Thu 25 Mar 2010
Fatale: Exploring Salome – REVIEW
Posted by Drew Wellman under Indie, Reviews
[18] Comments

To quote another play, "Words, words, words."
The gameplay is simply unbearable, mostly due to the fact that it serves no purpose other than as an excuse to get players to look at the environment. “Why must all these candles be put out?” say players. ”Who cares! Just look at our shit!” retorts the game. You see, without any entertainment value of its own or even a simple purpose, the gameplay falls flat on its face. Take another indie game with pretension leaking out its ears, Braid. Sure, its budget stretched the constraints of the term “indie,” but it still provided fun and interesting time puzzles in between ambiguous, philosophical text boxes. Fatale, on the other hand, is like having just the text boxes and instead of puzzles, the player has to press a button every 30 seconds. It really seems futile to try to package a bullshit emotional experience into the format of a game without any actual gameplay. If all they player can do is watch, then why not make it a movie or a slideshow? Why bother giving them the false sense of participation? Even when compared to games like Heavy Rain, which some consider merely a movie with quick-time events, Fatale utterly fails. The player is never presented with an opportunity to influence the story or a chance to miss a command, the only choice is either to click the mouse to keep going, or not to click it to stay put. This facade of interactivity really highlights the fact that the best games can immerse the player without having to rely on vague symbolism or pretentious nonsense. Though it’s a first person shooter, Half-Life 2 did a much better job of endearing me to its female character, Alyx, without any nudity whatsoever. This may be due to the fact that Alyx is an actual character with an actual personality rather than a lifeless statue. It’s safe to say that Alyx’s hug at the beginning of Half-Life 2: Episode 1 affected my emotions at least four hundred times more than Salome’s entire dance during Fatale’s epilogue. It’s not even poor characterization, it’s no characterization at all.
On that matter, the player character is almost even more of a mystery. The clueless dipshit in the dungeon at the beginning of the game is hardly role playing material, despite the claims of Tale of Tales. That is, unless you get a fancy out of pushing crates around. The developers say you’re supposed to fill in your role and your crime, so I guess they just expect you to think up the most ghastly sin imaginable to warrant such a horrifically dull penance. Your avatar in the second segment has even less of a personality, as he’s basically just noclip’s alcoholic cousin. In this mode, you’re not even allowed the illusion of roleplay since no one in the scene will acknowledge the floating camera in their face. Expecting players to fall in love with someone by making them observe the person topless via hidden camera seems less heartwarming and more voyeur. For the epilogue, the game realizes that whoever is operating the camera obviously has no idea what they’re doing and puts it on a tripod to watch Salome as she gets down. Gets down and boogies, that is, not anything else, you pervert. The main problem, though there are many, with these three player character stand-ins is that they only exist as a viewport into the game world, not as characters themselves. Thus, there really is no interaction, only observation, and the player’s actions, insignificant though they are, cannot logically be tied to any human being. While this may not seem like a huge issue, when you consider that Fatale’s entire purpose is to connect you with Salome, it becomes apparent that without a real player character to act as a medium, you’re not doing any “exploring” at all, only looking.

I’m certainly not against the idea of a blank slate protagonist, as evidenced by my Half-Life example. Note, however, that Half-Life is a shooter and Gordon Freeman’s main purpose is to aim at things for the purpose of stuffing them with bullets. In adventure games, the protagonist is often the most interesting character and without a personality, the games quickly shift to nothing more than puzzles. A personality allows the protagonist to explain their motivations and give assistance to the player. For example, in Shifter’s Box, the character of Sally drives the entire game with her need to return home. Without her emotions and relatability, the game would be no more compelling that a common “escape the room” flash game. Her fears of being stuck in every dimension but her own act to motivate the player to find Sally’s way home for her. By contrast, the avatars in Fatale have no drives, motivations, desires, opinions, or credibility whatsoever. If instead of simply shoving players in the husk of Blandy McLightsout, Tale of Tales had instead given him an actual physical presence, the game might have been less crap. I think they started on the right track in the cellar scene by one, letting the player move boxes to show that, yes, they do exist, and two, having the prison guard acknowledge their existence by slicing off their existent head. Sadly, what would have been a decent setup for a stroll around the terrace becomes nothing more than an out-of-place aside when the game takes away your body. I understand that maybe in the second section, you’re supposed to be a ghost or something, but wouldn’t it have been much better if Salome would look at you while you stared at her breasts? That is, if by “much better” you mean “a thousand times more awkward,” which highlights the inherent creepiness that Fatale exudes.
