(edit: formatting)
You're Gone is a linear custom choice-based game where a protagonist sends text messages to a dead loved one.
This story features anthropomorphized characters. Our protagonist, Marcus, is a coyote. His wife, a cat named Lee, recently died of cancer. His therapist recommended journaling about his feelings. He decides to do this by texting his deceased wife.
Gameplay
Gameplay involves clicking on a "send" icon to send text messages to Lee's phone. The player doesn’t choose what to send. They simply go along for the ride. While Marcus uses this to express his inner thoughts, the messages are addressed to her. For your convenience, a transcript of the gameplay can be found on the author’s website.
Visuals
You’re Gone replicates the appearance of a chat messenger with its layout of green time-stamped text bubbles and light grey background. The text box and paper airplane icon in the corner complete the look. While the game has minimal interactivity, these visuals make the player feel like they are messaging someone.
Story
Marcus’ text messages revolve around his volatile relationship with Lee's mom and her step-dad, Jun. Marcus notes how Lee always seemed to hate them but never explained why. Instead, she would avoid them at all costs.
From day one, her mom looked down on Marcus because he came from a different background and blames him for her daughter's death by being an inadequate husband. The fact that Lee left everything in her will to said husband certainly doesn’t help.
(Spoiler - click to show)The tipping point is when Marcus finds a letter on Lee left on her computer that explains why she despised her family. With minimal detail, the game reveals that Lee's father did something abusive to Lee, and her mom and Jun covered it up. When Marcus shares this letter with them...
...things go off the rails.
Afterwards, Marcus considers how his interactions with her mom reveal two sides of the same coin. There's woman who is the source of Lee's trauma, and then there's the grieving mother who is trying to make sense of her daughter's death.
As the drama winds down, Marcus starts to follow his therapist’s advice and channels his energy from grieving Lee to working on himself and moving forward. And yet, the player doesn’t feel ready for the game to end.
Characters
Despite the deeply personal nature of Marcus' narration, his character feels rather inaccessible. We really don’t know much about him. We see him go through the various stages of grief and there is clear character growth. However, this growth can feel overshadowed by the increasingly explosive encounters he has with Lee's mom and Jun.
This extends to Lee as well. While she is the central focus of the game, she can get lost in the narrative. There are moments where Marcus talks about “reminiscing on the good times,” but hardly shares these with the player. If Marcus were to offer further reflection on the woman he loved (and continues to love) so we can get to know her as well, the game would have more dimension.
And yet, the game never fails to convey the depth of his love for her.
(Spoiler - click to show)So goodbye, Lee.
7:24 PM
Sleep well, miss prissy whiskers.
7:24 PM
Also
What’s interesting is how there are two versions of You’re Gone. The story file that accessed via a “unbox.ifarchive.org” link contains a version of the game with human characters. Here, Marcus is a white man, and Lee is a Chinese woman. However, these changes are superficial and do not affect the gameplay as they both effectively illustrate the mom’s bias towards Marcus.
I think that the anthropomorphized is the "final version," and my guess is that the author wanted to move from racial themes to something more simplified, such as a canine husband with a feline wife, so the player can focus on Marcus' grieving.
Final thoughts
You’re Gone is a poignant glimpse into one person’s grieving. Though it’s bittersweet, it ends on an optimistic note. It handles a tough topic without becoming too dire. The minimal interactivity fits with the game’s premise of a protagonist sending text messages, but unless you’re interested in the story you may be turned off by the gameplay.
I played this game a while back, and I’m starting to think I didn’t give it the attention it deserved. I zipped through everything, looking for some action, and ended up missing the essence of the game which stems from the story not the gameplay itself. I now appreciate the game more than I did before.
If you are looking for a simple game about grief, loss, and moving forward that doesn’t involve a lot of detail, You’re Gone is a great option.
Horror with a bite. Poor you.
You share a flat/apartment with friends Kayleigh, Sam, and Meghane. The four of you are discussing plans for later via group chat. Meghane's cousin Chloé is supposed to meet up to join the festivities. Tonight. Her cousin is meeting up with everyone tonight. Problem: Everyone forgot. Exasperated, Meghane goes to add Chloé to the chat...
Gameplay
The mechanics of gameplay are simple. It takes place in a chat group environment where you tap/click the screen to see each text message as they appear in the chat. Sometimes you have opportunities to respond. For these, a menu will appear at the bottom of the screen with a list of responses.
At first all you see is causal, crowded banter. Tap, tap, tap. You are just skimming through the messages while your flatmates argue about cleaning out the fridge. Throughout the game, NPCs will switch between being on and off the chat as they do other things, triggering notifications. It really creates a chat room vibe. Soon, things kick off when Meghane’s cousin is added to the group.
