Cosmic Horror and the Ruins of Capitalism in Night in the Woods

I maintained my sanity during the pandemic by spending time outdoors in abandoned places. Some of these places exist in the real world, but most were virtual. One of my favorite haunts has been Possum Springs, a depopulated town in western Pennsylvania that serves the setting of the 2017 story exploration game Night in the Woods.

In Night in the Woods, you play as Mae, an anthropomorphic cat who has dropped out of college and moved back to Possum Springs to live with her parents. With no job and nothing better to do, Mae decides to investigate the disappearance of several local children. It turns out that there is a monster living in the abandoned mine tunnels under Possum Springs, and a cult of town residents has been feeding young people to this creature in return for a promise that it will prevent the town’s economic decline. When Mae and her friends catch the cult in the act of sacrificing one of its own members, its leader tells the group of teenagers that these rituals aren’t easy for them, especially now that they’re getting older. It’s time for a new generation to take over and ensure the prosperity of Possum Springs, however modest this prosperity might be.

Mae and her friends don’t join the death cult, of course. They escape from the monster, and the mine tunnels collapse and trap the remaining cult members underground. At the end of the game, Mae reflects that what she’s taken away from this experience is the conviction that, if there is no benevolent higher power in a hostile universe, then she and her friends will have to help each other while doing the best they can for themselves and their community.

The elements of cosmic horror in Night in the Woods are genuinely creepy, especially during Mae’s interactive nightmare sequences, but the purpose of the cult is to serve as a thematic juxtaposition to the true terror of Possum Springs, a large and impersonal set of interlocking systems that collectively exploit hardworking but vulnerable people – namely, capitalism.

Mae’s parents are afraid of losing their house to the bank because of an usurious mortgage they took out to finance Mae’s college tuition, and entire neighborhoods in Possum Springs are filled with repossessed, unsold, and subsequently abandoned buildings. The pastor of the local church wants to open a shelter for the newly homeless and the railroad drifters who camp out in the forest next to town, but she fails to obtain a permit from the city council due to concerns that lowering the property values in the neighborhood will fatally disrupt an already struggling real estate market.

The horror of an absurd and uncaring universe in Night in the Woods has very little to do with the unfathomable monster lurking in the mine tunnels, although the cult of older people who sacrifice members of younger generations for the vague promise of being able to sustain an imagined standard of living comes uncomfortably close to allegory in the wake of the 2016 American presidential election. Forces beyond our control and comprehension are indeed destroying individual lives and modestly thriving communities, but these forces are nothing as quaint as a stygian tentacle beast that eats children.

According to Scott Benson, the lead writer and artist of Night in the Woods, Possum Springs is located in western Pennsylvania just outside of Pittsburgh. This situates the town in the Rust Belt, an economically depressed region stretching around the Great Lakes from Buffalo to Detroit. The cities in the Rust Belt were centers of American manufacturing until the 1980s, when international free trade agreements incentivized companies in sectors like natural resource extraction and the automotive industry to outsource materials and labor. Formerly bustling mines and factories closed, resulting in a dramatic decline in population that in turn resulted in the bankruptcy of many smaller businesses.

It’s currently possible to accrue a sizeable following on social media by posting urban exploration photos of shuttered factories and other ghostly relics of infrastructure, such as empty schools, hospitals, movie theaters, and shopping malls. There’s a certain poetic charm in high-contrast photos of healthy green weeds stretching up through the cracks of ash-gray concrete and leafy vines twining around rusted iron support pillars. Images of the remains of modern civilization devoid of human presence provide fertile ground for the imagination to run wild.

Night in the Woods denies its players the solitary pleasures of urban exploration, however. As a dialog-driven game, its story can’t be advanced unless the player participates in conversations with various people around Possum Springs. As the you learn more about the town, you begin to understand the problems experienced by its inhabitants, which range from poverty to alcoholism to severe depression. At the same time, you come to appreciate the people who care about each other and want to do right by their community even despite the financial and emotional burdens they carry.

Night in the Woods suggests that the fractures in the community cannot be repaired by any given individual action, like “going to college” or “owning a home.” Rather, the problem lies in the larger economic forces that steamroller over working-class people in small towns. None of the characters Mae interacts with are stupid or unaware of what’s happening, but most of them don’t have the agency to make any real choices about their lives.

