Black Room (video game)

Last updated
Black Room
Black Room Cover.png
Developer(s) Cassie McQuater
Programmer(s) Cassie McQuater, Brendan Coates
Writer(s) Cassie McQuater, Maia Asshaq
Composer(s) Cassie McQuater, Ronen Goldstein, Brendan Coates
Platform(s) Web
Release14 June 2018
Mode(s) Single-player

Black Room is a 2018 browser-based video game created by independent developer Cassie McQuater. Upon release, the game received positive reviews, with praise directed to its innovative design and dreamlike qualities. Black Room received the Nuovo Award at the 2019 Independent Games Festival, and was exhibited at several galleries, including the Smithsonian American Art Museum and New Museum.

Contents

Gameplay

Black Room uses sprites from old video games for its visual presentation. Black Room Screenshot.png
Black Room uses sprites from old video games for its visual presentation.

The game is played in the browser and requires players to explore pages to identify links to new pages. The game does not have an obvious objective or linear gameplay, instead guiding players through a series of web pages. [1] Parts of the game require the player to change the proportions of onscreen spaces by the resizing browser's window to locate hidden objects with links to progress. [2] Some objects generate tabs to media links outside the context of the game, including to YouTube videos or stock imagery. [2] Visuals are represented in a mixture of ASCII, pixel art and sprites of video game characters, with accompanying text reflecting the premise of a "black room" as a meditative technique for the player character to fall asleep. [3]

Development and release

Black Room was developed by Cassie McQuater, a Californian artist working in digital art and new media. [4] [5] [6] McQuater created the game in collaboration with Ronen Goldstein, Brendan Coates, and writer Maia Asshaq. [7] McQuater, who considers the game autobiographical, [8] stated the game's inspiration came from her experiences with insomnia and anxiety, including browsing the internet late at night. [7] [9] She developed the game using HTML5 and Javascript using the Phaser Framework. [7] The game uses repurposed sprites from retro video games, [10] inspired by research into online communities that share sprite sheets and watching her grandmother play these games. [4] She included heavy use of sprites of female characters intended "as a way to give them newer, more resilient narratives", [9] stating that this approach was a reaction to the "startling" degree of sexualisation of women as characters in older games, [11] aiming to subvert the intended use of these sprites away from sexual gratification for male audiences. [7] [8] Folklore and mythology were also recurring visual references for McQuater, citing the impact of childhood experiences in the Catholic Church, and inspiration from the "powerful narratives" of fairytales with female characters. [8] Other inspiration cited by McQuater included the writing of Wilhelm Reich, and the book Digital Folklore by Olia Lialina & Dragan Espenschied. [7]

McQuater finalised the game over a process of two years. [7] Development of the game was supported by the Rhizome Commissions Program. [5] The game was exhibited in several locations in 2019, including IndieCade, [12] the Smithsonian American Art Museum SAAM Arcade, [9] the TRANSFER art gallery, [1] and an online exhibition at the New Museum. [6]

Reception

Andrew Klein of Hyperallergic considered the game to offer new possibilities for game design into "uncharted territory", praising the game's twists in design and narrative, finding the writing "somber", "tender" and "able to balance the personal and impersonal, linear progressions and dream logic". [13] Independent developer Bennett Foddy stated the game was "ambitious and larger than any other browser game I can remember playing", recognising its feminist, surrealist and darkly utopian themes. [3] Describing the game as a "trove of mysteries and weird beauties", Clayton Purdom of The A.V. Club commended the game's "dreamy, gothic beauty", comparing it to the work of film director David Lynch. [14] Observer described the game as "intellectually stimulating" and an "eerie, trancelike journey through increasingly menacing dreamscapes". [15] Matt Stromberg of Contemporary Art Review LA praised the "hypnotic quality" of the soundtrack and its "fractured narrative", stating that the game encourages "exploration and meditation rather than competition" through its removal of masculine tropes and gameplay goals. [1] Julie Fukunaga of The Stanford Daily considered Black Room "pushes the boundaries of what is considered a game", highlighting its "tremendous amount of detail" and social commentary, but found the gameplay could be "simple and perhaps cumbersome at times" and "confusing and overwhelming" to explore. [2]

