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.
This is a murder mystery game in which you play as an FBI agent who’s been called in to investigate a string of murders (possibly the work of a serial killer, possibly not) in a small town in Washington. Over the course of several days, the player must choose how to spend their investigation time, and at the end they are asked a series of questions to see how much they’ve managed to figure out.
The Killings in Wasacona clearly takes heavy inspiration from tabletop games, starting out by making you distribute your character’s stats and then having skill checks done via a link that says “Roll a d20.” The simulated dice were kind to me in my playthrough and I passed most checks for skills that I didn’t have penalties to, so my experience wasn’t frustrating in this regard, but I still didn’t love this as a design choice. I found it made me feel like, rather than playing a game that was simulating solving a murder, I was playing a game that was simulating playing another game that was simulating solving a murder, which had a distancing effect that kept me from ever truly getting invested. The many spelling/grammar/punctuation errors and occasional clunky attempts at poetic language in high-drama scenes also distracted me, although as an editor I’m aware that I notice these things more than most people do.
I was also kind of uneasy at the way that it used the possibility of a racist cop committing violence against people of color as a red herring, and at the way that procedural red tape that exists to protect people’s rights, such as the need to obtain warrants, was treated as an annoying and unfair imposition. (The latter is of course very common in the genre, but that doesn’t mean I like to see it, and the fact that the game doesn’t even give you the option to actually do this stuff—you can either circumvent it via intimidation or give up—doesn’t help. I gather there are negatives to taking the intimidation route, but there are also negatives to just not getting the information, so it doesn’t quite feel like a “giving the player enough rope to hang themself” situation.)
Also, I don’t like picking on this kind of thing because in real life people can have all kinds of names, but when you have one singular Latina character in your game, naming her “Jamal” gives the unfortunate impression that the writer reached for a name that seemed “exotic” without bothering to check which cultures it’s commonly used in or which gender it’s commonly used for. The Somali refugee siblings also have the somewhat unlikely surname "Brown", and the country they come from is referred to as “Somali” instead of Somalia. Individually all of this seems like nitpicking, but it adds up to a sense that not a lot of care is being taken.
On the positive side, I liked the built-in graphical map, and I think the mystery was well-constructed (I managed to solve all the pieces of it and didn’t feel like I was wildly guessing on any of them). I liked the way the game laid out your evidence for each possible culprit before asking you to answer questions at the end, although I did wish it had used the suspects’ names (titles like "the drifter" may be clear enough, but there are a bunch of suspects who are professors at a local college, and they’re listed in this end-of-game evidence rundown as “the $subject professor”, which I had trouble keeping straight). And I enjoyed seeing the statistics at the end that showed what percentage of players had gotten various outcomes.
So the game does have a number of good aspects, and as far as I can tell most players liked it substantially more than I did and my opinion is not terribly representative of most people’s experiences. But I thought these points were worth raising, in case anyone else is particularly bothered by any of these things.