Adapted from an IFCOMP22 Review
Nose Bleed is a very short work that attempts to use interactivity to bring immediacy to a tightly focused horror story. The impulse to treat social anxiety as a horror premise is really a great idea. Popular media is overrun with social anxiety stories that mine childhood bullying for drama. Few of those are horror stories, despite having truly horrific events depicted, and much more commonly leverage the horror for the cathartic overcoming of it.
Adult social anxiety is a significantly less-trod ground, and a horror focus is even more rarified air. I seem to have slipped into a mountain climbing metaphor, not sure why. The mechanism of a nose bleed as source for that social anxiety is also kind of a genius choice - it is something we have no control of and is plausibly not serious enough to push people past irritated inconvenience to empathy. The choice of workplace was also a crucial one, as it is one of few places adults HAVE to interact with people they don’t want to. Points for really interesting and challenging thematic concept!
The chosen implementation fell a bit short is my sense. For a few reasons. The graphical presentation didn’t really serve the narrative. I couldn’t help but see missed opportunities here. That said, there were two instances, about 2/3 into the game where the graphical choices were surprising and effective. I would have liked a lot more of that throughout the playtime.
Ultimately, the graphical presentation is not a minus, maybe even a minor plus. Choices made to leverage interactivity for this story were harder to get past. Social anxiety works a little differently in 3rd person stories than first person IF. In the former, the trick is to get the reader on the protagonist’s side by making them some combination of relatable, sympathetic and/or rootable. This is commonly done via non-anxiety scenes where we can care about the protagonist to empathize with them when their social group turns on them. Here, the work is aiming to invoke anxiety in the player by having them ‘experience’ it directly. Which is an excellent use of horror IF if it works!
By omitting the shell of a separate protagonist though, you need to craft a narrative that the player buys into. It didn’t come together for me that way. For one, the descriptions of the injury grew increasingly horrific, in a way that made the NPCs ignoring it look decreasingly human, in turn making me less invested in their social pressure. The situation didn’t quite gel for a few other reasons. Often the choices you are given don’t fundamentally change anything except narrative texture. Adding up to a feeling of lack of agency, without clear narrative reasons for it. A lot of early game is interacting with a single other character. Social anxiety is most effective when you feel isolated from the entire community around you. When its only one person, it’s just as likely they’re just being a dick which is a whole different dynamic. Later in the game when the community expands, there isn’t a narrative reason why the PC is with them. Adults have many degrees of freedom to avoid toxic communities, like say Ubering separately to work functions. I’m not saying it's super easy to avoid toxic life scenarios. I’m saying the game didn’t do the legwork to convince me I was trapped.
Without that legwork, I was often thinking “well there are a lot of different ways that could be avoided” which had the effect of me decoupling from the protagonist that was supposed to be me. I started to think of them as willingly submitting… which again is definitely a real thing. The story just didn’t get me there. Instead it actively disconnected me from the protagonist. So that’s how I got to a Mechanical playthrough. Really only the short duration and the nifty graphic flourishes kept it from being Bouncy. I think this reaction is actually a testament to the author in one sense: they attempted a unique horrific experience and while not getting me there, clearly their themes elicited some response.
Played: 10/8/22
Playtime: Less than 20min, finished
Artistic/Technical rankings: Mechanical/Seamless
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless