I worried about failing to do full due diligence in replaying Fine Felines before sending my final IFDB review. It's not the game's fault, or if it is, it's in the most positive way possible. I just simply didn't want to breed the cats wrong on purpose. And yes, Fine Felines is about a year of breeding cats. Your life's fullness depends on how well you breed them and interact with others. Fortunately, there are no bad endings. But that didn't stop me from worrying about it, having owned a few cats. Fortunately, I read the helpful documentation/cheat sheet, and that started me looking into things. All I can do is say that I read through the source. And I'm glad the author added more breeds for a post-comp version. I think Fine Felines more than served a great purpose as a boost when there were games in genres that weren't especially my thing, the darker-themed ones. So it qualified as a "good-citizen" game, which I define as one that doesn't suck up much oxygen and does much like many shorter games, but it was the only long game to really do so. Which is impressive. I remembered things well once I started looking through the source.
Getting through all the IFComp games is tough, and you need to pace yourself, and I put off reviewing FF largely because I figured I would hit a rut, and it would bring me out, and it did. And it's far more than just cat pictures and even getting to name the kittens your cats breed, if you want. Of course, you can do that. And here I'll add some personal history: I can't say I know much about cat breeding, because my first cats came from a barn in northeast Iowa. One was scared of me for a day before jumping on my computer hard drive tower. Another showed over the years he would obviously have made a terrible barn cat, because he had no interest in fighting. Another, well, the barn owners' daughter brought him in, then they threw him back once she left for college, and he wound up sort of clinging to me when I got the chance at another cat. I heard "why'd you choose HIM?" and wondered, myself, as spent five minutes screaming inside a cage on the short drive back. Then after an hour he went and sat with with my other cat.
And one thing COVID ruined was being able to go out and just see cats for adoption at PetSmart or wherever. Seeing all these cats without any breed actually put me in a position where I prefer non-bred cats, because there are so many out there that just need homes, and comparing what people pay here to the $100 adoption fee is a bit of a shock. Breeding cats isn't big in the USA, certainly not as big as breeding dogs. But I wanted to see a few cats and have something more than just pictures, and I got that with Fine Felines. If it's not full spiritual renewal, it stopped the erosion in a big way.
At the start, your mother has died and left you $10000. You decide to invest that in a business. You have a choice of what sort of materials to choose. I went with most expensive, and everything worked okay. I didn't quite run out of money. But, of course, I (and my in-game character) didn't know anything about cat breeding, so I had to ask. And I wound up having to navigate a neighbor who didn't like cats as well as three people willing to help me get started. I confess I hoped for cat pictures as I asked around.
There's also a revealed diagnosis of fibromyalgia, which brought up more memories than you'd think. I still remember having knee surgery and hearing "What are you doing with crutches? You can walk! Are you just trying for attention?" or even bringing them to the athletic center to do rehabilitation and occasionally getting funny looks or comments. Or maybe feeling guilty moving weights up on a leg machine and still using crutches. So the part discussing where people say "you don't need a wheelchair! You're not really handicapped!" resonated with me--I've also received my share of "don't be grouchy" style encouragement, and the main character would certainly have that since raising cats is unpredictable, and that variance is something you may think about even if you're not officially on the job. So the main character has many such variables, and it's not melodramatic in-game. While they can only be dealt with on a basic level due to IFComp's two-hour time constraints, the way they're presented beat the stuffing out of the standard "ACHIEVE YOUR DREAMS" lecture.
So I went through and got a good ending, or one that seemed good, but they are all good in a way. The standard "if you like this sort of thing, you'll like it" praise applies here. And while I didn't replay this on my computer as much as other entries, I probably replayed it more in my head. But my an intellectual interest in finding "bad" endings got short-circuited here, as having owned cats made it much harder for me to make a Clearly Bad Decision. My heart wanted there to be no real way to mess up, but my head said "The more meaningful decisions, the better!" Similarly, my head enjoys games or problems where being a nice person is not enough, but here, my heart wouldn't want that. I mean, enough money for food and such, yay. I have a problem with trying out simulations of deliberate neglect of animals as opposed to, say, being a jerk to other people in your next playthrough, and I'm glad FF avoided that while still dealing with real-life issues. I'm also glad it didn't drag things out. One simulated year was more than enough to make me happy and steel me for far darker-themed games still in my IFComp bucket, both when I was writing reviews in the authors' forum and when I was touching them up for IFDB. It was legitimate spiritual renewal.
