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Hanna, We're Going to School, by Kastel
High school horror, August 9, 2024
by Tabitha (USA)
Related reviews: IF Review-a-thon 2024

There’s a lot going on in this game, as you’ll see from the length of this review! I’ve played multiple other IF works by Kastel, and this one was quite different from the rest—it’s longer, less tightly focused, and has more characters and dialogue. I wrote a lot of notes while playing, and screenshotted multiple passages to look back at later, which was great as I love when a game gives me a lot to think about. (Spoilers abound throughout, so I'm just spoiler-tagging the entire thing.)

(Spoiler - click to show)The premise here is: you’re Jing, a high school student and closeted lesbian who is accompanied everywhere by the ghost of one of her former fellow students, Hanna—a trans girl who committed suicide after being bullied. (We learn her full story slowly over the course of the game, through asides where Jing remembers different pieces of it.) Besides Hanna, Jing doesn’t have any friends at school, and is pretty miserable there. The gameplay is guiding her through this particular school day as she sits through classes, witnesses another student being bullied, and gets singled out by a popular girl—Clara, one of Hanna’s bullies—chatting with Hanna on and off the whole time.

Jing is never directly bullied in the conventional way—no name-calling, no mean-spirited pranks. But players can still quickly see why she hates school so much. The bullying she sees is toward fellow student Harold, who’s mocked for a love poem he wrote to Clara and is later tricked/coerced into reading it on stage in front of everyone. Having to see someone else be treated like this while those in power do nothing to stop it, all the while feeling complicit for being a bystander, spurs thoughts for Jing about the bleakness of the future—the same people who rule the world of high school are going to grow up and rule the world outside it, too, and there will still be no place for people like her.

Jing has much less of a reaction to Clara throughout the game. Clara makes many creepy, fetishizing comments about Jing being Chinese and how desirable that will make her to men. She even goes so far as to try to set Jing up with her counterpart, the school’s lead male bully. But despite these conversations/monologues clearly making Jing uncomfortable, she has a crush on Clara. She listens to Clara without comment, disassociating through the worst of it and never reflecting on the racism in Clara’s remarks. The lack of acknowledgment by Jing upped the awfulness; dealing with things like this is normal for her, just one of the many miserable aspects of high school.

The game’s four endings vary a lot, and they depend on one choice you make early in the game and one at the end. In the first ending I got, after telling off Clara Jing feels emboldened to tell Hanna how she feels about her—that she loves her. This gave their relationship throughout the game a solid arc, with their bickering and disagreements and support of each other culminating in this affirmation of what they mean to each other. After all Clara’s invalidation of both Hanna and Jing, they validate each other as queer people. It’s a lovely moment, and ends the game on this hopeful note of “the world sucks, but we can support each other.” The same vibe is present in the ending where Jing encounters Harold in the rain after school and shares her umbrella with him. She goes on to talk to him about how she wants to make a space for people like him, her, and Hanna, those sidelined by society.

The other two endings are quite different. In one, after Clara goes on a transphobic rant where she misgenders Hanna and uses her deadname (represented by a series of dashes), she kisses Jing. Jing’s immediate response is to be “intoxicated” by the kiss. After this, Clara has a complete about-face; apparently she was only nasty to pre-ghost Hanna because she was jealous of Hanna’s friendship with Jing, wanting Jing for herself. Now, suddenly, she feels bad about how she treated Hanna, and her transphobia is forgotten: “ ‘Hanna is a really nice name,’ Clara says, ‘I wish I could call her that.’ ” Upon realizing Hanna is actually present, Clara says she’s sorry, and Hanna tells Jing to tell Clara she forgives her.

This is a lot all at once, and it’s hard to believe from any of the characters—that Clara would have this sudden change of heart, and that Jing and Hanna would forgive her so easily. Well, Jing does specifically say that she doesn’t forgive Clara, but she also says, “you're hurt. You're just hurt in a different way from Hanna and me. I don't want to ignore that. You may have harmed me and other people, but you are also a victim trying to survive.” In a way, it’s the extreme version of the other two endings—the solidarity of suffering people coming together, including the one who was the cause of the suffering, because guess what, they’re suffering too.

Now, contrast all that with the final ending (well, it’s labeled ending 1, but it was the last one I got). In this one, Jing beats Clara to death with an umbrella. Yup. (Aside—I love how the umbrella can be either a tool of connection OR a tool of violence.) It’s so different from the other three endings, with a catharsis not present there but at the cost of any sense of peace or future okay-ness. Was it worth it for? “You feel alive for the first time,” the game tells you, and “Freedom is a privilege immersed in guilt and violence[,] and you don't want to squander the precious little you have.” (This line feels more broadly applicable, too, for example with Hanna having to kill herself to be free.)

I wrote in my notes while playing that these two endings in particular felt like fantasies—the bully is actually gay and in love with you; you get to murder the bully. In the author’s afterward, which you can read if you see all the endings, they say that that’s exactly what they were aiming for: “The routes all involve the fantasies I had: the violent escape, the free romantic, the camaraderie of the oppressed, and forgiveness. They're all fantasies Jing and I wished for.” Placing these four endings on equal footing didn’t entirely work for me, though; while the first two felt plausible for these characters within the world of the game, the second two didn’t. Fantasizing about killing a bully is one thing, but actually acting on it is another; I could see Jing giving Clara a couple good punches, but brutally beating her to death seemed a bit extreme. I think the other ending is even more implausible, with both Jing and Clara acting very counter to what we previously saw of them.

These two endings, and some other moments throughout the games, felt so exaggerated/unrealistic that they jarred with the emotional beats that did ring true. But these choices make more sense in the context of the game’s creation, as it was made for a horror game jam; the murder ending, for example, feels very fitting for that genre. But I think perhaps the jam origin was a detriment to the game; it could still effectively—perhaps more effectively—showcase the everyday horror of high school without the more extreme elements. (Another downside of its having been made quickly for a jam is that it could use another round of edits to clean up typos and some rough patches in the writing—some of the dialogue especially felt a bit clunky.)

Finally, some more technical notes: the width of the text area is inconsistent from page to page (wider or narrower depending on the line length), and the position of the sidebar moves along with it, which was a bit visually annoying. I also hit a rough spot when I reached a passage containing about 70 single-word links—this is fully on me, but I struggled with figuring out how to proceed here for a lot longer than I should have, as each link seemed to go to the same single-sentence passage, which then routed me back to the many-links passage. Turns out there is one correct word to click, which seemed obvious once I knew I had to look for it (I ended up asking the author what I had to do to proceed haha), but my struggle there realllly killed my momentum on that playthrough (to the point that I initially gave up and started over, only returning to the choice that yielded that passage after I’d gotten all the other endings). But one gameplay design choice I really liked was the option you get after finishing a playthrough to jump to the pivotal choice points, so that you can see the alternatives without having to fully replay.

So yeah, this was an interesting game—clearly it gave me a lot to talk about! In the Afterward, the author mentions possibly returning to this cast/setting, and I would certainly love to see what results.

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Captain Piedaterre's Blunders, by Wade Clarke
2 of 2 people found the following review helpful:
A ratty spoof, August 4, 2024
by Tabitha (USA)
Related reviews: IF Review-a-thon 2024

I love rats, and I enjoyed Captain Verdeterre’s Plunder (both when I first played it and after replaying it today in preparation to play CPB)—so I was primed to enjoy this short spoof game, and enjoy it I did! You play as the titular Captain Piedaterre, a rat captain with a distinctly different approach to life than your brother Verdeterre’s. Discovering exactly how this game inverts the conceit of Verdeterre is part of its charm, so I’ll include the details under spoiler tags below.

First, a note about the interface: this is a choice-based game implemented in Inform 7; there’s no typing (unless you choose to hit number keys to choose from the list of options), just hyperlinks. Overall it works well, with the two caveats that the blue link text on the black background doesn’t have great contrast (an issue that’s worsened if you replay, as all the links then turn to dark purple), and that the autoscroll is very jerky. There’s probably a better way to describe it, but the result is that each link click results in a rather jarring movement of the text.

Now on to the actual game! With the PC’s latest ship sunk, he washes ashore near the house of a pirate who happens not to be home. The gameplay has you searching the house for loot, of which there is plenty(Spoiler - click to show)—but it’s not the actually-valuable items, like a diamond or a Fabergé egg, that you want; rather, the things that are treasures in the PC’s eyes are items like a broken chair leg, a black banana, a dust bunny. While taking each of the actual valuables is presented as an option, clicking those links will simply tell you why Captain P. doesn’t want them. The gimmick of “ignore the jewels, the garbage is the real treasure!” was amusing, and it doesn’t overstay its welcome; once you’ve collected all seven items (with no time pressure or optimization-replays needed), you’re whisked out of the house to “the one and only end”, where you show off your haul to your baffled brother.

Without the context of CVP, this game might not make much sense or be particularly engaging, but the contrast between the two made it a humorous experience. And while (Spoiler - click to show)there are indications that Captain P. is meant to not be very bright, my interpretation—as a former pet-rat owner—is that, unlike his brother, he’s a much more typical rat, drawn to hoarding bits of junk. My rats wouldn’t have cared about a diamond, but they would have loved an overripe banana! Other things they liked to steal and hide included pens and dog toys. So the rattiness of this game brought an extra layer of enjoyment to it for me. (I also have to shout out the Bop-it joke—for whatever reason, it hit me just right.)

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