Judith

I live for games that grab me. Games that follow me around all day, rolling around in my head and drenching my brain with them. All it takes is a sound, or picture, and I'm staring at my monitor, longing for the feeling I got from the first play. I can't guarantee Judith will grab you like this, but it's certainly got me.

To describe it too much is to spoil it - it's such a unique experience and I'd hate to do that. It's a retro first-person game with Wolfenstein-era graphics. It's a game set in an abandoned castle. The only description given is "Judith is a game about control." There's no manual, or instructions save for “controls – up/down/left/right/space” in the README. Just a game to sit back and enjoy.

Judith plays with narrative in interesting ways. The minimalist graphics are used to full effect, with sound used sparingly but powerfully to set the scene. It's from Terry Cavanagh, the creator of Don't Look Back, and Stephen Lavelle, the creator of Mirror Stage, so you know these guys can create beauty from simplicity. The music is provided by moving, sparce piano pieces, similar to Mirror Stage. The game shines in it's simplicity, it revels in it. It's a digital poem.

It's short, not difficult, and free. Just go play it.

Why You Should Check This Out: Judith takes an interesting perspective on narrative in games, using it's minimalist graphics and sound to describe a world beautifully. It's a poem -- a game that takes you to a picture in your head and lets you explore. Plus it's short, and free. Just download and enjoy the experience.


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It's also delightfully creepy - I never knew a game with such pixelated graphics could have that effect on me. It was very well done, although I wasn't a huge fan of the ending.

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Definitely sounds up my alley. I'll check it out when I have time.

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I'm not sure what felt "off" about the ending -- perhaps that given how the character was introduced, and that we didn't see much development during the game, the reaction at the end didn't fit the character.

Haiku -- it is a poem of a piece, only takes about 15-20 minutes to play through.

I loved the atmosphere. It's interesting how little you need to evoke it.

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Dysplastic wrote:
It's also delightfully creepy - I never knew a game with such pixelated graphics could have that effect on me. It was very well done, although I wasn't a huge fan of the ending.
As far as the ending goes
spoiler wrote:
I thought it was actually really great. I think I'd have felt cheated if the ending had been something terrible happening to Emily or something as predictable as that. I loved the fact that the game used the past storyline to set your expectations for the present story. Let's face it, in the present, almost nothing at all happened. Yet there's this constant sense of dread and fear running through the exploration of the castle, because of the expectations set by the past storyline.

I felt when he found Emily alive and well, it was kind of sweet. A sentimental counterpoint to the grisly past storyline.

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.....huh.

I think I'm with Pyroman on the ending, but I could have used just a little more exposition. Although I think part of the reason everything was so creepy was that so little was explained.

Also, the thing that intrigues me the most (and to partially respond to Katy) is

spoiler wrote:
how quickly I would race back to the secret passage when given the opportunity. You knew something grisly was back there, but something drives you on. I don't know if it's the gamer ingrained in us, or more fundamentally just human nature, but this is why the response of Judith doesn't ring hollow to me. And maybe that's what the developers were trying to say, I don't know. But I love that they gave you the opportunity to explore the whole hallway at the beginning, so that you can see there are four more doors to go; it adds to that sense of anticipatory dread once you see how the first one is just a little off.

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PyromanFO wrote:

Let's face it, in the present, almost nothing at all happened. Yet there's this constant sense of dread and fear running through the exploration of the castle, because of the expectations set by the past storyline.
I felt when he found Emily alive and well, it was kind of sweet. A sentimental counterpoint to the grisly past storyline.

spoiler wrote:
I think it's the fact that nothing at all happened in the present that bothered me. The past story was well told, but was essentially a retelling of the Bluebeard fairy tale which I had heard a bunch before (wikipedia it). What interested me about the game was the interaction between past and present - which turned out to be meaningless.
Also, when Emily pulled the whole "Oh, I went in and got lost and I couldn't find you, I was so confused!" I didn't buy it at all. It didn't make sense.
First of all, its one frickin hallway. How do you get lost? Second of all, if you are lost, just stay the hell put, and I'll find you. Third of all, you were behind a locked door. Did you think that it would be wise to lock the door behind you when you were lost?
All in all, the end of the game made me feel like Emily was totally useless and pretty stupid, and I shouldn't have wasted my time cheating on my wife with her. I know that's not what the game is trying to do, but the whole "I'm ok, I just got lost!" excuse just didn't strike me as plausible at all.

Either way, if the game's ending totally fell flat for me, I totally dug the sense of atmosphere it created with minimal resources, and that's where it really shines.

