Where Nothing Is Ever Named is a very short parser game taking place in a mysterious space where… well, see title. There are two things in the space with you, and the game’s one puzzle consists of interacting with the things enough to figure out what they are, whereupon what you need to do becomes clear. It took me five minutes.
I see how this conceit could rapidly become unwieldy from a disambiguation perspective, but I did wish there were a little more to the game. What’s there is well-implemented and enjoyable, though, and the game gets some bonus points from me for (Spoiler - click to show)letting me pet not one but two animals.
Welcome to the Universe is an homage to/parody of Alter Ego, a 1986 choice-based game. Alter Ego was created by, I believe, a psychologist, and purported to be able to accurately model the player’s personality and life up to that point and show them what the outcome of their life choices might be, as well as allowing them to experiment with other life paths and identities. Alter Ego’s claim that it would “change your life” was a little tongue-in-cheek (because you can model the outcomes of making different choices, get it?), but it was earnestly meant to be thought-provoking and somewhat educational, claimed to be rooted in a deep understanding of human psychology, and was perhaps even intended to provoke empathy for others in bad situations, in a “there but for fortune” kind of way. A contemporary review called it “consciousness-raising.” Of course, it also made a number of normative assumptions about the player, and in a game that’s supposed to be so all-encompassing of the human experience, there’s a particular kind of discomfort that that causes for a player who finds that the array of choices on offer hasn’t taken into account the possible existence of a person like them.
You may wonder why I’ve spent a whole paragraph of this review talking about an entirely different game, but I think if I had not already been familiar with Alter Ego—not only the game itself, but the way it was marketed and received—I would have been pretty baffled by Welcome to the Universe. The latter game is framed as the creation of a fictional academic, Dr. Balamer, who believes in the importance of “life-changing video games” and their ability to provoke empathy by drawing on universal human experiences. His earnest ambition to connect humans by creating a universally relatable game produces something that is both obviously filtered through the perspective of a middle-class, suburban, white American man (witness, for example, the schoolchildren arguing about the merits of their hometown based on the presence or absence of particular chain restaurants—can a town really be said to be good if it doesn’t have an Applebee’s???) and frequently absurd (featuring heated arguments about Parisian dentistry and a placeholder for an incident involving “goop” that somehow leads to you declaring yourself the “goop master” or “goop servant”). I won’t spoil where exactly this goes, but my read is that Welcome to the Universe affectionately mocks some of Alter Ego’s grand ambitions and gestures towards universality while ultimately affirming the impulse towards human connection that underlies it.
I found this pretty entertaining (the high point for me was probably (Spoiler - click to show)the mid-game survey that asked you if you thought the game should add an incident involving a stranger in an unmarked van and then asked you if you thought it would be fair if your character died if they interacted with the stranger in any way, a reference to an infamously jarring episode in the childhood section of Alter Ego where your character can be kidnapped and murdered). But at the same time, I’m not quite sure if there’s much of a point to this mockery of a specific aspect of a specific game that didn’t exactly spawn a host of imitators. On the other hand, maybe it’s just a monument to someone’s complicated feelings about an ambitious but flawed game, and maybe that’s all it needs to be.
There is one aspect that I felt might rise to the level of a commentary on choice games in general rather than Alter Ego in particular. Alter Ego was a game that gave you choices of actions and determined your (or rather, the PC’s) qualities based on what you did, and that has remained a popular model for choice IF (see the whole Choice of Games oeuvre—in fact, Alter Ego’s latest incarnation seems to be in Choicescript). Welcome to the Universe, on the other hand, allows you to choose what you are (a traveller or a homebody? Cool or uncool?), and determines your actions based on those qualities. It inverts the usual framework, perhaps calling into question how much choice we really have in what we do versus how much our actions are the inevitable result of who we are as people. (Of course, this has particular relevance to Alter Ego’s claim that you can create a perfect replica of yourself but then see what happens if you make different life choices, and a little less relevance to the majority of choice games, in which you’re not supposed to be playing a character who’s Literally You. But on the other hand, I’ve often heard people lament that they replayed a game planning to make different choices this time, but couldn’t bring themselves to do it….)
There’s also something there about the inadequacy of binary choices to really capture the range of human experience, but this falls a little flat when you consider that most games don’t have purely binary choices, including Alter Ego itself.
All Alter Ego considerations aside, I didn’t consistently love the experience of Welcome to the Universe; the humor was a little hit or miss for me, and also I don’t really like playing as Literally Me in any game and so I didn’t and then I felt like I’d undermined the intended experience of the ending. (This is a me problem, I know.) But it’s definitely unique, and it gave me some ideas to chew on, and I appreciate that.
