My Kill Screen colleague Jamin Brophy-Warren has written on the use of darkness in games like Heavy Rain and Closure. While it kills me that I can’t play the high-profile Heavy Rain — for lack of a PlayStation 3 — I couldn’t be more into Tyler Glaiel‘s low-profile Closure.

Old-school.
Closure has been totally remade for the IGF. The scratchy outlines of the Flash game have been refined into an intricate tangle of metal, tubing, and glass. The ghostly stick figure you guided in the original Closure now wears boots and what looks like a hard hat, both of which give him the distinct look of an explorer or miner. As he uncovers the murk, he passes husks of wrecked and abandoned machinery that recall Katsuhiro Otomo’s illustrations for Akira. But these backgrounds contain an uncanny sense of the Other more akin to the grotesque psychological landscapes of Shintaro Kago than to simple cyberpunk dystopias. It has to do with their darkness.
Darkness is frightening in Closure because it represents literally nothing. If an area of the world is not lit by one of the glowing balls set on a pedestal or carried by your character, then it doesn’t exist. Bridges, solid walls, even existing open spaces become voids. This is an exceedingly clever mechanic that allows you to open and close paths for your character just by changing the positions of lights. All of a sudden, a shadow creates a jutting platform that points your way forward. But if your character jumps into a void but lacks a ground to land on, then he’ll keep falling into oblivion and die.
The subtext is pretty glaring. The character needs light to see and understand his surroundings — to realize his purpose. Without understanding, he’s as good as dead. This is also an inherent critique of the gaming medium, whose photorealistic worlds might be mindbending and immersive but disappear like a flash once you unplug yourself. (Arguably this encourages gamers to stay plugged in, more than it encourages games themselves to linger meaningfully afterward. But that’s neither here nor there.) Closure‘s game world only exists when you can see it.
Like any good puzzle-platformer, Closure asks you to continually uncover new ways to exploit its central mechanic from level to level. As you internalize the mechanic’s advantages and downfalls, you also internalize the light/dark – something/nothing metaphor. Playing the game becomes a matter of learning how to retain the information that is useful to you and reject the information that isn’t.
But what struck me most about playing Closure were the consequences of failure. You’ll frequently trap your character by accident — catching him in existential paralysis. You open up the floor and let him fall into a space he can’t climb out; or you fall too far behind a moving light until it can no longer open a path for you.
There is a “retry” button in the game: It’s “K,” for “kill yourself.”
Once you can’t go any further in the game — perhaps you couldn’t think of another way, or perhaps you didn’t have enough foresight — then you have to think of ending it. Pressing “K” causes the void to swallow your character. You see him falling for just an instant before you fade back to the beginning. This is by no means a new idea, but the implication of death is unexpectedly powerful in Closure.
I often didn’t use the kill button, which felt jarring and violent. Fixated on moving light, I found it somehow easier to kill my character naturally. I would remove a light shining on a barrier and jump through, or simply drop the light I was holding so that the world no longer went with me. The process would last no more than a few seconds. But no matter how you achieve it, the brief act of committing your character’s suicide in Closure is haunting: It’s an admission of failure.
The more suicides I committed in the Closure demo, the more poignant the game’s light began to feel. It’s a flickering light with godlike power, an entity that creates and destroys the world with little interest and little remorse. It’s also your own power to exist, a power over which you are given complete control.