Begscape is a Twine game about traveling from city to city and begging for coins to afford food and shelter. Begging is nearly the only action in the gameplay.
It is morning. Shelter costs 5 coins. You have 2 coins.
Beg
You beg for coins with the hope that you have enough at the end of the day. Otherwise, you sleep on the streets which worsens your health. You can either keep begging in the city or move on to the next one. Unless the locals kick you out first. The cost of food and shelter depends on the city. The game ends when you die.
While some players might find it too repetitive, it’s actually quite engaging and not entirely without strategy. Cost of food/shelter can range from 4 coins to 9 coins. My strategy involved moving on from the more expensive cities. However, it's possible to encounter hazards while traveling. And even if you find the game to be overly repetitive, the temptation of achieving a new high score may make it difficult to step away. In one playthrough, I lasted 23 days!
A prominent theme is the societal dismissal of people in need. While Begscape does not go into detail, the cities’ population inherently frowns upon your presence. Some individuals may give you coins, but most are content to look away or take advantage of your vulnerability. And sooner or later, you get thrown out. It is such that you are stuck in a continuous cycle of begging to afford basic necessitates with no way out.
Someone kicks over your bowl and grabs your coins. You lose 4 coins.
The gameplay briefly touches on the stigma around homeless people, such as the belief that they only spend money on drugs and nothing else. In addition to being homeless, it we battle other taboos. Notably, our gender.
A mutant beekeeper walks by, mocking your gender.
While there is no further elaboration on this, it nonetheless connects back into the subject of gender identity and judgement which is often found in Porpentine’s work- as is the usage of random generation for NPCs and scenery.
Begscape is a game that you can find yourself visiting time and time again due to its simple central mechanic and the temptation to replay it for a higher score. The protagonist’s situation gives you things to think about.
GROWBOTICS is a Twine game about a fictional product of the same name. A workbench that can craft anything using intangible and abstract ingredients.
If you believe the hype this machine is capable of anything.
At least, that’s what you’ve been told.
Gameplay
We begin by unpacking the workbench. The game involves combining primary “essences” to create secondary ones, both of which can be combined to produce a final product, such as a Surprising Electric Eel. You then choose to create something new, end the game in disappointment, or end feeling satisfied with your creation.
YUCK, try AGAIN | NOT HAPPY but I'M DONE | YAY! I love IT
Except, this ends up being one-dimensional. The hint guide, which I recommend using, lists over 500 combos. I was excited by what was listed- Whale Song, Costume Design, Popular Science Book- only to learn that, aside from having cool icons, what you create is irrelevant to the game’s outcome. In fact, the only choice that makes a difference is when you customize your workspace at the start of the game (see Story).
What’s the point of crafting more complex items? The game gives the impression that your choices matter more than they do, and that’s the source of disappointment. As a result, there is little incentive to experiment which is a shame since I can only imagine the amount of time the author spent putting it all together.
It wouldn’t be so bad if your final creations were preserved instead of discarded. It reminds me of app games that use the similar mechanic of combining elements to make intuitive products (ex. combine two trees to make a forest), icons included. Except, your creations are cataloged so you can keep track of them. In GROWBOTICS, these creations go into the trash if you decide to craft something else.
Implementation
Despite its simplicity, the gameplay can be frustrating. I wish the listed the combinations for your secondary essences because order matters. Otherwise, you have the issue of “did I choose Liquid + Solid or Solid + Liquid?” You can check the hint guide, but this becomes tedious. Initially, I kept playing just to see the icon imagery.
You have reached your maximum quota of 20 secondary essences. Switch mode or reset.
…but this was the final straw that led me to stop playing. To be honest, I almost had more fun reading the impressively organized hint guide.
Story/Characters
The game takes a novel approach to character customization. Your identity is linked to the location of your workspace and determines the story. There are 36 locations, from “blanket fort” to “religious cell.” You can be a researcher on the moon, a vampire in a gothic mansion, an anthropomorphic plant person, and more.
A large cardboard box is sitting in the middle of your secret lab.
Eh.
A hyperdimensional cardboard box is sitting in the middle of your cyberdwelling.
Better.
There is replay value in seeing what stories are associated to each identity.
Endings
Earlier I said that what you create has no effect on the game’s outcome. Technically, that’s not the case for a few locations. It’s superficial, however.
You discuss your biodegradable solenoid valve over a plate of scones with jam and cream, and everyone seems quite taken with it.
Your creation is inserted into the scene without any regard for context. Even if it did have a meaningful impact, the lack of a save function discourages tinkering with these outcomes, leaving no choice but to restart and recraft the basics just to see what would happen if you end the story with an Organic Cosmetic Surgeon.
What I enjoyed most were the outcomes when you reject the workbench.
(Spoiler - click to show)The protagonist either destroys the bench or goes on a rampage to seek revenge on the company’s headquarters.
It's important to keep up if you're going to continue luring kids here and crunching on their tasty bones.
Or some other dramatic reaction. They can be surprisingly long.
Themes
This is where the “purposeful” part of my review title comes in. I think GROWBIOTICS does a nice job in conveying the idea of imagination, ingenuity, and the benefit of having a space that is all yours and enables your creativity.
You like to let your sensations have free reign and remind you that you're worth indulging.
Although I suppose this goes in the opposite direction if we decide that the workbench is useless. Still, it embodies the sense of “anything is possible if you put your mind to it.” And if that means crafting a Tall Planet in your greenhouse, so be it.
Visuals
The weaker parts of GROWBOTICS are somewhat offset by the slick, aesthetically pleasing visual design. As a Twine game, it makes a great first impression. Despite the underwhelming gameplay, I had a difficult time stepping away because of how it looks.
There are two colour schemes available, both of which have backgrounds with patterns that add flair without being distraction. It almost gives a “science-like” feel. Text is easy to read and links use trendy colours. AND THE ICONS! I love icons. Every final result has its own icon.
Final thoughts
My title is meant more out of affection.
Some parts I really liked and I was impressed with the author’s commitment in implementing hundreds of makeable items. Unfortunately, any strengths are hindered by the game’s shortcomings. The selling point is product creation, but once this central mechanic is revealed to be superficial, the appeal goes away. Despite the game’s great overall concept, its major flaws result in an unfocused finished final work.
That said, I do think it offers a fun first playthrough. You may not stick with it for long, but it is worth playing for the initial experience. Perhaps you’ll find inspiration in the visual design or character creation. And if you enjoy games that involve crafting things from basic resources, GROWBOTICS may especially interest you.
