In the fairy tale "Godfather Death" collected by the Brothers Grimm, a poor man chooses Death as his child's godfather, passing over God and the Devil, who are also in the running. This game retells the fairy tale and gives you the choice to pick God, the Devil, or Death. Whatever you pick, the story continues the same way, with the son becoming a physician who eventually finds himself at odds with his godfather over whether to save a king and princess from a fatal illness.
Some text is quoted from the Brothers Grimm and some text is original. I am guessing that English is not the author's native language. Many sentences do not make sense. Example: Devil appeared as he broken his promised, and served as godfather in as bad influence.
It also seems as though the author didn't understand the original fairy tale, where the poor man doesn't choose God because he mistakenly thinks that God's mercy is biased toward aristocrats. In this game, God is actually biased toward aristocrats, which creates a weird dynamic where, during the climax, God wants you to save the king and princess... and maybe you won't do it, because you're sick of God's upperclass favoritism. So, uh, you can kill these innocent people and be a rebel, or you can treat their sickness as God would prefer. A very weird dynamic, as I said.
The game is made in Ren'Py and has illustrations. They are basic MS Paint style pictures.
You have no other options. That's why you've come to the woods to meet with a witch. She can perform a ritual for you, and what she performs will depend on your emotional state, your motivation, what you want to accomplish, and what you've brought with you.
All these variables can be changed, and the story is presented as a choose-your-own-adventure where you make your selections and then find out what ritual you're going to experience. What happens will be radically different depending on your choices. I played to three endings, none were anything like one another, and there were even more variables I could have tinkered with to find who knows how many additional outcomes.
There's an irony in the fact that a game where the premise is "you have no other options" gives you so many options, which is the whole idea. I wasn't even sure whether I was playing as the same protagonist all the time, or whether my choices had retroactively altered the past to shape a different narrative going forward. And I'm not even talking about the parts where the protagonist tries to alter the past.
This muddy understanding about the evolving game state is both a strength and a weakness. It really makes everything feel dynamic, but things are so dynamic that I wasn't always sure how I was affecting the story. At one point, as the witch was guiding me through the forest, there was a snake attacking a mouse beside the path and I had the chance to intervene before continuing with the witch. How did this tangent tie into the final ritual? Did my decision mean anything? It probably did, judging by how flexible the game is, but I couldn't begin to guess the impact or why this tangent should have had an impact. Other decisions give you much more obvious results with logical cause-and-effect chains, but you have the sense that there are hidden, magical mechanics under the surface too, and you never quite grasp them.
In the end, the game's ultimate irony is that even with all these options, you still don't really have any options. The universe is out of your control. Maybe a very dedicated player who's willing to explore every single branch would come to another conclusion, but when I reached this interpretation I felt as though the game had rounded itself off.
Brain-guzzling aliens have arrived from outer space to torment a New Mexican town. The citizens are oblivious, and it's up to you to convince them they're in danger before they've all been brain-guzzled. You play as Bonnie Noodleman, a Well-Adjusted Teen-Ager, and your yearbook profile lists your accomplishments as:
Winner, Miss Human Compass Junior Orienteer, 1956
Winner, Pine Nut Days Girls’ Grocery-Balancing Competition, 1958
I think this succinctly encapsulates the game's intent. It's a traditional text adventure that is self-aware about its tropes, and it's going to exploit them to have fun. And that's exactly what it does.
Structurally, the game is divided into a prologue followed by two main parts. The prologue is pretty much perfect. A character customization system built into an in-game magazine questionnaire, which then segues seamlessly into the action and establishes the setting, tone, and Bonnie's motivation all at once. It's great.
After the prologue, both of the game's two main halves are centered around object fetch-quests. You solve puzzles to collect items to deliver to an NPC in order to progress the story. When the first half concludes, you're treated to a satisfying action set-piece that feels like it will fundamentally alter the game. But then the dust settles, and not too much has changed, and you have to solve another puzzle sequence very similar to the one you just finished.
The second set of puzzles is actually better than the first, and the first set was already good. But the structure saps tension from the story right when things are starting to get dicey. I wanted the stakes to keep rising.
Of course the stakes were never going to be really high, because the game is a parody of B-movie horror. But parodies can have their own high stakes. And actually, the game is more a satire of American society "back in the day" than it is of horror films. It takes place on the cusp between the 50s and 60s. You've got Scooby-Doo hijinks, "ultramodern furniture" in "avocado, orange, and mustard-yellow," and the town fair has a Tomorrow Pavilion whose displays (including a robotic wife) are "glittering with the promise of tomorrow."
This reminded me a lot of The Venture Bros., which has a similar nostalgia for the era, even though it recognizes and criticizes the era's bigotry, repression, and naiveté. Brain Guzzlers is also critical, but it's never as scathing as Venture Bros. It's more interested in using the time period as a playful backdrop.
