Ratings and Reviews by CMG

View this member's profile

Show reviews only | ratings only
Previous | 261–270 of 501 | Next | Show All


Unicorn Story, by Conrad Cook
5 of 5 people found the following review helpful:
A proper unicorn., September 10, 2015*
by CMG (NYC)

This is short hypertext fiction that takes less than ten minutes to play. It's not a game exactly. It was written with a system called Ramus that functions like the Jonah format in Twine. When you click a hyperlink, new text appears at the screen's bottom, but the old text remains visible above. Hyperlinks that haven't yet been clicked also remain active, which means that the player needs to go back and click links they've previously passed.

The result is a textual jumble. Links will appear that you can open in any order, and the text segments they spawn don't line up and organize themselves. Navigating these links in various orders will not lead to different outcomes either. You always reach the same conclusion. Rather, the intent is to create a jumble.

That's because the game takes place almost entirely in mental space. There are only a few lines of physical description, but otherwise everything is internal dialogue.

What has happened is this: a unicorn has put its head on a maiden's lap. According to legend, the best way to bait a unicorn is with a maiden, and this maiden is being used as bait. With its head on her lap, the unicorn can read her thoughts, and its thoughts become jumbled with hers during their mind-merger.

That's what the interactive hyperlink format accomplishes. It mirrors the mind-merger in the story. Although the story has a traditional beginning, middle, and end, presenting it as static fiction would not have conveyed the same concept.

Now, with the technical side covered, what about the story? It's very simple. A one-act play, if you will, with two main characters. But a lot is going on in this small space.

I'm a unicorn fan. Not the rainbows-and-sparkles unicorns. The haughty, wild unicorns that gore and trample people. Those are the ones I like. There is so much bound up in legends about them. Slice through the unicorn and you'll expose strata about gender, class, public and private power dynamics, sex, spirituality, and I could go on, etc. And all these things come to a head when a maiden encounters a unicorn during a hunt.

Both maiden and unicorn in Unicorn Story are archetypes, but both are also real characters with real conflicts. Both have their own voices. I'm particularly happy with the unicorn's characterization, because this story gets it right. You won't find any innocent forest creature here. Instead the unicorn is arrogant, vicious, manipulative (it can read the maiden's thoughts, but she doesn't know this). The maiden, meanwhile, is no shrinking violet. She has her own stakes in the hunt and grapples directly with her role as bait.

It's fascinating to see these two characters twist and turn to alternately accept, deny, and justify their motives for putting themselves into this situation. As I said, the story's very short, and yet in its small space there are revelations and double-crosses. But nothing is rushed. Nothing is heavy-handed. More is packed into each line of dialogue, and especially into its tone, than you might realize at first.

Just like the legends it's based on, you could mine Unicorn Story for a long time and keep finding new things to say about it.

* This review was last edited on February 28, 2017
You can log in to rate this review, mute this user, or add a comment.

Kerkerkruip, by Victor Gijsbers
CMG's Rating:

Dad vs. Unicorn, by PaperBlurt
CMG's Rating:

The Unicorn Pool, by Tiddy Ogg
CMG's Rating:

Speak French, by Claire6129
CMG's Rating:

Tonight Dies the Moon, by Tom McHenry
CMG's Rating:

A Bucket Filled With Sand, by A C Godliman
CMG's Rating:

For Me It Was Tuesday, by Soda51
CMG's Rating:

Inward Narrow Crooked Lanes, by B Minus Seven
9 of 9 people found the following review helpful:
You're catching the gist but not the exact phrasing., September 4, 2015
by CMG (NYC)

This game placed 40th in the 2014 IFComp and has a bunch of negative ratings on IFDB, but I love it. You won't find much plot here. You won't find much coherence. But this game is drunk on language, and it is also hilarious.

B Minus Seven just knows how to write a sentence. Even a non-sentence. Even a nonsense sentence. Even a gobbledygook list filled with misspelled words. The text plays with you and you can almost bite into it and eat it at certain spots.

Inward Narrow Crooked Lanes is about putting you through the wringer. You the player, you the character you're playing as, and you know that the author went through the wringer too while writing it. You're on a little road of trials. The trials make no sense. You fill out intake forms. They make no sense. The lines in the text are the crooked lanes in the title, channeling emotions through the text like veins directing blood through a body. Cleansing. Purging. Producing either purity or waste, you can't tell which; the code is broken; you can't piece it back together.

The words "inward narrow crooked lanes" are taken from a Donne poem quoted in the game. The poem's gist is that a writer can't exorcise demons by putting them onto a page. It may seem possible at first, but then a reader comes along and feels the demon trapped inside the text, and now you've got three demons: one in the author, one in the text, and one in the reader. So much for snuffing out the original demon.

That's what's happening here. This game contains frustrations. It's a prison for them, funneling them inward through those narrow crooked lanes, into the game. And now there's a danger: they might get out again.

It is almost, in a certain sense, a triumph that this game has gotten poor reviews. It has succeeded in failing, which is to say that it hasn't transferred its demons into most people who've played it. All the strange things the game does are like a defense mechanism. When I mentioned broken code before, there really is broken code in the game, in the second room you enter, and it's there on purpose. The game is ripping itself open, showing you everything, but interestingly this direct exposure creates distance rather than closeness between player and game.

But what if you take the game's offer, get on the train, go with it where it wants to go? Is it going to sink you with its negativity? I say, no, because its humor is a buoy.

The snake suggests shearing your mane. You have no razor ready at hand; the idea is apropos of nothing. You don't believe you and the snake are on quite the same wavelength.

Humor is subjective. I know this stuff won't work for everyone, but it works for me.

On a more mundane note, I appreciate one technical feature in the game that allows you to rewind it to any page you've already visited. This makes going back to explore different branches very simple. You don't have to restart from scratch every time.

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

Pick Up the Phone Booth and Aisle, by David Dyte, Steve Bernard, Dan Shiovitz, Iain Merrick, Liza Daly, John Cater, Ola Sverre Bauge, J. Robinson Wheeler, Jon Blask, Dan Schmidt, Stephen Granade, Rob Noyes, and Emily Short
CMG's Rating:


Previous | 261–270 of 501 | Next | Show All