The House on Highfield Lane is a neat demonstration of Quest 6 and JavaScript. I beta-tested it, but I unfortunately wasn't able to add much to the final product, as it was pretty polished when I got it. It's a big, smart game, and big smart games sometimes need idiot-proofing, especially when the idiot is a judge who wants to get through the other seventy IFComp games. The HINTS referenced from the game weren't enough (I see what I missed now,) so I needed to wait for the post-comp walkthrough to see the end. But I think my tries at finishing paid off I got a bit further each time. I think it was worth the wait to suss out the details I missed. I may be grading the author on a curve because I know the author is technically and creatively capable, and my view may be slanted because this isn't my favorite genre. But I do feel HoHL may have missed a few chances for greatness that I can't fully articulate.
You play as Mandy, a girl who finds a letter by a house she's walked past and always wondered about and, you guessed it, uses that as an excuse to enter. There's no easy way out, so she figures she may have to deliver the letter and talk to the owner.
Well, that's not strictly true. You can leave briefly in two ways: once to get an important though common item, and a second time, you need to set up a science experiment just right. Nothing abstruse, if you know your haunted-house tropes. For one of them, you walk a bit of a tightrope, and it's nice and low-key scary.
THe rest of the house is as odd as you'd expect. Some was charming, but the map wraps oddly--if you go west from one room, you eventually wind up below it, and it felt like surrealism for surrealism's sake. It's also possible to flood one of the few hub rooms (exits three ways) with mannequins during one try, which gives the old-school vibes HoHL wants to project, but maybe not the best ones. I did, however, appreciate the clear signal of a room you needed to get to (an empty lift shaft) and the drawing room that grew or shrunk you based on which way you entered and, by extension, items you dropped there. It made for some interesting puzzles, but maybe the game relied a bit too heavily on it. I got a bit tired of circling back and forth near the end, and I in fact avoided the room because I figured it had served its purpose after the first couple of puzzles.
Then I didn't quite "get" the puzzle about awakening a Frankenstein style monster, until I did, and it made sense, and I had fun getting it to do what I needed. That monster helps you with more puzzles later, and it's the cute sort of stupid. I like how it neutralized some other NPCs. The final puzzle? Well, it was a bit of a pun, and it lampshaded the absent-mindedness of the Doctor, whom you eventually do meet, once he tells you his interpretation. It's a bit of a Dad joke, which is appropriate, since the author indicated in his post-mortem he wrote it with his daughter in mind.
As for the technical stuff: Quest really has grown up a lot! Even stuff like saving and restoring has bells and whistles and circumvents the difficulties that arise from Inform save states, namely that they're useless if the binary is updated. The InvisiClues that come with HoHL are nice, if you don't want everything spoiled. And I love that you can miss the last letter or several letters of an 8-letter word, and Quest figures it out. There's enough so that the verb-recognition error, which I found terribly snarky ("I can't even begin to make sense of this") isn't very prominent--this seems like a missed chance. The game tries to capture the tone of wonderment of a 16-year-old locked in a strange house, with a lot of "Mandy wonders this." So "Mandy had a thought, but she didn't know how to (word 1, or word after the comma in dialogue)--maybe her mind was just foggy" seems like it would work. But as-is, when I had a typo on a tough puzzle, it made me groan. Worse things happen at sea, of course, and I've been guilty of not battening down some of Inform's more tone-deaf errors (default responses to "no" and "yes," for example) but this seemed like a slightly obnoxious design choice, especially when much of the rest of the game was written to be hands-off.
Despite these concerns, I got a lot of positive mileage out of HoHL, and the puzzles made sense once I had that a-ha moment. I think I was at a disadvantage as I wasn't really familiar with haunted-house tropes. The puzzles have enjoyable variety in retrospect, and the atmosphere is good--nothing too terribly scary here, as long as you don't release the frustrating mannequins. There's no dread of being trapped, more just "neat, I'm stuck." I'm glad the author left a full walkthrough so I could figure what I did wrong, though. I'd have missed the neat bit after I got up the lift. The puzzle to get upstairs was a bit fiddly even with the hints, though I like that they're there as gradated spoilers, for those who want to dwell a bit longer.