In the end, this is a very solid text adventure that will appeal to both sci-fi and horror fans, and it's got nice character illustrations too!
Birdland is a very long Twine story (probably at least novella-length for each playthrough) about teen girls at summer camp. They participate in standard camp activities like swimming, they gossip, and they fumble with their developing adolescent identities. This could've been horrible. All the ingredients are lined up for a sappy Hallmark special. But it's not horrible. It's great.
It's written in script format with occasional character illustrations (that are very nice; you can look at them all from the main menu, but they only show up once each in the game itself). What this means, of course, is that practically everything is conveyed through dialogue, and what that means is that major emphasis is put on character interaction. There is no flab. The game is laser-focused on these characters' mindsets.
I have the sense, although I could be mistaken, that you'll get the same overarching story no matter what choices you make. Which is no problem. It is a good story, not just about teen girls canoeing at summer camp, but about the dreams that the main character Bridget Leaside experiences -- strange dreams that seem to have ripple effects in the waking world.
Rather, what choices you make influence sub-scenes in the story by changing Bridget's mood, giving her access to certain actions or cutting them off. You're basically presented with different angles of approach to the same goals. What's especially thoughtful is how the game shows you every possible action, even if you can't choose one because you're in the wrong mood at the moment. This way you know what impact your decisions had. I am growing more and more fond of transparent game mechanics like this.
Since nearly all the writing is dialogue, the dialogue has to be good, and it is. Especially in the dream sequences, where humanoid birds speak to Bridget using stilted, mechanical language. Brendan Patrick Hennessy has a history writing stilted prose. You Will Select a Decision is all about the stilted prose. But whereas that was a pure comedy game, and the prose was stilted because it was meant to be a poor translation from Russian, in Birdland there's more going on. It's still funny in Birdland. The technique is just being used with more purpose.
Actually, Birdland feels like the natural next step after You Will Select a Decision and Bell Park, Youth Detective. Those games crashed together, refined themselves during the crash, and became Birdland. Bell Park herself is a central character in Birdland.
This game made me think about Wes Anderson movies. Moonrise Kingdom specifically. Kids who are more mature than the adults around them, but who are still kids learning how to survive. Kids who find themselves in over their heads as bizarre circumstances develop. Birdland is strong interactive fiction, pushing the medium more toward literature, which I completely support.
Aesthetically, this game is definitely polished. Nice blocky buttons. Smooth graphics. It's got "mass market appeal" with a neutral design scheme, like an IKEA catalogue. Which is exactly what it's trying to do.
Not be an IKEA catalogue. Just tap into that commercial zone.
The game is entirely about a product: a contraption that can take "basic creative building blocks" and combine them together to make new products. All that you really do in this game is combine the different ingredients, and then the game spits out an invention at you. The ingredients themselves are vague concepts like "quantity" and "sound."
At the end of my playthrough, the player-character (who had purchased this contraption) was showered with success for the great things they made with the machine.
Maybe I wasn't supposed to react this way, but I felt like this game was making a really sharp criticism about creativity and technological development. Everything that's normally called "creativity" is negated by the GROWBOTICS machine, where you just slot combinations together, press a button, and the machine does all the creative work for you. A product rolls down the conceptual conveyor belt, you snag it for yourself, and then you claim the credit without needing to have a single creative thought yourself.
Not to say that the game's text actually sounds cynical. Everything is upbeat. You're a happy consumer, after all, and you have a shiny new product to play with! Only at one point near the beginning does the game (maybe) show its hand, when the player-character reads the product manual and thinks:
An extended marketing spiel crafted to make you feel good about your purchasing decisions. Absurd thing is, it kind of works.
GROWBOTICS kind of works like that too.
Untold Riches is a simple parser puzzle game. You're an assistant to a wacky treasure-hunting professor, and you've been stranded alone on an island during a treasure hunt. You've got to locate the treasure and then figure out a way to contact someone to leave the island.
What you get from the game's blurb is what you get inside the game. The tone is irreverent. The story is slim and self-aware, with references all over the place to past adventures you've had with the professor, which in turn reference pulp adventure tropes from literature and film. Like the gameplay, the writing is simple and direct, but it knows what it wants to be and it's charming.
The "about" text explains that this game was actually written to be played in a middle-school setting as an introduction to the medium for students. It sets explicit guidelines for itself: clear goals, clear clues, thorough implementation. In all three realms, it's a success.
As an intro-level puzzler, this is solid. The only thing it could do better is provide standard verbs for the player, since the game is assuming that its audience will be unfamiliar with the parser format. Otherwise, it's a nice little snack.
