Reviews by Andrew Schultz

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we, the remainder, by Charm Cochran
2 of 2 people found the following review helpful:
A good deal more than just "cults are bad, mmkay", December 1, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

wtr establishes the whole oppression angle early on: you start as one of four sisters in a decrepit apartment, one you're not encouraged to leave, even though your Momma doesn't seem to be anywhere around. And once you leave, you're in a gated community anyway. A decrepit one: dogs in the street, lack of food, and so forth. So the mystery is: what are you doing here? And, of course, can you get out? Well, there's a hunger puzzle to begin, and if you strictly explore and map things out, you'll die of hunger. But fortunately it's not hard to find food that'll sustain you for a while, before you find food that works indefinitely. This "find something good then something better" contrasts with the general tone, where you'll find something bad and, yes, it's even worse.

Exploring your enclosed town, you find clues of what life is like, with a schoolhouse, a pavilion, and many reminders of What Happens to Sinners. In particular, nosing around places that'd be off-limits with adults around give you painful memories, where the screen turns red, if you search enough. It becomes clear what your life situation is like, and the only big question is if this is a full dystopia or this community is unique. Of course, this is one you-the-character don't want to think of right away.

As you explore the town, you learn about the Prophet Hunter and his influence on the community. He said everyone would be taken to heaven and, well, they sort of were. You find the key to his house, which is better stocked than his followers'. You find a way past rabid dogs. There's also a woman whom you feel guilty gazing at, and it introduces a strain of legitimate supernatural interference if you keep annoying her. This made wtr more than just a smackdown of cults because none of this could happen--some of it, it wtr's world, could.

The game's feel is parser-like even though it's in twine. You have compass directions, and you'll see text on the left edge if there's a path west, and so forth, which makes a map easy to visualize, and it also gives a perception of distance. You have to move the mouse a good deal to actually go west. The occasional item use similarly just needs clicks, though it's kept in the center, and with all wtr threw at me, I was grateful not to have verb- or noun-guessing to wrestle with as well. I found the background color changes are quite effective as well. There's green for the farm area, purple for the Prophet Hunter's house, and different colors for the streets. I don't think detailed graphics would work well here because the main character has been sheltered and thus pays attention to little beyond their own survival. I suspect even the ASCII map of the town you find early in the game clues you in to how backwards this commune is. The map by itself is pleasing, but then you have to ask, who would've created it, and why? While a time frame isn't given in the game, I can't picture any era where normal society would go with an ASCII map instead of something more graphical. Here it feels like the time I visited the DPRK government website and noticed a link to forms in Esperanto--not the nice or useful touch the creator (in-game, not the author) thinks it is!

While you can die of starvation or of sacrilege, the game's true ending is--well, a success, of sorts. There's a big gate. You need to go through it, for salvation, of a sort. The tool(s) you use for this relative freedom are, ironically, symbols of strength and unity, but in this case, they're just one more thing that makes it hard for people to pull away.

wtr also offers seven different places to find memories that break open that much more of how cult life really is. The walkthrough mentions them and avoids saying where they are, and I like this procedure, because I know I can have everything spoiled if I'm not too careful. And if you manage to escape without the memories, perhaps you're like the main character, just doing what you need to survive. There's some learned helplessness at work here for the player: you don't want to search for local flavor when looking for endless food, but once you find it, you forget about looking around until you've escaped and can't and don't want to go back. So this surviving vs actually noticing details really struck me once I looked back. How I could've been more observant, but I just wanted to get out. And going through again reminded me of times I'd replayed bad episodes in my life, looking for that memory of cruelty that would clinch things. Sometimes I found it and realized it wasn't necessary, but it was comforting.

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The Last Doctor, by Quirky Bones
1 of 1 people found the following review helpful:
A too-brief moral dilemma, November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

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.

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After-Words, by fireisnormal
3 of 3 people found the following review helpful:
Brevity: Wit-soul. Layout: inventive. Experience: absorbing., November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

After-Words is the sort of sharply designed and presented game that takes a while to get used to. It's almost too slick to adjust to at once. I was clueless how to do that first thing, but then, everything clicked. There's a tidy map with lock icons by passages you need to open. There are two buttons on the main page: look and interact. You build an inventory and use it on people or items you find--dry goods stuff, perhaps, but not dry writing. And the writing is largely in two-word phrases. And it all works.

