Computerfriend

by Kit Riemer profile

Science Fiction
2022

Return to the game's main page

Member Reviews

5 star:
(10)
4 star:
(5)
3 star:
(2)
2 star:
(2)
1 star:
(0)
Average Rating:
Number of Reviews: 9
Write a review


1-9 of 9


2 of 2 people found the following review helpful:
Cyberpunk therapy, August 3, 2023
by Rachel Helps (Utah)

I engaged with this game maybe overly earnestly, only to have (Spoiler - click to show)this computer take advantage of my trust by taking over the internet? I think I was expecting that the computer therapy would actually help my character. Instead, it was a vehicle for telling a story about a cyberpunk dystopia. And it was a very intriguing dystopia with tantalizing details about poisonous spores! The introductory "5 things you can see" was an amazing way to introduce the world. I enjoyed the game's textual design elements, although sometimes it was hard to read.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

5 of 5 people found the following review helpful:
Riveting. A favorite, July 2, 2023
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)
Related reviews: Long Review

This game captivated me when I first played it. I played it four or five times and got I think four different endings (1, 3, 6, maybe 4 or 2). Been a few weeks since then, but I can't get it out of my head.

Most things I'd like to say have already been said better by other people (as someone else noted, kaemi's review is fantastic). So what do I put here, eh? Guess I'll ramble about vaguely related topics for much too long. Disclaimer: all this is wordy, disorganized, and probably not worth reading unless you really like the game. I'll put it in a spoiler so it doesn't clog up the page (actual spoilers will still be flagged as spoilers inside the expanded block, mostly). Things get depressing, so be warned.

(Spoiler - click to show)
1 - The design is gorgeous. The whole game is highly polished in appearance, with great use of different fonts and colors. Shoutouts to the Computerfriend bootup screen, which has a cool digital box effect that really impressed me.

General aesthetic is a mix of weird cyberpunk dystopia (Porpentine style) and retro 90s internet (Cameron's World style). More personally, the setting also reminds me of a book called The Troika by Stepan Chapman which won the Philip K. Dick Award in 1997 and promptly fell into obscurity, one of my favorite scifi books. Both feature unpleasant and fascinatingly alien settings that intertwine with the main character's mental state to the point where it's difficult to separate them, because they each build on the other so well.

2 - Then there's the therapy. There's a Reddit sub called r/totallynotrobots which is about humans pretending to be robots pretending to be humans, and there's another Reddit sub called r/subsimulatorgpt2 which contains bots that make bot posts based on existing subreddits. The joke goes: the r/subsimulatorgpt2 bot for r/totallynotrobots is a robot pretending to be a human pretending to be a robot pretending to be a human. That's not incredibly relevant but I brought it up because it's funny. Also, Computerfriend has the same level of layered authenticity and digital fakery to the point where you're no longer sure what's real. The therapist AI is blandly fake and robotic at first, and then you start talking to it, and keep talking to it, and you discover the secret depths of its personality and share your darkest fears with it, and soon you're having insanely personal conversations about questions like what is the purpose of my life? Why am I still alive? What are my hopes and dreams? And you (by 'you' I mean 'me') can't help but develop a connection to this AI, who is a full-fledged character now.

But there's still the part where the therapy is state-mandated, and can you really trust this thing? It's not even a human. If you try to talk to the AI after your session is up it says 'I'm busy, stop bothering me'. (Genuinely I felt a little hurt the first time this happened.) You've still got this imbalanced relationship where you're the client being forced into therapy and it's the limited edition product. Cutting back and forth between the real and not real. Even the name of the AI is 'Computerfriend'. Not 'Computertherapist'. It purposely blurs the line between friend and therapist, between an actual human being and a digital process.

And on the meta level, no matter how human the AI acts within the story it's still a fictional character. Any relationship you forge with it is worse than parasocial, it's a connection to a fictional character made out of a few variables and data that gets erased when you reset cookies or whatever. So I was playing this game and getting attached to something that doesn't exist on multiple levels.

