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‘Neverending Nightmares’ Review: Death in Black and White

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It is hard to write or talk about Neverending Nightmares without elaborating on the development, including its creator’s personal history and struggles. Normally, I would eschew unfurling this kind of backstory as irrelevant to the gaming experience, but Neverending Nightmares — along with maybe Depression Quest and Actual Sunlight — have convinced me otherwise.

Neverending Nightmares is the very definition of a personal game, the product of a single man’s struggles with failure, mental illness, depression, and OCD. It is so much a result of Matt Gilgenbach’s psyche that it is nearly impossible to talk about the game without making some pretty substantial statements about its creator.

After a highly disappointing release for rhythm-shooter Retro/Grade, Gilgenbach’s obsessive-compulsive disorder — which he thought he had mostly conquered — began to reappear, prompting the sorts of invasive thoughts of self-mutilation that more-or-less ended up in the final version of the game. It is through that lens Gilgenbach’s vision for Neverending Nightmares was conceived and produced.

Anyone who has seen a screenshot or trailer can see the game’s most immediate appeal: it looks amazing. There is a hellish storybook quality to it that never quite subsides, and the fact that the black-and-white landscape is spattered with touches of color — mostly red — makes it even more starkly appealing.

It is subtle in a way many games are not with regard to color scheme, and it makes me wonder why more games have not availed themselves of something so simple and yet beautiful.

The final product turned out to be a beautiful, weird, and unsettling game, nontraditional but playable and engaging nonetheless. Like other narrative-based experiences of the last few years — think Gone Home — the point is the game itself, as metaphor, as explanation, as whatever the creator wants it to be. Or, consequently, what the player wants it to be.

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In Neverending Nightmares, players snap awake in a pen-and-paper world akin to the art of Edward Gorey, taking up the role of asthmatic protagonist Thomas. Without much (read: no) exposition, players wander the halls of a house worthy of Poe and search for…something. Escape. Your lost sister. It quickly becomes clear, but that’s not the point.

The point is, Thomas is a fearful guy living in a world of nightmares he cannot escape, but that doesn’t stop him from trying.

Without a major objective-based plot to drive players forward, Neverending Nightmares comes to feel very much like an adventure game at heart. And this is how it makes manifest the personal connection to Gilgenbach’s OCD.

In each level, players are presented with a series of hallways, many of them virtually identical, with doors that lead to other, branching hallways, which also look exactly the same, which then makes fastidious gamers like me begin to tense up and wonder how to get back to that original hallway and explore the remaining rooms. The intentional sameness makes it nearly impossible to know just what areas have and have not been explored.

Perhaps you see what I’m getting at with this.

It is frustrating and tedious, but in an interesting way. It gives the players a glimpse into what it must be like to have OCD, but also from a purely horror perspective, it builds tension. Even players who systematically wander the halls will get a stomach-churning sense of deja vu when doubling back to find an item or potential exit. If being chased by a monster of some kind, it is impossible not to feel as though the number of exits have been depleted.

The overly attentive explorer will also feel the tension builds as the possibility for death becomes a reality within the confines of this bizarre other-world.

Speaking of death, it’s not quite like Super Meat Boy, but death is immediate and without many of the normal trappings of dying in-game. The player snaps awake in a bed nearby the last place he left off. However, even with that in mind, stepping out into a world of what I’ll call “identical variety” can be daunting, especially if you’re not entirely sure where you left off.

Also true is the fact that the line between death and progression is often blurred, and death is sometimes necessary to move forward. Players will spend some time problem-solving minor puzzles, but for the most part their trips are unimpeded.

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The creatures that wander (and often chase you through) the hallways are extreme metaphors for what the player is experiencing, and they reinforce the tone, which never slides out from under its own dark, unrelenting shadow. There is something to be said for a work that remains intentionally bleak, and Neverending Nightmares manages to do so with only the slightest slivers of actual, outright narrative.

Most of what would be considered story has to be inferred by the player, and that is a risk that ultimately paid off. The game uses its own slight acquaintance with plot in order to augment its surrealistic nature. The music, too, should absolutely be mentioned for adding to the unnerving, bizarre quality of the game without ever attempting to take it over.

If any caveats for Neverending Nightmares exist, they have to revolve around time. Thomas, in his frightened, asthmatic state, moves slowly. Very slowly. He can sprint, but it’s a pretty slow gait, even then, and he wheezes such that it’s almost not worth using. It is an interesting gameplay mechanic, especially where it reveals the main character’s weakness, but sometimes just moving ahead is a slog.

The only other potential drawback is that the game is quite short. I clocked in at just over two hours and was just beginning to feel a groove when the credits started rolling. And though there is an option to replay scenarios, with such experiential games the need for replay is often very low. Outside of streaming it, I don’t see myself replaying Neverending Nightmares.

