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Reclamation, by groggydog
3 of 3 people found the following review helpful:
A sci-fi investigation with a little bit of everything, November 25, 2022

You are in a cryotherapy room, awoken by a smiling AI who has a little task for you to take care of before you go back to sleep. Of course, you will comply.

Gameplay
The game begins on a one-person ship called the Silver Lining. A ship called the Charitable Donation had gone missing and reappeared without any sign of its crew. Survivors? That is for you to figure out. The Charitable Donation is a research ship designed to be a floating lab in space to conduct experiments deemed too dangerous to perform on a planet. Behind this looms CORPORATION UNLIMITED, a mega-corporation that holds modern society in its palm.

After waking up from cryosleep you are briefed on your mission by DOC, the standard AI built into CORPORATION UNLIMITED’s ships. You learn that you are a Reclamation Unit (and human, even if CORPORATION UNLIMITED does not act that way. Speaking of which, the game insists on spelling that in all caps so I will do the same!) and can even choose your serial number. I was Reclamation Unit #7. How exciting!

It is slick how the game incorporates a general parser tutorial into the game by having DOC test your motor and cognitive skills as you re-orient yourself. It is a tutorial that does not seem like a tutorial even though you obviously know it is one. It is super short, so it does not drag on for players who know what to do.

This is time travel game. I want to be careful but do not consider that to be a spoiler because it is established early on and is the focal point of the gameplay. Soon after boarding the Charitable Donation, you trigger a time loop that sends you back to the cryotherapy room in 50 turns. Using clues found on the ship you try to identify tasks and complete them before the counter runs out. Then it’s back to cryotherapy.

I like how the solutions are revealed in layers. There was never a point where I was unsure of what to do. For example, (Spoiler - click to show) the captain left a password in her room along with a message saying that hints for a second password could be found on her computer. I knew that this was my immediate objective, and the information from this puzzle had clear applications in the rest of the gameplay. The crew literally lays it out for the player. They even give you a (Spoiler - click to show) passwords log that you can carry in the time loop without losing it.

The game does use some cliches such as learning about the story largely through journal entries (extra points because it is on a spaceship). But what makes Reclamation different is that you are not merely reading things that were abandoned. (Spoiler - click to show) Those entries are for you. The crew wants you to find them. Suddenly, these entries are no longer optional deposits of story exposition. They take an active role in the gameplay which gives them an edge. Plus, the amount of material, I feel, is reasonable.

Not just another time travel game
When I play time travel games, I sometimes find myself placing them into two categories (I know, there are plenty of games out there that do not fit either one). In the first, the player can navigate the timeline and are free to decide when to leave. Often, the protagonist rides around in a physical machine that they operate. There are no time-based restraints that control the gameplay. Examples include First Things First and Roger’s Day Off.

The other category focuses on a time loop that the player cannot control, such as Reclamation. Some of the best time travel games out there use this approach, although it can be difficult to map out the passage of time relative to the gameplay. I think of games like Möbius which are high quality but features a (welcome) challenge with matching the time loop with the player’s turn count. In Reclamation, time travel is streamlined and easy to visualize. If you compare time travel games, you will get a sense of what I mean. I am not bothered by accepting hints, but I am pleased to say that there was never a point where I needed to use them.

Even better, Reclamation adds a unique premise to its portrayal of time travel that also provides an integrated explanation as to why the player is always sent back to the cryotherapy room. The logic is that (Spoiler - click to show) if you are in a lab and perform a time loop that resets, say, after an hour, you will not end up in the lab. Instead, when it resets you are sent to the location where you previously woke up (unless you sleep in the lab, of course). This unpredictability was a side effect that the crew could not control and noted the dangers it could pose. As for the player, because they woke up in the cryotherapy room that is where they are transported. I thought that this was a creative way of tying parts of the game together.

Story
Reclamation takes place in the 22nd century and has familiar dystopian themes in its storyline. It reminds me a bit of Vicious Cycles, another parser (made with Inform) time travel game that considers the ethical implications of a vast corporate entity having the sole access to technology that can alter time. The player is stuck in a time loop that repeats until they find a conclusion. In both stories the creators of said technology start to have second thoughts about their work.

We know that CORPORATION UNLIMITED calls the shots when it comes to scientific progress, but you can only go so far before people snap. (Spoiler - click to show) Discovering how to create a temporal time loop was not enough. According to the captain’s correspondence, CORPORATION UNLIMITED wanted the research team to stay longer in space to develop a way of building this time travel technology into a nifty hand-held device.

By now everyone had figured out how this technology would be used. (Spoiler - click to show) CORPORATION UNLIMITED planned to put people in temporal time loops to maximize productivity. Time spent in the loop would feel like nothing to everyone outside it. You could get a year's worth of productivity instantaneously at the expense of people working away in the loop like a hamster on a hamster wheel. The crew of the Charitable Donation (such a cynical name, really) (Spoiler - click to show) have no intention enabling people to be turned into temporal hamsters, let alone accessorizing the technology for CORPORATION UNLIMITED's convenience. And so, the crew decided to destroy their own research. Discreetly.

Of course, that leads to (Spoiler - click to show) the question of, “where did everyone go?” The crew disabled their AI and made a small temporal copy of their ship and are hiding in it. The crew figured that CORPORATION UNLIMITED would investigate by sending a Reclamation Unit and decided to initiate a time loop to keep the protagonist from dallying with the corporation and instead follow the crew’s instructions to submit a report saying that the destruction of the time travel technology was an accident.

I have one question. It is about the (Spoiler - click to show) cat. Why did they not bring the cat with them? Was this intentional? Djamila's datapad says, "Once the cat was out of the bag,” which typically is a figure of speech, but I wonder if this is also a reference to the ship’s cat (who is named Pluto, by the way).

Characters
This is a world where everyone is formally identified by their job position and a number. You, for instance, are a mere Reclamation Unit (at least you get to choose the number). On record, the crewmembers of the Charitable Donation are units too, but their casual correspondence reveals lively personalities with real human names. The crew is interesting even though we never seen them in person. By reading their messages it really felt like they were guiding you along.

And no, (Spoiler - click to show) DOC is not on your side. He kind of reminds me of Georgie from lighthouse.

Visuals
This is an Adventuron game that utilizes some basic visuals. A built-in map is added for the player’s convenience. The map shows an outline of the Charitable Donation with boxes representing rooms. Nothing fancy, but practical. The screen also turns white as the time loop restarts and sends you back to the cryotherapy room which creates an intense effect.

