Last year, there was an online service that was in very high-demand.  It was hyped, but its rollout was very rocky. When it was released to the public, it tended to crash a lot.  It couldn’t handle the number of users it was getting.

People criticized the organization that created it for being unprepared for the number of users, and for designing the system poorly.  It was quite embarrassing, especially since the organization behind it has always been a lightning rod for controversy.

You probably think I’m talking about the Health Care website.  But I’m not. I’m talking about the video game SimCity 4. It’s not the only game that had this kind of problem, though.  Same thing happened with Diablo III in 2012.

The game companies got flak for it, too–gamers hate Electronic Arts about as much as Republicans hate President Obama, but with the additional problem that they aren’t allowed to filibuster EA’s products and demand they come back with new ones.  It’s the equivalent of if Republicans had to pass and endorse all Obama’s pet projects or else leave politics entirely.

But at what point does this sort of thing start to constitute a pattern?  When the U.S. Government and two separate large electronics companies cannot roll out a satisfactory online service, you have to wonder if anyone knows what they are doing as far as building online services.

One argument might be that in all cases, the people making the service thought so many would have to use it–because of the law in the one case, and because of the gaming industry hype machine in the others–that they felt no reason to do a good job on the service in question.

But I don’t buy that for the Health Care case, because it’s one of the major political issues of the time, and even if you are so cynical as to believe the architects don’t care about the people, many of them will find their careers riding on the success or failure of the program.  So they had good reason to make sure the product worked from the get-go.

I don’t have any real explanations for this myself.  I just think it is interesting that wealthy organizations, who ought to have enough resources to understand what they can and can’t make, keep failing at debuting web products like this.

 

 

The great thing about Knights of the Old Republic II, my favorite video game–heck, my favorite work of fiction–is that the fact that each character is crucial to the major thematic points of the game:

  •  Atton alludes to the last Jedi he kills telling him of a place where Force sensitives are sent by Revan to be broken. This is almost certainly Malachor V.
  • Mira lost her family as a result of the battle, and that is why she became a Bounty Hunter. The Exile’s actions at Malachor shaped her in this way. As Mira says “There’s a lot of lost people out there. Scattered ever since the Mandalorian Wars… if I can find them, maybe, just maybe I can put the Galaxy back together.”
  • HK-47 says that, as result of the destruction at Malachor, Revan was inspired to build him. So, as he puts it, perhaps the Exile is responsible for his creation.
  • Visas’s homeworld was destroyed by Nihilus, who was created by Malachor, and whose fleet was hauled from it. This act has clearly left deep physical and psychological scars on Visas.
  • Yusanis fathered the handmaiden with the Jedi Arren Kae, and he went with her into the Mandalorian Wars, breaking his vow to his wife. This act shames the Handmaiden. Kae (apparently) died at Malachor; making Yusanis enter politics and eventually get assassinated by Revan. He may have been at Malachor, and was obviously deeply affected by the war, hence Brianna’s interest in the Exile, who is the first person she has known since her father who suffered the effects of the war, and her loyalty to Atris, which is to make up for the shame her father’s infidelity brought upon her.
  • Bao-Dur has feelings of guilt about Malachor that made him come to Telos to aid the recovery. He also lost his arm at Malachor. He still harbors feelings of guilt for creating and using the Mass Shadow Generator.
  • Mical the Disciple was turned to his path of “historian and scientist” by the decision of the Exile to go to war, when he was not chosen as a Padawan.
  • The Mandalorians were badly beaten in the battle, necessitating Canderous Ordo (who was also at Malachor) to take up the mantle of Mandalore and reunite the clans on Dxun.
  • G0-T0 exists for the purpose of rebuilding the galaxy from the war.
  • Even the psychotic Hanharr has heard of Malachor. As he asks the Exile: “Did you hear [the Jedi] scream as you butchered the Mandalorian tribes? Did you… kill your heart to shut them out?”

