This quick effort provides a few moral dilemmas a doctor faces but doesn't explore them as much as I had hoped, given the strong good introduction. You're a doctor in some sort of war-zone. You have a choice of how much to treat your current patient. Treat them properly, and you have no resources for the next patient. Don't treat them, and maybe you can treat more. But will it be satisfactory? The patient seems grateful either way.
The next day, the warlord responsible for the huge conflict comes in, with his posse. He's close to critical. You have the choice to treat him or not (he says he understands, since you're helping the rebels, and nobody will harm you even if he dies.) Either choice you make, he comes back later, offering you a position where you have more resources and can treat more people better. The dilemma, of course, is whether healing soldiers aligned with an oppressive system will, in fact, do more damage.
The themes are treated a bit lightly, as I see it. I don't know if I buy that the soldiers you treat aren't wounded quite as badly if you help the big boss. It reminds me of the flip side of Saki's The Storyteller where the kids say "but wouldn't people have helped her even if she weren't bad?" Perhaps the boss orders less flesh-cutting bullets, or even fewer head shots, but even so that doesn't stop the war. It feels a bit like bullies backing off when security guards are watching.
Without more details, it's impossible for the reader to divine the boss's intent fully, but on the other hand, you've been helping for a long while, according to the story. So you should know something about what the boss does, how he does it, and maybe even how much fault people on your side have for the whole mess.
So trying for a fable- or thought-experiment-like effect ("help 5 mean people or 4 nice ones?") really doesn't quite work for me, here. It feels like there should have been more, and I expected it, from the first interactions with the patient. But it felt like maybe the author ran up against a time deadline and wanted to send in something complete. And it is, but it feels a bit workmanlike after the first patient.
So I was worried this game would be much darker than it actually turned out to be. Well, perhaps heavy-metal-hating adults from my youth who insisted there were Satanic messages in there, or at the very least it wasn't the sort of thing that helped you be productive in society, would disagree. But it did turn out to be sort of supernatural and dark, or at least, that's the fate that was threatened. It never actually happened. And yes, this effort is about heavy metal music and various subgenres, but this didn't stop my clueless self from enjoying it, and it shouldn't stop you.
You're at a heavy metal club and are very upset your own "real' metal band is being kept off the stage by a very long glam-metal performance. You need to get back on-stage. This is harder than it seems. The lead singer of the glam-metal band is, in fact, more than just a selfish jerk. Your problem? You'll need all your band members together to have the force to do so. They're all distracted by something silly. Emmy, your guitarist, is upset her Switch is low on power. Mae, your cousin ("and more importantly, your drummer") is being accosted by – horror of horror – dudebros out in the back. Tamm's brother insists on playing D&D with her. Clover and Max stuck themselves in a closet to avoid a stalker. All this must be settled before you go on stage. And there's a "horrible" secret why the glam-rock band is so popular: the lead singer is worse than the dudebros. A demon, in fact.
Evasive action must be taken so that the club and, indeed, the world avoids a horrible fate. The key command to use here is JAM: once you jam correctly with a fellow band member, they're willing to do what it takes to get on-stage. JAM also meshes different subgenres of metal into a third. All this is beyond me, and apparently the hybrids aren't relly related to the originals, but it's all in good, clear fun. Clear enough that even an uninitiate like me could understand it.
Minor vandalism is required. You must burn a poster for Acid Lobotomy (there really is a band named this! It's too perfect,) but the game notes they would've wanted it that way. You and Mae have a very detailed discussion about heavy metal minutae that can't possibly appeal to outsiders, but it does here, because it's obviously overdone, and it's used to leave the dudebros bothering her in the dust.
The game map itself isn't very big–it's one of those packed music clubs, after all. So you could trial-and-error everything except the puzzle noted in spoilers. I was worried it might be something much, much bigger due to the word "Codex," but really, I think it's about the right size.
