The RGB Cycle by Charm Cochran, Acts I through III

Reading the various reviews of the RGB Cycle that have been written for the Review-a-thon, and thinking about the conversation in the thread IFComp Review Threads By Game?, I wanted to make a thread specifically for discussing this series! To start with, here are links to the reviews:

Kastel: All acts
JJMcC: All acts
Mike Russo: Act IAct IIAct III
Tabitha, aka me: Act IIAct III

I’m going to pull together some thoughts/questions I had after reading everyone’s takes and will post that when it’s done, but in the meantime anyone please feel free to chime in with general opinions, points of agreement or disagreement with the reviews, or whatever else you’d like to say!

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I haven’t read others’ reviews yet, but I’ve found the cycle really interesting so far, so thanks for the prompt and the links!

One thing that might be helpful to flag for folks is that in my review thread, Charm mentioned that there’ll be another two acts coming (which makes sense given this started out with Shakespearean language…) So the piece isn’t complete yet, which is intriguing.

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Okay, I’ve compiled the quotes from the reviews that I found most striking (plus the one from my own that most sums up my conclusion). Spoilers ahead!

And then some things I’m still wondering about… Does Act III take place after Act II, or is it a flashback? If Green in Acts I and II are the same person, how to reconcile the historical setting of Act I with the modern-day setting of Act II? Do these questions even matter for understanding/appreciating the series?

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These games are incredible!

I saw the first one randomly on IFDB, started to play it with no idea what was in store, and it blew me away. It also made me burst out laughing! Few games make me actually laugh, but this one did. The language, the pacing, the way that it builds and releases tension–just incredible.

Then I immediately had to play the second one. Which also blew me away. Not as “funny” as the first, but the amount of action that it packs into such a tiny amount of text is truly impressive. It’s such a brief game, but everything counts. Everything feels like it matters, like it has an effect, even if the effect is short-lived or illusory. A masterclass in player agency, with at least three different flavors of player agency integrated into a single thematic/mechanical whole.

The third game is also great, but didn’t quite knock my socks off like the first two. The switch to contemporary texting lingo in the context of a messaging app kinda let some air out of the balloon for me. I also didn’t find the character psychology as interesting. But the economy of the design! The fact that this game has puzzles, and they work, and they’re rewarding, when the text is so brief! Another masterclass.

I love the overall presentation of the cycle too. Those titles! And the intro for each game, where you’ve got the instructions, a breakdown of the color-coding, and one-sentence sketches for the characters. So slick and glossy. A pleasure to navigate on a UI level. These games are already modern classics, in my mind.

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My impression was Act I came first, then Act III (Red’s getting married in the morning), then Act II (morning of marriage, and the mother is now a lot older).

The old English is a mystery though. My first impression was that they are actors on a stage (or practising off-stage) for a retelling of Bluebeard - but having actually been in an affair with this guy, she really kills him, which is when he changes to modern English.

Either that, or it’s just a normal Bluebeard retelling where she finds the bodies then kills him. That seems more likely.

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Yeah, I won’t venture a theory as to what’s actually going on until we see the final instalments, but as far as I can tell there’s nothing but the language to indicate that Act I is taking place in a historical time period.

The fact that the series does seem to be adopting a Shakespearean five-act structure makes feel like it’s less likely that Act III is a flashback, but, well, see the first line above.

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That was my assumption originally too, but Mike’s review made me question it!

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I actually do think the flashback idea is an interesting one, and does make some sense! I honestly didn’t think of it until I read other reviews, partially just because I assumed Act III would be after Act II in the way II was after I, partially because II has a kind of 19th-Century, Edgar Allan Poe vibe whereas III of course is modern. But those are certainly not dispositive factors. So even though I still lean towards thinking time is moving forward between the Acts, I’ll be keeping an open mind on that once we get the last two instalments.

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Oh, I for sure will! :stuck_out_tongue_closed_eyes: Dare to be Stupid!

So I’ve noodled on this quite a bit, replayed, digested the reviews. Pending final two episodes, here’s where I’m at. I can’t make it work that the colors are actually the same physical person. Beyond the potential time jumps (though the first episode language observation is an intriguing one), their voices, motivations and personalities ALSO seem just different enough to more plausibly represent different people. Yes, we are all complex and contain multitudes, and certainly would behave differently in different circumstances. I’m not saying this interpretation is broken. Just that I find the ‘different people’ one more satisfying so far. Even the choice to showcase different gameplay in each episode strikes me as a fiendishly clever choice to position these characters in different IF ‘worlds,’ further making the case for different beings.

