I wish I had not played this game: this certainly reminds one of the bad old IFComp days when people would enter games with titles like "Worst IF Game Ever". But despite appearances, this particular games is not disparaging itself in its title; for the game it mentions is not the game we play, but the 'game' of living for your work and sacrificing all for wealth.
In fact, I wish I had not played this game is a tidy little morality tale. We follow a poor immigrant as he works his way up a cut-throat corporate ladder until he is very wealthy indeed. Every little scene leads to two choices, one which expresses regret over our actions, one which expresses determination to win the game. Except for some minor variations in the final message, our choices make no difference, for they all lead to this end:
(Spoiler - click to show)I am in a nice room, with great windows, soft curtains. The sun is shining high. A warm breeze is making me smile.
Which actually doesn't sound that bad? I think we are supposed to feel that dying alone is the worst thing in the universe; and perhaps it is (I never tried); but the sun is shining and a warm breeze is making me smile. Kind of nice! Anyway, the real moral is this:
I am dying alone.When the game is flawed, there is nothing to win in the end.
Which is hard to disagree with. The protagonist is clearly leading a miserable life in his quest for money and success. So don't do that! But while true, this is also quite simplistic. Who needs to hear this? Who disagrees with it? A game like this might actually be very interesting if it asks us to choose between success/wealth on the one hand and friendship/love/moral character on the other hand; if its measures of success seduce us into sacrifices the impact of which becomes obvious only later on. Or there could be more moral of psychological depth in some other way. But as it is, I wish I had not played this game is quite one-dimensional and simplistic. It gets the job done, but one hopes the author will take on more demanding jobs in the future.
If you do not want to sacrifice your life, play another game.
As Hanon has remarked in his review, this is not a porn game. This is not a game in which you bang. It is a game that wants to bang you. And it has been saddled with all the confusion and uncertainty and obsessive horniness of a teenager, which makes the endlessly looping conversation -- that spirals out towards God and friendship and the emotions but always returns, sooner rather than later, to the idée fixe of banging -- at once funny and a little heart breaking. Have we not all been here? Or have we not wished to be here, where we at least had the courage to ask?
The game -- not the game that you're talking to, but the game itself -- even allows for an amount of role playing. After going along with the idea of banging for a while, I found myself slowly attempting to take on the role of the adult who is definitely not going to bang this teenager but who might help them attain a state of at least comparable emotional rest. I never succeeded; but then, that seems highly appropriate. For how can one find rest from horniness... without banging?
An unfulfillable desire. The madness of Tantalus.
Lime Ergot is a short game, but makes the most of its premise. You are one of only two surviving officers of a colonial military force; the other being the black-hearted and possibly insane general, who orders you to make her a drink. The game's central task is to find the ingredients for this drink. But rather than traversing a physical space through movement, we traverse a partially sensory and at least partially hallucinated space through use of the examine command. Examining things not only leads us from one object to others that were not initially described; rather, by making things present to our mind, it gives them reality and allows us to physically manipulate them. A fascinating mechanic that is combined with beautiful, evocative prose and a great atmosphere. A little gem.
I've been playing "Choices: And the Sun Went Out" for several hours, having just finished the fourth 'story arc', and I don't think I'm anywhere near the end yet. That assessment is partly based on descriptions of the piece as containing 600k words, of which you'll apparently see 150k on any one playthrough; and it's partly based on the story I have experienced, which, frankly, hasn't gone anywhere yet.
Or rather, it has gone everywhere. It has gone to Canada, to Peru, and now to Japan. A lot has happened along the way: murders, shootouts, car chases, confrontations of secret cabals of scientists, human sacrifices, attempted kidnappings, frantic attempts to save an entire town from natural disaster, and more. But I am no closer to understanding anything about the game's central mystery (the fact that sun sometimes 'goes out'); rather, every story arc has given me some new 'leads' to pursue, sending me packing to yet another country where more action can happen. Emily Short called the prose of the game "urgent and weightless"; and it seems fair to apply that to its entire approach to story telling.
I was bored by the game's first two story arcs, but things got a little better when I came to Peru, where the writing picked up some personality and the NPCs were slightly more interesting. Still, we never move far past some rather trite set pieces for an investigative action-mystery; one goes to Peru, and lo and behold, there will be human sacrifice in an ancient but unknown Inca temple!
Furthermore, the story seems to be constrained more by what is convenient for the writers than by any sense of plausibility: if you need to be shipped off to Peru, then this tiny Canadian town turns out to have an international airport with direct flights to that country. If one of your enemies tries to abduct a friend and force her, at gunpoint, to board a commercial passenger air plane, then helpful local custom officials prevent this by planting some drugs in your friend's luggage. I think.