I'm pretty sure I missed out on some of the joke details, and I had no clue whether or not jamming created different fusions of metal styles. But I didn't mind. It's a fun little romp of good (but not, like, sickeningly or boringly good) vs. evil. I very much enjoyed it, and I'm speaking as someone who doesn't really enjoy live music, especially loud live music. I'd almost say the game's good harmless fun, but somehow, that seems like exactly the wrong compliment. Perhaps I get all the excitement of crowds without, well, having to deal with crowds. At any rate, I think the author did a good job of articulating the excitement and humor of metal culture, probably better than I would do discussing college sports fandom or chess ("That Carlsbad pawn structure, eh? Eh?") And I'm glad I played it, as if it hadn't been in IFComp, I'd likely have said, eh, heavy metal? I'll pass.
I was glad I wasn't the only person worried this was a troll entry along the lines of the "clever people" who write "gender: attack helicopter" in their twitter profiles (thanks to PopeHat for this specific examples) and I'm also glad it's clearly not. I suppose to a certain extent, categorizing gender is tricky. It shouldn't be black and white. Yet making an involved taxonomy for its own sake is just exhausting all at once. Yet at the same time, people who criticize it the loudest have no problem discussing the difference between Alpha, Beta, Omega and Sigma males.
Abstractly, the game tracks your gender. It starts with boy or girl. Then it asks eagle or fish. Then a pebble or sun. Then a bit of a false choice before the final one, with an explanation. This all feels pretty simple. There's no overboard mysticism, and I appreciate MGiaF giving me a new way to think instead of telling me to.
I also think MGiaF shows a certain evolution from some of the more confrontational earlier twines that just flat out tell you you're not considering gender hard enough, you privileged cis white male, you. I mean, this is just heckling as opposed to outright abuse by cis white males, but if we're trying to make art, let's make it accessible even to those who might not be our target audience. And I appreciate feeling included, as someone who's heard I didn't try to be masculine enough, or why the hell was I trying to be macho, I wasn't fooling anyone.
I wanted a new way to look at things. MGiaF provided that. It's not the only way, but it helps reaffirm wishes I had long ago. Wishes that people who classified me as Not Masculine Enough (but don't try being as masculine as us!) would just clam up, or that there was indeed a third way, and there was far more to seeing yourself than being ranked by masculinity or desirability.
And it also provides a good contrast to the usual dialogue we hear in general. One particularly bad passage from a Reality TV show sticks in my head. I was only watching it because it was on the screens at my local athletic club. A bunch of guys were competing for one woman (the very worst kind of Reality TV, because shocker of shocker, relationships built on competition and the excitement of the chase don't last,) and the narrator asked "can the sensitive guys do man's man things like get a high score at the rifle shooting range?" Maybe this wasn't exact, but it was bad enough and obviously a very shallow exploration of our roles and who we are. We obviously can do better, and that MGiaF did so much better in under 15 minutes pleases me greatly. I can't speak precisely to how good the symbolism is, but it seems to me that we respect (or find wonderfully mystifying) the concept of spirit animals or objects or even corny tattoos in languages we can't speak, and it shouldn't be something to make people ooh and ahh, but something we can internalize and share as we wish. And MGiaF having nothing too exotic helped it feel accessible to me.
So I walked away wishing there was more but not feeling there had to be, despite my earlier-mentioned aversion to taxonomy. The old saw about how there are 2 times to walk away, too early and too late, apply here, and MGiaF walked away well before drowning you in pointless possibilities. I've certainly had that feeling of "I think I'm X, wait, no, that doesn't fit, more like Y" and so forth, and realizing that no labels fit, but reasonable ones helped me find who I was. And I appreciate having that experience sped up with little to no risk.
I can't offer any detailed literary analysis. This is out of my realm in many ways. There's a nonzero (but low) chance MGiaF is just random mysticism or parts are way off-base and I glossed over them and it successfully BSed me. But in that very unlikely case, I got a lot out of it. It left me writing and remembering a good chunk for something that took 15 minutes to get through. And I have a feeling I missed something, too, but these are blanks I'll fill in later.
Flattened London, from the cover and title, provides a mashup of Flatland and Fallen London. It's far more the second than the first, going in more for a Zork I-style treasure hunt, replete with treasure chest to dump stuff in, than any sort of mathematical theory or knowledge. I have to admit I was hoping for the first, but I wasn't disappointed with the second. The items you must find are suitably odd and droll and entertaining, and so it kept my interest quite well. You will probably enjoy it if you go in looking for adventure and not abstract enlightenment. That's not to say it's mathematically illiterate--lines like "Eight candles form an image of a cube" work quite will.