There is one other visual besides the map: DOC, the ship AI. He is a cheery hologram of a beaker with a face, glasses, and a red bowtie. He is filled with blue liquid. (Spoiler - click to show) Despite his appearance do NOT trust him.

Final thoughts
This game has all the tropes: Cryogenic suspension at the start of the game, a single all-powerful megacorporation, a mysterious and seemingly abandoned spaceship, a mainframe AI, frequent use of journal entries, and time-travel thrown in for fun. And yet, it takes these tropes and sews them together into something novel and fun. While Reclamation has many similarities with other games, it feels like an original piece. It offers gameplay challenges without being too difficult and was rewarding to complete. There are two endings, and the (Spoiler - click to show) Humanitarian ending was brief but quite human.

Even if an NPC-less scavenger hunt in a dead spaceship is not of interest to you, Reclamation may surprise you with its player-oriented gameplay and interesting story.

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Jadeite for the Queen, by Yvette Martin
1 of 1 people found the following review helpful:
A would-be gem that unravels too soon, November 22, 2022
Related reviews: Inform, Travel

You are Royal Councilor for the King. The Queen’s birthday is next week, and you have been tasked with finding the perfect jadeite stone. The game has it all. Glamour. Travel, freedom to journey to different places in the world on a whim with a platinum credit card and a personal jet. Every resource is at your disposal to ensure that the Queen receives the desired gem. And, on top of that, a deadline which requires the player to use their time strategically. Great concept. But the game’s implementation sours the experience.

Gameplay
The game begins in your lush, personal office where the first chunk of gameplay focuses on researching clues on jadeite using resources found in the Royal Manor. It is Monday, and you are expected to find the perfect jadeite gem by Sunday. The second portion of gameplay involves traveling from country to country to track down some jadeite based on leads from your research. It is possible to travel and return to the Manor if you wish. (What is jadeite? Jadeite is a rare mineral, typically characterized with a light green colour. Like jade, but more precious.)

First half: Manor
Besides researching the whereabouts of jadeite, an interesting objective is to find different forms of jadeite. For example, there is a type of cabbage called jadeite cabbage. With this knowledge you can ask the chef to prepare the dish to be served later. Finding these themes were fun, though poorly implemented. I will discuss the (Spoiler - click to show) gown puzzle later.

Second half: Jet-set travel
Travel! The player goes from country to country to buy gems and then use those gems to lower the asking price when you buy more expensive ones. You alternate between buying gems and making offers. And traveling in luxury, of course. It follows a pattern: buy a gem and use it as leverage for the next gem you purchase. That way, you only juggle a few gems at a time. This mechanic simplifies the gameplay and gives players the chance to leisurely take in the geography as they travel across the planet. An adventure for someone preferring a single, streamlined gameplay over technical puzzles. If only it worked. Unfortunately, this game is overrun by bugs.

Now, before you flee, understand that this is a game worth exploring for its novel ideas. However, I do not recommend pressuring yourself to complete it because you probably never will. I ran into several walls that halted progress. Of course, there may be things in the gameplay that I did not notice. I could be wrong. If anyone is reading this and thinking, “challenge accepted,” good for you. By all means, play it. After running around on the face of the Earth, I would love to complete this game.

Bugs & issues
When I first started the game, I marveled at how descriptive everything was at the Manor. The room descriptions featured lavish scenery, and your surroundings glow with the decadence of your position as the Queen’s Royal Councilor. It reminded me of the phrase, “you can look but don’t touch.” If you try to “touch” (interact) with the game, the shiny image unravels. Talking to characters, examining items, and testing verbs reveal some holes in the game’s fabric.

The game is extremely buggy, both cosmetically and mechanically. Some of the most important functions fall apart. At best, it feels awkward. At worst, it prevents you from making progress. Early in the game there were tasks I was unable to complete, but these were relatively non-vital enough to be ignored. The first sign of trouble was about (Spoiler - click to show) preparing the Queen’s gown.

Marina, the head fashion designer, asks you to retrieve a gown from the Queen’s closet, and gives you a key to unlock it. When you collect the gown the game says, "Take it downstairs to the stylist and she will deliver it to the King," the stylist referring to Mariana. But then you run into this issue:

>ask Mariana about gown
Try giving the gown to the Stylist.

>give gown to stylist
Mariana doesn't seem interested.

I found no way of fulfilling this task. Nor can you also ask her about jadeite more than once. She delivers her line and becomes unresponsive. All I have is this gown that no one cares about.
But oh well, I suppose I could just skip this and jump to the gemstone hunting part.

The crippling part of this game by far is the failure of the offer/give command. As I mentioned earlier, the whole point of the gem seller encounters is to offer a gemstone to lower the asking price for the gemstone on sale. Out of all the characters in this game, NONE are responsive to the player trying to give them things. The player is helpless. The only choice they have is to buy it outright, which is bad because the game insists that you will need to conserve money to buy the jadeite later.

To use an example, (Spoiler - click to show) you can buy a Red Beryl Emerald from the seller in the Wah Wah Mountains. This is what the exchange looks like:

>ask Louis about red beryl emerald
I might have a small sample. It is worth ten grand per carat. Are you a serious gem collector?

>yes
You are becoming somewhat of a gem collector. Try giving Louis Potosi the Black Opal to lower the asking price.

>give black opal to Louis
Louis Potosi doesn't seem interested.

Louis was not interested in anything. I have a gut feeling that this was not because I was offering him the wrong gem. I offered him every gem, but no change.
None of the characters in the game respond to the player’s attempts to engage in buying and selling which is an issue because this is the backbone of the gameplay.

Cosmetically, the game is unpolished. Sparseness combined with surface bugs. Poor formatting and awkward character dialog with messages like, “(southwest then east)” tacked on at the end. Though trivial in comparison to the rest of the game, these areas still stick out. A sad part is that you can hardly examine or interact with items in the intriguingly described locations. I did like the interactivity of Tsimbazaza Zoo.

If you are interested in fudging the gameplay, here is a tip (major spoiler tip) you can try when you leave the Manor: (Spoiler - click to show) If you go east from the limo circuit, you end up in Hong Kong where you can attend a diamond auction. After the auction, you can buy the jadeite. Is this a bug, or is the rest of gameplay optional? Why bother running around buying and bargaining (or at least trying to bargain) with people across several continents when you can skip to the main event? The exit to Hong Kong is not listed in the limo circuit’s room description. I stumbled across this by accident while randomly testing different directions. Anyway, yes, you can buy the jadeite. But there is a bug that prevents you from finishing the game. I have not found a way around it, but someone else might.

