Excalibur takes the form of a fan wiki for a fictional ’70s science fiction TV show. The show itself is now completely lost to the BBC’s tape-erasing practices, but the fans have come together to assemble what information they can from their own memories and whatever ancillary materials they can get their hands on, documenting the content of the show and the behind-the-scenes dramas of the cast and crew.
I found this premise intriguing, given my own experiences with fandom. The relationship of a fandom to its source material is often less straightforward than one might think (especially if that fandom has been going for decades). Theories about a show or interpretations of ambiguous elements can become widely agreed upon as fact even though the actual contents of the show support multiple possibilities, and the popular theory/interpretation may not even be the best supported. Small details are given disproportionate importance—a joke that appeared two or three times becomes, in the minds of the fans, a running joke in practically every episode; something a character does or mentions once becomes a prominent character trait. Popular fan writers invent characterization and worldbuilding details that other fan writers adopt, and eventually everyone forgets those details weren’t in the show. In a very real sense, a fandom is not so much about the actual source material as it is about a version of it that lives in the collective imagination of the fans.
The concept of a fandom whose source material doesn’t exist anymore provides a great opportunity to explore this phenomenon: the fans are trying to reconstruct the show as accurately as possible, but does it really matter what was or wasn’t actually in there? Are these fans sticking around due to love of the show, as they profess, or is it more that they’re getting something out of the social aspects of the fandom? If Excalibur had been more focused on the dynamics between a work of fiction, its creators, and its audience (and among that audience), I would have loved it. Instead, however, it was trying for some grander themes (Do we place undue importance on memorializing things—or people—that are gone? At what point does “remembering” turn into “being stuck in the past”?), which didn’t quite work for me.
This may be a matter of taste; in general, I prefer exploring themes like this through characters rather than as philosophical abstracts. In this case, I would have liked to see either different characters grappling with the comforts of memory versus the benefits of moving on, with different results, or one particularly richly textured, well-drawn character’s personal journey. Instead, Excalibur mostly offers philosophical musings alongside characters who are caricatures of common fan types—including the central character, Ian, who is that guy who loves being a big fish in a small pond, and is perhaps so high on his own self-importance that he’s forgotten how small the pond actually is. The caricatures are well-done, and in a game that was more parodic in tone I would have no faults to find with them, but they sit somewhat oddly alongside the game's high-minded thematic concerns.
One section of the story that did work for me was the portion of the game focusing on VerdantKnight and HandOfBedivere, who, having met through Excalibur fandom, are working together to make a fan documentary and are also in a long-distance relationship. Then, after a visit to the main filming location, Bedi disappears from the internet. Did he fall victim to the show’s supposed curse, or has VK just been ghosted? Either way, it’s a tale of an obsession with the past that is at best relationship-destroying and at worst deadly, and VK, in his grief, reacts by clinging even harder to that obsession, insisting that he will finish the documentary on his own. And in that moment, I cared about how destructive that obsession was, because VK felt like a real person, not A Certain Type of Fan.
But then, “felt like a real person” is a slightly ironic thing to say here. On several occasions, Excalibur brings up the idea that the show never existed and no one involved in creating it ever existed. That’s all very well and good, but then it suggests that (Spoiler - click to show)the fans never existed, or at least that many/most of them are sockpuppets (that is, fake accounts) made by Ian. So if the show isn’t real, and the people making the show aren’t real, and their on-set drama and the mysteries surrounding the making of the show aren’t real, and the fans aren’t real, and their interpersonal dramas aren’t real… what’s the point of any of this? (You might, if you were being a smart aleck, point out that this game is fiction, so of course none of it is real. But emotional investment in a work of fiction requires some amount of suspension of disbelief, so it’s hard to make that investment in a work that doesn’t believe in many aspects of its own created world and doesn’t want the player to get too comfortable doing so either.)
The point, in fact, seems to largely be Ian’s personal psychodrama—can he bring himself to let go of this fandom, or will he be stuck in a spiral of unhealthy obsession forever?—(Spoiler - click to show)but then, that actually makes less sense to me under the “sockpuppeting” interpretation, too. If the other fans are real, then the reasons for his attachment to the fandom are obvious, but if this is all a one-man puppet show, then he’s not actually getting any attention or respect, so what is he getting? But perhaps the bigger problem here is that I don’t quite care enough to come up with interpretations of his motivations, because for most of the game he’s presented as an exaggerated, two-dimensional stereotype, which was funny, but didn’t really prime me to be interested in dissecting his psychology.
Despite this wall of text, I really did like Excalibur overall; the reason I’ve written this whole long review of it is that I almost loved it, but the “is this fake? Is that fake? Is it all fake?” kept distracting me from (what I felt was) the good stuff.
The visual design of the game is fantastic, and it does a mostly good job of wrangling Twine into the shape of a wiki despite Twine’s protests (although I did feel the lack of a proper back button). And I did think that the first two layers of the narrative, the descriptions of the show and the mysterious goings-on behind the scenes, were well-executed, with a nicely unsettling atmosphere, when leaving aside the repeated suggestions that they might never have existed. But with those suggestions in place, these two layers rely on the third layer, the goings-on in the fandom, to give them meaning, and Ian’s story didn’t do that for me.