It does seem to have everything: a world through a mirror, a river of death where you play chess, and a mystery and near-conspiracy theories about the third dimension, which is still a touchy subject. And it has good laughs, too. But for pure-puzzle enthusiasts, you may want to know that a lot revolves around finding the right books to read and then following or interpreting instructions--even for the chess! Mapping is a moderate challenge, though it's fun to see the full world being built and all the odd locations. In one case, there's a MasterMind style puzzle. It's more about the story than anything else. And it has some mathy puns in that will make you groan happily.
So if you don't want to approach the trickiness of, say, deriving the Quadratic Formula, then FL will probably appeal. You start off as an equilateral triangle (classes aren't played up as strongly in FL,) and you visit Mr. Pages, a bookseller who wants a book. Clearly for collection purposes--or is it? You seem to have to visit some pretty odd places, including some through a mirror which provide you transport to a flipside. I'm not clear on precisely how the mirror works, but you can only enter it in some places, and it's a handy device for getting out of areas with no way back. It feels just a little illicit, especially as you help others use it before you finally have cause to, yourself.
Things get more illicit with a summoning ceremony, too. To get there, you'll need to go through a maze and navigate some seedy polygons with various different sides, even bringing two together for a common purpose. Many descriptions are funny. There's a very bad painting that hides something obvious after a puzzle is already completed, and it's a nice touch. The different endings for the different hats (there's more than one per hat) you choose at the beginning make things click, too--each profession has a different reason why understanding the third dimension would be useful. And the ending command, well, I can't spoil it, and even if you guess it, it's fully appropriate.
Perhaps one problem with FL is that you may be overwhelmed by a huge inventory--part of that is ameliorated by how only certain items fit in the trophy case (it'd be nice to have a scoring mechanism, even just "1 of 13," to give you an idea of progress, as well as some foreshadowing by your trophy case that this isn't just a treasure hunt.) And the game tries to destroy certain items that are no longer useful. But inventory munging does add a degree of discomfort to an otherwise entertaining and robustly whimsical affair.
And it is a lovely combination of nonsense and speculation that could've fallen apart quite easily. While I had trouble remembering certain hows and whys on multiple play-throughs, I did play through it more than once. And if it is more Fallen London than Flatland, and I played it more for the second, the fun is very real and a good Fallen London advertisement, even as fan-art, for noninitiates. It's the sort of imagination that makes me feel at home, and it doesn't try too hard to be odd. If you wonder and hope it is for you, it is. I didn't find my enjoyment ruined by having to go to a walkthrough.
The Dead Account closes some of the loose ends for Weird Grief (WG), the author's other entry in IFComp 2021. You work at HiveKind, a social media network, and it has algorithms to detect if a member has died. A new update means their accounts must be closed and deleted. It's your first account, and it's pretty straightforward. The closed account, you-the-reader soon find, is Mike, whose funeral kicks off WG.
Through a list of chat logs we see people asking why Mike hasn't responded to their latest text. He's usually good about it. We find out how Mike dies, and the characters get closure for his untimely death.
I'm curious how I would've reacted if I hadn't played WG first. Learning about Mike's lifestyle later would, I hope, not have mattered. But TDA answered some questions: why Mike died, how people miss him, and what the fallout is. And it deals with some issues I've long thought about. I'd like to leave something cool on the Internet. Are my games enough? Are those game guides I wrote for my favorite Apple games enough? And how do we deal with people dying?
It wasn't a huge problem at first. But it will be as time goes by. It was certainly sad to me that Mike's death coincided with the new policy so soon after. And certainly I can empathize with the characters needing to talk to Mike. I've left comments on social media platforms to people who've probably long since left. I don't expect a response back, of course. I just need to say it, and maybe followers paying attention will be reminded of or discover someone pretty neat. Or if something pops up on Twitter saying someone lost their pet or, worse, someone they love, I leave a like. It's just important.