Earth is a war-torn world. A surviving faction decides to build a ship to travel into space in search of a new home. Our protagonist is a woman only known as “Traveller.” She is heavily involved in these efforts, and during this time, her daughter, Penelope, is born.
Soon after Penelope begins to speak and walk, it’s time to board the ship, aka the “Ark,” and leave Earth behind. A new, yet unknown future awaits Traveller and her daughter. Whether they arrive there together is another issue...
Gameplay
The Traveller is custom choice-based game that resembles a visual novel. Its story is narrated in first-person from Traveller’s perspective.
And it’s long. Or maybe it feels longer. While the Ark’s departure marks the end of the intro, the “main” gameplay is initiated when Traveller crashes into an alien planet while on a scouting mission. It’s assumed that she’s dead… and the Ark leaves her behind, kicking off the overarching premise: Will she ever reunite with Penelope?
Even then, it takes a bit for the gameplay to get moving. The planet you’re on (Spoiler - click to show)has a friendly alien, “Calypso,” who helps repair your shuttle. You can either stay and end the game here or leave to track down the Ark. You then spend the rest of the game going from planet to planet in search of answers. Unfortunately, it’s not that interactive. I can count the number of choice-making opportunities in the entire game on both hands, and it’s either casual dialogue or a major decision. (Spoiler - click to show)Like whether to stay on the first planet.
Despite the limited interactivity, there is decent replay value. I almost overlooked this. I played it a few years back, and upon revisiting, it felt different. I knew something was off when I got to the (Spoiler - click to show)grassy planet. Due to the length, I didn’t want to keep replaying it. But I also wanted answers. Here’s what I learned:
(Spoiler - click to show)(For context, there are five alien planets. Calypso’s is the first. After that, we investigate the coordinates of three planets that the Ark had planned on visiting.)
You choose the order in which you visit these three planets, and the order affects what you find there because each one is facing its own crisis. For example, if you visit the grassy planet first, you find a reptilian species in the earlier stages of a civil war. If second, the main conflict is already underway, and if third, you are greeted by the winning faction.
What occurs on these planets has no broader effect on the game. Once the player has visited all three, they are sent automatically to the fifth planet for the end. Nonetheless, this was a fantastic way to add variety and worldbuilding!
Having played this years ago, I will say that the minimal interactivity gave the false impression that the gameplay was completely linear. It makes me wonder whether players put the game aside after playing it once without realizing what they missed. However, if it’s meant to be played more than once, it would be nice if the player could skip the opening scenes after their first playthrough. With that said:
SAVE THE GAME AFTER YOU LEAVE THE FIRST ALIEN PLANET.
Only going to play it once? Here’s the path I recommend: (Spoiler - click to show)Grassy (green) planet, Volcanic (orange) planet, Jungle (blue) planet. There is no perfect path, but for one playthrough, this gives you the most content and is generally more optimistic.
Story
After everything the protagonist goes through, the story starts to feel like a saga. (Spoiler - click to show)No, she does not reunite with Penelope.
Too blunt? That’s how it is in the game.
Let’s put it this way.
(Spoiler - click to show)Penelope is dead by the time we catch up to the Ark and the planet it landed on. There is a digital memorial of her being interviewed throughout various stages of her life. As a small child, as a teenager, as a grown woman… as an old woman. She died of old age.
In the video, Penelope reveals that she had no memory of her mother because she was too young when Traveller died. (I don’t think she was that young, but fair enough). The kicker is when she’s asked if she ever thought of her mother. Penelope essentially says, “Nope. Didn’t think of her.”
I must hand it to her; Traveller takes this news remarkably well.
Meanwhile, I was more annoyed than anything else. I am glad that Traveller’s absence was not a burden on Penelope. From what we’re told, she became Governor of the new colony. The memorial alone says a lot about what people thought of her.
But for the player, who’s been waiting it out, the dual reveal of A, Penelope being dead, and B, her shrugging off the protagonist, was a gut punch. It felt like the author decided to sacrifice a carefully woven narrative in favor of a shocking reveal. From the start, the game cultivates this relationship between the protagonist and her daughter, and throughout the game, she appears to communicate with Penelope via her dreams. All this subtly and depth is then abruptly axed.
Or maybe the execution could have been better. In that sense, I suppose I’m not outright against the ending, only how it kicks the player when they’re down. Mixed feelings about it, at best. Mostly annoyance. And that’s probably not what the author had in mind.
At least, you get a choice on how to move forward.
Am I here to stay, or just a traveller?
[I'm here to stay.]
[I'm just a traveller.]
The player can either stay with the human colony or leave and continue exploring the universe. Interestingly, we’ve been away for so long that we’re somewhat of an outsider to the colony. Is it too late to go back to Calypso?
Thoughts
My impression of the ending was not helped by its logistics. This is what bugs me: If Penelope died an old woman, how old are we? As her parent, we should have died long ago. And I’m skeptical that it’s been that long.
While it’s never explained how fast spacecraft can travel in the story, the early gameplay on the Ark gives us a sense of travel time. It appears that these ships aren’t puttering along. Reaching another star system is no problem. The travel time, however, is long enough to justify putting people into stasis to pass the time and conserve resources.
We haven't figured out how to keep a person in stasis successfully for too long, so each 'night' lasts approximately three weeks...
Sleep for three weeks, wake up, repeat. Not perfect, but it works. (Conveniently, Calypso repairs our shuttle with stasis tech that works the same way but allows longer sleep periods.) Anyway, the commander tells us about an approaching star system, the same system of planets that we explore later in the game.
Commander: The first is only a few days away. The others are farther, but if we stretch the stasis systems we could get to the next one within a few months.
Doesn’t seem that long of a wait. And you can skip having to wait at all by using the stasis system to sleep it off in cycles.
Seeing how events unfold on the three planets also provides a general estimate of how much time passes when you go from planet to planet. Considerable time, yes, but certainly not long enough for Penelope to grow old and die. Though the game does say that the coordinates to the fifth and final planet are farther away.
And if it HAS been long enough for Penelope to die of old age, we would have died from old age before that. Yes, stasis tech knocks you out. But it works by injecting you with drugs to fall asleep. No mention of your body being preserved from aging.
I realize that I’m overthinking it. But I’m only doing so because I’m upset about the ending.
