sfawtde meets bedrock.zip
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sfawtde meets bedrock.zip
its very simple actually. if youre under the red arch, you turn left. if youre at the crossroads, you do not turn left. if youre collin, you are fucked
foreword / flytrap / falling (again and again and again)
Change (In The House Of Flies)
text transcription in alt text :-)
“dont turn left at the crossroads!” what about the red arch, hm? gonna turn left under that? yall arent asking the right questions smh
btw bedrock.zip is a house of leaves inspired minecraft arg and it has two parts and it's a little corny but it's worth it i swear
That- that was absolutely amazing. I'm still processing the second part (like I see potential ARG still in the video and all the questions left unanswered and I have no idea where to start. I'm actually quite rubbish when it comes to playing video ARGs myself). So here's a coherent review of the first part before I loose all coherence:
All I did was type "bedrock.zip" into youtube, and I didn't realize the video itself was metafictional starting out. Which is probably the best way to do so. But I do think it showed its hand a little bit early. If you're not going to have the editors/Johnny say at the beginning "hey the Navidson Record doesn't exist outside of this manuscript" (or how our Johnny would say so in the description), its a twist you want to save closer to the end. I thought that Aqer was the real world creator of the ARG and that most of it was an adventure map, drawing more from myhouse.wad than House of Leaves. I think by showing Zeemyth's single player builds so soon ruined the suspense of a slow build of things that have you slowly questioning if such things are possible in a vanilla adventure map.
With part 2 and the introduction of Sticks, all that goes away and I'm just in so much awe of the visuals. The voice changer even helps with his acting limitations. I found the flytrap video myself and it was so cool noticing how stuff lined up with Stick's video and seeing the Yuri poem a second time now with that extra footage. I love how much Sticks tries to use all the features available, and even turns the commands getting messed up back on the map. There's also excellent use of modern shaders, which is a nice change from most ARGs relying on the uncanniness of early minecraft (not that its bad to do so, this is just a situation where seeing something different enhances it). That's something I was imagining being used my concept as well, with the expectation being that most people won't be running any shaders when they explore the world download themselves, enhancing the feeling of the world feeling dead.
I also like how there isn't really a monster, we don't even know for certain that those lights are threats. This departure makes sense, as the ARG space is so full of entities they've lost so much of their scare factor. Arachne wouldn't really exist visually, so there's no chance of loosing the "showing the monster" gambit. But I think most of its horror would come from Johnny's blog posts, so the scary bit is more "what if the ARG entity followed you to the real world and did its 'standing spookily in the distance' shtick."
The video also got me to reconsider how I was picturing the liminal space looking, which was just going to be massive wide open rooms of black concrete, drawing much more directly from the description of the place in HoL. But I realized, that doesn't work with Minecraft. We've all seen the void many times, and a massive flat wall is so easy to make. What is dizzing and strange are heavily greebled walls- which are both in bedrock.zip and "searching for a world that doesn't exist". Giving them a level of detail that makes them seem almost circular and boggles the mind (I assume some world editing software has a procedural greebling feature and these weren't actually all placed by hand). An empty featureless world is just superflat, so we're going to need there to be stuff in our liminal space. I want to focus more on the interpersonal conflict and less on the exploring a strange and impossible puzzle, so it wouldn't be semi-consistent landmarks and challenges. Zeemyth and me envisioned focusing on rather different parts of HoL, and that's actually a great thing. His focuses more on the lure of exploration and a challenge, the exact feature that would be enhanced if the House existed inside a video game. Still, this liminal space would have to have stuff in it, not just an empty void. So now I'm picturing a mixture of bedrock, black concrete, and the occasional normal mountain block palette- as a gradient. The closer you are to the original entrance, the more it is "this mountain is too big on the inside". And the deeper you go, the more dizzing structures there are. I now also think that one of the deaths should be caused by the player deciding "fuck this" and trying to break the game by digging around the bedrock and using bedrock breakers when he can't go any further.
Avery should turn left under the red arch
is anyone still left in the bedrock.zip fandom. please god . is it just me alone in here