As for Mike himself? He's special in his circle of friends but not Someone Super Special. He's not especially brilliant. He seems to deserve a memorial, though. And I think most people at HiveKind or wherever would like to keep them up, because they will have friends they lost. Yet at the same time, disk space is finite, even as technology improves. There's going to be an upper limit, even as disk space gets cheaper. And it's not practical to resurrect stuff like GeoCities. What do we do then? This isn't as critical an issue as, say, how overpopulation may drain the Earth's resources, but it's impossible not to care about a bit. You feel as though the characters should have something, and even though they could make up their own MikeBot, it wouldn't be nearly the same as pinging his HiveKind account when they knew he wouldn't respond.
The closest I've come to this is having to get pictures from my old PhotoBucket account. I kept getting "MANAGE YOUR ACCOUNT OR LOSE YOUR PICTURES" messages. Some pictures were ten years old. I was able to download everything quickly and efficiently, just as the characters in the story got 24 hours to download chat messages to remember Mike. But I also kept getting the MANAGE YOUR ACCOUNT message even after I signed up for and canceled a membership. It took Photobucket backing off before I was finally able to hit delete for good. They were on my hard drive, but I still wanted them Out There.
TDA brought up these disturbing issues without rubbing your face in them and certainly reminded me of the things I really wanted to do. And while I wish there would've been more of a story around the moderator who made their decision whether to follow policy, I think the author is within their rights to keep the focus on Mike's circle of friends.
TDA is one of those entries where you don't have a lot to say, as Getting All Literary ruins the point. You realize these are things you think about, and these are things people quite unlike you (such as, for me, the characters in WG and TDA) think about. You're glad others do, even though they're uncomfortable. It makes other thoughts easier to face as well and removes the "I might be weird for thinking this, but ..." overhead from some of our tougher thoughts. There are plenty of entries in IFComp that give us what we wanted, and we should not begrudge them. Some, like TDA, finger stuff we didn't know we wanted to discuss, or we just forgot.
If you may need to play something through twice, it's best if 1) it's relatively short and 2) it gives you clear alternate paths through and 3) it's rewarding to play through, because you see something you couldn't have expected to the first time. ToF is three for three here. Simple arithmetic makes it clear that re-reading through is constructive: at two critical points, you get to choose two of three memories for a tourist/businessman (their business seems more than a bit shady) in China to follow, then the story pushes forward. So if you say "Wait, what?" to the story at the end, as I did, the next time through, you can stabilize with one of the memories you've seen, then push forward with one you haven't. I was going a bit fast. So this was, in fact, an effective way to tell me: hey, look again, you missed some clues. I did.
ToF, ostensibly at first about zombies the narrator sees on a trip to China, has a twist. The person is revealed to be less than saintly. They are holed up. They know they can't go outside. Then the viewpoint switches to quasi-military personnel hunting down a rather big zombie in a coffee shop ... and we can assume the original narrator is that zombie, and they saw the personnel in their Hazmat suits as zombies of a sort, because they do look alien. We learn there's a virus that turns only certain ethnicities into zombies.
This would have felt ripped from the headlines in 2020 or this year, but it was apparently written a few years before. I certainly didn't need this sort of scare about how COVID could be worse (my basic fear was it would mutate into something more contagious like, well, the Delta or Omicron variant.) And, in a way, COVID has targeted a certain sort of person through misinformation. Thankfully hospital staff aren't and don't have to be as ruthless as the exterminators in the story, but there's obviously a toll on them or a temptation to think "this person asked for it." I've certainly long since grown weary of schadenfreude stories about "hey! This idiot promoted misinformation on Facebook, and COVID killed them!" The main character in ToF, it must be said, is worse than average.
Seeing a new vector for how awful COVID could be is, of course, not the sort of uplifting thing anyone's clamoring for right now. But it seems like a logical and nontrivial extension of how the next COVID could be worse, and other passages reminded me of where I can't visit and how and why, and ... well, quite bluntly, I'm glad I'm not the only one having worries, and sometimes when someone else puts their own worries into writing so well, it at least stops the vagueness. There've been all sorts of things COVID has cut short or made annoying: for instance, making the choice to eat something I am missing an ingredient for, or finally getting to not-waste a grocery purchase I made, instead of actually going to the store. And even when at the store, worrying about people who would not wear masks and ignored the one-way signs (bonus points for cell phone yammering) and thus raise more unnecessary risks. Again, the narrator is far, far worse, and the examples I cite are not worth getting worked up on a personal level, but ... too many people are like the narrator, and their petty actions may increase the risk all around. ToF's narrator, with his need for adventure despite what must've been frequent and obvious warnings, reminded me of that. It was worryingly pleasing to see him meet his fate at the hands of soldiers who were, conveniently, just doing their jobs, but they sure had fun doing the parts that would put most of us off.