I've known Unity was powerful for a while, yet maybe it was too powerful for a regular-style text adventure. There've been Unity games in IFComp before, the first (I think) being Milk Party Palace back in 2014. It was relatively harmless, featuring Montell Jordan's "This is How We Do It" as part of the soundtrack, as well as random demands from Alec Baldwin. So it was just a case of people showing off their new and shiny unity skills. That's all well and good, but with Unity being more mature and less new and shiny, we'd hope for something deeper, and I think Silicon and Cells gives that to the reader.
IFComp 2021 had no shortage of simulation games, or games where you went into cyberspace. While they ran together for me, largely because I procrastinated a lot to their end, each was clearly its own game. I think Silicon and Cells stood out the most for me. That's partially due to a good story, but I have to admit I remembered the technical features most. One of the first things SnC provides is immediate customization of font size. This may not seem like a big deal, until you realize you can use the mouse wheel to scroll through the main text window, and you don't have to click "next" nearly as much, and you don't have to worry if you read something carefully enough before clicking "next." This was a big relief to me. The game said 1 1/2 hours, but it valued my time and saved my energy, so I was able to focus on the story. You can, of course, control-scroll wheel with twine, but Unity calculates the text wrapping so you can see as much or little as you want.
The other thing about the text is this: the game is divided into Meatspace, with light blue text, and Cyberspace, with pink text, both on a background. This echoes the "dark mode" that works so well on browsers, and so I'm grateful for it. While Meatspace simply has a standard text interface, Cybertext is is a neat curved 3-d surface plot with all sorts of cute places (castle, your own home replete with whiteboard) and reenforces that it's, well, not real. You know where you are without having to look up a specific location And your dialogue/where-to-go choices are in a thin rectangle on the right. This makes it so reading is never exhausting, and these are the sort of design choices that you take for granted once they work well, but people miss them a lot if they're gone. And it's needed, once playtime gets over an hour. I experienced very few "are we there yet" moments as I went through, despite having no walkthrough.
You don't really need one to get through, either. Because the progression is straightforward, though the puzzles aren't trivial. You, as Jaya, have failed at a heist, but you've apparently done well enough for your quasi-mentor Elihu to encourage you to things bigger than a giant heist. Elihu's plans are deep, and you wind up having to see and talk to a lot of shady people who themselves are fighting against even shadier people. On the way, you get bionic upgrades. You can't use them all at once. In fact, at first, you can only possess one at a time. These form the basis for most of the puzzles. I went with social engineering, which occasionally gives an extra dialogue choice that pops up as soon as you switch it on. Unsurprisingly, these move the game and narrative forward in ways regular chat can't. I also got enhanced vision, which let me see fingerprints on a keypad. Later on, you get super strength or the ability to slow down time, and you get multiple charge units, so you can, for instance, really slow time down or get super strong. Many of the later puzzles require you to switch to the right power-ups in time, or you die. Sort of. The game just kicks you back a bit, and you have to try again. Since there was no save feature, I appreciated this.
As for the details of the plot? It's fun to figure how to cheat at the casino or visit people in cyberspace. The small MUD is full of humor and purpose and an appropriate villain (not that anyone's TERRIBLY nice here) and, of course, a puzzle to get around a troll with way more HP and damage per turn than you. There seems to be more than one way. There's also some character called The Oracle who used to be human and is sort of one of the Elders (like Elihu) who used to be in charge of things, before the G.O.D. framework and its cherubim (who are not very innocent enforcers) took over. You can only ask the Oracle factual questions, so often you need to find the right way to ask. Or you need to ask other NPCs the right way to ask.
So there's a lot of back-and-forthing among the various locations that include NebulaCorp, which is pretty dysfunctional and dystopian, and your own haunts. SnC is good about rejecting you if you don't need to do any more. Some NPCs are a bit snarky but never mean in suggesting where to go next, and your private home in Cyberspace with its whiteboard lets you connect the dots at your leisure. You do, indeed, have a choice of which Elder to betray or annoy. I wanted to betray one of them, but I couldn't figure the timed puzzle, so I went with the other. Hooray, expedience! Sadly I couldn't save and see the other ending quickly. That combined with no documentation cluing all the walkthroughs (surely for getting through the game we deserve a big-picture view of all the ways through?) was probably my biggest disappointment. I saw a well-conceived world but felt locked out from really exploring it, because a simple feature, one much simpler than SnC's useful conveniences, was absent. I noticed Mike Spivey's review mentioned he had an easier second time through, and experience bears this out. The interface is more comfortable, and you have an idea that the world is bounded.