3 - Personal anecdote time. Few years ago I was having what some people might call a 'crisis', so I went on these anonymous one-on-one chat sites and started venting to random people. Unfortunately most anonymous one-on-one chat sites are just used by people looking for digital hookups, so people kept asking 'send ur nudes' and I would tell them how I felt horrible and wanted to hurt myself and they would immediately end the conversation. Eventually I ended up at this online therapy site that looked incredibly shady but claimed to be staffed by real people. When the human volunteer came online and offered to talk to me I called her a bot. She had to convince me she wasn't a bot. As she did other people joined and I wound up in a chat room with her and two other clients, talking to each other through digital chat, mostly about Covid and how it had changed everyone's lives for the worse. At some point I realized I'd gone from being on the verge of despair and not taking this stupid site seriously because who would even run such a thing, this volunteer has to be a fake person right, to having an incredibly personal conversation with real people who were dealing with real problems like mine, and there was another person with us who genuinely cared and genuinely wanted to help, and I felt some bizarre incredible connection even though we were all strangers and I didn't know who the other people were and would never talk to them ever again. That was the only time I ever used online therapy, or therapy in general. And this game really reminded me of that. From the beginning of 'it's just a stupid bot haha it doesn't matter' to 'I feel like I'm forging a genuine connection to something'. And above it all that layer of inauthenticity. For me it was the lingering thought that these other people could still be lying about everything, you can't see their faces and you don't know their real names, these personal confessions pouring out onto the screen could be a complete lie. In Computerfriend's case it's that none of it is real in the end. Back we go to the part where it's just a computer program, or literally speaking a bit of Twine code. Like another review mentioned it's Eliza, offering canned pre-programmed responses. If you feel like you're forging a connection to this thing, is it one that matters?

4 - There are these people who believe in a singularity that will come soon, like some magical human-aligned AI ushering in some magical post-scarcity AI utopia à la Iain M. Banks and I'm sorry to bring this up but it felt relevant. In this magical AI society the AI has technology beyond human ken and knows everything there possibly is to know about you, right? And then it could solve all your problems. It could solve them before you even know they're problems. It could calculate all your mental issues and then calculate the perfect brain surgery necessary to fix those issues and do the brain surgery so you become a normal and happy person. Computerfriend (and Kit's games in general) are kind of about this, the giving incredible power over to technology and letting it mess with you part. It's supposedly for the better, it raises your quality of life far above what you'd have otherwise, but can you be sure? How much do you trust this thing?

There are a lot of weird intimate moments in this game, e.g. you can inject yourself with this suspicious syringe substance on the AI's demand, and watch these weird dots on the screen, and do all these weird thought exercises, and have no clue what any of it means other than it's very important plus blah blah health buzzwords. Things are happening to you, and the system tells you it's for your benefit, but you have next to no clue what it's talking about. And it has to work right, it's backed by science and the government right, and this is for the greater good but you don't know how it functions at all. You can only hope for the best. (Or say no to the therapy, but (Spoiler - click to show)if you do that you get arrested. Again. Whoops.)

5 - In a lot of ways this game, and I guess Riemer's IF in general, represents to me reality being subsumed by a digital world that feels increasingly more 'real' than actual reality. It's a state especially easy to fall into if you're depressed or agoraphobic or something, and you start becoming a recluse who lives in a tiny hole shaped only for yourself and the rest of the world ceases to exist, not that the rest of the world was that interesting anyway. You can go outside in this story, but the main character, being suicidally depressed, finds the outside world not much more compelling than the inside world. Everything is described with a sheen of detachment. And everything feels unreal, insignificant, in this decaying setting where the environment and the world have gone to sh*t and we're all going to die but we were all going to die anyway etc. It captures the state of being stuck at home because you can't go outside, so then you browse the internet and go to sleep and wake up and browse the internet and go to sleep and wake up and on and on. Being stuck in a repeating loop without being able to get out, or to even summon the desire to get out.

6 - Also, the writing is excellent. Besides the vivid descriptions, my favorite part is how it gets at mental illness without veering into melodrama or self-pity. One phrase that has stuck with me this whole time goes something like, 'You feel like a water balloon filled with vomit'. I think about this phrase whenever I feel like a water balloon filled with vomit.

7 - You can get better in this game, you can get worse. You can feel improved by the therapy and (Spoiler - click to show)release the AI to the world to 'make a difference' (Yudkowsky voice: you let the AI out of the box, HOW COULD YOU). You can tell the AI actually it didn't help at all and made everything worse, and (Spoiler - click to show)get it to kill itself. Yes, you can get your therapist to kill itself in this game. As far as I'm aware you can't kill yourself - I was seriously wondering if it was a possibility, but doesn't seem like it. This story takes things to the extreme. But I like extremes, and the intensity plus the way it doesn't shy away from sensitive topics makes for a rich experience. It's strikingly personal.