From this alone, we can see that most of the Exile’s party members would not be here were it not for the Exile’s fateful decision at Malachor. But that’s not all…

  • Atris was clearly very close to the Exile in the past, and was affected deeply by her decision to go to war, as well as the resulting horror of the battle of Malachor. This clearly has deep psychological effects on her, possibly contributing to her fall to the Dark side.
  • Darth Nihilus, the closest thing the story has to an out-and-out villain, is at least partially a creation of Malachor. He is often described the most powerful entity in the game, with his presence being felt everywhere, by everyone from Kreia to the Jedi to GO-TO to General Vaklu. (Some players complain that Nihilus is too easy to defeat in combat, after his buildup. This might have been the point, however–too everyone else, he is an unstoppable force of nature; to the Jedi Exile, he’s a pushover)
  • In the game’s pivotal scene, when the Exile returns to the Jedi Enclave to meet/fight the remaining Jedi, it is revealed the s/he was also deeply affected by that last battle, and forced to cut his/herself off from the Force to survive.

All this is certainly enough to prove that indeed the ramifications of the Exile’s choice at Malachor are the central point of the game. It requires many playthroughs to find them all, but the case is overwhelming. But then, in a final masterstroke we are shown other, similar decisions and their consequences play out before us, that allow us to piece together the ultimate theme of the story:

  • The destruction of Peragus serves as an effective opening, because it reminds the Exile, subconsciously, of the annihilation of Malachor. Furthermore, Atris, Lieutenant Grenn, the Ithorians, Colonel Tobin, GO-TO and others all comment on how the lack of fuel will harm Citadel Station. Thus, Exile must come to grips with the “echo” of the destruction of Peragus. This, the game hints, is the first time the Exile has ever truly had to confront the consequences of his/her actions. Thus, by the time she leaves Telos, the Exile has seen or been told of the consequences of two of the more remarkable acts in her life, and Atris even compares the destruction of Peragus to that of Malachor.
  • The scene in which the Exile chooses either to help or furiously dismiss the beggar on Nar Shaddaa is key. Kreia allows the Exile a glimpse at the consequences of his/her choice, and reveals that it is not always as clear-cut as it may appear.
  • Nar Shaddaa is home to refugees from both wars.
  • Dantooine was badly damaged as a result of the Jedi Civil War, which was itself a result of the Mandalorian Wars.
  • Onderon is relatively unaffected by the actions of the Exile prior to the game (though s/he fought on Dxun) but the Onderonian debate between secession and isolation and remaining in the Republic bears a close resemblance to the Exile’s choice of whether to close his/herself off from the Force or to embrace it.
  • Telos presents the Exile with an opportunity for redemption, in the form of whether to help the war-ravaged planet recover, or not. (Though, as we will see, the way to do that isn’t as black and white as it seems.) More immediately, in the game’s final act, the Exile is called upon to save Telos from Darth Nihilus. This episode is particularly ingenious, as forces from Onderon and Dantooine arrive to help the Exile, who wouldn’t have done so otherwise.
  • Of course the recovery efforts on Telos and the Political Situation on Onderon are also interdependent, as the Ithorians are repopulating Telos with the Onderonian’s and Dxun’s beasts.
  • Korriban presents the Exile with the cave, where s/he must confront the pivotal moments in her past, and reflect on whether s/he would do things differently.
  • The Ubese warriors in Visquis’s lair are bitter about the bombing the Republic wrought against them in the war, and have thus been made into “weapons”, as Visquis says. This foreshadows the creation of the Sith Lord Nihilus and his hordes by the activation of the Mass Shadow Generator, as well as Revan’s ultimate plan.
  • Visas, like the Exile, has, as Sion puts it “kept living while the Universe dies” around her. She has seen a planet destroyed, and it has affected her tremendously. (Of course, her planet wouldn’t have been destroyed if… see above.)
  • The impact of the destruction and subsequent restoration of Telos is seen in many facets of the game, from the separation of Aiada and Lootra on Nar Shaddaa, to the beast rider whose Boma escapes outside of Iziz, to the oft-repeated need for fuel for Citadel Station by everyone from Lt. Grenn to Atris to Col. Tobin, show the echoes of Saul Karath’s attack.
  • Telos is again threatened towards the end of the game in the battle against Lord Nihilus, and here again, the Exile sees the consequences of his/her decisions (Peragus, Dantooine, Onderon and Malachor) play out.

The entire game builds, subtly yet relentlessly, into an awesome thematic experience that shows all the consequences of Malachor, of Peragus, of Telos, of the Mandalorian Wars and ultimately, as Kreia says: “of all wars, of all tragedies that scream across the galaxy.” Again and again, consequences of actions are shown, leading up to the last planet, where the Exile must walk upon the dead planet of Malachor, and culminating in the ending scene, in which Kreia tells the Exile how his/her choices will impact the planets and people s/he has met throughout the journey. This works well, because the player has already seen the consequences of past choices throughout the game.

But the true genius is not only that the theme is so brilliantly and so pervasively intertwined with the story, but also that it does not carry any judgment. Things may be called “light” and “dark” by characters, but the player can make their own decision. Is the “independence” of Gen. Vaklu or the “cooperation” of Queen Talia better for Onderon? The pragmatic Czerka  Corp. or the more spiritual Ithorians better for Telos? And the central question of the game: was the destruction of Malachor justified? It killed many, and ruined the lives of many more. On the other hand, would not countless more have died if the war had not ended, as the Exile can argue? And anyway, if not for Malachor, Mira, Atton, Bao-Dur, Mandalore, Brianna and Visas would not be around to help the Exile on the journey. And perhaps the most widely asked question: Is Kreia a Jedi or a Sith, good or evil?  It must be played through many times, and the player must make many different choices, but the game’s theme remains awesomely consistent no matter how the game is played.

People complain about the game’s ending, but frankly, I found it perfectly coherent and satisfying, once I understood all these concepts. It’s actually one of the best endings I’ve ever seen in a video game.

[WARNING: This post contains spoilers for all four of the things mentioned in the title.]

About five years ago, I read Joseph Conrad’s novella Heart of Darkness.  Then, last year, I played Spec Ops: The Line and Far Cry 2, which are based in part on that book.  And then, yesterday, I watched Apocalypse Now, the 1979 movie also based on that book, and which influenced both of those games.

As you may know, it has long been my contention that video games are an art form on a par with books and film.  And of these four works, it is my belief that one of the games–Spec Ops–is the best.  That said, it is also the most recent, and it uses the expectations built by the preceding tales to weave its narrative.

To begin with, I didn’t really like Conrad’s novella that much.  It wasn’t awful, but I didn’t see what was so great about it.  So there’s this guy, Kurtz; and this other guy Marlow, has been sent to find him in the Congo.  But, turns out, he’s gone nuts and is dying.  And the reason this happened to Kurtz is because being in the Congo was brutal, and he couldn’t take it.

It was never clear to me what the point was.  I guess it was that it was no fun being in the ivory business in the Congo, and that colonialism was awful, both for the colonized and the colonizers.  Well, yes–and I suppose that was more of a shocker in the era when “colonialism” was not a dirty word–but I didn’t really see any major moral depth to it.

Apocalypse Now is an adaptation of the story, set in the Vietnam War, in which Marlow is named “Willard” and has been sent by the U.S. military to assassinate Col. Kurtz who has gone mad.  And so he does.

A big problem I had with the movie was that it is really thin.  In the first 10 minutes, we are told that Kurtz is insane and ruling over a bunch of the natives.  And then, two hours later, we meet Kurtz and find out that, sure enough, he really is insane and ruling over a bunch of the natives. There is a strong implication along the way that the Vietnam war generally is also insane, but that wasn’t much of a revelation to me.

(Aside–the theme of “War Is Insane, And Makes Everyone In It Insane” was done much better, in my opinion, in the movie The Bridge on the River Kwai.  It ends with the line “Madness, madness”, which would have fit Apocalypse Now as well.)

Kurtz has no character development. Neither does Willard, really: he starts off as a battle-hardened, PTSD soldier and finishes it as an even more battle-hardened PTSD solider. I guess his crew-mates on his boat are supposed to show the ravages of war taking their toll, but they all had “doomed” written all over them from scene one.

I read on Wikipedia that they considered a different ending, where Willard joins Kurtz and fights off an airstrike on the base.  While seemingly impossible logically, that ending would make more sense thematically.  Personally, I would have liked to see an ending where Kilgore showed up and destroyed Kurtz’s base.  It would at least justify why they spend so much time on his character early in the movie.

(Another aside: Wikipedia also says that “Coppola decided that the ending could be “‘the classic myth of the murderer who gets up the river, kills the king, and then himself becomes the king — it’s the Fisher King, from The Golden Bough'”.  For the record–this is the version of the story I remembered, not the one in the 1991 movie of the same name I wrote about a few months ago. But that’s mythology for you.)

(Last aside: this post has too many asides.  One of them should be removed.)

