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Little Miss Fortune

From AHVS311 Horror Video Game Wiki

Little Misfortune Wiki by Neva Nowazek and Sam Langille

Secret spot, photo taken by Neva Nowazek, Little Misfortune 2019

Game Information

Game Title
Little Misfortune
Developer/Publisher
Killmonday Games
Release Date(s)
September 18, 2019 (initial)

February 13, 2020 (other systems)

Platform(s)
PC, Android, iOS, PlayStation 4, Xbox One, Nintendo Swtich
Genre(s)
Point and Click, Puzzle, Horror, Adventure
Music
Original Soundtrack by Isak Martinsson

Synopsis

Little Misfortune (Killmonday Games, 2019) is a point and click story RPG consisting of puzzles, diverging dialogues, and optional scenes, with a sinister undertone. The game follows Misfortune as she plays a game to win eternal happiness. Led by a mysterious voice and an elusive fox on this mission, she travels across her town.  

Misfortune, playing with toys in her bedroom, is introduced by the Narrator who speaks saying “Today is the day she will die.” Misfortune says she can hear the Narrator speaking and asks if he’s inside her head; giving him the name, Mr. Voice. Mr. Voice offers her a deal, saying he has created a game for her. In exchange for reaching the end  he’ll give her eternal happiness. Making this deal players see one frequent reality shifts, as the setting flickers her bedroom looking broken and barren before flashing back to normal.

As Misfortune goes to leave her bedroom she is prompted to pick between two of her toys to bring with her (which has minor narrative changes), and she is made to pick up her bottle of glitter. Glitter is one of the most integral parts of this game. Misfortune talks about how using glitter makes her happy. The player is shown how to sprinkle glitter on an area; when done in the correct places stickers appear overtop the gruesome imagery.

Throughout Misfortune's journey she attempts to find eternal happiness, being guided by Mr. Voice through various dangerous and inappropriate settings and situations. As she travels  she reveals more about her life,past and the troubling events happening around her. We learn about missing children in the town, but are told to focus on our own journey for eternal happiness instead by Mr. Voice.

Characters

Main Characters

Misfortune Ramirez Hernández, photo by Sam Langille, Little Misfortune 2019

Misfortune Ramirez Hernández (voiced by Natalia Martinsson)

Misfortune has shoulder length brown hair and brown eyes and she wears a knee length green checkered jacket with a white collar, a peach beret, beige leggings and brown boots

Misfortune, also known as Little Misfortune, is an eight year old girl and the protagonist. Misfortune died on October 11, 1993, in Openfields Sweden. She is very smart, understanding English, Swedish, and the Cacathe Rune alphabet, and is a quick witted, yet naive girl who sees the good in every bad situation. Misfortune makes choices throughout the game, sharing stories about her memories and home life; revealing the trauma and inappropriate situations she has witnessed. She grew up in a dysfunctional family where her mother was negligent and father abusive. She is creative and uses her dreams, imagination and dark humor to navigate and escape her reality. Misfortune has a complicated family life but when Mr. Voice offers her eternal happiness, she still wishes to give it to her mommy, rather than keep it for herself.

Benjamin Juhanelius Redfox

Benjamin is a blue eyed, orange fox with a white belly and snout and brown tail and paws wearing a blue crossbody bag.

Benjamin, photo taken by Neva Nowazek, Little Misfortune 2019

Benjamin from Senersedee, the realm of guardians. He is a Protector, sent to guide Misfortune and other children who died to Senersedee and away from an evil realm, The Beyond. He studied at the ‘University of Senersedeeist Technology (UST),’ where he took the protector course later earning a Primeve Illumination Cane by helping the lost souls of the missing children in Openfields. As a being who can see through the ‘UltraReality,’ Benjamin is able to connect and move between Senersedee and Pandora, and can use non-human tools in the human world. Benjamin helps guide Misfortune on her journey, leaving her hints, dolls, posters, and warnings to help her realize the lies told by Morgo. Though Benjamin is aware of Misfortune’s death and Morgo’s manipulation, he is forbidden to directly interact with victims, which is why he runs away whenever she sees him. He can only help if the child meets specific conditions, and even then, only through indirect means. Despite these limits, Benjamin serves as a quiet guide for lost souls, trying to lead them away from corrupted parasites.

