The outer limits

3 min read

PERSPECTIVE

Journeys to the farthest reaches of interactive entertainment

There is another world that exists just behind our own, invisible unless you know how to look. This promise is right at the heart of spy fiction, and indeed of both varieties of AR games, those for which the ‘A’ stands for ‘augmented’ and also ‘alternate’. If you imagine a Venn diagram of all three, at the centre is where you’ll find 007: Shadow Of Spectre, the latest addition to HiddenCity’s roster of what it calls ‘realworld adventure games’.

Which is a longwinded way of explaining why I’m spending my Saturday afternoon stood on a windblown London street, eyeballing a stranger. Wearing a trilby and raincoat with the collar turned up, talking loudly into his phone while rocking a wheeled flight case back and forth, this man could not more obviously be a stooge. And so I convince my teammate to linger at the edge of earshot, waiting for the trigger phrase that will surely get him to spill the contents of that case. Reader: he is not part of the game. We’ve just spent the past five minutes eavesdropping on a total innocent.

In my defence, the prior hour has worked hard to erode the boundaries between reality and fiction. Things begin simply enough, with treasure-hunt-style clues sent via WhatsApp. Those lead to a phone box by the Thames, one of those red K2 numbers I’d long assumed had been disconnected, left in place only so that Hollywood films have something to put in their establishing shots. Wrong again. The phone inside starts ringing, a prerecorded voice on the other end of the line delivering our next lead.

And so to a pub around the corner where, in between pouring pints of Guinness for the afternoon rugby crowd, the barman hands over a weighty steel briefcase. From there to the library of a swanky hotel and, nestled among the biographies of Steve Jobs and Richard Branson, a coffee-table hardback that, when opened, reveals a hole cut into its pages. It’s tantalising to imagine a hotel guest idly picking this book off the shelf and discovering the ream of MI6 dossiers within, outlining a mind-control conspiracy.

Illustration konsume.me
More than the thermochromic ink and phone boxes, the game’s greatest special effect is the one it gets for free: London

These feelies, as I can’t help but think of them (I’m just old enough to remember the days when physical props shared box space with floppy disks), are an example of HiddenCity’s lovely production values. But even more than the thermochromic ink and rented phone boxes, the game’s greatest special effect is the one it gets for free: the city of London. The architecture, of course – all these familiar landmarks I’ve long learned to look past, seen afresh as they’re scoured for potential clues. But perhaps even more valuable are the layers of mental associa

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