Anyway, you got your typical Porpentine urban/medieval/futuristic dirty/slimy/barren wasteland which reveals itself interestingly by adding interaction words to a menu as you explore. If you LISTEN in the first area, that lets you GOSSIP and then SKULK, and you have access to an increasing list of areas where you can LISTEN, GOSSIP, and SKULK and acquire new buttons like KEY and DEVOTION and HORROR. Basically each one of these is potentially a sensory description of the location you are in and an action, but you won't know until you click, and it doesn't matter because there's not much you're going to do wrong by just clicking. Getting new interaction words and then revisiting locations where you didn't have them before is the bulk of exploration. I never felt like I was doing anything intelligently with this, just click every interaction, find a new area, go to that one and click every word, loop back if I have a word I didn't try in an original area. I like this as a prototype for a larger work.
Porpentine excels at visceral imagery and making Twine do what she wants. I don't think she's interested in story cohesion or character development. Perhaps it's a flavor you either get or you don't, and this type of thing over and over is obviously not intended for me. I appreciate and admire the imagination and HTML skills that go into her works, but I don't feel in any way affected at the end as many other people are. Does that make me a monster?
Howwl is a choice-based game, but the interface is interesting. It sort of looks like a Wordpress site with pictures. Beneath the description are a list of parsery-type things to do, which seemed quite satisfying. Everything you'd probably want to try in this situation is presented. You have an inventory, and choices to use items you have show up automatically without you needing to fiddle with them in the inventory.
The story says it's "loosely apocalyptic" but I'd say it's fully apocalyptic. You start in an abandoned apartment with no memory or idea who you are or why you're there. You do the expected scavenging, and encounter several odd creatures pulled from mythology and art. Helpfully, the story links to information about the creatures or items you find with pictures. If you're not sure what a molotov cocktail is, there's the wikipedia entry.
It's very nicely done. The writing is straightforward and dead-serious without any IF wacky. I got through the game basically lawnmowering choices waiting for something interesting or explanatory as to what kind of apocalypse this was (museum of art paintings suddenly come to life and eat the populace?) but then I hit a message saying "End of beta ###". It was a little disappointing, but an example of a smart balance between parser and choice systems.
I'm not the target audience for this Twine story with 8bit graphics and music, which also claims to be based on Legend of Zelda. This has the same sort of METAL ROXX!! intentions as Tim Schaefer's BRUTAL LEGEND. The font is 8-bit, and so is the music, which the author says wouldn't play in a browser, but eventually loaded and was also very retro 8 bit grindy. I've heard some amazing and beautiful 8bit arrangements, but this was ostensibly some sort of metal tune with sat in my ear like a jackhammer.
After the intro where there's lots of long scrolling text and un-skippable dramatic pausing, the game turns into a sort of RPG. The PC is on an invisible grid with links for NSEW. For the little I explored, every location is a "Temple of [something]" and you have to type in the answer to a password to enter. I wasn't sure whether these answers were available in-world or if they were some sort of metal trivia. When presented with "Number of the Beast", answering "666" did not work, so that's when I gave up.
That's not to say this wouldn't be an enjoyable diversion for someone into all of the elements that went into it: heavy metal, 8-bit retro, and LoZ. A good amount of skill is on display.
This was a dashed off piece by Porpentine, but it's got a hysterical sense of humor. It's like someone on sugar and cocaine telling an improvised story, both outlandish and perfectly reasoned at the same time.
It's not a game, but it's a neat little dose of Porpentine sense of humor if you're not into her more visceral stuff.
I don't want to spoil any of this, it's very short, but does have a major trigger in it. It's a clever short jam-idea. I would have liked if it were longer and kept the conceit that the words in the title are the only links you have to click on.
(Spoiler - click to show)
Major animal violence trigger.
Also I don't know if the order you select links could solve the mystery somehow.
That I was exceedingly sad to be left out of it.
This is probably the most fun I've had with a choice-based game. Despite the serious themes, the interactions - as if you are text messaging with the author - are brilliant. There are moving sketch comic illustrations. This game gives me the same warm fuzzy "I'm the author's best friend" sincerity that I got with Deirdra Kiai's I'm Really Sorry About That Thing I Said When I Was Tired and/or Hungry. This is like the IF equivalent of "Draw My Life". I want to be this author's best friend now as well.
I suspect this game was written by someone either very young and new to writing, or someone whose primary language is not English.
I quit reading this Twine after several clicks due to:
*A huge number of spelling and grammar mistakes right at the beginning that don't encourage me that the writing will get better. For example "Mars" is capitalized when you are speaking of the planet.
*Poor writing above and beyond spelling and grammar. Awkward phrasing, adult language that seems completely inappropriate for the situation, prose changes from second person to first person and back again. Here's an example:
You notice who it was that was yelling for you, and immediately wished you hadn’t. “Hey captain.” She says in her overly excited voice of her with her sound piercing your eardrums. “So I’ve been meaning to talk to you lately you haven’t been coming to your check ups recently, and I know a certain someone who needs one.” The last bit she says with a patronizingly cheerful change of voice.
“No.” You say in the harshest tone of voice you can.
“Awww...,” she says as if she’s five. “But you promised you would at least have one session with me before the trip was over.”
“You’re no fun Mr.Poopypants.” She says as if that’s spouse to make you feel bad rather than making her look foolish.
“Now if you don’t mind I’d rather eat my breakfast in peace.” You say with a gentle happiness in your voice and a sly smile on your face.
“Fine, but you own me two visits on the way back to earth.” She says cheerfully as if she’s won some argument or something, but in all reality she just acted like a kid. But either way who knew that Therapists can be such a child, let alone necessary in space travel. Your stomach growls suddenly
Without picking it apart, there are uncapitalized proper names ("Earth" "Captain") capitalized words that are not proper names ("Therapists"), comma splices, incorrect quotation punctuation, sentence fragments, and things such as the word "spouse" substituting for the word "supposed" which is why I have a hunch this was written by a young author just writing what they heard in their head and neglecting to proofread. Despite that, this petulant exchange between purportedly the captain of a starship and its doctor sounds more like lunchroom "cootie" talk then dialogue between two people over the age of ten.
*General lack of meaningful choice. Most of the clicks I make are a choice of one to get the next story bit. The couple of times I had a choice of two things, it's your typical "get out of bed/don't get out of bed" sort of false choice that doesn't affect the story one bit.
I would have continued with this if the writing was competent, or if the plot started off with a bang. I encourage the author to continue writing and also reading; doing both are only real way to get better at writing. I also suggest to always get someone you know to proofread a work before releasing it to the entire world.
This autobiography of Deirdra "Squinky" Kiai (tubaist, graphical adventure creator) is delightful and I enjoyed it thoroughly. I felt like Kiai's best friend having a conversation with someone I've known my whole life. There is generous interaction written with an open and honest modesty and assured voice that never made me feel uncomfortable like a poorly considered personal Twine can occasionally do. Kiai allows the reader to proceed without delving deeper into every twisty anecdote, so I look forward to a second read. Even if you don't hit every node, it's an enjoyable conversation.
This is a spectacular example of an experience not possible in non-interactive fiction. Extra difficulty points for an assured rare tick in the IF autobiography genre that doesn't see much action.
These get better as they continue. The author has finally stopped the one-move random death traps and delivered a new chapter that actually manages to attempt a slight story and character arc. The writing continues the zany, stupid, cartoon humor from before that follows the somewhat Monkey Island form of "Normal Response, Wacky Response, Audacious Response" but I find them funny, and at last I've gotten through an episode without having to smash my keyboard as I angrily start over. The jokes work ever so much better when you only see them once!
No summary because it's too short and simple for that. You're a zombie wizard, hijinks ensue.