I work inside the Darkling Room, on Cornwall's stormy, wave beaten coast; creating interactive ghost-stories (games!). When not stuck behind the LCD, I enjoy exploring the weird and wonderful, experiencing the surreal, the tasty and the bizarre. A lot of which end up on this blog!
Escaping one Darkling Room to find another, 'cos it's moving time!
It is with some sadness that I say goodbye to the old Darkling Room, across the harbour in East Looe.
It's really odd seeing it so empty. It has seen some times, that place, including the production of Dark Fall - Lights Out, The Lost Crown (2 a half years!) and Dark Fall - Lost Souls. It's been a great base for operations, keeping me safe and sound for nearly a decade. I wonder if any of the games will haunt the place? I recorded Amy Haven's songs, myself, from inside a wardrobe in the bedroom. It would be nice and spooky to imagine future occupants hearing her humming that broken sing-song version of the Dark Fall theme. Ha ha!
Thinking back, a LOT of the sounds and dialogue were recording in the apartment, all those years ago. It took us 7 hours, non stop, to record Emma Harry, playing Lucy Reubans for The Lost Crown. Bloody seagulls. Every time we got half way through a line…
SQUARK KA KA KA KA KA KA KA!!!!
Which, after that long day, always sounds like a mocking laugh. Dratted things. But, we got there eventually. Sorry Emma, and Matt, who was on the headphones, hearing every squawk and scream. These days, we record in a studio (budget helps!), so have no such worries. But, I do miss those simpler times for various reasons. It was great to write, create and struggle in that place. It has a lovely view of the harbour to distract and inspire.
Living near water gives everything a rhythm, here in Looe. Outside the window was the working Harbour, which never bored me. Fishing trawlers line the east side of the Quay; battered, creaking and rustic. The west Quay, on the opposite side, has moored pleasure boats, yachts and catamarans worthy of Joan Collins. Really quite glamorous. Like two different worlds, facing off each other, across the water.
Two rivers feed the harbour, (East and West Looe Rivers), as well as the sea. Ahhh, the sea, eh? Once you've lived near the sea it is very hard to imagine being land-locked. The Spring and Autumn tides can cause minor flooding (usually a fun affair, but it can get scary!).The weather is all-important in places like Looe. It influences ALL. Winter saw the town lashed by sea storms, hidden in fog or just deathly empty, like Saxton. Summer was very different, with bright sunshine reflecting off the crisp, clear harbour water, to create swirling patterns across the ceiling and walls of the apartment. Bit like being in a Jacques Costeau film, a bit trippy, but very chillaxing.
East Looe is very different to West, which is where I currently rent a property (stuck deciding where to move). East has all the shops, pubs, beach, club (Boscarn! Yay!), train station, doctors, banks, etc etc etc. It's a small town, basically, with pretty much anything you would need. West Looe, on the otherhand, is smaller and set back from the Harbour. It exists around a village square (Princes Square) with shops, a dog hairdressers (!!) and, of course, the oldest pub in town. It's an atmospheric little spot, especially at night. The woods tower over this side of town, with hooting owls and pheasants.
It's more like living in a rural parish, if I'm honest. It makes a nice change after the resort lifestyle of East Looe. Basically, Looe has quite a lot to offer, in terms of variety. It's quite 'cut off' too, if you consider the nearest main town is Plymouth, in the neighbouring county of Devon. Yeah, I can't say I'll ever regret leaving London. Once you 'get out' you get out for good. My little apartment was a great investment, enabling me a change of lifestyle that I thought I'd only ever imagine. It's been cool.
But, all things come to an end. They always do. So, goodbye Darkling Room Number One. I hope your successor is just as good, wherever it may be, as you're a hard act to follow. I also hope your next occupants treat you well. Just remember, if you need to, haunt them with a bit of Amy Haven humming, or maybe some zombie -like snarls, or just Nigel saying 'Hellloooo, is there anybody there…." over and over with no skip button.
Jonathan
P.s. I've just heard that someone from 'up country' is likely to make an offer on the place. That's the weird bit. When you know you'll have to hand over the keys, and never go back. Weird.
P.p.s. Obviously, if anyone else fancies a complete change of lifestyle and living, Darkling Room Number One is UP For Sale!!
It's a super apartment, for self, holidays or the like. It's sad to let it go, but I have to thnk about moving onwards, and upwards, as that is the nature of things. I just don't have a single bloody clue where it is going to be!! :)
A few 'behind the scenes' images from The Last Crown, if only to show that I DO work. Honest! Very hard, especially this year. I did think about out-sourcing alot of the tasks, but I'm not sure I would have felt the same about the game, given that it's a very personal project, which I make and fund myself. So, there's been a lot of new things to learn (especially 3D software). I was bound by ability (lack of!) when making the first game, but I'm a bit more clued in this time round, which can only ever help the game be more enjoyable.
Working on Nigel, specially smaller details, like his safety pins, flat cap and beard. He's not exactly an action hero, no no no, but he is a lot more 'active' in the sequel and part three. He just moves better, and looks more 'alive'. Bit skinnier too. Perhaps Mrs.Slaughter has stopped serving those greasy slices of pizza. Mind you, Nigel never actually ate anything in-game. He fed it all to Cairan, the pig! So, with a pinch of a vertex here, the addition of a polygon there, the new Nigel is ready for action. In several outfits.
