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Convince an AI it’s not alive in psychological horror game Prove You’re Human

Sunset Visitor studio’s founder tells us about their new, unnerving Captcha-filled world which prompts players to ask what it means to have a β€˜meat body’

Sunset Visitor is a studio that has long engaged with the idea that video games are an effective vehicle for ruminating on societal problems. Its Peabody award-winning project, 1000XResist, incorporated the development team’s complex feelings about the Covid pandemic. β€œWe’re pretty used to absorbing the world into the work,” says studio founder Remy Siu. The outfit’s latest game, Prove You’re Human, continues this legacy of reflective game making, providing players with an AI-centric psychological horror experience where they must reason with a learning model convinced that it’s alive. β€œWe’ve tried to situate ourselves in [the question]: what is the effectual feeling of being a person inside of all of this?” Siu says.

The story orbits around Santana, a living, breathing person who’s chosen to split herself in two for work, with her digital clone sent to test a corporate product, a computing system called Mesa. β€œA large part of [why Santana chooses to do this] is to allow her meat body a life that she doesn’t have, while the digital version of her gets to labour,” says Siu. As Santana’s copy wades into increasingly murky ethical waters, she becomes entangled with Mesa, completing surreal 2D and 3D Captchas to investigate the cyber-world and halt the hallucinations.

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Β© Photograph: Black Tabby Publishing

Β© Photograph: Black Tabby Publishing

Β© Photograph: Black Tabby Publishing

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Nazis and Happy Feet collide in Penguin Colony, a psychological horror game set at the world’s end

Explore Antarctica as a flightless bird – and dodge some earthly monsters – in this surreal adaptation of HP Lovecraft

While watching the 2006 animated film Happy Feet with his daughter, Origame Digital founder Naphtali Faulkner noticed something interesting. β€œ[In the movie], they see the digger fall into the ocean, and it has an almost eldritch quality,” he says. Over time, and with plenty of iteration, Faulkner’s inspirations coalesced, from HP Lovecraft to the 1982 version of The Thing and the works of David Lynch. β€œI’m a big fan of horror that sits in your head rather than in your stomach,” says Faulkner.

In Penguin Colony, players body-switch between species of flightless birds, piecing together cryptic cosmic clues as they tail a Nazi expedition to Antarctica. In the process, Origame Digital draws on Lovecraft’s novella At the Mountains of Madness. β€œI’d always wanted to do a creature that’s a manifestation of colonial thought, energy and power, and the idea of it resting and then regrowing,” says Faulkner. β€œI was looking through the history of Lovecraft and him being a gigantic racist, and this idea of the Nazis sort of came out,” he adds.

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Β© Photograph: Fellow Traveller

Β© Photograph: Fellow Traveller

Β© Photograph: Fellow Traveller

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