How Dare You puts the player in a strange situation: they must find the verbs that will hopefully resolve a potential breakup between the player character and their partner.
It doesn't take long to realize that there's no way to move the conversation forward. The (ex-)partner is simply not interested in reconciliation, leaving the player to wonder what kind of transgression the player character has committed that makes them so beyond forgiveness.
I've always found parser games like this interesting because they suggest that communication is much more than language in action. There is, of course, the interpersonal communication as explored in the game, but there is also the relationship between the player and the parser.
Whenever I encountered errors or silence from the parser, the friction seemed to unfold a wordless story in my head. As I pondered what else to type, I began to imagine nice dates, arguments, and all the little things that couples tend to do. There is a sense of mystery, of something terribly wrong that has torn this couple apart.
The game gives no clues as to what this history might be, but the limited agency the player has in navigating the game provides more than enough clues. There is no need to observe the build-up of tension: I think the player can intuit the "solutions" to this puzzle by simply struggling with the parser a bit and wondering what the parser is trying to say about the relationship between the characters.
The parser in How Dare You is almost like a character in this standoff, an intermediary between the player and this unwritten history. Given life, it wants to write the friction between these characters into parser errors. While the prose uses second-person narration, it's more fruitful to see the implemented verbs and responses as a translator trying to get as much nuance (written and unwritten) into the small space the game has.
And I believe the parser has done a great job at it. When I finally entered one of the many correct solutions, I didn't feel a eureka moment -- it was more like a confirmation that I was on the right track, and I felt like the parser and I were on the same page. While I can imagine players being upset by the game, I wasn't surprised, and that's okay: the "translation" served its purpose because the clues to the tragedy are so well foreshadowed.
But there is something to be said about how opaque this same dynamic can be in real-life relationships. There are no parsers, no puzzles to indicate that something is wrong. People only realize they're in shitty relationships after the fact. We're all unreliable narrators, unaware of the genre we're in.
The fantasy (for lack of a better word) of How Dare You is that it can make such dynamics legible to the eyes of the parser player. I found temporary catharsis when I read the last lines of the game. But as I wrote my thoughts and reflected on life, I realized that this was a pyrrhic victory and the game seemed to ironically acknowledge this: if the player tries to undo an action, the response is
"If only you could undo whatever it was that led you here. But you can't."
I read this as the player character's inability to diagnose what actually went wrong. Instead of discovering a systemic problem that defined their abrasive personality, they searched for the one action, the one incident, the one verb that caused everything to spiral out of control.
The real world is full of scumbags like the player character. They'll never learn to read their transcripts and become someone better.
The premise of NYX is one that many science fiction and horror fans have heard over the years: the cosmic horror has taken over, and the humans must respond to this otherworldly threat. While writers and artists will fixate on the details and how they differ, the real point of divergence is the nature of the human response. How should humans retaliate or negotiate with the alien? Do they succeed or fail?
NYX describes itself as "the final transmission of the ESPM-05 (NYX-V) crew on their final spaceflight". No other context provides any information about what actually happened. Instead, we hear lamentations: the narrator cries that they are not a poet and that their astronaut vocabulary cannot condense the spiritual exhilaration of oxygen and the otherworldly being into prose. Yet, they believe they can make a "final stand, gazing nobly unto the abyss". The narrator can only make choices that lead to three different outcomes.
The game ends, the consequences of the player's choice left untold and only speculated upon by the mind.
There is much to delight in: the minimalist aesthetics, the wide possibility space the game offers with three simple choices, and the intense fear that no choice is perfect and the being will find ways to overcome the setback.
But what I found magical is that there are three potential stories in NYX. Each choice could create a story with its own specific theme, different from the other two, and highlight the player character's lingering dreams and fears before their last breath.
When we put the three choices together, we see a spectrum of what human beings can be when facing the unknown. They are almost like blank slates until that moment, when they see an Other and form a response that "humanizes" themselves. Their actions and inactions, the final stands if you will, create the human in these kinds of science fiction stories.
Rather than settle for a short story with one theme and one theme only, NYX lays the groundwork for many short stories to come, suggesting that there are many ways to define what it means to be human in a first contact story. It allows the player to evoke the human as a wide range of possibilities and to imagine what humans can be, making it a richer and deeper story upon reflection.
