De Baron

by Victor Gijsbers profile

Fantasy
2006

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3 of 4 people found the following review helpful:
A short, dark philosophical fantasy game (updated), February 7, 2016

I knew what De Baron was like before I tried it, so its my own fault, but this game made me feel bad and uncomfortable. Many people equate this with greatness, which explains why books like The Kiterunner are so popular. But in both this game and the Kiterunner, I feel the author is simply going for shock value.

This game centers around a man in search of his daughter, who is held captive by an evil Baron. In travelling to the baron, you meet a linear succession of creatures and characters, with some exploration required. Everything is vastly symbolic, and includes long, philosophical conversations.

The baron has dark intentions for your daughter, and you yourself have some issues to work out.

I played this game, so I can't tell others not to; but I can say that I think that you can get your fix of philosophy and deepness in better ways.

Note that the author and others have provided an alternative viewpoint in the comments.

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Christina Nordlander, September 7, 2015 - Reply
Note: the following comment may come off as somewhat aggressive. Please note that I do not intend to insult you, just debate your points. If anything I say is too harsh, I apologise in advance.

Your view seems to be that IF games should never (or extremely rarely) handle disturbing subjects. It's true that there are some games that use disturbing scenes largely for shock value; I'm sure you, I, and everyone else reading this can think of plenty of examples. However, I think that the way The Baron handles its subject is the opposite of shock value: there is no graphic content of any kind, but rather an emphasis on the psyches of all the characters and how they are all affected by the central event. I personally think this is an exemplary way to write fiction about horrific subjects. If anyone switches on this game hoping to be titillated (sexually or otherwise), they're going to be disappointed.

As far as I can understand (not being the author), The Baron wasn't created to be a generic "philosophical and deep" game, but to explore a specific issue, in this case (Spoiler - click to show)a father experiencing a compulsion to molest his daughter and his attempt to fight it. I find it hard to imagine someone making an IF game about that topic while excluding any dark or disturbing content.
MathBrush, September 7, 2015 - Reply
Your comment seems very appropriate; someone needs to watch the reviewers, right?

I agree that the actual content of the game is very appropriate. What I was talking about in the game is the depressing worldview the game gives. It is possible to discuss difficult topics in an uplifting way. With Those We Love Alive by Porpentine offers general hope for the difficult life of a transgender individual, and I left that game on an upbeat note. Hannah Feels deals with cutting in a deep but generally positive way. Astrid Dalmady's recent game on body shaming is similar.

What each of those games does different is to offer hope for the victims, that they can define themselves aside from their trauma, and find ways to heal. De Baron is bleak; there seems to be no hope of redemption.

Should that be in a review? I debated posting the review quite a bit, and deleted it and restored it to the main page numerous times. Perhaps this is the wrong space for a review like this. If you feel that it is unfair to the author, I will remove it, because I wondered about it myself. I like Victor, and felt guilty posting a negative review of his game.
Christina Nordlander, September 12, 2015 - Reply
I think your explanation here does a good job elucidating what you mean (though of course, people will agree or disagree with your opinion). And you should certainly never have to apologise for having a dissenting view on a work of IF.

Personally, I think that depending on your actions in the ending, The Baron may offer hope:

(Spoiler - click to show)There are many actions you can perform, including: killing yourself, going into Maartje's room and leaving again, telling Maartje that you will not hurt her again, telling Maartje that you will vanish from her life. Some of these actions (death and running away) will save Maartje from future abuse. Others will continue the cycle: perhaps the temptation will always be there, but perhaps the PC will resist it every single night.

Don't get me wrong, these actions offer hope, not a happy ending. (Could any ending truly be happy for Maartje, given what she's gone through?) To sum up, I'd say that the ending of this game is ultimately open: its horror or happiness is all in what the player assumes happens next. The lack of an ending text highlights this fact.
Victor Gijsbers, February 7, 2016 - Reply
I couldn't have said it better, Christina. :-)
blue/green, September 7, 2015 (updated September 8, 2015) - Reply
While I wasn't planning to play this game anyway, I do find it helpful to know if a game reflects a despairing worldview. It's not a way of thinking I want to immerse myself in unless there's some compelling reason I should.
Victor Gijsbers, February 7, 2016 - Reply
For what it's worth, I, the author, do not believe that the game offers a despairing world view. It does recognise that the situation it is about is terrible and hard to get out of; and it certainly focuses on the protagonist's guilt. But it doesn't imply that there is no possibility of improvement, or no possibility of redemption. On the contrary, those options are left open, they are present. The protagonist's will is free, at least to a certain extent, and what he chooses does make a difference.

Furthermore, I'd say the whole game is premised on the idea that even the most monstrous acts are actually performed by humans we can understand; and to me, that seems an optimistic and hopeful idea, because it implies that we can help and change even those who have succumbed to evil.
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