The one-way street I live on dead-ends at a busy four-lane road onto which I frequently have to turn left (the US equivalent of the game’s UK right turn). Often, as I’m sitting there waiting for this to be possible, some jerk in an unnecessarily large vehicle will get impatient and try to go around me, although the street is not really designed for that. Of course, the reason I’m just sitting there is because there are no openings, so the overly large vehicle will just sit there for a while blocking my view of traffic, and then take the first opening that comes along before I can get to it, even though I was there first!!!
When a similar incident happened in Turn Right, I may have started yelling out loud. Just a little.
This short parser game simulates the experience of attempting to turn right onto a busy road. I’ve been vocal over the years about my dislike of games that simulate boring and/or frustrating experiences, but Turn Right’s spot-on observational humor makes it work. At first, out of some sort of contrarian instinct, I tried everything I could think of besides what the game wanted me to do, but while it was all implemented, the responses were terse enough that I gave in and committed to my fate of repeatedly trying TURN RIGHT. I was then rewarded with a surprisingly varied set of exasperating events, related in wry tones. (Although I am glad I tried (Spoiler - click to show)examining the car park and saw that the van responsible for the aforementioned incident was taking up two parking spaces, foreshadowing that the driver was an asshole.)
I did experience a touch of cultural dissonance; you see, I’m from Boston, and to get anywhere in this godforsaken city, you have to drive aggressively. So on one of the several occasions when someone in the near lane stopped to try to let the PC through, I would have just barged on out there on the assumption that someone on the far lane would let me through sooner rather than later once I was conspicuously blocking traffic. But I understand that in most of the US, to say nothing of the rest of the world, people are too polite for that sort of thing.
Turn Right is probably not nearly as funny to people who don’t drive, but I would recommend it to anyone who does.
Final Call is the tale of a small-time crook who gets kidnapped and chucked into something that resembles a cross between an escape room and a Saw trap. It’s a solid premise; not groundbreaking, but there’s definitely an audience (one that includes me!) that will happily take several dozen of this kind of thing as long as it’s well-executed.
The game, which took me about a half hour to complete, is ambitious and very unpolished. There are a lot of rooms, but most of them don’t serve any actual purpose. The puzzles are entirely lawnmower-able, which is just as well because the logic can be shaky. Sometimes sentences are capitalized and sometimes they aren’t; sometimes they have punctuation and sometimes they don’t. There’s timed text. There are intimations of backstory, but nothing is ever really explained. The ending comes abruptly and is somewhat confusing. (At least, that was true of the ending I got. I did wonder if things might have wrapped up more sensibly if I’d made a different choice, but the timed text dissuaded me from trying again.)
Final Call is aiming for a little more emotional depth than your average “what if escape room but lethal” tale via the PC’s relationships with his girlfriend Roxy and partner-in-crime Mike, but none of the characters quite gets enough development to rise above stereotype status. As such, I wasn’t sufficiently invested for the crime-doesn’t-pay message to hit home in the way it was obviously meant to. (So I will be blithely carrying on robbing casinos IRL—sorry, authors!)
That said, the authors of Final Call do have excellent instincts for quality-of-life features (timed text notwithstanding). I was initially disheartened to encounter a list of links to “Door #1”, “Door #2”, et cetera, but once each passage has been visited, the link text is replaced with a more descriptive phrase. Every clue you come across and every puzzle you encounter is listed in the sidebar for easy reference, which was great. There’s a text entry bit that’s case-sensitive, and the game specifically tells you it’s case-sensitive—which may seem like damning with faint praise, but a lot of newbie Twine authors don’t think to do that. (My personal preference is for these things to not be case-sensitive in the first place, but you do have to dig into JS a little to figure out how to do that, so I don’t blame people for not realizing you can.)
And despite the issues with the writing and game design, on a technical level, Final Call was a very smooth experience for me—I didn’t encounter any bugs. Which is pretty good for a first outing, especially considering that the game is doing some things I would consider at least advanced-beginner-level, SugarCube-wise.
All things considered, while Final Call was overall rough, I did come away with the feeling that the authors had promise and might someday make an escape room thriller I would really enjoy. They just need some practice—and maybe a proofreader.
In this game, the PC leads a team of specialists to explore a mysterious castle. It’s a choice-based game that tries to emulate a parser experience, having the player click to select a subject, verb, and object before submitting the action.
The concept of gameplay that revolves around figuring out not just what action should be taken, but who should be taking it, is unusual and intriguing. In practice, however, I found this game's implementation of it unwieldy. It just takes so many clicks to complete any action (except for moving around the map). Having the subject default to “me” unless otherwise specified would have helped, I think, though that still leaves a lot of clicking and I’m not really sure what else could be done to streamline this interface.
