Ratings and Reviews by EJ

View this member's profile

Show reviews only | ratings only
View this member's reviews by tag: IFComp 2023 IFComp 2024 Short Games Showcase 2023 single choice jam Spring Thing 2021 Spring Thing 2022
Previous | 211–220 of 841 | Next | Show All


[I] doesn't exist, by Anna-Lena Pontet, Luzia Hüttenmoser
EJ's Rating:

Chinese Family Dinner Moment, by Kastel
4 of 4 people found the following review helpful:
An uncomfortable moment, January 29, 2024*
by EJ
Related reviews: Short Games Showcase 2023

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 review was last edited on April 20, 2024
You can log in to rate this review, mute this user, or add a comment.

June 1998, Sydney, by Kastel
3 of 3 people found the following review helpful:
A too-fleeting glimpse of a life, January 29, 2024
by EJ
Related reviews: Short Games Showcase 2023

June 1998, Sydney is a short narrative about a Chinese Indonesian woman living in Australia whose family moves in with her after anti-Chinese riots in Indonesia force them out of their home. Her white girlfriend then dumps her for being unwilling to come out to her family, hurling a racist insult as a parting remark.

Many people seem to have found it resonant and moving, so I'm a bit of an outlier here; my opinion should probably be taken with a grain of salt. But to me, the 500-word limit of the Twiny Jam did this narrative a disservice. You get very little background on the main character, her relationship with her family, or her relationship with her girlfriend; the player is more or less launched straight into a conversation with the girlfriend that escalates from "hello" to total bridge-burning in the space of three or four exchanges. (I also couldn't really tell where on the scale of "blindsided" to "long aware that something like this was coming" the PC was in all this.) Then there's a brief scene with the family watching television coverage of the riots; then it's over.

I can feel bad for the character in the abstract; it is clear that she's dealing with a lot. I can fill in some of the emotional blanks from personal or secondhand experience (and others would be able to fill in even more). But to me, this 500-word vignette doesn't paint a clear picture of a person or a situation or a particular tangle of emotions; it's just a series of events moved through so briskly and with so little detail that it's hard to really feel the emotional punch.

You can log in to rate this review, mute this user, or add a comment.

Three Things, by Lapin Lunaire Games
2 of 2 people found the following review helpful:
Well-written game, frustrating interface, January 28, 2024*
by EJ
Related reviews: Short Games Showcase 2023

In Three Things, the player character is translating a poem for a college class on Russian-English translation while ruminating on their disintegrating relationship with their boyfriend.

The poem is by Anna Akhmatova, whose work I find fascinating because it's often laconic and ambiguous--clearly freighted with emotion, but what that emotion is can be hard to identify. The poem central to Three Things is no exception; it describes a man who's hard to please and especially disdainful of "hysterical" women, and concludes with the speaker's statement that she was his wife. Should we read pride into this last statement? Bitterness? Weary resignation? It's hard to say.

The translation aspect of the game is very much grounded in reality. This isn't Emily Short's Endure, where the possible "translations" you can select from are more loose interpretations of the overall situations in the poem. All of your options are plausible translations; the differences come down to nuance, the way the emphasis and tone can shift depending on the minutiae of word choice. As a sometime translator, I deeply appreciated this more realistic take on the process, because I think it can be a fascinating experience in and of itself; when you jazz it up to provide an artificially wide array of interpretations, that might make it more appealing to the layperson in some ways, but to me the art of translation exists primarily in navigating those tiny shades of meaning, and I'd love for more people to get to see how that works.

And of course, each possible word comes with associations for the PC, a different lens into their own failing relationship. Before making your choice, you can click on each option to see the PC's musings as prompted by that word; through these fragmentary but evocative lines, Three Things conveys the character of the PC's partner and the problems in their relationship. The PC is more of a cipher--but then, so is the speaker in the Akhmatova poem, so that's fitting. The sense of finality given to submitting your translation at the end of the game does suggest that perhaps, through this exercise, the PC has come to some conclusions about their relationship as well.

But while I appreciated many aspects of Three Things, the actual act of playing it was an exercise in frustration for me. I honestly do not understand why the game has the options come up on mouseover, instead of on click as is the usual way of things. I'll admit that this might be a me problem; I do have fine motor control issues, so I handle a mouse more clumsily than the average person. But the experience of playing through the game for me was one of accidentally mousing over a word I'd already selected a translation for, having the dialogue with the choices pop up, having to move my mouse to close the dialogue, then trying to move my mouse over to the next untranslated word, whereupon I would accidentally mouse over a word I'd already translated, and then...

Having the words that don't bring up a list of options be translated on mouseover is fine; I did keep getting them out of order due to the aforementioned clumsy mouse handling, but most people would probably find it clunkier to have that be on click. But I would dearly love for there to at least be a selectable setting to have the translation dialogue choices come up on click instead, because the interface as it is now made my time with Three Things much more frustrating than it had to be and distracted me from appreciating its artistry, which I very much wanted to do.

* This review was last edited on August 6, 2024
Note: this review is based on older version of the game.
You can log in to rate this review, mute this user, or add a comment.

FEAST OF SENSES, by graymeditations
EJ's Rating:

Occhiolism, by DagitabSoft
EJ's Rating:

bl.ink, by bubez
EJ's Rating:

Door, by Dev Vand
EJ's Rating:

Bittersweet Harvest, by DagitabSoft
EJ's Rating:

Maverick Hunter: Scandalous Mission, by Noah Si
EJ's Rating:


Previous | 211–220 of 841 | Next | Show All