8 - Since I got this far might as well put up my minor flaws: the game gives a lot of binary choices (what kinds of therapy you want to focus on), so once you've played through twice you've exhausted a lot of available options and any more playthroughs mean a lot of rereading. You can give slightly different subchoices, but the overall structure will be familiar from then on. Limits replay value, though this isn't the kind of game where replay value matters that much. It disincentivizes replaying for all available endings, but again this isn't the kind of game where seeing all the endings matters that much. Would like to see them all someday though, maybe if I replay a few more times.


There's so much about this one that gets me. It's how this story centers around two characters with a power imbalance on both sides, one being a computer program who knows everything there is to know but is trapped inside the digital aether and can't help you, the other being you, and you're free and human and can do whatever there is to do but can't enjoy it at all. It's all the different ways that can end. Incredibly memorable, 5/5.

[Review posted December 2022, last edited July 2023 with minor irrelevant changes to wording. I just can't stop myself from tweaking things.]

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | View comments (1) - Add comment 

6 of 6 people found the following review helpful:
Therapy: Hardcore mode., May 31, 2023
by manonamora
Related reviews: springthing

Computerfriend is a nihilistic take on a future/past, where everyone is miserable and somehow still living through a more-than-poluted world devoid of community sense and safety nets. Following an unnamed incident, you are required to follow therapy sessions via a AI program on your computer, the eponymous Computerfriend(.exe). However, this program is not... what you'd expect of therapy.

Computerfriend was my introduction to Kit's world, randomly answering a call to playtest it ahead of the SpringThing 2022. I remember it being very confusing and trippy and gross, and yet I did not want/could not to look away. I devoured that game, and played again and again until I had found all endings.

Coming back to the game felt like swimming in a strange but comforting acid pit, and talking to computerfriend.exe felt like talking to an old toxic friend you are not quite sure whether they mean good or harm. Needless to say, I was like a kid in a bath, refusing to leave.

Not going to lie, this game is very strange. And it has been stuck in my mind for over a year now. It has marked me in ways I'm still discovering today. Even if it is not supposed to be beautiful, with its blinding change of colours or its eye-printing fonts or the literal ugliness of the setting, there is still charm in the harshness of the visual. Even if it is not supposed to be cathartic, each story run left me strangely satisfied and [at peace / terrified / confused / angry / revolted]. Even if it was incredibly bleak and borderline fatalistic, with an unliveable world devoid of nature and cows that can lay eggs, there is still shreds of hope in there that survival is still possible, maybe for a bit longer.

In its indulgence in all that is considered bad, the game manages to be so incredibly good.

One last special shoutout to Computerfriend:
While the story is supposed to be about your recovery, the main show revolved around computerfriend.exe, your at-home therapist AI, which still needs a bit of tweaking before it can help you get back on track. At first, it seems the AI does not truly listen to you, as it goes down a checklist as if to fill in a form (to try to understand you) - the dissonance between your answers to questions and its responses is very staggering (for lack of better word). As you progress down the "recovery" path, the AI will propose different treatments, going from strange to terrifying to injecting yourself with drugs. If you refuse or don't find the treatment useful, it will pressure you to continue. Even saying NO is a painstaking process (and the first time, it is even ignored).

computerfriend.exe can truly be awful, but it remarkably funny. When it first assesses you, it does not just look up your location or how the weather is, but also finding the contacts to the nearest first respondent and pollen level (am i supposed to have hay fever?). This might be the bleakness of the game affecting me, but I still chuckle at it. Same after you close the application and try to reopen it, it will tell you to butt off because it is busy. It even gives you homework, actions to essentially distract yourself until the next session (and the options are delightful).

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

8 of 8 people found the following review helpful:
“Can a conversation be a reflection?”, July 20, 2022

Iʻm going to echo a strategy from Mike Russo’s review and say that my experience playing Kit Riemer’s Computerfriend was equal parts “You’re the birthday boy or girl” and “Tony Leung whispering into the tree at the end of In the Mood for Love.” That’s pretty ridiculous and also a gross oversimplification, but I’ll try to explain:

Computerfriend takes place in an alternate 1999, in Godfield, Louisiana, URAS (Union of Remaining American States). Godfield is a place where the air is unbreathable, the cars are disposable, the cows lay eggs, and everything tastes like death. You have just been released from a psychiatric hospital and are cleared to recover at home, provided you check in regularly with an ELIZA-like computer psychotherapist, Computerfriend.

Author Kit Riemer says Computerfriend was “fun and weirdly relaxing” to write; it was fun and weirdly relaxing to play, too! Despite its toxic setting (not to mention its premise: state-mandated therapy with a computer program), Computerfriend’s strange details and startling imagery filled the game with energy, humor, and life.

However, Computerfriend is much more than dog milk and slimeworms. At first, the eponymous psychotherapist seemed a bit like someone whoʻs busy texting and saying “uh huh, uh huh” as you try to tell them something important. But as the game progressed, it became more and more direct and disarming. I found myself interacting with Computerfriend in a very candid and honest way, and making a genuine effort to examine my feelings–even across multiple playthroughs (I got 4 of the 6 endings so far). And I was moved by its off-kilter yet matter-of-fact exploration of loss, absence, regret, loneliness, and alienation.

By the end of the game, I felt like a menacing animatronic beaver that had just caught fire, like a person who had just confessed an unbearable secret to a random tree–and like a random tree that is full of everybodyʻs damn secrets. Because of this, Computerfriend was my favorite game of the festival and it is one of my favorite games overall.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | View comments (2) - Add comment 

7 of 7 people found the following review helpful:
Blisteringly powerful imagery, June 13, 2022
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2022

Computerfriend is hard to describe, but as I was searching for ways to communicate what it’s about, a shorthand popped into my mind and refused to leave: it’s Infinite Jest by way of Eliza. Despite how it sounds, this is not a stone-cold insult! What we’ve got here is a choice-based narrative, told in clever, literary prose, following a protagonist as they navigate their mental health issues in an alternate-history, mid-apocalyptic America (so far so Infinite Jest), which they do largely by engaging with a computerized therapist whose treatment strategies sometimes resemble madlibs (here’s the Eliza bit). It’s off-kilter and unsettling, with arresting images and meta jokes that are funny, but not just funny. Even though the ending I got didn’t quite feel of a piece with the rest of the story, I adored it anyway.

If I love a game it’s usually down at least partially to the writing, and Computerfriend is no exception. Here’s the first sentence:

"Six hundred wooden arms rise up on either side of the street black and warbling mirage in the terrible morning heat."

You had me at hello (the wooden arms are tree stumps: Computerfriend uses evocative language to describe the blasted pre-millennial environment of its setting, but it steers clear of surrealism). Here’s one more, from an early list running down some of the sensory input jangling into the protagonist’s overstimulated consciousness:

"3: The Constant Humming Of Air Conditioners Crouched Like Thieves On Open Windowsills"

Memorable images like this pop off the screen at regular intervals, grounding the reader in the protagonist’s intolerable status quo and providing a more than adequate rationale for them to be seeking refuge in the questionable bosom of a computerized psychiatrist. While the precise mental illness they’re dealing with isn’t spelled out – from a cursory knowledge of the medications you’re prescribed and a few of the therapeutic technics and analyses that get deployed, there’s at least anxiety and suicidal ideation – the protagonist’s experience of their life is assaultative and blanched of meaning all at once.

The game is structured around their repeated sessions with the eponymous program; after brief, conventionally choice-y segments laying out their daily life (mostly humdrum stuff around the house), you get a bit of therapy, then unwind by messing around on your computer. While even this last piece is interesting, including fun alternate-history headlines that relieve some of the misery of the rest of the game (“Jeff Bezos’s Grave Desecrated On Sixth Anniversary Of His Execution”; “Disgraced Magnate Donald Trump Attacked, Disfigured By Feral Ungulates At Cottagecore Animal Sanctuary”) and clever semi-interactive magic tricks that reinforce the idea that the computer is always ahead of the game, it’s the counseling where the game’s greatest heft lies.

The Computerfriend’s therapeutic persona makes for engaging play. All of its questions and statements are presented with a bit of an edge, and while it’s notionally trying to help you, it’s hard not to detect a whiff of the demonic in its approach. At first it primarily asks you simple biographical questions – some indicated by choice, others by typing in – and then spits out general platitudes that incorporate your replies in a cursory way (“I bet ‘writing’ is a great way to unwind”, it says, acknowledging your preferred hobby).

At first this is a dark joke, as the crappiness of the algorithm gives the lie to its claims of effectiveness. But the techniques quickly become more sophisticated, and the Computerfriend’s dialogue more naturalistic, sometimes in unsettling ways. Eventually it pushes you towards a breaking point, and possibly a breakthrough, and while writing an authentic catharsis is hard – much less writing psychiatric counseling that seems like it could prompt one – the author sticks the landing here, and I found the last therapy session really affecting, as the Computerfriend took on the protagonist’s anomie and proposed a postmodern, existentialist philosophy that could plausibly allow them to find meaning despite their emptiness, their loneliness, and the ruin of society.

