The claim -- made by Paul and John the Evangelist -- that salvation can only come through Christ is of course deeply problematic, and has been felt to be problematic for a long time. For Christ is a historical phenomenon, with whom many have not been acquainted. How could their ignorance warrant damnation?
"Deathbox: 2013" wants to ask this question, but it runs into a problem of its own. For on the one hand, the only people for whom the question has any real interest are highly orthodox Christians. But on the other hand, the author's beliefs are so different from those of a highly orthodox Christian that it is doubtful there will be any serious communication between them. Indeed, it is doubtful that any of the real target audience would ever start up a game called "Deathbox: 2013 -- God's endless love."
So that leaves Tylor with people like me, who are already convinced that a theory which entails that virtuous Buddhists will burn in Hell is not a theory worth having. (I would add that, obviously, only universal reconciliation makes sense.) People like me will not be particularly challenged or surprised by the game's message. That leaves only the game as game, but unfortunately, it consists of little more than a single choice in the beginning and some mostly non-interactive sequences leading to an often pre-determined end. So there's not much here.
Two stars for the writing, which is competent and fast-paced.
The Hunt for the Gay Planet is a small CYOA fiction, centred around Anna Antropy's trademark themes of lesbian love and deviant sexuality. It is well written and has some surprising moments; but there is little depth, there is little game, and the deviancy is not deviant enough to sustain interest. I'd recommend playing her Encyclopedia Fuckme instead.
Some games present us with a serious issue, but refuse to deal with it in a serious manner: for instance, The People's Glorious Revolutionary Text Adventure Game treats communism and capitalism as jokes. This is kind of okay. But some games present us with a serious issue, seem to engage it with it in a serious manners, but then turn everything into a cheap joke at the very last moment. This is problematic. The game trivialises the issue and breaks its contract with the player at the same time.
Now one could argue that the title of this game should have given me enough warning that it would not be serious. But Bowsman actually presents us with a set of powerful images and ideas, and a slowly rising tension as we contemplate the horrors of meat --
You shudder, knowing as only you may that all butchery hides under the shadow of anthropophagy.
-- and one's expectations change. Attack of the Mutaydid Meat Monsters starts to look as a profound meditation disguised as a cheap joke. And then, at the final moment, it turns out to be in fact just a cheap joke, which is disappointing and in somewhat bad taste.
(Until one starts thinking about the fact that every year, nine billion animals are slaughtered in the U.S.A. alone, at which point "somewhat bad taste" turns into "very bad taste". One might want to continuously chant the nonsense word "Mutaydid" to avoid this thought, because, well, if seen as nonsense, the game is a lot more palatable. The author undoubtedly saw it that way, and you will enjoy it more if you do as well.)
Although I generally like the works of this author, this is one game I cannot recommend.
Logic Puzzle Sampler is not a game; it describes itself more accurately as a toy, and it is also a programming example that comes with Inform 6 source code. As a toy it will probably not hold your attention very long, but as a piece of Inform programming, it is worthy of respect -- and could perhaps even be useful, in a somewhat bizarre game.
Playing with Logic Puzzle Sampler consists in manipulating a SHRDLU-like world of blocks and balls, and writing sentences about this world on sheets of paper. If the sentences are true, the paper turns green; if they are false, the paper turns red. Of course, the game accepts only a very limited set of sentences, but this is still impressive.
Even more impressive is the fact that you can write sentences about the colours of the pieces of paper themselves. And yes, this does allow you to have some self-referential fun -- luckily, Logic Puzzle Sampler has not restricted itself to a two-valued logic!
As the about-text indicates, the model beneath the toy is somewhat limited, and doesn't always analyse the situation perfectly. (Spoiler - click to show)For instance, if A says "B is green"; B says "C is green"; and C says "B is red"; the game will correctly turn B and C grey, but it will then incorrectly turn A grey as well, while it should simply be red. Still, what it can do is striking and well worth a look for those who are interested in such things.
I played this game because of the title. Just think of the possibilities inherent in a game called "The Twelve Heads of St. John the Baptist"! We get to play Salome as she is given the Herculean task of learning and performing twelve increasingly erotic dances, each successful performance being rewarded with a new head of St John, who was a very capital fellow to begin with. Or we are cast as the executioner who faces the even more straightforwardly Herculean task of beheading a saint from whose wounds two new heads grow immediately. Or...
But let's not get carried away. "The Twelve Heads of St. John the Baptist" turns out to be a SpeedIF, which means that it is very short, very silly and not as polished as a normal game. (These are perhaps not necessary qualities of SpeedIF, but they are certainly very common.) You are carrying twelve heads, and you have to find clues that allow you to determine which head is the real head of Saint John. Which is fine as far as puzzles go, but not having a dance of the 84 veils seems like a wasted opportunity to me.
There is a theory that if you make a game that is really bad, but you know that it is really bad and signal this to the reader, the game will be funny. This theory is false.
There is another, even more popular, theory that if you make a game that is really bad in the same ways that some other bad games are really bad, but you know this and the other guys were just incompetent, then your game is a piece of satire. This theory is also false.
Here we have a bad fantasy title, useless choices, arbitrary deaths, a (paradoxically enough) lame running gag, and a story that doesn't make sense. Perhaps this adds up to a brilliant joke when you encounter it in the middle of Saints Row 3, from which the game is apparently taken. Outside of that context, it certainly doesn't.