Reviews by streever

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YOUR SMARTCAR EXPERIENCE, by BinaryDoubts
4 of 4 people found the following review helpful:
Welcome to your ad-supported freemium driving experience! Would you rate us?, January 10, 2017
by streever (America)

This seems to be a satire at first, but make no mistake, it's a chilling dystopian tale of our likely future. Just think about pumping gas at a 'nice' gas station: a giant screen greets you and plays TV ads while you pump gas. No mute button; no channel switch. Get to the theatre 'on time' for your next movie. Instead of previews (a type of ad) actual commercials are played, with the previews coming later--after the listed start time.

I'd been thinking about making my own smartcar game, but it was a one-note concept; this takes the idea and extends it, featuring obstacles from ads to a pushy navigational system to problems with charging and filling the battery. It ends with an emotional blow that reveals a deep familiarity with the essential heartlessness of modern, commercialized, technology and design.

The writing throughout is sparse and fun. A well executed twine piece.

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Panic Mansion, by [email protected]
1 of 1 people found the following review helpful:
Collection of unrelated trivia questions and seemingly random 'battles', January 10, 2017
by streever (America)

I'm not sure what to make of this.

It's a Twine-piece with almost no plot at all; the protagonist is described as a 'slacker' who flunked high school, but then we're told he just failed Physical Education. Doesn't really sound like a slacker in my opinion, but there you have it. A teacher offers to let the student graduate if he can 'solve' the puzzles in a panic home, which is revealed to be a mansion.

What's a panic home, you ask? I thought it would just be a locked down house, like a panic room, a sealed away room to retreat to, but it appears to be a house full of daughters who attack you after you answer random trivia questions. Top names in the US in 1900--longest national coastline after Canada--the title of a soap opera that ended in 1989 after 13 years of broadcasting--if you can see a common thread here, you've solved a deeper mystery than I could!

The lack of a plot or any other motivation makes this effectively a collection of random trivia questions, mostly all answered easily with a google search. The seemingly randomized battle sequences (click "attack" or "defend"--the right sequence will win) break what little flow is to be found in the trivia questions.

I'm not sure who this piece was intended for, or what the goal was; I didn't particularly enjoy it.

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Just Talk to Them, by Raymond Vermeulen
3 of 3 people found the following review helpful:
Fun and original Twine work, December 31, 2016*
by streever (America)

A typical night out--banter and overpriced beer--takes a turn for the better when you meet the gaze of a cute stranger and decide to introduce yourself.

The writing is fun and humorous, but at times could have used a little editing; the adjectives trip up some of the otherwise well-written passages in the opening.

This debut work breaks from typical slice-of-life work by asking the reader to compete in small mini-games with each significant action. A game of chance, a trivia question, and a reflex text are all used to test the reader. While not directly relevant--no one has ever had to answer a question about ancient Chinese history in order to stand up from their table--these games create a sense of tension and pressure which fits in with the theme and overall mood of the piece.

I am very impressed with this as a debut piece, and hope to see much more from the author.

* This review was last edited on January 1, 2017
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Not All Things Make It Across, by Bruno Dias
1 of 1 people found the following review helpful:
Atmospheric piece building out the Diasverse, December 31, 2016*
by streever (America)

This is a companion piece set in the same world as earlier works by Dias, bringing back the intriguing protagonist of Four Sittings In A Sinking House. If you haven't read his earlier works, this brief piece may be unsatisfying. There is little backstory or characterization, merely a list of items referring to the previous works, and the choice to keep or abandon each item.

This is a nice treat for fans, and a good reason for newcomers to read his back work.

* This review was last edited on January 1, 2017
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1181, by Grim and notgojira
4 of 4 people found the following review helpful:
Compelling work of cosmic horror with Judeo-Christian overtones, December 29, 2016
by streever (America)

This beautiful Twine piece puts you in the perspective of a volunteer at a SETI-like institution. Quickly, things go awry, and strange behavior and a dark secret emerge.

The type is well-designed, and the overall effort feels polished, with a nice use of imagery and visuals. I may be spoiled, but I think some audio component would have elevated the overall effect and increased the atmosphere.

The one quibble I have with the plot and theme is that I don't feel like we have a real chance to connect with the character, which reduces the impact of the overall story. We open with the acknowledgement that we are volunteers at this institute, but we don't understand the work we're doing or the importance of it. Why are we here? Is it for college? Do we really work a day job and come in here at night to do free work for something we don't understand and can't explain? I think the piece would benefit from having a better sense of who we are, why we're here, and how this encounter with a different identity affects us.

Overall, I'd give this piece high marks for atmosphere and tension, particularly in the second act, when physical danger is introduced.