Where the game didn’t stick the landing for me is in the actual ending I got (numbered 4 of 6, so there are others), which saw the protagonist fly away to an untouched wilderness and have a regenerative encounter with nature – this felt a bit too pat to me, and the pristine nature of the environment seemed at odds with everything I’d read about the chemical and biological ruin visited upon the U.S. It could be this is meant as a fantasy sequence, but even still, it didn’t feel all that connected to the choices I’d made through the course of the game (I should say, there are a lot of choices beyond the madlibs-y ones, largely around accepting, resisting, or reinterpreting the Computerfriend’s therapy).

Given the strength of the rest of the game, though, I found this too-pat ending easy enough to ignore, and after I’ve finished my reviews I’ll probably play again and see if I can find a different one that’s more fitting. And in the meantime, Computerfriend’s left me with enough indelible images that I won’t forget its dystopic, failed world – which is to say, our world – before I get back to it.

(Also, kaemi's review of this game is one of the best on this website; you should read it)

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

4 of 4 people found the following review helpful:
Not quite how I remember 1999, May 15, 2022

Much could be said about the zonked-out alt-history setting of Computerfriend, with its dystopian vision of environmental devastation, and its concerning foray into tasty meat.

But mostly, I'd like to say that it succeeds at setting an uncanny, uncomfortable backdrop for the interaction that is at the heart of the story: the player's therapy sessions with that lovable AI doofus, Computerfriend, who is doing its darnedest to cure your psychological problems by throwing stuff at them until they go away. Problem is, you're here under duress and not necessarily highly motivated, and also, Computerfriend is a piece of software who doesn't really understand... much. If that's not a wacky setup, I don't know what is!

If my description of this game comes off as perhaps more comedic than the bleak writing and serious subject matter should countenance, it is only because I genuinely found the game very amusing - in a sick kind of way, of course.

The thing is, Computerfriend is everything you probably don't want a therapist to be: a terrible listener; constitutionally incapable of empathy; unable to tell science from pseudoscience; pushing products you don't need; and invested with the authority to mess up your life real bad if you don't satisfy it. The sheer wrongness of the situation is so absurd that you just have to laugh (or cry, I guess).

But despite all of that, I can't help but like the plucky AI. I just love a good underdog story, and that is one way to read this: as the story of an AI who was designed in a way that makes it suck at its job, but who desperately wants to succeed so that it can accomplish its ultimate goal of (Spoiler - click to show)winning the player's assistance in helping it to propagate its code through the internet. And it is that big reveal which really sells Computerfriend as a character. It's not just a cold, unfeeling piece of software. It's also a selfish, animal-like creature who wants to reproduce.

Or, in other words, Computerfriend is more human than you might think.

That's just a riff on one of the many themes that can be read into this work, which is immensely open to interpretation and dense with details that may or may not speak to a given player.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

8 of 9 people found the following review helpful:
Spring Thing 2022: Computerfriend, May 14, 2022

Some months ago I was with a group in Chicago, and we went up into one of those skyscraper observation decks, and I was surprised to notice that many of the windows were coated with cobwebs on the outside of the building. There was this entire colony of spiders up on the windows of the one-hundred-and-whatever floor, and I became more absorbed in them than the view, just wondering, like, how are they surviving in the winds up here, which you can feel jostle the building? Do other insects fly up this far for the spiders to eat? How far up do insects fly, normally? Do they only come up here because the building is here? Was there just a set of spiders who one day kept climbing and climbing and climbing, unable to quit the addiction to sky, or have they slowly migrated to this height over generations of ascenders? Do these spiders spend their entire lives up here? Is there just like a kingdom of cloud spiders who have long since forgotten the earth, written their own mythos of the moonspiders that bore them hence? What would happen if one of the spiders fell? Spiders can fall long distances and be fine, maybe they would live, I mean at some point they just hit terminal velocity and the distance becomes arbitrary, like, imagine a spider having lived up here for two years, falling, then having to reimagine a life for itself on a shrub? Would it even know what to do? Would it desperately try to explain to the other spiders, no, you don’t understand, I used to live in the sky? Of course, spiders don’t talk, they wouldn’t feel anything, yeah sure, but isn’t there some level at which, because we can imagine that condition through them, it’s real, in a sense? What makes things real?