Night in the Woods features a number of optional sidequests that tell an ongoing story about the historical tension between the former mine owners and the labor unions in Possum Springs, and it’s clear that the working conditions for miners were deplorable. The mines closed at least a decade before the story begins, but the labor of the workers in Possum Springs is still exploited. Mae’s father, who was laid off from his job at a small factory, now works at a large supermarket by the highway that forced the local grocery store in Possum Springs to be shut down. At the end of the game, Mae’s father considers starting a labor union at his workplace, which pulls money out of the local economy without benefiting the town or its people.

The game’s presentation of unions isn’t entirely positive, however. As Mae’s friend Bea explains, the unions are male-dominated, and homosocial labor solidarity lends itself to an atmosphere in which overt sexual harassment is swept under the rug. Mae’s friend Selmers, who started writing poetry for the rehab program she entered after becoming addicted to pain pills while working at the local pharmacy, performs a reading of an incredible piece about how even unionized jobs are becoming unsustainable in the face of global capitalism.

Night in the Woods is ultimately about accepting uncomfortable realities while moving forward and finding friendship and community in difficult times and circumstances. The game isn’t just a protest against the violence of the global neoliberal capitalism that destroys local economies; it’s a model of resistance on a small and personal scale, as well as an argument for the quiet beauty of allowing outdated structures to fall gently to ruin.

Small town life isn’t for everyone, but neither is building a community from scratch in a big city. If nothing else, it’s good to have choices. The gameplay of Night in the Woods is centered around making choices, and the choice Mae and her friends make is to bury the monster in the mine, sacrificing short-term gains for long-term stability.

Although Night in the Woods is set in the days leading to and following Halloween, its advocacy for regrowth and positive change is a welcome message as society gradually begins to recover from the effects of the pandemic. If nothing else, Possum Springs is a great place to find surreal and spooky chills, and Mae’s homecoming is a crash course on how to make conversation with other people in real-world places that will be hopefully be not so abandoned in the future.

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This essay was originally published on May 18, 2021 in Entropy, a digital magazine about the fringes of art and culture. Entropy closed its website in late 2022, and I am reproducing this publication with the kind permission of the editors.

Bad Writing Advice

One of the more frustrating aspects of being a writer is receiving outdated or irrelevant feedback. Here at the end of the year, it’s important to reflect on the good things – but also the things that didn’t work so well. I’d like to share some advice I saw on various Discord servers that didn’t match my own understanding of the realities of what it means to be a writer.  

Craft

Advice: Delete adverbs to create a streamlined flow.

Reality: This is an extremely useful piece of advice given to screenwriters, but the conventions that apply to spoken dialog don’t necessarily translate to prose fiction. Prose writers can’t rely on cinematography to direct the reader’s attention, so we have to use words to create a sense of focus through pace, which will sometimes be slower and heavier.

Advice: Open your story with an action-packed intro hook.

Reality: Many readers find this sort of decontextualized opening explosion confusing and exhausting, and it’s not appropriate for every genre. This style of storytelling became common during the YA fiction boom of the 2000s and is still frequently used in screenwriting, but it’s not as ubiquitous as it once was.

Practice

Advice: Write 2,000 words every day, no exceptions.

Reality: Sometimes this is easy, and sometimes you’ll find yourself writing many more than two thousand words in a day. Still, it’s important to write at your own pace and allow yourself to rest. When it comes to professional writing, it’s also important to respect wordcount limits instead of charging ahead with the “more words are better” mentality that many writers pick up in high school or college.

Advice: Only write what you’re passionate about.

Reality: Passion will only carry you so far. Famously prolific writers from William Faulkner to Chuck Tingle have argued that discipline, persistence, and a good-natured willingness to occasionally make concessions to market trends are much more important in the long run.  

Career

Advice: Apply to an MFA program.

Reality: MFA programs are expensive, and you also have to take the cost of living and the opportunity cost into account. Meanwhile, week-long writing workshops and retreats often have financial aid available and may be more accessible to people who aren’t interested in pursuing an academic career.

Advice: Be active on social media.

