Usually,
when I talk about creator spotlight candidates, they have a special connection
to me. I talk about both their past,
accomplishments, and my personal story in regards to how I came to be
acquainted with the developer. However,
this week is a bit different. I've only
played one game by this man and it's not the one I intend to talk about. So, why am I talking about him? What gives me the right? Well, because even if I never played his
games, I'm glad that they exist. Ladies
and gentleman, this is Matt Gilgenbach.
Meet Matt Gilgenbach of 24 Caret games |
Been a
while since I did one of these, huh?
Well, I wanted to talk about this particular developer because recently,
I gave up on a game called Call of Cthulhu: Dark Corners of the Earth. Gilgenbach didn't make this one, but hear me
out, I'm going somewhere with this. Call
of Cthulhu...is just awful. It had a
spark of brilliance in it, as it stayed relatively true the idea of alien
horror invading the world we know and our mind slowly eroding to compensate
that is a hallmark of H.P. Lovecraft's work.
It very much matched the pulp fiction culture of the time, with the hero
being a noir-esque detective investigating strange goings on that led to the
discovery of alien nightmares beyond all imagining. I'd even go so far as to say the muddy
graphics helped in this regard, giving a bleak feel to the game, and the
atmosphere was both very alien and lonely in places, but also claustrophobic
and paranoid when it needed to be. The
story is also really amazing too, mixing Dagon, Call of Cthulhu, Shadow out of
Time, and Shadow Over Innsmouth together in a blender. However, it is hampered by incredibly poor
controls, level design that is frustrating to deal with, a huge number of game
breaking bugs, and a frustration factor that makes the game nigh unplayable as
a horror title, as the first time a mob of sick, cultish townsfolk chase you,
it's scary, but the fifteenth time you deal with it, it becomes annoying.
The Alien horror of the deep ocean mixes with the great atmosphere of Lovecraft...at first. It quickly gets frustrating though. |
Slowly, I
grew to hate Call of Cthulhu, as it was a frustrating game that I was unwilling
to slog through for the tiny, MICROSCOPIC bits of quality I could find. However, I love the work of H.P.
Lovecraft...and after giving up on the game I realized that while I hated
it...I was glad that it existed. Because
it meant that Lovecraft COULD be done in game form...hopefully it could be done
better next time. It showed that
something had value in being created.
Meet Call of Cthulhu's game breaking glitch. If you don't know exactly where to point and shoot this scope, the game is unwinnable. Problem is, there's no indicators of where to shoot. |
This brings
me to Matt Gilgenbach. Gilgenbach has a
rather skewed view of the world, having near crippling OCD which have led to
nightmares when sleeping and difficulty adapting to normal life when awake. This led to Gilgenbach having depression,
even prior to his entry into the game's industry. Despite this, however, Gilgenbach got his
start in the AAA industry, making games such as Ratchet and Clank: Size Matters
for the PSP. Ironically, this is the
only Gilgenbach game I have ever played.
It was a decent enough title that, while fun, basically did nothing new
and I didn't care whether or not I played it.
Gilgenbach would have fallen off my radar completely if not for the fact
that he ditched the AAA industry to go indie.
On the indie scene, Gilgenbach basically defined games that, whether you
love them or hate them, you can't help but be glad that they exist.
While fun, the only Gilgenbach game I've ever played is...kinda generic and forgettable. |
After
leaving the AAA industry, Gilgenbach created Retro/Grade, a shooter that played
in reverse. You have to basically intercept
and unshoot your shots, while avoiding the shots you originally avoided so that
the enemies can unfire them, in a mind bending bit of temporal paradox. Interestingly, it is also a rhythm game,
which adjusts the music based on the shots you intercept to create different
tunes. I was both visually stunning and
an interesting twist on a tired formula.
There are plenty of shooters, even rhythm based shooters like Rez,
however it was an interesting idea to have the game playable in reverse. What's more, you could control the game with
a guitar controller from Guitar Hero.
The game was, sadly, a commercial failure, but looking back, I can't
help but approve of the experiment.
Gilgenbach created a game that he had passion for and, rather than
following the leader and trying to make the next Minecraft or a retro 16-bit
throwback game, he created something wholly original and interesting. That's admirable, even in the indie scene,
and it provides an interesting point of reference to designers in the future to
play around with.
Unfortunately,
the failure of Retro/Grade alongside Gilgenbach's OCD caused him to spiral into
a period of even greater depression.
However, like a true artist, Gilgenbach tried to take what he had
experienced, the hell of his OCD, his nightmares, and his depression, and make
something out of it. Make a game out of
it. And this is the reason I decided I
wanted to talk about him. The game he
made...is Neverending Nightmares.