There is value in short stories that seem to provide a canvas for the reader to think about the constellation of meanings and ideas out there. We have so many conflicting ideas about what the human condition is that it's worth finding a place to think about what that means. NYX is one such canvas: it shows how human beings are so malleable and indeterminate until that single mouse click, and I'm very grateful to have discovered this little sweet piece.
I'm not familiar with Baldur's Gate 3, but I know that people like Astarion and playing the game made me understand why.
After a grueling battle at the camp, the player character searches for Astarion who is trapped in a never-ending nightmare. He's trapped in a tomb and he's losing his mind. You can only manifest as an incorporeal being and have to spend your precious ten energy points to learn Speech, Touch, and Spell to reassure Astarion that he's not going mad and that there's someone who still needs him. You can only tell him so much to make him remember that he's not alone in this tomb. Astarion is starving and dying of loneliness, so every interaction you have with him is important. I realized I was enjoying this game when I saw him lose his guard and reveal his vulnerability to me. It confirms that not only did I manage my resources well but that I was able to connect with him as a person in need of companionship. The feedback loop feels rewarding and I feel closer to Astarion as a character.
I appreciate how much Corfman is able to express how much she thinks Astarion is a compelling character, but what I find particularly cool is that she's able to show how lovable this asshole character is to non-BG3 players like me. It made me even more interested in the game (if only it weren't so expensive and data hog) because I really like characters like that.
Unfortunately, it was a shame that the game ended early. What we have so far is an early access game that shows the first act. I wanted to read and learn more about Astarion. He's the kind of character whose moody temperament is intoxicating and I can't imagine the volume of interactions one could have in future acts. I trust Corfman to flesh out the mechanics and put him and the player in interesting situations that challenge how I've handled resource management and his trust.
I didn't expect to like A Dream of Silence as much as I did. I was not the "right audience", but I think Corfman's approach to the character worked well with me. Her prose invited me into the world of Baldur's Gate 3 in a way that few reviews can because she focuses on a specific character she adores and is able to express what she finds so fascinating about him. It is a passionate and infectious love letter to the character and I can't wait to see the full version one day -- maybe after I finally get to Baldur's Gate 3.
A police procedural from the creator of Last Vestiges in IFComp 2023, The Case of the Solitary Resident is a Twine mystery that explores police investigations in an edutainment kind of way.
The player can navigate through the victim's apartment using hyperlinks and ask forensics to look at samples. Results come in as you get more clues and time passes. There's a lot of clicking compared to other Twine titles I've played because objects and rooms have their own hyperlinks within them -- it reminds me of other Twine games that try to mimic the look and feel of parser games.
The writing can be somewhat charming when given a chance to shine. I particularly like the description of examining camembert cheese and the narrator goes "It looks innocuous enough, but you cannot help but wonder... is there death in the cheese?" It's a delightfully cheesy line that I kind of wish was more prominent in the game because I found the title too serious.
Indeed, the narrator doesn't have the hardboiled cop vibe for me. Although the narration suggests that they've got experience and a desire to avoid wrongful convictions, I don't think they have much personality. I realize that the character is simply an avatar for the player, but it makes for a rather plain reading experience. The text wasn't engaging for me, and I found myself skimming lines to see what links to click on next.
The mystery itself isn't that interesting either. Having played Last Vestiges, I thought the solution would be similar and it's disappointing that there are no twists and turns in this game either. The interviews have very little interactivity since you only ask the suspects about the few clues that exist. And when the player is ready to make an accusation, they are presented with several options that look similar to each other and the jargon doesn't help much. Unlike Last Vestiges, there is an attempt to help the player learn the jargon through books, but I find them very unhelpful and wonder if this is even accurate (kudos to the developer for adding a disclaimer that this may not be accurate for the two books you read). I didn't get any satisfaction from solving the case as I found the general outline of events predictable; I just didn't know the specific jargon needed to close the case.
Still, I find the game a pleasure to play because I like the mystery genre and exploring the apartment as an investigator is always fun. While it does feel like a chore at times, obsessively clicking through the hyperlinks and making sure you've asked the lab to check for fingerprints and hair is quite refreshing. The procedural work is fun to click through, so I wonder if the game would be more interesting if we were just looking for clues. The game falls apart for me once I'm in the solving stage; the investigative parts have more depth (and are perhaps more attuned to the expertise of the developer).