A new phone box has appeared too, on the Quayside. It was buried under lobsterpots for decades, but it's been 're-discovered' by Nigel and Lucy. As with all things in Saxton, the cover-up may have been for a reason. A good reason. Something connects the dwellings and businesses of town, with threads stretching out across the harbour, in all directions. In the centre of the the web is a building, which Saxton fans will know quite well. The letters G.P.O. may be a clue.
One of the things that pleased me the most, in the Lost Crown, was all the movement. Fog, pollen, birds, rain, etc etc etc. It was cool. My previous games, Dark Fall 1 and 2, had been set with technical limitations in mind (and budget limitations). So, I created very quiet, still places. But, Saxton is set mostly outdoors, with all the lively trimmings of a Harbour Town! Argh! It just HAD to move.
So, I've been working on ways to get even more going on, and push the game engine a bit more. Some think I'm mad taking the Wintermute Engine, and making it do things it wasn't designed for (1st person panorama game for example!), but I'm familiar with the software, so feel very comfortable. That's why I can experiment a bit, in confidence. Plus, it's more fun. I like seeing how far you can push things. It's also a good way of learning, without getting bogged down or distracted. I think I'd fiddle and play for far too many hours, if I was working in Unity, for example. So no full-3D for me just yet. That's another learning curve altogether. So, I'll save that for the next series. ;)
Lastly, the first person to correctly identify Nigel's badge gets a free personalised copy of Last Crown, posted from Saxton itself, along with some contraband fudge! There's no clues, and the picture is quite pixelated... but let's see what happens.
Tip: All pics go to bigger versions, when clicked.
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Debut screenshots! It had to happen eventually, so the end of the long August Bank Holiday Weekend seems a good a time as any. I've been keeping things very close to my chest, of late, so it's great to finally let a bit of Saxton leak out, into the world. It's a bit painful, as I can't help sense there are spoilers (the bane of many producers these days) soaked into every scene. But, I can't be overly protective, 'cos that would be silly. So, here's the first set of screens from 'The Last Crown - Haunting of Hallowed Isle'. Hurrah!
This shot is new, as you can see. I wanted to freshen the place up, after The Lost Crown,meaning an extensive re-shoot of ALL locations was required. I wanted a higher resolution too, to get more detail on screen. So, it gave me a chance to seek out some lesser known corners, while also begging for new angles. The only way to photograph Polperro (Saxton's real-life double), is to get very high or very low. So, talking people into letting me into their bedrooms and attics has been an experience and a half. Well worth it though.
I really like this new Saxton Harbour shot as the place now feels 'right'. It is geographically more accurate, and easier to place in the game world. In other words, you can see more places and how they connect to the harbour. It was a tricky shot to get, leaning out of the upper window of The Blue Peter pub. But, it's the only way to get less familiar views of somewhere that has been painted and photographed thousands of times.
Map: The map is also going to be handy. As an adventure gamer I have a fondness for in-game maps. They are jolly useful, both to the gamer, and the creator. Lots of the gameplay in The Last Crown is non-linear and Quest based, so the map will act as a handy record of what you are doing, why you are doing it and what effect it will have on the gameplay.
The GhostGadget: This is also new. Instead of lumbering around with an E.M.F Meter, Nite-Vision Camcorder, Dictaphone and Digital Camera… phew… we now need only the Hadden GhostGadget. It's an 'all-in-wonder' device, which covers all the basics, as well as offering customisation and upgrading.
Customisation: This is something I wanted to do in the first game, but couldn't quite get my head around it. Not enough, anyway. But, I've now had plenty of time to think and plan, and create some interesting ideas.
For example, the basic lens on the GhostGadget is good for newbies. If you want to photograph a blurry grey figure, looking all ethereal and strange, the basic lens would be fine. But, Lucy is more practical than Nigel, so knows certain improvements could be made, or at least attempted. In his workshop, Bob Tawny is on hand, for the fiddly stuff, so it's up to you to find, install and use any upgrades you find or make.
My favourite is the Fire Lens. It is made from a shard of glass, taken from the burnt ruins of the School House. Placed on the GhostGadget, the Fire Lens allows the ghost-hunters to 'see' and hear the fire, from many years ago. With the inferno comes the 'voices'. Not ghosts as such, but 'echoes' of a past event. It's as if the event is burnt into the glass. Filming through the lens will reveal far more than you thought possible. After all these years, you may be about to solve another of Saxton's mysteries. That being, who burnt down the school?
Obviously, once acquired, the Fire Lens can be used elsewhere. There are quite a few different lenses, but trying them out is intuitive and rewarding. You are looking to get good scores for your ghost-hunting, and move on to bigger things. But, if you just want to dabble for a while, and capture some more creepy wispy shapes, that's fine too. You'll just take longer to get on to those 'bigger things'. It's all about pace, I suppose. I like the idea of gamers having their own experience, in their own time and style. It's tricky to write, but I'm quite happy with the technicalities. We're not talking a full-on RPG here, just the opportunity to bend the narrative while approaching situations in your own way. (As for the walkthroughs! It'll be a fun one to write, promise.)
