Last Valentine’s Day represents the experience and aftermath of a breakup as a time loop in which the PC relives the last day of the relationship over and over, passing from shock and disbelief through despair before finally reaching the point where he’s able to move on with his life. The world around him reflects his mental state—the weather, the condition of the park he passes through, and the lives of the people around him go from pleasant to miserable, then gradually improve again.
This externalization of the PC’s feelings serves as somewhat of a substitute for actual interiority—there's little specific detail to be found here, so I don’t have a strong grasp of who the PC is, who his partner was, or why their relationship fell apart. The most we get is a letter from the ex describing their relationship as "like a roller coaster," which, in addition to being a cliche, has a whole range of possible meanings, some of which would make the PC a rather unsympathetic figure. But the evocative descriptions of the environment and the predicaments of the somewhat more distinctively drawn side characters help to ensure that the game sounds the emotional notes that it means to, for the most part.
The game effectively captures the post-breakup emotional arc of a person who has been dumped; choosing to represent this as a Groundhog Day loop emphasizes how difficult it can be to move past this experience, and the fact that choices don’t matter much makes sense inasmuch as this kind of post-relationship grief is, to a degree, something you have to just wait out. (Others have suggested that this passage-of-time aspect makes the time loop framing a bad fit, but to me the emotional logic of it made sense—the PC is obsessively retreading the breakup in his mind, but with each cycle he comes a little closer to being able to actually put it behind him.) But without any distinctive characterization for the main ex-couple or insight into how things got to this point, it all feels a little hollow in the end.
The Gift of What You Notice More is a puzzle game revolving around a surreal exploration of the dissolution of a couple's relationship. The PC is in the process of separating from their husband, and is going back through dreamlike versions of key moments in their relationship to figure out where it all went wrong.
You go through three rounds of this, at intervals getting items that unlock new areas within each memory (the game calls itself an escape room, but structurally it’s more of a Metroidvania—as funny as either of those descriptors sounds when applied to an introspective game about relationship failures). This is all in the service of digging progressively deeper in the hopes of unearthing the most fundamental problems with the relationship and figuring out what you need to take away from this experience. The problems are all very plausible, and the game struck a nice balance between being relatable and making the characters specific people with a specific relationship that isn’t meant to be a vague stand-in for every soured relationship ever.
I would, honestly, have loved for it to be even more specific, but in a genre/medium that tends to be as blank-slate as possible, I at least appreciated the level of detail that was there -- for example, the stuff about the PC putting their dreams on hold so that their husband could go to grad school could have gone into more detail about what those dreams were (apparently they also stopped playing the violin at that time, but it's unclear if that's related), but at least it didn't stop at the level of a generic "you've been putting your partner first and not considering your own wants and needs."
To the best of my knowledge, this is the author’s first major foray into choice-based IF after releasing a number of well-received parser games. The Gift brings a parser sensibility to Twine in a way that I thought worked very smoothly. You have an inventory of items always displayed on the right side of the screen; if you think you can use a particular item in a particular location, you click on it, and if you’re right, the relevant link appears. This provides a taste of the parser-style puzzle-solving satisfaction that you don’t get in games where the link appears automatically once you’ve got the right thing in your inventory, but only having to worry about the noun makes it feel smoother to me than the choice-based games I've seen that attempt to bring verbs in as well. (YMMV, but it's just too many clicks for me.)
But although I liked the mechanics of the puzzle-solving, the design of the puzzles themselves didn’t always work quite as well, largely owing to the dream logic that the game operates on. When the internal logic of it worked for me, it felt really rewarding! But there were puzzles where I could figure out each individual step based on the tools I had available but had no idea what my end goal was (e.g. all the elephant business—yes, I get the “elephant in the room” metaphor, but it wasn’t really clear to me what I was trying to do with the elephant), and others where I had no idea where to start (e.g. the moving van scene with the sticks). This is fairly subjective and I suspect that if you polled players you wouldn’t get very strong consensus on what clicked and what didn’t, but there must be some way to give the player a bit more of a nudge in the right direction now and then.