Mr. Voice (Morgo) (Voiced by Henrik Norman)

Morgo, photo by Neva Nowazek, Little Misfortune 2019

Morgo is shown to have a physical form only a few times in the game, appearing as a tall muscular creature with a humanlike figure cloaked in black and with a humanoid skull and moose antlers.

Morgo, introduces himself as the narrator, however his name changes to Mr. Voice when given by Misfortune. Morgo is a sentient character and a narrator to the game, luring Misfortune into a game and promising her a reward if she plays through it. Morgo is  seemingly allknowing, magical and powerful. Breaking the fourth wall to speak directly to the player multiple times. At first appears to be a figment of Misfortune's imagination, however as time goes one it’s revealed he does have a physical form. Morgo is able to summon items into existence and manipulate Misfortune's surroundings. Morgo is also psychologically manipulative, creating his games and controlling the narrative as much as possible. Even with choices the outcomes end up following his script and if anything goes awry he is prepared to guide Misfortune back to the outcome he wants. Morgos games are dangerous, he guides Misfortune through inappropriate, life threatening obstacles and attempts to remove her from her family and supports in order to have full control throughout the game. Morgo hates foxes, specifically voicing his hatred for Benjamin multiple times through the game. It is revealed that he’s actually a parasite from a different reality known as The Beyond. Creatures from the Beyond can shapeshift and control blackbirds which they use to scan and take in information about the world they are in (this is explained in Benjamin's diary found in his cabin near the end of the game). As time passesMorgo’s goals are revealed, in order to feed he’s been manipulating troubled children into death and stalking them into The Beyond.

Minor Characters

Callista, photo by Sam Langille, Little Misfortune 2019

Callista Ramirez Hernandez (Mommy)

Callista has brown hair, wears a brown skirt, black flat shoes, orange button up and a white cracked mask.

Callista is Misfortune's mother, and an integral part of Misfortune's motivations. Callista is a complicated woman, she wanted to get an abortion after becoming pregnant, but it wasn't legal at the time. So she married her husband leading to a troubled marriage. Callista spends her time drinking and smoking, and wears a ‘Happyface’ mask like most other adults in Openfields. Despite not being a present mother, Callista cries about her daughter's passing. Misfortune loves her and encourages her to find happiness even if she’s dead.

Unicorn, photo by Neva Nowazek, Little Misfortune 2019

Unicorn

Unicorn is beige with white spots on its back, yellow hooves, blue eyes a white, yellow horn and a pastel rainbow striped mane and tail. It has very large white teeth and no known gender.

Unicorn is one of the two toys Misfortune can pick before leaving her bedroom. This choice, while minor, changes the game play. Inside the club Unicorn will jump out of Misfortune’s pocket to challenge a hamster dancer to a dance battle. When passing the carousel Misfortune comments about the horses attached to it being Unicorn’s family. While hiding from Morgo, Misfortune asks Sweet Unicorn to take her to its rainbow kingdom.

Stony, photo by Neva Nowazek, Little Misfortune 2019

Stony

Stony is a grey rock with blood on the top of it with a frown drawn on it.

Stony is the other option to picking Unicorn at the start. If you pick Stony she will comment on how it was a rock her dad threw at her. Inside the club Stony will jump out of Misfortune’s pocket and challenge a hamster to a dance battle. Walking along the side of the road Morgo asks if Misfortune feels loved, if answered no she’ll mention Stony. “-He's just a rock and doesn't get angry or sad. I wish I could be like that sometimes…” Solving the puzzle to enter the zoo you are able to throw Stony or the rune stone at the window display. When hiding from Morgo, Misfortune hugs Stony and asks it to teach her how to be brave.  