Story + Characters
The story is not deep but is an eye-catching premise. Buying and selling gemstones while traveling the world. It is a creative idea with some fun vibes. Even has the tones of a much more well-behaved and courteous version of Prima Varicella from the game Varicella. The protagonist in Jadeite for the Queen is male, but the game decides to stick with minimal details.

If you are lucky, you may find NPCs (besides Dante, but even he cuts it close) who will respond to more than two prompts. NPCs are like props. They add detail to the scenery and carry out one function, usually related to a transaction. I was not expecting them to engage the player in thoughtful discussion, but conversation is extremely shallow.

I think the game also tries to incorporate some geographical history and culture into its destinations. I like this idea, though it is frosting compared to having cohesive bug-free gameplay. The portrayal of some characters seemed a bit contrived, maybe stereotypical. Further development would make it more engaging. Regardless, the author has a strong vision that shines through.

Final thoughts
First things first, I have a feeling that this game was never tested. Testing goes a long way, and it desperately needs it. I want to cut the author some slack since it appears to be their first game, but right now it is borderline unplayable.

I am giving the game an extra star because of the creative concept and because it is interesting to play. It may be a chaotic mess as you try to make progress, but you cannot deny the some of it holds your attention for at least a short while. It captures the flair for travel and mixes it with glamour while also adding a reasonable deadline to keep the player on their toes. If the author were to refine and hone these elements, I think the game would gain popularity. Jadeite for the Queen may be incredibly unpolished but with some work I am confident that it has the potential to be a lovely gem.

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Neurocracy, by Joannes Truyens and Matei Stanca
3 of 3 people found the following review helpful:
Activate your neurometric colloids and dive in, November 20, 2022*

Solve a murder in a near future world by diving into the Wikipedia of that world

This is one of the coolest games I have played.

In Neurocracy, you explore a website called Omnipedia, the apparent replacement of Wikipedia, upon its release on September 28, 2049. Days later, tragedy strikes. Sift through the articles to piece together what really happened.

Neurocracy caught me off guard at first. I opened Omnipedia and was immediately hit by an intimidating wall of cookie privacy settings that seemed to request access to things I had never heard of before. What does it mean by asking to use my "neurometric colloid" for neurometric montages? That sounded like a big deal. But sometimes you have to take things in stride. I opted out of everything I could and continued the game. Later, I made the connection.

Neurometric colloids are a technology portrayed in this game, implanted inside the brain. If you, the player, are supposedly reading a Wikipedia-modeled website in the 2040s, then it is quite possible that you would have a neurometric colloid of your own. The “privacy setting” idea was as seamless as could be for immersing the player. If this were any indicator of the game’s worldbuilding then Omnipedia was just getting started...

Gameplay
You navigate the game like you would Wikipedia by clicking on hyperlinks that lead you to different pages. You can also type in search terms. The central gameplay mechanic used to solve the mystery is the change history feature located on the right side of the screen that allows you to observe edits throughout the timeline. This feature uses red, yellow, and green colour coding to keep track of changes, additions, and deletions which opens a window into new developments and content that is trying to be concealed.

Neurocracy is overflowing with content but designed so the player can keep up with the exposition. Hovering your mouse over words underlined with a grey dashed line spell out the word’s abbreviation while words underlined with a blue dashed line provide definitions via a black popup box. You really learn things. It is a great sampler of modern-day subjects paired with more speculative, fictional ideas. This game will not give you a full working knowledge. But it does offer a micro bite-sized crash course for topics in real-world discussions about ethics and technology. Learn about AI, neuroscience, quantum computing, genetic engineering, genetics, biology, aquaculture, and even sushi.

There are some articles where if I scrolled down halfway to the page, covered all the dates, and then asked you to read it as if it were a Wikipedia entry, it would take you several minutes before you realized that it was fiction (consider the article titled, "Piscine transmissible amyloidotic encephalopathy”). There is even a convincing reference section at the bottom of the page. If only I could click on those articles. I was extremely impressed with the realism. The game also gives a shoutout to familiar topics such as COVID-19 or Elon Musk’s neurotechnology company, Neurolink. These topics are smoothly integrated into the gameplay and are fun to discover.

It takes a bit to adjust to the slick interface and gorgeous visuals before you stop flipping through articles excitedly and finally sit down to absorb the content inside them. Random curiosity-driven excursions through Wikipedia for me often consist of a mix of thoughtful reading and skimming. The deeper down the Wikipedia rabbit hole, the more I resort to skimming as my brain flits from topic to topic. Omnipedia was the opposite. Conjure up the idea of having so many presents you do not know which one to open first. That was me. I finally told myself to pick an article and read it, and for 20 minutes or so, that's all I did. The next step was piecing everything together.

Story + Characters
The lifeblood of this game. Here is an overview of the surface story:

The game’s overarching story focuses on Xu Shaoyong, founder of Zhupao, a huge technology conglomerate, and the wealthiest man in the world. On September 30th, two days after Omnipedia is released, Xu Shaoyong is assassinated when a security drone open fires at his private helicopter upon his arrival at an airport in China. Along with him was another prominent figure, Yuri Golitsyn, who ran a large-scale energy company. This ripples across the world in complex ways that you must decipher. The assassination narrative is spread across ten days, the tenth day still portrayed as being an ongoing event.

A major theme is the balance of biosecurity and personal privacy. The gameplay is filled with the aftermath of the CMD (Cariappa-Muren disease) pandemic where an entire stock of genetically engineered bluefish tuna was found to be a vector for a prion disease. The resulting CMD phobia only spurred an argument in favor of heightened biosecurity. We see the usage of quantum computing, neural networks, and other technological advances to conduct surveillance and collect vast amounts of consumer and personal data, justifying it for the sake of monitoring biological threats. While part of this reasoning has merit, we see major problems with this approach. Whistleblowers reveal a lack of transparency in data collection and unethical usage of consumer products, often for corporate advancement. Neurocracy takes this a step further asks about the implications of these practices in more futuristic technologies such as brain implants. Cyberattacks are already a familiar phenomenon in our world, but what about brainjacking?