It’s pretty obvious from the way the game presents itself and the way Tale of Tales rants about it on their website, but Fatale was not made to play or sell as a game. I’ve clearly obliterated any pretensions Fatale has to actual gameplay, but what is the developers’ purpose in distributing this app? Most regular games aim to earn money or at least acclaim. Despite that Fatale is offered to purchase both from their website and on Steam, I don’t think Tale of Tales is looking at Fatale as a cash cow. It seems more likely that Fatale exists for the other major raison d’être in the indie gaming development circle: to make a point. But what point is it, exactly? That candles are bad? That Salome was a bitch? That some people are willing to fork out good money for a substitute for sleeping pills and some digital knockers? If I had to hazard a guess based on something other than my own poor experience with Fatale, I’d say that Tale of Tales is trying to go the Peter Molyneux route and convince people that they can connect with an emotionless denizen of the uncanny valley. According to their website, the developers actually expect players to “fall in love with Salome,” ignoring that A) she does nothing besides stand around looking cross and performing a little dance number, B) she beheaded her last crush, and C) not everyone will immediately swoon for a digital woman just because they can see her tits. The sad thing is that the developers sound so sincere whenever they claim that their experience is joyful or that it stimulates the imagination. Fatale is at the very least a project that shows real heart behind it. But with all the good intentions, you might ask, why not share their experience with the world freely? Well, to pay for the really long topless dancing animation, of course! I fully understand the need to break even, but I wish they would have put those development dollars into more important gameplay aspects than a meticulously animated ballet, which is admittedly very well done despite not using motion capture. Of course, I could be totally wrong and Fatale is supposed to be Tale of Tales’ one-way ticket to hookers and blow.
Please don’t buy this game, please, PLEASE. When it came time for me to get pictures for this review, I literally said out loud, “Oh shit, now I have to play this game again.” I admit that this sort of arty game is highly subjective. While I found Avatar to be a mildly entertaining yet poorly written CGI-fest, I know for a fact there are people out there who would gladly sell their mothers to terrorists if they could live on the planet Pandora. But if, as a developer, your game’s success rides only on the off chance that some people will have their heartstrings pulled and be moved by it, you probably aren’t going to reach as wide an audience as you hoped. I know what you’re thinking, “Oh, well that’s just his opinion and I’m the kind of person who forms emotional attachments easier than a brainwashed newborn puppy.” Well, if you think you are that kind of person, here’s a little test to see if you’ll like Fatale or not. Did you think that the only improvement for the character of Queen Amidala from the Phantom Menace would be if she got her tits out? If so, congratulations, because you have just found a new best game ever.
Drew’s Score: 1/5 starks
DDQScore: Two melons made of asphalt and sadness.
Drew Wellman will be in his bunk.









On one hand I definitely consider Drew’s review being a very accurate description of what Fatale is, on the other I would lie if I said I didn’t take an interesting and unusual experience out of it. I found myself fond of exploring the dreamy, alluring (if limited) environment, enjoying the atmospheric music and whispers, and even, well, appreciating Salome’s improvised dance rotoscoped into 3D from live action footage. Those are Fatale’s only real strengths, but even though I doubt I’d ever want to repeat the mundane game actions needed to finish Fatale, these presentation elements were enough to make me intrigued during the entire 30-40 minutes it took me.
But maybe it isn’t entirely true this was all that influenced my experience. There is an additional, important aspect that to some extent makes me doubt the value of how I felt “playing” Fatale. You see, I approached this very short “interactive vignette” with certain expectations which almost certainly influenced how I perceived it. For one, Tale of Tale’s Graveyard and The Path made me expect that their new game will also tell an emotional story of sorts. Secondly, the press materials and on Fatale’s website aren’t very clear about what it is. There is a teaser (limited to audio) consisting of long, whispered excerpts from Oscar Wilde’s Salome that made me think that in the full version I’ll be able to hear an even greater amount of his work being read. Similarly, various Fatale’s reviews made me expect it to be some kind of interpretation of Wilde’s play you can unravel through a series of scenes – an interactive poem.