Because the wordlessness is part of the quest: you, the Resolver, need to bring words back to Skycity, where there's plenty of activity but little spoken. What words there are create a vivid world. There are all sorts of flies, as well as other surreal things like gunflowers (they are rusty and need oil to defend the city properly, and once they do, security stops blocking you from going elsewhere) or robogulls or hammerspiders, or glowdoves who give you eggs you need to hatch. This all sounds like it could be a mess I had to use a bit of trial and error, but the cool thing was: there weren't a ton of errors to make! And After-Words tersely lets you know when you can't use something. "USE ELSEWHERE." Though some items, like a hammer, give amusing variants (VIOLENCE UNNECESSARY) or location-based text (I was almost sad to give the prismheart up!)

The map itself is nifty, with arrows protruding from your current location. You can click on them to get around or hover over a location to see its name, though most of the time, the location's icon should remind you what it is. This is a big help once you've explored the whole city and have a lot to remember, and all the locks that indicate a temporarily blocked passage have fallen away. Since there is some fetching to do, I was mildly disappointed I couldn't click on the location and move there, or maybe use arrows to get around and L/I for LOOK and INTERACT, because there were so many other conveniences. But it was pretty slick, all told. And I appreciated the "hint" command at the top that told you where to go next. I used it a few times the first time through, but revisiting it for this review, I remembered bits and pieces of the logic and was able to piece things together. My main problem was forgetting to INTERACT fully after solving a quest or helping someone. They'd often offer you an item, but it wouldn't go right in your inventory.

You don't need many words to figure what to do in the big picture. There are three gates near corners of the city that need Big Items (Moon, Blood and Summer,) and they're in the corner, behind a few locked doors, of course.

The only problem I had was that once After-Words got clicking, it was pretty much over. I was almost sad to see my exploits had cost the city its brief charm! But maybe there'll be a sequel. I think I really appreciated the lack of forced logic or received wisdom in the puzzles, though, because on my second play-through, I only had a vague idea of what was where. This felt about right. I enjoyed winning a trophy at the football stadium, counting fractalseeds to acquire another prize, recharging a judge with the right battery, and helping dancers down from being too happy (the relaxed discoball on doing so made me laugh, too.) It's a good-enough sized game at six-by-six, but not so much that too many possible alternative uses for an item pop up and frustrate you.

An aside about myself: the 2015 game The Problems Compound suffered, according to one tester, from AGI-itis, where you "just take one item and use it on someone else, and so forth." While I'm proud of what I wrote, I was glad to see a different strain of AGI-ish game pop up and be done so effectively. It sort of justifies my decisions to make such a "USE X ON Y" game. But I see the clear and obvious appeal of a game like After-Words. It was the sort of thing I was aiming for, and if you aren't doing anything tricky with the parser, I think it works better in a graphical interface than a textual one.

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The Daughter, by GioBorrows
2 of 2 people found the following review helpful:
Much lost in translation (I think), November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFcomp 2021

I got a bit confused by this one, and from other reviews, it seems like I'm not the only person. A very promising premise fizzles out quickly. While staying young's been done in Brave New World, and I remember a short story by Martin Amis where homosexuality became the norm and reproduction was an arduous process, The Daughter combines these concepts and throws immortality on top. Not only that, everyone's been immortal for a while, and there's no age when people grow old and die, to be replaced by others. This brings up a lot of different, interesting issues. For instance, nobody remembers how to bring a child up.

So how do people react to stuff that's totally new to them, but we take it for granted? This applies to both the issues of murder and the childbirth. I suppose someone had to see a child some time, but it was 2500 years ago, and immortality without infinite memory means you forget a lot. And won't the world get overcrowded if nobody dies?

But The Daughter never really explores these issues. The main incident also seemed a bit foggy and didn't have the emotional impact it should have, too. Why did it happen? I have my guesses, but it's unresolved. There are parts which could be very funny indeed even if they don't fit the tone established e.g. "There seems to be a weird obsession on true crime stories in pre-immortal society." This sort of thing seems to reinforce that, even though English is not the writer's first language ("hot 30 year olds" seems unintentional, though,) they have an eye for the important, but maybe they just got a bit glib here or rushed it. But when the story describes everyone as looking like "hot 30 year olds," I expect the translation may be off-base.