In Chloe Is Home, you are a clueless little player who gets sucked right in the mess. Stay far, far away from this review until you give the game a playthrough. I’m always touchy about “preserving” the suspense, but it’s true. Want the full horror experience that comes with not knowing what is in store for you? Play it first. Otherwise, it will ruin the fun. Don't be all, "oh, reading this review will help me be more informed when I play it." NO. Play the game first.
(Spoiler - click to show) But Meghane's cousin is not the one who joins the chat... Someone else does. Technically, I think the game’s description is a super light spoiler, “A flatmate group chat unknowingly welcomes an uninvited guest into their midst,” although only a stickler will probably feel the same way. No matter. There’s still lots to discover.
Now that the cat is out of the bag, I'll just refer to fake-Chloe as the Stranger or “Chloe” under these spoiler tags. This is the crucial detail: If you take a closer look at the user, it is shown as Chloe not Chloé. See it? It's that little line about the “e.” If you totally missed it, you're not alone. For the first playthrough I assumed it was Meghane’s cousin, although it does not take long for you to have doubts.
Story + Characters
I’m going to use this section to look closer at the story’s pacing and structure which is critical for a horror game. It’s going to be one big spoiler-fest (which I’ll tag), so again, browse wisely.
Pacing is excellent. Mechanically, the game skips pause effects. The rate of text messages is based on however fast the player chooses to tap or click on the screen. And yet, there is a feel of everything speeding up. You feel out of control. The effectiveness of the pacing is achieved through staggering story events.
It closely resembles a horror movie sequence where you know what’s going to happen but see separate shots of Character A being resourceful, Character B cluelessly walking into a trap, the culprit going up the stairs where Character D has just managed to put two and two together. These shots (with other elements) are then woven together to leave you at the edge of the seat in a nervous wreck because you know exactlywhatisgoingtohappen.
Obviously, a Twine game is not going to harness the cinematic techniques used in film, but it manages to recreate this concept closely. (Spoiler - click to show)
The Stranger just keeps getting more unnerving. They inquire about you being home alone and start a game of 20 questions with prompts on your personal information or how you want to die (if you were to, that is). The zinger is when you ask a question about either their pet peeves or whether they are an introvert or extravert. Their act as Meghane’s cousin completely falls apart and they go on a rant of why they hate about people. Then, bam. “Chloe” again.
Oh, and they have your address. You gave it to them, remember?
Chloe:
I'm literally 5 minutes away.
Ha. Ha. Oh no.
The reason behind the Stranger’s presence in the group chat is revealed when Meghane notices that she mistyped Chloé’s (the real Chloé- again, fancy é) number. Which confirms that yes, you’ve been talking to the wrong person, and you warn your flatmates. Meghane adds the real Chloé (whom we briefly meet) and starts searching to kick out “Chloe.” And then:
Chloe changed their name to Chloé.
The Stranger won’t go down so easily. This is where the staggering of events really starts to shine.
It kicks off with the Stranger sending you a picture of the flat before asking Meghane for the code to the door. Now, your friends are a tad sluggish about your warnings because they’ve been on and off the chat for the past half hour. They don’t realize the extent of this mix-up, yet. So, seeing the fancy “e” in the altered username, Meghane assumes that the Stranger was removed from the chat. She happily shares the code.
Meghane:
The code is 3042! 💋
Naturally, she realizes this mistake afterwards. The entire time the player keeps yelling, “don’t do it, don’t do it, just don’t!!!” The suspense is sharpened to a point. The sluggishness of the NPCs only heightens the urgency. Like watching characters in a horror film as they make clueless blunders right when it matters.
Meghane, Kayleigh, and Sam finally get with the program. Pacing intensifies. The Stranger narrates their movements toward the door. Everyone is panicking. One friend is calling the police. One friend is rushing home. One friend is alerting the neighbors. But despite this, you are still the only one at the flat. Then you hear a knocking sound.
An actual knocking sound effect. Followed by someone fidgeting with the door. I often forget/fail to turn on the audio for games. Half the time I don’t even notice they come with sound. But I managed to get the memo this time. It is a basic sound snippet that serves as the finishing atmospheric touch to a chilling horror game.
I’m going to switch things up and chew the fat about the story a little more. Again, more spoilers.
I was hoping for (Spoiler - click to show) more than one ending. After experimenting with multiple playthroughs, I could not find any alternatives. What frustrated me was that there is a pivotal moment in the gameplay that railroads the player into making one choice that ultimately determines the ending. This moment is when “Chloe” asks for the address to the shared flat, claiming that they lost Meghane’s instructions somewhere back in the chat. No matter what, you give it to them. And now they know where you live.
