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Tale Of Tales' Fatale: Exploring Salome

salome.jpg

Originally, I had planned on reviewing Tale of Tales' newest offering, Fatale: Exploring Salome, but found it a futile effort to try and pin down in a structured, concrete format a very abstract process; about what I would expect from this game company.

Much like its predecessor The Path, Fatale seems more interested in allowing us, the 'interactors,' to interpret a story not explicitly told. I use the made-up term interactors for a few reasons: in many ways, you do not necessarily play Fatale in the same sense that you play other games. If you expect a traditional game, you will be disappointed--this is more of an interactive experience. I also use the term because this project is based on Oscar Wilde's play Salome, and was released October 5 to coincide with the seventy-eighth anniversary of its first public production on an English stage (it was first published and performed in France, then privately in England before finally making it to the Savoy Theater).

Available for $7 in both PC and Mac versions, it is a game I would recommend for those willing to experiment, those familiar with the Wilde play, and those that like to sit and chew on thoughts for a bit. Also, it will require patience, as Tale of Tales is never the best when it comes to simple movement, and the controls in this experience can become frustrating. This is an experience that not everyone will like, and like many of Tale of Tales' past offerings, many will actively dislike. It is not about fun, but about engaging us.

It can even stir debate over whether or not this constitutes a game.

The instructions on the site for what to expect are fairly simple:

Explore a living tableau filled with references to the legendary tale and enjoy the moonlit serenity of a fatal night in the orient. Fatale offers an experimental play experience that stimulates the imagination and encourages multiple interpretations and personal associations.

For those who might care after having played, my interpretations and personal associations below (spoilers ahead).

Two of the themes in the play itself include the assertive sexuality displayed by Salome and the power of the gaze to spell one's doom. Where they intersect is where this game plays.

The first section is a waiting game, where you can read lines from the play itself, with a heavy grain filter. Jokanaan finds it difficult to look at Salome, and speaks ill of her quite often. She even states that if he had but ever looked on her, he would have loved her, and the whole ordeal could have been different. You are forbidden to view her, except through glimpses of the grate above you. Instead, invectives against her flash on your screen and are scrawled on the walls.

Then you die, as the story foretells, as you have prophesied, as the walls foreshadow by telling you about the black wings of death beating while the rhythm of the drum above continues.

The next part of the game is about exploration. Acting as a disembodied spirit, you extinguish the lights. From this, I can only gather that you are once again Jokanaan seeking to extinguish the ability to see Salome herself, hanging over the balcony, with your head on a silver shield next to her, a candle, and a cut open pomegranate seeming to symbolize both the Judaic tradition of righteousness and a parallel of another bleeding wound to create balance on Salome's other side.

Very purposeful anachronisms litter this chapter: Salome listens to an iPod and has the tell-tale earbuds hanging alongside her necklace, there exists a guitar and amplifier near the other instruments. The sound and music, no matter how well reproduced will still be delivered to you electronically, and the game seems to cue us into this fact by reminding us that we are in a created space, with created music--a bit of Brecht's verfremdungseffekt, if you will. Remind people that they are not actually involved in this time period. We are supposed to think on why this exists, therefore we are reminded not to be too drawn in to the events.

After extinguishing all the lights, you are foiled as the sun rises. The game ends. You restart to see the epilogue (as the readme.txt tells you to do), where Salome dances in bright sunlight. The game does not end in Herod calling for Salome's death, but seems to hearken back to Salome's second to last monologue:

Ah! Ah! wherefore didst thou not look at me, Jokanaan? If thou hadst looked at me thou hadst loved me. Well I know that thou wouldst have loved me, and the mystery of love is greater than the mystery of death. Love only one should consider.

(Emphasis mine.)

Salome is never an actor whom we see asserting any direct influence, but is constantly the center of our attention. She is the only other moving figure in the first chapter until we are executed, the point to which we are drawn again and again in the second (though we are also given glimpses of her mother Herodias and the executioner), and the only point of real focus in the epilogue.