There are many paths through the game, it seems, and your choices about where to go appear to have serious consequences in terms of which content you will experience. But I find this a dubious blessing. Rarely have you any idea of what the effect of your choices will be. So what's the point of choosing, and what's the point of all the content I'm not seeing? One could say: replayability. But I would only replay a game like this if its world and story were truly intriguing, and replaying might allow me to achieve deeper and deeper understanding of something genuinely interesting. "Choices: And the Sun Went Out" is far too breezy and generic to inspire that wish.
It's competent, and I've had some fun, so I'm giving it 3 stars.
We Know the Devil is a relatively short visual novel, which takes perhaps one hour to play through once and two hours to play through exhaustively. It follows three teenagers -- Venus, Neptune and Jupiter -- who have been sent to a strange Christian summer camp for 'bad children' where it seems quite possible that they have to literally fight the devil. All three suffer from the fact that they do not fit the societal criteria for being a good person, and they have developed some rather unsuccessful coping mechanisms for dealing with this.
The piece is great at building atmosphere, coming with excellent writing, minimal but very appropriate art, and an unsettling sound track, all of which strengthen each other. Choice points are relatively rare, and always of the same type: you have to choose two of the three teenagers to do something together, leaving the third one out. This is also the main thing that the piece is exploring: the dynamics of a group of three people, and the results of being the one who is left out.
In order to truly experience and understand the piece, one has to seek out all four possible endings. This is no doubt the weakness of the game, since doing so requires one to revisit again and again text one has already experienced, and making rather mechanical choices in between. While there is a useful ad irresistible fast-forward button, using this is very detrimental to the reading experience.
That said, pursuing all endings pays off. The game wrestles with serious questions about relationships, acceptance & self-acceptance, queerness, and the universality of love. (I say much more about this in my spoilery video analysis.) It's a piece that I kept thinking about long after I had finished it.
I hadn’t come across the term ‘flygskam’ before, but apparently it is Swedish for flight shame. This is going to be a short story about taking the bus from London to Hamburg. Sounds nice enough, although the casualness of the blurb’s final sentence is perhaps a bit overdone: “Just, you know, don’t forget your passport, okay?” Do you even need a passport to enter or leave the UK? Wait, yes… they never joined the Schengen zone, just like they never adopted the Euro. Brexit is not a sudden eruption; it has been in the making for decades. But that’s neither here not there. Flygskam Simulator is!
This is the pretty laid-back story of someone who travels from London to Hamburg by bus. The decisions are very realistic: stand in line by the door or remain seated? Try to sleep or read a book? Talk to the person next to you or play a game on your phone? The trip can take an unexpected turn, for instance when you get to know a guy who leaves the bus in Rotterdam and you decide to hook up with him. (Rotterdam! Of all places!) But it is also possible to just travel to Hamburg. The trip seems to be based on personal experience; at least little details, such as the difference between English and Dutch bus waiting zones, are correct.
It’s a nice little tale to relax with. But there doesn’t seem to be much to it, not much of a point beside sharing an impression of travelling by bus. Perhaps the branching narrative is meant to evoke the sense of possibility that belongs to a journey? On the other hand, the game focusses precisely on the mundane and expected. So I end up not being precisely certain what the author intended, and not truly able to recommend people to either check it out or leave it alone. It’s, you know, okay?
Eye Contact is a short, experimental choice-based game that allows you to play through a single conversation. Most of the talking is done by your conversation partner, who is worked up about something her brother said to her. It turns out that he had the audacity to criticise the filo pastry for her samosas. You can be sympathetic, non-committal, or overtly critical about her (over)reaction. Depending on your choices, some backstory may be revealed – there has been a death in the family – and you may end up helping your friend move along, or not. All this takes a few minutes at most, so it’s easy to replay a few times, and the writing is snappy and to the point. An enjoyable light snack; better executed than the samosas were.
There’s one more crucial ingredient to the game: the eyes. A large picture of your friend’s eyes is always at the top of the screen, looking at you (or away from you) with different expressions as the conversation moves in different ways. The game labels itself as ‘experimental’, and this is clearly the experiment: to see what impact these eyes have on our experience. Will they increase the emotional impact? Will they create a sense of intimacy? Certainly, they were very present. I was sitting behind my computer late at night, in my pyjamas, slumping in my chair… and I felt the urge to straighten up and make sure that my dressing gown was closed; then felt the urge to resist that urge, because I’m not going to be manipulated by a picture of two eyes; and then gave in to the urge anyway. So, yes, I think it did enhance to some extent the feeling of realness. I’m not sure what we gain from the experiment, since a longer game with the same lay-out would get old very quickly, I think. But I can imagine a game in which this only happens occasionally; a re-make of Spider and Web, for instance, in which the interrogator stares at you. That could work.
IFComp 2019 contained quite a number of very short games built around a single idea. Eye Contact didn’t quite have the impact on me that The Surprise and Out had, but it’s nevertheless a worthy addition to this category.