Intrigued by references to Outbreak via Mark Bernstein and Chris at Gimcrack’d I got a chance to play with this hyperdrama a bit this morning. My first thought, just in the five seconds of the opening screen, was Night of the Living Dead. The original movie made in 1968 was the first time I’ve ever left a movie (or turned off the TV) in all my horror-loving years. I remember that since no one would see it with me, I went to the drive-in alone and, loaded up with popcorn and soda, sat back in the summer evening to enjoy. And at the point where I just couldn’t take any more–okay, scared–I unhooked the speaker off the car window and went to hang it on the post but it made a small clink that got two girls in the next car screaming. Just recently I fell upon the movie on TV and in the safety of my own home, with my husband asleep in the next room, watched it all the way through.
Well Outbreak is indeed a zombie movie and not too bad at that. Somehow though, the small screen of a laptop monitor doesn’t project the fear for this–while playing with games such as Silent Hill II did indeed get my pulse hammering. I found myself just as inept at Outbreak as with all such interactive stories I’ve played–including IF. I got killed several times before I found my way past the danger.
As Chris notes, there’s some odd combinations of outcomes based on moral decisions made, but then, when is doing the right thing always a guarantee of success? This, as with most video games, is geared towards personal survival. In truth, TV reality shows have this purpose, and sadly, appear to mimic a society that also follows this principle.
The neat thing is that horror is the perfect genre for hyperdrama, providing that ability that’s been kept from us for years: “No! Don’t open that door!” With hyperdrama, we can indeed lead the protagonist to safety, or if we’re feeling evil, to his doom.
After several plays I did get to a point where the combination of moves kept me alive–but only by backtracking which is a nice feature that I wish life itself would offer. Via a map (below), the interactor can retrace his steps and make that “other” choice. In summary, I guess I’d like to see more of this type of hyperdrama; in an age where even commercials are animated based film of real living people, it’s kind of neat to get back to the reality–or pseudo reality, since after all, it’s film–of life in gaming.