Rather, I am internalizing the colors as kinds of people. Bespoke archetypes who recur throughout mankind. Note that in the 3 games we’ve seen, colors/personalities are sometime victims, sometimes perpetrators. I find it telling that the colors chosen for the episodes seem to map to the monster (not necessarily perpetrator) in each case.

The theme this drives home to me is: ANYONE can be damsel(apologies for sexist word choice) or monster, regardless how we might build expectations. The inevitability of the endings seems to underline this for me. Perpetrators are not more or less threatening, victims not more or less capable of escaping their fate based on who they are. A person’s ‘righteousness’ is not more or less capable of/susceptible to violence. Violence is portrayed as implacably OUTSIDE all these facets, with its own irresistible cadences. The Dire Rainbow!

Now of course, the next two episodes could show just how dense I am being and truly resolve into a web of character murders spanning lifetimes. Honestly? That is a pretty great conceit and I wouldn’t be mad at how foolish that will make me look. This possibility is certainly aligned with the word ‘Cycle.’

Or it could be that some sort of meta Morality Play construct is in effect. The colors are the same physical beings, being forced to “act out” different stories, like common metaphysical actors in a series of ur-stage productions. Same people, different stories with no linking timeline. A bit more abstract, but hey if theatre isn’t experimenting it isn’t progressing. This possibility aligns with the “Act” breakdown.

Heck, this author is clever enough it could be something I am incapable of seeing at the moment and will gob-smack me once it is revealed!

I don’t mean to put out that I am somehow ‘right’ in this, just conveying where my head is at. The fact that ALL these interpretations have some runway is kind of delicious.

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It was your observation that it COULD be a flashback that started me spinning! I totally planted a flag on this, but will happily move it once we see more!

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I also assumed Act III was a flashback. With that interpretation, it had the effect of slightly flattening the characters for me: the serial killer came across as a bit cartoonish, and the decision to dispatch him in Act II, therefore, felt more neat-and-tidily justified.

But one thing these Acts do is constantly re-frame each other contextually, so I might change my mind when Acts IV and V are released!

Regarding the time period, I don’t think I ever believed in a single “baseline” era in these games. Act I initially planted me in Elsinore–the conundrum about scheduling a murder to properly coincide with a confession, and how the wrong order might or might not damn the murderer’s or the victim’s soul–is straight out of Hamlet. Bluebeard itself is also a story that roughly fits the era: castles, dungeons. But then, at the end, when Ye Olde-Timey English was punctuated by contemporary profanity, I was left with the impression that the language was simply the bubble-wand to blow the destined-for-popping bubble. The text became unmoored from any time period; the text itself felt like a performance, with the words merely actors on a stage.

Act II had a “Pit and and the Pendulum” vibe, and the mention of modern technology brought me closer to the current year. Act III felt very “now”–or rather, like the 1980s from American Psycho crossed with “now.” This gave me the final impression that, if the RGB Cycle is anchored to any era, it’s the present era, but with allowances to throw on other eras as costumes.

I might be off-base with the American Psycho comparison. It’s partially what made Red feel too cartoonish to me in Act III. Blue is also cartoonishly evil in Act I, complete with wicked sneers and the classic Bloody Chamber stocked with eight dead wives; but Blue’s cartoonish evil is layered over real social complexities that come pre-baked into the Bluebeard story and Hamlet. American Psycho is all about superficiality–complex in its own paradoxical way, but I can’t sink my teeth into Red as deeply.

Green, meanwhile, is justified in Act I–up to a point. With text that’s so brief, every word has weight, every action counts, and “maim” is just one step too far, one too-extraneous verb. It barely crosses the line, but it does. And then “murder” keeps going. The word isn’t “kill” or “slay,” but “murder.” “Murder” has weight indeed, and casts a sort of silver lining around Green’s actions–if the silver lining were red, to mix these color metaphors. Justice in Green’s hands is still justice, but it’s tainted by something unnecessary.

Act II continues to deepen this complexity… until Act III waters it down by making Red such a complete douche that even Bluebeard looks better in comparison. Bluebeard. The archetypal monstrous bastard!

As you can see, even in my piddling criticisms, I find these games fascinating. There’s so much to think about! They’re so rewarding. And my analysis might be entirely wrong! Acts IV and V could flip everything on its head.

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I don’t want to break the fourth wall or anything, but it’s really exciting to see people engage with my work like this! I’m terrible about not giving spoilers so I don’t want to engage too much, but I’ve read through this thread a couple of times and I love all of this discussion—I can’t wait to hear people’s thoughts once Acts IV and V are out!

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