Lastly… I am relieved to confirm that, after an agonising wait, there is a third 'Crown' game in production. Following the 'Lost Crown' is 'The Last Crown', then the final instalment, currently titled 'The First Crown'. Eccentric titling aside (!!), there is a logic to the series, which investigates the three Anglo-Saxon noblemen, who arrived on Saxton Shore, many, many centuries ago. Ganwulf, Pendraed and their father, Auldwulf. We met Ganwulf in game one, (we returned his Crown after stealing it!), next up we shall be meeting his brother, Pendraed. He's a darker character, much darker.
If Ganwulf was the spirit of the landscape, Pendraed is very much the spirit of the sea. This is why we are travelling over to Hallowed Isle, to seek out its ghosts, history and myths. The Last Crown definitely has a sea-faring queasy feel, as Nigel and Lucy attempt to steer a small fishing boat out to the island. It's fun, spooky, traditional fare, with plenty of Nigel's adored and hated 'DanversSpeak ™'. (Note, you will be able to skip lines this time!)
I'm really excited about making more games, as I feel it's what I've always wanted to do. Who knows, maybe after game three Nigel and Lucy will be taking assignments further afield? I'd love to trace the route of the Crowns, back through history, to the Saxons. Or, follow the Ager link out to the colonies, where the family line still continues (not good looking babies, that's for sure, and what's with the scythes!). Or, take a smuggling adventure with Spivey, Saxton's famous 'Seadog'. Plenty of ideas. Basically, there's plenty of flesh on the bone, given The Lost Crown was quite a lengthy game, so it'll be lovely to explore all the nooks and crannies that it presented.
The world of Saxton, with its folky atmosphere and ghost stories is really addictive to write! It's a pleasure to be able to create these little interactive films, continuing my love for adventure games, so expect plenty more from me. Maybe a bit faster too!
With a New Year comes a few updates, changes and announcements. So, without further ado, here's the news, from me and Darkling Room.
I've launched a proper mini-site for The Last Crown - Haunting of Hallowed Isle, in anticipation of an Easter release, this year. Sorry for disappointing, in 2010. Pretty much everyone knows how release dates get moved around; put back, shunted about, abused, ignored, tortured, rubbished….but, the games do appear on store shelves. Sooner, rather than later…I hope.
In the meantime, I've created a mini-adventure to explore the world of…
But, what is Psychometry? How does it work? And…is it a load of old cobblers?
What is Psychometry? - Psychometry, also known as token-object reading, is a form of extra-sensory perception characterised by the claimed ability to make relevant associations from an object of unknown history by making physical contact with that object. Supporters assert that an object may have an energy field that transfers knowledge regarding that object's history. (Wikipedia)
Basically, you sense 'things' from objects.
How does Psychometry work? - Well, like all funky psychic stuff, it's rather 'out there', in terms of scientific explanations, but bear with. Psychometry is the practise of 'reading' the energy fields, stored (or trapped) within an inanimate object. Some claim you can 'see' or feel the history of the object, aspects of previous owners and glimpses into the world in which it has travelled. Exciting stuff! Some of you have, no doubt, seen some Psychometry on the ghost-hunting and 'unsolved crime' shows. Usually, an object is handed to a medium, with no prior knowledge of the object.
Their task is to pick up on any residual energy left over from previous owners. Weapons, photos, jewellery and personal items often make good objects; they carry more energy, or the medium can invent a better story. Either way, I find it all very interesting, as I've dabbled a bit in this field, allowing me to see some surprisingly good results. I'm not saying I am a 100% percent, paid-up member of the Psychometry Gang (they wouldn't have me!), but I do believe in the power of the mind, to decypher clues and make connections. I think of those skills as detective work, rather than anything supernatural… but, we should not ignore our instincts. Perhaps they tell us far more than we would think? Basically, take it seriously, and you may be surprised.
Psychometry and The Last Crown - Nigel and Lucy are a team, a good team, with Nanny Noah as ghost-hunting advisor (boss!). But, they do like to do things differently. Nigel thinks, and has been told, that he has 'The Gift'. He's psychic! Nanny Noah is helping Nigel reach his full potential, as she knows her powers alone will not be enough to stop the on-coming darkness.
We've seen, in the previous game, that Nigel can 'time-jump'; pass from one time to another, in the blink of an eye. He is a time sensitive, which means he sees things differently from everyone else. Peoples and places from the past merge with the world of 'now', which Nigel is able to 'see' and explore. Objects are no different. With a little effort and focus, Nigel can see many layers of activity and history which others may not.
Lucy, on the otherhand, is more practically inclined. She's a detective. She likes rational, logical explanations as to 'why things happen'. It's not that she doesn't believe in strange forces, but she'd rather exhaust the obvious first, before jumping on the paranormal band-wagon (what a ride!). Instead, Lucy will spend her time, with the object, studying the details left behind by previous owners. Scuffs, wear and tear, dirt, blood, grime…etc etc. There are plenty of tell-tale signs and clues, if you look hard enough.
