Martha Is Dead My Happy Room
Martha Is Dead review: horror that confuses beingness horrible with being horrifying
In that location'due south a time and a face
This is the game where yous skin a expressionless woman's face off. You exercise it slowly, with a blunt dog tag, making several raggedy incisions before tearing off the face up proper. Afterward lingering over the resulting mess of blood, musculus and bulging eyes, y'all then place your recently drowned identical twin sis's face up over your own. It's but a dream, but however, this is far from the only time Martha Is Dead insists yous do something unspeakable, nor is it even the only time y'all're forced to desecrate your sister's corpse.
Autonomously from poor writing, these excessive, beast force attempts to disturb define Martha Is Dead. They suck. Horror games are allowed to be horrific, but the way to cultivate real fear is through restraint rather than desensitising bombardment. For the most function Martha only fabricated me pout and go "ew".
We're in rural Italy, 1944, towards the end of WW2. You're Giulia, the daughter of a fascist general, though that's simply backdrop. After a cursory flashback where your nanny reads you a gruesome story about a jealous lover who kills a woman who turns into a murder-ghost, Martha Is Dead opens with you venturing down to the lovely lake nestled in the mannerly woods behind your pleasantly rustic business firm - where your sister has not so charmingly just drowned. She's wearing ane of your dresses, and so when your parents come up rushing to the lake shore and notice you cradling her bloated corpse, they assume that y'all are she. Deadpan narration bluntly explains that your mother has always loathed you while adoring your deafened and at present-dead sis, Martha, and so you proceed with it. Cue the confront-peeling nightmare.
It keeps going like this. The plot lurches from one macabre catastrophe to the next, alternating betwixt ostensibly real events and nasty dream sequences where the camera gets to really linger over the latest messed-up body. There'due south this backwards supposition that the longer nosotros get to stare at corpse gore the more disturbing information technology will go, rather than the exact opposite. The most uncomfortable part was worrying that someone might walk into my room and inquire me to explain myself.
At least they wouldn't be exposed to the writing. Showing not telling is a particularly heinous sin when it comes to psychological horror, because it'due south hard to care what happens to a grapheme that already seems lifeless. Every significant result in Martha Is Dead is accompanied by a long, long monologue where Giulia recounts how she felt deplorable or shocked or excited. Information technology doesn't help that those monologues are delivered from the prophylactic certainty of a hereafter nosotros know Giulia winds up in, leeching any remaining sense of urgency. It all adds upwards to this disconnect between the drama and the player, a non-intermission of disbelief where the artifice overshadows the art. You lot get an "ew", not an "argh".
Every significant outcome in Martha Is Dead is accompanied past a long, long monologue where Giulia recounts how she felt deplorable or shocked or excited.
While the plot itself veers about wildly, the pacing can feel ponderous. Early on yous're introduced to your old-timey camera, complete with separate dials for exposure and focus, alongside attachments for taking photos in unlike lighting and weather condition conditions. You're encouraged to mess well-nigh with it and accept photos whenever you lot fancy, though there are other, prettier and less clunky games dedicated to that craft. I only brought it out whenever the plot called for information technology, which information technology frequently does, often to have a photograph of (surprise surprise) a body. This is the 40s, so to really develop those photos you have to trudge back to your basement's darkroom and faff through exposing the film and dipping it into those little baths. Information technology's charming the get-go fourth dimension, slow by the third. You only get to see an indistinct negative of each photo before y'all develop it, too, and they're not sorted for you, so skillful luck picking out the plot-critical ane if you lot have gone snap-happy. It tripped me up, even though I'd only taken a couple of accidental extras.
Bafflingly, fourth dimension-wasting repetition is also broiled into parts that are supposed to exist actively scary. There are a few dream scenes that accept you racing through the forest at night, edifice sentences out of words that you select by either running left or right. If they were more than freeform, those sequences could piece of work every bit unsettling trivial tidbits of player expression - but no, pick the incorrect ane and you go sent back to the showtime. That trial and error structure comes back with a vengeance in a subsequently part of the game, where y'all take to agonisingly reconstruct a scene using naked, emaciated puppets. Once again, the scariest prospect was someone walking in.
Worse still is the side plot where you can cull to dob your dad in and assist the anti-fascist resistance. I'd have been all for it if it didn't hateful laboriously deciphering and sending actual morse code via a stashed telegram auto, which involves an boosted compounding layer of tedium involved with matching letters to code words. It's presented every bit a decision between loyalty to your family or your conscience, but actually information technology's a choice betwixt spending 20 minutes doing grunt work or moving on with your life.
In that location are technical faults, too. Some quest markers never appeared, while completed ones stuck around. There's a wheel that's barely worth using thanks to all the invisible boundaries information technology can't cross, and the way it judders around in the small expanse where information technology'due south actually usable. Most of the screenshots in this review are taken with ray-tracing and DLSS, merely I had to terminate booting into that version of the game considering it kept stuttering, no matter which settings I used. Even without them, stuttering persisted, especially whenever I went down a sure staircase. That is not the way you lot want your horror game to be jarring.
There are minor, fleeting glimpses at what could take been. A few scenes dip into strange, surreal imagery that might have been genuinely unsettling if I hadn't been desensitised from all the corpse ogling. In any example, though, those scenes don't build towards a satisfying decision. Near the stop you lot're asked a series of questions almost which events you think were real, and every bit best I can tell the game goes along with whichever answers you lot cull to give. In that location's nothing incorrect with a nuance of ambivalence, but I'd rather not be drenched in it - and information technology's a poor companion to indifference.
At that place are plenty of grievances I haven't had room to mention, nor to stress the cumulative misery of clunky writing combined with cheap attempts to go beyond the pale. Even if it weren't and then needlessly and extensively graphic, in that location's a fixation on things that can go wrong with a woman's body that would still leave a sour taste. The story as a whole is a series of rug pulls, but ones which left me continuing nonplussed while the rug puller lurched haphazardly from foot to foot. A parade of ghost sharks, clumsily jumped. I suspect Martha Is Dead volition be remembered as the game where yous peel a dead adult female'southward face off, but it's better off forgotten.
Source: https://www.rockpapershotgun.com/martha-is-dead-review
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