A confession: I don't like slasher movies, and I don't like reality TV/unscripted drama. Whichever you call it. I find it cynical and exploitative and it can sucker us into wasting our emotions on people who don't deserve it. Though I have another small confession. I enjoyed the first season of The Apprentice, mainly because Carolyn and George actually gave helpful advice, before they were fired and replaced with the, um, star's children. So it did unravel! And there were two other series: one got canceled halfway through the first season, and the other dropped off quickly in the second.
Details on what I liked, hidden as a possible tangent and not really a spoiler: (Spoiler - click to show)The first was My Big Fat Obnoxious Boss, which took The Apprentice to extremes. The host, Mr. N. Paul Todd--note the anagram-–seemed impossibly sleazy by the innocent standards of 2005 or so, with the tasks such as selling "The Windy City Blows" mugs in Chicago that were stupid and nearly impossible. The firings were random. I missed the first few episodes, it was canceled before the end, and I was thrilled to find the missing videos a couple years later. It was beautiful satire, especially when Todd explained he trusted his supervisors so much because he didn't trust him at all. Then the actor playing him said "I don't know what I was saying, but whatever it was, I started to believe it." The second was a show called average Joe, where men of average attractiveness tried to buy for a woman's romantic attention. What I liked about the second was that the men involved decided to just have a good time, for the most part, and the guy who actually competed was a real jerk and got kicked off. Of course, they ran the formula into the ground, and it quickly became unwatchable, as the producers focused on what seemed to make it profitable and kept trying to turn the volume to 11. The only reason I watch these shows is because they were on the televisions where I worked out. But I was well aware of how addictive they could be.
So you can see that what I like generally subverts expectations or is different from what the average viewer likes. Also, ChoiceScript isn't my favorite platform, since I prefer to use a desktop–though I have definitely enjoyed such games–and from my experience, the statistics taken didn't really add much to the game. Maybe they blocked out some options at the end.
So on paper, I should not have liked BI. But I remembered the author from last year, and they had a very strong first entry called The Waiting Room. And it touches on why the shows I liked fell off--they got too self-aware, or aware of profit, among other things. And BI provides distance from the whole rubbernecking-at-an-accident views that sucker so many people into reality TV, along with reasons why it happens. And while the Big Reveal may not be as surprising as a movie it reminded me of (spoilers later,) it's still satisfying. But I can confidently say I hope to see the author back, but not with a BI sequel. Once is enough, and not in the "THAT'S ENOUGH, ALREADY" sense.
But how do we get to The Big Reveal? Well, you're a contestant on Passion in Paradise, the reality dating show that had a hiccup: a slasher with a Barbie mask ruined the (relative) peace of the dating and backstabbing that kept people's eyeballs glued to the show. Though, of course, a clip of it somehow racked up a crazy level of views. You've added to said number, and Chloe, the producer, assures you nothing will happen again. She asks some introductory questions about your personality, and then you have the obligatory introduce-yourself-to-the-audience interview. It's possible to try to subvert the whole show, but Chloe always seems to have a cheery response, and I enjoyed seeing how the character got boxed in by praise they didn't want until Chloe decided to get on with things. With what I know of reality TV, which is comparatively little, there is certainly a lot of the contestants being goaded into doing things, all the while seeming like they are free spirits and nobody can tell them what to do, and that's part of what makes them so exciting. So the lack of agency here seems very appropriate. Also, Chloe's "isn't this disgusting?" reminded me of teenage classmates who talked of certain, um, impure acts. And I realized how badly they were covering up their own questions or secret actions or desires, in the same way Chloe was hinting that you should be looking for something darker.
I had trouble telling a lot of the prospective dates apart at first. There are a lot of them! Maybe that's part of the point, that they all sort of run together and they're generically physically attractive and they aren't really going to offend anybody, and people can like them or hate them as need to be. It sort of underscored how awful I would feel being on one of those shows. But get a date I did, and I made small talk and so forth. And I felt a certain tension when the first scare came! No, I wasn't surprised Knife Barbie reappeared, and yes, the fear went beyond "oh no I don't want to have to reload and do this."
And fellow contestants started dropping. More than knives were employed–nothing like guns, that'd be too corny. Of course, confederates were suspected, and sometimes BI suggested who it might be, and sometimes it didn't. There's drama at a hospital and many other places that, well, help give a show variety. It seems no matter what you do, the producers like you, and I even got called back for a "where are they now" moment–properly compensated, of course, but I needed to pay my hospital bills some way or other.
