As an art piece, one can evaluate TRAUMA as a relatively effective proof-of-concept based on an interesting concept. It does bring about a sense of alienation as would a classroom exercise in computational arts. Yet it remains attached to a notion of art as a directed endeavour. TRAUMA leaves little room for interpretation and nuance. Unlike an art movie but like an art project, it forces some meanings on what could be a broader experience. Without being unilinear or monovocal, its structure makes it difficult to truly wander around, as would a “tourist” in the Myst worlds.
As a game, TRAUMA’s limitations are even more problematic. While the short duration of the game has been described as a problem, it may make sense in context. TRAUMA could be the game equivalent of a short story. But the limited interaction one has with TRAUMA’s four “levels” closes down the game into too straightforward a series of actions. Sure, most point-and-click adventure games have similar issues. The set of things which can be done in any scene is necessarily limited, and players frequently feel trapped in mindless sequences. But, for several reasons, TRAUMA restricts actions even more than the usual point-and-click adventure game, resulting in an almost-frustrating experience. While it may be that these limitations have a rationale in the artistic side of the piece (as it deepens the feeling of powerlessness), it makes the game experience less playful than it could be. The sense of discovery created by the usual adventure game is replaced by something close to hand-holding.
TRAUMA’s redeeming features have to do with the “craft” side of things. As a type of collage/montage/assemblage, it displays some skill. The music is appropriate and well-integrated. The voice-acting may be off-putting to some but it works in the narrative logic of the piece. Several scenes are reminiscent of well-appreciated German movies. Overall, it’s likely that Krystian Majewski will be involved in interesting projects in the future, either by collaborating with diverse artists, by training artists to do fascinating work, or even by serving as inspiration for groundbreaking art.