Editorials
[GDC 2013] First Impressions: ‘Blackwell’s Asylum’
This article is the third and final regarding games I first saw at GDC and went home to play. If you missed the first two articles, you can find them here and here.
Written by Hayden Dingman, @haydencd
I’m going to make a lofty claim here: Blackwell’s Asylum is the most unsettled I’ve felt while playing a game since Amnesia.
It’s an even loftier claim once I tell you it started life as a student project.
Like Pulse, one of the other games I saw at GDC, Blackwell’s Asylum was a finalist in this year’s IGF Student Showcase. The design aesthetic alone—dim hallways, cast in sickly green—was enough to convince me to give the game a shot. It’s free, if you’re inclined to check it out.
I was so inclined, and made a note to download the game when I got home, away from the crowds and the fluorescent lights of the Moscone Center. Waiting was the right choice. Like Amnesia, Blackwell’s Asylum is a game made for playing alone, sitting in the dark with headphones in.
Blackwell’s Asylum takes place in—you guessed it—an asylum. An 1800s-esque asylum, to be exact. The game grew out of the real-life story of Nellie Bly, a journalist who in 1887 got herself checked into the famous Blackwell’s Island Insane Asylum in order to do undercover research for an expose. The resulting article, Ten Days in a Mad-House, revealed the widespread maltreatment of the asylum’s patients.
Quite a lofty starting point for a game.

You play as Nellie in Blackwell’s Asylum. Right from the start, things are pretty unsettling. You’re being held down by an orderly as a doctor preps a syringe, inserting it into your arm and drugging you.
When you awake, you wander out of your cell and start navigating the winding, twisted hallways of Blackwell’s Asylum. You don’t ever really know where you’re going, and the game’s seemingly-straightforward hallways are anything but. It’s the drugs.
The drugging aspect at the beginning of the game really plays deep into the overall feel of Blackwell’s Asylum. You don’t walk down the hallway in this game. You weave down the hallway, desperately trying to reach the next door. The hallways themselves (and indeed, every object in the game) are modeled in the best surrealist fashion. There’s not a single straight hallway in the asylum. Instead, sections of the walls fold inwards or outwards, zigzagging.
The furniture is similarly designed. Rather than a tall, straight-lined cabinet you get a leaning, collapsing mess. Layered over the top of all this crazed geometry is an additional visual effect, almost like a fisheye, that causes the world’s appearance to further distort when the camera moves. It’s an arresting visual style, allowing you to inhabit the drug-addled mind of the character (though it also made me, a video game veteran, extremely motion sick after a while, so be careful).
And as if the visuals weren’t already enough to creep you out, you’ve got the terrifying wardens to contend with as you try to stealthily navigate the asylum. There’s no combat, so if you’re spotted be prepared to run and hide. It’s the same system as Amnesia, and it works just as well here. I felt extremely vulnerable throughout the entire game, to the point where I almost gave into my tension and quit playing.
The game also has a clever system for when you’re in hiding. If you hide while the warden’s around you have to manage your breathing by pressing the spacebar at regular intervals. If you mess up the outer edges of the screen iris off, cutting your field of view. It’s a simple mechanic but further serves to heighten the tension.