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Quote:
Also, when Emily pulled the whole "Oh, I went in and got lost and I couldn't find you, I was so confused!" I didn't buy it at all. It didn't make sense.
Quote:
I actually kind of took this as either supernatural influence of Judith's ghost, or Emily letting the rumors and "haunted" status of the Castle freak her out once she was alone and she ran in a random direction. I could see if she was being entirely rational how it'd be stupid as hell. I just chalked it up to the supernatural, I think.
Quote:
What interested me about the game was the interaction between past and present - which turned out to be meaningless.
Quote:
But it wasn't meaningless, the past set your expectations of the present. Without the past, the present would've been a boring pointless story. With it though, the present story became filled with expectation and dread, and I felt genuine relief when I found Emily safe. I like how ultimately there's no direct connection with the past story, but how the two stories intertwine. I think also without the setup of Emily's situation at the beginning, the Judith story wouldn't be as engaging.

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Spoily wrote:
I'm interested in how the dreams almost form a bridge between the two times, but not quite.

Minarchist wrote:
.....huh.

I think I'm with Pyroman on the ending, but I could have used just a little more exposition. Although I think part of the reason everything was so creepy was that so little was explained.

Also, the thing that intrigues me the most (and to partially respond to Katy) is

spoiler wrote:
how quickly I would race back to the secret passage when given the opportunity. You knew something grisly was back there, but something drives you on. I don't know if it's the gamer ingrained in us, or more fundamentally just human nature, but this is why the response of Judith doesn't ring hollow to me. And maybe that's what the developers were trying to say, I don't know. But I love that they gave you the opportunity to explore the whole hallway at the beginning, so that you can see there are four more doors to go; it adds to that sense of anticipatory dread once you see how the first one is just a little off.

I'm not good at games with that going on.

Spoily wrote:
When I can tell I'm getting into something bad, I tend to back off and try to do something else -- anything else -- to find another way out of where I am. In this case, all the other doors are locked. There's nowhere else to go. The game's design compels you to walk right into it if you want to keep playing.

I guess it's not terribly uncommon, as this seems the way games creators tend to see videogame tragedy working. But I'll even look for ways to commit suicide when my character's motives turn sour in games (Far Cry 2 is a good example).

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PyromanFO wrote:
But it wasn't meaningless, the past set your expectations of the present. Without the past, the present would've been a boring pointless story. With it though, the present story became filled with expectation and dread, and I felt genuine relief when I found Emily safe. I like how ultimately there's no direct connection with the past story, but how the two stories intertwine. I think also without the setup of Emily's situation at the beginning, the Judith story wouldn't be as engaging.

spoiler wrote:
On second thought, I think you're right - the past did set my expectations for the present. I guess what's interesting is how differently we reacted when Emily turned up safe - you with relief, me with dissapointment - my expectations for the present ultimately led to a let down in the end. I didn't consider the supernatural element to her getting lost at all, and still don't really buy it - just kind of strikes me as a way for the creaters to "explain" the fact that she's safe at the end.

Interesting how such a simple game can lead to such different reactions at the end. Man, I love Fringe Buster conversations, they totally make my Friday. Too bad they're always so full of white text

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hmmm This gets a "meh" from me.

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Quote:
I guess it's not terribly uncommon, as this seems the way games creators tend to see videogame tragedy working. But I'll even look for ways to commit suicide when my character's motives turn sour in games (Far Cry 2 is a good example).
Quote:
Which I think just proves that even if the choice is "stop playing" or "press spacebar" it's still more compelling than no choice at all. Just making the player decide can cause anxiety. At the crucial moment where the husband is asking Judith whether or not to open the final door, the only choice is "YES". I find prompts like that more compelling, no compromise either choose to participate in a terrible tragedy or walk away from the game. No weak "are you sure you'd like to save your spreadsheet?" prompting, just make the damn choice.

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A wall of white!

Since everyone is writing nothing but spoilers at this point, I'm not going to use white-out tags. From this point onwards, there are spoilers for Judith. If this isn't okay, someone send me a PM, and I'll happily spoiler tag all of this.

My favorite part of this game was the moment that Judith turns around in the forest room to see her husband standing behind her. A chill ran up my spine at that moment, and it really cemented the game as a memorable experience.

Dysplastic wrote:
PyromanFO wrote:
But it wasn't meaningless, the past set your expectations of the present. Without the past, the present would've been a boring pointless story. With it though, the present story became filled with expectation and dread, and I felt genuine relief when I found Emily safe. I like how ultimately there's no direct connection with the past story, but how the two stories intertwine. I think also without the setup of Emily's situation at the beginning, the Judith story wouldn't be as engaging.

On second thought, I think you're right - the past did set my expectations for the present. I guess what's interesting is how differently we reacted when Emily turned up safe - you with relief, me with dissapointment - my expectations for the present ultimately led to a let down in the end. I didn't consider the supernatural element to her getting lost at all, and still don't really buy it - just kind of strikes me as a way for the creaters to "explain" the fact that she's safe at the end.

