Tag Archives: wreden

A Whirlwind Heist

whirlwind-heist-control-roomDr. Langeskov, The Tiger and The Terribly Cursed Emerald: A Whirlwind Heist is a weird little free game that’s a whole lot like the demo to The Stanley Parable, which was designed by the same person. No, not Davey Wreden, the creator of the original mod; his followup game is The Beginner’s Guide, a first-person experiment in form that explores the creative process as relates to video games, inspired in part by the impostor syndrome triggered by unexpected popularity. Heist is designed by William Pugh, who worked with Wreden on the standalone remastering of Stanley, and this followup is a first-person experiment in form that explores the creative process as relates to video games, inspired in part by the impostor syndrome triggered by unexpected popularity.

I need to write more about The Beginner’s Guide.

Pugh, who is probably responsible for Stanley‘s visual polish and environmental cleverness, uses the same premise here as that game’s demo, even beginning with the same joke of showing what initially seems to be a title screen but turns out to be a poster on the wall. A Whirlwind Heist follows the earlier game almost beat for beat: a narrator admits that they’re unable to let you play the game immediately, but offers you a behind-the-scenes tour, there’s jokes about video game concepts being real-world machines operated by people, and finally you never get to play the game that you were promised. They’re even roughly the same length.

The difference here is that you’re asked to be complicit in the inept “live” staging of an underfunded game, operating behind the scenes and not getting to do any of the cool stuff that the real player gets to do. The narrator is harried and unsure, unlike Stanley‘s pompous, commanding narrator. This is a funnier game than Stanley because it places you in the role of antagonist.

Most any action you choose to take contrary to instructions is met not with a tut-tut but with a shriek of frustration. The game sets up a joke for you and lets you knock it out of the park, instead of making you the butt of the laugh. The jokes in this game are like the “speak button” joke in Portal 2 or Face McShooty in Borderlands 2. You are the comic demon sent to make the narrator’s life hell, and they seem to deserve it.

I love to see games that give you a short experience, not asking for any big choices or presenting any challenge. Just giving you a little vignette of humor or pathos and then signing off. Gravity Bone, “Room of 1000 Snakes,” A Whirlwind Heist, and the like are not using the full potential of the medium; they don’t provide interactive storytelling and the joy of mastery over deep rules systems. But I love them so much.

Unsettling Uncertainty in the Stanley Parable

A screenshot from The Stanley Parable with papers scattered on the floor of an officeYears ago I wrote a piece on the original mod version of The Stanley Parable.1 It’s since been remade and released as a for-sale title with very high production values, which I got just after release.

I’ve played a few remakes of old games or overhauls of mods, and it’s always an uncomfortable experience. Everything in the game is familiar but different, and I constantly find myself wondering, “Did this happen in the original and I’m just forgetting? Is it totally new? Is it similar to an old bit but different enough that I don’t recognize it? Did I just miss it the first time?” Stanley weaponizes this feeling, even for new players who didn’t experience the original.

With The Stanley Parable, you never know what to expect.

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  1. Looking back, that piece comes across as very critical, but I remember loving the game. A tonal error on my part, I think.

The Non-Interactive Stanley Parable

A screenshot of two identical doors from The Stanley ParableThe author of The Stanley Parable says that “it’s actually best if you don’t know anything about it before you play it.” And that’s probably true. So if you like, you can play it before continuing.

While we’re waiting, a bit of background: The Stanley Parable is a game by Davey Wreden made in the Source Engine. It requires some form of the Source 2007 engine to play, which you have if you own Half-Life 2.

The Stanley Parable, for all its exploration of interactivity and choice and video games, isn’t actually interactive at all when you get right down to it. Yes, it has six endings and branching and all that. But as with many games with multiple endings, as soon as you tell the player that they exist, she wants to view them all. And especially with Stanley‘s left-or-right, red-or-blue choice structure, trying out the choices exhaustively is trivial.
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