Horror Game (mark Wonnacott) Mac OS

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The Path
Developer(s)Tale of Tales
Publisher(s)Tale of Tales
TransGaming (Mac OS X)[1]
TopWare
1C Company[2]
Zoo Corporation[3]
Artist(s)Auriea Harvey
Michaël Samyn
Laura Raines Smith
Composer(s)Jarboe
Kris Force (Amber Asylum)[4]
Platform(s)Microsoft Windows
Mac OS X[1]
ReleaseMarch 18, 2009
May 7, 2009 (Mac OS X)[1]
Autumn 2009 (Polish)
December 11, 2009 (Russian)[5]
July 7, 2010 (Japanese)[6]
Genre(s)Psychological horror, art
Mode(s)Single-player

The Path is a psychological horrorart game[7] developed by Tale of Tales originally released for the Microsoft Windowsoperating system on March 18, 2009 in English and Dutch, and later ported to Mac OS X by TransGaming Technologies.

It is inspired by several versions of the fairy taleLittle Red Riding Hood, and by folklore tropes and conventions in general, but set in contemporary times. The player can choose to control one of six different sisters, who are sent one-by-one on errands by their mother to see their sick grandmother. The player can choose whether to stay on the path or to wander, where wolves are lying in wait.[8]

Mac

Gameplay[edit]

A screenshot of the character Rose on the titular path, surrounded by the forest; the Girl in White can be seen in the distance

According to the developer, the game is not meant to be played in the traditional sense, in that there is no winning strategy. In fact, much of the gameplay requires the player to choose the losing path for the sisters to run into encounters which they (and the player) are meant to experience. Even the story narratives are not typical for a game, as explained by the developer, 'We are not story-tellers in the traditional sense of the word. In the sense that we know a story and we want to share it with you. Our work is more about exploring the narrative potential of a situation. We create only the situation. And the actual story emerges from playing, partially in the game, partially in the player's mind.'[9]

Plot[edit]

The game begins in an apartment. The player is shown six sisters to choose from and is given no information about them other than a name. When the player selects a girl, the journey begins.

The player is given control of the girl, and is instructed: 'Go to Grandmother's house and stay on the path.'

As the player explores, they find various items scattered around. For a girl to pick up or examine an object, the player needs to either click on the interaction button or move her close enough for a superimposed image of the object to appear on the screen, then let go of the controls. The character will interact and an image will appear on the screen, indicating what has been unlocked; every item a girl encounters in the forest shows in some shape or form in Grandmother's house, and some objects open up whole new rooms. Small text will also appear, a thought from the current character. Some items can only be picked up once and do not appear in subsequent runs. However, each character will say something different about an object, so the player has the option to access a 'basket' to see what they have collected.

The Wolf is the antagonist in the game and takes on a different form for each girl. The forms represent tribulations that are associated with the stages of childhood and adolescence. It is not required to find the Wolf. In this game, there are no requirements but the ending at Grandmother's house does change dramatically after the wolf encounter. The girl encounters the Wolf, there is a brief cut scene, and the screen goes black. Afterward, the girl is lying on the path in front of Grandmother's house.

When the player enters Grandmother's house, the style of gameplay changes. It is now in first person, and the character moves forward along a pre-determined path. If the player got there without interacting with the Wolf, they arrive safely, cozy up next to Grandmother and are sent back to the apartment. The girl the player guided will still be there, and can be played again. If the player did go to the Wolf, then everything in the house is darker, and if the player remains still for too long, darkness clouds the screen, and something growls. Depending on the girl, doors are scratched, or furniture tipped over and broken, or strange black threads are draped across everything. Instead of ending with Grandmother, the music crescendos as the player enters a final surreal room before falling down, and things black out again. Images flash on the screen, featuring the girl being attacked by her Wolf, before the player is relocated back in the apartment. The girl played is not there, and will remain absent.

When all of the girls have encountered their wolves, a girl in a white dress, who could be previously encountered by the sisters, becomes playable and visits Grandmother's house. The girl will then travel through the house, now a combination of all of the end rooms of the previous girls ending with the no-wolf room. Upon reaching the grandmother, the girl appears in the apartment covered in blood, but alive. The sisters all return through the door and the game starts over.

