The Uncle Who Works for Nintendo

Last updated
The Uncle Who Works for Nintendo
The Uncle Who Works for Nintendo.png
Developer(s) Michael Lutz
Artist(s) Kimberly Parker
Writer(s) Michael Lutz
Engine Twine
Platform(s) Browser
ReleaseOctober 15, 2014
Genre(s) Interactive fiction, horror

The Uncle Who Works for Nintendo is a horror-themed interactive fiction video game, developed by Michael Lutz and released via browser on October 15, 2014.

Contents

The game's title is inspired by a false playground claim stereotypically used by children to spread video game-related rumors and urban legends. [1] [2]

Plot

The Uncle Who Works for Nintendo is set around the late 1990s [3] and casts the player in the role of an 11-year-old staying overnight at an – apparently wealthy – friend's house. Both the friend and player character enjoy video games, and the friend (whose name can be selected from a list) has a large selection of them, including strange and unreleased systems. This is explained by the friend having an "uncle who works for Nintendo".

The friend takes a Nintendo 64 to a small den outside the house proper, where the pair are staying during the night. Dialogue choices enable the player to learn more about the backstory and relationship between the two characters. The friend's parents will eventually tell the pair that the friend's uncle will be arriving on a visit at midnight. Various interaction options will gradually advance the in-game clock until it reaches midnight. Following certain dialogue options will gradually reveal certain discrepancies and pecularities related to the friend's statements and backstory, with the protagonist remembering things the friend claims to have no memory of.

Thinking about the friend's uncle will reveal a memory where the protagonist first heard about the uncle - they had brought their Game Boy to school, showing off that they had caught an abnormally powerful Mew in Pokémon Red and Blue , which no-one else at school had managed to achieve. Upon being asked how they got it, they claimed that their uncle had got a job at Nintendo.

The game has a total of six possible endings, five of which are initially available, and one which requires the completion of all other endings. The first two involve the clock reaching midnight, and the "uncle", who appears to be an eldritch entity, arriving and "consuming" the protagonist, as it needs to be "fed" periodically. This is textually depicted using fake computer code and interference with the game's interface. Some dialogue options unlock the option to phone home and ask for the protagonist's mother to take them home early, which lead to endings three to five. The third one, where the friend "moves away" and is never heard from again, is triggered if this happens while the player has not learnt of the true nature of the friend's "uncle". The fourth and fifth are mostly identical, with the friend apparently dying in a fire after the protagonist leaves. The player is then given the option of taking their Game Boy from the site of the fire days later. Leaving the Game Boy triggers the fourth ending, where the protagonist simply returns home. Taking the Game Boy will result in the protagonist's "parents" (who are implied to be replaced by the entity) informing them that "their uncle has a new job at Nintendo".

The final ending, available after completing all others, requires the player to flee to the kitchen when the "uncle" arrives, an option that is otherwise unavailable due to the entity's influence. Here, the protagonist will find their friend's Game Boy. Through interacting with a mock-up "pause menu", it's revealed that the Game Boy is itself directly tied to the "uncle", which offers itself to people promising games, strategies and consoles in exchange for periodic "feeding". By selecting a "fast" text speed option, the game "restarts", automatically speeding through the introduction of the script. The protagonist reveals to the friend that they know about the "uncle" and used it to "come back here", implying they have awareness of previous playthroughs of the game. The entity is described as being "starved", weakening its influence, and its previous victims are implied to still exist, and are capable of being saved through the protagonist's actions. The protagonist takes the friend's hand, as they "exit" the pause menu, killing off the entity. A lengthy garbled text is displayed, which can be partially deciphered by clicking on certain hyperlinked fragments, revealing a semi-coherent speech regarding a personal sense of identity and self-worth being derived via gaming. After a few seconds, the text abruptly disappears, before the protagonist comments to the friend on the strength of their friendship triumphing in the entity's attempt to divide them, marking the ultimate end of the story.

