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- Schrödinger's Call Review – Is The Line Alive Or Dead?
Sunday, August 2, 2026
Genre – Mystery, Drama Play Time – 10 hours Developer – Acrobatic Chirimenjako Steam VNDB
Hotline To The Dead
As
a method of commination, a phone call walks a strange line between
the awkwardness with its audio lacking the important
non-verbal cues of human interactions and the deeply personal
connection of having someone speak directly into your ears. This
unique experience lies at the core of Schrödinger's Call’s
narrative presentation which leans heavily into this space of
intimacy and misunderstanding to craft its dramatic and emotional
highs. The game follows Mary as she works as the last confidant for
recently deceased spirits where she takes their calls and tries to
help them make peace with their lives. All of these people do not entirely remember the trauma which keeps them here so a strong
investigative element runs through the title as the player must
deduce the truth and help Mary solve their cases. Each of the cast
Mary talks to over the phone bring their own quirky personality and
unique animal form to the table in order to make them easy to keep
track of and a joy to talk with. This sense of striking identity
extends to the visuals which use of a predominately black and white
sketched aesthetic backed up by sudden bold use of singular colours
to allow a moment or person to stand out. However, this is a game
plagued with odd game design such as an overuse of repetition and an
abundance of choices which merely loop the player around and waste
their time. Are these development decisions enough to undermine this
deeply personal tale of lies, loss and love? Let’s pick up the
phone and find out.
A Cat In The Box – Narrative And Themes
From
the moment Mary first picks up the phone there is a permanent through
line of personal mysteries about each caller as well as about Mary
herself. Having every person not completely remember their life
creates enough space for speculation about what trauma holds them here
and gives the player something to slowly pick apart over the course
of the game. Each chapter is made up of one main caller which Mary
has to help pass on and a selection of secondary callers who all knew
the main caller in life or they are somehow linked to them. This
interweaving web of relationships helps prevent the calls from
becoming repetitive since the player will be bouncing around between
these vastly different and colourful characters. Putting all the clues about their past together at the finale
of a chapter and freeing them is an incredibly satisfying experience
with a good catharsis and emotional climax to it.
Similarly Mary’s
own past is slowly teased over her various encounters with the
callers and provides a nice plot thread to link the entire title. The
picture of Mary becomes more muddy over time as the fault lines in
her personality reveal themselves and overturn any initial
impressions of her character. So when the big reveals do come they
are still shocking but make complete sense when looking back at the
subtle hints left over the entire play time. Once all the callers
have had their turn and the spotlight turns to Mary, the game does
not pulls its punches and crafts a compelling final act where her
suffering get put on full display for the player to engage with first
hand. It is an impactful way to end the game and will sit in the
player’s mind as the credits roll and they put down the phone for
the last time. On a broader point, Schrödinger's Call makes a lot of
narrative use out of its use of the phone as the main means of
communication. There is a great deal of attention played to the
misunderstandings and nuances which occur only over the phone and
even make one of these a core plot line to great dramatic effect. The
phone also serves the role of being a symbol of connection, or the
seeking thereof, and how such relationships can be
fraught with problems and cut off when we least expect it. Yet it is
precisely these connection through the calls Mary makes which
ultimately save not only those callers but also Mary herself when she
comes to understand the value of those bonds. All of this is cleverly
conveyed through the ups and downs of the narrative and its gentle
warmth can be felt when it is most needed.
If
there is one thing Schrödinger's Call seems to have an obsession
with it is repetition. The game constantly repeats itself even when
the events or information it is repeating have only just happened
mere moments ago. By far the biggest offenders are Mary’s write ups
after each call where the player is taken through the call they just
experienced. Nothing in the game is complicated enough to justify
this kind of aggressive hand holding since all of the main points of
a call are highlighted during the call so the player cannot possibly
miss them. It is as if the game does not trust the player’s memory
and its own ability to hold their attention. At least a quarter of
the play time is dedicated to such repetition making it a constant
and invasive force many will find difficult to ignore. Had these
recaps only occurred once every so often then they might have served
a useful purpose to refresh the memory, but instead they are the
largest stain on the overall experience.
A separate and less
noticeable problem can be seen in the way the game hand waves away
certain elements which seem like they should be important but end up
slipping to the sides in favour of the emotional finale. The moon
crashing to earth is perhaps the biggest of these and you would think it would be a big and constant presence but instead it has a
surprisingly minor presence and often forgotten. This is to the point
at which the game itself seems confused at times as to whether the
moon falling really happened or not with it bouncing around on its
position on the truth during the ending. Another weirdly discarded
feature pops up when looking at the cat, Hamlet, who acts as Mary’s
companion throughout most of the story. Despite this prominence and
the mystery surrounding him, he is somewhat discarded towards the end
and there is never any real resolution to who or what he is and where
he goes or what his purpose might be. Neither of these concepts matter
much to the emotional weight of the final act so it is understandable
they go pushed aside, but some proper clarification would have been
nice to neatly wrap everything up.
The Animal Kingdom – Characters
Being
glued to the phone naturally leads to a conversation heavy style of
narrative so it is important for the characters to be interesting to
converse with and on this point Schrödinger's Call is impeccable.
