow and the tropes it can delve into without drifting too far from the norm. For example, my interest in psychology means that games that make use of sanity mechanisms or more subtle horror are fascinating to me, I just struggle to play them all the way through.

Part of this is due to anxiety. Horror games and their tendency to rely on jump scares, does not mix well with a tendency to have a panic attack when I get flooded with too many stimuli. Some people don’t do well with gore or can get too overwhelmed by all the events that are unfolding, meaning that for a lot of people, the horror genre of media is often one they can’t experience properly. Which is a bit sad, since there’s so much talent and enjoyment out there to experience.

Personally, I’ve never played Alien Isolation. Partly because it never really came on my radar of games to play and partly because I’d watched a few clips of others playing it, screamed my head off and had to go calm down in another room. However, one day when I was very unwell and had nothing to do, I was watching YouTube and ended up binging the entirety of Cryaotic’s playthrough of the terrifying extra-terrestrial game. The horrific alien and weird androids aside, the atmosphere and storytelling of the game are astonishing. Sure, there’s a few pacing issues but no matter what section of the game you are in, the constant paranoia and fear of the alien never truly subsides. EVEN IF YOU’RE IN SPACE.

I would not vacation here, nice air ducts and tech facilities but Alien kept eating my friends and family, 1 Star! – Probably Ripley, Trivago.

However, the simplistic nature of this survival horror game is what makes it such a staple of horror. Being based off a popular horror franchise helped massively with its appeal but when even five minutes of gameplay can unsettle you so drastically, you know you’ve done something right. Whether it’s the scrawls on the walls of the space station, the footsteps of the alien as it draws closer to your hiding spot or the constant paranoia that stalks you around the ship, Alien Isolation orchestrates an atmosphere of horror that fills you with a sense of dread that haunts your every move.

The most powerful aspect of this game is in the title. Not the alien, though that thing is horrific. It is isolation. Although you do interact with various people throughout the game, 90% of your time exploring the space station’s various nooks and crannies are spent in solitude. In fact, most of the people you come across are more likely to put a bullet between your eyes than help you open a door. The only person you can trust in those lonesome corridors is yourself. Sometimes you can go nearly twenty minutes without any dialogue or cutscenes, just the player and Ripley, staring into the darkness and praying that nothing is staring back.

It is in these quiet moments where the horror reaches its peak. You are instantly more aware of every creak in the pipes, every panicked breath escaping Ripley’s chest and the lines between reality and the game’s fiction seem to blur. People often talk about how they get sucked into books and games like it’s unfolding right before their eyes and they are just swept along like a leaf in the raging rapids of a river. Sure, jumpscares can be effective in keeping the players on their toes but the fear quickly fades. Meanwhile, with that constant sense of dread and each sound effect sending a shiver down your spine will stay with you long after the dramatic sequence has ended. The best games have a profound impact on you, and I think I speak for many people when I say, I don’t like walking under air ducts anymore (DON’T EAT ME I DON’T TASTE NICE I SWEAR).

I think the Alien needs to see a doctor, that’s not a healthy amount of drool. Or hygienic. GROSS

Humans are inherently social creatures. Even introverts like myself, need company from time to time, especially in distressing situations. Sometimes just letting someone know that they aren’t alone can be the greatest comfort you can give. So, the isolation that the game is so fond of, is probably the most powerful tool it has at its disposal. Sure, the big murderous alien is powerful but like many game mechanics, you can end up being more irritated with it than scared.

The alien is a known quantity. Once you’ve died to it a few times, you understand how it works and what you can do to avoid it. Loneliness and the darkness of the space station, however, are unknowns and this can be far more terrifying. We always talk about the dangers of the unknown, those gaps in our knowledge that could prove catastrophic. Our imagination runs wild with all the possibilities, something those with a mental health condition can understand better than most, as our mind becomes our greatest enemy. All the horrors in the shadows that you envisage, could just be products of your terrified brain, as it struggles to comprehend the events unfolding around it.