I already wrote about Far Cry 2 in this post pretty thoroughly, so I won’t dwell on it overmuch.  The short version is that it, like Heart of Darkness and Apocalypse Now before it, is well done, but empty. Although, I suppose it does sort of do what I criticized Apocalypse for not doing, in that there is some vague hint of character development in the sense that the player’s character is being sent to eliminate the Jackal in the beginning and winds up siding with him at the end.

To recap, in Heart of Darkness, we have this guy Kurtz.  Nobody is quite sure what his deal is, and we gradually find out that he went crazy in the jungle because everything was brutal.  Then, in  Apocalypse Now, we have this guy Kurtz who everybody thinks went crazy in the jungle because everything was so brutal–and indeed, so he did.  And then in Far Cry 2, we have this guy the Jackal, who goes crazy in the jungle because everything is so brutal.

Now, you will immediately see where Spec Ops is really different–here we have this guy Konrad.  And nobody is quite sure what Konrad’s deal is… and he’s in a desert!

Just kidding, that’s not the difference.

(more…)

[Sometimes I just get these ideas–I was thinking about the ME 3 ending, and it occurred to me how much its profoundly messed-up logic could have been improved by borrowing from a certain Gilbert and Sullivan opera. Then I realized they even had the perfect character to do so…]

INT-CITADEL–CATALYST’S ROOM

[Shepard has just met the Catalyst]

Shepard: Do you know how I can stop the Reapers?

Catalyst: I control the Reapers.  They are my solution.  Every 50,000 years, I have them wipe out organics who will create synthetics who would wipe out the organics.

Shepard: What? That’s insane!

Catalyst: The created always rebel against the creators.  The Reapers must wipe out all organics who are capable of creating synthetics.

[Enter Mordin Solus, who has survived the events on Tuchanka and secretly boarded the Citadel.]

Mordin: Allow me, as an old Gilbert and Sullivan fan, to make a suggestion. The subtleties of the Salarian mind are equal to the emergency. The thing is really quite simple – the insertion of a single word will do it. Let it stand that every organic shall die who doesn’t create synthetics, and there you are, out of your difficulty at once!

Catalyst: Oh.  Very well.

[Catalyst vanishes, Reaper invasion stops. The entire cast enters.]

FINALE-ENSEMBLE

LIARA

Hip hip hurray,

All is okay–

Ev’rything is copacetic!

There’ll be no death

Even for Geth–

Peace to all who art synthetic!

ALL

Though ’twas a general rule in times before:

“Created must oppose the creator”

This time around, we sought to fix

Problems caused by the synthetics.

CMDR. SHEPARD

We might have been

Like a machine–

It was nearly cause for panics!

But now a peace,

Has brought a cease

To the harvest of organics!

ALL

                                                      The three choices given this organic (alluding to Shepard)

All seemed just a bit tyrannic!

He’s/I’m Commander Shepard, here to tell

You/Us his favorite choice on the Citadel!

I just finished reading the book Metro 2033 by Dmitry Glukhovsky.  I had already played the video game of the same name last year.

I was initially put off from the book because of the post-apocalyptic setting, which frankly I feel has been done to death at this point.  But the foreign element–it’s set in the Moscow subway system–made it feel fresh to me. The idea is that after a nuclear war, people settled in the Metro, using the various stations as towns of sorts.

The story is about a man named Artyom who sets off to get help for his home station when it is being attacked by monsters.  It is very much a “Hero’s Journey”/Odyssey type of story, that follows Artyom as he stops at many stations within the haunted metro and meets assorted characters who provide their observations and musings.

Although it has many (very well done) horror and thriller elements, the book is actually very philosophical, and there are some sections that are just long speeches, conversations or debates.  But it’s never overly didactic, and it never became dull or tedious for me.  In particular, there is one conflict towards the end that concerns the meaning and utility of religion in society that I think is absolutely brilliant.

As you can gather, I enjoyed the book very much and highly recommend it.  I felt there were a few weak points–Artyom constantly being pulled from Death’s door by Some New Character got a bit repetitive, though usually the character was interesting enough to make me excuse it.  Also, there were no really notable female characters, but this isn’t necessarily a problem per se, since the setting sort of implies that the women and children are deliberately kept in the towns, and most of the story takes place in the dangerous Metro tunnels. (I have more issues with how female characters are handled in the video games–maybe I’ll do a post about that.)