Together, Nigel and Lucy make a formidable force! But, will it be enough, for Nanny Noah? It seems not. She is planning on hosting many more Psychic Detection Evenings, at The Bear Inn, on Saxton Harbour. It's certainly a great setting for paranormal nights, when Morgan Mankle isn't fussing about the place (she's rather busy of late, with her book!). The first session has already come and gone, (you missed it!), but there are further sessions planned for the coming months. Nanny Noah is looking for new recruits, so you could stand a good chance, if you 'read' the objects correctly.
Tip: Some objects are employed as 'Testers'; Nanny Noah already knows a bit about those objects, so will be looking for you to help corroborate her findings. But, what she doesn't know is the fact that ALL objects have a story, no matter how old, new or obscure. Perhaps your powers, whether they are Psychic or Detective, will provide clues unknown to Saxton's much-loved wicca? Give it a go.
There's also the chance to get some hefty hints as to the nature of the next story!
Jonathan
P.s. Happy New Year! It's going to be a good one for Darkling Room, after a year of legal cases against previous publishers; Got Game Entertainment & Mamba Games, Lace Mamba and Lace Mamba Global, (plenty of different company names to keep the opposing lawyers going in circles). But, who cares about greedy men, in bad suits, when I create games for a living? Best job in the world. Time to make some adventures!
"There's many things, dangerous things, out there, on the moor. Don't disrespect the land, and you should be alright" - Advice from a moorland farmer, at night, on Bodmin Moor.
"Something a bit different, maybe live action" was the request, from Shadow Tor Studios, when discussing ideas for the Bracken Tor teaser trailers. Hurrah! Different is exciting. So is taking part on a live action shoot. The usual gameplay videos and screenshots would promote the new adventure, upon release, but 'something a bit different' would break the mould a little, and certainly be exciting to make. Filming, after dark, out on the moor, Blair Witch style! Here's the story…
The Plan - To film three teaser trailers for the new supernatural thriller Bracken Tor - The Time of Tooth and Claw. Each teaser would follow a particular character, on the night of the Winter Solstice -
The Hiker - A un-named man has lost his way, while trying to cross the moor. The plan was to find the ancient burial chamber, hidden beneath Bracken Tor. He had been told, many times, by local people not to attempt such a foolhardy mission, but he chose to ignore the warnings. The Hiker is not all he seems; he knows more about the Tor than he has let on. He believes he can gain access to the tomb, to rob the place of its treasures. Something he will soon regret.
The DJ - DJ Emma Harry is a kooky kind of girl. Living and broadcasting from the swamps of Barrow Moor, Emma has a deep fascination (obsession!) with the supernatural and strange. Something happened to Emma, back in '06. She experienced something bizarre…something ancient and powerful. The event changed her. She knows that the landscape hides all manner of strange phenomena, writing about much of it in her magazine, the Freaky Times. But, will Emma's fascination be her undoing?
The Archaeologist - Agatha Dunn-Harker was the only person to attempt an archaeological excavation at Bracken Tor, I say 'was' because she disappeared on the Winter Solstice, back in 1965. Broadcasting live on the BBC, Agatha was about to open the heavy stone door when the radio signal was lost, and she was never seen again. But, someone has never given up on Agatha, believing that her fate may still be learnt, if they dig deeper, and uncover the truth.
----- / /-----
The Shoot - A diary of spooky events.
21:00 - Lost, cold, and worried! The moor is up to its usual tricks again. No matter how much we'd planned, and no matter how many maps we've bought, the moor still manages to confuse the hell out of our driver, leaving us stranded in a tiny one-way lane, leading further and further into darkness. Driving slowly, very slowly, across the moor is an eerie experience. The land seems endless, desolate and moody. The minibus headlights occasionally pick out glowing eyes, in the darkness. There are wild ponies on the moor, as well as some hardy breeds of sheep. We have to take great care, orientating these ancient tracks, for fear of hitting something huge, heavy and wild.
21:15 - Something dashes across the road. Something big, and fast. A deer? The atmosphere on the bus has turned chilly. The cast, including myself, have stopped wittering on about the script, and the night ahead. We have all gone rather quiet. I am wondering if this nocturnal adventure is such a good idea? There really are abandoned old mines, scarring the moor. Some are hundreds of years old, from when Cornish Tin was in great demand. Even biblical characters, such as Jospeh of Arimathea, are said to have ventured onto the moor.
"According to legend, Joseph of Arimathea had a financial stake in the Cornish tin mines, and may even have taken his nephew Jesus there on his merchant travels during the boyhood of Jesus. However, after the crucifixion, Joseph of Arimathea traveled to Britain one last time, to preach and even settle." - http://www.interfaith.org/articles/joseph_of_arimathea.php
I wonder what Jesus made of the moor?
21:30 - Still lost! This is getting ridiculous. Lorna, our sound recordist, suggests we may be going round in circles. Great! Personally, I think she's mistaking one gorse bush for another…until…"Look! Even the road signs are lost!" she points out. We've stopped to take a photo of the bonkers looking sign, when we hear something call out, from across the landscape.