To put it another way, I think the ideal mystery for me may not be about inventive solutions or ingenious logical puzzles. Rather, what I enjoy most is roleplaying as an investigator looking for clues -- the process, not the solution. Mysteries, even the great ones out there, tend to be sloppy in this regard and I can see games like The Case of the Solitary Resident correcting this trend.
I hope the developer continues making this game and polishing their craft.
This is the kind of horror that gives me nightmares. There are no supernatural beings in this story, just a diminishing sense of security in a world that is getting increasingly dangerous to sleep in.
For the avid (and paranoid) parser player, it pays to get to know your player character and what she's like. In the first half of the game, she has to do her chores like emptying the dishwasher and (Spoiler - click to show)remembering her new identity. As the game progresses, the web browser turns orange and gradually dims, imitating the sun going down. If the player snoops around with the right commands, they'll learn about her backstory, why she has moved to a new part of town, and why she's constantly exhausted but still aware of everything around her.
As the second half begins, the web browser goes dark and everything onward is written in the future tense. The inciting event hasn't happened yet. All the parser input the player enters is the sequence of actions she will take to overcome (Spoiler - click to show)the armed intruder.
Studio is a very tense game, especially when the player is starting out. The game reacts to your every command without hesitation and you can feel how precious every move becomes in this (Spoiler - click to show)life-or-death situation. Every step feels like a step into the unknown and I have to remember the right numbers, where things are and where (Spoiler - click to show)he is.
I've lived in studio apartments this small before, so it's impressive how spacious this environment becomes when we add this obstacle to the mix. Navigating around the apartment, grabbing important items, and possibly creating distractions makes this living space feel a bit larger -- but it's still overwhelming because I have to remember that her smartphone is by the bed, her laptop is in the office area, etc. This game could have been set in a house, but the compactness of the studio apartment makes it more intense. In the parser game model, the player character and the obstacle are in different rooms. In the actual writing of the game, they're just a few feet away from each other. This proximity overrides the way I usually map parser games in my head, and I find it thrilling, if not nerve-wrecking.
There are multiple endings to this game, which may not seem like much at first. However, the game only counts endings not by how we got there, but what the outcome is. (Spoiler - click to show)Multiple ways to kill the intruder exist as a quick example. This made me replay the game a lot to explore what other outcomes are possible and which one would be satisfying for the player character. Normally, I would find replaying a horror game less unnerving. However, the constant search for new things to do keeps me on edge, and I really like how the game encourages that experimentation.
If I hadn't, I wouldn't have noticed that (Spoiler - click to show)fleeing the apartment with everything you have is the same as fleeing the apartment without your valuables. After all, the armed intruder can still find you and kill you. Or how the armed intruder reacts to sounds and things that look off (he noticed the keychain was missing). Or how you can just turn on the radio and listen to some great hip-hop. This makes the setting very believable and grounded while creating a kind of sandbox environment for the player to play around in.
It took me a while to get the last two main endings, that is (Spoiler - click to show)subduing and murdering the intruder while alerting the police. And I had to ask Cochran for help for that since they weren't really smart ideas for the player character to have. But I do appreciate that these endings exist as they remind the player that every variable is in fact in check.
While I enjoyed the game very much, I have to admit that the game doesn't go beyond its atmospheric horror roots. The way the game handles its themes doesn't make me want to write an essay about it. I think this can be a downer for people who want more than just a sandbox horror game.
That said, I think its brevity works in its favor. Studio knows what it wants to do, and it delivers. I am extremely impressed with the title and how many secrets it has -- I'm sure there are more to be found, even though I've spent hours on the game. It's simply an effective horror parser game because it preys on something most people feel vulnerable to: our safety.
I remember wondering what the player character meant in the second half when she said that (Spoiler - click to show)she was missing the weapon that kept her safe, and I restarted the game and searched the apartment as if I were burglaring her place. After a day of searching, I found (Spoiler - click to show)her taser and time stopped for me. I thought about all the associations with the object, her backstory, and why she needs it.
The object, in my view, challenges how we balance safety with other needs while reminding us that one wrong step could be the end of everything. It is a symbol of how (Spoiler - click to show)gender-based violence is everywhere and the police are useless. All she can do is fend for herself, and I think that's the real horror of the story: she's alone in a violent, violent world.
