Showing posts with label P.T.. Show all posts
Showing posts with label P.T.. Show all posts

Friday, October 24, 2014

The Labyrinths of P.T. and The Shining

Jack also encourages you to play.
In my latest PopMatters piece I revisit the twisting halls of The Shining and P.T..

By sheer coincidence (or via the machinations of an unearthly hand), I recently rewatched Stanley Kubrick's The Shining and immediately followed it with the excellent documentary Room 237. After PlayStar here on Experience Points mentioned it in relation to P.T., I couldn't help but spiral into theorycrafting around the game and its relationship with the film.

Now I want to take a moment to dispel some of the criticism unfairly targeting Room 237, and this is important in regards to P.T. as well. Room 237 is not entirely a film about The Shining. Yes it exclusively includes theories about the film, but it's far more about the act of searching for meaning in film period. Importantly, all of the theories, from the hoaxed moon landing to the psychosexual themes in the move, are given equal weight in the film. It's not a documentary judging these individuals and their expression of obsession over the movie. Indeed, they don't even appear physically in the film! Instead, their ideas are shown expressed across the provocative visuals of The Shining, many of which are repeated again and again.

Somewhere in Room 237 it becomes easy to accept some of the weird ideas about The Shining. Sure, maybe Kubrick didn't make it about Indian genocide, but there sure is a lot of symbolism around the subject. Maybe there is some subtext there. Or maybe you catch a theme the others haven't and you start coming up with your own ideas about what being locked in a food cabinet could mean. Room 237 opens the door for spinning your mind in the search for meaning, something we humans so love to do, and it makes the space safe for you to really reach and strive for that.

In its complexity and demand for crowdsourced solutions to its puzzles, P.T. does the same thing, and it's brilliant.

Thursday, October 2, 2014

The Limits, Secrets, and Community of 'P.T.'

"On second thought, let's go out for lunch."
Welcome to October, everyone. Let’s get spooky and let’s start with P.T..

I had been meaning to play P.T. for some time now and was afraid that I had missed the opportunity to play it before the collective Internet hive mind had cracked open all its secrets. It’s rare that any sort of video game mystery can remain unsolved for a week, let alone a month. Fortunately for me, enough is known that I could see the entire story but there are still plenty of obscured details.

Obscurity is simultaneously the best and most frustrating thing about P.T.. An experience that doesn’t overload you with tutorialization or shove an obvious plot at your face is a rare treat. I defy Kojima to stick with this minimalism with Silent Hills, but I suppose weirder things can happen. In any case, the game’s opacity means you have to be especially attuned to everything that is going on: What exactly are these buttons doing? Do these sound effects have mechanical significance? Is that garbage in the corner set dressing or a crucial clue? The game’s mechanics aren’t all that complex, but the subtlety of the feedback demands your attention.

At the same time, this obscurity can be extremely annoying to the point of feeling unfair. I doubt that any one person can finish the game without either consulting a guide or simply lucking into it. You could argue that this is purposeful, that in this age of the streaming and hyper-dedicated fan bases the single player game is actually a meta-multiplayer it is completely legitimate to require players collectively work on a single player experience. I’m willing to indulge P.T. on this, thanks in no small part to the sheer audacity of attempting such a trick. It’s a gutsy line to walk and I admire that.

All this makes it easy to forget that P.T is also “playable teaser” for another game. The developer freely admins that Silent Hills may bear little resemblance to P.T., but the fact that they were willing to put out something so experimental gives me great hope for whatever they’re working on next. Seeing Hideo Kojima and Guillermo del Toro’s name attached to anything is exciting, but seeing that they’re apparently willing to take risks. Silent Hills has quickly become one of the primary considerations of when to upgrade to the current generation of consoles.

I’ve gotten this far without talking about how P.T. succeeds as a horror game, but that’s what the column on PopMatters is about. P.T.’s creative choices, especially the way it embraces the tactic of limiting the player, make for an exciting experience that both isolate players in the moment while inspiring them to connect in hopes of unraveling the complete mystery. How long this will take (or if it will ever happen) might be the game’s greatest and creepiest trick.

Wednesday, October 1, 2014

EXP Podcast #296: P.T. Debrief

The queen of nope.
What does P.T. stand for? Podcast time! This week on the show, Scott and I explore the endless hallways of P.T. and come back with our thoughts on the Silent Hills playable teaser, the creative mind of Hideo Kojima, and what the final product might look like in its most fearsome iteration. Also, after to listen to the podcast, come back and watch the YouTube analysis of the game by Marszie below in the show notes. It's truly amazing.

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by left-clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.








Show Notes:

- Runtime: 38 mins 37 secs
- P.T. Playthrough and Analysis: Part 1, Part 2, Part 3.
- Music by Brad Sucks