The North Wall Arts Centre Project built around “isolation, fear and the last vestiges of analogue in a world turning digital”

Many thanks to SWLing Post contributor, Dave Porter, who shares information about a multi-media arts project set at the North Hessary Tor Transmitter site in Devon, England. Dave writes:

A little while back I was contacted by Alex Robins as he and others were involved in an Arts Project centred round the North Hessary Tor Transmitter site in Devon, England.

The web page for the Arts Centre is here: https://www.thenorthwall.com/whats-on/north-hessary/

There is a link on the page describing how their project was executed and what was involved in compiling all the information required for their on-line experience. Click here to read.

I was pleased to have been able to assist them in some background information as to what can be found inside a transmitting station.

The culmination of their work was the creation of a video game and it is here on this link

North Hessary by DarylJones, NotAlexRobins: A short interactive experience about isolation, fear and the last vestiges of analogue in a world turning digital.

Fascinating! Thank you for sharing this, Dave!

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2 thoughts on “The North Wall Arts Centre Project built around “isolation, fear and the last vestiges of analogue in a world turning digital”

  1. David Porter

    Just in case there are those who have had a go but been unsuccessful, here are a few tips from a gamer, needless to say NOT me!
    73
    Dave G4OYX
    follows >>>

    Fine on the game. I did enjoy the “feel” of it. The trick is to use the side door rather than the front door. You can get round to the “side elevation view” by clicking on the generator. However, upon entering the side door you’ll discover that the light won’t turn on due to loss of supply. You then have to go to the generator, which you’ll discover you can’t start due to a lack of keys, which are in the car. Visit the car to collect the keys, then return to the generator to start it, then back to the side door to gain entry to the building and turn on the lights. It’s a bit like firing up a transmitter – the events are sequential and must happen in a specific order before you can move to the next stage. You couldn’t for instance go to the side door, see that the lights are off, then take the initiative to go back to the car for the genny keys. The game as a whole functions like this – you need to find the right order of events.

    Reply
  2. Andrew (grayhat)

    Nice game, although it still has some rough corners which will need some “ironing out”; for example the navigation and the automatic selection of the point of view will need some refinement (e.g. one can see the inside of the store room even if the door is still locked), but the plot is interesting; I didn’t fathom the number stations part of the game (I activated the beacon, though), but was able to successfully reactivate the transmitter

    Reply

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