As technological advancements emerge, the realm of ethics only continues to grow. Even Omnipedia is shrouded in controversy. Wikipedia fizzled out and Omnipedia stepped in among criticisms of its supposed corporate favoritism. But by utilizing the revision history feature you can come to your own conclusions.

As for the characters, I found them to be intriguing even if we only learn about them through the pages of a website. (Spoiler - click to show) Connie Muren's death was especially saddening given her commitment to her work although her posthumous comeback against Spencer Hagen was quite moving. The characters themselves were just as interesting as the story.

Visuals
The best part. I could say that about most things in this game, but the visuals really are a defining feature. This goes beyond the visual interface which already boasts of a clean-cut design with a blue Wikipedia reminiscent logo at the top left-hand corner of the screen. Neurocracy also features plenty of artwork of people, logos, locations, and technologies commissioned by artists. As is the case with Wikipedia each page only has a few visuals, but the quality of the art makes each piece shine. I can recall at least one article that had a small video imbedded in the page, which was a cool surprise.

Thoughts on structural design
After a long while I reached the point where I had viewed and analyzed a large chunk of the story’s content and wondered what to do next. I went online to learn more about the game, only to make a startling (to me, at least) discovery: (Spoiler - click to show) the player’s investigation is independent from the gameplay. I thought that the act of going through the content, of digging deep, would have some payoff within the game. A payoff beyond the deductive reasoning that occurs from article to article. Excalibur comes to mind.

Excalibur is another excellent and ambitious interactive fiction game. It is made with Twine and designed to look like a wiki fandom page for a fictional TV show by the same name. You read the articles to spot the controversies behind the show while pondering fandom culture and the dynamics of shared memories of media content. It too is open ended, but the twist is that content surfaces as a result of your explorations. For instance, reading about certain material results in more material being “posted.” The pinnacle moment of the game’s interactivity (go play the game) comes later, but even after that, the game never ends. There is no winning or losing or a congratulations for “completing” the game. You dive below the surface, and the game quietly acknowledges your participation.

I was anticipating something similar for Neurocracy. But Neurocracy is not Excalibur. They are two different games. And quite frankly, this game does not revolve around me. I decided to see it from the authors’ approach. Originally, the game was released episode by episode in 2021 to the public where players were encouraged to take notes and share theories with each other while waiting eagerly for the next episode to be released. That is the true investigation of game’s story. You take the investigation out of the game and into the audience. Meanwhile, I play all of it in one go a year later without any attention to this structure. There is also something to be said about accepting that sometimes games do not intend to give you all the answers. That in itself is part of the experience. And on that note, if anyone wants toss around theories, do not hesitate to comment on this review.

I must admit, the game’s design cleverly maintains the illusion that you are in fact sitting at your computer in 2049 leisurely browsing Omnipedia. Having the game act like a game would risk breaking this. Briefly, I wondered if there was an angle with the neurometric colloid privacy permissions. If you had such a thing would your browsing experience with Omnipedia be different? I opted into the privacy to setting to see if it changed the gameplay. It did not, but that type of experimentation is also part of the fun. The game entices players to invent ways of interacting with it.

Ultimately, (Spoiler - click to show) my sadness was about not being able to learn more about certain subjects. I was deeply disappointed because I was drooling for more. I felt like I had barely scraped the surface of this story’s vivid universe. As I described earlier, blue words with an underlined dash have popup definition boxes, but later in the story, some words turn into links with their own pages. I had my eye on several character names and terms that I hoped would become articles. Learning otherwise was a bummer, but it also made me appreciate the sheer volume of content- writing, artwork, user interface- that went into this game to produce over thirty detailed pages of glossy, futuristic wiki material. It remains, without a doubt, one of the coolest games I have ever played. That is nothing to sneeze at.

Final thoughts
Now that you have (finally) reached the end of this review, all I can do is recommend playing Neurocracy. It will blow you away. Its story is fascinating and deep, the artwork beautiful, and the interface is effectively convincing. You do not need to be an interactive fiction fan or a sci-fi fan or a Wikipedia fan to enjoy this game. And even if you don’t, the game’s discussions about the intersections of technological advancement, personal rights, and societal ethics will still linger in your mind as you draw parallels from today’s world. I thank the game’s creators for creating and sharing such a fascinating piece.

(As a formality, I found and accessed the game through its listing on IFDB which took me right to the game’s website.)

* This review was last edited on December 16, 2022
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Nineteen, by kiran
An earnest look into transgender identity and personal growth over time , November 17, 2022

Nineteen is about the author’s experience with gender identity during an important milestone: Turning 19. The story looks at personal struggles, not just in terms of societal stigma but also the frustrations of not knowing what definition you align with in a world where concepts of gender and sexuality are often placed in a ridged box: You either belong in this category or that category. This game, however, points out that the identity of oneself is far more complex than that.

The gameplay is in second person but built of the author’s own life experiences. As an almost-nineteen-year-old the player finds themselves moving into an apartment with an abusive girlfriend while being employed at an office job. Here, the game explores the loaded meaning behind slurs and their associations and assumptions with gender as they navigate new life changes.

Everything in the game takes a reflective approach. The interactivity does not consist of making changes to the storyline or directly engaging with the characters within. Instead, the player chooses links that reveal different components of their situation before cycling back. This created a fluid effect that made the gameplay a little more immersive. It gives the player an opportunity to “dig” through the story even if they do not influence its contents. Gameplay is extremely short, and you will have to play the game twice to see everything.

Nineteen is not a timeline of the protagonist’s life, but it does outline how identity can change. While the protagonist’s 19th birthday is in 2004, the game projects what life will be like in the future which includes life crises. We get a glimpse- just a glimpse- of the author’s experiences during (Spoiler - click to show) 2007, 2011, 2012, and 2014. In college the author identified as a transgender male and went by Aidan. Years later Aidan became Kiran.

At the end of the narrative the author identifies as neutrois. I have never heard about this term before and wanted to make sure that I used the proper pronouns and wording for this review. Neutrois, according to the definitions I looked up, means gender neutral and that “they/them” pronouns are used (inform me, please, if this is inaccurate) So, there you go. I learned a new term.

One of the takeaways in the game is the idea of considering a term about gender, and then considering the individual attached to the term. If I understand correctly, the author found hope in learning how people can be transgender, and yet, trying to transition did not bring any clarity to how they felt about their own identity. Terms do not necessarily explain the person behind it.