You are exploring Salome the play and the person, you are seeing her, and this game's primary experimentation seems to be in drawing your eye and making you aware of this fact. Through exploration you will find the skull ring Herod gives the executioner to enact his will. There will be Herodias, watching from stage right. These all tell of the story that happened, the story that you, Jokanaan, never actually experienced (but you, the reader, the watcher, may know through the irony of not being Jokanaan). Then? A matchbook with Salome's phone number.

It is the last that illustrates that this is about Salome having wanted to explore her sexuality and being spurned. She dances in the beginning and you ignore her, but she still catches your attention, and whether or not you reload the game after the lights extinguish and the sun comes up determines if you see her blossoming and dancing for you, or if you continue to spurn her advances. In almost direct reversal of Laura Mulvey's interpretation of the gaze, you are indeed in the position of a masculine spectator, but the object of desire is the cause of your death because you denied her your gaze.

It is also at this point in the game where you can no longer interact, where the only acting agent in Salome, who has previously only been seen in fleeting glimpses and as stationary. You are relinquished of your control, and she is finally come to life. She has truly become a femme fatale.

6 Comments

mixvio said:

Tale of Tales is an awesome game studio and The Path has been one of the best things I've played lately. I'll definitely be looking this up.

kateri said:

I haven't read Wilde's Salome (though I want to now!), so I just knew the Biblical story when I played. It's interesting to read your thoughts, from the viewpoint of one who knows the play.

If you've played The Path, then you know if you'll like this. Not that it's "more of the same" in terms of content, but everything about it screams "Tale of Tales Made This", love 'em or hate 'em.

Me, I love 'em. I played it this morning, and was pondering it all day, and still am. Yeah, the controls are deeply annoying, in the usual we-might-be-annoying-you-to-make-an-artistic-point-or-maybe-that's-just-what-we'd-like-you-to-think way Tale of Tales seem to go in for, but still. Fatale is evocative, in the sense that what you experience calls forth many other unspoken things, and you sit and try to sieve your own interpretation from them.

My Classicist roots just reminded me that "evocative" is from the Latin "evocatio", meaning to call out, most notably, to call forth a god from a place. It's tempting to pose some kind of hideously pretentious rhetorical question about the gods, or perhaps ghosts in this case, that Fatale is trying to call out, but I would never stoop to such clichéed... damn, too late.

Briker Ed said:

Hmmm.... I played it. Was a very atmospheric experience for me. Especially the last bit, the captivating dance. Couldn't stop looking at her in closeup @_@ and the music fit perfectly. Trully love it.

Though, somehow I feel it lacks the freedom(?) the The Path had. Would love it if I had been given more to explore and think about. I'm aware I probably shouldn't be comparing these two at all....

Also, I think the graphics were better done (not "better") in Path. Looks to me that ToT might have not coped with 1st person view and movement in all directions too well. Might be wrong.... It did feel architectually a bit too blocky though.

Chainsawkitten said:

@briker: That's probably cause Fatale was made in a much shorter time span than The Path.

Briker Ed said:

@Chainsawkitten - Yup. I just wish they would do something.... bigger alltogether, but I'm thankful as long as they're making anything.

Excitedly waiting for '8'

Seth said:

This is the key second piece in my understanding your VBR post. I'm particularly excited to learn I could actually play this game (the other post had me assuming it was an Ipod Touch product). If you see a facebook go up saying I got a job, remind me to buy it and try it.

I pity the entity which monitors my internet activity to provide me with un-asked for ads; every time I come here to read one of your articles. I'm sure it gets very confused.

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Seth on Tale Of Tales' Fatale: Exploring Salome: This is the key second piece in my understanding your VBR post. I'm particularly excited to learn I could actually...

Briker Ed on Tale Of Tales' Fatale: Exploring Salome: @Chainsawkitten - Yup. I just wish they would do something.... bigger alltogether, but I'm thankful as long as they're making...

Chainsawkitten on Tale Of Tales' Fatale: Exploring Salome: @briker: That's probably cause Fatale was made in a much shorter time span than The Path....

Briker Ed on Tale Of Tales' Fatale: Exploring Salome: Hmmm.... I played it. Was a very atmospheric experience for me. Especially the last bit, the captivating dance. Couldn't stop...

kateri on Tale Of Tales' Fatale: Exploring Salome: I haven't read Wilde's Salome (though I want to now!), so I just knew the Biblical story when I played....

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