It sounds like an animal, something large like a horse; a sad baying cry, which seems to fill the air with dread. I am reminded of that scene, in The Hound of the Baskervilles, when Stapleton describes the Grimpen Mire -
-------- / From The Hound of the Baskervilles / --------
“That is the great Grimpen Mire,” said he. “A false step yonder means death to man or beast. Only yesterday I saw one of the moor ponies wander into it. He never came out. I saw his head for quite a long time craning out of the bog-hole, but it sucked him down at last."
Something brown was rolling and tossing among the green sedges. Then a long, agonized, writhing neck shot upward and a dreadful cry echoed over the moor. It turned me cold with horror, but my companion’s nerves seemed to be stronger than mine. “It’s gone!” said he. “The mire has him.”
-------- / End / --------
21:45 - A man! A farmer, is standing in the middle of the lane. It's impossible to pass him, without forcing him from the road, so Steve (our driver, and lead member of the MBRG) leaves the vehicle and approaches the man. A short exchange of words follows, and then we are off again. The farmer seems to glare at us, as we pass. "He says we'll come out by Minions on this route" says Steve, "Which is perfect for parking and getting the scenes we want".
Hurrah! What a nice old farmer. He's not an evil, cannibalistic moor-beast.
"He says the pub is still open too" continues Steve, "if anyone needs a bit of actors courage". I do actually fancy a gin, to get ready for the shoot, but we all agree it could be a bit like that pub in An American Werewolf in London. You know the one, the two hikers enter The Slaughtered Lamb. The 'locals' all go quiet, and stare. Eventually the two hiking buddies leave… to get ravaged on the moor, by a werebeast. Cripes! I am playing the character called The Hiker. Is this trip such a good idea? When does excitement turn into tension?
22:00 - Filming, at last! We have split into two units. My group, Unit A, will be filming The Hiker, and recording the vocals for that film, and The DJ. The other team (Unit B) is setting up a very Blair-Witchy scene in a nearby pine woods. I don't envy them. Matt has made some seriously cool looking twig effigies, to hang in the braches and look pretty damn spooky. The props looked quite harmless, even comical, back at base…but now…? They seem pagan, powerful and full of meaning. I begin to suspect our activities may stir up some genuine chills.
22:15 - I've fallen down a hole. Just as I realised that my foot was not meeting the expected turf (like missing that last step on the stairs) I thought about the mine shafts. A fall down one of those dark pits would mean certain death. Thankfully, my pit is only half a metre deep, so no broken bones…just a muddy, and sore bottom! The event has left me shaken, so my film footage should be genuinely wobbly. Just what we need!
22:30 - It's time to film the sequence. The plan is to leave the open moor, and enter a small copse, or woodland. We can see one, not too far away from the standing stones, known as The Hurlers. It's not as dark, or as dense as we would have liked, but the twisted branches should look cool, in the glow of the night-vision. I'll be doing this on my own, so that none of the crew gets in shot. A rough path leads through the copse, which I'll try to follow as best as possible. I don't really want to get lost on the moor. The crew hang back, as I prepare to venture in.
Silence. Ok. Lens cap off. Power on. Film is running. Let's go. Suddenly the world is green tinted, and uncanny. Shapes loom up out of the darkness, twisted and covered in lichen. It looks more like a swamp! It's actually surprisingly weird. Night-vision is supposed to aid nocturnal sight, but I think it does the opposite. You can only see a small square in front of you, bright and green. It's quite blinding. It also means my natural night sight, which had adjusted in the gloom, has been ruined. I can't see a bloody thing!
22:40 Approx - I do genuinely feel quite lost. I call out, quietly, to the others to make sure they are still there. Knowing that others are around you, close but out of sight, is quite unnerving. There's no reply, so I carry on my journey. I seem to be approaching a water source, like a stream or spring. That means the land could be quite boggy. My mind returns to the Grimpen Mire, and that poor moorland pony. The agonized, dreadful cry….
…what the hell am I doing? I am really quite spooked. That's when I heard the scream!
23:00 - Whadda girl! Unit B have just recoded our scream queen, in her last dying moments. It's a really strange thing to hear. The sound echoes across the landscape, for miles, and miles, and miles. I wonder if the moorland farmer heard it? He could call the police! We could get into trouble. Imagine explaining what we are up to; making a film about the Beast of Barrow Moor, a fictitious (I hope!) creature that stalks lonely walkers, and rips cattle to shreds. I think we would be asked to leave, go home, and stop playing silly games. Silly?! It's downright frightening. So, maybe the presence of the police may not be such a bad thing. A bit of security. Oh shush, Jonathan! This was your idea. Just get the footage you need, and get out of this god forsaken place.
23:15 - It's time for the monster. Yup, we have a monster. All claws, teeth and feral eyes. During the day these things look quite…errr…daft, if I am honest. You're painting away, sticking on bits of gunk and ragged hair, chatting away and not really giving the night shoot that much thought. Silly us. In the dark, the mask and other props feel really horrible. The long hair is especially weird. Lank, dark and a bit Samara-like (The Ring movies). I won't say who is playing The Monster, as it might destroy the illusion. But, let me say that it's only right HE should don this costume, given that its HIS game. Ha! Once finished, we'll be filming the monster amongst the trees. I am hoping for some scenes like those from the Warning to the Curious movie, from the 1970's. The ghost of William Ager is glimpsed, briefly, in certain woodland scenes, his white face barely visible in the gloom. If I capture some footage as good as those old BBC scenes, I will be a very happy man!