The subject matter is serious, but I found the author’s writing to be approachable. As a Twine game it also has polished formatting. It sticks to a basic appearance with a black background, blue links, and small white text placed neatly at the top of the screen. There quantity of text is moderate, but it is all concise and potent.

Ultimately, this is not a gameplay-oriented game. If you are merely looking for something to “play” then you may not enjoy this one as much. Rather, the heart of the experience is taking in the story and viewing every thread that the author has to say about it. And I am glad they decided to share this through an interactive fiction piece.

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Blood Island, by Billy Krolick
2 of 2 people found the following review helpful:
What could possibly go wrong?, November 14, 2022

In a nutshell: Slasher horror + Reality TV + Dating sim = Blood Island

This is the only ChoiceScript game in the 2022 IFComp. Blood Island begins with a great start. You are watching a video of a contestant from the previous season of a reality TV show being stabbed by someone wearing a Barbie mask. The video ends and Chloe, a manager, enters the room. That’s because you are a contestant for the upcoming season of Passion in Paradise!

Blood Island cleverly replicates the qualities we recognize in romance-oriented reality TV shows but adds a unique and gruesome twist while maintaining an underlying light-heartedness. Even if you do not typically like horror or romance, Blood Island may surprise you.

Gameplay
Scenes usually focus on character interaction. A chunk of gameplay choices is reserved for discussing the nature of horror and reality TV with the other characters. While I would have liked to have a few more action-oriented choices about doing instead of talking (both are valuable), I like how the gameplay introduces the player to key ideas about popular culture and then pitches the concept of a Final Girl as part of the discussion.

We learn that a Final Girl (or Final Guy/equivalent) is more than just someone who is the sole person standing when the smoke clears. It is also a series of designated characteristics packaged by social expectations, often with gender norms. The traditional idea of a Final Girl has qualities ranging from drinking habits (or lack of), expectations about purity, graciousness, beauty, all the way to having the right name. Interestingly enough, the player can pursue an inverted version of a Final Girl to challenge the tried-and-true mold.

There are stats although they are only shown at the end of the game which I usually do not see in ChoiceScript games. I guess the point to use it in a more reflective manner since (Spoiler - click to show) the game wraps up with the player being interviewed about their whole experience.

Some encounters have a measure for endurance. If a player has a high enough stat more choices are available. If it is lower, some of the choices will be greyed out and unavailable. For example, (Spoiler - click to show) when the player is swimming from the shark as fast as they can, their choices are about having enough endurance to out swim the shark. These choices look like:

Keep swimming.

Keep swimming!

Swim harder!

Swim like hell!

Swim, damn it!

Don't. Stop. Swimming!!!

If you are in good shape, most of these options will be available. Otherwise, the faster options are greyed out. The game seemed to take your previous gameplay choices into consideration. If you partake in less healthy habits the game will say, “You're not exactly out of shape, but you also haven't been making the healthiest choices since you joined the show,” whereas healthy choices result in, “You take care of yourself, and it's paying off.” I thought that if I played my cards right and increased my performance, I could out swim the shark. But no matter what I did the last choice of, “Don’t. Stop. Swimming!!!” would always be greyed out.
The outcome of the scene remained the same.

If there is any underlying content, I am more than ready to go digging for it, but so far, the game sticks to the same course no matter what I do.

Story
I was hoping that the game would indulge the reality TV show premise for a little longer because it is not often that I see this envisioned in interactive fiction. Passion in Paradise tasks contestants to entering a relationship by the end of each week to avoid from being disqualified. Now that I think of it, if this were a real TV show it would probably have more than eight contestants total, but this size works perfectly for this game. Contestants also receive date cards that details a fun excursion they can go on with another contestant. The gameplay never goes past round 1, nor does it reach the point where a contestant is eliminated- (Spoiler - click to show) that is, eliminated according to the show’s rules. By other means? Watch out. The stranger with the Barbie mask makes several appearances in this game.

Spoilers! (Spoiler - click to show) I thought it was sad at how the person you choose for the one and only date on the show dies but if you think about it most of the contestants (and even some non-contestants) get slaughtered in the last scene as well. Takes the idea of Final Girl literally. After all, this is a moment for slasher horror. In the epilogue the player receives a phone call about returning to Passion in Paradise. Considering how many contestants died, I am surprised that the show still manages to continue for another season.

Characters
There are seven romanceable contestants, and their introduction to the show is spot-on in creating a reality TV opening montage effect. What frustrated me about these intriguing contestants was how interchangeable the dialog and character interactions were after the opening chapters. They respond the exact same way for everything without any consideration of their unique characteristics that are portrayed when they are introduced at the start of the game reality TV-style. There are certain situations where I figured that Nick would have a different response than, let’s say, Mona, but the writing is almost always the same aside from their names. I am being a bit unreasonable since it is a lot of work to write content for seven separate contestants but please understand that the writing is well done, and it will take time before you exhaust the content.

Now, I know the game is playing around with stereotypical concepts, particularly with the trope of an ideal character that the audience adores, but it also seems like all the NPCs are equally enamored by the player, which feels flimsy. The relationship between a Final Girl/Guy PC and NPCs almost skims the Mary Sue trope which is partly the point in Blood Island. Afterall, you are the package deal. I feel that just because a contestant wins the hearts and minds of viewers does not mean their fellow contestants automatically feel the same way. The NPCs are also competitive contestants who, unlike a TV audience, directly interact with the protagonist and have a chance to form a deeper opinion of them.

Final Girl or not, even if you try stir up drama, and there are opportunities to do so, they forget about it a scene later. It makes me wonder, (Spoiler - click to show) is it even possible to get them to reject me when I choose them for the date card activity?

Also, just for the heck of it, I decided to try an alternate path. The game almost hints at a (Spoiler - click to show) possible Chloe, although I cannot say that I like her character, route. Is it possible to go through with it?

Final (get it? Fine.) thoughts
I have played two of the author's games and I noticed a skill for taking a potentially seedy premises and making it work. Horror game in a retirement home? Slasher horror on a reality TV show? The author pulls it off. (By the way, consider playing The Waiting Room from last year’s competition. Horror with a human touch.)

I was similarly impressed with Blood Island. This game offers a wild time. Your first playthrough is exhilarating and will likely leave you reaching for seconds. After some experimentation the allure fades, but there is enough content to sustain the player for a while. Its discussion of the Final Girl concept is especially memorable.

