This review is based on the NORMAL Mode setting of the game.
It’s not every day you get reprinted.
But then again, you are Jean Wilson, Comms Officer of Theseus, a cargo ship that has experienced a catastrophic collision. A collision you did not survive. Thanks to printing technology, your mind and body have been reprinted so you can figure out what happened.
Also, this review spoils the heck out of it. Please play the game first.
Gameplay
This isn’t a mere explore-the-spaceship game. It’s also a resource management game with awesome mechanics. It involves finding items around the ship to recycle and then using the resources to fabricate useful items. You also have oxygen, water, and food levels to manage.
Current resources:
Biomass: 22 | Metals: 49 | Water: 15 | Minerals: 35 | Polymers: 12
Puzzles largely consist of bypassing locked doors and barriers, but there is enough variation to keep things interesting. The author also provides a generous walkthrough/hint system into the game.
Detritus is an example of a Twine game with free range of movement, meaning that the player can wander around a map and interact with people/objects in each “room,” much like a parser game. This, paired with the recycle/fabricate mechanics, may appeal to players who like the idea of resource management gameplay but are intimidated by the parser format. Similarly, if you prefer parser games or are not a huge fan of Twine, Detritus is dynamic enough to be engaging.
You can also play the game in Story mode. There is something for everyone!
Story
Main story
The story revolves around a corporation called Rainforest™ that employs the ship’s crew. Unsurprisingly, it puts profits first. But now, it’s taken things too far. (Spoiler - click to show) The crew finds out that the “luxury goods” in the cargo bay is just a cover for the truth: Rainforest™ is planning on using Earth as the galaxy’s new landfill. Plus, cost of upgrading the fabricator, which is practical for productivity, comes out of the crew’s wages. Unacceptable.
Anyway, (Spoiler - click to show)the crew had enough and planned to go on strike by taking control of the ship. Meanwhile, GAIL has been closely monitoring the crew and recording every interaction, and these recordings are automatically company property. So, when GAIL goes silent as the ship wrestles itself from the crew’s control and into the path of an asteroid, things are looking awfully dire.
So: Can we trust GAIL?
As in, GAIL the corporate A.I. who’s been quietly recording and ghosting the crew members right up until the accident? The answer is:
(Spoiler - click to show)Heck yeah.
I’ll admit I had some doubts.
After all, corporate A.I.s in stories tend to be antagonists. And GAIL is not portrayed in a reassuring light as we try to piece together what happened. The flashbacks we see indicate that the crew distrusts her and the lower clearance terminal logs are just as worrying. And then, right before the collision, she goes silent and unresponsive? Hm.
Also, this little gem…
"Daisy, daisy, give mee yoooour annnnnnswe…"
…does not help her case either.
And yet… I wanted to give her the benefit of the doubt. If Rainforest™ is capable of screwing over its human employees, surely it can do the same to its A.I., too. Still, it leaves the player not knowing what to think.
After seeing the crew’s talk of a strike from GAIL’s recordings, Rainforest™ commanded GAIL to fly the ship into a collision course. She refused, prompting Rainforest™ to initiate Command Omega to take over the ship and do the company’s bidding.
Indicators of GAIL’s loyalty are only revealed later, and they can be overlooked if you simply skim the text. In fact, I think one of the most exhilarating moments in the game takes place via a terminal log that we read:
› Rainforest: Initiate: Search for and wipe any crew body/mind backup data
› GAIL: Internal: Begin compressed backup of main / memory cores
› Rainforest: Remote command: Shut down main engines
› GAIL: Internal: Wipe Rover
› Rainforest: Goodbye GAIL
› GAIL: Internal: Begin data transfer…
› Rainforest: Initiate: Full reset. Wipe onboard AI.
It’s easy to underappreciate her fancy footwork here if you’re not paying attention.
As Rainforest™ uses Command Omega to take over the ship, she quietly transfers herself to the ship’s ROVER droid as her memory cores are being purged.
The quietest of battles. And Rainforest™ never stood a chance.
This means the GAIL in the archive room is a copy. You get to meet GAIL for real at the end of the game. It’s revealed that after the collision, she spent four months using her ROVER body to “rebuild” the crew with her recordings and the biological material in the cargo.
With varying success. Turns out our body is made of trash and the recycled remains of failed clones. Yeesh.
Thoughts on story
Detritus already has received high ratings which makes me feel like a wet blanket by giving it four stars. It has to do with the game’s delivery.
There are two big reveals that overlap. The first is that GAIL is, in fact, on our side. I already discussed that. The second is the nature of our existence as a recycled being. This one didn’t quite stick.
I feel that there is some hand waving regarding the plot twist. The mind and body backups of the crew were deleted by Rainforest™ when it initiated Command Omega. Thankfully, GAIL saved the recordings she made of the crew to recreate the mind backups and used the waste in the cargo to reconstruct bodies via the fabricator. Got it.
Problem is, I’m having a hard time imagining GAIL’s recordings of the crew’s conversations being complex enough to replicate an entire human mind. I would also like clarification on the nature of the PC: Is this primarily Jean’s mind that includes the fragments of the crew, or are they equally a blend of the crew but are given the impression that they are Jean? As in, a fifth character? I still felt like “Jean,” so maybe it’s up to interpretation.
It’s an odd thought to think that theoretically, if the ship was built a certain way, it would be possible, if illegal, to bring all the crew members back to life at the flip of a switch! The fact that mind and body data can be stored and then used… or erased is mind boggling. I assume the printer on Theseus can only print one person at a time because of legal reasons, not because it’s scientifically impossible to do so.
Printing your mind in someone else’s body, well, you could simply take their place and claim their identity!
Like we do in the game. No wonder it’s illegal.
Also: If we’re recycling our body to reprint the captain’s body, why do we climb into the fabricator instead of the recycler?
Themes
Detritus acknowledges issues faced in today’s world about corporate accountability, greenwashing, waste disposal, the replacement of human jobs with A.I., and socioeconomic inequalities. There’s even brief mention of microplastics in food.
Rainforest™ heavily relies on greenwashing to sell their narrative. Greenwashing is deceptive marketing where a corporation portrays itself as environmentally friendly to divert attention away from its environmentally unfriendly practices. Predictably, Rainforest™ loves this tactic and uses sound bites such as:
At Rainforest™, we hate waste™.
More like (Spoiler - click to show)“we hate waste so we’re going to dump it on Earth, so we don’t have to deal with it!" And the irony of the name, considering what’s happening to the Amazon rainforest.
I like how the gameplay had data pads scattered throughout the ship to provide backstory without dumping loads of information onto the player. Data pad (f) is especially interesting because it features a newspaper clipping that resembles our world today.
…with the invention of Recycler technology, has the galaxy's waste problem been solved? Not entirely! All planets have signed up to the 'zero-waste' agreement; they are legally responsible for their own waste disposal.
The use of language like “zero-waste agreement” is akin to the pledges countries make, and often neglect, at summits to reach shared sustainability goals. By (Spoiler - click to show) designating Earth as a landfill, Rainforest™ is seriously violating galaxy policy. Another real-life parallel is Nadir, an “ultra-wealthy” planet that sends its trash to Earth, just as wealthier countries export their trash overseas.
In theory, anything can be recycled, but as the quantities increase, so does the energy required. Recycling is not a solution to unchecked pollution.
The game also considers the effectiveness of recycling in being a blanket solution for environmental concerns. There is an ongoing debate about how “clean” the recycling process is since it, too, produces waste. And even if we perfected the science of recycling, we would still need to make other changes as a society to reach our sustainability objectives. While the game does not go into too much detail, it makes some powerful points.
Plus, a few other digs.
"Remember, smart companies don’t pay taxes!"
"We want to make the galaxy great again!"
I’ll leave it at that.
Characters
GAIL
I liked the depiction of A.I. in Detritus because it moves away from the plucky Good A.I. (I’m here and happy to serve the PC!) or Bad A.I. (I’m clearly against the PC’s best interests and I don’t like them either) binary that we often see in science fiction.
