System Processing is a unique sci-fi Twine game that shows considerable potential.
Our protagonist, only referred to as "Ov," lived and died on Earth, but at one point their consciousness was digitized. Little else is known about them (so far) aside from the fact that the data containing their digitized mind managed to end up in an archive on a spaceship called the Alsion. A traveler named Sirit found this data and had the idea of giving the protagonist a new purpose as the ship's AI.
And now, the Alsion has discovered a planet named Kor. It is about to be the new home for everyone on board. It seems that Ov will be out of a job... and a purpose.
Perhaps it depends on one's outlook.
Oh, and Kor is not your typical planet. Nor is System Processing not your typical humans-colonize-the-alien-planet-game, but more on that part later.
Gameplay
Quick overview. There are two names that are thrown at the player that I want to clarify: Alsion (the spaceship) and Tegmen, an offshoot settlement built into the planet. I got them mixed up early on. I thought they were both spaceships. False. Just the Alsion. They are connected to each other by a long organic cable. Both are inhabited, but the current population on Alsion has never been to Tegmen.
Until today!
Ov must figure out what to do on their last day as a spaceship AI because soon the Alsion will be empty as everyone heads on down to Tegmen.
The gameplay is in first person and centers around the flow of Ov’s thoughts which overlap with NPC dialog. You basically hang out in the protagonist’s mind. There is a strong sense of idle contemplation mixed with frustration.
The absence of definitives preserves my sense of estrangement. If I had hard facts and figures, this would feel less surreal. More details might make it harder to think, "Hey, who knows? Maybe I'm not a digital ghost working for one of the far-flung descendants of humanity."
"Maybe I don't split my time between a spaceship and an alien planet."
Interactivity primarily consists of reading a line of text and clicking on a link to continue to Ov’s next train of thought or NPC dialog. There are also secondary links that you can click on to expand the text for additional content. And a really cool “notes” section that allows you to read memos from the travelers or look up information on the population.
We can’t talk about the gameplay without talking about Laðə, an omnipresent NPC who is your connection to all things Kor. Turns out, Kor is the collective hive mind of the planet (also called Kor). It is all joined together, and somewhere, Laðə fits in. They hear Ov’s thoughts, darting in and out of Ov’s internal thinking during the gameplay.
"Maybe I don't regularly converse with a giant psychic plant." (Hi, Laðə. I know you're listening. Yes, I am referring to you.)
(Is that a spelling error? “Plant.” Or is it supposed to be “planet?” I figured it was “plant,” as in Laðə is a psychic plant who is an individual living entity within the Kor hive mind.)
Their portrayal embodies a relatable inquisitiveness while still maintaining the mystery of an entity cut from a vastly different fabric than the protagonist. Laðə tries to maintain a teamwork mentality, but this only fatigues Ov.
For first playthroughs, I tend to zip through Twine games just to get a sense of what I am working with before approaching it again with more attention to detail. Playing System Processing for the first time was an underwhelming experience but replaying it- slowly this time- paid off.
If you are looking for a fast-paced sci-fi game, System Processing will feel sluggish though never boring. The gameplay is not all about sightseeing. You will have a handful of opportunities to make choices that matter, particularly the one at the end.
Challenges
For the sake of feedback, there are two things that dulled the gameplay’s slick finish.
(Spoiler - click to show)
If you open the (snazzy) folder section, when you return, all the text on the screen is reset to where it began. You must click the links again to return to your spot. The game functions in “checkpoints,” where only your progress from that point onwards is reset. No big deal, but inconvenient if you want to take a quick glance at the population report in the middle of a segment.
Sometimes between playthroughs I encountered a looping effect.
Ignore Laðə and begin an analysis of the ship
Ignore Laðə and begin an analysis of the settlement
Greet Laðə
I’m not sure what triggers it but ignoring Laðə and exploring either the Alsion or Tegmen results in a loop where you assess one population before moving to the other only to have the ability to revisit the one that you just completed. I could not find a way to move on. I figured I should mention this in case anyone else experiences this.
Setting
I’ve already mentioned the (fortunately friendly) hive mind wonder that is Kor, but the setting is so cool that it deserves extra recognition. Also, astronomy. Kor is tidally locked, which means one side of the planet always faces its star while the other side never sees the light of day, like our own planet Mercury. Unlike Mercury, Kor is teeming with life on every square inch of its surface. The game’s descriptions paint vivid imagery in your mind.
Story
While the storytelling revolves around Ov’s relationship with identity, the overarching story is spectacular for its own reasons.
This is not your classic let’s-land-the-ship-and-claim-the-planet storyline. Human (or a sentient species equivalent) exploitation of resources is a common theme in sci-fi stories about the colonization of other worlds, but System Processing goes for an alternative path.
I am so happy this is a case where the humanoid beings in their bulky ship arrive with the intent of joining this thriving ecosystem rather than trying to exploit it. The game introduced me to a cool new term called Solarpunk which takes a sci-fi/futuristic realm and merges modern societal infrastructure or technology with sustainability and environmental awareness. Kor fits that perfectly.
Besides embracing a refreshing take on co-existence, System Processing has a creative vision of how the colonization process can unfold on an alien planet. Rather than the travelers merely parking their spaceship on the planet’s surface and climbing out, the relationship between the tethered Alsion and Tegmen as two homes (one temporary, the other permanent) in transition offers something new to the portrayal of colonization in science fiction.
(Random note, if I was on a space station/ship, I would want real windows. I would demand real windows. Not screens simulating stars. Not when I’m in space. True, the only sight to behold would be pinpricks of light, but at least it’s real.)
Characters
Ov
Much of System Processing revolves around the protagonist’s grasp of their previous identity as a living human and the tradeoffs that come with being a digitized mind in the form of an AI.
If the player opts to (Spoiler - click to show) talk to Laðə after the scene with Tlan, the protagonist says, “’But that's just it! You're the alien. I'm the human.’” And it got me wondering. Alien. Human. Where does Ov fit in? First, let’s consider the travelers under Ov’s care. (Spoiler - click to show) I figured they were humans, the descendants of those who originally came from Earth. Until Laðə made an interesting comment:
Oh, fascinating. You were able to roll your eyes? Was this a biological feature the travelers no longer possess?
The travelers lost the ability for their eyes to move around in their eye sockets. Does this mean they are not human humans? When observing one traveler, Ov observes that, “Like all travelers, they appear human, even if travelers no longer describe themselves as much.” Neat.
I think we can agree that Kor/Laðə (the distinction between the two is kind of murky) is the “alien” part of the mix. As for the travelers, calling them outright humans would be incorrect. Something changed. I wonder if they dabbled with genetic engineering or biological modification that allowed this.
Regardless of what went down, these changes have interesting implications for Ov. If the travelers are not “true” humans in the sense that they diverged biologically and culturally from their human ancestors, the protagonist is truly the last of a kind, even if they are now an AI.
Though their physical body may have decomposed long ago on a distant Earth, they are still an “original” human in terms of memories and Earth-based lived experiences. They were digitized in, what, (Spoiler - click to show) 2068? Despite the immense passage of time that occurred since then, this human identity remains.
One way this identity manifests is with the in-game “alert” pop up messages for incidents on the ship that turn out to be an offshoot of the protagonist’s own emotions, such as a (Spoiler - click to show) sprinkler system activating when they feel like crying (clever use of the Twine format). But ultimately, it’s an identity that seems impossible for others, even the all-knowing Kor, to understand.
Ov + Everyone else
The NPCs, though expertly designed, did not leave much of an impression on me. Rather, it was their situation and the decision making within these circumstances that held my attention. I have a feeling though that I will be the outlier on this. Players will likely feel an immediate connection with the characters. Besides Laðə, the only NPC we engage with is (Spoiler - click to show) Tlan, a traveler on the Alsion.
First time around, the scene with Tlan left me feeling confused and indifferent. In it, Tlan (I’m sorry, Tlan) is crying while I was simply not following the conversation. It seemed almost melodramatic even though the scene is clearly a serious one. I was surprised with myself on my reaction. After all, the scene is carefully worded and paced for full impact.
Perhaps I don’t know Tlan well enough. To me, they are Traveler 127823. This game made me want to reexamine why I felt the way I did. I’m still breaking it down. I would absolutely be interested in learning more about their character (and that of Egravn).
Name: Tlan
Identification: 127823
Status: Alive (well)
Age: 32.3 cycles
Residence: Alsion
Location: Server Room (astral-side)
(Feedback: Tlan has a paragraph- be sure to approve their request- that uses the words “stay” and “leave” frequently when mentioning the Alsion and Tegmen. As a first-time player I was a bit confused on what they meant. Clarity would have helped.)
Second playthrough, I had the context needed to make sense of everything. Tlan is sad because Ov expresses the desire to stay on the Alsion after everyone leaves. Tlan sees no reason for Ov not to come with since A, it is perfectly feasible, and B, how the travelers may feel about Ov is irrelevant.
System Processing is tied to a secret I have.
The big secret is.......
(Spoiler - click to show) I kind of like being the AI who throws a tantrum.
Ov has a bitterness about feeling underappreciated and misunderstood.
People were more likely to show gratitude towards a sentient plant vine with lovely flowers carrying out their will than a robotic AI voice coming from a hidden speaker. Therefore, Ov thinks that “everyone” dislikes them and cannot wait to leave them behind.
Travelers smiling at and thanking the vines of Kor while my work goes unacknowledged (or simply critiqued).
It's not as if you can take out revenge on the ungrateful inhabitants. This is not a case of Vengeful AI vs. Organic Lifeforms. You can’t throw tantrums in this game.
Saying their names in reverent tones while mine is barked at the air.
I suppose that would be going a little far. Although I wish there were more options on how to… respond to said inhabitants.
…
Peacefully, of course. :)
Still, Ov stubbornly refuses to take part in the joyfulness everyone has about moving into a new, perfect home even though there is more than enough room for them as well. But these feelings of reservation are understandable.
"Ov, would you speak with us? Just for a moment."
Ignore Laðə, I've already made my decision
Speak with Laðə
...yeahwelltoobadnoonesgoingtochangemymindwhateveridontca...etc.
As you can see, this conjured up my inner irritated AI.
If a game is going to have a ticked-off AI, I rather it be the PC than the NPC (which seems to be more common), even though I will totally play both. There is also an interesting distinction between AI as a user fixture and AI as established authority, but that is a separate discussion.
After playing this game I finally understand at how pissed off Solis feels about the collective crew in A Long Way to the Nearest Star. Solis, I think I understand your pain now.
At least, I have this:
Maintenance Requests
Urgent Request (from: Eiro) – DENIED
Jokes aside, this grappling of identity takes front and center in this game. It’s a roller-coaster of ancient memories and immediate emotions. In fact, we see indicators that Ov’s blanket perception of the travelers is not an entirely accurate one. The memos in the notification box tell a different story: Ov has fan mail.
People are pouring their hearts out in gratitude, taking time out of their day to wish the ship AI a happy retirement. There is clearly more to this relationship between Ov and the travelers than what is presented in the gameplay. While they may not have been popular, the memos clearly indicate that some people do care. I would love to see this expanded.
Visuals
A Twine game does not need fancy visual effects to have a striking appearance. Sticking to a consistent colour scheme can do a lot in making the player wonder at how professional the game looks. Even more so if you throw in some matching decals or symbols. Take System Processing for an example.
In System Processing, the main colour is green (text, links, icons) which only furthers the player’s mental image of a planet brimming with alien flora and fauna. Hovering over links causes to slightly glow with a green tint that hints at bioluminescence. Aesthetically pleasing and effective at building atmosphere.
I applaud the author’s design choices for Laðə. Their (they?) dialog is shown in gold text that conjures the image of sunlight which is perfect for their character. Next to the text in the same colour is a small smiley face icon. At least, that is the first facial expression we see in the game. It changes. (Spoiler - click to show) There are four possibilities: Happy, super happy, neutral, and sad (not your typical emojis). Let me tell you, it is so unnerving to see this sunny face change during the gameplay.
The difference is miniscule: a line curved downwards to form a frown or the upturning of lines in the eyes to indicate delight. Extremely basic stuff and yet it conveys a startling shift in tone. Besides being a clear indicator of the character’s emotion, it adds tension and a fluidity that would be lost without the icon as a reference point. You feel yourself slowly sliding down your chair as that smile turns into a neutral stare and then a frown.