Reality: Many agents and editors have made it clear that they don’t take a writer’s social media presence into account, and the days of being signed because of a viral tweet ended several years ago. While it can be useful to pay attention to calls for submissions on social media, especially Twitter, it’s not necessary to have a lot of followers (or even a public account) in order to find a venue for your work.

It’s important to note that a lot of this advice isn’t “bad” so much as it is “not generally applicable.” For example, the “write 2k words a day, no exceptions” maxim makes perfect sense for a professionally established novelist under contract to produce three manuscripts every two years. If you’re given the opportunity to be that sort of novelist, “2k words per day” is what you need to do. Nothing controversial about that. Still, the extent to which this advice has transformed from a specific professional practice to A Gospel Truth About Writing can be frustrating.

If you’ve been subjected to any similarly “bad” writing advice, please feel free to leave a comment. The end of the year is a good time to vent and get it all out so that you can start the new year fresh and energized.

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A version of this post originally appeared on Get Your Words Out, a community of writers aiming to maintain healthy creative habits and writing productivity. Membership is open for 2023 through January 16, 2023. The community’s content is limited to members who maintain their writing pledges, but the GYWO Twitter account is accessible to everyone and posts encouragement, prompts, and writing resources at a steady but manageable pace.

One Night, Hot Springs

One Night, Hot Springs (here on Itchio) a short visual novel that takes about twenty minutes to play. It’s the free-to-download first chapter of A Year of Springs, which is available for $5 on various platforms, including Nintendo Switch. The story is about a 19-year-old girl named Haru who spends the night at a fancy onsen hotel with her childhood friend Minami and Minami’s friend Erika. Everything seems set up for a fun girls’ night out, but Haru is worried that being trans might make getting into a public bath tricky.

Minami and Erika are both a bit clueless about what it means to be transgender, but each is kind and supportive of Haru in her own way. The onsen staff are kind and supportive as well. No one particularly cares that Haru is trans, but they still go out of their way to make sure she feels comfortable, just as they would for any other guest. Haru is shy and doesn’t want to cause trouble, but a staff member assures her that plenty of people need (and deserve!) a bit of extra attention, and that trans guests aren’t actually as uncommon as one might think.   

There’s a big pink banner with a content warning for transphobia hovering over the game’s page on Itchio, which is why I didn’t take the plunge and buy the full game. I got seriously burned by The House in Fata Morgana, and I don’t want to play another visual novel about a trans character being abused or harassed. It turns out that I need not have worried, thankfully. If you’re honest to everyone about your character being trans, the ending you’ll get is called “The World Can Be Kind, Too.”

There’s an educational element to the game, and this can be something of a bummer, as the social and legal realities of being LGBTQ+ in Japan aren’t great. Still, One Night, Hot Springs is mostly about simulating the experience of spending a relaxing evening in the company of good friends at a beautiful onsen hotel. The artwork is cute yet polished and offers the player lovely visions of traditional architecture, delicious food, and screenshot-worthy outdoor vistas.

One Night, Hot Springs is just as wholesome as its artwork is adorable, and I really enjoyed the story. I was inspired to get the full game, A Year of Springs, and I’m looking forward to playing it soon.

The Academy of Raya Lucaria

This is how I imagine Sellen and Rennala celebrating the end of the semester at the Academy of Raya Lucaria.

The postapocalyptic world of Elden Ring isn’t a great place to live, and good people usually end up dead. The Academy of Raya Lucaria seems as though it was dangerous even before the world ended, as very few of the wizards who studied there had even the slightest hint of ethics regarding the otherworldly powers they were attempting to harness. As much as I would love to study magic myself, I’m fairly certain that I would die – or even worse, become undead – within the first semester of wizard school.

Also, multiple people have commented to me that Elden Ring contains the most accurate portrayal of academia they’ve seen in a video game. As a professor, I think it’s best that I keep my comments to myself, but damn if that isn’t the truth.

Dear Friend

If you want to fight your way into the spotlight, it always helps to have a dear friend with sharp teeth.

This is a fan illustration of an original short story written by a fandom friend, Runicmagitek on AO3. Their story is called “Dear Friend,” and it’s about a sinister shadow who follows an aspiring chanteuse from a dark corner of the forest into the bright lights of the city.

