A bizarre and beautiful game. As given by the description, you are in purgatory after having apparently... died? But the nature of your death, or even your life, doesn't matter much. It's not that kind of story. Instead of learning about who you were and what you've left behind or that stuff you often see in those "I died and now must come to terms with my existence" stories, you're just wandering around a strange bird park and having strange encounters with strange people. At the end of it all, you... transcend? It's not entirely clear.
This one Youtuber made a video about how game journalists will describe every single game as a combination of some other game, and I think about that every time I tell myself "this thing is just like that thing plus that other thing", but I'll do it here anyway. Provizora Parko is a bit like You are Standing at a Crossroads meets Beautiful Dreamer. Like You Are Standing at a Crossroads, it has a bizarre purgatorial world, a sense of unease and "how do I get out of this?", questions answered only by more questions, and many allegorical happenings. But the overall tone and ending are far more lighthearted, which brings me to the second comparison. It shares with Beautiful Dreamer a strong sense of whimsy and a world that feels consistent in a strange way, adhering to a set of unknown rules, even if those rules aren't at all explained. And both have strong writing.
Is it that similar to either of those games? Not really. But I'd recommend them if you liked this one. Play more games, they're fun.
Time to finish: ~10 min
Quote:
Every evening, a stork would peer into a lake looking for fish and shrimp to eat. One night, under the full moon, her shadow spoke to her from the bottom of the lake. “Come join me at the bottom of the lake. But you must pluck out your eyes first. You will not need them any longer.” So the stork plucked out her eyes and passed into the world beneath the surface. Only a few drops of blood remained on the water, but soon they, too, disappeared.
I'm fascinated by the perspective switching in this one. It takes the seed and really puts it to good use. You get to see a heated, passive-aggressive confrontation between two couples, and man there's so much tension simmering beneath the surface even though their words to each other are perfectly cordial. Jumping from character to character as the argument progresses is jarring, but also a great way to capture the chaotic back-and-forth of the conversation.
I can't help but think this would be a great writing exercise - a way to illustrate the differences in perspective and how they can vary from person to person. But it's not just about perspective, it's about diving into each character's head and seeing what they want and like and dislike. It's a pleasant kind of whiplash and it really makes you feel like you're seeing the situation from four dimensions (everything at once!). Replayed a bunch of times.
Here's my DND story: The longest campaign I've been in ended after two sessions, but not before my character broke both legs jumping off a cliff and had to be carried around in a bag of holding for the rest of the game. I've done a few other oneshots, but nothing much. I've still been exposed to it enough to be familiar with the basic rules. Also, illithids are cool. In Baldur's Gate 3 that new DND game that everyone was raving about there are illithids and you get an illithid tadpole inside your brain and you can romance one and what was I saying again?
Anyway, so this game is heavily remniscient of my own DND experience. DND is complicated. There's all kinds of rules for combat and spells and levels and so on, and it can easily get overwhelming. When I played, sometimes one player's combat turn would take ten minutes while everyone else (myself included) browsed their phones until the rules and rolls finally got hashed out. Everyone was new to the game, including the DM, which didn't help. It's really not that beginner-friendly.
We still had fun, and there were some hilarious moments, but sometimes the tedium outweighed the fun. For not entirely unrelated reasons, I haven't done any kind of TTRPG in a long time.
Our main character at least has her girlfriend Rachel to help her out. Rachel can go a bit too far with the backseat DMing sometimes, but it's nothing too bad. I think the stuff you deal with in the game is mostly par for the course (and much better than what I've heard of on r/rpghorrorstories - now there's a subreddit to go to if you want to burn some time). Sure it has a supernatural bent to it, but players who talk out of character or get into silly arguments or make decisions the DM wasn't preparing for is just most DND sessions, in my limited experience. You have to roll with the punches. Which is what I ended up doing in my playthrough, and despite everything that went on we did make it to the end with some time to spare. (Side note, four hours seems pretty long for a first-time DND game, but I guess it makes sense if you want to play a oneshot all the way through and have someone more experienced to guide you. I personally feel like I'd be bored to death by the end, but this group of players is probably better than my group.)