I now know Fatale isn’t any of these things I expected, but during my entire, naive play-through I was constantly and persistently searching the game for at least a bit of Wilde’s story and a greater meaning to the seemingly pointless game actions. This made me feel like I’m doing something important and I kept my hopes up about discovering something grand.
In truth, the quotes from Wilde you see as flying phantom letters, as well as the incoherent, garbled whispers in no way tell any story and are very little to hang onto. If there are any hidden symbols and messages to find, they are too vague. And despite playing with light sources, the gameplay doesn’t offer any sort of enlightenment – it’s just a series of pointless clicks that result in looking and the scenery from different angles…
After finishing Fatale I’ve got to read an exhaustive interview with the creators saying that all they wanted to make is a virtual, 3-dimensional painting, as well that they’ve built the game in less than 4 months (http://coregamer.web.simplesnet.pt/fatale.htm). That explains a lot, but makes me consider all aspects of Fatale besides (the indeed very nice) scenery a red herring, and its ambitions as a piece of interactive media very small. Also, I feel somewhat cheated (even if I have largely myself to blame) because I have fallen for a vague promise of something that was never there.
I still wish that Tale of Tales keeps experimenting with interactive worlds/stories that are not games in the traditional sense. However, they really need to take time with their works and seriously think through how to design the player’s interactions within them – there’s no way around it. Fatale despite its appealing audio-visual presentation is much less accomplished as an interactive experience than ToT’s Graveyard.
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Martijn Zandvliet Reply:
March 25th, 2010 at 1:17 pm
A much more coherent evaluation than mine. I agree with most of this.
It feels rushed and unfinished. But regardless of all it’s flaws I appreciate the direction they are taking.
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Igor Hardy Reply:
March 26th, 2010 at 9:53 pm
Thanks. I think what you said below:
“I don’t actually like the game all that much, but I just really like the people and the mentality from which it came.”
is a good description of my own feelings about Fatale as well.
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Really, REALLY?
I had a lot of trouble getting into ToT’s games, precisely because I shared your perspective.
My first playthrough was fairly uneventful. I figured I must have missed something and went back in. At some point I realized I was approaching the thing in completely the wrong way.
It’s not a game at all, really. And, even though you mentioned that fact several times, you seem hell-bent on treating it as one anyway. When I stopped viewing the application as a game, and more like a 3D painting (or indeed, ‘interactive vignette’ as ToT call it) that you can move through, it all started to click. To me it seems the experience is not about play, but in discovering subtle details that stimulate you to interpret them, much like a still-life.
I’ll give you this: Using the medium of real-time computational graphics and audio to create something that is mostly static and timeless seems counter-intuitive from a gamer’s perspective. On the other hand: Why not? Is there a law that forbids people from using it this way? I found the way it tells it’s story very refreshing compared to how most videogames do it.
You say that the application offers players no meaningful way to influence the story. Maybe, but to my knowledge there is not a single game that does. You’re welcome to argue that statement, of course.
Finally, you probably know that a lot of art works as a mirror. What you take away from it says more about you than it says about the work itself. Your whole review focuses on bad controls and a pair of breasts.
[Reply]
Drew Wellman Reply:
March 25th, 2010 at 4:58 pm
While I believe that this type of game definitely has the potential to work, the poor execution really breaks Fatale for me. My main issue was that it was really a chore to pla- sorry, experience. The bad controls were a focus because they prevented me from even looking at the world the way I wanted; every time I tried to get a close-up on an interesting piece of scenery, I’d have to spend a minute fiddling the camera into position.
Fatale seems to take refuge in the whole “art game” label to excuse the unconventional controls, but more frustratingly, the lack of any depth. Igor hit the nail on the head about the vagueness being a letdown. I understand that you’re supposed to search yourself for the meanings, but what’s wrong with an actual revelation or at least some insight?