In this hypertext game you explore a ruined city that's stuck in time, or abandoned by time, or abandoned by the world at large -- it's all the same. The era this city exists in (or the era that it died in, anyway) shares similarities with early twentieth century Europe, and certain characters are mentioned as being French and German and so on, but its connection to real history is tenuous. Fantastical elements play a large role. There are clocks that don't tell time as we know it.
Gameplay involves poking around, finding keys, unlocking doors, opening safes, and gaining entrance to new areas. Sometimes you can activate memories that reveal how the city came to be in its current condition.
Despite the focus on memories and exploration, though, I never got a good sense about what was going on or what the city even really looked like. The text is written in an abstract, verbose style that often aims for higher marks than it can hit. And when it doesn't hit them, it produces confusion. You have to be an extremely skilled writer to pull off a style like this.
The game's opening references Umberto Eco, but I found myself comparing it more directly with Hypnerotomachia Poliphili, which is an Italian book from 1499 about a man wandering a dreamscape. Almost the entire book is dedicated to explaining the architecture of buildings in the dream, and the text will go on for pages lavishing elaborate philosophical descriptions on columns and fountains. I found it suffocating to read, and while To Burn in Memory is not nearly as overwrought, it does share Hypnerotomachia's interest in allegorical architecture. Both these texts also prefer complexity for its own sake, for its flavor.
Hypnerotomachia is a famously beautiful book, and To Burn in Memory also has a very lovely physical design. But they sit heavily in your gut and are hard to digest.
If you are "in the friend zone," what this means is that you have been relegated to being "only" friends with someone (usually a woman) who you actually just want to sleep with. If you are a "nice guy," what this means is that you consider yourself an upstanding personality, but in relation to the person you want to sleep with, all your "positive" attributes are really just ploys to get them into bed. Both the "friend zone" and "nice guy" concepts are used seriously by people who feel they're unjustly treated, and satirically by people who think they're being babies (and misogynists).
In the Friend Zone takes these concepts as the basis for its story. Actually, it doesn't have much story. It's more concerned with deconstructing the concepts and fleshing them out into a surreal allegory.
It bills itself as "a horror-parody in the tradition of Franz Kafka," but I don't think this is accurate. Of course the game does owe something to Kafka. The Nice Guys™ in the game's world feel that they're being persecuted by obscure forces beyond their control, like many characters in Kafka's fiction, and one passage is inspired directly by the parable "Before the Law" from The Trial. But the piece is otherwise not similar to Kafka. You have nothing like Kafka's bureaucratic prose, circling around as it eats itself; you have nothing like Kafka's off-kilter absurdity; in fact, you always know exactly where you are with In the Friend Zone. The allegories are obvious, monstrously obvious. They smack you over the head and invite no alternative readings.
I don't think that this is precisely a problem. It just means the game is not advertising itself correctly. It's got much more in common with Pilgrim's Progress. The entire thing involves wandering around an allegorical landscape, and the protagonist is even referred to as "Pilgrim." Kafka fans are not necessarily going to enjoy what's being offered here.
When I went into the game, what I expected was snark in industrial quantities. I wasn't eager for this. What I got instead wasn't snark at all. Make no mistake, this game is critical of its material (criticism that I happen to agree with), but it's not interested in taking cheap shots. It really does dedicate itself to the allegory, painting a surreal hellscape that has been carefully constructed. More than that, it goes a step further and truly considers events from the perspective of the Nice Guys™, trying to walk in their shoes and unravel why and how people exist with such attitudes. They aren't being used as punching bags, which is what I was certain was going to happen.
I also admit that I expected the writing to be dismal. It is not. There are some typos here and there, but for the most part it's smooth, sometimes it's shiny, and the author has a knack for chipper dialogue.
In other words, I was pleasantly surprised by the whole thing, but at the end I was also left thinking, what's the point? Who is this written for? What is it actually doing? It's not written for the Nice Guys™. It won't change their minds. It's not written for their critics. It won't change their minds. Rather, it's simply using the "friend zone" and "nice guy" ideas as jumping-off points to create a fantasy nightmare world.
But this is an unstable nightmare world that's anchored to something ephemeral in pop culture. In twenty or thirty years, will people still be thinking with this game's terminology? Many people right now don't even know about "nice guys" and "friend zones." They hover around in the same space as internet memes. They're more persistent, yes, but In the Friend Zone is essentially an entire game written to deconstruct a few passing linguistic fads.
Pilgrim's Progress and Kafka are still around because they're universal. I don't see In the Friend Zone sticking around. Maybe it's ridiculous to apply criteria like that to a Twine game -- to ask, will this be universal, will it withstand the ages? -- but that's actually something that I ask about every game and book and movie that I consume. Something like howling dogs, I can safely say, is universal. It strikes deep, major veins in humankind. In the Friend Zone doesn't, but the author certainly seems to have the writing chops to produce something more substantial in the future.