Explore the virtual unreality of the Maul; an epic dreamscape of intangible and nonlinear proportions. A vast array of influences including blockbuster zombie cinema, surrealist art and contemporary open-world gaming, collide at a critical junction of popped culture; resulting in an enduring virtual artefact of the e-consumer condition.
Throughout iconic zombie cinema, the Shopping Mall is often pinpointed as the beacon of hope; the final goal for the protagonist. Brimming with essential supplies ranging from guns to canned goods, any concluding showdowns that occur in the mall often represent an attack on the consumer-led American Dream. The conclusion to Dawn of the Dead takes place in the mall; as the protagonist team attack and destroy the braindead zombies that wander aimlessly around the communal space of the mall. Its a clear poke at the aimless meandering of real life consumers.
Pointless wandering and zombie like behaviour also links to open world gaming; with triple-A franchises such as Fallout quickly reducing their player's to zombies not dissimilar to their mutated enemies in game. This is often a existential nod to the apparent fruitlessness of video gaming, ignoring it's power as a tool to communicate.
The premise of the Maul game toys with common video game tropes. The main character is clouded by amnesia, and throughout the game, uncovers surreal clues as to how they got here. The use of uncanny imagery and situations suggests something is awry. The game acts more as a virtual installation; an interactive set piece that positions the collection in an almost tangible retail space.
W - Forward / A - Turn Left / S - Turn Back / D - Turn Right / Space - Jump / Mouse - Look