And The ending seemed abrupt. I read back to see why it should be. I didn't get the significance of the hotel--was the main character accepting his own mortality?

I checked off with other reviews on this, because it felt like it should have been more than it was. Joey Acrimonious's review in particular articulated some concerns I had. It feels like the author had a relatively strong vision and the ability to get it across, but they didn't. I'd be interested to hear more from the author, because despite my criticisms, this doesn't feel close to a total throwaway. Just be prepared to be let down by a sudden end.

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My Gender Is a Fish, by Carter X Gwertzman
5 of 6 people found the following review helpful:
Self-exploration in 15 minutes or less, November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

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.

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Smart Theory, by AKheon
3 of 3 people found the following review helpful:
A brief work about cults where maybe I, myself, saw what I wanted to, November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Smart Theory is a great title, from my view. I guessed what the game was about, and I was right. It's very slippery. You see, if you're an advocate of Smart Theory, you get to show how smart you are, but you don't actually have to put it into practice. And if you're wrong, well, it's a theory and You Can Evolve. Of course, the antagonist in this game, Paul Bother, who invented Smart Theory, doesn't state things so directly. He strongly invites you to his lecture on Smart Theory, and you have no way to wiggle out (smart of him to know all the angles, eh?) You find Smart Theory is simple and accessible and has also changed people's lives. Everything about it works, and if it doesn't work for you, well, you don't understand it well enough.

This seems very much like a cult but also of times people just needed to hear themselves talk and I was a convenient alibi. I wanted to tell them they were full of nonsense but just couldn't. Sometimes they rattled on for a half-hour, which was longer than I spent with Smart Theory, both when I tried to reject Paul Bother's "philosophy" completely and accept it.

Now this isn't the first game to railroad you and try to do so amusingly, but I think it's quite effective, and I'm glad it's only 15 minutes, because too much would be too heavy for me. The author probably knew this, too. Paul Bother, to me, is every sort of person who informs you how lucky you are they are sharing their opinion at, I mean with, you. When he gets up there to make that lecture, he gives you a lot of things to think about but, of course, no time to. It's impossible to leave. And of course you get the inevitable "How was it?" question at the end. There are no right answers. Fortunately, unlike Paul Bother, the game (via Paul) exhorts you to think about what he said, and then it actually leaves you to think about what he said.

ST certainly pulls the usual psychological tricks to keep someone roped into a conversation. It pulls a lot of psychological tricks on the protagonist that can hurt in real life. You have the sense no matter what you do, Paul Bother will show you why you just weren't being very smart. Around Paul, you need to kiss up, but you also need to expect to be ignored. More advanced Smart Theorists will understand. At some points the game lampshades Paul's "rules for thee but not for me" approach. He is more advanced than you, you see, and his secrets are worth $10000 because, well, they just are. Paul's a philanthropist with stuff everyone should know, but only the people willing to make a commitment deserve to know the good stuff. He knows how to shift from soft repression to hard repression of actual ideas. And sadly, learning these tricks from someone like Paul would, indeed, be worth $10000 or more to some people.

All these thoughts are serious, but ST never got too serious. I see a lot of self-important humbugs from my past in Paul. Some had good concrete information and some didn't. But in either case, their personalities overshadowed any good advice. All needed to be looked up to, or fawned on in different ways, but nothing too obvious. They gave me a sort of ceiling I felt I couldn't break through, and if I wasn't able to overwhelm them with praise, I did look back feeling guilty I didn't praise them enough.

So I was quite happy to see this sort of polemicism dealt with. It didn't need anything deep. I've long had an axe to grind with "if you believe it, you can achieve it" motivational speakers (note: there's a place for developing your intuition and faith, but it's not with the Paul Bothers of the world). And people who need to tell you how smart they are (or common-sensical, because all YOUR book knowledge, well,i it's not practical.) It certainly brought back memories of very awful conversations with very overbearing and self-assured people, both smarter than me or not. Ones where no matter how much I contributed, I was sure I was doing it wrong, even if someone said "chime in if you want to."