Detritus differs from Twine games, such as Lux and A Long Way to the Nearest Star, that center the gameplay on an A.I. NPC guiding the protagonist around a facility/ship. In both games the player communicates with the A.I. and even, for better or worse, forms a rapport with them. With GAIL, it’s different.
While the game’s description describes her as M.I.A., we find her in the “Admin” room. However, she is disconnected from the ship’s systems and has had her memory erased. You can visit her in the room for help but are otherwise left to roam the ship by yourself. And while, yes, (Spoiler - click to show)you can eventually reconnect her from the Helm, doing so offers little in further interaction with her, heightening the mystery.
As we investigate the ship, we receive mixed messages about GAIL’s intentions. As a result, the gameplay is infused with do-we-trust-the-A.I.? undertones that create suspense. This leads to a buildup when (Spoiler - click to show) we meet the “real” GAIL.
Our limited interaction with GAIL means we have less opportunity to get to know her as an individual. In (Spoiler - click to show)helping the protagonist is she merely clinging to the directive of Crew, Ship, Company, or is there a deeper emotional commitment there? By recording the crew, was she only trying to maximize the chances of them being recreated in an emergency or does she secretly want to relate to them more? Plus, Kashvi mentioned in a flashback that GAIL had been suffering from hallucinations, but we never learn what that was about.
Crew
After rambling on and on about GAIL, I don’t have much to say about the other characters since I found them to be less compelling than GAIL. That said, I did think the writing did a good job at conveying the close-knit nature of the crew. Their optimism was vividly conveyed in flashbacks, making it (Spoiler - click to show) especially sad when we find their dead bodies.
Visual design
I love the visual design of this game.
It's all glossy surfaces and sleek edges with text that is easy to read and stands out against the background. Text is a mix of yellow, grey, and white with blue links set against a dark grey backdrop. It also recreates a polished “computer screen” appearance when the player accesses a terminal.
Plus, there’s extra flairs to make things more interesting, including an in-game map of the Theseus. For atmospheric effect, the beginning and end of the game has animated starfield that makes you feel like you’re moving through space. Special animated effects for flashback sequences are also featured.
Conclusion
Detritus is an exciting sci-fi game with all the traits of a high-quality game. I can tell the author left no stone unturned. Personally, there are parts that felt one-dimensional to me. I really liked the (Spoiler - click to show) plot twist with GAIL’s true allegiance. The logistics of the (Spoiler - click to show) PC’s identity were fuzzier in comparison.
Part of me feels that my view of this game is influenced by my experience with The Den. I won’t spoil it, but the big twist (or, arguable, twists) made a chill go down my spine that made me think, woah, that’s brilliant. Not quite as much with Detritus.
Nonetheless, this is a game you don’t want to miss. It can be played at Easy, Normal, or Story mode, allowing you to set the gameplay at your comfort level. As for the ending… well, it just might surprise you.
Also: If you are curious about Twine games that involve your body being reprinted to cheat death, check out Trigaea.
Awesome!
The Burger Meme Personality Test is about applying to a fictional corporation called Burger Meme™. You’ve already gone through the application process- (Spoiler - click to show)chip implantation and everything- and this A.I. powered personality test is the final step to see if you’re truly worthy.
Ready to learn a little more about yourself and not hold Burger Meme™ responsible for any trauma this required voluntary test may cause?
What could possibly go wrong?
Gameplay
There’s not much I can clarify for you here. The test asks questions. You answer them from a list of responses. And get judged by a snarky A.I. every step of the way.
One notable feature is a counter at the bottom of the screen that says Sins. If you select an answer that goes against the values of Burger Meme™, you gain a Sin and risk your potential future with the company.
The funniest part for me was Question 3. It features an artwork of a couple standing by an ocean. The man is doing… something vaguely affectionate to the woman. I'm not sure what the original artist had in mind, but the game’s author decided to interpret it as the woman’s neck being broken. We are then asked to identify how we most relate to it:
> I relate to the man breaking the neck of the woman.
> I relate to the woman having her neck broken.
> I relate to the uncaring blue of the sea and sky.
> I relate to the useless yellow flowers, helplessly watching a murder occur.
> I have a different interpretation of the picture.
Why is this so funny? No idea.
And that’s the case for much of the gameplay.
What I wish I knew in advance: This is not a game to play around other people unless you want them to ask, "dude, what's so funny?" because you keep trying not to laugh.
That said, players will either relate to my experience or be turned off by its rapid-fire style of humor. In that regard, the game is more hit or miss.
Story
The Burger Meme Personality Test is a parody of the use of personality tests in actual hiring practices. Rather than using a developed story, the game portrays this general concept by saturating it with comedy. Its appearance and clown mascot is a casual dig at McDonalds and exhibits a whole range of corporate clichés that extend to countless other real-life corporations.
The test is filled with the identifying features of a minimum wage, no benefits job at a corporation that presents itself as a “family.” It also has repeated reminders that your opinion matters, generic HR teamwork-themed imagery, and claims of being stewards of the environment. Oh, and corporate buzzwords.
In fact, it’s inspired by a true story, one that the author found on Reddit’s Mildly Infuriating subreddit.
Someone applying to FedEx had to take a personality test that involved looking at what appears to be stills from a video game that looks awfully like The Sims… except the characters are blue-skinned elf-humans. The applicant was then asked to state if they could relate to any of the characters in each image. For real, the only possible answers were “Me” and “Not me.”
The results were way off. The applicant did not feel like their result matched their actual personality. Apparently, one result said, “Can be taken for granted because you complete tasks without objections.”
?!?!???!?!?
Remember, this is FedEx.
In the end, the applicant decided not to put up with this rubbish and withdrew their application. And I thought Burger Meme™ had some screws loose. No offense to anyone who works for FedEx.
Keep in mind that the author isn’t outright opposing the usage of personality tests in hiring. Instead, it makes fun of tests that have little platform in terms of being reliable assessments of a person’s inner workings.
Plus, the game lightly touches on real-life problems such as the chances of being able to retire at a reasonable age and how “Full and Comprehensive Medical Plans” can be all talk, no coverage.
Characters
The Burger Meme Personality Test is a dorky test that isn’t meant to be taken seriously, but there is an unexpected twist that gives it more depth than games that share a similar premise.
The test brags that it is A.I.-powered, but gameplay strongly implies that it’s just an employee fooling around with you. Naturally, the A.I. gets insulted if you point this out.
If you keep poking the A.I. in the ribs you unlock three endings where it is revealed that the “A.I.” was merely an employee named Jwala, an employee who wanted to have some fun before actual A.I. took over their job. Now an ex-employee, this mysterious person messages you to see if you want to meet, leading to some heartwarming endings.
I was not expecting that! It made the gameplay feel more meaningful and rewarding since we can relate to Jwala’s annoyance with Burger Meme™.
Visuals
Being modeled off McDonalds, most of the game uses a yellow background with dark red text. Meanwhile, the epilogue/endgames opted for a basic white background with black text. Cleverly, (Spoiler - click to show) the Jwala endings, which involve Jwala contacting you on a dating website, featured a basic chat interface with speech bubbles and a website logo.
And tons of ridiculous imagery. Go play the game.
Conclusion
So, are you hired?
NO.
Maybe that’s for the best. (Unless you want to be a sellout, as the game puts it.)
I found a great deal of humor in this game. There are multiple endings and loads of replay value. Playing it is time well spent. Even if you don’t get hired.
But wait, there’s more! - Some of my favorite results include:
(Spoiler - click to show)Social Skills: IF YOU DIED IN YOUR CUBICLE, NO ONE WOULD NOTICE.
Strength of Character: PICTURE A BROKEN REFRIGERATOR WITH ITS DOOR REMOVED LYING ON ITS SIDE AT THE DUMP
Narcissism: A STARFISH IN WARM WATERS, OBLIVIOUS TO MOST OF LIFE, NO PROBLEMS, NO WORRIES, JUST LETTING THE WORLD COME TO IT. I WISH I WERE A STARFISH.