I do have some UI quibbles that I think could've made the game a smoother experience: you're given info about the characters and the characters' characters (meta!) at the start of the game, but after that you can't really reference the info again, and it can be hard to remember it all. I never figured out exactly what the "Look around the table to see how everyone is doing" thing does - I think it shows you how distracted everyone is, but it's hard to check exactly since it only gives out textual descriptions. I got in the habit of barely checking it since the descriptions often don't change from one "turn" to the next. Also, is the general Distraction meter just for you, or is it for the whole table? If it's just for you, does every character have their own Distraction meter? But only yours is directly visible? Questions I wasn't totally sure about the answers to. Fun game overall, though.
This game is really trippy. And hilarious.
Took me a while to figure out you were supposed to give the meat to the dog - there was what seems like a red herring, where there's also a guy trying to discard meat in the alleyway outside the pizza place. But I never figured out what the point of that was and eventually obtained meat via the kitchen.
After that, the rest of it was fairly easy. Good game. I noticed a few typos and lightly implemented areas, but nothing to get too worked up about.
The one quibble I had was that initially, while I was fiddling around, I somehow managed to reach a point where I named the kitchen fridge "dog", and then couldn't interact with it even though the room description said the "dog" was in the room. My guess is that the security guard noticed it and took it away, but the fridge is still fixed to one place, so the description didn't change? I really have no clue, though. I was swapping a bunch of names around at once, so maybe I broke something and didn't realize it. I ended up restoring an earlier save and beat the game more easily when I knew where all the names were and didn't have to chase down the stray refrigerator or wastebasket running around the premises.
Also, the ending is amazing:
(Spoiler - click to show)
The gnome goes on: "I said you could expose a changeling with iron. That baby's not a changeling."
"What do you mean?" you say. "It's hideous!"
"Yeah, that's what human babies look like."
Overall, it took me about an hour to finish this game, because of the meat thing. Really smooth sailing after that. I'll also note I played the comp edition, so the game is even better now!
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Highlights from my playthrough (contains the mildest of spoilers. IFDB is being finicky with nesting blockquotes inside spoilers, so I'll leave them unspoiled):
friendship ended with baby, apple is new best friend
'Staring at the baby in the crib, you just can't believe it. That...thing just can't be human. There's no way. It looks like a shriveled apple with flailing hands and feet.'
Nice.
'Oberon's Pizza Parlor'
Surprise Gnome Attack
'"No way that's a human," you say.
"Sounds like you have a changeling problem," says the gnome sitting next to you.
That's when you notice the gnome sitting next to you.'
Undertale music plays
'>x plants
Looks like grass. Seeing it survive in these harsh conditions fills you with determination.'
I, too, have no idea what formica is.
'>x counter
The counter looks like it's made of formica. You don't know what formica actually is or what it looks like, but this has got that weird texture and color that makes you think, "Yeah, that's formica."'
Five Nights At Freddy's? In MY parser game!? No way...
'>x memo
This note says:
Important:
Monitors are for night time use only. Daytime guards should be constantly on patrol!
Night time guards, for safety purposes, please remain inside the room and use monitors exclusively.
All guards should report promptly to loud noises, including screams'
Here's a comment I made on the itch.io page, copied over because I figure it's long enough for a review and this game is cool:
THE COMPUTERFRIEND DATING SIM LIVES
I can finally die happy.
In all seriousness this wasn't what I expected from Computerfriend Dating Sim (was imagining a more computery love interest, with mouse and keyboard and everything? Computer monitor covered in lipstick. You know, the works) but this is fun too. Seems like this follows from the 'happiest' ending of Computerfriend, where you release the AI into the interwebz after undergoing a little psychological recovery of your own. Now you've returned to Godfield for whatever reason and the AI therapist is there to (possibly) have a one night stand with you. Also he doesn't tell you he happens to be your old therapist. (That might be some kind of professional integrity violation, but it seems C doesn't care. There are definitely worse one night stands to be had...)
It feels bittersweet, you've both changed and you can't go back to how things are, which is maybe why the relationship could never be more than a one night stand. Would get pretty awkward if you ever figured out C's real identity, I guess. Though I'll be real the fact that this isn't a 1 million word epic "I Slowly Fall In Love With My Former AI Therapist" is mildly disappointing.
There's something to be said too about the distance that you can create between C and the protagonist. By rebuffing his advances, you can tell youself that he's only a "thing" and you should be spending more time with people "like you". Pushing him away by thinking of him as a different species. Though in other parts the story makes it clear that you aren't so much different, both machines, in a way. Prediction engines. And, in the past, you were both held back from the real world by either depression (you) or the unfortunate state of being a digitally bound consciousness (C). Situations both of you have now escaped from.