So I think Smart Theory captures the basics of Internet arguing and grandstanding quite well. I know I spent years wondering why I didn't fully agree with people who I should agree with. This seems teleological, but over the years, I've realized there are attention-grabbing tricks and methods, or even just flat out assuming people would rather hear you than listen to your own thoughts. Confidence and taking constant steps towards your goals ... works. We need to develop that, despite our fears. And we need to trap ourselves into taking action, too. We need people to push us with Morton's-Fork style arguments. But doing it the wrong way can make you into a Paul Bother type. Some people actually want that. And, of course, bad people can use all these skills to seem like they have something to offer.

So I'm glad I was exposed to Smart Theory in a context that showed it was nonsense. Perhaps sometimes it's occasionally too on-the-nose, that's okay. What was on the nose for me was probably an insight for others, and vice versa.

And yet in a way, maybe ST fooled me. I suppose it told me what I already knew, and I agreed with it, and I was intrigued to learn more. Or I saw what I wanted to, for better or for worse. Which left me worried how weighty the game actually was. But one thing's for sure: I enjoyed seeing Paul Button flipping from "just listen" to "you said you'd give me a chance but you didn't REALLY" all too quickly.

Other people saw something different. Perhaps we all see what we want, or what we expect, in ST's generalities. After further reflection, I'm inclined to believe it was meant to be ambiguous. And I think clearly it's not the sort of thing you say "ALL THE FEELS" or "SO MUCH YES" to. But if you're in the right mood, it will help you deal positively with the next person who "just wants a bit of your time" about "something you need to know." Maybe it will pinpoint something from your past to bury. For a fifteen-minute investment, that's worth it.

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The Miller's Garden, by Damon L. Wakes
2 of 2 people found the following review helpful:
Quick, efficient motivation and reflection without philosophical cliches, November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

The author has labeled TMG as "experimental," and on my first play-through, that seemed like a cover for "heck, I'll throw something together and claim it's experimental." Oh, sure, the graphics of gardens depicted as rhomboid tiles was cute. It's neat that people offer that sort of thing on itch.io for free, and I think the visuals worked well with the game. But that was it, right?

Because the gameplay seemed awfully repetitive. Not annoyingly, tediously repetitive, but hey, once you get it, it's not too hard to keep going. You've been left some land to tend to, and the lawn and flowers and watermeadow by the river keep eroding, so they need to be tended to more. There's a pamphlet discussing the flooding, which seems like a red herring, but it's not, because the mill you've built is the reason the river is redirected and ruining your nice garden and such--also, the dry text says-without-saying that this sort of thing destroys beauty. It's not hard to figure how to be able to tend to everything you need to for each day of internal time. You then fall asleep, tired from your exertions, before you wake up and have to do it again. So after a bit, I said, okay, I get it, and I, in solidarity with the main character, fell asleep. Then I woke up and poked around to see if there was more. There was. A game-day later, I went through the motions and was asked "Is this how you wish to spend the rest of your days?"

The irony is that I probably wasted more time with more "interesting" stuff before I came back to TMG to see the whole point of it. Even then, I sort of missed the point until I thought about it again.

So the experiment worked. What seemed like a nice, harmless, tidily-packaged fifteen-minute game left a question stuck with me. Sure, I'd asked it before. I'd had others ask it of me, in that “your time isn't valuable but you're morally obliged not to waste it” sort of way. I'd felt bad not feeling fully inspired by people yelling "GET OUT THERE AND DO WHAT YOU REALLY WANT TO DO." It reminded me of how I'd spent some days, not even building anything back up, and I'd have done well to ask myself that question before sitting around for three or more hours, doing something that took energy but not getting anywhere. Perhaps it was at a website that long outlived its usefulness or benefit. Or maybe it was playing a game I'd mastered and found nothing new at.

But by this time I'd forgotten that it was the mill's fault that you had to do this extra work to keep your nice garden up. And so the "is this how you wish to spend the rest of your days?" question becomes more serious. Work and profit have gotten in the way so much that you've forgotten Nice Things, or rather, upkeep of the Nice Things gets so boring, you've forgotten what was there. And that happens whether you own a mill or not. Coworkers distract you from time to yourself. You need to learn new skills. You need to meet and keep in touch with the right people, people who are far less likely to have a garden than you. It brings to mind the opposite of the ending of Voltaire's Candide where the main character says "bien sur, il faut tenir notre jardin." And it takes even less time to (re-)read than Candide.

