Emily Short does more than justice to the medium of interactive fiction and lives up to her reputation as one of the best IF authors in this relatively short IF. In Bronze, Emily takes a fairytale well-known to western audiences and refines it, building up layers and layers of storytelling, worldbuilding, and fantasy. We are all familiar with the story of Beauty and the Beast, but Short spurns the Disney retelling and takes us down darker, more fanciful paths. Short has set up this story as part map, part puzzle - objects that you interact with unlock different parts of the map and progress the quest, which is (Spoiler - click to show)to solve the mystery of the Beast and his enchanted servants.
Of particular note are Short's masterful descriptive map skills. Even though Short ends up building a relatively large (55-room) map, you never got lost, partially thanks to the easy-to-follow descriptions as well as the in-game compass and "go to" commands. She populates each room with just enough to keep you interested and engaged without overwhelming the reader, which is an extremely difficult thing to balance. The "go to" command is particularly helpful late in the game, and maintains the pace steadily without getting bogged down with a fully-explored map. That pacing is another mark of a master IF storyteller - too often I play a game that expands its playable area too much and feels more like a chore than a leisure activity.
Even though Bronze is simply a fractured fairytale, it endures as one of my favorite IF for its ease of play and its rewarding lightbulb moments. It never feels patronizingly easy or frustratingly difficult, and it is fully playable in a few hundred turns. That, to me, is a winner. All of my kudos to Emily Short!
Some interactive fiction works open up new, fantastic worlds filled with indescribable creatures and clever puzzles. Will Not Let Me Go does not do this. In this relatively short Twine story, you play, or rather, experience life, as an elderly man named Frank who is suffering from Alzheimer's disease, and incurable progressive neurodegenerative disease that affects the memory. The setting and and pacing of this story are both mundane - unhurried snapshots of a life at home, in the office, and at a diner with lifelong friends - but the subject matter is more devastating than death. You forget names, faces, places, and people, and experience the frustrating consequences of your forgetfulness. The gradual loss of autonomy is nearly palpable. The comparative lack of choice that is typical to the Twine platform makes for an even more emotionally fraught experience. As the player, you have little choice other than to control your emotions - will you rage, or go quietly, as you slip further and further into that good night?