Puppy, photo by Neva Nowazek, Little Misfortune 2019

Puppy (Lil’ Cutie)

Puppy is a white dog wearing a striped pink party hat with a yellow decor.

Misfortune is given two choices: to play, Misfortune throws a ball, hitting the tree which causes a branch to fall and squish the puppy. Misfortune calling it a “broken” puppy. If not, Misfortune sets the dog free and it will follow her until they reach the lake where after finding a jar with a cookie and doggy treat it will be snatched away by a bird. Misfortune can choose to tell George that his puppy is dead or not. Puppy appears at the end of the game alongside Benjamin. He will also accompany Misfortune into Serecedade at the end of the game.

Hiro Shimono, photo by Sam Langille, Little Misfortune 2019

Hiro Shimono

Hiro is a ghost boy in a greenish grey alien mask and cowboy hat. He is slightly transparent, has brown hair, and is wearing cargo pants and a camouflage green t-shirt. He only knows japanese and speaks as such.

Hiro appears multiple times during the game, both as himself and through Misfortune’s recounts. In her diary she mentions him being her best friend.

One of the last times we see Hiro is on the train where he died. He speaks to Misfortune saying “きりはどこですか?” which can translate either to "Where is Kiri?" or  “Where is the fog?” (possibly referencing Senersedee). After which text appears “Beware of the consequences” along the train windows as he is pulled away by (most likely Morgo’s) hand.

Calling out “助けて、助けて!”  (Help me, help me!) In English a choice is given to Misfortune to help him or cover her eyes. Regardless of her choices however he will be pulled away again most likely by Morgo.

Background Characters

Openfield's Adults

Adults in Openfield all wear happyface masks so as not to exhaust themselves with looking happy all the time, the implication being that culturally they’re meant to always look happy. Another piece of media that has similar masked people is Autodale (citation). What made me compare the two was the idea that repression is something learned and not something born with. While teenagers may wear the masks it’s to emulate the adults the kids neither want to nor are forced to at the time. But as they grow, expectations pressure them, and eventually the masks seem like a break from it all.

Plot Summary

Misfortune's House

Misfortune plays with toys while the Narrator introduces her, saying “Today is the day she will die.” Misfortune names him “Mr. Voice,” Mr. and he offers her a deal, in exchange for her reaching the end of his game he’ll give her eternal happiness. Misfortune agrees and the room warps, looking broken and barren, aside from her blanket fort and eerie red lighting. Once the screen returns to normal Mr. Voice gives his first mission: “...to leave the house.” Before leaving the bedroom Misfortune grabs a bottle of glitter and chooses a toy to bring along,  Unicorn or Stony. (3) Once you enter the hallway Misfortune sprints, tripping and causing a vase to break. Mr. Voice comments on the nature of cause and effect. In the kitchen Mommy is drinking and smoking. When looking in the fridge and soup Misfortune sees both are filled with dead rabbits. When exiting the house you're given the option to say goodbye, if she does Misfortune says she will be going out to play. If not she whispers she’ll just go quietly, either way her mom does not respond (4&5) Crossing the road, the world turns to the desolate land again as the ground cracks and glows beneath her, a monster walks towards her before everything goes back to normal and she continues across the road.

The Woods

In the woods Misfortune sees a dead crow on the grass and Mr. Voice encourages her to leave, moving further into the forest finding a Puppy tied to a tree. She is given choices to

  1. Play with the puppy throwing a ball causing a tree branch to fall, killing it.
  2. Set it free and it follows her, then continues walking.

The Lake

  1. Without the puppy Misfortune walks on the bridge, a group of blackbirds pick her up flying above the lake, she escapes and falls down onto the bridge.
  2. Puppy finds a bottle with two treats buried on the beach. She must choose either a fortune cookie for herself or a dog treat for Puppy. Puppy is then taken by a group of blackbirds into the sky and Misfortune walks onto the bridge.