All this is more motivating to me than being yelled at to either get out there and live or do what you have to do. It reminds me of days I want to tidy up works I've written, or how I want to exercise every day or look through my old writing notes, where there probably won't be anything awesome in any 10-minute stretch, but when there is, it's really awesome. We all need these wake-up calls, and I'm not the sort who likes loud, rousing ones. They exhaust me. I suppose TMG worked on a superficial level and then a deeper level, and it will stop working one day, and I'll have to ask myself "is this how you wish to spend the rest of your time you use to get motivated?" But in any case, TMG really helped me get through all the other entries in IFComp, and I'm glad I did.

Because "Is this how you wish to spend the rest of your days?" is a question we need to ask ourselves, and we know it, but we also need the right context so we don't blow it off, or so we find a better way to spend the rest of our days. And of course we need to ask it before making drastic decisions like building a mill. I'm glad TMG asked this of me, and hopefully the next time I spend more than 15 minutes somewhere out of inertia, I'll know to ask this question without going through a few loops.

I feel like I'm raving about how it's the sort of game you don't rave about. But I think we need that sort of thing. TMG is an oddity for an IFComp entry despite not saying "LOOK AT ME I'M ODD." Its economical design certainly made me think back to my plans for 2021's IFComp--with 100 entries in 2020, I really wanted to make something that people could enjoy briefly, feel good about solving or working through, and move on to the next one, while still offering challenging things to think about. And I certainly hoped to see other games that did this for me. It may seem like backhanded praise to "attaboy, sport" TMG as a "glue guy" sort of game or a "good team player," but I certainly saw it that way, as something small that punched well above its weight and gave perhaps the best insight-per-time-spent ratio of any entry. And if IFComp continues to have 70 entries, well, I think we need efforts like this that help us breathe and still reveal a few things. Some will find it over-general, and I can't blame them, but I'm glad I didn't.

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A Papal Summons, or The Church Cat, by Bitter Karella
3 of 3 people found the following review helpful:
Garfield, this ain't, November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

For such a potentially sweet-sounding title, this sure gets rough fast. It's the story of a pilgrimage gone wrong or, more likely, that could never go right. You've taken leave from a faraway diocese in northern Scandinavia (or so I guess from the name Isjfall) for three months to visit His Holiness. And nothing about the trek is holy.

It starts with your companion on the ride to the Vatican. I'm struck with how his lack of dignity is an instant turn-off, while the cruel people in charge that you meet later are less immediately disgusting. You have plenty of chances to ignore the True Believer, as the game calls him, but you'll probably eventually give in to curiosity. He's carrying a casket, and it's never clear what's in there. You have ... a cat who can spout Bible verses. And the cat spouts the goriest ones! The Pope seems to want to see your cat, not you, but hey. You take what you can get.

Just one problem with your cat: there's a Papal edict that cats are all tied to witches. So they are being shoved into burlap sacks and burnt all over Rome. You get to see the results of this destruction: lots of smoke and lots of rats. Parallels with modern, uh, issues are pretty clear here: some politicians currently blame everything but the virus for COVID, and "religious exemptions/beliefs" are listed as a reason/excuse not to get vaccinated.

Of course it gets worse. The Pope is below ground, and in a pretty clear parallel to Dante's Inferno, you keep descending and keep finding worse and more powerful people. Until you make it. Your True Believer friend makes it, too. And the meeting with the Pope is certainly underwhelming. For you and the True Believer, but for different reasons.

This is deliberate, I think, because it calls into question if the Pope has any real power at all, and the unsavory people you've met along the way are doing the real heavy lifting, and they have as much contempt for the Pope as for any deity. The end feels like a bit like a cop-out, but not quite on the "it was all a dream" scale, but it does bring questions. It's been six months since the Pope sent the letter. Did the Pope forget about you? Did he ever care? Did he just like feeling important, having people spend so much time coming to visit? One also gets the feeling that the people who wave you by when you show the summons know you are no threat to what they see as real power. They don't exactly help you find whom you need to when you're exploring 10 or 15 or 20 levels below the surface. Because part of having power over people is making or letting them struggle when they don't need to, and that's true regardless of if there's any actual debauchery or bribery going on.

