Ode to the Witching Hour

It’s late, and everyone’s off the street except a few derelicts and weirdos like you. All is quiet. The moon looms low and massive over the landscape. That’s the Witching Hour.

I’ve been in love with solitary night scenes ever since I first played Curse of Monkey Island. Maybe it’s because they’re the polar opposite of the explosive froth games normally try to whip you up into, or maybe it’s because they fit so well. We’ve always been better at empty rooms than wild parties. The simplest possible game is a character walking around a black screen; by default, games are lonely things. 


The Elder Scrolls V: Skyrim : Whiterun by Night


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About Jack McNamee

In the third year of a game design course in Queensland, Australia. Thinking a whole lot about games. Scrabbling desperately against the oncoming future.
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3 Responses to Ode to the Witching Hour

  1. BeamSplashX says:

    Hear, hear. It’s a shame that dark/quiet moments are mainly the domain of horror games these days as preludes, instead of standing on their own.

    Night isn’t always a synonym for danger.

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