Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Monday, 1 February 2016

DARK WEB: AN ESSENTIAL GUIDE TO CREEPYPASTA — PART 4: POLYBIUS

PLEASE NOTE, THIS FEATURE FIRST APPEARED AT UK HORROR SCENE HERE. ALL SUBSEQUENT CHAPTERS WILL APPEAR AT UKHS FIRST.



In my last Creepypasta article, I told the story of BEN Drowned, a cursed video game that exposed the player to the malevolent spirit of BEN, an entity that stalked and toyed with its victims. I also mentioned the haunting tale of Pokemon Black, known to provoke extreme feelings of distress and despair in those who played it.
This week, I’m looking at another grim game said to cause mental and emotional harm on those who played it. However, this mythical title predates those others by some time, first appearing as early as 1998.
I’m talking about the urban legend of Polybius.




The earliest recorded reference to the game is an entry on 3rd August 1998 from an anonymous user at the web site coinop.org.
Very little information is included, only that the arcade game was originally released in 1981. The alarming rumours surrounding this mysterious game are written in the Game Details section of the entry as follows:

‘This game had a very limited release, one or two backwater arcades in a suburb of Portland. The history of this game is cloudy, there were all kinds of strange stories about how kids who played it got amnesia afterwards, couldn't remember their name or where they lived, etc.
The bizarre rumors about this game are that it was supposedly developed by some kind of weird military tech offshoot group, used some kind of proprietary behavior modification algorithms developed for the CIA or something, kids who played it woke up at night screaming, having horrible nightmares.
‘According to an operator who ran an arcade with one of these games, guys in black coats would come to collect "records" from the machines. ‘They're not interested in quarters or anything, they just collected information about how the game was played.
‘The game was weird looking, kind of abstract, fast action with some puzzle elements, the kids who played it stopped playing games entirely, one of them became a big anti videogame crusader or something. We've contacted one person who met him, and he claims the machines disappeard after a month or so and no one ever heard about them again.
‘Until the ROM showed up.
‘Here's what we've found so far:
‘Found english strings "insert coin" and "press 1 player start" and "only" - looks like a 1 or 2 player game.
‘Text in the game says "(C) 1981 Sinneslöschen" Maybe a German company?
‘If anyone has heard any additional information about this game, we'd appreciate hearing about it.’

The ROM in question refers to an image of decidedly shady looking menu screen from the game.




The plot thickened when a coinop.org user by the name of Steve Roach made the following comment:

"I think it's about time I laid this to rest, however entertaining the speculation. My name is Steven Roach who is primarily based in the Czech Republic. Sinneschlossen was a company set up by myself and several other mainly amateur programmers in 1978 that worked on component parts for Printed Circuit Boards that saw programming as a limited but very profitable sideline. I think the fact that it wasn't the focal point of our business took the pressure off of us and hence we created some quality work which quickly gained a reputation within the industry. We were approached around 1980 by a Southern American company that shall remain nameless for legal purposes to develop an idea they had for producing an Arcade Game with a puzzle element that centred around a new approach to Video Game Graphics. They were very keen indeed to gain an upper hand in what was already a very competitive market so we were offered a staggering commission-based renumeration package to develop something special that utilised the technology. We developed the game in little more than two portacabins that were knocked together where we spent many stressful mornings, evenings & nights which was a great pity because it compromised our relaxed and innocently amateurish approach to our business in spite of the financial possibilities. Marek Vachousek was the programmer who came up with the name Polybius - he had studied Greek Mythology at Masaryk University and came up with the name because it sounded quite bold and mysterious, which is what we wanted quite simply. The inspiried graphics combined with the puzzle elements and scintilating gameplay was something to behold - we playtested it for hours and hours and it certainly was an addictive game that was well loved professionally and recreationally by all that played it. The company couldn't have been happier and we all thought we were on the verge of something very special indeed. We then received a phonecall stating that there were concerns within the company that the basic graphics which featured prominently in so many other games of the time were fine for the average gamer to spend hours at a time without any noticable physical or mental detriments but the intense and engrossing gameplay of this new step was very much an unknown quantity so the game was put back several months due to divided opinion within their board of directors, much to our consternation for breaking our backs to finish it on time. We received heartening collated playtesting figures and were then told that the game would receive a temporary limited release which bouyed us significantly but shortly after, we received terrible news - a thirteen year old boy from the Lloyd District of Portland, Oregon had suffered an Epileptic Fit while playing the game, only six days after the machines had literally been installed. One of the senior employees that I knew very well contacted me to tell me that it caused immense ripples of panic throughout the company who were of the opinion that they had "created a monster" as such. It may sound laughable now but please bear in mind that this was 25 years ago when the Video Game Industry was in it's infancy. Every effort was made to withdraw the game from the public domain as quickly as possible but the scaremongering was already out in force and a lot of the children were queueing up or daring their friends to play this supposedly nightmarish game. Company Directors descended on the town to assess the situation which may account for these reports of "Strange Men in Black Suits hanging around" and the machines were often taken in daylight, causing minor but noticable incidents. As far as I was made aware, only seven machines were distributed around the area and no other health-related incidents were reported. I heard "off the record" that the company made a one-off settlement to the boy's family and no more was heard, apart from all the internet-based speculation and resulting paranoia. We disbanded Sinnesscholssen shortly afterwards because we didn't want to restrict ourselves to the stringent deadlines of other companies and favoured distancing ourselves from the game in case of any lingering recriminations which could have done a great deal of damage to our personal and professional reputations which was our livelihood and with some of us having very young families, this was extremely important to us. As far as I'm aware, no ROM's or otherwise exist unless they remain in the bowels of the company that distributed it. We only received a basic payment in view of the fact that the game was withdrawn without nationwide or international distribution so we grew to loathe it and was often a cursed word whenever we used to meet up and still is today, which is a shame. I still believe we created something that should have changed the face of gaming and would have set us apart from the rest of the industry but Arcade Games were often compared to drugs at the time because of their addictiveness and we created something that small-minded bureaucrats perceived to be the Heroin of the Video Game World that's only crime was to be many years ahead of it's time. I'm sure people will doubt the sincerity of this so feel free to drop me a line at stevenrroach@yahoo.com as I'm happy to answer any questions. Steven. "

This is all very compelling, however, Steven Roach commented on the game on 20th March 2006, at a time when the legend of Polybius had taken on a real life of its own.
Furthermore, his reference to the title Polybius coming from Greek mythology doesn’t quite ring true. Polybius was actually a Greek historian born in about 200B.C. As well as gaining fame for writing The Histories, he was also the creator of the Polybius Square, a useful and clever invention used in telegraphy and cryptography. As the creator of a method for transmitting hidden meanings, it seems very suspicious that such a name would have been chosen for a normal game, while it’s even a little heavy-handed for a supposedly covert government initiative.
Also, the name Sinneslöschen is a rather awkward one. It’s a poorly phrased German term that loosely translates to ‘sense delete’ — or sensory deprivation, a key component in known mind control experiments.

And that area is the one that best sends chills down the spine. Coming at the height of The X-Files’ success, in 1998 shady government conspiracies were all the rage. With fresh attention on CIA mind-control attempts such as the MKUltra experiment as a result of Chris Carter’s ratings juggernaut, the world was all too ready to accept that there were agencies who would look to utilise and create a whole new breed of psychological weapon. The idea that there is a game, something that is meant to be fun, that instead causes addiction and psychological trauma to the point of suicidal tendencies (as some accounts have claimed) is a nightmarish tale — and if there’s one thing this series of features on Creepypasta has ascertained, it’s that the most horrifying folk stories are the ones that spread furthest. And boy did the Polybius myth spread — a simple Google search of ‘Polybius game’ yields 194,000 entries!

However, as much as we, ahem, ‘Want to believe’, the cold hard fact remains that NOBODY has the game or one of its old cabinets. There are die-hard vintage gamers out there who collect and trade in classic, rare games, yet not one of them is able to produce, nor even claims to have seen the game. It has all the hallmarks of a well executed hoax.

However, during research conducted Brian Dunning (of web site Skeptoid) some coincidental stories were discovered that might partially explain the origin of the tale.
In 1981, not one but TWO teenage boys were taken ill after excessive bouts of gaming at a Portland arcade.
First the Eugene Register reported how 12-year-old Brian Maura was taken ill on 29th November after attempting to break a world record by playing Asteroids for more than 28 hours. He was eventually forced to quit after succumbing to stomach pains caused by anxiety and drinking too much fizzy pop. 