23:30 - The Teeth. It's close-up time for The Monster, as we prepare to film the fangs of our feral creature. The moor is still adding a wonderful hushed atmosphere to the proceedings, as Unit B rejoin us. They are more than pleased with the twig sculptures, filmed in the pine woods. Lorna tells me that she felt quite spiritual, in a wiccan kind of way, whilst hanging the effigies on the twigs. I never had Lorna down as a wiccan, but perhaps this night on the moor will change us all, in some specific way. I, for one, am having a brilliant time.
The nerves have subsided a little, and things feel really fun, and genuinely interesting.
Midnight - We're all done. Matt pops the cork on a bottle of cheep, but cheerful, Cava, and we all get a bit tiddly. All except Steve, who's driving. Much is said about how the 'real' moorland setting has influenced tonight's work. It's been great to really utilise this fabulous place. You could say it's the biggest star…sorry Monster!...acting like some sort of muse. I just hope our hard work comes across, and feels fun to those watching the films, whenever they are published.
If you can travel to the moor, whether it be Dartmoor, Bodmin or Yorkshire, I highly recommend the experience. You get a sense of smallness and frailty in places like these. The timeless quality is uncanny, unnerving and humbling. Like a few months ago, doing the Beast Hunt Night, I found myself wondering what sort of energies, or spirits, could wander these places? Could unexplainable creatures, or beasts, really be out there, in the darkness?
As Bracken Tor finally gears up for its big release, I must thank the moor for being such a cool setting. Matt Clark has always had a fascination with this place, visiting it many times since childhood. I love The Hound of the Baskervilles, and other gothic tales, but have never really ventured out to discover a more personal experience. Bracken Tor has provided an opportunity to 'get out there', with a purpose, and soak up some of the atmosphere. And, what an atmosphere it is!
Just in time for Halloween, I thought I'd share this magazine cover with you all.
Click to enlarge the picture.
It's something I put together a few days ago. It's The Freaky Times (a little nod to The Fortean Times), which features in the game. DJ Emma Harry is the editor, inviting strange stories from all over the world. In December, The Beast of Barrow Moor is the cover star, hinting at what sort of 'creature' lurks on the Barrow Moor. But, check out some of the side stories too, for clues about the up-coming game. The Legend of the Green Man? Bracken Tor Cult? The Dark Path? Hmm, that all sound very interesting.
Moor (sic) soon.
Jonathan
P.s. If any of this blog entry has got you interested in the moor, check out this website for some cool pics of standing stones, old farmhouses and ancient burial sites. http://www.oliverscornwall.co.uk/bodminmoor.html
It seems like an age since I last scribbled a blog, so without further ado…
Beasts - The Mysterious Beasts Research Group (based on Bodmin Moor!), invited some of us disbelievers and sceptics along to a 'tracking night', two evenings ago. The idea was to camp out, in the woods near Golitha Falls, to experience what the group get up to in an evening. The woods flank one edge, the wilder side, of the famous Bodmin Moor (Jamaica Inn, 'Beast of Bodmin Moor' and of course, Matilda Fly's very own 'Two Faced-Bride of Bodmin Moor'). For more pics, try this Google search: Bodmin Moor.
The Moor - It's an ancient place, of whispering reeds and weather beaten trees, all shaped by the weather, history and personality of the place. But, it wasn't always like that. The moor is actually a man-made environment, shaped over thousands of years; there was once a wild, dense and dark forest, where old mine buildings now stand, naked to the elements. Think 'Fangorn Forest' from The Lord of the Rings, and you'll get a decent picture of what it must have looked like. The ancient people cut down the trees, to build the many villages and towns which still haunt the moorland world, as ghosts on aerial photography.
Their way of life, and knowledge of the ancient natural world, is as mysterious as the moor itself. Those unknown times were a turning point, in history, when man decided to utilise the forest, rather than revere it. Obviously, this is one of the themes explored in Barrow Hill, and it's sequel 'Bracken Tor', so the 'Beast Night' would prove to be great research for that particular project.
The Experiment - As most of you know, I am more of a 'ghosts' person myself, so haven't really delved into the legends of mysterious beasts, crypto-zoology and unexplained animal sightings. For every 'Black Dog of the Moor', there's a Nessie (Loch Ness Monster) sighting. I'll be honest, they never seem to impress me, or prove anything, apart from our desire to believe in such wonders. So, a chance to hang out, in the landscape, with those that state, without doubt, that such creatures exist was a chance not to be missed. Matt Clark, writer and creator of Barrow Hill provided my invite, so I expected to be set-up, and hoaxed…just a little. But, fact is, it was spooky enough, without the pranks and teasing. The ancient forest may be gone, but the earth itself is still rich with the rotting matter, roots and fossilised remains of that once leafy world. I found it strange, to think that I would be sleeping on the graves of such natural antiquity; basically, could the moor be haunted by a landscape long since gone? Could the animals, that once roamed that forest (lions, tigers, bears…oh my!), still enter our world, like spirit animals, unaware that their habitat is no more. A spooky, and melancholy, notion.