While this may seem like a trivial detail to spend two paragraphs on, I argue that it is the strongest point in the game’s visual design.
(That little beaker icon was also nice.)
Final thoughts
This game is actually a fragment of the author’s plans. System Processing is meant to be longer and more complex. Being only 30% of the entire vision, more development will hopefully follow.
I appreciate that the game is an abridged version of what clearly plans to be an ambitious project. If a meteor were to strike the Earth, the game can still stand on its own as a completed piece. Same goes if alien scavengers arrived a thousand years later and somehow salvaged it. I think they would be pleased.
I could totally envision System Processing as being a slick commercial Twine game. It has the uniqueness that sets it apart from sci-fi games with similar subject matter, it wields a simple but assertive visual design, and it shows a strong potential for characters who could resonate with a wider range of audiences. I can easily see this being a sci-fi game for players typically not interested in science fiction.
Here’s the tricky part. While several categories for the game earn 6/5 stars, some parts are not as refined. I tried to incorporate some feedback as to why. I hope it helps. The rating also accounts for my overall experience. I took off a star because I was not always engaged with the character interactions. Is that necessarily a fault? Maybe, maybe not. I am open to how other players feel. I desperately want to love this game. It’s just not quite there. Yet.
I highly encourage you to play System Processing to experience it for yourself. My review, while detailed, can’t do it justice.
Horror with a bite. Poor you.
You share a flat/apartment with friends Kayleigh, Sam, and Meghane. The four of you are discussing plans for later via group chat. Meghane's cousin Chloé is supposed to meet up to join the festivities. Tonight. Her cousin is meeting up with everyone tonight. Problem: Everyone forgot. Exasperated, Meghane goes to add Chloé to the chat...
Gameplay
The mechanics of gameplay are simple. It takes place in a chat group environment where you tap/click the screen to see each text message as they appear in the chat. Sometimes you have opportunities to respond. For these, a menu will appear at the bottom of the screen with a list of responses.
At first all you see is causal, crowded banter. Tap, tap, tap. You are just skimming through the messages while your flatmates argue about cleaning out the fridge. Throughout the game, NPCs will switch between being on and off the chat as they do other things, triggering notifications. It really creates a chat room vibe. Soon, things kick off when Meghane’s cousin is added to the group.
In Chloe Is Home, you are a clueless little player who gets sucked right in the mess. Stay far, far away from this review until you give the game a playthrough. I’m always touchy about “preserving” the suspense, but it’s true. Want the full horror experience that comes with not knowing what is in store for you? Play it first. Otherwise, it will ruin the fun. Don't be all, "oh, reading this review will help me be more informed when I play it." NO. Play the game first.
(Spoiler - click to show) But Meghane's cousin is not the one who joins the chat... Someone else does. Technically, I think the game’s description is a super light spoiler, “A flatmate group chat unknowingly welcomes an uninvited guest into their midst,” although only a stickler will probably feel the same way. No matter. There’s still lots to discover.
Now that the cat is out of the bag, I'll just refer to fake-Chloe as the Stranger or “Chloe” under these spoiler tags. This is the crucial detail: If you take a closer look at the user, it is shown as Chloe not Chloé. See it? It's that little line about the “e.” If you totally missed it, you're not alone. For the first playthrough I assumed it was Meghane’s cousin, although it does not take long for you to have doubts.
Story + Characters
I’m going to use this section to look closer at the story’s pacing and structure which is critical for a horror game. It’s going to be one big spoiler-fest (which I’ll tag), so again, browse wisely.
Pacing is excellent. Mechanically, the game skips pause effects. The rate of text messages is based on however fast the player chooses to tap or click on the screen. And yet, there is a feel of everything speeding up. You feel out of control. The effectiveness of the pacing is achieved through staggering story events.
It closely resembles a horror movie sequence where you know what’s going to happen but see separate shots of Character A being resourceful, Character B cluelessly walking into a trap, the culprit going up the stairs where Character D has just managed to put two and two together. These shots (with other elements) are then woven together to leave you at the edge of the seat in a nervous wreck because you know exactlywhatisgoingtohappen.
Obviously, a Twine game is not going to harness the cinematic techniques used in film, but it manages to recreate this concept closely. (Spoiler - click to show)
The Stranger just keeps getting more unnerving. They inquire about you being home alone and start a game of 20 questions with prompts on your personal information or how you want to die (if you were to, that is). The zinger is when you ask a question about either their pet peeves or whether they are an introvert or extravert. Their act as Meghane’s cousin completely falls apart and they go on a rant of why they hate about people. Then, bam. “Chloe” again.
Oh, and they have your address. You gave it to them, remember?
Chloe:
I'm literally 5 minutes away.
Ha. Ha. Oh no.
The reason behind the Stranger’s presence in the group chat is revealed when Meghane notices that she mistyped Chloé’s (the real Chloé- again, fancy é) number. Which confirms that yes, you’ve been talking to the wrong person, and you warn your flatmates. Meghane adds the real Chloé (whom we briefly meet) and starts searching to kick out “Chloe.” And then:
Chloe changed their name to Chloé.
The Stranger won’t go down so easily. This is where the staggering of events really starts to shine.
It kicks off with the Stranger sending you a picture of the flat before asking Meghane for the code to the door. Now, your friends are a tad sluggish about your warnings because they’ve been on and off the chat for the past half hour. They don’t realize the extent of this mix-up, yet. So, seeing the fancy “e” in the altered username, Meghane assumes that the Stranger was removed from the chat. She happily shares the code.
Meghane:
The code is 3042! 💋
Naturally, she realizes this mistake afterwards. The entire time the player keeps yelling, “don’t do it, don’t do it, just don’t!!!” The suspense is sharpened to a point. The sluggishness of the NPCs only heightens the urgency. Like watching characters in a horror film as they make clueless blunders right when it matters.
Meghane, Kayleigh, and Sam finally get with the program. Pacing intensifies. The Stranger narrates their movements toward the door. Everyone is panicking. One friend is calling the police. One friend is rushing home. One friend is alerting the neighbors. But despite this, you are still the only one at the flat. Then you hear a knocking sound.
An actual knocking sound effect. Followed by someone fidgeting with the door. I often forget/fail to turn on the audio for games. Half the time I don’t even notice they come with sound. But I managed to get the memo this time. It is a basic sound snippet that serves as the finishing atmospheric touch to a chilling horror game.
I’m going to switch things up and chew the fat about the story a little more. Again, more spoilers.
I was hoping for (Spoiler - click to show) more than one ending. After experimenting with multiple playthroughs, I could not find any alternatives. What frustrated me was that there is a pivotal moment in the gameplay that railroads the player into making one choice that ultimately determines the ending. This moment is when “Chloe” asks for the address to the shared flat, claiming that they lost Meghane’s instructions somewhere back in the chat. No matter what, you give it to them. And now they know where you live.
Given the dialog leading up to this point, all (or at least most) of your nerves are whispering stranger danger. Something’s off. The player feels it, and the PC feels it. You can lie about the address, dodge the question, or drag your heels, but this only leads to you having to send the address. Eventually you will.
🗨 Choose a reply
Sure
(Send it)
Throughout the game are dialog options that allow the player to tread lightly and approach this “Chloe” with skepticism. The responses involve refusing to dole out information, giving vague answers, or calling out inappropriate statements. The gameplay enables you to read between the lines. So why is it that you are ultimately forced to give out the home address?
What type of ending would I be asking for? It does not have to be a positive ending, just one that recognizes when the player goes the extra mile in assessing the Stranger’s identity. It was clever how you can catch their bluff by claiming that Meghane mentioned that they were going through a tough time without going into specifics. “Chloe” assumes that Meghane was talking about the real cousin and goes along with the charade by making something up. You then respond with skepticism that chips away at their act. I thought that if you pestered them enough, they may reveal their true colours or admit to being someone else. That would probably put the story on a different trajectory.
So… What happens? I think the PC’s chances of survival are not that dire. Then again, a character in a horror movie might say the same thing. The opening words of this game are rather ominous.
Kayleigh:
Omg, guys kill me. Shanon wants another meeting...
Visuals
I have always enjoyed Twine or choice-based games that mimic a digital interface, especially personal devices. The idea is cool both visually and in terms of functionality. Sometimes though, there is the risk of this functionality being hindered by design elements like wide margins or awkward scrollbars that do not prevent you from playing but do detract from the polish. Chloe Is Home avoid this. It uses the phone interface idea without overwhelming the player with its features. Note: I love it when authors go wild as long as functionality is preserved.
This game keeps it relatively simple while adding some flair. It tastefully replicates the appearance of a smartphone device with tall but narrow screen dimensions. The borders are purple with shadowed edges that give it a more 3D resemblance. Character text bubbles are colour-coded and set against an off-white screen. A general, strong look.
Plus, some embellishments. Emojis, symbols, and even the occasional GIF!
Final thoughts
Yes, I really enjoyed Chloe Is Home. It has a lot of strengths. Pacing, suspense, clever visual design. Players, I think, will get a rush playing it. There is enough variation in the gameplay to encourage multiple playthroughs (plus, it’s a short game), but when it becomes apparent that (Spoiler - click to show) there is only one ending, players may leave it at that. Regardless, it is a high-quality piece that offers an urgency that is hard to capture in a Twine format. Highly recommended for horror fans (especially choice-based horror).
I hope the author(s) continue to produce more work. This was a great first piece.
If you are interested in any more horror chat room stories, I suggest Disharmony, a Twine game about investigating the absence of a member from your friend group via an online messenger platform by the same name. Worth playing with the lights off.
It is late morning and your mother texts you about going to a restaurant together. Spending time with your mother and eating food sounds like a great idea, but there is anxiety looming in the back of your mind as you agree to meet. Part of it has to do with language.
Gameplay
差异 // Disconnect uses a mix of Chinese characters and English. Occasionally, Chinese characters are substituted with phonetic spelling. The game begins with a short text message exchange between the protagonist and their mother.
11:05 AM MOM: I know a good restaurant, have 手拉面
The first Chinese characters, 手拉面, initially did not have the translation, prompting me to immediately reach for an online translator. I thought this was interesting because the protagonist did exactly just that after I did. It was a brief moment where I could relate to the protagonist, although less so since I lack any working knowledge on the Chinese language. I got "hand-pulled noodles," as did the protagonist when they used consulted Google. It was a neat moment.
The remainder of the gameplay takes place at the restaurant. This seems to be a story where the PC feels like they are messing up more than they are, but the awkwardness so, so real. A noteworthy scene is when the protagonist is trying to give the waitress their order. Their menu is written in Chinese with an English translation, and automatically find themselves reading the translation. But when a waitress comes over to the table, they feel pressured to order in Chinese.
You review the pinying over again in your head. Wǒ yào niúròu shǒu lāmiàn tāng. How hard can it be?
Trying to use perfect accent and pronunciation while on the spot, they trip over the words. You can either try again or bail out and switch to English. Either choice serves to serves to put the player in the protagonist’s shoes to show what it is like to sit on a fence between your closeness to the Chinese language as part of your heritage, and the everyday convenience of English that you rely on in daily life.
What I did not like was how quickly this game ends. It happens sort of out of nowhere. I would have easily given this a rating of five stars if it had more of a conclusion. When you sit down to eat, I thought the game was just getting started, that there would be a little more dialog or examination of other cultural norms. The game is far from incomplete. In fact, it’s excellent. However, I was invested in the story and looked forward to seeing more the protagonist’s experience.
Story + Characters
The story is told in second person, and it seems that your character is gender-neutral, although there is one section that slightly suggests that the protagonist is female. I’ve opted to use “they” instead. Yes, so they feel anxiety and regret about their broken Chinese and how it has shaped encounters with their mother and older family members. They especially remember being pressured into attending Chinese language school when they were younger, but now feels guilty about not making the most of what they learned. They are left as someone who understands Chinese but is unable to speak it with the same proficiency of their mother.
These differences go beyond spoken language. The protagonist has the urge to hug their mother when they see her at the restaurant but refrains from doing so since older members in their family typically did not do that. It was something "reserved for your friends and younger, Westernized relatives.” There are all sorts of subtleties that contribute to a feeling of disconnect. I have always liked games that show the inns and outs of cultural interactions that would otherwise go over your head. The point is not to be a crash course on culture, just a glimpse into a single story.