As I replayed to see what would change if I behaved differently or, indeed, if the randomizer chose a new knife-wielder or confederate, it struck me. I was, to some degree, like the people who would watch such a show for ironic value and then get swept up in it, and then maybe swear that, oh, they're only watching it for the laughs, but they do get emotionally involved. No, really! But they Wouldn't want their friends to miss out on all the excitement, so they bring their friends over, and eventually they have a party. Perhaps it's a good thing that I didn't have a huge group of friends to call over to play this, and hopefully my checking the source after replaying showed that I wasn't emotionally connected with any of the characters. This isn't to rag on the author failing to give us relatable characters but rather to say, well, the focus is on making such a morally and aesthetically reprehensible show plausible. And BI did. I found a far different ending the second time I played through. And it struck me: Chloe had been chatty and encouraging and all the first time through, and so I thought that was a relatively good end. But I got a lot more praise, in quality and quantity, for behaving badly. It brought back memories of people who were telling me I was nice and all, and of people saying "that's too scary for you, right?" and I figured I had to say yes and they wanted me to say no, and they probably looked down on me for that.
As a skewering of bankrupt values in "unscripted dramas" BI works very well. Such skewering is not strictly needed, and it can be overdone, but if it's done well, it does have more to say than "reality TV is very cynical." It's about what you need to do to get and stay popular, and how encouragement from people who seem to be your friend, or who are letting you be their friend on a trial basis if you are exciting and acceptable enough to them, can really backfire. It's about being pulled into something and knowing you should escape, but you can't. Certainly there are ways to try to escape in BI, but you're both physically and emotionally manipulated into staying. The final moment of both the relatively normal and more exaggerated ending reminded me of Network, and I had a hard time pulling myself away. I was glad I got to see the wizard behind the curtain with the source code. And I think bi wound up appealing to me as someone who might have run screaming from the blurb had I not played it in IFComp. Perhaps fans of the genres will feel differently, because they understand more nuances, and what are revelations to me are it's-been-done fodder to them. Perhaps it overemphasizes things people already know, or should know. Sometimes the fourth wall revelations strained a bit. But in that case, I enjoyed what I saw.
I probably wasn't ready for CATM back in 2011, the first year I really tried reviewing IFComp games. I was just trying to get through all the comp games, and this one pushed back at me, but not in the "oops, I'm broken" way. So I couldn't help I was missing something. Everything seemed a bit off to me: even the pen name, Rev. Stephen Dawson, seemed like a pedantic boor who debated endless theological points enough to scare people from church. Anna, an NPC, behaved cluelessly and almost annoyingly, yet she was trying to help. It seemed.
And there was a wedding feast, which I can only assume was the 30 AD equivalent of a cocktail party. (I don't like weddings.) This probably contributed to CATM being dinged a bit in the final standings. But I sat down and found several ways through it, such as they were, and -- well, looking back, I'm not surprised the author went on to publish a novel later, one that appears in my local library system, no less.
CATM isn't a big game. The mansion where you serve is just eight rooms, and the other bits are more straightforward. Yet it took a good deal of diligently fighting through the in-game hints to push through--they don't spoil everything, and I think they even manipulate you into trying things you otherwise wouldn't. I could complain that they don't appear or disappear when they should, but maybe it's my fault for losing faith that early. But you have to manipulate people in order to move the plot. Jesus/Joshua apparently isn't thrilled about the whole turn water-to-wine thing, and unless he has strong motivation, he's not going to. You can't convince him on your own. The whole water-to-wine thing is also subverted with an early puzzle, where you run into John, and, well, Jesus played a small trick on him. John deserved it.
Getting Joshua to perform a miracle without nagging is thus the main thrust of the story. You're sort-of aided by a young orphan named Anna (there are a lot of subtler anachronisms you may miss if just trying to solve CATM.) She causes a set of shelves to collapse, which seems awful, but it just says, okay, there's nothing at the top, so don't bother to look for a ladder. Later she becomes part of a small moral dilemma that leads to branching endings. In the main good one, Joshua lets you know that he isn't a stickler about some things, and you did right. Yet it's easy to imagine these days people with far less than Godlike powers deliberately putting subordinates into impossible positions. So that was an unexpectedly revealing moment.