Still, the story engaged me, and I missed that there was satire bit at first, but then again, I missed the satire in Fight Club and was just kind of disgusted (mitigating factor: many people praised it for what they thought it was.) Then again, I also missed the satire in RoboCop the first time through. Then I learned it was there, and I enjoyed Robocop a totally different way. Same, too, with the first bits of SnC. It's pretty clear the scene where you get bionic arms installed is meant to be, and I'm sure I've missed others. It's equally exciting played straight-up or acknowledging sly fourth-wall winks, and even before placing near the top quarter, it showed text-based adventures in Unity are worthwhile and doable, and you don't have to be super-dazzling. The authors showed considerable skill in making SnC accessible, enjoyable and even revisitable to someone who thought he was sick of internet/virtual reality simulators.
As D'ARKUN combines horror and mystery, which are two of my least preferred genres, I'll mention I still enjoyed it, because it gave me several good chances to. I'll tackle the programming side first. On realizing D'ARKUN was, in fact, in Dialog, I realized it was the first Dialog game I played. I had clear chances, since others have appeared in IFComp. I left my first run-through thinking "Wow! How did the author do that?" to some parts I found unusually smooth. Now the programming side is well more than competent. It certainly gave me ideas of stuff to do in Inform. And I think Dialog uses very well the information of what programmers need and use from the Z-machine, as well as more data on what players find improves their own experience. So Dialog and such aren't bound to support arcane ways of doing things just because Infocom did it that way, when maybe Infocom only did it that way due to hardware limitations. Hooray, progress!
But there's neat stuff which the author seems to deserve credit for. The big boost I saw in D'ARKUN was the "find" command, which helps make a big in-game world such as D'ARKUN feel much more accessible. FIND X moves you to X's location, if you can make it there. This is something I implemented as a debug command in some games, but it was tricky, and it felt smooth here. It even rejected my attempts when I dropped climbing gear needed to bridge gaps or travel between towns. This all set the table for a much more pleasant experience than I feared, but it would have been good in Inform as well.
D'ARKUN takes place in a small set of villages near the north tip of what was formerly East Germany–a great spot for an obscure, distant cult to take hold and go about their business for years without anyone noticing. You generally ride your bike between them – I'd have liked maybe a menu or shortcuts here so I didn't have to type "ride to altenkirchen," but I did enjoy not having to do this too much. Though I was maybe sort of hoping for nudges to say, okay, you spent enough time here.
After a good competent start on my part, I went to the walkthrough very early on this one. Enough was signposted in the game and not the walkthrough that I enjoyed reading the auxiliary materials that popped up to give atmosphere. They provided stronger atmosphere than some passive verb construction during action sequences ("some hands are grabbing you") – which looks like a translation thing that's easily fixed. And I think sometimes it was hard to follow the why's of the walkthrough. I had to search instead of look at a lot of things. HINT mentions this, but still, it was a bit of a nuisance to me and one of the relics of ancient text adventures that is on the author and not Dialog.
The puzzles that appeared were not super-esoteric. A lot revolved around using the climbing gear judiciously. But stuff like mixing the right liquid for the final bit felt like trial and error. Still, once I dropped down into the final tomb-ish area that there seemed no way back from, it was appropriately creepy, and the escape was believable. The bad guy was, indeed, bad (a variant on "What you think is evil is actually power you're just too scared to use" that always seems to be effective) and information along the way built up to who he was and what he was trying to do. Diaries scattered around also gave me an idea of past events, and perhaps the most interesting part for me was a chair you could sit in for a psycholgogical evaluation, which was simultaneously creepy and useful.
