A game that is marketed as your standard fishing game and for the first 20 minutes or so you catch normal fish like bluegill and bass and what have you. But the further you go into the lake you start to catch fish with mutations and it gets more and more intense until you’re pulling in Eldritch horror monsters and sometimes severed human limbs. You realize you don’t recall how you got to this lake in the first place and the objective becomes to find your way back to shore. You have no real weapons but you can throw the creatures you’ve caught far away from the boat as a means to distract whatever is underneath you, bumping into the boat sometimes. Additional items for the game.
A fishing pole with a radar that starts out with just beeps but later includes noises with hidden messages.
A GPS that displays texts and story elements.
You meet other boaters, all from various backgrounds, countries, and time periods. Some are friendly, others want to sacrifice you to the lake monsters.
You can also take the route of sacrificing others to the lake monster.
Or you can assemble a party and work to keep them safe.
The more fucked up looking the fish you catch, the closer you’re getting to a boss fight, which is usually running from something you can only see part of in the water.
????
And that’s my game idea.
Apple Quest Monsters!
Over 50 lovingly crafted sprites and descriptions of monsters from a non existant RPG, inspired by my childhood love of reading strategy guides for games I never played.
4 of the monsters here previously appeared in my Guide to Ghosts.
I spent a lot of time on each monster, so I hope you enjoy reading them!
Buy on itch.io here!
[Twitter] [Tumblr]
Suzanne Treister 1991-1992 Fictional Videogame Stills
In the late 1980s I was making paintings about computer games. In January 1991 I bought an Amiga computer and made a series of fictional videogame stills using Deluxe Paint II. I photographed them straight from the screen as there was no other way to output them that I knew of apart from through a very primitive daisy wheel printer where they appeared as washed out dots.
The effect of the photographs perfectly reproduced the highly pixellated, raised needlepoint effect of the Amiga screen image. Conceptually this means of presentation was also appropriate in that it made it seem like I had gone into a videogame arcade and photographed the games there, lending authenticity to the fiction.
The first seven works on this page form a series titled, ‘Q. Would you recognise a Virtual Paradise?’
Many of these works were shown in London at the Edward Totah Gallery in March 1992 (view installation) and later that year at the Exeter Hotel in Adelaide, Australia. In 1995 the ‘Q. Would you recognise a Virtual Paradise?’ series was shown in London at the Royal Festival Hall in the exhibition It’s a Pleasure, curated by Leah Kharibian.
Recent venues: Somerset House, London, 2018 view installation ; Akron Art Museum, Ohio, USA 2019 and tour; Moderna Museet, Stockholm, Sweden, 2019/20 view installation
The original Amiga floppy disks which stored the image files are corrupt, but the photographic art works remain.
A collection of epistolary fiction about video games that don't exist
170 posts