Under the Sea Winds was one of the first entries that caught my eye in this year’s competition because I love marine biology and jumped at the prospect of playing a science-influenced interactive fiction game.
Unfortunately, I have more criticism about this game than praise. I do, however, want to start by saying that its overarching concept is fantastic.
You're about to embark on a scientific journey of discovery sought out by Aristotle, Pliny the Elder, Carl Linnaeus, Sigmund Freud, and Rachel Carson.
The opening sequence was especially intriguing. You are a university researcher who seeks to gain funding to cover your travel costs as you complete your research on eels. After some discussion, you defend your request and earn approval!
Following in the footsteps of many brilliant minds who came before you, your goal is to uncover the connections between eel reproduction and their migration patterns.
Gameplay
Taking place over several days, the gameplay is centered on the protagonist’s work at the two locations they received funding to visit: Sweden and Bermuda.
The first portion of the game takes place at a site in Sweden, while the remaining gameplay is split into two sites at Bermuda. Sounds exciting!
The problem is that rather than immersing the player in a rich setting of marine life and scientific exploration, the meat of the story is conveyed through readable content while the gameplay consists of semi-shallow puzzles that lead the play around from Point A to Point B without feeling meaningful.
Consider Sweden.
We investigate an eel named Åle living in a well in someone’s backyard. Due to miscommunication, no one is home, prompting you to sneak into the backyard in the name of science. In a neighbor’s yard, there is a boy watching us, and it becomes apparent that we will need his help with obtaining the eel.
I understand the appeal of having a local kid help a bumbling protagonist through creative and endearing puzzles. It does not come off that way here. I kept thinking, what stake does the little boy have it this? Why would he suddenly have all this insight to help this adult put together a contraption to catch an eel in someone else’s backyard?
I imagine “stranger danger” would be a factor. You, a stranger, trespassing on someone’s backyard, trying to interfere with a well labeled with a historical marker. Some of the puzzles seem simple enough for the protagonist to figure out. Instead, we must involve the boy, even if we already sense what we need to do.
I do want to acknowledge that there is deeper meaning to the boy than what is easy to overlook. The gameplay provides a link to a Reddit/Wikipedia article for some backstory.
We learn that Åle is based off a real eel of the same name that lived in a well in Sweden after a boy placed it there during the 19th century. Åle is said to have lived for 150 years. While some debate the accuracy of Åle’s age, there are recorded cases of eels living long lifespans. So, it’s possible.
My point is, I can see how the inclusion of the boy in the game serves as a reference to historical events, but that does not make the gameplay experience less clunky and restrictive. Plus, interactions with the setting were sometimes counterintuitive.
> OPEN DOOR
This is Sweden. Home to humanity's highest levels of civic achievements, you can't just barge in!
But apparently you can steal the planter off the porch, climb a wall into private property, and interfere with the well in the homeowner’s backyard.
To be fair, we do get some marine encounters via the Bermuda boat puzzle and collect a few samples on a beach.
Sargassum, the seaweed abundant in these waters seems to serve insects and fish who nip at it.
Still, it lacks the depth I was expecting.
Also, the walkthrough was initially a link to a video tutorial. As much as I appreciate the author taking the time to make it, readable hints would be nice. Please. Plus, the video is just over 8 minutes long at normal speed, though some of that is due to the author mistyping something and then retyping it. Thankfully, there is now a simple text walkthrough available.
Story/Characters
I already outlined the game’s story, but there is one other plot element besides collecting data for your research.
Under the Sea Winds injects some fantasy into the game by revealing Åle to be embodied by a spirit eel named Anguila. After recovering Åle from the well in Sweden, Anguila appears to us and says,
'My Name is Anguila, and you have freed me from my depths! I am here to reveal truth to you!'
Unexpected, but kind of cool. And intriguing, seeing that there is a truth to be uncovered. Anguila appears again when we fall asleep in our Bermuda living quarters, promising that they will share the truth with us.
…
So, what is the truth? Anguila does not reappear. Did I do something wrong in the gameplay and locked myself out of learning more? Not sure.
I will say, I liked the subtle twist at the end. After your research, cleverly titled Eel-on Musk: Hormonal Pathways and the Mysteries of Migration, takes off, you get hired at a fishery. The game ends by saying, “You eventually hire a young, highly resourceful Swedish intern.” I think this implies that this intern is the boy from the first half of the game. What a great way to tie everything together!