Visuals
The game keeps it simple but visually appealing. Links are a cheerful yellow. Most of the Chinese text is highlighted in yellow that, when clicked on, reveals the English translation. Text is a mix of black and grey against a white background. I liked the simplicity of the cover art.
Final thoughts
So, this game got me thinking about the title. Courtesy of online Chinese-to-English translate, 差异 means “difference.” Someone better correct me if I’m wrong. Difference // Disconnect. Based on what I learned from the gameplay, it seems the title means that linguistic differences- and other differences- have formed a disconnect between the protagonist and their mother. It is a caring relationship but not always a seamless one as we see in the game.
I really enjoyed this game and recommend it to anyone interested in a slice of life game about family dynamics and Chinese culture. As someone largely unfamiliar with the ins and outs of Chinese language/culture, I found this to be an insightful piece on a human experience.
This game looks at what could happen when you fall asleep and dream.
Overview
I want to keep myself from going on a tangent of Lost Coastlines vs. Skybreak! since this review is ultimately about Lost Coastlines, but that is probably inevitable. Both are excellent games. They are also the only ADRIFT games that I have committed to playing because I always run into lag issues (not the authors’ fault) that make me hesitant about long, epic pieces. These two are definitely worth it.
I must confess, Skybreak! wins me over a little more, probably because I am into science fiction. Sentient-computer-adventure-friend/narrator is tough to beat. But Lost Coastlines has a lot of great features not found in Skybreak! Ultimately, they both bring something new to the table while retaining similar structural framework. If you have previously played Skybreak! which came out a few years ago, you most likely will say to yourself, “this seems familiar” when you launch into Lost Coastlines. Same goes for the other way around. William Dooling has a distinct and creative style.
Gameplay
Lost Coastlines begins with character creation. You choose factors like where you fall asleep or what type of person you are in the day which then determines your skillsets and some of the gameplay content. I thought this was clever because it makes the gameplay more personalized to what interests you the most. You then decide who you want to be in the game, such as a Scientist or Mystic, which also sculpts your adventures. Lots of possibilities. I highly encourage you to use the author’s nifty guidebook for this portion.
A key mechanic in the game is with stat related encounters where the game lists your options along with the skill used in each choice and the probability of success. It is also colour-coded! I thought that this was a consistent structure. It is easy to keep track of your stats for these encounters and I did not experience burnout after several hours of this. One of my favorite features was how you can wear individual clothing items to improve your stats.
The part that took me the longest to manage is the currency system. Believe it or not, gold and coins are not the standard. Emotions take center focus instead.
Pleasance:15| Sadness:5| Madness:42| Fury:36| Worry:218|
Emotions are generated through different encounters and can be used to make transactions or initiate opportunities. Some are easier to accumulate, for better or for worse, but it appears that they all have an application somewhere. The problem is that it can feel as if you always have the least amount of the emotion you need. There was a bit of a learning curve for me.
A complaint that some people had with Skybreak! is how the player can decide on everything except their destinations. Travel was random. Spaceships never used compass directions. But Lost Coastlines does. When you want to leave, you get back into your boat, pick a direction, and set sail. You have much more wiggle room with navigation. Many locations only allow you to perform one action, but it is easier to return to them because you can correlate their location relative to other areas. The in-game map is especially helpful. While travel is not always smooth sailing, the randomness is reduced. I think players will like that.
Story + Characters
As I already mention, gameplay content is molded by character customization choices. There is not an overarching story in the game’s world, just the player’s role-oriented objectives. You can find bite-sized story content in places you visit. Populated areas have legends or rumors that span across multiple regions. But the dreamlike quality of the gameplay means that there will be something to engage you.
Despite what the (lovely) cover art shows, I am pretty sure that the player is not puttering around in a little rowboat. Your vessel has a crew, a relatively anonymous and replaceable one that does everything automatically. You never truly interact with them, although I would not be surprised if you can recruit individual NPCs. If so, I never reached that point. You still have the chance to mingle with NPCs at destinations, particularly harbors, taverns, and markets.
My first playthrough
I will just stick this “dream” under one spoiler tag in case you want to know about my experience.
(Spoiler - click to show)
Character customization: (I decided to stick to a science-oriented theme for these choices, as was the case when I first played Skybreak!)
1. I fell asleep in class
2. Brought an old telescope with me
3. Intellectual
4. Scientist
Let's see... Highlights:
-I saw Natalie Portman in a bar (she was the bartender).
-Spent three years with a talking cat to learn about the magical arts.
-Found the Pendant of Fire (is that a big deal?)
-Crew supposedly came this close to eating me.
-Dueled it out with Schenckloth. Did not go as planned.
Challenge: At one point, my crew and I were stuck on a 3x3 grid of rooms consisting of eight jungle locations and one beach location, and I had no idea of how to leave. I tried "SET SAIL," "LEAVE," "LEAVE BEACH," but nothing. I spent the better part of an hour puttering around, studying insects, plundering ruins, and hunting for meat, but there was never any opportunity of leaving.
I wondered if I should have left it at that, but there was another issue. When you read the in-game help section it says, "As an open world game, there is no final goal or overarching story: do whatever you want! You can end the game at any time by typing WAKE UP." But if I try to do this, I get this response:
➢ WAKE UP
You are not asleep!
What does it mean I am not asleep? It is one big dream! I should be snoozing away here. Waking up was supposed to end the game and give me a final score, but I suppose not. Sadly, I had to end my first playthrough there. I wanted to keep playing but you can only search the same area for insects for so many times. That did not, however, stop me from replaying the game to sample the different character creation options. While I did not devote as much time to my other playthroughs of this game, I had fun experimenting with the gameplay. There is a lot to do.
Final thoughts
Lost Coastlines is a beautifully descriptive game. Calming with an edge of danger. The best part of this game is the open world format. Go. Explore. I love it when games capture that notion. You have your boat and go wherever you want, assuming you can weather the challenges.
Ideally, play this game when you have several hours of time available for a leisurely playthrough. Don’t try to cram it into your lunch break because it takes a while to accumulate items and stats that allow you to pursue some of the more daring opportunities. Then it becomes really fun.
Before you go: Maybe I am wrong, but isn't (Spoiler - click to show) Schenckloth, the Lord of Nightmares in Skybreak! as well?
You are blissfully working in your home lab when an urgent message from your older sibling arrives. They have been kidnapped by pirates through an elaborate plot and need rescue from Sector Zero. Unfortunately, Sector Zero is just a myth. But that should not stop you. Command a ship, embark on the life of a trader, and do what it takes to be reunited with your sibling.
Quick note
I have already reviewed two other ChoiceScript games by the same author. One game was successful, the other less so, but they were both novel pieces. Star Tripper blows them out of the water in terms of creativity and innovation. It is one of the most ambitious ChoiceScript games I have seen. Not the cream of the crop in terms of quality, but I find its ambition to be remarkable. However, this is dulled by rocky implementation. I spent a long time on this game, far longer than any game I have played so far for this year’s IFComp. It has been idling on my computer for days. I have been utterly unable to reach an ending and have exhausted every lead. But I want to finish it. This will be a long review simply because I want to share my experience so far.
Gameplay
The intro is mostly exposition, but the player chooses their sibling’s attributes and other logistical details. The main gameplay begins once you reach space. Travel is straightforward. The setting is broken into quadrants and sectors, with each quadrant being divided up into four sectors. You manage your fuel and battery levels as you travel while also conducting trading and buying. If you are a fan of resource management, this game may interest you.
At first glance, this game is an open world dream. So many places to visit, including banks, churches, bookstores, bars, coffee shops, casinos, you name it. A big part is trading and selling items, but there are other ways of earning income. There are also all sorts of adventurous encounters. Avoid black holes, fight off pirates, claim your own asteroid, upgrade your ship, and more. When they gameplay begins after the intro, the possibilities seemed endless. I had the same feeling when I first tried Skybreak! Unfortunately, none of this fully comes to fruition.
The player must micromanage just to get ahead. As I was busy puttering around the galaxy, trying to maintain my fuel levels and finding planets willing to buy the excess cereal grains I had in my cargo hold, I totally forgot about my quest to find my sibling. Plus, the game sometimes gives mixed messages. Some activities are blanked out and only available in Arcade Mode which is unlocked once you complete the game. Fair enough. But there is inconsistency with Story Mode. For instance, the game will let you attack this trade ship but not that trade ship even though nothing about your ship’s status has changed. Planning is difficult when you are not sure of the game’s reasoning. Also, there is only one save slot, but I am grateful that it is available. Cling to it like a life raft when you are uncertain.
As I struggled to make long-term progress, my mind would wander to Superluminal Vagrant Twin. I want to be careful about comparing the gameplay between the two because they are made with different formats (Inform and ChoiceScript) that provide unique experiences. Nonetheless, their stories touch on a similar theme: Overcoming obstacles to save a sibling. They are also both sci-fi trading games.
Superluminal Vagrant Twin is not about finding your twin. The game does not go too deep into backstory but in a nutshell, your twin is frozen in a cryo tube, and you need to pay off your debt to get them back. A lofty objective, especially you are essentially broke. As a trading game, trading and buying goods is the core mechanic. But the game does not just toss the player out and say, “off you go, trade and buy until you make enough credits.” The gameplay is structured to point the player in the right direction by helping them identify smaller goals that lead to the master objective of getting your twin back. Having sub-objectives in Star Tripper would have been infinitely helpful, or at least an objectives list to remind the player of what to look for.
Once you manage to get your foot in the door you have more mobility. There is just a steep learning curve. I floundered for a while. Let’s see what I looked like as I floundered.
For such a vast and dynamic setting, I was overly hesitant to experiment due to the outcome of my first playthrough. I had to start over because I was stuck on a planet with not enough fuel to leave, which is not as tragic as it sounds. Every planet has a bar or drinking establishment where there is always a customer who will sell you fuel pods and other items if you buy them two drinks. The downside: I had almost no credits, not enough to buy two drinks, let alone fuel pods. I had no cargo to sell. The only option was to work a few shifts at the café. However, you get about 22 credits per order you complete during your shift. When you need hundreds of credits just to get off the dang planet this is not practical (and to seal the deal, I saved the game when I landed on the planet). Starting over seemed like the best option. I approached my next playthrough much more cautiously and was more mindful of when I saved the game.
As I mentioned earlier, it is hard to get ahead. Buying a ship to travel to Sector Zero is a distant dream. The most hopeful opportunity for my floundering self was mining on Class 1 planets. Filling a sack full of ore brings in 1000 credits plus a bonus. Sounds great. You decide how deep you want to go down a mineshaft. The deeper you go the better chance at finding ore (the max is 50 meters). However, if you decide on 50 meters you must click on a link- tap, tap, tap- 50 times in a row to reach the bottom of the shaft. If you find ore, you click on a link a few dozen times to fill your bucket. Then you click 50 more times to reach the surface. It takes about eight of those trips to fill up a sack, and that is assuming you find ore when you go down the mine. Progress was so slow.
But that can change.
The following is the rest of my semi-successful adventure. I found a strategy that made a million credits become a realistic goal, and even learned a few more details about saving my sibling. I am just going to hide it under one big spoiler tag. Hopefully this may give you some ideas.
My experience
(Spoiler - click to show) Fortunately, I did not flounder forever. The key is to establish a colony factory on an asteroid. But this is far, far, easier said than done. If you stumble across an asteroid, you can claim it for your own without fees or legal tape. Then, you hire colonists, and supply them with building materials such as iron or lumber. If you bring enough of these to your asteroid, you can upgrade its production level to increase your profit. The downside is that every time you upgrade your asteroid the game decides to reduce your cargo hold limits, which is unreasonable if your ship’s cargo hold only has five storage slots to begin with (as is the case with the Pigeon class ship you have at the start of the game). The game does not even explain why. Furthermore, each upgrade requires more materials that will need to fit into a rapidly shrinking cargo hold. Because of this, industrializing an asteroid was not something I could do for quite a while.