Researcher Catherine DeSpira also discovered that another young lad, Michael Lopez, developed a migraine while playing Tempest in the same arcade at the same time that Maura was attempting to set his record. Combine this with the reports of cases of photosensitive epilepsy among gamers at the time and we see how the tale of a harmful arcade game could have been born.
But what of the mysterious Men in Black?
There have been cases of the US Army using games as simulators. As recently as the mid-Nineties the US Marines used a modified copy of First-Person Shooter Doom II for training purposes. That this practice was well known by the mid-Eighties is pretty obvious — the plot of Nick Castle’s 1984 movie, The Last Starfighter follows the adventures of an gamer recruited by a mysterious MiB after showing incredible proficiency at a prototype arcade machine.  
As strange as it may sound, it seems that several law enforcement officers did regularly visit arcades at the time. However, they weren’t collating reams of data from a weaponised arcade cabinet. In the early Eighties arcades became the ideal hangout for badly behaved teens and those who might look to do business with them. As such the arcades themselves attracted truants and young drug dealers, and the police were quick to notice this.
What’s more, at that time several enterprising crooks had noticed the gambling potential of arcade games and had fitted counters to the cabinets, which allowed them to monetise and award play. Oregon has strict gambling laws so law enforcement was fast to act, routinely raiding arcades and checking these machines for such devices.
Remember that arcades are mostly frequented by excitable teens. Having seen or heard stories of children who have suffered from ill-health while playing games, then seen squads of grim-faced government officials taking these offending machines apart, it’s pretty easy to see how fantasy-prone youths may have birthed a rumour that finally gained traction during the widespread pre-Millennial paranoia.


And, despite its far-fetchedness, Polybius has spread. People love the idea of this deadly game, with fans knocking up their own cabinets or uploading videos to YouTube which purport to show what playing the ‘real’ game would have looked like.
The game has become such a part of popular culture that references to it have popped up in mainstream tv shows and movies such as The Simpsons and Disney’s Wreck-It Ralph.


That it has been so readily adopted as a subtle in-joke is just one more nail in the coffin in any illusions of truth in the story of Polybius. If it really caused harm to youngsters, would huge multinational corporations such as 20th Century Fox and Disney feel comfortable joking about it?
In simple terms, as compelling a terrifying tale of mind-control and manipulation by agencies secreted among the highest echelons of government it is, there’s absolutely no evidence that confirms Polybius ever existed.
But then again, that’s exactly what THEY would want you to believe...

If you haven’t already, do please check out and like the Hickey’s House of Horrors Facebook page, which you can find here. It gives you a nice quick link to any new posts on this blog, plus regular news updates from around the web. I check the Internet so you don’t have to! Alternatively, follow me on twitter: The House@HickeysHorrors

Until next time, I hope you enjoyed your stay. 

Wednesday, 23 September 2015

RAW REVIEW: UNION FURNACE

In recent years film makers haven't been able to avoid referencing the very real financial crunch that has affected people all around the world. 
With some people facing a real-life situation that is every bit as frightening as cinematic boogeymen, it comes as no surprise that it has slowly crept into our beloved horror genre.
Nicholas Bushman's Union Furnace is one such effort and it's a film I've been looking forward to sitting down with for some time.
Is this one a game that I'll want to play? Or a film that I'll be all set to burn?
Read on…

UNION FURNACE (2015)



Dir: Nicholas Bushman
Starring: Mike Dwyer, Seth Hammond, Katie Keene, Keith David, Kevin Crowley, Tara Bellando, Lyle Kanouse, Louie Lawless, John W. Lawson, Ben Wallace, David Hayward, Ed Fisher, John Lawson, Wade Graham

SPEEDY SYNOPSIS: I'll try not to spoil too much here but continue at your own risk.

Cody (Dwyer) is a down-on-his-luck smalltime car thief in a Southern Ohio town trying to pay back the substantial debt he owes to the wrong kind of people.
After ripping off his latest car he makes a terrible error of judgement and crashes the vehicle. However, a blonde Southern gentleman (Hammond) is onhand and assists him. He seems to know a lot about Cody and offers to help him out, handing him a substantial wad of bank notes and saying that there's plenty more what that came from.
Cody is intrigued and arranges to meet the man that night at a remote location. Upon arrival he's offered the opportunity of a lifetime, play some games and, if he wins, he'll be set for life.
Cody agrees, dons a hood and is driven to a new location deep in the forest and prepares to play… unaware just how deep he is in.
Watched by a crowd of wealthy masked individuals who bet on the outcome of the games, while the blonde man in a shiny lion mask acting as master of ceremonies, Cody finds himself competing with seven other individuals including an uptight businessman (David), a desperate young woman (Keene) and amiable Jim from Kentucky (Kanouse).
However, at the end of each round the losing member is removed and each of the players is returned to a saferoom where they each have a box that slowly fills with money. As the games become more sinister and disturbing under the Lion's watchful gaze, Cody starts to realise that there can only be one winner — and no losers will ever get to their tale...



