Wednesday, April 15, 2020

Review: ‘The Girl On The Phone’ Gives Players The Chance to Be a Hero

An over-the-phone adventure by Sinking Ship Creations 

I often feel powerless during these days of the COVID-19 pandemic. Besides the passive and protective measures I take, there is not much else I can do. It feels like the entire world is standing still, anxiously waiting for what each new day will bring. Luckily, we have modern technology and ancient techniques of storytelling as well as restless creative minds to combine the two. Today, especially, I am thrilled to see immersive theatre finding new ways to connect to audiences: to entertain, to challenge, to comfort, and to empower. One of those on the front lines of digital theatre in times of “Corona” is Sinking Ship Creations, who are currently producing three new over-the-phone adventures.            


The Girl On The Phone, created by Sinking Ship co-producer and LARP writer, Betsy Isaacson (who you may know from Escape from Marseilles) is not heavy on roleplaying; in this one-on-one remote experience, I am basically myself. At the pre-arranged start time, I receive a badly mistyped text mistyped (there is clearly no autocorrect on this phone) asking me for help. Irene, the girl on the other end, and I don’t know each other. But she’s happened to find a phone in the place of her entrapment and it has my number on it. She is afraid to contact the authorities because she was kidnapped by the corrupted police of Caracas, or some people dressed as the police. But I found out all of this information later, over the course of our 66-minute encounter. First, we have to get her out of her handcuffs. Or should I first make sure she is who she says she is? 

My head is spinning as Irene is trying to type messages to me with her hands handcuffed. Every pause is filled with tension as, from what I understand, she could be caught at any minute of our dangerous journey. There are no blinking dots to indicate that somebody is typing on the other end and no sign of my last message being received. Every line of interaction can potentially become the last time I hear from Irene, so I have to be quick on my feet. I feel as if I have a real thriller on my fingertips. The timing of the texts is very well-paced, as the pregnant pauses let my imagination run wild. Did she make it? Did my plan work? I am on the edge of my seat, nervously staring at my phone.      

When Irene finally has a chance to call me, I hear the voice of a sweet young girl, scared out of her mind. I don’t blame her. Jennifer Suter, who portrays Irene, is incredibly convincing. The sound design, created by the actress herself, is spot on. From the kind of long-distance-call effect provided by old cell phones to the sounds of the surroundings, the picture of what is going on on the other end is quite vivid. Background noises make picturing locations easy and help to envelop me in the story, it definitely added a realistic flair to the production. 

I will refrain from revealing any more of our adventure to avoid spoiling your experience with The Girl on the Phone. It is possible that your story will take a different course depending on your actions. Like with any interactive experience, a lot depends on your involvement. The Girl On The Phone is engaging and thrilling. It’s easy to fall into the storyworld thanks to Suter’s skillful and barely noticeable “back leading,” a skill of pulling the participant deep into the action which appears on the surface as participant’s initiative but is actually scripted story. 

For me, The Girl On The Phone was an equally nerve-racking and heartfelt journey. Without fully putting on the mask of a fictional character, I still had to perform multiple roles: that of a crisis specialist, negotiator, interpreter, navigator, and, lastly, friend. In a way, it felt like Irene and I  became friends over the course of the hour we spent communicating. Overcoming a struggle together tends to bring people closer together, and shows like The Girl On The Phone are exactly what the world needs right now.                                      

(This review was published on NoProscenium.com on April 15th)

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