HIWT promised to be interesting for me, as it described "two smart people walking to the center of many disasters." I like writing stuff about people who need to be smart, or are seen as smart, etc. And the main characters are characterized very well. They've had arguments. They argue over what they should remember and what the other person should remember. Oh, and they've been called to stop a huge apocalypse where everyone is turning to collections of geometric shapes (fingers become cylinders, head becomes a sphere, etc.,) and you're trying to run towards, or away from, something called the Exit, which will help stop all this. Unless you make a wrong step and get geometric-ized yourself. The puzzles alternate between telling which 3-d solid a graphic is a cross-section of, or having three lines between greater-than and less-than prompts. I (Spoiler - click to show)cut and pasted them to text and still seemed to get myself into trouble. So these may be red herrings.
Some parts of the work seem to be deliberate clues: the number of sides determines where to go next. So it seems like some of the talk choices between the narrator and Ciara, whom he is seeing after a long layoff, matter. As does whether you get the intelligence test-y choices right. They seem like they shouldn't be hard, but I wound up failing. I know my 3-d solids and what cross-sections look like. I also seemed to avoid bad choices some of the time, but the text still clouded over randomly, and Clara asked if I was okay and was sure I would figure it out, before I didn't. The text being blotched out seems to indicate I'm doing something wrong, too, but I can't catch what I did wrong or how the puzzles affected how I should respond. A look at the source seems to indicate that you die anyway, trying to relate to memories with your old friend (lover?) after your jobs split you apart.
And the text is interesting--there's a good deal more beyond what I saw, where you and Clara squabble as you run towards the Exit. I never made it. Later pats of HIWT seem to indicate that you coordinate with other people a good distance away. I never got there, so I never fit the writing in with the narrative.
This is one where I'd appreciate a walkthrough, and I assume there is a hearty helping of misdirection, since what I thought were logical tries for the puzzles didn't help me progress. Once I see it, I'll say "Oh, geez, of course." Perhaps you have to be not too mean or not too nice to Clara. But if so, I didn't quite see how that was clued. Still, what I saw, I liked. There may be too much misdirection in the puzzles, but the narration as you run towards the apocalypse to help fix it is strong.
An Aside About Everything seemed to promise a universal message and maybe didn't quite follow through on it, but it was still quite worthwhile. You're some nameless man or, more precisely, Him. You want to find a woman, whose last name is an initial. This reminds me of an admonishment from Geoffrey Braithwaite, the protagonist of Julian Barnes's Flaubert's Parrot. Rule 8 in particular: "8. No novels in which the narrator, or any of the characters, is identified simply by an initial letter. Still they go on doing it!"
Now I may or may not have started my own writings with a character named A. and later, when I was feeling adventurous, J. But AAAE started this off with a main character named Him and K, so along with the title, it felt like it was swinging for the fences with someone generally-named. It never quite got there, and the conclusion, though pleasant, didn't feel earth-shattering. But it had enough for enjoyment.
You, as He, start off in the sort of dingy detective office Geoffrey Braithwaite, again, might cluck at if he played lots of text adventures, parser or twine. It's in The Void, though, and you can escape to it at any time and return to the Outer Ring and, later, the Inner Ring. Along the way you meet a bunch of women who give you information about K. Why they know this, it's not clear, but they seem to have nothing better to do. One has an assortment of pills that give different emotions. You have to find four weird objects to give her to get all the pills, but then, you only get to take one pill at the end, which is kind of a bummer. I have a chance to take mind-altering drugs I never would in real life, and it's taken away from me for .... a revelation that, apparently, the journey is more important than the goal! This is nice, but it belies the game's initial ambition. Perhaps the narrator needs to learn this sort of thing along the way.
