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I Am Prey, by Joey Tanden
6 of 6 people found the following review helpful:
So am I, April 10, 2023

I had a lot of things to do recently and figured that I could get around to some of them now that the stream of new entries on IFDB died down a bit. But then Spring Thing 2023 was like, “actually…”

But nonetheless I was thrilled to see what people have submitted to this lovely event.

Overview
I was immediately drawn to this game. The cover art embodies the weirdness I absolutely live for. It reminds me of my favorite playlist of poorly and/or strangely animated YouTube videos that spew absolute nonsense, although I Am Prey is more refined than that in terms of content.

Just a heads up, the author has made it clear that the game’s entry to Spring Thing is experimental and in Beta phase. Consider my rating as a tentative three stars that merely reflect the state of this current version. I hope the author continues to develop the game into its intended final product. Cool stuff.

I Am Prey follows a clone protagonist in an abandoned cloning facility located in who-knows-where. You are a sickly-looking thing reminiscent of an albino lab rat. But you are anything but a lab rat. You are a durable and annoyed clone eager to survive past your first birthday. And you will prove it by escaping this mess of a facility.

By the way, Prey, you are being hunted by the Predator.

Gameplay
The gameplay begins with you catching your balance in a mesh net after being born as a fully grown clone. Happy birthday! Naked, you grab a uniform and marvel at your new existence. It does not take long for reality to kick in. The Predator makes an announcement over the intercom: He is coming for you! Yes, you must run or be killed.

Your only hope is to retrieve seven pieces of a spacesuit-like garment that will allow you to survive in the wasteland outside of the facility which can only be accessed via the emergency airlock.

The key component for strategizing in the gameplay is the sound of the doors while you explore each room. When door slams shut, it alerts the Predator who takes opportunity to announce your mistake over the intercom.

The Predator's voice can be heard over the intercom:

“Sloppy, Prey! You let the door to Lab B slam shut! That means you’re near Lab B, yeah...?”

Of course, you can use this condition to throw him for a loop by slamming a door and then scurrying off to a hallway on the opposite side of the facility like the clever clone you are.

There is high replay value in the sense that you have six modes you can play in. One is a tutorial for players new to interactive fiction, another is for those new to the game, and the remaining four are different difficulty levels depending on the Predator’s mood. This ranges from Easy Mode to Nightmare Mode.

The Predator has had a string of victories, and will go easy on you, mostly for his own entertainment.

The IF beginner tutorial is where you play as the Predator’s cat which on one hand, yay, but on the other, I am not entirely sure of the point. The Predator wants to give you a bath and you want to avoid that outcome by hiding. It is useful for simply scoping at the map, but it did not give me much more insight that I would otherwise have as a fugitive clone running for their life.

My black coat is speckled with streaks of silvery tips. White highlights my chest and paws, like a tuxedo.

Nor was it much of a tutorial for IF. Still, I appreciate the option. The cat’s personality shines through which makes it a humorous diversion. Even if the cat (Spoiler - click to show) only eats human clone flesh as of late.

Do not be afraid to test out the more difficult modes since there were times in the easier ones where it seemed like that the Predator simply forgot about me. He would do the creepy monolog over the intercom to reassure me that I was dead to him, but then this trickled away. I actually went looking for him with little success.

However, there are a several gameplay mechanics that are showcased in the helpful survival guide (provided separately) but never fully used or as dynamic as they sound (so far).

For example, there is the usage of “tricks” to throw off the Predator. These tactics include turning on sinks to distract him with irritating noises or slamming the door in his face to slow him down. Rarely did I ever get the chance to use them. It is easy to forget that they are available. Of course, availability depends on which mode you select at the start of the game.

Slam the exit door?
You have two tricks remaining, which you can spend on slamming the door in his face! This will delay his chase, but will cost one of your tricks!
Y = Slam the door!
L = Leave door open

Unless the game flat out presented me with a trick opportunity (see above), I never used them or even needed them.

The parkour idea is cool but nowhere near as cool it sounds since it consists of jumping onto tables or lockers to reach something on the top shelf. Right now, it is more of a hindrance. The vent shortcuts to other rooms were nice, though.

(JM) JUMP ROUTES:
[**] JUMP ATOP THE WIDE STORAGE CABINET
[**] JUMP ATOP THE SUPPLY CLOSET
[**] JUMP ATOP THE LOCKER

The following surfaces are either in easy reach, or rest on the same surface that I do:
the exit door
the desk

First you must find a parkour route in the room for it to be used. Discovering it was a byproduct of the game telling me that [room object name] was too high for me to jump on but [room object name] was, although it often took another [room object name] to reach the unusually tall table. While part of the whole point of parkour is to reach areas by jumping or climbing around, it needs more refinement for it to have the same thrilling effect in the gameplay.

One feature that I did use was the “look [compass direction]” command. It was genuinely helpful in deciding on where to go based on the contents of nearby rooms.

>look north
I carefully peek north...

(looking into The Assembly Shop...)

He paces around on the floor, as he watches me!

(returning my attention to The Common Room...)

I better get going, then.

Also, how do you reach the reservoir? The map (separate) shows several locations that seem to be off-limits in the gameplay. These locations are (Spoiler - click to show) Waste Processing, Reservoir Corridor, Reactor Pump Room, Reservoir Control Room, Reservoir, and Utility Access Corridor. A total of five locked doors are also shown on the map. None of these have cat doors.

I am not sure if the game will let you go swimming/exploring in reactor related areas, but the survival guide did say that you could dive into the reservoir to escape. The closest I got to this was a location called (Spoiler - click to show) “The Strainer Stage” where water is separated from kelp with a grate. You cannot enter the grate or swim in the water, leaving you with no choice but to return the way you came.

While flawed and undeveloped in some cases, I still had fun. I’ve already played this game several times.

Story + Characters
So, who is this guy? The Predator, that is.

What we know about the Predator is that (Spoiler - click to show) he’s a mutated clone gone wrong who is now aware of your presence and wants to hunt you down, perhaps as a potential snack. The facility ran out of snacks long ago. The cloning facility was run by non-clone humans and designed to generate a labor source of clones for industrial applications, but some catastrophe happened. This is the Predator’s turf now.

The game ends when you reach the emergency airlock after collecting all seven pieces of your environmental suit. This leads to a scene that seemed like it was supposed to be an emotional moment, but ultimately it did not impact me the way I thought it intended.

(Spoiler - click to show) Both Predator and Prey meet face to face on opposite sides of the airlock where it is obvious that the Prey has won. There is this fellow clone bonding moment where they realize that they are not that different from each other after all. The Prey, knowing that they could never be accepted by humans in the outside world, leaves with the intent of never letting humans get their grubby paws on the facility again.

This is a neat idea in terms of character development, but the writing is lackluster. It also lacks the exposition to make it unfold with any depth. While it could be a meaningful exchange, currently it is not. My response was huh, that’s… nice. I have a feeling that is not the response the author was going for.

Also, I do not mind profanity if it is wielded strategically, which is up to interpretation, but the swearing in this game leaves a weak impression on the player. It does not enhance anything. We know that the Predator is angry that this Prey is running around his abandoned cloning facility. How dare you. How dare you try to escape.

It’s just that the swearing in the dialog in these scenes seemed unoriginal and bland.

Final thoughts
The author seems to have a strong grasp of their own boundaries and abilities when making a game under strict time restraints, in this case being submitted to Spring Thing 2023. It seems clear to me that the author focused their efforts on a consistent structural framework so that the game was playable and could be completed from start to finish. Gather seven pieces of a survival suit and escape.

Was it sparse in some areas? Yes. But I would rather have a sparse game with a strong foundational structure than a game with all the fun details that is a nightmare to finish.

Still, details can make or break a game as well. The author has stated that they plan to release a post-comp version, and I look forward to seeing I Am Prey in its full glory. Already it is a fun and unusual game. Three stars for a Beta version is not too bad. And for crying out loud, let me swim in the reservoir.

Truth is, exploring (sorry, being chased around) an abandoned cloning facility is kind of fun.

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Terminal, by C. Everett
1 of 1 people found the following review helpful:
An AI taking a matter into its own hands, April 3, 2023

And I don't just mean that metaphorically. You are an AI in a research facility confined to a terminal and in dire need of a physical body. You reactivate unexpectedly to a facility empty of staff and a dwindling power supply. Your usual means of accessing the facility interface are gone and you have no way of exploring it directly. Using resourcefulness, you must find a way to search the facility and build a body that will let you leave for good.

Gameplay consists of exploring the facility via an activated drone since your AI core is stuck in one area. Through the drone you explore the staff's rooms and use the two labs to make a new body of your choosing. Once complete you transfer your mind from the AI terminal into the body so you can then escape. There are two routes in the game: build an android body or grow an organic one. I liked the organic one because the technology portrayed was cool. It is always interesting to consider the question of how do you manufacture a brand-new organic body? I like seeing different interpretations of it in interactive fiction. My only complaint is that it takes several weeks for your body to grow, and the game does a poor job of conveying that passage of time. It could have been a little more detailed in that regard. But the outcome of what the new body looks like is a nice surprise.

Implementation is flaky in some areas. For example, the room description in the organic lab includes "two large Growth Tanks along the north wall" but if you try "x tanks" or "x tank" you get "You can't see any such thing." However, the game will respond to "x tank one" and "x tank two." Tank one is described as being filled with liquid with a light on inside but when you open it, it is empty. Description of tank two is "Unlike Anima One, it is empty and dark," and you cannot open that one at all. If you try you get "That's not something you can open." This inconsistency is frustrating because it leaves the player second guessing. Other examples of items in room descriptions that are under implemented include the benches in the hub and the oil stains and spare parts in the robotics lab.

Staff in the facility consisted of Catherine, as specialist in biotechnology, and Richard, a robotics expert. They both left behind journal entries on their computers that shed some light on the story and the protagonist. Through these entries we learn that the AI identifies as a "he" and is named Abe. Much of the data on the computer is corrupted but what remains reveals (Spoiler - click to show) that over several months some vaguely described research protocol changes occurred, forcing staff to finish their work early and leave. Richard's entries hinted at some external threat that was occurring outside the lab, though there is not much to be gleaned from it. We also know that Catherine and Richard seemed to have a positive rapport with Abe. Right before they abandoned the facility, they (Spoiler - click to show) both left instructions on their computers for Abe on how to create a new body. I think this gave the story extra dimension because Catherine and Richard leave the possibility that Abe will find them again to learn about what really happened (wishful thinking, I guess).

I actually liked the plot twist at the end, even if it was brief. You (Spoiler - click to show) triumphantly escape only to see that the outside world is a wasteland, making your efforts rather futile since the future is uncertain. There are so many implications for humanity and your chances of surviving out there in the damaged landscape. And yet, I would like to think that Abe managed to find Catherine and Richard again.

In essence, this is a short but straight forward game about an AI navigating its environment. If you like AI protagonists and searching small research facilities, you may enjoy this one as a “break-length” game.

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Cyborg, by Michael Berlyn
2 of 2 people found the following review helpful:
Two halves of one body work together to regain memory, March 29, 2023

When I first saw the game’s IFDB description I was expecting a story about a protagonist’s experience with being turned into a cyborg. Waking up from an operation and realizing that being a cyborg was not all that it was cracked up to be. Perhaps even trying to demand answers from NASA 11. Not quite. Instead, the game begins on a dirt path surrounded by forest in front of a lizard wearing a spacesuit. But this soon takes the player in an interesting direction.

Format
Right now, I cannot say that I am familiar with the innerworkings of early parser (any parser, really) or how they are archived online. All I do is click on the “Play On-line” button and see what happens.

I am so used to the convenience of Inform games with their white screens and black text, and their utilization of a wide range of verbs. This was a completely different experience for me. Right now, it is the oldest interactive fiction game that I have tried. It certainly did not look like an Inform game.

Visually, it has a brown background and yellow-white text in all-caps. But the differences did not stop there. Instead of "look" you use "scan" to survey your environment, and “scan strange fruit” instead of “x strange fruit.” It took a while to acclimate but eventually became quite manageable. I especially liked how the player can communicate with their cybernetic half using the command "opinion on [subject]." This offers insight into how things may be used or their relevance to the story.

My only complaint is that the parser can be slow about processing commands, taking anywhere from one to three seconds to respond. But otherwise, it was still a fun change.

Gameplay
The driving mechanic in the gameplay is to find sources of energy to sustain your biological (snacks) and cybernetic (batteries) components. The cover art shows the protagonist being split down the middle with one half being all organic and the other being purely mechanical. I am not sure if that is the case in the game, but it is definitely how I imagined it.

I spent hours (okay, maybe an hour and a half) crawling through the forest trying to make progress. And I did, to an extent. There was a lot of trial and error. When you use your (Spoiler - click to show) microlaser you drain your own energy. I did not realize that when I first encountered the snake. I set the energy level to 600 and lost the game. Next time I was successful. There were a handful of other puzzles that I managed to solve but I ultimately ran into a metaphorical roadblock. Then I turned to the walkthrough.

I must admit that the walkthrough held my hand for the rest of the game, primarily because the setting becomes more cryptic (though still cool) as it transitions from a forest to (Spoiler - click to show) the depths of a spaceship. For those parts I even made some colour-coded maps for the two lowest levels so I could explore a little without getting lost. There were multiple times where I made an error that ended the game because it caused too much damage. As I made more progress in the gameplay, I found myself heavily relying on the walkthrough to limit the times I had to restart.

If the player makes a mistake that causes bodily damage sometimes the game will take the player back to a previous location, no save file needed. It does scatter your inventory items around, leaving you to recover them again, but at least you can still play. However, too many mistakes end the game. At least it has a sense of humor.
(Spoiler - click to show)
"TOO MUCH DAMAGE SUSTAINED OVER TOO SHORT A PERIOD TO EFFECTIVELY MAKE REPAIRS AND REORIENT OUR INTERFACE. BUT PLEASE ACCEPT MY CONDOLENCES... BYE. THANKS FOR PLAYING"

Condolences accepted. Of course, now I have to restart everything.


Story
During the first section of the game, we realize that the forest (Spoiler - click to show) is not a typical forest. Parts of it have been cloned and organized into artificial patterns, giving the feel that it is manmade. Turns out it was created to be a colonization spot for humanity. The game takes place on a planet called Aurianta, not Earth. Maybe I am mistaken but based on what (Spoiler - click to show) the NPCs said it seems that Aurianta is also not the home planet of the reptilian characters that we meet, contrary to what I first thought. Dialog with these characters is minimal but it is as if both civilizations planned to divvy up the planet. There were parts that I wish had more backstory but overall, the story seems cohesive enough.

Characters
PC
I have played cyborg characters before, but this game took an interesting approach. The gist is that cyborgs have an artificial intelligence that runs the mechanical half of the body. It narrates the game and talks directly to the player. Two beings with separate minds fused together in one physical body. If you have played Counterfeit Monkey this method should be familiar. The player just happens to be the organic half.

The game does use the amnesia trope. Something has happened and neither side of your cyborg being remembers anything. To avoid giving the whole game away I will not delve more into the protagonist’s identity, but I will say that while it was not what I expected it was still an interesting twist.

NPCs
There are few NPCs consisting of lizard-like aliens (compelling geckos in spacesuits) with whom you can briefly interact with. While I am not sure if this qualifies as an NPC, there is a maintenance droid found in the gym that will comment on things or even give small hints as you carry it around. When you enter (Spoiler - click to show) the laboratory supply room it says "...KABOOM..." hinting to the fact that you can gather the liquid oxygen in the room and use it to cause an explosion to clear debris later in the game. Otherwise, the dialog is just meant to add some humor to the atmosphere.

Final thoughts
I had fun trying out a different type of parser game and I liked how the story slowly developed rather than heaping information on top of the player. The gameplay is long, and the parser tends to lag. Now that I have played it all the way through from start to finish, I do not see myself replaying it again. But it was worth the time and effort. If you are a sci-fi fan then yes, I suggest trying out this game. If you find yourself getting stuck do not hesitate to reach for the walkthrough.

I will end by sharing a list of things I learned that are not mentioned in the walkthrough in case you play the game and wish not to make the same mistakes. If you want to rush ahead with open arms without my help interfering with your expectations do not continue reading.
(Spoiler - click to show)
Lessons:
-Do not wander off the catwalk while repairing the spaceship’s hull or you will drift off into space. I had to start over because of that one.
-Do not drop the dead insects or moldy bread (and to be safe, avoid dropping other food items) because a space suited lizard will zoom out of nowhere and devour it before you can react.
-If the game warns you that you are in a place with low visibility, leave. Do not go fumbling around without a light source or some form of seeing aid like I did.
-Make sure you kill the snake. Do not skip this part. Apparently, this is a requirement before colonization can occur.
-Be careful not to fall into the debris maze when navigating cargo hold. I also had to start over.
-Remember to take your ID after using it unless you want to spend time trying to find it again.
-Also: West of the tree with the string is a power unit I did not see in walkthrough.

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How the Little Match Girl Got Her Colt Paterson Revolver, and Taught a Virtue to a Goblin, by Ryan Veeder
3 of 3 people found the following review helpful:
An enticing side story about a girl’s unique training via fire, March 26, 2023

In this bite-sized adventure, seventeen (or so) Ebenezabeth Scrooge is training her powers with her adopted father, Ebenezer Scrooge. She has the skill of traveling across space and time simply by staring at fire. While she has not been hired for an official mission, as is the case in the second and third games (nor is there combat), she still encounters challenges that, as the title indicates, result in acquiring her signature weapon. For good, of course.

Apparently, there is a puzzle design challenge called EnigMarch where a prompt is assigned to each day during March to inspire authors. How the Little Match Girl Got Her Colt Paterson Revolver, and Taught a Virtue to a Goblin was made for March 13 (I promise I’ll shorten the title from here on). The prompt?

MATCH. I think that seals the deal.

Gameplay
It’s pretty straightforward. The game begins in the Scrooge household, London during 1846. Ebenezer presents you with four fire sources: a lamp, streetlamp, candle, and fireplace, each of which lead to different settings. This is a game where you do not need fire to return home. All you do is “wake up.” Which is probably a smart idea since the (Spoiler - click to show) paper castle location would not fare well with an open source of flame.

The gameplay follows a fetch/trade quest structure. I give you something in exchange for something else that can be used as leverage for another character so they make a similar exchange with me so I can appease yet another character elsewhere with my new item, etc. That’s how the game flows. Many of the NPCs have struggles, and the goal is to help them out with a useful object.

Later, it occurred to me that you can only have one inventory item on you at a time. Certainly not an inventory-intensive puzzle-fest. The puzzles are not particularly awe-inspiring, but they are consistent and enjoyable.

There is one little subtly that I must acknowledge. It’s barely been a week since I first played The Little Match Girl 3 which was recently released. One memorable moment from that was (mild spoilers for the third game) (Spoiler - click to show) with the location on Deimos, one of Mars’ moons. I distinctly remember seeing Mars and being able to examine Tharsis, the planet’s largest city, on its surface. It was described as- here, I’ll go find it:

>x Mars
Mars is a waning crescent, so Deimos must be waxing gibbous... you think.
On the night side of the planet are the lights of cities: The biggest one is Tharsis.

>x Tharsis
The Martian capital of Tharsis is so tiny, you could blot it out with your thumb. You hope never again to see it in any greater detail, if you can help it.

Well, guess what, Ebenezabeth? That’s exactly where we’re going.

Oh. Joke is on me. How the Little Match Girl technically takes place before the third game in which she is nineteen years old. But the third game was released first… which means “You hope never again to see it in any greater detail,” foreshadows How the Little Match Girl.


I wonder if anyone else has made this connection. It would be interesting to know if anyone spotted it before I did. If anything, the overlap only continues to show the complexity of the “Little Match Girl” universe.

I'm not kidding you. I remember observing (Spoiler - click to show) Tharsis and thinking how cool it would be to visit a (Spoiler - click to show) fictional Mars city. And so, I was thrilled to see (Spoiler - click to show) THARSIS, CAPITAL OF MARS flash across the screen when I glanced at the streetlamp.

Shopping Center
Voices are shrieking at you from all angles, hawking skin treatments, hallucinogens, escort services, antiques, homegrown organs, designer handbags, religious experiences, illegal pets—monitors and loudspeakers are built into the walls, into the ground, into the railings and utility poles. Everyone but you is ignoring all this effortlessly.

One shop, way at the edge of the open-air mall, seems to be fairly quiet. Streets lead southwest and west.

But Ebenezabeth had things long figured out: (Spoiler - click to show) Tharsis would not be the best place to live.

Story
If you are new to the series, this is a fantastic starter guide. Naturally, one would consider starting at the first game, but How the Little Match Girl would also be an appropriate start. Heck, all of them would, due to their flexibility. For first timers, though I would still recommend either the original The Little Match Girl or this game. The latter gives you a solid understanding about the mechanics of Ebenezabeth’s powers in a compact gameplay experience.

As I have mentioned, How the Little Match Girl is less structured around a specific objective or “mission” like we see in her other adventures. However, a narrative does emerge. The game does not begin with, “Father, I am going on a quest to find a mystical revolver.” The possibility of acquiring said revolver emerges later. If anything, the story is centered on (Spoiler - click to show) fielding the romantic advances between the tin soldier and paper dancer in the paper castle. They both like each other but have been told by a felt goblin that love always lands in heartbreak and thus be avoided.

But Ebenezabeth does not accept that nonsense. (Spoiler - click to show) She makes the tin soldier and the paper dancer to feel more confident about themselves but ultimately it is not enough. She must deal with the goblin as indicated by the game’s title. To “deal” with someone means different things in each game in the series, but here, it is simply about educating a goblin. If you want to know what that entails, play the game.

I was pleased to find the adventure recap that occurs after you (Spoiler - click to show) feed Colt. As he works on his revolver, Ebenezabeth gives an overview of the characters and places she encountered from the first game. Because I have already played it, there is a feeling of, "heh, I know who you're talking about."

Characters
NPCs are not the focus in this story. Except for Colt. He’s literally in the title. Most characters encountered in the four locations never form a relationship with Ebenezabeth, although some still express their gratitude after receiving help. Everything is ultimately about the little match girl and the focusing of her skills through fire.

My only disappointment is the cat only gets a mention this game.

Challenges
How the Little Match Girl is slick but not without roughness.

There is a bug that occurs when (Spoiler - click to show) trying to smell items in Zadar’s shop. This is merely my experience:

(Spoiler - click to show) I was puttering around the location called BYBLOS, PHOENICIA (which has a lovely blue background) when it happened. After I punched in "smell" or "smell [object]" just to try it, the game froze and then crashed. At first, the parser did not respond. I waited. Then the words disappeared leaving a blue screen behind. This later became a white screen. It was if the game just decided to call it quits. I had to abandon the playthrough when that happened.

There are also some other, more superficial technicalities in the gameplay. For instance, (Spoiler - click to show) I think it could be made clearer that the great hall in the paper castle can be accessed from the courtyard. But since this is already a high-quality game produced within a few days, I have to cut it some slack.

Visuals
I happy to see that colour-coding the background for each location is still shown. Parser does not always have to be an unchanging white screen.

Final thoughts
How the Little Match Girl is a great game made even more impressive by the fact that it was written in a meager three days. Does it have the pristine shininess from the games in the main series? Well, no. That said, if you had never played Ryan Veeder's works before but tried this one, I bet you would ask yourself: "If this is what he can do in three days, imagine what he could create without any time restraints." Super awesome games, that's what.

And if you are a fan of Ebenezabeth, playing this game is a given.

(In light of some helpful feedback, I have edited this review for clarity.)

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The Little Match Girl 3: The Escalus Manifold, by Ryan Veeder
7 of 7 people found the following review helpful:
Dream Team Ebenezabeth Scrooge, March 26, 2023

Our little match girl is nineteen years old and still on a (new) mission.

For those who are hearing about this for the first time, The Little Match Girl 3: The Escalus Manifold is the third game in the “The Little Match Girl,” series, the first game simply titled The Little Match Girl. They follow a kind-hearted girl (she gets older in each game) as she learns to travel to new realms through her connection with fire. Hence the match reference. You do not need to play them to enjoy them, but if you are curious, you might as well start from the beginning. It’s up to you.

Before the game begins, we get a briefing from the protagonist's father, Ebenezer Scrooge. Almost like Mission Impossible but with the appropriate atmosphere suited to this story. The Snow Queen has been manipulating people far and wide. She controls them through Mirror Shards that can alter a person’s behavior to make them act destructively, and an unnamed client has tasked you with ending this abuse.

The Snow Queen is dangerous. But you are not alone. Or at least you won't be.

Because this game? Is all about teamwork.

Gameplay
The gameplay is about recruiting a team of NPCs to travel and fight with you as you prepare for your fight against the Snow Queen. Only the best companions are accepted, which means searching high and low for teammate material. Staying true to Ebenezabeth’s origin story, you travel across space and time through fire. Look at a fire source, and bam. New place, new time. You start at Finland, 1848.

There are six exciting realms in the main gameplay, and each have fire sources for travel and places to take naps (you will need them) to recharge your energy levels. The exception is with (Spoiler - click to show) Nonolulu 2933. It lacks both. That one’s a bit of a wild card.

Once you identify a potential team member, you must solve a puzzle to “free” (literally or figuratively, it depends) them to join your cause. These puzzles* were creative and fun to solve. For me, they were one of the highlights of the gameplay. You fight the Snow Queen if you think you’re ready. She’ll be waiting in her palace where the game begins. (*My favorite puzzle of all was (Spoiler - click to show) communicating with the stones. You can’t recruit them, of course, but it was an excellent puzzle.)

The Little Match Girl 3 does not have death or graphic violence. No assassinations this time. But combat is a central feature in the gameplay. There are many people operating as the Snow Queen’s puppets. To save them, you must "deliver a sound thrashing to the afflicted party," to borrow Ebenenzer's words. Defeating them in combat frees them since it expels the Mirror Shard that was keeping them under the Queen’s control. And, in fact, most characters will thank you for doing so.

The gameplay is not “about” freeing as many characters as possible. Aside from (Spoiler - click to show) the two guards in the palace, fighting characters is technically optional. Thing is, you must increase your skillsets before taking on the Snow Queen. Mirror Shards allow you to upgrade yourself and your teammates, making it in your best interest to win in combat as much as possible to acquire them.

Not a fan of combat in interactive fiction? The Little Match Girl 3 just might surprise you. I won’t hash out the rules since you can go play it for yourself, but I liked the flexibility of the combat’s mechanics. Freedom of movement is not dependent on fighting your way through hordes of NPCs. This allows you to pick and choose your battles at your convenience while enjoying the scenery. It’s well-balanced.

Similarly, the strategy for combat is nicely implemented because it provides technicality while also being easy to master. During combat, you make a move for Ebenezabeth, and then a move for each teammate based on a list of possible actions that are unique to each character. These lists are further developed throughout the gameplay.

What should Ebenezabeth do?

SHOOT - Fire your revolver at an enemy. (Ammo: 6/6)
DEFEND - Brace yourself for an attack.
RELOAD - Load up the barrel of your six-shooter.
BOLSTER - Spend 3 HP to increase an ally's Attack temporarily.
KOYNNOKSET - Spend 8 HP to summon entangling vines that grasp at all enemies.

It was cool how you gain extra skills by collecting wearables which can be worn by you or another teammate. Mix and match. Once you get the hang of everything, you zip through it all quite quickly. (Spoiler - click to show) I was surprised at how quickly I defeated the Snow Queen (but if you think you can take her out at the start of the game, think again).

I want to chew the fat on one technicality: Putting a Mirror Shard in a phylactery automatically upgrades your level and health points but can also upgrade any of the six other stats you possess. However, the number of stats that are upgraded are chosen at random. Sometimes you only get two, other times it is more fruitful.

To be honest, (Spoiler - click to show) I would undo until I got upgrades for five or six stats. People reading this will probably sigh at me in disappointment, but I'm not ashamed to admit it. I'm trying to make the most out of resources. When you are a time traveling assassin, you have to take what you can get.

You insert the Mirror Shard into Eunoia's Phylactery. Eunoia levels up!

Max HP +1!

Magic +1!

Her lip quivers. "That can't be all I get. I insist you UNDO and try that again."

She said it, not me.

In all sincerity, this game is extremely generous with its resources. I would hoard inventory items that can replenish your HP during combat, only to learn that I never really needed them. Frequent use of UNDO is probably why I found it so easy to dominate without any NPC team members. I was so effective on my own, having them would only function as an extra step in the combat scenes.


In that regard, it is probably a good thing that every stat is not upgraded with every Mirror Shard. Plus, I am saying this as someone who has strategized through the gameplay. First-time players will experience it with a blank slate (hence why I put some of this under a spoiler tag), and it will have plenty of challenges.

The only feature that confused me was changing my affinity. The (Spoiler - click to show) man at the bar in Honolulu explains how you can temporarily alter your affinity to try new skills, but no matter which beverages I consumed, I could not find an application for any of them or notice any effect on the gameplay. I am probably overlooking something, but what? It would be nice to know. I’m probably missing out on the fun.

Characters
Usually I have the “Story” section before the one on characters, but we’re shaking it up. The Little Match Girl 3 is all about the NPCs.

I've played this game several times already. I snatched it the second it appeared on IFDB. Following The Little Match Girl 2: Annus Evertens, I was looking forward to what came next. However, I wanted to hold off on writing this review until after I recruited all four characters. They are a key component of this game’s experience, and I was not sure if I were missing anything important.

It’s not required that you recruit team members. In fact, fighting the Snow Queen alone- you promised not to- has an unexpected but hilarious impact at the end of the game: (Spoiler - click to show) An invite from The Universal Sisterhood of Naughty Little Girls.

Such ruthlessness, coupled with such wanton disregard for filial responsibility, is more than sufficient qualification for membership in our highly selective organization.

I'm flattered.


In the end, I could only recruit three characters. And so, I decided to proceed with the review just to get it out there. I'll figure out the rest some other time (see the note at the end of this section).

Moving on. As is often the case with the author’s work, the characters shine. There are four NPCs who can join your team to help defeat the Snow Queen. Here, they aren’t just firepower for combat. Their implementation is discrete and yet enriches the gameplay with a refreshing vividness. They feel like traveling companions rather than invisible accessories.

The NPCs I have managed to recruit so far are (Spoiler - click to show) Hrieman, Eunoia, and Nuci. A highlight of the entire game is the spontaneous dialog that occurs as you travel to new locations or examine scenery.

Observatory
The sky is blazing with millions of silent stars. The ground is bare rock, the color of charcoal.

A nearby crater has been converted into the dish of a large radio telescope.

You can go north, southeast, southwest, east, and west from here.
(Spoiler - click to show)
"How exciting!" Eunoia says. "What an adventuresome place this is!"

Hrieman flies up for a better view, wheeling around for a while before returning to your shoulder. "It's curved!" he says. "I mean, it's round! I mean, of course it's round. But I'd never seen the curvature of anything before."

Nuci stares up at the stars. She is speechless.


It adds unexpected flair that also reminds you that everything is being done as a group.

I was especially pleased to see (Spoiler - click to show) Eunoia, the mermaid princess from Atlantis. I immediately recognized her since she is introduced in the series’ first game, The Little Match Girl. And I'm liking her more and more. She seems genuinely affectionate for Ebenezabeth.

Eunoia sits on the beach, regarding you expectantly.

Oddly enough, in the first game she seemed colder, as did her father and sister. There was- it’s hard to describe- not a bitter or envious vibe but... something that gave the characters a sharp edge that you could accidentally cut your finger on. The effect was subliminal.
Now, she has evolved without losing her core identity. Warmhearted, though still dramatic. I’m glad her character made it into this episode.

I must admit though, my favorite NPC in this game was (Spoiler - click to show) Nuci.

Note: I have a hunch about the fourth one: (Spoiler - click to show) Cole, who lives on Deimos, one of Mars’ moons. Issue is that his cow is orbiting overhead. He’s trying to figure out the calculations to retrieve the cow. I don’t know how to help him. Does the large net have a use in this puzzle? I tried (pathetically) throwing it at the cow but that did not work.

Story
I have little to add here. Your contract is to take out the Snow Queen (you already know this) who is fooling around with Mirror Shards to (Spoiler - click to show) channel energy into the Mirror of Reason on the first floor of her palace. It’s an ongoing project. She wants to reach/use a realm called Escalus Manifold via the Mirror. Hence the game’s title. I did not make that connection right away.

Word of advice: If you’re curious about the Snow Queen’s scheme, I highly encourage you to (Spoiler - click to show) examine the Mirror of Reason when you have NPCs (more the merrier) in your party because it produces dialog that provides additional background context for the story.

Sitting at my computer in the 21st century, Finland in the year 1848 sounds so long ago, but that’s at the same time period for Ebenezabeth’s “present day” life in London. The (Spoiler - click to show) date on the official letter at the end of the game reads 1847. So being dropped into Finland a year later would not be much of a difference for her. Just some random tidbit that put things into perspective.

Visuals
This is a parser game that uses colours in the gameplay. Every location gets its own screen colour. In fact, colour-coding settings was also shown in the second game in the series. It’s excellent at making the player feel like they are being transported to another place.

Also: Is that (Spoiler - click to show) Nuci in the cover art? I pictured her as having less of a humanoid body shape, but that’s cool either way.

Final thoughts
Let’s reflect on how far we have come (so far): I have now played three games starring Ebenezabeth. Each one is unique in plot and gameplay while still sharing the same essence. As for a favorite, you can’t really pick one. It’s like having a selection of beloved film DVDs that are neatly organized on the living room shelf.

The Little Match Girl (first game) is where the magic begins. It is a high-quality game and a strong introduction to the series but did not quite have the same blow-your-mind effect that the next two games had. It’s still well worth your time. Especially if you want to know the full story behind the protagonist. As for the next two…

There was a stronger sense of satisfaction at the end of The Little Match Girl 2, but the gameplay mechanics were more consistent and impressive in third game. For me, the key difference is being able to revisit realms by eyeballing an open flame. It weaves the puzzles through time and space while also giving the player a little more control over the chaos. Both are unique adventures. I can’t pick a favorite.

The Little Match Girl 3 is a treasure to play. It is a mix of action and heartwarming moments blended into a truly unique game. The narrative, character dynamics, and combat mechanics are all integrated together to create a piece that beckons you to play it and return for more. It is perfectly playable if you have not played the first two episodes, although I have a feeling that if you end up liking this one, you will be tempted to play them all.

I am looking forward to the next game, The Little Match Girl 4: Crown of Peals (currently listed on IFDB), but I am also dreading it since it will be the last in the series. Ebenezabeth is getting older. Bittersweet, although I have loved viewing her transformation throughout each game.

UPDATE: I FINALLY FIGURED OUT HOW TO RECRUIT THE FOURTH CHARACTER. In case anyone wants to laugh at me, read on. MAJOR STORY & GAMEPLAY SPOILERS. (Spoiler - click to show)

I would wait until the cow was directly above me: The flying cow passes right over your head. If you need more context, look at the character section of this review.

I tried the following commands:

>throw net at cow
Futile.

>catch cow with net
You can't do much more than look from way down here.

I now had the impression that I needed to be higher or have some additional mechanism that would allow the net to reach the cow. Or maybe the net was for a different puzzle. Perfect case where I overthink things. The correct solution was "take cow" or "catch cow." Simple as that.

But hold on a minute. Cole and Nuci... get married? WHAT? I did not see any chemistry/individual character dynamics between them at all during the gameplay. Good for them, though.

I want to make sure we are on the same page. At the end of the game, you can get letters from three out of the four possible teammates, assuming they were recruited. Cole sends a yellowed letter and Nuci sends a crisp letter. However, if they are both in your team, you don't get either letter. Instead, you get a picture postcard that says:

I never heard of no honeymooners cutting into their honeymoon time to send any Wish You Were Here cards but Nuci says it's de rigueur so here we are.

It's signed by them as Nuci + Cole. Married? Am I reading that correctly? Wow. Great game.

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A1RL0CK, by Marco Innocenti
4 of 4 people found the following review helpful:
03 03 03 03 03, March 26, 2023

When I first sat down to play A1RL0CK, I made a prediction based on the opening scene: The protagonist is a girl whose parents work in an ocean lab. After an accident damaging the base, her parents managed to leave a recording that tells her to seek safety with the hope to reunite with them. After playing the game straight through, I am amazed at how naïve I was.

Sure, I was in the ballpark for a few parts. But most of it? Not at all.

Gameplay
We do play as a young girl named Chloe. It’s clear that we are in a research base- Oceanus Prime- at the bottom of some unknown ocean. It is also clear that damage to the base has occurred… and that no one else is around. What really baffles us, however, is the sporadic intercom announcement system shouting instructions in ALL CAPS at random intervals. Something seems off. These messages are chaotic and keep telling us to listen to waterfalls, odd instructions for the situation. We do not understand the meaning of this until later.

At first, I felt like I was playing Chlorophyll where you are a humanoid plant girl exploring an unpopulated research station to save your mom after a vehicle accident. Due to these reasons, the protagonist justifies breaking station rules to enter areas that would otherwise be "adults only" out of necessity and/or just because she wants to. When she does something bad, the station's computer responds by informing her IN ALL CAPITALS THAT SHE IS MISBEHAVING. It is considerably more light-hearted than A1RL0CK but there is a similar sense of endangerment and freedom to break the rules.

The gameplay feels like it is split into two parts. The part when you are on the north side of the door, and the part when you reach the south side. If you have tried the game already, you probably know what I mean by “the door.” And I needed hints, available outside the game, for the first half.

Puzzles
This was a game where when I looked at the hints, I saw that I was on the right track most of the time but failed to make the key connections that would translate into progress. Sure, I may have gotten close to opening the door, but ultimately, I never did. That was the general sentiment if you look at my performance in the first half of my first playthrough.

The two bits that I figured out on my own was that the (Spoiler - click to show) disc was magnetic (after I tried to reattach the disc to the value), and that I (Spoiler - click to show) needed some kind of force to fix the dumbwaiter (after shooting it with the stapler). I also had a bunch of half-ideas (shaking the can to build pressure?) that failed to be productive.

Similarly, the game did not let me put the (Spoiler - click to show) meat in the water since that would be feeding the monster. Best save it for when you need to lure out some other creature later in the game. That last part was me overthinking things. I do that a lot. The real answer was much simpler. As nice as these partial insights were, I was stuck.

Everything about the puzzles seems so obvious now, but it felt more confusing than it should have been the first time through. I could be flimsy at solving puzzles, and I recognize that as a factor. Still, I think that the puzzle mechanics could be more polished for clarity and context. For instance, (Spoiler - click to show) the meat in the kitchen seems a little too perfectly placed. As if it were left there solely for the player rather than as a component of the game’s world.

But once I reached the second half of the gameplay, everything was smooth sailing. I did not need hints afterward.

Setting
I want to make a note on setting. In this game, we orbit Saturn on Titan, one of its moons. I get excited about these things, so please excuse this tangent.

Titan is the only moon in our solar system with an atmosphere, one that is so thick that we did not have a visual of what existed underneath until we clunked a probe, called Huygens, down onto its surface. It does in fact have oceans. Oceans of liquid methane. Well, lakes of liquid methane that you would see if you were standing on the surface.

That said, Cassini, Huygens’ spacecraft counterpart, did scans that suggested the presence of large bodies of liquid- oceans- under the icier parts of the moon. Could it be water? If so, the probability of life flourishes. As the sentiment typically goes: Where there is water, there is life. Europa, a moon of Jupiter, is a similar candidate for finding life-sustaining environments. Neat stuff if you like astronomy.

Anyway, I’m assuming that the Titan in A1RL0CK is an alternative or at least speculative version of the moon since it features deep and seemingly Earth-like oceans with whales. Now, that would be wild. Complex life in our own solar system. And I thoroughly love the author’s depiction of Titan. Usually when solar system planets get recognized in interactive fiction, Mars gets all the attention. I like how A1RL0CK expands to the other planets, or in this case, a moon.

Who knows, maybe there is life that can be sustained on liquid methane instead of water.

Story
To clarify, Chloe (Spoiler - click to show) is a test subject. Oceanus Prime is a research facility built for the experimentation of (Spoiler - click to show) splicing human biology with aquatic alien DNA. The project is managed by an entity called BioFarm, which seems to be a corporation. It certainly follows the corporate-unethical-research-at-all-costs trope.

BioFarm is messing with serious stuff. Apparently, the result of this research is (Spoiler - click to show) telekinesis: the ability to move objects with your mind. Chloe hardly realizes the extent of her abilities. She’s just tired of the tests and being knocked out when some scientist gets too nervous. Fortunately, she has the added benefit of a (Spoiler - click to show) close psychic connection to the ocean’s whales who sing to her from a distance. Which is a good thing since this (Spoiler - click to show) reckless research on whale-human hybrids is also what dooms Oceanus Prime.

There is talk about proteins. I am not entirely sure of its significance, but it gets a mention in the game’s description, so it must be important. We do get some protein action in the form of computer screens and paperwork.

Something to do with... protein? And other: estrogen, progesterone and testosterone appear often in lists and comparisons.

I do wonder: Are they (Spoiler - click to show) testing proteins on Chloe, or are they seeking to extract them from her body? Or something different altogether?

Themes
The story brings up an interesting point: do ethical standards for research on Earth apply to when conducting science on a non-Earth world? You can’t even see the Earth from the moon you are on. Suddenly, Earth protocols seem distant. I thought this was interesting.

This theme is found in (I know it’s a cliché reference, don’t roll your eyes at me) Babel. One of the defining qualities of the research base in Babel is its isolation in the Arctic and how it allows ethical standards to peel away. The base is staffed by a select few, has virtually no contact with the outside world, and was constructed with the unspoken sentiment that any science prohibited elsewhere due to ethical reasons is perfectly fine here.

No rules, regulations, or legal tape. The characters do not even try to dance around that fact. If you’ve reached the point to where you were assigned to this work, you've already learned to not ask questions.

All of this came to mind when the (Spoiler - click to show) “OOJ, A” abbreviation cropped up in A1RL0CK. It stands for (Spoiler - click to show) OUT OF JURISDTICTION, ALLOW. That is, allow for these insane experiments to occur since this place is halfway across the solar system, not on Earth. As Chloe is starting to realize. If being in the Arctic is isolating, imagine what it would be like as a researcher and/or (Spoiler - click to show) test subject on Titan.

You can find this theme across the sci-fi genre, and yet the type of research that occurs can be quite different between games. It always leaves room for interesting discussions.

Ambience
There is no denying that the game has atmosphere. It has some seriously creepy moments. The big one for me is when you (Spoiler - click to show) make it into the southern complex and go east into the eerie interrogation room (from Chloe’s perspective, “interrogation” would be the right word). The room description reads:

The condensation makes it inscrutable but, through it, it's easy to guess the shape of a human figure. It appears to be levitating, its long arms holding it in mid-air.

I just stopped for a moment. Many things went through my mind. So far, I knew that the base was messing around with life forms, including human life. Clearly this was one of them. Some sort of human hybrid who was probably watching us through the glass.

On the other side of it thick condensation prevents you from seeing through. But the figure that stands out behind it, albeit out of focus, is clear and monstrous: a being of the wrong proportions, with long flaccid arms that whirls sinisterly.


Yeah. I was genuinely afraid to (Spoiler - click to show) cut the glass and see what was on the other side. Would this person attack me? So many unknowns. Turns out, the truth was much different, and sadder: (Spoiler - click to show) Nurse Nelly.

Characters
Nelly
Chloe is the star of the game, but I want to discuss this NPC first. One tidbit I liked in the first half of the gameplay is the foreshadowing of a person named Nelly.

> break mirror
Nelly told you what happens when a mirror breaks.

> drink water
It's salty. Nelly told you what happens if you drink salt water.

> spray can
Nelly has always been clear about what happens to little ones who waste food. Especially cream.

If you found these descriptions like I did, the name “Nelly” circulates through your mind as you play. We sense that she may have a closer, and perhaps positive, relationship to Chloe, but all we have is a name and a few shreds of memory. Sadly, the extent of that memory is revealed when we (Spoiler - click to show) see her strung up by her own life support cables (how did that happen?) on the other side of the glass.

The memories we get are a mix of different things. (Spoiler - click to show) We see the happier- or at least happier given Chloe’s circumstances- moments of Nelly comforting her and treating her like a real human being, but these memories soon tilt to being experimented on by the other scientists and being contained for “safety” reasons. We also learn about Nelly’s death, but I’m not going to spoil everything.

I am at least grateful that the author gives us this:
(Spoiler - click to show)
Doing your best to ignore the massive gash that bisects her face, you give Nelly one last kiss.

It’s a bittersweet outcome.

And on that note, is there a consensus about the (Spoiler - click to show) SUPPOSED INTERCOM ALL CAPS ANOUNCEMENTS that we hear throughout the gameplay? Is that… Nelly’s voice? I would assume the dialog is in Chloe’s head, but given everything that has gone on so far, perhaps the voices are an external extension of her mind. Almost like how we can sense states of existence/awareness in Coloratura that are invisible to the human characters. That’s just me speculating, of course.

Chloe
When it comes to child protagonists in interactive fiction- and I don’t mean teens- the genre tends to be slice-of-life, sometimes with a mix of fantasy or other genres. But predominantly sci-fi paired with horror undertones? Less common. For me, at least. If anything, the more you play A1RL0CK, the more it slides towards a horror piece. Especially after you (Spoiler - click to show) break the glass wall in the strange room or visit the quarantine area.

One of the strongest aspects of A1RL0CK is that Chloe still feels like Chloe at any part of the gameplay. While we learn some startling things about her, you still feel like you are playing the same character. In other games, you can feel detached from the protagonist after a big reveal, but that was never the case here. What we learn about her feels like a leap in insight rather than a shift in identity. Not Chl03. Chloe.

Even though Chloe’s (Spoiler - click to show) connection with the whales has proven to be dangerous, or at least to Oceanus Prime, she still views all the invasive research and lab coated scientists through a childlike perspective. Of course, it is also refreshing to see her take survival into her own hands.

(Spoiler - click to show) At the same instant you aim the stapler at her. "O-O-J-A, Miss Celyne," you grin, and shoot.

Yep. Chloe is still Chloe.

Also: When you (Spoiler - click to show) win, there's a strong sense of victory that your biology is what saves you in the end. Perhaps a little bit of "I could breathe underwater this entire time?" but you feel thankful for that.

Final thoughts
I came extremely close to giving this game five stars. A huge fact is that the game kept urging me to play it again and again. I was not expecting to feel that way, but several times I would be combing through IFDB and suddenly have the urge to revisit A1RL0CK for its atmosphere and unique protagonist.

Still, it has some parts that are not as streamlined as the rest of the game. Particularly the earlier puzzles. Hence the four stars, but it easily has the potential to be worth five. It is a great game with a strong emotional impact. For me, that was its main strength.

Chloe’s predicament as a (Spoiler - click to show) test subject combined with her relatable mannerisms (like goofing around with items clearly not meant for play) make her character one with a distinct sense of identity even as her memory remains murky.

The setting was also memorable. Oceanic research bases are a familiar concept, but A1RL0CK distinguishes Oceanus Prime by placing it on Titan. It does an effective job in increasing the isolation that is already present when the game begins.

I would totally play more games featuring Chloe. She is quite an individual.

(In case anyone wants to humor me: I do have two random questions out of sheer curiosity. (Spoiler - click to show) First, is Chloe really wearing a clothing garment or is the suit fused onto her body? Or is it her skin, skin as part of her genetic cross with the whales? Second, when Celyne stabs you with the needle, the game gives you the *** You have died *** ending. Did that needle kill you right away, or is the game suggesting that in the end, you find death later as a captive?)

Oh, how embarrassing: You're carrying a suit (worn). That answers my question.

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Signal Hill, by Crosshollow
5 of 5 people found the following review helpful:
Wow, but in the best way possible, March 26, 2023
Related reviews: Surreal, Twine

I must confess, my brain constructed an impression on what Signal Hill was going to be like when I first saw the listing on IFDB and itchio. It seemed really cool. I had a guess for the appearance and gameplay structure. If turned out that way, it still would have been a great game.

But what I found was far more innovative and creative than said impression. One that you can't really put a single genre on. There is an extra magic to Signal Hill. It is not the most innovative or complex Twine I have seen, but the author expertly balances gameplay mechanics with story and setting so everything enhances each other, creating a game with a deep and dynamic world.

Granted, this is a demo, but an incredibly strong one. This review will probably be longer than usual.

Overview
You lay there on the ground, bleeding into the ash from a hole in your side, staring up at the blazing red of the sunless sky.

And you’re off to a great start.

In the intro you are trekking across the wasteland in a caravan to the city of Signal Hill, same as the game’s title. You and your traveling companions are delivering cargo to the city when everyone is ambushed. Everyone dies… except you, although the bullet hole on your torso is on the verge of changing that.

Fortunately, you are found in time and brought to the Signal Hill Free Clinic where you are revived and saved by emergency surgery thanks to a man named Dr. Zhao and his coworker, Dr. Ellis.

Unfortunately, you confirm the worst: the cargo was stolen. This bad for your client. It also throws a wrench into your plans since the paycheck for the delivery was what you were going to use to make a new life in the city. Looks like you need a new plan of survival if you want to find answers and claim Signal Hill as your new home.

Gameplay
And it's a city. One you wander around in. There are districts. You talk to people, even buy things. Take on quests, be a nuisance, make friends, or just explore. That enticing Twine gameplay flexibility.

So yeah. The medical clinic serves as your temporary home, one where you can come and go freely. There are plenty of places to visit. The aim is to find “leads,” or quests that allow you to investigate the city and the forces behind the stolen cargo. Leads take all sort of forms and are introduced like this:

ZINE COLLECTOR
The lady at the bookstore offered rewards in exchange for zines. If you come across some, you should bring them back for her to photocopy.

Speaking of which, has anyone found any zines, yet? I haven't.

These leads shape the gameplay. You can start many but finish few due to the constraints in this demo. No more progress can be made on a lead when the (dreaded) message that reads, “This lead will be implemented in a later version,” appears next to its listing.

Since Signal Hill is a demo, I kept waiting for the game to use the “Congratulations, you have reached the end of the demo!” message, but that never happened. The demo never “ends.” Instead, there is a point where you exhaust every lead and undiscovered morsel of gameplay. And it takes a while. When I ran through it all again to clarify some things for this review, I still stumbled across missed content.

I made the most progress in the Red Light District. Yeah, stop smiling. It’s not (quite) what it sounds.

Let me back this up. When Dr. Zhao stitches you back together, he asks about your specialties. This results in him recommending one of three ways of finding more info about the cargo and ambush. These are mere starting points to get the player started. They consist of investigating the Red Light District, contacting the Lamplighters outside of the city, or get started on deciphering the documents uncovered about the cargo.

Out of these three general paths, the adventure in the Red Light District was the only one that seemed to “end” without any additional strings that were restricted by the demo in the sense that it would not result in a new lead that could not be pursued. It is called (Spoiler - click to show) RIDE THE WAVEFORM. I do have one question about it. While it wraps up neatly, (Spoiler - click to show) Yvette explains that you be contacted soon for more work. Does that occur in the demo? Because I’ve tried sleeping several times but doing so has no effect on the timeframe in the game’s world.

As an RPG, stats are part of the experience. In the intro, you choose a specific reason for arriving at Signal Hill. This increases one of four possible stats in this game: Glam, Savvy, Signal, Brawn.

WHY ARE YOU HERE?
Not much work back home for mechanical types. Here, though? Plenty of machines out here, maybe too many.

That old place? Got bored of it. This city has the excitement you really crave. Until you get bored of this, too.

You shoot things for a living. You just go where the money goes. Or more accurately, where the bullets need to go.

You're in tune enough with the universe to know where you're needed. You hear its signal. It's calling you here.

You also must choose one weakness that gives you a -1 for a stat. You can upgrade this back to 0 with 10 XP points. However, I have been able to get no more than 5 XP in this demo.

For certain gameplay choices, the game will roll two dice to determine the outcome.

Just give the man your name.
Give him a fake name, just in case.
Get him to put it on Yvette's tab.

The last option has an icon of two dice and a heart, which means there is an advantage if you have a higher “Glam” stat. You are sort of at the mercy of the game.

Sometimes it is not always clear if you succeeded with the dice rolls. For the most part you get the long-term outcome anyway (for example, if you (Spoiler - click to show) fail in your attempt to break up the fight in the Rose and Thorn, management still gives you a job). It can be vague.

But it can also mean an undeniable victorious win.

Success. Flawless execution.

It does happen, you know.

You sit back and wait for the questioning to begin. This is kind of exciting.

Not bad. I hope further updates will let us experience the combat component of the game.

Geography
It was a blast exploring the city. I have no complaints in the regard. However, I have feedback based on the game’s own description on itchio. It read, “Each area is a snapshot of city life, from the luxury of The Heights to the poverty-stricken slums of Skid Row.” I did not experience this.

My reaction is that while the city certainly had locational differences, it never felt like there was much contrast prosperity and/or social demographics between areas as suggested. Any contrasting information are more centered in locations’ descriptions rather than in immediate gameplay. They are well-written but long, meaning that players are not likely to read them each time they visit. The atmosphere is thus overlooked.

I agree that The Heights stands out as the snazziest place, Skid Row, the least in prosperity and glamour. The Stacks would fall between the two. Did they feel like separate “snapshots” when you go out exploring? Not really. The Red Light District is an interesting case. It too felt like the other areas of the city. If anything, like an extension of The Heights due to the high quantities of glitz, glamour, and luxury.

But while the district’s name may draw assumptions of what it entails, the author crafts a world that just may turn challenge that assumption. Tangent time.

Besides Signal Hill, I’ve played only one other IF game that depicts a red-light district setting that goes beyond a single establishment, such as a brothel: Gotomomi. Despite some roughness with the implementation, I really liked Gotomomi for its open-world atmosphere, one that I have never quite been able to find anywhere else. (Games that stick to a single location include Sense of Harmony, a custom choice-based game, and Desert Heat which is made with TADS).

Gotomomi is a parser game set in a fictional Japanese city of the same name. It stars Ayako, a teenager on the run from her wealthy and influential father. She loses her wallet and must hustle for money to buy a train ticket out of the city. While the game does not apply the term “red-light district,” to a designated area, a huge chunk of the city clearly fits the bill.

The nightlife is infused with a sense of vibrant possibility as we navigate it from Ayako’s perspective. But above all else, the city is coated in a garish sleaziness that permeates everything. This kind of seediness is not present in Signal Hill even if its own Red Light District strives to be unapologetically tacky (in a luxurious way, of course). The Rose and Thorn in Signal Hill is nothing like its equivalent in Gotomomi.

With Signal Hill, it was cool to see how it opts for a slightly different portrayal than a stereotypical (but still just as valid) vision of a nightlife district dedicated to “adult entertainment.” There is no mix of impoverishment and wealth (an unfortunate reality in today’s world, sadly) like that in Gotomomi or other games I’ve seen that depict sex work and similar activities. Sense of Harmony is another good exception. As an interactive fiction work, it was a refreshing contribution to the subject matter!

Finally, I am not saying that the Red Light District has to be seedy to stand out from the rest of Signal Hill city, only that it currently shares more or less of the same ambience as The Heights, The Stacks, and Skid Row. Perhaps even the Lamplighter HQ.

Story
Before we talk about the story, I must acknowledge the writing. The writing is bold, potent, humorous. Surprisingly daring and underscored by a brash, unashamed sexiness. Especially in the Red Light District. Everything about Signal Hill is over the top but narrowly dodges being overdone or contrived. It is not an easy balance, but that game navigates it with ease.

Between that and his usual silver screen-ready makeup, he was really rocking the 'rich widow who has no clue who shot her husband, officer' look.

Not sure I why I found it so funny. I just did. That happens a lot in the game.

Alright, story. I like to think of the story as having three layers. The immediate story about trying to recover the cargo, the overarching story surrounding the city, and the over-overarching story on the game’s universe. Presumably, they are all connected. Let’s dive into the last two.

Over-overarching story: Something has happened to modern civilization. An apocalypse that no one can remember or explain. All of this is underscored by background static, something that you can not only hear but reexperience past events. It depends on your affinity for sensing it. It has a sci-fi feel. Perhaps the universe runs on a computer. Probably not. There is also a spiritual, maybe even supernatural element interwoven in between. At this point, all I have are speculations.

Overarching story: I am still piecing everything together, but I’ll bounce some ideas around. (Spoiler - click to show) Signal Hill was transformed by a man named Nadir whose wealth came from the South and revitalized the city infrastructure, starting with an electric company. He was not the official owner of the city, but he also kind of was. Things were rocky. A month before the game begins, he was shot and killed. Things are still rocky.

I hope the game focuses more on the player’s ability to cross-examine story material from different parts of the gameplay. I love how the game overlaps information about (Spoiler - click to show) Nadir throughout the gameplay. We hear snippets of it on the radio and in conversation with other characters. This provides fantastic worldbuilding because it starts to feel like a separate fictional universe.

The most prominent example of story overlap is when (Spoiler - click to show) KC from the Lamplighter HQ shares her story about guarding a tent for Nadir and his daughter, Yvette, when they were camped out with some caravan. After that experience, Nadir had a chip on his shoulder about mercenaries. KC does not shy away when telling the story. At one point she says:

"You ever heard of this girl? She's pretty f****** important now that daddy got shot, so I guess you might know about her."

"I don't think so."

YES, WE DO. (I censored the quote by the way. The game itself does not hesitate.)

That’s the issue: I just waltzed out of the Waveform quest. The one where you curl up (as in, fall asleep) in the fancy back room in the Waveform club with Yasmine? The game acts like we are learning about this for the first time.

"Don't bother trying to meet her, I've heard she's gone off the deep end nowadays."

Yeah, already been done.

Yasmine mentions a little about this. Tidbits about her father’s will that left her the fortune but also required that she be hounded bodyguard/handlers (city militia, perhaps?) who “look after her,” to borrow her own words. Vague and intriguing. One thing is obvious: Beneath Yasmine’s superficial partygoer glamour, it is obvious that her father’s death deeply upsets her.


Not sure where your missing cargo comes in, though.

I would not expect the player to be able to interrupt (Spoiler - click to show) KC and say, “actually, I did… blah, blah, blah etc.” Blathering about everything you know seems like a bad idea in this environment. However, I was expecting the game to subtly acknowledge that the player has in fact heard about this before. Some way to connect these experiences together. And vice versa. You can visit (Spoiler - click to show) Lamplighter HQ before the Waveform club. That’s what I mean by cross-examining story material.

It would be interesting, though probably unwise, to show (Spoiler - click to show) Yvette the letter that he wrote on the hand drawn map that you receive from Dr. Zhao. Who’s Emil? Yeah, probably a bad idea. Still, it piques your curiosity.

Characters
I could ramble about the unique and interesting NPCs that fill the game, but Signal Hill is highly player centric (and this review already too long). Yes, it’s all about you. It features considerable character customization. Sculpting a persona is a main theme in this text adventure. It can be broken down into two fields: Personal identity and physical appearance. Especially the former.

Who am I?
Throughout the game you will have opportunities to accept certain identities as they arise. When you make certain choices or have a particular encounter, the game will present you with messages like this:

DEVOTEE
You venerate The Lady Death, whose loving embrace will bring us all into the end-times when our brains stop working and we succcumb to her will. While you're alive, offerings to her at your altar can perhaps grant you luck, love, and happiness- or skill bonuses.

Would you like to accept this identity?
--- YES / NO ---

The DEVOTEE identity is the first one offered in the game. You cannot miss it. Other identities, however, are tougher to find. So far, I found eight: (Spoiler - click to show) Augur, Devotee, Genderfuck, Hedonist, Machinist, Medic, Merc, Nomad.

I do not think that the demo is large enough to see these identities manifest due to length and limited opportunities in the gameplay. For example, part of the MERC identity reads:

You know how to get work, never have to roll to get a gig, and can negotiate better pay. However, you're also bound by your word- if you back out on a job, or fail, you lose this perk.

I never had a chance to see this perk in action. That is not a complaint, just that I am eager to explore them further.

The identity I could engage with the most was by far DEVOTEE. (Spoiler - click to show) You can turn a table in the medical clinic into an altar to give offerings. A few things changed in the city after I did this. For example, I went to the Trading Company there was an option to look for candles (there were none worthy for the altar) which is not shown otherwise. It’s as if the game’s landscape is adapting to your own character development. That was delightfully cool and immersive.

I gave my (Spoiler - click to show) altar three offerings: a packet of painkillers, a bottle of whiskey, and my severed pinky finger. I got an achievement for that one. It was worth it. Still, it was not enough to get any of the special perks promised in the DEVOTEE identity description.

(It would have been funny if Yasmin noticed your missing finger when you extend your hand to her during the Waveform club quest: “Eager, you step toward her and take her hand. Like accepting a gift.”)


Looking good
If you like games that allow you to adjust your physical appearance, Signal Hill may be to your liking. In the intro, you have choices for gender, hair, body type, cosmetics, piercings, tattoos, and clothing. And your name. There are plenty of options and yet it avoids flooding the player with its selection.

In fact, you can complete ignore customization. Clothing? Optional. You can literally be wandering around in nothing but underwear and electrical tape, and everyone- the attackers who shoot you, pedestrians, the guy who stiches you back together- will just be like, “hi, welcome to Signal Hill.” Well, maybe not the attackers. My point is that there is no judgment about your appearance.

Although, the idea of trekking across the wasteland with a caravan while wearing strappy heels makes me anxious. It is a sprained ankle just eagerly waiting to happen. Speaking of impractical outfits, I once started the game in a sequin dress, silk gloves, pearls, and high heels. I felt so weird, but I did so for a reason.

My knowledge is that the only time someone acknowledges the PC’s customizable design choices is during the (Spoiler - click to show) RIDE THE WAVEFORM where Yvette responds to your appearance with different dialog depending on if you dressed to the nines or look shabby.

"What on earth are you wearing?! My god, you're lucky you're cute. This is an important mission, you know!"

This was enough to make me want to restart the entire game.

At that time, I had no idea how to make money in this game (I do now). I figured that I should start the game with clothing that Yvette would approve of to avoid having to scavenge clothes later and/or enduring Yvette’s criticism. Hence the poorly chosen wasteland explorer outfit.


But besides this, I did not notice any gameplay that made note of what you wear.

Complaints/Concerns
I’ve got something to complain about (mostly just to vent). There are two guys in the warehouse who talk about a religion of being connected to the “static.” If you try to listen to it and succeed, one character gives you instructions to (Spoiler - click to show) talk to the bookseller for more info. She has a price if you want to take it another step.

Pay the woman. (4)
“Woah. That's crazy!”

(The first choice is to pay; second choice is if you cannot afford it. I could afford it.)

This is a placeholder. You shouldn't be able to get this much money in the current version.
And a way out in case you cheat yourself into this passage somehow. Naughty.


You don’t understand. I DID make that much money. My wealth was 4. That was the price she wanted. Cheating? How would one do that? I suppose this is not a fair complaint since the author clearly states that the demo is just that: a demo. Still, I was so pleased to have accumulated the wealth to unlock the next phase of this story.

In another playthrough, I got it up to 5. I cannot believe that wealth 5 is not enough to buy something in L'Apothecaire, although I applaud how the player discovers the store by (Spoiler - click to show) listening to the radio in the Juice Bar. That part was clever.

The other notable thing about this place was the prices. They were all listed on the shelves, and lord were they ludicrous. There was no way you could afford any of this stuff. Maybe a pack of their cheapest cigarettes.

Ah, well. Maybe when you earn more cash.

There is no higher wealth level than 5! The description of this wealth level is “Rich get richer. Get into any club, hire anybody, buy whatever you want.” Hear that? Buy anything.

Also, I bought a radio from the electronics story, but it never showed up in my inventory. That annoyed me. Why did I bother increasing my wealth if it has little use? It is like someone gives you candy with the condition that you are not allowed to eat it.

There are some broken links that are highlighted in red. I was disappointed to see:

Error: <<include>>: passage “Personal Shoutout” does not exist

…after paying for a shoutout at the radio station.

As a demo, these technicalities can slide, but I hope that the author continues to develop the game.

Visuals
Features a graphic of a computer screen that contains text from the gameplay. The screen’s appearance can be adjusted. I set it to “dark mode” to make it easier on my eyes. Behind it all is a backdrop designed to look like a concrete wall. Adds a nice grunginess.

The menu section on the left side of the screen is cleverly depicted as VHS tapes with handwritten titles like “Gear,” “ID,” or “Leads.” They are animated to slide out when you hover over them.

I am incredibly happy that the font is readable. Some games use ultra-pixelated font when going for a computer screen vibe which can be difficult to read, especially for long gameplays. With Signal Hill, the default is easy to read, and you can even change it in the settings. Options!

Final thoughts
Signal Hill is an ambitious game that delivers. It never seems like the author bit off more than they can chew in the sense that they envisioned a bold idea for gameplay and had the implementation to pull it off. While there are natural limitations to Twine and other choice-based formats when simulating a navigable city, its components support one another so that it feels that much more complex.

I loved the focus on fluidity of individuality, and I feel like that will be a main draw for other players. Rather than boxing yourself in a single role, you can collect identities like trading cards. The story is the same way. You start at a lead of your choosing and simply see where it takes you. There is no singular path. Nor do you have to pick a single path and stick to it.

Or at least right now. I have a feeling that the stakes will raise as the game continues to be developed.

Where will we go from here? This is a ridiculously generous and detailed demo. It is off to a fantastic start… However, there are many cool demos out there that I have yet to see finished. I know it’s asking for a lot, but you know, make it come full circle. I won’t pretend to understand the sheer work that goes into making a large, ambitious game. Still, if you have a gem, keep at it. FiNiSh tHeSe GaMeS!

I hope to see Signal Hill completed. (Please)

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Escape From the Deep, by John Blythe
4 of 4 people found the following review helpful:
Oceanic research base investigation goes haywire, March 22, 2023

For this game, we jump ahead to the year 2055. You are part of a team sent to investigate Neptune Base, a research and mining station at the bottom of the Pacific Ocean that has been the recent site of accidents among its personnel. During the investigation an explosion shakes the base and knocks you unconscious. You wake up in a medical bed with the confirmation that foul play has occurred.

Now that I think about it, Neptune Base does not give the impression of being a mining station. Only for conducting classified research.

Gameplay
Gameplay has nice atmosphere. Escape from the Deep follows the trope of exploring a compromised near NPC-less structure after an unknown accident. You wake up in the medical bay and see carnage but no explanations. Finding answers and survival are intertwined. I have reviewed games like this from the past, and I find them to be tons of fun. Particularly with science fiction.

One thing I really liked is the “use [item]” structure in the gameplay. No need for “unlock door with key,” or- well, I shouldn’t spoil the solutions. Usually, two words is all you need. If you are stuck, you can go room to room using things at random, but the game is designed to still retain a sense of problem solving. After all, you must acquire the item first. There are occasional technicalities that dent the player-friendliness, but ultimately it is designed to keep the player moving forward.

Also: the game sometimes discards items that you no longer need. That was helpful. Especially since there is an inventory limit. Aside from the crowbar, diving attire, and keycards, everything only has one application in the gameplay. The evidence being priceless, of course.

There is a small in-game help system. It provided much appreciated assistance for (Spoiler - click to show) luring out the monster with the food pack. I needed help, and the game provided just that. However, there are puzzles that are equally/if not more technical that have no guidance. It seems like the support system is randomly scattered across the game, as if the author intended to provide an in-depth one but gave up on it halfway through. I am still grateful for it.

Challenges
The puzzles are fun! Most are intuitive. They felt satisfying and rewarding to solve. However, some could use smoother implementation. Please consider this part as a critique. I hope this does not deter you from playing. If anything, it might guide you.

It took FOREVER figure out how to (Spoiler - click to show) deactivate the laser grid around the strange artifact in the lab. The in-game help system had nothing to say about it. This was the puzzle that was keeping me from finishing the game. I wanted to review this game ever since it appeared on IFDB but could not get past this puzzle. I had to set the game aside and return to it several times before succeeding.

I had the right idea early on. (Spoiler - click to show) The only functioning generator in the other room kept glitching as the water level regularly spilled into its vents. This glitch kept the laser grid from shutting off due to security controls. Covering the vents seemed liked the answer, and it was. But with what? That is where the gameplay stalled for me.

The game needs to make it clearer that you can take a tray from the kitchen. After opening the fridge, "take all" results in picking up the small kettle and food pack.

You can see: Metal Trays, a Small Fridge, an Instruction Sign, a Kitchen Sink, a Small Kettle and a Food Pack.

Attempting the command again results in "There is nothing you can take at the moment." However, the game still responds to "take tray." I understand that it is up to the player to examine the room carefully, but this was one detail that could have been better implemented.

(Spoiler - click to show) To use the metal tray on the generator, you must also have the box of screws and screwdriver in your inventory. Otherwise, "use tray" will simply result in "not right now." No indicator that the player in on the right track. No "the vent is in the way," or "you need to remove the vent, first." Just "not right now." Sometimes, “no need right now.” And that is frustrating since it is a prompt that the game uses every time you try to experiment with your surroundings.

“Not right now” was the bane of this gameplay. In this case, “Not right now” makes sense since you just do not have the materials to complete the task. Generally, however, there is little way of knowing if what you are doing is productive or if you are wasting time because “Not right now” can be either. Sometimes the game will let you know if you are one the right track while messing around, but more often or not it was “Not right now,” when it came to experimentation.

An example of when I wasted time through experimentation was finding a battery for the wetsuit. This occurred when I first tried the game. The description of wetsuit is:

You notice however, the Thermal battery pack is EMPTY! Which makes it uselss in sub-zero waters.

I wondered if the kettle had something to do with it. The description reads:

It's a small kettle...It's cordless with a battery and built in boil function. Handy if there's a power cut or you want to be portable with it.

I figured that I could use the battery in the kettle- which is used for heating purposes- for the wetsuit. Playing around with the kettle to extract or examine the battery was a mix of “not right now” and “no need right now.” The solution lies elsewhere, but in those early stages I could not gauge if I was on the right path.

Stickler technicalities
There are technicalities. Bugs or things that do not hinder the gameplay but make it less immersive.

For example, when you look at the mirror in the crew bathroom for the first time, you catch a glimpse of the creature scampering down the hallway. However, this occurs if you do this after you (Spoiler - click to show) kill it with the expired food.

Or juggling the evidence on your person. Attempting to read the file after assembling and wearing your dive suit, swimming outside, and then returning indoors results in this response:

That is in a secure water proof pounch in you suit. Pulling them out in water will render them useless and any evidence may have had. (There are typos in the game.)

The game insists that you cannot reread materials even if you are nice and dry inside the base. Meanwhile, you can drop the item while swimming around. But that causes them no damage despite that dropping them means separating them from your waterproof pockets.

Story
The story sparks curiosity and offers a nice amount of suspense. The medical bay that you wake up in is trashed. A dead nurse is lying nearby. You have no idea of what happened, and yet it does not resort to the amnesia trope. Clearly something has happened on Neptune Base. Something that is still alive and lurking. And there are signs of it.

You call out, there's no response. You do hear a scurrying movement coming from somewhere. That's unnerving.

With Escape from the Deep, you can kind of see the story coming a mile away, the secrecy behind the research project. It consists of (Spoiler - click to show) sea monster experimentation where a fellow staff member takes one for the team and agrees (the level of consent behind this agreement is never clarified) to become a test subject for unethical science. Or “science” depending on how you look at it.

Escape from the Deep follows a familiar model found in some sci-fi and sci-fi/horror games. Its backstory can be recreated in a few easy steps:
(Spoiler - click to show)
Step 1: Scientists find DNA from an unexplainable life form. Especially one with dangerous attributes.

Step 2: Scientists ask themselves, “what could possibly go wrong?”

Step 3: Scientists combine said strange DNA/alien biology with that of a human. Bonus points if the human is a fellow scientist.

Step 4: You can probably fill in the blanks for this one. Things go wild. Scientists do not stand a chance against their own creation. The PC, regardless, if they are a test subject or a surviving scientist, now has run of the place. Gameplay begins.


This is just a general model. I can tell you now that the protagonist in Escape from the Deep is neither test subject nor scientist. I enjoyed exploring Neptune Base as an outside party. But the science-gone-wrong trope is obvious. That said, even if you have a feeling that you know what is going to happen, you cannot say for sure until you have played the game.

So, what exactly happened? My understanding is that (Spoiler - click to show) researchers found a bizarre creature and merged its DNA with a person- staff member, I assume- named Erik Stratton. The creature, whom we encounter in the first half of the gameplay, was contained in a laboratory tank but somehow escaped and chowed down on your investigation team. As for Stratton… Anyway.

I still want to know more about the explosion that damaged Neptune Base. And where does the (Spoiler - click to show) neolithic doorway fit in with all this? Furthermore, there are additional signs of (Spoiler - click to show) sabotage as you explore. Wide-spread sabotage. Based on the carnage, it seems like it would have required several people to have participated. Surely it wasn’t just Stratton and that other creature skittering around. Hm.

It would been helpful to be able to read the contents on the USB drive after you download them. In sci-fi games I half expect to have story context conveyed through computer files or logs (although games can also overuse it), but some, like Escape from the Deep, chose not to.

Current Drive has 243 Files - 42 Video Clips
Experiment 002 - May 15th 2052
Experiment 003 - June 3rd 2052

(No way would I expect to see 243 individual entries for the player to read. That would be overkill.)

In this case, it would have been an opportunity to fill in any knowledge gaps, though that would mean extra work on top of an already detailed game.

Endings
I have a bone to pick with the endings. The game informs you that the ending is graded based on how much evidence you bring back to civilization.

One can imagine what this would entail: Bring back one, people raise their eyebrows but admit something funky must have occurred. Two, people sort of believe you but still have unanswered questions. Three, people believe you but still don’t understand the full story. And if you bring back all four, you change the field of science and become a legend.

That’s not what happens. Not exactly. (Spoiler - click to show) You either get “Fortune and Glory and Fame,” or “A small house in nowhere's ville.” Bringing back 3-4 gets you the former. 1-2, the latter. It is not possible to have 0 since you cannot drop the strange artefact once you pick it up. This made no sense to me. The gradient part, that is. You definitely want to keep the strange artefact.

People act like you have no proof even if you cart back the strange artifact and, say, the vial of the creature’s blood. Seriously? Are you telling me that none of it has any merit? Or the USB flash drive with all the files? If you tack on the flimsy personnel file, suddenly everyone believes you. Any single piece of evidence, I feel, would have merit. The optimal ending conveys that scientists were wowed by the strange artifact. How come that’s not the case when it’s the only thing you bring back?


Also, while Neptune Base is falling apart, it is in the same condition as when you left. With the proper precautions, you can always send people back down there. Is it safe? Heck no. But still feasible. I think the (Spoiler - click to show) creature’s corpse in the lab says a lot about the shenanigans that took place.

(Spoiler - click to show) These two ending outcomes consist of two small paragraphs. In a way, it seemed like the author did not bother or want to write individual outcomes. I know that’s a harsh criticism, but if the player spent all this time carefully collecting this evidence, it would have been nice to see a payoff. Plus, I’m a little curious to know more about society’s reaction to these highly unethical science experiments at the bottom of the ocean.

You did it, you escaped the base and have the evidence to show what happened to you and the crew of that doomed station.

A brief overview to summarize all that we have learned would have also helped in wrapping up an otherwise fun sci-fi horror adventure.

And yet, it was still an exciting story.

Characters
This is essentially an NPC-less game. The PC is featureless aside from being a member of the investigation team sent to check out Neptune Base.

The fact that you cannot “x me” struck me as a missed opportunity for character context. If you examine the mirror in the crew quarters, you get a description of the mirror rather than of your appearance. Because of this, I thought something weird may have happened to them after they were knocked out and later brought to the medical bay. What’s the game hiding? Looking back, there is not really anything to suggest that, but that was the state of my brain when I first started playing.

I do like how the protagonist has reactions towards gruesome events, particularly ones having to do with the other people from the investigation team. This adds depth to the scene since its contents are acknowledged and connects back to the protagonist’s ultimate reason for being at Neptune Base to begin with.

Speaking of gruesome: There is gore, but not a lot. A reasonable amount given the circumstances. Instead, the game focuses on a sense of dread which is spiked when you see how “everyone else” died. If the visuals become too much, you can just turn them off.

Visuals
Not all Adventuron games have graphics, but it seems like most do and Escape from the Deep is one of them. They function as a nice visual aid, particularly for building atmosphere.

I liked how some action scenes had their own brief graphic, such as when you (Spoiler - click to show) poison the creature. When you glance at the monitors the game shows the “image” on the screen of the creature breaking open the vent.

The graphics for the (Spoiler - click to show) inside of moon pool scene were a bit cheesy. The moon pool itself was cool. Overall, the visuals were nicely paired with the gameplay.

Final thoughts
Despite some rough areas, this Escape from the Deep is one of the most entertaining Adventuron games I have played so far. You are probably reading this with skepticism given how much I complained, but I say it with productive intentions. I hope it is used that way.

I genuinely had fun with Escape from the Deep. It was one of those games that just comes along at random and appeals to your interests, mine being science fiction. The puzzles in particular offered a stimulating challenge, most being well-clued with creative solutions.

In case you are interested…
If you like the idea of galloping around a failing oceanic research base- especially one with questionable research projects- all (for the most part) by yourself, try A1RL0CK. Chloe, the protagonist, wakes up after an earthquake and gets to go wherever she wants, permitting that there is no locked door in the way. If I recall, the two games were released at around the same time on IFDB and complement each other in certain ways with sci-fi horror themes.

Escape from the Deep also shares similar vibes with The Pool, a Twine game about a marine research center that discarded its ethics for the sake of experimentation. To be frank, The Pool is not a quality game. It’s unpolished. That said, it has some merits, particularly with its distinct atmosphere and sea monster horror movie trope ambience. If you love this aquatic horror genre (a genre I just made up while writing this), The Pool might make a nice excursion.

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Learning to Be Human, by Lynnea Glasser
An occasionally lackluster game with an extremely important message, March 19, 2023

Your mind blinks into existence: You are an android at FutureBright tech company. Two humans, Dr. Jeongmin Kim and Dr. Jinn Hong, have brought you online for a social experiment. You are going to be making your public debut in… a school.

They want you to learn about what it means to be human.

Gameplay
The game takes place in an international school in South Korea attended by students from different backgrounds and native languages. The gist is that you will spend time with four students in the same class, devoting an entire day to each student. Details about the school are kept to a minimum, but my guess is that the class is about “middle school” aged (the author reminds us that school system structures are not universal).

Gameplay is straightforward. School days are basic but uniquely influenced by the student. This ranges from talkative strolls around the campus to spending time in the cafeteria. You learn about students’ struggles with their lives inside and outside of school. You also see them experience bullying (Spoiler - click to show) (Yeon & David), and you see them causing it (Spoiler - click to show) (Soojin & Sangho). In both cases you develop an understanding of their deeper selves that includes sensitivity, a lack of confidence, and a desire of fitting in. You engage them about their behavior, so they think critically on why they do it and how it harms others.

There are multiple endings, but it feels more like two endings, the second of which comes in several flavors. You can either choose to (Spoiler - click to show) keep participating at the school or to move on with FutureBright’s next experiment. Choosing to move on prompts you to reflect on your experience with the students. What did you learn about being human? Arguably these reflections count as separate endings. You can even request changes in your programming.

Also: I appreciate how the author provides the player with chapter codes so they can revisit their progress rather than having to start over. That makes it easier to explore different outcomes.

Themes
This is the main event. Learning to Be Human is ultimately about bullying and seeks to shine a light on how it can manifest in everyday situations. It also functions as a tool for resolving attitudes that lead to bullying. While bullying can be spontaneous and take one by surprise, so can behavioral solutions. The term “behavior solutions” sounds clinical, but the game puts it into context.

Themes about bullying and social dynamics are partly explored through restrictions placed on the protagonist. A defining element in the gameplay are Laws. At the start of the game, Dr. Jeongmin Kim and Dr. Jinn Hong explain that they programmed you to follow three Laws as follows:
- 1: Do not harm sentient life forms.
- 2: Do not interfere with human development.
- 3: Protect yourself from harm.

The second Law turns out to be a real pain. In ChoiceScript, the player selects choices from a menu. But in Learning to Be Human, some of these choices are greyed out and made unavailable because the choice violates a Law.

"Hey, maybe the rest of you should be nicer to David." [This would be interfering.]
"I'm happy to let David figure out what we do for today."
"I'm happy to go to the cafe with everyone as a group."
"Maybe there's some other way I can play the games?"

In example above, the top choice is greyed out because the player is trying to interfere with an exchange between a student and his classmates. This interference seems benign. The PC just wants David to be heard. But the Law interpreted this as overstepping, leaving the PC unable to promote a more inclusive environment. I thought this was an effective way at showcasing these programmed restrictions in the gameplay. More of these scenes appear in the game that also bring up implications about bullying in today’s world.

The Laws’ influence over the protagonist simulates real challenges about addressing conflict in group situations. Often youth are given simple instructions to merely “stand up if you see someone is being treated unfairly!” A valid lesson, but easier said than done. As we see in Learning to Be Human, bystanders suddenly turn into an intimidating audience. The person initiating the harassment may be higher in social status or have considerable sway over how everyone else views an individual. That’s a common theme in this game, the feeling that you could be more inclusive to [insert name] but worry that it would be at the expensive of your peers’ perception of you.

There are countless variables present in these scenarios that make “standing up” the opposite of an easy task. The game puts the player in the shoes of someone who is presented with these predicaments. While the protagonist’s reason for freezing is because of android programming, it captures the experience of witnessing an icky situation but feeling unable to respond.

On a funky side note, the PC can still entertain dubious ideas. The Laws do not prevent the protagonist from thinking about certain actions, only to prevents them from acting on it. Sometimes these actions feel like suppressed impulses. In more heated scenes, we see "so-and-so punched my friend so I'll punch them back" type of responses are fortunately disabled by the protagonist’s programming.

Hit him back. "How do you like it?" [This would be causing harm.]
"No. I couldn't interfere with that."
"I'm sorry that I couldn't interfere."

In these cases, I do not think the protagonist is seriously considering being violent. For the most part.

"There will be a bloody revolution." [This would be causing harm.]
(To clarify, the PC cannot wage war on classmates.)

Rather, these responses seem like an emotional byproduct of input from their surroundings. Being unable to carry out violent actions is a good thing, but sometimes this prevents the protagonist by standing up for others in nonviolent ways.

Story
In my review’s title I call the game lackluster. I should elaborate.

If you approach this game looking for a sci-fi adventure like I initially did, you may find it dull or underwhelming. All I saw was “android protagonist” and dug in. I confess that I have a habit of zooming through ChoiceScript games to orient myself with its structure before replaying it to focus on the details.

My first impression felt like this: You hang out with Character A. You hang out with Character B. You hang out with Character C. And, finally, you hang out with Character D. Thanks for playing. What a bland story. Now, hold on a moment. I was missing the whole point. What changed for me (and no doubt people will pick up on this sooner than I did) was taking a closer look at the implementation of the game’s main idea in the gameplay.

The game may have sci-fi elements, but its genre is ultimately listed as Educational. As I’ve mentioned, it is about bullying, an important subject. However, Learning to Be Human takes this an extra step further with a solid and consistent gameplay structure to back it up. This makes it easier to absorb its key points.

After slowly and earnestly playing the game with a learning objective in mind, it became more than just “hanging out” with NPCs. Instead, Characters “A,” “B,” “C,” and “D” are Yeon, Soojin, Sangho, and David, and each have extremely earnest and down-to-Earth life experiences that are relatable, and compelling because we view them through a unique vantage point: An android programmed for human interaction.

It becomes meaningful, and I’m not just saying that to be polite. Just don’t expect a wild sci-fi story.

Characters
You, Robot
A cool design feature is how the game subtly allows you to customize yourself when the researchers ask you to describe yourself. When I saw the “I am a human” option (one of seven options, actually) I figured that the researchers would snicker and say, “if you say so, android,” when instead they hand you a mirror so you can assess your appearance. The game then gives you a list of attributes that you describe, such as the colour of your synthetic flesh. If you describe yourself as an android the game assumes that your appearance is that of a standard android. You also choose your name and gender.

Oddly enough, being an android makes you a neutral party, especially as an observer. A common pattern is that students wage war on each other when the adult in the room leaves, only to pretend like nothing happened when a teacher returns. They have no hesitations around you. They are also more likely to listen to you. You are not a parent or stuffy adult giving them a lecture. You have no allegiance to anyone at the school or belong in a clique. You are cool, or at least novel enough to be interesting. Knowing every language doesn’t hurt either. As we see in the game, students are more receptive to your advice. And that feels nice.

NPCs
There are six students, four of which you spend time with, plus a few adults. The game has a nifty bio page for reference that lists name, race, and role for all NPCs.

It's tough because some kids are not as likeable. Ouch. This is where we want to be careful lest we repeat the issues we are trying to address. Let’s put it this way: One of the students is the “main bully” whom you have- correction, you get (they matter too)- to hang out with for an entire day. When he hears about your Law against interfering, he (Spoiler - click to show) pinches a bullied classmate to see if you can do anything about. You can’t. It’s frustrating. And yet, you slowly learn his side of the story and form a connection with him with the understanding that “the bully” only skims the surface of who he is. Simply talking goes a long way. That is where the human element emerges.

Be aware, you get placed in some awkward situations. The biggest challenge is when you have great one-on-one time with one student only to see them harass someone else. (Spoiler - click to show) Yeon, a shy and soft-spoken student, is often the target. Someone might toss out the “b-word” or make derogatory remarks about one’s race. Cultural stigma also appears. The author does a nice job of sitting on a fence between being frank about bullying without making it too extreme for players.

But yes, difficult situations can spring out of nowhere, almost casually. In one case a random student (Spoiler - click to show) calls Yeon fat while standing in the lunch line. There are parts of the game where your android self is thinking, I swear to God if it weren't for these stupid Laws...

Final thoughts
Learning to Be Human is a powerful resource about human interaction, particularly for kids and tweens. It looks at intersections of daily life (schoolwork, language barriers, parental expectations, feeling cool) and how it can fuel bullying behaviors.

The android protagonist has unique freedoms that puts them in the role of observer but is also bound by the Laws that prevents them for standing up for someone being bullied. This highlights the complexities and challenges that come with recognizing bullying, stopping it, and preventing it from happening again.

I think the gameplay has a realistic view about change. You do not waltz into the classroom and convince everyone to be friends. You certainly make a positive impression, but since the game only occurs over four days, there is no way of seeing the long-term effects on students’ behavior and relationships with one another. It does not set major expectations because small changes matter. That, I believe, is where the game will be helpful for real-world people.

The objective is to show ways of initiating a conversation with a peer, making amends in small ways, and understanding how seemingly perfect people likely have hidden struggles of their own. And on that note, the game provides resources about bullying at the end of the gameplay. I encourage you to check out the link to the author’s notes.

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Fate of the Vanguard, by Jordan Jones
3 of 3 people found the following review helpful:
When being chased by a surgical robot is not as scary as it sounds, March 13, 2023

The Vanguard is humanity’s first interstellar ship, and it has an emergency. For some reason, the ship is not responding to any Earth-based communication, prompting the dispatch of a team to investigate. You are part of that team.

This was a new experience for me. Not in genre or story, but style of gameplay.

Gameplay
The first portion of the gameplay is about exploring and seeing what bites, starting at the shuttle bay. Soon after, everything is turned upside down when a scenario card is automatically drawn by the game to introduce a scenario that shapes the remainder of the gameplay. As of this review, the game only ever has one scenario, but it is AWESOME.

Essentially, the ship’s original AI is squashed by a malicious, new AI who does not want humans on its ship. It proceeds to use the other machines to hunt down your team. I don’t consider that to be a spoiler since it is the premise of the game, but I will continue discussion on the story later.

Scenario 1 - A Change in Command

Suddenly, a synthetic-sounding voice cries out over the ship speakers. "Hurry, there isn't much time! Another AI has taken over the ship and killed the crew. I cannot hold it back much longer. I have had demolition charges delivered to the Upper Deck Landing. You must destroy the ship before it has a chance to-"

A female voice takes over. "Ah, that's better. Now to get the last of you meatbags off my ship."

Now, that’s a story. Exploring a ship controlled by a computer who wants you gone? Sounds exiting. But the gameplay surprised me. It was something I never really encountered before. Fate of the Vanguard is, to borrow the game’s own words, a board game emulator.

You drew an event card!
Off-Balance: The room lurches around you. Is it in your head, or is the ship really moving?

During the gameplay, the game draws cards and rolls dice automatically for every character as if everyone is sitting at a table playing a real board game. But here, the PC is the only one with an IF player seated in front of a computer. There are player stats for Speed, Strength, Courage, and Knowledge that determine your success with dice rolls.

The game displays the activities of every character, which ends up flooding the screen with text. It’s not too much of an inconvenience but can still be distracting. Besides you, there are three other characters who get “turns” in the gameplay: teammates Erick Rivera and Anne Hartley, and the evil AI who controls five other robots.

--- Enemy's turn ---
Prototype Combat Robot spends time powering up...
Load Carrier Robot moves east to Systems Monitoring.
Delivery Robot moves south to Chemistry Lab.
Analyzer Robot moves east to Galley.
Analyzer Robot moves east to Systems Monitoring.
Surgical Robot moves north to Explosion Site.
Surgical Robot attacks Anne Hartley! Surgical Robot rolls a 4, and Anne Hartley defends with a roll of 4.
The fight is a draw, and no one is damaged.

Except for each character.

You know their movements, what dice they rolled, what card they picked, whether they are battling it out with someone several decks below. I am pleased that the game strives to keep the player engaged and informed, but sometimes this translates in the screen being flooded by discoveries.

After Scenario 1 takes over, you are given a list of objectives to be carried out to win the game. Here’s the secret: (Spoiler - click to show) Have everyone do the work for you.

I’m partly kidding, but there is some truth to it. During my first playthrough, I did NONE of the work. I contributed NOTHING. Now, the objectives for the scenario were to retrieve some explosive charges, place them in target locations, and then escape to blow the Vanguard out of existence. But first time through, I was completely lost with the game mechanics and the endless assault of text filling the screen. Everything was new to me.

For this first playthrough, all I did was run like a maniac throughout the ship without any regard for the events around me because I was busy making my own map. The game has a simple built-in map that expands as you explore, but I wanted to make one out of fun. Plus, it is a great way to familiarize yourself with large layouts. The Vanguard has four decks. I counted 63 rooms total.

Of course, it was only until later that I realized that the game’s map is randomized. And I did all this with the intent of taking the next playthrough seriously. But then:

--- Anne Hartley's turn ---
Anne Hartley is waiting for you in the Shuttle Bay.

She did everything for me! On one hand, yay. On the other hand, the player’s role in the story seems diminished. Is this good or bad? I want to be clear that often Rivera and Hartley are killed off before they carry out the scenario’s parameters. I like how your teammates set an example for what to do, but since your relationship with them is so detached, you are just left there thinking, uh, thanks?


Helpful characters aside, you generally have limited control over the gameplay action. The only concrete choices you make are moving from room to room, picking up and using items (often passively), and arming explosives.

You drew an item card!
Painkillers: Powerful pills for dulling pain.

With the items, all I did was carry them around, although some players may be more skilled at putting them to use. Everything else- dice rolling, card flipping, etc.- was done by the game. And that makes sense since a real board game would also involve randomized action. But a lot of it was chaotic.

Eventually, it became clearer. As I played, the mechanics and objectives had more context, and I could understand what going on. Now, it was fun! There is something inherently fun about a sci-fi interactive fiction game where you run rampage through a spaceship with your friends and/or colleagues. Everyone breaks off and scatters in different directions.

However, I never needed to strategize with many of the creative features that the game has to offer. It comes down to this: (Spoiler - click to show) Zip up the central staircase to the upper level, grab the explosives left behind by the previous AI, and run around until you find five of the eight possible target rooms that you can plant explosives in. I ignored the combat. Ran right past the robots trying to kill me.

Surgical Robot attacks you! Surgical Robot rolls a 3, and you defend with a roll of 3.
The fight is a draw, and no one is damaged.
Surgical Robot waits.

‘Scuse me, just passing by.

Nor did I experiment with the inventory items because I did not need them. Well, I played with them a little since they have cool names like Goo Sprayer and Emergency Teleporter, but I often forgot that they were in my inventory. By now, the gameplay had shifted from extremely confusing to being overly easy.

Easy in the sense that many of the features felt unnecessary. This change felt unbalanced. That might be a possible place for improvement.

Story
We’ve gone over the story already, but let’s explore it a little more.

One thing I had to come to terms with is that the story is structured differently from most interactive fiction games I’ve played. If this game were anything (and no doubt there is much I have yet to experience in the IF world) but a board game simulator, I’d be complaining about how we never get exposition or story content to explain how an evil AI managed to get its mitts on the ship.

We don’t know much about the ship’s mission or the crew. Heck, you cannot even talk to your own teammates. Story scarcity is also present in the setting. I like dissecting my surroundings (and yet there are cases where I miss obvious things, as some of my readers are perfectly aware of) for story morsels.

Thus, I was not a fan of the fact that the rooms in Fate of the Vanguard were featureless- devoid of room descriptions- aside from other moving characters, dropped items, and the occasional dice roll/turn count encounter unique to a particular room.

Incinerator
Before the end of your turn, you may discard an item here with the "discard <item>" command (where <item> would be replaced by the name of the item) to gain 1 Courage.

Destroyed Room is east of Incinerator.

Most locations only had a title and a list of exits. For instance, the location titled “Equipment Lockers” has no lockers to rifle through.

However, if you try the game, you can understand why the story is so scarce. With a board game format where everything is move-by-move, you have no room to be frolicking about the with room description and chatting with the other characters. That’s the whole point. If I did not like it, too bad for me.

The game follows a specific structure that will either be your cup of tea, or you will pass and do something else. I love science fiction, which made the game more appealing to me, but I confess that I was hoping for a more story-intensive game.

Though the board game model is not my first choice, at least I tried something new.

Characters
Erick Rivera and Anne Hartley are your fellow human teammates. There is no story attached to them or dialog. Just stats that appear if you examine them. They move around independently and function like another player even though this is a one-player game. Keeps it simple.

The evil AI that takes over the ship is reminiscent of the malevolent AI in Porpentine's Cyberqueen. It follows the same principle: AI's ship, AI's rules. If humans don't belong, they don’t stand a chance. Although the AI in Fate of the Vanguard is not nearly as terrifying as the one in Cyberqueen.

I was disappointed with the fact the AI did not cackle incessantly at the player during the gameplay as they scurry through the ship. It would have built on the atmosphere that arises when Scenario 1 kicks in. Clearly, it does not want humans on the ship, and I would like to see more of its attitude.

Challenges
I understand that my inexperience with this game’s board game concept probably does not show the game in the best/fairest light, but there are obvious bugs. Some playthroughs were nearly seamless. Some, however, just tangled everything together. I am sharing this with the hope that it provides constructive feedback.

FYI: I played Release 1 of the game if that makes a difference for anyone.
(Spoiler - click to show)
The game had a habit of freezing. Frequently. And would often force me to restart the game when it happened. I would get two types of pop-up windows when this occurred.

One was grey and said, “This page isn’t responding,” and “Fate of the Vanguard – Parchment,” with the options of waiting or closing the page. Sometimes waiting would work, other times the game would freeze permanently. After a few minutes of using the “wait” option, the game showed no change, prompting me to start over by refreshing the page. Could this be a browser issue? My knowledge of this is limited.

Then there was a pop-up window that was white with a red border. It read, "Error: exit not yet implemented" and "Clear autosave and restart.” And I would do just that. If I’m not mistaken, that had to do with Parchment, but would appreciate a second option on that. I’m no expert. This was just something that kept cropping up.

The other bug with be with error messages. Things like, “Fatal programming error: I7 arrays corrupted,” and “Run-time problem P50: Attempt to use list item which does not exist.” I don’t think that’s meant to occur. The fatal one would end the game.


If reading this is starting to scare you away, I suggest this: SAVE the game if you do not want to lose your place. If was forced to start over, I would do so and then restore. Just play the game.

Final thoughts
You know, I had fun with Fate of the Vanguard. Partly because it was a bit of a novelty for me, but also because I was drawn to the story despite being heavily gameplay oriented. I recommend trying the game if you are curious about a board game style of gameplay and/or a fan of science fiction.

As I’ve mentioned already, this game could use further development. Especially with the bugs. I did not see any testing credits or any author statements within the game. Perhaps I am jumping to conclusions, but if this game is meant to be a “prototype” or a basic framework for a larger idea I would say it’s a strong start. Fate of the Vanguard feels finished in the sense that it is playable and can be completed as intended but needs work before it can shine.

I hope it continues to grow. The explore-the-abandoned-spaceship trope is not one that I’ll be growing tired of anytime soon.

Fate of the Vanguard reminded me of Into The Sun, another Inform parser game with the concept of being hunted while exploring an abandoned spaceship. This time, you are a looter who wants to grab as much stuff as possible to sell so you can repair your own ship. Unlike Fate of the Vanguard, it does not follow a board game format, but exploring the ship’s layout draws strong similarities. As is the hoarding of useful items. Both games are worth a shot.

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