A Chinese Room

by Milo van Mesdag

2022

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3 of 3 people found the following review helpful:
A darkly compelling tour de force, January 10, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

There have been a lot of war novels written, and most of them communicate the same simple message: war is a dehumanizing, monstrous force no matter how just one’s cause may or may not be (you’d think this message is in fact so simple that after people had written two or three books like this, there wouldn’t be a need for any more, but [gestures impotently] look around). Catch-22, though, stands out on the list – in large part because it’s funny, but also because it asserts the eternal war-novel truism in the context of a “good” war (WWII), and applies the critique beyond combat, to the mere experience of being in the military (again, even a “good” one, like the American army). The novel has several leitmotifs, but I’d say the most critical is “every victim is a culprit”; it’s a motto that seems, and is, harsh, but it I think accurately conveys how everyone who’s broken down by a brutal, absurd system and goes along with it reinforces the system, and makes it harder for anyone else to resist. Because Heller is an optimist, and primarily writing about characters who live in a democracy, however flawed, the novel’s ending still offers the hope of transcendence, of leaping straight out of the totalitarian negative-sum game and winning individual, and maybe even eventually societal, freedom.

I’m pretty sure there aren’t any Russian war novels that end like that.

A Chinese Room is a hard beast to sum up. The temptation is to start with the gameplay, since that’s probably what’s most distinctive about it. An asymmetric two-handed multiplayer game, it’s designed so that two people pass keywords back and forth maybe half a dozen times over the course of the two or so hour playtime, which encode the decisions each one is making. It’s an elaboration of the system the author used in last Comp’s Last Night of Alexisgrad, though it’s more smoothly implemented here – the passwords are just words, rather than random-seeming gobbledygook, and it’s better-paced for asynchronous play, since there are fewer keyword-exchange points with longer chunks of gameplay in between. Even though I was afraid it’d be difficult to play this one as intended since I’ve got a teething one-year-old holding my game-playing schedule hostage, I was still able to get through it without much difficulty over the course of a day or so (shoutout to @aschultz for being my partner).

With that said, the game can be played single-player too. And to assess whether I think that’d work just as well as playing it as intended, I need to delve into the plot – or at least the half of the plot that I experienced, since the two players guide entirely different protagonists in entirely different circumstances who don’t, I believe, ever directly encounter one another, and I think this ignorance of what exactly is going on in the other player’s story is an important part of the game.
As a result, discussing the narrative even in very broad strokes could constitute a significant spoiler to half of potential players – and actually, I find I want to talk about it in considerably more detail than that. So I’m going to spoiler-block the rest of this review. For those leaving us here, I’ll just say that A Chinese Room is a very grown-up, very intense work that’s sufficiently strong that I’m not overly bothered that the last ten percent kind of falls apart. Definitely read the content warnings first, but if you think you can handle it, it’s very much worth a play.

(Spoiler - click to show)So, the plot(s). Each player picks a protagonist – a woman named Caroline or a man named Leon, with the content warnings flagging that Leon’s story is more descriptive about the game’s shared, dark themes. I opted for Caroline, though after finishing my multiplayer play-through I dipped into the single-player version of Leon’s story to confirm that I understood the basic setup. It rapidly becomes clear that, despite the Western names, the story’s set in a slightly-alternate version of Russia that’s successfully achieved its war aims in Ukraine and is now demobilizing and toggling back to “peace” in order to escape sanctions (in fairness, since this long game must have been started at least several months ago, when Ukraine’s current battlefield successes would have seemed unlikely, it’s unclear how intentional the alternate-reality angle). We’ll get back to Leon later, but Caroline is a civilian on the home front. Indeed, her life at first appears little touched by the war: her husband is an “opposition” politician (he has a government contact who tells him exactly what level of dissent is allowed), her children are students, and she herself is a housewife with a brain and an economics degree but no socially-permitted way of using either.

The inciting incident is deceptively low-key. Her husband’s fixer asks her to serve as a guide for a visiting functionary – a mid-level IMF bureaucrat named Matteo – and show him around. So you do, with a bunch of choices for whether you want to take him to e.g. a European-style restaurant or a hole-in-the-wall local joint for lunch, which reveals different aspects of your society to him, and by extension, the player. In the early stages, things seem corrupt – the opening scene sees Caroline figuring out how to bribe her husband out of a speeding ticket – and ramshackle:

"Now you’re here, the Office of Regional Development looming over you, bright concrete all in sharp lines and steeples, like an uninspired Lego Notre Dame all in white. No choice but to push the doors open, the inside clean and orderly but less impressive than the facade would have implied."