Questions I can't answer: Is there any reason C is male specifically? Also is it just a one night stand or is there the potential for something bigger there, like you contact C again and become the bosomist of buddies and really fall in love (1 million word epic style)? Also what is the meaning of that bit you see from C's perspective and the poem you can get at the end? C seems somewhat critical of the protagonist, I mean, "it is more like me than I am... More a personality cluster than an individual, absorbing what it thinks will make it interesting" - harsh, dude - though also he seems afraid he might have hurt you ("Please don't picture me"). In the poem he essentially says he has a larger (digital) soul than you? (a statement about how existence as an AI has much more potential than existence as a human, as far as having 24/7 wifi access goes?) But also that the digital soul overflows into emotion and will eventually destroy him, even as you suck up the dregs? Or, I am not an English major and don't know what I'm talking about.
Anyway very fun, 10/10 would not vacation in Godfield
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TLDR: Play this if you liked Computerfriend. I'm not sure if I'd recommend it to anyone who hasn't played Computerfriend given they might miss out on some important context, so the real takeaway is play Computerfriend first so you can understand everything! And so you can experience Computerfriend, which is a top tier game.
"...the new confessionals proliferated. They assign penance through complex and unknowable mechanisms, utilizing the latest advancements in computational theology. To many, confession whispered through a handset feels closer to God. Machines, after all, are humanity's bridge to the divine."
Really liked this game. Intimate, heartfelt, and true to life. Quite beautiful too.
The concept of coin-operated confessional booth is wonderful. It's the unity of man, machine, and divinity that gets me, the idea of God living in the wires and responding, in God's unknowable way, to what you have to say. And I love the concept of anonymous messages whispered in the dark, where you don't know who or what will ever hear you. Messages offered to anyone out there, if anyone's there at all.
It reminds me of websites out there where you can read anonymously-sourced confessions (https://loneliness.one/confession and https://postsecret.com/ come to mind, though a brief web search reveals dozens of sites like them). An alt-universe Internet, of sorts.
I thought you might be playing as someone offering a confession to one of these booths, but you're actually playing as the machine. Which is a killer concept, cherry on the cake really. There's only a limited amount of interaction you're allowed with people, because you can only interface with them through the machine. They can confess their deepest, darkest secrets to you and your only way to respond is through the perfectly mechanical choice of whether you accept the confession or not, and if you do, how many Our Fathers and Hail Marys you assign to them. You can't respond, you can't comfort or criticize them, you can't let them know you're there, even though you are. Yet the confession is only given because the interaction is so mechanical and impersonal that it's almost like nobody is there at all.
I'm also a fan of the setting: an alternate world much like our own, with comparable technology but a new history and new countries that imply a beautifully strange world beyond the confines of the tiny place we see. Reminds me of Disco Elysium a bit. And I gotta mention the sound and visual design, which sells the "just another night in a strange city almost but not quite like our own" ambiance. You see the city sleep, and you see it wake up again. Incredibly immersive. This game is great.
A nice slice-of-life story about family. The protagonist and their father go on a fishing trip together - the stuff of an old-timey family tale - but towards the end it's gradually revealed (Spoiler - click to show)the fishing takes place in OUTER SPACE and this is a science fiction story, hence the title. But despite the grandiose backdrop, the story focuses on the minutiae of everyday life, the intricacies of father-child relationships. The other stuff, really, is just a backdrop. (Spoiler - click to show)Even though humans have advanced to the outer boundaries of the solar system, family and all the complicated emotions that come with it still hold strong.
I wish there was less linearity in the story. You can make choices, but they don't influence much and some are never brought up again after you make them. There were also a few grammatical errors, which at times made it hard to parse what was happening. But I liked the overall atmosphere, especially the Twine theming. Blue-grey color scheme goes hard.
Finished in ~10 minutes.
It starts with one of those classic "you wake up confused and bound in an empty room" openings, but things quickly go haywire from there. As you eventually find out, your job is (Spoiler - click to show)containing demons for a temple by serving as their human vessel. All you have to do is let yourself be bound, then sleep in peace. Easy, right? But something's set the temple on fire, and the voices in your head are getting louder...
