I can certainly see what the intent of this work is, but for me it wasn’t very successful. It wants to humanize the suffering that’s happening in Palestine, but it speeds through multiple generations so quickly and perfunctorily that I never felt like any of the characters were real people. It’s just a sketch of a family, with 100% predictable story beats--a house and land passing down from one generation to the next, young love, an aging parent, a tragic death. The game wanted to elicit emotion from me, but it didn’t do enough to earn that. If it had slowed down and developed its characters as individuals, and really explored the circumstances they find themselves in instead of skipping from one major development to the next, I think it would have been a lot more effective.
A confession: I’ve only ever read one Agatha Christie novel, and it’s the Poirot-less And Then There Were None, so I went into this game with absolutely zero knowledge of the characters or their circumstances. But fortunately, that didn’t matter. There was enough context provided that I could easily pick up the backstory, and I was charmed right away by both the writing and the setup--a bachelor and a widower sharing a flat and co-raising the latter’s children together. The homoerotic potential of this arrangement is high, and the game doesn’t disappoint there; I loved the results of repeatedly examining Poirot and the response to telling the PC to kiss him.
As other reviewers have mentioned, the biggest hiccup I encountered was the mystery bit; I spent a fair bit of time re-examining everything I’d already looked at, which was kind of tedious, and when it came time to make an accusation, the game’s multiple layers of “Are you sure?” made me chicken out the first time--but at that point the game wouldn’t let me reload a save, so I had to quit and restart. But that was the only rough spot I encountered; overall, this was a very enjoyable experience.
This one resonated a lot with me. I was glad to get to follow all the threads of Yancy’s thoughts, feelings, and reactions about/to their mother’s death; there are a lot, and some of them are contradictory, because this is a situation where of course their feelings are complex and messy, and the game did a great job exploring that. While initially I thought some of the conversations with the friends felt too neat, too pat, the game itself called this out, with Yancy’s sort-of diary entries reflecting that while they may have told their friends they agreed with their advice or found it helpful, really they just said what their friends wanted to hear while knowing things aren’t actually that simple or easy.
There’s also a meta element where Yancy talks to us, the players, about the fact that they are the main character in a game. They wonder whether they’re really a person, and essentially ask us to treat them like one, because there is a real human behind their existence, who created them and has given them some of their (the creator’s) own trauma and complex emotions. This made me think about the vulnerability of sharing a work like this, and how it’s reviewers’ responsibility to take care with how we approach writing about it, because when we judge the characters or emotions on display, we could very well be judging a real person.