Walking as a Narrative Tool in “Detention”

“Detention,” developed by Red Candle Games from Taiwan, is a psychological horror game that utilizes walking as a central narrative mechanism. Set during Taiwan’s oppressive White Terror period, the game is available on multiple platforms including PC, PlayStation 4, and Nintendo Switch. This essay explores how walking in “Detention” is not just a method of movement but a profound narrative device that enhances storytelling, emotional engagement, and thematic exploration.

In “Detention,” walking transcends its traditional role, acting as a pivotal narrative element that encapsulates the game’s somber themes and accentuates its psychological depth.

  1. Narrative Integration of Walking

    Walking in “Detention” is deliberately slow and restrictive, reflecting the game’s setting during a politically repressive era. This pacing allows players to immerse themselves in the haunting atmosphere and absorb the detailed environments filled with cultural and historical symbolism. The act of walking forces the player to engage with the game’s somber realities, enhancing the emotional gravity of each revelation. As the protagonist moves through the desolate school, the player discovers items and notes that reveal the backstory, enhancing the narrative through a physical journey that mirrors the psychological exploration. The environmental changes and appearance of objects as players walk trigger deeper narrative layers, symbolizing the journey through memory and guilt.

  2. Impact on Player Experience

    From my personal gameplay perspective, the slow movement through the school corridors deepens the sense of dread and anticipation. The game’s 2D side-scrolling mechanics and shadow puppetry-style visuals create a distinctive aesthetic that complements the narrative. The walking pace allows the horror to build gradually, eschewing jump scares “AHHHHH” for a creeping, unsettling tension that grows with each step and each heartbeat of my own. This method effectively conveys the protagonist’s emotional journey, laden with guilt and repression, as the player uncovers the dark past intertwined with the school’s eerie present. The slow and inevitable progression towards darker truths about the school and themselves is a key element in the psychological horror experience of the game.

  3. Atmospheric and Emotional Resonance

    The game’s atmosphere is amplified by its audiovisual elements, where the minimalist but poignant music score doubles the impact of the visual horrors. Visually, the game employs a 2D side-scrolling mechanic that effectively conveys a sense of confinement and limitation, mirroring the restricted freedoms of the historical period it represents. The aesthetic is marked by a distinctive style reminiscent of shadow puppetry, which not only adds a layer of cultural authenticity but also enhances the eerie and surreal atmosphere of the game. This choice of visual style creates a stark contrast between the characters and the more realistically rendered, oppressive school environment, symbolizing the clash between the mundane and the supernatural, as well as the internal conflicts of the protagonists.

    The sound design in “Detention” is another critical formal element, using minimalistic but haunting music and ambient sounds to deepen the immersive experience. The audio cues are carefully synchronized with gameplay events, especially as the player walks through the gloomy corridors of the school. Sounds of distant thunder, creaking doors, and ghostly whispers are timed to build tension and evoke a deep emotional response from the player. This strategic use of sound amplifies the impact of the visual storytelling, ensuring that each step taken not only progresses the narrative but also heightens the sense of dread and foreboding that is central to the game’s experience.

  4. Critical Analysis of Game Design

    The decision to use walking as a primary mode of exploration and storytelling in “Detention” is a testament to the game designers’ understanding of their narrative and thematic goals. However, the game could benefit from varying the walking pace or integrating additional interactive elements during these sequences to maintain player engagement during slower segments. There are often times I feel a sense of diconnection happening as I try to rush the moving speed of the players to reach the next story line/task. Despite this, the overall design choice to prioritize walking as a storytelling method remains effective, as it allows for a deeper narrative immersion and helps maintain a consistent tone throughout the game.

“Detention” by Red Candle Games exemplifies how walking can be transformed into a powerful narrative tool in video games. Through its deliberate pacing, the game not only tells a story but also evokes a profound emotional response, reflecting the oppressive themes of its historical setting. Walking in “Detention” is a bridge between gameplay and storytelling, offering a unique experience that highlights the horrors of the past and the personal tragedies of its characters. The game’s successful integration of walking with narrative and atmosphere demonstrates its exceptional capacity to engage and affect players, leaving a lasting impact that resonates long after the game has ended.

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