Developer: Eipix Games
Publisher: Big Fish Games
Original Release Date: 18th December 2015
Platform: PC
I did intend my next post to be a Poirot Project one (I’m up to ‘Jewel Robbery at the Grand Metropolitan’ now), but I haven’t quite had time to finish it yet. I have played another HOPA game though, so I’m sneaking in a quick review of that before I get back to Hercule.
I’m still working my way through the Phantasmat series. I’m just playing the games in the order they were released, though I’m not definitely sure yet if I’m going to keep going until the latest release. I like the series, but it’s no substitute for Mystery Case Files (my true love). I think part of the problem is that, while the Phantasmat games (so far) are well-made and fun to play, I miss the recurring characters from Mystery Case Files. Each Phantasmat game is, essentially, a standalone adventure, and there’s no suggestion that you’re playing as the same character from one game to the next (in fact, I think it’s pretty clear that you’re not supposed to be the same person). Still, as standalone games, they’re good fun, and Phantasmat: Behind the Mask (from Eipix Games again is a decent (if slightly confused) instalment in the series.
The game begins with you receiving an invitation to a family reunion from your cousin Patrick. There’s something a little bit off about the invite – the details of the party seem a little vague – but you set off in your car nonetheless. Surprisingly for a Phantasmat game, you manage to get there without crashing your car, but the Ward Mansion is all locked up when you arrive. Patrick calls you on your mobile to ask you to let yourself in, and that’s when the puzzles start.
I don’t think it’s really a spoiler to say that, when you get into the Ward Mansion, you run in to some fellow party guests. They… aren’t dressed in a contemporary style. If you’ve played the previous games in the series, you’re already expecting at least some of the characters to be ghosts, so this isn’t too much of a surprise (again, I don’t think this is a spoiler, as there’s no way you’d imagine that these characters are alive). The curious part is trying to work out why you’ve been invited to this family reunion, and what Patrick is up to. Things begin in an unsettling way, but soon get a bit darker.
There’s a lot of really good stuff in the Behind the Mask storyline – including some grimly bizarre stuff at one point – but it’s also a bit of a mess. The Patrick plotline seems to be the main thrust of the game, and you solve puzzles to resolve this (it all seems to have something to do with a clock). However, about half an hour/an hour into the game (probably about the point the demo ends), you resolve this – at which point it’s revealed that there’s something else entirely going on. I liked both aspects of the story, but I struggled to see how they fit together. By the end of the game – including the bonus chapter (more on that shortly) – I understood what was going on in the main storyline, but I’m totally confused about Patrick and the clock. What was he trying to achieve? What was the significance of the clock? Turns out… that’s not really important.
I’ll admit I was a bit disappointed with the storyline in this one. As I say there are some great aspects, but it just doesn’t hang together. I’m happy to be a bit baffled by HOPA storylines – I’ll even forgive glaring plot holes – but I don’t like it when I just can’t follow the story at all. The Patrick subplot in Behind the Mask was just too inexplicable for me.
Storyline aside, the game is beautifully designed. It’s got that classic Eipix style, with each scene illustrated in a stylish and detailed way. However, it’s not quite of the same standard as the previous instalment, Dread of Oakville. NPCs are well-drawn (on the most part), but not fully animated, and the dialogue animations are a little stilted. The cutscenes are interesting – not fully animated, but drawn with an off-beat style that I enjoyed. The music is as you might expect from a HOPA, but it doesn’t really stand out, which is a shame given one part of the plot.
Again, though, the design is a bit disappointing after playing the previous instalments of the Phantasmat series. One of the things I’ve really liked about the games (which I’ve mentioned cryptically in previous reviews) is the subtlety with which the NPCs alter as the game goes along (trying really hard to avoid spoilers). Sadly, that subtlety is absent in Behind the Mask, and the NPCs go from ‘normal’ (and reasonably well-illustrated) to ‘evil’ (cartoonishly rendered) in the blink of an eye. There are a couple of egregious examples of this, which really made me miss the light touch of earlier games.
I feel like this is quite a critical review, so I do want to say that I did enjoy the game. It’s just not a standout HOPA for me. The gameplay in the main game is fairly straightforward and logical. You move between rooms, picking stuff up, using inventory items, interacting with NPCs. Inventory items were, on the whole, used intuitively – though I was frustrated with finding that a fountain pen was intended to lever open a drawer at one point, and the bonus chapter gets more convoluted and unclear about next steps. But in the main game I found that I barely had to use Hint (and never Skip), as the gameplay was so straightforward.
Perhaps… just perhaps… the gameplay was a little bit too straightforward. Behind the Mask isn’t a particularly difficult game. The HOGs look great, and everything is nice and clear, but there isn’t much challenge with this one. I completed some of the HOGs easily in less than a minute, and the mini games were similarly simple. It is a tricky balance, though, and on the whole I think I prefer this level of difficulty to the more impenetrable challenge of other games, which has you over-clicking the Hint button.
Behind the Mask has some gameplay features that are expected from Eipix, and from the series at this point. There are four difficulty levels, including Custom (yay!). I played with no tutorial, minimal black bar hints, minimal sparkles, and medium mis-click penalties, Hint and Skip. There is also a jump map, which you discover in-game part way through, but you probably won’t need to use it too much, as the back-and-forth is limited here (it’s always quite clear when you’ve ‘finished’ a room). As with previous instalments, there is the option of playing Match-3 instead of HOGs as well.
The NPCs in Behind the Mask are pretty important to the story, and very much present in the game. But that doesn’t mean that they’re the hanging-around-asking-for-help type (à la Gregory Logain, my HOPA nemesis). In this one (and I don’t think this is really a spoiler), the NPCs are the antagonists. Once you get past the pesky Patrick-and-the-clock plotline that opens the game, you meet the assembled ‘family reunion’ guests in turn: Abigail (a herbalist and orchid-grower), Claude (a musician), Norman (a big game hunter), Lisbeth (an artist), Patrick (he’s back!), and then… the other one (definitely no spoilers for that one though!).
Unusually for a HOPA, the NPCs function almost like end-of-level bosses, or at least as close to end-of-level bosses as you’d get in a HOPA. As the game progresses, you meet each of the members of the Ward family, find out a little bit about their backstory and the threat they pose, and deal with them. The backstories are, mostly, the best bit of the game – though that tells you something about my tastes, to be honest. They’re tantalizing revealed through oddly-illustrated cutscenes, and they’re generally really disturbing. Claude and Norman’s, in particular, are the stuff of proper horror fiction. It’s almost a shame how straightforward it is to neutralize them.
Sadly, though, these ‘end-of-level bosses’ get progressively easier and quicker to investigate. The amount of time you spend with Claude is much longer – and more developed – than the time you spend with Lisbeth. Still, it’s an interesting twist on the format, and one that I’d like to revisit in a future game.
I played the Collector’s Edition for this one, and so there were some extras. Firstly, there were morphing objects and collectibles. These were pretty easy to find so didn’t detract too much from the main gameplay. The CE has some limited Achievements (I think there were four altogether), and a Souvenir Room. There’s no endgame with the collectibles or Souvenir Room, but they add a couple of extra tasks to the game. The bonus content includes replays on HOGs and mini-games, and a second chance to find any collectibles you missed first time round. You can also replay Match-3 for a while, if you fancy it.
The main attraction of the CE is, of course, the bonus chapter. I have mixed feelings about this one. Story-wise, it’s great and really adds an extra dimension to the plot of the main game – though I think if you played the SE (without this additional material), you’d be even more baffled about what’s going on than I was. However, the gameplay leaves a bit to be desired. It’s far less intuitive and logical than the main game, and I found myself constantly reaching for Hint to explain what I had to do next.
I do feel that I’ve been quite negative about this one, which I didn’t intend. It’s a fun game, and some of the backstory is wonderfully dark and brutal. It’s just not the strongest instalment in the Phantasmat series, and some features felt a bit phoned-in. If I compare Behind the Mask to a lot of the other HOPAs I’ve played, it certainly comes off well. But compared to the rest of the series so far (and to my beloved Mystery Case Files), it’s a bit of a let-down.
I haven’t decided yet whether the next game I play will be the next instalment of the Phantasmat series. The completist in me wants to keep going with them in sequence, but it might be time for a break. I’m not sure… but even if I do play a different game next, I’m sure I’ll come back to the series again in the future.
Reviews, articles and musings from a pop culture scholar. Female werewolves, speculative fiction, creative writing, medieval culture... and anywhere else my mind takes me.