As for Anguila, the concept was underdeveloped since it (as far as I’m aware) doesn’t pan out. However, with a stronger framework to stand on, I could see this character twist being an excellent way to engage younger audiences and make the story more whimsical.
Visuals
Evoking oceanic imagery, the game uses different shades of blue for most of its backgrounds. I especially liked the turquoise background for the boat puzzle because it gave it a nautical look. That said, the light blue text on this background was difficult to read.
Also, the game’s itch.io page has some awesome visuals including photographs and maps.
Final thoughts
Under the Sea Winds seems like the author's first game, so I don't want to be too harsh. It feels like a completed game, though one that needs a lot of refinement. There are occasional spelling and grammar errors, and the gameplay is too rigid to enjoy any exploration or puzzle solving.
That said, I could tell a lot of time, effort, and heart went into its creation. And research. I also genuinely learned more about eels. Learning how environments with lower threats of predation, such as a well, can result in a longer lifespan thanks to a reduced production of stress-related compounds in the body. That makes sense.
I hope Under the Sea Winds is merely the first of more works by the author.
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.
(edit: This review is now for a slightly outdated version of the game.)
Your human is the wise woman of her village. She performs rituals and other services for the local people. But now she is sick and unresponsive with a curse of unknown origin. Who will heal her? As her faithful dog, this task has been placed on your canine shoulders.
Gameplay
I love this game.
I'll admit that I imagined it would be a generic plucky fetch-quest style game with a predictable yet endearing storyline. The Wise-Woman’s Dog blew my expectations out of the water with its complexity, mechanics, and dynamic world. We are transported back into the Bronze Age where we find ourselves amid the Hittite Empire.
Historically, it was believed that dogs could absorb magic, like a sponge. In the game, the dog protagonist literally carries spells and blessings to place on objects around the map. The mechanics illustrating this are the best part of the game. Due to your canine sense of smell, you can detect the presence of blessings and curses.
This is where your human stores the tools she needs for her job. There’s no latch or seal on it—she keeps it shut in a way only a wise-woman can open.
Or maybe an especially clever dog.
You can smell a security blessing lingering on it.
Excuse me while I rave about it.
The security blessing, for instance, keeps a chest sealed shut. Removing the blessing allows you to open it. The blessing can be applied elsewhere in the game to utilize its sealing effects. When inverted it becomes an insecurity curse with its own applications. With twelve (including inverted) possible spells to play with, the gameplay is full of possibility.
I applaud the implementation because it has features that make the gameplay as smooth as possible, particularly with spell management. Notably, there is a spell section that lists the location of your blessings/curses. With a single click, you can teleport yourself to the spell’s location or simply fetch the spell. In this case, the game automatically travels there, retrieves it, and returns to where you were standing. You can even have it inverted for you.
The security blessing on the city stela, in the city center, which holds something closed (fetch it); inverted, it holds something open (fetch and invert it)
I spent much of the gameplay marveling at this convenience. You can also use the clickable map at the top of the screen to travel and keep track of objects of interest scattered around. Nifty, since the dog protagonist can only carry one object at a time. But all of this you will know about if you’ve played the game.
There is some confusion regarding the primary objective in the city portion of the game, and by objective, I mean something more specific than Mission Save Your Human. Do we find someone who can identify the curse? Do we need a substance to make a cure? The answer is simple: (Spoiler - click to show)Acquire the gold amulet.
It wasn’t until I reached for the hints that I realized that the bulk of the gameplay is centered on (Spoiler - click to show)accumulating enough money to buy the amulet by collecting (or in some cases, stealing) valuable items to sell to a woman in the bazaar. The gold amulet was not just a small piece in a puzzle; It was the item you need to deal with your human’s curse.
Once this was clear, gameplay was smooth sailing. I didn’t need to (Spoiler - click to show)try to find answers about the curse. I just needed shekels! Objective identified, I was able to finish the game on my own. (Once you buy the gold amulet, the game is clear that you have everything you need to save your human.)
I liked that you don’t need to cover every puzzle to win the game, but there is still incentive to go beyond what’s required.
Story
Historical backstory
As a work of historical fantasy, The Wise-Woman’s Dog is a blend of historical facts and artistic license regarding Bronze Age culture, economics, politics, religion, technology, and more. It’s difficult to walk away from this game without learning something about this time in human history.
Throughout the gameplay there are green links that offer more historical information in the form of green-bordered info boxes. These were fantastic and full of insight without being too lengthy. Some even have pictures! They do a great job at explaining the terms (to name a few: pithos, stela, shekels) encountered in the game. They also clarify what parts of the game are based in historical accuracy and which lean towards artistic license.
The game’s lengthy description may be overwhelming, but the gameplay’s premise is not centered on understanding dates, places, conflict, and political figures. While it may be historical fiction, meeting its objectives does not require you to process a heavy backstory. And yet, there are plenty of opportunities to dive into historical background if you wish.
After casually reading the in-game fact boxes over several hours of gameplay I looked at the game’s description and was pleasantly surprised to find that I could follow it quite clearly. Not so dense after all!
The Wise-Woman’s Dog manages to maintain a light-hearted atmosphere by skirting around, though not outright ignoring, some of the not-so-pleasant realities of life during the Bronze Age. Subjects such as slavery, animal sacrifice, and violence are carefully handled. In fact, the author describes this game as “cozy,” and I agree with that.
Maybe next we’ll get a game set in the Iron Age.
Immediate story
I was expecting the gameplay to be infused with more immediate story. I thought that going to the city would mean learning about the curse, who put it on your Human, details about how the curse worked. The gameplay is instead (Spoiler - click to show) whittled down to acquiring the gold amulet. I don’t think this is a flaw, though, since the game opts for simplicity with the story to balance out the technicality of the puzzles.
Once you (Spoiler - click to show)have the gold amulet, the gameplay is more akin to a fun day at the market. A new section of the bazaar can even be discovered!
Characters
While details on our canine protagonist are limited, it’s hard not to feel smitten by their resourcefulness and determination. And while they do things that aren’t particularly dog-like, the writing always conveys the game’s world from a dog’s perspective. Surprisingly, (Spoiler - click to show)we never get a chance to interact with our Human after healing her. Are we a good dog? I need answers.
I found the characters to be dynamic and interesting, especially since they are of different social standings and skillsets. Some will even move to other parts of the map during the gameplay. I loved how (Spoiler - click to show)fixing the dam causes Iyali to rally the village children playing by the river to tell them the story of Tarhunt, a story that we can sit and listen to!
“Now! Who wants to hear a story?” Iyali raises her voice over the sound of the river, and the children come running.
As if she had to ask. This also serves as clever foreshadowing since we explore the Temple of Tarhunt in the city!
I like that we can (Spoiler - click to show) give Anzi a token for six goats so she can decide who to marry, even if we don’t get to see who she chooses. It would have been nice if she gave us another pudding :(
Visual design
The game has a light mode and dark mode which is always helpful for me since dark mode is easier on my eyes in terms of brightness. Light mode has black text and a light bronzed singed background that gives the impression of parchment paper. Dark mode is, well, self-explanatory: black background with tan text.
You might feel overwhelmed at all the colour-coded links and boxes on the screen, but you soon adapt to its appearance. Plus, there are additional appearance settings that you can tinker with. Options!
Conclusion
The Wise-Woman’s Dog is a game that reminds you of why you love interactive fiction, of why you choose to devote hours of your time to sitting and playing at a computer.
It’s fantastic in all departments: protagonist and NPCs, implementation, puzzle mechanics, and more. It gives the sense of an author going above and beyond to create a work that exceeds expectations. I have high hopes for it in this year’s IFComp.
It's snowy outside. A great opportunity to drink tea and play a mysterious video game!
I am a big fan of games that present a mundane narrative only to peel it all back to expose something sinister underneath. Violent Delight is that kind of game. But unlike some games that simply strive to horrify their audiences, the gristle in Violent Delight is also embodied in societal issues that are their own kind of horror.
To get to the meat of this review, go to the Story section.
Remember: Violent Delight is a game about a protagonist playing another game called “The Playground.” A game within a game. Don’t get them mixed up.
Gameplay
Violent Delight begins with the protagonist buying a cartridge game off an online auction site and having it shipped to their home to play on their computer. Our screen is organized into three columns: The left for messages we choose to save, the middle for the protagonist’s thoughts, while the right column represents the protagonist’s own computer screen.