Characters/Worldbuilding
Despite what I’ve said already, I want you to know that this game is more than its immediate story. Along the way there are secondary narratives that carry a similar weight. The author has a talent for writing sci-fi that exists on a larger scale where multiple worlds and civilizations are woven together to create a saga-like quilt of a story. Like The Traveller.
Characters are the most compelling when you meet them for the first time. Traveling to a unique, alien world to face its challenges only to leave it all behind is exhilarating! Though the lack of interactivity dampens the effect, I was eager to see what the next planet had to offer. It's only until you leave (Spoiler - click to show)Calypso’s planet that you start to see how long the game is.
PC
From the start, Traveller proves herself to be something of a badass, and this never changes as she looks for her daughter (Penelope is quite loveable). Later, people refer to her as the “savior of Earth,” and while I wish the game would elaborate on this since it’s quite a title, there is no denying that she had a major role in kickstarting the Ark’s journey.
Being a parent is a key part of her character, and we feel this as we experience the story’s events from her perspective. Like when the Ark leaves her behind. Our radio can hear the Ark’s we-are-leaving broadcast… but is too damaged to send a response. We just listen as the broadcast is like, “farewell to those who didn’t survive, etc.” And leaves. With Penelope. Who now thinks we’re dead. Talk about an emotional scene.
NPCs
I don’t want to spoil everything, but we do meet four alien species. While they have different cultures and physical biology, our interactions with them reveal a recurring theme: that family structures can take different forms. For some, the process of raising and protecting individual children is like that of humans. Meanwhile, another species eliminated individualism altogether, making any distinction between parent and child obsolete- this results in an interesting discussion.
The Greek mythology symbolism of Calypso was clever. Their planet, and its depiction of alien life, was one of my favorite parts. Leaving was sad. That said, if you choose to stay on the planet and end the game early, it does feel like a complete ending.
Calypso: It was my pleasure.
:(
Also, the romance with Scout was sweet, but totally came out of nowhere. Does anyone feel the same way?
Visuals
The author’s commitment to the game’s art is impressive. Everything is illustrated, while dialogue is displayed in a see-through text box at the bottom of the screen. For most of the game, the visuals consist of a backdrop with a character portrait facing the screen, though brief cutscenes may deviate from this.
It is a gorgeous game. Especially the planets, which each have at least one unique landscape. The character portraits display a range of emotions. Occasionally, this means that the faces look off kilter, but I much prefer this over static expressionless imagery. I can only imagine the time it took for the author to create everything.
Final thoughts
The Traveller has many strengths that include its extensive art, emotional depth, creative worldbuilding, and a memorable depiction of parental determination. And yet, when all these are brought together, the result is not a seamless experience.
Low interactivity is the main issue. Meanwhile, the parts with replay value are likely to be overlooked. If you’ve played this game once and thought you’ve seen it all, you’d be mistaken. Unfortunately, the game’s length doesn’t inspire replays, unless you had the foresight to save the game in advance. Plus, some frustrations about story execution.
But beneath all this is a truly ambitious and unique work of science fiction. It just also seems like a game that can easily go unappreciated. And in that sense, I consider it a hidden gem. In fact, it’s one of the first games I think of when it comes to parent protagonists in interactive fiction. My advice for you is to approach The Traveller as if it were a visual novel and save the game before exploring the other planets.
Note: This review is for the post-comp release. The change log refers to it as v101, and I recommend playing this version.
Modern society is run by sub-sentient computer programs known as “subs.” You work as a cyberpsychiatrist where you assist and discipline these subs when they run into problems. One night, you are awakened by an emergency: the subs are misbehaving.
And society will come crashing down if you don’t resolve it.
Gameplay
The Entropy Cage is centered around investigating the subs’ odd behavior before shifting to (Spoiler - click to show)aligning with one of the factions from the story.
Gameplay consists of the player receiving requests from subs and deciding on what action to take. Initially, the only action available is “reseed,” but more options become available as the situation develops.
b91: Hello. My program is stuck. Reseed me.
user> sub.reseed() | sub.queryRequest()
Players may find it a bit ambiguous. We’re supposed to “find out what happened,” and yet, it's unclear what your immediate objective is. It’s hard to tell if you’re doing anything right because we always get Jake’s disapproval, though I understand that might be so we can feel the protagonist’s frustration for ourselves. That doesn’t make it less confusing.
Reseed the subs? He complains. Freeze the subs? He complains. Promote the subs? He complains. Each time he complains that we should “try something else,” and the player is staring at the screen thinking, there aren’t any other links to click on!
Allowing the player to save their progress would have been appreciated or at least have a way for the player to skip to later content after their first playthrough. If you're not careful, you click on a link that, woops, turns out to be an ending.
I nearly gave up hope on understanding what I was doing when I froze/promoted/etc. this endless parade of faulty subs. Gradually, things came into focus.
user> sub.promote()
SYSTEM: REDIRECTED sub.promote() -> sub.kill()
bb1: Why? Query Why?
bb1: Query Why? Use? Hello?
In this example, a sub requested that I promote it. And I did: "sub.promote." Some (Spoiler - click to show)unknown agent changed sub.promote to sub.kill, killing the sub instead of promoting it. The poor sub is wondering why this is happening.
So: My advice for playing The Entropy Cage is to stick with it.
(Spoiler - click to show)39e: My peer processes have been turned to zombies and I'm being scanned by rogue code. Hide me.
It gets more interesting.
Even when you have no idea what’s going on, you can still have fun.
Versions
Out of curiosity, I tried the competition version and could see a clear difference. I like how the newer version uses “reseed” instead of “punish,” which feels more intuitive (and not so mean). Consider:
b78: Hello. I have been bad. Punish me. vs.
f71: Hello. My program is stuck. Reseed me.
I wonder how previous players will feel about the game now.
Story
Before you play, I highly encourage you to read the backstory which can be accessed via the game’s menu. It provides essential context to understanding the story. Without it, I would not have been able to piece together the overarching premise on my own.
It’s quite intriguing!
The author shares that the game “came from wondering what religions computers would create for themselves,” which raises concern of what would happen if said computers started to engage in religious warfare. The aim of The Entropy Cage is to consider humanity’s role as an observer of this theoretical warfare, and this is reflected in the protagonist’s task at investigating the subs’ erratic behavior.
(Spoiler - click to show)TL;DR: instead of doing their jobs, the subs have broken into two religious factions and have gone to war.