Saturday, 1 June 2019
Wednesday, 8 May 2019
Game Review: Phantasmat: The Dread of Oakville (first play)
Developer: Eipix Games
Publisher: Big Fish Games
Original Release Date: 10th July 2015
Platform: PC
I’m continuing my journey through the Phantasmat series with the fourth title: The Dread of Oakville. The series is still in the competent hands of Eipix Games for this title, and this one really has a ‘classic Eipix’ feel about it (in the best possible way). Unusually for me, I played the Standard Edition of this one (because I had a free game coupon that was only redeemable on SEs) – it’s been a while since I played an SE!
So… surprise, surprise… The Dread of Oakville begins with you driving down a dark mountain road, as a storm begins to gather. Suddenly, a landslide forces your car off the road, and rocks block the way behind you. Of course it does. You find yourself in a tunnel, a locked gate in front of you, and a blocked road behind. The only way to continue is to find a way to unlock the gate and enter the town on the other side.
The town is Oakville and, as in other instalments of the Phantasmat series, it is deserted. There are missing person posters scattered around, and you quickly find the driving licence of a young woman called Josie Grimes. What happened to the people of Oakville? And how are you going to escape? It’s not long before you meet one of the residents who seems friendly, though if you’re familiar with the previous titles in the series then you’ll have a good idea what to expect from him.
The storyline in this one had so much potential. There’s a creepy woman, an apocalyptic prophecy, an ancient entity contained in a tree, and a sinister puppet called Mr Nightingale. However, the execution is rather fragmented, and it’s not particularly clear how the elements fit together. For the first time in the series, I was left a little confused as to which characters were alive and which were dead, and I couldn’t quite work out which ones were working together (and what the intended to achieve). There was a bit of a paint-by-numbers quality to the storytelling in this one, with the Big Bad (Mae Grimes) pretty much being bad for the sake of it. It’s a shame, as some of the apocalyptic elements (see below) worked so well (and I’ll even admit to enjoying the jump scares in this one), but the narrative just wasn’t quite coherent enough for me.
Although the storyline of The Dread of Oakville was weaker than some of the previous instalments of the series, I loved the design of this one. It is really excellent, and definitely Eipix at their best. Scenes are beautifully detailed, and the HOGs were clear and well-designed. The soundtrack is also a real plus point, with evocative and atmospheric music that doesn’t loop too much. I do enjoy it when the soundtrack shifts with the action of the game (not all HOPA soundtracks do this), and the music here does just that. The cutscenes (though there aren’t many) are well-illustrated and integrated into the narrative.
But the real highlight of the design in The Dread of Oakville is the impending apocalypse. In my reviews of the earlier Phantasmat games, I mentioned how much I liked the way the design of the NPCs shifts as you learn more about what they are. The Dread of Oakville takes this to a different level, with a really unsettling shift early on in the game. Without giving too much away (there are a few shocks and scares early on in the game that it would be a shame to spoil), the design of the not-quite-living characters in The Dread of Oakville is classy and cinematic.
However, it’s the rain that really makes this game. In mad Mae Grimes’s prophecy/plot, the apocalypse is due to come in the form of a cataclysmic storm that will destroy the world (or destroy Oakville – Mae’s a little unclear on that one). When you first arrive in the town, it’s overcast but still fairly dry. By the time you meet your first NPC, dark clouds are gathering… and then the storm starts. Now, The Dread of Oakville is far from the only HOPA to include constant rain as a backdrop to gameplay, but it does do it so well. It builds up gradually, with rumbling thunder, before driving down in a relentless torrent for the second half of the game. The sound design is great, with the rain effects balanced well with the music, and the storm is beautifully illustrated. I know it might sound a little odd, but the rain was probably my favourite part of the game!
In terms of gameplay, The Dread of Oakville is pretty standard HOPA fare. You move from screen to screen, clicking stuff, picking stuff up, using items from your inventory. It’s fairly intuitive and logical (though the fragmented storyline meant that I occasionally lost track of what I was doing and had to use Hint). There are three difficulty settings, plus Custom (yay!). I played with my preferred Custom options (no tutorial, no sparkles except on HOGs, longer recharge on Hint and Skip), and this worked well for me.