In regard to games that allow you influence on the story, though there might be some experimental game out there that allows players to completely redirect the narrative, plenty of games let players affect the details and path of story, a prime example being Heavy Rain. From what I’ve heard, the choices made in that game don’t change the essential story (there’s an Origami killer, your kid gets run over, etc), but they have huge impacts on the details of the progression, who lives and who dies, and the ultimate resolution of the story. However, Heavy Rain is a big budget, high profile console release, how can Fatale even compare? Well, let me turn your attention to Every Day the Same Dream. I’ll wait.
Back? Okay good. Now that’s how it’s done right. Every Day the Same Dream has both choice and insight, with a payoff at the end. Though there’s only one set of actions that get you to the finish, the pleasure comes in figuring them out and realizing their implications. Fatale lacked this sense of discovery, because while I was exploring the environment, nothing I found offered anything I didn’t already know. Any game that allows even the smallest player decision still has more choice than Fatale, which left me feeling guilty and creepy for wandering around this strange woman’s patio messing with her stuff without her knowledge. I suppose it should at least be commended for that.
In short, I have no doubts that this game could have moved dozens of people to tears, provoked furious introspection, and accomplished all its ambitions. It was just so bland, unstimulating, and uninteresting to me, that it left a really bad taste in my mouth. Even when I compare it to paintings, statues, and other similar static art, it fails to inspire any emotion besides boredom. But the very nature of art is its subjectivity, and interactive vignettes like Fatale are forced to stand only on their potential to inspire, rather than have the fallback of entertaining gameplay. You do, however, make a very well-formed and convincing argument, and I will not pretend as though I am somehow “right.” I just really. Hated. Fatale.
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Martijn Zandvliet Reply:
March 25th, 2010 at 7:04 pm
You make excellent points yourself.
I’ve just played through the game again today to see how distorted my memories of the experience have become.
Having done that: I pretty much agree with every flaw you mention. The controls really are atrocious! There’s no good excuse for coding so inaccessible an interface into an experience which otherwise suggests it should be very smooth flowing. It only took four months to develop it? Should’ve taken an extra month to polish things up, then.
Also: They do walk the fine line between deep meaning and vague ambiguity. And yes, the latter occasionally results in a total loss of intended meaning.
This discussion made me realize something: I don’t actually like the game all that much, but I just really like the people and the mentality from which it came. I love the fact that there are people out there that are attempting to use the medium to create deep and meaningful experiences. I like that they require the user to actively participate in the creation of meaning, instead of shoving the mental equivalent to a McDonalds hamburger into my mouth. Anyway, its seems I probably wasn’t defending the game itself, but the people who made it.
I had totally forgotten about Every Day The Same Dream! Good call. It’s a good example of what can be done to give you a true sense of agency over your destiny, and actually making all the different paths meaning something when laid out next to one another.
The main problem I have with most branching-storyline solutions is that ultimately whichever choice you make the outcome is still firmly under the writer’s control, and ofter converges into a singular ending. I’ve never felt any kind of agency over events in those games. If making a life-death choice for a prominent character ultimately doesn’t influence the grand scale of things, what was that life (and choice) really worth? Not much, I think. The Mass Effect games have this problem. They go to great lengths to establish their characters, but in the end I only saw them as tools for use in combat; in much the same way as a carpenter views his hammer.
Anyway, thanks for responding. This has been good so far.
[Reply]
Drew Wellman Reply:
March 25th, 2010 at 7:57 pm
I completely agree with the thought behind Fatale, and was also hoping for deep meaning. Unfortunately, it did not deliver as well as EDTSD. Part of the reason I felt so let down by the game was that I went in expecting and hoping for some profound question or an emotional connection, but was instead expected to provide one myself. I’ll probably give Tale of Tales’ other games a try to see if it’s more of the same.
Funny you should mention Mass Effect, because I am unashamedly an enormous Mass Effect fanboy. I love those characters to death! For my fifth(!) playthrough of ME2, I decide to do a suicide run, i.e. get Shepard killed, and let me tell you, it was really friggin’ hard. It really sucked watching my squad die because I had developed connections to all of them. During the first game, too, I became so attached to Wrex that in big choices, I tended to follow his advice rather than my own judgment.
