Neverending Nightmares is a game based around the disintegrating mental health of its lead developer, and the graphic nightmares he suffered through such a traumatic experience. It’s a brave admission and a very noble project aimed at highlighting mental illness through a man slowly losing his grip on his sanity. It’s a beautifully gothic-inspired title, looking more and more like an interactive Edward Gorey storybook as it progresses. The black and white pencil-drawn aesthetic works wonderfully, contrasting with splashes of colour that serve as visual highlights. Gold-framed portraits invite further examination; flickering candles break through the heavy pencil-shaded gloom; puddles of blood and splatters of gore collect in vibrant reds. The game’s outright creepy; it has jump scares, but throughout the couple of hours spent wondering what’s real and what’s an awful dream, what affected me hardest was the constant numbing dread I felt. Like all good psychological horrors, Neverending Nightmares does so much more than jump out from the shadows now and then to yell “Boo!”; it finds a way to seep in behind your eyes and whisper into your skull.
The design’s phenomenal, and the sound work is even better; it’s especially recorded to take advantage of earphones so it can throw noise around to disorient you further. A good section of the game is played in a small bubble of candlelight while darkness swallows up the majority of your view, so, that slight tapping noise coming from ahead? It might be the innocent ticking of a grandfather clock. Or it might be the padding footsteps of an eyeless madman keen to drive an axe into your throat. That scraping noise? Probably not so innocent. It’s probably a childlike ghoul dragging around a huge knife you’ll want to avoid. Akira Yamaoka-esque music distorts and pitches, whispered groans or urgent begs leak from the darkness. Fortissimo spikes accent pinpricks of visual horror. Nothing is as it seems; lines are purposefully blurred so you’re never sure if you’re in the waking world or suffering another nightmare. Dreams within dreams within dreams.
They’re suffered by Thomas, who seems to be trying to deal with the loss of his sister, Gabby, except it’s never made clear that she’s dead. Or his sister. Or real. The relationship between the two flutters and alters as you further explore his stuttering state of mind, voiced minimally by a gasping, wheezing protagonist who is only able to maintain short bursts of speed before reaching exhaustion. It seems to conspire to suggest that Thomas is unable to outrun his fears as he’s forced to track through a collection of unsettling scenarios at an awkwardly dire plod. What it actually advocates is that you spend a lot of time walking to the right and opening doors.
Staff review by Gary Hartley (October 04, 2014)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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