Runic is an incredible prose stylist, and it was a lot of fun to draw their characters! For more monster girls and murder friends, please check out their writing here:

🥂 AO3: https://archiveofourown.org/users/runicmagitek/
🔪 Twitter: https://twitter.com/runic_magitek
✨ Tumblr: https://runicmagitek.tumblr.com/

Hoa

Hoa is a short and nonviolent 2D puzzle platformer set in a gorgeous green world of hand-painted art. If you’ve ever watched a Studio Ghibli movie and wanted to spend more time exploring the backgrounds, Hoa was made for you. The game’s gentle piano music is reminiscent of a Joe Hisaishi score, and Hoa gave me strong My Neighbor Totoro vibes in all the best ways.

You play as a tiny fairy who has returned to the forest after a mysterious trip across a body of water. Your motivation is unclear, but your character seems to want to make her way back to her home. Along the way, you navigate eight levels organized according to simple themed platforming puzzles. Your goal in each level is to wake the level “boss” by restoring light to their sigils, and the boss will give you a new navigation ability once you collect all the golden butterflies scattered throughout the level.

There is no combat or hostility in Hoa, and successful navigation of each level requires the cooperation of its denizens, which include snails, ladybugs, jellyfish, and tiny little robots. As your character walks, flowers bloom and leaves unfurl to help her on her way, and she double jumps in a swirl of sparkling pixie dust. All of this magic is understated and feels like a natural part of the world, and every new level is filled with pleasant surprises.

Unfortunately, there are parts of Hoa that are somewhat unintuitive, especially toward the beginning.

In the first area, your character is taught that she can break horizontal branches if she jumps on them with sufficient force. In the next area, she’s presented with a vertical branch blocking her way. On a higher level, a bug repeatedly rams into another vertical branch, eventually breaking it. It seems the message is clear: If you ram into the vertical branch on your own level enough times, it will eventually break.

This is not what the game is trying to teach you, however. What the game wants you to do is leave the room and walk all the way around the area so you can enter the room from the opposite side, where the branch that the bug knocked down now forms a bridge to another room. Hoa is trying to teach you that all of the rooms in an area are interconnected, and that sometimes you’ll need to approach a puzzle from a different direction. This makes sense, of course, but it’s counterintuitive. When I tried to search for a walkthrough, I found dozens of people asking the same question: How do you break the vertical branch?

In other words, it’s easy to understand what the level design seems to be suggesting, but it’s harder to understand whether that’s the solution the designers intended. I won’t lie – this can be frustrating.    

Once you get deeper into Hoa, you’ll begin to understand how the designers constructed these puzzles, but the game’s combined lack of precision and flexibility still creates unnecessary moments of tension. Although Hoa seems to be aimed at young children, I feel like it demands an unusually high level of patience and forgiveness, as well as an ability to read the abstract intentions of the designers instead of the concrete environment of the game. I would say that Hoa may indeed be a good game to play with a kid, but you probably want to play it all the way through by yourself first.

I should also mention that there’s a gameplay twist in the final level. It’s very good, but it’s also legitimately challenging in a way that the game hasn’t prepared you for. The basic gameplay loop is significantly disrupted, and there’s a certain tricky sequence about halfway through the level that I imagine might cause many players to quit the game without finishing it. Still, even if Hoa doesn’t perfectly execute what it’s trying to do here, it offers the player an interesting concept presented with a surprising degree of style and creativity.

I don’t want to suggest that these moments of frustration break the game. Once I was able to get past the idea that Hoa is supposed to be easy and intuitive, I was able to have a lot of fun with it. After you get a better sense of what the game wants you to do, you can make your way through the later areas with minimal hassles as you enjoy the art and music, both of which are well worth the experience.

My first playthrough of Hoa took about two and a half hours, which includes the time I spent searching for puzzle solutions online. My second playthrough was a smooth one hour, and it was a chill and peaceful experience. I’d say that Hoa is a solid “7/10 game” in the best sense of what that generally means, with the more unpolished elements serving to endow the game with a unique sense of character. All things considered, I’m happy that Hoa is a piece of hand-crafted art that exists in this world.  

