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Trigaea, by Adam Ipsen (RynGM)

5 of 5 people found the following review helpful:
The longest freaking Twine game I have ever played, December 18, 2022

(And appropriately, this review is not going to be a short read.)

Trigaea in a sentence: An epic sci-fi Twine game that looks and feels like it walked off of Steam for twenty dollars. When I first saw this posted on IFDB, I did a double take and told myself, “There is no way that this game is free.” It is. The amount of time, brain power, and creativity that went into this thing produced such a polished, cool, and ambitious piece. I am grateful that the author decided to make this game available to play for free.

Gameplay
Prologue: You wake up inside a tank filled with strange green liquid in an unfamiliar room. A step outside the door reveals a wasteland of broken machinery- you did not wake up in a building. You woke up in the wreckage from a major accident, and your memories are gone.

The protagonist, whom you name, has a brain implant called a Rosetta that compresses an individual’s memories and consciousness. Upon death, the information from the implant is transmitted back to a compact AI-run lab called a Progenitor (where you woke up) that grows a new copy of the body with its own Rosetta. The data transfers to the new implant and the protagonist steps out of the tank as good as new with hardly a gap in awareness.

Early gameplay consists of exploring the wasteland to learn more about your surroundings. Combat is a frequent feature throughout the gameplay. When an opponent appears, you have a list of options on how to respond during the encounter. If you win, you earn microchips that are used as currency. If you lose, you die and wake up again in the Progenitor. This is streamlined to make it simple for players to rebound after a setback. Combat is both easy to use and easy to master. Collecting microchips and quartz chips are also vital to regaining your memories. Later gameplay shifts towards contacting the inhabitants of the planet to learn more about the unknown disaster. Rather than just exploring, you start to have more concrete objectives to complete.

I have played plenty of games advertised as having loads of optional content. Not all turn out that way, but Trigaea really is one of those games with substantial optional material tacked on to its already-extensive gameplay. And on that note, the gameplay is extremely long. Absolutely worth your time but you will not fit this in during a lunch break. Just know that once you complete it, (Spoiler - click to show) you can replay without losing your health and stat levels. Skip the intro, that sort of thing. That was convenient.

One of the coolest features in this game is about augmenting yourself for survival. You can spend microchips to receive genetic modifications or cybernetic implants that grant new abilities. This selection of choices only expands as the game continues. My estimate is that this will be a popular draw for players.

Story
There is so much story content I hardly know where to begin. Probably the best thing for me to do is encourage you to play it rather than making this review longer than it needs to be, but I just have to discuss some of it.

Background context: (Spoiler - click to show) Humanity eventually advanced enough to populate the rest of the solar system, but the space colonies often clashed with the Earth government about resources, especial fuel. Riots and altercations became a common issue. A solution was developed: Project Amber, finding another home, and sources of fuel, for humanity. This was a project spanning decades in the making. Correctors were trained at an academy and assigned to govern a ship filled with thousands of people in stasis pods. Upon arriving a new world, Correctors would help settle the planet and guide humanity. Preparation included scoping out potential worlds with high levels of habitability. That way, even if the planet proved to be unfriendly to Earth-based life, terraforming technology could step in and make it habitable. Then one day, the conflict between the space colonies and Earth government goes too far. Project Amber must launch now. Preparation goes out the window as ships hightail it to their designated planets. Unfortunately, all the planets are too inhabitable. Except this one. Two ships, SCC Nuria and SCC Caleuche, end up orbiting Trigaea. Things did not go as planned.

Now what?
We know that the protagonist was trained to be a Corrector. Part of that training involved receiving the Rosetta implant with a personal AI. Correctors are quite valuable. As you will experience several times, everyone freaks out when they learn that you are a Corrector. Moral choices appear on the horizon as your supposed responsibilities as a Corrector is made known to everyone. You become the go-to fix it repairperson. Someone who can do the impossible. You are a Corrector. Obviously, you are supposed to correct things, right? This is where things get complicated. They have questions. You have amnesia. Recovering your memories is crucial to making informed decisions as the lives of more NPCs fall into your lap.

As you regain your memories you realize that you are in over your head. The situation is not as simple as (Spoiler - click to show) “uh, a ship crashed,” but, to limit spoilers, an Earth ship(s) collided with the planet. Everything that could have gone wrong, went wrong. There are THREE struggling factions on one miserable planet: humans, natives, and robots (by the way, Trigaea is the name of the planet). (Spoiler - click to show) Natives, called X'irii, were on the planet long before this mess happened. Human colonists managed to hack together an existence in the ship’s wreckage. Some humans live as Outer Tribes, but no one seems to care about them. Finally, the robots that survived built their own hive city managed by advanced AI.

One of the strongest parts in this game is how it puts you in the shoes of each faction. The first faction you contact are the (Spoiler - click to show) human colonists, followed by the robots, and then the natives. You may encounter these groups earlier in combat, but contact is when you visit their “homebase.” Your Progenitor allows you to morph into machine and alien forms to blend in. The major clash in perspectives is (Spoiler - click to show) between the humans and the natives. The robot faction is more or less content with minding its own, but they too have an invested interest in the planet’s population.

The human colonists form the baseline perspectives for the first half of the game. From this angle you will look at the other factions and be absolutely convinced that human colonists are the way to go and everyone else are savages. The X'irii have wiped out every human colony except for Delta Colony. They brutally kill human colonists. And yet, when you visit their native home groves you realize that they too have a rich cultural heritage, sense of identity, and drive to protect their own families.

Humanity’s interstellar spaceships came with a Terraform Sphere to assist in colonization a new world. Trigaea is reasonably habitable, but one ultimately foreign to Earth-based biology.
As a Corrector, everyone wants something from you: The second half of the gameplay is about finding the (Spoiler - click to show) Terraform Sphere, that is, if it managed to survive the wreck.