Development[edit]

The Path was announced on the Tale of Tales Game Design forum on March 16, 2006 under the working title 144,[10] on the pattern of their first-started, on-hiatus Tale of Tales 8 (chosen for the universal, language-independent nature of Arabic numerals).[11] This number originally referred to the six 24-hour periods of the six days in which the game was set,[12] but in the released version refers to the 144 coin flowers.

Release[edit]

The Path was released on March 19, 2009.[13] It became available for Mac on May 7, 2009.[14]

Reception[edit]

Aggregate score
AggregatorScore
Metacritic79/100[15]
Review scores
PublicationScore
GameSpot8/10[16]
IGN7.7/10[17]
VideoGamer.com10/10[18]

Iain McCafferty of VideoGamer.com called The Path 'a hugely significant work in terms of what a video game can be beyond the realms of throwaway entertainment' and 'potentially a seminal moment in video games.' He claimed that 'It will be years before a game made by the big budget software houses like Ubisoft or EA is brave enough to attempt anything remotely similar, but The Path shows promising signs that gaming is starting to grow up.'[19]

Heather Chaplin of Filmmaker Magazine pointed out how uniquely feminine The Path is: 'For me, The Path is about what a remarkably fine line it is that separates childhood from adulthood, innocence from cynicism, and how utterly not black-and-white most things in life are.'[20]

Tim Martin of The Daily Telegraph cited The Path as a recent example of a 'vigorous experimentation with techniques of narrative.' He likened it to 'an Angela Carter novel, as siphoned through The Sims.'[21]

Justin McElroy of Engadget commented on gameplay mechanics: 'You get one instruction in the game and you have to disregard it. That's the kind of experience we're talking about here. Once you leave the path you'll find innumerable creepy yet beautifully rendered experiences to take part in, but you're never really given any guidance as what the point or object of all of it is. Basically, it's gameplay in the abstract.' [22] Mike Gust of Tap Repeatedly called The Path 'a sort of anti-game', 'a game turned inside out in service to something deeply personal, human and disturbing'.[23]

John Walker of RockPaperShotGun remarked 'I kind of don't like the game' but noted that this 'is not a criticism. If anything, it's the highest compliment I could pay it. While there's spooky woods, abandoned playgrounds, creepy dolls, and many other familiar themes of horror, these offer no scares. For me, the horror comes from what appears to be the most abhorrently pessimistic presentation of adolescence.'[24]

Steven Poole of Edge opined that the game is 'a supremely boring collection of FMVs with pretensions to interactivity that very quickly wears out its joke about control and becomes a tedious slab of nihilistic whimsy,' yet noting that the game features a 'lugubrious, Lynchian surrealism' and that 'in its ornery and precious way, The Path is a triumph of atmosphere, coming much closer than the cruder shocks of games such as Silent Hill or BioShock to a dramatization of what Ernst Jentsch and Freud analyzed as the 'uncanny' in literature.'[25]

Awards[edit]

An in-progress, alpha-stage version of The Path was nominated for Excellence in Visual Arts after being exhibited at the Independent Games Festival in 2008.[26] The game also has been honored with two awards at Bilbao, Spain's hóPLAY International Video Game Festival. The game won Best Sound and Best Design.[27]

References[edit]