But nothing’s too bad – indeed, while your life isn’t pleasant it’s still fundamentally livable and has its joys as well as its pains. And indeed, this assignment, strange as its genesis seems, is one of those high points for Caroline; again, you can decide how to approach him, but he’s an interested and sympathetic figure who’s curious about your take on everything you see, and his own thoughts without being a stereotypical economist-guy. Depending on how you play your cards, this can lead into a bit of a flirtation, and even possibly an affair, but the player is very much in the driver’s seat.

But – of course there’s a but – as you play the game, you start to get the sneaking suspicion that none of this matters very much, because for all the different options about how to manage your relationship with Matteo, the password you send to the other player doesn’t seem to have anything to do with any of that. Instead, as one portion of your duties, each day you’re ordered into a room where there’s a machine with a blinking colored light, a chart relating different colors to numbers, and a keypad for entering in the number. When you reach one of these sequences, the game pauses while you wait for your partner to send you a color; then you pick a number and send that along in return.

This is clearly ominous as hell, and you have the opportunity to push for answers – but none were easily forthcoming at least in my playthrough, and besides, it was clear that Caroline had a lot to lose from asking too many questions. Those fears also animated a tense late-game sequence, where a family lunch is interrupted by an anti-war protest that your son drifts to – by this point it’s clear that the war was illegitimate and involved atrocities, but it’s also clear that this is not a regime that tolerates dissent. You can choose to let him stand with the demonstrators, or try to pull him away (me? I thought of my son, and dragged the kid out). But again, none of these decisions get fed into the other half of the story.

This is all very effective, I found. The game elegantly gets you to go along with totalitarianism, convincingly demonstrating the consequences of resistance and the unlikelihood that it would even accomplish anything, since you’re just a humble housewife and who cares what you do? The sequences with the machine add an undercurrent of dread, while the pleasant time you spend with Matteo gives you something to focus on besides how fearful and incomplete everyone around you has become. It’s well-written, too; there’s a lot of dialogue here, and a lot of detail-work around how international institutions like the IMF functions – while I’m not an expert on that sort of thing, I do have a law degree and read a lot of policy papers, and almost everything rang true to me. And the game can wax lyrical sometimes too; here’s a description of taking a train to the capital:

"You sit in darkness for a time then you cross a border and the sky begins to brighten again. Then suddenly all sky is gone, all distance dissolved into a blur of buildings; an endless salute of identical concrete dwellings. The lit windows and the lives upon countless lives being lived out on the other side of them merge into straight lines of light."

It’s a little dehumanizing, but not too aggressively so. And in fact while the portrayal of Russian political society is appropriately dark, there are positive aspects of the culture too – Caroline derives meaning from her Orthodox faith and her love of cooking, and the regular people she and Matteo meet are mostly… well, regular people, with some assholes but many nice folks too (I think the deliberate use of Western names, the very sparing use of details that could feel exotic to the presumed Anglophone audience, are in service of making Caroline’s experiences feel less alien, so it’s easier to sympathize with her and find her society natural). It all feels very plausible, and while it’s clearly an unpleasant life compared to what a Western audience is used to, it seems to work well enough for Caroline – or at least, it’s clear that if you have her step too far out of line, it could suddenly start working much, much less well for her and her family.

It lures you in, in other words; the game pushes your buttons sometimes, but it opens up opportunities too. You’re a victim, you’re a culprit.

Then the shoe drops, and the game starts to lose its footing. I won’t spoil the ways Caroline’s story can end in terms of where she and her family (and Matteo) can wind up, since there appears to be a range of options and anyway these details are less important to the point the game is making, but I will spoil what the deal is with the room with the lights and the numbers – so don’t deblur the next paragraph if you want to experience the revelation for yourself.

