Fatale is an interactive vignette in realtime 3D inspired by the story of Salome.
Explore a living tableau filled with references to the legendary tale and enjoy the moonlit serenity of a fatal night in the orient. Fatale offers an experimental play experience that stimulates the imagination and encourages multiple interpretations and personal associations.
Fatale is played through first person 3D navigation but its controls were designed to minimize the risk of motion sickness. As a result, it may appear somewhat unconventional to the seasoned gamer.
Salome is a first century Judean princess mentioned in the Christian Bible by Matthew and by Mark. But it is Oscar Wildes 19th century play “Salome” that really inspired Fatale. In the Bible, Salome is a child who dances for King Herod and asks the head of John the Baptist as a reward. In Wildes version, Salome falls in love with the prophet. He rejects her and she has him executed. The play ends with her kissing the lips of his decapitated head.
Most of Fatale takes place in the aftermath of this event, when all has turned quiet and the moon brings comfort to troubled hearts.
Created by Auriea Harvey and Michael Samyn.
Character design by Takayoshi Sato.
Animations by Laura Raines Smith.
Voice and ambient music by Jarboe.
Sound effects and ambient music by Kris Force.
Dance music by Gerry De Mol.
Choreography by Eléonore Valere Lachky.
“I’ve never seen such a gorgeous indie game. The subtle motions of Salome’s veils and the dramatic colors on the face of her murderous mother are but two examples of the game’s striking art style that comes back to haunt you even after you’ve completed the game.” - Kotaku
“If you are interested in the idea of a program that encourages you to consider the nature of programs, scripts, and storytelling and how those ideas may relate to gaming, then this is an experience that will likely interest you.” - Pop Matters
“You can’t quite forget Fatale, you come back to its problems, its frustrations, and its ambiguities even when the memories of more fully-realised games have faded.” - Eurogamer
“It’s a striking bit of art for a title made by a tiny team of eight – a team that’s dominated by artists and artisans, rather than programmers.” - Edge