Another minor complaint is that each round involves coming up with three possible sources for the relationship’s issues and then picking one as the issue; this is clearly a reflective choice meant to encourage the player to engage with the story, with no gameplay implications. The thing is, the options didn’t seem mutually exclusive, and there was at least one round in which two of the options felt like facets of the same underlying problem. So it didn’t feel like there was strong in-universe motivation to be choosing just one thing to focus on, and I didn’t feel like I was guiding the character down a significantly different path into their future based on which thing I chose. It felt like the PC realizing where the problems were and what they could do differently in the future was what was really important for their growth, and picking one was a formality that ultimately fell a little flat.
But these complaints aside, I did enjoy The Gift. I like when introspective, issue-focused games have a little bit of whimsy and/or a fantastical edge to them, and this was a lovely example of that, with some smart ideas about gameplay design on top.
The central conceit of The Whisperers is that the player is an audience member watching a play in Stalin’s USSR. At various points in the show, the audience gets to vote on what the characters should do; the idea is that this is a teaching tool, meant to show, essentially, what happens to people who cross the Party.
The story revolves primarily around the doomed romance of two Trotskyist would-be revolutionaries, Nikolai and Agnessa. Agnessa’s brother Sergei is an NKVD officer, and their neighbors, the older couple Georgy and Dariya, show up occasionally to chat and offer advice. All five characters have things to hide from one another; this is presumably the reason for the game’s other conceit, the idea that the actors are whispering at all times unless otherwise noted. This is an arty touch that sits oddly with the play’s in-universe status as a piece of Soviet agitprop, a genre not really known for metaphor or anything that would open the intended meaning up to interpretation. (Though it may be that while The Whisperers the game intends the whispering to be symbolic, The Whisperers the play intends this entirely literally and the agitprop writer just thought that that was a normal thing for people in an apartment building with thin walls to do?)
Of course, no matter what choices you make, Agnessa and Nikolai’s fates are sealed from the outset. The only question is how much collateral damage will be incurred—making the characters do things the Party wouldn’t approve of naturally leads to worse outcomes for Sergei, Georgy, and Dariya.
The game is well-written in many respects. The setting is clearly well-researched, and the necessary information is communicated deftly to the player without any awkward “as you know” info-dumps (though there is a glossary to help anyone who’s lost). The characters also feel very real; Agnessa’s mindset of being unable to relax or do anything fun because the world is in a horrible state and she could be doing something about it, particularly, was very familiar to me from my experience in activist circles. (If she hadn't (Spoiler - click to show)decided to essentially go out in a blaze of glory, she'd be on the fast track to burnout.) And while some of the choices don’t mean much, at their best they provide a window into the struggles of flawed people trying to live under intolerable circumstances and striving, however vainly, to keep their loved ones safe.
But I’m not sure how to feel about the theatrical framing. It has a distancing effect, especially given that you’re playing as either a faceless audience member or the collective will of the audience. You’re not inhabiting a particular character who can experience any consequences for the choices the player makes, and you’re constantly reminded that the characters who are experiencing consequences are fictional. This encourages the player to hold the whole thing at arm’s length, and I can’t quite figure out what it’s meant to add in return, or, alternatively, why it’s to this story’s advantage to be viewed at a few layers of remove.
The author also provides a link to the script and encourages people to actually perform the show, and as an amateur actor and general theatre enthusiast, I couldn’t resist taking a look with performability in mind. The first two-thirds or so seem quite doable, but toward the end, the combinations of variables to be taken into account become complicated and the text diverges quite significantly, going from changes to a few lines to, in some cases, entirely different scenes. I’ve seen a few pieces of somewhat-interactive theatre in my time; usually there’s only a single point of divergence and it comes fairly late in the show, so that the actors don’t have to keep track of so many things and memorize so many different versions of their scenes. This is considerably more ambitious than anything I’ve seen performed. I’m not going to say it’s impossible, but certainly I think you’d need a cast of highly skilled professionals to pull it off. I would be interested to see it done, though!