Halfway through attempting to install this game on my laptop, which caused first the installer to freeze, then my laptop to freeze, then to freeze on the reboot screen, I wondered 'why did I choose this game again?'.
But my reasoning was relatively simple - having played all three of the suggested games for this week, I chose the game that was a) the most interesting to me, and b) the game that had your choices matter the most (to an extent).
Ironically, then running the weirdly installed version led to a scenario with no audio, aside from the chosen name (Chloe), and the couple arguing wildly, ignoring most of my comments, and responding to things that had never been actually said.
Clearly, not the intended experience.
No worries, I got the game working as intended - plus having played (a lot) before, I knew the general principal of the game.
The way the story is built in Facade is relatively simple, using a generic three act structure. We start off with a small audio clip, indicating that we are an old friend of Trip and Grace, and that we're meeting them to see their new apartment. Begin Act 1. We're welcomed into their home, and introduced to the characters. We learn that Grace works in advertising, and used to be an artist. She comes from a well off family. Trip is harder to learn about, but we can learn that he came from a poor family, or that he frequents sports bars. Act 1 is driven forward relatively quickly, as a problem is quickly introduced - albeit not entirely clearly. In a tradition Three Act Structure, Act 2 should be prompted by a catalyst, to set things into motion. In Facade, isn't clear to start what, exactly is the specific catalyst - perhaps it's you being there, perhaps it's the new apartment - but regardless, it's noticable that there is some tension and disagreement between the two, which can be picked up in the fact that they are arguing before they ever open the door to let you in, should you sit and listen a little, rather than immediately knocking. The conflict here - which in game, is in the form of Trip and Grace's arguing, with you taking on the role of mediator - spans the majority of the game, with each character raising points and asking you questions, which can escalate into a heated debate, with multiple potential endings - either a successful resolution, either Trip or Grace leaving, should you side with one more than the other, or finding yourself escorted out of the house. These potential endings, although rather short, create Act 3, in which the story, and the points leading up to it, are summarized and end. Interestingly, it's clear to tell when you have reached an 'end', or the third act, as, in at least the cases of the bad endings, (they divorce, or toss you out) the characters will announce that they have either 'had enough', or in the divorce endings, ask you 'is everything you've said tonight supposed to mean something?'. At this point, nothing you can say or do matters anymore, or matters very little.
Though, it's not the first time interactivity in this game means very little. Logically, the point of the game is for you, the player to prompt responses, and respond either postively, or negatively, to their questions. However, it's entirely possible to complete the story, without ever speaking a word. Your interactions, although intended to be the force driving the story forward, do not matter. The characters talk, and should they not receive the answer they want - or any at all - will simply move on to their next point.
And even when you do interact, and attempt to drive the plot in the direction you want it, in many cases, the AI will outright ignore you, or talk over you, driving the topic forward before you even have a chance to reply.
Your input into this story may feel like it has weight during your first attempt. Or maybe you'll miss the story so easily, as many people do, instead finding it humorous to yell random things at the pair, hoping to spur a response. But you play it again. 'Didn't they say this last time?', you wonder, attempting to change the direction of the story, or seek a different conclusion. You attempt to throw in new keywords, hoping for a new line of investigation, only to get yet another 'uhh...' as the characters fail to register your point, and continue with their lines as normal.
And as a test - I played the entire game, doing nothing but saying 'potato', constantly, and managed to get the ending in which they both stop, and deny that anything has gone on, saying they're fine, and that you should leave.
'What does this picture say to you?'
'potato'
'That's a great answer!'
The most interesting point with that, was that Grace raised the point 'You don't even give me a yes or a no answer when I ask', suggesting that they were aware, that yes, I was shouting gibberish at them. But it didn't change the story, at all. In refusing to participate in the story, it carried on without me.
Facade isn't a bad game. But from what I can see, your choices do not matter a great deal, and the narrative will continue regardless of what you do.
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