The House in Fata Morgana

The House in Fata Morgana describes itself as “a gothic suspense tale set in a cursed mansion,” but I would describe this visual novel as 500k+ words of torture porn. It’s so bad. It is so so bad.

The premise of the game is that you wake up in an abandoned mansion with no memories. A creepy maid guides you through the house while telling you the tragic stories of the people who once lived there. It turns out that the maid was present in all eras of history, and that you were too – albeit not in the form you expect. Along the way there are a lot of silly and juvenile anime tropes, as well as a seriously awful mistreatment of transgender issues. And did I mention torture? There’s a lot of torture.

The remainder of this post includes discussion of torture, including sexual assault, so please take care.

One of the reasons I shy away from away from amateur writing communities is because they tend to have at least one person who will go through a manic phase and then won’t shut up about how they wrote 10k words in one night, and how these words are the most brilliant thing that’s ever been written, and how every single one of these words are perfect and should never be edited.

The House in Fata Morgana wrote 10k words in one night, and it shows. The ideas behind the individual character stories and the overarching plot aren’t bad, but the writing is godawful. There was clearly no editing, and the pacing is a miserable mess. Characters repeat themselves endlessly in a way that goes far beyond “demonstrating the theme of a cycle of abuse.” Each of the sub-stories drags on forever before ending in a bloodbath of screams that go “AaAAAAggHHH” and “NnnGGggGG uuuUrrhhh” and “hehehHEHEHehehe” for literally dozens of minutes of the player clicking through meaningless text.

(I don’t mean to suggest that the translation is bad, by the way. It’s actually very polished. Still, I feel horrible that the translator had to wade through this mess, and I hope they got to take a long vacation afterward.)

The art is pretty but extremely limited, and the character designs fail to convey any sort of personality or mood. The game offers almost no horror art, or even any interesting visual imagery. The giant gothic mansion has maybe ten rooms, and they’re all bog-standard stock photos run through different filters. The player is asked to make a few decisions, but they’re few and far between. These choices are binary, with the wrong decision being crystal clear and resulting in an obviously premature end to the game. In other words, there’s no real gameplay to speak of, nor any real payoff for making your way through the text.

About two-thirds of the way through the game, I got to the point where I was holding down the skip button to speed-read through the text as quickly as possible. I gave up at some point during the penultimate chapter. Towards the end, the story’s pace slows down instead of quickens, making the game feel even more tedious as it offers revelations that might have been surprising if the writing weren’t so mind-numbingly boring.

The House in Fata Morgana could have had the potential to be unique and interesting if its writing had been properly edited. At perhaps 250k words, the player would still have been able to spend a significant amount of time in this creepy mansion with these unfortunate characters, and the writer still would have been able to convey the sense of feeling trapped in a web of words. I’m willing to grant a creator sufficient room to explore the world of their story, but I think it’s safe to say that three entire novels’ worth of extra words will try anyone’s patience.  

There’s also the game’s severe mistreatment of transgender issues.

By this point I have enough exposure to Japanese otaku media to understand that the representation of queer identity and sexuality is complicated. For example, is a work of fiction seemingly intended for a straight male audience secretly LGBTQ+ friendly, or is it actually homophobic? And, if it is borderline homophobic, how much energy do you need to expend to reinterpret the plot and characters into something that can be read as queer-positive? Is it worth the trouble?

Even with the benefit of the doubt, however, the second-to-last chapter of The House in Fata Morgana hit me especially hard.

This chapter is about a transgender (and possibly intersex) character quietly coming out as gay and then being tortured by his family. It’s intense, and it lasts for more than an hour of gameplay time. I don’t use the word “problematic” lightly, but the way this torture and misgendering resonates with the rest of the story is deeply upsetting.

Maybe this is all resolved and everyone gets a happy ending, who knows. For me, I’m not sure any ending is worth having to sit through hours of a transgender character being imprisoned and starved and beaten and tortured and being told, in line after line after line of text, that he would be happy if only he weren’t gay.