Each of the main callers has their own distinct relationship with
Mary and bounce off her in entertaining new ways in order to keep
them feeling fresh. From Lucy, the guilt ridden mother, to Violet,
the gentle and confidant rich girl, they all present themselves
through their memorable mannerisms then, as the player comes to know more
about them, their flaws and imperfections give them a delicate
humanity. Their associated secondary callers have intertwining views and lives despite the fact they never talk to one another
during the game and rely on Mary to be a go between which helps
further push the importance of her centralising role. As they all
slowly remember their shared history, the powerful emotions this
brings out constitute much of the titles ups and downs for them to
push through and this journey is what makes them so memorable. The
chapter structure also ensures they never outstay their welcome with
their resolutions coming at just the right time when they have said
all they need to and the player is ready to move on.
Every caller
somehow has an emotional similarity to Mary and it is by interacting
with them that a more complete picture of how she thinks becomes
clear. This is an excellent method of making every character
important since they each hold a piece of the puzzle about Mary and
her lost memories. It also helps reinforce the idea of Mary as an
empathetic person who is suitable to be the last confidant while
setting this trait up be questioned and its fragility to be brought
to the front. Mary’s broader characterisation is wonderfully put
together from her ability to act as a problem solver for the callers
to her eventual confrontation with her own past. Throughout she
remains a central pillar of the player’s interest and the texture
of her personality is teased out slowly to keep them on the edge of
their seat. Investing emotional in Mary is easy which is extremely
important when the final sections of the game rely so heavily on the
player’s connection with her.
Hold The Phone – Visuals, Audio And Technical
When
loading up the game for the first time its visual language
immediately marks it out from its peers with its use of darker
colours and strong lines. The majority of time black and white will
be presented to the player as they act as the baseline for this space
between life and death. It speaks to the delicate balance maintain
here and Mary’s role in pushing people out of the intermediary
place. This pairing of contrasting lines and white voids makes the flat
and dark colours which each of the callers brings to the table stand
out against Mary’s own bland room. Each lacks the lustre they may have once had
to mirror the poor state the callers find themselves in yet the
colours still hold a weight to them and subtly communicates the
emotions and personality they had in their prime. The soundtrack is
similarly dulled with a heavy use of deep and resounding sounds even
in pieces aiming towards a lighter tone for their associated
character. It does a good job of capturing the mood of each caller to
the point of the player being able to recognise which person is
calling from their track alone. Furthering the auditory identity of
the cast are their series of distorted voice snippets which all carry
the fuzziness of a phone line and their own unique cadences.
These elements combine to create an audio-visual landscape which help
elevate Schrödinger's Call and make it easier to overlook its
issues.
On
the mechanics side of the equation things are a bit more uneven in
terms of quality. Having the player input the phone number of the
person they want to call by rotating the dial gives the phone a
wonderful sense of tactility. It helps centralise the phone as a
device of connection through this physicality with the phone also
needing to be manually picked up to answering incoming calls just to
keep it in the player’s mind. In a similar vein, the notebook has the player flipping between its writing covered pages to find the
clues needed to answer the mysteries and set the caller free. Later
on it becomes an important narrative point when starts to become the
playground for Mary’s increasingly decaying mental state. Despite
the game forcing the player to spend too much time looking due to the
constant recapping of events, it remains an endearing feature due to
its role in the story and Mary’s illustrative drawings.
Unfortunately things get worse when looking at one of the biggest
points of player interaction, choices. The offender here is the way
choices are looking for only one response and looping the player back
around to the start of the text if they choose incorrectly. This is
understandable in the quiz sections where the whole point is for
there to be a right and wrong answer, less so when they are used for
the general conversation choices without any kind of clear correct
option. The second group form the majority of the choices in the game
and so the player regularly finds themselves being looped around
since they have no context to know what the game wants from them with
such a small amount of information. What makes this worse is the way
the choices initially create this idea of non-linearity which
encourages the player to explore the narrative space only for them to
be slapped across the face for attempting to do so.
Conclusion
Finding
connections with others can be a difficult and delicate yet rewarding
endeavour and it is this core message which Schrödinger's Call
wonderfully captures with every call. The mystery of each caller’s
life and regrets makes for a compelling series of interactions which
build towards the greater finale around Mary. Each character has a
vibrant life to them which allows their calls to be constantly
engaging while slow picking away at the tragedy they hold in their
hearts. A strong audio-visual style supports this growing narrative
and uses colour to create contrast and dulled beauty in order to sell
every revelation. The phone and the notebook mechanics add a tactile
feeling to the small space Mary inhabits and lends these solitary
points of connection a weight they would not otherwise possess.
Issues of execution do exist throughout the experience from
repetitive hand holding to vague plot points to frustrating choices,
but none of these are enough to break the brilliant vision of the
work yet they do add some distracting cracks.
Verdict –
Deftly dials up an imaginative story of the fragility and value found in human connections told through the distorted audio of a rotary phone.
Yet it never quite reaches its full potential due to some poor design
decisions related to repetition and time wasting choices.
Pros-
+
Each caller is their own mystery where picking away at their past
slowly unveils the tragedy keeping them from passing on.
+
Makes the most out of the phone with a series of plot twists and
misunderstandings perfect for the nebulous connection it provides.
+
The cast has a good variety to it and they rub up against Mary in
their own unique ways.
+
Mary is an excellent protagonist who starts out as a seemly well
adjusted girl and over the course of the game the player gets to see
her gradual collapse.
+
Well crafted visual and auditory identity weaved in amongst the
tactile mechanics of the phone and notebook.
Cons -
-
Repetition plagues the game with it constantly going over events
which have just happened as if it is afraid the player might miss
something.
-
Frustrating abundance of choices which loop the player around them if
they choose the wrong option and wasting their time.
-
Some plot points end up discarded and unclearly resolved.





