(I had to invoke IFComp’s limited playtime rule for myself with this game, otherwise I wouldn’t have been able to fulfill my duties a an Iron ChIF judge ànd have some time afterwards to play some other EctoComp games. I played for a bit more than three hours, and I do feel confident that my favourable impression after playing for that long will not suddenly collapse when I pick it up after EctoComp to finish it.)
A banisher of hauntings is called upon to cleanse the terrain of Armature Studios, an old film company.
The way to go about this is very down-to-earth. No Ghostbuster-like vacuum cleaners to suck the spirits into high-tech containers, nor magical thingamajigs like crystal runes or binding incantations to be yelled at the heavens. Instead, Kinophobia plays more like a detective story.
The only thing resembling a magical spell is used when you want to banish a ghost. Even then, a simple recitement of the year and cause of death will do the trick. The in-game syntax supports the notion that you are more an earthly investigator than some sort of wizard: the command used to synthesise your findings and subsequently disspell the ghosts is SUSPECT [person] DIED OF [cause of death].
So you’re basically a private detective conducting a deep and thorough mystery investigation which happens to involve some supernatural elements.
In the What are you reading these days?-thread, I mentioned I was going through Jimmy Maher’s e-book collection of posts about the history of Infocom.
In a fortuitous coincidence, it just so happens that the chapters I’m reading now are about Deadline, Infocom’s infamously difficult but also brilliant sleuthing game.
Kinophobia does not directly compare to that game, being a more traditional exploration of a basically abandoned and static setting, whereas Deadline features a living and moving environment which evolves independently from the PC’s actions. But in the build-up to his discussion of Deadline, Maher writes at length about an important inspiration for the game: The Dennis Wheatley Crime Dossiers, a series of detective games created by “Britain’s Occult Uncle”, as Maher so aptly calls him.
The crime dossiers were an attempt to eliminate the detective character and the superfluous narrative completely from the murder-case under examination. The reader/player got a dossier with only the necessary clues, both written material and physical evidence, and was tasked with solving the crime.
This approach of putting the investigation wholly in the readers’ hands, instead of them having to investigate vicariously alongside a brilliant detective à la Hercule Poirot, resonated with Marc Blank. Blank introduced a virtual detective character to be inhabited by the player, who could then directly examine the scene and interrogate the suspects.
Kinophobia takes a deep dive into this approach: The player has a detective-avatar walking around on the crime scene, but apart from a locked door here and there, there are not many traditional puzzles to solve. Instead, the PC functions as a pass-along to provide clues and evidence for the player to release their deductive skills upon. I even went so far as to open up Wikipedia in a separate window to look up certain aspects of the movie industry and broaden my understanding of the setting or get a better view of specific details. (Anybody know what a shotgun microphone is, or what it looks like? I do now.). In the context of this game, it felt only natural to expand my research to out-of-game sources, something I would normally not do (and even frown upon).
That is because the overwhelming majority of the gameplay in Kinophobia is to LOOK UP names, dates, and movies found in various bits of paperwork, promotional movie posters, and personal letters via your trusty assistent Ari, who is always just a phonecall away…
Kinophobia is a demanding game. It asks for your deep engagement to sort through layers of information, your commitment to both logical deduction and exclusion of possibilities, and your willingness to allow for unexpected yet understandable leaps of intuition.
But it also delivers a great deal of satisfaction to those willing to follow its premise to the fullest. Piecing together the true circumstances of a particularly mysterious death from snippets of information found here and there, and delving deeper by having your trusty assistant Ari (applause for Ari, who does a lot of the heavy lifting!) looking up the correct topics, gives a sense of real accomplishment.
A real sleuthing experience!