Kidney Kwest is a short game aimed at kids who need to take medication for chronic kidney disease. I admit I couldn't find details on the condition, but fortunately, you (and kids who need something uplifting) aren't going to be quizzed on the biochemistry at work here. Your task is far less technical: you want to find a costume for a school play. There are plenty of props around. But you also have an inventory limit. You also are very hungry, and after you eat, you need to take a phosphate binder, to get rid of phosphate crystals your kidneys have trouble breaking down. For that, you go inside your body and explore your intestines.
It's pretty simple in the big picture, but it's slowed down by the parser. I realize there's a lot of criticism below, but it's the sort where I had fun despite having these suggestions and despite, thankfully, not having kidney problems. I think back to how I wish I'd had something like this as a kid for health stuff in general. It would have worked so much better than a video or in-person lecture featuring an adult telling you how you'd better take care of your body, because they wish they did.
It's very cheery (both text and graphics) and helpful for the holes you need to fill in with a non-standard parser, though (small warning) I had trouble taking my medicine even when I knew what to do, to the point where I lost and had to restart the game because I didn't get the syntax right. So not penalizing the player for good (I hope) guesses would go a long way. This seems easily fixable, though. TAKE A PHOSPHATE BINDER works.
The nonstandard (and slow) parser also takes a bit of getting used to (I for inventory and X for examine don't work–you have to spell them out) because you also get a warning if you forget to use "THE." The irony here is that the authors are using something that parses natural language, and it in fact brings back the inconveniences modern parsers short-circuited long ago. While the authors make clear their intentions and the software they're using, I think it's a case of maybe pulling something needlessly high-tech.
At the end of the game I had a chance to restart and get another costume. It would be neat if there were an expanded adventure, or some assurance of it. Perhaps more areas inside your body to explore. The first try had five rooms outside your body, and there was only one puzzle.
But I liked what I saw and hope this game, and this sort of project in general (teaching through parser games) continues to grow, and people try combinations they hadn't thought of before. Pure language parsing doesn't seem to be the way to go here, but this could be rectified in a sequel, if the authors chose to branch out, because sadly there are a lot of diseases, and it may not make sense to kids why they have to do things and all the other kids don't, and "because adults said so," no matter how kindly stated, gets a bit annoying.
I feel like a bum poking holes in a game with so much potential to do good. But I know the authors have taken the feedback they've gotten well and made some adjustments to the parser since I played this. I hope they continue to tweak things for this and other educational endeavors.
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.
Full disclosure: I tested The Vaults after IFComp was over, so I've been able to see a lot that wouldn't be accessible in two hours. I think I've worked well with the author, and he's been attentive about bug fixes--he even responded positively to a one-star review! I've enjoyed my time through it, and again. So this review will be a combination of my IFComp experiences and why it placed where it did, as well as a look forward, and things that are fixed if you want to check out The Vaults now. TLDR: there's a lot more player help and balance.
Within the two-hour judging limit (I think,) I got my keepers to level 2 in The Vaults. I saw basically what was going on: you have little three mini-ghost keepers, replete with hoods, who go about a terrain and fight adorably grouchy little knocker goblins. They're bluish and keel over and grimace further when they die, which is quite frequently. I even managed to gain my keepers armor and gauntlets. The armor cost one maximum hip point, which shows the author has put effort into balancing things in addition to, well, getting such a massive effort to work.
From a gaming perspective, I enjoyed The Vaults very much, but as a text adventure or perhaps freeware, it's wanting. It's in Unity and takes a while to load--longer than Cygnet Committee, Silicon and Cells or Mermaids of Ganymede. There are in-game purchases, which is just fine for a game that is going to Steam, but other people found it iffy. The ethical considerations here are tricky: you won't see all of the game in two hours, especially with all the special effects, but if you buy a pricey item, you can move forward quickly and thus be able to judge more! I think The Vaults unintentionally found a loophole that should be closed. I doubt this was through malice. The author probably saw, hey, there's a contest for unreleased games that starts just as my game is scheduled to release! So I think IFComp needs to re-evaluate its stance on in-game purchases. Competitors shouldn't feel pushed to make them in the name of fairness. This is far less black-and-white than releasing a game before comp start or actually charging, but I think now we've seen it, we need a future rule.
However, the main reason this game didn't work for IFComp is that it wasn't really text-based at the time. The big text gulps are before you go exploring, and then the screen times out before your next fight. It's possible to take a screenshot, but it shouldn't be. A few tutorial dialogues popped up but not enough to help you understand what was going on. Often text would disappear after some time out, or I'd just want to get through the splash-screen before the next fight and suddenly realized that text might be valuable! So having an information, umm, vault full of these screenshots would be nice. There are starting tutorials, but I wasn't in a position to really understand what they mean until you play a few fights. The game precluded you from doing certain things, too, such as attacking when attack power is zero and now I've gotten through it a bit, it's obvious to me, but not newer players. I almost gave up, and I maybe would've, too, if those poor cute knocker goblins hadn't shown terrible strategic reasoning by attacking me. I eventually decided to see what would happen if I just sat around and let them kill me, and at that point I realized what some of the numbers around the combatants meant.
All this is done much better now, though it's still light on text. Having said that, the graphics are good enough to figure what the red, blue, green and purple are for without text. I did it myself! Thankfully, you won't need to any more.
As it was, I assembled a deck by trial and error (it's now automated--your default cards go to a default deck), and I got bopped pretty badly as I pushed forward outside the first area. So I stuck with knocking around (ha!) the poor knockers goblins, deal with summons, and attack only when it's useful. I was overwhelmed by who did what at first, and again, there are helpful popup boxes now. The author's done a lot of this--allowed for more detailed graphics or animations, or just "hey! Here's the treasure from those twenty chests!"
The Vaults is an impressive piece of programming. I get a sense of strategy that interested me, even though I'm not big on card games. But I definitely wasn't in the right frame of mind for it, and given how I wound up grinding in the first area, the story was almost non-existent. It only unfolds with each new area and tougher monsters. That said, I did get to the end of the second map with a clear idea of what was going on. Even then, I hadn't explored duel mode or really used the Forge, which combines items (you get experience, and it costs gold) into more powerful ones. You also get to choose a specialization class later.
So The Vaults is a bit heavy on the technical effects, and thus it put itself at a severe disadvantage in a text-based contest such as IFComp. I feel like a goon playing gatekeeper and saying "IFComp isn't the right place for this game" because, after all, I did enjoy it. But all the same, given that the author has ambitions to put the game on Steam, I suspect the game's placing will be outweighed by the utility of any bugs judges find and report. I've learned a lot about the whole RPG creation process. And at any rate, it's really cool to be able to say I sincerely enjoyed my time testing both the first- and last-placed games in IFComp 2021, albeit for different reasons.