The main problem I had was the translation from the original Russian.  There were times when the dialogue was rather awkward sounding, and unfortunately the errors become more widespread as the story reaches its otherwise brilliantly-executed climax.  There was one key line on the last page where they apparently couldn’t decide whether to write “understand” or “understood” and settled on “understandood”.  It kind of killed the tension of the  moment, which was superbly built.

All told, I think it is a terrific book, and I actually gained new respect for the game having read it.  It is a tough story to adapt to a video game, and I think they did about as well as could have been hoped.

Chris Franklin at Errant Signal wrote a good post about the game Quake.  He says a lot of things I have subconsciously thought, but never been able to articulate about the game. And it’s helped me to understand why I like this fairly unremarkable game so much.

He describes it as: “a game that’s part Lovecraftian gods and vile chapels from beyond human knowledge, part medieval fantasy horror full of bloody knights and dark castles, and part SciFi adventure of shooting space enforcers with hyperblaster lasers.”

In the sequels, they removed the first two elements, turning it into just a generic sci-fi adventure. Too bad; the original was far more interesting.

Franklin sums up the game’s mood thus: “Quake is unified in its attempt to spread an almost over the top, self-indulgent gloom with a hint of smouldering anger.” Small wonder I’ve always liked its mood, and find myself occasionally replaying it despite its completely mediocre gameplay.

Yeah, I know–great holiday game.  At least the first one was set in wintertime.  So far, it seems a lot more polished than its predecessor, but at the same time that makes it feel less like I’m playing a game and more like I’m watching a movie.  There’s a level where you come across a downed plane in the post-apocalyptic cityscape that really reminded me of Call of Duty: Modern Warfare: follow NPC, listen to exposition, mash button to get into a place, watch cutscene…

Having said that, the game’s story is more interesting than C.o.D. and it does include a stealth mechanic that makes the game a bit more challenging than the average military FPS.  One of the things I liked about Metro 2033 was that you didn’t have to play it a certain way.  I got through it despite doing all the wrong things–like not using stealth, charging blindly through the neo-Nazi shootouts in the tunnels, fighting the weird glowing monsters in the nuclear reactor place instead of taking out their nests.

Also, although the horror element seems to have been lessened in this game, they have included one thing that makes it far scarier than the first one: spiders.  I dislike spiders, and the ones in this game are really creepy.

There is a song by Sheldon Harnick called “The Merry Minuet”, often performed by The Kingston Trio.  It is very cynical, darkly-humorous in a Tom Lehrer-esque sort of way.  It includes the lines: “They’re rioting in Africa/There’s strife in Iran/What Nature doesn’t do to us/Will be done by our fellow Man”

I found myself thinking of this often while playing the 2008 video game Far Cry 2.  It should have been its epigraph.

It is very dark, nihilistic game.  I played it after reading people compare the excellent Spec Ops: The Line to it.  Both are influenced by the book Heart of Darkness by Joseph Conrad.  Far Cry 2 is set in an African country in the middle of a civil war.  The player assumes the “Marlow” (or more accurately, “Willard” from Apocalypse Now)  role, and is sent to kill an arms dealer named “the Jackal”.

The Jackal is, of course, in the “Kurtz” role, and he wastes no time in showing up to recite some Nietzsche at the incapacitated player.  This is followed by a lot of (to quote the ESRB rating) “Blood, Drug References, Intense Violence, Sexual Themes [and] Strong Language”.   Then the Jackal shows up again and explains that his plan is to end the violence.  And his chosen method for ending the violence is to kill everyone.

This is only slightly less ridiculous than the Catalyst’s scheme in Mass Effect 3, but for some reason Far Cry 2 didn’t generate near as much outcry. Critics have lauded it for its commentary on the nihilistic violence of video games. The violence of Far Cry is so meaningless… it really makes you think, y’know?

Except that, unlike Spec Ops, it really has nothing to say about nihilistic violence in games, except that it’s there.  Just like it’s in all the violent games it’s supposedly a commentary upon.  I wouldn’t have even thought it was making any sort of commentary, except that critics claimed it was.

conspiracy-keanu games

The point of the game, I guess, is that war is pointless and stupid.  Which I guess is often true, although surely not as stupid as all this.  The factions will often give the player a quest in a scene that goes something like this:

Oh, hey there, complete stranger—would you mind going to the other side of the country and blowing up the hospital?  Our enemies are giving out free malaria vaccines there, and we don’t want people to think they are nicer than we are.  What’s that? You have malaria too? Wow, small world.  Well, here’s your C4.  Off ya go!

