If this game is a critique of anything, it is a critique of auteur theory, of the way the industry chews up and spits out talented people, and above all, it is a slam against the industry's rampant and violent misogyny, past and present. In these moments we see tension, we see catharsis, we see regular people trying to make art while ignoring what that attempt at creation is doing to them.Īnd we see the ugly side of the film industry, as well. A lot of the behind-the-scenes footage features Marissa, director John Durick (played by Hans Christopher) and an assortment of other actors and crew running through rehearsals, scouting locations, hanging out with famous time-period figures like Andy Warhol, and spending intimate time together. What sets Immortality apart is that the fictional trilogy of movies at its core (Ambrosio, Minsky and Two of Everything, all shot over a span of 30 years in the story) are essentially real movies, around an hour each, with different writers, actors and production crews for each of them, all shot in the style of the time period they're purported to be from.īut these movies are not the sole space players get to move around in. With his previous games, Barlow has worked with established actors to create moments of intense drama and intrigue across hours of footage. (Image credit: Half Mermaid) Cut, Print It Additionally, players will want to scrub back and forth through scenes, as hints and insights can sometimes be found running the footage backwards. It's very satisfying to go down these rabbit holes on your way to solving the mystery at the heart of the game, and the sense that you are actively participating in this created world is bolstered by the presence of excellent background music by Nainita Desai that intensifies as you jump from scene to scene.Īs a note, while there are full mouse and keyboard controls built in, the devs do recommend use of a controller, which we discovered added haptic feedback when we used one in our playthrough. Some wall art catch your eye? Here's some more. Want a montage of bowls of fruit? Go for it, why not. While I imagine most players will use it for its specified purpose, there’s a lot of room for goofing off here. The game itself is structured like a Moviola editing machine, and combined with the match cut mechanic, the player is able to put together their own "supercut" based almost entirely on vibes. The match cut here acts like its cinematographic counterpart by creating narrative, instead of visual, continuity for the player. As players teleport around, they add the scenes they find to their library, and gradually, the true (or 'true') story emerges. This will teleport them to another scene with the same actor or a similar object in it. By pausing the scene, players can examine small aspects of it and, like a point-and-click adventure game, click on whatever they are interested in. In Immortality, the technique is used to find similarly-composed images across different movies and other media. Match cuts are a commonly-used editing technique to build visual clarity for moviegoers.
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