The title isn't joking around here. It gives you a clue that there is a lot of horror, and it may be overdone on purpose, but there is a point to it all. The problem with this is that one image or passage is probably not going to go down well for you. This is far from fatal, and I don't know how that can be helped. All I can say is, the bad guys are exposed as bad in the end. Because this was the game I most had to sit myself down to play. Others, my mind wandered. Here, I wanted my mind to wander. But there were rewards.
What, then, got me nervy? (Spoiler - click to show)You kill someone innocent in the game, rather early on. It made me get up and walk around a bit. It’s all there to establish what a bad person you are and how much you’ll do to gain power. But it’s there. And it quickly changed the tone, for me, from a light-hearted, silly "look how messed up bad movies can be" into other things. Yes, it’s supposed to be over the top. Yes, you may be the surprise-twist bad guy. That’s the point. Everyone’s revealed at the end to be awful, power-and-fame-grubbing people. But, hoo boy. One of the implements of death, well, might offend religious sensibilities. Perhaps people more comfortable with horror tropes can cast it aside. Part of the joke seems to be that you, a bumbling actor, get worse along the way to power. Knowing the author is a good person and a strong writer, I think this is the right explanation.
Maybe I felt ambushed by the gore, though, because the game does seem to go full-scale joke at the first required command. It's a pitch-perfect well-clued guess-the-verb that gives an idea of who you are. Then, after being called to Arnie, the director's, office, you discover that a cult is backing the whole production, and later, you find the big-shot actors also playing a role on-set are not quite as they seem. It goes well beyond needing makeup or a hairpiece. Along the way, you gain your first points, too. SCORE doesn't just give a numerical total but a list of "horror movie themed" things you did to avoid perilous situations, which mostly involve running away or, later, not letting someone else run away once your inventory's at full strength.
Enough strategic running away lets you make forward progress to Studio 5 (yes, there are four others) to see your first task. The actors are involved with that, and you not only need to gain their favor but also need an additional item for protection, which you can only get from killing the security guard. Security guards pop up throughout the game. They scold you and kick you to the studio lot without ever hurting you, so you see how it can be disturbing that you may need to deal harshly with one. There is a definite Chekhov's Gun lying around. I felt guilty considering doing what I needed to do. But I did it. And a part of me still felt, boy, it's pretty annoying to have to HIDE from the security guard for the fifth time. It'd be nice to get rid of them and get on with solving the puzzle.
Yes, there are five studios, each with a theme. Each brings you a phalanx you will need to defeat your executive director's evil cultish plans. The puzzles for all this work technically. The best one is where you have to summon and banish ghosts to create a sub-story by itself. This could be trial-and-error, but it's pretty clear who has to go where, and the locations also have clues. The outline of a body suggests a murder. And so forth. The build-a-monster one, while not as emotionally effective, signposted the pieces I needed, and then there was some thinking about how to tie them together. There's another one where you have to force someone who's scared of animals somewhere. I thought the English pub scene was the weakest, but it was still pretty good. The big basic types of horror movies are covered here: building a monster, giant predatory animals, and so forth. This was all well thought out, and there are a lot of good laughs leading up to the final fight scene, where you defeat evil. Of course, you don't exactly have a holy army behind you.
The final scene ... well, if I have to poke the author about something, it'd be to streamline the parser so you don't have to type in so much. Use abbreviations. Because it's a neat bit of five-on-five fighting, with different army groups pitted against each other. Then the surviving ones fight, and so forth. There are several possible outcomes here, but I found it amusing to compare aligning who fights whom to gerrymandering, which is a banal evil of its own sort. Gerrymandering? Why, yes. The way to win the war with balanced armies is to find who barely beats whom else (the mechanics, as far as I can see: (Spoiler - click to show)units start with 0-4 strength and lose one point for each fight they win,) and give yourself four wins and one big loss. You can even try to lose this way, too. But one thing I noted was (Spoiler - click to show)it wasn't whether you won or lost, but WHO won or lost, that caused the ending. There are three, and one is almost redemptive and potentially makes Dr. Horror feel like a big trolley problem. And this made me think: for all the physical power everyone has, or the offices and connections, you ultimately have the most power, because you have a bit of knowledge the others don't. And with this knowledge, your status as outward underdog is a bit fake.
Overall, if you're up to a lot of macabre jokes, and you understand/enjoy the genre (written or film,) Dr. Horror seems like it's for you. Perhaps it hit a perfect storm that almost made me put it down. But it was an "almost" because the craftsmanship is obvious, and the bad guys are clearly labeled as bad guys. "Bad actor trying to force their way through" could be a cliche, but here there's variety in the puzzles and knowledge of over-the-top horror films in detail.
One word on the fatalities and why I found them unpalatable: (Spoiler - click to show)I've run into mean security guards and nice ones. Perhaps it's not even security guards, but the people who work the late shift at the athletic club and have to deal with folks who won't go home. I remember leaving my house keys in the office at work and forgetting my badge to sign in when working late, and a security guard I knew helped me get back in. Or I left some writing notes on top of a machine at the athletic club, and the front desk person let me run in to get it. That sort of thing. And it's not a very respected job, and it's not where people want to be, but they need to pay the bills. But it's funny. I admit to thinking "gee, why can't the security guard reminded me more of that one condescending security guard from my high school? That'd be more fun." So Dr. Horror brought out that less-than-beautiful side in me. And I suppose the point is that you are killing innocent people, which is a step beyond Arnie ruining careers or providing lousy pay and benefits.
In the author's forum, I had planned to start this review a different way. "This game's quite good, but the end was frustrating. I just couldn't figure how to beat the final boss. It was a lot of fun, but after a while, you just want to get through with it, you know?” I knocked off another shorter game or two, then came back to try just one more thing and, uh, wound up trying a few more after the final boss. I then wound up seeing if I could play through faster the second time through, and despite the shortcuts I'd learned, I spent about the same time overall, nailing down the quests I didn't quite solve before or maybe trying different reward options. Which will tell you how involving I found the game.