Later Daters

Later Daters is a cute and clever queer dating sim set in a retirement community. It’s divided into seven chapters, each of which takes about ten minutes to read. I enjoyed this game so much that I played it three times. There’s a fair amount of repetition, but also enough potential for variation to keep each replay interesting.

Each of the characters in Later Daters is distinctly attractive in their own way, but perhaps it’s important to say that not a single one of them looks a day past 65 years old. In fact, most of them seem to be in their mid-to-late 50s. I’m not sure if this is a failure of imagination or simply a concession to the player, but everyone is healthy and hearty. All of the characters have good hair and good skin and good teeth and good posture, and they all have the minds and progressive views and sex drives of college students.

Not that I’m complaining, of course! I just want to make it clear that, as in any dating sim, there’s a strong element of fantasy involved.

Your character, who looks maybe 50 years old, is supposed to be 80. (You can choose their gender, but I’m going to stick with “they.”) They’re an artist who lived in a big house out in the country, but their doctor recommended that they move to a retirement community after they developed vertigo and took a fall. The player can choose how positive they feel about this; regardless, everyone in the community is friendly and welcoming.

The retirement community itself is beautiful, with lovely apartments, grass-covered lawns, and a gorgeous greenhouse filled with marijuana plants. The community also has sufficient funding for various clubs and activities, and it’s managed by the residents with no outside interference. It feels like paradise, to be honest.  

The main goal of the game is to choose an NPC to romance, which you can do at your leisure and to whatever degree of steaminess you prefer. The first time I played the game, I was so enchanted by the characters that all I wanted to do was to make friends. I therefore played the game as aro-ace, which ended up being a lot of fun. Unfortunately, I made some questionable decisions regarding a few of the characters, overstepping the boundaries of some while not being attentive enough to others. I therefore played the game again to get to know them better, and along the way I ended up starting a relationship with my cute neighbor.

On my third playthrough, I was like, “Fuck it, we ball,” and I ended up seducing a rock star. The bed scenes were very silly, and there was more than enough humor to create a bridge above any potential cringe. I don’t think most people are going to feel compelled to crank it to Later Daters, but the quality of its dick jokes is extremely high.

Despite the number of excellent (but mercifully non-obtrusive) one-liners, the underlying purpose of the game is to help the player explore scenarios related to aging and death that aren’t often addressed in pop culture or entertainment media.

To give an example, a minor character suddenly dies of a heart attack in the second chapter. Although you can choose not to participate, your character is invited to a group therapy session that has moments of humor but legit made me cry the first time because it was so heartfelt and honest. No one preaches or lectures, but the session does manage to sneak in some real talk about issues such as the importance of creating a will when you get older.

Another example is the person who is (or seems to be?) the sole exception to my earlier statement that “every character is healthy.” A man named Haroun is suffering from Alzheimer’s. This understandably causes trouble for his wife Salema, who doesn’t want to move him to an intensive-care residence.

If you become friends with Salema, you’ll be introduced to her fourteen-year-old grandson Marcel, a sweet kid who tries to help with Haroun but can’t really manage his care on his own. Putting Salema and Haroun’s issues aside, it’s lovely to see how everyone reacts to Marcel with love and kindness. If you’re a queer person who’s ever felt anxiety regarding the judgment of older people, this portrayal of friendliness and acceptance is a godsend.  

Given that Later Daters is so warm-hearted, I didn’t have the courage to do a genocide run, but I’m curious about what that would look like. From the very first dialogue option, you can choose to be extremely negative about moving to a retirement community, and you can also actively choose not to spend time with anyone.

I’m the sort of person who needs a lot of alone time and has never taken well to communal living. If I were to play this game realistically, as myself, I think this would probably be tantamount to a genocide run. Still, I get the feeling that Later Daters might be a safe space to explore these fears and anxieties.

I think it’s especially for people like me that the fourth chapter of the game is a sci-fi themed “and it was all a dream” style mini-story that serves as an icebreaker, allowing you to explore your relationships with the characters without there being any long-term consequences. This chapter is a marvelously clever storytelling device, and it’s a lot of fun.

Even if you’re not especially into older-looking characters, Later Daters is about an hour of good art and excellent writing that can easily be played in one sitting and rewards multiple playthroughs. And again, the dick jokes are great, but you don’t have to date anyone if you’re just interested in the story. If you do happen to be up for romance, Later Daters gives you all the queer options you could hope for while allowing you to set your own pace at every step of the way.