“The Playground” is explored in levels. Each level features a small, illustrated map that we navigate with arrows. The illustrations are clickable. Clicking on signs, screens, and faces brings up a black text box with white text that shares a character’s thoughts or displays readable content. There is also a DOWN and UP button below the protagonist’s computer screen that allows you to visit the levels as they become available.
When you turn on “The Playground” you have a limited amount of time to play until it shorts out. There are probably technical details that went over my head, but the jist is that the game’s cartridge can be opened and tinkered with to allow us to access more levels. Tinkering with it takes time, though.
Speaking of time, here’s a quality of the gameplay that may drive some players away:
It.
Takes.
So.
Long.
For things to load.
Each portion of gameplay is interspaced by wait periods in the form of a loading-in-progress bar. The bar is meant to mark the passage of time in the game, only allowing you to move forward once the bar has filled. Except this can take a while. Now, I understand the narrative merit of this. If the protagonist must wait for a package to be delivered, so do you.
…but for a whole hour?
Maybe not exactly a full hour, but pretty darn close. And no, demanding efficiency of the postal service has no result. I was amused to find that if you wait too long to answer the door the delivery man just leaves it on your doorstep instead having you sign for it.
I don’t necessarily see these waiting periods as a bad thing since they are tied to the story. It also helps that the other waiting periods are only a few minutes each at most. However, having to wait at all will likely be a turnoff for some. Yes, it fits with the story, but I don’t know if this is worth losing potential players. At least most segments can be managed by opening another tab and doing other things while you wait.
Answer the door.
Finally!
Of course, if I overlooked an obvious feature that circumvents this inconvenience, someone let me know.
A convenient feature of the gameplay is a “Print” button that saves any text from “The Playground” that sparks your interest. You can then read it while the game makes you wait.
Ultimately, I’m glad I stuck it out. In fact, I ended up playing this game more than once.
Story/Characters
Game within the game
“The Playground” begins in a place called “Park.” It predominantly features child characters, and while there seems to be no sole protagonist, it does give a lot of attention to a boy named Rupert. Rupert is quite fond of his duck toy Duckie and has an innocent whimsical view of the world. Soon that innocence gets chiseled away.
please Read our manifesto!!! The world isn't what it seems!!! We have to save our reality!!!
Even the characters know something is up.
Each level becomes darker and edgier, though this is expressed in different ways.
(Spoiler - click to show)Conventionally, “Hell” (the third level) is the worse, though not nearly as intense as one would image since it is conveyed through goofy artwork and rambling text. In fact, it’s unclear is “Hell” is meant to be interpreted literally or if the scenes describing children being eaten are a mere fantasy of a character dealing with inner turmoil.
As a horror work, much of the scariness stems from its mundanity. The seventh layer is “Office.” After what I just told you about “Hell,” you’re probably thinking “No! Not an office, anything but that!” since, hey, at least Rupert and Duckie aren’t being prepped for a blood processing machine. But with “Office,” there is an overwhelming sense of existentialism, drudgery of daily life, and a feeling of inadequacy amongst one’s peers. The characters there seem just as miserable.
The most interesting level for me was “Laboratory,” the fifth level. No, not the kind containing flasks of chemicals and safety goggles. Rather, it appears to be a standardized testing center, the kind with paper-and-pencil tests familiar in most schools. Sit down. No talking. Here’s your paper. This is the time limit. Good luck, etc.
Except “The Playground” takes a more cynical stance on testing. In ALL-CAPS, the game talks down to the test takers, saying things like,
COMPLETE THIS PAPER IF YOU DON'T WANT TO DIE ON THE STREET.
And,
IF YOUR ABILITIES AREN'T UP TO SNUFF THEN NEITHER ARE YOU.
The term “Laboratory” is used because the children taking the tests serve as test subjects in more than one way. In another room, several people are watching the test takers via video and making comments on subjects’ performances.
LIVE RESULTS
Rupert: FAILURE (could not sit still without familiar object)
Carla: SUCCESS (transfer recommended)
A trend we’ve seen throughout the game is Rupert being reprimanded for small things that slowly chip away his confidence. He’s chastised for his grammar and belittled for seeking companionship with Duckie. This comes to fruition in the testing center where he fails to meet the performance standards set by people watching behind a screen.