Given the dialog leading up to this point, all (or at least most) of your nerves are whispering stranger danger. Something’s off. The player feels it, and the PC feels it. You can lie about the address, dodge the question, or drag your heels, but this only leads to you having to send the address. Eventually you will.
🗨 Choose a reply
Sure
(Send it)
Throughout the game are dialog options that allow the player to tread lightly and approach this “Chloe” with skepticism. The responses involve refusing to dole out information, giving vague answers, or calling out inappropriate statements. The gameplay enables you to read between the lines. So why is it that you are ultimately forced to give out the home address?
What type of ending would I be asking for? It does not have to be a positive ending, just one that recognizes when the player goes the extra mile in assessing the Stranger’s identity. It was clever how you can catch their bluff by claiming that Meghane mentioned that they were going through a tough time without going into specifics. “Chloe” assumes that Meghane was talking about the real cousin and goes along with the charade by making something up. You then respond with skepticism that chips away at their act. I thought that if you pestered them enough, they may reveal their true colours or admit to being someone else. That would probably put the story on a different trajectory.
So… What happens? I think the PC’s chances of survival are not that dire. Then again, a character in a horror movie might say the same thing. The opening words of this game are rather ominous.
Kayleigh:
Omg, guys kill me. Shanon wants another meeting...
Visuals
I have always enjoyed Twine or choice-based games that mimic a digital interface, especially personal devices. The idea is cool both visually and in terms of functionality. Sometimes though, there is the risk of this functionality being hindered by design elements like wide margins or awkward scrollbars that do not prevent you from playing but do detract from the polish. Chloe Is Home avoid this. It uses the phone interface idea without overwhelming the player with its features. Note: I love it when authors go wild as long as functionality is preserved.
This game keeps it relatively simple while adding some flair. It tastefully replicates the appearance of a smartphone device with tall but narrow screen dimensions. The borders are purple with shadowed edges that give it a more 3D resemblance. Character text bubbles are colour-coded and set against an off-white screen. A general, strong look.
Plus, some embellishments. Emojis, symbols, and even the occasional GIF!
Final thoughts
Yes, I really enjoyed Chloe Is Home. It has a lot of strengths. Pacing, suspense, clever visual design. Players, I think, will get a rush playing it. There is enough variation in the gameplay to encourage multiple playthroughs (plus, it’s a short game), but when it becomes apparent that (Spoiler - click to show) there is only one ending, players may leave it at that. Regardless, it is a high-quality piece that offers an urgency that is hard to capture in a Twine format. Highly recommended for horror fans (especially choice-based horror).
I hope the author(s) continue to produce more work. This was a great first piece.
If you are interested in any more horror chat room stories, I suggest Disharmony, a Twine game about investigating the absence of a member from your friend group via an online messenger platform by the same name. Worth playing with the lights off.
I am in IFComp mode right now, so please excuse this brief intermission. I also encourage you to put this on your Halloween play list. Preferably with the lights off.
The premise of Disharmony is that you and your friends live in the same country, but far enough away from each other to make daily face-to-face in-person interaction impractical. Everyone uses a messaging and streaming app called Harmony to keep in touch. However, Reina has been unresponsive to anyone’s messages. As more of your friends keep speculating about what to do next, you get a feeling that there is something more beneath the surface.
Gameplay
Disharmony follows the investigation-via-online-messaging trope, a trope that is usually exciting even if it you have seen it before. This game is no exception. It cultivates an investigative ambience for a story that is a mix mystery and horror elements.
A main mechanic is tracing contradictions in character dialog. It is a balance of knowing when to take things with a grain of salt, and when to pick out clues that are a solid indicator. How you respond to characters is as equally important. Here is a scenario:
If you think Character 1 seems suspicious, the game may have you discuss it with Character 2 or Character 3 for answers. But it is also possible that it has nothing to do with Character 1, that instead it is Character 2 or 3 (or neither?) who is at the root of your suspicions. You must follow closely or end up sharing the right findings with the wrong person. If a character thinks you are on to them, they will be less responsive as you try to piece everything together.
While your friends continue to talk, you notice something suspicious.
Who do you contact about it?
Sometimes characters will message you privately to share their own thoughts and suspicions, which only amplifies as the game continues. A helpful feature is how the game summarizes characters’ perspectives akin to, "[Character name] thinks that [spoiler] is being [spoiler] by-" (and so forth) when the player needs to make an important decision.
In the last half of the game the player runs in to a moral choice. This is where another (Spoiler - click to show) horror movie trend enters: The “group vote.” In these cases, everyone is eyeing each other suspiciously and, in the face of strife, decides to “vote” to either pin the blame on someone or to assign someone to complete an unsavory task for the benefit of the group. Something like that happens in Disharmony.