Oh...oh wow...so...anyone else not sleeping tonight? |
Confession
time. I have an odd fascination with horror
games. I don't really like being scared,
but I think that horror titles can explore a part of the human experience that
few other games can and thusly are unique, powerful experiences. This has drawn me to a few select ones, like
the Silent Hill or Clock Tower games...and it's what drew me to Neverending
Nightmares. The game appeared on
Kickstarter when I was looking for fresh new experiences to support and
fund. While I didn't fund the game, I kept
an eye on it, just in case...because like with many games, I wasn't sure if I
wanted to play it...but I DID want it to exist.
Yes, I'm glad this to exists. The hell is wrong with me?! |
Well, Neverending
Nightmares reached its goal and recently released an alpha build for backers,
which I got to see through the Let's Player, Lotus Prince. The game is sublime. It features a beautiful black and white art
style with highlights of red for blood and with a number of brilliant
mechanical and storytelling ideas.
The game's
basic focus was on Gilgenbach's OCD nightmares, which frequently had him waking
up, only to still be asleep and trapped in a nightmare, a cycle which would
continue until he eventually did wake up.
Here, this is how you handle both progression and death. Dying will return you to a bed where you wake
up from your nightmare...only to realize you're still trapped in an entirely
different nightmare. When you complete a
section, you either die or wake up...only to find you are worse off than
before. It's an interesting idea that
gives respawning a very organic feel and allows the players to explore the
world without feeling like they're doing the same sections over again, since
each nightmare is, in the context of the game, new.
Waking up provides no escape from the nightmare that is life. |
Neverending
Nightmares does what all good atmospheric horror games do. It will create an aura of unease around the
player, without the need for musical stings or jump scares...at least not as
much as other games. During Lotus
Prince's play through, he found a room filled to the brim with creepy dolls,
many missing their eyes, all staring at you.
There are no musical stings or camera changes...the game lets them sit
there. The player believes something bad
will happen...but doesn't know when.
This is the feeling of true terror and helplessness, making us want to
run from the section. Also, only objects
highlighted with red blood can be examined, meaning that to advance in the
game...you have to subject yourself to the horror and the threat of bodily harm
or mutilation that is forthcoming. The
trailer even shows a large degree of disturbing imagery, including a man prying
a bone out of his cut open arm. The art
style is not meant to be realistic and is hand drawn, but because of the 2D and
black and white aesthetic, it is suitably unsettling, especially during the
death and mutilation scenes. The
lighting however is one of the game's best features as the darkness really
feels alive, chased away only by a candle you can hold or the few lights on in
the game...it feels oppressive, crushing...and absolutely perfect.
Oh god...why did it have to be dolls?! O_O |
I've only
seen two of the proposed six sections of the game, the first being a house in
the woods where things are...a bit tense, to say the least. The second is a mental asylum, with creepy
patients roaming the halls. I adore
Neverending Nightmares. However, I don't
know if I will ever actually play it. The
game is scary. Scarier than almost any
game I've seen in a long time. It draws
on a primal fear, born of Gilgenbach's own human experiences and uses that fear
as both a storytelling medium and a driving force for the player. I don't know if I can handle that. But even so, I am still so glad that
Neverending Nightmares exists.
Have I mentioned this game gets DARK... |
I first
encountered Matt Gilgenbach as a developer trying to sell a dream. He basically laid out that if he couldn't get
Neverending Nightmares funded, he'd have to give up on it, not having the time
or the money to do it otherwise. He
wanted to turn his fear and his experience into something constructive, that others
could understand and enjoy in the form of a game. And, I was captivated by it. I didn't want to play it, but that didn't
mean I couldn't recognize quality, passion, and something truly amazing.
By surviving our nightmares, we can grow stronger. |
I am glad
that Neverending Nightmares exists because like Retro/Grade or Call of Cthulhu,
it offers something unique and interesting to the world. By extension, I'm glad we have developers
like Matt Gilgenbach. Someone willing to
take a risk on a dream and work towards making their own nightmares something
others can actually see and enjoy. I've
heard that sometimes art merely exists for art's sake and I believe that
Neverending Nightmares is definitely art.
Regardless of your stance on art, the game has polish. Look at that...I didn't even notice that at first! |
I do
believe that I will buy Neverending Nightmares at some point. It's an interesting game that has captivated
me with it's art, story, and tone.
However, that is a ways off yet.
For those who want a more immediate interaction with Matt Gilgenbach,
you can find Retro/Grade here, the completed Neverending Nightmares kickstarter
here, and the Steam Greenlight page, with playable demo, here.
Well done, sir. Well done. |
Dream on, dreamer.
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