I feel like this goes beyond “horror” and enters the realm of something else entirely. Either the writer has an intense fetish, or it’s sincere homophobia. I don’t think every piece of media needs to be ideologically pure or written for me specifically, but the way this element of the story casts a different light on the plot of the entire game (for complicated spoiler reasons) is extremely weird and fucked up.

I think most players will eventually run up against the question of “why don’t the characters just get up and leave the house,” and the same frustration applies to The House in Fata Morgana in a meta sense. Namely, you don’t need to be trapped by this poorly-written and poorly-edited and poorly-paced game. You can just quit playing! So that’s what I did.

If you’re wondering whether you should spend $40 to check out The House in Fata Morgana and just play until you get bored, it’s worth keeping in mind that there’s a strong psychosexual element to the story presented by each chapter, with sexual assault and torture being the dominant themes. This is par for the course for gothic horror, but the player’s enjoyment of this game is going to be strongly dependent on how many hundreds of thousands of words of explicit descriptions of non-erotic yet still sexualized torture they’re willing to tolerate. Also, the very first chapter is about incest.

I love horror, and I’m not judging anyone who uses fiction to explore the darker sides of human experience. Still, considering how highly rated The House in Fata Morgana is on Steam, I think it’s important to say that this game definitely isn’t for everyone.

Gothic Horror Story Elements

In order for a story to be considered “Gothic,” I think it needs to include…

– A house. This “house” can be a castle or a space station or an abandoned medical research facility or what have you, but it needs to be a place where people live and eat and sleep.

– It has to be a big house. In addition to being big on the outside, it should be larger than it appears. The house should have something along the lines of a secret sub-basement, hidden rooms, tunnels in the walls, a House of Leaves style portal to another dimension, or something along those lines. The house needs to be large enough to be considered a labyrinth.

– The house has to be old and in a state of decay or disrepair. In addition, the house needs to be isolated and surrounded by wilderness. Over the course of the story, the natural environment should intrude on the interior of the house. This should still be the case even if the environment is not technically “natural,” as in the case of Suburban Gothic.

– The house needs to be associated with and occupied by a family.

– The family needs to have a dark secret, preferably one hidden within the house.

– At least one member of the family should still live in the house. “Family” can be loosely defined, but the concept of “family” as such is key.

– If there’s no family living in the house, then the story is a “haunted house” story, not a “Gothic” story. This is also the case if the people living in the house aren’t alive or aren’t human (or whatever passes for “a normative person” in the world of the story). This is important, as “Gothic” is just as much of a narrative structure as it is a collection of tropes. For example…

– The point-of-view character should be a member of the family in some way. Often this character will come into the house through marriage or inheritance. Sometimes they won’t initially know they’re related to the family. In the case of servants and governesses and so on, the point-of-view character will either be secretly related to the family, or they’ll be a parent or spouse in all but name. If the point-of-view character isn’t related to the family, they will gradually fall under the delusion that they are.

– The point-of-view character will obviously be privileged, as they live in a large house and are associated with a wealthy family, but they also need to be disadvantaged in some way. The way in which they’re disadvantaged should have some thematic relevance to the dark secret hidden by the house.

– The point-of-view character must be forbidden from certain behavior by an arcane rule or system of rules. The forbidden behavior will generally involve the navigation of space in or around the house: Don’t go into the forest, don’t go into the cellar, don’t leave your room at night, etc.

– The disadvantage of the point-of-view character will compel them to accept the family rules even though they can intuitively feel that something is horribly wrong. This traps them within the house.

– The goal of the point-of-view character is to escape the maze of the house. The only way to navigate this labyrinth is by breaking the rules, engaging in forbidden behavior, and bringing the dark secret to light.

– The primary antagonist should be a living person in the family, related to the family, or emotionally invested in the family in some way. Although supernatural elements are not out of the question, it’s often the case that the phenomena presumed to be supernatural have a rational (albeit psychologically deranged) explanation. That being said, there’s often a Todorovian elision between “natural” and “supernatural,” with the distinction being left to the reader.