Courage: THINKS “RETREAT” MEANS YOU GET A SECOND SNACK.
Moral Clarity: WHEN YOU WERE ASKED IF YOU’D EAT PEOPLE IN AN EMERGENCY, YOU REPLIED “WHY WAIT?”
Thanks for reading!(edit: grammar, pesky grammar. I swear I proofread these things)
(Edit: Spelling fix)
Soon. Observing the decaying cityscape and the drifting dust clouds, feeling the heat cutting her skin, breathing in infected air through a tube, the Girl had never felt more doubtful.
The Promises of Mars is a Twine game about manufactured hope, waiting it out, and finding a silver lining despite everything that’s happened. And, as the title suggests, broken promises.
Genre
It’s easy to forget how diverse science fiction can be with its subgenres. The genre “science fiction” is so often used as an umbrella term that we overlook its nuances, so I’d like to take a moment to look at the genre of The Promises of Mars as a work of SF.
There is nothing shiny about this game.
It’s post-apocalyptic with a decaying city bleached of its colour. Everything about the story and setting embraces the “used future” aesthetic. That is, a future where life depends on reusing technology and patching it until it can no longer be repaired. Often this goes hand in hand with scarcity, strife, and reversal of technological advancement. Sometimes it includes embracing the old ways of living, though that’s not explored here.
The “used future” subgenre is descriptively conveyed through the game’s writing.
Her body is wrapped in layers of black and brown, cloth and leather held together loosely with gaffer tape and thread. A breathing mask is held tightly over her nose and mouth by fraying elastic straps, and goggles cover her eyes. Soldered onto the underside of a peaked visor, the lenses are thick and brown like soda bottle glass.
It’s infused throughout the game. Dim lights. Cheap recycled paper. Scarred lungs. Tape. Food rations. And the overarching question of how long will this last?
Gameplay
You play as “Girl,” an inhabitant of an underground bunker and member of Command’s Expeditionary Force. You’ve been sent on a mission to investigate a carbon capture plant that has gone offline. It’s also your first glimpse of Mars’ surface, a place you know only through stories.
This is a great puzzle Twine game for those intimidated by technical puzzles. In many ways, the game does all the heavy lifting for us. On the left side of the screen are two boxes. The top box features a clickable map that allows us to navigate the game’s world. The bottom box lists our inventory.
INVENTORY:
Comms Link
Headlamp
Screwdriver
Wrench
Paperclip
When faced with a puzzle, the inventory list lights up to indicate which items may have a possible application. The Comms Link option also serves as an in-game hint system that provides a gentle nudge.
There was never a point where I got stuck with the game. Notably, there is a pipe pressure puzzle where you need to set three pipes to the correct readings as stated by a manual. Pipe pressure puzzles have been used in plenty of games, and I’ll admit I’m not really a fan of them. After all, I prefer story-driven games. But in The Promises of Mars, the process is simplified and provided the right amount of casual challenge.
Gameplay is not as smooth as it could be. For instance, early in the game I encountered an error message:
Error: cannot find a closing tag for HTML <set>
<set $communicationsStage to 1>… >
Thankfully, this does not put the game into an unwinnable state.
Story
Backstory
The backstory revolves around an event known as the evacuation. Once, people lived in a city on Mars’ surface filled with modern conveniences. The protagonist’s mother shares what life was like: pets, frozen yogurt, trips to the mall, looking up and seeing the sky, plants growing on the sidewalk. Grass fields and playgrounds.
But when life on the surface of Mars took a turn for the worse, a bunker system was built underground to serve as a new home for survivors, and a group called Command was arranged to oversee the operation. From that point on, daily life focused on anything that could maximize humanity’s odds of returning to the surface. Everyone has a part to play.
While there is a decent amount of backstory, I couldn’t help but yearn for more of the backstory’s backstory. What exactly happened that forced everyone to flee Mars’ surface? Less relevant questions include: Has Mars been terraformed? If so, to what extent? Has human biology adapted to Mars’ lower gravity or has technology made this irrelevant?
Promises, promises
What exactly is this promise as stated in the title?
The promise is that Mars will recover enough to allow people to live on the surface again. That if humanity keeps trying to rebuild, Mars will respond in kind. But is it really Mars making these promises?
(Spoiler - click to show)If anything, it’s more like The Promises of Command since Mars didn’t do anything to deserve to be ransacked by humanity. Command reassures everyone that their daily tasks and assignments are taking humanity one step closer to returning to the life they had before. But we soon realize that it’s all pretty lies.
Here’s the thing: Is Command trying to make the most out of a dire situation or are they just self-serving? Arguably, there is the underlying question of “what are they supposed to do, give up hope?” Well, it’s hard to align oneself with Command when their benevolent appearance starts to get scuffed with the truth.
This becomes clear when we arrive at Substation Arcadia, an important node in Mars’ carbon capture* system. We discovered that the substation’s oxygen system failed, prompting personnel to request help from Command. According to communication messages, Command dragged their heels, causing the staff to die. And now Command wants the Girl to turn the substation back on, ignoring the casualties around her.
How futile is humanity’s efforts to return to Mars? Consider the scientist in the video who says, "Your hope betrays you." What relevancy does Command have in this statement?
(*Carbon capture technology separates carbon dioxide from the atmosphere and stores it underground.)
Endings
The endings are slightly underwhelming.
There are two ways the game can end. You can either restart the reactor as asked or defy Command and walk away. With the latter, the implication is that you march back to the bunker to give Command a piece of your mind and call them out for their deceit. Ultimately, we don’t see the aftermath of these choices. The game just gives us a blank screen that says,
End
That’s it. I was waiting for something else to appear on the screen, but that’s all the game has to say. Still, it’s not bad, if abrupt.
Themes
There are several interesting themes in this game, but since I’ve rambled enough about the story, I’ll pick one: Denial of childhood. We get the impression that childhood isn’t really a thing in the bunker.
Like many of her peers, the Girl was born on the surface but grew up underground. The bunker is all she knows. That, and the stories her mom would tell her about life on the surface. And, of course, what we find while exploring. The most moving scene is when she comes across a playground.
She'd never been on a slide. She places a boot on the slide's bottom step. Her mother's words echo in her ears: "Focus up." She'd never played on a climbing frame.
All work, no play. After all, everyone must chip to fulfill Mars’ promise. But discovering the (Spoiler - click to show)futility of the bunker’s efforts to return to a life that once was makes one wonder what is being sacrificed. They are surviving, not exactly living.
She pauses to look at the playground.
She continues onwards.
Ultimately, she can only continue onwards.
After looting the playground for materials, of course.
Characters
Who is the protagonist?
Her name, if she has one, is never mentioned. In simply referring to her as “Girl,” the game is reducing her to a mere role stripped of identity. A single unit borrowed from a population of similarly anonymous individuals.
The word “Girl” emphasizes how awfully young she is to be traversing the ruins of Mars. It highlights both her maturity and Command’s willingness to send such a young person out on a dangerous mission. Whether Command’s decision is merely the product of running out of options or not caring about the Girl’s odds of success are left up to interpretation.
Fortunately, the Girl clearly rises to the challenge, displaying wisdom far beyond her years.
She reminds me of the girl in Fabricationist DeWit Remakes the World, a sci-fi Twine game by Jedediah Berry. In that game, the girl is an NPC and was sent on a mission to track down the protagonist, a synthetic human designed to help rebuild a ravaged world. Her determination and mission of trekking through a post-apocalyptic world in search of answers shares similar themes with the Girl in The Promises of Mars. It’s also more light-hearted with few puzzles.
Visuals
While nothing fancy, its appearance is polished and easy to navigate. It uses a black background with white text and orange links. The game’s screen is neatly organized into a grid. Most of the screen is devoted to gameplay while the left side is reserved for the inventory and the clickable map. The map helpfully lights up to indicate your location.
Conclusion
The Promises of Mars performs well in every category: main character, story, gameplay, and appearance. Overall, there is a solid foundation.