The studio apartment just happens to be a microcosm of that world.
You have recently been hired by a generic dystopian science fiction corporation to filter poetry from an accidental merger of the Database of Subsumed Cultures. By filtering, they mean deleting these cultural artifacts from the database because they're unnecessary and pointless.
At first, you're preserving factoids and deleting poetry, but someone named PROSPER.0 comes into your interface, quotes some Shakespeare, and lets you "reclaim" words from the poetry you're about to delete. And now you're tasked with creating a poem based on the words you've recovered. You could create a poem commemorating the highs and lows of the ancient civilization you deleted, or you could create a poem expressing your desires -- whatever you want.
The concept is quite interesting, but I found it awkward at best. I found myself hovering over a sentence and clicking endlessly to grab as many words as I could. The game does throw in a few curveballs like limiting the words you can grab as a creative challenge, but that's about it. The game doesn't test you in any way, and the individual words are so divorced from the specific cultural meanings of the alien civilization that they don't really carry any weight for me when I write my found poetry.
(As an aside, the game reminds me of 18 Cadence by Aaron Reed where you reorganize sentences and paragraphs from an already constructed story to make something creative and personal. I wonder if PROSPER.0 would have benefited from preserving sentences instead of single words.)
As for the in-game poems written by the aliens, they were generated through a telephone game of public domain poetry and several rounds of Google Translate. I've seen reviewers say that this made the poetry sufficiently alien to them, but I was already familiar with some of the poems, and the experience was like reading a recitation by someone who had just forgotten how the lines went. I would prefer original poetry, but I also recognize that writing different poems in different voices is rather impractical. Still, it diminished the credibility of the alien poetry for me.
Now, I have to take off my reviewer's hat for a bit and admit that artistic works that advocate the power of art and culture in a world that rejects them are becoming too superficial for me. Many works in this vein, including this game, advocate for artistic and cultural expression, but they don't really have anything more to say after that. Works like this require you to believe that the plot, that art must be defended once again against the tyranny of dystopias, is enough. No critical interrogation of art or culture -- just the notion of (poetic) injustice.
The game does lampshade this tension: the player character asks PROSPER.0 if their poetry will even memorialize these alien civilizations since the game doesn't check if you do. It responds with a non-sequitur gotcha: you wouldn't be able to summarize the civilization with all the words you have, so make do with what you have. Point taken, but it makes me wonder what the player character is supposed to be: a savior, an egotistical artist, or all of the above? We also don't get much of a sense of PROSPER.0, even with the lategame reveals. I just view them as someone who's way into Shakespeare sonnets and nothing else; their interest in poetry is intentionally superficial, but it's not really explored or acknowledged beyond a few lines.
I'm partly sure that the intention of the game is to open up discussion, especially about the symbolic meaning of the player character and PROSPER.0. However, I found the oblique direction this game takes to be underwhelming: it doesn't explore anything but the surface of the relationships between capitalism, art, and technology. I almost feel like I have to read more of my own theory and philosophizing into the game in order to make sense of the themes in the story because the game lacks any of that exploration.
Which is a shame because I think found poetry is one of the more unique genres that interactive fiction is predisposed to. It would be fascinating to play found poetry that follows the beats of narrative games in the same way that some photography games (like Umurangi Generation) have a narrative for players to engage with. That would make the poetry we make and share more meaningful. I didn't feel like I was part of a movement that the game wanted me to be a part of, but I liked the idea of a movement.
I just wish it was a real movement.
A swashbuckling tale of adventures and embassies led by two intrepid highway robbers deeply in love with each other, Rescue at Quickenheath is a thrilling Twine game with rich worldbuilding and memorable interactions.
You are Valentine and your mission is to save your beloved Aubrey from execution. But first, the game asks you for your gender and then for your love interest's. I find the idea of "be gay, do crimes" appealing, so I made them a nonbinary x lesbian couple. With that out of the way, my player character arrives in Quickenheath ready to save their loved one.
The game feels like it has a big world, even though in retrospect the game is quite linear. It accomplishes this by having a few places to go that open up to newer places after completing a few puzzles. Progression feels great and you get more and more juicy worldbuilding details. By the time I finally got to the infodumps, I was already engaged with the world, so I was happy to learn more about the inner politics of fairies and humans.