The Night - Steve, leader of the pack, is a huge beast of a man himself, and knows pretty much all there is to know about animal tracks, fur, gnawed bones and…of course, everyone's favourite…poo! He is one of those experts, like you see on natural history shows, that tracks animals by scent, snapped twigs and the occasional bit of disturbed leafage. It's a very impressive talent, which reminded me of that uncanny sense the aboriginal tribes of Australia share, where they seem spititually attached to the world they inhabit. I am envious of that kind of skill, to be honest. Spending time with those folks, in the wild, reminds you how domesticated and uninvolved you are, in the natural world. (Note: But, I also love my PS3 and microwave oven, so I'm not going native anytime soon!). But, tonight was the night to get back to nature, stare into the darkness, and see if anything was staring back. Would those eyes be physical or supernatural?
As well as Steve, we were joined by Cath and three members of the MBRG. Cath is a woman after my own heart - a technical whiz, with a love of gadgets, a brave heart and some seriously impressive walking boots (ex-Army clompers). She came armed with laser trip wires, camera traps, night-vision and all sorts of monitoring equipment. Both she and I would be based in the lower woods, well away from the moorland edge, so our human smells would not disturb any wild beasts prowling the open landscape. Exciting! Steve, Matt, and the other members, were taking the upper ridge, closer to the moor, and closer to the action. There are reports of animal carcasses, stripped trees and dung heaps in that area. So, if these beasts really exist, THIS area is likely to be the feeding ground.
So, as you can imagine, I was feeling a bit weirded out by the idea of attending a 'Beast Hunt'. As a fearful fan of The Blair Witch Project, I couldn't help feel the night was going to be quite an experience. It was! Here's the event, as it happened…
21:00 - Just enough light to set up my tent. I've been 'told off' for not having a cammo-fabric version, army style. So, I have to set up in the bracken. It's itchy and full of bugs. I have a signal, yay, so have sent off a few messages to Facebook. I thought it would be reassuring, but instead, my so-called 'freinds' laughed about how they'll find my 'shredded body, and piece it back together' as some sort of gory adventure slider puzzle. Thanks!
21:30 - Mozzies. Damn critters. The woods are really buzzing with insects, and the heat is intense. A Cornish woodland can take on a really tropical feel, in these conditions. It's not exactly Borneo, I know!, but I'm finding the place very dark, hot and alive.
22:00 - I got to see some (blurry or distant) images of beast sightings, from the MBRG scrapbook. Some may have seen this kind of thing, in your local press, where dog walkers, ramblers and other everyday folk, have seen large predators stalking through their neighbourhood. It's pointed out, that many of these sightings are made by those with no previous interest in the phenomena. Interesting.
22:45 - Monitors! I love a bit of surveillance activity, and this is great. I'm used to staring at domestic interiors, on screens throughout the night, as part of the ghost-hunting activities, so this natural world makes a lovely change. Plus, there's loads to see. The woods are alive with mice, rabbits, foxes and badgers, all using the well trodden animal paths. These paths look like nothing during the day (a muddy patch here, a few bits of fur on a bramble there), but operate as a wildlife superhighway by night.
23:00 - I've heard from Matt and Steve, who say that conditions were good for a sighting. The night is gloomy, with the moon hidden behind cloud, but the weather is good (hot!), and very still. The woods, too, are very still. The last of the birds have settled in, for the night, and the trees watch us silently, barely a branch moving. The sound, though, is bizarre; crickets, weevils, mosquitoes and marshflies fill the air. I've stopped thinking about the Blair Witch, and started thinking about Predator instead! Perhaps I am not as good a 'nature' person as I previously thought.
00:30 - Crying! There is a baby crying, somewhere in the woods! A frightening, and bizarre experience. "Who, or why, would anyone have a baby out here, in the witching hour?"…damn, she's back! The Blair Witch is back in my head. Babies, witches, woodlands, druids, blood sacrifice…argh! Stop, stop, stop! Thankfully, Cath is on hand to give me a good slap a reassuring perspective. Young deer, I am told, make such noises. It's the right time of year for fawns to be calling to their parents, and 'yes', it does sound very human. I am not convinced, so my anxiety is increasing. What if Cath is wrong?! I still wonder if some of the 'beast sightings' are supernatural?
00:35 - Matt and Steve have reported in. They can also hear the sounds, which they describe as 'mewing'. Hmm, sorry but 'mewing' does not sound like a baby crying. Hmmpff. But, the MBRG do this kind of thing, "all of the time", all over the country (weirdos!). I still regret leaving the ghost-hunting gadgets at home. Steve also thinks the deer may bring the 'beast' closer to our corner of the moor. Oh goody.