The first time you meet the alien, when it’s tail curls towards you and you’re certain it’s the end, is breathtakingly terrifying. The following sections are filled with panicked breathing, praying that it doesn’t see you even though you’re making an obscene amount of noise and sighs of relief when you see a save station. The combination of suspense, fear and paranoia culminates in a heart-stopping sequence that I think anyone who has played the game will remember far too vividly for their liking. This is the best part of Alien Isolation. It is you, in isolation, with an alien. (Wow Caitlin, it’s the title of the game, you’re so witty)

On a scale of 1-10, that’s a big old NOPE NOPE NOPE.

Despite all this marvellous suspense and paranoia that Alien Isolation builds up, it does fall flat in places. Once you’ve built up all this suspense, you need to do something with it. It’s a bit like building a house but instead of stopping once it’s complete, you add a conservatory. Then a pool. Then a third floor. Then a moat and drawbridge. At some point, you need to make use of all that you have been building, otherwise, there was no point in building it in the first place. Alien Isolation has some phenomenal moments of horror and primal fear, but it could’ve had so much more if the game flowed just a bit more smoothly.

Overall, I think Alien Isolation is one of those horror games that proves that it could terrify you with a tin can and some rice if it tried hard enough. You don’t need immense amounts of gore or zombies to traumatise your players, just have them stalked by a murderous, basically invincible creature! I would be excited to sit and play this some time, but I need to find a friend who is brave enough to join me first. I would also have to play it at midday in the sunlight with all the doors and windows locked and probably a bat next to me to protect myself.

Could I get some personal space? Please? NO, I DIDN’T MEAN THROW ME INTO SPACE!

What game would you like me to talk about next? I’m thinking we stick with the theme of isolation and loneliness in games and talk about Firewatch! If you’ve got any suggestions, drop them in the comments, leave a like on this article and follow my site if you want email notifications for whenever I publish a new piece! (Also follow me @OurMindGames on Twitter for all the behind the scenes goodies)

Stay away from air ducts,

CaitlinRC.

Dishonored – The Temptation Of The Outsider

The Dishonored series has always been of intrigue to me. It was the first series that I watched a full let’s play of on YouTube and a game world that fascinated me. I spent countless hours digging through the lore and dialogue, searching for answers and a deeper understanding of the events that occurred in the game. However, the concept of Dishonored is a bit hard to explain – especially considering its success and sequels, as well as the countless DLC’s.

In my mind, Dishonored is the result of locking Telltale, Assassins Creed, Hitman and Thief in a lift and refusing to let them out until they produced a profitable game idea. It is a perfect blend of assassination, stealth, chaos (looking at players like Mike Channell from OutsideXbox) and the consequences of player’s actions. It is these “consequences” that we will be focusing on in this article.

Every decision we make in our day to day lives has an impact on the world around us. For those familiar with mathematics, Life Is Strange or Until Dawn – the concept of Chaos Theory tends to be what springs to mind when a game warns us about our actions having consequences. It is a concept that tends to be beaten within an inch of its life in most forms of media, but some games do handle it quite delicately and Dishonored is one of these.

Until Dawn is a famous example of the use of Chaos Theory in video games.

In Dishonored, you are provided with special powers from the Outsider, who observes your actions through the world and judges you. He provides you with the means to bring the world around you to its knees, to bathe the streets with blood – or to silently slip past unknowing citizens, working in the shadows to achieve your goal without a drop of blood spilt. Kingdoms will prosper or collapse based on your decisions – will you let the rats consume the city in your quest for vengeance?

Depending on your actions during a level, you are assigned a chaos level. This is given a value of either High or Low, with the previous level’s chaos factoring into the contents of the next level. For example, if you use your powers to murder many guards in several horrific ways (looking at you Devouring Swarm), then there will be more guards, more rats and more Weepers – making your next mission more difficult.

The ending you receive at the game’s climax is also decided by the total chaos you caused throughout the game. This chaos level is deemed by your choices throughout the game, for example, if you take the non-lethal route of dispatching your targets – such as wiping their memories or sending them to work in their own silver mines as slaves (I didn’t say the non-lethal options were better), then you will receive a lower chaos level than if you blew them up with a whale oil tank.

The Outsider – some argue that he is the villain, the enabler of chaos. However, he is just an observer. Watching you.