I'm at a loss to say too much about mystery/horror games, as I don't really grok their conventions and so forth. Other reviewers note D'ARKUN is even more in the Anchorhead vein than I'd guessed, while still being its own game. I can't say, because I haven't played Anchorhead--in fact, Cragne Manor with a walkthrough was enough for me! But D'ARKUN plus a walkthrough (even one that doesn't get all the points) worked as a positive experience for me, as an outsider. The password-protected PDF, of a map you unlock on your second day (D'ARKUN uses sleeping after performing tasks as a way to provide chapter breaks of a sort,) is a neat way to make sure people don't spoil too much too quickly. I did find the light-requiring puzzles tricky given the time you could keep the lamp lit. I wound up save-and-restoring, even with the refill I found later. But they weren't too bad, and I was able to accept not seeing a lot of the game beyond the walkthrough that got you half the points. I had some idea of places I hadn't explored, and the ending was satisfying enough.
UH was tough for me to get to replay. I thought it was mainly due to the snark of the main character, as well as Ged, the person encouraging you to act so everything doesn't go down the drain. Ged cusses sometimes. A few cuss words are nothing in the face of mass extinction, I got it, or I thought I did. This doesn't change how I enjoyed the meat of the game, or what I thought. The most amusing parts to me weren't the direct jokes but when the game stood back and let me think about things. Okay, yeah, I could pull back from the game any time, because I am a person with free will, and the game is just an HTML file with graphics and sound. But the pacing was organized well enough that you'd have a hub and branches, and the hub was pretty clearly a Good Place to Sit and Think of Things. Perhaps UH was too heavy on snark at times, which is okay. But it didn't rely on snark. It did other things to establish a Futuristic Tone, like having about/credits explicitly listed metadata. So I knew what I was getting into. But on reflection, I saw a theme of loss throughout the game, of worlds we dreamed up and let die, and how having someone in our created world keep it alive is, of course, an extreme exception.
You start out on Mars. Humans have moved here long ago, leaving behind a doomed Earth. There are pyramids of information, some practical and some not, and you've been chosen, for whatever reason, to look into them and find something. You're given a multiple-choice quiz you can cheat on, with easy undos, and it seems it's more of a way to catch you-the-player up on what's happening. Often, only one or two choices aren't ridiculous. The quiz to some extent establishes a theme: with all that technology, the witty repartee feels mechanical (responding "was that the first question?" to "Are you ready for the quiz?" is an example.) This pops up later, when you start analyzing the best social responses in a situation, ones most people would quickly choose either way, e.g. polite white lies or overbearing, overstated truth.
Because, as you find out, you're in a simulation. In fact, you are in U9, a very deep simulation, below U8 and so on. So it makes sense that, that far away from humanity, some of your emotions become quantified to some degree, and natural actions, such as deciding whether to tell your friend they look great or awful, become rigorous show-your-work-a-thons. I think it's no mistake that there is no real humor from your point of view, no "oh, that's neat because X," only comebacks.
After a few more evaluations, you find out you may be able to astral-project, and you find your quest. Your world is likely to be deleted. Nobody uses the information from your world any more or cares. Besides, you wouldn't understand stuff like soccer. You just wouldn't. Trust me, the overseeing computer says. It's not worth asking about. You've had a good run, no offense, but it takes work to upkeep, and you do understand your own self-interest may be adjusting your calculations? You and Ged both, really. Ged particularly adamant things should be saved. He provides actual reasons.
If you accept the challenge, you're sent forward into the real world (U0 or U1–I forget) to take a box with your world in it away from the people who are about to destroy it. Even if you succeed, things are irrevocably changed. You probably don't want to go back. And sort of like Narnia, the time you spent away is nothing compared to how time passed below, but unlike Narnia, there are no allegories or talking animals or aesthetic places to explore or wonder. Because, well, simulations are a dime-a-dozen. And I think UH meant not to give too many details, because it wanted to emphasize that even people in badly created or imagined worlds have a world and belong there, and it's the only one they've got. The semi-random, deliberately imperfect, odd graphics seem to reinforce this.
