Playable Tapestry Pentiment Has One Foot in the Past and the Other in the Future

Pentiment borrows its name from the phenomenon of pentimento, in which the strokes or forms of a painting that has since been painted over can still be seen in the new work. The word comes from the Italian pentirsi, meaning “to repent.” All these meanings echo resonance into each other. Sincere repentance can make up for a sin, but it cannot totally erase its impact. History too works this way. We are accumulations of past deeds. Their fragments shine in the movements of our hands, in the sheen of our eyes. These moments seem brilliant now, but will one day be painted over. Others may even repent of us.
As you can see, the name itself has weight and history. It reveals Pentiment’s fundamental ambitions towards something that feels simultaneously present and ghostly, one foot in the past and the other in the future. I attended a hands-off preview alongside other members of the press, followed by a Q&A session with game director Josh Sawyer and art director Hannah Kennedy. A hands-off preview can only really reveal intentions. Until it is an object I can hold in my hands completely, I can’t really know what Pentiment will be. However, Pentiment has many intentions that I thoroughly admire. More than just a unique art style or unusual (for games, anyway) setting, Pentiment has an interest in the particular ways a ludic language can make meaning, in both obvious and surprising ways.
So, what the hell is this game about? Pentiment follows artist Andreas Maler through the beginning of the Reformation, the peasant revolution of 1525, and the publication of Copernicus’s heliocentric model. This is a period of around 25 years. The game is set in upper Bavaria, which is now in Germany, but was then part of the Holy Roman Empire. Maler works in an abbey neighboring the town of Tassing. With this put together, Pentiment is about being one small person in an only slightly bigger community in a time when culture completely changed. Also, people keep. getting. murdered.
Aesthetically, Pentiment attempts to visualize that scale, presenting an historical style that individuals nevertheless mark. In a broad sense, it borrows a visual style from woodcuts and illuminated manuscripts from the period. Characters have inked elbows and hard woodcut eyes, albeit with a digital sheen—Kennedy specifically shouted out the animated film Wolfwalkers as something that helped them unlock marrying digital and physical mediums. When characters speak, their words appear in the florid script of old books. The words appear to have been drawn onto the screen, one stroke at a time.