Once the backstory clarified the game’s religious themes, I could follow things more closely. Both groups have the same goal: to transcend. However, they have different plans on how to achieve it. The odd requests we receive throughout the gameplay are the product of the factions waging war over each other.
gde: I wish to avoid this war. I present proof of my innocence.
PROOF:Verified: gde has not particpated in actions against other subs.
After reading the backstory I kept thinking, “So that’s what’s going on…” Makes sense now. Mostly. I’m not going to try to unpack everything here.
While we may occupy the role of observer in this war between subs, we are not exactly powerless in tipping the scale in the factions’ favour when representatives from both sides contact us for help.
Endings
I thought there were only 2-3 endings until I looked at the ending guide built into the game. The guide summarizes each ending regardless of if you’ve reached it. Turns out, there are 9 possible outcomes. Reaching them was another matter…
Every playthrough led to the same moment where I had to choose between implementing resource protection for the subs or promoting a sub to manage resource allocation. This would typically lead to Endings 1, 9, and 4. Occasionally, this included Ending 5. I have no idea how to recreate these endings. It all feels hit or miss.
Oh, and you can also get fired, which I believe count as Endings 2 and 3, but it trickles down to the same outcome as Ending 1. I found it interesting how threatening Jake with your lawyer can result in being fired or Jake momentarily backing off.
Jake seems surprised at your firmness.
Perhaps Jake’s reaction is randomized.
The walkthrough (separate from the game) is not particularly helpful. I was hoping to reach Ending 7 which apparently involves aliens arriving in the future to find subs operating in human bodies. Ending 6 also sounds cool.
Thoughts
Ending 1 serves as a potential warning for our current world and the near future. Technically mild spoilers, so I’ll put them under a spoiler tag.
A civilisation so accustomed to subs running society for them is doomed to crumble when the subs stop working.
This ending sees the subs neglecting their jobs for various reasons, the most common reason being the subs running off to engage in warfare amongst each other.
If society’s infrastructure is run almost entirely by subs, what happens when the subs are compromised? You get a society that can't function at all. For the characters in The Entropy Cage, this results in the downfall of human civilization.
I think the game does a great job at getting the player to ponder these implications by sharing the subs’ atrocities. Consider the impact of a single sub malfunctioning:
ba6: I intentionally re-routed ambulances.
PROOF:Verified: Emergency dispatch controller ba6. 21 fatalities.
Now, imagine the chaos of this happening with every sub everywhere!
This theme of over-reliance is increasingly relevant to the technologies that have emerged in recent years which will only continue to be developed.
Characters
We know little about the game’s protagonist beyond their job title and their employer: a corporation called Cloud-Nine. Or is it an agency? Either way, its specialty is transportation. You definitely want your subs to function correctly for that.
Apparently, we've also been “suspended.” The game doesn’t say why, and I would be fine with this if Jake didn’t bring it up ALL THE TIME. He keeps waving your suspension around and threatening you to the point where I want to know why the protagonist is on thin ice. Or is Cloud-Nine just looking to cut costs?
At least some of our exchanges with him can be humorous.
SYSTEM:CHAT@jake: And what checks that blood?
SYSTEM:CHAT@user: A pre-sub. Damn. That guy had one job.
There are NPCs who play a big role behind the scenes, but A, I don’t want to spoil them, and B, I’m still a bit confused about who they are aside from the fact that they are (Spoiler - click to show)subs of religious factions.
Visuals
Taking after the cover art, The Entropy Cage uses blue and black as its main colours. Its appearance is a large dark blue text box against a black screen. Text and links also use different shades of blue.
I have mixed feelings of how some of the dialog is displayed. In these cases, tH3 diAl0G lo0kS liK3 tHIs WhiCH g3tS TeDIus qUIcKlY. This formatting is clever because it conveys that the sub we're chatting with (Spoiler - click to show)is slowly being corrupted. The downside is that it's inconvenient when trying to process what the sub is saying.
Final thoughts
The Entropy Cage feels somewhat like a hidden gem.
I've played games where the source of conflict is heavily based on "A.I. vs. human characters." In The Entropy Cage, the source of conflict is "A.I. vs A.I.," and I don't see this nearly as often. The human protagonist is not an active participant in the (Spoiler - click to show)subs’ warfare, and yet we wield enough power to alter its trajectory.
It’s also frustrating. Even now, I have a hard time understanding it all. While the game’s mechanics emphasizes how the protagonist is working within limitations as they try to resolve a looming crisis, it hinders the player’s enjoyment of story instead of enhancing it.
Still, I liked The Entropy Cage. The game grows on you if you spend enough time experimenting with it.
If you’re looking for a sci-fi game that prefers its mechanics over heavy dialog, The Entropy Cage offers a unique experience. Despite its flaws, it raises questions on morality, technology, and where we stand within it. It was released in 2014, and the author hasn’t created anything since. But if they ever do, I’d be interested.
Star Hunter begins with "You wake up, ready to make yourself incredibly rich in the forgotten ruins of the Tartuest sector." Sounds like fun. Unfortunately, it is not a particularly fun game. So many rooms. Large locations that are mostly empty and devoid of any story content.
There are only a few cases where the exciting feeling of plundering abandoned alien worlds does emerge, briefly. The author has the right idea, but the implementation is lacking. The walkthrough will make your head spin. If you are going to attempt this game, I recommend that you use it.
Gameplay
You have a small personal spaceship called Atlantis, just large enough for you and the treasures you uncover. A central gameplay mechanic is the management of navigation tapes and transit bubble chips for travelling. Navigation tapes allow your ship to travel to other planets whereas chips enable you to beam down (Spoiler - click to show) (bring your gizmo with you to avoid an unwinnable state) to the surface.
The game has a Robot Bazaar where you trade items with androids. This sounds like a cool concept except that these are the stingiest androids you will ever find. They want chunks of your inventory for most items, and it is extremely difficult to know which items you will need later down the road. Many of the items on sale are red herrings. Things that look like they would be helpful only end up being a waste of precious tradeable items.
There is a pattern of going to a planet to find valuables and returning to the Bazaar to trade those valuables for other items and then going to another planet to repeat the process. After a while it became tedious. If you are not using the walkthrough I recommend saving whenever trading your items.
When it comes to scavenging objects are often found in the most random of locations such as a (Spoiler - click to show) milkshake in the middle of a transit alcove at the Bazaar. They have little context for their placement. I can understand finding a (Spoiler - click to show) discarded spoon in a campsite but a navigation tape conveniently on the ground or a chip in a deep mine shaft? It seems too random and happens throughout the game.
