[PYG]MALION*

by C.J.

2021

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Number of Reviews: 5
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2 of 2 people found the following review helpful:
Going in circles, April 11, 2023
by EJ

[Pyg]malion* stars a deity who has been murdered and temporarily reanimated in order to find their murderer. The suspects are all embodiments of various societal forces—politics, celebrity culture, Big Data, capitalism—and despite your divinity, it rapidly becomes clear that you are the underdog here. (Presumably the allegory is that one or more of these forces has supplanted religion in modern society.)

The game’s visual presentation is very slick; I was impressed by the graphics, and I deeply appreciated the ability to swap out the retro game font for a regular sans-serif. The descriptions of the strange dimension the game takes place in and its denizens are inventive and striking.

But, all right, let’s cut to the chase, here: you can’t solve the mystery. The crime scene has been cleaned up before you get there, so there’s no physical evidence to find, and the suspects give a handful of pat responses about where they were and what they were doing that are impossible to verify. And ultimately it doesn’t matter anyway, because all of the suspects are above the law.

You could debate the merits of subverting audience expectations versus the disappointment of breaking the implicit promises set up at the start of the story; you could discuss how much value there is in upending the expectations of the rather conservative mystery genre, specifically. You could argue about whether undermining player agency in an interactive medium is a good way to make a statement or whether it’s more likely to annoy players enough that they’re not inclined to listen to what you have to say.

But I think the most salient point is this: such a narrative just isn’t very interesting. Once the player realizes that the mystery is unsolvable, which happens fairly quickly, there’s nothing else to be gotten out of the game. There’s no other plot, the PC is a cipher, and the social commentary is not deep. The interactivity only exacerbates this issue. By the time the night is halfway over, the player has probably seen all the dialogue, and not much really changes, so the only thing to do is to wander from mostly-empty location to mostly-empty location, running down the clock.

In its unusual concept, memorable descriptive writing, and appealing retro visuals, the game shows a lot of promise, and I would be interested to see the writer’s future works. But it’s unfortunately too static and too repetitive to be satisfying as a game or as a story.

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