If the voice acting and full-body
motion capture are any indication, great care went into making
The Curfew, a
polished and attractive interactive work. Every line of dialogue is spoken; each of the characters
is fully animated. The game is published by Channel 4 and written by Kieron
Gillen, former editor of
Rock Paper Shotgun, who is currently focusing his
attentions on his comic book writing.
It is 2027
and you are living in an authoritarian state where the politics of security and
safety have superseded citizens' freedoms and rights. It has reached the point
where a curfew is imposed on the city. You find yourself at a safehouse and
appear to be part of an underground resistance movement. You have been charged
with relaying "the information" to someone you trust--one of four strangers in
the safe house--in hopes that they will use it to "change the course of history."

The structure of the game is quite simple:
after initiating a conversation with one of the strangers, you get to revisit
and play through the story of how they arrived at the safehouse. There are
four strangers in total: Lucas (The Boy), Aisha (The Immigrant), Leah (The
Dissident), and Saul (The Ex-Policeman). In the flashback, you will talk to
some people, gather some clues, and play a minigame or two before returning to
the present and entering what is called the "questioning phase." This consists
of a series of questions in which you interview the stranger to determine their
trustworthiness. This repeats for each of the characters until you reach the end
of the "web-game" (the site's own label for itself).
Using this
specific name creates certain expectations in the audience:
The
Curfew is both a game and designed specifically for the web. Littleloud, the
creation team, does an impressive job of the latter, using Flash to create
detailed environments, an easily navigable UI, and an aesthetically pleasing
browser-based experience. It is the inclusion of "game" that raises my
objections.
The Curfew is a linear, dialogue-heavy narrative with
ludic interruptions. This is by no means a dismissal of
The Curfew as such--linear
narratives can be expressive, creative, and powerful ways of communicating. Though
I admit that the label might be being applied rhetorically ("web-narrative" doesn't have
the same ring to it, after all), "game" is not a word to be taken lightly. As a
game,
The Curfew ends up feeling forced and gimmicky, which ultimately
detracts from both its political rhetoric and its dystopian narrative experience.