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Do an Iron Lung... Potential Indie Movies

Do an Iron Lung... Potential Indie Movies

Dan Ryan
7 minute read

A lot has been said about the release of Iron Lung to theaters. The film, written/directed/starring Mark Fischbach, Markiplier to his 38 million+ YouTube subscribers, is without question a hit. Now, I’m not talking about awards or critical acclaim, though it has reviewed well. No, what I’m talking about is the fact that Markiplier played the game Iron Lung, a horror game about a silent protagonist piloting a submarine through a river of blood on a distant moon, thought it would make for an interesting movie, decided to make Iron Lung the movie, did so, and people are going to see it. Made for a measly, in relative movie budget terms, 3 million dollars, Iron Lung made over 21.5 million globally in its opening weekend. For a self financed project, that is simply an outstanding achievement. And one that Hollywood would definitely want to emulate if it could. It got me to thinking though, given the right people involved, what other games could maybe pull off a similar stunt? Submitted for your approval these are the five games I think could “Do an Iron Lung…”. 

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Night in the Woods - The lone animated feature on my list, Night in the Woods would be an absolutely incredible film. The game, a mostly narrative driven adventure title, tells the story of Mae, a 20 year old cat returning to her home in Possum Springs after dropping out of college. Mae suffers from depersonalization, a specific dissociative phenomena where a person feels as though they are observing their life from a distance and observes their thoughts, feelings, interactions, rather than experiencing them. It’s a complicated condition that is handled very well in the game. While spending time with friends, Mae sees a teenager get kidnapped by a cult, though her friends take some convincing. I don’t want to spoil anything else here but rest assured the game goes much deeper into some heavy issues. Which is exactly why this should be made. Night in the Woods features representation not just for the sake of it but as actual, complex depictions of life. The writing is fantastic. It’s a beautifully told story accompanied by an equally beautiful art style that would translate incredibly well to the big screen. 


Firewatch - One of the more polarizing games on my list, Firewatch received tons of praise for almost everything about it, except for its ending. And while I may not like when movies stray from the source material, it might not be the worst thing here. Firewatch is a game that explores the concept of self isolation. Main character Henry takes a job as a lookout in Shoshone National Park in Wyoming after his wife is diagnosed with early onset dementia. It’s a heartbreaking start to a slow developing story. The hook is in the mystery. What starts with Henry and his boss Delilah trying to scare off some kids with fireworks turns into a murder mystery with possible government involvement. It’s a well done story with some clever twists that is brought to life through outstanding writing and acting. As mentioned though the big reveal wasn’t entirely well received and could stand to be updated. The setting alone, the oldest protected forest in the United States in the late 1980’s, opens up a ton of interesting visuals and makes this an idea worth exploring on the big screen.


The Stanley Parable - Starting life as a Half-Life 2 mod, The Stanley Parable has gone on to be one of the most beloved and respected walking simulators/adventure titles ever released. The sheer amount of choice presented to the player, and outcomes due to said choices, give a potential film adaptation plenty to choose from. The game starts with the narrator explaining to players that they are employee 247 and that their job is to monitor incoming data. It’s a deceptively simple start to a much wider mystery. One day the computer on which you monitor data goes blank, and without clear direction, Stanley begins to explore. From there the story goes off in varied directions with the narrator providing suggestions the player is free to ignore. The idea of a narrator Stanley, and by proxy the audience, can hear and be influenced by is an interesting narrative tool. The game itself provides an interesting commentary on the nature of narrative structure and choice in video games and could provide the discussion on the nature of character motivation in film. There’s something quite unsettling about the abandoned office and autonomous narrator that gives Severance vibes which is never a bad thing. 


What Remains of Edith Finch - Often held up as the pinnacle of this type of experience, What Remains of Edith Finch is a dark, sometimes uncomfortable story about family and the joy and tragedies within. The narrative focuses on the titular Edith Finch as she returns home to Orcas Island, Washington to revisit her family home and come to terms with the death of her entire family. There is a shroud over the Finch’s and seemingly always has been. Throughout her journey of discovery she reveals a more and more mysterious past. We, as the player, are left to decide how much of what is presented to us is factual or not. While not a straight horror game, What Remains of Edith Finch does borrow heavily from Lovecraft and magical realism. Those storytelling devices give potential filmmakers a gigantic sandbox to play in. The overall impact of the story is one of acceptance and grace, a message always worth hearing. 


Blue Prince - Probably the most challenging game to translate, Blue Prince would nonetheless make for an incredible film adaptation. As main character Simon, players are challenged to find the mysterious 46th room in a 45 room mansion. Each day in game is met with a completely reset mansion with very few remaining constants. Over the course of multiple runs a deeper mystery is revealed through curious objects located throughout the mansion and (spoilers) outside and underground areas. It’s an experience that really plays with the idea of when you think you’ve finished, you’ve really only just begun. It’s a frustratingly beautiful experience that is filled with complex puzzles and gorgeous art direction. The story telling is left largely to the player to piece together. The developers have been purposefully vague both in their design and communication. What makes it so effective though is that it is played straight. This game isn’t creepy or scary or moody, not really anyway. It’s clever, sometimes obtuse, but pulls you in like few other games I’ve played. An adaptation would have to decide on just how far into the roguelike genre it wanted to go, admittedly a challenge to portray on screen effectively, but the possibilities are endless. The mostly text free game would also present a narrative challenge that would be amazing to see done well.

And that’s my list. There are so many games worthy of getting the attention Markiplier gave Iron Lung, more than I could fit in a list like this. But I want to know what you think. Did I miss something obvious? What else could be the next Iron Lung?Join the Stone Age Gamer discord, or you can find me on Bluesky to let me know your thoughts. In the immortal words of Billy Joel, “Life is a series of hellos and goodbyes; I'm afraid it's time for goodbye again.” See you soon.

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