Development

Michael Lutz began writing The Uncle Who Works for Nintendo at the beginning of August 2014, following the release of his previous work My Father’s Long, Long Legs in 2013. Compared to his previous work, he aimed to focus on creating a work that was comparatively more open-ended. He described his goal as "a horror game that, if it is in the least bit scary when you first play it, manages to get less frightening each subsequent time". [4]

During his work on the project, the Gamergate harassment campaign began. In a short piece entitled "On Topicality", written as part of the in-game author's notes, he describes the events as having given the themes of the game a relevance they wouldn't otherwise have, stating that "the contingent of players taking up the flag of "gamers" are, in many ways, the realization of the thoughts, feelings, and behaviors that constitute the "enemy" of this game". [5]

Reception

The title received attention from numerous outlets upon its initial release. [6] [7]

In an article on October 2014 freeware releases, Adventure Gamers described the game as "undoubtedly horror of the creepypasta variety". The article praised the final ending as "providing a profoundly satisfying conclusion to the tale". [8] The site later featured the game as representing October 2014 in a month-by-month retrospective on freeware games covered by the site. [9]

The title was praised by Brash Games, who rated the game 9/10 and described it as "an absolutely horrifying masterpiece of what a psychological thriller should be", noting the replay value provided by the multiple paths and endings. [10] Kill Screen provided a more critical review, rating the game 70/100 and commenting that "A single playthrough is worth it. But beyond that, [..] TUWWFN becomes tedious". [11]

Polygon commented on how the game's dialogue is affected if the player selects a feminine name for the protagonist's friend. [12] This was further expounded upon in a piece by interactive fiction writer Emily Short, describing the friend's relationship with the uncle as "a Faustian bargain in which games promise them power and financial success and an alpha lifestyle, in exchange for the destruction of all their friends", and referencing the author's notes discussing the work in relation to Gamergate. However, she described the final ending as a "diminishing of the story’s emotional potency", arguing that the parable provided a simplistic response to complex real world cultural issues. Ultimately though, she described it as "a memorable [and] effective piece overall". [13]

The work won the 2014 XYZZY Award for "Best Individual PC" (player character). [14]

Related Research Articles

<span class="mw-page-title-main">Interactive fiction</span> Nonlinear narratives set by audience decisions

Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphic text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.

Text Adventure Development System (TADS) is a prototype-based domain-specific programming language and set of standard libraries for creating interactive fiction (IF) games.

<i>Pokémon Red</i>, <i>Blue</i>, and <i>Yellow</i> 1996 video games

Pokémon Red Version and Pokémon Blue Version are 1996 role-playing video games developed by Game Freak and published by Nintendo for the Game Boy. They are the first installments of the Pokémon video game series. They were first released in Japan in 1996 as Pocket Monsters Red and Pocket Monsters Green, with the special edition Pocket Monsters Blue being released in Japan later that same year. The games were later released as Pokémon Red and Pokémon Blue in North America and Australia in 1998 and Europe in 1999. Pokémon Red and Pokémon Blue combined Red/Green/Blue for release outside of Japan.

<i>Galatea</i> (video game) 2000 video game

Galatea is an interactive fiction video game by Emily Short featuring a modern rendition of the Greek myth of Galatea, the sculpture of a woman that gained life. It took "Best of Show" in the 2000 IF Art Show and won a XYZZY Award for Best Non-Player Character. The game displays an unusually rich approach to non-player character dialogue and diverts from the typical puzzle-solving in interactive fiction: gameplay consists entirely of interacting with a single character in a single room.

The XYZZY Awards are the annual awards given to works of interactive fiction, serving a similar role to the Academy Awards for film. The awards were inaugurated in 1997 by Eileen Mullin, the editor of XYZZYnews. Any game released during the year prior to the award ceremony is eligible for nomination to receive an award. The decision process takes place in two stages: members of the interactive fiction community nominate works within specific categories and sufficiently supported nominations become finalists within those categories. Community members then vote among the finalists, and the game receiving a plurality of votes is given the award in an online ceremony.

<i>Castlevania: Harmony of Dissonance</i> 2002 video game

Castlevania: Harmony of Dissonance is a platform-adventure video game developed by Konami Computer Entertainment Tokyo and published by Konami for the Game Boy Advance. Part of Konami's Castlevania video game series, it is the second installment of the series on the Game Boy Advance. It was released in Japan in June 2002, in North America in September 2002, and in Europe in October 2002.

Lesbian, gay, bisexual, and transgender (LGBT) characters have been depicted in video games since the 1980s. In the history of video games, LGBT characters have been almost nonexistent for a long time, reflecting the overall heteronormativity of the medium. While there has been a trend towards greater representation of LGBT people in video games, they are frequently identified as LGBT in secondary material, such as comics, rather than in the games themselves. In 2018, Sam Greer of Gamesradar+ found only 179 games commercially released games with any LGBT representation, only 83 of which have queer characters who are playable characters, and only 8 of those games feature a main character who is pre-written as queer as opposed to them being queer as an option.