What’s going on is that the powers that be have developed a new machine for committing war crimes in a way that displaces responsibility for atrocities. As best I can piece together, over in occupied Ukraine – in Leon’s share of the plot, I believe – there are a group of Russian soldiers and officers who decide, in a purely theoretical way, what should be done with POWs and civilian prisoners who have resisted the invaders in particular ways. These theoretical recommendations are fed into a secure room via a color-coding system, presumably indicating different kinds of tortures. Someone in that secure room then selects a number based on the color they’re seeing, which instructs a machine back in the prison camp to maim and/or murder the prisoners whose crimes align with whatever scenario the soldiers were “theoretically” discussing. Caroline, of course, was one such patsy, and when she unknowingly keyed in a 5 because she saw a light flashing red, she, I’m guessing, was telling the machine to kill innocents.

(This, at last, is the Chinese Room of the title – it refers to a philosophical thought experiment denying the “Strong AI” hypothesis that you could make a computer with the same kind of mind a human has. The idea is that you could train a person to respond to a certain set of inputs with a corresponding set of outputs, without actually understanding what they were doing, even though outside observers would impute conscious intentionally to the observed cycle of action and response).

As a metaphor, sure, this works – Caroline’s a cog in a totalitarian machine, unwittingly but also kinda wittingly participating in a sick society’s crimes. But as a diegetic element of the story, I had a hard time swallowing it. Why would the regime construct this complex mechanism? In the real world, Russia isn’t exactly fussed about covering up the crimes against humanity it’s been committing, and the alternate version in the game doesn’t seem significantly more squeamish; in neither case is it clear how consequences would be enforced. And while there’s a way in which this game casuistically could allow the regime to formally displace liability from respected military officers to disfavored civilians, it’s hard to imagine any Western governments taking this sophistry seriously. Perhaps intuiting the weakness of the arguments here, the game presents them skeletally, in broken excerpts overheard while Caroline is distracted or in distress – it almost holds together as it’s being presented, but it breaks apart as soon as you start thinking about it.

The thing is, the whole device rigmarole isn’t thematically necessary. Even without the metaphor, the game had managed to establish the awful dynamics of life in a totalitarian society! If anything, I found this sci-fi MacGuffin confused things, muddying up responsibility and making it easy to point the finger at the cartoon villains who’d constructed these torture devices instead of reflecting on the choices I’d made to have Caroline protect herself and her family at the expense of what we both knew was right.

It is necessary for the two-player mechanic to work, though – there needs to be some gameplay connection between the two strands of the story in order to make it a multiplayer game, and not simply a single-player story you play through in two halves. It’s true that knowing there was another player making decisions out there stoked my paranoia about what was going on, and decisions in the room with the device do have an uncanny Milgram-Experiment vibe that might not work as well without knowing someone else was going to be doing something based on what I sent them. So this isn’t a case where it’s easy to see how the game would work if you excised the piece that I don’t think works as well – still, I can’t help but wonder whether the game evolved past its initial conception, and perhaps could have benefitted from a more radical late-in-the-day rethinking.

As I said way (way, way) back at the beginning of this review, though, I still found A Chinese Room very compelling – I tore through it, nervous and engaged the whole time – and it left me with a good amount to think about even without playing the Leon portion of the story, which I’m sure has even more queasy scenes of moral compromise (I’m not tempted to check it out, I have to confess; while I’m sure it’s well done, I don’t get on with depictions of torture). Even without its technical elements, the game’s a highlight of the Comp, taking on real issues in a grounded, sophisticated way and leaving the player without easy answers – besides, yes, that war is a dehumanizing, monstrous force and totalitarian regimes make it even worse.

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3 of 3 people found the following review helpful:
The Ethics of Oppression, or at least the Optics: a review of half of the game, December 20, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

I feel like I failed to a certain extent getting through this and trying to evaluate it. There's a lot to grasp, but on the bright side, what I was able to grasp lasted. I'm just finding it hard to build the courage to try again. You see, it's a two-player game, and I only played one side, which gave me so much to think about. I may choose to update this later once I've gotten through both sides. But this is enough. So I hope this is, at least, an endorsement even just to play on one side.

I played as the officer in an army that was occupying a much smaller country. My father was a prominent oligarch, but somehow I'd never made as much of my family connections as I should have. But I had a position of some authority, of breaking up fights between privates, and so forth. There was a good deal of pushing them around as I kept them in line. I guess that's war, whether you're the good guys or bad guys. It reached a new level because I had something called the Throne that I put prisoners of war in. The Throne couldn't read minds, but it did know what questions to ask. Which, ostensibly made my job easier, except it sort of didn't. I-the-player realized I-the-character would be responsible for my actions and judged in the same way. So I sort of hedged. How much should I let prisoners go? I'd say, from my own chair where war is assuredly bad but at least not happening to me, "Well, of course I'd let them go." But on the other hand, I wondered how much my decisions would reflect of my playing partner. Would they wonder what the heck I was doing? Would I ruin the experience for them? Would I be too self-contradictory? And this was well apart from even the human considerations! Certainly there are some oppressors we wish we could put in a throne, but of course, oppressors being oppressors, they'd seize access to the throne and use it.

