Posts Tagged ‘Ice Pick Lodge’

Secrets Of The Ice-Pick Lodge: Pathologic Reimagined

By Adam Smith on September 4th, 2014.

I’ve been waiting for a Pathologic remake for years. My reaction to the announcement of a Kickstarter campaign to fund a remake was odd. I worried, I fretted. My concern was that a re-engineered version of the game would remove rough edges, sandpaper the strange angles and anomalies, and somehow expose the whole experience as more sterile, and less esoteric and unusual than the broken machinery of the original release. Now that the Kickstarter is live, here are details of a conversation with Ice-Pick Lodge about the project and the original game. Time to cast the major concerns aside, and to embrace the horror and the beauty.

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Pathologic Remake Stuff Is Coming Soon! Eek! EEK!

By John Walker on July 24th, 2014.

This isn’t the informationiest of news stories, I’ll concede, but see, when it’s Pathologic, it gets a pass. It’s Pathologic news. As Alec reported back in November of last year, Ice-Pick Lodge are planning to remake the 2006 lunatic masterpiece. We’ve just heard today that this will be kicking off in August, beginning with a mysterious, yet-to-be-released ARG, building up to the inevitable Kickstarter campaign in September. And, well, that means it’s time to start being interested in that right about now. And shitting heck, look, that top image – that’s… new Pathologic! Click on it for a full-sized version.

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Most Logical: Kickstarted Pathologic Remake On The Cards

By Alec Meer on November 27th, 2013.

This makes almost too much sense. Yet I almost don’t want it to happen. Mysterious, infamous survival game Pathologic’s power stems more from its legend (a game of existential brutality that reached for the very stars) than its reality (broken, arduous, appallingly translated); to bring it onto a more conventional plane of reality by remaking it, and in turn by having lots of people play it, could upset its mythology.

On the other hand, Pathologic. It matters.
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Wot I Think: Knock, Knock

By Jim Rossignol on October 9th, 2013.


Knock, Knock, Ice Pick Lodge’s Kickstarted side-scrolling psychological weird-cake, has been released. I have played it. Here’s Wot I Think.

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Strangers In The Night: Knock-Knock Released

By Adam Smith on October 7th, 2013.

Waiting for a new Ice Pick Lodge release is a lot like waiting for Christmas, except instead of presents under a tree and a day of jollity with family and friends, Icepick reward their devotees’ patience by dragging them into strange and terrifying new worlds. Thanks, Mr Lodge, it’s just what I wanted! Knock-Knock is a Kickstarted curiosity, with a crowdfunding campaign that became a fictional account of the game’s origins as a sort of cursed creation, plucked from obscurity and haunted by similar qualities to those afflicting Inland Empire’s film within a film. Jim will have more to say about the final version soon but you can revisit his earlier thoughts right now. Trailer below.

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Impressions: Knock, Knock

By Jim Rossignol on September 23rd, 2013.


There are plenty of game developers whose work is predicated on strangeness, but it is perhaps Ice Pick Lodge who have most successfully defined themselves by making weird games and making games weird. That’s not to say all (or even any) of their games are particularly successful, just that Pathologic*, The Void and Cargo are each singular and deeply peculiar experiences. The same is true for Knock, Knock, their Kickstarted side-scrolling psycho-horror game. Yes, frustrated and worried Kickstarter backers, you can breathe a sigh of relief. Knock, Knock is a very strange, and – judging by this preview version – rather brilliant.
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Guests And Goblins: Knock Knock

By Adam Smith on September 19th, 2013.

A: Knock Knock.
B: Who’s there?
A: Hello! It’s Icepick Lodge here. We’re just scratching and clawing at the door in the manner that a deranged and hungry ghost might if it found itself outside an isolated house in the middle of some shadow-splintered woods. You may know us as the developers of Pathologic and other games. Following a successful Kickstarter, we’ve been working on a new experience about trying to survive the long nights in a home that is haunted by more than memories. It’s terrifying, as you can see in the video below.
B: Your response is too long. You’ve ruined the joke.
A: No matter. As you have probably noticed, we’ve now passed through the kitchen window and are currently chewing on your leg with our razor-like teeth.

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Knock-Knock. ‘Who’s There?’ Ice-Pick Lodge. ‘Uh-Oh.’

By Alec Meer on July 27th, 2012.

Can I sue them for using images of my family without permission?

Ice-Pick Lodge tend to pop up when you least expect them, with the game you least expect them to make. They’ve been sensibly resistant to attempting another Pathologic, instead darting off to create new specimens of the weird, the wonderful and the intimidatingly odd. The enormous success they so richly deserve has eluded them, which means a move to Kickstarter is probably sensible. True to form, the project they’re proposing, a game called Knock-Knock, is bat-shit weird – but at the same time, I think it’s the most mainstream-friendly they’ve yet been. Not in a bad way, though.

Knock-Knock is the Evil Dead meets hide & seek, as a malevolent-faced hermit tries to evade monstrous ‘Guests’ to his cabin in the woods. It immediately puts me somewhat in mind of Slender, but with rather more DIRECT ACTION and an art style that evokes 80s children’s cartoons from that alternate evil dimension on the other side of the mirror we’re never supposed to mention.
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Cargo! The Quest For A Demo

By Jim Rossignol on May 20th, 2011.


Fancy a taste of Ice Pick Lodge’s surreal puzzle adventure thing, Cargo!? I know that you do, and you are in lucky on this fine morning because an 800mb demo has materialised both on the main site, and at some other mirrors.

Cargo! is quite the game, as Quintin explained in his recent article: “Cargo is really a game about surprises. The surreal setting is forever dropping bizarre and brilliant turns of events into your lap, giving the game a mad momentum which is absolutely the best reason to play it.”

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