But this is sniping on my part. Looking back, it makes sense. He uses four women to get at the woman he really wants, and he has to realize he's been using them, and he has to admit he went about things in the wrong way and didn't deserve K's attention. So it all neatly folds together. And if I knew the ending was coming, I was surprised to remember things I'd looked long and hard for until they weren't worth it for themselves. But I realized things on the way, and I realized I realized things on the way. It just felt a bit blunt.
My adventures where I found this in real life were far less supernatural. For instance, I remembered books I loved as a kid and picked them off with city library intra-branch loan, and tracking down everything by an author or everything in a series was a rewarding sort of adventure, and AAAE felt like that. But it wasn't having the books so much as going through the process of finding what I wanted quickly and no longer missing it or worrying I was missing something big. And of course these books weren't perfect, but they were worth finding, and doing so encouraged me to tackle bigger projects and not be upset about what I missed.
Or there was that BASIC game programming book I remembered a year ago. Another BASIC book tipped me off to vague memories, and I followed the trail until I saw a cover I recognized. Then a friend tipped me off there was a sequel, which I built up in my mind until finally I just went through with it. The programs that seemed so profound, and they seemed, well, pretty cheap, and the sequel objectively wasn't much more. And I couldn't blame myself for not typing them out, or I recognized the coding was weak, and I realized I'd even remembered some as far more complex than they were. It was something I thought I had to find, though I didn't really. But when I found it, it was good enough. (The books, by the way, are by David Ahl.)
Him's realization reminded me of this and more. I don't know if I stayed fully tuned in for AAAE, but part of that was that I was connecting to His experience. And His being able to manipulate women to get what he wanted paralleled a Julian Barnes (again) short story where a person slowly got everything he wanted and asked to be truly happy and then was left with just his life. AAAE felt like that, though it took longer to get there and didn't have the same punch. I don't really remember whom you need to manipulate, and for what, beyond Luna. But it had enough for a good, positive think.
Recon has maybe the coolest stand-alone puzzle in the whole comp: the bookcases that clue you to a computer's password. It's a funny moment for me, and yet, it doesn't feel quite right in something with the plot of Recon--how you're a rebel leader who plans to meet up with his girlfriend at a bar in a dystopian Baltimore, but she is missing. Cue warnings that the police, or rather the restrictors under the control of a large conglomerate called Faro, know about the meeting followed by a chase through the city and up to an earthscraper, in order to find allies and information to see where and, eventually, why your mate disappeared. Along the way you-the-player also learn why you are so motivated to take down Faro.
There are plenty of ways to die, and quite frankly, they're interesting and fill in a part of the plot that playing through can't. There's a real choice between disguising yourself fully and getting a bionic arm. Each gives different puzzles, which feel a bit like the author showing off technical prowess, but they're also effective, and many give a sense that you need to hurry. While a torture scene felt a bit clumsy and was thankfully not explicit, there was certainly the expectation you had to abuse your captive just right, balancing threats and violence, which was a bit unpalatable but certainly created tension.
We don't get to see a whole lot of dystopian Baltimore, but there's certainly enough: checkpoints, smuggling and the like. The main reveal is inside a biological/cyborg-ish research facility. While it explained why your girlfriend X was missing, I really didn't grasp the whole story until I played through a few times and did some proofreading for the author. Meeting X, your girlfriend, felt a bit flat, too. People's reactions to traumatic and irreversible incidents don't feel right. But the thing is: there is, in fact, a happiest ending, with a surprise at the end if you survive. Check that: two surprise endings. One is about your pet/friend Blanco, and it always shows up. The other can be happy or sad.
