The Whisperers, by Milo van Mesdag
I mentioned in my review of Kaboom that I’ve read a fair bit of Russian literature, and that I tend to like political fiction. The Whisperers, then, is up my alley: it’s an interactive play that is set, and notionally performed, in the USSR in 1938, chronicling the lives of five inhabitants of a communal apartment in Moscow as they make an escalating series of poor decisions that eventually end in catastrophe (but I repeat myself: I already said it’s about the USSR in 1938, when the Great Purge reached its climax).
Before delving into the plot of the play, it’s worth sticking with the framing for a beat. The conceit is that the player is attending a performance of a novel entertainment – at scene breaks, one of the characters in the play will break the fourth wall and ask for the audience to indicate their choice of several narrative options via cheering; whichever one seems to have the greatest enthusiasm behind it will be chosen.
As a way to diegetically explain the mechanics of choice-based fiction, this is smartly done, and I actually wished the game had done more to explore it. At the beginning, you’re given the choice of how literally to take these mechanics; the author recommends a mode where the player’s decisions are given priority, making the game play like any other work of choice-based IF, but there’s also a mode where you just play one audience-member among many, with your voice not necessarily being determinative. I took a risk and picked the latter option, but I was disappointed that there wasn’t more explication of how the audience was responding to the play, and whether my hooting and cheering was making a difference. This is especially the case because some decisions involve resistance to Stalinist orthodoxy; the actor framing the choices swears that they’ve been given special dispensation not to report anyone who evidences signs of deviation, but that struck me as a hollow promise. The audience is already lightly characterized – the player’s given a choice of whether to sit among the proletariat, the party bosses, or those in need of reeducation – so making more explicit the implied social context in which the play is being performed could have enriched proceedings further, I think.
Another interesting aspect of the presentation is the use of stage directions. These are generally a bit more heavy-handed than I’d expect to see in a real theatrical script, but given that a player doesn’t have the benefit of seeing the actors’ interpretations, I think that’s a good choice. But among their idiosyncrasies is the approach to indicating the volume at which dialogue is delivered; the game notes that unless otherwise indicated, all lines are spoken at a whisper. On the one hand, this is both narratively and thematically apt: with five characters crammed into three thin-walled rooms, keeping one’s voice down is both polite and, given the police-state context, prudent. And keeping even extremes of emotion and distress sotto vocce suggests the ways that life in authoritarian states is lived; concealment is the default, rather than an exception. But I found the actual implementation challenging, because of course as I read the game’s text I’d often forget that injunction and assume that un-annotated dialogue was spoken full-volume; again, if the scenes were actually being performed, this wouldn’t be an issue, but the experience of reading the text on the page was different.
The play itself is quite well-written. There’s a certain quality of slightly-awkward effusion that I expect when reading something by a Russian author, and the dialogue captures something of that tone. Here’s a line from one of the two leads, Agnessa, a Trotskeyite idealist, on her feelings about one of her new neighbors:
No, no it’s nice to see you. I do like you Dariya Yuriivna. I’m not embarrassed that you know it.
Or here’s a bit from the other lead, Nikolai, waxing rhapsodic about his romantic connection with Agnessa:
Now. I have things now, I love my work, I love my books, I love … things, life! But sometimes, no, all the time; sometime, sometime, a long time ago, when I was a child, something changed. Dreams became safer than life. Yes, there were reasons to wake up. But there were reasons to stay asleep too. As well. I was scared, I guess. And I became bad. But now I wake up, straight up, childishly up, because I know that I might get to be with her.
Sometimes the characters come across as callow, or talk past each other, but that all generally rings true. I do think Whisperers does sometimes presuppose more familiarity with the politics of pre-WWII Russia than the abbreviated pre-game glossary can provide – there’s an extended riff that depends on knowing the context of what “socialism in one country” means, for example – but I think it still works well enough even if you don’t get the nuances. And the themes it engages with are strong: the central couple’s relationship dynamics drive the plot’s main clash, the tension between the political idealism to change an unjust world and the desire to nonetheless live a private, mostly-happy life within it. That conflict is echoed in a lower key by the marriage of the two older characters, as Dariya’s continued attachment to Orthodoxy is part of longstanding worry on the part of her husband Georgy. And then the fifth character, Agnessa’s brother, Sergei, serves primarily to up the stakes, since he’s an NKVD officer.
(Er, I just realized I’m doing the thing I dinged the game for at the beginning of the last paragraph: the NKVD was one incarnation of the Soviet secret police, part of the alphabet-soup sandwich between the Cheka and the KBG).
(Yes, that’s a terrible mixed metaphor).
It’s all solid and resonant – especially now, given the war of aggression the USSR’s succession state is currently waging – but I have to confess that I didn’t find The Whisperers quite as compelling as I expected. All the themes make sense, they’re played in a smart, historically-grounded way, the writing is strong, and the use of interactivity is well-considered. But I suspect the character work isn’t quite up to the same standard. The core due of Agnessa and Nikolai especially sometimes veer into caricature – she’s a true believer who at one point directly says that she doesn’t see a difference between fiction and real life, and he’s so feckless he seems to make decisions purely on impulse. I liked them, but they felt more like types than people. Sergei, meanwhile, is likewise mostly just a plot device, and while Georgy and Dariya have a world-weary charm, they get by far the least spotlight time (I also came across what I think is a bug that undercut the impact of their strand of the story; in my playthrough, I didn’t have Georgy burn Dariya’s idols, but the NKVD still couldn’t turn up anything untoward when they searched the apartment. From looking over the full text of the game via the included script mode, though, it seems like the bad consequences you’d expect to happen should, in fact, happen).
The related issue is that I suspect I didn’t invest myself too heavily in Agnessa and Nikolai’s relationship because it was clear from the jump that they were doomed. The fact that a story telegraphs that it’s a tragedy doesn’t mean it can’t work, of course. But I did feel like the latter stages of the plot hinged too much on, well, plot-y stuff like whether they would get away with their acts of defiance and if they’d have any broader impact – but of course they don’t, and of course they don’t. This is very old history at this point, and besides, I’ve read all three volumes of Gulag Archipelago, there aren’t really any portrayals of Stalinist brutality that can surprise me at this point. Focusing in on the emotions, conveying what it might be like to live in this horrible situation, could have worked, but here’s where I think the archetypal nature of the characters wound up being a flaw. Admittedly, there’s a plot branch that didn’t show up in my playthrough that I suspect might recast the emphasis of the final scenes (my audience opted not to have Agenssa tell Nikolai that she was pregnant, which would presumably up the soap-opera quotient) so maybe one point of feedback would be to prioritize that choice in the mode where the player doesn’t get to make all the decisions.
The thing is, when I consider all the issues I’ve raised, it occurs to me that they all boil down to the same actually-kind-of-vapid critique: this is a play that I’m reading rather than seeing performed. With actors bringing life to the characters, and the immersive engagement that theater provides, I think these downsides would melt away, and the work’s very real strengths would be even more apparent. Of course, this is also a piece of IF that’s been entered into an IF competition; it’s entirely appropriate to judge it on the form in which I encountered it. But heck, I enjoy reading Shakespeare, even knowing that that’s far from the ideal way to experience his plays – if anyone ever puts on a production of The Whisperers, I’d be eager to see it, but in the meantime I’m glad it was entered into the Comp.