There are a few contrived scenes that exist to keep the game moving, and I kinda like it. The fairy embassy scene (Spoiler - click to show)where the ambassador decides to give you access to the fairy world is an obvious example and the game seems to recognize that, but I didn't mind it as much as I would've thought. This scene, while inelegant, makes sure the player keeps engaged with the drama of the story, and I believe that a few scenes that don't make much realistic sense is better than many dull scenes to make it work in a story like this. I'm glad that the author understands pacing so well and I think it adds to the atmosphere of an adventure-romance game.
The puzzles are a bit silly, but they are inoffensive and short enough that they are fine. The game will give you solutions if you mess them up too much anyway. And the Twine styling, while simple, is effective and easy to read. The fonts are easy to read on my phone at night and I just found it a breezy game to play.
Rescue at Quickenheath is the kind of game I'd be happy to recommend to newcomers of interactive fiction. It has enough drama, comedy, complexity, and most importantly gay shit that it can be a crowdpleaser. I personally want to see more gay interactions in this game, and that is always a sign of a good game.
A samurai parser game is bound to raise some questions for me: will it be authentic to the historical figures, or will it play on the popular image of honorable brutes serving lords they dislike? The answer is clearly the latter, but that doesn't necessarily mean the Orientalist premise makes it a foregone conclusion.
The protagonist is a samurai who has offended his lord and is sentenced to seppuku, the ritual act of honorable suicide. His lord is watching and Koji is waiting to behead him as soon as the ritual blade touches his flesh. This is all very stereotypical: after eating the mackerel and drinking sake, the player can compose random haiku as his last words. I found all of this a bit silly.
But the game gets interesting when the presentation breaks down. (Spoiler - click to show)The player character realizes he wants to live and the game finally starts as an action-packed title. There are no puzzles, but there are intense descriptions that disorient the player as they try to find a way out of the section. There are fights in the game that remind me, for better or for worse, of the combat in Zork 1, but they are there to enhance the hectic nature of the game.
As for the ending, the game jokes that it's a play on another work, but I'm reminded of the movie The Green Knight: (Spoiler - click to show)both works are set in medieval times, deal with dream sequences of a dishonorable life, and inextricably link duty with figuring out a good death. Compared to the movie, this game falls short in fleshing out that connection, and that was something I was looking forward to.
The game also doesn't question the roles of samurais and lords. The characters seem to behave more like concepts and archetypes than actual people within a system. For a game that revolves around the samurai code, it doesn't seem interested in exploring the theme, and the ending feels rather abrupt due to this approach.
Still, I found this game exciting and enjoyable to play past the seppuku scene. I've always found parser games interesting when they delve into the language of action movies. The intensity of the prose there, the claustrophobia the player feels as he guides the samurai, and the sequence of events are all impeccable, and it's something I wish the game did more of.
A Simple Happening is a short, tight game with a good mix of set pieces and decent writing. I wasn't particularly thrilled with the standard samurai movie setting, but everything else is pretty neat. I thought the core mechanics were pretty solid, and I wished there was a deeper interrogation of how honor and samurais work because I think the subject is actually more fascinating than the game lets on.
I don't believe it is possible to discuss this title as a "Twine game" but as an experience: it creates visions of a state so unfamiliar to me that it invites me to wander alongside it and learn about it through iteration.
Nothing in this resembles the dreams I have: text blurs into other text, the narrator wakes up but finds himself dreaming again, pink hyenas appear, a plethora of images and roars clash with the player, etc. but there is a kind of lucidity to the narration. The narrator is awake but not quite because they are under the influence of drugs. It's also not quite like what I think of as hallucinations because the symbolic imagery resembles the memories of the character. This state where the real and familiar become tainted with the nightmarish uncanniness of dreams is -- as the game says -- sometimes charming and sometimes horrifying. To be conscious in this state is to see the mundane disappear into the ether, to watch memories emerge as dreams manifest into reality.
While it may be comfortable for me to rationalize this as another example of the false dichotomy between dreams and reality, I think this work is trying to get at something more practical about how we experience the world:
The hypnagogic state can be defined as “spontaneously appearing visual, auditory and kinaesthetic images; qualitatively unusual thought processes and verbal constructions; tendencies towards extreme suggestibility; symbolic representations of ongoing mental and physiological processes; and so on” (Schacter, 1976, 452–453). Schacter noted that the most common factor of these phenomena was their occurrence in the drowsy interval between the waking state and sleeping.