This is a great fixture in the wave of great new horror games of the last few years. It manages to be scary and meaningful, an interesting statement not just about the creator’s experiences but about the act of experiencing a game, period.

The Final Word: Neverending Nightmares is a game that bridges the gap between interactive story and video game, and it brings not just some provocative art but an attention to subject matter that is often marginalized in the genre.

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Interviews

“Chucky” – Devon Sawa & Don Mancini Discuss That Ultra-Bloody Homage to ‘The Shining’

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Chucky

Only one episode remains in Season 3 of “Chucky,” and what a bloody road it’s been so far, especially for actor Devon Sawa. The actor has now officially died twice on screen this season, pulling double duty as President James Collins and body double Randall Jenkins.

If you thought Chucky’s ruthless eye-gouging of the President was bloody, this week’s Episode 7 traps Randall Jenkins in an elevator that feels straight out of an iconic horror classic.

Bloody Disgusting spoke with series creator Don Mancini and actor Devon Sawa about that ultra-bloody death sequence and how the actor inspires Mancini’s writing on the series. 

Mancini explains, “Devon’s a bit of a muse. Idle Hands and Final Destination is where my Devon Sawa fandom started, like a lot of people; although yours may have started with CasperI was a bit too old for that. But it’s really just about how I love writing for actors that I respect and then know. So, it’s like having worked with Devon for three years now, I’m just always thinking, ‘Oh, what would be a fun thing to throw his way that would be unexpected and different that he hasn’t done?’ That’s really what motivates me.”

For Sawa, “Chucky is an actor’s dream in that the series gives him not one but multiple roles to sink his teeth into, often within the same season. But the actor is also a huge horror fan, and Season 3: Part 2 gives him the opportunity to pay homage to a classic: Kubrick’s The Shining.

Devon Sawa trapped in elevator in "Chucky"

CHUCKY — “There Will Be Blood” Episode 307 — Pictured in this screengrab: (l-r) Devon Sawa as President James Collins, K.C. Collins as Coop — (Photo by: SYFY)

“Collectively, it’s just amazing to put on the different outfits, to do the hair differently, to get different types of dialogue, Sawa says of working on the series. “The elevator scene, it’s like being a kid again. I was up to my eyeballs in blood, and it felt very Kubrick. Everybody there was having such a good time, and we were all doing this cool horror stuff, and it felt amazing. It really was a good day.”

Sawa elaborates on being submerged in so much blood, “It was uncomfortable, cold, and sticky, and it got in my ears and my nose. But it was well worth it. I didn’t complain once. I was like, ‘This is why I do what I do, to do scenes like this, the scenes that I grew up watching on VHS cassette, and now we’re doing it in HD, and it’s all so cool.

It’s always the characters and the actors behind them that matter most to Mancini, even when he delights in coming up with inventive kills and incorporating horror references. And he’s killed Devon Sawa’s characters often. Could future seasons top the record of on-screen Sawa deaths?

“Well, I guess we did it twice in season one and once in season two, Mancini counts. “So yeah, I guess I would have to up the ante next season. I’ll really be juggling a lot of falls. But I think it’s hopefully as much about quality as quantity. I want to give him a good role that he’s going to enjoy sinking his teeth into as an actor. It’s not just about the deaths.”

Sawa adds, “Don’s never really talked about how many times could we kill you. He’s always talking about, ‘How can I make this death better,’ and that’s what I think excites him is how he can top each death. The electricity, to me blowing up to, obviously in this season, the eyes and with the elevator, which was my favorite one to shoot. So if it goes on, we’ll see if he could top the deaths.”

Devon Sawa as dead President James Collins in Chucky season three

CHUCKY — “Death Becomes Her” Episode 305 — Pictured in this screengrab: Devon Sawa as James Collins — (Photo by: SYFY)

The actor has played a handful of distinctly different characters since the series launch, each one meeting a grisly end thanks to Chucky. And Season 3 gave Sawa his favorite characters yet.

“I would say the second one was a lot of fun to shoot, the actor says of Randall Jenkins. “The President was great. I liked playing the President. He was the most grounded, I hope, of all the characters. I did like playing him a lot.” Mancini adds, “He’s grounded, but he’s also really traumatized, and I thought you did that really well, too.”

The series creator also reveals a surprise correlation between President James Collins’ character arc and a ’90s horror favorite.

I saw Devon’s role as the president in Season 3; he’s very Kennedy-esque, Mancini explains. “But then given the supernatural plot turns that happen, to me, the analogy is Michelle Pfeiffer in What Lies Beneath, the character that is seeing these weird little things happening around the house that is starting to screw with his sanity and he starts to insist, ‘I’m seeing a ghost, and his spouse thinks he’s nuts. So I always like that. That’s Michelle Pfeiffer in What Lies Beneathwhich is a movie I love.”

The finale of  “Chucky” Season 3: Part 2 airs Wednesday, May 1 on USA & SYFY.

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