There was almost too much for me. Because we ought to have scorn for those who corrupt religion and morality and so forth. We need reminders that those who yell the loudest often yell to distract you from their bad sides. And we need to 1) not be the True Believer and 2) reject True Believers' arguments. But this work left little else. It was effective, and it's still relevant today. We see popular mass-preachers coming up with new lies, from Joel Osteen's fake sunniness to Franklin Graham's more wrathful approach. They blame rock music, nonconformists, or whatever is convenient, somehow convincing people they weren't in it for wealth and power, but gosh, good things happen to good people!

I don't think Church Cat is trying to look for a way forward, either. It shouldn't have to, but if you're reading reviews before playing, you may want to know this. I prefer a way forward, however small, and sometimes I fool myself it's there when it isn't. Church Cat left me no such outlet. So I'm left stuck a bit, but I probably would be, either way. Seeing ruthlessness in describing horrible people helps, until it doesn't. But on the other hand, putting in a sliver of hope after some of the passages would feel as hypocritical as a preacher switching from "God is love" to describing how and whom you, who are not God, should hate. Church Cat definitely crosses lines, not necessarily lines of taste, but beyond which any further observation or choice leds to more horror and chaos.

This didn't stop me from playing again to see if there was anything I'd missed, for better or worse.

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Beneath Fenwick, by Pete Gardner
2 of 3 people found the following review helpful:
Parser-feeling Twine horror with innovative features, November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

I have a low tolerance for horror. I see enough bad things going on in life, and realizing they are not confined gives me enough horror. I played Beneath Fenwick in the middle of a bunch of other horror games I'd procrastinated. I'd like to think I saw good in all of them, but some of them drained me a bit. BF, on the other hand, BF was a pick-me-up. It's in twine but tries for a parser-like feel, and I think it succeeds overall. My biggest complaint was the sudden ending--I wasn't the only person unclear that it was just part one! Perhaps part two would explain some other things, such as rabid dogs that chased you. Nevertheless, there's more than enough to attack in the game.

There's nothing overly complex in the plot. You're a graduate student looking for housing at a rural college. It's all a bit Lovecraftian, but not cringingly so. You run into the locals, who are either vaguely scared of something or actively hiding their fear. Your lodgings feel delightful until you stumble on things that don't quite seem right. You seem to need to tiptoe around the landlady and the gardener, as both notify you of Places You Shouldn't Go, and the bigger puzzles in BF are about gaining access. One place is, of course, very very dark. You'll need light.

Through this, there's clear evidence the author knows what he's doing. I really like the conversation system and how I was able to use the tab and enter key to lawnmower through the options. That's tricky in the parser, where you have to write the right words. But here, there's a popup box for dialogues as well as description, and I think that works better than a page with a "return to what you were doing" link. For me it helped the experience feel uninterrupted. There was even an undo arrow that I missed until I needed it, because I got chased into a dead end by a rabid dog. (This was my fault. The game had two ways to shake them off.

And a few neat touches made me smile in the middle of all the horror, and atmosphere, and so forth. The first was getting booted from one location for asking too many questions. I appreciated the extra focus of having one less place to look at in the future, and how the game still ratcheted up the tension in the process, and it balanced nicely with later parts when the game preventing you from visiting certain areas until you knew where you were going. The second was actually having to use the "drop" command for a small puzzle. The third was having to cover your tracks, as in Sub Rosa, but with bumpers: as opposed to losing final points for leaving evidence, you were forced to do so by the game. I wound up feeling "gee, I'm lucky I didn't get killed, there."

On the downside, I do feel like more could maybe have been done with the "combine" command. It's got a neat interface and is mostly used for an early puzzle to fetch a package without being noticed and largely discarded after that. This feels better than the alternative (overusing it so we have to guess a lot) but in this case, it was pretty clear what to do, though maybe some clues about combos that almost work would've been nice. I may have missed them. But it's some neat under-the-hood stuff that deserved more mileage. There's also a dog chase that feels technically neat but doesn't have the emotion it should. It's a rare part of BF that might've worked better in a parser.

I can't give any advice here to do things better, but I think having shortcomings like this means it's a pretty darn good experience. The author commented in the forums that a sequel was forthcoming, because they wanted to narrow the scope to have something fully playable. Still, BF leaves you with more than enough. I'm definitely waiting for the second part.