A big flaw in a lot of games that claim to be influenced by player choice is that it limits the player to two or three linear pathways that they can choose from. So, gamers tend to be stuck on one specific route for the entirety of the game, such as a “Good” or “Evil” run. Now, this would be ok, if all the enemies you came across were clearly evil. Then, you wouldn’t feel a great deal of guilt or remorse when you sliced your knife through their neck. However, some of the people you come across are just guards doing their jobs or plague survivors trying to make it through the day. Do they deserve to die?

For those of you who aren’t familiar with the plot of the Dishonored games, let me explain. In the first game, Corvo (you) is falsely imprisoned for the murder of the empress and the kidnapping of her daughter, Emily (who is eventually confirmed to be his daughter). You are sentenced to death but are broken out of prison by some people still loyal to you. You then proceed on a journey to find Emily and get your revenge against those who caused your downfall.

The second game sees Emily on the throne and deposed by a witch called Delilah, who turns either Emily or Corvo to stone (depending on who the player chooses to play as) and the remaining character goes on a journey to find those responsible for the coup and reclaim the throne. You as Corvo or Emily, have been Dishonored (roll credits) and seek to right the wrong against you. However, how you go about this is entirely up to you.

Dishonored 2 lets you choose between the young Empress or her father (the protagonist from the first game).

The chaos system in Dishonored is often considered a “punishment” to players, with many complaining about it restricting their gameplay options. However, this is not true. The Outsider acts like the Devil but instead of convincing Adam and Eve to eat an apple, he gives you the means to bend the world to your will – a tempting offer, especially considering how quickly situations can go awry. Yet as a player, you do not have to choose the evil path. In the second game, you don’t even have to accept the Outsider’s Mark and can play the entire game without any supernatural hijinks.

Throughout the game, you are offered opportunity after opportunity to take the easier, but the lethal route, yet there is always another path. Players who fall to the temptation, only have themselves to blame for the poor ending they get. As gamers, we have become accustomed to violence being the only route through a story, with games providing us with various weapons to mow down the countless enemies without batting an eye. Dishonored challenges this idea, actively rewarding or punishing you dependent on your actions.

That sweet little girl Emily you rescue from The Golden Cat? How she rules over her kingdom at the end of the first game, is strongly influenced by how you dispatch your enemies. If you use diplomacy and only kill when necessary, Emily will learn wisdom and insight. However, if you butcher all those who stand in your way – she will use whatever means necessary to get what she wants, becoming a ruthless dictator over innocent people. You are the catalyst that sparks the change in the game world, be that for good or evil. Dishonored gives you nowhere to hide from your actions and for that I adore it.

Emily Kaldwin – Who will she become?

After all, your actions in the real world have long-reaching consequences. If you commit a crime, you are punished for it. When you inflict pain upon others, society will judge you accordingly. As much as we tend to go to games for escapism, I don’t think we should be entirely free of consequences – an idea that the Dishonored series tackles head-on. The choices we make affect the world around us as well as our loved ones and our own psyche. Throughout the games, you can morph Corvo and Emily from being a wronged individual just seeking to reclaim what is rightfully theirs, to a horrific creature who tore through hundreds of innocents for no real reason other than bloodlust.

Anyways, that’s the Dishonored series for you. It hands you a knife and lets you decide what you use it for. What did you do? What other games would you like me to talk about? Leave feedback in the comments section, hit that follow button and follow me on Twitter @OurMindGames for all the updates!

Thanks,

CaitlinRC

The Walking Dead: More than just a river of tears.

I’m not an openly emotional person. Sure, video games and their stories can move me in ways that I’d never expect, but I’m rarely openly sobbing with grief or screaming in fear at a jumpscare. One company that can consistently move me emotionally though, is Telltale Games. Obviously, they’ve been in the media recently due to the financial troubles and mass layoffs they’ve been experiencing. However, despite this they managed to finish off the story of Clementine – a character from their Walking Dead series that we as players, watched grow from a frightened child to a badass survivor who was probably more capable than every player combined.

Clementine in Season 1 – a sweet, innocent girl. For now.