On the bridge, Misfortune finds Rodrigo, a fish who she can choose to take with her.

George's House

After the bridge Misfortune finds George's house. Letting herself in, she finds George hanging from the ceiling. She can tell George about his Puppy, but regardless Mr. Voice tells her to leave. Outside she finds the first wicker doll with a note “Everything begins with the song of a jackdaw.” not telling Mr. Voice, she continues, finding Benjamin, painting a circle of runes on the ground, who skitters off after noticing her. Standing inside the circle the world shifts again.

Magic cave

Misfortune finds a cave surrounded by danger warnings, the cave is filled with hamsters and a strip club. Seeing a hamster being robbed she may choose:

  1. To leave them alone: the hamsters will fight, the robber being knocked out and dragged into the club, leaving behind a stolen blue purse.
  2. To intervene: the robber will escape with the purse

Regardless afterwards she finds herself with “mints” making her hallucinate.

1. Hamster Club

Misfortune can return the blue purse to its owner who gives her a VIP ticket to the club. The club is full of hamsters partying, Misfortune sees a hamster wearing a speedo dancing in front of a pole. Misfortunes’ toy (stony or unicorn) will challenge the hamster to a dance battle. This triggers a dance dance revolution style minigame. Mr. Voice tells Misfortune to follow the “white rabbit” which in fact means a hamster server wearing a rabbit costume.

2. The Sewers

Without the purse Misfortune cannot enter the club. Instead she finds a button that lowers a ladder leading to a drug den full of buff hamsters. To sneak through, Mr. Voice summons a slingshot for her and, using some stolen acorns as ammunition, she shoots the fire alarm scaring the hamsters into leaving. (6)

Openfield Streets

Misfortune comes up from the sewer grate. Noticing a poster of a missing kid, she thinks about leaving but Mr. Voice, promising protection, convinces her to continue. A ghostly specter of the missing girl appears, disappearing as a car passes. Entering town we see adults' faces, and unlike children, all of them are wearing masks. At a pinboard, Benjamin’s putting up posters reading “hide your children,”  Misfortune tries to talk to him, but he runs away. A cutscene plays; Misfortune walks down the street, dead blackbirds fall behind her.

Folkets Park

Walking through Misfortune reads an ominous poem off a bench,“Death is alive and is eating you,” signed N. Seeing a drunk seagull, she can choose to keep or give away Rodrigo the fish. If given Rodrigo, the seagull eats it and Misfortune picks up his bones. Seeing a duck with a boombox, Misfortune can choose

  1. To dance, the duck blowing smoke in her face afterwards.
  2. She can watch the duck dance, but he kicks her twice.

Continuing there’s two playground rides she can use which injure her. After the rides she finds doll #2 which says “When the trees are naked, when the wind is cold. When the smell of rotten apples smashes against the stone.” Leaving the park Misfortune finds more of Benjamin’s drawings, Mr. Voice directing her towards the pet cemetery instead.

The Pet Cemetery

Mr. Voice says he has hidden the eternal happiness where the goldfish is buried. Summoning a shovel for Misfortune, she may choose to dig up every grave or just the fish’s. In the last grave there’s a small box labeled “eternal happiness.”  Opening it, Misfortune finds a note reading “I stole your eternal happiness - Benjamin.” Mr. Voice directs Misfortune to find Benjamin and take the prize back. Misfortune can bury Rodrigo’s bones, or save the bones for later. Benjamin appears at the exit, the world shifting before he runs away. Misfortune finds doll #3 reading “When unloved children in darkness search for what they have lost, for why they’re in pain.” She, again, doesn’t tell Mr. Voice about it. Misfortune finds a rune stone with writing Mr. Voice can’t understand which mentions a game that feeds The Beyond. She takes the stone eye with her. She continues until she finds a hole blocking her path, finding a warning sign with a picture of a fox, Mr. Voice convinces her to jump in.