My main criticism of gameplay would be that the HOGs and mini-games are on the easy side. In fact, some are very easy to complete. I enjoyed the variety with HOGs – there are straight item lists, morphing objects, items to be assembled and silhouettes – and the fact that there are no repeats, but there just isn’t quite enough challenge. The mini-games are fun and well-designed, but again they just aren’t particularly challenging. It’s a tough balance to reach, though, as I’m aware I’ve grumbled in previous reviews about mini-games that are too difficult. I also know that all players are different. Nevertheless, as I’d completed the game within three-and-a-half hours, I just don’t think there was quite enough gameplay in The Dread of Oakville.
And now it’s time for my regular rant about non-player characters in HOPAs… I’m a bit frustrated, to be honest, as I’ve been rather impressed by the use of NPCs in the Phantasmat series so far. As you may remember from previous reviews, my biggest pet peeve about HOPAs is NPCs that set you a task and then stand around watching you complete it. Why don’t they help you?? At least with Phantasmat, it seemed that some explanation was given for why the people you encounter weren’t too keen on helping you out.
Sadly, though, we move towards Gregory Logain territory in The Dread of Oakville, and that’s guaranteed to wind me up a bit. At first, it seems like things are progressing nicely: you meet a suspiciously friendly resident who encourages you to stay in Oakville for a while, and a creepy little girl who sings a horrible nursery rhyme at you and then disappears. But, unfortunately, this doesn’t continue. You soon end up hooking up with Josie Grimes and her dad, who have that irritating tendency to say things like ‘We’re going to need fuel for the Limo. I think there’s a barrel in the basement.’ Before standing stock still and watching you. Sigh. I’ll go down to the basement and look then, shall I? And I’m guessing I’ll also need to search the house for a funnel and a hose. Jeez. To make matters worse, the lack of full narrative coherence means that it’s not always completely clear who you’re meant to be helping, and why. I couldn’t quite get my head around what was going on with Ansell Grimes – exacerbated by the fact that a bit of dialogue skipped at a key moment, so I didn’t get to see the full interaction. Despite this – and this is definitely a personal gripe – I will say that the NPCs are illustrated very well, and the voice acting is very good throughout.
I just really don’t like being told to do stuff by NPCs in a game where you can’t answer back.
As I said above, this was a rare Standard Edition for me, so I didn’t get chance to try any bonus content. I believe the Collector’s Edition has a bonus chapter (which I didn’t really miss, as these haven’t been a strong point of the series so far), a jump map (again, I didn’t miss this), Match-3 options for the HOGs, collectibles and achievements.
Overall, an enjoyable game, but not the strongest instalment of the Phantasmat series. Design-wise, The Dread of Oakville is excellent, with some really stylish and impressive features. But it’s let down a bit by a fragmented narrative and lack of challenge in gameplay. Still, it’s not put me off the series, and I imagine I’ll keep going with Phantasmat for a while yet.
Publisher: Big Fish Games
Original Release Date: 10th July 2015
Platform: PC
I’m continuing my journey through the Phantasmat series with the fourth title: The Dread of Oakville. The series is still in the competent hands of Eipix Games for this title, and this one really has a ‘classic Eipix’ feel about it (in the best possible way). Unusually for me, I played the Standard Edition of this one (because I had a free game coupon that was only redeemable on SEs) – it’s been a while since I played an SE!
So… surprise, surprise… The Dread of Oakville begins with you driving down a dark mountain road, as a storm begins to gather. Suddenly, a landslide forces your car off the road, and rocks block the way behind you. Of course it does. You find yourself in a tunnel, a locked gate in front of you, and a blocked road behind. The only way to continue is to find a way to unlock the gate and enter the town on the other side.
The town is Oakville and, as in other instalments of the Phantasmat series, it is deserted. There are missing person posters scattered around, and you quickly find the driving licence of a young woman called Josie Grimes. What happened to the people of Oakville? And how are you going to escape? It’s not long before you meet one of the residents who seems friendly, though if you’re familiar with the previous titles in the series then you’ll have a good idea what to expect from him.
The storyline in this one had so much potential. There’s a creepy woman, an apocalyptic prophecy, an ancient entity contained in a tree, and a sinister puppet called Mr Nightingale. However, the execution is rather fragmented, and it’s not particularly clear how the elements fit together. For the first time in the series, I was left a little confused as to which characters were alive and which were dead, and I couldn’t quite work out which ones were working together (and what the intended to achieve). There was a bit of a paint-by-numbers quality to the storytelling in this one, with the Big Bad (Mae Grimes) pretty much being bad for the sake of it. It’s a shame, as some of the apocalyptic elements (see below) worked so well (and I’ll even admit to enjoying the jump scares in this one), but the narrative just wasn’t quite coherent enough for me.