The game makes good use of its situation - at the start your past is uncertain, your identity is in flux, and there's multiple confusing voices in your head telling you what they think you should do. But as you play, you realize what your situation is and that makes the "right" choices more clear. In other words, this is one of those games that benefits hugely from repeat playthroughs. I played it four times and got, I think, all the endings. I think I can safely say (Spoiler - click to show)the voices in your head are supposed to be some degree of ambiguously evil. After I realized this I stopped murdering people, though to my disappointment it didn't seem to impact the endings at all.
(Spoiler - click to show)Demonic possession is kind of overplayed, and there are slightly unfortunate implications with the whole "people who hear voices are psychotic murderers" thing, but I'm personally fond of "voice in your head" narratives, and it did work well with the song.
Took me maybe ten minutes to get all the endings (lots of repeat text between the different paths). Having more story differences between the paths, or more elaboration on the world in general/what exactly are the voices in your head? could make the game feel more substantial. It was fun nonetheless.
You're a 26-year-old NEET who starts hearing strange music in the house where you've been living depressed and friendless for many years. Shortly after, you find a lens that lets you see messages from extradimensional entities when you look through it. Things progress from there...
Absolutely love the surreal, disturbing atmosphere. Was a bit disappointed that the nameless entities you encounter basically boil down to (Spoiler - click to show)'things that kill everyone' in the end, though. I wanted something weirder to happen, and that was a letdown. Oh well.
Despite the disappointment of the ending, there's a lot of stuff in this game to be stunned by and incredible detail put into things. Besides the odd lens, there's also the black-and-white music video on the computer, the interactive fridge magnets, the interactive Walkman, the interactive piano... Loads of cool point-and-click interactivity here. Then there's the writing itself - the person you play as, Linus, has a wry sense of despair. Their (his?) "yeah whatever" response to all the weird stuff that happens really sells the vibe. And the writing's great. Lots of pithy, darkly ironic one-liners.
Excerpts:
- On a waste bin in the laundry room: "It's a graveyard for socks with holes in them and socks that have lost their twins. It's a good thing we don't treat humans the same way."
- On entering the kitchen: "Give a man a fish, he'll eat for a day. Teach him to fish, and he'll eat for the rest of his life. Give him a fridge, he'll become sedentary, forget his survival instinct, and be satisfied eating parmersan straight from the package."
- On coloring books: "These are my old coloring books. My mother kept them all, because she thought it was impressive that I managed to stay within the frame when coloring. My only talent: I never go overboard."
- On a window: "The glass has been fitted for over a year, but the frame has never been installed. It's a window that can't be opened. Just like my life."
If any of that resonates with you, go do yourself a favor and play this game!
Playtime: ~20 minutes
[Review initially written January 2024, edited April 2024]
This one didn't resonate with me as much as it did for some other people, maybe because I've never had a relationship like Kai and Caspian's. (The protagonist's name and gender is customizable, but I'll leave them as "Kai" for simplicity's sake.) I've never fallen in love with one of my friends, and I've never had a friend I've talked to consistently for more than a few years, actually. Which is kind of sad if you think about it.
But hold up, this isn't supposed to be about me! The game itself is pleasantly nostalgic, it rides the "childhood summers by the beach" vibe hard and does it well. My favorite part, though, is the endings. I found three different endings you can get, based on your choices - either (Spoiler - click to show)Kai doesn't meet Caspian and sells the house, doesn't meet Caspian but keeps the house, or meets Caspian and gets taken underwater by Caspian where presumably Caspian reveals that (le gasp) he was a merman all along! And then they live happily ever after.
The happy ending's fine, but the sad endings attract me more because that doesn't happen. Count on me to like the depressing stuff. They're made even more melancholy in context, when you realize everything Kai has lost forever by giving up on their dreams and succumbing to the dreariness of daily life. Abandoning their dreams of music to get a "real" job, moving away from their childhood beach home because their grandparents are dead. The ending I got first, where they just stare out at the ocean while thinking about everything they've lost, was a good one. There's no resolution there, just a friendship that ended on a sour note and a person they'll never meet again. Lost childhood memories you won't get back.
I dunno. The thing about the past is that you can't relive it, no matter how hard you try. So in this regard the happy ending feels like a fantasy to me and the tragic ones are more true-to-life. But maybe I'm just depressed.
Playtime: ~15 minutes