Stories Untold!

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Stories Untold is a series of four vignettes tinged with horror and modelled after classic sci-fi anthology series such as The Outer Limits and Steven Spielberg’s Amazing Stories.  Each vignette is superficially a standalone experience with the commonality that they each feature stories in which the player interacts with an array of (by today’s standards) vintage electronics such as classic microcomputers, microfiche archives, radios, televisions, etc.  The exception is the final episode which manages to tie together the seemingly unrelated events of the preceding chapters into a surprisingly cohesive whole.

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Of the four episodes, I felt the first was easily the strongest.  It’s also the only episode that I felt leant deeply into the horror genre.  In this chapter, the player is rooted at a home desk with a “Futuro” microcomputer, which is essentially a fictionalized analogue of machines like the Amiga and Commodore 64.  Loaded up onto the system is The House Abandon, a text adventure that is essentially a game within a game. The entire episode is spent at this desk playing this one text adventure game.  The House Abandon begins as a seemingly warm and fuzzy story about returning to a childhood home, but eventually reveals itself to have a more sinister side. All of a sudden, the game turns a dark corner and begins distorting the in-game reality surrounding the microcomputer.  While this might sound gimmicky and a little cheesy, I found it to be executed surprisingly well. The metafictional interplay between the reality of the humble desk and Futuro computer setup and the dark residential setting of The House Abandon is one of the most creative mechanisms of producing tension and foreboding that I’ve seen in a game, and the creepiness of the experience left a distinct impression on me.

The subsequent episodes, however, were not quite as effective in creating the atmosphere and mood befitting a horror game.  The second and third episodes are more sci-fi oriented. Instead of a cursed computer game, the second episode involves the player operating lab equipment in a government research facility, and the third episode takes place in a radio outpost for an expedition above the Arctic Circle.  Horror is subjective, of course, and while I could see how someone might consider these chapters to be eerie, I simply did not come away with that impression.

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The fourth episode diverges significantly from the rest and serves as a capstone for the disparate stories that came before it.  A more grounded tale, eschewing supernatural and sci-fi elements, the final chapter is, in a certain way, the most chilling episode and deals with tragedy and deeply personal torment.  Not scary in the traditional sense of the oft-surreal horror genre, Stories Untold concludes with an upsetting story of loss and regret, real world horror if you will.  Beyond that, the fourth episode manages to color the entire experience with an interesting perspective that attempts to elevate the game above the sum of its parts.  The blurring of boundaries between layers of metafictional reality is a theme that permeates throughout, and this peculiar aspect of the individual vignettes serves as an important hook for the conclusion.

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Surprisingly, the text adventure aspect manages to find its way into the story beyond the initial episodes.  Of the actual interactive parts of the game, I found these segments to be the most enjoyable and interesting.  Text adventures have a bad reputation of obtuseness due to how frustrating it can sometimes be to figure out the right wording of commands to enter into the text parser, but I didn’t find Stories Untold to be too much of a hassle in this regard.  The other various tasks the player is given, on the other hand, can sometimes feel like busy work to fill in time between story beats. One part of the game has the player manipulating the various buttons, knobs, and levers of a microfiche display, and this activity was especially tedious.

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Ultimately, I have no strong feelings toward Stories Untold.  I can easily see that it’s competently designed with a well crafted story, but I simply did not resonate sharply with this game.  I chose this as a Halloween game after seeing it on a number of horror game recommendation lists, but, honestly, I personally have a hard time characterizing it as such.  The first episode featuring the cursed computer game was a great experience, but the remainder of the game felt like a different direction tonally. To me, the hook of the game is more for those interested in ‘80s nostalgia than it is for enthusiasts of the horror genre.  (Which is ironic, because I felt that one of the main themes of the game was that nostalgia is a coping mechanism that deters us from facing reality.) As a ‘90s kid, I have little attachment to this subject matter, which is probably why the game didn’t leave as strong of an impression on me.

Posted on October 27, 2018, in Essays, Halloween Gaming and tagged , , , , , , . Bookmark the permalink. 2 Comments.

  1. Great post! I found the first vignette to be the best, but the third one to be the scariest. Overall, it’s a game I am quite fond of and recommend frequently.

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  2. I have not played this game. The idea of basing a game around operating out-dated machinery seems like an unusual idea and it sounds interesting how the developers manage to create a story from it. I can also understand this sort of gameplay can seem tedious and repetitive. I am also interested in how the first vignette created a sense of horror by causing an interplay between the character’s surroundings and the events of the computer game.
    How was the game played? How did the first vignette create a sense of horror? How did the developers create a story by the player using the lab equipment and radio? What was the gameplay like in the forth episode?

    Like

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