2.8 hrs (later) Friday 27th May, Bristol
2.8 hrs (later) Friday 27th May, Bristol.
Game Mechanic Director: Rosie Fairchild
Writer: Hazel Grian
Producer: Vanessa Bellaar Spruijt
Executive Producer: Simon Evans
Casting: Vanessa Bellaar Spruijt
There is a really lovely detailed review written about Saturday night which
I wont attempt to duplicate but will try to supplement:
http://scaretour.weebly.com/reviews---28-hours-later-2011.html
Is 2.8 hrs (later) the perfect pervasive game?
It appears to make real the seemingly impossible desires of interactive
cinema putting the player at the heart of a familiar zombie apocalypse
scenario, - whilst also offering a fully interactive live
theatre/performance merged with some fundamentally compelling game
mechanics. In fact the experience of this game seems to exceed these
comparisons and to invite a whole new descriptive language adequate to the
combination of aesthetic dimensions being invoked here.
The player experience is so beautifully thought through, the actor
performances so perfectly prepared, directed and then improvised that this
is a truly outstanding immersive aesthetic experience. Doug Francis who
played the gatekeeper gave a particularly memorable performance that drew on
the groups interactions with great finesse. From the perfect pitch of the
zombie screams, through to the final screening for infection every element
of the experience has been carefully calibrated for maximum engagement and
immersion. The intense/frenetic and panicky hide and run aspects followed by
checkpoint interactions seemed also to replicate the balance of some video
games - intense gameplay rewarded by the spectacle of a cut scene.
The fact that the infected get specially marked by make up artists turns
even apparently 'losing' or 'failing' has only playful consequences which
further enhances the post-game/party experience..
The atmosphere at the end was phenomenal - comparable to the high
experienced following a truly well crafted cultural experience - there was
an interesting sense of community, belonging and new affiliations and
alliances that had formed during the game which endured at least for the
party.
Some players compared it to paintballing and bungie jumping but insisted
that it was more immersive, more thrilling and more consistently storyworld
driven and of course longer! Other players described it as taking them
back to all the childhood games they had forgotten hide and seek,
bulldogs, amongst others. What struck me most was the immediate and
incredibly strong investment by the players in the 'world' and 'frame' of
the game, their commitment to the rules and their engagement in the collaborative production of the experience. Other pervasive game designers have a lot to learn from this team in terms
of spectacle, in terms of experience design, narrative, immersion, sheer
organizational virtuosity and the power to captivate their players and to
get amazing performances out of their acting talent, their volunteers and
all the crew who help to make it happen.