Although the storyline of The Dread of Oakville was weaker than some of the previous instalments of the series, I loved the design of this one. It is really excellent, and definitely Eipix at their best. Scenes are beautifully detailed, and the HOGs were clear and well-designed. The soundtrack is also a real plus point, with evocative and atmospheric music that doesn’t loop too much. I do enjoy it when the soundtrack shifts with the action of the game (not all HOPA soundtracks do this), and the music here does just that. The cutscenes (though there aren’t many) are well-illustrated and integrated into the narrative.
But the real highlight of the design in The Dread of Oakville is the impending apocalypse. In my reviews of the earlier Phantasmat games, I mentioned how much I liked the way the design of the NPCs shifts as you learn more about what they are. The Dread of Oakville takes this to a different level, with a really unsettling shift early on in the game. Without giving too much away (there are a few shocks and scares early on in the game that it would be a shame to spoil), the design of the not-quite-living characters in The Dread of Oakville is classy and cinematic.
However, it’s the rain that really makes this game. In mad Mae Grimes’s prophecy/plot, the apocalypse is due to come in the form of a cataclysmic storm that will destroy the world (or destroy Oakville – Mae’s a little unclear on that one). When you first arrive in the town, it’s overcast but still fairly dry. By the time you meet your first NPC, dark clouds are gathering… and then the storm starts. Now, The Dread of Oakville is far from the only HOPA to include constant rain as a backdrop to gameplay, but it does do it so well. It builds up gradually, with rumbling thunder, before driving down in a relentless torrent for the second half of the game. The sound design is great, with the rain effects balanced well with the music, and the storm is beautifully illustrated. I know it might sound a little odd, but the rain was probably my favourite part of the game!
In terms of gameplay, The Dread of Oakville is pretty standard HOPA fare. You move from screen to screen, clicking stuff, picking stuff up, using items from your inventory. It’s fairly intuitive and logical (though the fragmented storyline meant that I occasionally lost track of what I was doing and had to use Hint). There are three difficulty settings, plus Custom (yay!). I played with my preferred Custom options (no tutorial, no sparkles except on HOGs, longer recharge on Hint and Skip), and this worked well for me.
My main criticism of gameplay would be that the HOGs and mini-games are on the easy side. In fact, some are very easy to complete. I enjoyed the variety with HOGs – there are straight item lists, morphing objects, items to be assembled and silhouettes – and the fact that there are no repeats, but there just isn’t quite enough challenge. The mini-games are fun and well-designed, but again they just aren’t particularly challenging. It’s a tough balance to reach, though, as I’m aware I’ve grumbled in previous reviews about mini-games that are too difficult. I also know that all players are different. Nevertheless, as I’d completed the game within three-and-a-half hours, I just don’t think there was quite enough gameplay in The Dread of Oakville.
And now it’s time for my regular rant about non-player characters in HOPAs… I’m a bit frustrated, to be honest, as I’ve been rather impressed by the use of NPCs in the Phantasmat series so far. As you may remember from previous reviews, my biggest pet peeve about HOPAs is NPCs that set you a task and then stand around watching you complete it. Why don’t they help you?? At least with Phantasmat, it seemed that some explanation was given for why the people you encounter weren’t too keen on helping you out.
Sadly, though, we move towards Gregory Logain territory in The Dread of Oakville, and that’s guaranteed to wind me up a bit. At first, it seems like things are progressing nicely: you meet a suspiciously friendly resident who encourages you to stay in Oakville for a while, and a creepy little girl who sings a horrible nursery rhyme at you and then disappears. But, unfortunately, this doesn’t continue. You soon end up hooking up with Josie Grimes and her dad, who have that irritating tendency to say things like ‘We’re going to need fuel for the Limo. I think there’s a barrel in the basement.’ Before standing stock still and watching you. Sigh. I’ll go down to the basement and look then, shall I? And I’m guessing I’ll also need to search the house for a funnel and a hose. Jeez. To make matters worse, the lack of full narrative coherence means that it’s not always completely clear who you’re meant to be helping, and why. I couldn’t quite get my head around what was going on with Ansell Grimes – exacerbated by the fact that a bit of dialogue skipped at a key moment, so I didn’t get to see the full interaction. Despite this – and this is definitely a personal gripe – I will say that the NPCs are illustrated very well, and the voice acting is very good throughout.