There are several ways to download Later Daters, including paying for each chapter at a time, but I’m happy that I went ahead and got the full game, “Later Daters Part One and Two.”

The House in Fata Morgana

The House in Fata Morgana describes itself as “a gothic suspense tale set in a cursed mansion,” but I would describe this visual novel as 500k+ words of torture porn. It’s so bad. It is so so bad.

The premise of the game is that you wake up in an abandoned mansion with no memories. A creepy maid guides you through the house while telling you the tragic stories of the people who once lived there. It turns out that the maid was present in all eras of history, and that you were too – albeit not in the form you expect. Along the way there are a lot of silly and juvenile anime tropes, as well as a seriously awful mistreatment of transgender issues. And did I mention torture? There’s a lot of torture.

The remainder of this post includes discussion of torture, including sexual assault, so please take care.

One of the reasons I shy away from away from amateur writing communities is because they tend to have at least one person who will go through a manic phase and then won’t shut up about how they wrote 10k words in one night, and how these words are the most brilliant thing that’s ever been written, and how every single one of these words are perfect and should never be edited.

The House in Fata Morgana wrote 10k words in one night, and it shows. The ideas behind the individual character stories and the overarching plot aren’t bad, but the writing is godawful. There was clearly no editing, and the pacing is a miserable mess. Characters repeat themselves endlessly in a way that goes far beyond “demonstrating the theme of a cycle of abuse.” Each of the sub-stories drags on forever before ending in a bloodbath of screams that go “AaAAAAggHHH” and “NnnGGggGG uuuUrrhhh” and “hehehHEHEHehehe” for literally dozens of minutes of the player clicking through meaningless text.

(I don’t mean to suggest that the translation is bad, by the way. It’s actually very polished. Still, I feel horrible that the translator had to wade through this mess, and I hope they got to take a long vacation afterward.)

The art is pretty but extremely limited, and the character designs fail to convey any sort of personality or mood. The game offers almost no horror art, or even any interesting visual imagery. The giant gothic mansion has maybe ten rooms, and they’re all bog-standard stock photos run through different filters. The player is asked to make a few decisions, but they’re few and far between. These choices are binary, with the wrong decision being crystal clear and resulting in an obviously premature end to the game. In other words, there’s no real gameplay to speak of, nor any real payoff for making your way through the text.

About two-thirds of the way through the game, I got to the point where I was holding down the skip button to speed-read through the text as quickly as possible. I gave up at some point during the penultimate chapter. Towards the end, the story’s pace slows down instead of quickens, making the game feel even more tedious as it offers revelations that might have been surprising if the writing weren’t so mind-numbingly boring.

The House in Fata Morgana could have had the potential to be unique and interesting if its writing had been properly edited. At perhaps 250k words, the player would still have been able to spend a significant amount of time in this creepy mansion with these unfortunate characters, and the writer still would have been able to convey the sense of feeling trapped in a web of words. I’m willing to grant a creator sufficient room to explore the world of their story, but I think it’s safe to say that three entire novels’ worth of extra words will try anyone’s patience.  

There’s also the game’s severe mistreatment of transgender issues.

By this point I have enough exposure to Japanese otaku media to understand that the representation of queer identity and sexuality is complicated. For example, is a work of fiction seemingly intended for a straight male audience secretly LGBTQ+ friendly, or is it actually homophobic? And, if it is borderline homophobic, how much energy do you need to expend to reinterpret the plot and characters into something that can be read as queer-positive? Is it worth the trouble?

Even with the benefit of the doubt, however, the second-to-last chapter of The House in Fata Morgana hit me especially hard.

This chapter is about a transgender (and possibly intersex) character quietly coming out as gay and then being tortured by his family. It’s intense, and it lasts for more than an hour of gameplay time. I don’t use the word “problematic” lightly, but the way this torture and misgendering resonates with the rest of the story is deeply upsetting.

Maybe this is all resolved and everyone gets a happy ending, who knows. For me, I’m not sure any ending is worth having to sit through hours of a transgender character being imprisoned and starved and beaten and tortured and being told, in line after line after line of text, that he would be happy if only he weren’t gay.

