There's a lot to explore in Star Tripper, a homage to a sophisticated old phone game, and I don't think two hours was enough to explore it fully. The author knew this, too, but all the same, I was immediately intimidated by starting at sector 99. With a two-hour judging time, my immediate reaction was "oh no, 20 minutes to get acclimated, then maybe one minute to explore each sector?"
That said, it's a well-constructed trading game with a lot of neat bells and whistles, and the procedural generation works. You start with a small ship and look to boost it by learning which planets are where, etc. I found it neat how you could visit a bar and buy drinks and the prices of goods would change, which leads to a lot of game theory based on tracking prices. But the problem from an IFComp setting is that it takes a long time, way more than two hours, to nail things down, and you've already guessed at the strategy, and I was faced with the prospect of, okay, how many sectors do I need to explore before continuing, and how many bars do I need to buy people drinks at? The thing is: you want the game to have surprises, so it doesn't get boring, but with a time limit on playing and an inability to save, you realize you're going to get blindsided. It's fun to get blindsided a bit, of course, but with only two hours, it's impractical.
So I'd like the opportunity to cut out the bit at the start, as the choices don't seem to matter. That might not sit well with the author. The player can just keep rolling for favorable scenarios, e.g. ones with places near the starbase where you start where you can run quick trading routes that don't waste fuel–but on the other hand, you need several tries to really look into things, and it's possible to get bad luck early on, and restarting is frustrating. That and other keyboard shortcuts (beyond being able to hit tab end enter) might go a long way to help people who need to get their feet wet. Also, saving would be nice, especially for a long game. Again, closing a tab inadvertently and not being able to recover was frustrating for me, which on the whole seems more important than preventing save-scumming. I also have some worries, after several replays, that there's a lot of luck involved in finding a good trade route. Getting hit with the same RNG on replay loses a lot of excitement.
So I see there's a lot there, and I'd like to see more, but some of the less important and absorbing features were pushed to the forefront. I'd like to be able to enjoy even more of the cool coding and world-building the author did, but more in the overview sense. Stuff like just being able to buy information quickly after you did so the first time would be a big help (note–sometimes you waste money on beer, because you get thrown out after ordering one drink. I'm okay with that. It's just that sometimes the repetition caused my eyes to glaze over, and I missed vital information.) And then there was the mining sub-game, which was pretty painful on a desktop, even being able to hit TAB a lot.
These are some harsh technical quibbles but I think the author showed they've grown a lot as a game designer and programmer since last IFComp, and shoehorning the game into ChoiceScript is impressive, but ChoiceScript's limitations come through a bit, so it's not as streamlined as it should be. But – in the big picture, I think I see it, and I get it, but I'm too exhausted to look into details. I do, however, wish I'd enjoyed ST's predecessor many years ago, and I feel a sense of loss over that as well as the author requesting ST to be removed from IFComp. ST definitely felt like a bad fit if it wanted to place well, but I'm glad it was there. It does a lot for me technically if not emotionally, though I really would find it most ideal if someone else hacked through to find a win.
I left some really good entries for the end of IFComp 2022, and LWNS was one of them. I confess, I bumped it to the back, because the subject seemed flat to me. Science fiction? Near-vacant ship? A sabotage mystery? Not my cup of tea. Plus there was an indication you had to deal with an AI. I put on my jargon-ducking helmet, only to find I didnt need it. LWNS wound up reminding me more of a buddy-cop sitcom than anything else. Not that it's full of jokes, but there's great interplay between the player-character, a thief whose own spaceship is on the blink after a hyperwarp to escape galactic police, and SOLIS, the AI in a host ship that the thief finds as fuel is low. SOLIS has kept the host ship going– well, sort of–with all the occupants dead. So there's a whodunit in addition to technical footing.
SOLIS's sarcasm and reticence to help with simple tasks suggests malfeasance, but unfolding the big answers isn't that easy. Fortunately, navigation is. While it's ostensibly a big ship, there are areas shut down for security purposes, so that helps with focus. You can visit the living quarters, but the core is off-limits. You need to not only butter SOLIS up the right way, but you need to discover evidence in datapads left by crew members. There's some finagling here. SOLIS knows who you are, being AI and all, but if you have the right passwords, there's not much it can do. It understands deeper things may be at work, and it understands there are things it doesn't understand. Oh--and passwords are inventory items you don't have to remember. Yay, anti-pedantry.
So you can focus on big picture stuff, like cleaning out the lab, where there were some important experiments. It's nice that things like getting the flashlight to work are done from an intuitive item menu. You use something, and if it's in the right place, it works, and unneeded items are discarded. The cluing's pretty good, too–at one point you need to fix a janitorbot, and even though there's a lot of futuristic technology, the puzzle's very much big-picture. The Internet having manuals for download is great, but here
It becomes increasingly obvious the deaths were not accidental, and as it does, your ability to call SOLIS is hampered. The game often suggests you may not want to ask a potentially hostile AI about THAT. And you don't, and there's usually a neat workaround. Then an action sequence at the end to defeat a weird monster provides an unexpected opportunity to cooperate with SOLIS, where it quite believably can't grasp what you're doing, or why, probably because its AI wasn't built for quick-thinking combat.
It's only near the end that you learn what SOLIS stands for. It doesn't really matter, and this is reiterated beforehand, but by that time you've gotten to know it well enough, you feel you have to. The ending put SOLIS's early actions and words in a new light for me, too. It reminds me of that scene in Hill Street Blues where Becker, the tough cop, finally finds the real name of the guy who keeps giving aliases like William Shakespeare. And I walked away with a very human perception of what SOLIS was, what they did, and why they did it. I've, well, been there. It's a human experience we've all had, and here it's done with almost technological detachment, until you realize what the guilty party did, and how it would be wrong to do to a person, but they probably felt clever doing so to an AI. Cognitive dissonance for AI's is all I can say. And I find it interesting LWNS was written in 2022, before the 2022 Merriam-Webster Word of the Year was rolled out. As I see it, SOLIS understands snark, or at least the mechanics of snark. But it doesn't understand deeper, darker stuff. It was emotionally hard, having to explain that through LWNS, even though I just had to click on and option and didn't have to think up the words.
Long Way has, according to the walkthrough, several endings. I did not see them all. But the one relatively neutral one I found provided me with enough food for thought. I've certainly sat through a bunch of "two lovable rogues" productions that made me groan a bit, where I didn't love either, whether it's in science fiction or an action movie or whatever, and I got the feeling they'd not really bonded, or the parting was too melodramatic or whatever, or there was humor, which got laughs, but it missed profound stuff. I can't call Long Way super-profound, as it doesn't want to shake you with its profundity. But at its heart it's about two entities who didn't expect the improvement and understanding that they wound up getting from the experience. Neither did I.
Note on similar works: it feels like Star Trek: The Next Generation is low-hanging fruit, where Data tries to understand what it's like to be human. The computer makes a good, if unemotional, limerick. And there's definite tension as we see whether SOLIS is more like Data or Data's evil twin Lore. But I was surprised how much it reminded me of Tunes for Bears to Dance To, by Robert Cormier, maybe my favorite young adult author. Henry, the protagonist, experiences some very troubling things indeed, despite a lack of melodrama. I rarely have an IFComp entry cut across genres like this.
So I was worried AtC would go heavy on the Biblical stuff. Fortunately, there's more alchemy than Bible verse grinding. On the surface, you may be able to guess what happens. Abel feels like that guy back your one high school who'd laugh at other people making mistakes or at people who knew a bit too much, and the teacher never quite caught on. You wondered how he got such good grades, but the teacher liked him! Murder, of course, was out of the question, but given that the fifth commandments is more about "thou shalt not hate" than "thou shalt not kill" (boy, I felt guilty about all those fruit flies and house flies for a good long while!) one can see how a person might sympathize with Cain. Abel is perfectly okay with Cain getting some nice stuff. So perfectly okay, all things considered, that Cain had better not lash out at him back. You could even say Abel was the first troll, as he
seems to make a nice* mix of concern trolling, boredom trolling, etc.
The angle is a bit different–there's a neat fantasy/academic element involved with you being able to go back in the past and scrounge around for Cain and Abel, with an envelope you can open at any time to return. In the past you dabble in a bit of alchemy. You find swatches of substances like sulphur and salt and so forth, and at critical points, you blend them together to gain revelations. There's a good deal of crank science that the author knows is crank science, but it has a neat bit of logic to it. It revolves around there being four people and four ancient Greek humors.
You need to learn what sort of person Adam, Eve, Cain and Abel were, and each time you figure what combination of reagents to use on a special item, you access a new memory. There are sixteen total, which makes for a good deal of symmetry, good to have for such a big work–the memories themselves have mnemonics or feel organized. That extends to the spellcasting you have to do, which contrasted with Adam tried to use magic to find a way back to Eden. You also learn some basic spells, but thankfully it's nothing like, say, memorizing the Ten Commandments and its explanations to the word. (I so hated that in confirmation!)
Two risks with this sort of work are that they may feel too "look, I'm being accurately biblical" or "look at how brilliantly I'm reinterpreting things" and it never really got that way for me. I think using known and anacchronistic pseudoscience worked very well to establish a fantasy feel without going fully silly mode, and I enjoyed how the pacing of revealed memories worked, and I confess I sped things up with the walkthrough to see what happened next. It's almost like the author has done this sort of thing before but in a different medium! Near the end, one of the moments I thought could happen and be very heavy-handed felt appropriate.
AtC ran the risk of being slapdash and smart-alecky all along, in that "THE EVIL GUY WAS THE GOOD GUY ALL ALONG AND VICE VERSA, HAHA" manner, but given the revelations are more gradual and nuanced, there's no chance of it being a hot take. Certainly I wound up thinking about "nice" (well, I couldn't prove they were mean) people from my past I should've been closer with. Nobody got killed, but certainly there was a good deal of maneuvering from people who said "you don't deserve something this nice, but I do, no offense, I'm not looking down on you or anything."
Unlike Sunday school or confirmation lessons, I never felt pressure to remember silly details I didn't think I would use. I was grateful for I would actually want to learn things, to fill in the holes that aren't there, on replay, and I certainly wouldn't feel obliged to memorize things. So AtC brought up an angle beyond "yep, some people who should've been figurative brothers weren't, and whose fault is that?" And it also addressed things I figured I'd better shut up about or get excommunicated ("for the first people ever, wasn't incest necessary? And isn't that a sin?")
TADS entries in IFComp are very rarely middling, and this is probably a function of the Inform community being bigger than the TADS community, and how people may either choose TADS and not get as much support as they would with Inform, or they may look at TADS and Inform and decide TADS has some features Inform doesn't, and they get a lot of help in the forums because people have been waiting for someone to share with. (I just stuck with Inform, and I know I've had "well, it works well enough" moments where someone pointed out, yes, here is one way in which TADS is more robust.) AtC is clearly on the upper end, and for all its being steeped in the past with its plot, it leaves me looking forward too, well, a future where more TADS games are written, and there is a bigger TADS community. There could be so much to gain.
I can't remember a medieval-fantasy IFComp entry executed as well as PoV. Often people write one just to try their hand at fiction, and it falls flat. And it may be the most entertaining game in IFComp 2022. Lost Coastlines borders on the surreal, and Only Possible Prom Dress has its share of wild puzzles where you will probably laugh at a few of them. But PoV reads like a fantasy novel, down to listing the chapter you're on, where you get to make choices and even fail. You get five lives, but with save/restore, you don't need them. It feels mainstream, which makes it a rarity for IFComp. It has no mind-blowing plot twists, but it has plenty of decisions to make and people to make and also has a neat ending where, the more friends you made, the more ways you have to win.
This is a winning formula for a lot of people, me included. You, as Princess Imelda, find your brother Prince Alexander has been poisoned. How, and why? Is it foreign intrigue or something magic?
A lot of the elements in here pop up in fantasy books: princess uses disguise to escape, princess is impeded by allies and enemies, princess befriends or works with someone initially hostile, princess is nice to poor person and gets unexpected aid, princess realized her royal family is potentially awful in ways she hadn't suspected. They're all combined for a fast-paced experience. You have choices whether to learn magic and when to use it, with a strong "it's the friends you make along the way" undercurrent. It reminded me a lot of the Lloyd Alexander books I read in my youth, except with graver risk.
Given that it's pretty easy to ditch certain companions (including your main one, whom I liked a lot. There's a very neat bit about him coloring his hair for disguise,) it might be fun to try and run through with them not around. It seems like complex work to decide which game-winning scenarios are allowable, and I'm quite curious if there's a way to lock yourself out of a win in the final chapter through sheer pigheadedness. There seems like an opportunity for pathos there, but it might be too cruel to the reader who's worked through so much. The final fight has several paths to victory depending on whom you take along, which is a neat touch. You don't have to be Ms. Super-Good.
I don't really have any huge criticisms. The introduction brushed me back a bit, since there's so much to establish. A lot of scrolling screens that set up the fantasy land history. And the end seems like an opportunity missed, as well. I never really understood what luck in the stats was for, as i only lost it once. A lot of actions in the final combat are repetitive and involve waiting for the right moment, and on getting your brother cured, you get a brief biography of your reign, and it's static, but below it are stats and attributes. This was largely noticeable because the middle breezed by so wonderfully, and I really enjoyed it. (Also: the music box puzzle others mentioned? I wasn't fully a fan, either, but I was glad for the walkthrough and explanation.)
A confession: I don't like slasher movies, and I don't like reality TV/unscripted drama. Whichever you call it. I find it cynical and exploitative and it can sucker us into wasting our emotions on people who don't deserve it. Though I have another small confession. I enjoyed the first season of The Apprentice, mainly because Carolyn and George actually gave helpful advice, before they were fired and replaced with the, um, star's children. So it did unravel! And there were two other series: one got canceled halfway through the first season, and the other dropped off quickly in the second.
Details on what I liked, hidden as a possible tangent and not really a spoiler: (Spoiler - click to show)The first was My Big Fat Obnoxious Boss, which took The Apprentice to extremes. The host, Mr. N. Paul Todd--note the anagram-–seemed impossibly sleazy by the innocent standards of 2005 or so, with the tasks such as selling "The Windy City Blows" mugs in Chicago that were stupid and nearly impossible. The firings were random. I missed the first few episodes, it was canceled before the end, and I was thrilled to find the missing videos a couple years later. It was beautiful satire, especially when Todd explained he trusted his supervisors so much because he didn't trust him at all. Then the actor playing him said "I don't know what I was saying, but whatever it was, I started to believe it." The second was a show called average Joe, where men of average attractiveness tried to buy for a woman's romantic attention. What I liked about the second was that the men involved decided to just have a good time, for the most part, and the guy who actually competed was a real jerk and got kicked off. Of course, they ran the formula into the ground, and it quickly became unwatchable, as the producers focused on what seemed to make it profitable and kept trying to turn the volume to 11. The only reason I watch these shows is because they were on the televisions where I worked out. But I was well aware of how addictive they could be.
So you can see that what I like generally subverts expectations or is different from what the average viewer likes. Also, ChoiceScript isn't my favorite platform, since I prefer to use a desktop–though I have definitely enjoyed such games–and from my experience, the statistics taken didn't really add much to the game. Maybe they blocked out some options at the end.
So on paper, I should not have liked BI. But I remembered the author from last year, and they had a very strong first entry called The Waiting Room. And it touches on why the shows I liked fell off--they got too self-aware, or aware of profit, among other things. And BI provides distance from the whole rubbernecking-at-an-accident views that sucker so many people into reality TV, along with reasons why it happens. And while the Big Reveal may not be as surprising as a movie it reminded me of (spoilers later,) it's still satisfying. But I can confidently say I hope to see the author back, but not with a BI sequel. Once is enough, and not in the "THAT'S ENOUGH, ALREADY" sense.
But how do we get to The Big Reveal? Well, you're a contestant on Passion in Paradise, the reality dating show that had a hiccup: a slasher with a Barbie mask ruined the (relative) peace of the dating and backstabbing that kept people's eyeballs glued to the show. Though, of course, a clip of it somehow racked up a crazy level of views. You've added to said number, and Chloe, the producer, assures you nothing will happen again. She asks some introductory questions about your personality, and then you have the obligatory introduce-yourself-to-the-audience interview. It's possible to try to subvert the whole show, but Chloe always seems to have a cheery response, and I enjoyed seeing how the character got boxed in by praise they didn't want until Chloe decided to get on with things. With what I know of reality TV, which is comparatively little, there is certainly a lot of the contestants being goaded into doing things, all the while seeming like they are free spirits and nobody can tell them what to do, and that's part of what makes them so exciting. So the lack of agency here seems very appropriate. Also, Chloe's "isn't this disgusting?" reminded me of teenage classmates who talked of certain, um, impure acts. And I realized how badly they were covering up their own questions or secret actions or desires, in the same way Chloe was hinting that you should be looking for something darker.
I had trouble telling a lot of the prospective dates apart at first. There are a lot of them! Maybe that's part of the point, that they all sort of run together and they're generically physically attractive and they aren't really going to offend anybody, and people can like them or hate them as need to be. It sort of underscored how awful I would feel being on one of those shows. But get a date I did, and I made small talk and so forth. And I felt a certain tension when the first scare came! No, I wasn't surprised Knife Barbie reappeared, and yes, the fear went beyond "oh no I don't want to have to reload and do this."
And fellow contestants started dropping. More than knives were employed–nothing like guns, that'd be too corny. Of course, confederates were suspected, and sometimes BI suggested who it might be, and sometimes it didn't. There's drama at a hospital and many other places that, well, help give a show variety. It seems no matter what you do, the producers like you, and I even got called back for a "where are they now" moment–properly compensated, of course, but I needed to pay my hospital bills some way or other.
As I replayed to see what would change if I behaved differently or, indeed, if the randomizer chose a new knife-wielder or confederate, it struck me. I was, to some degree, like the people who would watch such a show for ironic value and then get swept up in it, and then maybe swear that, oh, they're only watching it for the laughs, but they do get emotionally involved. No, really! But they Wouldn't want their friends to miss out on all the excitement, so they bring their friends over, and eventually they have a party. Perhaps it's a good thing that I didn't have a huge group of friends to call over to play this, and hopefully my checking the source after replaying showed that I wasn't emotionally connected with any of the characters. This isn't to rag on the author failing to give us relatable characters but rather to say, well, the focus is on making such a morally and aesthetically reprehensible show plausible. And BI did. I found a far different ending the second time I played through. And it struck me: Chloe had been chatty and encouraging and all the first time through, and so I thought that was a relatively good end. But I got a lot more praise, in quality and quantity, for behaving badly. It brought back memories of people who were telling me I was nice and all, and of people saying "that's too scary for you, right?" and I figured I had to say yes and they wanted me to say no, and they probably looked down on me for that.
As a skewering of bankrupt values in "unscripted dramas" BI works very well. Such skewering is not strictly needed, and it can be overdone, but if it's done well, it does have more to say than "reality TV is very cynical." It's about what you need to do to get and stay popular, and how encouragement from people who seem to be your friend, or who are letting you be their friend on a trial basis if you are exciting and acceptable enough to them, can really backfire. It's about being pulled into something and knowing you should escape, but you can't. Certainly there are ways to try to escape in BI, but you're both physically and emotionally manipulated into staying. The final moment of both the relatively normal and more exaggerated ending reminded me of Network, and I had a hard time pulling myself away. I was glad I got to see the wizard behind the curtain with the source code. And I think bi wound up appealing to me as someone who might have run screaming from the blurb had I not played it in IFComp. Perhaps fans of the genres will feel differently, because they understand more nuances, and what are revelations to me are it's-been-done fodder to them. Perhaps it overemphasizes things people already know, or should know. Sometimes the fourth wall revelations strained a bit. But in that case, I enjoyed what I saw.
In his forum new-author introduction, the author mentioned he was a recently retired software engineer. If so, Arborea's one heck of a going away gift to give yourself, and at the risk of sounding corny, it's a gift for us too. Even if it didn't work out, it would still be a reminder of all the things we want to do and how we shouldn't let everyday life get in the way if we can help it. But it's better than that. And it's interesting to see how some people are coming back to a hobby they've had for a while, or that they meant to, because of the old Infocom adventures of the 80s, and they're finding their own ways to give us something neat.
It's presented as a computer simulation of many different eras and continents, and I was worried it was going to have a wishy-washy/overbearing "appreciate biodiversity and love our trees and respect Mother Nature and all that sort of thing because this is the only planet we've got" message, but thankfully that's not the case. There's all sorts of jokes in here, from physical comedy to well-timed puns. Some are even objectively bad, but they provide relief. For instance, there's a (charge) card once you've tamed a rhinoceros: "How do you stop a rhino charging? Take away his card." This bombs if you're over eight, but an allusion to it in a game works nicely. And that's what I found with Arborea's organization. It could easily be a mishmosh that doesn't quite work, but overall, it does, and when you combine eight hubs together with interlocking puzzles, that's not hard. Oh yes. You have a few funny deaths too. They're lampshaded well and pretty obvious. Enough was there, I was slightly disappointed there was no AMUSING section at the end for what I missed! Nitpicks.
As the title might suggest, a forest is the centerpiece of the game. It's where you start, with I actually had some problem guessing the first verb that helps you leave, mainly because I didn't read the help carefully enough, and also I didn't consider the most obvious thing to do if you are in a forest. One other thing you need to do is look at a gourd you've been given. Later, it tracks how much you've completed, but to start, it has some information on the different kinds of trees out there, and your initial job is to find those trees in the distance, and each one leads to a new area. It has an introductory-quiz feel, making me wonder if there's be one those choice-based flipbooks "if the bark is smooth, turn to page 8. Shaggy, page 13." But that's all there is for pedagogy. The rest is imagination.
And you get to go all over the place: Elizabethan England, Missouri in the 19th century, Indonesia, the Amazon rain forest, medieval Scandinavia, and Africa. There are some direct historical figures (Sir Francis Drake) and some more general ones. Missouri features a particular class of people. How much you do in each area feels well-weighted, and the puzzles have strong variety. With your gourd as a guide (it changes appearance each time you visit all the locations of one hub,) it combines because-it-is-there with fixing injustices. They're pretty obvious ones, but all the same, it feels good. There's supernatural stuff, too, from the just-sort-of-mystic-babble to the "oops, badly reincarnated, sport!"
I really enjoyed how to eventually destroy the gourd and get to near the end of the simulation, though near the end I was a bit exhausted. This may be an unfortunate side effect of trying to blitz through all the IFComp entries. Overall, there's some good wacky humor in there, and it lasted longer than most games did, but the end felt like it over-did that whole angle. I can't offer better advice. There should have been a denouement. Some jokes clearly hit, but for whatever reason, the self-contained end part didn't flow as well as the bigger whole game itself. That's a minor concern.
I'm not surprised Arborea placed high. It checks all the boxes without feeling like it tried to for a high placing. I felt guilty pointing out small bugs I stumbled on to the author, but that'll happen in lively worlds people create without, you know, being paid or having a team to check off on bugs. The anachronisms and time-shifting and such are pushed into the realm of creativity without being warped too far beyond belief. And I think in IFComp 2022, the reviewers tried to emphasize longer games, and if it gets more people to look at Arborea, even with a walkthrough, that's a good thing. It offers a lot to learn in terms of game design, and I'm quite glad I didn't put off reviewing and playing until the end of IFComp. My impatience would definitely have made me miss several details I enjoyed.
The description left me worried Under the Bridge might be an exercise in a monster finding different ways to maul people. Thankfully, I was wrong. You get to maul people if you want. You even have to, at the start. But there is real humanity in the decisions you make, with enough tension in your choices to make it feel like you're not just overturning rocks to see what all happens (Note: allowing undo was a VERY good choice in this work. The introduction that sets the mood is effective enough but takes nontrivial time.)
Yes, you're a deformed monster under the bridge. But you have excuses, even reasons, for being as you are. There's a new bridge, one which leaves your forest even more populated by humans. Being able to hide under it is scant relief. Humans pass back and forth, and in the first encounter at night, two of them meet on the bridge. One threatens another. You have a choice to kill one or both. Your moral sense is not fully developed beyond knowing your territory has been invaded, but you can smell fear regularly.
More humans pass in the day. A woman with her child and, if you are very aggressive, an army of humans. But there are also ways out. Two good endings may not feel totally satisfactory, as they leave the door open for people impinging on your territory later, but they're very different in how you wind up, what you fear, and whom you trust.
The sound effects and graphics (black with white lines) are effective, and there's even a bit of upside-down text signifying you looking into the river and thinking of things. This isn't the first work to use upside-down text, and it's more serious than Elizabeth Smyth's LIDO, written for EctoComp. I'm reminded how Twitter had upside-down text that was a fad for a while. Here perhaps the text is overused a bit, but it adds to the story overall.
UTB is in a tricky spot. There can only be so many choices, because the main character doesn't and can't think deeply. It doesn't recognize that humans may fear predators beyond it, too, and it's genuinely surprised at the alliance ending. There's some fear in the other good ending, too, as you find an entity you can't quite trust, and you're also surprised a bit by humans in the worst ending. UTB branches economically, which seems right, because too much would belie that you are, well, a simple beast. I think it had more emotional impact that Grue from a few IFComps back. I liked Grue, which sort of relied on the Zork canon, and one suspects a Grue doesn't really have the intelligence for parser-style commands. There your goal was to escape, and that was it. Here the main character here has more dimensions that go beyond "animals have feelings too," so UTB is great value for the time spent to reach all the endings. It's not intended to be cheery, of course, but it never dumps angst and violence and gore on you, and I appreciated the restraint along with the possibility of not-fully-happy endings.
Ah, the end of the world. I've had nightmares about it. About what I'd do at the end. A feeling of helplessness, a sudden hope there is afterlife. I can't tell if they're worse than the public humiliation nightmares, because with the public humiliation nightmares, you can cope, or even isolate certain incidents that almost could happen in real life, so you can stand up to certain types of people, or certain lines of attack. But the end of the world? Not so much. Nature doesn't care, whether it's the natural death of the sun or something horrible and man-made. Certainly the threat of nuclear war back in February 2022, with the Russian invasion of Ukraine, brought back a lot of these worries and thoughts. I hadn't had them since the glorious days of Duck and Cover.
Here you're driving west in a truck that is close to empty, and you have to assume gas stations aren't open, or if they are, they're gouging prices. A truck can go 60 MPH. The sun? Well, you have to go 1000 MPH to keep up with it. So, yeah, here it's pretty obvious you're going to fail, just by the title alone, but the only question is: how?
There are several ways in CtS, and none of them are particularly appealing, but on the other hand, there's a lack of melodrama. I went unconscious in my truck, got lost in a forest, and wound up fleeing people who actually welcomed the rapture. The choices sprawl, for such a small work, but they don't feel totally random. A lot of early choice-based works had branches all over the place, often for humor (EctoComp Petite Mort is good at this, and Ruderbanger Doppleganger's Last Minute is an extreme example,) other times just to get something in before the comp deadline.
Each end seems to denote futility in different ways. They all worked for me. There's no melodrama, just an inability on the author's end to accept that the world's coming to an end, whether or not they saw the disaster in advance. I thought the strongest ending was with the people who said "oh come on think positive you have nothing to worry about if you've been good." This sort of "embrace the inevitability, it can't be that bad" is annoying even for far smaller things, such as a favorite restaurant or pub closing, or even trying to type in that last bit on a library computer when I had a bunch of writing notes and couldn't quite concentrate at home. (The time constraints actually helped me get a lot done.)
Perhaps CtS would not have been as effective if I'd played it earlier in the IFComp cycle. With a bunch of games to go, and not being sure if I could make it, it worked very well, but I think it would've done so anyway. We all have those deadlines, or we should. We've all seen things die and had people say "oh don't worry, there'll be something else. Enjoy the ride." And there will be something else, and we can enjoy the ride, but we really don't want to hear these people anyway. They're not helpful.
I think CtS did a very good job of projecting controlled emotions. It reminded me of times I'd gotten close to freaking out when I shouldn't be, which put me dangerously close to "why am I freaking out over something not worth freaking out over" territory. I was pretty sure I didn't need a stark reminder of mortality when I started, but once done, it seemed appropriate and good.
I spent time making sure I'd hit the main branches, because I wanted to draw out the CtS experience a bit more, but not too much. I knew I was sort of staving off the inevitable, and I felt slightly bummed it ended so soon, which is better than things ending too late. This is in contrast to the actual end of the world, most of us would probably want to drag it out, even if there was just woe and pain left, and there probably wouldn't be much time or energy reserved for making sure you've seen what you want to. After seeing what the author had to say, I guess I was, well, ready for the end of it all, and not in the "geez I hope this ends" sort of way.
So. The bad stuff up front, first. There will be good stuff. But I want to list stuff you may want to zone out to appreciate the strong points of a work. It was necessary for me here. A personal confession about snark: it overloads me very quickly, in many forms. Heck, (political views ahead) I loathe Donald Trump and all he stands for (or how he stands against certain things and people) and am under no illusions of the scorn he would have for me if we met. Yet at the same time, I quickly feel deluged by constant anti-Trump snark that blossomed in early 2017. This was tough to sort out!
But I realized snark could, indeed, be draining, whether or not you agree with it. It's a way of saying "put up with me" without saying "put up with me." And the problem is, if unchecked, it really barrels people over. I've failed to appreciate snark properly in social circles, which got me Suspected of Things. I'm not good at snarking back and forth and don't have the energy--for a while, I thought it was that I didn't care. I think I've grown good enough with words over the years that I can defend myself, and I no longer feel I'm ruining a circle of snark, as a participant or spectator, by saying "hey, this is not for me." Because I feel tense and helpless around it. But hopefully I've gotten some perspective. I want it carefully curated, and if it crosses a line, I have no problem zoning it out.
This was necessary for C&N, but it was also worthwhile. Other reviewers have discussed their own reservations about C&N's snark, which I don't think is needed to establish the characters' eccentricities. They're not the first comically bad detectives in a creative work, and they won't be the last, but they have enough individual touches that they should be charming if they clean up their act in a sequel, which may include an episode to tie up loose ends the authors deliberately laid out. I just wish they'd have dialed it back from eleven. It's funny that they seem to talk about themselves when you're the one with amnesia, looking for someone-anyone to give you a clue about your wallet, or what a rainbow-colored cat was doing, but it shouldn't be oversold.
And while I'm on the hobby horse, I'm grateful I could hold down "space" to get through the dialogue – but it was frustrating to have to do so, and it caused me to miss a few links to click a few times through. The effect was like having to deal with a coworker on their break who doesn't recognize you have something important to do, or who slips in some genuinely awesome technical advice or ideas you'd like to google, but they just have to continue with the small talk that's run its course. This trick of portioning out dialogue the player may just want to get through often leaves me feel like the rat must, in one experiment where they get sugar water randomly when they push a bar. This is stuff I do on my free time! I don't want that, I want fun, especially if the game is a comedy!
And this is compounded by having a score kept track–who has gotten in a good dig at the other. I can't expect the authors to have trigger warnings out there for people keeping score, but fact is, people who do keep score in any form in a conversation for too long tend to be people I wanted to steer clear from. I was hoping for peace. So I think the authors went above and beyond what they needed to establish chaos.
That's the bad stuff. I think this is the harshest I've been on an IFComp entry, and when I do that, it's because I'd love the option to ignore this and work on the good stuff. Which is certainly there.
C&N's conspiracy board isn't just a clever name. There's a useful tutorial for how to pair post-it notes and connect them to a bigger theory. So that established what you would do: look for clues and see which are pieced together. One semi-puzzle in the game has you sorting out which post-it notes were valid, and which were just C&N babbling. I felt like I was getting a bit of my own sanity back in the process. Which was a nice gesture from the game. As was what I interpreted as a hobo paying money to make C&N go away. This establishes C&N's personality better than the lengthy dialogue.
Narrative and puzzles tie together well, too. You learn other people have lost their memory as well. There's a neat card game-slash-word game where C&N are sure you're being hustled, because the experienced players around you are acting forgetful! (I've played chess hustlers who let you win the first game.) How much money I had didn't matter. I always feared getting cleaned out. So the tension there was wonderful. The graphics are very high-grade, and combined with the cover art, it's impossible to miss that the authors have creativity, and they can control it with time and effort. And once C&N realize the hustlers actually lost their memory, it's an aha moment and a nice fake-out. It actually advances the plot.
I also feared the solution to the mystery might try to get too wild, based on the game's intro, but it's cute and sad at the same time, and it's a clever shell-game on the part of the antagonist. So I forgave a lot of the earlier red marks I'd come across. At game's end I was notified the spare post-its from C&N's small talk could maybe be arranged into something, and though I saw some quick possibilities, I was a bit emotionally drained.
There's a lot of care put into C&N and it just feels as though the authors guessed the wrong side of what we'd enjoy. It's tough to capture playful constant bickering versus endless constant bickering. It's heavy on artistic touches, but it gets carried away. Hopefully this sort of warning and assurance you're missing relatively little by skimming the dialogue will make C&N a pleasant experience worth the prep. I've had people where I was flattered they tried too hard to impress me. Whether those tries were specific to me, it didn't matter. What mattered was the follow-up, and on the evidence of that, C&N has a lot more substance and value for your time than the introduction suggested to me.
Nose Bleed was my clear favorite of the Texture games I played in IFComp, and I feel it is likely very worth the relatively little time to play through it. The bits that necessitate the content warning are not just there for street cred, too--they provide the right sort of discomfort, not "look how I can gross people out" but more "yeah, I've been there, even if I couldn't have admitted it before I started." The metaphor for the gore is pretty clear. Or, well, the main one I saw.
NB starts off as a "my lousy job" entry (an upper-class one, perhaps, but still lousy) which quickly aims for meaningful absurdism which, from my perspective, hits the mark. There are graphics at the right places, with some sort of vector-ish effect. Given the game's title, it's not too much of a spoiler to mention there are small blood splashes and lines of blood running down. Gritty realism in the blood trails is absent but unnecessary: the trailing line is straight, and the splashes are perfect circles.
This all leads to a puzzle at the end which may feel old hat or a cop-out once Texture is more mature, perhaps the Twine version of "pick the right link in a whoe maze of them." However, since I haven't played many Texture games, it's extremely effective, and if it does become a cliche, I'm glad it wasn't when I played NB. You feel as though you're fumbling in the dark for an escape, and it's the reason a walkthrough is included in the game. Even if you know what to do at the end, you don't quite know what to do.
This makes NB as much more than a "my lousy job" or "I hate my co-workers" fly-by. Details are left out on purpose. You have spontaneous nosebleeds. You try to ignore them. You fail. They stop, soon enough, but the damage is done. Someone notices. They pin you down a bit. They may be a competitor, or a supervisor. There's a flashback. Expensive fabrics are involved. No matter what you do, it feels like you did the wrong thing. You'd like to run away or explain yourself or feel too cool to, but "you are too cowardly to be cowardly."
I've had few nosebleeds in real life, but I've picked a zit at the wrong time and not noticed I'd cut myself shaving until I got to work. Okay, I noticed before, but I thought I'd stopped the blood. But of course the blood in NB isn't just blood. I think we all have that area where we feel completely socially incapable, and we can't shake it, and the narrator does, too. There's that awful secret we don't want revealed, but if we take deliberate steps to cover it, someone could play detective and eventually figure what we were trying to cover. We worry we might be embarrassing others. Or ourselves. And yet, the people most likely to mention we are embarrassing them, well, they seem to be embarrassing us back, right? For me the story built to a very plausible "embarrass or be embarrassed" scenario. It brought to mind a lot of people who could on the one hand say "this hurts me more than it hurts you" and "you're embarrassing yourself more than you're embarrassing me, but it's still too much."
The ending may be open to interpretation, and perhaps it's the sort of surprise twist that isn't a surprise if you've read or played enough, but one part is very clear: the final person berating you spontaneously gets nosebleeds, too. This reminded me of people who said "Oh, X who is mocking you has their problems, too, you know, so don't judge them too harshly." It isn't clear how harshly we should judge X. But certainly there's latitude for saying, enough, already. Some people can't, or they can't point out others' obvious flaws, or don't want to, or it isn't in good taste. Or perhaps X had seemed to learn to deal with their own phobias, with jokes. Or perhaps X was someone on an Internet forum or twitter or wherever who was up front about their social anxiety, so up front they'd note other people didn't have nearly the barriers they did, so you all really need to stop whining for your own good. In any case, the big reveal allowed me to dislike my antagonist without judgment. On replay, I realized that was the sort of person I'd like to be indifferent to, and I've gotten better over the years.
These are my somewhat filtered-for-review thoughts. Nose Bleed's crisp presentation brought moments of where adults may even have told me "X has problems too!" I felt guilty wanting to call these people out and failing, mean at how I wanted to lash out, and cowardly because I didn't. The author isn't explicit about their sympathies, though I suspect they lean towards the player. You do have to note people like your assailant have their own problems, but they also have to fix them, and if they assert power over you, why should you help them?
Given all this, NB was much better than someone very, very well-meaning saying "oh you know bullies are empty inside" or "they only pick on you out of insecurity" or even "I understand, but don't let it get you down!" And I realized something else: it doesn't resort to ALL CAPS, which is such a temptation when discussing social anxiety and, I'd guess, a metaphoric nosebleed on its own.
I had several short reflections mid-game of saying oh geez yes it can be horrible like this. But then I had a much quicker bounce-back than I might have had ten years ago. There were people from my past the antagonist reminded me of. I didn't have things like NB to help me take a step back and see through their charades. It's too late to push back at them, but at least NB helps me push them further out of my mind. Looking back on the blurb, it's hard not to laugh at the experience of playing NB and, yes, at some people who said something similar years ago.