And you have to do it if you want to progress in the game!  The box says you can play it your way, but that is not really the case—you have to play it the Jackal’s way; and frankly, he’s not very good at video games.

Pretensions aside, the game is a mindless shooting gallery with pretty scenery.  The most “influence” Conrad could really be said to have over this game is the African setting and the mentality of “Exterminate the Brutes”.

So, no doubt even non-gamers have heard the fuss about the new gaming consoles coming out this month.  It’s the first new console generation when I have had no desire to buy any of the new consoles.  Here’s why:

Now, graphics aren’t all that matters, and if there were a good launch title–say, a Fallout 4, made by Obsidian–on these consoles, I would likely get one.  But there isn’t. All there is is Madden and Call of Duty: Ghosts.   (So named, I assume,  because everyone is a ghost after all the apocalyptic world wars depicted in previous Calls of Duty.)

I am not seeing any reason to upgrade.

scary story

At this time  of year, I like to read scary books, watch scary movies, and play scary games. With that in mind, what follows is a list of some of my favorites of each type. I think I’ve blogged about all of these individually before, but I decided to compile them into a list for a convenient reference.

  • The Haunter of the Dark, by H.P. Lovecraft.  My favorite Lovecraft story.  I don’t know what it is exactly, but something about the setting, and the mysterious pull of the distant church that draws the protagonist’s eye really works for me.  I feel its one of his best for not over-explaining things.
  • The Omen, directed by Richard Donner. (1976) The scariest movie I have ever seen, and the only one that’s ever kept me awake at night. The opening music is, as I’ve said before, absolutely chilling.
  • Green Tea, by Sheridan Le Fanu. There are other good stories–notably Carmilla–in the collection “In a Glass Darkly”, but this is the one that stuck with me.  I like the idea of overdosing on a commonplace drink causing someone to be haunted.
  • The “We Don’t Go To Ravenholm” level of Half-Life 2. I’ve been critical of this game in the past, and even this level has its flaws.  Nevertheless, I have to give Valve credit for putting a survival-horror level in the middle of what is otherwise a sci-fi action game. That’s a great way to do horror: drop it in where the audience isn’t expecting it.
  • The King in Yellow, by Robert W. Chambers. The best example of a “weird tale” I have ever read.  It’s so good that I recommend it even though only the first four of ten stories are actually in the horror genre. They are that good.  “The Repairer of Reputations” is particularly memorable.
  • The Haunting, directed by Robert Wise. (1963) This is cheating a bit, since it’s based on a book.  But the movie is very good.  I didn’t like it when I first saw it, but it’s an acquired taste, and after repeated viewings I came to appreciate how subtle and ambiguous it is.
  • Quake. In terms of game play, this is just a Doom knock off, which means it’s basically all fighting and no suspense.  How does it get on this list, then? Two things: the artwork, though primitive by today’s standards, is very atmospheric and ominous.  And the intriguing level names, like “The Haunted Halls” and “The Tower of Despair” evoke a more subtle fear and deserve better than the mediocre gameplay within.
  • Gilbert and Sullivan’s Ruddigore. Did you think I could get through ten whole things without mentioning Gilbert and Sullivan?  You must be new here. Anyway, yes; this is technically a comic opera.  That doesn’t make the scene of the paintings coming to life or the Wagnerian “Ghosts’ High Noon” any less creepy. Gilbert complained that Sullivan’s “ghost music” was too scary for a comedy.  He was right–and that’s why it works.
  • The Damned Thing by Ambrose Bierce. Horror is what you don’t see and don’t understand.  This story probably packed a bigger punch when it was first written; the concept is old hat at this point.  Nevertheless, it’s still effective.
  • Spec Ops: The Line. I thought long and hard about whether to put this game on here.  Unlike everything else on this list, it contains no supernatural elements… or at least, no overt ones.  And also unlike everything else here, it is in no way “Gothic”.  But it is very dark, very disturbing and above all, a prime example of psychological horror.  It does share certain storytelling elements with The Haunting and “the Repairer of Reputations” and is just bizarre enough that I decided to include it.