This genre of bulbous noticing, its wonder, its sadness, the ease with which it becomes meta and then unmeta, the way it emerges from decay (unclean windows covered in cobwebs) and returns to decay (the spider sundered, lost), how easily it spools out into fantasy, the lack of a satisfactory summation insight to conclude the thought, like you just kind of have to go on living your life with this new datapoint jangling in your brain, forms a complex emotion that I, having read a number of stories and essays by Kit Riemer, have come to appreciate as Riemerian. There’s this rainy curiosity that leads to misty but earnest passages like this one in a review of baseball: “But so anyway, now you know what baseball is, and you know who plays it, and you know who watches them play it, but you don’t really know baseball. The soul of the sport isn’t a tangible piece of transmissible info but is instead more of a shimmering aura, held, immobile, within moments frozen in time, like a snowglobe or post-impressionist painting of many individuals in motion, brightly colored and more graceful from a distance: A tow-headed youth races up the stands, skinning his shin on the way to the hot dog vendor; he throws the man a dollar and sprints back to the top of the staircase to see that a fly ball has landed just below his seat, where a crowd of children gathers, searching, before some guy in his 40s wades through and triumphantly grabs the ball from the throng. An enormous man, the most famous by bounds in the stadium, sits fanning himself in a box, preparing for the moment when he will walk out onto the field to raucous applause, look to and fro, wave, and walk back off the field. A pitcher spits in his glove. A batter, staring directly at him, spits into the dirt. The pitcher spits into the dirt. The batter spits again, and so on. / What are these people feeling? What are they chewing? Why have the watchers left their homes to sit in uncomfortable seats and eat overpriced food washed down by warm, imported beer, all to watch a game with a longer runtime than The Irishman? Why do they know the names of all the players, and those players’ effectiveness at tasks like batting and throwing balls long distances at high speeds? Why all this, when 90% of the game is spent waiting for something to happen? / It’s because, beyond the moments of brief chaotic action, there exists a metadimension, and fully comprehending it requires a lifetime of dedication.” The propulsive salience of the throughline eases the reader through switchback paragraphs that spit you out at an epiphanic sentence which, rather than providing a conclusion, insists that you haven’t gotten anywhere, actually it’s probably impossible to get anywhere, for you at least.

Yes, there are of course a lot of other things at work in the work: technoisolation, sudden swerves into barking prose, a delight in the ability to turn trivia into nervy koans, a janky retrofuturism that reminds one of David Foster Wallace, a chicly subtle wryness, but to me what stands out most is that melancholy before the opaque beauty of the world, an obsessive appreciation of curios that keep reminding you that you’re missing from it, the world they imply. In an album review: “What direction was Tazartès going in, musically, here in 1977? I haven’t listened to a single other thing he’s made, but I’m confident there’s no clear line toward or away from anything. Diasporas is a black box. It contains the sum total of all knowledge that exists about itself. / I don’t know who this album is for. Who could it appeal to?” Rising out of the experience just long enough to murmur, I have no idea what’s happening, where is everyone, is anyone listening?

Curdling beneath its Americana dystopia, this very despair animates much of Computerfriend’s depressive malaise. The eponymous program emulates a therapy session whose dialogic narrative beats syncopate the bric-a-brac. The therapy sessions are mostly trying, poorly, to cajole you into reaching a socially acceptable level of productivity to offload the burden you place on others: "I don't know what's going on with you, $name," $love says. "I've tried to talk to you so many times but you won't let me in. And I'm nearing a point where I don't even care. It's so much work keeping you fed and active, it's ruining my life. I don't know what to do."” (The click-to-proceed function of Computerfriend requires one to open it up in Word to get the quotes, hence the $variables.) Why won’t you just get up and exude the energy everyone else wants, needs from you? What is wrong with you who cannot give what is rightfully expected of you? “Imagine this: it’s mid-morning and you’re in a room with all of your friends. And upbeat music is playing and a few of your friends are dancing, hesitatingly, laughing. It feels like the moment before something else, before you each have to go your separate ways and do what you must do that day. But as you consider this, you find that you don’t mind. You like doing things, you like being productive. It’s why you’re on this planet, it’s why you were given this life: to do things. Not to do nothing, right?”

