The works of Francis Bacon evoke different reactions for good reason. He inspires controversy and awe. But as the game's blurb points out, "This game is not about him."
We are first introduced to him through plaques explaining his overall life story and his triptychs. As we view his works, the middle panel beckons us to LOOK CLOSER. We accidentally enter these paintings and emerge into his strange, surrealistic visions. There, depending on which triptych we've gone through, we can talk to a Fury, George Dyer, and Dyer's corpse.
The entire game revolves around exhausting conversation trees between these characters in the artworks and the people in the gallery. By asking around, we'll learn about what Bacon has thought about life, art, God, the soul, love, and some more. While it may remind players of Emily Short's influential Galatea, this game is mechanically far simpler: you'll be switching back and forth between different characters to unlock new topics to talk about.
While the gameplay was tedious, I couldn't satisfy my curiosity. I wanted to know more about Francis Bacon's art and how people understood them. Why are people so drawn and repelled toward his works? Is there some deeper meaning or could it simply be nothing at all? What was his relationship with Dyer? Why did he paint the Fury like that? Is the painting of the corpse just shock art or is there more to it?
As we ask these questions to different people, we begin to get a portrait of an artist from different perspectives. One fan sees him as a surrealist artist capable of subversion and bold new ideas. A detractor, on the other hand, finds his work too grotesque and even opportunistic. But those who are close to him -- the models of his work -- see him as (Spoiler - click to show)someone who craves masochistic pleasure and forced his partners to replace for his long-lost desire. He desires violence upon himself. For those who remain unconvinced and decide to investigate the question of Bacon's intentions even further, (Spoiler - click to show)you'll have the opportunity to "talk" to his self-portrait at the end of the game. He doesn't respond to anything you ask him because he seems too interested in himself as an artist. But you can tell him *who* he is, and he screams, implying you taught him something he didn't realize he had all along. At any point in the game, we can leave the gallery and get on with our lives.
Whether you dug through every topic or not, the game suspends its judgment on Bacon's art. We are left with our own voices to find out how we feel about his work. In my case, I wasn't aware he was a real figure until I started writing this review and I found his work beautiful. But his actions are inexcusable to me: he was an incorrigible, abusive artist who profited from people's misery for the sake of art. At the same time, he's been dead for so long that I don't have an ethical problem with his work being seen all over the world. Other people could disagree with me and that's fine.
This game is not about Francis Bacon the artist. It's about how the people inside and outside his works are affected by them.
When we ask people and the subject matter questions about Bacon's art and philosophy, we're actually teasing out something else entirely: our lives. Bacon is simply an author-function; his biographical details don't really matter. His works are the real focal point. What's more important is what we take away from it, and that journey is always meaningful.
As for me, his works and this game embody the sadder parts of queer desire. What we desire is often taboo because we cannot decouple love and dehumanization from our thinking. Losing it hurts even more because we can't talk about what we've lost. Shame and fear drive us into abstraction, into talking about nothing else because words and gestures no longer reflect our state of mind.
Is it so wrong for us to seek it?
Gestures Towards Divinity, like other works of art, cannot answer that question. All we can do is enter the game and explore it. Perhaps, we could chance upon some important truth that even their creators don't know -- or we don't. Satisfying or lacking, they are all we have.
Whatever the case, our personal answers we find are always gesturing toward something. Our curiosity is what makes art divine to us.
DICK MCBUTTS GETS KICKED IN THE NUTS is about a guy named Dick McButts who gets kicked in the nuts. That's the entire story in a nutshell. However, questions remain: How did Dick McButts get kicked in the nuts? Who did this? Where? Why?
These pertinent questions deserve to be answered by the most curious players of interactive fiction. While I recognize that people may feel uncomfortable about this game, this is actually a witty work that plays with the expectations and mediums of interactive fiction. It rewards curiosity and good faith with tons and tons of silly humor. In fact, it's most interesting when we realize it's having a deep conversation with us about how it's using the craft of interactive fiction to achieve its one goal.
But it sure doesn't mind giving players a bad first impression. Unlucky players with less patience may stumble upon a colorful bonanza riddled with typos and punctuation. They will be forced to read the epic highs and lows of the nut-kicking saga between Dick McButts, Adolf Hitler, and, of course, Darth Vader. Their session ends all of a sudden, with a red hyperlink that goes to nowhere.
If those players keep at it, or -- as in my case -- get lucky the first time, they'll get a more normal-looking page. If we pop up the Twine editor and look up the game's code, we can marvel at the Freudian symbiology and also uncover a script that can randomly put any player into two different game states: the aforementioned battle royale with Darth Vader and the calmer and more fleshed out DICK MCBUTTS GETS KICKED IN THE NUTS scenario.
The Dick McButts in the latter scenario is calmer and more intelligent. Unfortunately, he's also aware of the game's title and hates it. He wants to avoid this terrible fate. There are many scenes where the player must choose between two ridiculous options: one option is the correct one and the other choice results with Dick McButts getting kicked in the nuts. McButts may lament all he wants, but he'll soon be chased by cyborgs with impressive hydraulic legs ready to deliver the final blow. At one point, (Spoiler - click to show)a time-traveling Hitler materializes into existence and McButts simply has to deal with it. And somehow, the absurdity keeps on escalating from there: (Spoiler - click to show)Chapter 2 begins, Fanny McTits doesn't want her nips to be flipped, and the ending defies explanations. This whole scenario is a cinematic romp full of crude humor -- and I loved it!
But I understand why people might be put off by this game: it's just a one-note joke, nothing more and nothing less. The game is so proud of this that it refuses to consider alternative ideas. That approach will ruffle many people's feathers and it's almost certain it'll win the Golden Banana of Discord.
At the same time, I also find its commitment to this one single joke inspiring and ballsy. This title was a creative shitpost with a surprising amount of depth thrown at an unsuspecting public. Everyone may choose to laugh at it or with it. Those who laugh with it will find deep within the game a genuine appreciation for what makes interactive fiction fun and engaging: the choices, the little snippets of text revealed, the comedic timing... all in service of a nutty joke. The real comedy comes not from the copious amounts of immature humor; it comes from the fact that someone has dedicated their passion to the craft of interactive fiction to make a bombastic work about jokes about genitalia. The fact the author is willing to hide that makes the work even funnier to me.
DICK MCBUTTS GETS KICKED IN THE NUTS is delightfully juvenile because it encourages curiosity into its one-note joke. I am left with questions like "Why?" and "How?" because it's so strange and weird. It leaves an impact on me, not so different from getting kicked in the nuts. But instead of cowering in pain, I am crying with laughter at how much effort the author had to put into this game. I won't be able to get up for a while and that's okay.
Sometimes, you gotta let the pain do its thing. It's part of the joke.