<span class="mw-page-title-main">Emily Short</span> Interactive fiction writer

Emily Short is an interactive fiction (IF) writer and creative director of Failbetter Games, the studio behind Fallen London and its spinoffs.

Jon Ingold is a British author of interactive fiction and co-founder of inkle, where he co-directed and co-wrote 80 Days, and wrote Heaven's Vault and Overboard!. His interactive fiction has frequently been nominated for XYZZY Awards and has won on multiple occasions, including Best Game, Best Story and Best Setting awards for All Roads in 2001. Ingold's works are notable for their attention to the levels of knowledge that the player and player character have of the in-game situation, with the effect often depending on a player who understands more than the character or vice versa. Ingold has also written a number of plays, short stories and novels.

<i>Anchorhead</i> 1998 video game

Anchorhead is a Lovecraftian horror interactive fiction game, originally written and published by Michael S. Gentry in 1998. The game is heavily inspired by the works and writing style of H.P. Lovecraft, particularly the Cthulhu mythos.

Earth and Sky is an interactive fiction trilogy written and produced by American author Paul O'Brian about the adventures of a brother and sister who gain superpowers while searching for their lost parents. Games in the series have won awards in the annual Interactive Fiction Competition and received an XYZZY Award.

<i>Floatpoint</i> 2006 video game

Floatpoint is a 2006 work of interactive fiction written by Emily Short about a diplomat sent to an endangered colony to discuss evacuation options and terms of cohabitation. It is written in Inform 7 and won the 2006 annual Interactive Fiction Competition. Floatpoint also won 2006 XYZZY Awards for Best Settings and Best NPCs. The game was generally praised for its use of multiple endings.

<i>Hamtaro: Ham-Hams Unite!</i> 2001 video game

Hamtaro: Ham-Hams Unite! is an adventure video game developed by Pax Softnica and published by Nintendo for the Game Boy Color handheld video game console. It is based on the Hamtaro anime and features much of the same characters. It launched in Japan in 2001, and later came to North America and Europe in 2002 and 2003 respectively. It was the final video game published on the Game Boy Color by Nintendo. Players control the hamster Hamtaro, who is tasked with gathering his friends and returning them to the clubhouse as well as collecting words missing from the Hamchat dictionary.

<i>Lost Pig</i> 2007 video game

Lost Pig is a comedic work of interactive fiction about an orc retrieving an escaped pig. It was created by Admiral Jota and released as freeware. It took first place in the 2007 Interactive Fiction Competition with an average score of 8.27. Lost Pig won best game, best writing, best individual non-player character, and best individual player character in the 2007 XYZZY Awards. Lost Pig finished with 18.7% of the votes for the Audience Award in the interactive fiction category in the 2008 Jay Is Games Best of Casual Gameplay awards, placing it second after Violet.

<i>Shantae: Riskys Revenge</i> 2010 video game

Shantae: Risky's Revenge is a platform video game developed by WayForward Technologies for the Nintendo DSi. The second installment in the Shantae series, Risky's Revenge is the sequel to the 2002 Game Boy Color video game Shantae, and follows series protagonist Shantae as she sets out to stop the ambitions of the nefarious pirate Risky Boots.

<i>OneShot</i> 2016 video game

OneShot is a puzzle-adventure game developed by indie studio Future Cat and published by Degica. Based on a free version made in 2014, it was released for Windows on December 8, 2016. A console adaptation, OneShot: World Machine Edition, was released for Nintendo Switch, PlayStation 4, and Xbox One on September 22, 2022.

Parascientific Escape is a series of visual novel adventure games developed by Intense and released for the Nintendo 3DS via the Nintendo eShop. It was published by Intense in Japan and CIRCLE Entertainment in North America and Europe. The trilogy follows the interconnecting narrative of the characters Hitomi Akeneno and Kyosuke Ayana, who both have psychic abilities.

