Ratings and Reviews by CMG

View this member's profile

Show reviews only | ratings only
Previous | 201–210 of 497 | Next | Show All


Bullets talk faster, by Oreolek
CMG's Rating:

A Primer On The Capture And Identification Of The Little Folk Of Myth And Legend, by Krishan Coupland
CMG's Rating:

Unpolished, by Sparklebliss
CMG's Rating:

Mother, by Porpentine Charity Heartscape
CMG's Rating:

Discover the World, by Adri
CMG's Rating:

Voice Box, by B Minus Seven
5 of 5 people found the following review helpful:
Micro interactive fiction, December 10, 2015
by CMG (NYC)

At this point, I've become a shameless B Minus Seven fan. Even though Voice Box came in fourth place in its EctoComp division, it was my favorite game entered into the whole contest. I wasn't too surprised to see it place where it did, since B Minus Seven's games are usually divisive (to put it mildly), but I was also happy to see that it got a decent overall score despite its rank. I think people may be warming up to B's style!

Voice Box is probably the most accessible game B Minus Seven has written to date. One reason for that is because it's so short. It also doesn't tax the player like A Trial or play any weird tricks with the code like Inward Narrow Crooked Lanes. You can read it like a traditional story. Another thing that makes it more accessible is that it's tonally consistent. Something I love about B's games is the humor, which can be indirect and eccentric enough to make other people wonder if there is any humor, but although Voice Box has clever wordplay, it sticks to the same surreal horror tone throughout. So at least in that sense, you always have your feet on the ground with this game.

When it comes to the story, things get more obscure. A woman has her voice stolen by two creatures in the night, and she has the choice to either "weep" or "seek" in response. Weeping suggests passivity, retreat, denial, but also perhaps (curiously) acceptance, whereas seeking suggests action, rebellion, an attempt to reconcile what's happened. Each choice leads to another branch point with another "weep/seek" decision, and after three branches the story ends.

But this isn't really a story that ends when the text runs out. It may be short, but you cannot just blitz through it and then say, "Okay, now I'm done." A ton is packed into each little sentence. I've played Voice Box four times, and every time I come away with another idea about what it's doing. Rereading it, I make new connections between the different branches.

Essentially, this is branching flash fiction. It's tiny, but what it manages to do with its tininess is impressive. Even more impressive, to my mind, is that the branching is such a major factor in such a small game. There's barely anywhere for the branches to expand, the space is so tight, and yet every branch is meaningful, and the branching itself is one of those rare gameplay mechanics that illustrates what's happening in the narrative. You don't finish one branch and stop. You go back, you try again, you search them all, attempting to wrap your head around all the possibilities just as the protagonist is trying to do. If every branch tells another story, the protagonist cannot of course know what's available in the different branches that she isn't occupying at the moment, but she does have a sense for the emotions that are flowing through these different branches. She may not encounter her masculine clone when she climbs a tower in another branch instead, but her masculine clone is still out there; ditto for the tower when she does meet her clone.

In the end, Voice Box is a game about identity, and what happens when you've been denied the right to express who you really are. Sometimes outside forces deny you the right. Sometimes it's an inner struggle. Sometimes it's a combination. There's not really a good way to approach this problem logically. You have to feel your way around until you hopefully understand things better.

I like one bit in the game that almost seems like a commentary on the game itself:

All day she speaks in her hazy way to a tape recorder. Each night she ships her tapes. To some they bring peace, to others unease, depending on their need.

As always in a B Minus Seven game, the writing in Voice Box is great. Even if you never do manage to understand the story, you can still float along on the prose's rhythm.

You can log in to rate this review, mute this user, or add a comment.

Reset, by Autumn Nicole Bradley
CMG's Rating:

Jetbike Gang, by C.E.J. Pacian
CMG's Rating:

mr. leg needs some milk, by amelia tsukum
CMG's Rating:

Darkiss! Wrath of the Vampire - Chapter 1: the Awakening, by Marco Vallarino
5 of 5 people found the following review helpful:
B-movie horror in a text adventure, December 5, 2015
by CMG (NYC)

Originally this game was written in Italian. It has been translated into English, and it shows, and it is amazing. I think people will either love it or hate it. I loved it.

You play as a vampire who's just awoken after having been killed for the second time. You're in your crypt surrounded by protective wards that the people who slayed you left behind to ensure you'd stay dead and trapped. But they didn't succeed. You have to disassemble the wards and break out again to reunite with your vampire queen mistress.

Everything about this game is neck-deep in both serious and parodic vampire lore. The environment is elaborately overwrought, with torture devices and painted bats and spiders and snakes on the walls. One sub-mission involves finding your evil vampire wardrobe and dressing in style for your comeback. What puzzles you'll find here are basic, not really pushing any envelopes, but sprinkled around in just the right places to keep you engaged. Or at least, in the right places to keep me engaged!

But what really won me over about this game was the writing. I can't judge the original Italian. My impression is that it must have been baroque, and the translated prose drips with atmosphere and character. It's decadent. But it's also unnatural, and by that I mean that a native English speaker would have never naturally written prose like this. That does not mean the translation suffers from broken English. For the most part (barring a few typos) it's grammatically sound. Rather, it has a cadence that only a non-native speaker could bring to the language. An inclination to turn phrases in unexpected ways.

In another genre, this would have surely backfired, but here the translation enhances the experience enormously. It places Darkiss into a tradition that I thought only belonged to film: schlocky yet sincere foreign horror overdubbed with out-of-sync voice acting. In fact, it's more than that: Darkiss is like the thick accent that Bela Lugosi brought to Dracula. It's inadvertent but it's perfection.

Maybe this makes it sound as though the translation is doing the game a disservice by misrepresenting the original Italian, but I don't think that's the case. You already know what tone Darkiss has in mind from the narrative and setting and characters. It loves old-fashioned vampire stories, both for their silly tropes and for the true horror that they explore, and it's taking all the classic ingredients and mixing them together into an over-the-top homage. I wouldn't be surprised if the English translation actually succeeds more than the Italian at this goal.

Finally, something else wonderful comes through the translation: earnestness. You can tell that Darkiss was written with love, and you can tell that it wants to share that love with the player. I think this is why it was such a joy for me to play even though the protagonist is so vile (because Martin Voigt is indeed a vile vampire, not a romantic one). Every new action reveals another little passage in the story, and each new passage is a delight to read.

Darkiss is probably the best self-aware horror game that I've ever played.

You can log in to rate this review, mute this user, or add a comment.


Previous | 201–210 of 497 | Next | Show All