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A Good Wick, by Little Foolery
5 of 5 people found the following review helpful:
A Good Wick, January 27, 2017
by CMG (NYC)

A Good Wick is essentially an interactive storybook. It’s totally linear, with only one point at which the reader can pick between two choices, each choice leading to a different ending. There’s also a secret third ending, but it doesn’t involve further choices: clicking a hidden link continues the story from where a previous ending had stopped.

Some linear games employ cycling links, variables, passage loops, etc., etc., to make the text active and malleable even when the story is straightforward. These games may have limited narrative outcomes, you may have no choices to make, but you still have to move the text around and slide bits into place to reach the end. Games like this are sometimes referred to as dynamic fiction. Well, A Good Wick doesn’t do any of that either.

Nevertheless, I regard A Good Wick as strong interactive work. It’s only using the most basic hypertext mechanic — the link from one page to the next — but it’s highly attuned to how this influences pacing. It withholds and delivers text as an oral storyteller would to guide the plot’s rhythm. New sections are often preceded by titles such as “A Fact About Daylight” or “A Fact About the Town,” but these things aren’t really sections and those aren’t really titles. They’re more like poetic flourishes. They also guide the story’s rhythm. Chapters in a book influence rhythm too, but you know when they’re coming and they have an organizational purpose. A Good Wick’s section breaks are more like intertitles dramatically introduced during a film.

Many pages are illustrated, and these illustrations are also arranged with a consideration toward pacing. I used the phrase “interactive storybook” before, but “interactive comic” might be more apt. A comic uses the sequencing between panels to deliver meaning. A Good Wick does the same thing, with every new page serving as a panel. Not all the pages are given this treatment, and some illustrations repeat, but it’s a technique that finds good employment at some key moments.

The illustrations themselves are well suited to the story. Atmospheric, dark but warm, earthy and hazy. They’re always situated at the page’s center, and they fade outward into the surrounding black background. They flicker and glow. No, this wouldn’t work nearly as well as a printed storybook. It wouldn’t work at all. The game advises you to play it at fullscreen in a dark room, which I did, and would also recommend.

Certain readers, on the other hand, will find this annoying. At some points, the text fades until your cursor hovers back over it. At other points, the text is too bright to read until it dims beneath your cursor. People who just want plain text won’t enjoy these effects. But the effects complement the story’s themes, and you can’t please everyone.

What about the story, anyway? We’re in fairy tale territory. Outside a village in a sunless land, a sentient lantern has been burning for three years beside the road, keeping watch. Something’s prowling out there in the dark. One day it’s going to try entering the village. We know, from the very beginning, that the village is doomed, and this story is about learning why.

The writing is clean and charming. The plot is well structured. It’s sinister, but not too sinister, but actually quite sinister the more you think about it — like a good fairy tale.

Unfortunately I think it trips over itself with its multiple endings. Of the two standard endings, one is much more fleshed-out than the other. The third, secret ending takes elements from the first ending and adds them to the second, creating an awkward mishmash. This third ending feels like it’s meant to be the “true” ending, but by the time I’d gotten to it, I’d already seen its plot beats beaten into the ground. It over-explains things that were already clear; the over-explanation makes everything feel more like a trope; it rehashes sequences that were better the first time around.

I suppose it’s no surprise that the game would falter in this area. It puts narrative branching far, far into the background for almost the entire story, and that’s when its strengths shine. But then branching takes center stage at the end and doesn’t work as well. It’s clear that the team behind this project is extremely talented. They just haven’t hammered down what makes a branching narrative effective.

When I reach a satisfying ending, I often don’t want to replay a story. Many games encourage the player to explore alternate paths, however, and therefore I find myself replaying to experience the game as intended. That’s what happened here.

In these situations, the player doesn’t choose an ending; the player chooses all endings, and the game becomes a collectathon. The pacing is ruined. Any important decisions you might’ve made in the story are nullified when you just go back and pick every option anyway.

Maybe other readers won’t find A Good Wick’s multiple endings as disappointing, since I’m hard to please when it comes to this mechanic. Even with that criticism, though, I enjoyed the story a lot. It’s labeled as “horror” here on IFDB, which doesn’t seem right, but if you like dark fantasy and fairy tales, and don’t mind linear hypertext, then it’s definitely worth giving a try.