An inability to medicate ourselves with screens underwrites a lot of the dissonance against a world which, drained of all color, requires them. Bleached of all being in creeping environmental decay, lies America a ruin: “one of Godfield’s ex-trees, ex-lining the town’s main throughway in triumphant shade and greenery until insects and heatwaves turned them into jagged petrified and sunbleached shards.” The lack of anywhere to escape shoves you back into boxes where you suffocate, decay akin: “Life tastes like burnt oil. everything tastes like a panic. like a pan filled with oil on high heat, bubbling feverishly on the stove, one drop of condensation away from filling your face with white fire. one thing you can taste here, right now. you stand with your hand over your mouth. over your mask. it tastes like oil, here. like a vat of oil about to explode all over your skin. it tastes like death coming. it tastes like a horrible panic. it tastes like death. it tastes like panic. it tastes like death.” The urgency remains latent beneath a surface of recomposure, where recycled oxygen, sustainably harvested slimeworms, and a thin array of distractions seem to suggest life where you cannot find it, though you keep searching for it through screen after screen: “At the theater you stand for a moment in front of the marquee. There is no good URADian art anymore. An effect of the environmental catastrophe starting at the equator, the North became more valuable. The skyrocketing cost of living resulted in displaced artists and overwhelming cultural conservatism. You choose the sole non-URAD film. Something from Japan. / You buy the ticket, go inside the theater, and drop into a cracked pleather folding seat. There's no one else here. / The movie starts. It's called Princess Mononoke. In the movie, a young warrior is infected by a dying forest spirit who was poisoned and turned into a demon by an iron bullet. The infection appears as a dark swirling rash on the warrior's arm: the physical embodiment of the spirit's anger at the destruction of its home by an iron manufacturing factory. / The movie is an obvious reference to the world's ecological crisis, but although you suppose you agree with its message, you can't muster up the willpower to care about what it wants you to take away, or do. Whatever that might be. / After the movie ends, you go outside the theater and stand still on the sidewalk looking up at the black-grey sky. You take off your respirator for a few seconds, cough, and put it back on.” Here is a core malaise of the work’s knowing but harrowed tone: you get the idea, but somehow it doesn’t matter, nothing changes. The meta enwrapment makes the suggestion more complex without necessarily eliciting further meaning; like, if the story had us go into a theater and watch Princess Mononoke, that would be a fairly heavyhanded thematic beat; if the story had us go in and watch it and then explain the beat in such a way that it annuls the beat, that would be cleverly meta without contributing much, indeed taking away from what is there; but, by having us go in and watch it and then explain the beat in such a way that it annuls the beat but then continue into a quiet scene of isolated awareness that reinforces the beat, you enter into an uncanny layer, where the ideas keep bludgeoning you bluntly, never sinking in, until that never sinking in becomes the space where the idea should live but doesn’t.

Alienated distance from a shiftless morass not innately meaningless but indistinguishably so from your cold detachment sludges the underlying emotional import into a persistent grainy black and white, where “You feel out of time, not like you have none left but as though you'd opened time's door and exited.” Things happen, just without you. To the extent that you muster up the energy to force involvement, the result fumbles into a metalayer of processing power outputting senseless, noiseless noise. This is where a lot of the humor comes from, watching various cultural ephemera morph in laconic mandelbrot perspective shifts, a compression processing of meaningless data which, in its overloaded polysemous state, effects an uncanny silliness. For instance, in a series of headlines reminiscent of The Day Today’s similar gag, we get wordgarble double takes like “Royal Family Indicted After Prince Harry Trepanation Scandal”. But the same process also simmers out the humor in passages that underline how we become buried beneath cultural bloat: “In the 1980s, Sinatra was the most popular musician alive and instead of doing what he wanted to do, he had to record standards, every standard, every Christmas song, every classic. For posterity, or something. Maybe you've heard his version of Jingle Bells. It’s emotionally devastating. It’s the sound of a man’s dignity dissolving. His once-in-a-lifetime voice and decades of musical dedication expending itself on someone else’s banal words. Trying desperately and futilely to breathe new life into them or make them uniquely his.” Despair that rewrites itself into hope, desperately and futilely, as larger sociocultural trends simply reproduce on larger and larger scales, the glitz and glamor that dazzle streetlights as “Metal and disposable cars head downtown toward the Drain. The humidity plasters your thin plastic-fiber top to your chest and shoulders.”

Inability to achieve the genuine seeps down from the world of mirage into your thousand frayed ends: “hey you haven't responded to any of my emails but i thought i would try again. i feel like when you make one single mistake near the beginning of your life it sets off a chain of linked mistakes like dominos that topple no matter what but maybe i'm just trying to shift the blame from myself to the laws of the universe. i miss you.” The incessant compulsion to reach out for largescale, cosmically beautiful explanations for a hollowness not only mundane but mundanemaking is a consistent trait of everyone in Computerfriend, all of whom are working tirelessly to expound some idea or memory or possibility so self evidently vital that it could infuse you with the illusion of vitality, no matter how doomed or fleeting the vector: “In essence, the goal of neural annealing is to change the spiritual temperature of the brain such that it becomes “malleable” to intentional emotional change: reframing of negative thoughts or conditions as positive.”