It's never quite clear how far you are in the plot--you need some NPCs' help to point out other NPCs, and the upper-right, instead of "10/10," is in Bible verse format, which is sort of cute. So there's some ambiguity, but I think that's planned, because your fellow servants Amos and Martha are often sent to town to perform errands. There's a lot of personal interaction implied and required. Though the author deliberately leaves you hanging about one particularly tedious action before speeding it up drastically, as if to say, I don't want you to focus on that. It's not a miracle by any sense, but it's a benevolent way for the author himself to play God.
I missed a lot of the humor of CATM the first time through, and I'm glad I gave it another chance. Parts still feel a bit sticky years later, but I think that's more to the author's discretion. CATM doesn't let things happen too easily, and it nearly forces you to interact with the NPCs and try things to see what to ask about and gives you several chances to solve things as a decent person or as a jerk or worse. It's an interesting bit of speculative apocrypha that avoids crazy humor and asks some what-ifs within the story.
In his forum new-author introduction, the author mentioned he was a recently retired software engineer. If so, Arborea's one heck of a going away gift to give yourself, and at the risk of sounding corny, it's a gift for us too. Even if it didn't work out, it would still be a reminder of all the things we want to do and how we shouldn't let everyday life get in the way if we can help it. But it's better than that. And it's interesting to see how some people are coming back to a hobby they've had for a while, or that they meant to, because of the old Infocom adventures of the 80s, and they're finding their own ways to give us something neat.
It's presented as a computer simulation of many different eras and continents, and I was worried it was going to have a wishy-washy/overbearing "appreciate biodiversity and love our trees and respect Mother Nature and all that sort of thing because this is the only planet we've got" message, but thankfully that's not the case. There's all sorts of jokes in here, from physical comedy to well-timed puns. Some are even objectively bad, but they provide relief. For instance, there's a (charge) card once you've tamed a rhinoceros: "How do you stop a rhino charging? Take away his card." This bombs if you're over eight, but an allusion to it in a game works nicely. And that's what I found with Arborea's organization. It could easily be a mishmosh that doesn't quite work, but overall, it does, and when you combine eight hubs together with interlocking puzzles, that's not hard. Oh yes. You have a few funny deaths too. They're lampshaded well and pretty obvious. Enough was there, I was slightly disappointed there was no AMUSING section at the end for what I missed! Nitpicks.
As the title might suggest, a forest is the centerpiece of the game. It's where you start, with I actually had some problem guessing the first verb that helps you leave, mainly because I didn't read the help carefully enough, and also I didn't consider the most obvious thing to do if you are in a forest. One other thing you need to do is look at a gourd you've been given. Later, it tracks how much you've completed, but to start, it has some information on the different kinds of trees out there, and your initial job is to find those trees in the distance, and each one leads to a new area. It has an introductory-quiz feel, making me wonder if there's be one those choice-based flipbooks "if the bark is smooth, turn to page 8. Shaggy, page 13." But that's all there is for pedagogy. The rest is imagination.
And you get to go all over the place: Elizabethan England, Missouri in the 19th century, Indonesia, the Amazon rain forest, medieval Scandinavia, and Africa. There are some direct historical figures (Sir Francis Drake) and some more general ones. Missouri features a particular class of people. How much you do in each area feels well-weighted, and the puzzles have strong variety. With your gourd as a guide (it changes appearance each time you visit all the locations of one hub,) it combines because-it-is-there with fixing injustices. They're pretty obvious ones, but all the same, it feels good. There's supernatural stuff, too, from the just-sort-of-mystic-babble to the "oops, badly reincarnated, sport!"
I really enjoyed how to eventually destroy the gourd and get to near the end of the simulation, though near the end I was a bit exhausted. This may be an unfortunate side effect of trying to blitz through all the IFComp entries. Overall, there's some good wacky humor in there, and it lasted longer than most games did, but the end felt like it over-did that whole angle. I can't offer better advice. There should have been a denouement. Some jokes clearly hit, but for whatever reason, the self-contained end part didn't flow as well as the bigger whole game itself. That's a minor concern.
I'm not surprised Arborea placed high. It checks all the boxes without feeling like it tried to for a high placing. I felt guilty pointing out small bugs I stumbled on to the author, but that'll happen in lively worlds people create without, you know, being paid or having a team to check off on bugs. The anachronisms and time-shifting and such are pushed into the realm of creativity without being warped too far beyond belief. And I think in IFComp 2022, the reviewers tried to emphasize longer games, and if it gets more people to look at Arborea, even with a walkthrough, that's a good thing. It offers a lot to learn in terms of game design, and I'm quite glad I didn't put off reviewing and playing until the end of IFComp. My impatience would definitely have made me miss several details I enjoyed.
