The author has labeled TMG as "experimental," and on my first play-through, that seemed like a cover for "heck, I'll throw something together and claim it's experimental." Oh, sure, the graphics of gardens depicted as rhomboid tiles was cute. It's neat that people offer that sort of thing on itch.io for free, and I think the visuals worked well with the game. But that was it, right?
Because the gameplay seemed awfully repetitive. Not annoyingly, tediously repetitive, but hey, once you get it, it's not too hard to keep going. You've been left some land to tend to, and the lawn and flowers and watermeadow by the river keep eroding, so they need to be tended to more. There's a pamphlet discussing the flooding, which seems like a red herring, but it's not, because the mill you've built is the reason the river is redirected and ruining your nice garden and such--also, the dry text says-without-saying that this sort of thing destroys beauty. It's not hard to figure how to be able to tend to everything you need to for each day of internal time. You then fall asleep, tired from your exertions, before you wake up and have to do it again. So after a bit, I said, okay, I get it, and I, in solidarity with the main character, fell asleep. Then I woke up and poked around to see if there was more. There was. A game-day later, I went through the motions and was asked "Is this how you wish to spend the rest of your days?"
The irony is that I probably wasted more time with more "interesting" stuff before I came back to TMG to see the whole point of it. Even then, I sort of missed the point until I thought about it again.
So the experiment worked. What seemed like a nice, harmless, tidily-packaged fifteen-minute game left a question stuck with me. Sure, I'd asked it before. I'd had others ask it of me, in that “your time isn't valuable but you're morally obliged not to waste it” sort of way. I'd felt bad not feeling fully inspired by people yelling "GET OUT THERE AND DO WHAT YOU REALLY WANT TO DO." It reminded me of how I'd spent some days, not even building anything back up, and I'd have done well to ask myself that question before sitting around for three or more hours, doing something that took energy but not getting anywhere. Perhaps it was at a website that long outlived its usefulness or benefit. Or maybe it was playing a game I'd mastered and found nothing new at.
But by this time I'd forgotten that it was the mill's fault that you had to do this extra work to keep your nice garden up. And so the "is this how you wish to spend the rest of your days?" question becomes more serious. Work and profit have gotten in the way so much that you've forgotten Nice Things, or rather, upkeep of the Nice Things gets so boring, you've forgotten what was there. And that happens whether you own a mill or not. Coworkers distract you from time to yourself. You need to learn new skills. You need to meet and keep in touch with the right people, people who are far less likely to have a garden than you. It brings to mind the opposite of the ending of Voltaire's Candide where the main character says "bien sur, il faut tenir notre jardin." And it takes even less time to (re-)read than Candide.
All this is more motivating to me than being yelled at to either get out there and live or do what you have to do. It reminds me of days I want to tidy up works I've written, or how I want to exercise every day or look through my old writing notes, where there probably won't be anything awesome in any 10-minute stretch, but when there is, it's really awesome. We all need these wake-up calls, and I'm not the sort who likes loud, rousing ones. They exhaust me. I suppose TMG worked on a superficial level and then a deeper level, and it will stop working one day, and I'll have to ask myself "is this how you wish to spend the rest of your time you use to get motivated?" But in any case, TMG really helped me get through all the other entries in IFComp, and I'm glad I did.
Because "Is this how you wish to spend the rest of your days?" is a question we need to ask ourselves, and we know it, but we also need the right context so we don't blow it off, or so we find a better way to spend the rest of our days. And of course we need to ask it before making drastic decisions like building a mill. I'm glad TMG asked this of me, and hopefully the next time I spend more than 15 minutes somewhere out of inertia, I'll know to ask this question without going through a few loops.
I feel like I'm raving about how it's the sort of game you don't rave about. But I think we need that sort of thing. TMG is an oddity for an IFComp entry despite not saying "LOOK AT ME I'M ODD." Its economical design certainly made me think back to my plans for 2021's IFComp--with 100 entries in 2020, I really wanted to make something that people could enjoy briefly, feel good about solving or working through, and move on to the next one, while still offering challenging things to think about. And I certainly hoped to see other games that did this for me. It may seem like backhanded praise to "attaboy, sport" TMG as a "glue guy" sort of game or a "good team player," but I certainly saw it that way, as something small that punched well above its weight and gave perhaps the best insight-per-time-spent ratio of any entry. And if IFComp continues to have 70 entries, well, I think we need efforts like this that help us breathe and still reveal a few things. Some will find it over-general, and I can't blame them, but I'm glad I didn't.
For such a potentially sweet-sounding title, this sure gets rough fast. It's the story of a pilgrimage gone wrong or, more likely, that could never go right. You've taken leave from a faraway diocese in northern Scandinavia (or so I guess from the name Isjfall) for three months to visit His Holiness. And nothing about the trek is holy.
It starts with your companion on the ride to the Vatican. I'm struck with how his lack of dignity is an instant turn-off, while the cruel people in charge that you meet later are less immediately disgusting. You have plenty of chances to ignore the True Believer, as the game calls him, but you'll probably eventually give in to curiosity. He's carrying a casket, and it's never clear what's in there. You have ... a cat who can spout Bible verses. And the cat spouts the goriest ones! The Pope seems to want to see your cat, not you, but hey. You take what you can get.
Just one problem with your cat: there's a Papal edict that cats are all tied to witches. So they are being shoved into burlap sacks and burnt all over Rome. You get to see the results of this destruction: lots of smoke and lots of rats. Parallels with modern, uh, issues are pretty clear here: some politicians currently blame everything but the virus for COVID, and "religious exemptions/beliefs" are listed as a reason/excuse not to get vaccinated.
Of course it gets worse. The Pope is below ground, and in a pretty clear parallel to Dante's Inferno, you keep descending and keep finding worse and more powerful people. Until you make it. Your True Believer friend makes it, too. And the meeting with the Pope is certainly underwhelming. For you and the True Believer, but for different reasons.
This is deliberate, I think, because it calls into question if the Pope has any real power at all, and the unsavory people you've met along the way are doing the real heavy lifting, and they have as much contempt for the Pope as for any deity. The end feels like a bit like a cop-out, but not quite on the "it was all a dream" scale, but it does bring questions. It's been six months since the Pope sent the letter. Did the Pope forget about you? Did he ever care? Did he just like feeling important, having people spend so much time coming to visit? One also gets the feeling that the people who wave you by when you show the summons know you are no threat to what they see as real power. They don't exactly help you find whom you need to when you're exploring 10 or 15 or 20 levels below the surface. Because part of having power over people is making or letting them struggle when they don't need to, and that's true regardless of if there's any actual debauchery or bribery going on.
There was almost too much for me. Because we ought to have scorn for those who corrupt religion and morality and so forth. We need reminders that those who yell the loudest often yell to distract you from their bad sides. And we need to 1) not be the True Believer and 2) reject True Believers' arguments. But this work left little else. It was effective, and it's still relevant today. We see popular mass-preachers coming up with new lies, from Joel Osteen's fake sunniness to Franklin Graham's more wrathful approach. They blame rock music, nonconformists, or whatever is convenient, somehow convincing people they weren't in it for wealth and power, but gosh, good things happen to good people!
I don't think Church Cat is trying to look for a way forward, either. It shouldn't have to, but if you're reading reviews before playing, you may want to know this. I prefer a way forward, however small, and sometimes I fool myself it's there when it isn't. Church Cat left me no such outlet. So I'm left stuck a bit, but I probably would be, either way. Seeing ruthlessness in describing horrible people helps, until it doesn't. But on the other hand, putting in a sliver of hope after some of the passages would feel as hypocritical as a preacher switching from "God is love" to describing how and whom you, who are not God, should hate. Church Cat definitely crosses lines, not necessarily lines of taste, but beyond which any further observation or choice leds to more horror and chaos.
This didn't stop me from playing again to see if there was anything I'd missed, for better or worse.
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.
ICM was a bit intimidating for me to start, and not just because of the title. The introduction didn't say so, but I pictured being told "You'd better contain some seriously meaningful multitudes if you want to keep up with this game, kid." And I don't think wasting time on several very different websites every day counts a lot. The first moves, too, promise challenge and variety. There seems like a lot to do early on. You're Chandra Fitz, a junior engineer on a ship, and you're tasked with finding who murdered the Bishop of Elmee, one of the passengers. On the first move, you see a bunch of masks you can wear, and once you leave, there are all sorts of exits. So certainly I got the impression that this game will be very, very big. That, coupled with the captain saying "you have an hour to do things," left me worried I'd have to do a lot of mental calculus, and fast. I steeled myself for an initial mapping run before actually getting things done.
The reality wasn't so weighty. There was certainly more than enough, with interesting characters of noble birth, as well as the gruff captain and helpful ship's mate. Masks are only used for a few puzzles, though when they are, it's quite satisfying. They help give the fetch quests a bit of weight. This is reductionist, because the fetch quests do have a bit of dialogue and push the story forward, and the noblemen and women (and a chanteuse and a slightly mad doctor) who push you around, replete with appropriate highfalutin names and highfalutin dialogue, just can't be bothered to do things themselves. Too many, and the game might start to wear. But there are enough. If you please them, they may give you a key to their suite. And as you help them, you learn more about them. And the ship. It's not powered by the usual sources.
The nobles' needs certainly seem trivial. And each is a bit odd in their own way, and yet, they know something is wrong. Someone has film to be developed that they lost. Another person needs medicine or something resembling it. Another person wants you to sing with them. If you behave well enough, they may invite you to their room in the passenger's quarters, briefly. However, fetch quests aren't really the way to bring out the multitudes in you. And sometimes there's a bit of a fight to search promising locations that look likely to hide something. For instance, I had to SEARCH CABINET instead of X CABINET. Here's where the usually helpful Quest interface backfired. It will generally highlight things that are clearly important, but halfway through the game I got a bit lazy and relied on highlights to tell me what to do. Between that and a parser slightly less sophisticated than Inform's, I got slowed down a bit. These faults are likely not in the author's bucket.
The boat isn't a very huge place. Once you've pleased all the nobles, you find out there's something sinister happening in the engine, to which you have a one-way passage. I admit to poking through the source post-comp and having several a-ha moments. It's not quite spiritual possession--but the boat doesn't exactly run on high-octane gasoline or anything scientific. You do just need to be prepared. Here a choice of mask matters. There's a bit of retcon for certain masks. For instance, for one mask, you realize (Spoiler - click to show)you were the one that committed the murder. This conflicts with someone completely different planning the murder if you take the straight-up no-mask ending, where you get something about generally learning to be your own person, etc. That's all well and good, but it's a bit plain compared to the others. Stuff can get macabre. Perhaps the most interesting thing is the "where are they now" at the ending: choices you made during a dialogue can, for instance, cause a lovesick nobleman to enter or avoid a duel depending on how flowery a love note you ghost-write for him is.
ICM may have buried all this, and I don't think it gave an adequate technical carrot-on-a-stick to go look back--perhaps even a "you should try" option at the end. Though it does signpost that you should save before you visit the engine. So if you're reading this, save before you reach the engine, and take all the masks. It should be rewarding.
But given that, the concept of a ship powered by what it was powered by, and the end revelations (yes, the captain has a reason not to hire an actual detective,) makes for a good sort of creepy story that feels like time well spent. Certainly the final moves add a good deal of tension and some explanation. The biographies at the end add a lot of closure and explanation and, yes, a carrot-on-a-stick to say "what if I'd X instead?" I just felt I had a lot of adjusting to do after first impressions, and it wasn't until I replayed and looked at the source code that I realized who in the story got to say "I Contain Multitudes." It's only shown in one ending, perhaps the trickiest to get to, and one only hinted in the walkthrough that comes with the game. I don't blame the author for giving you the "plain good" ending in the walkthrough, though--discovering new endings, even cheating by looking at the source code, gave me a deeper appreciation of what ICM was doing.
This is a short choice-based game with a relatively linear structure--you can try radically different things, but most of the time, they loop back to the main narrative. It opens up a lot of possibilities it never really acts on, and by the end, I'm not sure why it took the title it did. Yes, there's a war going on, but I never really encountered a darkness or overarching evil. That said, there's enough to do that I played through it twice to flesh the world out a bit more.
Enveloping Darkness takes you quickly through your younger brother getting captured by orcs. Then you grow up and ask to go on a quest to rescue your brother. You usually will. I only found one possibility that kills you. Trying to avoid your fate doesn't work. You can insult your king or neglect your half-orc ally who wants to help you get to the palace. You can even act sore at your brother. The choices are all plausible for an adventure-seeking adolescent.
The mechanics of the storytelling are good. It's well-organized. But there's not much to be emotionally invested in, which is a pity, because having a half-orc ally in enemy territory presents so many possibilities. The game makes good use of a few rather quickly, but it felt emotionally wanting. Sometimes the game seemed to steer deliberately away from any emotional revelations or depths. For instance, when you rescue your brother:
(Spoiler - click to show)First things first. You ask, "Where's dad?"
Shazia says, "Hello to you too.
This is a bit cold, especially from someone who begged to go on the quest in the first place! I've had this unintentional misdirection where I walked away from a story mid-idea and come back, where I've worked out the technical bits and forgotten about the emotional or readability side. The authors have kept track of things abstractly--there are some running tabs on how willing you were to let Troy, the half-orc, join you. But none of this is put into the narrative as you'd expect, when two very different teenagers have to rely on each other for survival as they flee Something Bad. It doesn't have to be heart-wringing. But here it buries the lede or jumps off a track for a bit. The story opens up possibilities--for instance, ditching Troy or expressing displeasure with him--but it's all tamped down too quickly, and all this avoidance of overwrought prose turns out to take away from the story's full believability in its own way.
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 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.
Goat Game advertises itself as taking two hours, which I think is an overestimation. The first few times may seem tricky, but once you see the main branches, subsequent playthroughs go fast. You'll see the story and what roughly happens if you make certain choices. The main thing then may be to see how to get all the endings efficiently. There's some risk of repeating endings, even if you figure which choices fully matter. There are three stats on the bottom: work, opportunity, and social, and twiddling them correctly gives different endings. This sounds a bit dry, and it neglects the actual story and the neat illustrations which play well with the story. Though after a few times through, you may be more focused on which combination of choices makes a legitimately new ending. It's very logical but with a neat curveball.
You play as a goat researcher who will soon have the decision of signing a new lease or moving on with your life. While sticklers might say nothing in Goat Game relies on you being a goat, there are some nice touches like talking about horn enhancement and banging your horns under a desk when searching for something. Part of me wonders if more could've been made of your goatness, but maybe I'm being greedy here. It's creativity, and if it's for its own sake, it doesn't feel misplaced. It also helps soften some of the more serious themes.
Goat Game takes you through a workday or two and exposes you to the personal consequences of your action. It details your research at Yobel Labs, how you get there, how you interact with people. It asks how you like the job, or where you live. Later some co-workers offer to tell you about an ancient secret. The underground workhouses are a bit sobering even with the whimsical pictures. There are standard themes of worker exploitation. Soon after this tour (which you can decline,) something happens! An explosion. Tobias, the CEO of Yobel Labs, gives standard corporate-speak reassurances, and he's a bit of a jerk. Based on your earlier choices, you can confide with people you know. You're accosted by some protestors as you go to work, and then you have a chance to leave or stay. The protestor bit stuck with me because, no matter how you respond, they accuse you of Being With the Man. Not quite as awful as Tobias, but still annoying.
Each possible ending feels like it really branches out, which is creative on the one hand but a bit unpredictable and sometimes unrealistic on the other. They don't all fit together logically. Aaron, your colleague with a rebellious streak (he's the one who tries to get you to sign a petition after taking you belowground) swings from being very successful to nearly losing it. This seems incongruous on the face of it. You can't really affect someone else's life that much. But given the final ending, and the sort-of cutscenes (with some self-flagellation) after you achieve a certain number of different endings(Spoiler - click to show) (mostly dream-logic stuff or at least you worrying what could happen) it does make a bit more sense.
I saw the paths through as perhaps regretting what didn't happen or worrying what you'd turn into, and (Spoiler - click to show)the 15th ending only appears once you got through all 14 paths, a more universal message about people being different, etc. yet being able to work towards their goals as a consequence. You saw everything and were able to bring together people with different levels of dedication to their work or confidence they'd make a difference. The dream sequences seem to indicate there may be some woolgathering on the protagonist's part. There's always something wrong. Perhaps you feel lazy and layabout, or perhaps ditching Yobel for the startup made you a different kind of ruthless.
So this is definitely an interesting experiment. For having the endings branch out a bit too much, it's pretty tidy. However, I found that by the tenth or so playthrough, I was focused more on clicking through quickly (note: to save time and energy, choose the bottom options and work up, so the unfolding text doesn't push the options down.) And I also stumbled over something that confused me that, whether deliberate or not, provided an additional interesting wrinkle. I do think the number of endings was about right. An explanation of endings is below the spoiler--you may not wish to fight with things.
(Spoiler - click to show)Sometimes an action that seems like it should increase a stat doesn't. That's because the game gives a score of 0-3 for each stat, and 0 is low, 1-2 are mid, and 3 is high. So jumping from 1 to 2 gives nothing. But what the game really tracks is if you have any of each of the three stats (8 possibilities, discounting having zero in all three,) and then there is a yes or no question at the end.
Goat Game feels very well done, then, on balance. The final ending, while not super-profound, brought everything together well, so I'm glad I spent the couple extra minutes writing out what choices to make, when, to see everything. The small abstract exercise didn't dent my emotional enjoyment, and it shouldn't dent yours.
I was worried this was going to be about supernatural stuff, so I put it to the side. Too heavy for me, can't think about that, and so forth, even at a half-hour per playthrough. Might disturb me enough I have to think of other things before getting back to business. Well, there's no supernatural stuff (perhaps I saw the author's last name and Witch and thought Blair Witch, too,) but I needed to have a good think and clear my head after it. It was emotionally effective for me. But the "witch trial" is figurative.
You are a new investigator with a firm, and the boss has given you a case of his that got away. How you react to it will indicate whether you're a good long-term fit for the firm, though any discussions of that are outside the scope of this entry.
The case is one of alleged child abuse and whether an administrator showed criminal negligence in deeming it NFA (no further action.) Sarah Teller, a teacher, sees there's clearly something wrong with a student, Emma-Mai Morgan. The obvious signs are there (bruises and so forth) along with some creative writing that seems above Emma-Mai's level, and it's pretty dark stuff. It gets even darker: something serious happens, and Foster-Clyde, the case worker, is on trial for criminal negligence for ignoring her warnings.
Through the story, you click to open emails tangent to the case and exhibits offered in court. It's quickly obvious that, as the main characters say, Foster-Clyde is a bit of a prick (okay, maybe I'm biased against the name,) and Mr. Morgan, the father, is far worse. Andy Etteridge, the boss of the firm and prosecutor on the years-past case, sends emails to Sarah Teller to say, keep strong. Foster-Clyde seems to say the right things about not being too hasty and only so much that can be done legally, and yet he doesn't cc: Sarah Teller when explaining his NFA. He throws in a token "this may be important to you, but we're overwhelmed." He does tell Mr. Morgan to cool it, in person, but he doesn't do much more–like, for instance, noting Morgan's behavior is pretty classic DARVO (though that acronym might not have been so widely-known back whenever this trial occurred--we're not told.) And, of course, he has a very expensive, observant, biting lawyer who finds a flaw in Sarah Teller's personal history. It's saved for last. She's discredited before the jury but not in the court of popular opinion. I can't comment on whether this would be acceptable in court, in he UK or US, but putting myself in Sarah Teller's shoes and fearing a blindside like this can be crippling even if it doesn't happen.
This is tough for me. I've had times when things were far less critical than in the Morgan household and I heard "we can't do anything" or "there are more important things for you/society to worry about." Sometimes even with flowery words and a quick smile. Sometimes it was people who could've taken time to say something nice but didn't. But there was one time where, legitimately, someone said there was not enough actionable evidence. In this case, it was about an abusive schoolteacher ("but he made people laugh!") and four years later, that schoolteacher was pushed out the door. So it gives me some hope the form letters I receive are more than that, but it's also awful that the Foster-Clydes of the world hide behind them. One wonders why Foster-Clyde took the job he did, and one suspects there are many Foster-Clydes who just had the good fortune never to have a case they turned down blow up so spectacularly.
I also kind of froze for a while considering that the weakness the prosecutor found in Sarah Teller might be the reason why she saw something in Emma-Mai. Sarah Teller, too, knew unhappiness and family disappointment (her reaction to her father's death has a lot of anger, and it's unclear whether (Spoiler - click to show)her drinking was a suicide attempt) and despite being smart enough to be a teacher, acted in ways she didn't understand and hid certain things and wound up looking bad for it. Perhaps someone without that experience would've asked Emma-Mai "are you okay" and tried to help and that would be it, but what else can they do? They would not have pressed.
Perhaps you-the-character's opinion on the case is too much of a litmus test for whether you're right for the job, too, and that's meant to reflect on Andy Etteridge. I mean, yes, Morgan was a bad man, and Foster-Clyde slipped badly. I was a bit unnerved by how the boss wound up marrying the teacher who was subjected to cross-examination, so it wasn't just a case near to his heart. At the beginning, your coworker Cerys tells you "some people read it and decide it's not for them" and gives a general "oh yeah, THAT case" vibe. But it also feels weird and roundabout that you got the file on the anniversary of the court date and not, say, a few months after being hired. It suggests that Andy's frustration is more about him wanting good-fit employees who'll stay in line if he himself gets shouty than employees seeing if they are a good fit. Which, okay, you could Google him and find out his case, but something sat wrong with me.
It's minor compared to Morgan and Foster-Clyde, of course, but it's there. And it puts "Andy just wants to do right" in perspective. Sure, you want subordinates you're on the same page with. But this feels underhanded, and it's disappointing that a crusader against child abuse–especially one who got changes brought–would use his power in this way. And I can't quite shake it, and I suspect the author meant that. Certainly I've had experience seeing Political Crusaders being revealed as abusive jerks, usually ones who originally left me feeling I didn't have the passion they did, before their passion was shown as ... not for the best. Andy felt potentially that way to me.
This is a very tough piece to read for being so short. Certainly there are times I wanted to ask others if things were okay, or I wanted to be asked. But it's chilling to think that doing the right thing and asking may result in even worse, and the people who push for doing right are, in fact, motivated more by narcissism and not general altruism. Perhaps Sarah Teller even felt guilt for maybe escalating Morgan's anger.
All this also brings up the question: who is the witch? I assumed Mr. Morgan at first, as falsely accused, but of course, Sarah Teller gets her own witch-trial in the course of public opinion.
And one other thing that seems like a detail: the comp version skipped from exhibit H to J. There was plenty of interesting stuff to look through. But I'm still hoping to find exhibit I to maybe put one more piece in place. This speaks to how involved I was in the story even though it unsettled me.
I confess I was uneasy about this one, since it not only featured an all caps title but also one without vowels. The second bit reminds me of how Sue Townsend's Adrian Mole character sent John Tydeman a novel with all the e's missing, by fax. Which resulted in a very, err, polite letter back. Thankfully the author is a little better at the whole creative writing thing than Adrian Mole. (So, for the record, is the author of D'ARKUN, also in this year's comp.) So any fears of "LOOK AT ME I'M CREATIVE" vibes are unfounded, though as the title clues, you may just have to be ready for something unusual to get everything you can from it. I found it quite challenging, emotionally (it's largely puzzle-free,) and it looks like there were different paths through. It's also quite possible a timed-text bug disrupted me from looking as deeply into the story as I'd hoped. Sometimes you have to reset. But I know this, on replay: there's stuff I missed the first time through, and I'm glad I cheated a bit to see everything that was there. Some branches I missed made sense.
The first part of the story is a cross-country road trip, starting in California, destination Asheville, North Carolina. I've heard all sorts of things about how beautiful Asheville is–it certainly seems like A Destination. The main character, Jackson, is headed there, though they don't quite know why. Everything is set up to be a bit surreal, and by the end, it was unclear to me how much the narrator was hallucinating or imagining. However, given that they went to Black Mountain, an experimental commune/university which only existed until 1957 and which really seemed doomed to fail despite/because of its noble/nonmaterialistic goals. There are some breaks in time -- Confederate soldiers are off to the side, and you also meet Timothy McVeigh if you are brave enough to explore after dark. Yet things switch back quickly--your hotel has Wifi, for instance. It's nontrivial to keep track of. There's also weird stuff if you turn on the radio to keep you company. Someone named R. E. Lee describes a rebellion against the nation that has to happen.
Without spoiling too much, you can meet R. E. Lee. Bluebird is also referenced in Black Mountain. But it is quite possible to miss them, and though BLK MTN has an undo function, reworking through is tough. Perhaps a "go to this chapter" page at the end--or maybe a password-protected index--is in order. I certainly put off posting this review of BLK MTN to IFDB, because I was worried I'd miss something gigantic, but once I poked at the source code, things fell into place.
There's also a fellow passenger, Ashleigh, you can pick up for an intentionally awkward but not creepy love scene. So with all that, things didn't really start for me until Black Mountain. Perhaps that's because I really enjoy reading about noble failures, and things that should've worked but didn't, and maybe of people who should've been more famous but weren't. And at Black Mountain, we get a feel of that. The first time through, in fact, I failed to see everything, because I was still taking in all the names and ideas thrown at me right away. In short, I chose the "be a wimp and don't express yourself" options, because I did not to be in a virtual Burning Man convention. (My fears were unwarranted.) The only name I recognized was Walter Gropius, and him only because of his cameo in Tom Lehrer's song Alma, which has some of Lehrer's very cleverest rhymes. That I'm thinking of Tom Lehrer after reading a piece like this tells you where my priorities lie, but I do have to share this rhyme with people who haven't heard it.
(Spoiler - click to show)
While married to Gus she met Gropius
And soon she was swinging with Walter
Gus died and her teardrops were copious
She cried all the way to the altar
You meet someone called Marisol, who (Spoiler - click to show)reminds you of Ashleigh, and who eventually sings Bluebird (I missed this, because I don't care for live music, especially not "spontaneous" Bohemian live music or general 60s counterculture-style be-ins) and your friend who called you to Black Mountain, Jim Clemens, while not a historical figure, is sort of in charge, and he informs you Black Mountain has lost their lease. So BLK MTN ends with some interesting reflections.
These were scattered throughout BLK MTN and were the most interesting parts to me. The local flavor along the way--well, it seems like it had to be there, and it made sense, and I'm glad I took the detours, but it never quite soared. The reflections on memory that I appreciated at the time will probably pop up in some form, and it also called into question how much we can and should remember of past events. The story deliberately keeps this unclear, and I also found on re-reading that I valued a lot of parts differently the second time through. Any actual specifications or concrete suggestions on what to remember, though, would seem to violate the spirit of BLK MTN, where so much is vague and ambiguous.
So I do think the title is appropriate: you immediately see "Oh, this is Black Mountain, with stuff missing." In fact, I figured Black Mountain was just some bit of scenery, and this may've dented my expectations--I was quite glad to find it was an actual collection of people, and BLK MTN didn't end with telling you the journey was the important thing and a moment of realization. It's more than that. You will find stuff missing along the way, and once you hit the Black Mountain, you will see other stuff is missing, or it shortly gets lost. You will be sure you missed something. This isn't always positive, but it works.
BLK MTN seems most closely related to You Are Spam-Zapper, with its attempt to make philosophy out of something entirely different and wild, but it doesn't seem as optimistic, and for whatever reason, that worked a bit better for me, even if I do appreciate more optimistic works. Perhaps it didn't introduce any new terminology, even if some sentences clanked slightly. I feel bad not giving more detailed references and quotes, because BLK MTN seems to deserve it. It certainly got across much more serious ideas, left me with more, got far less in my face than I expected.