– When the point-of-view character reveals the family’s secret, this destroys the house. This destruction is usually literal. The family almost always dies as well. If the point-of-view character is too closely tied to the family, they may die too. Regardless, the reader will understand that the collapse of the house and the demise of the family is a good thing that needed to happen.

– The house and family should represent an older social system responsible for the disadvantage of a group of people represented by the point-of-view character. This system usually concerns oppression on the basis of class or gender, but it can sometimes be about race, nationality, or colonial heritage.

– The Gothic genre is not conservative, because it’s essentially about how outdated systems of privilege that still continue to oppress people are deeply fucked up and unhealthy and need to be destroyed. “Haunted house” stories are often conservative, but I would argue that Gothic stories advocate for radical systemic change and the self-realization of freedom from social expectations.

– At the same time, Gothic stories are not didactic. The lure of the forbidden goes both ways, after all, and the reader should be able to understand why the point-of-view character allows themselves to become trapped in the house. The old castle is majestic. The beast-husband is attractive. The spoils of ill-gotten wealth are luxurious and comfortable. The ruins are delightfully mysterious. The poison apple looks delicious. The story is queer and problematic, and that’s precisely why it’s appealing.

There are numerous cross-genres and sub-genres of Gothic that have their own specific conventions, like Gothic Romance and Boarding School Gothic. I didn’t address the visual language of the Gothic, or how tropes and conventions vary between times and cultures. Still, I think this is the core of the genre.

Vision

In nineteenth-century London, Eleanor lives in her deceased parents’ house with her brother Robert and his wife Cora, who is bedridden with a vague illness. Eleanor was previously engaged, but her fiancé died after enlisting in military service. Having become an unmarried woman of a certain age, Eleanor spends her days caring for her sister-in-law. At night, however, she engages in sexual fantasies in front of her mirror, which she imagines as speaking to her in the voice of an unseen lover.

This situation might continue indefinitely were it not for the romantic attentions of a certain Doctor Bishop, who treats Eleanor’s cataracts and prescribes Laudanum to calm Cora’s nerves. Bishop is affectionate and well-meaning, but Eleanor is a quiet storm of resentment and repressed sexuality whose veneer of quiet virtue and good sense is one the verge of cracking.

Vision is a brilliantly written and gorgeously drawn graphic novella that explores the subtleties of how trapped and lonely people isolate themselves while simultaneously seeking connection, but it’s also a sharp and disturbing story about sex and death. The death is understated and phantasmal, while Eleanor’s sexuality and desire is on open display. Each of the erotic scenes is mirrored by a grotesque reflection, such as when the imagery of Eleanor’s self-pleasure with a candle is reflected in an extended scene depicting her eye surgery. Julia Gfrörer’s linework is delicate yet expressive, granting her characters warmth and personality while occasionally portraying them as eerily inhuman.

Eleanor’s story becomes stranger as various small mysteries and imbalances accumulate into an ever more fragmented portrait of a haunted household. The climax is shocking but perhaps not unexpected, and far more questions are raised than could ever be answered. The absence of clear explanations and justifications is part of the appeal of the narrative conclusion, however, while gradual shifts in the ink style contribute to an encroaching sense of dread – and curiosity.

Vision was published by Fantagraphics Books in September 2020. You can read more about the book on the press’s website (here), and you can order a copy from the Julia Gfrörer’s store on Etsy via its listing (here). Gfrörer’s two previous graphic novel publications with Fantagraphics, as well as her zines, are also listed on Etsy, and each is as creepy and fascinating as the next.

We Will Keep Her Safe

This comic was drawn by FungiiDraws (@fungiiyells on Twitter) and written by me, Kathryn Hemmann (@kathrynthehuman on Twitter).

One of the things I love about the worldbuilding in the Legend of Zelda games is how gorgeously Gothic it is. Monsters and captive princesses and buried secrets, oh my! This comic isn’t just about castle spires and demon lovers and enchanted princesses, however; I also wanted to explore the troubled gender and racial politics of the Zelda series and make a statement about how the exclusionary prejudices that create monsters and damsels are hidden but ever-present in the legends that make heroes.