It's quite pretty impressive technically: a procedurally generated RPG where you bounce between sixteen islands on a grand quest that, itself, is randomly determined. There are thirty possibilities for each game: ten classes, based on a combination of two skills, and three big-picture quests. The Tragic Queen's Relics lead you to a randomly placed tomb you must ask the locals about. Another quest has four map pieces. A third has you ascend the Heavenly Spire to fix odd weather with black snow. There's variety in the classes, too. I started as an Explorer, which let me build up experience and silver by just talking to locals. My next time as a Battle Mage, I didn't have that quick start, but I had a lot of fun blasting enemies every which way. As of the end of IFComp, I had some clear favorites for winning quickly. I wound up playing 4x4 before games in genres I was unsure around. So, yes, I won with all ten and enjoyed the varying challenges. I was especially thrilled to find (Spoiler - click to show)a "bribe" sub-skill let me use that excess silver to get half-experience in combat, which saved real-world time. I tweaked my bribing strategy for a bit. And, as I replayed, I alternated between favorite non-fighting skills, or between ranged or melee weapons, each of which works better for different fights.
And this speaks to some pretty impressive balance in 4x4. You may have noticed "experience by talking to locals" above. Generally, when you think of information in an RPG, it's stuff you'll know the second time through, so why waste time clicking through the thought-bubbles? Well, a lot does carry over here, but more importantly, asking the right people for information gets you experience points, so you don't need to fight early on--and with some classes, fighting early is a bad option. You can barely beat Giant Rats. You can, however, drink repeatedly at the first inn you find to get enough advice/experience to get that first level-up.
You also can get experience solving nonviolent quests. This experience can be pumped into five minor skills that improve luck, HP, MP, strength and magic power. They start at zero, and the requirements for the next level double until you hit level 5, when it's capped. Or you can bump your main class skills up to the maximum of level 2, or you can also pay for a third skill. One really cool thing I noticed on replay is that you need a balance between quick improvement and saving your experience for level 2 main skills. And also after a few plays I enjoyed understanding the game well enough not to need a third main skill. At first I found these caps restrictive, but soon I realized they signpost how you don't need to grind too much.
That's not to say you should ignore good quick ways to grind. 4x4 allows you to make silver pretty quickly. Several islands have markets that sell one of food, luxury items and/or crafting materials and buy the other two, one at an extra markup. So establishing these trading routes early is good, and yes, the Trading skill makes things extra lucrative. I remember being so thrilled I could make any sort of profit that I missed a way to maximize. It involved, quite simply, having a small 4x4 grid of what market sold what. I expanded it to other things the useful in-game journal couldn't quite organize. It felt about right--I didn't want everything done for me, and I liked having my own shorthand to target where to go. The journal's a neat way to keep track of stuff, and while it wasn't too wordy, it was still neat to be able to search the text for what I needed, even something like whether a dungeon was cleared. Between it and the auto-saves when you moved between islands or visited a mine or dungeon, I was really happy I didn't need to backtrack or remember annoying details. It also lessened the intimidation of having a lot dumped on me as I explored islands.
Perhaps the neatest bit is something I didn't see until replay. You have a chance for quests and incidents when you travel between islands, and "explore the island" can also give random encounters. Some are one-time, which means experienced players have to decide what to buy and how much to save. While save-and-restore is a possibility if you get a quest you're not prepared for, micromanaging briefly ruined the game flow for me, and I had to decide what was worth retrying and what wasn't. But you also have rumor-quests, eight of them, from a pool of twenty-four. Every island has rumors to check. Some are random. Others lead to the quests. Many of these have several ways through: you can fight or expend equipment or use skills--noncombat ones are prominent here, which is great for balance, and using them also fleshes out storylines you don't see if you just clobber the baddies bothering the villagers. Some, you can buy your way through with the right materials. The tougher quests might require a lot to avoid a tough fight, but the random unique rewards for solving them makes each playthrough interesting. The easier quests often give you a choice: renown, silver or experience. The harder ones give renown, experience and a great unique item.
Renown? Well, it seems useless but is key to the game, although silver and experience are more important and accessible early. You get renown for, well, actually acting like a hero, or defeating very tough enemies. Some random adventures give it. For instance, if you have crafting materials and run across a stranded boat, you can demand payment, or you can just give what you've got for renown. First-time players probably should just take the more tangible rewards, because they can't get going that early, but more experienced players will want renown in order to get quick access to the adventurers' guild on the main island. It can sometimes be quite random how much you get, based on your rumor-quests and when certain quests show up, but there's a way to prepare, and more importantly there are two cute ways to buy renown. They are (Spoiler - click to show)donating to the Academy, which is a heck of a quid pro quo, and paying minstrels to write a song about you, which is self-promotional in its own way. One thing I find amusing about renown and solving quests in general is that 10+ renown lets you rest free at inns--this isn't a game-breaker, but combined with one-offs where people recognize you and give you powerful items for (for instance) defeating a mist-monster at sea, the attention is almost slightly embarrassing, especially once you have more silver than you could ever spend.
But it takes a while to get there, and in the meantime, I liked how 4x4 made it so it was hard to be fully busted. As you travel between islands, you may gain or lose MP or HP, or tradeable items may get washed out from your boat or onto it. Your fortune stat (aka luck) controls this a bit--I think. You may also find NPC (mer-folk when sailing, hunters on the island) willing to sell you special armor or goods to trade for a profit or buy at a discount, and sometimes you just get small experience boosts for avoiding traps in the small dungeons. With all the random quests, you also have places that reliably give fights, though exploring may give experience and good items quicker. There are three such places (bandits, beasts and undead) placed on random isles, and you can visit the easy or hard sector, so they keep their value without screaming "GRIND HERE."
The procedurally generated text works well, too. There are possibilities for all sorts of contradictions if you try for less generic text, but they don't really pop up. The island descriptions are fun, as are the stories you can get from locals, and having them around really complements the strategic parts. The quests have a lot of hidden jokes, too. One random rumor quest has an arm-wrestling contest, and if you have maximum brawn, the organizers bribe you to let their son win in the final. Another lets you bribe a Red Knight's squire to find the knight's weakness before a fight. I forgot to mention that you can acquire allies who help (marginally) and one of them knows a bit about the history of the Archipelago and informs you when someone is telling a lie. This is all very vague, but I don't want to spoil the fun of discovery.
What encapsulated 4x4 for me, though, was finding ways to go faster and enjoying them despite missing out on side-quests I enjoyed. You see, it's possible to win the main quest without doing nearly everything. A sea serpent has more HP than two final bosses. One quest in particular involves a Wanderer who visits all sixteen isles. She tells you the terrain of her next isle, and you can consult the journal or the main page that displays them all--the islands are attractively drawn, clearly similar by terrain but not identical. So it's a fun mini-game of chance. It's rewarding to try and solve a bit quicker than you expected, and the choice of items she gives you at the end is very powerful. It helped me before I really figured how to get epic weapons and skills early. I also miss the Coral City, a place you can only find by luck until you have access to the Academy. It's a maze with nonreciprocal paths, but it works very well, and I don't want to spoil more.