But the great thing about games is how much they rely on feelings and immersion, rather than an objective checklist that, once filled out, instantly qualifies a game as the best one ever. I could spend hours picking out the flaws in Mass Effect, but they never stopped me from falling in love with the story and characters. By contrast, Fatale gave no connection and pulled no heart stings.
Martijn Zandvliet Reply:
March 25th, 2010 at 8:48 pm
I must say I enjoyed ME1 much more than ME2. Probably because the way the story-branching was handled was new to me, and thus surprising. What bothered me about Mass Effect 2 is that, having learned the patterns from ME1, I could feel the moral choices coming from a mile away. I consciously stopped caring for most of the characters at that point because I knew I had to throw a couple of them aside in the future. When Miranda and Jack got into a fight – and I was forced to pick a side – I knew the one I didn’t pick was likely to be sacrificed later on. I felt there were plenty of ways to diffuse that situation, that’s one. But picking a side there surely shouldn’t lead to the other’s inevitable death? It all started to seem so arbitrary. Almost as if the designers went “Look, we haven’t had a profound moral choice in like five minutes. Go on, kill somebody. Do it.”
The characters themselves are plenty interesting, the way they are utilized is what I didn’t like.
On an unrelated note: Scanning your blog just reminded that I’m due for a dentist appointment next week, bringing up a whole lot of teeth-related guilt. You win this round, sir.
[Reply]
Martijn Zandvliet Reply:
March 25th, 2010 at 8:54 pm
Oh, by the way: ToT’s other games are indeed better. Do try The Path, at least. It is much more polished, has better interaction, and it is way more coherent artistically.
They also have a very comprehensive postmortem of the development process online, which is bound to contain at least something of interest.
[Reply]
Drew Wellman Reply:
March 25th, 2010 at 11:53 pm
When there’s a teammate fight in ME2, the one you don’t pick loses their loyalty, but is by no means doomed. You can either win back the other’s loyalty with a dialog or just be careful during the final mission. I had to pick sides in one of those fight and got everyone through alright. The first Mass Effect, however, has Virmire, where the person you don’t save is instant dead meat.
I’m getting really, really off topic. Sorry, it’s my inner fanboy, probably because I’m working on a big ME vs. ME2 comparison/showdown, but that’s for another place and time. In the meantime, I’ll definitely check out The Path. I have a soft spot for horror games, so we’ll see how it holds up. Gnome, I’ll also try to play the Graveyard as well. I’m still holding out hope that this spirit of game may succeed, even if this particular specimen failed.
[Reply]
Martijn Zandvliet Reply:
March 26th, 2010 at 9:07 pm
Ah, careful there. The Path may appear to be a horror game initially, but at its core it’s a very different animal.
I’ll give ME2 another go. Getting my facts wrong kind of makes my arguments fall apart.
An excellently written and admittedly very convincing review, that I believe is being supported by Igor’s comment. As for me, I quite understood how the thing “plays” but am still intrigued about it. Guess I’ll have a YouTube search… Oh, and I did think the Graveyard was very interesting.
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I know what you mean, when someone’s given you a game to review and they’re not a huge faceless organisation, it feels awkward to be negative about them. However your detailed analysis and honesty make for a very good review.
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> Your avatar in the second segment has
> even less of a personality, as he’s
> basically just noclip’s alcoholic cousin.
This comment really made my day. Shows that I played too much Doom in the old days.
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Можно и по этому вопросу, ведь только в споре может быть достигнута истина.
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Igor Hardy Reply:
December 30th, 2010 at 3:18 am
Russian door frames!? They spam some really odd stuff these days.
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OK, so this just appeared on my news feed today, more than a year later. (Sort out your RSS feed, Igor!)
Anyway, just thought I’d say that from skimming the review, it seems pretty clear that the player, as the anonymous prisoner who gets his head cut off at the beginning of the game, is meant to be John the Baptist.
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Igor Hardy Reply:
February 10th, 2012 at 7:31 pm
Thanks for poking us about the broken RSS! As soon as we figure out how this complex thingamajig works, we’ll be right on it.
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