I think I got tripped up on some terminology and some science-fiction conventions, and when I kind of rolled my eyes at the swearing and snark, it probably cost me some Comprehension Points. So I didn't get as much out of this as I could. But there were still more than enough takeaways. The erasure scenes are very good, if you tell Ged to get lost. Given your character's snarky contrarian bent, it feels a little dirty of the game not to give you the chance, or force you to undo a lot. I'd have appreciated, once the game was over, a way to revisit the critical checkpoints and branches to see what happened if I messed up elsewhere. And certainly the whole "we're in a simulation" thing reminds me of all the times I played a game to somewhat-lose to see what was going on. All the people I killed with my decisions, this time through, all the simulations I aborted because I wasn't interested, with no Ged to save things remotely! Even the worlds I created in my head, whether with Legos or a computer program (e.g. The Sims) or even purely mentally, I imagine them drying up and sort of hoping they could save themselves somehow--of course nobody in there has free will or emotions--but I'd like them to live on. While UH kind of crushed me with all the mental worlds I'd created and left behind to shrivel, it also provided a story as to how they could keep going. So it was more to me than standard OMG YOU'RE IN A SIMULATION.
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.
Closure is a potentially unsettling take on the whole escape-the-room genre, but it still has wisdom and humor. Your friend has just instant-messaged you for instructions to look through her ex-boyfriend's room to find a photograph of her. It's in the last place you could possibly look, of course, and along the way you and Kira learn a lot about the relationship. Using the thought bubbles as instant-message text in a parser game makes Closure stylistically pleasing, too. I wasn't surprised to learn that one person focused on the story and the other on the CSS to get things going, because both parts are well done and substantial.
This division of labor generally leads to a game that places well in IFComp and deserves to, and Closure is no exception, even if the plot may seem in the "that's something I'd never do" department. I can't say I'm comfortable with the thought of the player helping someone rummage through an ex-boyfriend's stuff, but first, I've had moments of nosiness where I didn't have the will-power about far less than a romantic interest. Also, I suspect Kira wasn't in the mood to hear "just get out, already." This could've gotten creepy fast, but I'm going to go with "friend got emotionally blackmailed into support and is trying to minimize the damage," because I think Closure does a pretty good job of establishing who's mostly at fault in the breakup. Kira, the broken-up friend, gets what she deserves for snooping around, but she's not totally humiliated.
At the end I was just sort of glad I didn't have to put up with Kira any more, but I had to admit it was a clever idea and well-executed. I may just have been put off by things a bit because I've had people who shouldn't have looked through my stuff do so and provide a really horrible justification later. But Closure does a good job of giving Kira what she deserves without going overboard on the humiliation, and that's impressive. (She's probably better off without her boyfriend, too, as we learn.)
Logically one wonders why Kira would need to call a friend to ask what to do next when searching through a room that Kira herself is in and her friend is not. But la couer a ses raisons and all that. People ask for support in weird ways, and it's not so much about the actual instructions as wanting to hear "I understand you need someone to listen" while leaving it unsaid that what they're listening to is a bit off their rocker. Of course, all Kira wants to find is a photograph. She's pretty sure it's there. It's up to the reader's imagination to figure why. And of course it's hidden, and it's a bit sad where it turns up, and Kira needs to look around just a bit more than you'd think she would. And her boyfriend TJ's new flame's name also led me to wonder if there was a Call Me Maybe style twist at the end. The main twist, to me, was that TJ was telling little white lies to Kira that you couldn't blame him for, and then he got sick of having to keep track of them as Kira began seeing inconsistencies, and, well, I sympathize with him even though I've never met him. Not that he's blameless--he moved on pretty, uh, significantly. I think we've all had people we tell little white lies to, to keep them from blowing up, and then they turn around on us and cut us down for not being truthful. And it's very good that Closure gives us TJ to empathize with, flawed though he is, to counterbalance Kira's burglary.
The fear in Closure is purely psychological. There is no potential confrontation. But Kira suffers enough embarrassment and disappointment when she realizes she hasn't been a good person. But at the end, I wondered if TJ ever looked for that photograph or even knew or cared if it was missing. However, though Kira and TJ are probably best off not looking back at each other, revisiting Closure provided me some learning moments, both from the CSS and the actual plot that reminded me of less-than-savory people I once thought I couldn't do better than.
In TWR, you're a new hire at a nursing home, and the patients seem to be dying more painfully than you'd expect. There are unexplained incidents and mentions of shadow people, but your coworkers don't believe it. Until they sort of do, if you push them to investigate things they've grown acclimated to.
On your first day you meet a fellow nurse named Austin who tells you not to bother with Ethel, who is always complaining. Whether or not you do, and whether you determine her complaints to be real, is one of the meaningful decisions in the story. There are other things to do to verify Ethel's complaints, which seem like generic "old folks whining" stuff, but of course, TWR wouldn't be very exciting if that were it.