Here's an old one: A troll sleeps in front of his cave. There's treasure inside. The troll won't give up said treasure unless you're clever.
The twist? He's not hostile in the least. You need to do him a small favor. The title may spoil it. His cave isn't very big, but it's lovingly laid out, with a treasure room and clothing room and even a book.
The main puzzle, how to wake up the troll and make friends, is not hard and may partially be spoiled by the title. But no matter. It's an economical game, and the puzzle, indeed, makes emotional sense. You simply help the troll sleep better. He's remarkably generous, but perhaps he had enough treasure, anyway.
I can see why a game like this placed in the bottom half of the Adventuron CaveJam, because it's not terribly complex, and there's not a lot of tension, but with the delightfully blocky just-so graphics and surprisingly charming goal, I had myself a good time. The competition would've been less without it, and if Adventuron keeps giving people the ability to produce games like that, I'm glad to have more of them to play.
We all have games like Slasher Swamp, ones that maybe aren't terribly good, but we played them and enjoyed them for what they were. Perhaps there were better games out there, but Slasher Swamp had a simple enough premise, and the world, while big, only had so many items and so many death traps. So when, on replaying it, I stumbled into an instadeath, I could just reload and try again.
The premise is: your truck (pickup, I assume) is headed for Miami on Spring Break when it breaks down in a swamp. There are all sorts of decrepit buildings and mazes to navigate. You need a combination of good luck charms and weapons to survive. There's little clue what you need if you stumble onto a fatal obstacle, though there's plenty of gore. Then you open another area, mostly through examining stuff and finding a tripwire. This all culminates in a battle in an otherwise innocuous straw hut in the corner of the map.
Along the way you find a severed head and revolver and even some useless items like a King of Spades and Queen of Clubs in an otherwise irrelevant area, which hinted at, perhaps, a few puzzles the author could not slip in before IFComp. Perhaps it's better that way. Too big, and Slasher Swamp would've lost its fun. Looting an abandoned house and gas station is enough. There's even an outhouse and, of course, a side-warping map with non-reciprocal directions. There's a secluded shack, too, not to be confused with the hut. The whole deal is surprisingly dry-goods (find item B in area A, then D in area C since B gives you protection,) and there really is a lack of subtlety. But it is fun for all that. The descriptions seem to beg you to be scared, but I have to admit, they have variety.
Replaying Slasher Swamp years after it was a sort of cult favorite in IFComp 2014 reminds me of other TV shows I enjoyed fondly, even if they weren't good. That one cartoon. Maybe even that one commercial that, these days, makes me smile more than the show it interruopted! You can't have a steady diet, but it has an undeniable enthusiasm and willingness to throw in everything that refreshes the spirit, if not indulged too often. Perhaps I'll have a different perspective seven years from now, in 2030. Somehow, though, it's more than the sum of its parts, and unironically better than you feel a game like this should be, which makes up for more highfalutin' games which miss the mark. We need a few like this. And I guess that's partly why I wrote a walkthrough and map for it years ago, so maybe when I'd need a break from the more mindbending stuff, I could have more simple enjoyments. I did. Maybe you will too.
The description left me worried Under the Bridge might be an exercise in a monster finding different ways to maul people. Thankfully, I was wrong. You get to maul people if you want. You even have to, at the start. But there is real humanity in the decisions you make, with enough tension in your choices to make it feel like you're not just overturning rocks to see what all happens (Note: allowing undo was a VERY good choice in this work. The introduction that sets the mood is effective enough but takes nontrivial time.)
Yes, you're a deformed monster under the bridge. But you have excuses, even reasons, for being as you are. There's a new bridge, one which leaves your forest even more populated by humans. Being able to hide under it is scant relief. Humans pass back and forth, and in the first encounter at night, two of them meet on the bridge. One threatens another. You have a choice to kill one or both. Your moral sense is not fully developed beyond knowing your territory has been invaded, but you can smell fear regularly.
More humans pass in the day. A woman with her child and, if you are very aggressive, an army of humans. But there are also ways out. Two good endings may not feel totally satisfactory, as they leave the door open for people impinging on your territory later, but they're very different in how you wind up, what you fear, and whom you trust.
