“The
Crimson Room” and “Façade”: A reaction
Chris Kairalla, September 2005
“The Crimson
Room” and “Façade” share a common goal:
make the player desperately want to escape from a room. “The
crimson room” gives the player no instructions at all, and
assumes that the player is computer and video game savvy enough to
assume certain conventions. This is mostly a fair assumption, and
any initial confusion that I had would probably make the creators
smile with glee. It does a fairly good job of
“training” the player by allowing the player to gather
a couple of easy objects almost immediately. The game gets harder
in a satisfying way, but the player soon feels like this is mostly
just a fever-dream style Easter egg hunt. And that is the main
weakness of this game: while most of the items can be found and
used by using the logic that the game creates, some items are
discovered by accident or my random clicking, and other objects are
not found because they are too well hidden.
For
example, I ended up using a walkthough because I simply
couldn’t figure out what to do next. The answer was to look
behind the bed. The frustrating part was that I DID try to look
behind the bed, many times. I just didn’t happen to click in
EXACTLY the place that the game wanted. Also, I found a metal rod
pretty early in the game but I didn’t know how until I read
the walkthrough. Just clicking around randomly was enough to
dislodge it from the curtain.
The game is indeed
successful at creating a certain claustrophobia by limiting the
amount of space the player can navigate. Also, the strong primary
colors also add to the paranoia, as if the player’s
consciousness is altered. The big, unforgivable problem with the
game is that, at least the one time I played it, the combination
was wrong. I went to the other website to receive the code (a
really nice touch, I should add, although completely illogical,)
and the numbers didn’t work! Very, VERY frustrating. But
then, maybe that was the point.
“Façade” is, without a doubt, the most impressive thing
I have ever seen on a computer. I’ve read plenty on the
importance of this piece, but nothing compares to the experience.
No other interactive game, story, anything, has moved me like
Façade. Most games ask that you assume a character. This game wants
you to be YOU. There is no comforting emotional distance. When Trip
and Grace are arguing, I feel uncomfortable. I want to help, and
then, just like in real life, I want to leave. I want to get the
hell out of there because I don’t want to get dragged into
this. But wait- this isn’t real, right? Clearly the graphics
don’t look real, although the creators wisely realized that
emotionally resonant cartoon characters are much better than a bad
attempt at photorealism. What is real is the audio. Trip and Grace
call to me by name, and their reactions to me are filled with
uncomfortable, yet completely realistic, pauses and false starts.
Their voices follow their bodies, so that if Grace is insulting
Trip from across the room, her voice sounds like it’s across
the room. If Trip is standing to my right, his voice comes
predominantly from the right speaker. I could be wrong, but it even
sounded like their was reverb on their voices when they stood
farther away.
I played this piece twice. Normally, when I play a video game or
use some interactive device, I spend a little bit of time getting
acquainted with the logic of the piece. In other words, “This
button does this, and if I move the mouse, this happens.”
With Façade, I quickly felt like I was blowing it pretty quickly.
Since I didn’t understand what was going on, I quickly upset
Grace and I felt like I was the cause of the fighting. I truly felt
terrible. The usual emotional detachment was gone. I tried to patch
things up, but soon Trip was telling me to leave. I was
devastated.
Fortunately, I could play again and this time I would make things
right. I walked right into that room and confidently tried to
console trip while comforting Grace. These two were getting back
together, dammit. Things seemed fine, but then the game took on a
mind of its own. Grace and Trip got too wrapped up in their
argument to pay attention to me. Finally, Trip asks me a question
that is going to upset one of them regardless of my answer. This is
when I left. I made a straight line for the elevator while Trip
kept calling to me to come back.
This interactive piece have been compared to “Who’s
afraid of Virginia Woolf”, and I can see the similarities.
But this is much more than a play. It’s more like a
dream.