Fox cave

Mr. Voice goes silent as Misfortune enters the cave. Inside she finds a bottle of fox repellent with signs encouraging her to take it. Misfortune finds Benjamin digging and can choose to spray him with the repellant or not. Using the repellent she accidentally sprays herself and passes out. Not using it, Benjamin runs past, knocking her down.

Openfields Town Center

Misfortune wakes up on the sidewalk, voicing some distrust of Benjamin. Looking at a poster Mr.Voice suggests taking the bus to the zoo to talk to Benjamin’s cousin, a wolf. Misfortune asks how she got out of the cave, telling Mr. Voice to prove he got her out. He crushes a lamppost, but Misfortune doesn’t see. Misfortune sees the ghost of Daniella Bambini, a missing girl from her class. Leaving a store a man drops his wallet, Misfortune can choose:

  1. To return it, which makes him drop a lottery ticket
  2. Steal it, finding a picture of him and his family.

Passing a Happyface store, Misfortune sees a noticeboard with more than ten missing children posters before finally getting to the bus stop to wait for the bus. On the bus Misfortune introduces Hiro, her ghost friend although he is not visible and Mr. Voice denies it.

The Zoo

Arriving at the zoo Misfortune creates a diversion to get inside choosing:

  1. To lie, saying she saw a missing kid.
  2. To throw a rock, breaking a window.

Misfortune searches for the wolf exhibit. Seeing a janitor, Misfortune sneaks past him, finding a runestone afterwards. Placing the stone eye inside, she reads the text which mentions the path to Senersedee and what warps it. Reaching the locked wolf enclosure she sees a letter inside. She searches the nearby office and logs into a computer using a password found on a sticky note. She reads an email containing the combination to a safe which holds the key to the wolf enclosure. She also finds a box containing doll #4 which reads “When broken hearts are chosen to receive the gifts from The Beyond.” Unlocking the cage, the wolf approaches Misfortune, then exits. Misfortune reads the letter inside, which has Benjamin's address. To go to his house, Mr. Voice says she should take the boat from the fair.

Phantasmagoria

Arriving at the amusement park, Mr. Voice gives Misfortune a ride ticket. Mr. Voice says that she's got only one and we, as the player, need to make it count. Entering the fair, an inflatable fox resembling Benjamin pops out to scare her. She can then use her ticket on the carousel or the haunted house, each triggering a different cutscene. Passing the haunted house, Hiro briefly appears as a ghost. Mr. Voice encourages her to play two free fox themed games earning prize tickets. Using her prize tickets. She can spend them on: The fortune teller, warning of lies from those you can talk to but cannot see. After three uses, a black bird breaks the machine; And the vending machine, offering Doll #5 saying “Reality will transform into what the child desires most,” A chocolate medal, and accessories for Stony or Unicorn. Misfortune boards the boat to Benjamin’s cabin, paying with the chocolate medal. If she throws Rodrigo in the lake, the kraken appears. As the boat drifts, she rambles until sirens sing, the oarsman flees, and Mr. Voice tells her to stop as they reach shore.

Benjamin's Cabin

Arriving on the beach there are toys scattered around. Hiro appears once again. Going into the forest she trips on some roots and traps herself. Reality shifts and she must free herself to not be caught by the monster. Running away she says it’s the monster, but Mr. Voice says it’s a fox. She trips and falls in front of Benjamin. She can play dead or get up. Getting up, Benjamin helps her before running away. Misfortune runs, chasing Benjamin, Mr. Voice tells her to stop. If she stops, she avoids a bear trap. If not, she triggers it but isn’t hurt. Nearby, a rune reads, “The illumination of Primeve will dissolve the filth of The Beyond.”  The stone eye gets stuck and Doll #6 appears reading “The games you enjoy you can have them all.”

Inside the cabin Misfortune watches a tape of Benjamin, a monster appears behind him and then the tape breaks. There’s a cup of tea, upon drinking it she sees herself happy with Benjamin on a picnic, but the image quickly turns sour. Misfortune can look inside Benjamin’s diary and see his mission to protect children against a parasite named Morgo. If she doesnt look, Benjamin shows her the drawing of the Morgo himself.