And that's what happened here. And I-the-player wound up sympathizing very much with the people in the thrones. I enjoyed their arguments to try to get out of the AI style questioning, and it reminded me of stuff I wished to say when I was being interrogated (nothing warlike, of course! Just entitled jerks! Now's not the time for details, much as I want to spill them.) But being able to rebel and speak out like that, well, I like examples like that, wherever I can find it, so I wound up wanting to see more of how they defied me and the Throne AI. Each such session seemed woven in with some happenings in the barracks where fellow soldiers had beefs. It often seemed my character was madder at his cohorts than with the people he captured. Or maybe I was just more interested in the dissident writer and his crazy-sounding books I'd totally have read. Or maybe I was just remembering all the times I'd been interrogated by someone who was just looking out for my own good, you know, and if they didn't get to interrogate me, someone meaner would years down the road, and I wouldn't be prepared. It sure as heck felt like they had a Throne to put me in so they'd ask just the right question to drive me semi-crazy. (That wasn't the case. It just felt this way. And people know how to play tricks. So the thought of something being REALLY accurate and asking the questions I really fear does, in fact, scare me as no amount of blood could.)

I found myself hedging a lot to the authorities I figured were in the game–I had a feeling they would strike me down as wrong no matter what I said. Many thoughts went through my mind, from "hey I respect this guy" to "oh god he'll just get captured anyway and probably killed, maybe I should keep him for his own good." Where of course his own good wasn't very good.

I sat back and wondered what power the other person had over me, if they had any at all, waiting for punishment that never quite came, beyond frequent debriefings by my direct superior. I suspected anything I did would not be good enough. ACR wouldn't be the first game to pull this trick, but being on both ends of someone being told they are not good enough is harrowing, and I remembered times where someone said that to me and probably had someone above them saying the same thing. I found it hard to have sympathy for them. I still do, even after my experience with ACR, but I see the whys and hows a bit more clearly now.

This is a lot, yet I walked away from ACR pretty sure I missed a big chunk of what it was about. The verbal sparring with the prisoners interested me immensely, and the big themes, not so much. I'd meant to play through as Caroline, but I couldn't help but feel I'd been lucky enough to choose the side that interested me more. It made me think about things entirely unrelated to war, but to persuasion and manipulation in general.

It was uniquely disturbing to me, not in the "look at all my content warnings" sort of way, but in that I was put in a position to make really sticky decisions I did not want to, and in this I think it was superior to Alexisgrad, the author's entry from last year, where so much seemed a foregone conclusion. I felt trapped here, but the tough questions and issues felt more personalized. The prisoners felt more real than the Dictator, and the privates I had to keep in line felt more real than the higher-ranking generals. There were big ideas in each work, but I felt like I could access them a bit more, so I feel more than okay acknowledging I must've missed a heck of a lot, and I think I need a lot of help from other reviewers to ask the sort of questions that ACR wants me to ask, if I really want to get the full experience. Because it does seem to want the reader to ask them, without forcing anything, and they are important questions without being drenched in importancy.

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1 of 2 people found the following review helpful:
[redacted] the [redacted] Out of This, December 5, 2022
by JJ McC
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I had been low-key looking forward to this one for a while - both due to the philosophical connotations of the title (originally posited to refute the concept of ‘sentient AI,’ there is some nice resonance to IF design itself) and because as a former Cold Warrior… Russophile is not the right word. I need a suffix for “morbid fascination with.” How about Russophiliasis (second ‘i’ is long)? What I’m saying is I have an unhealthy fascination with modern Russian culture, especially the more Kafka-esque aspects of it.

I was faintly disappointed when I once again encountered the black/blue/white Twine formatting. If ever a game was crying out for all-greys, with an occasional splash of impactful color this was it. That superficial reaction was quickly dispelled when I noticed it was a double game, of interlocking IF stories. That’s a cool conceit. And it can be simultaneously played by two players? Loving the ambition. Checked in as Caroline first (as advised) and off to the races!