The sound effects and graphics (black with white lines) are effective, and there's even a bit of upside-down text signifying you looking into the river and thinking of things. This isn't the first work to use upside-down text, and it's more serious than Elizabeth Smyth's LIDO, written for EctoComp. I'm reminded how Twitter had upside-down text that was a fad for a while. Here perhaps the text is overused a bit, but it adds to the story overall.
UTB is in a tricky spot. There can only be so many choices, because the main character doesn't and can't think deeply. It doesn't recognize that humans may fear predators beyond it, too, and it's genuinely surprised at the alliance ending. There's some fear in the other good ending, too, as you find an entity you can't quite trust, and you're also surprised a bit by humans in the worst ending. UTB branches economically, which seems right, because too much would belie that you are, well, a simple beast. I think it had more emotional impact that Grue from a few IFComps back. I liked Grue, which sort of relied on the Zork canon, and one suspects a Grue doesn't really have the intelligence for parser-style commands. There your goal was to escape, and that was it. Here the main character here has more dimensions that go beyond "animals have feelings too," so UTB is great value for the time spent to reach all the endings. It's not intended to be cheery, of course, but it never dumps angst and violence and gore on you, and I appreciated the restraint along with the possibility of not-fully-happy endings.
BR:BF is a fun game, if some of the puzzles misfire. It's a jokey retelling of Jesus feeding a crowd with bread and fish. You, as Jesus, need to actually find the bread and fish. It's a tricky prospect. There are people to be healed, and once they are, your Father above--well, he certainly lets you know what to do next. It's kind of a goofy joke I don't want to spoil, but it doesn't get old. No great theological arguments are broached.
Some of the puzzles require Biblical knowledge, and one sort of does--or you can use trial and error. It's based on the number of verses in each chapter of Mark, which seems a bit odd, and there's a bit of arithmetic too. While i like having numbers integrated into a puzzle, this felt like busy work to me, although it also gave the feel of a big, lost place, and it was sort of neat and different to put different priorities on things you needed to map. You then unsurprisingly have to do something based on a Bible verse.
This all is a bit odd and uneven. But there are neat moments of talking with the people you've healed and getting very modest favors back from them in search of your big grand meal. I am, however, glad I had David Welbourn's walkthrough as a crutch, so I could enjoy the humor scattered through the game, and I found it interesting enough to replay for what I saw in the AMUSING menu. Certainly I studied it harder than those old Bible verses.
Oh, the ending is a funny take on things. Crowds being crowds, what they do is sort of expected, and it makes for a satisfying denouement.
Though BRBF's puzzles seem forced, I did enjoy the general storytelling and world and humor involved even if it never soars. So I do quite recommend it, but keep a walkthrough handy so it's not too frustrating. Navigating the addresses in the village is an arithmetic grind.
Ah, the end of the world. I've had nightmares about it. About what I'd do at the end. A feeling of helplessness, a sudden hope there is afterlife. I can't tell if they're worse than the public humiliation nightmares, because with the public humiliation nightmares, you can cope, or even isolate certain incidents that almost could happen in real life, so you can stand up to certain types of people, or certain lines of attack. But the end of the world? Not so much. Nature doesn't care, whether it's the natural death of the sun or something horrible and man-made. Certainly the threat of nuclear war back in February 2022, with the Russian invasion of Ukraine, brought back a lot of these worries and thoughts. I hadn't had them since the glorious days of Duck and Cover.
Here you're driving west in a truck that is close to empty, and you have to assume gas stations aren't open, or if they are, they're gouging prices. A truck can go 60 MPH. The sun? Well, you have to go 1000 MPH to keep up with it. So, yeah, here it's pretty obvious you're going to fail, just by the title alone, but the only question is: how?
There are several ways in CtS, and none of them are particularly appealing, but on the other hand, there's a lack of melodrama. I went unconscious in my truck, got lost in a forest, and wound up fleeing people who actually welcomed the rapture. The choices sprawl, for such a small work, but they don't feel totally random. A lot of early choice-based works had branches all over the place, often for humor (EctoComp Petite Mort is good at this, and Ruderbanger Doppleganger's Last Minute is an extreme example,) other times just to get something in before the comp deadline.
