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3 of 3 people found the following review helpful:
A brazen head, December 4, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp. Some spoilers in this one, though the concept of spoilers is a little odd as applied to this game!)

If you are the kind of nerd who likes Greek words, poetry, and/or Greek words about poetry, you’ve probably come across the rhetorical device “ekphrasis”, which is piece of writing about a work of (usually visual, I think?) art. It’s a hoary enough trope in poetry and prose, the most famous example probably being Keats’s Ode on a Grecian Urn, though there are more modern practitioners too – A.S. Byatt’s novel Still Life talks about Van Gogh’s art in smart, richly-descriptive prose that made me appreciate his work far more than I had before I read the book. I can’t offhand say that I’d applied the label to a piece of IF before coming across the rich, enigmatic Gestures Towards Divinity.

The blurb says that the game isn’t about Francis Bacon but his work – violent and frankly unpleasant – and biography – likewise violent and frankly unpleasant – are certainly the main elements of the piece. As an anonymous museum-goer, you have the opportunity to explore a small exhibition of his paintings, looking at three triptychs exemplifying different eras of his career. You can also enter each of them and carry out deep conversations with their central subjects: an imagined, misshapen Fury; Bacon’s muse and lover George Dyer; and Dyer’s corpse, after he’s committed suicide. Or you can go to the café, which is much more pleasant (there’s no gift shop).

There is a fair amount of gameplay here – seventeen achievements are available to mark various accomplishments, surprisingly including some medium-dry-goods stuff that makes for a nice change of pace. There’s also basic information about Bacon and his art available in the museum’s placards, while the written descriptions of the paintings are quite good, conveying more than a flat narration of the objects in view by communicating something of the effects of the piece, without imposing too much of a prejudged interpretation that would crowd out the player’s imaginative faculties. But these are just enough to prime you with questions and a basic orientation towards the Bacon’s themes; the heart of the game is the three set-piece dialogues where you learn about Bacon’s upbringing and evolution as an artist, as well as Dyer’s life and relationship with Bacon.

These conversations are richly-textured, engaging directly with challenging material without sanitizing or dumbing it down in the slightest. Bacon had a domineering, abusive father, and as a gay man, his earliest sexual experiences were inextricably linked with violence and shame. Perhaps because of this, or perhaps just because he was the way he was, he grew into a man with deep obsessions around religion, death, and suffering, which were reflected in his art – and with a deep masochistic kink that saw him push others, Dyer included, into becoming sadists, regardless of whether they were comfortable with the role.

Each of your interlocutors provides a distinct perspective on these dynamics, and there’s plenty of straight biography and art criticism, but the game isn’t afraid to take on larger questions. There’s an additional swirl of other themes around luck, karma, divinity, and the afterlife – in addition to these being common conversation options that appear for all of the key characters, (Spoiler - click to show) there are indications that the player is dead, though whether they’re meant to be the ghost of any particular person or character in the story is left open-ended so far as I can tell. And Dyer pinches Jesus’s last words.

These elements didn’t really cohere all that strongly for me, though. The bits of dialogue are interesting enough on their own, but unlike the themes related to relationship dynamics, I felt like they had only a loose connection to the main narrative, and as a result didn’t seem as connected to the main thrust of the game, even if I can see how they’re clearly important elements of Bacon’s art (I mentioned these are all triptychs, right, which is the standard format for altarpieces?). It’s intellectually rich, but it just feels a bit abstract compared to stuff like this:

He grimaces. “Maybe I shouldn’t have, after all. I don’t know. My stomach hurts.” He falls silent for a moment, then says “why do we fall in love with bad men? Why do we stay in love with them? Why do we deny and make excuses and protect them? Who protects us?”

While I very much admire (I can’t really say “enjoy”, given the subject matter) the content and prose style of these conversations, the mechanics can occasionally be slightly awkward. GTD is a parser game, and uses the ASK ABOUT/TELL ABOUT system with an ever-updating topics list to help keep the dialogue on track. It’s quite well paced too, with new topics being added to the list as they come up in conversation, and whole tranches of new ones being unlocked when you start to exhaust an earlier set. The game also rewards exploration; I found quite a lot of subjects that weren’t listed in the topic catalogue but which led to robust, interesting responses. Unfortunately, the topic names are often quite complex – you can ask the Fury about “its relationship with Bacon” – or seem to overlap – Dyer has different responses when asked about “his life” and “life in general” – and the parser sometimes struggles to keep up unless you type things in exactly as they’re written in the topic list, which detracts from the otherwise-organic give and take of the dialogues.

