You Will Thank Me as Fast as You Thank a Werewolf is a collaboration between the human author and a neural network that generated new text based on the author’s past works. It’s described as “an experimental story about a lifelong romantic relationship,” but I never would have guessed that this was supposed to be a story about anything in particular. It’s a jumble of disjointed events and ideas, perhaps slightly more coherent than an early Buñuel film but not quite as sensible as a typical fever dream. Expect to encounter only the slightest bit of narrative coherence: sometimes sentences on the same page seem to bear a logical relationship to each other, but that’s about as far as it goes.
But there’s definitely some interesting content here, even if it’s not presented in the form of a traditional storyline. Certain themes keep recurring throughout the experience: the narrator’s preoccupations with work (especially the fact of being hired and identifying oneself with a job); family (especially a brother who seems to keep coming up); and mortality (and people who either resist or acquiesce to it). A distillation, perhaps, of what is explored in the author’s other works?
I’m not sure that there is any point to the interactive aspect of the experience. In typical CYOA-style, the player sometimes picks one of two choices, but the choices themselves are often non-sequiturs and they don’t have an obvious relationship to whatever happens next.
Much of what you’ll read here is just a step above gibberish, but there are also scattered gems - sentences that clearly bear the mark of AI uncanniness but which just work in a sublime kind of way. For me, the most enjoyable part of the read was uncovering such gems. For example:
(Spoiler - click to show)The parrot says: “I am a parrot, and I love you.”
(Spoiler - click to show)“Beware, you blind socialist,” he said, “even though you have a heart of gold and cocaine.”
(Spoiler - click to show)Everyone except Wikipedia is shocked
If that’s not poetry, I don’t know what is.
I don’t believe there’s any way to give constructive criticism here, nor will I be giving a star rating. It is what it is. Would I recommend giving this one a read? Yes, but only if you’re in the mood to spend half an hour not knowing what in the world is going on.
The Brutal Murder of Jenny Lee is a murder mystery which, in many ways, feels like it takes cues from the walking simulator genre.
It consists mostly of exploring various locations and examining items to glean information. But it’s not all business. As you go through the game, you’ll learn as much about the victim’s life as you do about her death. Notes, letters, artifacts, and the comments of your “employer” who is deeply connected to the case all help you to gradually piece together an impression of a moment in a young woman’s life. It’s compelling, well-written stuff. Little things like a pencil case or a sketch are described with enough care, enough attention to detail, to show rather than tell a story that felt very authentic and human to me.
There’s a couple nice puzzles here which call for the player to gather information, make a deduction, and act upon that deduction. But there’s also quite a good chunk of the game that consists solely of examining things until some answer is spoon-fed to you. The whole experience hews to a more-or-less linear path: you go where the narrator takes you, and do things step-by-step according to his whims. It works, but I think I would have gotten even more enjoyment out of a more varied and less linear set of problems to solve.
I wasn’t fond of the way the game occasionally hides the parser for a predetermined amount of time when important text shows up. I get that the author is trying to emphasize important moments, but still, I don’t want to have to wait around counting the seconds until I’m allowed to keep playing after I’ve finished reading whatever I was supposed to read.
There’s a secondary aspect to the story: (Spoiler - click to show)the twist that you’re an AI being exploited by someone who is wrongfully imprisoned for the murder, and you ultimately seek to escape. It’s an interesting concept, but doesn't feel fully woven into the main story, and isn't developed in enough detail to satisfy questions about how exactly the character is able to accomplish what it does. Maybe this aspect is a prelude to a sequel which explores it in greater detail? That would be neat.
Even though I wasn’t totally on board with every design choice here, The Brutal Murder of Jenny Lee brings a great atmosphere and strong writing to the table. Overall, I enjoyed my time with it, and would gladly try more of the author’s work in the future.
The Turnip takes place in a world almost like our own, but just different enough that it seems impossible to fully grasp the nature of the setting or the motivations of the characters. There’s a dog that acts almost, but not quite, like a dog would act. You have a job that seems almost, but not quite, like a job that a person would have. There’s a turnip that acts almost, but not quite, like you’d expect from a turnip. The whole thing feels kind of like what would happen if an alien from some other planet were asked to write a short story about life on Earth, having heard a little bit about it but not having studied it in any detail.
It’s a piece that provokes a bit of thought. The world of The Turnip may seem weird to us. To the eyes of folks in a hypothetical alternate world like this one, presumably our society would seem equally as weird. It might seem odd that the society in this story attaches economic value to a dirt field full of holes, but who are we to judge? To them, maybe it would seem odd that we attach economic value to a field full of… Christmas trees, for example. This, I think, is the strong point of The Turnip: it invites us to question our frame of reference.
It’s also totally linear (apart from your choice of whether to read certain brief descriptions along the way), and reading everything from start to finish takes a few minutes at most, so there’s not much to it. It’s an efficient story, in that it packs a fairly high degree of interesting content relative to its tiny size. Worth the time to check it out.
#VanLife is a day-to-day personal economic simulator with some interesting mechanics, but sparse writing. You live in a van with solar-powered appliances. Can you balance your mood, your cash, and your battery charge to succeed in this minimalistic lifestyle? At its core, the premise is great, and I’ve got to give props to a game that encourages less-resource-intensive living.
But the implementation can be wonky at times. Everything depends upon a small pool of random events which cause wild and unpredictable swings. You can be doing great one day, only to lose the game on the next because you got stuck with a couple bad events that you couldn’t do anything about. Or you could be on the cusp of failure, only to skyrocket back to prosperity because of one or two lucky events. Your decisions kind of matter, but I felt like they were totally overshadowed by the sheer importance of luck.
The other thing that hampered my enjoyment here is… I quickly came to dislike the protagonist. That feels odd to write, since the protagonist doesn’t have any lines and isn’t ever described directly, yet they come across as someone who isn’t serious about the #VanLife. I felt like I had to constantly battle my own protagonist’s unreasonable expectations. This is a person who earns a living by posting photos with inspirational quotes. Regularly, thousands of dollars fall into their lap from making guest foodie blog posts. They never have to pay money for food or gas or parking, and they never get harassed by the police for parking illegally either.
Basically, the protagonist is privileged in many ways, and yet they’re constantly unsatisfied. Got an offer to receive a bunch of cash and a free appliance, possibly more energy-efficient than the one you already have, in return for a product endorsement? Well, your protagonist loses mood, because capitalism = bad. Craving some pancakes but don’t have the right cooktop because the game hasn’t given you the opportunity to buy it yet? Well, you’re about to lose a giant chunk of mood, my friend. Want to hop online and frag n00bs, but you don’t have enough battery because you already spent it on two cravings for avocado toast today? Well, that’s probably a game over. Sucks to be you.
I found myself losing the game often in the first few days because the protagonist was full of so many capricious requests that there simply weren’t enough resources to indulge. The protagonist is defined by one personality trait: the trait of being someone who never should have set foot in a van.
According to the webpage, the game is still in beta, and that makes sense. It feels like a rough draft of what could (and hopefully will) become a good sim. A wider variety of random events would help spice things up, but what the game would benefit most from would be a rebalancing of the events’ effects so that they don’t cause such wild and unpredictable mood swings. Then, there would be room for players to start thinking about long-term strategy, without the immediate threat of game over due to lack of pancakes looming over their heads from the start.
The first thing I noticed about Tangled Tales is the ambition of its presentation: it’s a multimedia experience with a parser, graphics, and sound all bundled into a .exe.
I have to respect the amount of work that went into the design of this interface. This could have been breezed through in good old Inform 7, but no, Tangled Tales insists on going the extra mile. Was it worth it? For me as a player, the answer is probably not. I didn’t feel that the graphics or sound added much to the experience. The window is set up so that you can only display either the text or a location graphic at a given time. Consequently, I spent almost no time appreciating the graphics.
Everything about this game seems to be painstakingly built to induce a very particular kind of nostalgia trip for a very particular kind of player. That’s true of the interface, which bravely bucks the familiar and minimalistic presentation of a typical modern parser game. It’s also true of the writing, the world design, and the parser itself, which I swear came straight out of an era from before I was born. The world is more-or-less a maze, full of indistinct locations connected in a large, convoluted network, and you may indeed be driven to draw yourself a map in order to try navigating this game. The story and the characters are amusing, but they aren’t developed in any great detail - they’re not the focus here.