Each end seems to denote futility in different ways. They all worked for me. There's no melodrama, just an inability on the author's end to accept that the world's coming to an end, whether or not they saw the disaster in advance. I thought the strongest ending was with the people who said "oh come on think positive you have nothing to worry about if you've been good." This sort of "embrace the inevitability, it can't be that bad" is annoying even for far smaller things, such as a favorite restaurant or pub closing, or even trying to type in that last bit on a library computer when I had a bunch of writing notes and couldn't quite concentrate at home. (The time constraints actually helped me get a lot done.)
Perhaps CtS would not have been as effective if I'd played it earlier in the IFComp cycle. With a bunch of games to go, and not being sure if I could make it, it worked very well, but I think it would've done so anyway. We all have those deadlines, or we should. We've all seen things die and had people say "oh don't worry, there'll be something else. Enjoy the ride." And there will be something else, and we can enjoy the ride, but we really don't want to hear these people anyway. They're not helpful.
I think CtS did a very good job of projecting controlled emotions. It reminded me of times I'd gotten close to freaking out when I shouldn't be, which put me dangerously close to "why am I freaking out over something not worth freaking out over" territory. I was pretty sure I didn't need a stark reminder of mortality when I started, but once done, it seemed appropriate and good.
I spent time making sure I'd hit the main branches, because I wanted to draw out the CtS experience a bit more, but not too much. I knew I was sort of staving off the inevitable, and I felt slightly bummed it ended so soon, which is better than things ending too late. This is in contrast to the actual end of the world, most of us would probably want to drag it out, even if there was just woe and pain left, and there probably wouldn't be much time or energy reserved for making sure you've seen what you want to. After seeing what the author had to say, I guess I was, well, ready for the end of it all, and not in the "geez I hope this ends" sort of way.
Pascal's Wager is an odd one, for sure. But it looks into something I dared to think when I was younger: if there are a bunch of gods, we're even less likely to pick the right one. Is heaven that exclusive? Did you get part-credit if you picked the right one, sort of? Limbo, at least? So many religions had ways to X you out if you screwed up the One True Faith anyway, and the "everyone can make it" ones seemed to give a nice afterlife as a participation trophy. I admitted I sort of looked at which gave the most potential reward for the least effort, which was probably not a paradise-worthy musing.
Pascal's Wager takes a different tack. It's decidedly funny. You can ask WHO IS GOD right off the bat, and there's also an item that shows you who the real God is. This requires some trial and error, but it's the sort the game invites. Then, you have to act in accordance with the deity's wishes. The result is a game with a lot of really irrelevant-seeming items or paths through, with a core of stuff to do right and NPCs who are, somehow, grounded in what's really what. I found the Bacchus path quite funny indeed. I care not how theologically accurate it may be.
Until then, it's not terribly clear what exactly to do (maybe this is just the confusion of youth,) although there are locked doors and such that dare you to open them. You'll probably hit the (generous) time limit, at first, resulting in a lot of being sent to hell by God, who usually asks you a trappy "didn't you consider X?" question. You lose either way. As if omnipotence isn't enough, he has to make you feel helpless one last time. I have to admit, after figuring who God was, he blasted me for being all prayer and no action. Ouch! Well, at least he told me what I should have done.
The basic run-through is as follows: childhood, teenage years, and finally adulthood. Who God is each time doesn't affect the run-throughs, but some items just don't matter. Mechanically, it's more a game about sneaking around than about any deep philosophical musings. There's nothing too intimidating, especially the second time through. It's a rather fun adventure to find the name of the True God.
So there's a surprising amount of subversion built into finding the True God, and I suppose that's what spirituality is about -- controlled, sensible good questions. Even unlocking the hints is an amusing trivial exercise. Each subsequent replay feels a bit more conventional, though, and what felt like subversion turns into checking off on details just to get through and not make mistakes. Which may be a mechanical weakness, but it also brings to mind the sort of person who thought they were very, very clever questioning God's existence and not letting you question their good faith asking the question. PW even seems to poke fun at straining too hard for spirituality--two characters seem to satirize the concept of a guru very lightly.
I have to admit, on winning, I got the five other scenarios queued up for later. In other words, not right away. PW is very funny, but replaying too much too soon is a bit of a slog, and I needed to take time to sit back and enjoy having so many different paths through what seemed like a samey story on the surface.
So. The bad stuff up front, first. There will be good stuff. But I want to list stuff you may want to zone out to appreciate the strong points of a work. It was necessary for me here. A personal confession about snark: it overloads me very quickly, in many forms. Heck, (political views ahead) I loathe Donald Trump and all he stands for (or how he stands against certain things and people) and am under no illusions of the scorn he would have for me if we met. Yet at the same time, I quickly feel deluged by constant anti-Trump snark that blossomed in early 2017. This was tough to sort out!