THE BEST BITS (mild spoiler warning): Union Furnace has a real wealth of assets, but chief among them must be its sterling cast. 
Dwyer is fantastic, reminding me a little of Ryan Gosling with his intensity. He starts off as a real anti-hero, a 'No fucks given, no shit taken' kind of guy who is totally willing to cut down his rivals to ensure that he reaps the rewards of their failure. He has some fantastic interplay with Hammond and there's even the sense of a burgeoning bromance between these two ruthless individuals. Later on, when Cody's shell is knocked by the terrible things he witnesses and is forced to do, Dwyer is utterly able to portray the vulnerability behind the facade. He's an extremely talented guy and I can't wait to see more from him.
Although Dwyer's character is the most complex, the cool as hell Lion, as brought to life by an icy Hammond is the most memorable. Strutting his stuff with some of the sweetest dance moves this side of John Travolta in Pulp Fiction, his swaggering, preening compere is utterly captivating. With good looks that remind me of Alexander Skarsgård, I can see Hammond going a long way too. 
The supporting cast are equally impressive — the prolific, ever-reliable and always awesome Keith David stands out as serious class act among the contestants, while both Keene and Bellando are excellent in their parts.
Of course strong actors are wasted if they aren't given strong material to work with and the story (written by director Bushman and star Dwyer) gives them all plenty to sink their teeth into.
Playing out like a fascinating cross between 13 Sins, The Game and Hostel, the plot is infused with a gritty, grim desperation that never lets go. The characters are all given a little motivation and all of them have their reasons to compete. They stand out from one another and, wisely, the strongest characters are kept in until the latest stages of the competition. The baying horde watching them, plus the seriously creepy attendants are all chillingly unnerving, utterly robbed of any humanity by the array of bizarre, cheap plastic Halloween masks that they're wearing.
This is just one element of the production design that hits the spot. The set is wonderfully brought to life, feeling like a filthy, dilapidated outpost on the edge of an impoverished town on the outs. However, at times the set also feels otherworldly, Roy Rossovich's cinematography presenting the proceedings with bright, bold coloured backdrops, especially those Twin Peaks-style red curtains. We are also given glimpses of the dark and shadowy woods outside, heightening the sense of isolation and ratcheting up the tension.
However, it is the events of the script that shock and disturb the most. The games start as simple fare, board games and the such, but the always uneasy atmosphere hints at worse nightmares to come... And boy do they come.
With some scenes of startling violence and degradation, by the time the final game comes around you start to think that the losers might actually have been better off dead than to have faced the trials it took to get here. The penultimate game in particular is horrifyingly haunting because it leaves so much to the imagination, just giving us upsetting images of the traumatised players in the aftermath. Forget your tacky torture p0rn effects, few celluloid horrors have made my skin crawl like the implied violation of two shell-shocked bodies on a couch did.



THE WORST BITS (mild spoiler warning): Union Furnace has a story that is told well, but that story is surprisingly simple. It's pretty linear with no real twists, turns or bumps along the way. What's more, at the end very little has been resolved. Two characters have received endings worthy of their arc, but so much else is left unfinished. Of course, this just adds to the horror of the film, but some may find that it falls a little flat. If you're after some especially complex story-telling or you want everything wrapped up in a neat little bow, you could find yourself let-down. Be warned.
Equally, those of you who like your horror filled to the brim with blood and bodyparts may be a little disappointed with the reserve with which Union Furnace dishes up its atrocities. There are a couple of very nasty gore moments but for the most part, Union Furnace steers closer to an especially grim psychological thriller than a Saw or slasher flick. I can appreciate both types of scary movie, but if you're not prepared to work with a film until you get to the good stuff or just want wall-to-wall splatter, this isn't the film for you.
Equally, those of you looking for a fun horror film may well find the near constant depressing mood definitely kills your buzz a little. Like so many films that have a touch of realism about them, it's oppressively downbeat and even the attempt to give one character a somewhat happy ending doesn't do much to lift the spirits after witnessing everything said character has endured to reach this point.
Finally, Union Furnace is a pretty low-budget film and every now and then the production values do reflect this. It isn't a major problem to the film, in fact I actually thought it added to that grim and gritty realism I mentioned earlier, but every now and then a minor member of the cast or the quality of visuals will dip a little. If you're used to polished and shiny Blumhouse style productions, complete with glossy mag teen leads and keyboard slam jump-scares, look elsewhere.