  1. ^ abcHarvey, Auriea (May 7, 2009). 'The Path for Mac is NOW available!'. The Path development blog. Tale of Tales. Retrieved September 24, 2011.CS1 maint: discouraged parameter (link)
  2. ^Samyn, Michaël (2009-03-12). 'The Path to Russia'. Tale of Tales. Retrieved 2009-03-26.CS1 maint: discouraged parameter (link)
  3. ^Samyn, Michaël (2009-06-24). 'Interview in Japanese'. Tale of Tales. Retrieved 2009-06-24.CS1 maint: discouraged parameter (link)
  4. ^'The Path user manual'. pp. 4, 10, 15. Retrieved 2009-03-26.CS1 maint: discouraged parameter (link)
  5. ^'Official Russian Web page'.
  6. ^http://gamezone.zoo.co.jp/index.php?main_page=product_info&products_id=727
  7. ^Leigh Alexander. 'The Path For Art Games'. Kotaku.
  8. ^'The Path – a short horror game by Tale of Tales'. Tale of Tales. Retrieved 26 March 2009.CS1 maint: discouraged parameter (link)
  9. ^Newheiser, Mark (7 April 2009). 'Michaël Samyn & Auriea Harvey interview'. Adventure Classic Gaming. Retrieved 2009-04-10.CS1 maint: discouraged parameter (link)
  10. ^Samyn, Michaël (16 March 2006). '144 introduction'. Tale of Tales Game Design Forum. Retrieved 26 March 2009.CS1 maint: discouraged parameter (link)
  11. ^Tale of Tales * 8
  12. ^Tale of Tales Game Design Forum ~ View topic - 144?
  13. ^Harvey, Auriea. 'The Path is available NOW!'. tale-of-tales.com. Retrieved 20 February 2016.CS1 maint: discouraged parameter (link)
  14. ^Harvey, Auriea. 'The Path for Mac is NOW available!'. tale-of-tales.com. Retrieved 20 February 2016.CS1 maint: discouraged parameter (link)
  15. ^http://www.metacritic.com/game/pc/the-path
  16. ^VanOrd, Kevin (13 August 2009). 'The Path Review'. GameSpot. Retrieved 28 June 2010.CS1 maint: discouraged parameter (link)
  17. ^Onyett, Charles (24 March 2009). 'The Path Review'. IGN. Retrieved 25 March 2009.CS1 maint: discouraged parameter (link)
  18. ^McCafferty, Iain (23 March 2009). 'The Path Review for PC'. VideoGamer.com. Pro-G Media. Archived from the original on 31 March 2012. Retrieved 24 March 2009.CS1 maint: discouraged parameter (link)
  19. ^Iain McCafferty, 'The Path ReviewArchived 2012-03-31 at WebCite,' VideoGamer, 23 March 2009.
  20. ^Heather Chaplin, 'Heather Chaplin gets fully immersed into The Path.Archived 2012-03-06 at the Wayback Machine,' Filmmaker Magazine, Summer 2010.
  21. ^Tim Martin (8 May 2009). 'Endpaper: Fiction Reaches a New Level'. The Daily Telegraph. Retrieved 22 July 2017.CS1 maint: discouraged parameter (link)
  22. ^Justin McElroy (19 March 2009). 'This is not a review for The Path'. Engadget. Retrieved 22 July 2017.CS1 maint: discouraged parameter (link)
  23. ^Mike Gust (19 May 2009). 'Review: The Path'. Tap Repeatedly. Retrieved 22 July 2017.CS1 maint: discouraged parameter (link)
  24. ^John Walker (11 March 2009). 'What Cruel Teeth You've Got: The Path Impressions'. Rock, Paper, Shotgun. Retrieved 22 July 2017.CS1 maint: discouraged parameter (link)
  25. ^Steven Poole (20 August 2009). 'Into the Woods'. Trigger Happy. Archived from the original on 5 July 2010.CS1 maint: discouraged parameter (link)
  26. ^'2008 Independent Games Festival Winners'. The 11th Annual Independent Games Festival. Think Services. 2008. Archived from the original on 3 March 2009. Retrieved 29 March 2009.CS1 maint: discouraged parameter (link)
  27. ^'I Certamen Internacional de videojuegos hóPlay'. Alhondiga Bilbao. 2010.Cite journal requires |journal= (help)

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=The_Path_(video_game)&oldid=995983803'

Hard to believe that I've had the same PC case since 2011, and my last serious upgrade was in 2015. I guess that's yet another sign that the PC is over, because PC upgrades have gotten really boring. It took 5 years for me to muster up the initiative to get my system fully upgraded! 🥱

I've been slogging away at this for quite some time now. My PC build blog entry series spans 13 glorious years:

  • Building a PC, Part VIII: Iterating (2015)
  • Building a PC, Part VII: Rebooting (2011)
  • Building a PC, Part VI: Rebuilding (2009)
  • Building a PC, Part V: Upgrading (2008)
  • Building a PC, Part IV: Now It's Your Turn (2007)
  • Building a PC, Part III: Overclocking (2007)
  • Building a PC, Part II: Burn in (2007)
  • Building a PC, Part I: Minimal boot (2007)

The future of PCs may not necessarily be more speed (though there is some of that, if you read on), but in smaller builds. For this iteration, my go-to cases are the Dan A4 SFX ..

And the Streacom DA2 ..

