Page 6 April 2009 Fairytales have always been things I’ve dreaded to read or lis- ten to. It was not the stories them- selves that bothered me, but after- ward when my mind would warp the stories ideas into something much darker and grimmer then they were written. Now, when it comes to The Path, a new indie pc game, the game has already twisted and grinded out the fairy tale of Little Red Riding Hood into something much, much more disturbing then it could ever be. In The Path, you choose from six sisters who vary from age and personality. Once you pick a sis- ter, you are then placed on a wide dirt path, surrounded by a dark forest and are given simple in- structions, “Go to Grandmothers House and Stay on The Path”. As straightforward as the instructions are, if you comply and reach Grandmothers house right away, the game fails you. So the only other choice is to take your I could tell my parents hated me because my bath toys were a toaster and a radio. Submitted by Lauren Rodriguez character off the path and go into the forest. In the forest, your char- acter can find different : objects, interact with them, and also give a little personal anec- dote. Some objects can not be used by some of the sisters whilst others can. There are also several locations strewn about the forest such as a campsite, a playground, a pond, an outdoor theater, and a graveyard. But the objects and the locations in the forest are just there for something else that be- comes the most menacingly in- triguing part of whole game, which is the wolf character. For each sister you play, you must find their wolf (a Man, Woman, or a literal Wolf). Now, the wolf character does not gener- ally appear out of nowhere, it usually appears when the player has their character reach there as the pond or the campsite. Once the wolf appears the player must interact with him or her, in order to complete the chapter. But, once the player interacts with the wolf the screen goes eerily black and | the player is reawakened on the path in front of grandmother’s house. The player then enters Grandmother’s house and is guided through a surreal and nightmarish house that ultimately leads them to the end of the chap- ter. Now where The Path makes a turn for the disturbing and brutal, is when the player encounters the wolf and the screen goes black. We never know what happens to each girl but as they are awak- ened we know something awful has happened to them. Either the girl awakens walking with her toward grandmother’s house. What makes the game worse is that the culprit that makes each girl encounter such horrors is the player themselves. Whether or not a gamer is up subject matter The Path presents, it is an experience truly unlike anything else a gamer could pos- sibly play this year. The Path is a great example of the type of games that can break the barriers of people perceptions to what a videogame can truly be. The games creators have taken mas- sive risks to creating something that demands a lot more thought and attention than any main- Of course, any casual or even is worth trying and even at least putting a few hours into, as it all starts to get interesting as if plac- ing the first few pieces on a jig- saw puzzle, except the pieces are your own interpretations and thoughts. The Path truly is a liv- ing, thriving, work of art. It is as deep and innovative as an experi- ence can get, helped by its great sense of mystery, curiosity and endless amount intrigue, that can not be found anywhere else but off the path. WANTED The Fourth Wall is looking for new members who are interested in writing as well as drawing. If you are interested, email Shonna Gra- ham at svg5074@psu.edu with your name, email address and tele- phone number.