THE VERDICT: Some filmmakers have an ability to achieve a lot with very little. The guys behind Union Furnace certainly fall into that category. They tell a story that remains utterly captivating despite its comparative simplicity, gives us some seriously disturbing shocks with very little in the way of graphic gore and looks great despite any financial constraints. It's not fun, but it does entertain in all the ways you'd want a spiteful horror movie to hit the spot. 
In short, if you're thinking of splashing out on Union Furnace, I'd say that's a gamble worth taking.

You can buy or rent Union Furnace from Vimeo On Demand here.

Check out the movie's Facebook page here too and give it a Like, I'm sure sure Bushman, Dwyer and co. would appreciate it!

If you haven’t already, do please check out and Like the Hickey’s House of Horrors Facebook page, which you can find here. It gives you a nice quick link to any new posts on this blog, plus regular news updates from around the web. I check the Internet so you don’t have to! Alternatively, follow me on twitter: The House @HickeysHorrors

Until next time, I hope you enjoyed your stay.

Wednesday, 21 January 2015

SINISTER SIX: TERRIFYING RESIDENT EVIL MONSTERS

On this date 17 years ago, arguably the greatest horror game of all time was released — Resident Evil 2.
Say what you want about the direction in which the franchise has since gone in latter instalments, back in 1998 it was a true revelation. Taking everything that worked from the pretty damn good original game and improving on it, Resident Evil 2 was a true masterpiece.
The Resident Evil series is a benchmark in zombie lore up there with the works of Romero and the recent Walking Dead comic and tv series.
It brought the now ubiquitous undead hordes back into popular culture with a bang, terrifying a whole new generation of Dead Heads. The shadowy Umbrella Corporation, Chris Redfield, Leon Kennedy, Claire Redfield, Albert Wesker, the T-Virus, STARS, Racoon City — these have become as well known to fans as any horror movie characters. In fact, they’ve even spawned a successful (if not necessarily very good) film franchise!
In celebration of the anniversary of the greatest game in the most successful horror franchise ever, I’m going to revisit some of oft overlooked but pant-fillingly frightening beasties that made the games so much fun and so very, very terrifying to play.

1. CRIMSON HEADS



The basic zombie enemies are Resident Evil's bog-standard villain and very scary they are too... at first. After a while they become more of an annoyance than a serious risk. The Resident Evil Remake changed that. The zombie is the first stage of T-Virus infection, but it is not the last. A mutated strain of the virus causes some seemingly dead zombies to evolve further. Carefully incinerating the remains halts this transformation but failure to do so leads to step two — the fierce and deadly Crimson Head. These horrifying shrieking beasties are far faster than their shuffling, groaning brethren and are much more resilient to damage. Recognisable by their blood-red faces, a wave of Crimson Head attackers can cause panic in the most hardened of RE players, leading even the toughest to keep a careful eye on how many matches they have in their inventory.

2. LICKERS



Resident Evil 2 saw the arrival of quite simply my favourite 'standard' RE beastie ever — the Licker.
Revealed to be the next stage of evolution after the Crimson Head (which explains the Crimson Head's ferocious nature and deadly claws), the Licker is a skinless, eyeless, razor taloned nightmare. Extremely agile and able to use its sharp claws to scale walls and even scuttle across ceilings, the first cutscenes to introduce the Licker in the ravaged police station are  a wonderfully creepy gaming moment.
The beast derives its name from its extremely long and powerful tongue, a weapon capable of piercing flesh or even decapitating its prey. From its sinister hissing sound while stalking its prey to the blood-curdling screams it makes when fighting, there is a reason that the first Resident Evil movie chose the nightmarish Licker for its climactic scenes.