Hearing a voice, Misfortune can either follow Benjamin to the basement immediately or wait upstairs, hearing Morgo speak, sounding just like Mr. Voice, before a log falls forcing her downstairs.

Going through a painting leads to another room where, behind another painting, lies a button. Pushing it opens a vault door which she escapes from.

Outside she finds Benjamin’s bag on the ground. Confronting Morgo, Misfortune realizes he’s the one taking the children. He threatens her to keep playing his game, pushing her to the ground and distorting the world and directs her to go home. Inside Benjamin's bag is doll #7 saying “At the end of the road, you will realize you already signed the deal.”

Going Home

Waiting for the train home, Misfortune speaks to herself. Hiro's ghost appears outside then reappears sitting across from Misfortune. Misfortune talks to him before he calls out to her, writing appears on the window and he is pulled away by a monstrous hand. She can try to help, but it is no use. Walking back from the train the world seems darker and more desolate. Upon entering the house it is empty and Morgo says that she doesn’t get eternal happiness. Misfortune says she doesn't want it, but knows her mommy needs it so she agrees to play a new game.

Morgos' Games

The world restarts on the opening scene of the game, but Misfortune rejects playing the same game again. She says she wants to play a new game and he agrees, but upon leaving the room the vase breaks again, showing her it’s the exact same game. She fights Morgo, only willing to play a different game. Starting with a knock knock joke Morgo scares Misfortune and she hides in her secret hiding spot. Morgo says his game is the only thing keeping her alive, but she just wants to be with Benjamin. He says she can’t, stepping forward, two hooves appear on the other side of the blanket.

Morgo says that she is his for all eternity as she made a deal, trying to take her a flash of light stops him. Benjamin appears in the window. Swinging his wand around he sticks it into the ground and the world goes white.

The End

Waking up in her normal bedroom the secret hideout is gone and there’s doll #8 it says “Morgo is coming. Open your eyes, he is the voice in your head driving you mad.”

Exiting the house, Misfortune finds her mom crying while talking to an officer. She begins crying thinking she couldn’t give her mommy eternal happiness. Both Mommy and the officer become transparent, as she walks further she finds her body under a tarp nearby.

A flashback plays as she looks out towards the road, a car quickly comes over the hill, a light covers her face. She begins crying again at the realization saying “what have I done.” Benjamin appears behind her, giving her a hug and guides her into a portal.

Walking through Senersedee, Lil’ Cutie joins her walk as she passes many creatures (9). At the end there is a tree with crystals and a bell. Ringing it brings sparkles out of her heart, each one lighting up from one of the things you glittered. Crossing the bridge you’ll find the last wicker doll. It says “All around disasters seem to disappear. Deep inside the fog you must defeat him.”

Misfortune tries to enter, a skeletal woman dressed in black comes out to greet her before letting her in.

Secret Ending

The crystals on the tree are all glowing, each glow leaves the tree and disappears. We see Mommy who is still crying. The glow finds itself inside her chest, making her heart beat and ache. She removes her mask, tears on her face, but still she smiles.

Glitter & Locations

Glitter is the central game mechanic. Using it allows Misfortune to change the appearance of a sad thing/event and make it joyful. Using the glitter in every possible location unlocks a secret ending.