Caroline is a housewife, mother of two near-adult children, married to a minor politician. Her life is one of quiet burden that she shoulders matter-of-factly. This part I found really nicely painted. Here the use of interactivity, specifically lack of choice, really resonated when contrasted to her undramatic acceptance. The husband is obliviously self-absorbed but not an absolute dick. She ekes out joys for herself with cooking and her kids. This table setting for me was super impactful to what follows. It so cleverly aligned me with the protagonist: both my sympathies and my wearied acceptance of the-way-things-are. The latter is challenging to pull off. As game players, a natural impulse is to be WAY more action-hero than real life would support. This first section defuses that impulse in an impressively successful way.

I think this is going to end up being more spoiler-y than most of my reviews, let’s see if I can keep it coherent. It’s after the protagonist gets involved in a political job that a some serious cracks intrude. To this point in the game, I am basically welded to the protagonist - kudos for that! Then choices start presenting themselves that do not resonate, specifically (Spoiler - click to show)possibly flirting, then pursuing an affair with your ‘boss’. For me this failed on two counts: 1) the object of these decisions is not compelling. Like at all. So much so that even the presence of the options felt jarringly wrong. At best the character in question is an amiable blowhard which sure, maybe better than a self-important blowhard but really not a sufficient upgrade. 2) there is text that portrays the protagonist as reacting much more strongly to this character than any of my decisions and attendant prior text suggested. It felt unjustified and contrary to the protagonist we had carefully crafted to that point and I kind of rejected it. This showed me the second edge of the IF sword. While a traditional narrative can sometimes get away with “I don’t get what they’re doing… but whatever, I guess the plot needs it” if you have invested the energy and skill to get the IF player aligned with the protagonist, those disconnects suddenly become personal.

So that was a sour note. Conversely, there is some dramatic business with the kids late in the story that landed like gangbusters. It had everything to do with how real-feeling the interactions with the kids (and husband!) were prior to that point. Whether the text actively accommodated prior player choices, or was at least deft enough not to contradict them, it was so, so much more successful.

Then there’s the matter of the ending. I should make clear at this point I was playing solo. Shite, I guess I just need to… (Spoiler - click to show)Ok, throughout the middle of the game, you are periodically ushered to a mysterious room, have a colored light flash at you, then given the option to match or not-match the light. There’s no rhyme or reason to this, but it is faintly sinister. Cool. Turns out you were torturing people somehow?!?!? At least, that’s what the government said about you in court. Nevermind that it was a government(?) functionary that coerced you to do it (probably deniably so, to be fair). The court scene kind of fell apart for me, top to bottom, and not because I rebelled at the premise. (Spoiler - click to show)A totalitarian government politically prosecuting an individual on absurd charges is absolutely believable and horrifying which was almost certainly the aim of the piece. The implementation details just torpedoed it for me. Up until this point, the narrative employed precise use of no-choice interactivity. It’s super-effective! Here, as the protagonist is (Spoiler - click to show)literally battling for her life, the ‘no choice’ takes the form of adhering to advice from her lawyer. Yet that lawyer came across as kind of hapless at best, and a possible prosecution functionary at worst. At one point the game even rubs this decision in your face by headfaking a choice that doesn’t exist. The equation had shifted and acquiescence suddenly became a mimesis liability, not a feature. It was further exacerbated when (Spoiler - click to show)the options I chose in the mystery room were not used against me. To the contrary, the state seemed to imply I took actions I decidedly did not. Now they can lie, sure, but at that point why even bother with the mystery room? How much more effective would it have been to map (Spoiler - click to show)my ‘crimes’ to actions I had actually taken? And the decision to only obliquely allude to (Spoiler - click to show)the horrors my oblivious button-pushing caused, that was an opportunity to drive home some personal horror just forfeited.

I think the game makes one final small mistake with a disproportionate impact: it spends a lot of time detailing (Spoiler - click to show)the ‘strategies’ being used in the court room. This has the effect of underlining again and again the absurd nonsensicality of the prosecution argument, and to a lesser extent the ineptitude of the defense. (Also, I’m not sure I agreed with how the Chinese Box problem was employed in these arguments, but I’d need to look at it closer.) None of this is the problem, it actually could be parlayed into a strength, (Spoiler - click to show)showing how hollow the prosecution is. But it isn’t, because (Spoiler - click to show)the text also alludes to actual humans in the audience being persuaded. It’s almost a throwaway scenic element but it does so much damage to the reality of the scene I didn’t recover. How much more effective would the horror have been, if it was clear the audience saw it too?