By now, some creepypasta themes are also introduced. (Spoiler - click to show) Reina claims to be trapped somewhere called, “Never,” and one of the NPCs goes diving into the internet to search for an explanation. They find a secluded article that matches the content in Reina’s messages, and the solution in the article- you know what? Play the game. But expect to make a tough moral decision regarding one of the NPCs. It will keep you busy for a while.
Story
I am not going to hash out the ins and outs of the endings because they will be 150% more enjoyable if you experience them for yourself. But I still want to share some findings. This is where I caution you to play the game before you read this section of my review. It is so easy to click on the spoiler tag to see what’s underneath, but the spoilers here will dampen the thrill of reaching your first ending.
(Spoiler - click to show)
I found out who was responsible for Reina's disappearance, but when the ritual (spoilers, I warned you) was complete, Reina was not returned while the person responsible was returned instead. In the next playthrough the same happened except the person responsible did not return. Finally, I managed to get Reina back at the expense of the person responsible. And then much later I managed to bring them both back. Win? Not really.
Now, I am giving the game four stars instead of five because of its weak ending. This is not me wishing for a happy fairytale where everyone wins. Instead, I did not like how dismissive the game was when the player fulfills the objective of returning Reina.
If you fail, the game informs you that, “Reina is offline,” and then everyone glumly logs off. The screen then says, "The events of the night have left everyone shaken and disturbed. Your friends begin to sign off, no doubt to report the circumstances, or contact one another in some way, or sit and process what has happened." Makes sense. Now, when I first succeeded, this is what I got:
Reina is online.
Check Harmony.
Presumably the goal of checking Harmony is to have a chit chat with Reina about her disappearance, right? No, the game still wraps up the same way, first with everyone logging off, and second with the game giving you the exact message that you get when you fail. Is everyone seriously going to log off after successfully bringing her back? Now, she is online and probably wondering where everyone went. No one acknowledges the victory of saving her. If a group chat with Reina is not possible, I was hoping that the player could at least have a private chat with her. Instead, you can only log off.
The game puts so much effort into creating a complex and choice-sensitive gameplay experience only to reduce it to a generalized outcome that ignores the player’s choices. To be clear, there are multiple endings in the sense where a major decision that you make at the end is evaluated and then weighed to determine your success in bringing back Reina. But the ending text and the NPCs’ behavior stays the same regardless.
Anyway, that is my take on the story. I am not entirely convinced that I found the ultimate best ending, but I do know what else it could be. Despite my feelings about the endings, it still makes me want to revisit it (and I have). It is an excellent game.
Characters
Zero, Amelia, Jae, and Ravi are the NCPs whom you interact with to figure out what happened to Reina. As the game moves on you get a sense of their relationships with each other. It is not necessarily a tight group where everyone are close pals, but there is a general sense of familiarity. Of course, this dynamic takes on new forms as the mystery grows.
Visuals
Disharmony has simple but stylized look. It uses a dark grey background with lightly coloured text. The author does not try to replicate a chat room look with message bubbles or interface. The only indicator are the colour-coded character names and the occasional @ symbol, which works perfectly well. Fancy chat room designs in Twine games are awesome, but this game shows that a basic look is just as effective at conveying the idea of chat space. Also: The cover art is pretty.
The game’s use of delayed pauses is spot on. I have seen so many Twine games that overuse pauses to point where the suspenseful/dramatic effect is canceled out since everything seems to be drawing (pause) out (pause) the (you get the idea) suspense. Plus, it slows progress. Disharmony uses them whenever Reina sends messages which builds suspense because there is a feeling of anticipation as she slowly doles out shards of information about her circumstances. (Spoiler - click to show) A creepy moment is when she suddenly floods the screen with messages.
Final thoughts
Disharmony is creepier than I thought it would be, and I had a lot of fun. The tropes were nicely done. A mystery conducted through chat messaging paired with horror movie character group dynamics. There is some creepypasta thrown in as well. This is all combined with an intriguing storyline, consistent pacing, and a mix of NPC personalities.
I especially liked its investigative nature of the gameplay. (Spoiler - click to show) Winning is not a simple matter of identifying a culprit. It involves identifying a culprit and then going the extra mile so that Reina is brought back. Even though I have (Spoiler - click to show) mixed feelings about the rather lackluster winning ending, reaching it still felt rewarding. There is still the possibility that I missed some things. For this game, it is quite possible. I highly recommend this game to anyone in the mood for a horror Twine game.
(Actually, (Spoiler - click to show) the only trope that made me roll my eyes a little was how everyone’s phones die when they consider calling emergency services. Then again, it functions fine enough.)