I finally managed to hammer out a strategy for buying and selling goods on planets, and I reached the point where I was doing pretty well. The days of mining were gone. I went from a mere Pigeon class ship to a Firefly, and then a Gila. Making 100,000 credits became an unexpected reality, and this allowed me to buy a Clipper class ship with 100 cargo hold spaces. This whole process, however, was slow and repetitive, so I decided to take a whack at colonizing an asteroid. Even if my cargo load were reduced there would hopefully be some left to continue trading. It did not take long for my ship’s cargo hold to go from 100 to 0, but by then things were looking up. I was making enough that I could simply buy another Clipper class ship to replace the old one. I burned through THREE Clipper class ships as I industrialized my asteroid, but by the time I had my production level reach level 16, the cost of a Clipper ship was practically pocket money. I could now buy the million-credit ship that my sibling mentioned in their message.
Oddly enough, that is where everything stagnated. Now that I had millions of credits at my disposal, I was relying on several scraps of information to carry me through, but none have brought me any closer to finding my sibling. I have tried everything. I will share them in case you have any input.
ONE: At the start of the game, your sibling says that the ship you need to buy costs a million dollars. There are two ships that fit this description. I bought both, but nothing happened.
TWO: Your sibling’s friend tells you that they may send you information on Sector Zero if they found anything in their research. That never happens. I did get one, and only one, message from my sibling after the intro, and all it said was that I needed to find the Golden Key to reach Sector Zero.
THREE: Once you have a million credits, you will eventually stumble across traders who happened to find the Golden Key and are willing to sell it. When you buy it, the game says,
🔑 Now that you've got your hands on the infamous Golden Key, it's time to find someone to help you install it.
I could not find anyone who could help me install it, nor did I know where to look. Furthermore, I had this encounter twice in this game. I would buy the Golden Key a second time and the game would act as if I first laid eyes on it. The stats page does not even mention that you acquired it.
FOUR: A useful tactic is that you can get general hints at coffee shops by buying something and sitting at an empty table to listen to the background chatter. It is possible to catch gossip about Sector Zero. You hear two people talking about a scientist who attached a gold quantum capacitor (which sounds awfully like the Golden Key) to a Zheng He class ship and managed to get it to go Warp 11. So, I bought a Zheng He ship. I am not sure if this was the ship my sibling had in mind since it costed less than a million credits, but none of the other ships had any promise. I already had the Golden Key (see previous), and I knew I needed to find someone to install it. Off I went exploring, but I did not find anyone whom I could talk to about my ship. I even had my ship wired to go Warp 10 (the max speed) in case it helped. No change.
I am out of ideas. I have played this game for endless hours, much of which I enjoyed, but I simply cannot reach an ending. Now I am groveling about in my own review. If anyone has any ideas, please comment.
Story
From the start of the game, we get a sense of the complicated political environment in the game’s universe. It takes place in a galaxy ruled by a Galactic Council that is heavily influenced by the Central Families that dominate the center of attention. Then there are the wealthy Inner Rim families, the working-class Outer Rim, and everything in between. Lurking about is a pirate group called the Syndicate that plunder spaceships and planets. All this sound extremely simplified, a classic version the galaxy being categorized into polarized groups of “good” and “bad,” when in fact, these lines are blurred.
What I like best about this game is that it is one big learning experience for the protagonist who is from a Central Family and has always taken these benefits for granted. Now, they must rescue a sibling from a group of pirates that (Spoiler - click to show) turn out to have a closer association with the Central Families than most people, the protagonist included, realize. The protagonist is also unable to make use of their own affluence because the Syndicate is watching every move. The only option is to start from the bottom. No money, no ship, and no leads except the name of potentially sketchy friend who feel from grace mentioned in your sibling’s message.
Then again, whether or not the protagonist actually learns anything is technically up to the player. You see this development (or lack of it) with the dialog options where you can choose to respond to people with entitled indifference or with open-mindedness. Because I have been unable to reach an ending, I have no idea if this whole debacle will permanently change the protagonist’s view on life. But after weathering public transportation, Class 1 planets, and dingy spaceships, well, who knows.
Characters
Character interactions are shallow but are there if you want to seek them out. They are often quite comical. I think the overall light-heartedness works well in this game.
::: What do you want to do?
🪑 Join Saboson and Star at the table
🏃♂️ Turn and run back to the spaceport
For the most part, NPCs are just part of the scenery, but there are ways of initiating more one-on-one interaction. Aside from the characters in the intro (and even then, their names are randomized) there is no single character whose full identity remains the same for every playthrough. I think that adds some spontaneity. The game relies on procedural generation, and it wields it well.
👧 "You know what? Screw you, Saboson. You're a thief and a liar."
👦🏻 "A thief? Because I stole your heart? Give me a break, Star!"
::: How do you want to respond, Captain?
🗣️ "I'm learning a lot by listening to you two."
🗣️ "I don't feel like I'm really being heard."
🗣️ "I hate to be rude, but let's change the subject."
What surprised me was the depth of traveling companions. They travel with you in your ship and add some diverse dialog by commenting on the things you do or even initiating discussions. (Spoiler - click to show) Unfortunately, they are only interested in hitting on you in borderline-creepy manners. For science, I tried to marry one of the NPCs. It resulted in an error that said: wedding_chapel line 951: Non-existent variable 'priest_level' which almost crashed the game. Fortunately, I just loaded my save file and decided not to test it. And to be honest, I did not want to get married. Regardless of how you feel about the NPCs, it is nice to know that the option is there.
Visuals
The game is extremely sleek looking. The text boxes are dark grey outlined with glowing borders that add a pop of colour. All of this is set against a lighter grey background. There are also little emoji icons that I have seen in the author's other games. They add an excellent visual. A whole variety of emojis are found in this game and are used strategically by the author to illustrate a point while avoiding emoji overload. That is one thing I noticed about the author's games that I have played: regardless of their content at least they look spiffy.
Final thoughts
With the author, no subject is off limits. Zombie apocalypses, farming simulations, and now a sci-fi trading a game, and I genuinely love the creativity and innovative usage of ChoiceScript. For a while, I never perceived ChoiceScript as a format that uses visual effects in storytelling. Now I am seeing how flexible it can be with not only visuals, but also with puzzle types and gameplay mechanics.
Star Tripper is a tough and confusing game, but it also has humor and adventure. Even if you do not manage to find your sibling you will still have a memorable experience with making a name for yourself and formulating strategies. It does need more polish, hence the low rating. There are some clunky bugs, but the biggest issues are, A, it is difficult to make progress, and B, long-term objectives are murky. But underlying it all is a solid foundation. If you have more than a few minutes, play this game. It has a lot of fun sci-fi and resource management themes. Just requires a little extra patience.
BaoBao follows the trope* of a protagonist digging through a computer only to find a surprise AI. Our protagonist is Aiyo. Her mother recently passed away and she now needs to sort through the contents of her computer. Along the way she uncovers an AI.
Gameplay
Gameplay consists of the player rummaging through a directory system on a computer. There are several directories, such as recipes or notes, each of which contain a file named “baobao” and a string of numbers. The other files in the directories are of no interest. The player only makes progress by exploring the baobao files, but when they do an AI intervenes. The AI prevents the player from viewing the file’s contents but instead adds new commands to the home folder that expand the story.
The game also has the option making a cup of tea before returning to the computer. This added some ambience because the protagonist is trying to stay calm, and level minded in the aftermath of her mother’s death. It adds a nice self-reflective approach. And if the player wants to pause the game itself to make some tea, that is fine too.
The game's description is "A young woman is sorting through her deceased mother’s personal computer and finds an AI in her way." If I did not know otherwise, I would not have said to myself "oh wow, I found an AI!" It is more subtle than that. They only part that screamed AI was when (Spoiler - click to show) the game says, “Aiya, don’t try to hide your face. I can see you know. This computer got webcam. Aiyo. No make-up also,” implying that it is Aiyo’s mother, or at least a digital version of her, is present. These interactions are brief and sometimes it can be confusing to keep track of when the AI is addressing the player and when the player is merely experiencing the Aiyo’s thoughts, especially since they are both shown with the same white text formatting. It does not feel like you are interacting with an NPC. While I liked the subtly, this vagueness may disengage players.
Story
Game has some interesting themes on femininity, especially from traditional conventions. Aiyo has vivid memories of her mother and philosophies of beauty. Especially vivid ones are the smell of her mother's perfume or the fancy ornate patterns on her lipstick case the surface as she searches the computer. We learn that her mother was (Spoiler - click to show) always worried about her daughter's chances of finding a decent husband, one that would love her and never have affairs since her own husband had a beautiful girlfriend on the side. That was her main priority for Aiyo. She would often say that Aiyo was not pretty enough and that she should take things like makeup seriously. From the mother's perspective, this was not meant to be mean but to ensure that her daughter found a husband who would love and respect her. From Aiyo’s perspective this was stifling, and she was frustrated over her mother's attempts to find her the perfect lipstick shade colour or pressuring her to diet to maintain a feminine size and figure. These differences in ideologies come to light as the AI reveals more about the mother’s view of her daughter. They begin to come to an understanding.
I kept thinking that baobao is a pretty cool name for an AI until I found the translation. 宝宝 (baobao) is a word from the Chinese language that means baby or treasure and can be used as a term of endearment. The application of the word can vary, but this definition was the bulk of the results I found. So, is the (Spoiler - click to show) AI Aiyo’s mother or is it just a model of her personality and interests? Did her mother intentionally create the AI or was it accidentally formed from the clutter on the computer? There is a lot to consider with intriguing implications. The game ends with (Spoiler - click to show) the AI giving the player full access to every baobao titled file on the computer so that the Aiyo can finally see the parts of her mother that were always hidden, the parts where she genuinely loved her daughter but failed to convey it in life. In death it is as if Aiyo is relearning her mother. The game wraps this up on a graceful note that I found to be memorable.
Visuals
The game keeps it simple with the visuals but uses stylization to create the appearance of a computer screen. For these segments the game has a black screen with green text and blue links. Otherwise, it sticks to white text. The creative part was that the player could choose between clinking on links to navigate the computer or type them in. This added some nice interactivity to an otherwise basic Twine format.
Final thoughts
I really enjoyed this one. It is a thoughtful sci-fi game with a contemplative approach to death and memories. The dynamics between Aiyo and her mother were especially compelling and thoughtful. Throughout their lives they always seemed to clash in values but now Aiyo gets to see the possibility that she was closer to her mother than they both realized. Plus, I liked the cover art.
*Binary by Stephen Granade comes to mind, even though it has a different tone and subject matter.
You play as a young man named “Olde” MacDonald. Do you have what it takes to be a farmer and support your family (and maybe even become famous)?
Gameplay
The game is organized into “cycles” of five days that begin on December 27th which ends when the new year begins. Gameplay consists of feeding or medicating animals, fixing stalls, or butchering animals.
Here, you have the following materials on hand:
🌾 Animal feed: 3764 kilograms
💊 Medicine: 54 units
However, the game predominantly focuses on butchering animals. Once you stockpile a certain amount of meat everything after that can be sold for income. There is some strategy to this. Certain animals produce large quantities of less expensive meat while others produce small quantities of expensive meat. I would focus on the former until I fulfilled the stockpile and then switch to the latter when it came to selling surplus. Butchering animals is not my thing, but this is NOT a graphic or gory game. When you do butcher an animal it is merely implied.
When I first played the game, I thought I was in a dream of resource management. But this wilted. For instance, there is hardly any resource management with the medicine. Only the (Spoiler - click to show) lambs get sick and require use of the medicine supplies. The lambs also die too quickly. The first time I played I was busy exploring the barn and within a few turns (less than one day in the game’s world) all the lambs died of starvation. I had to start over. Because this occurred at the start of the game it was not an issue but still seemed weakly designed.
⚠️ The 🐑 lambs in Stall 1 are out of food!
☠️ All of the 🐑 lambs have died.
::: What do you want to do?
Great.
With each year new types of animals are added to a stall and the number of animals in each stall will also increases. Gameplay becomes chaotic. The animals keep damaging their stalls and running out of food too quickly for the player to keep up with.
The game ends once you make $10,000. You can either choose to keep playing (and instead of going to the December of the next year to start a new cycle you keep on playing into a January) or give up farming to seek a different path in life. There are some achievements including three hidden ones. The only hidden one I reached was called (Spoiler - click to show) “Clean Sweep” where you manage to butcher all your animals before the year ends.
The song
Just so we are all on the same page, the game is a rift off a song by the same title. Each verse is about the animals on a farmer’s farm. In the game school children visit your farm to write songs about it. That is supposed to be a reference to the song that it is based on.