3. NOSFERATU



Resident Evil: Code Veronica is very much seen as the black sheep of the family, a distant cousin sandwiched in between the release of Resident Evil 3: Nemesis and Resident Evil 4. I'm a big fan of the game, not least because of the introduction of some seriously sick enemies. I nearly opted to include the Bandersnatch here (not least because any Jabberwocky reference gets my vote!), but in the end I opted for this horrifying boss.
Originally Alexander Ashford, the man who used advanced cloning techniques and genetic engineering to create twins Alfred and Alexia, he fell victim to his evil ‘offspring’.
They captured Alexander and experimented on him, using him as a guinea pig for Alexia’s T-Veronica Virus. The experiment mutated him into an abomination and the twins discarded him as a failure, locking him in their isolated arctic base, where workers gave the creature the name Nosferatu.
The in-game intro to the blind and insane creature is very creepy and the character design is topnotch. Battling the beast on a helipad while desperately trying to avoid getting knocked into the abyss below by his flailing clawed appendages is one of the greatest moments in this sadly underrated game.

4. U-3



Resident Evil 4 was Aliens to the original trilogy’s Alien. It took the game in a direction that was far more action-packed and less creepy. With it Resident Evil stopped being a ghost train and became a rollercoaster. Nowhere is this more apparent than with the nightmarish boss, the U-3. One of Lord Saddler’s bio-weapons, the U-3 is a huge and horrifying chimera created through splicing human, reptile and insect DNA and made host to a Plaga parasite.
It is one of the ugliest and most vile enemies to ever appear in an RE game (which is REALLY saying something) and the exhilarating battle which comes only after you flee from one shipping container to the next, dodging its highly-damaging attacks before dropping the beastie into a chasm is very, very cool. Look at it, it’s disgusting, terrifying and nauseating — and well-deserving of its place on this list.

5. IRON MAIDEN



Another RE4 baddy here, and what a horrible bastard it is. A variation of the more common Regenerators, this loathsome foe is extremely resilient to damage and can only be killed by destroying the Plagas dwelling within its spiked body. Originally a human, the beast was created through deliberate exposure to the Plaga parasite and excruciating surgery. The creature looks hideous, looming over the player at a height well above that of a normal man. The Iron Maiden moves with a disturbing and erratic twitching gait and makes a horrible rasping, wheezing noise. The creature’s deadliest attack, a form of lurching bearhug in which it pulls the player into its bristling spikes nearly always leads to death and the petrifying manner in which it crawls after you to attack even after losing its legs is the stuff of nightmares.

6. NEMESIS



You’re playing as Jill Valentine and wander into a new area… then the music changes. Your heart sinks as the new, ominous theme plays and, palms sweating, you proceed deeper into the level. And then you hear it: ‘STAAAAAARRRSSSSS’.
Nemesis has found you.
I can think of few gaming experiences that led to such instant panic as the multiple Nemesis encounters in RE3. A hulking giant, a variant of Umbrella’s Tyrant project, the relentless, powerful, fast moving behemoth that was Nemesis was genuinely frightening. Devastatingly powerful, many gaming sessions would be reduced to panicky, sweaty sprints through different rooms and settings, frantically hoping you could somehow shake-off the trench-coated demon stomping heavily behind you. Sometimes you would realise that you were stuck and needed to fight the brute — a task that was all but impossible without the right weapons and ammo. Then, should you somehow manage to bring him down, you were left with the sickening realisation that this was just a temporary reprieve and in time Nemesis would be back on his feet and the pursuit would continue…
I both love and hate this sadistic fucker. A brilliant gameplay device, a kind of undying slasher villain capable of mutating into even tougher forms, not afraid to break into a sprint and occasionally rocking a ROCKET LAUNCHER for Christ's sake. Some of the greatest and most terrifying gaming moments I've ever experienced are down to this guy. Well done Capcom. Well done.


So, what do you think of the list? Are these underrated game greats actually great? Or are they overlooked for a reason?
Leave your comments below or drop me a message, it'd be great to hear from you.

If you haven’t already, do please check out and like the Hickey’s House of Horrors Facebook page, which you can find here. It gives you a nice quick link to any new posts on this blog, plus regular news updates from around the web. I check the Internet so you don’t have to! Alternatively, follow me on twitter: The House@HickeysHorrors

Until next time, I hope you enjoyed your stay.