But there’s something missing. It lacks the spark that would transform it from a four-star rating to a five-star one. I think adding more worldbuilding would make a difference. Tell us more about the city and what happened to Mars!
Nonetheless, it offers entertaining and haunting gameplay by allowing us to explore a dying world, a world that is supposed to be our ticket to a better life.
Wow. This is a seriously cool game.
I figured that I'd spend this month focused on reviewing IFComp games, but I saw this listed on the front page and, well, had to talk about it. It’s about joining an exclusive group that searches for cryptids on the internet.
Gameplay
Gameplay takes place on a computer interface. My jaw dropped when I saw it for the first time. It really does look like a computer desktop and has the interactivity of one as well. You navigate the game via the “computer” icons. Some of these icons are just for show, but even they contribute to the immersive effect.
The player will spend their time with the Concord chat messaging application and the Water Otter internet browser. You receive a message from a stranger who seems to think that you are a user named @deepdiver, which you are not.
There is a link to join a server. Being a perceptive internet-savvy person who knows the dangers of clicking on seedy links, you do the sensible thing:
You click on it, obviously.
Only to find that the link has expired. And that the server is for a group named The 404 Society. Same as the game’s title. Luckily, there is a button that allows us to request a new link. You click on it, naturally, and are contacted by someone named Bytegeist. They ask:
Have you ever seen something strange on the internet?
This phrase is a running theme in the gameplay. You get multiple chat responses to choose from, but eventually the discussion leads to them giving us a task. To track down a cryptid on the internet, forming the backbone of the game.
Story
What is a cryptid? A cryptid is a creature that is rumored to exist but has not actually been officially documented and categorized. Like Bigfoot. Robb Sherwin’s Cryptozookeeper (a stellar game) is filled to the brim with such creatures. But The 404 Society focuses on cryptids in the virtual realm. Entities that exist on the internet and even cause bizarre phenomena. The Society’s goal is to record their existence and observe them from afar.
Here’s why I’m giving this brilliant game 4 stars instead of 5. It describes itself as a “Twine game about discovering these mysterious creatures of the web,” emphasizing how such creatures can manifest in weird ways. We don’t actually see much of this.
(Spoiler - click to show)Bytegeist sends us to a website with a convincingly realistic article on tomatoes. If we find the cryptid hiding there, we get to join the Society. The cryptid isn’t earthshattering but the method of finding it is still kinda cool. Surely, this is a warmup cryptid, and we’ll see some cooler ones later. After finding it, Bytegeist grants us access to the Society’s server.
You’re a member now! Time for the adventure to start. Then the screen goes black and says:
Thank you for playing
The game is over?!?!?!?
I don’t see any mention of this game being a demo or an introduction of a larger game. If it’s meant to stand alone, I think it’s throwing away a lot of its potential by ending so quickly. At least gives us one more cryptid now that we’re a member. Plus, we never see anything weird. Except maybe a cluster of small dots hiding in an article about tomatoes. Neat, but not enough to live up to the game’s catchphrase of Have you ever seen something strange on the internet?
Now if it is a demo or introduction, it functions well as such. Still, does it need to end so quickly? I know I’m asking for a lot. It’s just that this game is such a gem and has a lot going for it. The fun gets cut short before the party even begins.
Characters
At first, I wasn’t sure if the characters were animals or humans. Everything is related to animals. The internet browser is called Water Otter, the protagonist is named Pigeon (and has a pigeon for a profile picture), and the icons on the desktop are vaguely animal themed. I imagined a world like Zootopia or something reminiscent of Goat Game, a Twine game from the 2021 IFComp.
Then I figured it was more like Animal Crossing which features human PCs in an animal-run world. On the game’s itch.io page, there is a picture above the comment section that looks a lot like Animal Crossing with cartoonish humanoids. But a closer look at the photographs on the gardening website reveals regular humans. So maybe not like Animal Crossing. Nonetheless, I love its animal-themed aesthetic.
Visuals
The 404 Society nails its visual design. As I’ve already mentioned, the game mimics the appearance and functionality of a real-life computer. Countless IF works have surprised me with innovative usage of Twine's visual possibilities. Trigaea, whoami, Overrun, With Those We Love Alive, You are SpamZapper 3.1., and many more.
And right when I think it's all been done, bam. This game shows up, proving that the sky's the limit when it comes to harnessing Twine’s visual storytelling potential.
When I first played this game, I was hit with a wave of nostalgia because the desktop background of the protagonist’s computer may be familiar for some players: A perfect green hillside under a calm blue sky. Also known as Bliss, the default wallpaper for Windows XP. I’ve always loved it. You look at it and feel like everything is going to be okay. Brings me back to that clunky desktop computer with the fan that was always too loud...
All my life, choosing the desktop image for my computer is something I take seriously. And screensavers. So, I was especially excited to discover that the game lets you choose from two additional backgrounds to customize your experience! Great stuff, although I ultimately chose to remain with Bliss.
There’s plenty of other elements that I could go on about. Such as the pop-up boxes that appear at the screen’s bottom right corner when you have new chat messages. But go check the game out if you’re curious.
Conclusion
The 404 Society is a gem overfilling with promise. The concept. The visuals! Seeing how it ends so quickly gave me the bittersweet feeling of I knew it was too good to be true...
Or it might mark the beginning of something great. I really hope that this is a Twine game that takes itself further.
One last thing: I'm not sure if anyone has dabbled in the SCP Foundation website, but it has many interpretations since the foundation has no official canon. The 404 Society reminded me of the critter profiles on the Wilson’s Wildlife Solutions page- it’ll make sense if you visit it. The cutesiness of the site paired with its documentation of anomalies strikes a similar tone as a lighthearted search for cryptids on an internet browser called Water Otter.
In fact, now that I think of it...
The 404 Society is a group that studies these internet cryptids—anomalous digital entities that arise spontaneously in forgotten corners of the web.
We locate, observe, and catalog.
...it is kind of reminiscent of the SCP Foundation whose principles are We Secure, We Contain, We Protect. Hm…
“Good morning, dear. Has anyone ever told you how handsome you are?”
Penthesileia begins with Penny, our protagonist, informing her husband, Achilles, of his good looks before seeing him off to work. It’s a wholesome life.
But the next day, she falters. And he notices.
Gameplay
The gameplay is centered around Penny investigating funky moments where she acts out of turn, forgetting her lines in a script that she doesn’t remember reading. Things like pausing before telling her husband- who is hated by many- about his handsomeness or muddling up his coffee or asking questions. There are no puzzles, only a compelling narrative to sink into.
The author has such a precise, effective way of writing, at leaving the player transfixed about what would happen next without lengthy paragraphs. Some scenes are like being doused in ice cold water. The wham moment in the game is when (Spoiler - click to show)a dinner party is held for high-ranking officials. I won’t spoil it, but the characters did something that made my blood go cold. And then you are asked to participate. Do you? Or will you refuse in a room full of powerful people?
Eventually, you are required to choose between (Spoiler - click to show)sticking with the repetitive luxury of your current life or biting the hand that feeds you.
While the gameplay is mostly linear, you must dig around to reach each ending. I found five total with two of them being nearly identical.
Story
But onto the story.
Penthesileia is a dystopian thriller with political undertones. And perhaps even science fiction since it takes place in the 2060s. Every aspect of daily life revolves around the existence of a Prefect and the Regime. High-ranking officials clamber over each other to gain favor, and restaurants have names such as “In Honor of Our Everlasting Prefect.” And of course, a resistance, named only as “the opposition.”
(Spoiler - click to show)When Achilles takes Penny to a fancy restaurant, she notices a staff member staring at her in shock and recognition, kickstarting her doubts about the world. He later introduces himself as Cal and provides backstory… and the awful truth. He tells Penny about her death. Her death?
He once worked at a restaurant that was a hotspot for opposition members. The Prefect conducted a raid of the restaurant to wipe out potential members along with any witnesses. An important-looking man walked in- Achilles- to oversee the raid. But then Achilles saw Penny’s dead body, an unfortunate witness. Despite being a stranger, he falls in love and goes to great lengths to make her his wife. But for Cal, who also saw Penny’s body, seeing her reappear is a surprise.
This is where Penthesileia leans into the science fiction genre. It doesn’t focus on the technicalities because it’s not necessary to tell the story. But there is room for curiosity.
(Spoiler - click to show)Initially, I thought Penny was an android.
Achilles found a doctor named Antiope who could bring Penny back to life. We meet Antiope at a surgical facility to correct Penny’s behavior. Antiope is… unsettling. She gleefully notes that Penny has been “gaining independence from my original programming,” referring to the mistakes Penny made with her interactions with Achilles. There is also a path in the gameplay that shows Achilles using his watch to “deactivate” Penny, almost like an android (whether he succeeds depends on the player’s previous choices).
Does this mean she’s an android? Ultimately, I don’t think so. I speculate that Penny's body is one she’s always had, but her brain has been rebuilt or copied to replace the one that would be nonviable from brain death. The programming? Implanted memories that command her to speak and act the same way every day. Erasing her original identity meant Penny wouldn’t notice or give these changes any thought. Until she noticed.
Oddly enough, Antiope does not care if Penny knows the truth, only that Penny behaves. She doesn’t seem to even “fix” Penny, though she warns her that if she acts out, Antiope will not hesitate to end Penny’s second life. In fact, the “Antiope ending” is terrifying.
The story of Penthesileia ultimately explores the idea of second chances.
(Spoiler - click to show)Both Penny and Cal received a second chance. Cal managed to escape the raid without being killed as a witness. Meanwhile, Penny’s second chance is the literal second life she receives at the hands of Antiope.
Cal wants to use his second chance to hold the Regime accountable. Penny lives a life of luxury as a member of society’s elite. But the truth of her existence and the Regime’s lack of humanity shatter the illusion of a perfect life. Her husband’s high-ranking status means he has access to the Public Dissemination Network. She’s just what Cal needs. All she must do is upload a flash drive of evidence where it would be broadcast everywhere. This action is left up to the player.
So: Are second chances something we’re given or something we make for ourselves?
Characters
The game’s characters are borrowed from figures in Greek mythology. Even if you are familiar with Greek mythology- Achilles being a more recognizable name- you may not make the connection right away. Let’s look at Achilles first.
Some may recognize the name Achilles from “Achilles’ heel,” which refers to a single weakness capable of bringing down something difficult to destroy. A fatal flaw. In the game, Achilles laments how the Prefect isn’t giving him the recognition he deserves. To him, the Prefect and its Regime are invincible, all-knowing, powerful, and immovable. Unflawed. Except (Spoiler - click to show)he unwittingly becomes the Regime’s “heel” through Penny, if she chooses to bring down the Regime with the flash drive.
The title, Penthesileia, is a slight misspelling of Penthesilea. Penthesilea was an Amazonian queen who brought her army to Troy and fought the Greeks. It’s said that she killed Achilles only for him to be resuscitated by Zeus to allow him to kill her in return- and this act greatly saddened him because he also loved her. Despite this tragedy she is seen as a symbol of triumph amid conflict and great loss. To exhibit strength as a female in a realm dominated by men and encountering love- in a twisted way- while participating in war. In subtle ways, we see this in Penny.
Penny’s connection to Penthesilea is only clear once you start digging for details. The misspelling of Penthesileia and Penthesilea appears to be deliberate. We do get opportunities to learn about Penny’s (Spoiler - click to show)previous life. Examining the photo in the office drawer reveals that Penny’s name was originally Leia. Take a closer look at the title again: PenthesiLEIA. And in the ending where she leaves and takes on a new identity, she tells a customs officer that her name is “Penthesileia,” quietly regaining her past identity as she reaches for a brighter future.
I was curious as to why the author chose to (Spoiler - click to show)model the doctor on Antiope, an Amazon and sister of Penthesilea. There are other Greek figures including Theseus and Diomedes, though they are featured more superficially.
Visuals
Penthesileia uses a basic Twine appearance. Black screen, white text, blue links. Text is easy to read and is gradually revealed as the player clicks on the screen, creating suspense as the player waits for what's next.
Conclusion
In case you read this far, I apologize for the length. I was excited to review this game because it left such a memorable impression.
Penthesileia is a chilling narrative about finding choice while living inside an oppressive system. Penny is a protagonist full of poise and quiet determination. We feel the fragility of her existence as the wife of a powerful man- a man who lives with a target on his back. Her despair at the knowledge that those who create you can destroy you in equal measure. And her exhilaration at discovering the impact, or perhaps chaos, she can make.
If you like dystopian stories that are character focused and force the player to question said character’s status quo, play Penthesileia. It has potent writing mixed in with Greek mythology symbolism. With several endings, it is worth multiple playthroughs.
Maybe there’s more than one way for this to end.
(Reader note: If you don’t feel inspired to read this entire review- and I don’t blame you- please check out the Visual design section to see one of the main reasons to check out this game.)
This game made me feel so slick. For an hour or so I felt like a quantum computing genius. Well, at least you play as one.
Also, I remember this game being released in Spanish in 2022, and I was always curious about it even if I couldn’t play it. So, I was thrilled to see it in this year's competition!
Gameplay
This review- like many of my reviews- is longer than I anticipated, so I’m going to break the gameplay part into sections.
Overview
You play as L. Garcia, a researcher who works for the Quantum Model and Simulation Laboratory, a department of the European Centre for Computational Research (ECCR) that specializes in quantum computing. The gameplay is also narrated in first-person.
For context, advances in quantum computing have opened the door to modeling a person's consciousness and developing highly realistic simulations of real-world environments. My understanding is that a personality “snapshot,” or image, can be paired with a model of how people interact, which is then added to a simulated world.
The player’s task is to create a personality image through brain scans and then train a social model before compiling everything into a simulation. Gameplay consists of navigating a menu of locations on a computer to create the files needed for the simulation. For instance, “bin/” contains links that lead to emails, a saved web page, and other content.
Once the player has everything, they start the simulation and prepare for the end game. The result? Life- or at least existence- after death for the protagonist. Hopefully.
Thoughts on gameplay
I realized that the game’s difficulty does not stem from implementation challenges or flawed design. Rather the difficulty came from my unfamiliarity with the game’s concepts. During my first try, I had a vague sense of what I was doing. Surprisingly, the ambiguity did not frustrate me because I was having fun running scans to see what would happen, reading emails, and simply exploring the game's content.
And I actually did get quite far on my own. The main obstacle was needing help with (Spoiler - click to show) running the high intensity scan, and even then, I came close to figuring it out. So, the walkthrough was more of a useful guide to keep you on track and inform the story rather than being a resource you cling to desperately because the game has led you astray.
I will say that the walkthrough does a poor job with the (Spoiler - click to show) compilation puzzle. It made no sense. I knew that I needed to stack the numbers in the right order, but I couldn’t figure out how the arrows worked. The walkthrough does not mention the arrows. Then, it finally clicked! I figured out the arrows and the puzzle ended up being a lot of fun (and much easier than it seemed on my first try).
It was a bit intimidating at first, but I picked things up as I went along. Just a little bit of context and most of the technical jargon made sense. The README.md file made me think "Of course! It's so simple!" even if that was not the case when I first picked up the game. I think this gives whoami good replay value. You go back and revisit how the gameplay merges with the story now that you’ve played it at least once.
First time around, I tinkered with the game for about an hour before completing it with the walkthrough. Once you know what to do you can zip through the game in about ten minutes. I noticed from the walkthrough that you only need to (Spoiler - click to show) complete the high intensity scan. The low and mid intensity ones are unnecessary. Fortunate, since performing the high scan fries your brain, killing you and making the electrodes inaccessible.
Story
whoami is ultimately a game about making desperate decisions, exploring what we are willing to do when you have nothing left to lose. Are you willing to put faith in technology that is still filled with unknowns? What can it offer? Do you even want what said technology has to offer?
The beginning of the game informs us that it is the year 2030 (five years from now!). Our protagonist, L. Garcia, has staked out in a remote research lab tucked away in a place called The Vault, located somewhere in Europe. The climate has taken a turn for the worse and now countries are in the midst of nuclear warfare. Chunks of Europe have been lost to nuclear weapons and Garcia is slowly dying from radiation and injury.
They can die... or attempt to create a virtual consciousness.
There are four endings based on (Spoiler - click to show) how you acquired fruit from the man in the social training simulation (I discuss this later). Out of the four endings, arguably only one is a "bad" one. I mean, why would you choose to live in a simulation of the same violence and human nonsense that destroyed the real world?
Both the emails and saved web page provide excellent exposition without overwhelming the player with details.
Additional thoughts on the story!
The emails offer a lot of foreshadowing.
For instance, Garcia notes in an email that high intensity scans have never been done before because they would kill the subject. Having nothing left to lose, they do exactly that and die. What's wild, though, is after you complete the scan and you check the date in the “/bin” section, we find ourselves in the year 2130.
2130
A hundred years have passed. Even if Mia (Garcia’s colleague) made it to the shelters, she and other survivors are long gone. Fortunately, the facility is powered by its own nuclear power plant, and no doubt The Vault is called The Vault for a good reason. The facility's computer systems that Garcia lives in will last for at least a few centuries. The final step for Garcia's new life is to activate the simulation.
Now that I think about it, there is something eerie about having developed a super advanced technology- quantum computing- only for the world to fall apart from human conflict. It’s not clear if humanity has been wiped out or if everyone has been knocked back into the stone age, but there is something chilling about picturing an Earth in ruins while an advanced, self-sufficient facility is tucked away in the Swiss Alps, quietly idling away. No one gets to marvel at what Garcia managed to pull off.
Oh, and when the protagonist sees their own dead body on the facility’s cameras. The facility used mind-machine interfaces that allowed personnel to access the lab’s systems, explaining how the protagonist could access the camera feeds via the electrodes on their head as they were dying. That was also chilling.
Characters
L. Garcia
We never learn the protagonist’s full name. Even the web page only lists them as L. Garcia, and emails show that people would refer to them as “L.” I’ve already shared most of what I know about them. It seems that they are meant to be a PC that the player can step into without being distracted by a complex backstory.
I do have one question. I don’t think the game explains why (Spoiler - click to show)Garcia went back to the lab rather than take shelter with everyone else. Was it because they wanted to take a chance with uploading themselves, or was it something else?
Despite limited information, I still found them to be a compelling character.
Mia Gerdes
The arc with Mia added dimension.
Mia is (or was) the protagonist’s colleague and potential love interest. We know little about her other than the fact that her full name is Mia Gerdes, that she was headed to a shelter following a nuclear attack, and that Garcia attempted to send her an email admitting their feelings towards her. An email that failed to be sent, making this character dynamic bittersweet.
(Spoiler - click to show)In an email with Mia, we learn that it's possible to create an "image of your personality” consisting of your memories and emotions. But is this the same as capturing a human experience? Neither character knows for sure.
I liked that you could import her data into your simulation, even if we never get the chance to interact with her directly.
We know that Mia’s mind and body- if she was still alive at the time- existed while the protagonist uploaded themselves. The personality image we can use is a “digital clone” of Mia, but not of a Mia who sat with electrodes on her head and underwent the high intensity scan like the one Garcia completes in the game.
So, is the Mia in the final simulation still Mia? If so, is her digitized being of a lower caliber than the protagonist who underwent the high intensity scan? It gives one a lot to think about.
I see her sitting on a rock. She is gazing at the sky, seemingly absorbed in her thoughts. I fill two tin cups with campfire coffee and walk over to give her one.
Given all that has happened, it’s not a bad conclusion.
Visual design
This is one of the coolest uses of Twine I have ever seen. It's visually diverse and uses various design elements to illustrate the game's narrative.
The main gameplay uses a basic black screen with primarily white text and blue links. Animated text is often used to give the illusion of a computer “processing.” For some reason, the upper right corner of the screen has a faint yellow/white glow (although, I'm not sure what that's supposed to convey). But things get cooler.
The “dev/” section allows you to “access” the facility’s cameras. This is illustrated with a white text box containing the protagonist’s thoughts set against an image of static. Then there is also a “web page” that seriously looks like a web page. It provides an overview of the Quantum Model and Research Laboratory.
All this pales in comparison to when you train a social model. Surely, it’s going to be another black screen, right? Or maybe some boxes with an interesting background?
Wrong.
(Spoiler - click to show)QSIM Trainer
A social training utility for QSIM by I. Schellenberg
Release 3 / Serial number 300826 / QSIM 0.5 build 8L63 (VR Toolkit v12.01 lib 2/16N)
This special simulation scenario is designed to calibrate the parameters of the QSIM social system depending on the user's actions.
[Type HELP for more information]
Beach
I'm on a beach. The sky is clear and the sunlight draws out sparkles from the sea. A path of white sand runs through the palm trees.
That's right. We get to experience a parser simulation. Mind blown.
I was floored. (Spoiler - click to show)The screen turns white with black text, and you actually type commands. It was the last thing I was expecting. It’s that feeling of Woah. That was my reaction. You go from a Twine game to this. Somehow. I don’t know what kind of Twine wizardry the author used but it is one of the most novel and unique uses of the Twine format I have encountered.
(Spoiler - click to show)Now the parser does not have a lot of depth- and that’s the point. It does not need a lot of depth to serve its purpose: to model a social interaction to be used in your final simulation. I especially liked how the simulation acknowledges its own sparse implementation.
x jellyfish
The sea creatures are background graphics. They aren't programmed for interactivity.
The simulation also notes that the palm trees are perfectly identical and that the sun casts no shadow. This painted such vivid imagery in my head.
Anyway, you need to acquire some fruit from a man sitting by the palm trees. There are four ways of doing this, each of which leads to its own ending. This interaction shapes the social interactions that occur in the final simulation that you create. Also, if you go back and revisit the emails, you realize that the simulation is the one from Schellenberg’s email. That was a neat connection.
Conclusion
I had a lot of fun with whoami. As I’ve already said, it offers a novel use of Twine and demonstrates its potential in visual storytelling. The game gives players a compelling glimpse into a future where human innovation is paired with human destruction. I would definitely be interested in knowing more about the story and its characters.
At one point, Garcia gives us the following reflection:
This machine is my prison and perhaps my salvation.
I think that is meant to be left up to the player. Garcia seems to take the stance that it is salvation, but even they reserve space for doubt. Perhaps we will have to do the same within our lifetimes as quantum computing and other technologies loom on the horizon.
Until then, whoami provides a thrilling sci-fi experience if you are willing to brave the gameplay’s mechanics.
(edit: formatting cleanup/grammar.)
So, you want to collect stamps, huh?
The protagonist (told in first-person) is an EXTREME STAMP COLLECTOR, a title worthy of all-caps. An exclusive club of collectors who pride themselves on collecting stamps in only the most extreme of circumstances. Unfortunately, it is going out of fashion in favor of IMPOSSIBLE STAMP COLLECTING.
At least according to Alex. So much so that it has become merely (lower-caps!) extreme stamp collecting. You need to prove that IMPOSSIBLE STAMP COLLECTING is not too difficult for you to handle. Even if it's just to prove Alex wrong.
Gameplay
Philateloids is a looping time travel adventure that doesn’t think too hard about logistics. Gameplay is centered around exploring four paths that potentially have IMPOSSIBLE STAMPS for you to find.
Time dilate into the far future
Astral project into a higher plane of existence
Infiltrate the mega-yacht of that gajillionaire
Just walk off into the fourth dimension
These paths have their own branching possibilities. Do you wear the sexy maid outfit or the general maid uniform? Do you study the ants or flush them into the vacuum of space? Regardless of what you choose, it will end in (Spoiler - click to show)death. There are many, many ways to die in this game.
But being (Spoiler - click to show)DEAD doesn’t stop you. You end up in the afterlife where you Inevitably make the wrong choice and/or tick off the wrong person, and you become DOUBLE DEAD, ending up in the meta-afterlife. You and Alex then wander about in search of IMPOSSIBLE STAMPS until Alex starts to annoy you, prompting you to KILL ALEX. After back-and-forth fighting you flip the tables and kiss Alex instead.
And then? You wake up in your apartment (aka “Next Morning: My Crappy Flat”), ready to go in a different direction. A good design feature of the game is how (Spoiler - click to show)you have options for fooling around in the afterlife, keeping things from getting repetitive every time you die.
I spent the better part of one hour trying to reach every branch I could find. I have no idea if there is an ending or an outcome that recognizes the player’s efforts, but if there isn’t, playing this game was still time well spent. It offers enough surprises and humor to not need a “Congratulations, Game Over!”
That said, an indicator of whether the game actually ends may be nice once the player has been at it for a while. If there is something I missed, I would be more than happy to revisit.
Characters/Story
Who’s Alex? Alex is the supporting protagonist in this game. Right off the bat, there is noticeable tension and unfinished business.
Check out Alex
Try not to check out Alex
Alex has a complicated relationship with our protagonist. In many ways this game is more about this relationship than it is about stamps. On the surface it seems to consist of petty rivalry about stamp collecting superiority, but this is underscored by the fact that they have feelings for each other.
While there is no explicit storyline, the game’s humor is a light-hearted playful gem. It’s effective because it often catches you off-guard.
So there's two ways to dilate time, as I understand it:
Go near an extremely massive object.
Travel extremely fast.
The sensible thing to do would be to find a black hole, the densest object known to science (denser subjects mean more time distortion). But no.
It was a funny moment for me.
Visuals
Philateloids ops to keep things simple and easy to read: Basic black screen with white text but also has fun with text effects and transitions. Keeping track of branches is manageable thanks to colour-coded links and the “undo” button available at the side of the screen.
Conclusion
I’ve been a fan of the author’s work for a while, and I found Philateloids to be a delight to play. C.E.J. Pacian has a talent for humor and descriptive imagery, and Philateloids exhibits both qualities. The game is also a shift from the author’s typical parser format, making it a nice change.
Initially, the game may seem overly silly, but that changes when you see how fearlessly it commits to its sense of humor. It is bold, unashamed, and that's what makes it work.
Your own bafflement at the game’s circumstances is mirrored by how NPCs’ take in the protagonist and Alex’s shenanigans. It illustrates the complicated dynamics between the two characters quite effectively.
At the end of the day, stamps aren’t the only thing that matters.
~ ~💖~ ~
(edit: spelling fix)
Humans are becoming obsolete. There are too few resources to sustain our society, and reproductive rates have plummeted. Humanity will soon be yesterday's news.
So, humanity needs a replacement. And your job is to help humanity find it.
Characters
I’m going to start with characters first.
Subject 003
Nothing could prepare the protagonist for the interviewee on the other side of the table. The individual you meet- Subject 003- is a disturbing humanoid-lizard person/species with a 14-vertebra tall neck, translucent skin, misshapen arms (at least I think they have arms), bulging eyes, and lots of teeth. And a comical lisp:
"As thong as they thet me breed, they acknowthedge my superiorithy."
In all fairness, though, they do offer some interesting insights into your questions about politics and morality. Especially when you start arguing with them.
Argue quantum physics
Just agree already
Going off topic can be fun. It may also serve as an opportunity to reflect on how quick we are to judge appearances.
Interviewer
You are a volunteer. In conducting the interview, you are doing your part to save humanity. Which is fortunate since supervisors view you as useless for anything else. You're not asking the questions and then deciding whether the interviewee passes. You are merely a volunteer (not that it seems like you have a choice) asking questions on behalf of an unidentified organization watching through a camera.
The strongest aspect of this game is how effectively it conveys the awkwardness of this interview. You can definitely relate to the protagonist’s feelings of unease as they try to make sense of Subject 003.
I do think it would have been neat to play from the perspective of someone with power, tasked with making final decisions in the fate of humanity rather than as a pawn in larger operation. Still, the player can relate to the protagonist’s responses towards Subject 003.
Gameplay
Human Interview: Subject 003 naturally takes place in an interview room, and you start the gameplay by reading the interview protocols before meeting Subject 003. The objective is to interview them with a list of pre-prepared questions to evaluate if they would be a possible successor for the human race.
Your interactions are under surveillance, and you can receive infractions for any mistakes which can influence the game’s ending. And if things go haywire during the interview process, there’s a kill switch that you can use to terminate them (you then must justify your action to your supervisors).
I didn’t pay much attention to the title of the game at first. I was under the impression that we would get to interview more than one candidate and choose the best successor. Turns out, we only interview one person: Subject 003. Hence the title. I was a bit disappointed with this. I liked the idea of exploring the “pass/fail” concept more thoroughly, but focusing on one character does keep the game at a reasonable length.
Also, the sidebar on the right of the screen has the header "Human Interview Pt 1" which I interpreted as "Part 1," perhaps referring to a chapter in the game or an installment in a series. It makes me wonder if the author had something bigger planned.
Story
Subjects are genetically engineered, combining human DNA with another undisclosed genetic source. I’m not sure exactly how Subject 003’s biology is better suited to survive than your typical human, but one key difference is a willingness to participate in sex.
Human Interview explores the concept of sex becoming obsolete in favor of technological substitutes. This game depicts a future where (Spoiler - click to show) everyone has access to A.I.-driven VR devices that allow users to experience any possible sexual experience that they desire. Why engage with it in real life when you can have a perfect version in a virtual setting? VR is so effective that real sex has fallen out of fashion, causing birth rates to plummet.
Even real-life nudity becomes a surprise. The folks behind the interview room’s camera are like "woah... nice” when you show some skin. Dialogue suggests that the main reason humans are nearing extinction is because no one wants to have kids anymore. No kids = Humans become extinct when the last generation dies out. Now, the game says that any drastic measure must be taken to ensure that humanity’s legacy is preserved via a successor. Any drastic measure. But apparently taking a break from your VR device to engage in real sex is too drastic of a measure? We also learn that sexual attraction between the protagonist and Subject 003 is seen as a good thing since reproduction between humans and their successors can always be a last-ditch effort for survival. But this would be pointless since no one wants to engage in actual sex in the first place.
I want to make it clear that while there are sexual themes, the game does not force you into doing anything directly sexual. It gets close to crossing this threshold but mostly limits this content in dialogue. Scenes involving sexual themes are humorous in a twisted way. One of the questions you ask is (Spoiler - click to show)“Do you find me sexually attractive?”
First the player stalls (I did) in asking Subject 003 about sexual attraction. Subject 003 looks you over and asks you to stand up for a better look. You can then escalate the situation or turn it down. It’s so unnerving for the game to pretty much say, "hey, if you want to do it, you can." The idea of having the conversation at all with Subject 003 just makes you think, I’m not getting paid enough for this. Plus, the question is in stark comparison to the other questions, making it more outrageous. We must know if it has sexual desire. Without it, we're doomed to repeat our extinction. (Oh, and you’re not getting paid, BTW).
Endings
There are several endings. (Spoiler - click to show) The subject can pass or fail. If they fail, what happens to you depends on your infractions. The “best ending” is when they pass since you get to go back to a VR world of human desire, content that you did your part. There are also a few other outcomes you can find. I’m a little confused about how infractions can affect your chances for success. It seems like infractions can lock the player out of having Subject 003 pass and the best ending. I played several rounds and found it to be a bit confusing.
Visuals
Twine without the frills. Basic black screen with white text. Text is easy to read and evenly spaced. This suits the game just fine.
Conclusion
Human Interview is a game that left me thinking, “What did I just play?” It is one of the most awkward interviews I have found myself in as a player, but that is a strength. You are not supposed to take it too seriously, and there is a strong sentiment of, “Oh, the things we must do for the greater good…”
It could have expanded its concept more by allowing you to interview more than one person. The game would also benefit from some clarity on the story. How much of humanity’s situation is caused by factors out of its control and factors that we can control but chose not to (Spoiler - click to show) (such as relying solely on VR for sex)?
Nonetheless, the twisted humor makes Human Interview encourages you to not bog down on the details. If you can handle its awkwardness, it’s worth a shot.
This game is a submission to Neo-Twiny Jam 2025 and explores the themes of technology and how we envision our relationship with it.
Gameplay
The driving gameplay mechanic is simple. A line of text appears: “It is 2050.” You then hover over each word until you find a link that provides more exposition about the year 2050.
2050 A.D. - the year of the Moros Program’s deployment into the cyberverse! An AI built to fit all of your needs - to love and care for you! An assistant to human-kind and to be kind to humans!
Would you like to read more?
The game then asks if you want to know more… but the Moros Program isn’t having it. That information is classified (for you, at least). When you click on the phrase “Would you like to read more?”, the game “reboots” and takes you back to the beginning, but this time there is additional text with “It is 2050.” You then find the hidden link in the new text, and the cycle starts again, expanding the game’s narrative.
REBOOT SEQUENCE…
It is 2050.
The Moros Program is watching us daily.
I thought that this was straightforward and set a good outline for the game, especially since it’s so short.
Story
We get our typical cyberpunk dystopian themes: A.I. being inserted into everyday life, an (I assume corporate) entity that watches over everything and wants to be your best friend, censorship, and a Resistance fighting against it all.
In other words, 2025 doesn’t seem like a fun time (and it’s scary to think that 2050 isn’t that far off). To summarize, the Moros Program is run by the mysterious Administration. It takes the stance that A.I. will lead to the betterment of humanity. Now that the Program has taken over the digital landscape, its impact is far-reaching. But if the Administration only has humanity’s bet interests in mind, why is it so opposed to transparency?
Despite this bleak premise, dreamer contains a ray of optimism. There is the sense that no matter how much Moros tries to keep things hidden, people will always seek to find a way around it. To pursue information even as the Administration tries to make it inaccessible. To dream of a better existence. Every time you reboot, you learn more about this possibility. The game ends with (Spoiler - click to show) a plea to join the resistance and live above the norm set by the Administration’s Moros Program. And while it does not go into too much detail, it seems to explore the distinction between wanting to take action and actually taking action.
Visual elements
There is minimal flair in this game, but what flair it does use creates a distinctive cyberpunk vibe that pairs well with the game’s themes. Its appearance consists of a black screen with white text, while hovering over links makes the text turn blue and highlights it with an electric purple colour for a splash of edginess. It’s also easy to engage with the game. The text is organized neatly on the screen and it appropriately uses fade-in/fade-out text effects to give it polish without dragging out the gameplay. A little bit of flair goes a long way.
Conclusion
I enjoyed the cyberpunk themes in dreamer and was impressed with how the game makes good use of the Twiny Jam’s word-limit rule. While I would welcome more backstory on the (Spoiler - click to show) Resistance, it definitely feels like a complete game.
This is such a neat little game! I love sci-fi Twine games, so this was perfect for me.
Echoes of Ending Worlds is a Neo-Twiny Jam submission. You work for the Bureau of Observation as an Operator tasked with screening planetary radio frequencies for signs of life. The basic act of listening and reporting, or as the game puts it: “You Listen, So We Can Learn”, is vital to the Bureau’s efforts to obtain resources, find new settlements, and squash potential threats.
Time to tune in.
Gameplay
Gameplay is brief yet atmospheric- your first playthrough will likely be about two minutes or so. After the game’s intro, which serves as a mission briefing presented by the Bureau, you are presented with your first radio frequency.
You must:
• Observe.
• Record whether there is life, intelligent or unintelligent, or none.
• Suggest if Bureau should investigate, abandon, or re-observe later.
You read through the data audio collected and then make two decisions: whether there is intelligent life present and what action the Bureau should take. The game uses two drop-down menus that allow you to input your decisions before moving on to the next radio frequency. Also note that there is actual audio you can listen to for atmosphere. I, however, played with the sound off after my initial playthrough.
The entire gameplay consists of processing (Spoiler - click to show) three radio frequencies. It then ends in a probation review to evaluate your decisions.
• Suggested new settlement location in dark sector. Nearby mission rerouted to investigate.
• Noted mission distress signal. Rescue pending, awaiting resources. ETA: two months.
• 100% accuracy in observation reports.
Above is what I consider to be my best ending.
I really wish the game was longer, although I recognize that the 2025 Neo-Twiny Jam had a 300-word limit. Given this rule, I think the game makes the most of the amount of content it has through its potency and atmosphere.
There is some replay value. Your choices for each frequency seem to influence the frequency you receive next, and said choices also determine the nature of your (Spoiler - click to show) probation review. After playing several rounds, I encountered a total of (Spoiler - click to show) five planetary frequencies. Seeing how these frequencies could influence each other had my attention and prompted experimentation.
Story
While the game is short, there is still an interesting story to unpack. Right from the beginning, the Bureau of Observation establishes a strong presence. The game strikes a nice ambience by making it clear that the Bureau takes note of everything. That while you are listening to your frequencies, an invisible party is no doubt listening in on you… to make sure to you are doing what you are supposed to be doing, of course.
Also, despite the important nature of your job as an Operator, the PC does not seem to be a high-ranking individual. If anything, they seem to be at the bottom of the bureaucratic food chain. The fact that they are (Spoiler - click to show) under routine probation meetings makes one wonder what their backstory is. Did they step on someone’s toes? Or is this life as usual for everyone in this future?
My favorite aspect of Echoes of Ending Worlds is the overarching story. At the start of the game, the Bureau says, “Every observed frequency saves a manned mission; every planet could be our new home.” My interpretation of this is that Earth isn’t doing too great and that humanity needs a new place to live- a premise I enjoy exploring in science fiction. Missions have been sent out to find a new home, but with limited success. It also (Spoiler - click to show) puts the intro’s mention of an “evac time” into context. There’s not a lot of info, but I’ve pieced together that the people of Earth will have to evacuate at some point, and those who help the Bureau’s efforts earn more priority. We see this in action if you are rewarded for certain gameplay choices. Glad to see that finding an unauthorized settlement shaves off two months’ worth of waiting…
On a final note, I would like to know more about frequency (Spoiler - click to show) Asmer 31 and its status as a Re-observe case. Also, why do you get locked into declaring it “Observe: No Life/Suggest: Abandoned” when you read the frequency’s data? Does anyone have any thoughts on this? There seems to be a deeper story going on, but all I can say for certain is that the Bureau is not pleased with your assessment.
System scans indicate Observer’s report on Asmer 31 inaccurate: life signs detected. Observer hostile to this report. Psych eval requested.
What this psych eval looks like is never revealed. Let’s hope it’s nothing bad.
Visual elements
The game’s appearance is a dark blue-grey panel set into a background of the same colour. The text consists of crisp orange and white font and is evenly placed on the screen. I liked how the text included basic interactivity where the player clicks on passages for more descriptions about what is being heard over the radio frequency. It keeps the screen from becoming cluttered and makes things more interesting.
The credits list several images, but I never saw them in the game. Unless of course it has to do with a technical problem on my end. I don’t think the lack of photos takes away from the game’s presentation since it already has a “less-is-more” aesthetic.
Conclusion
Echoes of Ending Worlds is a game with a great concept both in gameplay mechanics and story concept. The premise of turning to the void of space in search of a new future amid an ongoing planetary crisis is a powerful one. Anytime we ponder the possibility of life in the universe we are forced to evaluate our relationship with the Earth and confront our ability to leave it. These themes immediately caught my attention, and I spent many playthroughs trying to digest every detail I could find. I would love to see a longer, expanded version of the game since I didn’t want it to end, but it still stands on its own as it is now.