REVIEW · 2015-06-24

Her Story

The woman behind the CRT

Steam store ↗

First Impressions

An old CRT monitor displays a police search UI. 1994. The interrogation footage of one woman has been chopped into more than 200 clips and stashed in a database.

The first word I typed was MURDER. The first returned clip played, and I could not look away.

Sam Barlow was the writer on Silent Hill: Shattered Memories. Her Story is the clearest pivot point of his career. Leaving AAA scripting to make a one-person FMV-and-search game in 2015 was strikingly unusual.

Putting the Mechanics into Words

Words spoken in one clip become search terms to surface other clips. Vocabulary slowly builds the case.

Clips arrive out of order. The player reconstructs time and emotion inside their own head. A 1990 clip, then a 1994 clip — the player imagines what filled the years between.

Only the top five results are shown. Searching 'SHE' or 'POLICE' only returns five clips. The player must hunt more specific words. The search itself becomes the puzzle.

What Makes It Great

'What do I search next' is itself the act of solving. Active curiosity becomes the mystery's progression. The player is never a passive viewer.

All clips are filmed, all performed by Viva Seifert alone. Same chair, same camera, different moments in time, 200 takes. The player must read multiple personalities from the textures of one face.

The greatest invention is that 'the end of the game' is decided by the player's subjective sense. You finish when you're satisfied. Interpretations also vary by player. A literary closure rare in games.

Design Craft

Live footage and Viva Seifert's solo performance carry the story. For this to work, the script had to be written in a partitionable structure: narrative writing and search-mechanic design had to align perfectly. Barlow's experience as a writer made this possible.

The five-result cap is the design's spine. Without it, 'SHE' would surface everything and active search would die. The cap forces the player to hunt more specific terms. Lorelei forced a notebook; Her Story forces a vocabulary tree in your head.

If I built this, I would agonize over the granularity of clips. Barlow chose 30 seconds to 2 minutes; 200 clips total. Shorter would lose context; longer would dilute search. Finding the median required years of writing experience. Telling Lies and Immortality extend the system.

The Texture of Difficulty

'Finishes' at three hours, but whether it's finished is your call. Some players are done in two. Some keep going for ten. Both are correct.

Difficulty appears as 'what to search next.' But every clip names something — a place, a person, a date — that lets you go on. Stalling is rare; the time to reach an interpretation you can live with varies a lot.

Closing

Sam Barlow stepped lightly across the line between game and film. The opening shot of indie reinventing first-person mystery. The starting point of Barlow's own lineage that runs through Obra Dinn, Telling Lies, and Immortality.

What I want to imitate: trusting player agency. No hints, no progress indicator, no objective satisfaction line. Games still work that way. They go deeper that way, in fact.

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