The attraction here is maximum power in minimum size. Note that each of these cases are just large enough to fit ..

  • a standard mini-ITX system
  • SFX power supply
  • full sized GPU
  • reasonable CPU cooler

.. though the DA2 offers substantially more room for cooling the CPU and adding fans.

I'm not sure you can physically build a smaller standard mini-ITX system than the DAN A4 SFX, at least not without custom parts!

DAN A4-SFX
200mm × 115mm × 317mm = 7.3 liters
Silverstone RVZ02 / ML08
380mm × 87mm × 370mm = 12.2 liters
nCase M1
240mm × 160mm × 328 mm = 12.6 liters
Streacom DA2
180mm × 286mm × 340mm = 17.5 liters

(For comparison with The Golden Age of x86 Gaming Consoles, a PS4 Pro occupies 5.3 liters and an Xbox One S 4.3 liters. About 50% more volume for considerably more than 2× the power isn't a bad deal!)

I chose the Streacom DA2 as my personal build, because after experimenting heavily with the DAN A4 SFX, I realized you need more room to deal with extremely powerful CPUs and GPUs in this form factor, and I wanted a truly powerful system:

  • Intel i9-9900KS (8 core, 16 thread, 5.0 GHz) CPU
  • Samsung 970 PRO 1TB / Samsung 970 EVO 2TB / Samsung 860 QVO 4TB SATA
  • 64GB DDR4-3000
  • Cryorig H7 cooler (exact fit)
  • NVIDIA GeForce RTX 2080 Ti GPU

Compared to my old 2015-2017 system, a slightly overclocked i7-7700k, that at least gives me 2× the cores (and faster cores, both in clock rate and IPC), 2× the memory, and 2× the M.2 slots (two versus one).

The DA2 is a clever case though less perfect than the A4-SFX. What's neat about it is the hybrid open-air design (on the top and bottom) plus the versatile horizontal and vertical bracket system interior. Per the manual (pdf):

Check out all the bracket mounting options. Incredibly versatile, and easy to manipulate with the captured nut and bolt design:

Horror Game (mark Wonnacott) Mac Os Catalina

Note that you can (and really should) pop out the top and bottom acrylic pieces with the mesh dust net.

I had dramatically better temperatures after I did this, and it also made the build easier since the case can fully 'breathe' through the top and bottom. You'll note that the front of the DA2 is totally solid, no air holes, so you do need that extra airflow. Supreme tic-tac-toe mac os.

Forever night mac os. I only have a few criticisms of this Streacom DA2 case:

  • The side panels are tool free, which is excellent, but the pressure fit makes them fairly difficult to remove. Feels like this could be tweaked?
  • (Don't even think about using a full sized ATX power supply. In theory it is supported, but the build becomes so much more difficult. Use a SFX power supply, which you'd expect to do for a mini-ITX build anyway.)
  • My primary complaint is that the power extension cable gets in the way. I had to remove it and re-attach it during my build. They should custom route the power cable upwards so it blocks less stuff.
  • Less of a criticism and more of an observation: if your build uses a powerful GPU and CPU, you'll need two case fans. There's mounting points for a 92mm fan in the rear, and the bracket system makes it easy to mount a 140mm fan blowing inward. You will definitely need both fans!

Here's the configuration I recommend, open on both the top and bottom for maximum airflow, with three fans total:

If you are a water cooling kind of person – I am definitely not, I experienced one too many traumatic cooling fluid leaks in the early 2000s – then you will use that 140mm space for the radiator.

Horror Game (mark Wonnacott) Mac Os 7

I have definitely burn-in tested this machine, as I do all systems I build, and it passed with flying colors. But to be honest, if you expect to be under full CPU and GPU loads for extended periods of time you might need to switch to water cooling due to the space constraints. (Or pick slightly less powerful components.)

If you haven't built a PC system recently, it's easier than it has ever been. Heck by the time you install the M.2 drives, memory, CPU, and cooler on the motherboard you're almost done, these days!

Horror Game (mark Wonnacott) Mac Os Download

There are a lot of interesting compact mini-itx builds out there. Nola is burning mac os. Perhaps that's the primary innovation in PC building for 2020 and beyond – packing all that power into less than 20 liters of space!

Horror Game (mark Wonnacott) Mac Os X

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