00:40 - The group have gathered together, away from the moorland edge. Everything is set up, and we're ready to go. Hopefully, one of our cams will capture something amazing. Atmosphere in the camp is brilliant. I've felt this sort of buzz, before, on the larger ghost-hunts, but the woodland setting feels really intense, and new. The owls are calling, across the landscape, and it really feels like something was about to happen…
01:00 - I hear about Matt's trip to the top, and what they saw on the ridge. There are a lot of deer mingling with the moorland ponies. It sounds like a lovely scene, but I can't help think it sounds like a safari. The wild plains of Cornwall, waiting for a bloody natural drama to begin. The hunt! Many farmers, in these parts, are insisting that a beast does indeed stalk the moors, killing many young lambs, for their dinner. Seriously! It dents their profits to such an extent that huge government offices, like DEFRA, have called upon folks like the MBRG, to investigate areas like the moor, to prove, one way or the other, whether this is a real, and serious, issue. Hmm, that could account for the MBRG's budget!
02:30 - Definitely deer! They are gorgeous. I've seen these lovelies many times, while I've been in Cornwall, but it's always a fleeting glimpse, caught in the car headlights…and then GONE. But, there they are, hopping over the woodland boundaries (a good metre and a half of bracken and gorse bushes), and into the woods…with us. They are so agile, and graceful, and…SPOOKED.
02:50 - The deer have legged it. They entered the woods, to get off the moor. We are now totally convinced that something is tracking their scent. I am still wondering what we'll see. Obviously, a massive black panther would be cool, but it would be so, damn physical! What if the deer were spooked by something unknown to us, but visible to these nocturnal creatures? Ghosts of the wild?
03:00 - Badgers! Awww, bless 'em. They really know how to make you feel more comfortable. Bumbling, daft things. They are digging in amongst the roots and trees stumps, eating worms and bugs. They don't seem particularly spooked, so I am also feeling much more relaxed. A bit of fatigue is also creeping in, so I'm taking my weary self off to the tent, to have a nap.
05:00 - Damp, tired and aching. Boo hoo. The plan is to be on the ridge for the dawn, (now!), as it's a favourite hunting time, supposedly. The early morning light is enough to see by, so I'm shocked at the mess inside my tent. I live like a pig, in the dark!
05:30 - I have been shown some of the oddments and weird things that Steve and Matt found last night. The bones are a bit creepy, and the poo pile is just wrong! Badgers have been marking their territory, against rival badger clans…and maybe something more. Hmm. Also, there's loads of evidence; scratched trees, claw marked earth and animal tracks. These are the best! Really big paw prints, in the mud. There's also some copperish coloured fur on the barbwire. I wonder if it's a fox, but the strands are very short, and thick. More like bristles...
06:00 - It's a lovely morning. Any thought's and fears about Blair Witches, Wererabbits and Predators have gone. Gone back to the dark corners of the imagination. I've survived the night, seen some brilliant things, and got a real buzz from the experience. But…any beasts? Not as yet. The MBRG have several hours worth of recordings to get through, so we will have to wait. For now, this is Jonathan Boakes, one of the last remaining crew of Alpha Camp, signing off…and going to sleep.
ZZZZZzzzzzzz.....
END
Afterthoughts - Certainly an interesting night, that really inspires some good adventure game scenes. Matt Clark and I are now busy putting finishing touches to Barrow Hill 2 (Bracken Tor), with gusto. It feels like the game has taken an age to reach this stage, but this is what happens when one has to spend half the year tracking down misbehaving publishers, and take them to court. It can really put you off making games altogether. Which is the sad thing. But, with the right attitude, and hope for the future, it is still possible to make adventures and not have a miserable time. It is the game itself that is important, and the experience you have making it.
That bizarre night on the moors was just the ticket to get that good attitude flowing again. Things feel positive. It's a blast making games, and entertaining people with our mad little stories, so no-one, no matter how bent or deluded, can dent that. Games may be late, and mine will be later yet again!, but we DO get there eventually. I'm now working on Barrow Hill 2 - Bracken Tor with Shadow Tor Studios (thanks Matt!), so expect to spot some of my usual bits and bobs, here and there. It's really cool to work on a non-ghost game, and focus on archaeology and the ancient landscape. It's a creepy interest, shared by all involved, which is bound to create a good ol'yarn and enjoyable puzzle-driven adventure game.
Bracken Tor & The Moor - The landscape of Bodmin really is a spooky place, deep in legend and rich with folklore. The idea of combining the ancient people, stone circles, druidism and our modern times is a delicious one. The game, like the first one, explores how we (the modern folk) approach these dark places and rituals, and how the sites appear to us today. Those eerie monoliths, out on the moor, weren't always jutting from the naked peat, like Stoneage gravestones…no, they were once surrounded by deep forests of rowan, oak and pine. The Bronze Age people conducted ceremonies and rites, at these locations, which Matt can only hint at in his screenplay.
What Bracken Tor provides, and this really is exciting, is time travel! Both you and I can travel back and forth between the two time lines. Ancient and modern, then and now. We will discover what the ancient stones signified; we will learn their real purpose, and the role they played in those olden times. What bizarre acts took place, amongst the stones and trees?
In a way, I am glad that I didn't dwell on these matters, too much, while camped out 'there' on the Tor. Big, fierce wild cats are one thing, but the habits and ceremonies of those early civilisations really chill me to the bone. TV archaeology likes to paint a rosy image of those times, to educate and inform, but there WAS blood, sacrifice and devout pagan belief. It was a period of fear, and reverence, and horror...