Previously: Frequently Asked Questions, Vol VII.
Here we go again! The usual caveats apply for this round of The Most Dangerous Games: Frequently Asked Questions — I’m not an expert; these answers are often just my best guesses based on knowledge of the rules of the games, additional research, etc.; I tend to err on the side of caution, so if you’re a little more daring than I am, your mileage may vary; and so on and so forth. I’ll add all these to the Master FAQ in short order.
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What if two or more groups or individuals call upon the same entity from the same game at the exact same time in different locations?
You know all those stipulations in the rules for various games that note how you can tell if a ritual has failed? This might be one of the reasons why — the entity in question might be occupied elsewhere.
That’s just conjecture, though. Honestly, we don’t really know.
Read more "The Most Dangerous Games: Frequently Asked Questions, Vol. VIII"
Previously: La Pascualita.
Type: Unknown. Subject displays traits characteristic of both PE and EV classifications; however, due to insufficient information, a classification is not able to be made at this time.
Period/location of origin: Conflicting. Earliest known documentation of subject appeared on the internet on Aug. 26, 2008; however, events detailed in this documentation occurred in 1998. It is unknown whether subject came into being prior to 1998, in 1998, or on Aug. 26, 2008. (See also: Kunekune; the Slender Man; the Smith Sisters, Murdered Anonymously; etc.) Determination: Inconclusive.
Geographically, subject is believed to originate in Japan.
Appearance: Subject appears to be a tall, thin, female humanoid wearing a white dress and a hat. The details of subject’s appearance vary by account; according to some, subject is an old woman dressed in a tattered kimono, while according to others, subject is a youthful young woman draped in a funeral shroud. Subject is precisely eight shaku in height. (Note: A shaku is a Japanese unit of measure equal to 11.9 inches.)
Read more "Encyclopaedia of the Impossible: Eight Feet Tall"
So, hey, remember back in May when we learned that the body of serial killer H. H. Holmes was going to be exhumed? Well, we know what the researchers found now… sort of. There’s still work to be done, but here’s the update — and for the curious, the short version is this: Yes, there was actually a coffin in H. H. Holmes’ grave.
Read more "Guess What Researchers Found When They Dug Up H. H. Holmes’ Grave?"
Previously: Christine and Lea Papin.
Books can be bound in any number of materials: Cloth, wood, leather made from the skin of cows or other livestock, velum, you name it. Anthropodermic bibliopegy, however, is perhaps the most unusual of the bunch; it’s the practice of binding books in human skin.
Read more "Creepy Wikipedia: Anthropodermic Bibliopegy — Or, The Practice Of Binding Books In Human Skin"
I’ll be honest: I have no idea where the Picture Game came from, when it originated, or pretty much anything else about its background. I assume it’s fairly recent — within the past couple of decades or so — due to the fact that built-in flash cameras meant for home usage didn’t exist until the late ‘50s. (The Brownie Starflash, released in 1957, was Kodak’s first camera with a built-in flash.)
Even so, though, the elements at play in this particular game go way back. First, there’s the element of the camera: Spirit photography first emerged in the late 19th century; what’s more, some cultures and religions have long believed that cameras are capable of “stealing” someone’s soul through the act of taking a photograph of that person. Then there are the mirrors, which have been present in folklore from all around the world for centuries. Some believe that mirrors reflect our “shadow souls,” or our true selves; others believe them to be windows or doors to other realms; and still others believe that spirits or souls may become trapped in them if certain precautions aren’t taken by survivors after a persons death.
And when you combine cameras and mirrors? Well, let’s just say some… interesting things can happen.
As always, play at your own risk.
Read more "The Most Dangerous Games: The Picture Game"
There’s a special kind of horror that draws on our sense of nostalgia — horror that takes the things we loved the most as kids, that made us feel safe and loved, and turns those things on their heads, utterly destroying any good feeling we might have associated with them. That’s what the video game Tattletail capitalizes on — although I’d actually argue that its inspiration was plenty scary all on its own. Either way, though, this little nostalgia-based horror game is extraordinarily clever in its storytelling; it invites us not only to survive the attacks of a dangerous, banned toy known as Mama Tattletail, but perhaps more importantly, to look deeper in order to figure out why Mama Tattletail was banned and what happened prior to the game in the first place.
I’ve got a pretty solid theory about all that. It took a lot of research and a lot of thinking, but here’s what I’ve got. And you guys? This game is kind of genius.
Read more "Analysis: ‘Tattletail,’ Why Mama Was Banned, And The Hellishness Of Nostalgia"
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