Once I got past the initial control awkwardness of Façade I was fascinated by the game. In the game the player controls a friend of a couple who has been invited over for an evening. The couple starts to argue, and the player is able to interact with the characters and change the development of the story. Façade was the first game to cause me to feel awkward. Because the game lets you say anything to the couple I felt more attached to the characters, and watching them argue was weird.
Façade had another interesting element. There was a story being played out, one that could be altered depending on what actions you take. There was no possibility for failure. The story may be different if you agree with one of the characters over another, and there are puzzles to be solved if you are going for a specific story, but there is no death and no failure.
Playing Cyber-drama is a truly novel experience. Prior to this I have played many games that have branching stories. The difference here is that the story was the focus of the game. Other games usually focus on game play and puzzles, with an interesting story laid on top, but that was not the case here. The story of this couple’s relationship was the most important part of the experience.