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A Dark Room, by Michael Townsend
CMG's Rating:

Whom The Telling Changed, by Aaron A. Reed
CMG's Rating:

Ash, by Lee Grey
CMG's Rating:

Howled House, by B Minus Seven
1 of 2 people found the following review helpful:
Howled House, December 1, 2016
by CMG (NYC)

Howled House is a short piece made in Raconteur where you play as the titular house. Three imprisoned “howlers” howl during the night as they sleep, and a house with three wings is “raised” by their howling. Each wing has its own personality, and when an explorer enters, the wings attempt in their own ways to either repulse his advances or seduce him toward his doom. What does this explorer want? To scour the house, to take something from it, to understand what can’t be understood about its secret rooms (some open with links; others never open)? The house itself doesn’t quite know. The explorer is not repulsed, is not seduced, but is nevertheless trapped because, once he’s entered the house, he can’t leave.

Howled House itself is also the house it describes, and the player is the explorer. Its words invite you inside and yet they push you back. What do you hope to achieve by playing? What right do you even have to poke around inside this house whose very walls have risen from anguished howls? It’s a question that extends to any art, but especially to art that’s born from pain. That description makes it sound deadly serious, which isn’t right. It’s lively and alive — but it is potentially deadly. “The blade-box, what fun!” says the clowning third hall.

As I write these words, I feel I must tread with caution. At this very moment, I’m walking into the house’s trap, and it wants me or it doesn’t want me or it wants both things. Maybe I’m a guest or maybe I’m a plaything. Maybe I have no business being here. No, I think I’m welcome. After all, the game’s been written for people to experience. But it’s difficult to know where I stand, just as it’s difficult for the house and the author to know what readers want, what their agendas are. And not just this house, not just this author, not just this reader: it’s difficult for anyone to feel their way forward through communication with another person.

Of course this reading might be wrong. Maybe I’m lost in the house. Maybe I took something from it that it never had or never wanted me to have. That’s a danger. All I can do is acknowledge the danger. It’s a dangerous game, but also a game I consider worth risking the danger to play. I wouldn't be surprised if, a few months from now, I understand it in a different way.

The language is phenomenal. I may be unsure about a few things here, but there’s no question in my mind that Howled House ought to be nominated at the XYZZY Awards for Best Writing.

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Psychomanteum, by Hanon Ondricek
CMG's Rating:

The Unstoppable Vengeance of Doctor Bonesaw, by Caleb Wilson (as Lewis Blanco)
CMG's Rating:

Four Sittings in a Sinking House, by Bruno Dias
CMG's Rating:

Take, by Katherine Morayati (as Amelia Pinnolla)
17 of 17 people found the following review helpful:
Take, November 19, 2016
by CMG (NYC)

Take is a difficult game to discuss. It attacks the very concept of writing impressions/reviews/any-personal-reactions-whatsoever, and therefore demands a more considered response from anyone who dares to have a response. It’s a challenge. It defies you to “take” it. If you don’t, then you’re a coward turning a blind eye to institutionalized abuse. If you do, then you’re a barbarian participating in that abuse. The only way to touch the material is by walking the same razor’s edge that the game itself walks.

Essentially you are a journalist plugged into the current mass-media machine, right now, today. This is conveyed by an allegory about gladiatorial combat in a dystopian society, but what you’re actually doing is writing “hot takes” for a soulless editor who wants you to flay open your personal life and put it on public display. Your value as a writer depends on how many “hits” you can generate/withstand, but this value carries over to your value as a person, because it determines whether you can make enough to continue supporting yourself. Nobody cares about you as a person, however. Not even your supposed fans. You’re simply cutting yourself open so that they can consume your “content” as they would consume “content” from anyone else willing to undergo similar exposure. The content in your “content” doesn’t matter, as long as it's intimate. It just has to be salacious enough to slip down the throat easily. And if it doesn’t slip down the right way, they’ll still pick you apart, and you’ll see every petty and mean-spirited criticism on Twitter. In short, you cannot win, and indeed the game ends when you’re “taken” yourself, not by yourself, but by an unfeeling audience who finally make you their own and discard you for good in the same moment.

As I said, this is all presented via allegory. Your mental reactions to the gladiator fight are translated into “takes” that feed into a monitor built into your chest, and this monitor also alerts you to all the incoming negative tweets that people write in response. Escape is impossible. Society has welded this contraption into your body. The gameplay itself plays a role in the setup, where examining and taking things are the only actions that you are even equipped to do. Nothing else matters because the game says nothing else matters because it’s making a comment about our current culture where nothing else matters.

