Erica review: an interactive thriller you can't "play" with

I have to admit it. From a lover of a certain videogame genre, from the "game books" of Lone Wolf in the 90s, to the first interactive multiple choice CDs, up to Life is Strange or Bandersnatch, facing Erica was not easy. If from a giant like Netflix, known for its experiments with a TV series imprint, you expect Bandersnatch (and who knows what else!), Turning on my trusty Playstation 4 and playing a movie was, and still is, an initially debilitating experience.




Let's start from the beginning: an overview of Erica

Erica shows itself as a videogame title in 2017 and then disappears from the scene. At this year's Gamescom it returns with a trailer in style and the announcement of the availability of the title immediately. Erica is an interactive thriller made by real actors who shape a sequence of movies through the player's choices. The interaction in the movies can be performed with the PS4 pad or with your smartphone, by first downloading the Plasystation controller app.

The protagonist is played by Holly Earl, while the thriller is signed by Jack Attridge and Pavle Mihajilovic. Note of merit to the leading actress: much of the atmosphere and the personification of the player with the protagonist is due precisely to his acting.

Erica: the plot

The incipit of the story is a memory of Erica as a child, with her father who is performing a sort of ritual. From a brief dialogue, we understand that the mother is dead, but after a few moments we witness the brutal murder of the father before our very eyes. In all of this, the entire flashback is studded with strange and sinister symbols and a mysterious, half-hidden face.




Erica wakes up with a start from this nightmare: we are presented with a teenage girl, who evidently has a painful memory of his childhood studded with tragic moments. The girl increasingly lonely and closed in on herself finds comfort in music, and in venting her thoughts by drawing the shadows of past memories in a notebook. To interrupt this litany routine is the arrival of a package in front of the apartment door. This event will begin to trigger a series of events that will lead Sergeant Blake, of the local police, to lead her to Delphi House.

The facility turns out to be an institution founded by Peter Mason, Erica's father, and her friend Lucien Flowers. The sender of the package could be linked to the murder of the first, which is why the girl would need protection. The impact with this world, outside her room, begins to put the protagonist in contact with different characters and to bring back memories and new pieces of the mysterious puzzle.. From here the plot of choices that we will take in the role of Erica gradually unravels, composing the picture of events independently until we make our way towards one of the possible endings.

Graphics and sound sector

As difficult as it is to transpose this genre into a real analysis, in fact the title looks like a video game, so let's go into a more in-depth examination. The genre of interactive films, or immersive cinematographic experiences, the choice of a univocal definition is up to you, has its own reason where the photographic sector, the film, the quality of the shot and the interpretative part is flawless. Just a minimal distraction in a detail from a scenic, acting or writing point of view, that the whole system decays. In fact, this sector is based solely on this.




In reality in this case we are faced with a truly commendable product. The photography and visual quality is excellent, it does perfectly justice in every situation to the acting part of the actors. Often the colors and textures used are reminiscent of some of Kubrik's techniques: the director used a cheerful or classic soundtrack, in contrast to bloody or violent scenes. In this case the pastel colors muffled with light shades often contrast with a situation of vivid terror. The use of direction and shots is also excellent. 

Bandersnatch was undoubtedly a pleasantly successful experiment in interactive films, permeating the made by Netflix production oriented to the TV series. Here, on the other hand, we are dealing with a different product, and it is perceived after a good hour of play, when the sensations and the feeling that come from the atmosphere are more complete, fuller and more satisfying. A bit like comparing a fast food snack to a full meal of good food.

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Game mechanics

Player interaction differs three main areas: "point and click" situations, choices about actions to be taken (also in the dialogue management), and situations in which it is necessary to act on the camera for the focus on details. The "point and click" technique is there when we can choose the scenic element to go to. “Midfield” shots are often used for this function.



The choices on the actions to be taken and on the management of the dialogues instead employ close-up or half-length shots, making it easy to focus on what you are doing rather than the whole scenario. Some of the decisions have a very specific time which is defined by the vivid color of the text that will fade slowly, while other choices require more calm because the time available will be very little. This fits perfectly with the fast-paced pace of excited gameplay.


Finally, the examination of the details is made exhaustive and satisfactory by using shots with macro depth of field. For this last mechanic, as well as a wise use of the camera, we are helped by rubbing the touchpad to complete the required action. A simple solution that makes gameplay more immersive without interrupting the pace and timing of the game. Regarding this last mechanic, there is a positive and interesting note at the same time. Some of the macros made on the objects are so well thought out that they turn out to be shot in a similar stop motion, a real gem.

At each start of the game, a disclaimer suggests theuse of the smartphone to control the game actions, in fact the accuracy given by the device it detects higher and gives better feedback than the controller touchpad, however with a minimum of habit the classic experience does not disappoint and the title is enjoyable in its entirety.

Gameplay and impressions

Yes but, play it as it is? …Particular!

The duration of the title is around 2 hours, although it is still replayable, especially to eviscerate all possible details and aspects, as well as several final scenarios. A moderate and balanced tempo, at a very pleasant crescendo pace.

Immersion within this type of videogame is not always easy to achieve. In the first 15 minutes or so of the game, the pace is too slow. The creators saw fit to proceed with caution and then raise the tension and build a dense and well thought-out weave. Honestly, I would have preferred a more pressing impact since the incipit is rather daunting. But waiting and perseverance pay off more and more when you get to the heart of the story. Every aspect is made with great detail to get the most out of a chain that works and is solid. A small note would have to be made on the interpretation of a couple of actors, including Sergeant Blake at times are out of context, softening the rhythm of the thriller.

Erica is a great starting point for an evening with friends!

An aspect to underline is the sense of oppression and tension that increases more and more, as well as the involvement and intensification of the action in game. Although the start is really slow, you regret that feeling of calm. This really makes it a very successful thriller.

Unfortunately, the first 10 minutes could divide the audience and make the less farsighted give up.

Erica

For Erica review: an interactive thriller you can't
  • Exceptional direction
  • Excellent sound sector
  • Quality photography
  • Upbeat thriller
Cons Erica review: an interactive thriller you can't
  • Controller optimization to improve
  • Slow initial rhythm
  • Mainly indicated for lovers of the genre
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