(Source: The hypnagocic state: A brief update by Roman Ghibellini and Beat Meier)
I had never heard of hypnagogic states before playing this game and only looked them up after reading the game description on the Spring Thing website. But I find this description familiar to me now: as I followed the hyperlinks, I found myself meditating on the liminal state between waking and dreaming.
I can't say that I've experienced this state, but I've wondered about other media that deal with this particular blurring of reality. The work of David Lynch comes to mind: his films don't just have bizarre symbolic imagery, but they are ultra-sensitive to how sensory everything is. Reality in these kinds of works is ultra-phenomenal: every mundane sensation seems to matter a little too much, and the sensory overload the game evokes is frightening yet fascinating.
And all of this is achieved through decent writing, clever use of text effects, and some memorable background images that move around the screen. These effects create an otherworldly atmosphere, and I wonder if the fact that some text is unreadable (yellow-white text on yellow-white backgrounds) is one of the tools the game uses to disorient you.
You Can Only Turn Left is a deeply memorable experience for me. I can't predict how other reviewers will feel about this title, but as for me, it gave me a few seconds to ponder about how the perception of reality is sometimes a bunch of dreams and fictions. A kind of mixed reality, if you will. I'm definitely biased as someone who enjoys reading about the philosophy and psychology of perception, but it really is a unique work and I hope people get to experience it.
This game is an antidote for those obsessed with personal histories and their ultimate meaning.
We first learn that this game was originally created in 1993 by a thirteen-year-old Eddie Hughes. It was rediscovered by a forty-year-old Ed Hughes in 2020, and the version we have includes his thoughtful commentary. Hughes has also helpfully provided us with maps of the game in the form of his old math notebook. And as we'll learn later, the game is a recreation of the old lake house and the time he and his good friend Richard spent at the lake.
As the player progresses through the game, the author seems to gain and lose interest in a work he was once obsessed with but now barely remembers. Hughes laughs and apologizes for his younger self's antics -- a fully realized house with descriptive rooms like More Halls is very funny -- but the player will almost immediately encounter oddities. They can't go to his sister's room -- in the maps provided, it's blotted out. (Spoiler - click to show)Why are we collecting memory shards? The more we traverse, the more personal this game becomes.
It’s very tempting to compare it to B.J. Best’s other old-IF-in-IF work, And Then You Come to a House Not Unlike the Previous One. Not only are they reminiscences of the past via interactive fiction but they relate to the relevance of the past and interactive fiction in our present. That work is, however, a coming-of-age relationship between two adolescents. We are playing the game with someone who is reflecting on his youth.
Instead, the game is more like Drew Cook’s Repeat the Ending as both include fictional commentary and also look to the past for meaning. In Cook's game, we find an affirmation of interactive fiction as a mode of artistic expression. We leave that game emotional and hopeful for Cook's growth.
In Hughes's game, we find nothing.
What remains of LAKE ADVENTURE is an adventure game full of bad memories not worth revisiting. Hughes doesn't want to remember (Spoiler - click to show)how heartbroken he was over his sister's death from leukemia nor does he want to think about Richard's death after drifting apart for so long. But the past has caught up with him and won't let go.
The finale gives me dread, especially since it felt like I was roped into relive his trauma. I wonder what went through the minds of young and old Eddie. Why did they put me through this torment? I guess they just didn't know what they were getting into -- and that's the really terrifying thing about rediscovering memories: we don't know what's going to come out of it.
This game is my nightmare. It goes against my beliefs about the importance of memories and traumas in autobiographical works, but I cannot simply look away from it. I know I have to stare at its truth because it is after all naive to believe that uncovering and reliving memories is unconditionally good for you. It can harm you. It can compound your trauma. It makes you remember what you've rightfully forgotten. You become an empty shell, begging "ancient history" to fill you with something, but all you've really done is widen the hole in your heart.
LAKE ADVENTURE is a tragedy for Ed Hughes and people like me who seek comfort in introspection. We can only relive the past for so long before it hurts us in our most vulnerable. Only through forgetting some memories can we find real meaning in our personal histories.