As a game, this is extremely effective. You couldn’t ask for mechanics to be built into a story more.

As an allegory, like last year’s In The Friend Zone, it chains itself in a major way to popular slang that will sooner than later fade out, but under the slang are issues that will persist, most probably, as long as humankind survives.

There’s also a gendered aspect to the narrative. You aren’t simply a journalist; you are a female journalist, and the game is as much about society’s attitude toward women as it is about society’s obsession with consuming endless “content.” These hot takes that you’re writing are a journalistic form that has grown and mutated from the literary memoir, which is a genre historically fostered by women. Now it has been repurposed to make them victims for even attempting honest self-reflection. By sharing their viewpoints, they are simply making it easier for the leering audience to gawk at them, and the monitor being inset into your exposed chest, which your scanty armor doesn’t cover, isn’t a trivial design element. Great attention is paid to how prettily disfigured you can become during the battle, and to how actual disfigurement, real wounds, must be camouflaged to look aesthetically pleasing; the audience doesn’t want to confront legitimate suffering because that would spoil their entertainment. A few lines seem to echo passages from howling dogs, where the bone-footed empress must practice her death pose to ensure its elegance, but whereas howling dogs offered relief, even if that meant plunging deeper into a delusion or a dream, there’s no relief anywhere here.

The protagonist’s experience is contrasted by an epilogue that unlocks after the main game is finished, where you play as her opponent and see how the combat unfolded from his perspective. He is radically, grotesquely, stereotypically a “he,” and the game’s own hottest take arrives via this epilogue, which is titled Use and limits its verbset to that command. Whereas the characters, actions, and environments were described with penetrating detail during Take, in Use everything is reduced to brainless mush. “Pretty sweet battlefield.” That’s as deep as the commentary’s going to get. There are no more levels, there is no more thought, and everything exists, of course, to be “used,” including “the girl they sent.” Moreover, “using” anything will produce an automatic one-move victory. This epilogue is where its venom climactically overtops the game’s cup and absolutely everything on the table becomes infected.

There’s no solution offered here, and these characters aren’t people. They are monstrous parodies pitted against each other in a death battle they’ve both created: an eternal victim and an eternal persecutor. Nothing will ever change. It will only evolve, as the “hits” in the game’s dystopia did from virtual to physical, to become more complicated and more hideous. Subtleties don’t tease out meaning. They provide more openings for attack. We may sympathize more with the victim but our sympathy is as worthless as the takes that she’s writing because it will have no influence on anything. We might try to say, “I understand,” but she’s still going out onto the arena floor to suffer.

I don’t think that art needs to offer solutions. Sometimes pointing a finger at a problem is already hard enough. I certainly won’t propose to offer a solution in this review to the problems the game is highlighting, but what I can do is give my own opinion about a few issues, and the foremost thing that I want to say is that sharing your opinion is not “giving a hot take.” Writing an essay is not “writing a thinkpiece.” Playing a game, reading a book, watching a movie — these activities are not reducible to “consuming content.” And yet people do reduce them, every day. They reduce them by how they approach subjects, how they use words to frame discussions. When communication is drowning in #ironic #hashtags #about #hottakes, that begins to color how people actually interpret reality. When people self-consciously discuss their #brands, they are heating the fire for their own branding irons. Even the last two sentences that I wrote are contributing to this problem.

I’ve seen other authors, during perfectly innocent conversations, refer to themselves as content-creators, and to their games as content. The thing about content is that it matters less than the receptacle it’s filling. Even in the niche interactive fiction world, people have adopted this terminology and its accompanying mindset from the mass-media treadmill that’s responsible for crushing people as Take’s protagonist is crushed. It won’t stop crushing anyone until people stop turning it. Stop slathering everything in corrosive irony. Stop swallowing authors whole and then banging the table to demand more. If you turn life into a blood-drunk meme, “one joke until expiration,” then that’s what it will become.

I don’t agree with everything this game depicts, and I wonder how effective it will be at getting players to think about certain topics, but it’s certainly straining to do as much as it possibly can with the tools and the room that it has. It’s impeccably written and designed. Even newcomers to parser should be able to play it. Recommended, but beware the spikes.

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Moonland, by BillyJaden
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