Between this and the white text that contrasts poorly with the busy pixel backdrops and lacks paragraph spacing, I have to say that I experienced so much friction in the process of trying to play the game that I wasn’t really able to appreciate the content. I’m sure there’s a lot to like here if you’re less frustrated by the interface, but I didn’t have a good time. That said, I do have to give it some respect for its success in bending Twine into a pretzel without breaking it—which is to say, it’s a highly technically ambitious game that clearly has had a lot of care and attention put into ensuring that it’s bug-free.
Redjackets is a paranormal thriller about a sort of vampire bounty hunting agency, which is to say that they hunt vampires and also some of them are vampires. I will confess: there was a time in my life when this was my shit. But I delved too greedily and too deep in the vampire fiction mines and unleashed the terrible spectre of vampire burnout, so I am not the ideal audience for this game. Nevertheless, I’ve tried to give it a fair review.
So, the game starts by having you choose one of the characters to play as: the naive one, the cynical one, or the brave one. (This is pretty much all you get to know about them in advance.) I picked the cynical one, who turned out to be seasoned vampire hunter Lynette (who is a vampire). Her version of events opens with a few lines about Lynette trying to find someone (unspecified at this point), and then it hits you with this:
“And it looked like the database was frozen to boot. If someone forgot to renew the license again, you were going to lose it. You always wondered if you'd snap one of these days. You just didn't know that a licensing agreement to a database would be the thing that did it.”
Honestly, I loved this as an opening move. It’s so specific! So unexpected! So real! There is a long list of reasons why work might make me snap one of these days, but people not renewing the fucking license on the fucking software I need to do my fucking job is definitely on that list. Vampires: they’re just like us!
Despite the vagaries of software access, Lynette and Declan (the brave one, not a vampire) soon succeed in capturing Fiia (the naive one, a vampire); this turns out to be because they want to recruit her to go after her sire, Rosco Jeppson, an art-loving mob boss. (As vampire baddies go, he seemed a little tame from Lynette’s perspective, but I understand Fiia’s route contains more gory details.) The Redjackets’ scheme to take Rosco down proceeds from there, mostly unfolding as dynamic fiction with the occasional choice. In most cases, these choices’ effects, if any, were unclear, although the choice of who to place in which role for the assassination clearly does change things considerably (enough that one combination in Lynette’s route causes a game-breaking bug, or did when I played).
On the whole, though, what I found myself most invested in was not the action and intrigue, but the low-key moments of vampiric slice-of-life, as Lynette deals with red tape and gives young vampires printouts on how to control their hunger. The romance between Lynette and Declan also has some nice writing around it, although I was a little surprised that the interspecies aspect was treated as a total nonissue. I mean, on the one hand there’s not much new ground to be broken in the area of human/vampire relationship angst, so it’s almost refreshing to just skip the whole thing, but on the other hand, it does seem a bit odd for the characters not to feel some kind of way about it (at least the “one of you is immortal and the other is not” aspect, since the game makes a point of saying that Lynette isn’t tempted by Declan’s blood).
Most of the prose is pretty transparent—casual, modern, not too fancy. This works fine. Every now and then, though, it tries to get ornate, and out of nowhere you get a description like: “An unnatural dysphoria winds its way into the many emaciated oxbow bends of your insides.” I would say I enjoy ornate prose more than the average person, but I think you’ve got to commit to it more than this. If you just drop it in one sentence in twenty, it’s jarring.
The aesthetic is slick, with the obligatory red-and-black color scheme and attractive character portraits (mainly to help you remember whose POV you’re in, I think), but the portraits were a little buggy. Sometimes they covered the text; at least once I got Fiia’s while the POV character was still supposed to be Lynette; on another occasion I got two portraits (both Lynette) next to each other for some reason. If this were cleaned up, though, I’d have no complaints about the visual design.
There were also polish issues with the writing, mainly tense slippage between past and present. Initially the dialogue punctuation was also consistently wrong (in ways I don’t often see combined—it’s rare for the same work to have both dialogue ending in a period followed by a capitalized dialogue tag and dialogue ending in a comma followed by an uncapitalized stage direction, but Redjackets manages to get the rules exactly backwards on this front for a while). It does get cleaner after the introduction, although the errors never totally disappear.
But although Redjackets’ reach exceeds its grasp in various ways, I did enjoy a lot about it, and I would probably check out more works with these characters and/or in this setting—especially if they focused less on the hunt and more on the downtime and the vampire office work.