And I think one thing originally off-putting about the game was that I shoehorned myself into final choice where neither really made me happy. It does have a save feature, but all the same, I thought this was The Ending. Some of this may be since things get lost in translation ("thanks for your time" after a dramatic ending is polite, but Recon is not a polite game) and the blurb and game mention too much about the "social and economic gap," which isn't the way to keep things fast-paced. Recon does better when it shows this, via a flare-up at a city border checkpoint. There might be a bit too much "Hey, here's where we go next" dialogue as well. And in some cases, the tries at quick "let's hurry" dialogue fell flat to me, like when you leave a tied-up captive behind. But we have pretty clear cases of betrayal among family and friends, and that's a good foundation for a story. And there are a lot of ways to die, which feels appropriate, given the high stakes and the dystopian feel I assume the author wants to give. These ways added color to the Baltimore the author envisioned, and so if some felt a bit out of the blue, I was glad for the detour (you get bumped back to the chapter's beginning) and the explanation that, yes, Faro's power is pretty stifling! The part where you contact another rebel leader, Olga, felt very good too. There's a third character that adds drama and tension.
I have to admit I wasn't clear on if Blanco, your companion, was an actual cat, or more like Red Dwarf's cat, or something in-between. I may have missed it. In fact, I did miss something critical about Blanco the first time through. But Blanco is a trusty sidekick in fights and makes for an interesting character I'd have liked to see more of. Perhaps Recon's too-puzzly puzzles made me miss out on a few details, or perhaps I was tired when I played it. I needed a re-read to understand things, but on the other hand, it was fast-paced enough that it was no problem, and if you enjoyed either disguising yourself or accepting a bionic arm, you have a ready-made path through with the other option. So that should work out well.
EFE in the big picture can be tied up pretty quickly. It's a story about someone who finds friends and relief on a Discord server. They learn to code. They become a part of something. Their life takes a big jump. The different dialogue choices seems trivial. If you're worldly wise and cynical, it's all a bit too simple. And yet it works. Maybe it would wear out its welcome if I read more like it, but as of now, I can take it for what it is, and certain parts resonated with me. A lot of times I caught myself saying "No, no, it's all more complex than that." Strictly speaking, yes. But then, the voice that said that was partially influenced by Authority Figures (including a few younger than me) from way back when, who muddied things on purpose and who didn't let me enjoy small victories. They were melodramatic and oversimplified in their own way, which was far worse. And EFE helped me push back on that, so I'm glad it's there.
It's presented as a sequence of brief chats where pinecone logs into a Discordant chat server, introduces themselves, hits it off with other fans of C-Project, which is a totally fictitious anime, and begins doing some role playing and offers to help with what is a pretty downtrodden wiki. They doesn't know coding, but others are happy to help them learn. Pinecone doesn't know everything about CSS and thus makes makes oversights, and that's okay. This was probably the part that hit most for me, because my experience with coding was first, learning BASIC, and then feeling guilty I wanted to learn about graphics or other neat stuff to make games instead of the Real Stuff that Pushed Research Forward and Took Advantage of Given Opportunities. I remember being in a summer program after 8th grade where other kids and I learned Pascal, and the instructor was noticeably cool on me wanting to just make branching-story games. Even back then there was a lot of one-upmanship, of bragging about what they knew without passing the knowledge on, of playing both sides of the coin: "Boy! This is hard! I must be smart to figure it out!" and "Boy! How'd you not know that? I know that! Everyone knows that!" It's nowhere near the abuse Pinecone suffers, of course, but it is there, and it's unnecessary, and those CSS guru-ing sessions worked well for me as a reader and person. I'm glad it's out there, and I'm a bit jealous I missed out on it.
It never struck me that the "accelerated" class and competition were, in fact, inadequate for my needs, because it wasn't just about helping you get ahead, but about competition, and the people at the bottom got looked down on. Pinecone gets that every day from their father. So I can relate. For me it was just a "fun" summer program and a high school class that left me thinking I wasn't a "real" coder. It persisted through college when I learned HTML on my own but felt I didn't have the passion for real programming that other students in the computer lab did. And later when part of code reviews, I was unable to disassociate the jostling for power and "haha look what you did wrong" or "You DO know THIS, right? EVERYBODY knows this!" or "this is easy, easy enough you better not ask me again if you forget" from legitimate "hey, look how to do this" or "hey, let's throw in some details." It's not easy to blend just showing someone cool stuff with pushing them forward, and while EFE doesn't explore this rigorously, it does establish that role-playing, etc., can lead to people wanting to learn to code, and no, that code doesn't have to be super-abstract or impressive, and part of learning to code is, in fact, learning what shortcuts people ahead of you took and which ones worked for you. There's a parallel with making friends: some people act as though it is very hard to make real, good friends. It is, in a way. But people who act like coding or friendship is a series of trials they deserve to dish out to others? Well, that's not abuse, but it's certainly not a good thing.
And Pinecone seems to be learning to accept this. While I think there were too many choices that were too-similar, having a few, especially between plain thanks and "gee, really, wow" established that Pinecone is the sort of person who worries over choices that don't make a difference, because they can't help it. Perhaps if they said something different, their parents would've behaved better. Really, Pinecone should pay more attention to their own family! Of course, when Pinecone needs to say something different, it had better not be TOO different, because that gets you looked at funny, or whatever. We've all had people who played these mind games, where we just have to say the right thing, but we have no chance. And it gets in the way of accepting situations devoid of such mind games. Some, I found hard to accept at first, or if I stuck with them, I rationalized why they wouldn't last. Pinecone is able to accept this in the end. I've learned to, too. It seems to be fertile ground for a lot of stories, and I wish EFE would have explored it a bit more.
One thing I want to add–I usually hate timed text, but it works well here. So often in twine it feels like an implicit "Hey! Listen up! No, you can listen up better than THAT," but here, it signifies a legitimate break when Pinecone disconnects from Discordant and probably doesn't want to, but real life must take over for a bit. As the story goes on, I wondered what sort of awfulness Pinecone's parents were up to each time Pinecone logged off.
The result was a work that didn't get in my personal space telling me whom I have to sympathize and why. In fact, it's nice to picture Pinecone learning how to deal with personal space and not worry about getting in others', both implicitly and with any creative works. It still gave me something to write about: here and for my own private journals. I got some good snarky lines in at people that don't remember me. I wrote stuff about learning coding that doesn't belong here. The main thing? Just knowing that "simple" games do, indeed, work, and you don't have to be a super-brilliant coder to make others' lives better, makes me happy. I don't necessarily need a super behind-the-scenes look. I just still appreciate the affirmation that not really being able to get stuff done around certain people isn't my fault. Like the guy in the accelerated summer class who got called "Yes, Sir, Mr. Studly Aaron, Sir." No, I wasn't lazy or jealous of his brilliancy. Yes, I'm kind of glad I forgot his last name so I can't Google it.
So my take-away is that the fandom itself isn't extraordinary, though Pinecone's jump in life quality is pretty phenomenal when given something like normalcy. Pinecone seems to have learned that sort of interaction shouldn't be seen as extraordinary. Perhaps the work is too black-and-white about abusive parents and a supportive teen social group and how quickly things can change. Perhaps I'm jealous I never had that fully supportive teen group. Let's just say there were oddities in my family life, and kids in the Smart Classes said "boy, in case you're not lying, you're dumb to sit there and accept that. Oh, also, shut up and be grateful for advanced classes." Or it's too optimistic, about the turnaround Pinecone's friends help her achieve, and Things Don't (Usually) Work That Way. Yes, there are probably diminishing returns to scale if I would read too many similar works. Yes, reading too many might put me in a dreamland that prevents me from doing stuff.
But it is worth finding a work, or a community, that hits that sweet spot just when you got cynical, where you seem to be good at something and it feels like it's no big deal, but it is, to other people. It is believable, far more than the standard "if you believe it, you can achieve it" melodramas with a rags-to-riches story. Someone quite simply finds acceptance, acceptance most of us think we need, but we figure it's not enough. Here, it is. Pinecone finds a niche and doesn't worry about who has more Programming Experience Points or whatever. Maybe Pinecone never takes on super-big projects or reaches the top. But Pinecone finds acceptance and peace. And even though I felt EFE may have cut corners or left something out (maybe for a sequel, perhaps, when the author has had more time to reflect on things,) I want to label it as a Good Thing well worth looking through for someone who feels blocked from learning new coding. Yes, it felt too general at times, and I felt the author may've holding back the sort of important details that are hard to write down. Perhaps exploring Pinecone's doubt more, or what their parents would think of such a project, or Pinecone fixing other stuff they missed, would be a good idea for a follow-up work.