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Before the ‘Amnesia’: Looking Back on Frictional Games’ ‘Penumbra’ Series

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Amnesia: The Dark Descent is fondly remembered as the terrifying title that changed the indie game industry, re-popularizing Survival Horror and influencing interactive media even a decade later. While there’s no denying the expert craftsmanship behind Frictional Games’ magnum opus, now that there’s a proper sequel on the horizon, I think that it might be a good time to look back on the ambitious games that helped to create the Frictional formula. The Penumbra series might not be as fondly remembered as Amnesia, but there’s no denying that it helped to lay the groundwork for modern horror gaming and is definitely still worth revisiting.

Initially meant to be an elaborate tech demo showcasing the then-innovative HPL Engine 1 (named after H.P. Lovecraft), Penumbra: Overture was expanded on and eventually released as a full game in 2007, presenting players with a highly interactive environment and unsettling narrative. The game put players in the shoes of Phillip, a physicist who receives a letter from his supposedly deceased father and decides to track him down in northern Greenland. Seeking shelter from the cold, Phillip becomes trapped in an abandoned mine/research facility and must now investigate this sinister location in order to escape and find out the truth behind his father’s message.

Much like Amnesia, players explore the world of Overture in first-person, solving clever puzzles (that usually make use of the impressive physics system), fighting off deadly creatures and eventually uncovering the facility’s eerie backstory. While there’s more than a little influence from John Carpenter’s The Thing in this initial release, the plot is actually quite interesting, unfolding through diary scraps and environmental storytelling. I won’t spoil anything here, but it’s clear that eldritch horrors await as you descend further into the abyss, encountering even more monsters and madmen.

While Overture wasn’t exactly a blockbuster hit, with many critics complaining about the primitive combat system and convoluted narrative, it was popular enough to justify continuing the story with sequels and expansions, albeit with slight modifications. It was clear that the Frictional Games’ strengths lay in stealth and puzzle-solving, so subsequent titles would polish and alter the gameplay experience into something more akin to what we now know as Amnesia.

Nope!

In 2008, Frictional would release Penumbra: Black Plague, which was a huge step up from its predecessor. The combat system was completely removed and levels now exclusively focused on enhanced stealth mechanics and puzzle-solving. The story was also a lot tighter this time around, picking up where the previous title left off as Phillip chronicles his tragic misadventures through an e-mail sent to a friend. As players continue to traverse the facility, they discover a vast conspiracy regarding an otherworldly virus and Inuit mythology, leading to a horrific yet satisfying conclusion.

Penumbra was originally envisioned as a trilogy, but the developers were forced to pull back on their plans due to budgetary and time constraints. This resulted in the second game attempting a lot more than its predecessor in the story department as it tried to wrap things up, which is both a good and a bad thing. Juggling pseudo-zombie outbreaks, homicidal hallucinations, and spiritual quests, the storyline isn’t always easy to follow but at least it’s never boring, even with the simplified gameplay.

Personally, I would have preferred it if the studio had simply improved on the original game’s combat instead of outright removing it (I always thought that the janky-ness added to the scare-factor, much like Resident Evil‘s awkward tank controls), but I have to admit that its exclusion made for a far smoother experience. Black Plague still has its problems, with some annoying enemies and the occasional physics hiccup, but it’s still a horror gaming landmark, and a lot easier to go back to than the first game.

In spite of a rather definitive ending, Black Plague would actually be followed up by Penumbra: Requiem, an expansion that serves more as an odd coda instead of a proper conclusion. Removing enemies from the game entirely, Requiem is more of a horror-themed puzzle title, playing around with meta-storytelling and revisiting elements from the series’ past. While it’s still a compelling experience, it’s easily the least interesting part of the franchise, and I’m glad that Frictional Games would move on to new projects afterward.

I guess whacking that thing with a pickaxe is no longer an option.

I may be a huge fan of the Penumbra games, but they’re by no means flawless titles. Pulling back the rose-tinted glasses, there’s an assortment of annoying issues to be found plaguing this ambitious collection of physics-based interactions and Lovecraftian lore. Sure, many of these features were breathtaking back in the day, but a lot of it feels mundane in 2020, especially after so many games have directly imitated and even improved on the first-person horror formula.

Nevertheless, it was through these experiments that Frictional Games pioneered many (if not most) contemporary survival-horror tropes and conventions. So even if you’re not a fan of the series, we can all at least be grateful for the ideas that it helped to inspire. Even beyond the Amnesia series, you can still see the influence that these games had on AAA titles like Alien Isolation and the recent Resident Evil sequels (judging from the trailers, Village actually looks a lot like a big-budget Frictional production).

With that in mind, it’s not surprising that Penumbra still boasts a sizable following after all these years, with some fans going so far as to create a brand new game through an Amnesia total-conversion mod back in 2014. Titled Penumbra: Necrologue, the game is a love-letter and throwback to Frictional’s humble beginnings, eventually becoming popular enough to warrant an add-on called Twilight of the ArchaicThese may not be official additions to the Penumbra canon, but they still serve as a testament to the series’ enduring qualities.

So if you’re up for some quirky puzzles and ancient horrors this Halloween season (or if you just want to marvel at how much interactive horror has evolved over the years), I’d totally recommend giving the Penumbra games a shot. They may be rough around the edges, but I guarantee that you’ll soon be dreading the sound of mutated dogs and infected scientists as they invade your crate-stacking nightmares.

Born Brazilian, raised Canadian, Luiz is a writer and Film student that spends most of his time watching movies and subsequently complaining about them.