Question: If someone (Spoiler - click to show) stabs you with a cake knife in your stomach all the way to the hilt, would you survive that? It is surprising at how the human body can withstand major injuries but that sounds like it would test the limits. Then again, perfect for a slasher story.

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Esther's, by Brad Buchanan and Alleson Buchanan
1 of 1 people found the following review helpful:
Mice are nice, November 12, 2022

At Esther's cafe your adorable host / Served cheese to the mice when they wanted toast! / That won't bother Harold's robust appetite, / But Janie insists that the order's not right. Sounds like something out of a children’s book!

Esther's is not a rhyming game, but as you can see, its description caught my eye. Janie and Harold are mice who like to visit their favorite joint for brunch every week. The café is run by a young girl named Esther. Unfortunately, there is a bit of a linguistic barrier. Esther does not understand the mice and ends up serving them cheese instead of their intended order.

There is no singular PC. The game's tone is in third person and the choices you make bounce between Janie and Harold. Gameplay is super easy and versatile for all ages partly because you will not get stuck, and partly because it gives the player space to experiment with choices. You figure out how to get Esther to serve you the right food through pointing or hand gestures. No matter what approach you take the game will guide you to the correct direction at the end.

The characters are endearing, especially the mice. Originally, I was picturing a fantasy world where animals hustle and bustle like humans to cafés and other establishments, but the game opts for a more basic approach. Esther’s café turns out to simply be a little girl indulging some mice in playing a variation of a tea party. Or maybe it is the mice indulging the girl? Either way, this is a sweet premise that the game pulls off. It mixes relatability with imagination. My favorite line is, “Tapioca. I like that word! Tappy-OH-kuh…”

Visually, the game reminds me of a picture book. The text area is a white square set against a purple screen. The letters are black with colour coded text for character names. Avocado icons decorate the player’s list of choices. I also really love how the authors included (Spoiler - click to show) a behind-the-scenes section at the end that shows drafts for the art as well as a node map for the Twine game.

Esther’s is a sweet Twine story that only takes about five minutes to play. While aimed at younger audiences, and I do recommend it for younger audiences, players can still appreciate the thoughtfulness put into the game’s creation.

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Defrosted, by Riyadth
1 of 1 people found the following review helpful:
Freezer burn horror, November 11, 2022

In the far future, climate change has done a number on planet Earth. Glaciers are melting. After a particularly large melt scientists found a strange strain of fungi with incredible resilience to extreme conditions and sentient properties. After tinkering around with genetic engineering, the military winds up with humanoid plant-based beings called Hyphaens.

Upside: They make great soldiers. Downside: Without social interaction they cannibalize each other.

Gameplay
The game starts with heavy exposition before launching into gameplay. The protagonist is desperate to secure a job after being dishonorably discharged from the military and manages to find employment as a companion for a Hyphaen. Here, character customization is cleverly woven into an application form that allows you to edit the protagonist's gender, height, and other characteristics. The gameplay then consists of preparing and traveling to meet your assigned Hyphaen.

One thing I disliked was how the protagonist makes informed decisions while the player is left in the dark. The main example is if you decide to (Spoiler - click to show) explore the mall. The protagonist automatically starts buying all this stuff that is later used to create a makeshift weapon for self-defense. A brief mention of the protagonist’s intent for buying would suffice. Something like, “hm, these substances may be useful in repelling Hyphaens,” would have been helpful for context.

Story
The turning point is a gnarly scene where (Spoiler - click to show) the protagonist is being devoured by their assigned Hyphaen up arriving at the apartment. There are three endings, two bad, one good. So far, I reached (Spoiler - click to show) BAD END 1 and (Spoiler - click to show) GOOD END but not the third outcome. The good ending involves (Spoiler - click to show) fighting off the Hyphaen. It leaves the player on a bit of a cliff hanger since it just ends with the protagonist leaving, although there is the implication that the protagonist is now on the run from killing military property. I do appreciate how the author provides some additional exposition on what happened before ending it.

I spent a chunk of time trying to find a way to (Spoiler - click to show) avoid being attacked by the Hyphaen but I do not think that is possible. There are some mixed messages that I tried to decipher. The Hyphaen’s dialog after you successfully defend yourself suggests that the Hyphaen merely wanted a connection. That said, there is no kidding the fact that such a connection would result in the death of the protagonist. It was only after re-reading the concluding text about "separation-induced aggravation" that I started to hammer together an explanation.

I’m just going to take a whack at it. (Spoiler - click to show) There is some hive mind plant entity in the arctic that is connected to the Hyphaens that function as a "fungal network." This entity(s?) is referred to as Mother and Father, or at least some translation of it. An expedition went down there but was ordered to return when things started getting weird. We learn about this from one of the protagonist’s memories, but it is cut short.

Naturally, Hyphaens' central impulse is to communicate with themselves and a parent hive. But when humans decide to cultivate (or grow?) them in a civilization in a sad dome on a tundra, that living connection is lost. They still have social interactions with nearby Hyphaen and humans, but it is not the same as a hive. Without this link their mental state falls apart and aggression occurs when they socialize. Hence why the Hyphaen attacks the protagonist. Human companion programs were meant to stave off aggressive tendencies through regular mild interactions, but in this case, it was not adequate.
That scene was intense.

Visuals
The game has a stylized appearance and colour scheme that adds a nice ambience. Black text box with wide margins and rounded corners that casts a shadow against a green background. This is paired with thick white text and yellow links. Also, there are these black rectangular boxes that briefly appear at the top of the screen throughout the gameplay that say things like (Spoiler - click to show) “TERMINAL: Dome Termed,” almost as if they were achievements before vanishing (see note).

Cover art is weird, terrifying, but cool. I assume that’s a Hyphaen?

Final thoughts
At first, I was not sure if I liked this game. I felt that the game was too short (though by no means incomplete) and that it left me with too many questions. But during my first playthrough I glossed over the large amount of exposition and backstory that the gameplay provides. When I went back to absorb the details, the story became more potent.

While I would have gladly played Defrosted if it were longer, I do think it is reasonable in length to keep players from being burned out. Its length is best described as compact. A lot of thoughtfulness has been put into this game and I am curious to see the author’s future work.

NOTE: Just as I was finishing this review my usual unobservant self suddenly made a big discovery. There is an arrow button at the top left corner of the screen (I know, it’s obvious) that opens to a menu with some useful features.