And Rupert is not the only person struggling. One observer cynically notes that another test taker is probably going to flounder before the test even begins:
I'LL GIVE YOU ELEVENTY TO ONE ODDS SHE'LL HAVE A PANIC ATTACK AND VOMIT BEFORE SHE FINISHES READING THE INSTRUCTION MANUAL
“Laboratory” comments on how standardized testing fails to accommodate individuals like Rupert who might need additional support or overlooks- and even makes light of- the anxiety that comes with test-taking. A failure to perform is automatically seen as failure of the individual without taking a step back and considering the framework itself as a potential problem.
These sentiments can be found in other parts of “The Playground.” In “Hell” we are told that “children are animals with behavioral issues,” illustrating how one’s own inner struggles and personal circumstances combined with a need for support can result in being labeled as problematic, uncooperative, and disruptive.
Unfortunately for Rupert and the other characters in “The Playground,” these tests appear to be a major determining factor of each subject’s worth. Things don’t get better for them in the remaining levels.
Blurring realities
Major spoilers in this section. Please play the game first for the full experience.
As we explore more levels in “The Playground,” our protagonist begins to reflect on their own life, hinting that the cartridge game might have some wider relevance. In fact, when the protagonist first receives the game cartridge, they ponder, "It's like downloading a real-life object. Is my house a P.C.? Am I an Interface?" I believe this is foreshadowing.
You see, the final level is “Bedroom.” It features a character standing by their computer. Clicking on the computer breaks it… causing “The Playground” to crash. The protagonist then thinks:
That's... odd. The picture's gone, but the screen isn't black, it's... see-through. Just the inside of the set.
Have we been inside “The Playground” the entire time? Is their house a P.C.? Suddenly they feel inspired to visit their house’s basement, something they’ve never done before. This is where the creepiness factor is an all-time high in Violent Delight. What do we find in the basement?
A boy.
Just standing there.
All we can do is listen as the boy expresses surprise upon our arrival. It seems that the boy is a younger version of the protagonist. The boy notes how "adults can get away with anything,” and ponders if he could be considered one given how much horrors he has seen. He then turns to the protagonist and asks them if they want to know the truth. There’s a shovel in the corner of room. We are told to take the shovel and start digging.
Then the game ends with a blank screen. I will say I am frustrated by games that do this. I’m not asking for a “The End,” but when they end like this my reaction is huh? Is this thing broken? Am I supposed to wait for something to happen? It’s also unclear about what we just witnessed, but maybe that’s the point.
Despite the abruptness of the ending, I liked how Violent Delight reveals “The Playground” to be more than just a game. Is the “truth” referring to everything we saw in “The Playground,” or is it something more that the protagonist has yet to find?
Recurring elements
Throughout “The Playground” we see recurring elements: Duckie, (Spoiler - click to show) wanting to play on the roof, a fearfulness of doors, someone named Carla. But the most common one is a ball. Somehow, things circle back to wanting a ball or having a ball and then losing it.
The significance of these is not entirely clear, but the ball and Duckie could be tied to the overarching theme of innocence lost, something that steadily occurs as Rupert and his peers move through each level.
“Park” is interesting because it is the rare level that allows us to alter the scenes themselves. There is a child in the upper left corner of the map with a ball, and a child in the lower right corner lamenting about not having a ball. You can actually take the ball from the first child and give it to the second child. Yay!
But then the second child loses it.
the ball's gone down there somewhere... isn't it amazing up here? you can see for miles.
I didn’t give this much thought at first, but (Spoiler - click to show)the phrase “gone down there somewhere” may- and this is just wild speculation- refer to the basement.
I would love to hear the author’s insights on making this game.
Visuals
I really like the game’s art. It’s crude in an appealing way. Reminds me of the art in the Quest game Space Punk Moon Tour but with less detail.
As I’ve mentioned, the game has three columns. They are colour-coded: red, bluish grey, and yellowish grey in that order. Font is stylized while also being easy to read.
Conclusion
Violent Delight is a potent example of surreal horror. Its cozy premise of playing video games amid snowy winter weather is flipped upside down as we’re drawn into the world of “The Playground” and (Spoiler - click to show)forced to witness it bleed over into reality.
I’m taking off a star because I think, for an IFComp game, the waiting periods (at least the wait time for the package) may be a lot to ask for players. But other than that, Violent Delight is one of my favorite games in this year’s IFComp.
Was I engrossed? Yes.
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…