Locations Glitterable Item/location(s)
Home
Home, photo by Neva Nowazek, Little Misfortune 2019
  • Fridge
  • Pot of soup
  • Mommy
  • Car
Woods
Woods cutscene, photo by Sam Langille, Little Misfortune 2019
  • Dead crow across the street
  • Where puppy dies (tree OR crows)
  • George
Magic Cave
Magic Cave, photo by Sam Langille, Little Misfortune 2019
None
Hamster Club
Hamster Club Exterior, photo by Sam Langille, Little Misfortune 2019
None
The Sewers
Sewers, photo by Sam Langille, Little Misfortune 2019
None
Pet Cemetery
Pet Cemetery, photo by Sam Langille, Little Misfortune 2019
  • Empty box in final grave
Fox Cave
Fox Cave, photo by Sam Langille, Little Misfortune 2019
None
Openfeilds Town Center
Happy Face Store, photo by Neva Nowazek, Little Misfortune 2019
  • Outside the electronic store
The Zoo
The Zoo, photo by Neva Nowazek, Little Misfortune 2019
  • Water fountain
Phantasmagoria
Phantasmagoria, photo by Neva Nowazek, Little Misfortune 2019
  • Entrance sign
  • Beside the hot dog stand
  • Ghost decorations beside the vending machine
  • Third runestone  
Benjamins Cabin
Outside Benjamins Cabin, photo by Neva Nowazek, Little Misfortune 2019
  • VHS player
  • Benjamins dropped bag
Sendersedee (The End)
Sendersedee, photo by Neva Nowazek, Little Misfortune 2019
none

Thoughts

In Omori (citation) each location holds a symbolic meaning whether that be avoidance or regression as is brought up by Younis Aya and Jana Fedtke. In the worlds of Killmonday Games there are five realms, each holding a different place in the 'Ultrareality'. While both are symbolic as Little Misfortune is the second game to inhabit these realms I’ve found comparatively the world is less tailor made to the individual needs of the main character(s). In spite of that I find it no worse for it. Omori has an individual feel, which works with the subtle ideas of isolation, while Little Misfortune zooms in on one of many victims found inside a greater problem.

Little Misfortune and Fran Bow (Killmonday games, 2015) take place in the same universe, made up by the constituted five realms of essential existence (F.R.E.E)
Universe and F.R.E.E
Realm Reality
1. Primeve Reality of light
2. Ithersa Reality of life
3. Pandora Human world
4. Sendersedee (AKA The Fog) Reality of Death
5. Obscura Reality of darkness
There are more realms outside F.R.E.E, the main one mentioned in the game is The Beyond. The Beyond is a realm which was created after an “Ultra War” by beings who came into existence as a result of said war. The beings or ‘parasites’ from The Beyond are known to enter the third reality (Pandora, the human world) in order to lure in fresh meat (souls of dead victims). The Beyond is characterized by a lack of physical laws, ruled by absurdity and chaos and was rejected to join F.R.E.E. because it does not meet the ethical standards of the other realms. This is the realm which Morgo (Mr. Voice) comes from.

Easter Eggs

  1. Fran Bow reference
  2. Morgo drawing by Benjamin
  3. Benjamin’s ears are seen once Misfortune leaves the room
  4. Kill Monday Logo
  5. Cat from Coraline
  6. Interacting with the drug lab she hints that her father also cooks meth in their basement saying “This looks like the science project Daddy has in the basement!”
  7. We can see a poster for Phantasmagoria hinting at a later location.
  8. Killmondays games logo found on fence posts to entrance to cemetery
  9. Pinecone trolls, Deadleeworms, Beetlepigs, luciferns, and Itward, all creatures from Fran Bow (Killmonday Games, 2015)

Autoethnographic

Sam Langille

I was first introduced to Little Misfortune through let’s plays. I watched the entire thing back to front at least 5 times because of the beautiful art. In spite of me knowing so much about the game, this was the first time I played it. The game's super dense and well written, needing 2 playthroughs at least to see most of it and even then you’ll miss moments here and there. Even if the routes are different and what people say might change there is only one ending for Misfortune. When looking for articles I stumbled upon a research paper from the University of Bristol about how socionomic misfortune as a child affects adult mortality and while Misfortune didn’t make it to adulthood I find it uncomfortably important. In the study it discusses more tangible aspects of one’s socioeconomic situation such as wealth and workplace, which isn’t something that can be analyzed in this game. But Markus H. Schafer’s paper talks about the more sociological aspects. How our mental outlook shapes our life trajectory.

“Early disadvantage] [is not likely irreparable, and the optimism embodied in human agency can stave off resignation and fatalism in the face of early adversity; yet early disadvantage likely limits the ability to actually rebound, despite an optimistic stance toward the future.”(Schafer, paragraph 7)

All of this might not seem relevant, but I find it deeply so. As Misfortune grew up alongside her mother and father as they drank and smoked she saw them coping and because she had no booze nor cigarettes of her own she found the best way out she could get. Daydreaming. My parents coped the best they could with the lives they were dealt as well, but every once in a while I’d catch a whiff of a cigarette as I was coming home or I would see my mom drown herself in her work and as they did that I daydreamed my way out of my problems. Those daydreams never did solve my problems and in her, it’s the escapist mentality that drives her to go on dangerous adventures and not stay in a place that hurts her. In her it’s what leads to her death. Brzostek speaks about demons making normal people abnormal, an allegory for mental illness, in Fran Bow it’s true. The doctors are what not to be believed, not the monster, but for Misfortune is the monster truly the problem? As horrible as Morgo is, he is often kinder than her own parents, wouldn’t being with him be better? No.

In Psycho at Midnight’s video, she talks about the psychological aspects of the game, but through the lens of abuse Misfortune faces from Morgo. Specifically mentioning the gaslighting he practices. He is classified as a parasite by Benjamin and it makes sense. A term often used is love bombing, repeatedly providing positive motivations before subsequently harming the person whether physically or mentally, exhausting them so they cannot fight back.

In Akay’s and Bachmann’s journal they compiled games based on their inclusion of books inside the game. When writing the summary, I had to honestly fight to not quote every piece of writing and while some could be shortened they couldn’t be removed. Killmonday placed a noticeable amount of effort into what each wicker doll says. Near perfectly summarizing the journey the player goes through upon their first play through.

Neva Nowazek

Little Misfortune was one of my first introductions to the horror video game genre. Before playing it, I considered myself a cozy gamer who preferred calm, cute games, and with Misfortune's humor and art style it makes sense it would be my starting point. The game’s mix of humor, sadness, and dark mystery immediately caught my attention and helped me understand horror as something that could be both emotional and reflective. I connected deeply with Misfortune’s humor and imagination. She uses creativity to cope with her trauma and pain, and I resonate with that as my art practice stems from the same. Even though her world is filled with neglect and danger, she meets it with curiosity and optimism. I am also an avid reader so this visual novel style game was easy to delve into. However the gameplay made this experience arguably more impactful as in order to play one must completely engage and consider the choices laid out for me, shaping the story itself. I think this interactivity and engagement makes video games a uniquely qualified medium to explore empathetically other lived experiences. Allowing players to participate in the story makes it more impactful than simply observing or reading it (Muriel and Crawford, chapter 4, 2018).

The game also criticizes manipulation and control. Morgo tries to isolate Misfortune from people who could help her, which reflects how abusers often control victims by shaping their trust and choices. Misfortune’s ability to stay joyful and hopeful becomes her act of resistance. Even after her death, she keeps her humor and sense of self, which felt cathartic and meaningful.

Some studies suggest that media which link mental illness to death or tragedy can reinforce stigma and fear (Marsh et al., 2015) however despite her death being integral to the game I believe Little Misfortune isn't another example of that. By showing a child who remains brave and imaginative despite hardship even in the face of death it provides hope that trauma isn't forever. The game also portrays complex family dynamics in a realistic way. Misfortune’s mother is neglectful and an alcoholic, but she still grieves for her daughter and is still loved by Misfortune eternally. This mix of love and pain felt like a true portrayal of the complexity of relationships especially when it is between parents and kids.

Bibliography

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Simkins, David. “Playing with ethics.” Advances in Game-Based Learning, pp. 69–84, https://doi.org/10.4018/978-1-61520-845-6.ch005. Chapters 3&5

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