The next meaningful choice is when you are sent on a night shift with a nurse named Maria and have to face a Shadow Person. Maria sort of believes in ghosts and sort of doesn't, and after a few sequences that turn out to be dreams, you're faced with the fact that, yes, the Shadow People exist. Who they are and what they want is revealed if you know where to look in the dark wing of the hospital you've been relegated to. The mystery isn't a particularly tricky one, intellectually, but there's always an obstacle once you think you've done the right thing. Though I wasn't surprised, things fit pretty tidily with the introduction, and I realized I cared about the other patients in Ethel's wing as well.
I got the good ending the first time through, basically by paying attention and not being be a jerk. The story grabbed me enough, I felt like trying for the not-so-good one, though it was hard making some choices knowing what would likely happen immediately. I even worried whom my bad acts might take down. Both main endings turned out quite satisfying, and while writing this review I thought a bit about the dead nurse you find and what sort of person they must have been. My guess is, they'd have to be meaner than Austin. It was disquieting.
Perhaps hard-core horror aficionados might find it TWR too facile, but I was engaged, and the depiction mentioned in the content warnings weren't overwhelming to me. My brain said it'd be easy to blow off anything supernatural in a nursing home because conditions there are bad anyway, but TWR had enough emotional pull to overcome that.
I hate backhanded compliments, so I hope this is sincere: it's workmanlike, and it works, and quite bluntly sometimes I'd rather not have a story try to blow me away. This is a work by someone who knows what they're doing and how to tell a story without trying too little or much, but they didn't seem to shoot for the stars this time. It feels polished enough, but not shiny, and that's better than the reverse. I'd be happy with another work like this in IFComp 2022, but I also sense the writer can do more.
The author, like me, put two entries into IFComp this year. I think I see eye to eye with their methodology, too: don't make anything too long, because there will be more than enough entries, and you don't want to hog the oxygen. Let people revisit if they're interested. And I was, and I was glad to have something not in my genre(s) energize me for the next few entries. They've done well to present everything clearly and not leave any loose ends, except for the ones you need to chase down to find a few interesting details, and the translation is strong. On my first reading through, I thought "Why isn't it WHEN the monsters...?" but on re-reading, I get it. There's a bit of sleuthing to do, because you're not spoon-fed everything. It's that sort of entry that has a bit of everything, even up to causing tension without having any way to get you killed.
It seems HtmaiW is intentionally light on aesthetic details, and I think that's the right choice, because listing the technical specs of whatever armored vehicle you're using to transport the goods, as well as the how and why, would take away from the emotional punch. You are mercenaries doing a job. You don't have a lot of time for the technical stuff. You just have to make sure the power works. And at the start, it doesn't work well. Lights flicker. The fridge compartment's power is flaking, and your orders are to keep the cargo cool–which leaves various macabre suggestions as to what the cargo IS, and why it needs to be moved from the Enclave to the Citadel. It's a weapon, of sorts.
And very quickly, after the first repairs, you realize WHY this run may be so tricky. Nomads want to either steal or destroy your cargo. Again, both possibilities are workable, and your conversation with your android, uh, co-worker, Doho gives a sense of urgency. Yes, you need to fix that door in your vehicle that's on the blink. No, you don't have a lot of time. The vehicle isn't super-huge, but it's big enough to know this is serious business. The player's unfamiliarity with the GUI (well-presented as it is) also contributes to the tension when Doho exhorts you to hurry up. Doho's like that throughout.
And after you shoot down a few stray nomads, you get overwhelmed. Doho, being an android, sees things quite level-headedly up to the end. And it's his physical head you need to preserve, as you need to do certain things to ensure your own safety. This is a good creepy way of giving the player instructions without a full instruction sheet. You know what to do, but you're worried about Doho, even though he's irrelevant in the big picture and knows it. I certainly experienced some fear of "what if I arrived at the Citadel without even Doho's head, with the memory card in it."
Through all this, no mention of monsters, though probably some monstrous behavior and leadership contributed to the whole situation. You just can't call the monsters ... that. And of course, when they appear, they make sure you're safe from the nomads attacking you. It's unclear to me whether Doho predicted the monsters would destroy your potential captors, but either way, they're not the sort of entities to care about memory chips in an android's head.