I feel like this goes beyond “horror” and enters the realm of something else entirely. Either the writer has an intense fetish, or it’s sincere homophobia. I don’t think every piece of media needs to be ideologically pure or written for me specifically, but the way this element of the story casts a different light on the plot of the entire game (for complicated spoiler reasons) is extremely weird and fucked up.

I think most players will eventually run up against the question of “why don’t the characters just get up and leave the house,” and the same frustration applies to The House in Fata Morgana in a meta sense. Namely, you don’t need to be trapped by this poorly-written and poorly-edited and poorly-paced game. You can just quit playing! So that’s what I did.

If you’re wondering whether you should spend $40 to check out The House in Fata Morgana and just play until you get bored, it’s worth keeping in mind that there’s a strong psychosexual element to the story presented by each chapter, with sexual assault and torture being the dominant themes. This is par for the course for gothic horror, but the player’s enjoyment of this game is going to be strongly dependent on how many hundreds of thousands of words of explicit descriptions of non-erotic yet still sexualized torture they’re willing to tolerate. Also, the very first chapter is about incest.

I love horror, and I’m not judging anyone who uses fiction to explore the darker sides of human experience. Still, considering how highly rated The House in Fata Morgana is on Steam, I think it’s important to say that this game definitely isn’t for everyone.

Strange Tales and Modern Legends

This semester I taught a seminar called “Japanese Ghost Stories.” (You can find links to the syllabus and course materials here.) A major element of this class was our study of how folkloric traditions have influenced literature. My specialty is contemporary fiction, so we spent a good amount of time talking about what urban legends are and how they work.

I believe that urban legends have the following three characteristics:

First, these stories are specific to a time and place, and they’re generally tied to a specific person as well. This person is someone known to the storyteller, and they’re either a reliable source of information or a direct witness to the event or phenomenon in question.

Second, the story is understood to be “real” and therefore nonfiction. In fact, it often isn’t much of a story at all. Unlike creepypasta, which is shortform fiction, the characters in an urban legend don’t have interiority, and they’re often not attributed with motivation. Rather, the story is stated as a simple fact. At the core of these stories is a statement like “you’ll die if you eat [a certain type of candy] mixed with soda” or “a child was once murdered in [a certain department store] bathroom.” The purpose of additional details is to add authenticity.

Third, urban legends almost always have a cautionary element, and the unfortunate events of the story are related to social and cultural anxieties. These fears tend to be politically sensitive and thus can’t be discussed openly, so urban legends function as a sort of pressure release valve. In the United States, for example, a lot of urban legends reflect racial tensions, while there are a lot of urban legends about bullying and social ostracization in Japan.  

This isn’t really a defining characteristic, but I find it interesting that an urban legend need not necessarily be untrue. Rather, the act of making something into a “story” adds an element of speculation. This means that, even though the story is stated as fact, both the teller and listener understand that the veracity of this fact is debatable. In other words, the story could be true, but both parties acknowledge that there’s no way to prove it.

Having provided the students with these criteria and a number of examples to use as potential templates, I asked them to write their own urban legends. I was absolutely blown away by the work they submitted. I promised that I wouldn’t spread their stories outside of class, but I decided to make a class zine so that they could share their work with each other. The image at the top of this post is the cover I created for the zine, which ended up being a 76-page book.

I like to think that Alvin Schwartz and Stephen Gammell would be proud.

You Died Anthology Review on WWAC

My review of the Eisner Award winning comic anthology You Died: An Anthology of the Afterlife has just been published on the website Women Write About Comics. Here’s an excerpt…

Despite the success of the death positivity movement, death remains a difficult subject for many people. You Died: An Anthology of the Afterlife understands this tension and respects both the critical importance of the topic and the feelings of the reader. As befits the theme of positivity, the anthology’s tone is gentle and uplifting. With its range of unique and beautiful art styles and its entertaining yet contemplative stories, You Died celebrates a diversity of lives in its embrace of a fascinating array of afterlives.

You can read the full review (here). Although my review ended up being entirely positive, there were a few aspects of certain pieces in the anthology that didn’t initially land with me. As always, I extend my thanks to my brilliant editor, who helped me see these comics and this fantastic anthology in a different light.