This game follows Dr. Ludwig, a Dr. Faust/Victor Frankenstein mashup, as he tries to make a deal with the Devil for godlike powers of creation without actually giving up his soul. Meanwhile, there’s an angry mob at his doorstep—though its leader is quite handsome….
Dr. Ludwig (the game) is entirely narrated in the Mad Scientist Classic™ voice of Dr. Ludwig (the character). Whenever you take an item, for example, the response is “The [noun] was mine! All mine!” You can practically hear the evil laughter that must follow. The tone this sets is a large part of the game’s charm. It may be a little too much for some—Ludwig is a rather excitable fellow with a great love for exclamation points—but I enjoyed it.
The game delights in its cheesy genre tropes, and in juxtaposing them with the boring minutiae of real life. The torch-and-pitchfork mob just wants Ludwig to sign a neighborhood charter to agree to avoid experimentation on weekends and holidays (“with the exception of Hallowe’en for historical reasons”) and stop making loud noises after 8 PM. The woman who works at the mysteriously appearing and disappearing magic shop is thinking of forming a union because she doesn’t get enough vacation days. There’s a Terry Pratchett-esque sensibility to it, also evidenced in its approach to deities—the magic shopkeeper, for example, knows that God and the Devil exist, but she doesn’t believe in them, because “there’s really no reason to go about encouraging them, is there?"
The puzzles are well done, but mostly pretty typical medium-dry-goods fare (though the ones that incorporate ordering the Devil to do your bidding have some unique flair). Where the game really shines is in the character interactions—with the shopkeeper, with the Devil, and with the aforementioned handsome pitchfork-waver Hans. These interactions take place via an ask/tell conversation system with topic listing, which is my favorite kind of ask/tell conversation system. (Although it might have been nice to have some indication, in the list, of whether I’d asked about the topic yet or not—I did, at least once, miss out on asking about something puzzle-critical because I lost track.)
It’s easy, in comedy, to make characters that are one-note, or who behave in whatever way they need to in order to serve the joke of the moment. Here, the characters are humorous, but the humor is grounded in characterization that is consistent and recognizably human (if somewhat heightened), which also drives how each character interacts with the puzzles and the plot. (For example, Hans’s mention that (Spoiler - click to show)he doesn’t really mind if you dig up the remains of his ancestors—they’re dead, what do they care?—presages his admission that he (Spoiler - click to show)doesn’t believe in God, both of which are key bits of information needed to solve puzzles. And the former, at least, is also pretty funny.) Ultimately, I found them all quite endearing (and was pleased that Ludwig had the opportunity to (Spoiler - click to show)ask Hans out on a date).
Dr. Ludwig has humor, heart, and a high level of polish, and I had a great time playing it. I would happily follow the good(?) doctor’s further adventures if that was something the author was interested in pursuing.
I wasn’t the biggest fan of Bubble Gumshoe’s first outing, Who Killed Gum E. Bear; it hinges entirely on noticing a single aspect of the central gag and most of the investigating you do is utterly pointless. It’s an approach to detective IF that’s bound to be hit or miss, and for me it was a miss, even if the candy-coated noir setting was delightful. So I wasn’t quite sure what to expect from Who Iced Mayor McFreeze. I didn’t doubt that it would be funny, but would it be enjoyable as a game?
Fortunately, the answer was yes. Rather than having you guess the identity of the culprit like its predecessor, Mayor McFreeze traps Bubble Gumshoe in an abandoned factory that is also a crime scene. She must both search for clues and find a way out, giving the player quite a bit more to sink their teeth into than Gum E. Bear provided.
The puzzle design worked well and made clever use of a smallish inventory of objects. The implementation was a little rough, though, and after figuring out what I needed to do I occasionally experienced some friction trying to communicate that to the game. (You’ve heard of “guess the verb,” now get ready for “guess the preposition”!) But I was having a good time in general, so I didn’t mind too much.
All of the clues are technically missable—that is, you can escape the factory without finding any of them—but most of them are wildly unlikely to be missed by a player with enough adventure game experience to instinctively poke into every nook and cranny. The clue that incontrovertibly proves the killer’s identity may elude some players, though; it relies on a mechanic that I remember being emphasized in the previous game, but that isn’t highlighted here. It is covered in the handy list of verbs the game provides, though, so those who didn’t play Gum E. Bear should still be able to figure it out; it just requires a little extra thought/insight compared to the other clues.
The summation at the end is handled by Bubble Gumshoe without input from the player, but varies depending on how many of the clues were found, which I thought worked well. Some players might prefer to have a quiz here, but to me it felt like the real challenge was in solving the puzzles, and once the clues were in hand, interpreting them was fairly straightforward, so I didn’t mind letting the PC do it for me.