Although the 2013 release would rework and expand the scale of TSP, the mod first established those same frameworks and narrative conceits the remake became known for. Though the vast majority of works featured in this compilation are about the 2013 standalone “HD remake” of The Stanley Parable, it is vital to note the game’s initial release as a Source engine mod in 2011. In any given situation, will you follow instruction or disobey, and what will the consequences be for either? THE MOD This pivotal moment sets up the core loop of The Stanley Parable. The most iconic moment in the game comes early on, where the player, as Stanley, comes upon a pair of doors and the narrator announces, “Stanley took the door on the left.” At this point the player must choose whether to follow through on the prescribed story or defy the narrator and choose the alternative option. Released in 2013, The Stanley Parable was widely covered in reviews and critical features as well as YouTube walkthroughs and let’s plays. You can’t exactly beat it, it has no easily discernible challenge, and it can diverge intentionally into what traditionally would be labelled as “bad design.”Īnd yet The Stanley Parable’s hammy omniscient narrator and firm grasp of videogame vernacular ultimately granted it mainstream appeal. ![]() ![]() You can follow him on Twitter Stanley Parable is a game about game design –a so-labelled “walking simulator” that distills videogame storytelling into its vital component parts, lays them bare, and then asks why you’re even playing it. ![]() ![]() In 2018, he coordinated and designed the DED LED compilation project, preserving a set of videogame criticism from 50 contributing writers. Dan Solberg is an interdisciplinary artist, freelance writer, and digital media professor, producing works about videogames, music, and art. Critical Distance is proud to present this Critical Compilation on one of the most influential independent games of the last decade, The Stanley Parable, brought together by Dan Solberg.
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