I just really don’t like being told to do stuff by NPCs in a game where you can’t answer back.
As I said above, this was a rare Standard Edition for me, so I didn’t get chance to try any bonus content. I believe the Collector’s Edition has a bonus chapter (which I didn’t really miss, as these haven’t been a strong point of the series so far), a jump map (again, I didn’t miss this), Match-3 options for the HOGs, collectibles and achievements.
Overall, an enjoyable game, but not the strongest instalment of the Phantasmat series. Design-wise, The Dread of Oakville is excellent, with some really stylish and impressive features. But it’s let down a bit by a fragmented narrative and lack of challenge in gameplay. Still, it’s not put me off the series, and I imagine I’ll keep going with Phantasmat for a while yet.
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Thursday, 2 May 2019
Review: Richard III (Headlong Theatre)
Tuesday 30th April 2019
HOME, Manchester
On Tuesday, I was at the press night of Headlong Theatre’s production of Richard III at HOME Manchester, on behalf of North Manchester FM. I’ll be playing a (slightly shorter) version of this review on Hannah’s Bookshelf on Saturday, but here’s the full version…
Headlong Theatre’s production of Richard III came to HOME, Manchester this month. It’s a bold, energetic and unsettling adaptation of Shakespeare’s play, which uses set design, costume and performance to present a darkly compelling study of a man’s pursuit of power and sovereignty.
Expertly directed by John Haidar, this Richard III actually begins with a scene from the end of Henry VI, Part 3, in which the Duke of Gloucester kills King Henry. This, of course, sets up the audience for the murders and intrigue to come (and there will be lots of murders), but it also allows for a direct introduction to the character of the future King Richard III – the play begins, not with the ‘winter of discontent’, but with Richard’s ‘I, that have neither pity, love, nor fear’ speech, leaving us in no doubt that we are about to watch a very bad man do some very bad things.
And Richard here is a very bad man. Tom Mothersdale is both repulsive and mesmerising as the twisted, cruel and power-hungry Gloucester. Snarling, spitting, grasping, cajoling and mocking, this Richard III is a monster rather than a tyrant. And yet… Mothersdale’s delivery is so captivating that it’s impossible not to warm ever so slightly to this version of Shakespeare’s famous villain. His delivery of Shakespearean dialogue is excellent, rendering even the most verbose monologues immediate and accessible – aided by knowing nods and asides to the audience that make us feel almost complicit in his nefarious plots. It takes an accomplished actor to get laughs from a contemporary audience without undermining either the gravity or the literary style of Shakespeare’s dialogue, but Mothersdale is more than up to the task. However, he’s equally up to the task of making the audience’s skin crawl.
As with most modern adaptations of Shakespeare’s plays, this is not the complete Richard III. Some scenes are excised or abridged, and the cast of characters is substantially streamlined. We jump from one monstrous act to another with hardly a breath and little time to ponder motive or purpose. For instance, Richard’s plan to marry Elizabeth of York (who doesn’t appear on stage in this production) is even more hot-on-the-heels of her brothers’ deaths than is usual, and he shrugs off her mother’s accusation of incest as though it’s completely irrelevant. He is, after all, a very bad man. While Shakespeare’s play gives some time and space to considering broader questions of statesmanship, sovereignty, sin and consequence, this production focuses more on the facets of a repellent individual – it is a portrait of vileness, in all its glory.
Admittedly, while this is an adaptation of one of Shakespeare’s histories, the audience learns little of actual history from this production. You would be forgiven if your understanding of the Wars of the Roses, or the messy succession of the English crown, was not expanded by seeing this play. Indeed, this seems like quite a deliberate stylistic choice. Obviously, Bosworth Field is mentioned (though only once), but the play resists adding any signposting of who Richmond will become once he has taken the crown from Richard. This is not simply faithful adherence to Shakespeare’s text, but rather a stylistic decision to present a more timeless story of corruption and power that transcends the rigidity of historical context.