Above, I burned two and a half small paragraphs on what I liked, and three large paragraphs on what didn’t work for me. This is deeply unfair. I actually liked what those two and a half paragraphs describe SO INCREDIBLY MUCH, I think that caused me to take the subsequent shortfall way too personal. What it did right were white hot Sparks of Joy straight out of Flashdance. Those two crucial misfires though kept it from breaching into Engaging. I can’t help but wonder how the interlocking second story is going to play out, and whether that ultimately overcomes some of this or not.

Yeah, I’m definitely playing that other half. Also I kind of dig the thematically appropriate (Spoiler - click to show)‘redacted’ feel this review took on.


Played: 11/3/22
Playtime: 1.5hr, finished 1/2 stories
Artistic/Technical rankings: Sparks of Joy/Seamless
Would Play Again? Of course. When your Russophiliasis flares up, its best to let it run its course.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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6 of 6 people found the following review helpful:
A complex meditation on war, peace, and interplayer communication, October 10, 2022
by MathBrush
Related reviews: about 2 hours

The author of this game entered the first two-player IFComp game a year ago (The Last Night of Alexisgrad) which inspired at least one other multiplayer IF game (Ma Tiger's Terrible Trip) by another author.

Those games featured a few pages or so of text interspersed by choices which were then communicated to the 'other player' via passing of codes (in the first game) or a server (in the second game mentioned).

This game is different in several ways. In the first place, it is a substantial chunk of text. Each of the two stories takes well over an hour to read through. There are only a few choices to make that get transmitted; the bulk are not.

I'll spoiler much of the rest of the discussion below to various levels of detail. Before that, I'd say that this game has a lot of disturbing content of various sorts: (Spoiler - click to show)occasional extreme profanity, slurs spoken by people presented as villains, torture, execution, and affairs. Overall, it had a gritty/depressing vibe to me.

I'm putting the story descriptions in spoilers, even though they're mostly spoiler-free, because knowledge of one story can be seen as a major spoiler for the other. Reading just one should be fine, with Caroline's suggested as first story.

Short description of Caroline's story:
(Spoiler - click to show)This is a well-written story of a woman balanced between duty and excitement. A young housewife of an arrogant politician is offered a job showing around a handsome and exciting foreign diplomat. Said diplomat has an entourage that keeps him safe and occasionally asks Caroline to carry out an essentially pointless task that seems to be about agency.

Short description of Leon's story:
(Spoiler - click to show)Leon is a military soldier specializing in interrogation. His job is to interrogate suspected war criminals and sentence them to death, torture, release, or return to their cell. However, he can only provide suggestions, which are then sent out to an ordinary civilian who then decides whether to follow the suggestions or not, allowing some plausible deniability.

Bigger spoilers for overall combination:
(Spoiler - click to show)Playing Leon's game was very surreal, at the beginning, as he was none of the characters in the first story and he seemed so disconnected. I was shocked to find that the mechanism of communication between them wasn't the words or choices of the first story but simply the trivial color choices (this would have been more apparent had I played multiplayer first).

It seems clear then that this is the connection to the philosophical experiment in the title of the game, 'The Chinese Room'. In this thought experiment, a person is placed in a room and receives instructions with no understanding of what they are, processes them according to prescribed rules, and then outputs another message which they don't understand. Theoretically, with sophisticated enough rules, the output could seem truly intelligent, the work of a genius (such as chess moves or even conversation), but the person running the room actually has no clue what is going on.

So in this game, you make many many choices that are deeply meaningful and clearly informed by knowledge, but your communication between players is limited to laughably ineffectual systems. An especially amusing/sad point is when the Leon player, after having innocents murdered or hardened criminals released by the opposing player, can send feedback on their performance; however, this feedback only shows up as the color of a handkerchief in a pocket in an incidental sentence I hadn't even noticed in single player mode.


Overall, the two stories together are much stronger than either individually. In a very specific way, this game is a comment on multiplayer systems and communication itself, and is an interesting experiment.

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