Editorials

Nintendo Wii’s ‘Ju-On: The Grudge’ Video Game 15 Years Later

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Nintendo Wii Ju-On

There was a moment in Japanese culture when writers and filmmakers began to update centuries-old fears so that they could still be effective storytelling tools in the modern world. One of the best examples of this is how extremely popular stories like Ringu and Parasite Eve began re-interpreting the cyclical nature of curses as pseudo-scientific “infections,” with this new take on J-Horror even making its way over to the world of video games in titles like Resident Evil (a sci-fi deconstruction of a classic haunted house yarn).

However, there is one survival horror game that is rarely brought up during discussions about interactive J-Horror despite being part of a franchise that helped to popularize Japanese genre cinema around the world. Naturally, that game is the Nintendo Wii exclusive Ju-On: The Grudge, a self-professed haunted house simulator that was mostly forgotten by horror fans and gamers alike despite being a legitimately creative experience devised by a true master of the craft. And with the title celebrating its 15th anniversary this year (and the Ju-On franchise its 25th), I think this is the perfect time to look back on what I believe to be an unfairly maligned J-Horror gem.

After dozens of sequels, spin-offs and crossovers, it’s hard to believe that the Ju-On franchise originally began as a pair of low-budget short films directed by Takashi Shimizu while he was still in film school. However, these humble origins are precisely why Shimizu remained dead-set on retaining creative control of his cinematic brainchild for as long as he could, with the filmmaker even going so far as to insist on directing the video game adaptation of his work alongside Feelplus’ Daisuke Fukugawa as a part of Ju-On’s 10th anniversary celebration.

Rather than forcing the franchise’s core concepts into a pre-existing survival-horror mold like some other licensed horror titles (such as the oddly action-packed Blair Witch trilogy), the developers decided that their game should be a “haunted house simulator” instead, with the team focusing more on slow-paced cinematic scares than the action-adventure elements that were popular at the time.

While there are rumors that this decision was reached due to Shimizu’s lack of industry experience (as well as the source material’s lack of shootable monsters like zombies and demons), several interviews suggest that Shimizu’s role during development wasn’t as megalomaniacal as the marketing initially suggested. In fact, the filmmaker’s input was mostly relegated to coming up with basic story ideas and advising the team on cut-scenes and how the antagonists should look and act. He also directed the game’s excellent live-action cut-scenes, which add even more legitimacy to the project.

Nintendo Wii Ju-On video game

The end result was a digital gauntlet of interactive jump-scares that put players in the shoes of the ill-fated Yamada family as they each explore different abandoned locations inspired by classic horror tropes (ranging from haunted hospitals to a mannequin factory and even the iconic Saeki house) in order to put an end to the titular curse that haunts them.

In gameplay terms, this means navigating five chapters of poorly lit haunts in first person while using the Wii-mote as a flashlight to fend off a series of increasingly spooky jump-scares through Dragon’s-Lair-like quick-time events – all the while collecting items, managing battery life and solving a few easy puzzles. There also some bizarre yet highly creative gameplay additions like a “multiplayer” mode where a second Wii-mote can activate additional scares as the other player attempts to complete the game.

When it works, the title immerses players in a dark and dingy world of generational curses and ghostly apparitions, with hand-crafted jump-scares testing your resolve as the game attempts to emulate the experience of actually living through the twists and turns of a classic Ju-On flick – complete with sickly black hair sprouting in unlikely places and disembodied heads watching you from inside of cupboards.

The title also borrows the narrative puzzle elements from the movies, forcing players to juggle multiple timelines and intentionally obtuse clues in order to piece together exactly what’s happening to the Yamada family (though you’ll likely only fully understand the story once you find all of the game’s well-hidden collectables). While I admit that this overly convoluted storytelling approach isn’t for everyone and likely sparked some of the game’s scathing reviews, I appreciate how the title refuses to look down on gamers and provides us with a complex narrative that fits right in with its cinematic peers.

Unfortunately, the experience is held back by some severe technical issues due to the decision to measure player movement through the Wii’s extremely inaccurate accelerometer rather than its infrared functionality (probably because the developers wanted to measure micro-movements in order to calculate how “scared” you were while playing). This means that you’ll often succumb to unfair deaths despite moving the controller in the right direction, which is a pretty big flaw when you consider that this is the title’s main gameplay mechanic.

Ju-on The Grudge Haunted House Simulator 2

In 2024, these issues can easily be mitigated by emulating the game on a computer, which I’d argue is the best way to experience the title (though I won’t go into detail about this due to Nintendo’s infamously ravenous legal team). However, no amount of post-release tinkering can undo the damage that this broken mechanic did on the game’s reputation.

That being said, I think it’s pretty clear that Shimizu and company intended this to be a difficult ordeal, with the slow pace and frequent deaths meant to guide players into experiencing the title as more of a grisly interactive movie than a regular video game. It’s either that or Shimizu took his original premise about the “Grudge” being born from violent deaths a little too seriously and wanted to see if the curse also worked on gamers inhabiting a virtual realm.

Regardless, once you accept that the odd gameplay loop and janky controls are simply part of the horror experience, it becomes a lot easier to accept the title’s mechanical failings. After all, this wouldn’t be much a Ju-On adaptation if you could completely avoid the scares through skill alone, though I don’t think there’s an excuse for the lack of checkpoints (which is another point for emulation).

It’s difficult to recommend Ju-On: The Grudge as a product; the controls and story seem hell-bent on frustrating the player into giving up entirely and it’s unlikely that you’ll unlock the final – not to mention best – level without a guide to the collectables. However, video games are more than just toys to be measured by their entertainment factor, and if you consider the thought and care that went into crafting the game’s chilling atmosphere and its beautifully orchestrated frights, I think you’ll find that this is a fascinating experience worth revisiting as an unfairly forgotten part of the Ju-On series.

Now all we have to do is chat with Nintendo so we can play this one again without resorting to emulation.

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