I was able to escape, and I don't think there's much more, though I had lingering feelings something was missed. I suppose I could not have stopped the monsters from spreading, and I wound up not getting killed, but not much more. I'm curious if I could've done more. I feel like I missed something. Maybe I wanted to do more with or for Doho, or I expected to do more with the toolbelt, which had an interesting interface where links changed colors when you examined it. But HtmaiW was effective even before that. For all the Bad Things that it implies happen behind the scenes, it's the sort of entry that clearly adds to IFComp and won't bog a lot of people down, even if they get stuck fiddling with some mechanics. That's part of the game. It doesn't intimidate you with importancy, but it definitely provides a quick rush. And it has some nice touches, such as small passages in Arabic you can just google-translate, or a choice between Russian and English text, where later the English version gets some Russian text. This just made me smile.
So I think it's well worth a visit. And it definitely feels like there could or even should be a sequel.
Cyborg Arena has an unusual symmetry you will probably see if you play through a few times, and it's not hard to. On the surface it's a small competition: a cyborg-on-cyborg fight, for human entertainment. You get to choose your name and weapon (I suspect the flamesaw is a crowd and player favorite) and then spend a few rounds fighting your opponent. The major twist is that you (Spoiler - click to show)know your opponent and have fought them before, multiple times. You and they are more than friends. Throughout the fight, the crowd grows more or less excited. You have flashbacks of how you met your opponent and how cyborg fights have become kosher, and on multiple times through, you get very different endings based on how friendly you were, or how excited you keep the crowd. So you can play explicitly to win or to lose.
It's not hard to beat your opponent, since you can read them pretty well even if you didn't make friends with them. They have three moves, and each move beats one other--yes, even in technologically advanced society, 1) rock-paper-scissors is a thing and 2) peole can be suckered into wasting time and money watching it. There are bells and whistles, of course. But we know what it is at its heart. There's a bit more, too: smashing your opponent's health bar and running up the score isn't necessarily the point. Keeping the crowd cheering loudly is a different mechanic that you have to experiment to get right, and it affects your ending. I managed to completely outmaneuver my opponent and still get killed, for instance. On multiple playthroughs, it struck me that the "twist" in the battle, which was apparently a first, well, wasn't. (Spoiler - click to show)It was the first ever fight to the death. But the crowd wanted it to be, and arguing the point in the middle of a fight would, of course, be worse than hopeless. Successfully subverting the "twist," in fact, only makes the crowd roar louder. They think they understand your story, but they don't, really. They see brave fighters, but the story is complex because of how cyborgs have been treated.
Certainly, with what the story reveals about cyborgs and cyborgs' rights, the best you can do is be their favorite second-class citizen. Cyborgs had been granted personhood in the near future, but later, they'd gotten it stripped. This brought up a lot of issues for me, not because I'm a cyborg (I'm not,) but because I've had acceptance pulled away from me. Sometimes that acceptance was in good faith, and sometimes it wasn't. Sometimes I still felt second-class despite that acceptance. And I'm also reminded of how some (seemingly) popular kids loved to disrupt less-popular kids' friendships in high school, just for entertainment. Maybe popular isn't the right word here. They probably just understood power better than most. Well enough to get deference from everyone. But they also knew how to manipulate people just long enough to ruin a friendship. Here, it's institutional. There's a constant prodding for you not to trust other cyborgs, not even your friend who repeatedly helps you, and I think the diverging storylines worked well with the actual fights. It's so easy to do what's expected of you, but pulling yourself away to find an unexpected friendship–or one louder, nastier people would mock–or to help someone you should be competing with, is hard. You can blow your friend off, with the fight taking a very different tone.
And you can, of course, flip the script on its head, playing to lose, or even allowing your enemy to be the one to kill you and make the decisions. It was, to say the least, a bit different when I was at their mercy. So I got a lot more than I expected out of what seemed to be a dystopian sci-fi where robots fight and the crowd cheers. It's presented so straightforwardly it's hard not to get sucked in and give a few tries. But the funny thing: once I thought I'd tried lots of anti-establishment things against the repressive government behind the cyborg arena, I realized I never had let my friend win or come close to winning. Despite choosing some high-minded, selfless options during the flashbacks. And it's sort of scary how, even in a simulation with nothing concrete to lose, you can still do for you.