While the play is very much a study of its title character, with Richard appearing on stage in almost every scene, it would be remiss of me not to mention the other excellent performances. Stefan Adegbola makes a fascinating Buckingham, transforming the character from the start into a slick, smiling and untrustworthy spin doctor, before crashing hard into Richard’s betrayal. Derbhle Crotty and Eileen Nicholas play Elizabeth and the Duchess of York, exuding almost tangible anger and pain. Nicholas’s Duchess has a powerful scene with Richard in the second act, which is made all the more complex by the earlier inclusion of Richard’s speech from Henry VI, Part 3 – a subtle hint that Richard has been missing a mother’s love. I should also give full admiration and credit to the young actors playing Prince Edward and York – Headlong have taken a bold decision by including child actors in such an intense adaptation of a Shakespeare play, but the performances of the younger cast members definitely justify the decision.
Caleb Roberts’s performance as Richmond is rather curious. Delivering his calls-to-arms and regal monologues with pious grace and innocence, this Richmond stands in as sharp distinction to the grotesque Richard as it’s possible to be. However, there is a sense that he is too pious, too good and, occasionally, a little too wet behind the ears to really carry off the final dramatic act of murder and renewal. In the absence of overt signposting of Shakespeare’s pro-Tudor propaganda, it’s hard to know what to make of Richmond here. And, in fact, we’re given little time to dwell on this – the ‘good guy’ wins, but the play actually ends on an image of the tormented and defeated ‘bad guy’ that is far more memorable.
There is a stylised quality to the production that further suggests this Richard III has a more timeless quality about it. Characters appear in not-quite-contemporary suits, and the gender of some characters is switched (for instance, we have Lady Hastings – played by Heledd Gwynn – who sports formalwear, high heels and bright pink hair). Chiara Stephenson’s set design adds to the effect: a dungeon-like castle forms the backdrop, with mirrors on every side. These two-way mirrors become an integral feature, not only of the set, but of the performance – Richard becomes reflected in a distorted kaleidoscope effect at times, but at others his ghostly victims appear behind them.
In addition to the mirrors, the first act of the play makes interesting use of the crown. Suspended from a wire in the centre of the stage, the coveted object descends a little with each murderous act, edging ever closer to Richard’s grasping hands until the pre-interval climax. It isn’t a subtle image, but it’s well-done here and recurs towards the end of the second half, when we see the monarch literally begin to lose his grasp on the crown.
The stylisation extends to sound design (by George Dennis) and lighting (by Elliot Griggs). This is particularly apparent when acts of violence occur. The harsh red light and screaming sound effects that punctuate the performance when murders occur are jarring – which is an effective, if disconcerting, technique. In the same way, the movement of actors too and from the stage – as well as the adeptly choreographed movements on stage – is both unnerving and gripping.
Overall, this is a dizzying and intense production that builds to a high-pitched climax (and an incredible final image). It’s unpleasant, nasty and nightmarish in places – but isn’t that the allure of Richard III? Headlong’s vivid and forceful production brings Shakespeare’s villain and his ruthless (but ultimately futile) quest for sovereignty to life in a way that is both captivating and grotesque. I highly recommend it.
Richard III is on at HOME Manchester until Saturday 4th May.
HOME, Manchester
On Tuesday, I was at the press night of Headlong Theatre’s production of Richard III at HOME Manchester, on behalf of North Manchester FM. I’ll be playing a (slightly shorter) version of this review on Hannah’s Bookshelf on Saturday, but here’s the full version…
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| Photo credit: Marc Brenner |
Headlong Theatre’s production of Richard III came to HOME, Manchester this month. It’s a bold, energetic and unsettling adaptation of Shakespeare’s play, which uses set design, costume and performance to present a darkly compelling study of a man’s pursuit of power and sovereignty.
Expertly directed by John Haidar, this Richard III actually begins with a scene from the end of Henry VI, Part 3, in which the Duke of Gloucester kills King Henry. This, of course, sets up the audience for the murders and intrigue to come (and there will be lots of murders), but it also allows for a direct introduction to the character of the future King Richard III – the play begins, not with the ‘winter of discontent’, but with Richard’s ‘I, that have neither pity, love, nor fear’ speech, leaving us in no doubt that we are about to watch a very bad man do some very bad things.