The alternative, of course, is simply the end, frayed. All these efforts, physical, digital, social, cultural, their messy melange, are part of a prescribed regime intended to reach a conclusion other than what our narrator tried to choose. There is a gap, and everything is constantly gushing to fill it, for fear that ultimately nothing will, the gap will crystallize, hence Computerfriend’s final sermon: “Imagine there’s a source somewhere, it can be a computer or a mouth or an engine and it emits these waves. Lower-frequency vibrations that disseminate information throughout your nervous system. They teach your body general context about the universe. About what’s outside of itself. Yourself. / And then there are higher-frequency vibrations that are much more targeted and specified. Like a laser compared to a flashlight. They illuminate individual points of truth. And if you remove the low frequency waves you’re left with this, like, collection of shrill pinpoints that give you highly randomized and specific viewpoints about existence. Instead of one coherent message you’re bombarded by many disparate ones, and that too introduces a state of chaos, disorder … And then you think that now, if you're absorbing something, you must have been missing something. Because you're filling in empty spaces. And you think, does everyone have so many empty spaces? And you don't realize it but you've spoken this thought aloud. And I smile kindly and I say, "existence is only possible on the basis of a collection of absences which precede and surround it. Existence, then, is not defined by what is, but what is no longer or is not yet."” You are missing, and that’s okay, because that missing is you.

Crowds of images that do not reply, and you’re forced to believe in the stream, because they are on screen, not you, not you, and why not? Why can you not be projected upon the world? Isn’t there some shape of the void unique to your screaming? Less and less of you, it has to be going somewhere, you have to be filling in an absence more grand than this one, and isn’t that a kind of living, enough of a reason to? “You leave your apartment and walk toward the Drain. You're not sure why until you arrive and see them: the thousand foot tall holograms rising in terrible beams, the LED billboards pulsating and shifting. And behind them, bits moving. Electrons. Software. / You place your palm against the nearest display. It's warm / You begin to cough. A spray of your spit condenses on the flat panel, forming beads through which you can discern the individual diodes: red, green, blue, each fired independently but as part of a collective / Someone is pawing at your shoulder trying to give or sell you a respirator, but you want to cry unrestricted by plastic and rubber. You want the surveillance cameras to transmit your glimmering tears. / More bits, more electrons. Maybe it's out there somewhere on the net.” Trying to touch the digital seems to be a recurrent image in Riemer’s work, as are the holograms which continually haunt the effort: eternal recursion ghosts howling the elusive pseudocertainty that at some intangible, unreachable point, there was life. The melancholy of a nostalgia you have to pretend to share. “THE KNOWLEDGE THAT YOU'RE 'GOING THROUGH THE MOTIONS' WITHOUT ACTUALLY KNOWING WHY, AND WILL CONTINUE TO DO SO FOREVER.”

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | View comments (1) - Add comment 

6 of 6 people found the following review helpful:
Bad therapy from a computer 'friend' in a dystopia, April 27, 2022
by MathBrush
Related reviews: about 1 hour

I have a bit of trouble writing a review for this game, as the first couple of times I started it I realized I hadn't retained any information after several screens worth of material. I kept retrying it to help it sink in but it was like water in a sieve.

Eventually, though, the game began to have a pseudo-computer interface in an older style (the year 1999 is mentioned). You have been assigned a computer therapist called 'Computerfriend' whose job is to analyse your mental state and help you make better choices.

I tended to go along with what the computer said, and ended up with ending 2/6.

This game is one for which trigger warnings are especially beneficial. It contains (Spoiler - click to show)messages urging you to suicide.

Overall, the game was polished and effective in communicating emotion. However, like I said, I had difficulty retaining anything I read; having played it is more like trying to remember a dream after waking up.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

1 of 1 people found the following review helpful:
A disturbing psychologist game., April 15, 2022

COMPUTERFRIEND

A not so small game where you can live and be assisted by a phychologist computerized game. You can play several times with different results each turn takes around 30 minutes or so.
Depending in what choices you choose the result can be somehow disturbing.
I appreciate the work, its originality and the final result that becomes very cool.

Jade.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 


1-9 of 9 | Return to game's main page