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I THINK I'LL STOP OFF ON THE WAY, by piratescarfy
1 of 1 people found the following review helpful:
Nightmare-like short horror piece, December 28, 2016
by streever (America)

This work of surreal horror that read like a nightmare: while I appreciated the creepiness, I never felt any sense that the protagonist was in real danger. It felt more like I was playing through his recollection of a fever dream.

The writing was strong overall, but held back by excessive wordiness and presentation. Small yellow type on black is not easy to read, especially with such dense sentences. I'd recommend increasing the line height and narrowing the column the text appears in along with some light editing.

Some scenes were especially good; the restaurant was the most unsettling, followed by picking up the blade. I didn't expect the game to raise existential questions at the very end; I suspected something more violent.

I'm not sure what the deeper themes were here--they eluded me, in the same way that the meaning of a convoluted dream does, leaving me only with a sense of what was happening. In that way, I thought this was reminiscent of Murakami, with a focus on the style and sense of the situation.

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Stealing the Stolen, by Rachel, Sabrina and Ms. Dooms
3 of 3 people found the following review helpful:
Short little CYOA-style by young authors, December 27, 2016
by streever (America)

The tables are turned on a notorious thief in this cute little CYOA piece by two young authors. This piece began as an exercise in grammar, and sentences are indeed rich with adjectives and adverbs.

The piece could use more: more rooms, more stolen items, more choices, more editing, but it is a fun, cute little romp, with some humorous asides revealing a sense of whimsy and fun at the heart of this work. An especially charming moment occurs in the first failure option, when we follow the sound of barking to the guard dog, something the authors describe as a natural impulse of anyone who likes dogs.

Although a parser work, this piece felt like the classic CYOA: vocabulary is limited and options are usually obvious in this fun, short work. I hope the authors are encouraged by their final work and return to the format in the future.

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TL-MEGA-777-13, by DWaM
4 of 4 people found the following review helpful:
Disturbing sci-fi story with echoes of Huxley, December 25, 2016
by streever (America)

This was a disturbing work which raises questions of complicity and empathy. What do we owe an amoral man? If someone has done the unthinkable to hundreds of people, what level of emotional response do we feel when he has the tables turned?

I don't know that this work provides a satisfying exploration of the deeper questions it asks. It's a short sci-fi work where we start off as the orderly who helps an egotistical doctor attempt to perfect mind control. We aren't given much ambiguity: we know what we're doing, we know the price that our unwilling test subjects pay, and we know that we're doing something evil that must be hidden.

Told over roughly three acts, this piece seems to ultimately ask if the end justifies the means, but cleverly without ever really showing us the ends. In the end, we have a chance to respond with how we feel about the question, but it doesn't feel like an answer to a grand question but a personal one.

This thought-provoking piece might have benefitted from more: a longer build-up, a longer denouement. I think a longer third act, with the question being posed later after a series of experiences, might have made it more enriching.

All in all a worthy effort which raises questions and leaves the reader wanting more.

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Aftermath, by OurJud
3 of 3 people found the following review helpful:
Immersive little survival game, December 23, 2016
by streever (America)

This work is a blend of survival game and classic Choose Your Own Adventure; there are multiple bad endings, and it's easy to get them. Thankfully the built in save/load feature makes it fairly easy to save often.

One of the more interesting experiments in this piece is the use of a timer to hide color changes to the links. The sense of urgency or pressure this applies keeps the reader moving forward briskly, possibly to a bad end, which feels apt for the genre.

This is a dark work: the option exists to try to kill nearly everyone you meet, although I didn't take it whenever narratively possible. The piece works as a kind of homage to the setting and scenery of McCarthy's The Road, but without the underlying theme of fathers and sons.

Music and sound effects are used well to create an immersive atmosphere. This was a good effort and struck a nice balance in emulating the survival game genre.

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The Legend of Blackbrook Village, by OurJud
3 of 3 people found the following review helpful:
Very broken, December 22, 2016*
by streever (America)

Update:
I was able to progress by downloading the file and playing it offline, but, ran into another game-breaking bug later in the game when directions gave me the same error as in the car. I do think this work has a lot of promise and an interesting premise, but I've removed my star rating for now until I can actually play through it.

--

This game has an interesting premise and seems to create an appropriate tone, but completely falls apart in the first 2 minutes.

Leaving your house to start the story results in a bizarre situation: you have a car in the driveway, but no seemingly no ability to go anywhere. "Go to kitchen", compass directions, "get in car", "Drive car", all produce error messages. "Open door" seems to work--the story informs you that you're in the car, the engine is running, and Uncle Jacob's house is 30-minutes to the east--but that's it. You can keep typing "open door" or "x car", but nothing really happens.

It's a shame, because the author seems to have put a lot of work into this. I don't know if the version is bad, or if it's a placeholder for a forthcoming work, but I look forward to re-playing it when it's fixed.

As an aside, it could use a little copy editing; I'm not ruthless about typos but found several.

* This review was last edited on December 24, 2016
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