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I Contain Multitudes, by Wonaglot
3 of 3 people found the following review helpful:
Wherein mask wearing leaves you vulnerable to (redacted), November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

ICM was a bit intimidating for me to start, and not just because of the title. The introduction didn't say so, but I pictured being told "You'd better contain some seriously meaningful multitudes if you want to keep up with this game, kid." And I don't think wasting time on several very different websites every day counts a lot. The first moves, too, promise challenge and variety. There seems like a lot to do early on. You're Chandra Fitz, a junior engineer on a ship, and you're tasked with finding who murdered the Bishop of Elmee, one of the passengers. On the first move, you see a bunch of masks you can wear, and once you leave, there are all sorts of exits. So certainly I got the impression that this game will be very, very big. That, coupled with the captain saying "you have an hour to do things," left me worried I'd have to do a lot of mental calculus, and fast. I steeled myself for an initial mapping run before actually getting things done.

The reality wasn't so weighty. There was certainly more than enough, with interesting characters of noble birth, as well as the gruff captain and helpful ship's mate. Masks are only used for a few puzzles, though when they are, it's quite satisfying. They help give the fetch quests a bit of weight. This is reductionist, because the fetch quests do have a bit of dialogue and push the story forward, and the noblemen and women (and a chanteuse and a slightly mad doctor) who push you around, replete with appropriate highfalutin names and highfalutin dialogue, just can't be bothered to do things themselves. Too many, and the game might start to wear. But there are enough. If you please them, they may give you a key to their suite. And as you help them, you learn more about them. And the ship. It's not powered by the usual sources.

The nobles' needs certainly seem trivial. And each is a bit odd in their own way, and yet, they know something is wrong. Someone has film to be developed that they lost. Another person needs medicine or something resembling it. Another person wants you to sing with them. If you behave well enough, they may invite you to their room in the passenger's quarters, briefly. However, fetch quests aren't really the way to bring out the multitudes in you. And sometimes there's a bit of a fight to search promising locations that look likely to hide something. For instance, I had to SEARCH CABINET instead of X CABINET. Here's where the usually helpful Quest interface backfired. It will generally highlight things that are clearly important, but halfway through the game I got a bit lazy and relied on highlights to tell me what to do. Between that and a parser slightly less sophisticated than Inform's, I got slowed down a bit. These faults are likely not in the author's bucket.

The boat isn't a very huge place. Once you've pleased all the nobles, you find out there's something sinister happening in the engine, to which you have a one-way passage. I admit to poking through the source post-comp and having several a-ha moments. It's not quite spiritual possession--but the boat doesn't exactly run on high-octane gasoline or anything scientific. You do just need to be prepared. Here a choice of mask matters. There's a bit of retcon for certain masks. For instance, for one mask, you realize (Spoiler - click to show)you were the one that committed the murder. This conflicts with someone completely different planning the murder if you take the straight-up no-mask ending, where you get something about generally learning to be your own person, etc. That's all well and good, but it's a bit plain compared to the others. Stuff can get macabre. Perhaps the most interesting thing is the "where are they now" at the ending: choices you made during a dialogue can, for instance, cause a lovesick nobleman to enter or avoid a duel depending on how flowery a love note you ghost-write for him is.

ICM may have buried all this, and I don't think it gave an adequate technical carrot-on-a-stick to go look back--perhaps even a "you should try" option at the end. Though it does signpost that you should save before you visit the engine. So if you're reading this, save before you reach the engine, and take all the masks. It should be rewarding.

But given that, the concept of a ship powered by what it was powered by, and the end revelations (yes, the captain has a reason not to hire an actual detective,) makes for a good sort of creepy story that feels like time well spent. Certainly the final moves add a good deal of tension and some explanation. The biographies at the end add a lot of closure and explanation and, yes, a carrot-on-a-stick to say "what if I'd X instead?" I just felt I had a lot of adjusting to do after first impressions, and it wasn't until I replayed and looked at the source code that I realized who in the story got to say "I Contain Multitudes." It's only shown in one ending, perhaps the trickiest to get to, and one only hinted in the walkthrough that comes with the game. I don't blame the author for giving you the "plain good" ending in the walkthrough, though--discovering new endings, even cheating by looking at the source code, gave me a deeper appreciation of what ICM was doing.

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