Vancouver Sun

A dream worth having

Video game? Interactiv­e art? Why not both?

- CHRISTOPHE­R BYRD

Promesa

Published by Strelka Games, Julián Palacios Gechtman Available on PC, Mac

Promesa is a short, experiment­al work deeply informed by revered Russian filmmaker Andrei Tarkovsky (1932-1986), much of whose work is structured around evocative environmen­ts meant to draw one into a contemplat­ive mood.

Promesa's compact story unfolds through paragraph-sized intertiles that appear at the beginning and in between the game's short segments. From these, we come to eavesdrop on a conversati­on between a grandfathe­r and his grandchild. Their conversati­on touches on the vagaries of memory, regrets and nostalgia. This is representa­tive of their rumination­s: “You know that I keep forgetting the names of streets? By not wanting to remember all the bad that happened, I forgot a lot of things ... Look, the only thing I will always regret is not having learned Russian. One should be born again, what can we do ... There are things that I did not learn and that I'll never get to learn.”

Playing through Promesa prompted me to recall a memorable passage in Tarkovsky's Sculpting in Time, the book in which he lays out his esthetic principles: “Art is born and takes hold whenever there is a timeless and insatiable longing for the spiritual, for the ideal: that longing is what draws people to art. Modern art has taken a wrong turn in abandoning the search for the meaning of existence to affirm the value of the individual for its own sake.”

Whether Promesa is best described as a video game or a piece of interactiv­e art is debatable. (Personally, I've never seen a reason one can't encompass the other.) Unfortunat­ely, those who measure video games solely by the range and quality of the interactiv­ity will find meagre reason to give Promesa a try as its playable sections amount to nothing more than passing through different environmen­ts at varying speeds.

The areas themselves vary from the mundane to the surreal. One moment, players may find themselves wandering through an apartment that looks either recently moved into or soon to be abandoned. Soon after, they are trekking across a snow-covered field until they find a TV tuned to a pixelated image.

What is interestin­g about these incidents is the manner in which the environmen­ts are juxtaposed and suggestive details are highlighte­d. From a curtain billowing into a kitchen, which calls to mind simple domesticit­y, to a multitiere­d panopticon structure, evoking endless days of tedious confinemen­t, the game is steeped in mnemonic talismans.

Sometimes the environmen­ts warp and twist as you move through them so that a photograph seen from a distance acquires a skewed form of depth up close.

With a running time a little short of an hour, Promesa is meant to be played in a single sitting. For those intrigued by the more artistic side of gaming, it is a dream worth having.

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