The focus is a series of puzzles which would look extremely easy in theory, but which are viciously difficult in practice due to Tangled Tales’ cheerful indifference to the kinds of quality-of-life details that modern IF players are accustomed to. This is a game in which the parser is so finicky that I didn’t even know when I was playing guess-the-verb or not. Looking at a table might yield a brief description, but there’s no indication that what you really need to do is to look on the table. Sometimes you have to give an NPC a command in one syntax, sometimes you have to use a totally different syntax for no apparent reason. If it were not for the walkthrough, I never, never in a million years would have finished this game, because I wouldn’t even have understood that the things I tried were usually correct, just not phrased properly… with the proper phrasing often being some idiosyncratic command that I’ve never seen before and never would have thought to try.
To top it all off, we’re given a fifteen-page walkthrough file. The actual walkthrough is a chunk of run-on text encompassing about half a page. Then there’s an image that takes up one page. One page is dedicated to explaining what interactive fiction is, and briefly introducing this game in particular. The other twelve pages? Instructions. This astounding document is what cements my belief that Tangled Tales is designed to provide, as faithfully as possible, the authentic oldschool experience, deliberately complete with all the shortcomings and frustrations that may entail. It’s a metaphorical middle finger to every new idea or convention that has been developed in the realm of IF-design theory over at least the past 30 or so years.
There’s definitely a certain audience who will get a kick out of this.
Fight Forever is a martial-arts RPG that focuses primarily on stat-building - you’re trying to train a character who will be capable of taking on your opponents. The game has all the bones of a fairly expansive RPG, but from what I’ve seen, it appears to be unfinished. There are many greyed-out options that don’t seem like they can be unlocked at present, perhaps teasers for future content?
The writing is terse but effective, and it intrigued me. I wanted to explore more of this game, see what different options are available, and experiment with different ways of building a character. Unfortunately, this proved very difficult, because the way stats are handled is extremely opaque. Unless I’m missing something, there’s no way to see a comprehensive summary of all your character’s stats at once - instead, you have to rely on occasional notifications that you’ve increased x stat to y level. At no point did I ever come across a listing of what all the stats even are, much less what they’re supposed to do. There’s no obvious way of telling what the numbers mean. Within a few fights, I had increased my mindset to 3000 while my heart was 52 and my kicking was 2… but I couldn’t figure out how to tell what effect any of those had, or how they compare to my opponents’ stats.
I found the fights to be frustrating for three reasons. They occur through infernally slow timed text that can’t be skipped. They are narrated in a very spare and repetitive manner. And, most importantly, they give no actionable feedback. I was left with no clue why I was winning or losing! Was it chance? Was it because of my scores in some crucial stat(s)?
The system intrigued me enough that I wanted to keep playing and exploring - maybe, with time, I would figure out things that weren’t immediately apparent? But my plans were cut short when I decided to retire and try playing as my 14-year-old scion. That didn’t work, because a 14-year-old can’t enter fights, so I’d have to wait for time to advance… but after exhausting a few training options that can only be done once between each fight, I was left with no obvious way to make time advance. I was stuck at 14. Oops. Game over for me.
Should you try Fight Forever in its current state? Maybe. There’s definitely some interesting mechanics here, even if they are hidden behind a totally opaque presentation. Maybe you’ll be clever enough to figure out things that I missed? I had some fun trying, so hopefully you will too.
Shadow Operative is a cyberpunk adventure that can be played through a parser or through a sidebar with links: both options are easy to use and work smoothly.
The story here is not groundbreaking, nor is it fully committed to the grit and pessimism of classic cyberpunk. But it’s well-written, offering a good dose of wit and nerdy humor, and enough of its own unique spin on genre tropes to keep things fresh. There are a series of tasks/puzzles to solve, which I found engaging if a bit on the simple side - it felt like infiltrating a corporate office to do leet hacking was a bit easier and more straightforward than it should have been. A more expansive web of problems to solve, I think, would have elevated the game.
