Like therapy, Detention aims to work through repressed traumas, coaxing them to the surface and preparing the patient to confront them. But for Taiwan-based developer Red Candle, the trauma is the territory’s own modern history, and the patient its population. Suggesting the full reality is too much to bear from the start, it wraps its subject in a tragic horror story that explores the effects of living in fear and how ordinary individuals must take responsibility for the parts they play. In the process it drags the past back into view, to encourage a future free of its scars.
Detention is set in the 1960s during Taiwan’s nationalist White Terror, a 40-year period of martial law in which dissidents were jailed or executed in their thousands as communist sympathisers and spies. Its oppressive atmosphere filters through the game’s central location, a rural school, threatening to burst into violence. You only glimpse the lived experience, in brief montages of bound hands and sack-covered heads, or scraps of notes and conversations about the tyrannical military-uniformed Instructor Bai. But the sense of being monitored, judged and hunted is constant.
In the game’s first two chapters, an allegorical horror conveys the hanging dread. It builds slowly as you begin playing as Wei Ching Ting, a student who finds himself waking up at his school desk at night in the midst of a typhoon alert, the area evacuated. He finds another student, Fang Ray Shin, and the two take refuge for the night, but as Wei sets out to fetch supplies he simply fades away. Next thing you know, you’re waking up as Ray on the stage of the school auditorium, with the pale, dead body of Wei hanging upside-down beside you.
この記事は Edge の Christmas 2019 版に掲載されています。
7 日間の Magzter GOLD 無料トライアルを開始して、何千もの厳選されたプレミアム ストーリー、9,000 以上の雑誌や新聞にアクセスしてください。
すでに購読者です ? サインイン
この記事は Edge の Christmas 2019 版に掲載されています。
7 日間の Magzter GOLD 無料トライアルを開始して、何千もの厳選されたプレミアム ストーリー、9,000 以上の雑誌や新聞にアクセスしてください。
すでに購読者です? サインイン
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart