Damn, this game. It’s got so much depth, and I spent a lot of time thinking about it after playing. There’s so much emotion here, so much hurt, and yet we have this reflective distance from which to interact with and interrogate it all, even as it feels very personal given that two of the NPCs are different iterations of George Dyer, Francis Bacon’s doomed lover. This is a window on suffering people who in turn inflict suffering on others; on self-destruction/self-harm; on pain channeled into art. It begs the question of what the purpose of art is, why people are led to create and view it, and calls out how it can both connect and alienate us. It makes me feel very conflicted, and I think that’s a good thing. Altogether a brilliant game.
...despite the rather stressful situation the PC is in! The PC’s position as somewhat of an outsider who’s suddenly plunged in over their head was a compelling one, and I enjoyed navigating through the various scenarios (especially those involving cute cats or a mischievous monkey). I also appreciated the social management aspects; it was very gratifying to facilitate a nice breakfast chat between guests despite language barriers, and to save two teenagers from a boring day with their parents and also spur a friendship between them in the process.
So much excellence here—the premise, the characters, the setting, the humor, the puzzles, the narrative voice… it’s all so well done. Highlights include the Torch and Pitchfork Society and their perfectly reasonable demands, Hans in general (and specifically, the conversations with him and the possibility of asking him out), and every interaction with the devil. A very smooth and just plain fun experience!
I hadn’t played any of Andrew’s Prime Pro Rhyme Row games when I tested this one, but as soon as I got into it I loved it, and after finishing I immediately played through the rest in the series. As a lover of rhymes, alliteration, and wordplay in general, I found it delightful to be tasked with coming up with my own alliterative rhymes as the central mechanic of gameplay. Comparisons to Dr. Seuss are apt, as this is a wacky wordplay-ful world that defies logic, and is all the more fun for it.
A game about your husband’s last night before his execution has no right being this fun! But Victor has accomplished that with a big dose of humor and a richly drawn protagonist who can’t help but be entertaining. Alongside the silliness, though, there’s a lot of emotional depth as the couple’s relationship history and its various layers of love and hurt is gradually revealed. Their conversation—litigating past wrongs, discussing what Xanthippe’s future might hold, and hashing out what they mean to each other—swings from anger to affection in a way that felt very authentic. I liked the bittersweet note of the end, where they’re both able to come to a sort of peace with the impending loss. I was glad to have spent time exploring their relationship, and getting to know Victor’s version of Xanthippe—who is very far from one-dimensional.