One last note on gameplay: When the player tries to dig deeper and go off the beaten path the game totally leaves them to fend for themself. For example, the (Spoiler - click to show) purple barrier in the bazaar that is said to be off limits but there is a Saxon disc being sold by the black android. So of course, I tried buy it hoping to find something interesting. This is what happened:
Saxon's transit alcove
You are standing in a bare and cramped chamber. Were you expecting something more exciting after all the trouble to get inside?
(yes, yes I was)
I should have known better that the game would not offer anything. Naturally, this also meant that I was in an unwinnable state since I had to sell most of my stuff to get the disc.
Setting
Some places are more engaging than others. Lack of a detail-heavy narrative can give the player an opportunity to just explore and experiment with their environment. Unfortunately, there is usually little to interact with. These are just my thoughts on each of the locations in case you want to compare your impressions with them. This whole area is one big spoiler so I will just put it all under a spoiler tag. Besides the Android Bazaar there are six other locations.
(Spoiler - click to show)
Survey site: An abandoned archeological site and the first location in the game. Mildly interesting and carries as strong “scavenger vibe.” What ticks me off is that the player must purchase the hatched tape to return to this location. But this is where the game begins how did the protagonist manage to travel to I without having the hatched tape in the first place?
Statue: This was a cool idea but extremely sparse. You wander through a giant statue of a warrior. Sadly, you cannot even examine the city ruins that are visible from the top of the statue or explore any of the details in the abandoned train station under the trap door.
Observatory: This is an abandoned house with an observatory. The rooms tend to have more scenery even if they player is unable to interact with it. The nice thing is that the valuables are easy to find, and at least it shares the same tape (striped) as the Robot Bazaar. All you need is the OBSR chip to get to the surface.
Mine: I do think the game captures the feeling of being deep underground, especially the surprise that the bottom of the shaft is not the true bottom. Here, you look for things that have hardly seen the light of day. This one is also touchy. MAKE SURE YOU SAVE BEFORE YOU EXPLORE THE MINES! There is an absolute trap. The mine shaft platform has a lever for going up and a lever for going down. When you first arrive, it is so easy to pull one of the levers thinking that you are in the platform area that moves. Suddenly the thing will start descending with both levers on it and before you realize it you are in an unwinnable state (you cannot “undo” twice in a row). Same principle goes if you are standing at the bottom of the shaft.
Cube maze: This is one is probably the worst in quality. You arrive outside a giant cubic structure in an alien grassy field, which had cool atmosphere. But when you step into the structure all you find is an endless maze of dark rooms. Without the walkthrough it is impossible to know how many items you need to find. When the player searches the maze, their will likely find a chip and white cube* without much hassle, and then leave (like I did). But there is another precious item, a crystal cat shoe, that is hidden deep in the maze on the third floor. This gets the player worrying if there is anything else that they missed (the walkthrough says no), making the gameplay frustrating. The two redeeming qualities is that one, it is easy to exit the structure (stumbling around usually does it), and two, you only need to visit this location once. *The white cube is interesting but none of the androids seem to know what it is. Perhaps it is a red herring?
Garden world: This was the nicest location with its flowers (smell is implemented for the flowers) and streams. But I have a complaint about the gate. The key to unlock it is found on the planet with the observatory. What is the likelihood that the rusty key happens to unlock the gate in a mystical garden world? The fact that the key was found in an overgrown garden serves as a subtle hint, but it is still hard to believe logistically. You must be careful too. To buy the tower disc you give the black android nearly all your transit chips. If you do this without having found the key in the observatory you end up in an unwinnable state because you can no longer go back to retrieve it. Right when you are almost at the end of the game!
Story
Apparently, the whole point of the game is to find the “fabled lying bear of Deneb.” But the game never mentions it aside from a short sentence (and in the IFDB blurb) if you ask for help. There is no story about the bear or why it is so legendary. It is only after you (Spoiler - click to show) find the bear that the game has anything to say about it. The only indicator of its location is if you ask the blue android about the rainbowed tape. The android will explain that it leads to “Deneb Eta.” But there are no legends or bits of information that fuel the protagonist’s drive to find it. Having some story background would be immensely helpful in focusing the player’s objectives. It makes things less meaningful. There is simply no story tying everything together.
The game ends with (Spoiler - click to show) finding the bear in the tower on the garden planet. But after all that effort put in to find the bear the player is rewarded with a flimsy ending. It reads, "After a moment's consideration, you take the lying bear, which is worth the fortune that you were looking for, and the unfamiliar transporter chip. Will it take you somewhere that you can make the sale??" Game finished. It left me thinking “that’s it?!” We never learn what is so significant about the bear, only that the protagonist is tempted to sell it. The only part I liked was (Spoiler - click to show) that the bear comes with a NEXT chip which hints at a future adventure.
Characters
It was not until after I played the game that I realized that it is almost NPC-less. The only other characters are the androids at the Bazaar. The protagonist has no defining details aside from the fact that they are called “Sir” by the androids and the Atlantis onboard computer.
There is an inkling of a story with the protagonist but the game reveals little. If you examine the (Spoiler - click to show) rusty pipe from the mine the game says, "Something about the pipe tugs at your memory." The description of the cap from the tower in the garden world is "Something about the hat seems very familiar, and you remember wearing it.." A similar thing occurs if you examine the white candy on the statue planet. I actually thought that there was something to be discovered but sadly interacting with the objects did nothing.
Final thoughts
This is a long game. Really long. But I am rating this game with two stars because I did enjoy bits and pieces of it, however small. I think the game would have greatly benefitted from a smaller map with more detail rather than using vast and weakly-implemented locations. On top of that the forgiveness rating is cruel. There are so many ways to make the game unwinnable. This game has all the potential of being an exciting treasure hunt game with a sci-fi setting but instead the gameplay is confusing and leaves the player anxiously wondering if they traded the wrong item or made the game unwinnable.
Was this game ever tested? I found no tester credits. That said, it is not a particularly buggy game. If you enjoy excessively long and technical treasure hunt games this might be an interesting piece to try. I do believe some people might like this game. But if anything, play it with the walkthrough.
You are a health inspector conducting your rounds in the city’s dining establishments. Today on the list is Nikolai’s Bar and Grill, an unsavory restaurant with some not-so-hidden secrets. Will you finish your inspection and leave, or will you dig deeper?
Gameplay
The player jots down citations with their notepad. The immediate goal is to gather enough citations to condemn the restaurant. But simply getting in your car and driving away feels like a premature ending. The game has the player to look beyond their health inspector duties and rewards them, rather gruesomely, for it by advancing the story. And another detail: Even though the game has the time listed at the top of the screen (Spoiler - click to show) time does not seem to matter. You can wait until 2:00 am and nothing changes. I am not sure if there is anything significant about it.
Yes, there is gore but much of the grossness is atmospheric. Things like mold and cockroaches. It focuses on what is needed to tell the story. The content is woven into the protagonist's reason for being at the restaurant. As a health inspector, the protagonist is required to conduct a thorough investigation of the restaurant, giving the player a reason to go digging in the trash where moldy leftovers and (Spoiler - click to show) severed body parts are found. That said, this game has its moments. (Spoiler - click to show) Reaching inside the meat grinder was probably the worst part. Even more so than the vampire-body-part-scavenger game. Play the game a bit to see if it is to your liking.
For a health inspector the protagonist does not seem terribly worried about finding (Spoiler - click to show) human body parts hidden in Nikolai’s restaurant. A (Spoiler - click to show) human foot in the soup cauldron sounds like a notable health code violation, but the protagonist does not bother with jotting it down (although the game does add it to your score). And then there is this: (Spoiler - click to show)
>note corpse
You see nothing noteworthy about the mutilated corpse.
Why is it that you can (Spoiler - click to show) note the mold on the floor in your notebook of health violations but not the corpse in the crypt? This sounds noteworthy. If anyone is interested my record for the lowest sanitation score is (Spoiler - click to show) -119.
My only real criticism is that the game sometimes glosses over gameplay details in the endings. If you (Spoiler - click to show) discover the corpse, finish your inspection, and leave by car the game says, "You enter your car and drive away, satisfied that you have gathered enough observations to have Nikolai's Bar and Grill condemned. And yet, you feel as if there is still some mystery in that building which you left unsolved." Perhaps that corpse you found in the crypt? It does not acknowledge that the protagonist saw the corpse and/or the body parts scattered in the restaurant. Also, if the player (Spoiler - click to show) breaks a window and waits in the crypt for the police to arrive, they still somehow manage to miss the corpse.
Story
The blurb gives the impression that this is a murder mystery about a missing woman. Not exactly. It is not a mystery game where you (Spoiler - click to show) try to uncover the story behind the missing woman by talking to suspects and investigating different leads. There is no “mystery” to solve, at least not in the classic sense. Once you notice the body parts hidden in the restaurant you have pretty good idea of what is going on, and it does not take long to match the missing woman in the newspaper with the corpse in the crypt. But that is what gives the game a unique twist. Rather than solving a murder this game is about weathering a territory dispute between two ruthless vampires. There are tiny little hints that suggest “vampire” even before the player finds Sofia such as the vampire book in Nikolai’s office, the anemic waitress, and Angela and Nikolai’s unease when you ask them about vampires. It does not take long for the story to reveal itself.
I thought it was interesting how the author incorporated some (Spoiler - click to show) vampire lore into the story. According to the (Spoiler - click to show) handy guidebook in Nikolai’s office there are different groups of vampires with unique behaviors, specifically Bratislavan and Transylvanian vampires. Bratislavan vampires are always engaged in territorial disputes, whereas Transylvanian vampires prefer to fly solo. Sofia Kozyar and Nikolai are Bratislavan vampires, and the protagonist gets caught up in their mess. For a while Nikolai was the dominant vampire in the area but that changed as his health deteriorated due to diabetes. This weakened him until Sofia became a serious threat, so he had her abducted and killed. But killing a vampire is easier said than done. As the player knows, all it takes is (Spoiler - click to show) some neutral party to gather up the scattered remains to reform a “dead” vampire.
This has one of the highest replay values for a parser interactive fiction game. It is short with light puzzles and has a lot of endings. Finding new endings was exciting because you had to strategize, and that is where the replay value comes in. The game's hint section says, "The game features about seventeen distinct endings." SEVENTEEN! So far, I only managed to find twelve. I would love to know if anyone finds all of them.
Characters
What does it mean to be afflicted? According to Angela, Nikolai’s affliction is (Spoiler - click to show) diabetes. For the protagonist it is (Spoiler - click to show) being bitten by Sofia and turned into a vampire. The protagonist is unnamed and is only cynically described as Mr. Health Inspector by Nikolai. The protagonist’s background is an unusual one. I cannot recall ever playing any other game where the protagonist works for city sanitation, but this background only Afflicted more memorable. There are also other small details, such as a nostalgic love for disco, that make the protagonist more multi-dimensional.
Nikolai’s character is bold but also stagnates. He (Spoiler - click to show) denies the existence of vampires and Sofia’s corpse in the crypt but continues doing so even when the player catches him drinking Angela dry. Even when Sofia confirms that he is a vampire after her voice is restored. At this point Nikolai does not seem to bother (Spoiler - click to show) hiding the fact that he is a vampire. He locks the door and tells the player that they are next to be eaten. Sofia tells us about the territorial dispute between her and Nikolai, I thought this would be an opportunity to hear his side of the story. But instead, he keeps denying it. I wish there was a way to (Spoiler - click to show) stop Nikolai AND save Angela.
Final thoughts
This is one of my favorite (Spoiler - click to show) vampire games (not sure if this counts as a spoiler but I will mark it anyway). It is short with a high replay value and has an icky atmosphere (perhaps an option during Halloween) yet retains a sense of humor.
The school year is currently in the dead of winter. Most recesses have been spent indoors but today's sunshine changes that. Today will be an outdoor recess. Even better, this will be a much-anticipated chance to test out your brand-new pair of sneakers. But at the last minute the teacher calls you back, saying that you cannot go outside because of a missing assignment.
Gameplay
You play as a fourth-grade student named Jamie Nelson. You need to turn in an "Explorer worksheet" about Vasco da Gama. There are two paths to approach this. If you look at the (Spoiler - click to show) blue folder in your desk you will discover that you have Daniel’s (your younger brother) schoolwork folder. This means Daniel must have your schoolwork folder containing the Explorer worksheet that you had already completed. The gameplay then consists of tracking down this folder to retrieve the missing assignment.
The other path is to (Spoiler - click to show) ask the teacher for a blank copy of the worksheet and fill in the answers. With this path you can consult the library for help. Neither of these paths are particularly exciting but at least it allows you to choose. This is followed by a puzzle about (Spoiler - click to show) finding some mittens, a coat, and a hat so the teachers allow you to go outside. This too is lackluster but does not take long to complete.
Story
In the “about/introduction” section the game says, "The daily school routine of going out to recess, transformed into an epic quest." There is nothing epic about the gameplay although I like the author’s enthusiasm. The conflict is being unable to go outside because of a missing assignment but completing gameplay objectives does not reveal any plat developments or build upon the story. The result is that it does not always feel like a game. But, in all fairness, the game ensures that there are no lose ends or questions left unanswered. It may lack pizazz but at least it presents a consistent and laid-back story.
Characters
Jamie’s personality does shine a little bit. I liked the feeling of rebellion that occurs when he dares to open the door to the bus circle which is forbidden until the end of the school day. The rush and exhilaration of such an act is humorously described, especially since Jamie is normally well-behaved and would shy away from this behavior. The other characters are not particularly interesting, but Jamie’s descriptions of his teachers strongly convey the perspective of a young student.
Final thoughts
It is bland but has no bugs. Everything is smooth and reasonably short. But there are still some upsides. In the credits section the author explains that he based this game off childhood memories, and this earnestness shows. And it might appeal to you if you are looking for a realistic school setting with a younger protagonist.
The story behind this game is that you are board of your cushy job. You work as a commodities trader at a bank. It pays well but the most action that you get is managing paperwork and spreadsheets in a cubicle. Now, you are inspired to seek out the adventure aspect of trading by renting a truck and hitting the road. Along the way you hope to experience Canadian geography.
Gameplay
You begin in Toronto Ontario with a million dollars and your truck. The game ends after 30 days unless you reach an earlier ending. In fact, 30 days lasts awhile in this game. At each main stop the player can sell or buy goods, rest at a hotel, refuel, and sightsee. Between destinations are smaller stops where the only options are to rest and refuel. The strategy comes in the form of managing these resources while you travel.
The gameplay is built consistently and is bug free (as far as I could tell). But it is also repetitive and bland and would have benefited from some variation. There are no surprise events or sub-storylines to build upon the game's portrayal of a cross-county journey. You just do the same action of shuffling from one location to another. The closest to a storyline is (Spoiler - click to show) if you pursue is the Iqaluit ending. In fact, you can skip trading all together because you have more than enough money to pay for gas and hotels. The Iqaluit ending is the most interesting one to pursue but also involves the most backtracking since it is tied to specific locations rather than the money you accumulate. You visit Fredericton and High Level to acquire a wooden nickel and Spider-Man comic book before traveling to Inuvik. With these items you can then drive to the Arctic Circle and end up in Iqaluit, ending the game.
The author provides a helpful map and "teacher's guide" walkthrough that I strongly recommend using. The walkthrough includes a chart of buyable and sellable items at each destination. You will find it helpful in deciding where to visit rather than hoping that the next stop will allow you to unload those excess engine pallets that you have been hauling around for the past ten days. The supplemental map drastically makes the game easy to play. Without it the player is stuck visualizing the location in their head. I would end up travelling in a circle without branching into the other areas. The map allows you to gauge your location and where you want to go. While it would have been cool if the game came with map graphics built into the gameplay the supplemental map is easy to read and adds a hint of realism.
Design
Desmos Activity Builder.... Never heard of that one before. I just had to play it. I love seeing how people can make interactive fiction in unexpected ways. Of course, no matter what format you choose the game should strive for quality. Let’s Explore Geography may be light on substance, but it does feel like a completed piece. The draw is its unique development system. Though the content is unremarkable playing a game made by “Desmos Activity Builder” software is its own memorable experience.
I played the post-comp version that opens when you click the “Play Me” button on the IFDB page. The competition version is nearly identical except for the class registration steps. It involves using a class code to access the game on the Desmos website. You do not actually have to sign up for anything, but the game’s instruction sheet gives you gives the impression that it is more than just an interactive fiction game. When I saw, “Thank you for purchasing Let's Explore Geography! Canadian Commodities Trader Simulation Exercise. We're certain your students will enjoy this engaging, interactive virtual activity,” I had to look twice since it really does look like a teacher email. I prefer the post-comp version because it is faster, but if you want to take advantage of the immersion than consider the original.
Its appearance is a simple beige (or white if you play the original) page with a multiple-choice format, just like taking a test. I am not sure about design limitations in Desmos software, but the game could have greatly benefitted with some visuals, particularly photographs of locations. This visual aid would alleviate some of the repetitiveness in the gameplay while also staying true to its focus on learning about Canadian geography.
Content
Is it educational? Sort of. Not in terms of understanding trade and economics, but it does sprinkle some Canadian history and culture into the gameplay. The education part comes from each main stop having a landmark of Canadian culture for the player to experience such as going fishing at Grand Rapids. This was a clever idea, though there is not much meat on the bones in terms of content. And if you use the handy supplemental map, it gives you a basic familiarity with geography. If anything, it is more of a sight-seeing simulator than an educational tool.
Final thoughts
The game does have strong points. There are multiple endings, and the gameplay is bug free. The author makes up for some deficiencies with genuinely helpful supplemental materials. The downside is that the gameplay is nothing remarkable. Nonetheless I still think it is worth a try. If anything, give it a go because it is something new.
You are a housecat hungry- no, ravenous- for soft cat food. Usually, you turn to your owner for such things, but he has not been himself recently. It seems like everything annoys him and when he does feed you it is mostly boring dry food. Instead of waiting for him you decide to take initiative and acquire some soft food.
Gameplay
You start the day curled up on the windowsill inside a one-story cottage. Your Provider* is asleep but will move about independently as the day moves on. He is one of a handful of independent NPCs that you will encounter. The initial goal is to satisfy your immediate hunger before addressing your hankering for soft food. The gameplay consists of tiptoeing around the cottage and surrounding forest in search of ways to reach this goal.
The puzzles are not always intuitive. In fact, some of them left me scratching my head. (Spoiler - click to show) Rolling in ash to disguise yourself so you pounce on a bird makes sense. And I liked the puzzle where you wake up the Provider without him knowing that you are trying to do so. But (Spoiler - click to show) tying the shiny egg* to the balloon and releasing it from the roof of the cottage so it could float down to the little boy was something I needed the walkthrough for.
I like how there are (Spoiler - click to show) two solutions for removing the Rival when he comes back for revenge. You can lure him into the road where he gets hit by a car or, and I prefer this one, dump the sack of dry cat food on him so he leaves. Perhaps that way someone will find him and give him a home. But I must say that the author really replicates the finicky nature of cats squabbling over territory (and the preposterousness of sharing a food bowl). Similarly, (Spoiler - click to show) I am glad that it is possible to reach a peaceful resolution with the Provider. He goes from throwing the cat outside to cuddling the cat during excursions in the forest. Both cat and Provider reach a sense of contentedness which made for a satisfying ending.
Story/Writing
Though the puzzles can sometimes muddle up the pacing, the game makes up for it by capturing the player's attention with humor and descriptiveness. Take the description of the beast* in the garage as an example: "You've heard such beasts rumble, sigh, bleat, and stampede. This one is quiet, and perhaps ill. He appears to be bleeding from his underside." Through the cat's perspective it takes a cold and static piece of human technology and turns it into something living. A car leaking away in a garage is suddenly a wounded creature biding its time. This formed a more vivid image in my head than if the game simply said, "a human vehicle is in a garage. It is leaking fluid." It adds extra dimension.
This game really does give a cat's-eye-view of a hungry feline in a forest setting. There are so many scents and things to climb. The alarm of encountering a strange cat, the surprise of an unexpected human, and the enticing allure of capturing feathered wildlife. And yet the house is the focal point of your world with its heated rooms and Providers who give you food (Obviously this is not the case for all cats, but the protagonist seems to be a well-adjusted housecat). I think my favorite slice of writing is when (Spoiler - click to show) the cat finally gets to eat the soft food:
A blend of tuna and chicken livers, your entire consciousness swims in its taste, texture, and smell. You lap up its succulent juices, and slaver down every delectable mouthful. After a moment of complete rapture, you find yourself staring into an empty shell, grease dripping from your whiskers.
I can almost image chowing down in bliss the delicious food I waited forever to find. The obsession with soft food is a familiar one for me. I know what it is like to have a cat meowing at you for food and when you put down dry kibble, they look at you as if to say, "what is this garbage? I wanted the stuff from the can."
Final thoughts
If you are bored of playing as human protagonists A Day for Soft Food offers a refreshing change in perspective. I recommend it if you want to play a game with an animal protagonist or is you are just looking for something lighthearted and humorous.
...
Oh, and one last thing...
What is up with (Spoiler - click to show) riding down the river in the basket? Who is that saucy cat? The game describes her as "the most beautiful feline you've ever seen lies languorously on an unreachable limb." Is this a love interest? Apparently, this just earns you a bonus point, but it is certainly a memorable one.
Cat Glossary* (Spoiler - click to show)
-Beast: Car
-Beast's Cave: Garage
-Billowy wall: Window blinds
-Confusing box: TV
-Food Room: Kitchen
-Jangly ring: Keyring
-Lumpy mountain: Sofa
-Provider: Cat owner
-Shiny metal egg: Can of soft cat food
-Shiny stool: Wheelchair
-Silvery leaves: Keys
-Small white box: Garage opener
You are a deputy summoned to investigate a murder in a casino. The game begins when you arrive at the casino. The manager tells you that a prominent guest has been murdered and that it would be appreciated if the investigation were conducted as quietly as possible. The FBI are planning to arrive the next day and would like you to narrow down a suspect.
Gameplay
The game is light on puzzles. They mostly involve traveling to different rooms to interview people and compare their statements. There was one puzzle about finding cheaters in the casino, but they were often found right in the lobby which made it easy to complete. This also seemed to be a bit of a side quest because you can ask the security guard if you could find more cheaters in exchange for chips. The game lets you play blackjack (and you do not even have to win) although (Spoiler - click to show) its only purpose is to attract the attention of Kat who simply gives you more information about the casino guests.
The game makes an effort at building atmosphere. There will be random characters wandering around to make it more like a busy casino. You have access to over a dozen locations including a poker table, blackjack table, bar, kitchen, private rooms, lobby, and other areas. This is roughly an hour-long game but can be completed in less time in replays.
Design
Redstone is a custom choice-based game that uses menus to create a parser-like effect. At first the point and click was slow, but you get used to it quickly. The game tries to streamline the gameplay by summarizing your findings with the “Think” command and marking off which discussion topics you have used with characters to avoid repetition. It is also cool how you can “undo” with this format.
For each location there are boxes that say "Examine," "Go to," "Talk to" (if there are people to talk to), "Think," "Inventory," "Look around," and other commands that may be unique to the situation. This all works together to create a parser-like experience. For instance, clicking on “Talk to” lets you choose which character in the room you want to interact with. On a slightly more complex level, if you use the “Examine” command and find something worth taking, then the game will implement the “Take” command. Play the game and you will get the hang of it.
The visuals are a bit rough-around-the-edges and yet they are consistent enough to create a solid appearance that carries it through. The art, though occasionally crude, I found to be oddly likable. And there is a lot of art to experience. (Spoiler - click to show) One little inconsistency that stood out to me is Kat’s dress. Kat is described as wearing a slinky red dress even though the drawing of her shows her in a dark navy dress. That kept bugging me. But that aside, I really did enjoy the art.
Story
It is an interesting story but none of it is particularly thrilling or exciting which is too bad since murder + casino tends to have no shortage of flair. The main issue is that it could have capitalized on some of the plot developments. The main one was when (Spoiler - click to show) Simon leaves his room and tries to sneak out. If the player goes to his room to find it empty the game has no reaction. No "Simon is no longer here" or "Simon is missing!" All we get is:
John Simon's room
You see a bed and a dresser.
No drama or suggestions to the player that this is a new plot development. There is not even a note under the “Think” command that acknowledges this. I was expecting a “Simon is nowhere to be seen! You should catch him while you can!” That would have been a great opportunity to turn up the heat. Instead, it just assumes that the player will notice that he isn't there and to respond accordingly. In other words, it is easy to put two and two together (Simon snuck out evade the investigation) to figure out what the game wants us to do (detain him in the garage) but there is no atmosphere to this development.
Final thoughts
I would summarize this one as a finished piece that offers some quality gameplay if you feel like playing a murder mystery game. I recommend anyone interested in the genre to play it especially if you are looking for parser-like gameplay in a choice-based format.