<i>Doki Doki Literature Club!</i> 2017 video game

Doki Doki Literature Club! (DDLC) is a 2017 freeware visual novel developed by American independent game studio Team Salvato for Linux, macOS, and Windows. The game was initially distributed through itch.io, and later became available on Steam. The story is told from the perspective of a high school student who reluctantly joins the school's literature club on the insistence of his childhood best friend, and is given the option to romantically pursue three of its four female members. Doki Doki Literature Club! features a non-traditional plot structure with multiple endings and unlockable cutscenes with each of the main characters. Although the game initially appears to be a lighthearted dating simulator, it is in fact a metafictional psychological horror game that extensively breaks the fourth wall.

<i>Vampire: The Masquerade</i> (Choice of Games) Video game franchise

Vampire: The Masquerade is a line of interactive fiction video games based on the tabletop game of the same name, and is part of the World of Darkness series. They are developed by Choice of Games for Android, iOS, Linux, MacOS, Microsoft Windows, and web browsers, and include Night Road (2020) by Kyle Marquis, Out for Blood (2021) by Jim Dattilo, Parliament of Knives (2021) by Jeffrey Dean, and the Sins of the Sires (2022) by Natalia Theodoridou.

<i>A Case of Distrust</i> 2023 video game

A Case of Distrust is a 2018 video game created by independent developer Ben Wander and published by Serenity Forge. Described as a "narrative mystery", the game is a narrative adventure game in which the player solves a mystery in 1924 San Francisco as private investigator Phyllis Cadence Malone. The game was the first independent work of former Visceral Games developer Ben Wander, who was inspired to create the game based on research into the history of the 1920s and the desire to create a hardboiled mystery narrative. Upon release, A Case of Distrust received positive reviews from critics, with praise directed to the game's narrative, tone and visual presentation, and criticism to its investigation gameplay mechanics and ending.

References

  1. Dora (2014-10-15). "The Uncle Who Works For Nintendo". Jay Is Games . Archived from the original on 2023-06-23. Retrieved 2023-06-23.
  2. Fyfe, Duncan (2016-04-01). "My Uncle Works for Nintendo". The Campo Santo Quarterly Review. Archived from the original on 2018-01-06. Retrieved 2023-06-23.
  3. Michael Lutz (2014). The Uncle Who Works for Nintendo. Scene: On Sleepovers.Level/area: Author's Notes. That's why I chose to set it, vaguely, in 1998 or 1999.
  4. Michael Lutz (2014). The Uncle Who Works for Nintendo. Scene: On Making Games.Level/area: Author's Notes.
  5. Michael Lutz (2014). The Uncle Who Works for Nintendo. Scene: On Topicality.Level/area: Author's Notes.
  6. Matulef, Jeffrey (2014-10-16). "The Uncle Who Works for Nintendo is a nostalgic, creepy trip down memory lane". Eurogamer . Gamer Network. Archived from the original on 2023-06-23. Retrieved 2023-06-23.
  7. Kohler, Chris (2014-10-17). "You Can Beat This Creepy Game in 15 Minutes, But It's Worth It". Wired . Condé Nast. Retrieved 2023-06-23.
  8. "Following Freeware - October 2014 releases". Adventure Gamers. 2014-11-28. Archived from the original on 2016-07-15. Retrieved 2023-06-23.
  9. Brown, Steve (2015-09-18). "Five Years of Following Freeware: Year Five". Adventure Gamers. Archived from the original on 2023-06-23. Retrieved 2023-06-23.
  10. McQuerry, Corey Lee (2017-01-26). "The Uncle Who Works For Nintendo Review". Brash Games. Retrieved 2023-06-23.
  11. Nathan, Micah (10 November 2014). "The less you know about The Uncle Who Works for Nintendo, the better". Kill Screen. Archived from the original on 2023-06-23. Retrieved 2023-06-23.
  12. Corriea, Alexa Ray (2014-10-16). "The Uncle Who Works For Nintendo Review". Polygon. Retrieved 2023-06-23. If you play as a girl, there's also a brief foray into how young girls cope with being bullied for playing "a boy's hobby," which I found to be a nice touch.
  13. Short, Emily (2014-10-16). "The Uncle Who Works For Nintendo (Michael Lutz)". Emily Short's Interactive Storytelling. Archived from the original on 2023-06-23. Retrieved 2023-06-23.
  14. "2014 Awards results". The XYZZY Awards . 2015-04-27. Archived from the original on 2023-06-23. Retrieved 2023-06-23.