While your expectations for the present are informed by your experiences in the past, I found the ending to the story in the present to suffer from fridge logic. It made sense for me at the time, because I was really caught up in the narrative, but once I had a bit of time away from the game, I found that things sort of fell apart. How is it that Emily managed to end up lost not only behind a locked door but behind a locked door that's at the end of a secret passage that is sealed with the key on the other side of the room when you find it? I enjoyed the game, but I don't like having to hand-wave away portions of the narrative.

wordsmythe wrote:
I'm interested in how the dreams almost form a bridge between the two times, but not quite.

I feel like the dreams do as much as the past narrative to setup your expectations for the present. Consciously or subconsciously, we create a link between the figures in Judith's dreams and the present-day narrator and Emily. Because things end so tragically for the dream figures, and then later for Judith herself, I fully expected things to end badly for Emily and the narrator.

wordsmythe wrote:
When I can tell I'm getting into something bad, I tend to back off and try to do something else -- anything else -- to find another way out of where I am. In this case, all the other doors are locked. There's nowhere else to go. The game's design compels you to walk right into it if you want to keep playing.

I guess it's not terribly uncommon, as this seems the way games creators tend to see videogame tragedy working.

I see it as a step down the road toward a more Shakespearean style of tragedy. While his characters are seldom physically trapped in a situation, the situation that they've created for themselves leads inevitably toward tragedy. They are trapped by their own choices, but they were still able to make choices.

(This is, incidentally, part of the reason why I loved Silent Hill 4: The Room so much. The character is in a situation that he cannot escape from, and the game's designers had the foresight to explain why he wouldn't be able to escape from the room by any means by the dark and disturbing path they had laid out for him. The only way out was through.)

One thing that bothered me with Judith is that the choices presented—to take the necklace, to kill the prisoner, to bury the prisoner—were presented as binary choices but were in fact false choices. You have no more choice in whether or not you kill the prisoner than you do in whether or not you explore the next room. The only way to choose to not do these things is to not play. False choices really bother me.

PyromanFO wrote:
Which I think just proves that even if the choice is "stop playing" or "press spacebar" it's still more compelling than no choice at all. Just making the player decide can cause anxiety. At the crucial moment where the husband is asking Judith whether or not to open the final door, the only choice is "YES". I find prompts like that more compelling, no compromise either choose to participate in a terrible tragedy or walk away from the game. No weak "are you sure you'd like to save your spreadsheet?" prompting, just make the damn choice.

I did like this part, though.

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As usual, adam is spot on in every way. Bastard.

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Yes, I loved the only choice as yes at the point when that happens, because it really seemed to fit the (admittedly brief) character creation they had laid out for Judith at that point. It seemed logical to me because I couldn't imagine her doing anything else.

I think the false choice problem is more complicated than it first appears. To my mind, anyway, if it's done correctly, it can be extraordinarily powerful, but typical application is just irritating. For instance, I still to this day have not finished Shadow of the Colossus. I got about halfway through, realized what was happening, and couldn't bring myself to finish the game. Sounds stupid, I'm sure, but it was an example of "continue on and destroy yourself and the world or stop playing" that actually worked for me. Bioshock was another great example, at the point where you finally confront your father about midway through the game. No matter what button you press, you move forward. To me, that was the most impactful part of the game, more so than the much-ballyhoed Little Sister "dilemma". But it can be used and really fall flat, as well.

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wordsmythe wrote:
When I can tell I'm getting into something bad, I tend to back off and try to do something else -- anything else -- to find another way out of where I am. In this case, all the other doors are locked. There's nowhere else to go. The game's design compels you to walk right into it if you want to keep playing.

That bothered me at first, but then I just said to myself, ah, this isn't a game with choices, it's a semi-interactive story. Once I accepted that, I was happy to just play through the rest of the story, and enjoy the atmosphere it created.

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Minarchist wrote:
Yes, I loved the only choice as yes at the point when that happens, because it really seemed to fit the (admittedly brief) character creation they had laid out for Judith at that point. It seemed logical to me because I couldn't imagine her doing anything else.

I think the false choice problem is more complicated than it first appears. To my mind, anyway, if it's done correctly, it can be extraordinarily powerful, but typical application is just irritating. For instance, I still to this day have not finished Shadow of the Colossus. I got about halfway through, realized what was happening, and couldn't bring myself to finish the game. Sounds stupid, I'm sure, but it was an example of "continue on and destroy yourself and the world or stop playing" that actually worked for me. Bioshock was another great example, at the point where you finally confront your father about midway through the game. No matter what button you press, you move forward. To me, that was the most impactful part of the game, more so than the much-ballyhoed Little Sister "dilemma". But it can be used and really fall flat, as well.