Add all this up, and you can guess I really enjoyed 4x4A, both as a player and someone who enjoys learning about design, and both for the novelty of the first couple playthroughs and the enjoyment of honing strategy later. Strictly by the rules, it was probably a bit long for IFComp, but I was glad it was in there--it boosted me between games that weren't in my genre. I felt almost a bit guilty reporting bugs I only saw because I was really paying attention. So I really recommend it. It's quite well-balanced, and the randomization makes each playthrough different enough that 4x4 never quite get old. Each time I've sat down to play, it's fun to uncover quests and islands I've seen before, as something always pops up that I'd half-forgotten.
My initial thoughts on APBW rambled a bit. It brought up a lot of ideas that swirled around. They took a while to settle. It's a very ambitious work, and I'm not surprised it co-won the Golden Banana. But I'm also not surprised it placed highly, as I think it was rewarding to go through even though I only went in for part of its experience. It's about an online fan-community for young adult fanfiction that blows apart when the author of the books insults someone who's a big fan of theirs. In this case, it's GT McMillan, author of the Nebula series. To me, the GT sort of lampshades JK Rowling's hot takes on Twitter and fans' disappointment.
But I think it's more than just frustration with a Rowling clone. They get relatively little text compared to you and your friends. Overall, APBW helped me realize how much stability some online communities have, because with competent, sane adults in charge and some simple rules, along with punishment for trollish "look how these rules aren't perfect," really terrible things don't happen. But then again, these communities have decentralized power. For instance, the SBNation group of blogs knows the college athletes they cheer for are, well, only twenty or so, and they make mistakes. Or they know the commissioners of their favorite league aren't there out of altruism. Or they can see the good and bad sides of their favorite or most hated coaches. And the rules are simple: no bigotry, no flaming, no illegal streaming links. They work. I'll be comparing things in this review, because I had a lot of moments saying "Well, life goes on, right?" Though it sort of doesn't.
When you are young, that all is a lot tougher, even without trolls around. Any chaotic event throws things into turmoil, especially when an adult precipitates it, because adults don't DO these things, right? Especially one that could write such cool books that really stick it to bad guys?
Well, GT McMillan DOES do something. Not right away, though. APBW is told through the lens of an aspiring fanfic writer who blogs a lot on tumblr. You're amazed at the people who write more and, apparently, better than you do. But you'd like to try. You have friends you reblog and like and so forth, but you quickly realize they're at cross-purposes with each other. Some friends have troubles that get reblogged, both trivial and serious. Some friends just post for attention. Your reactions to this can get you blocked. I wound up completely ignoring the @brunova-official fanfic account, as I figured any drama with romantic fanfiction between Bruno and Gali, the two most popular characters (I didn't want to worry about the details of the work-within-a-work,) and I still made enough connections. I was amused to find the author's comments in the source, explaining how following and rehashing that sort of thing got you lots of likes, just because.
So I did all right with the whole writing racket. Despite my character's reticence and worry everyone was better than they were, I kept racking up likes, as my character paged through the five physical senses for ideas ("What do you think/smell/see/hear/feel/taste?") and my character wrote stuff down. This was meant to be mechanical and formulated on the player-character's just plowing through and doing what they were told in English class, when really they want to do so much more. People assure the PC that it's all so good and so forth. Then the pivotal moment comes. McMillan doesn't just cut down any fan but one who really looked up to McMillan. Others who did so, too, are confused. Some of your friends proclaim McMillan "over," even as the actors and actresses of the movie based on the series disagree. There's a split among fans with big followings, too, that goes beyond "Who's the coolest character?" Claire/Shadow-Protectrix, a big fanfic writer who organizes NebulaCon, comes down on McMillan's side (ironic, given their screen name) when your friend Luna is attacked by GT McMillan, prompting more attention than Luna ever wanted. She winds up deleting her account and starting a new one and not even asking for reblogs in support of her.
NebulaCon's largely organized by adults, too, or at least Internet friends who seem grown-up for their age! Most of whom are nice, but some of whom let the kids know who's in charge. And with every pronouncement of Claire's that she has to scale back, I certainly feared NebulaCon would be canceled. Because NebulaCon is only once a year, as opposed to twelve fall weekends for football, where fans of opposing blogs on SBNation get together for more than just the obligatory "preview with the enemy." They take pictures. They even share loss and big life moments. It can happen every week, even between fans of archrivals. And stuff like this shows the best of Internet fandom, of people getting together and helping each other through disappointment, of empathizing and saying "what if it happened to me?"
It's pretty clear the downside of the McMillan community collapsing is much higher for its members than for adult sports fans. And it's not just pro- or anti-McMillan. There's "we should've known it all along" and "I still can't believe it" among the antis. At one point, the main character wrestles with a passage that discusses not being false to yourself and how it was interpreted as pro-trans, but after MacMillan's words, they realize they maybe saw what they wanted to. This parallels fans tired of a losing coach, in a sports community. Some think they can still right the ship, some see the signs in retrospect, and flame wars start. But the stakes are higher, because when you're younger and don't know certain mind game tricks jerks play, and you have to hold on to what's there and be glad there's only so much trolling. You don't even feel you can speak out against jerks who like what you like, because on balance, they've been a positive, right? And it may seem there is no plan B if your group of book-loving friends collapses. The author touches on this by having some characters say "Hey! I found this cool KPop group." Which is different from what you'd expect, logically, such as "hey, there's another great book series." But in that moment I realized both you-the-character and your friends wanted to say "I don't want to lose you as a friend" but you didn't want to seem that desperate.
And, of course, you will need to stay together. Good things will end. As you write your final fanfic, you-the-character are far too aware the fourth wall break you make is as mechanical as checking off the five senses and "think" for writing prompts, and it's done before, and it will be done again, splitting community or not, because it's part of growing and moving on. You actually do finish your fanfic and go out on a high. That, along with trying to support your friend McMillan called out, is all you can do, especially when McMillan doubles down. (Well, actually, you can side with Claire. I didn't have the heart.) The older fans who orphaned their fanfiction–well, you get it now, you didn't see how they could stop if they had this gift, surely they could've just glided into a pretty-good ending sheerly out of momentum. You figured people just kept having stuff to say, and they don't. I had a similar thing happen when writing game guides at GameFAQs. I realized I was going to run out of motivation or games, and I also realized YouTube might become a Very Big Thing. I eventually just had a list of games left that would up my total word-count. I moved on, slower than I should've, of course.
It's difficult when a community dissolves, big or small, but it's also so nice to cross paths again. Still, you just don't think you will, and while that's out of the scope of APBW, I'd like to think the narrator plants the seeds for that, despite NebulaCon being canceled. They'll find other interests. I suppose it's the same sort of thing as a first crush, except, well, it's about having lots and lots of friends that evaporate, or you know you won't be able to keep track of them all.
Playing through once was exhausting. I had trouble remembering which player in the canon was which, and I also had to brush up on which of your blogmates did what. But it was the first of this sort of writing I'd seen in this form, and I found it amazingly effective for getting me to sit down and thing. I had a lot to say, and on reflection, it might not seem relevant now, but it filled a place that other IFComp games didn't come close to filling. So I think it was overall very successful as a story and an interesting world, as well as a reminder of all the stories I wanted to write but never quite did.
The author had a lot to say in their postmortem. There was a lot to read, so for the first time through, I simply looked at the source code to see some of the options and such that I missed. The check_blocked.txt file provided me with great amusement and demystified some of ChoiceScript. There still feels like a lot to unpack. But I found I was able to keep up with APBW, even if I had to ignore chunks, as I learned some terminology that made total sense once I read it.
APBW originally inspired some much more random, rambling thoughts that I don't want to pull out of the authors' forum. They're not really about APBW. But they were important to write and bury. They reminded me of the slow breakup of other communities and some I'm still shocked are there. APBW even reminded me to check some I thought were dead, and it's great to see them live on, or even see a 31-year-old say "hey, some people were really nice to me when I was clueless and 13, and I miss them." I remembered how I wrote game guides because I didn't feel qualified to write actual cool games, just as the narrator writes fanfic. (I still haven't written a graphical one!) I saw parallels between fanfic and some humorous features at SBNation sites, such as the ubiquitous Power Poll which ranks teams in a conference and compares them to characters from The Office or skits from I Think You Should Leave or, from one very creative person, stages of evolution. And it all works. It somehow pulls everyone together and reminds them of what they want to look at while they wait for the next game. Simple yet funny rules are established: on offtackleempire, a site for Big Ten team fans, you must punch in on Saturday if your team lost this weekend. There are inside jokes, but of course people with decent Google skills can figure them out, and they deserve to. And there are fanfic legends, people who wrote great stuff and are maybe retired now, but they drop in unexpectedly with a few hilarious tweets or essays.
This all is the result of a fully mature community and may not be as exciting as McMillan fan communities, but it's at least as rewarding. APBW made me realize how much we have, more than any impressive "look how far we've come and what we take for granted" speech could. For that I'm grateful. I'm even grateful for people I like only because we like the same team (just as APBW's characters like the same series and maybe even share a favorite book or character, and it's wonderful until they find other incompatibilities,) or even people I liked and then it fell apart. I even wound up sort of wishing I could explain this to some of the more upset APBW characters. Perhaps it's worth doing in real life.
It seems reasonable to critique APBW for problems of focus, or of certain things being too generic, but it's wildly ambitious and hits the mark often enough that I, a layman to fanfic, enjoyed it much better than more polished traditional efforts which seemed to fit in a nice box. Once I got into it, it felt like something someone would have done eventually, and I'm glad it got done so well. And it reminded me of all the things that could've gone wrong but didn't. It hurt when longtime Purdue basketball head coach Gene Keady laughed as he endorsed Donald Trump in 2016, a man Keady would've kicked off the team after a week on general principles. I was disappointed with the accusations swirling around Kingdom of Loathing's co-creator and how this forced a much more serious view of the nightcap you drink to get drunk with your turns gone at day's end. And I'm glad I didn't know about Roald Dahl's dark side until he was an adult. Yet at the same time, any one of these is the sort of growing-up experience I'd have loved to have other people around for, even if things fell apart at the end. APBW captured that and more for me, and thus, I value it.
With Rameses and The Cabal and now The Best Man, Stephen Bond is now a resounding three-for-three in the "be very, very harsh on the player character" department. It's not slapstick stuff, no physical wounds or financial ruin. Just brutal existential despair and failure and helpless and pointing out how the main character misses the point. The Best Man helped me revisit certain unfortunate relationships with better perspective, but on the other hand, I'm sort of glad I don't know Stephen Bond very well/at all, because I'd be absolutely frightened of any character portrait he might make of me.
You see, I really wanted to believe Aiden, the main character, sees a way through the abuse he received by the end, that his final statement he's put stuff behind him is true. I hoped and believed, and in my mind, it was so. I didn't want to reread _The Best Man_ to disprove this. Once I did, though, I had to change my opinion. I'd simply blocked out the worst parts, because I wasn't in the mood to cringe at the time. Surely Aiden had learned from these experiences? I'd had a few, wher I idealized people and I realized they weren't so great. And to me, Aiden was not as outwardly horrible as the social circle he was sucked into. But that's not much. He's the nicest guy around, and the nicest guy he knows, and it's good enough for him, and it isn't. I felt icky saying "boy, I sort of identify with Aiden there" or "I've seen that/been there before." It was a rough experience. It left me feeling I wished I'd stood up to a few people who were as outwardly respectable as Aiden's clique, people long gone. But it also made me realize how hard that sort of thing is. Dryly speaking, we're all prone to a sunk-cost fallacy. Most of us stop sinking, though. With Aiden, though, I wondered if perhaps he were a bit autistic--I'm not a doctor, but his treatment at the hands of his acquaintances reminded me of seeing some other people on a long-ago message board "just teasing" someone who was. So perhaps this story could be read not about Aiden but about human cruelty. It's important to recognize that Aiden is a very flawed individual, but the author does make it pretty clear that his so-called friends are worse, just more polished.
And he appears to have nailed things down, starting with the cover art. A white suit is unusual for a best man, and along with the title, it immediately brought to mind Philip Larkin's "Sympathy in White Major." This poem calls into question what selflessness and likability really are. The critical line is (Spoiler - click to show)"Here's to the whitest man I know, though white is not my favorite color." And, in fact, white isn't Aiden's favorite color, deep down, but he has no choice. I wondered if this would be another story about a repressed good-guy, or someone trying to be a good guy. It is, and the only question is if he breaks away from that. We've all done good deeds and not puffed our chest out. We've all felt a bit self-righteous at times. We've all been pinned down by compliments and unable to say "Not this time" and made unreasonable requests of our own, or we've had to pick and choose our fights. But Aiden seems in an active cycle of doing the technically right thing and feeling more miserable. He's unable to walk away, until he has to run way.
Aiden certainly has his fantasies about people realizing what a good guy he is. He's not even the first choice for best man at the wedding of Laura, a girl he had a crush on, a girl who likely used him as a social crutch and yes-man until she found someone she could live with. The groom-to-be is John, who, as we read more of the story, is really a male version of Laura. Aiden doesn't see this, and it didn't really hit me until later. Of course what Aiden sees as bad in John, he sees as joie de vivre in Laura. And on re-reading I think John and Laura kept Aiden in reserve for the sort of drudgeworthy tasks a hungover best man would not want to perform. Aiden wears white to be "on team Laura," as if weddings are competitive. And he's foolish enough to think he's running these errands just for Laura.
But it turns out Colm, John's main best man, has worse than a hangover. He suffered a very avoidable accident after Aiden left the stag party early. It was Colm's fault, and perhaps the best man also has a few last-minute errands to run, but hey, John and Laura were thinking of Aiden! They go looking to Aiden for aidin', we begin the flashbacks. Aiden meets Laura in college, waiting for a bus. She tries to "get him to live," as she "gently" reminded him of the ways he may be a bit silly. (Note: getting him to live didn't mean helping him live as he wanted, or well, just bringing excitement.) One of Aiden's attempts at spontaneity results in a pathetic act of littering. His choices of dialogue range from passive-aggressive to snarky, but the results are the same. Aiden's certainly self-absorbed, and he looks up to self-absorbed people like Laura who seem more absorbed than he is. John swoops by two years later, and he's a better match for Laura. She respects him a lot more. Perhaps she's been able to use Aiden. She knows that small things like a touch matter a lot to him--too much, perhaps. She gets him to like a teal-colored scarf. But a man like that won't stay interesting.
And Aiden also ascribes virtues to her that aren't there. At one point there's a buildup to "she gave me my agency," which, nuh-uh. None of his choices matter. And her laughing at him? Well, it feels nice, because it feels nicer than when guys do. It feels like life. "She created this world of ours, this was her world, and she chose not to live in it," Aiden says, unaware of how easy it was to create such a world and how empty it was and even how she tried to expand it, but he said no. Aiden seems in love with the idea of love. Later when Laura suggests he get to know Ash, a girl in her circle, better, Aiden says, well, he couldn't love Ash as well as he loved Laura. Truth, of a sort. So another member of the bachelor party, Nick, winds up dating her. It didn't work out, but Nick does seem better adjusted. Aiden's "Before I learned — before she forced me to learn — what it is to care about another human being" rings hollow because, well, you can't force someone to learn that sort of thing. And indeed, it's not clear what Aiden's learned, and in the scene Nick narrates, Nick picks things apart more meaningfully than Aiden does. He's cynical (weddings are a racket so stock up on "free" food, the stag party bored him) but sees Aiden as better than the lackeys and with some hope, because the difference between errand-boy and "person reciprocally actively encouraging bad behavior" is significant.
But that didn't stop me from thinking, geez, Aiden's really a sucker, isn't he? "I had to find that love within me. I had to find the energy to be there for you ... even at my own cost." But did it really cost him if his main goal was to be around Laura? I remembered people I looked up to or had crushes on, but I wasn't that bad, right? Stephen Bond is more eloquent. But there are passages interspersed, of the people Aiden meets. The people preparing the organ music for the wedding see him wandering around. Their lives may not be full, and they have faults, but they are self-aware. The couple selling the roses grumbles about things, but they at least account for others' behavior (each alternately forgives and lambastes the bad behavior of various wedding parties) and try to respond to each other's complaints. There's no hierarchy.
But Aiden still sees one: "Our group of friends, now pruned down to the classic 'gang of five' (the two of us, Aisling, Deirdre and Orla), held court every night in a different venue; we pronounced on topics far and wide; we praised the worthy and dealt justice to the deserving." One wonders how much pronouncing Aiden did, and how much he was there just to be someone to talk at. One even wonders how much he listened to said topics. Just before the wedding, he thinks "Orla, but sometimes you can go too far, sometimes you can be hurtful. Laura somehow is able to temper your worst excesses." Laura, who encouraged him to "live" and be snarky. As he himself says, bouncing from nostalgia to bitterness: "You started hanging out together once and you hang out together now and maybe later you'll hang out again and that's it. That's your story." He does a lot of that, based on his mood.
And he never admits that, well, he is at the bottom of the hierarchy. His neediness shows just before the wedding reception when he asks for a good-bye individually from each of the bridesmaids, which is maybe appropriate if you are twelve. He also has two tasks before the wedding, and he checks off with Laura to say he's got the first part of her requests done, and she blows him off beyond what he deserves for rambling on a bit. You suspect she'd have said "Oh, I was WORRIED about you, it was so senseless not to check in" if he hadn't called. And John gets in on the act, too. Colm returns miraculously (?) for a speech and a roast of John, but next it's Aiden who's roasted for his white suit. His speech as Best Man is, on the surface, decent, though it does contain a passive-aggressive slap at Nick, who deserves it the least. It gets scattered applause, where Colm gets roaring laughter. And this is tricky: you want to do the right thing, despite it all, but with Aiden, perhaps the right thing is to recognize when your good efforts aren't making anyone happy and say "enough." And he never can.
Aiden doesn't realize the no-win situations he's in. There's one brief scene where he calls Laura to say, yes, I got the flowers and I'm going to get the ring, and she lets him know she's busy and he'd better not call unless he has to and that's awkward, and my immediate reaction was, if he didn't, Laura would tell him it was awkward not to check up briefly. Then you/Aiden hang on for a bit for some empty chatter, to drive home Aiden's need for approval. He's pushed around by John's creepy cousin who hits on someone well below his age. The bridesmaids chide him for eating desserts left for the guests, then finish what he took a bite of. John gets gum on his expensive shoes and somehow still manages to embarrass Aiden a bit. Neither set of parents even recognized Aiden--no, Laura either didn't have a picture of him or take time to show one or even mention the white suit.
Even Laura and John's wedding march, Deep Blue Something's "Breakfast at Tiffany's," may be a joke at Aiden's expense. The church staff mention it is an inside joke, but it's never explained.
And I said, "What about Breakfast at Tiffany's?" / She said, "I think I remember the film" / And as I recall I think we both kind of liked it / And I said, "Well, that's the one thing we've got"
Aiden is saying this in his mind to Laura, even as they have drifted apart. And yet, Laura may be leaving him hanging, and perhaps she enjoys it, and she can use it to get him to do something. She knows she can point to the one thing they've got, in order to get him to do something. (Note: I still hate the song, even after I see its purpose here, because it's always felt too whiny. It's very apt here, though. Especially when the characters confuse it with other 90s songs I realize could be confused together. It's as if he could easily write something uplifting and lighthearted, but why bother?)
But the greatest humiliation may be internal. Aiden, of course, would love to blow up the wedding, and he has many choices at the moment where he hands over the rings, but each way he's foiled, often by someone different, and people forget about it. If you try to pocket the rings, someone grabs them effortlessly. If you wear John's ring, for instance, it's way too big for you and falls off, and to me that captured how John was just more imposing, physically and mentally, than Aiden. The worst you get is a sardonic "he had one job," which reminds me of how the Hitch-Hiker's Guide to the Galaxy changed its entry on Earth from "Harmless" to "Mostly Harmless." The least awful option is just to seethe and hand over the rings.
I'm not sure which hurts worse, being blown off or actively mocked, but Aiden certainly gets both. And I know I have. The first time I realized it was when someone younger than me in high school had the temerity to do so. There were episodes like where people told me I needed to swear more and not be a prude, and then I did and they laughed and they said I didn't do it right. But I recognized this--I think. I found ways forward, things to study, and so forth, so my time focusing on myself wasn't focusing on the approval of someone louder. Aiden doesn't seem to have that. He simply can't bring himself to say: these people are at fault, full stop. He'll kvetch about how they bug people, but he never says, "well, here's what I can do better." His looks inward are about him and Laura and climax with a scene in the bookstore five years later--no, he says, two--and which go off the rails as he nails down how best to imagine a meeting with Laura, now divorced from John. While the marriage doesn't seem like it will be happy, because Laura and John are fundamentally unhappy people, Aiden's constant revisions make it pretty clear he's going beyond the occasional daydreams about someone that got away. This registered with me the first time through, but I didn't process how bad it was. Perhaps it's because I've dealt with people like Aiden and learned to zone them out for survival's sake. It wasn't until I reread the game and noticed how Aiden would adjust and edit text that already appeared, that I saw -- this isn't a daydream, it's meant to be a habit. And the proofreading he does is never "well, I might not be making sense here." It's florid stuff like "(Reifying the symbolism of the incident with the crisp bag.)"
I didn't see a lot of this the first time through. Then, when I re-read, I realized how grateful I was for the non-Aiden scenes. With the excitement of initial discovery gone, I found Aiden's constant choices between passive-aggression and aggression exhausting. I sort of assumed "Oh, Aiden meant to say that but just forgot. He was too busy at the time. There was a wedding, and so forth." But all the same, we are getting Aiden's story, and that's what he chose to discuss, and when he digressed, it wasn't about what he learned, it was just about his next immediate problem. And his ruminations are "I will find the right words to make everything okay"--common magical thinking in many unhealthy relationships and, of course, in The Best Man, none of Aiden's choices turn out to be the right words to make anything okay.
The Best Man was a difficult read for me, but a good one. It can be hard to deal with times you thought were good and now realize weren't. Or times you thought you were being the best you could, but you really needed to stop pouring emotional energy down a drain. Or to have friends/acquaintances who tell you you'd better not embarrass anyone, because you're sort of prone to that, and then have these people embarrass you, because just being decent is boring. Or to see that people who were "just joking" were really being kind of mean and, more importantly, to find a way to deal with it.
Aiden does so with platitudes. Some are pretty black-and-white, such as when he talks about "the good guys." Others feel transparent, talking about faith or "I had to find that love within me." Or he talks about having to do good deeds and bury it -- but boy, does he remind you how you buried it! Since Aiden has an engaging sort of self-absorption, it's possible he has indeed, as he said at the end, done some good, more good for people than, say, if they'd made friends with John. Ameliorating nastiness isn't great, but it's better than nothing. People who don't know him very well might actually learn something, in the same way a fortune teller can accidentally remind you of something you want to do. But I can't see this as a basis for a healthy relationship. It may be a long relationship, if the recipient is as naive as Aiden, but not healthy. And it's sad that this is the best some people can do or be.
The ending, where Aiden talks about darkness, reminded me of friends, or nominal friends, who treated me as a second option, yet I still enjoyed how they were "opening me up to life" until I realized the truth later. Then I realized they were sort of mean, and much later I realized I hadn't thought about them for a few years and I was over them, though they were good "don't fall into that trap again" reference points. Man, high school sucked. Aiden, however, is a college graduate.
And I certainly think that believing others can improve, even if it isn't likely, helps me improve. But Aiden the unreliable narrator, looking to change his story beyond the standard "Oops, I meant..." seems to hide actively from changing himself. Perhaps, with the social circle he claims at the end, he has taken over John's role despite saying "that darkness is behind me now." Or perhaps he is not quite as insufferable as John, but he can buttonhole you for ten minutes. Maybe he's easier to blow off or admit you're tired of him. I'd like to believe he's become a better person, but I suspect on meeting Aiden I'd be very interested at first, and then things would fall off quickly and I'd look for any excuse to duck further conversation.
All the same, though, I'm left feeling how tragic it is Aiden found people who gave him bad life advice, not out of evil, but out of their own selfishness, a more exciting self-absorption than his, and he tried to learn from that. How much that leaves him off the hook for his long-term cluelessness, I can't answer. I do know Aiden failed to strike a balance between lashing out when someone goes overboard and soft-pedaling the "hey, ease up there, huh?" He certainly chooses his battles wrong. And so do I. I've had my share of Walter Mitty fantasies about standing up to people or maybe telling them, I saw what you did twenty years ago. The Best Man brought a lot of that back. But I also think they prepared me to actually stand up, and my fantasies of "what I really want to say" have a lot less anger. Whether or not Aiden became a good person, I see his potential pitfalls as my own, and I certainly want to make sure I didn't react or dwell as badly as Aiden did.
Earlier in 2021, the New Zealand touristry bureau released this great ad about avoiding cliches when visiting sites: avoiding certain poses or certain shots, and so forth. It's well-done and amusing, as it opens up some questions: why do we go interesting places? Are we really getting anything out of it? Are we getting what we should? How do we get what we should? Funicular Simulator doesn't pretend to answer these questions fully, but it does provide us with ways a sightseeing trip could be more than just something to check off on. In fact, here, it can lead to an entirely new life, or death. And, as Mike Russo's review (which will appear on IFDB in 35 days) invoked for me, it may give a feeling of being on public transport and having your own stuff to do, and yet being open to discussion if the right person is nearby. It helps scratch the itch of wondering what the interesting-seeming person on the bus/train is thinking about, whether you've never seen them before or recognize them on that route. So there are very accessible personal and fantasy elements at play here.
The situation here isn't exactly the daily commute to work or the weekly bus trip to the grocery store, though. You're on the tram to see an aurora that appears every twenty years. Four people around you seem, well, interesting. There's Luke the graphic artist, Sofia the pilgrim, Meena the scientist, and Ray the student. You choose one to start, and the game focuses in on them. Each has their own story. None fully expects you to believe them, and there's no reason to.
Well, until you reach the end of the line. One of the four leads you to a conclusion, and you have a choice of whom to go with, at that point, if you made friends enough. There's a sort of Groundhog Day mechanic at work here. You can mess up a bit, and the person just says they want to be alone, or in the case where someone is romantically interested, you can push them away. And you can try again, if they didn't invite you a bit further. Or you can choose another conversational companion. You know a bit more, and that "Yes, I know what the aurora is for" option is now more viable. Without enough knowledge of the future/past, you don't REALLY know what it's for. The "actually, I don't know" follow-up option disappears. So the same options feel different. Along the way, stuff we know isn't true (aliens, time travel, reincarnation, etc.) becomes believable. Or I want to believe it, or I might as well, and the best part is, there is no scientific mumbo-jumbo.
I found the game-ending choice on the third person through. It was pretty clear they would end things, and I could back out when I wanted. It never quite feels like lawnmowering, though given the content warning, I used process of elimination to figure what was up with my final conversant. Having a bit more meta-information than my own character was maybe not something the authors fully intended to happen, but it gave me another layer of complexity in the whole "looping to find knowledge/resolution" thing, which was neat. I didn't feel there were barriers on what I could or should imagine, either. Things could be possible without me having to explain them. And there were lines like this:
"Oh well," says Sofia. ... She laughs. "I haven't even told you my name! I'm Sofia."
Wait, I thought at first, that's just a clear mis-step. But of course, that's what happens when you cycle through and get to see a conversation more than once. You do know Sofia well due to the cycles the game goes in. I like takes on time paradoxes like this, whether they're heavy or light. I also found some question of whether or not your companions cycled through this train ride up several times, which put a spin on some of their small-talky "but you can't believe this" proclamations. I mean, maybe they learned and remembered a lot by observing you, as well, and it would be weird to explain that back to you.
So we get a lot of potential trippiness with very little "look at me I'm being trippy and showing you The Truth and yet The Truth is fungible" sort of nonsense. This is appreciated. Adding to the effect is the background–I remember tinkering with gradients in Microsoft Office years ago, and it was just fun, but it didn't mean anything. Here the effect is relatively simple and works well. It's sort of sunset-ish, but a bit more than that, and anything too jazzy would've been inappropriate.
The undo command allows you to see all five possible endings (go with anyone or stay by yourself) so you can get a feel for the narrative, and yet at the same time you feel as though you've earned it. Though I like logic puzzles, I'm glad there wasn't any huge logic puzzle to unlock each ending, more just asking questions and trying things out. There aren't many puzzles, but I liked how the bit with the scientist's chronon tracker worked, both how it was laid out and how you could find something if you were clever. You had to set a reading to a certain number, which was not bad with trial and error, but that wasn't everything.
I can't be the only IFComper who looks at the entries next to me alphabetically, to see if I'm in good company. Fine Felines before me was quite enjoyable, and I'm happy to report so was Funicular Simulator. (They wound up placing next to each other, too!) But it goes beyond just "wow, that's neat." Funicular Simulator is a game on the very surface about interesting people sitting next to you to learn from on a ride, thrown together by chance, and it has a bit more. You can bug whom you want to bug, and nobody will get annoyed. And, to me, it's a heck of a lot more interesting and involving than a luxury cruise could ever be. You get to ask questions and not worry if they're the wrong ones, and you never feel as though someone's waiting to pat your hand and saying "sweetie, there are no wrong questions or answers. No, really, not even yours."
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.
The main feature of Finding Light is immediate and very appealing. You can change between a human and a fox with the help of a gem, and you need to switch between forms to rescue your master, Aurel, who has been captured by bandits. It's done quite well. FL rejects rejecting physically impossible stuff and balances fox tasks with human tasks quite well and even hints the player special verbs to do or type without force-feeding them.
The game starts with you (Ezra) waking up, lost, in a forest. And it's pretty clear you need to become a fox to escape, but the problem with foxes is: they're color-blind. So this creates problems later. However, you, as a fox, can also talk to animals. You'll need to, to get into the bandits' fortress. The puzzling here is pretty clear but not trivial. There are two horses to talk to. One wants something before really helping you. Along the way, you need to change back to human form to handle a certain item. But one thing I really enjoyed was the game letting you open the gate as a fox-–putting the key in your mouth and finally getting it right. That is attention to worthwhile detail.
Then inside the fortress you find other obstacles. Ezra can't read and needs an ally who can. Ezra meets a rat who wants shiny objects and whose brother is missing. Eventually Ezra finds a secret passage that lets him infiltrate the inside of the fortress, but there's a maze, and I think it's well-done, especially when you go off-course. It tells you you've missed information without saying "go back and look for more," and while many of us (rightfully) hate mazes, I really enjoy seeing one more way the whole "big maze" trope is successfully subverted. This mechanic was, in fact, used independently in two other entries in the Comp. So maybe in 2022, it will be stale. But for now, it's something good, and each of the three games treated going off-course in the maze substantially differently. Here, the first time you go off-course, an animal will help you back to the start, if you found an optional item. FL is the strictest about getting the path through the maze right, though, as you'd expect. And it pretty clearly signposts things.
Crossing the maze seems to trap you in a final fight with no way back, and it's possible you might be locked out of the best ending. There's one item with a clear purpose that isn't used to get deeper into the fortress, but it plays an important role. FL is replayable and memorable enough to patch this up. And so you can hit all the endings. Some were sad, of course (you can sit and do nothing during a big fight,) but they felt emotionally right.
One thing I didn't try was changing forms around animals. I definitely have my testing side while I play through comp games, but I certainly felt "hey, my friends might react unfavorably," which speaks very well for the immersion factor. As do some choices you make (mostly interacting with other animals) that don't affect whether you can get through with the game: they're there, and they're real, and I didn't care if they were practical. They were worth thinking about.
I'm not surprised that a first-time effort like this would do well. Its goal is clear, the mechanics are intuitive and relevant, and the puzzles are smart without forcing you to pull your hair out. My major worry throughout this game was that the human/fox switching would be thrown to the side, but that doesn't happen. Each form gets approximately equal screen time. I took a transcript as I went through, and when I found a nitpick to comment on, I felt like a bit of a bum noting it despite all the fun I had. On replaying, I still enjoyed it a lot. And I think you will too.