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[GDC 2013] First Impressions: ‘Pulse’

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If you didn’t know, the annual Game Developers Conference took place recently in San Francisco and I was on-site for Bloody Disgusting (and for my own benefit, of course). This is the first of three features I’ll be writing on games I first played around with at GDC.

Written by Hayden Dingman, @haydencd

My initial thought when I walked past Pulse at the IGF Pavilion was “Wow, this game is beautiful.” I stood and watched as the person playing threw an object, resulting in a cascade of oranges and greens against a stark black background. I was immediately struck by the resemblance to the Black Velvetopia level of Psychonauts (the one with all the luchadores). I had no idea what the game was, how the mechanics functioned, or anything. I just knew I had to play it.

Luckily, this eye-catcher of a game ended up being something we should cover here anyways. It had just enough in common with horror that I think I can squeeze it in. I mean, if Dead Space 3 still counts as horror, surely we can let Pulse join the club.

Pulse is not a full-fledged game but a game prototype, created by a group of students (Team Pixel Pi) while they were part of the Vancouver Film School Game Design program. The entire project was made over the course of only three months, won Best Student Project at the 2012 Unity Awards, and was a finalist in this year’s IGF Awards.

Better yet, it’s free. You can download and play through the entire prototype here. It’s approximately an hour long.

Pulse is a first-person adventure game where you’re…blind. But not quite. You play a character who lost her sight early on in life, but still has vague memories of what her childhood looked like. She uses these memories to represent the environment as you move around.

As Leanne Roed, who worked on the games scripting and visual effects, told me, “You see what the protagonist assumes the world looks like based on the only information she has to go on, the memories of what the world looked like before she lost her sight. Everything that makes sound is a real object/creature in the world.”

In other words, what you see as a wooden bridge in the game might be something entirely different in the actual world, but she sees the wooden bridge because she remembers it from her childhood. The team was inspired by this short film entitled Out of Sight, which might help you understand the concept better.

You “see” the environment using something like echolocation, where sound functions as sight. Footfalls, a relatively quiet sound, make a small part of the world light up. Walking through crackling leaves makes a larger part of the world light up. Picking up and throwing one of the game’s creatures, called Mokos, causes light to radiate outward from each impact zone. Standing on a button reveals the gate clanking upwards in the distance. My personal favorite was when the wind blew and I could watch it swirl through the level.

And when the monster roars…

Well, you’ll see.

It’s a really unique system and, as I said, beautiful to see in action. You get really vibrant colors contrasting against the omnipresent blacks of the areas you haven’t revealed. The result is a rich and slightly-alien tableau that’s just as amazing during the highly cinematic ending as it is when the game starts up.

Pulse is more horror-lite than true horror, but there’s a real feeling of helplessness similar to Amnesia. You have no way to fight the monster in the game, so you’re forced to run and hide when it finds you. I definitely encountered some tense situations where I attempted to sneak past the monster and then accidentally kicked a pile of leaves, causing it to roar and chase after me. When you do screw up the blindness mechanic also presents a unique challenge, as you have to decide sometimes whether seeing where you’re running is worth updating the monster on your position.

The game as it stands right now is a bit light on gameplay, but that’s not really a surprise—it’s a prototype, after all, and you spend most of the game just figuring out how the blindness/echolocation mechanics work. As for real obstacles there’s the aforementioned monster, and the second half of the game starts to introduce some simple puzzles (hit the switches to open the gates, for instance) but you’re not going to get stuck anywhere. This is a proof-of-concept more than a fully-featured game.

It’s also, as with any prototype, a bit rough around the edges. I wouldn’t recommend pushing the graphics options too high, for instance. The differences in what you’ll see are pretty slight, and I experienced massive slowdown on one level in particular when I had the options turned up. In order to reset the graphics options you need to exit the program and then restart, which can be a hassle. Also, the sound design is serviceable but could be better for a game entirely dependent on audio. However, for a project that only took three months Pulse is a pretty amazing accomplishment.

The team graduated last year, but hopes to flesh the prototype out to a full game in the near future. They have a Kickstarter running right now, though they still need a lot of funding and it’s only up for a couple more days.

I personally hope they make it, as I’m already yearning for more Pulse.

The Pulse prototype is available for download on Mac and PC.

Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

Editorials

‘Amityville Karen’ Is a Weak Update on ‘Serial Mom’ [Amityville IP]

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Amityville Karen horror

Twice a month Joe Lipsett will dissect a new Amityville Horror film to explore how the “franchise” has evolved in increasingly ludicrous directions. This is “The Amityville IP.”

A bizarre recurring issue with the Amityville “franchise” is that the films tend to be needlessly complicated. Back in the day, the first sequels moved away from the original film’s religious-themed haunted house storyline in favor of streamlined, easily digestible concepts such as “haunted lamp” or “haunted mirror.”

As the budgets plummeted and indie filmmakers capitalized on the brand’s notoriety, it seems the wrong lessons were learned. Runtimes have ballooned past the 90-minute mark and the narratives are often saggy and unfocused.

Both issues are clearly on display in Amityville Karen (2022), a film that starts off rough, but promising, and ends with a confused whimper.

The promise is embodied by the tinge of self-awareness in Julie Anne Prescott (The Amityville Harvest)’s screenplay, namely the nods to John Waters’ classic 1994 satire, Serial Mom. In that film, Beverly Sutphin (an iconic Kathleen Turner) is a bored, white suburban woman who punished individuals who didn’t adhere to her rigid definition of social norms. What is “Karen” but a contemporary equivalent?