But I realized snark could, indeed, be draining, whether or not you agree with it. It's a way of saying "put up with me" without saying "put up with me." And the problem is, if unchecked, it really barrels people over. I've failed to appreciate snark properly in social circles, which got me Suspected of Things. I'm not good at snarking back and forth and don't have the energy--for a while, I thought it was that I didn't care. I think I've grown good enough with words over the years that I can defend myself, and I no longer feel I'm ruining a circle of snark, as a participant or spectator, by saying "hey, this is not for me." Because I feel tense and helpless around it. But hopefully I've gotten some perspective. I want it carefully curated, and if it crosses a line, I have no problem zoning it out.
This was necessary for C&N, but it was also worthwhile. Other reviewers have discussed their own reservations about C&N's snark, which I don't think is needed to establish the characters' eccentricities. They're not the first comically bad detectives in a creative work, and they won't be the last, but they have enough individual touches that they should be charming if they clean up their act in a sequel, which may include an episode to tie up loose ends the authors deliberately laid out. I just wish they'd have dialed it back from eleven. It's funny that they seem to talk about themselves when you're the one with amnesia, looking for someone-anyone to give you a clue about your wallet, or what a rainbow-colored cat was doing, but it shouldn't be oversold.
And while I'm on the hobby horse, I'm grateful I could hold down "space" to get through the dialogue – but it was frustrating to have to do so, and it caused me to miss a few links to click a few times through. The effect was like having to deal with a coworker on their break who doesn't recognize you have something important to do, or who slips in some genuinely awesome technical advice or ideas you'd like to google, but they just have to continue with the small talk that's run its course. This trick of portioning out dialogue the player may just want to get through often leaves me feel like the rat must, in one experiment where they get sugar water randomly when they push a bar. This is stuff I do on my free time! I don't want that, I want fun, especially if the game is a comedy!
And this is compounded by having a score kept track–who has gotten in a good dig at the other. I can't expect the authors to have trigger warnings out there for people keeping score, but fact is, people who do keep score in any form in a conversation for too long tend to be people I wanted to steer clear from. I was hoping for peace. So I think the authors went above and beyond what they needed to establish chaos.
That's the bad stuff. I think this is the harshest I've been on an IFComp entry, and when I do that, it's because I'd love the option to ignore this and work on the good stuff. Which is certainly there.
C&N's conspiracy board isn't just a clever name. There's a useful tutorial for how to pair post-it notes and connect them to a bigger theory. So that established what you would do: look for clues and see which are pieced together. One semi-puzzle in the game has you sorting out which post-it notes were valid, and which were just C&N babbling. I felt like I was getting a bit of my own sanity back in the process. Which was a nice gesture from the game. As was what I interpreted as a hobo paying money to make C&N go away. This establishes C&N's personality better than the lengthy dialogue.
Narrative and puzzles tie together well, too. You learn other people have lost their memory as well. There's a neat card game-slash-word game where C&N are sure you're being hustled, because the experienced players around you are acting forgetful! (I've played chess hustlers who let you win the first game.) How much money I had didn't matter. I always feared getting cleaned out. So the tension there was wonderful. The graphics are very high-grade, and combined with the cover art, it's impossible to miss that the authors have creativity, and they can control it with time and effort. And once C&N realize the hustlers actually lost their memory, it's an aha moment and a nice fake-out. It actually advances the plot.
I also feared the solution to the mystery might try to get too wild, based on the game's intro, but it's cute and sad at the same time, and it's a clever shell-game on the part of the antagonist. So I forgave a lot of the earlier red marks I'd come across. At game's end I was notified the spare post-its from C&N's small talk could maybe be arranged into something, and though I saw some quick possibilities, I was a bit emotionally drained.
There's a lot of care put into C&N and it just feels as though the authors guessed the wrong side of what we'd enjoy. It's tough to capture playful constant bickering versus endless constant bickering. It's heavy on artistic touches, but it gets carried away. Hopefully this sort of warning and assurance you're missing relatively little by skimming the dialogue will make C&N a pleasant experience worth the prep. I've had people where I was flattered they tried too hard to impress me. Whether those tries were specific to me, it didn't matter. What mattered was the follow-up, and on the evidence of that, C&N has a lot more substance and value for your time than the introduction suggested to me.