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| Photo credit: Marc Brenner |
And Richard here is a very bad man. Tom Mothersdale is both repulsive and mesmerising as the twisted, cruel and power-hungry Gloucester. Snarling, spitting, grasping, cajoling and mocking, this Richard III is a monster rather than a tyrant. And yet… Mothersdale’s delivery is so captivating that it’s impossible not to warm ever so slightly to this version of Shakespeare’s famous villain. His delivery of Shakespearean dialogue is excellent, rendering even the most verbose monologues immediate and accessible – aided by knowing nods and asides to the audience that make us feel almost complicit in his nefarious plots. It takes an accomplished actor to get laughs from a contemporary audience without undermining either the gravity or the literary style of Shakespeare’s dialogue, but Mothersdale is more than up to the task. However, he’s equally up to the task of making the audience’s skin crawl.
As with most modern adaptations of Shakespeare’s plays, this is not the complete Richard III. Some scenes are excised or abridged, and the cast of characters is substantially streamlined. We jump from one monstrous act to another with hardly a breath and little time to ponder motive or purpose. For instance, Richard’s plan to marry Elizabeth of York (who doesn’t appear on stage in this production) is even more hot-on-the-heels of her brothers’ deaths than is usual, and he shrugs off her mother’s accusation of incest as though it’s completely irrelevant. He is, after all, a very bad man. While Shakespeare’s play gives some time and space to considering broader questions of statesmanship, sovereignty, sin and consequence, this production focuses more on the facets of a repellent individual – it is a portrait of vileness, in all its glory.
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| Photo credit: Marc Brenner |
Admittedly, while this is an adaptation of one of Shakespeare’s histories, the audience learns little of actual history from this production. You would be forgiven if your understanding of the Wars of the Roses, or the messy succession of the English crown, was not expanded by seeing this play. Indeed, this seems like quite a deliberate stylistic choice. Obviously, Bosworth Field is mentioned (though only once), but the play resists adding any signposting of who Richmond will become once he has taken the crown from Richard. This is not simply faithful adherence to Shakespeare’s text, but rather a stylistic decision to present a more timeless story of corruption and power that transcends the rigidity of historical context.
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| Photo credit: Marc Brenner |
Caleb Roberts’s performance as Richmond is rather curious. Delivering his calls-to-arms and regal monologues with pious grace and innocence, this Richmond stands in as sharp distinction to the grotesque Richard as it’s possible to be. However, there is a sense that he is too pious, too good and, occasionally, a little too wet behind the ears to really carry off the final dramatic act of murder and renewal. In the absence of overt signposting of Shakespeare’s pro-Tudor propaganda, it’s hard to know what to make of Richmond here. And, in fact, we’re given little time to dwell on this – the ‘good guy’ wins, but the play actually ends on an image of the tormented and defeated ‘bad guy’ that is far more memorable.
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| Photo credit: Marc Brenner |
There is a stylised quality to the production that further suggests this Richard III has a more timeless quality about it. Characters appear in not-quite-contemporary suits, and the gender of some characters is switched (for instance, we have Lady Hastings – played by Heledd Gwynn – who sports formalwear, high heels and bright pink hair). Chiara Stephenson’s set design adds to the effect: a dungeon-like castle forms the backdrop, with mirrors on every side. These two-way mirrors become an integral feature, not only of the set, but of the performance – Richard becomes reflected in a distorted kaleidoscope effect at times, but at others his ghostly victims appear behind them.
In addition to the mirrors, the first act of the play makes interesting use of the crown. Suspended from a wire in the centre of the stage, the coveted object descends a little with each murderous act, edging ever closer to Richard’s grasping hands until the pre-interval climax. It isn’t a subtle image, but it’s well-done here and recurs towards the end of the second half, when we see the monarch literally begin to lose his grasp on the crown.
The stylisation extends to sound design (by George Dennis) and lighting (by Elliot Griggs). This is particularly apparent when acts of violence occur. The harsh red light and screaming sound effects that punctuate the performance when murders occur are jarring – which is an effective, if disconcerting, technique. In the same way, the movement of actors too and from the stage – as well as the adeptly choreographed movements on stage – is both unnerving and gripping.
Overall, this is a dizzying and intense production that builds to a high-pitched climax (and an incredible final image). It’s unpleasant, nasty and nightmarish in places – but isn’t that the allure of Richard III? Headlong’s vivid and forceful production brings Shakespeare’s villain and his ruthless (but ultimately futile) quest for sovereignty to life in a way that is both captivating and grotesque. I highly recommend it.
Richard III is on at HOME Manchester until Saturday 4th May.
Labels:
Headlong Theatre,
HOME,
reviews,
Richard III,
theatre,
William Shakespeare
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