It seems like original song is based on barnyard animals, livestock. The game introduces lambs, cows, goats, ducks… snakes? Parrots and frogs? An elephant? The game transitions towards housing, slaughtering, and selling and/or consuming exotic animals (again, nothing graphic). I think the game is trying to take a creative approach to the song by incorporating more novel animals, but the result is confusing and outlandish. The frustrating nature of the gameplay makes it difficult to appreciate these changes because you can barely keep up with everything. Plus, the introduction of these animals does nothing to influence the gameplay or the story beyond needing to butcher them.
Setting
I recently played another game by the author called Zombie Blast 2023 which I also reviewed. Zombie Blast 2023 took a unique approach to ChoiceScript by incorporating free range of movement in its gameplay. Free range of movement is where the player can roam around in a space while directly examining or interacting with things in their environment. In Zombie Blast 2023 the goal is to defend your house against zombies. Having free range of movement in the house emphasized that the player must engage in combat. Old MacDonald Had a Farm also tries to use free range of movement in its gameplay, but the result fell short.
Old MacDonald Had a Farm uses this technique to map out the barn which is creative. You can walk across the barn in sections and enter six different stalls. It flows like a parser game, which is great to see in ChoiceScript. But its implementation in the game is repetitive and inconvenient. It means having repeat the sequence of “enter the barn,” “move east,” “move east,” “move east,” “move east,” “enter the stall to the north” just to get to stall 5 to put some food down. It gets tedious as you try to process dozens of animals throughout the barn. As you gain more animals the screen becomes filled with notifications which means that the screen is always shifting. It becomes “enter barn” (scroll down), “move east” (scroll down), “move east” (scroll down), you get the idea. Disabling animation in settings reduces this a little but does not completely prevent the screen from jumping around.
You may run into bugs. Frequently, I would get popup error messages such as, "farmer line 1351: visited this line too many times (1000),” that would appear while I was moving through the barn. I applaud the author’s experimentation with the medium, but it was not as successful as Zombie Blast 2023.
Story + Characters
The game begins with a story segment where MacDonald attends a dance where he encounters a young woman (her name is randomized) that he knew from childhood. Here, the game strives to create a wholesome 1940s atmosphere. The two fall in love and get married. This was a great story-centric way of starting the game and I thought that the gameplay would be intersected by more story scenes. Yes, there are scenes at the end of each year to summarize your progress, but it is not the same. Instead, everything is stagnant and repetitive.
Character dialog seems unnatural. For example, at the end of each day the protagonist’s wife says, "MacDonald, time to wrap things up and come home for dinner. Tonight, the family needs to eat 9 kilograms of meat." The phrase “the family needs to eat 9 kilograms of meat” is awkwardly worded and too clinical given the context.
You seem to have a (Spoiler - click to show) kid every year and once the oldest is barley older than a decade you start getting a grandchild each year. If you fail to butcher enough meat your family has to eat cabbage and potatoes for dinner. This is enough to make them malnourished within one day. Within two or three days (Spoiler - click to show) a child dies from malnourishment because they had to eat cabbage and potatoes for a few days instead of meat. It just seemed so artificial and unrealistic in comparison to the content we see at the start of the game. Perhaps it is meant to be comical, but I was expecting some story milestones.
Visuals
Its creative visuals are probably the strongest part in the game. Visually, it is incredibly polished and a creative use of ChoiceScript. Text area is dark blue set against a pale blue backdrop. There are clever little icons used throughout the game including animals and human characters.
Final thoughts
I wish I could say this was an excellent game, but it falls short of its goal. The ideas are there: colourful visuals, resource management, basing the story after a song, and more. But the finished piece is lacking. The implementation is flimsy, and the story dulls soon after the game begins. There is no denying the unique use of ChoiceScript and I think that the game is worth trying for that reason alone. But it probably will not sustain players’ interests for longer than a few rounds.
It’s time for school but you’re not feeling it right now.
Or ever, really. But you and Hanna have no choice. School it is, then.
Oh, and Hanna is a ghost.
Gameplay
Contrary to what the game’s title suggests, Hanna is not the PC. You play as a high school girl named Jing who goes to an international school in Singapore called the American Independence School. Unlike Jing, Hanna expresses some excitement about going to school. Soon, though, we see that this excitement is masking underlying pain as we face the daily mundane and rocky reality that is school.
The start of the gameplay really sucks you in. It captures how Twine’s interactivity can be used to make a more dynamic scene. We begin in Jing’s bedroom.
You get up.
You are in your bedroom, which consists of a desk full of books, a desktop computer, a bed, and a cabinet.
Hanna eyes at your schoolbag.
Here, "books," "desktop computer," and "bed," are all links that expand the text to reveal more information about each item while clicking on the cabinet link moves the gameplay forward as Jing gets ready for school.
While the scene’s outcome is not impacted by your choice to examine the scenery, the links provide an extra sense of interaction that make it a little more interesting than if it were one big room description. It also engages the player with Twine’s choice-based format. Why read when you can click on links?
This structure continues for the rest of the game as we venture into Jing's school. After your first playthrough, the game allows you to skip ahead to crucial parts in the gameplay to save time. Much appreciated.
Characters
(I’m going to do characters first, then story.)
Jing
We do not learn as much about Jing as I hoped. After all, she is the starring PC. She’s Chinese, lives in an apartment, her parents both work (we never meet them), likes to use art and books as a portal for exploring sexuality, and has befriended a ghost named Hanna! Alright, we learn a fair amount. But her character is intriguing. More would be nice.
It would also be nice to have more context about Jing’s everyday school life. While I understand that school day structure differs across the globe, American Independent School has a somewhat bizarre (to me) daily schedule. (Spoiler - click to show) It offers cafeteria lunch twice and holds a separate student council-led karaoke party between Trigonometry and European History class. Actually, that doesn’t sound so bad. Ultimately, however, I felt out of touch. (If this really occurs in real life, thank you for diversifying my understanding of how teens go to school in today’s world.)
Clara
Clara. Ah yes. Clara does not censor what she says. She just says it without considering her surroundings. Or those nearby. She also thinks that she is doing you a favor by letting you know what she has to say.
Consider: a group of young people with that one peer who, to everyone’s delight and dismay, confidently and loudly talks about daring and explicit things in a causal social setting. Just when you think the conversation has leveled off, bam, the peer in question takes it up several more notches and everyone around is just, “oh wow.” That’s Clara. The scene in the (Spoiler - click to show) hallway after homeroom (and onwards) showcases this perfectly.
She embodies the “mature” girl persona who claims to have a resume of sexual experiences. She also comes off as trying to convince herself that she knows the ropes and that her confidence on the subject matter is unwavering. A bystander (Jing/player) is then used as a sounding board as she pelts them with a mix of "advice," tidbits of knowledge that demonstrate credibility, and personal experiences involving sex and other adult-like activities.
My favorite sentence in this game:
You pretend to agree and hope Clara's done with her TED Talk.
Clara gives some intense TED Talks.
When it comes to her relationship with Jing, Clara does not come off as being the classic High School Mean Girl who breaks out in hives at the mere sight of you. Maybe that is not what the author intended, but that’s the impression it left on me. If anything, Clara sees herself as friend rather than foe.
Clara reads more like a bossy, we’re-friends-since-we-see-each-other-daily type of “friend.” One who considers herself to be your friend in a self-serving manner or considers you to be a friend more so than you feel in return. She latches onto you like a leech while insisting that she knows what’s best for you. Especially when it comes to sexuality.
It gets uncomfortable. Clara reassures Jing about her dating desirability. Because Jing is Chinese, Clara keeps advising her to embrace “popular” stereotypes by acting more submissive and “pure-hearted” since that apparently is what attracts dudes. Clara may be trying to help in her own way, but ultimately this persistent fetishization overwhelms Jing. And most likely the player.
But as the story’s antagonist, she does not seem so bad after all… Until your final encounter with her where she (Spoiler - click to show) goes full homophobe and transphobe. Everyone’s (Jing/Hanna/hopefully the player) response to this is more, way more, than just, “oh wow.”
While Clara excels in her character role’s persona, there are some scenes that feel- even for her- more like an endless rant of shocking content that is independent from the scene itself. I wish we could explore her character in other ways than just sex-fueled rants.
And as for bringing an umbrella, (Spoiler - click to show) careful kids, you can poke an eye out. I applaud the implementation of Twine in this scene.
Hanna
Hanna is a neat character- she’s a ghost! - with a tragic past who still brings the perspective of a modern teen unimpressed by the school system and its expectations. She does not necessarily “haunt” the player. Instead, she tags along to offer commentary, friendship, and support without sugar coating your collective circumstances.
Before the game even begins, we are presented with a passage that leads to the game’s menu. The passage keeps it brief: (Spoiler - click to show) Hanna was a teen who jumped off a hospital rooftop to commit suicide. Later we learn that in life, she identified as transgender but never received support or understanding- quite the opposite.
Here’s the deal: The gameplay ultimately leads up to a (Spoiler - click to show) pivotal scene where Clara (as I mentioned earlier) starts rambling about an unnamed individual during which she unleashes homophobic/transphobic commentary. First time around, I struggled to piece it all together.
In this scene, Clara explains (claims?) that she was engaged to a young man her age since they were kids except that he expressed interest in dresses, dolls, and feminine self-expression. She mocks this which only further traumatizes Hanna who is also transgender.
Then it clicked.
Almost.
I need someone to spell it out for me so I can be sure: Was Clara engaged, in whatever form it may have been, to… Hanna? Before her death when people refused to recognize her identity? (Is it true that her previous- I hope I’m doing this properly- name was Alex? I only ask since Clara mentions the name once in her rant.) Talk about a plot twist. In fact, I initially failed to make the connection that Hanna knew both Jing and Clara as former classmates since middle school. Scatter-brained on my part.
Also, part of the reason Hanna transitioned was to avoid being drafted into the army since male Singaporeans are drafted into the National Service when they turn eighteen. This fact completely went over my head. It was not until I read the explanation in the content warning that I connected the dots- and it gives you some interesting things to think about since many international kids do not have to worry about this requirement. I just feel that this part of Hanna’s backstory could have been clearer.
There is one thing that I did not figure out. During Clara’s rant, we see a link that says, “Hanna’s wailing floods the whole room.” Clicking on it expands it into the following:
why am i not dead yet why am i not dead yet why am i not dead yet why am i not dead yet why am i not dead yet why am i not dead yet why am i not dead yet
Hanna is dead. There’s something I’m clearly missing.
NPCs (besides Hanna and Clara)
Finally, some of the remaining dialog almost seemed melodramatic in the sense that there is not much context around NPCs’ behavior. Like (Spoiler - click to show) Harold's outburst when you ask him what is wrong during homeroom. If I had not known better, I would have thought these characters were pre-teens who just entered middle school.
Nonetheless, they are still intriguing.
Story + Themes
The story takes place over one school day where we get a glimpse of daily life for Jing and Hanna, even if Hanna is not an actual student. She almost functions as an extension of Jing which is close enough. Besides Hanna’s backstory, Hanna We’re Going to School is largely character-oriented rather than wielding a complex storyline. There are, however, plenty of themes to go around.
There are several slice-of-life themes about youth and adulthood that could appeal to a wide range of players. However, the intended audience is relatively narrow since many of the themes are explored through brief, sudden romance-oriented encounters that may not appeal to everyone. This runs the risk of the player not absorbing the key themes showcased in a scene if they are skimming past certain parts.
For instance, (Spoiler - click to show) Clara's attempt to matchmake you with Dan was surreal and disjointed. Is she serious? It seemed like an unbelievable exchange… unless it’s set in reality more so than I realize. While this specific scene made me raise my eyebrows, I could see how it ties in with the game’s discussions on the intersecting expectations placed on young people.
Much of the game is focused on the idea of adult expectations of who you marry, the achievements of your parents, academic performance, job prospects, and your ability to look casually desirable the entire time. I feel like the (Spoiler - click to show) scene with Dan is meant to shine light on several of these issues, but from a gameplay standpoint it leaves you a bit bewildered. Because of this, players may find it less relatable.
Also: I'm not asking for more in that scene between (Spoiler - click to show) Clara and Dan in the school library, I'm really not (no shame if anyone feels otherwise), but it came out of nowhere and felt completely out of context. Even for this game. In the school library? I would say it is the only truly explicit scene in the game and is completely avoidable.
Visuals
The game uses a basic set of visuals that opt for something besides the typically default Twine appearance of a black screen, white text, and a standardize font (you'll know it when you see it). There is nothing wrong with using the default, but when authors choose to use a slightly different background colour or multiple font styles, I notice.
Hanna, We’re Going to School features a grey screen with white text and blue-purple links. There is also a wine-coloured panel on the left side of the text body. It contains the “under” arrow that lets you go back a passage. Basic stuff but looks good.
Final thoughts
Hanna, We’re Going to School is a bold, insightful game that bravely questions the intersecting issues that young people experience in the eyes of society and their fellow peers as they start to transition into adulthood. Jing witnesses this from a unique perspective.
She does not share the seemingly carefree lifestyle that her peers put on display, nor does she possess the social status wielded by peers from more influential families. But Clara’s attempts at “mentorship” provides a closer glimpse of the privilege differences within the student body. This slightly departs from the typical formula of popular girl vs unpopular girl while still showcasing the various forms of harassment that can occur, especially when it comes to gender expectations.
Meanwhile, Hanna’s own story raises implications of the harm done when one’s gender identity is mocked, especially if one is still trying to find themselves. As we see, Hanna (Spoiler - click to show) experiences some uncertainty about her motives for transitioning while simultaneously feeling at home with identifying as a girl. Her character is fun, quirky, and honest, making her a highlight of the game.
However, there are some drawbacks. The game could use more clarity for the plot along with additional worldbuilding shown in the gameplay. Right now, I feel like I know more about Clara than Hanna and Jing which is too bad since Hanna and Jing are a fantastic duo. The explicitness of some scenes may also drive some players away.
Otherwise, it is a strong slice of life piece about high school and teenage futures.
Further reading
These are NOT spoilers, but since my reviews are so darn long, I’m spoiler-tagging it to save screen space. I write a lot.
(Spoiler - click to show)
Hanna, We're Going to School reminds me of an unrelated graphic novel called Anya's Ghost. The premise is similar in the sense that it depicts a teenage girl who navigates life and high school while being followed around by a ghost of another teen girl. While that may sound like a carbon copy of Hanna, We’re Going to School, I can reassure you that they diverge in story and subject matter. But the way Hanna coasts along with Jing and offers commentary just reminded me so much of the duo in Anya’s Ghost. If you like this game, you may like the book, and vice versa.
Also, if you are interested in further exploring the social dynamics of an internationally oriented school setting, consider the ChoiceScript game Learning to Be Human. It is an educational game about bullying where you play as a humanoid robot tasked with making connections with middle/high school aged students from different countries. While it is not a particularly thrilling game, it is more interesting than it sounds. Just note that it is strongly character centered, so don’t expect an in-depth storyline. The game covers subjects on popularity, body image, bias on cultural heritage, and inclusion. Recommended if you were drawn in by the peer social interactions found in Hanna, We’re Going to School.
Alone in the Void is a promising Quest game about waking up from cryonic suspension on a ship called the Amaethon drifting through deep space. Twenty years have passed since you woke up, and since then, something has happened. You just need to figure out what it is… and whether it is a threat to you.
The game falls under the sci-fi subgenre where the protagonist investigates a seemingly lifeless spaceship after an unknown incident. Games following this premise that I have reviewed include A Long Way to the Nearest Star, Fall of the Achilles, and Reclamation. Each time I play a game like this I am always eager to find out what happened.
Gameplay
The gameplay starts in your crew quarters after the ship’s computer guides you there upon your awakening from cryonic suspension. Rise and shine! While the messiness of your living space has not changed, the same cannot be said for the rest of the ship.
From the crew quarters, you wander in search of leads. There are no specific objectives or tasks/checklists that the protagonist must pursue. Everything is exploratory, simply trying to figure out what happened to the ship while you were frozen.
There are occasional small bugs and some situational limitations that were frustrating. Such as the (Spoiler - click to show) bathroom stalls in the deck 4 bathroom.
There are five stalls in the bathroom. Four have signs that read “Occupied.” Normally, the decision is obvious. Move on and perhaps check out the stall with no one in it (don’t, actually). From a practical standpoint, given that this ship has supposedly been abandoned for the past 20 years, I feel that some persistence is warranted as part of your investigation. I wish there were a way to knock on the stalls or somehow confirm the occupants/contents of the stall.
Unless there really, really, really is nothing in there for the protagonist. In that case, forget I asked.
Atmosphere
Something bad has happened, that is clear, but there is not a lot of urgency that directs the gameplay. It feels more as if the spaceship is your personal playground following the aftermath of some event that took the rest of the crew while you were on ice. However, there is one exception that deserves acknowledgement.
It comes while you are (Spoiler - click to show) sitting in the seat in the theater. Without warning and in red text:
As you pause to watch the screen, a sudden sound catches your attention from the recesses of the room. You swivel your head toward the source of the disturbance, only to spot a shadowy figure looming near the closed entrance to the lobby.
And if you wait too long, it appears again. Uh oh.
Timed responses can receive mixed reception with players, but the time margin here is reasonable and effectively atmospheric. It comes out of nowhere and the timing is right to surprise you, spurring you into action.
Finally…
Ultimately, I enjoyed the gameplay even if the atmosphere was underwhelming at times. It is fun because it has a free-for-all self-driven mayhem where loot everything in sight, demonstrate a blatant disregard for locked doors, and grill NPCs for answers (Spoiler - click to show) (see, you’re not so alone after all). While this sort of behavior is often found in similar games, Alone in the Void manages to cultivate a chaotic carelessness that is unique to its plot.
Before I move on, I have some praise for Alone in the Void: The gameplay lacks the sluggishness I often encounter in Quest games. Generally, I don’t think sluggishness is the author’s fault. I usually assume it is a Quest-related technicality. Perhaps it is a computer or browser issue on my part.
Either way, sluggishness slurps the fun out of the gameplay, especially if the game decides to suddenly end while you pause to do something else on another tab. That happens a lot when I play Quest games. While Alone in the Void is not completely exempt from this, it was a smooth ride that took longer to time out when I paused to do something else. Whatever caused this made a difference.
Puzzles
For anyone unfamiliar with Quest, most Quest games have three menus on the right side of the screen for exits, player inventory, and objects in the player’s surroundings. Clicking on items in a menu reveals a set of possible verbs for said object, which helps eliminate guess-the-verb confusion. Through this, you can even skip a keyboard altogether, although I still prefer to use one.
While some Quest games are designed so that navigation via the side menus can be ignored, that is not the case with Alone in the Void. It seems that some puzzles can only be solved by navigating menu options. This was both a strength and weakness. As of *now, puzzles are limited to unlocking doors. One example involves (Spoiler - click to show) entering the cafeteria.
The location description outside the cafeteria reads:
You are in a Hallway on Deck 4.
You can see a Cafeteria Door, Elevator 4 and a Terminal.
You can go down, west, east, north or up.
Examining the cafeteria door says, "But a keen eye will reveal a tiny hole, a chink in the armor - a minuscule orifice tucked away under the words 'Emergency Release.’”
> x hole
The emergency hole is built into the Cafeteria door. Its too narrow for your fingers to fit... maybe if you had something pointed.
The object for the job is the nasty toothbrush from your locker.
However, “Put toothbrush in hole” results in “You can’t do that,” while “unlock door with toothbrush” gets “That doesn’t work.” And no, "use toothbrush" does not work either. The protagonist puts it in their mouth instead. Gross.
The solution to (Spoiler - click to show) using the toothbrush to unlock the door requires use of the “Places and Objects” menu.
Clicking on the (Spoiler - click to show) "Cafeteria Door" link reveals two options that say, "Look at," and "Unlock." If the toothbrush is in your inventory, clicking “Unlock” will automatically unlock the door. This is quite helpful if you are unsure of what item is needed to unlock a barrier. If you gather as many items as you can there is a good chance that no door will stand in your way when you go to unlock it.
Does this detract from the puzzle solving experimentation? A little bit since typing out commands gives the impression that the command itself has no use. But the tradeoff is that it increases player friendliness in the sense that, when it comes to applying the right inventory item to a task, the game “does it all for you.” If you (Spoiler - click to show) have the toothbrush, the game takes care of unlocking the door.
Once I figured out this trick, I was never stuck. But maybe that will (Spoiler - click to show) change later when more of the game is released.
*Initially I wondered whether this could be dismissed as a non-spoiler, but since the argument could probably go either way, I’m playing it safe when I say this: (Spoiler - click to show) Alone in the Void is not a complete game. Eventually you will run into a message saying, “To be continued.” I’m not sure if calling it a demo would be accurate. Sometimes, you can advertise a game as such without it necessarily being considered a spoiler, but since Alone in the Void ends on a cliffhanger, I’m spoiler tagging it.
Story
Alone in the Void is a science fiction game with a mix of horror and mystery. It includes some gore and bathroom humor, and it's no joke when I say that the protagonist seems willing to eat most everything. Like the (Spoiler - click to show) urinal cake. Ugh. There is a bit of a gross factor there, but not too much.
The overarching story behind the Amaethon is surreal, eerie, and thought provoking. It seems that we live in a reality where mainstream space travel exists, but light-speed travel is off-limits. Currently, no ship can go faster than half of the speed of light.
For the past twenty years the Amaethon has been drifting farther into deep space to the point where no other ship, burdened by speed limitations, can match its distance. (Assuming that the Amaethon’s momentum is slinging it faster than any ship sent to track it down. Otherwise, a ship would eventually catch up. However, the Amaethon has a 20-year head start.) What an interesting situation to ponder.
Other than that, an immediate story is still emerging. Like I said, (Spoiler - click to show) the game ends on a cliffhanger.
Characters
PC
The gameplay keeps details on the protagonist at a minimum. We know they are a member of the crew and not much else. While they come off as gender neutral in the gameplay, the cover art hints that we are playing as a male protagonist. It would be cool to learn more. I wonder if they are simply underdeveloped or if there is a big secret about their identity.
I do think that the game needs to be clearer about the protagonist’s role on the ship. Initially I thought that they were in cryogenic suspension on a smaller ship sent to investigate the Amaethon. Once having found the Amaethon twenty years later, the protagonist would be awakened to board the lost vessel.
Not quite. The gameplay soon tells a different story. It seems instead that they were already frozen on the Amaethon and awakened by the ship's computer for an unknown reason. The closest answer is (Spoiler - click to show) from Sophie Malaca, an injured officer in the cafeteria.
You: "Do you know what's happening on this ship? or where everybody is?"
Sophie: "I know about as much as you do, according to all the callanders on board its been twenty years"
You: "From what I've seen so far it looks like people left in a hurry too"
Sophie: "So much so they left two officers on Ice? .... lovely"
(Note: there are some grammar and spelling errors in this game.)
In this exchange, it seems that "officers on ice" refers to crew being put into cryogenic suspension and that Sophie, like you, were frozen and awakened by the computer after twenty years of slumber. But when she says, “they left two officers on Ice,” I wondered who's "they?"
Who gets frozen and why? My guess is that crew are either frozen in emergency situations for their own safety or that designated crew members are frozen and awakened in the event of an emergency to investigate. I doubt (Spoiler - click to show) Sophie has been lounging around in the cafeteria for the past two decades. But all I have right now are speculations.
NPCs
There are (Spoiler - click to show) three NPCs. (Spoiler - click to show) Sophie Malaca (as I mentioned), the robotic toaster in the kitchen, and the automaton upstairs. I wish these characters would respond to a wider range of prompts. Especially (Spoiler - click to show) Sophie since she is the only crew member in sight. Like you, she just emerged from cryonic suspension, most likely before you did.
She also later turns into an undead monster and corners you in the movie theater.
While I can understand why the (Spoiler - click to show) robotic toaster is limited linguistically, I was expecting more from (Spoiler - click to show) Sophie, a fellow crewmember. It would extremely helpful if her character was more responsive since she seems to be the only NPC capable of answering any substantial questions.
What surprised me is that she has a gaping wound (most likely the source of the mess in the bathroom) and you cannot even ask about it. Or the military bandages packet that you found or maybe the ship’s failing power levels. And as for investigating the ship…
You: "Okay, I'm going to continue searching, but I'll come back for you"
Sophie: "You better! - Also becareful, that thing... whatever it is, it's still out there"
Hold on, Sophie. What thing?
That sounds like something we should be able to ask about. My guess is that this “thing” lurking around the ship is responsible for her injury (and later transforming her into an undead creature), and yet she has nothing to say about it when you ask for clarification. Absolutely no response at all.
This also seems like a big plot element. Sadly, we cannot learn more about this development.
Thoughts on setting
This spaceship sci-fi/mystery (and sometimes horror) subgenre often features research or military spaceships as the setting. The Amaethon falls into a similar category, a mining vessel. However, the Amaethon is also a bit unusual. Let’s just say that the ship’s function is not conveyed by its contents. I would never have guessed that it was a mining vessel had the game never told me.
Instead, the Amaethon’s layout gives the impression of a “party ship” or one dedicated solely to leisure. The parts of the ship accessible to the player includes a (Spoiler - click to show) trashed bathroom with a vending machine that sells- you’ll see, an arcade, a movie theater, and a general “store” that strikes you as being anywhere but on a near powerless mining vessel drifting in deep space.
Aside from the (Spoiler - click to show) excess blood pooling on the bathroom floor and Sophie’s injury, The Amaethon gives the overwhelming impression of the aftermath of wild party in a rented venue the night before. This is not necessarily a complaint. It was a fun surprise to see that the game diverts from a generic starship floor plan. I do wonder, however, when the mining part comes into play.
So far exploration offers little explanation of the ship’s mission (if it ever had one in the first place) or its activities with mining. It leaves the player with questions, but hopefully more will be revealed in the future.
Visuals
Alone in the Void has some of the coolest graphics I have ever seen in a Quest game to date. Amaethon seems to have had some serious gamers. And film fans.
There is an (Spoiler - click to show) arcade (plus a Game Boy left behind) and a movie theater. Looking at the screen in the movie theater prompts a clip to play as if you were watching a projection on a screen. Playing video games reveals a clip of the game in action. Even though the player has no control over the (Spoiler - click to show) clip, it is still impressive and gives the gameplay extra dimension.
Also, the game uses a simple but pleasing colour scheme of a black screen with white text and orange links plus accents. Consistent colour coordination can create a more polished look. Sometimes the game will stray from this and use colour coding for dialog or warning text that includes red, yellow, and purple colours. Overall, Alone in the Void has a crisp appearance.
Final thoughts
While (Spoiler - click to show) I was sad that the game ended on a cliffhanger, I applauded the author for making a game that leaves the player curious for more. Its implementation is not perfect and lacks fewer story details about than what I would have liked, but I am also keeping an open mind since the game (Spoiler - click to show) is still under development. The author has already established a concrete foundation of gameplay and setting that sets it apart from other games and carries much potential.
Alone in the Void is a strong addition to the current sci-fi selections of games made with Quest. I hope the author continues to shape it.
"I am loyal, I am true.
When I'm older I will do
The best I can to serve my home.
Proud I live under a dome."
Welcome to the Bunker!
(No, I didn’t make that song up. Let’s see if you can find who sings it.)
Nothing Could Be Further From the Truth is an entry in Spring Thing 2023. It follows the adventures of Oliva Mirram, a citizen who lives in a dystopian Bunker located under the surface of Venus. She works in Research Lab A-U61 as an unglamourous “dust maid” whose sole task is to keep everything dust free (she is also allergic to dust).
But one day she stumbles across an opportunity that is about to make her life a little more interesting.
Not quite a sequel
Before Nothing Could Be Further came Wasserman’s Today is the Same as Any Other (2019) which features a character named Cory Resden who works in a “Population Monitoring Facility” where, let’s face it, all he does is paperwork. The two games follow a similar framework even if the characters have notable differences in identity.
WARNING: The following section will contain moderate structural spoilers for BOTH games. They will be placed under a spoiler tag, naturally.
Similarities
In both games, the protagonist is just another non-clearance rat race member of the Bunker working in their low-ranking job with seemingly no upward mobility. Gameplay is restricted to the protagonist’s workplace and the surrounding plaza outside. Their boss, well, sucks (Spoiler - click to show) (Cory: Xian Zimbly, Oliva: Nur Dular) and their relationships with co-workers and non-coworkers alike aren’t much better. No one seems to get along in the Bunker.
(Spoiler - click to show) On a random workday (or daystretch as the game calls it), the protagonist is approached by a mysterious person from the Underground who gives them a mission to prove themselves with the offer of joining the group. It becomes apparent soon after that there are two Underground groups you can choose to side with, but you must commit to one. In Today is the Same your choices are the “Coven” or “Purple Nurple.” In Nothing Could Be Further the options are “Area 51” and “God and Freedom Church.”
Finally, the protagonist is tasked with causing damage (and casualties) to the outside plaza by repairing and activating machinery found in their workplace. While there is more flexibility with this in the first game, it is mandatory in Nothing Could Be Further.
And there is a difficult sentient vending machine puzzle (the puzzle isn’t what’s difficult. The machine is). Oh, and plenty of exciting ways to die/end the game prematurely.
Differences
While reading this may give the impression that this game will be a boring remake of an already-been-used storyline, I think Wasserman pulls it off. There is still enough variation to make the games stand on their own, particularly since the protagonists have different workplaces and professions.
There are even small variations that can be easy to miss but rewarding to find. I really liked how the (Spoiler - click to show) “subsurface gala” query in your handy PA device reveals separate things about Oliva and Cory’s personalities. (Did I go back to Today is the Same just to compare PA queries? Of course!)
There are two main differences that stood out to me after playing both games. The first is that Today is the Same takes place underground on Mars while Nothing Could Be Further is underground on Venus. Good to see that humanity has ventured into the rest of the solar system.
The other difference is (Spoiler - click to show) that in Nothing Could Be Further it is possible to earn a security clearance and have the chance to use it (and/or flaunt it) and see where it could lead you in terms of privileges in the Bunker. This never occurred in the first game (you could end the game having qualified for one but that does not count) which was a large criticism I had when I played it.
Reflections on both
Today is the Same struck me as one of those interesting but low-coverage games that end up in a pocket in IFDB that does not get as much attention as other games of the same quality. Unless you go digging through the sci-fi section it probably won’t cross your radar which is a shame because it is genuinely a cool game with worldbuilding. That was merely MY take on it. However, it may receive more attention now that a sequel has been released in a competition. Be sure to check it out.
You do NOT need to play Today is the Same to understand and enjoy Nothing Could Be Further, although I recommend both, starting with the original. Because Cory is trapped in a cubicle desk job, you get a clearer sense of the drudgery of daily life in the Bunker as well as an overview of the Bunker's shady innerworkings. It is not quite as exciting but is shorter and a bit easier. Both have built-in hints.
However, if you only have time to play one, choose Nothing Could Be Further. I liked it better and feel that it showcases the more dynamic parts of the Bunker. For instance, (Spoiler - click to show) in the first game, the concept of a Ward of the State is mentioned in your handheld encyclopedia device (look it up, citizen) and on a poster by your workstation. In the second game, a bratty Ward of the State encompasses an entire puzzle. It was a nice chance increase the scope of NPCs you meet in the Bunker.
(Also, we hear about these popular NPCs who we never interact with. (Spoiler - click to show) News hosts Sally and Yuri can be seen on public television, and celebrities like Van Johnson or Milfred Roth are also mentioned. I assume that the Bunkers on Venus and Mars are identical. It makes me wonder, which Bunker do they live on? Mars or Venus? Or somewhere else entirely?)
Gameplay
The game begins after the lab director of Research Lab A-U61, Ati Vosh, orders everyone to leave the lab for security reasons. However, you were dragging your feet during your shift and failed to leave before the lab director started discussing a top-secret project with two researchers in the lobby. This leaves you in a tough situation since the lobby is the only exit.
A brief pause. "There's no need to worry. I've sent everyone away under strict orders. No one knows about the existence of the invisibility cloak except you, myself, Silia and Renardin."
Everyone except Oliva Mirram. Conundrums like these fill the gameplay of Nothing Could Be Further.
As you will discover during the gameplay, obstacles to your success vanish as they arise. A few puzzles later (Spoiler - click to show) Ati, Silia, and Renardin are no longer an issue, and the game gets to the chase: With Mission Impossible vibes you don a black helmet to receive an incoming message from a mysterious man named Asimov who tries to recruit you for (Spoiler - click to show) Area 51, an Underground group determined to use scientific development to undermine Control’s management of Bunker society.
(Who’s Control? The non-spoiler answer is that Control is the main over-arching conglomerate of high-ranking citizens who overwatch the hustle and bustle of life in the Bunker. There are eight other conglomerates who exercise similar influence, but everything is at the discretion of Control.
Spoiler answer: (Spoiler - click to show) Control is one giant computer tasked by its creators to manage the Bunker’s resources and humanity’s environmental impact, even if Venus is already a runaway greenhouse effect nightmare. Only citizens with a security clearance know about Control’s true nature. Later, that includes you.)
The gameplay from then on is set on your “mission” to gain favor with (Spoiler - click to show) Area 51 or its alternative, the (Spoiler - click to show) God and Freedom Church in hopes of becoming a member and accessing the privileges that would come with it. While the two paths are quite similar, they provide enough variation to be worth more than one playthrough.
The gameplay’s navigation directions are confusing because it opts for “inwards,” “outwards,” “left,” and “right,” which takes time to master. However, I applaud the author’s attention to setting by not automatically reaching for directions used on Earth. A compass does not always function on other planets. You can also map out the gameplay which is a helpful orientation.
Puzzles
Wasserman is an author who wields a distinctive style of puzzles that you immediately recognize when playing his work, even if there are currently only two games in the series to compare. As is the case in interactive fiction, puzzles are tailored to an author’s story and setting, making it inevitable for distinctive styles to emerge. However, authors can also cultivate puzzles that draw a sense of familiarity when a player encounters them in the gameplay.
Everything about Today is the Same can rushing back when I started Nothing Could Be Further. You fall into a groove as you readjust to a change in characters and story without losing the puzzle technicality that you remember from before. That was my immediate reaction to this game’s puzzles.
Nothing Could Be Further is somewhat of a puzzle-fest. My favorite was the (Spoiler - click to show) glass jar puzzle. It reminded me of the melting ice puzzle in Inside the Facility but weirder and deadlier (see side note).
There were a few times where it seemed like everything was a puzzle. For me, this was a downside since I am someone who enjoys puzzles but prefers story material more. The gameplay sometimes dragged on as was the case with the puzzle for (Spoiler - click to show) making the IC chip lie flat before it can be soldered to a circuit board.
But these qualities could also work in the game’s favor. The whole point of a puzzle-fest is to take on whatever puzzle the game throws at you. (Spoiler - click to show) The IC chip puzzle is one that I think would be well-received by puzzle fans. It depends on your preference. And never fear! The game comes with robust in-game hints that ensure you can always move forward. I appreciated that.
(Side note: (Spoiler - click to show) I’m not sure if this is intended but you can still retrieve the glass jar in the refrigeration unit while the vent is turned on. When I first tried the puzzle, I wasted time toggling the switch in the office and rushing to retrieve the jar before the lethal nail clippers started to activate. If you skip that step, you have more than enough time to grab the jar and take it to Dev 2 before it tries to kill you.
The room description for Lab Hallway Center could be more polished. It says, "To the left, you can see the Refrigeration Unit." When you first arrive there in the game it says, "You pause and glance into the Refrigeration Unit. A viscous liquid bubbles in a tank.” But if you try to examine the unit, the game acts as if it does not exist:
>x unit
Can't do it.
The game only responds to “look left.” This is an area that can use some slight revision.)
Setting
I love alien planets, but I also love it when authors take inspiration from our own solar system. It is fun to see authors’ interpretations of these planets and gives me an excuse (like right now) to talk about one of my favorite subjects. Mars is cool but this game caught my attention because it’s on Venus. That does not happen as often. Let’s consider this:
Earth must be pretty bad for Venus to become prime real estate for humanity’s survival. Attempting to build anything on Mars is a walk in the park compared to tackling the hellish conditions of Venus. You would not last in a spacesuit because Venus will throw everything it has at you.
Temperature: Hot enough to melt lead. Atmosphere: Toxic and corrosive. Surface pressure: Would crush your flimsy human body. Gravity: Actually, almost like Earth.
Each lander sent from Earth to Venus’ surface melted and succumbed to the surface pressure within less than a few hours, if it were lucky (still worth the trip, though).
Realistically, Mars is the only planet in the solar system that has any shot of sustaining human life aside from us possessing some insanely advanced terraforming technology that could transform a hostile world with a person’s lifetime, which we do not. Because of this, I feel that Mars is seen as the safe option when it comes to fictional stories about colonizing our neighbor planets.
Thus, I was delighted to see someone say, "you know what, I want this to take place on Venus and no one's stopping me." I like to see that branching out. Mars isn’t the only planet we have with a surface. There is always a balance between what is realistic in real-life and what is realistic in fiction, but these of course can also bleed together into a middle ground. Here is the thing:
Nothing Could Be Further is not solely "about" Venus. Its location is more of a side note rather than something we directly engage with during most of the gameplay. If it says it's on Venus, it's on Venus. I will assume that they sorted out the technicalities in advance. Although, I am curious about how they made it happen. I don’t doubt it, but the curiosity is still there.
You know, if they can stand off Venus’ conditions long enough to build an entire underground Bunker, I wonder if they have the technological means to save Earth.
How unfortunate. Requesting information about earth is treasonous, at least at your security clearance.
Oh, that’s right, it’s illegal to inquire about Earth. My bad.
Story
We’ve already been over the story. Dust bunny Oliva in her low-ranking job stumbles across an opportunity to join the Underground if she completes a set of tasks with the resources in her workplace. But the Bunker series possesses a backstory that shines in Nothing Could Be Further and deserves acknowledgement.
Worldbuilding
I love the worldbuilding in this game. Wasserman has reams and reams of content that fills this world’s universe with interesting exposition and intricate details on the simplest things in the Bunker.
For instance, you have a nifty PA device that you can use to look up terms. Great opportunity for worldbuilding. There are quite a few possible entries. Over fifty. I was jotting down notes because the gameplay would drop names, places, entities, technologies in each scene. If you think something has an entry you’re probably right. Similarly, the Loyalty Stretch news station playing in the lab lobby was also an excellent touch.
I do think the game could temper the amount of text unloaded on the player in pivotal moments, particularly when a character makes an entrance because the screen would be washed in a tidal wave of content that can be overwhelming. I love wading through it all to devour the details, but there were times where it took me a few moments to orient myself. That’s what I like the PA concept. It provides a place where you can unleash the details separately.
Bunker society
If you’ve weathered my review so far, I’d like to go over the specific culture that permeates the Bunker since it provides vital context on the story and gameplay. Two words jump out: Loyalty and treason. The game is saturated in those two terms.
The first puzzle in the game perfectly summarizes the overall culture of life in the Bunker.
(Spoiler - click to show)
"I'll grab her," Renardin snarls, reaching inside for a fistful of hair.
Silia, however, slaps his arm down. "And let you get the credit for subduing a traitor? I don't see why you should get a promotion to Delta clearance instead of myself!"
Meanwhile, as they fight, a vial of yellow gunk breaks and starts filling the room with toxic gas. The outcome is not difficult to predict.
Life in the Bunker is great! In fact, it's perfect and can't be improved upon in any way whatsoever.
Not true. Lies, all of it.
Everyone is under pressure to demonstrate their unwavering loyalty to the Bunker. Failure to do so results in severe consequences. These can range from being forced to participate in “caring demonstrations,” to being interrogated by Homeland Security. Proving loyalty by following the rules allows citizens to avoid being targeted. But there is a second dimension: social advancement.
There is a LOT of hierarchy in Bunker’s society, especially about security clearances. Epsilon, Delta, Gamma, Beta, Alpha. The higher the clearance the more resources- luxury- are available to you. Most citizens never receive one and spend their days enviously waiting for any chance they can to get ahead.
Because the quickest way to get a security clearance is to accuse and turn in traitors, culture in the Bunker is all about finding opportunities to turn people in to receive credit for their loyalty. Throughout the game you see indicators of petty ways people have been framed or blamed and sometimes never seen again. And treason can be the smallest thing.
Despite the petty, ruthless, backstabbing nature of everyday life, one cannot fault the citizens for being irked about their non-clearance status. Look at Cory Resden and Oliva Mirram to have an understanding of what your life will be like, citizen.
From the start of your adult life, you are assigned to live in barracks sized to house 140 people in narrow, stacked bunkbeds where the restroom facilities only have five toilets and three sinks. For everyone. Brushing your teeth must be a nightmare. The clothing you received is used. The boots are not quite your size. Food is algae-based slop in the mess hall. Beverages are simply called “Blue Drink,” or “Yellow Drink,” or whatever the drink colour is served on a given day. You also have no choice over which job you are placed in. Between Oliva and Cory, I think Oliva was a bit more fortunate.
So, imagine what it would be like to see how people with security clearances live. They have access to food that isn’t slop, have nicer sleeping situations, and other luxuries. Rumor has it that you get your own bathroom. A lot of this is blasted through celebrity shows that put this lifestyle on display. You see this tension between people throughout the gameplay. Even the (Spoiler - click to show) vending machine has a chip on its shoulder.
The author does a great job at conveying the social dynamics that shape everyday life in the Bunker. The player gets sucked into the mess as they manipulate, cheat, elbow, and shove their fellow citizens (and authorities), to get ahead when carrying out their impromptu and ill-advised mission into the Underground scene.
Except…
I was so excited to get a security clearance in this game to access the exclusive parts of the Bunker that most people never see. As I said, the game knows how to put the player into the mindset of a non-clearance citizen who wishes they could break free from the stingy model of daily life. No more slop, access to one of the fancier plazas, having your own means of transportation. I am curious to see both the glamourous and unglamourous innerworkings of the Bunker.
In an underground utopia like the Bunker, space comes at a premium…For this reason, the wide open spaces of the Bunker's plazas are popular...Higher clearance citizens will sit at cafes and restaurants, eating better fare and pretending not to notice who is noticing them.
My Epsilon clearance permitted me access into the (Spoiler - click to show) restricted research lab, which was cool although you are otherwise confined to the same areas. In both Nothing Could Be Further and Today is the Same you only have access to about three locations outside of your workplace. I would love to be able to just wander. I kept thinking to myself, if this is what an Epsilon clearance can do, what doors would a Beta clearance open?
This is more about me being a spoiled brat than an actual flaw of the game, but one can still ponder the possibilities. I can understand why the author may choose to leave certain things a mystery to maintain the Bunker’s mysterious attributes regarding its history, leadership, and objectives.
Endings
If you love drastic premature and/or insta-death endings, Nothing Could Be Further is perfect for you.
Characters
PC
Oliva is an intriguing character. We know that she works for a private company called Dust Bunnies Ltd and has a horrible manager. As is the case for PCs and NPCs in the Bunker series, character exposition is limited, but Oliva manages to possess a spunk that sets her apart from her fellow citizens.
While Oliva does not inherently come across as an immoral person when you begin, by the time the game ends you will look back and see that she was just as bad as everyone else who tried to use her for their own advancement that you stepped on during the gameplay. And yet she’s not quite as bad.
I am surprised that the cover art does not show her mandatory gamboge bunny ears.
Also: The length of days and years on Venus are different than that of Earth. Initially I pegged Oliva as 18 years old in "Earth" years when I saw “eighteen yearstretches of age,” but I assume that “yearstretch” applies to years on Venus. She may be younger or older than an 18-year-old on Earth, depending on the math conversion. Unfortunately, I am not as confident with the math part.
Or maybe she is simply 18 years old.
NPCs
There are few characters with whom we interact throughout the game. Often these encounters are brief or superficial since everyone has little reason to give you the time of day. Deep meaningful character relationships were not something I expected in this game, and I can confirm that there are none. And that works just fine for this game, although the outcomes of kissing people may just surprise you.
Unfortunately, you will need at least an Epsilon security clearance to keep reading because I am going to talk about the most mysterious NPC in this game: (Spoiler - click to show) Control.
As I mentioned earlier, Control is said to be the overarching conglomerate in the Bunker’s leadership hierarchy, staffed only by the highest ranking of citizens. Or at least that is the explanation used for the non-clearance citizens. Truth is, Control is one giant computer. While the game never uses the term “AI,” I assume that Control counts as such.
Ever since learning that Control is a giant computer and not simply "The boys over at Control" as your PA’s description of Control puts it, I have been seeing life in the Bunker with a new perspective. For example, I was already familiar with the tradition of choosing one patriotic colour per day that citizens must wear. The entry in your PA says:
>what is gamboge
Each daystretch, Control decides on a new Color of the Patriot. Citizens everywhere are expected to demonstrate their patrotism by decorating themselves appropriately.
This was interesting to me because Control has lots to do and wasting its time is seen as treason. In fact, I’m not sure if you can ever have a reason to call Control without being judged as a “DIRTY ROTTEN TRAITOR.”
Therefore, I wonder if the computer actually sits there and ponders whether the colour for today's existence should be gamboge, burgundy, pewter, chartreuse, or cerise (take a guess at which one of these was used in the first game). It probably has a human assigned to handle that position.
Speaking of humans, are there any true human Alpha clearance personnel who work "in the Control department" or is the computer the only entity upstairs? And if Control is only a computer, is it possible for a human to acquire an Alpha security clearance?
The most memorable Control character moment is when it is interrogating you in the surface lift at the end of the game. It is a balancing act of giving the appropriate answer to each question to avoid being terminated. While that may sound intimidating, the game streamlines this scene. Oliva does most of the work for you. She comes up with some slick answers.
The final accusation you must dodge is why you are standing in a Delta clearance airlock when you only have an Epsilon clearance. No need to answer any questions in this part because Control does something unexpected:
"YOU ARE THEREFORE A TRAITOR. THERE IS NO NEED FOR YOU TO SPEAK UP FOR YOURSELF. THE FACTS SPEAK PLAINLY FOR THEMSELVES."
You cringe, and despite Control's unwillingness to hear you out, your mind scrambles for some reasonable excuse. But it seems you will not need it.
There is an uncomfortable pause. The great eye stares you down, but otherwise nothing happens. Then, Control speaks one last time.
"AS THIS AREA HAS TEMPORARILY BEEN DOWNGRADED YOUR EPSILON SECURITY CLEARANCE PERMITS YOUR PRESENCE IN THE SURFACE LIFT.
…
I’m sorry, I don’t know if I read that correctly.
Did CONTROL bend the rules for ME? A mere dust maid? No way.
I suppose someone could have momentarily hacked the system to downgrade the lift and save Oliva, but something tells me that Control would notice such a change in the middle of a conversation. If Control really did change the clearance level to spare me from treason, then I may just have found a new favorite character in the Bunker universe.
And then of course off we go to commit more treason. I kind of feel bad about that.
Final thoughts
What Could Be Further is a fun game with creative story content and puzzles set in the unique universe of the Bunker series.
Oliva’s employment as a dust bunny in a (supposedly) innovative lab makes her plight more interesting when resources normally inaccessible to her become hers for the taking. You get swept up in the dystopian setting and the competitive nature of life in the Bunker, making a compelling case for Oliva when it’s time to get her hands dirty.
It is a strong entry to Spring Thing 2023 and worth the time as a full-length game. While this is the second game in the series, it can be played independently. I hope to see more additions to the series in the future.
Discussion on Venus, cont.
If you are only interested in the immediate game, skip this detour. I just excited about these things. Consider it an effort to help you better appreciate the setting. (Spoiler - click to show)
So. The go-to pictures of Venus that people see are often radar imaging taken by orbiters or flyby missions that never land on the surface. These images of Venus are terrifying. The surface is shown as a bright yellow cratered ruin of a planet beneath a pitch-black sky.
It would take tremendous effort to successfully send a camera on a lander down to the surface to photograph the planet to see what it would look like if you could stand there yourself and take in your surroundings with your own eyes. Before you died, of course.
And it has happened!
Ultimately it was the Soviet Union's Venera program that managed to A, stick a functioning lander(s) on Venus' surface and B, receive said lander's photographs within the half hour or so it took for the machine to die from the planet's harsh environment. And these are the only on-the-ground surface photos we have of Venus so far.
These photos aren't quite as intimidating as the radar images, but WOW do you not want to live there. Check out Venera 13 and Venera 14 for the nicer ones.
Astronomy! Thanks for reading!