In these conversations and in the museum sequences, GTD is a game of nearly pure exploration. The player doesn’t have any external goals to accomplish – the names of the achievements are hidden until you get them, and there’s nothing stopping you from walking out the museum’s door without looking at any of the art – and the “puzzles”, such as they are, aren’t especially meaningful in and of themselves. Instead, most of my engagement with the game came from trying to decide what I thought about Bacon, and the vexed question of whether his artistic accomplishments in some sense justify his actions (often quite horrifying, I haven’t come close to mentioning the worst parts).

It’d be understandable for a game so fully engaged with an artist’s work to ultimately take his side, but just as GTD doesn’t impose its interpretation of Bacon’s art on the player, so too it maintains a studied reticence. If anything, in the places where it offers a glimpse of its hand, its sympathies seem to come down against Bacon. There’s an oblique resonance to Dyer’s choice of reading material in the second triptych, for example – it’s a newspaper story about the kidnapping and murder of an ordinary woman who the criminals have mistaken for Rupert Murdoch’s wife. She’s an ordinary person who’s come to great harm by getting mixed up with a rich, famous person, in other words. So if she’s the analogue for Dyer, that means Bacon plays the Murdoch role…

The barista working the museum’s café offers another hint; she’s trans and has a girlfriend, but except for one note about some uncomfortable relationship dynamics before she transitioned, she’s notably trauma free, thinks Bacon’s art is unpleasant and his personal history is worse, and mostly seems to care about cleaning up litter and playing D&D – a regular, functional person with what sounds like a functional relationship, serving as a notable counterpoint to Bacon and Dyer’s tragic queerness. True, the barista is also there to balance out the museum guard, an amateur painter who’s enthusiastic about Bacon’s paintings – but even she is clear-eyed about his human failings, and uses Bacon as fuel for her own work.

And then there’s the climax that greets the ordinarily-diligent player. If you work through the conversation with the guard, she lets you into her locked office, which contains one final Bacon painting, this one a self-portrait (it also contains a computer with some draft placard text which enables the player to learn exactly which self-portrait this is – thanks to playing Hand Me Down earlier in the Comp, I thought to try MOVE MOUSE to wake up the screen). You can’t enter this one, nor engage it in dialogue, since this representation of Bacon ignores whatever you say, simply spewing out bon mot after bon mot, witty observation after witty observation, a never-ending and exhausting charm offensive from someone convinced (not undeservedly) of his own cleverness.

If you check your topics list, though, you will see that you do have one additional option: you can tell him that you know who he is – and once you do, the urbane litany ends, and Bacon begins to howl, keen, and gibber, giving voice to sheer terror and self-loathing. It’s hard not to interpret this as a judgment; having plumbed his dark secrets by studying his art and talking to the man he victimized and ruined, you have the power to cast aside his self-protecting delusions and expose him. This is a rhetorically neat solution, too; if you go back to the Greek, ekphrasis means to speak out, or more poetically, to call something by its name. So by understanding Bacon, by naming him, you cast him down in act of karmic, retributive justice.

There are only two troubles with this reading. The first is that the player’s action of revealing Bacon to himself is entirely unnecessary. Even if you never decide to use that conversational topic and let him continue his babblelogue uninterrupted, he’ll also eventually begin his unending scream. You aren’t telling him anything he doesn’t already know, in other words. The second is, well, did we forget that he’s a masochist?

No, the blurb didn’t lie; this game isn’t about Francis Bacon and whether he gets his just or unjust deserts – even in this imagined space, that’s far beyond our power to accomplish. And it’s only incidentally about his art as such, or about the people he loved and hurt along the way, or about whether he’s a monster or an inspiration or just (“just”) a flawed, talented man. No, GTD is a simple game, or at least only as complex as the player wants to make it: all it does is ask how all this makes us feel or think, and, like the best museum pieces, makes us consider whether we’ll take anything away with us when the time inevitably comes to leave the exhibition.

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