By Karoline Castillo-Troncoso
Will I be able to flee the darkness or will I be consumed by it? I’ve never been one who is inclined to play horror games. In fact, I tend to flee from such scenes. As young children, a common fear we may have shared at some point in time is the fear of the dark. I, personally, would run to my room as fast as I could after having turned off all of the lights so that the darkness, or anything hidden in it, wouldn’t be able to “catch up” to me.
However, upon playing Static Dread: The Lighthouse, I found myself drawn to the game’s unique plot line and dynamics, which turns fear into seeming reality. Developed by solarsuit.games and published by Polden Publishing, it’s a psychological horror game that simulates the work of a lighthouse keeper. Using a radio and sound judgement, players ensure maritime safety, guide lost ships to designated ports, and try to remain in the light.
In and of itself, this game’s spooky essence isn’t evoked by a typical jump scare (although they are included). Instead, it evokes horror as part of the setting’s isolation and loneliness — and the uncertainty of what’s lurking in the shadows.
Your shift starts as you flip the breaker to turn on the structure. “A ship is waiting for your signal” is the keeper’s cue to search for frequency. This is done through using the radio dial or the radio arrows below it in search of active channels. Some broadcasts may be from news channels or reminders from the boss. Yet as the days go on, unknown and malignant voices may infiltrate the broadcast, compelling the player to either do as told, or follow the rules as provided in the job description. This attention to radio detail let me dive deep into the experience. Nuance in gameplay, including the dynamic of trial and error, is perfect and does not succumb to repetition.
A line that I thought was particularly eerie was, “The lighthouse isn’t your property, and it sure as hell ain’t your home.” This phrasing reigns true; oftentimes, players are left feeling uneasy and unwelcome – whether it be through uncanny voices heard through the radio or creepy individuals knocking at the door late hours into the night. They beg to come in and then assure me that I’ll regret not doing so — which doesn’t necessarily leave one with a warm and fuzzy feeling!
Here’s how navigation works. When you reach an active channel, a broadcast with a stable connection, one of the two lights on the radio receiver will turn green. After receiving the ship’s signal, players request a navigation form containing a map of the region. Then, you must mark a route and send it to the originator of the signal/sailors. You must also check the given documents, which sometimes contain images of anomalies and strange encounters and/or discoveries while out at sea, which will aid the player in determining where that ship should be sent. Then, the form is faxed and it reaches the sailors on board who are then able to navigate to their designated ports with the route you have designed.
Directions about where to send ships with different designations change as what’s called an ember drug is being transported throughout the region. It causes people to go insane. Ships with anomalies are to be sent to Mystic Point for research and cargo ships are to be sent to Deep Creek no matter where the original destination was. A $30 fine is charged when the established rules aren’t followed. Other concrete rules include cleaning occult images which appear, removing cobwebs and ensuring that all lights are on within the lighthouse during later hours. Otherwise, they become susceptible to paranormal activity. The most important rule of all is to stay awake.
Each day, players receive a paycheck from a courier, who may bring keys that can open locked rooms, as well as supplies that will aid the keeper in getting through the night. An “old fisherman” also visits daily to offer supplies including clam chowder, an oil lamp, fishing rod, among other choices. Food choices will cause an increase in energy, while objects such as an oil lamp or a totem figurine will help keep away dark spirits. When approaching night hours, the player’s sanity and energy decrease, manifesting through hazy vision and vibrant, unnatural hues.
The game’s music is especially fitting. In a way, it reminds me of an organ that would be played in a haunted church scene. With minor chords and unsettling melodies, these tunes tie seamlessly into gameplay. The music is just one part of the horror package. I recommend Static Dread: The Lighthouse to players who enjoy intriguing simulator games that are eerie and suspense-building, along with a rich storyline and compelling decision-making. It made me fear the dark again, in a good way. Mostly.
Senior intern Karoline Castillo-Troncoso, currently a first year student at Hunter College, won a Circle scholarship for writing a one-act play featuring a video game.
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