The audio is what draws all these elements together though. The sound design in Blackwell’s Asylum will quite literally set your teeth on edge. Most of the time the main background track is simply a droning hum. If you’re sensitive to audio, it’s a maddening sound. The only other audio for most of the game is the swishing of your character’s dress, maybe a footstep here and there. This is a lonely game.
Which makes the moments when the soundtrack bursts to life—say, when the warden yells and asks you what you’re doing out of bed—pants-pissingly scary. Even when I knew it was coming, I still freaked out. The combination of the jump scare audio and your feeling of utter vulnerability makes for great high-stakes moments and kept me engaged even though most of the game is just wandering aimlessly through corridors.
There’s also some other stuff to do with level geometry that I won’t talk about here because I think it’s best discovered for yourself. I’ll just say I’m amazed at the way Blackwell’s Asylum made me feel as if I were lost the entire time I was playing, but I still managed to end up going in the right direction. The game is a lot more complex than it looks on the surface.
I won’t guarantee the game will scare you as much as it did me, but Blackwell’s Asylum is a game worth checking out if you’re a horror fan. After all, it’s both short (took me less than an hour) and free. No word on whether the team is going to expand the game later (they disbanded after the current release) but regardless I hope some of them continue working in the horror genre. There’s obviously a lot of talent here.
PS: Seriously, take some Dramamine or something if you’re susceptible to motion sickness.
Editorials
‘The Vampire Lestat’ Concert Event Launches New Season With The Ultimate Expression Of Fandom
There are thousands of passionate fans decked out in gothic chic and champing at the bit like feral creatures. They’re screaming for Lestat, a legendary vampire-turned-rock star, as if the entire crowd has been glamored into submission.
The entire experience is magic, but not because some supernatural thrall has been activated. What’s going on is even more special. It’s the power of the effusive fandom that’s been authentically assembled by AMC’s sublime Immortal Universe, namely Anne Rice’s Interview with the Vampire, now, The Vampire Lestat.
The Vampire Lestat is far from the first Anne Rice adaptation, and it’s not as if there’s been a lack of erotic vampire material for audiences to sink their teeth into. On June 2nd, during a one-night-only spectacle, New York City’s prestigious Beacon Theatre shook from Sam Reid’s bravado performance and an audience full of adoring fans who had already memorized Lestat’s songs.
It’s clear that The Vampire Lestat just hits differently than its predecessors. It’s become more than just a TV series at this point, and this opulent display of ego, swagger, and pure sex is the perfect way to premiere the new season and give back to the fans who helped make Interview with the Vampire/The Vampire Lestat such a breakout success. It’s exactly the sort of hyperbolized hedonism that would make Lestat cackle.

For all intents and purposes, AMC has successfully created the illusion that this concert/premiere is just one of the many destinations on Lestat and his band’s 54-stop tour that is simultaneously playing out on this season of television. It’s such a sophisticated and thorough level of interactive fan engagement that the audience doesn’t just understand, but also manages to accentuate through its involvement.
It’s a level of seamless synergy that’s not unlike the give-and-take relationship of vampire and victim.
Before the concert started, “LeStans” were sitting in the Beacon and flipping through a fake Rolling Stone issue with Lestat emblazoned on the cover, complete with interviews with the undead frontman inside. Other fans were admiring the vinyl pressing of Lestat’s EP as they walked past a section of undead band merch. Fandom and fantasy blur together, and it all becomes this elaborate, immersive experience. Fan celebration, erotic gothic fantasy, and a lavish rock concert transform into one beautiful thing.
To this point, AMC Global Media’s Chief Content Officer and President of AMC Studios, Dan McDermott, introduced the event by reiterating to fans, “You are the heartbeat of the series.” That’s abundantly clear on nights like this as that heartbeat collectively pulses to this performance. In terms of how AMC engages with The Vampire Lestat’s fans, it’s as bold a reinvention as the season itself.
This intuitive gamble speaks to AMC’s creativity in this department and a fandom that is eager to seize such opportunities. It’s the same innovation that led to zombie walks for The Walking Dead and real-life Los Pollos Hermanos restaurant pop-ups from Breaking Bad. It’s a great way to pump up the audience for The Vampire Lestat and then maintain that enthusiasm for the whole season.
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For most series, a rock ‘n’ roll concert just doesn’t make any sense as a promotional tool. The Vampire Lestat finds itself in a very unique position where it can deliver an excellent concert at an iconic theater, but also use it to showcase The Vampire Lestat’s music by Daniel Hart (who was shredding on stage alongside Reid and the rest of their band) and, more than anything, Sam Reid’s endless charisma.
The way in which Reid feeds off of the crowd’s energy, modulating his performance and giving different sections of the Beacon life, is a perfect distillation of the series’ thoughtful relationship with its audience and how it’s become such a breakout success for AMC. AMC Studios President Dan McDermott emphasized that the fans are the reason that the show is still here and why an event like this is even possible. It’s rare to see a series in which every single cog in the machine is so perfectly attuned to its fans. Reid’s fans already cheer whenever they see him, so why not translate that to a concert setting?
It’s clear in this season of television that Reid was born to be a rock star, but it’s surreal to see him effortlessly command the stage — and the audience — at every step of the concert. He recites Shakespeare monologues and bitches out Armand between songs, all while the audience screams in support. For the duration of this concert, Reid is Lestat, and he’s given thousands of fans a memory that’s as immortal as any vampire.
Now bring on the encore and get this show on the road!
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