In general and especially with regard to the UI (which is built with Vorple), the technical side of Shadow Operative is where the game really shines. Gameplay was impressively smooth and intuitive, and the UI presented a whole lot of options and information in a neat and accessible format. It was both functional and really nice to look at. The credits list quite a few testers, which makes sense: I can easily believe that the author put a great deal of effort into testing and iterating upon the game in order to present us with this very slick, well-oiled piece. Also of note: it has a bangin’ soundtrack.
Overall, I’m glad that I played Shadow Operative. The author’s professionalism is abundantly clear in the design of this game, and I have a lot of respect for that.
I was very interested to play this game, which is described by the author as an “historical gay melodrama.” Indeed, it does what it promises, putting you in the shoes of various members of the Vidal family as they live through a succession of scenes taking place over the course of a summer. Through their actions and interactions, a series of events will unfold that are historical, gay, and dramatic.
The interface is a bit odd. It’s a hypertext game with the kind of navigable world-model that’s more commonly seen in a parser game. That’s fine, except almost all of the interesting action (such as dialogue between characters where you have to make important choices, for example) occurs in pop-ups. With all the interesting stuff happening in these pop-ups, I quickly came to feel that the navigable world-model was frivolous, and mostly just served to make the screen look overly busy whenever a pop-up would be sitting on top of the room description/navigation buttons beneath. I think if the entire thing had been presented as a traditional CYOA-style game - no navigation, just conversation choices - it would have felt a lot smoother without really sacrificing anything.
The story is intriguing and it introduces a lot of awesome ideas. There’s interwar Catalan politics, the strictures of bourgeoisie propriety, a strained family dynamic, a little bit of a coming-of-age story, a consideration of gender, and of course plenty of gayness, all coming together in a fascinating and very multifaceted plot.
Certainly, there’s the foundation of a great story here. And yet… I feel that the game doesn’t fully realize its ambitions. Things happen very quickly. Often, you play a character for only a very brief scene before suddenly switching to another character, so I found it difficult to fully sink my teeth into any given scene. Sometimes, the writing is very evocative. I greatly enjoyed the description of the instant attraction between the family patriarch and his daughter’s suitor, for example. But elsewhere, the writing seems overly minimalistic and matter-of-fact, and I was disappointed that later interactions between the aforementioned characters weren’t described with the same degree of detail.
Overall, I liked A Catalan Summer and feel that it’s worth a playthrough, but I also feel that it has the potential to be much better. If the author were to treat this as a rough draft, go back and flesh out what’s already there with more evocative prose and more melodrama, it could become something excellent.
Ascension of Limbs is a deliciously creepy parser game that’s heavy on resource-management mechanics. Every turn, the player is presented with a listing of valid commands and objects, so while there are definitely horrors to encounter, the dreaded game of guess-the-verb is not one of them.
Technically, the game is very well-polished, especially considering that it relies heavily on NPC behavior and ever-changing numerical variables. In my experience, everything seemed to work as intended. It might take a little while to get familiar with the mechanics and figure out the strategies for victory, since the whole thing is very unlike the typical text adventure, but it’s worth the time to get used to it. I found it quite satisfying once I’d worked out an effective business scheme through trial and error.
The palpable strength of Ascension of Limbs is in its unique brand of casual, creeping horror. It’s a game that might slowly draw you into a situation that isn’t quite right, and gently draw you to become complicit in it. The truth of the situation, and the consequences of your complicity, are not revealed at first. Maybe they’re never fully revealed at all. For the most part, it seems, the reader is afforded only disquieting glimpses into the horrors of this world, and left to try to piece things together for themself.
A very solid piece, well worth multiple playthroughs to experience the variety of different endings (and journeys) this game has to offer.
The Arkhill Darkness is a lighthearted, trope-laden fantasy romp that delights in goofy humor and breaking the fourth wall. It’s a fun time. The visual presentation is slick and does a good job of setting the mood. There’s a very simple RPG-style combat system which is, in my opinion, entirely unnecessary.
If you’re looking for flawless prose, a deep story, or characters that you’ll come to care very deeply about, I’d say this is not the game for you. On the other hand, if you’re in the mood to see what happens when high fantasy meets kung fu and yo momma jokes, The Arkhill Darkness might put a smile on your face.
Just be warned: your greatest foe won’t be a dragon or a demonic horsething. It’ll be the typos.