Made in less than four hours, A Pilgrim provides an intriguing glimpse into a different world. As a lonely wandering pilgrim in an area reminiscent of a mythical South America, the protagonist allows you to experience a day (well, a night really) in their sandals, sharing their perspective and their dreams. There is no spooky twist or clever puzzles here, but rather strong and imaginative imagery that is strange yet familiar, lending an eerie sense of the Unheimlich.
The Long Nap is written in Dialog, and the first Å-machine game I have played locally. It’s short, clever, appropriately spooky, and solidly implemented for a La petite mort game. The playthrough took about five minutes, and I was smiling with enjoyment all of the time.
High Jinnks is a funny and well written story about a Jinn trying to get home. As a choice IF, it is more or less completely linear, the choices mainly being between funny responses.
Due to its detailed historical portrayal, A Catalan Summer gives the impression of being based on the story of a real family, describing not only the conflicts between love and family duties, but also the question of Catalan independence and the emerging anarchist movement. Whether or not the Vidal family in the story was real or imagined, the issues are approached with care and understanding. The interactivity here is similarly impressive, probably more so than in any other choice IF I have played. Part of this is the constant change of protagonist, which admittedly was slightly confusing, but lets you shape the paths of several family members, and in turn the family’s place in history. Also a bit confusing was the inclusion of parser-style navigation, with links to go east, north and so on. For a choice IF like this, it would have been more practical with simply a list of the possible destinations. Still, it provides an interesting read, no matter your choices.
Congee is low on interactivity, but it does tell a cute story about homesickness, friendship and family. Interspersed with the text are music and occasionally some nicely drawn pictures. A problem for me, playing it on a poor internet connection, was the size of the images, some up to a megabyte. I’m sure they could be reduced to a tenth of the size without sacrificing much detail.
Literally an idol survival game, giving you options to sabotage and hurt your competitors, this choice IF is based on an uncomfortable premise, though probably one that unfortunately mimics some of the reality of that environment. Also unfortunately, the game seems to be broken, as I was unable to progress beyond a certain point, even after a second play with completely different choices. The layout also leaves something to be desired, with sidebar text overlapping the main text in my browser.
A short choice IF equally remixing and paying homage to classic literary works on the theme of pirates, Captain Graybeard’s Plunder speaks to the value of literature as escapism, in the best possible sense. There is no particular story here, though there is a certain beauty to the remixing that your choices determines. A nice touch are the various fonts used to represent the different authors the game refers to.
Phantom is an investigation into the myth and the various portrayals of Erik, the Phantom of the Opera. As a choice IF, it reconstructs the story – albeit in a very abridged form – based on which aspects of the different adaptations you would like to see, including an option for further modernisation. Although this rendition is too short to be considered a thorough discussion of the character, it is nicely done, with the music being an extra nice touch. Only slightly bothersome was a strip of white background below the text on most pages, which does not seem intentional and should be changed to black.
Ghostfinder: Shift is a truly professional piece of IF. Set in a consistently well imagined and thought-out world of shifters and ghostfinders, the story features the player as an occult investigator trying to solve a string of horrific murders.
As with the world building, the writing is on a professional level all the way through, and meticulously detailed. With access to case files and your order’s private database, a choice IF interface allows you to draw connections and approach the identity of the killer. As such, the choice mechanisms here function as a way to solve the puzzle, rather than navigating a branching story.
Every aspect of Ghostfinder: Shift is impressive, but even though the puzzle aspect was well done, its writing is where it truly shines. However, as with every genre work, it does cater to a niche audience. I can easily picture a Ghostfinder series of novels in the adult urban fantasy section at my favourite book store.
Primarily poetic, Sana is a choice IF brimming with links, making for intentionally confusing navigation. The stories seem old, from a different time, a different culture, the metaphors obscure. I did not see much variations in two different playthroughs, but maybe it is enough.