It has a dictionary of terms that are updated throughout the gameplay, and stat levels for the player’s strength and pheromone levels. The popup boxes that I mentioned earlier are meant to inform you that new terms have been added to the dictionary. I cannot believe I missed that.

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The Haunted Carnival, by Joe Lesko
Low-key haunted fun at a carnival, November 11, 2022
Related reviews: Custom parser

The Haunted Carnival is a two-word custom parser game. While strolling through the woods you find yourself following a strange path that leads to an abandoned amusement park. Naturally, you throw caution to the wind and choose to explore. As you set foot into the park it comes alive with lights and sounds but no people. But then a gate closes and locks behind you. Leaving is going to be a little harder.

This is not a horror game. Even though the player is technically trapped, there is no sense of frantic escape. Being all alone in an abandoned amusement park may be the stuff of nightmares in some games, but in The Haunted Carnival this is an exciting prospect. No lines, no tickets, (almost) no rules. Take cotton candy straight off the cart. Its subject matter and gameplay are suitable for all ages. The map is moderate in size and the goal is to find five stars hidden around the park to unlock the gate.

What I like about this game is that while it chooses to stick with a generic amusement park setting, the puzzles are novel and creative. On the surface, the game goes for a classic approach with sights that people may recognize from their own experiences or from other depictions of amusement park and carnivals. Things like cotton candy stands, ring toss booth, animatronic (not the scary kind) boat rides, a Ferris wheel, and more. But the puzzles for these features are pretty fun. Reasonably well-clued but also gets the player to think creatively.

My favorite part were the ghost NPCs. Most appear in the middle of the game to help you or add atmosphere, such as the audience that appears at the stage. Interactions with ghosts are subtle. You do not initiate dialog. Instead, they emerge and respond accordingly as you make progress. For instance, (Spoiler - click to show) if you fix the ladder for the trapeze platform and then climb it, a ghost materializes on the trapeze. She then swings to you to grab your hands so you can reach the other platform. The ghosts seem to represent the carnival's past glory but none of it comes off as sad or depressing.

There are some rough edges. Notably, I encountered a few bugs, particularly with the Ferris wheel. For example, if you ride to top and then attempt to go north the game freezes and you must restart. In one playthrough in a different area of the park there was one case where the game decided to no longer respond to my attempts to type, also forcing me to restart. Do not let this scare you away since bugs are scarce, but they do detract from the game’s overall quality.

Other issues are superficial, particularly when room locations do not adapt to player choices. You can take one bag off cotton candy from the cart and eat it. Presumably that was the last bag because if you try to take more the game says, “There is no CANDY nearby.” And yet the room description still reads, "At the side of the path, you see a colorful cart with bags of cotton." This error only occurs if you eat the candy in any location other than by the cotton candy stand. This is ultimately cosmetic, but it stood out, nonetheless.

In conclusion, I quite enjoyed The Haunted Carnival. It opts to go light on story and instead focus on gameplay and atmosphere, both of which were cleverly done. It is not flawless, but certainty has moments where it shines. A quality piece that I would recommend.

(Final note: I use the word “carnival” and “amusement park” interchangeably, although they are slightly different. My understanding is that carnivals are more like smaller, temporary amusements parks, so take these terms with a grain of salt.)

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Something Blue, by Emery Joyce
2 of 2 people found the following review helpful:
A short horror story via mail, November 9, 2022
Related reviews: ECTOCOMP, Twine, Horror

The protagonist of Something Blue is Helen, a young woman recently married to an affluent man named Henry Compton. Great match. The story is told through letters that she writes to her sister Anne. But each letter gradually reveals a sinister truth.

Gameplay
Gameplay is simple enough. For each of Helen’s letters you choose several passages by clicking on a link that cycles through your options. There are three options per passage, and options seem to feature three different tones:

(1) Helen assumes the best of her husband and never speculates about suspicious things.
(2) Helen admits that she is not enjoying being married and that her husband gets super touchy about certain topics but otherwise plays ball. For a while, at least.
(3) Helen is sure that that something weird and explainable is going on. This last one sits on a fence between working yourself into imaging things and knowing Exactly What You Saw.

I was half expecting, half hoping that the player could determine Helen’s actions based on your choices while writing her letter. If Helen writes to Anne that she will (Spoiler - click to show) explore the attic when Henry leaves, she will explore the attic. If she opts to stay out of it, she stays out of it. Instead, it she goes to the (Spoiler - click to show) attic every time, and honestly, I cannot fault her for that. Ultimately my issue is that gameplay choices seem superficial when finding the possible outcomes for the story. I would mix and match choices to see how it shaped the gameplay, but it ended up being rather linear.

Story
Helen is told she get go wherever she wants in the house except (Spoiler - click to show) the attic. I will just rip off the band-aid. (Spoiler - click to show) Helen sneaks into the attic and discovers the dead bodies of Henry’s previous six wives. Her final letter to Anne shares her findings. The game ends with Helen’s husband sending a letter to Anne with bad news. He explains that Helen’s previous letter surely must have been the result of a high fever that gave her delusions that her husband had murdered his former wives. Haha. No, the player is not going to buy into that too easily.

I found the ending to be ambiguous. We know he is trying to cover his tracks. We do not know if Helen tried to run away or asked him about what she saw. I am assuming that at some point he figured out that she explored the attic. The implications of this are disturbing but we are left with a bit of a cliffhanger. Is she dead? He offers to allow Anne and her parents to come visit, so I take it that she is still alive. But if gameplay has any merit, she will probably end up like the other wives. Implied horror can work tremendously, but Something Blue ends a bit too soon for the story to click.

Henry’s writing about a fever feels like the default ending, but there is an alternate ending that ends in a similar fashion. If you choose gameplay prompts that seem a little, for the lack of a better word, “hysterical,” Henry writes that she was sent to a sanatorium instead. Historically, the notion of hysteria been used as a way of diagnosing women, which opens a can of worms about sexism and other issues. But it appears that Henry is going to use that to his advantage. Like the other ending, things are a little ambiguous about the outcome. Is he really sending her to a sanatorium or is he just going to kill her in the attic?


In case you are curious, the game’s title is based off a wedding rhyme that says, "Something old, something new, something borrowed, something blue." Each part of the rhyme details something the bride should wear while tying the knot to ensure certain blessings throughout the marriage. The "something blue" is meant to defend against evil superstition but (Spoiler - click to show) having a husband who chops up his wives also counts. If Helen followed the rhyme at all, it clearly failed. Especially with "something blue." The sad thing too is that her first letter in the game suggests that she married at her parents’ insistence. She probably had little say on not just who she married, but also on how she was married.

Visuals
The visuals only tinker with basic effects but they are effectively polished. The text is on a yellowish-white square against a dark blue background with matching links. It draws attention to the colour in the game’s title. I thought it was a nice look.

Final thoughts
This was one of the first games I played for this year’s EctoComp, and I fun reading the story. Definitely a horror game. It could have been more fleshed-out, but it is still a quality piece suitable for a few rounds. If you like interactive fiction with gameplay that exclusively takes place through letters that you modify, consider Something Blue.

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Lost Coastlines, by William Dooling
3 of 3 people found the following review helpful:
It’s time for a nap, November 8, 2022*

This game looks at what could happen when you fall asleep and dream.

Overview
I want to keep myself from going on a tangent of Lost Coastlines vs. Skybreak! since this review is ultimately about Lost Coastlines, but that is probably inevitable. Both are excellent games. They are also the only ADRIFT games that I have committed to playing because I always run into lag issues (not the authors’ fault) that make me hesitant about long, epic pieces. These two are definitely worth it.

I must confess, Skybreak! wins me over a little more, probably because I am into science fiction. Sentient-computer-adventure-friend/narrator is tough to beat. But Lost Coastlines has a lot of great features not found in Skybreak! Ultimately, they both bring something new to the table while retaining similar structural framework. If you have previously played Skybreak! which came out a few years ago, you most likely will say to yourself, “this seems familiar” when you launch into Lost Coastlines. Same goes for the other way around. William Dooling has a distinct and creative style.

Gameplay
Lost Coastlines begins with character creation. You choose factors like where you fall asleep or what type of person you are in the day which then determines your skillsets and some of the gameplay content. I thought this was clever because it makes the gameplay more personalized to what interests you the most. You then decide who you want to be in the game, such as a Scientist or Mystic, which also sculpts your adventures. Lots of possibilities. I highly encourage you to use the author’s nifty guidebook for this portion.

A key mechanic in the game is with stat related encounters where the game lists your options along with the skill used in each choice and the probability of success. It is also colour-coded! I thought that this was a consistent structure. It is easy to keep track of your stats for these encounters and I did not experience burnout after several hours of this. One of my favorite features was how you can wear individual clothing items to improve your stats.

The part that took me the longest to manage is the currency system. Believe it or not, gold and coins are not the standard. Emotions take center focus instead.

Pleasance:15| Sadness:5| Madness:42| Fury:36| Worry:218|

Emotions are generated through different encounters and can be used to make transactions or initiate opportunities. Some are easier to accumulate, for better or for worse, but it appears that they all have an application somewhere. The problem is that it can feel as if you always have the least amount of the emotion you need. There was a bit of a learning curve for me.

A complaint that some people had with Skybreak! is how the player can decide on everything except their destinations. Travel was random. Spaceships never used compass directions. But Lost Coastlines does. When you want to leave, you get back into your boat, pick a direction, and set sail. You have much more wiggle room with navigation. Many locations only allow you to perform one action, but it is easier to return to them because you can correlate their location relative to other areas. The in-game map is especially helpful. While travel is not always smooth sailing, the randomness is reduced. I think players will like that.

Story + Characters
As I already mention, gameplay content is molded by character customization choices. There is not an overarching story in the game’s world, just the player’s role-oriented objectives. You can find bite-sized story content in places you visit. Populated areas have legends or rumors that span across multiple regions. But the dreamlike quality of the gameplay means that there will be something to engage you.

Despite what the (lovely) cover art shows, I am pretty sure that the player is not puttering around in a little rowboat. Your vessel has a crew, a relatively anonymous and replaceable one that does everything automatically. You never truly interact with them, although I would not be surprised if you can recruit individual NPCs. If so, I never reached that point. You still have the chance to mingle with NPCs at destinations, particularly harbors, taverns, and markets.

My first playthrough
I will just stick this “dream” under one spoiler tag in case you want to know about my experience.
(Spoiler - click to show)
Character customization: (I decided to stick to a science-oriented theme for these choices, as was the case when I first played Skybreak!)

1. I fell asleep in class
2. Brought an old telescope with me
3. Intellectual
4. Scientist

Let's see... Highlights:
-I saw Natalie Portman in a bar (she was the bartender).
-Spent three years with a talking cat to learn about the magical arts.
-Found the Pendant of Fire (is that a big deal?)
-Crew supposedly came this close to eating me.
-Dueled it out with Schenckloth. Did not go as planned.

Challenge: At one point, my crew and I were stuck on a 3x3 grid of rooms consisting of eight jungle locations and one beach location, and I had no idea of how to leave. I tried "SET SAIL," "LEAVE," "LEAVE BEACH," but nothing. I spent the better part of an hour puttering around, studying insects, plundering ruins, and hunting for meat, but there was never any opportunity of leaving.

I wondered if I should have left it at that, but there was another issue. When you read the in-game help section it says, "As an open world game, there is no final goal or overarching story: do whatever you want! You can end the game at any time by typing WAKE UP." But if I try to do this, I get this response:

➢ WAKE UP
You are not asleep!

What does it mean I am not asleep? It is one big dream! I should be snoozing away here. Waking up was supposed to end the game and give me a final score, but I suppose not. Sadly, I had to end my first playthrough there. I wanted to keep playing but you can only search the same area for insects for so many times. That did not, however, stop me from replaying the game to sample the different character creation options. While I did not devote as much time to my other playthroughs of this game, I had fun experimenting with the gameplay. There is a lot to do.


Final thoughts
Lost Coastlines is a beautifully descriptive game. Calming with an edge of danger. The best part of this game is the open world format. Go. Explore. I love it when games capture that notion. You have your boat and go wherever you want, assuming you can weather the challenges.

Ideally, play this game when you have several hours of time available for a leisurely playthrough. Don’t try to cram it into your lunch break because it takes a while to accumulate items and stats that allow you to pursue some of the more daring opportunities. Then it becomes really fun.

Before you go: Maybe I am wrong, but isn't (Spoiler - click to show) Schenckloth, the Lord of Nightmares in Skybreak! as well?

* This review was last edited on November 7, 2024
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