This emotional journey is one that we can all relate to, despite the fictional setting that it is based in. As players, we walk alongside Clementine as she grows up, faces hardship and struggles in a cruel, unfair world. Sure, we don’t have the living dead walking around trying to chew our flesh off but then again, have you been to a student night out when they run out of Jaeger? By the time we, as the players even meet Clementine, she’s been surviving on her own against the undead population for three days already. Her parents are gone, her babysitter has turned into a monster and her life is turned into a manic scramble for survival.

Why am I talking about this? Well, the four seasons that follow Clementine have recently come to an end. For me, that’s closing a big part of what has formed me into who I am today. My experience with games such as those written by Telltale, ones that demand choices and force you to think about how your actions will affect others, have always had a strong impact on me. I make it my motto in life to never allow my actions to cause harm to another, be that emotionally or physically. Obviously, I cannot always be successful, as is the way of life.

Little Clem isn’t so little anymore.

Games like the Walking Dead demand a moral choice from you, but they do not provide a truly “good” option. They force you to choose between a rock and a hard place. Do you allow a father to shoot his dying son or do you do it yourself? Strong arguments can be made for both sides and there will always be repercussions. A good game leaves a strong impact on you, even weeks after playing it. The Walking Dead is one of those games for me, considering I haven’t played the original season in about 5 years and I’m writing about it right now.

How does this relate to mental health then, I hear you cry? After all, this whole site is about gaming and mental health! Well, the morality of your decisions, be they in a fictional world or in your everyday life, will affect your mental state. One of the most commonly portrayed symptoms of anxiety in media such as games and films is panic attacks caused by overthinking. Normally, it is visualised by a protagonist receiving bad news or a negative response, then spiralling internally until they struggle to breathe and cannot stop shaking. Some people do experience these types of attacks; however, it is not a universal anxiety symptom.

The right choice is never easy to make.

The smallest choices we make tend to be the ones that come back to haunt us the most. For example, if a friend had suddenly stopped messaging you, some people’s reaction would be to think that they had done something wrong and made them angry. The mind would pour over past events, searching for the tiniest detail that might explain their behaviour and latch onto it, ignoring the more logical option such as they may have turned off their phone in the cinema or their parents rang them.

This is often seen in Telltale’s games, where your idle conversation with the colourful cast of characters is brought up later down the line, either in support of you or to put you on trial as the bad guy (despite the millions of zombies surrounding them). This is particularly focused on in the final season where the choices you make and the lessons you teach to young AJ, mould him for the rest of his life. My favourite example of this is in the first season, where if you swear in front of Clementine early on, she will continue to swear later down the line. Though considering the trauma she ends up experiencing throughout all four games, I say swear all you want kiddo.

Don’t swear in front of the child Lee!

The powerful sequences written by Telltale, combined with a loveable cast of characters (except Ben, screw that guy) results in painful decisions that genuinely hurt you. This cannot be said of every Telltale game, but we’ll get to that another time. Every person you come across in the fictional apocalypse feels like they could walk out of the screen and sit in front of you. Which is why those decisions you make about their lives, become so much more than just choosing between a few boxes on a screen. If you are playing with a kind nature at the forefront of your mind, each loss comes as a personal attack on your choices.

One thing I will repeat throughout every article I write is that mental health is entirely unique to each person. My experience of anxiety is completely different from that of my friends or my family. This is because it is based on both my unique biological factors such as genetics, as well as my past experiences – e.g. any traumatic incidents or childhood fears etc. Poetically, everybody’s experience of a game like the Walking Dead series, is completely unique as well. There is a very small statistical chance that people will have the exact same run through, dialogue trees and all, but their reactions to what is occurring on the screen will still be unique.

Trust me when I say, Telltale aren’t messing around with this disclaimer.

That unique impact on your mental state, on your future decisions and on how you approach these types of games in the future, is a tribute to how important and powerful video games can be in shaping us. Although it was only a small factor of my younger years, I can say with absolute certainty that those games have moulded me into the person I am today. As a writer, a student, a friend and a family member, I owe the kindness and resilience I learnt from these games to those who created it.

More games in this genre do exist, not just ones created by Telltale. Though there is room for more games, and I welcome any developer who wishes to take a crack at it. I’ll talk about another game close to my heart soon. I’ll give you a hint, it involves debt and angry moles.

Till next time,

CaitlinRC.