Accolades

Black Room received the Nuovo Award at the 2019 Independent Games Festival, [16] [17] and was nominated as a Honorable Mention for its Excellence in Design award. [18]

References

  1. 1 2 3 Stromberg, Matt (25 September 2019). "Cassie McQuater at TRANSFER". Carla. Archived from the original on 8 August 2025. Retrieved 21 August 2025.
  2. 1 2 3 Fukunaga, Julie (22 January 2020). "A mind-bending journey into 'Black Room'". The Stanford Daily. Archived from the original on 8 August 2025. Retrieved 21 August 2025.
  3. 1 2 McQuater, Cassie (21 October 2018). "Black Room". that's not fun. Archived from the original on 12 June 2025. Retrieved 21 August 2025.
  4. 1 2 Warren, Jamin (31 October 2019). "Cassie McQuater: The textures and tensions of game design". Kill Screen. Archived from the original on 8 July 2025. Retrieved 21 August 2025.
  5. 1 2 Connor, Michael (29 October 2019). "First Look: Cassie McQuater's 'Black Room'". Rhizome. Archived from the original on 15 April 2025. Retrieved 21 August 2025.
  6. 1 2 "Cassie McQuater: Black Room". New Museum. 29 October 2019. Archived from the original on 17 February 2025. Retrieved 21 August 2025.
  7. 1 2 3 4 5 6 Couture, Joel (22 February 2019). "Road to the IGF: Cassie McQuater's Black Room". Game Developer. Archived from the original on 29 August 2025. Retrieved 21 August 2025.
  8. 1 2 3 O'Brien, Annamarie (29 April 2019). "An Interview with Video Game Artist, Cassie McQuater". Penn State University. Retrieved 21 August 2025.
  9. 1 2 3 Anderson, Liz (4 August 2019). "Smithsonian arcade celebrates art of video games, shines light on underrepresented communities". WTOP. Archived from the original on 19 June 2025. Retrieved 21 August 2025.
  10. Gallagher, Rob (11 May 2021). "Building virtual worlds: video games and autobiographical architecture". Architectural Review. Archived from the original on 26 January 2024. Retrieved 21 August 2025.
  11. "Cassie McQuater". Milan Machinima Festival. 14 May 2021. Archived from the original on 30 April 2025. Retrieved 21 August 2025.
  12. "Black Room – IndieCade". IndieCade. Archived from the original on 18 June 2024. Retrieved 21 August 2025.
  13. Klein, Andrew Sargus (1 February 2018). "A Game Takes You Into Deep Dreaming". Hyperallergic. Archived from the original on 12 June 2025. Retrieved 21 August 2025.
  14. Gerardi and Purdom, Matt and Clayton (4 May 2018). "The podracing video game holds up way better than Star Wars' actual podrace". AV Club. Archived from the original on 6 November 2024. Retrieved 21 August 2025.
  15. Holmes, Helen (15 March 2020). "5 Amazing Virtual Art Exhibitions to Enjoy From the Comfort of Your Home". Observer. Archived from the original on 9 August 2025. Retrieved 21 August 2025.
  16. Prescott, Shaun (21 March 2019). "Return of the Obra Dinn takes grand prize at the IGF Awards". PC Gamer. Archived from the original on 17 May 2025. Retrieved 21 August 2025.
  17. "[GDC 2019] "God of War" Wins Grand Prize at "Game Developers Choice Awards"". 4Gamer.net. 21 March 2019. Archived from the original on 10 February 2025. Retrieved 21 August 2025.
  18. Devore, Jordan (4 January 2019). "Damn, 2018 had a lot of really great indie games". Destructoid. Retrieved 21 August 2025.