Moral choices
So. Eventually, you (Spoiler - click to show) locate the Terraform Sphere. The keystone of the game is moral choices. Get ready to enter Spoiler Land. Seriously, look away. (Spoiler - click to show) Here’s the deal: Activating the Terraform Sphere will make the planet perfect for humans but would wipe out the X'irii in the process. Quite frankly, I was inclined to side with the natives, but naturally the game had to throw some curveballs.

When humanity set to colonize other worlds one principle that was considered while screening for compatible planets was to find one without any intelligent species already living on it. Trigaea happens to be the first planet with sentient alien life discovered by humanity, ever. Arguably, wiping out this race for human benefit would be immoral. Thing is, due to circumstances that I won’t discuss to avoid spoiling everything, Earth is no longer a home. Furthermore, all of Earth’s ships sent to explore other worlds failed. Your own ship had no survivors. The humans on Trigaea are the last of the human race. If you side with the natives in this scenario, humans go extinct. And there’s also the robots to think of.


What would you do?
In this section, I am going to discuss some of my viewpoints in case you want to compare notes (and please do!) I will throw it under one big spoiler tag.

(Spoiler - click to show) I don’t think I would wipe out the X'irii even for the last dredges of humanity, or at least not for the humanity we see in the flashbacks. The humanity in the flashbacks really rubbed me the wrong way. Humanity lost the Earth because of squabbling, and even on the starships there is fighting between former space colonists and those who lived on Earth. I am only touching the tip of the ice burg here. But when put to a vote, nearly everyone onboard was content with squashing the natives to claim the planet.

To be fair, the colonists we meet in the gameplay are descendants of those who survived the disaster. Technically, they are not the same humans as featured in the flashbacks. Earth is a faint memory passed on through generations. Would they share the same perspectives of their ancestors? Thing is, an Earth-old feud still exists, even if the details have gotten hazy. The Outer Tribes are the descendants of the survivors who came specifically from the old space colonies. Delta Colony and its sister colonies were founded by the humans who originally came from Earth. That feuding is still there. And both sides would not hesitate to activate the Sphere. It comes back to the original question: do we commit genocide to wipe out the natives to make Trigaea humanity’s new home?

Oddly enough, the natives are little more receptive, perhaps even sympathetic, about the humans’ reason for being on the planet. You say Trigaea, but the natives call their planet X'ir, which is also the name of the god that sustains life. X'ir follows a reciprocal relationship. If you take care of the planet, it takes care of you. From their perspective, the humans abused their planet (an understatement) and were exiled- and the natives feel pity about that. However, if humans, to put it bluntly, managed to screw up their own planet, what’s stopping them from destroying X’ir? Already, humans squashed countless X'irii simply by falling from the sky. And now, human diseases and garbage from the wreckage has been poisoning the land, causing the natives’ offspring to be deformed. Thus, they feel compelled to fight against the foreign invaders. Besides, [name redacted] is encouraging them to raid the colonies. I am not saying that you should agree with the natives, only that they too have a valid perspective for how they respond to other factions.

What frustrates me about the human colonists that we meet is how oblivious they are to the impact of their presence on the natives. The natives aren’t using the humans for target practice. They are defending their home. But understandably, that means little when you are trying to protect your hovel of a home against an alien race that keeps trying to kill you. Human colonists trying to make the most out of a difficult situation and are so bogged down with daily survival that they probably do not have the time or energy to reflect on the virtues of a species that has shown nothing but hostility. When family and friends are at stake, the last thing you want to hear is, “well, it is their planet.”

I certainty do not have a polarized perspective. Halfway through the gameplay is a pivotal event where Delta Colony calls for your help in defending against a X'irii attack. In this battle you are on the colonists’ side, but the game will continue even if you fail to stop the attack. Failure just means that the colonist population is severely reduced. Despite my feelings for the natives, I would always defend the colonists in this scene. Why? Well, they are trying to kill characters whom we already know on a personal basis. And that is my point: There are no easy stances. There is the faction, and the individuals within it, and each faction has individuals who form a connection with the PC. The game forces you to make tough choices. (If it makes you feel any better, you do not have to kill a single person in this game. You even get a trophy for doing so. If you fight in non-lethal mode, you merely subdue your opponents.)


These dynamics foreshadow major moral choices involving the fates of each faction. The challenges encountered in the gameplay anticipate decisions about (Spoiler - click to show) wiping out one race to save another. At first glance it seems like you must choose either Faction A, B, or C when in fact over a dozen endings offer a spectrum of outcomes. Everyone wants you to side with them but, if you play your cards right, you can put your foot down and consider, “why not all of us?”

Still, that does not make the decision easy. There is only one consensus: (Spoiler - click to show) I would make a horrible Corrector.

Story mechanics
The story features two commonly used tropes: Amnesia and experiencing the overarching story primarily through flashbacks. These can be touchy clichés, but the game pulls them off. They do not feel contrived, and instead, provide a platform for experiencing the story.

With amnesia, I like games that slowly construct an underlying context behind the protagonist’s reason for having amnesia that, when revealed, builds upon your understanding of everything you encountered in the gameplay. It creates that moment of insight that makes it all click when you finally piece it all together (If you are interested, Worlds Apart is a master at this). Trigaea takes one big reveal, breaks it into smaller pieces, and places them strategically across the gameplay’s timeline to keep the player’s attention from drifting without diminishing their impact. The cause of the protagonist’s amnesia also has a compelling reason. (Spoiler - click to show) Due to an unknown accident, which we slowly learn about in the gameplay, the Progenitor was damaged, compromising the transfer of your memories. When those memories come back- let’s just say that there is substance to this depiction of amnesia.

As for flashbacks, while the game heavily relies on them for exposition, rich story content about your circumstances is also infused in the gameplay. Rather than merely “watching” the story, you take an active role in piecing it together. A smart design choice is that some flashbacks are optional. They are unlocked by spending microchips or quartz chips that allow the player to learn more about the protagonist’s background and the world that they came from. Collecting these memories provides an objective for players who want to milk the gameplay as much as possible for more world-building. Being optional, you can choose to skip them if you would rather focus on immediate gameplay.

Endings
There are a lot of endings. Fifteen. This is the final implementation of the player’s skills and responsibilities as a Corrector. You have already spent hours playing. The game took the good, the bad, and the ugly, rubbed it all in your face, and now challenges you to make a tough decision: How will all this end? The author posted a walkthrough for the endings that organizes them into branches. It is a useful guide if you feel overwhelmed. Some endings will leave a lasting impression.

I won't say it, it is too much of a spoiler to discuss it even here, but one of the ending branches just left me thinking, "you are kidding me," where you are so surprised, you are not sure whether to be annoyed, pleased, or confused. I still don't know what to think about it. It does provide some closure for certain drastic events which I think players will appreciate since this is a rollercoaster of a game. The only mild downside is that it gave me a slightly skewered view of the other ending branches, hence my reason for not wanting to discuss it. It was a surprise and I like how it tests your understanding of reality as you try to navigate this wonderous world of advanced technologies that we can only imagine.

…………………………But then it does it a SECOND time!!! There is an ending (another branch of endings, actually) that tops even that! You are still required to go through the ending branch that I just mentioned to access it which only makes it more surreal. It tricks the player by saying, “oh, you thought you saw the bigger picture? The ‘actual’ layer of reality? Sucker. Think again!” It was wild. The game truly, truly (this time) caught me off guard. The only impulse my brain had was to applaud. I am being dramatic, I know, but it reminded me of the saying, "fool me once, shame on you, fool me twice, shame on me.” If such a statement could be applied in interactive fiction, it would be here. If the author is reading this, thank you for creating this game.

For a hint, it reminds me of a particular Rick & Morty (I love that show) episode. It is up to you to figure out which one it is.

Characters
Esra
Esra is one of the most empathetic AI NPCs you can find in interactive fiction, and the first character we meet in the game. You choose whether Esra is male or female but for this review I will just use "they."

Esra operates the Progenitor that allows you to respawn and carries out genetic modifications. They also have access to your Rosetta implant and will communicate with you throughout the game. There is a whole backstory about Esra- you will realize that this is the case for many characters in this game- that reveals how advanced, sentient AI is developed in the game’s world. Even the AI has a backstory? Yes. It’s quite fascinating.

They are also the NPC whom we interact with the most. The early gameplay contains more casual banter, while later conversation becomes more focused on immediate objectives. When I first played the game, these early interactions seemed to suggest that the relationship between the PC and Esra was malleable. Dialog options had distinct attitudes consisting of friendly, polite, no-nonsense, standoffish, and mean demeanors. Because of this, I figured that you could decide on your relationship with Esra and then see how it manifested in the gameplay.

1. "I'm sorry you have to watch that."
2. "I'm glad you're watching out for me."
3. "If you've got time to watch, why don't you help?"
4. "Geez, I don't get any break from you, do I?"

In one playthrough I was a complete (Spoiler - click to show) you-know-what to Esra (tick off the AI NPC to learn if it results in a certain ending, right?) in all the dialog options to see if that influenced character development over time. I kept waiting for them to turn on me, but they never did. Then I reached (Spoiler - click to show) Ending 10. Despite what I did, (Spoiler - click to show) Esra went the extra mile to make sure I came out top at their own expense. I felt so ashamed. Several minutes went by where I just stared at the screen, that's how much it elicited a reaction out of me. I didn't deserve them.

Once the gameplay moves past the introductory parts, the protagonist and Esra go into teamwork mode for survival. There are some small (and interesting) disputes that you can pursue but they will not influence the characters’ overall relationship. Esra is devoted to your success regardless of your attitude.

Everyone else
I am not even going to try to write about every character. As I mentioned earlier, there are three factions on the planet that you will eventually contact in your explorations. It does not happen all at once. Each faction has its own unique NPCs that play a part in the story. Characters are also shown in the flashbacks, but those come with heavy spoilers. Every NPC, whether you meet them face-to-face or not, adds something interesting to the game.

There is (optional) romance in this game, but that part did not really fly for me. Some of it, especially “flirting,” was almost a bit cringy. The protagonist’s sexual orientation is determined by the voice you choose for Esra, and there are about four choices that let you decide how to approach romance, if at all. Some players might like it, but I was too busy with the rest of the story to be interested.

(Confession: When I first picked up Trigaea, I was kind of hoping to play the villain. That honor goes to- major spoiler- (Spoiler - click to show) just kidding, you will have to play the game. Then again, “villain” is subjective, isn’t it? At the beginning, all I had was this wasteland and the ability to come back from the dead. I had an AI who would splice my genome with that of animals. I could have dominated it and made it my own. But as the gameplay started rolling out memory flashbacks and NPCs were added to the big picture, I realized that the PC is meant to be more of a heroic protagonist while leaving “heroic” up to the player’s interpretation. Oh well. Maybe in another game.)

Critiques
You are probably wondering why I am giving this game four stars instead of five (although it came pretty darn close) after raving about how amazing it is. My main critique is repetition, which is tricky in extra-long games like this one. What baffles me is how the game manages to be repetitive and dynamic at the same time. I know the phrase “repetitive gameplay” can scare players away but know that these occasional lulls are overshadowed by riveting, everchanging gameplay. Repetitiveness is boiled down to combat and exploring the wasteland.

Esra gives you advice on what to do which is helpful. But sometimes the only guidance you have is to explore and harvest microchips. During these parts the game shares the symptoms of a repetitive combat simulator- that is, until something does happen. Then the game pulls a surprise rabbit out of the hat of wasteland drudgery and makes things engaging once more with a new development that redirects the gameplay to something interesting. Yes, eventually you will notice some repetitiveness, but it takes a while before you start to feel fatigue (and even then, you can’t stop playing). I also noticed that even when the randomized combat lost its charm the plot-oriented combat scenes were still exciting.

The one tedious component that grated on me is how you gain microchips by killing things. It makes sense with a person since you could theoretically just search their body for microchips, but why would some random animal out in the desert have them? You kill a man-eating starfish and microchips come spilling out of the beast as if it were a piñata. The logic of that does not quite resonate with me. Unless microchips are the equivalent of oxygen… maybe I should just ignore this technicality.

Notes on formatting
The game occasionally suffers from purple prose. You say that your eyes are blue, and this is how the game interprets it: “Your eyes are scholarly and sharp, and tinted as blue as a old mountain lake. Your pupil looms in the middle like a full stop, dotted with parchment ink.” It seems contrived.

There are also some spelling issues. Sometimes Esra’s pronouns were the opposite of the ones I selected. In one playthrough Shay’s pronouns flipped flopped between him and her. Frequent grammar issues are also present. “They looks heavily injured,” taunted me everywhere. In one case, “googles” instead of “goggles.” But in all fairness, these errors were like drops in a swimming pool compared to how much text there is. This game has been thoroughly tested, and it shows.

Visuals
Oh man. This is where the game really looks like a professional piece. There are dozens of detailed sci-fi/dystopian backdrops that would put a visual novel to shame. I looked at the credits and saw that the artwork is from contributions of quite a few artists, and it goes a long way. Even if you decide not to stick with the game in the long run, at least you get a glimpse of the visuals.

Trigaea is also a great example of the possibilities of Twine stylization. Design elements are used to create a flashy interface. Experimentation with symbols, borders, colours, and text boxes add a futuristic vibe. It is easy to forget that you are playing a Twine game.

Final thoughts
I think a lot of players will appreciate elements of Trigaea, such as the smooth visuals, but if you are not a sci-fi fan, your interest may waver early on. It is also not for the impatient. I love science fiction and was in it for the long haul and yet there were times where I was hoping that the game would just hurry up already and move to the next part of the story. It’s worth it.

Sci-fi fan or not, this game is intense. The story is vast and full of tragedies. Thick backstory. Rugged characters. Bizarre technology. Violence. All packed together into lengthy gameplay. But beneath it all is a solid framework. The build-up of all this is for the player to gradually realize the protagonist’s purpose and responsibility as a Corrector, and then make difficult decisions based on the endless content poured on them over hours of gameplay. The notion of finally reaching the point where a major decision is placed in your hands is what makes this game resonate.

Anyway, great stuff. Thank you for reading this saga-length review.

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GONCHAROV 2073, by sweetfish

3 of 3 people found the following review helpful:
An espionage game about sabotaging an AI's film, December 16, 2022

It is the year (I assume) 2073. The most recent technological advancements of the ages have taken a disturbing turn, and you and your tech-savvy friends want to disrupt it. Your target: A film premiere with an audience of six thousand people. The film, GONCHAROV, is the first of its kind, directed and produced by an artificial intelligence called MATTEO JWHJ-0715.

What is up with Goncharov?
I did not know anything about "Goncharov" until I saw the posting of the Goncharov Game Jam on IFDB and decided to do some online searching for background context. The competition posting also has information.

Goncharov (if you already know this, just skip ahead) is a recent meme about the promotion of a gangster film called Goncharov. The film was released in 1973- wait a minute. That's not quite right. Sorry, Goncharov is a nonexistent film said to have been produced 1973. An alternate timeline version of 1973. If you see the "poster" for the film, it's extremely polished and convincing. Martin Scorsese is listed as the director while (someone?) Matteo JWHJ0715 is the film’s writer. It even drops actors’ names. Even though people knew this was fake, they still had fun formulating a fandom/following for it. You can almost convince yourself that you have, in fact, seen the film before…

Also, (yeah, I used Wikipedia) I saw THIS: On November 25, 2022, a game jam of Goncharov was run by Autumn Chen on itch.io.[14] There’s an article attached to it. Pretty cool!

Gameplay
Gameplay is not particularly interactive. Instead, it relies on the story, dialog, and visual presentation to carry itself through. This can be a risky gamble, but I think it succeeds. In fact, the only player choice opportunity is to (Spoiler - click to show) decide whether to show a warning, promise, or memory scene during the team’s sabotage of the film. The espionage undertones keep a steady pace, and the gameplay is short enough to maintain the player’s attention as the story unfolds.

The entire gameplay occurs over communication lines with your teammates. The plan is that Varda, your teammate/friend goes to the theater for the premiere while the rest of the group works remotely. The protagonist's picture is always at the upper right corner of the screen while NPCs are shown near the lower left corner, both of which have dialog boxes. The black box at the center of the screen is not dialog, rather it is the game's narration.

There is scrolling text, but it did not bring the scrolling text fatigue that I sometimes experience with games. When you read text like a laser beam, any scrolling effects can feel sluggish. In this game, however, the effect is minimal. Once the text appears you tap the screen to move to the next sequence. The game does not rush you. This translated into a stable gameplay experience (this was my first encounter with the tape window development system).

Story
The game contemplates the real-life neck and neck competitive nature of film production companies as they strive for innovation and to be the first product on the shelf, especially with premieres. A premiere is critical because that first audience glimpse is the big money maker. Now, in the game, Perennial Pictures tries to take it to the next level. The AI’s film is described as the company’s “most prized weapon in the war for attention.”

Regarding this “weapon,” GONCHAROV 2073 considers the wild possibilities of technology available during 2073. Here, corporations have adopted the practice of “artificial resuscitation” where a subject’s digital footprint is used to capture their voice, mannerisms, and other defining details to create an eerily life like simulation. People must give permission for this, but the system is opt-out. This means that everyone is automatically said to have given permission unless they opt-out to do so, raising potential ethical concerns.

Perennial Pictures is one such corporation that seeks to embrace this new technology. Artificial resuscitation is still a controversial matter, and GONCHAROV is meant to earn favor with the public. Its film features the same actors included in the meme inspired movie poster that I discussed at the start of this review. But the twist is that artificial resuscitation is used on the long-dead actors to create “actors” in this AI’s film. The human element has been removed in the film’s production, and yet it can leave the illusion of a human impact on the audience.

One of the more unsettling scenes in this game is when (Spoiler - click to show) the Perennial Pictures personnel are trying to stop the sabotage and alter their Martin Scorsese simulation to soothe the audience with familiar visual cues: They've hastily programmed a new expression onto his face: an apologetic smile. That apologetic smile can do so much damage. If we really did have this technology, could we make Goncharov a real non-nonexistent film with all the actors and intended details? Wow.

The big tragedy (spoiler time) of GONCHAROV 2073 is when (Spoiler - click to show) Varda totally betrays everyone. The game evokes a gradual yet increasingly rapid downward slide of emotions in this final scene. It starts with confusion, then unease, then shock, and finally panic. This avalanche kicks off when you hear Varda talking to someone over her comm line about submitting a report and receiving payment. Then, when you talk to her, she goes on a tangent on how the mission was a mistake and starts dropping some concerning implications about her behavior. Suddenly:

Behind you, down the narrow hall - the sound of heavy footsteps at your front door.

Really, Varda? Or should I say Leica since you don’t care about code names anymore? The betrayal is strong. Here, the game gleefully heaps on the suspense. It shows no mercy. Those footsteps just keep coming. Before you know it, Perennial Pictures’ military forces are breaking down the door, and the game ends.


My understanding is that (Spoiler - click to show) Varda sold everyone out because she needed the money due to increases in living expenses. She agrees that it hardly counts as an excuse but that she did it anyway. At least she is not trying to take the moral high ground about selling out her teammates. Still. I’m not a fan.

As for the mission, her perspective is that the demonstration is only going to encourage people to want to watch this AI-directed film to witness the artificially resuscitated dead man who seems to embody every nostalgic feeling a person can have (and previously never had) about film, culture, and everything else. The tragic part is how the demonstration aimed to protest capitalistic domination of film production and other artforms, particularly with its commoditization of deceased individuals, only for her to betray everyone for money.


Characters
You play as Kon in this endeavor. That’s your code name, at least. The other members of the crew are Varda, Tsai, Sissako, and Vertov. Everyone has their moment of dialog, but character interaction focuses on Varda. The characters sound cool and look cool, but don’t have much exposition. Oh, there is one other NPC. (Spoiler - click to show) Artificially Resuscitated Martin Scorsese. He gets his own character portrait and everything.

Visuals
Visuals are atmospheric and stylized. The black and white background scenery is that of an office (or safe house, if we are getting into the espionage spirit). The artwork is pixelated which creates a cool gritty effect. Characters also have their own portraits that appear onscreen during dialog. Some portraits are tinted with colour that adds a nice contrast.

Final thoughts
The ending will leave you thinking, what just happened? It’s like a riptide. Pulls you in whether you want it to or not. The atmosphere is strong, and I enjoyed the story. It also introduced me to a meme, well, it seems more than just a meme now. And now GONCHAROV 2073 gave me a new perspective on that. I’ll have to check out the other games in the Goncharov Game Jam to see people’s various interpretations of Goncharov. This is a fun game, especially if you are looking for sci-fi espionage themes.

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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, December 16, 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.)

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Terraota, by Sriram

1 of 1 people found the following review helpful:
Give your planet a new reputation , December 13, 2022

You are President Gusto and have been granted leadership over Terrota, a recently independent world and your home planet. So far, it has a flimsy platform for racial relations, economy, and reputation among other planets. But with your guidance it may finally have a chance to make a name for itself.

Gameplay
Gameplay involves making decisions as issues present themselves. How to build your army, which neighboring planet to trust, how you punish rioters. It is also linear. Issues are always presented in the same order, but all decisions contribute to the outcome of your leadership. Your choices matter.

Again, a tough decision to make. You ponder over this a lot. You consult with your ministers. Then you make a call....

Biturn - The relatively neutral big neighbour
Pytal - The far away ally
Ramdael - The military super power

Top objectives are to build Terrota’s economic structure and to create peace among the population, but preventing war, or at least building an army strong enough to win one, is also important. Usually, you will reach an ending that reaches one or two of these goals, but it takes some trial and error to reach to reach an optimal one. Terrota is meant to be played more than once.

There are no deep, achingly tragic moral choices in this game, but there is a strong sense of responsibility as you make decisions that heavily impact the people on your planet.

This announcement obviously does not go well with Mischins. They cannot digest the fact that they lost their jobs overnight.

They take up to the streets vandalizing and destroying everything they see.

You experience it from a more detached perspective which gives the game a feel of a management sim. However, it would not really qualify as such, or at least not like other games that share a similar concept. While you need to balance your citizens’ trust, the chances of war, and the strength of your army, this is not a game with fine-tuned variables or stats. If you want resource management, look elsewhere. But if you want something low-key, minimal, and interesting, I encourage you to check out Terrota.

Story
Story takes center stage in decision making, but the overall game feels relatively light on story. It often uses ambiguous titles or entities, such as "Galactic empire." While this cuts down on the worldbuilding, the upside is that it avoids dragging the short gameplay with excess details. There is a nice balance of details and simplicity.

I liked how the start of the game has three news articles that provide some exposition. The Galactic empire decided to grant independence to planets on the outer edge of the galaxy, including Terrota. This was done primarily because these planets were never prominent hotspots for economic growth. Of course, that can change if you make the right choices.

It is an oddly interesting story. Not one that captivates or amazes, but one that makes you want to roll up your sleeves and play for the best outcome. There are multiple endings that summarize your leadership. The best outcome I reached was: (Spoiler - click to show)

Terraota has grown into a peaceful planet, while President Gusto made sure it evolved into a military super power by building its image in the eyes of its neighbours. There were no wars which helped Terraota focus on other areas to become a super power.


Characters
In science fiction, or at least in interactive fiction, we often assume a protagonist or supporting characters are human unless said otherwise. There is no mention of the human race in this game. Instead, the population of Terrota consists of Badula, Mischin, and Badula races. No humans here! (I think.) Besides that, and the protagonist’s title, there is little attention to individual characters or characteristics beyond anonymous roles.

Visuals
Visuals take a basic but directed approach. The entire screen is an artist's rendition of an exoplanet against a nebulous region of space. Full image backgrounds run the risk of making text difficult to read, but that is not an issue here. It looks cool and fits perfectly with the planetary theme.

Text is white, but choices that influences your leadership are highlighted in red or green. Red is a negative reception, green is positive. Since things are not always polarized, a lighter shade of red is occasionally used to emphasize a mixed result, see below.

Result: You lose some trust with your citizens, while you have also reduced the chances of war with Madrusa.

Even though it is a simple Twine game, the visual design makes it far more polished and professional looking than if it skipped stylization. Experimenting with visuals can go the extra mile. It was certainly the first thing that caught my attention when I started playing.

Final thoughts
Terrota is fun sci-fi leadership gem in a clever Twine format. For sci-fi fans, I think it has an appeal for a fairly wide range of tastes. A bit of everything. If the phrase “interplanetary politics” catches your interest, give this game a try. It is also the perfect length for a lunch break game. I enjoyed it.

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Galactic Peace, by Jeffrey Rosenthal
If only it were that easy, December 12, 2022

In Galactic Peace, astronomers observed a new planet in the Alpha Centauri system. This planet is called Guava and has six moons, three of which contain humanity's first sign of extraterrestrial life. However, communication broadcasts reveal that these three moons do not have peaceful relations with each other. Given the system’s close proximity to Earth, any war could be disastrous. You have been sent to intervene, deescalate, and hopefully make some allies for your home planet.

Gameplay
You begin on Earth at your launch site, ready to board your ship the Peace Flyer. This is a big deal. You are surrounded by press, politicians, and engineers who are all encouraging you to create galactic peace, or at least galactic peace in our corner of the galaxy. There is a small coordinate puzzle. I have never been good at those and have memories of playing long sci-fi games (such as Enlisted) where I needed to cling to a walkthrough for half an hour as I carefully replicated the quadrants. Not an issue here. Coordinate puzzles are only at the beginning and end, and they take hardly any time to complete (yes, I used the walkthrough).

Once you reach the Alpha Centauri system you can land at Guava, or any of its moons. Its moons are Abacus, Bandana, Cappa, Xenon, Yoplait, and Zappa, with Abacus, Bandana, and Cappa being the home worlds of each race. The gameplay can be organized into stages. Gain each leader’s trust, teach each leader on how to lead, and then introduce leaders to each other to inspire them to work together. Early on, this involves finding appropriate items to please each leader before transporting them to different moons for negotiation.

Story
The story can be disjointed. Here, these three races are on the brink of war and yet their leaders do not bat an eyelash when this random human creature lands in a foreign spaceship to "negotiate." Somehow, they manage to speak and understand English.

The Cappa Leader snarls. "If you cared about us at all, you would know that we are dying from a terrible kalempa shortage. But I guess you just don't care about that." The Cappa Leader snarls. "Just leave us alone."

It also follows a theme of “humans to the rescue!” This felt strange, especially since these are supposed to be advanced space-faring peoples. The game’s description warns that these races have substantial firepower that could blow off the Milky Way’s arm, and yet this technology is never even suggested in our interactions with them. The Abacus leader is dealing with a crisis. They want to (Spoiler - click to show) fasten a scroll to a board, but it keeps falling off. Solution: Take a piece of chewed gum and tack it on for them. Bam. The entire civilization is in your debt.

Characters
Galactic Peace is not a particularly serious game, especially with its characters. Sometimes this cultivates an endearing atmosphere, other times it creates a watered-down effect with the player’s mission. There is something appealing about spacefaring and (supposedly) weapon wielding leaders (Spoiler - click to show) bonding over flowers.

The Abacus Leader takes a deep breath, and declares, "Oh, I love the smell of blue flowers!"

The Abacus Leader and the Bandana Leader, sharing their love of blue flowers, gaze at each other with affection for the first time in years. Slowly, they break into a shared smile. After a few awkward moments, they even shake hands. Of course, they will never be close friends -- but you get the sense that maybe, just maybe, now they can work together.

** Your score has increased by 5 points. **


But ultimately, these leaders have no real character. Leaders are portrayed as somewhat loopy characters who stand their ground at first but later become submissive to the player's actions. They start out as "grouchy," then “friendly,” before finally reaching a state of enlightenment achieved by watching Earth popular culture in the form of CDs and DVDs that give them the wisdom to rule peacefully.

They also allow the player to lead them like sheep. Once you help them, they will follow you around with a one turn delay. If you want them to follow you onto your ship you would enter the ship and wait for them to arrive. Otherwise, you close the airlock to prevent them from boarding. It’s like closing the door in their faces. None of them have any objection to this type of handling. Their behavior becomes almost puppy-like. The Bandana Leader slowly arrives, happily and lazily following you. These are sentient and proud leaders of worlds that could wage legitimate warfare on its neighbors. If anything, this seemed out of character.

Final thoughts
It seems like this is the author’s first game. As a first effort, it’s of decent quality. There are some occasional spelling and grammar errors, but no bugs. The structure is consistent enough. Gameplay mechanics are built around traveling to each location in the Alpha Centauri system and either giving tokens of good will to NPCs or cajoling them to follow you into your ship so you can transfer them elsewhere.

That said, the story is not as interesting as it sounds, especially since it does not take long for the NPCs to break their molds as Civilization Leaders and turn into rather submissive followers. At least the player does do something significant for the (Spoiler - click to show) Cappa leader. So, there are rewarding moments.

Galactic Peace is an enjoyable game. The core ideas are likable, but its supporting content lacks depth. I would recommend it to players looking for a sci-fi game with a focus on space travel and visiting alien worlds. There is even some diplomatic value. Otherwise, it may not sustain your interest.

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Underwater Memories, by Monica Valentinelli

1 of 1 people found the following review helpful:
What remains of life once we lose it? , December 5, 2022

The protagonist is a biosynthetic technologist whose job is to restore extinct animals and habitats. They also designed The Great Memorial Reef, a project to memorialize Earth’s loss of coral reefs after severe climate catastrophes. Not all of it is natural. The fish are robotic but life-like, and the reef is an experiment in biosynthetic technology. Earth is degrading. Any research about biosynthetic technology will assist in terraforming efforts across the solar system.

The gameplay is short. A playthrough spans across four to five choices. You are swimming in the Sea of Memory that houses The Great Memorial Reef. As you take in the wonderous view of your project you cannot help but note that you cannot remember who you are aside from general details about your work. Your goal is to find the answers in the setting.

The plot twist is when (Spoiler - click to show) we learn that the protagonist had died but left behind instructions for their memories to be preserved in the cybernetic fish. The player realizes that (Spoiler - click to show) the PC is a fish reliving the original protagonist's memories. We do not know how the protagonist died or even the nature of their death. Was it an accident? Deliberate? Climate change? Or a matter of human lifespan?

For such a short game I think the author does a good job at maintaining a reasonable level of details to avoid overwhelming the player, but I would not have minded if the game provided a little more overarching story to piece everything together. (Spoiler - click to show) (What confuses me is that one part of the game says that The Great Memorial Reef was built on Earth whereas later it tells us that we are on Enceladus, a moon of Saturn.)

The game uses a blue text area against a black screen and the text is light blue. This was a little hard to read. At one point my blue light screen filter was on that made the text area appear purple. Surprisingly, this made the text easier to read because of the contrast.

Underwater Memories is a brief sci-fi story about an effort to preserve a natural ecosystem wiped out by Earth’s degradation. This is not a game solely about climate change, but it does touch on themes about long term accumulative effects of climate disasters and the loss of natural and manmade components that comes with it. There is a sense of tragedy as it ponders the implications of losing the Earth even if we have the technology to sustain ourselves on other worlds.

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A Tragedy Of Manners, by Eleanor Hingley
Don’t choose the wrong fork. Don’t say the wrong thing., December 4, 2022

Lord Cephyis Alikarn is hosting a party at his opulent private estate on the Alikarn family's planet. It's kind of a big deal. This will not be a run of the mill party. Manners, etiquette, and protocol are critical because a slip-up can result in death or scandal. Maybe, just maybe, you will get to see the Emprex.

Gameplay
The nuts and bolts of the gameplay is where the game presents you an etiquette-based situation and you then must choose the right way of proceeding to avoid death or scandal. For example, (Spoiler - click to show) you are served a delicacy of a crab-like creature renowned for its meat. However, to preserve the flavor it must be alive when served and killed right before it is eaten. You must kill it yourself. The catch is that its pinchers are highly poisonous. The PC clearly has no experience with this, so the player takes a guess on how to kill it without being killed themselves. This takes table manners to another level.

I like how the game puts you on the spot to capture how the protagonist is not in familiar territory. It leaves the player thinking, "oh no, oh no, what do I do? Don't mess up."

Applaud enthusiastically
Applaud politely
Remain still

This selection of choices should make you nervous.

I would have loved to see more of these challenges in the game. Hopefully, you will stick it out long enough to reach the end. Total gameplay is short but there is a lot of content to absorb.

Story
It is a potent story of grandeur on a galactic scale. We see things that would not be possible or practical in real life but are commonplace in the story's world of raw decadence and political power spanning a galaxy. Along the way we hear information about other planets and societies. This is not a humans-only universe. There are also alien races, some of which are guests. But any world-building is typically limited to discussion of Emprex Hasina Alikarn’s role as galactic leader as the honored guest at a party hosted by her brother, Lord Cephyis Alikarn.

The big pivotal scene is when you (Spoiler - click to show) notice that the Emprex's drink has been tampered with, a sign that she is about to be poisoned. You have three options: Ignore it, turn her glass to the left, or turn her glass to the right. This is based on a tidbit of knowledge you can learn from one of the guests.

At a past formal event, poison was added to guests’ drinks and the cups turned a certain way so that the conspirators knew which ones were safe to drink. The Emprex was about to drink a poisoned glass when her brother intervened, saving her life. In return she granted him considerable power. Since then, turning glasses at parties has almost become a symbolic tradition.

When you turn her glass to the left to indicate poison she picks up on the cue and requests a different glass. She realizes you saved her and asks for the person behind the assassination attempt. It’s not hard to figure out, but I don’t want to spoil everything.
I thought this was a clever way of incorporating information gleamed from the gameplay into a final decision that determines the ending.

The ending where (Spoiler - click to show) she is poisoned and dies ends on a cliffhanger. She tries to speak, but then the poison overtakes her and she goes limp. And? It felt incomplete to leave it like this. The winning ending leaves some unanswered questions but otherwise wraps up the story and gives the player a few choices on how to use the Emprex’s favor. I was surprised that (Spoiler - click to show) she allows you to suddenly be promoted to such high-level positions without any formal experience but if the protagonist managed to survive an Alikarn dinner party than perhaps they have more going for them than what meets the eye.

Characters
Ah yes, the protagonist. The intro in A Tragedy of Manners stresses how seeing the Emprex face-to-face is an extremely rare privilege reserved for the most elite. It builds rumor and secrecy about the odds of someone being allowed to visit the Alikarn family’s planet let alone be invited to a family party.

You have heard rumours that the Emprex herself might be present, but such a thing is impossible. Someone of your lowly status would never be allowed in her exalted presence.

The whole point of the game is that you are in over your head. The protagonist comes strolling in late to what the game calls “the most dangerous dinner party in the galaxy.” But the gameplay can undermine the societal exposition provided at the start of the game. (Spoiler - click to show) You pretty much walk in and bam, Emprex sitting at the table. For the player’s meager standing I figured that there would be more ceremony involved before they could meet her.

Some additional background on the protagonist would have helped. There are some mixed messages and I feel like I am overlooking something. The beginning suggests that the protagonist is a nobody who somehow managed to snag an invitation. They lack social standing and knowledge on formal protocol, admitting that the Emprex would have no reason to grant them an audience. And yet, (Spoiler - click to show) the Emprex vaguely mentions the protagonist in her toast, acknowledging that they are an invited guest before making an announcement. She wants decision making in the empire to be witnessed by individuals other than nobles. Excellent. By why was the protagonist invited? Why them? Seriously, who is the protagonist? I would like some clarification, that’s all.

You do not interact with NPCs as much as you see them and that is just fine with me because appearances and fashion come first. The Emprex’s dress was cool. This game takes the idea of a formal wear sci-fi dinner party and multiplies it by ten. One memorable NPC interaction was with a Legacy staff member. Legacy is where (Spoiler - click to show) entire families serve as staff from generation to generation. Each new generation has a cybernetic implant containing the knowledge and experience of past family members so they can perform their job with the equivalence of centuries worth of expertise. A creative character concept with unsettling undertones.

Visuals
This is an Ink game. Visually, it sticks to a standard appearance of a white screen, grey text, and orange links. Simple and easy to read. Nothing notable to share.

Final thoughts
I love the idea of a space opera etiquette game, and I would be eager to play it more if it were longer (I wish it were longer). The ambiguity of the protagonist’s social standing caused confusion and occasionally backtracked from the exposition but there is still something rewarding about a low-key PC succeeding while totally out of their element.

You lean back, basking in the glow of conversational victory.

Especially when that element is a dramatic futuristic dinner party with (Spoiler - click to show) cybernetically enhanced staff and (Spoiler - click to show) deadly main courses. I had a lot of fun at seeing the outlandish and imaginative world of Sanctum, the ruling planet of the Luminous Empyrean!!!!

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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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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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Campus Invaders, by Marco Vallarino

2 of 2 people found the following review helpful:
You've got this, November 6, 2022

Oh no! Aliens have arrived and the fate of the city is now in your hands. Campus Invaders is a comedic sci-fi peril story about a normal citizen tasked with saving the day when aliens from space park a spaceship over Vigamus Academy’s campus. And here all you planned to do was attend a seminar!

Campus Invaders has ups and downs. On one hand, this is a great game for newer players because the puzzle logic is not too difficult (Spoiler - click to show) (ex. teacher stuck in a vending machine? Look around to find a coin. And you do. It is laying out on the floor of another room) while also having the player think outside the box, such as dealing with the alien in the bathroom. Objectives are also easy to follow because NPCs tell you want to do and then point you in the next direction after you have fulfilled a task. The downside is that the implementation of the puzzles is not as well-fleshed as the concept behind them.

The main issue is that elements are scarce. Gameplay follows a show/trade pattern of showing or giving something to one NPC in exchange for something that you need to give to another NPC. I think there may be a term for that. Because the setting is a research facility and the protagonist is prospective student, the interactions tend to be about gaining approval or permission to access new locations. Nothing wrong there. What falls flat is that character interactions lack substance which drags the game down since character interaction makes up a chunk of the gameplay.

NPCs have their one moment before retreating into the background as awkward scenery. It feels unnatural. Lack of responsiveness is primary issue. I was a bit surprised at how faculty do not react when you run tearing into their office amid an alien invasion. They just sit there at their desk until you talk to them. When you first speak to them, they have a verbal response, but afterwards you get a pre-recorded message that does not even come from the character, or when you first meet Mica Hela the game says, “Mica Hela welcomes you to her office and tells you that anything (or almost!) she can do for you, she will,” rather than her character speaking to you.

Besides character interactions, the other flimsy element in the game is with the scenery. While the room descriptions are interesting, the things inside them are only sparsely implemented. The description for the terrace is:

You went out on the terrace of the upper floor of the Vigamus Academy, on which a beautiful warm sun shines. From here you can clearly see the large alien spaceship that stands out in the sky and the thousand colored lights that turn on and off on the glittering metal hull. To the west, you can go back inside.

>x spaceship
You can't see any such thing.

I thought that the spaceship was clearly visible. It was frustrating to be unable to examine key items to learn more about them.

There are no true bugs that keep the player from making progress, but there some superficial ones. The game allowed me to pick up the trolley and carry it around in my inventory like a bookbag. It is ironic that it says, "You could use it to put in the bulky stuff you won't be able to carry by hand." You would still be carrying the bulky stuff anyway when you put it in the trolley. This was weak design.

It is not the most polished game but still decent. While most of this review has been spent analyzing the downsides of Campus Invaders, there is merit. It has spirit and is short enough to keep the story’s enthusiasm from fizzling out. Never does it waver from its atmosphere. Perhaps some testing would have tightened everything to make it more of a finished piece, but it still offers a fun time battling with alien invaders. (Plus, I liked the inclusion of a (Spoiler - click to show) secret section in the game).

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