From an Elevator to The Blind Monk’s Society

Two mods came to my attention this week: Elevator: Source, a mod built on Garry’s Mod, and The Blind Monk’s Society, a mod for Half Life 2.

Elevator: Source is an elevator simulation by Pixeltail Games.  You get on the elevator, and then wait until it stops on a one of the 28 randomised floors..

First I got to look out into a freezing world.. I wanted to step out and have a look, but there was an invisible wall 🙁

After this, there was a dingy corrridor from which an NPC appeared.. she joined me and waited.. the next stop had the doors open in space, with a strange spinning kaleidoscope pattern.  There is an end-level where you can leave and walk around a games room, play pool and watch TV, but I just didn’t feel like sitting through more floors to get there.

I had the second mod to get to.. Blind Monk’s Society, where you play the part of a blind monk!

The game has no visuals, so to find your way around you have to listen very carefully.  I had read about this game over on Rock, Paper Shotgun and seen a recommendation to shut my eyes.  This actually helped a lot as it removed the distraction of my room and forced me to just listen..

You are greeted by two other monks, who really are channeling Monty Python with some very strange voices, silly singing and random phrases.  I got told off rather a lot as they explained my first task, for not keeping up as they started walking!

The first task is to collect a wind-chime, making your way alongside the river and up to where you can just hear them chiming.  My path up to the chime was extremely hesitant, after I stepped into the river and quickly backpedalled to get out, then didn’t want to end up lost.  The return journey was guided by the ringing of a bell, although I was nearly distracted by a crazy monk chattering about sitting in the grass and getting a wet bum!

I consider my hearing to be poor, so I was surprised to find that on the second mission, I was able to follow the audio cues rather easily, retrieving the second wind-chime and returning rather quickly.

I would have loved to see an overview of the path I’d made afterwards, but as the game was made as a project in navigation, there weren’t any visuals.  I would also rather like to see a horror game using some mechanics like this.. scary as it would be!

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