I thought the final "question" was reasonably well implemented. It felt, to me, as if her husband wasn't giving her the option, but I can see how some would take it as her curiosity compelling her.

The BioShock/SotC issue you mention is why I mentioned Far Cry 2 earlier. Without getting too much into spoilers for that, the main missions start from fairly innocuous "it's OK to kill bad people" missions, but steadily turn more dubious. I found myself battling the game to find another way forward, but in vain. Slightly differently, my slow, depressed slog towards the credits came after the BioShock scene you mention. Prince of Persia: Sands of Time also traded in regret that you had to keep playing after, but Judith puts the regret right at the end, more like Braid.

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Katy wrote:
wordsmythe wrote:
When I can tell I'm getting into something bad, I tend to back off and try to do something else -- anything else -- to find another way out of where I am. In this case, all the other doors are locked. There's nowhere else to go. The game's design compels you to walk right into it if you want to keep playing.

That bothered me at first, but then I just said to myself, ah, this isn't a game with choices, it's a semi-interactive story. Once I accepted that, I was happy to just play through the rest of the story, and enjoy the atmosphere it created.


I certainly came to accept it (though I still checked all the other doors before starting each "scene"), but I wouldn't call my play "happy" after that. I enjoyed it, but more in the way I enjoy savory than the way I enjoy sweet.

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Katy wrote:
That bothered me at first, but then I just said to myself, ah, this isn't a game with choices, it's a semi-interactive story. Once I accepted that, I was happy to just play through the rest of the story, and enjoy the atmosphere it created.
This is how I ended up approaching it too. It was too linear, with no choices at all, so I didn't see it as a game.

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When the story ended and it was just over, I kept waiting for the other shoe to drop. I've still got the "The End" screen open 30 minutes later waiting for something to happen. Either way, a superb lesson in minimalist game design. I'd gladly pay a few dollars for something like that ten times over before shelling out fifty bucks for another high-profile sequel.

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I liked it okay, but really wouldn't call it a game. Your only decision is whether or not to keep playing. I got caught up in the "need to run back to the secret hallway to see how it's going to play out!" and enjoyed the Bluebeard-ness of it all, but this is definitely more of a story or poem than a game.

That's not necessarily a bad thing.

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>_> <_< >_>

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I have nothing to add, except- looking at that kind of graphics on a massive widescreen monitor made me seriously close to blowing chunks by the end. How the heck does one get motion sick when you're not even moving anywhere?

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Did anyone else find it odd how at the end of Judith's segment she and the husband stand there for seconds upon seconds? You realize in an instant what's going on, but you don't have any choice but to stare at the husband and wait. It made me uncomfortable and reminds me of Rockstar's two-second-too-long penis dangling in Lost and Damned.

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I liked it. The contrast between the primitive graphics and the great sound design was a nice touch. As more of an interactive story than a "real game", I was okay with the false choices in deciding your actions and complete linearity, I would have liked just a little more interactivity in the 'present' sections.

Matvande wrote:
Did anyone else find it odd how at the end of Judith's segment she and the husband stand there for seconds upon seconds?

I found it discomforting, which was appropriate given the circumstances.

And we do NOT need to start another "uncomfortable about dangling penises" discussion.

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The dungeon areas reminded me a bit of the Dungeon Master games.

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OHHH Dungeon Master!!! I LOVED that game.

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Anodyne wrote:
I liked it. The contrast between the primitive graphics and the great sound design was a nice touch. As more of an interactive story than a "real game", I was okay with the false choices in deciding your actions and complete linearity, I would have liked just a little more interactivity in the 'present' sections.

Matvande wrote:
Did anyone else find it odd how at the end of Judith's segment she and the husband stand there for seconds upon seconds?

I found it discomforting, which was appropriate given the circumstances.

And we do NOT need to start another "uncomfortable about dangling penises" discussion.

I was basically just making the comparison that it was a similar device to make the same feel, both stood there for just too long to be 'right.'

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Huh? Kind of interesting idea, but it didn't do much for me.

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I really liked this one. I definitely enjoyed how Judith's dreams made me think she was alluding to Jeff's events, but ended up just being a coincidence. I didn't completely understand the motivations for the events of the past, but I understand why it was used for the present.

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casual_alcoholic wrote:
I really liked this one. I definitely enjoyed how Judith's dreams made me think she was alluding to Jeff's events, but ended up just being a coincidence. I didn't completely understand the motivations for the events of the past, but I understand why it was used for the present.
I felt her dreams were really foreshadowing her own story each day. i.e. Her dream person burying someone, then she has to bury the prisoner.

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