In Chinese Family Dinner Moment, the PC, a closeted AMAB trans person who has been away at college in the US, reunites with their Chinese Indonesian family for a Lunar New Year dinner. (Whether the character is a woman or nonbinary is not stated.) On one side is an auntie who wants to chatter inanely about family members the PC barely knows; on the other an uncle with unsavory intentions. The PC can't eat the food (they're a vegetarian), can't reveal too much about themself, can't stomach engaging with their family's conservative political opinions and general bigotry. In such a situation, what can you do? As anyone who's been through this kind of family dinner might guess, not much...
This is a very quick game, but it works perfectly at the length that it is, because it zooms in on this single moment and really makes the player feel the PC's acute discomfort and sense of being trapped, (Spoiler - click to show)as well as their self-disgust when they finally cave and starts parroting what their family wants to hear. Much of this is accomplished through the use of a strictly limited parser--a great illustration of how "interactivity" doesn't have to mean "making choices" or "solving puzzles." A static short story of a similar word count would not have nearly the impact that this has.
This short visual novel takes place in a dystopian future where an all-seeing AI, VIGIL, rules the earth. The AI's consciousness is distributed among multiple datacenters (or "nerve clusters") around the world, making it nigh-impossible to destroy it, or even strike a serious blow. If you can't hit all the nerve centers at once, its consciousness will remain mostly intact; it will regroup and rebuild, its dominance not seriously weakened.
The resistance movement, once large, is now down to three people. The PC and their two compatriots are locked in a bunker, dealing with all the interpersonal tensions and jealousies that are bound to come from being in close quarters with a small number of people for an extended time. But one point of conflict is of greater import to the world at large: They've gotten their hands on a weapon that can take out VIGIL, but the group's leader, Sleep, seems to have become oddly reluctant to use it. Why is she backing down now? And is she right to do so?
The Good Weapon's science-fictional concerns aren't new, but they're well-executed. In particular, the moody black-white-and-red art and the terse, sometimes fragmentary prose combine to create a palpably tense and oppressive atmosphere. It's not unremittingly grim, though; here and there, moments of hope and connection can be found--and these moments nag at the PC as they race towards their destructive goal, casting doubt on whether it's all worth it.
It's hard to talk about the way choices are used here without spoiling the game's central twist, but although I don't believe they lead to any branching, they do serve a narrative purpose and I found them effective. Another choice at the end might not have gone amiss, but I think the sparingly-used interactivity worked well as it was.
It's a shame that the game is download-only, since I know that a lack of browser playability puts people off, but if you don't mind that, I feel that this atmospheric and thoughtful little game is well worth your time.