In director/actor Shawn C. Phillips’ film, Karen (Lauren Francesca) is perpetually outraged. In her introductory scenes, she makes derogatory comments about immigrants, calls a female neighbor a whore, and nearly runs over a family blocking her driveway. She’s a broad, albeit familiar persona; in many ways, she’s less of a character than a caricature (the living embodiment of the name/meme).

These early scenes also establish a fairly straightforward plot. Karen is a code enforcement officer with plans to shut down a local winery she has deemed disgusting. They’re preparing for a big wine tasting event, which Karen plans to ruin, but when she steals a bottle of cursed Amityville wine, it activates her murderous rage and goes on a killing spree.

Simple enough, right?

Unfortunately, Amityville Karen spins out of control almost immediately. At nearly every opportunity, Prescott’s screenplay eschews narrative cohesion and simplicity in favour of overly complicated developments and extraneous characters.

Take, for example, the wine tasting event. The film spends an entire day at the winery: first during the day as a band plays, then at a beer tasting (???) that night. Neither of these events are the much touted wine-tasting, however; that is actually a private party happening later at server Troy (James Duval)’s house.

Weirdly though, following Troy’s death, the party’s location is inexplicably moved to Karen’s house for the climax of the film, but the whole event plays like an afterthought and features a litany of characters we have never met before.

This is a recurring issue throughout Amityville Karen, which frequently introduces random characters for a scene or two. Karen is typically absent from these scenes, which makes them feel superfluous and unimportant. When the actress is on screen, the film has an anchor and a narrative drive. The scenes without her, on the other hand, feel bloated and directionless (blame editor Will Collazo Jr., who allows these moments to play out interminably).

Compounding the issue is that the majority of the actors are non-professionals and these scenes play like poorly performed improv. The result is long, dull stretches that features bad actors talking over each other, repeating the same dialogue, and generally doing nothing to advance the narrative or develop the characters.

While Karen is one-note and histrionic throughout the film, at least there’s a game willingness to Francesca’s performance. It feels appropriately campy, though as the film progresses, it becomes less and less clear if Amityville Karen is actually in on the joke.

Like Amityville Cop before it, there are legit moments of self-awareness (the Serial Mom references), but it’s never certain how much of this is intentional. Take, for example, Karen’s glaringly obvious wig: it unconvincingly fails to conceal Francesca’s dark hair in the back, but is that on purpose or is it a technical error?

Ultimately there’s very little to recommend about Amityville Karen. Despite the game performance by its lead and the gentle homages to Serial Mom’s prank call and white shoes after Labor Day jokes, the never-ending improv scenes by non-professional actors, the bloated screenplay, and the jittery direction by Phillips doom the production.

Clocking in at an insufferable 100 minutes, Amityville Karen ranks among the worst of the “franchise,” coming in just above Phillips’ other entry, Amityville Hex.

Amityville Karen

The Amityville IP Awards go to…

  • Favorite Subplot: In the afternoon event, there’s a self-proclaimed “hot boy summer” band consisting of burly, bare-chested men who play instruments that don’t make sound (for real, there’s no audio of their music). There’s also a scheming manager who is skimming money off the top, but that’s not as funny.
  • Least Favorite Subplot: For reasons that don’t make any sense, the winery is also hosting a beer tasting which means there are multiple scenes of bartender Alex (Phillips) hoping to bring in women, mistakenly conflating a pint of beer with a “flight,” and goading never before seen characters to chug. One of them describes the beer as such: “It looks like a vampire menstruating in a cup” (it’s a gold-colored IPA for the record, so…no).
  • Amityville Connection: The rationale for Karen’s killing spree is attributed to Amityville wine, whose crop was planted on cursed land. This is explained by vino groupie Annie (Jennifer Nangle) to band groupie Bianca (Lilith Stabs). It’s a lot of nonsense, but it is kind of fun when Annie claims to “taste the damnation in every sip.”
  • Neverending Story: The film ends with an exhaustive FIVE MINUTE montage of Phillips’ friends posing as reporters in front of terrible green screen discussing the “killer Karen” story. My kingdom for Amityville’s regular reporter Peter Sommers (John R. Walker) to return!
  • Best Line 1: Winery owner Dallas (Derek K. Long), describing Karen: “She’s like a walking constipation with a hemorrhoid”
  • Best Line 2: Karen, when a half-naked, bleeding woman emerges from her closet: “Is this a dream? This dream is offensive! Stop being naked!”
  • Best Line 3: Troy, upset that Karen may cancel the wine tasting at his house: “I sanded that deck for days. You don’t just sand a deck for days and then let someone shit on it!”
  • Worst Death: Karen kills a Pool Boy (Dustin Clingan) after pushing his head under water for literally 1 second, then screeches “This is for putting leaves on my plants!”
  • Least Clear Death(s): The bodies of a phone salesman and a barista are seen in Karen’s closet and bathroom, though how she killed them are completely unclear
  • Best Death: Troy is stabbed in the back of the neck with a bottle opener, which Karen proceeds to crank
  • Wannabe Lynch: After drinking the wine, Karen is confronted in her home by Barnaby (Carl Solomon) who makes her sign a crude, hand drawn blood contract and informs her that her belly is “pregnant from the juices of his grapes.” Phillips films Barnaby like a cross between the unhoused man in Mulholland Drive and the Mystery Man in Lost Highway. It’s interesting, even if the character makes absolutely no sense.
  • Single Image Summary: At one point, a random man emerges from the shower in a towel and excitedly poops himself. This sequence perfectly encapsulates the experience of watching Amityville Karen.
  • Pray for Joe: Many of these folks will be back in Amityville Shark House and Amityville Webcam, so we’re not out of the woods yet…

Next time: let’s hope Christmas comes early with 2022’s Amityville Christmas Vacation. It was the winner of Fangoria’s Best Amityville award, after all!

Amityville Karen movie

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