The proverbial difficult third album for Sam Barlow. After the unexpectedly success of
Her Story, he pivoted to a new atmosphere and expanded upon the same gameplay ideas for
Telling Lies - and while the surface level similarities between the games was pretty unmissable, that was fine, because it was a (slightly) better game, the emotions it aimed for were very different, and there weren't any other games around doing anything similar to anything like the same effect. Whenever an artist finds a niche like this, though, there will always be questions lingering over them and their work. How long can you keep doing roughly the same thing and getting the same results? And what happens when they branch out of the comfort zone they've made for themselves?
For the gameplay of
Immortality, Barlow has again largely chosen refinement over revolution. The gameplay has changed - there's no more typing, with a new interface for playing movies and switching between them that's clearly designed to be more accessible for people playing on iOS and Android devices - but that accessibility is balanced with familiarity for those who've played his previous games. The size, though? That's where you'll find the change:
Immortality is easily his biggest, longest, and most complex game, taking longer to finish than
Her Story and
Telling Lies combined, and it's also the one that makes the most demands of its player. The secrets of his previous games may have been buried, but the way you were supposed to find them was not - the tutorials were clear about how you were supposed to wade your way through the videos and unlock everything. Not this time. I suspect that you could probably make your way through every clip in this game without even realising the secret behind everything and figuring out what the game is really about - and as a result, the moment you first figure out how to see beyond the veil and accidentally launch into one of the deliciously sinister hidden scenes is glorious. (This is perhaps a bit of an accessibility issue for those touchscreen players, though. The huge clue you're given about how to tease out the mystery is the way your controller vibrates; while there are also some audio and visual cues, they're much less clear. I would strongly recommend playing this on a console, if you can.)
Yet while the process of unearthing the mystery under the mysteries is excellent, you'd be able to identify this as Barlow's most ambitious game yet even if you did miss it entirely. The only information you're given to start with is that you're trying to find out what happened to a film star named Marissa Marcel, who appeared in three films, all of which were never released. Those three films, all wildly different from one another, allow Barlow to turn
Immortality into a love letter to cinema.
Ambrosio is a sex-heavy religious European arthouse period drama, filmed in the late 1960s but set in the late 1700s;
Minsky is a stylish and gritty early '70s cop drama set in the New York avant-garde art scene;
Two of Everything is a late '90s psychological thriller. Each is filmed and styled in a way not only totally distinct from the others, but in a way that makes the game's influences clear: even I, effectively a total cinematic ingrate, could feel Ingmar Bergman, Luis Buñuel, Dario Argento, and David Lynch pouring out of this game. I've seen several others mention Federico Fellini too; God knows how many other references and tributes I missed because I don't know that much about films. (Case in point: Barlow's company Half Mermaid published
a Letterboxd list of films that influenced this, and of the forty listed, I've literally only even heard of fifteen of them before, and can only remember watching four of those.) On paper I am a terrible target audience for this game, but the love and craft that shines through in these stylistic recreations is unmistakable. There's a huge amount of appeal here even without the secret buried underneath them.
But that secret is what will really linger in the memory, and as ever with Barlow's games, that secret is driven home expertly by its lead actresses. Manon Gage is an absolutely inspired bit of casting, her smile a potent weapon the game returns to again and again; she is capable of conjuring bubbly innocence, brooding sensuality, and latent menace with equal ease just through that smile, and the game simply wouldn't be what it is without her ability to lace her scenes with implications beyond their actual content through a simple glance at the camera. And yet even for that, she arguably gets upstaged;
Charlotta Mohlin as The One is surely the most instantly and unmistakably iconic character I've ever come across in an FMV game. Timothy Lee Depriest is an impeccable villain alongside her too as The Other. And you could potentially play the whole game without even seeing either of them! These are performances that linger and resonate long after the game finishes. But then, that's just what Barlow's games do, isn't it? Those questions do still linger - even now I cannot help but wonder how much longer Barlow can continue to make FMV games before the returns start diminishing dramatically - but after three spectacular successes, each very distinct from the other underneath the hood, it might now be unfair to even ask them at all. The man's on a serious hot streak: just let him cook.
thrilled to make the full dive into this