Frankenstein is at it again… and you’re the severed hand of one of the victims he butchered to make his creation. It seems you have unfinished business.
First impressions
Tone-wise, I thought Frankenfingers would take one of two routes: Either being full of humor (after all, a sentient severed hand?) or a gross fest (again, sentient severed hand). Instead, it sets a blend of melancholy, desperation, optimism, and yearning. And the story is told through poetry!
You're a handsome left hand, seemingly male, from the wrist two bones protrude. Around the ring finger you see an impression, where once was a band but now nude.
Despite what the title and cover art suggests, it’s not exactly a gory game. In fact, (Spoiler - click to show)Igor’s death is the only explicit scene that stood out, and even that is surprisingly low-key. And unlike the hands in the cover art, the hand we play as still has skin. I think most players will feel comfortable with this game. The use of poetry probably also downplays the ick.
Gameplay
As I mentioned, we play as a severed hand. We crawl around Frankenstein’s house with a vague feeling that there is someone we need to return to. Someone outside the house.
The gameplay later clarifies that the overarching goal is to (Spoiler - click to show)recover your ring so your wife, Penelope, will recognize you. Otherwise, she will understandably flip out when she sees the severed human hand crawl through her house’s window.
Frankenfingers takes place on a moderate sized map consisting of Frankenstein’s house, its yard, and the nearby town. I enjoyed this layout and how each area is revealed in stages. (Spoiler - click to show)Initially, you are limited to the house. Then, you gain access to the outdoors when the front door gets destroyed. Once outside, you can explore the house’s property, but the town is only accessible once you have a horse.
Overall, a smooth way of introducing new areas to the player.
Puzzles
I liked the puzzles. They involve creative thinking without being too technical. Its puzzles are generally rooted in common sense. I did need the walkthrough for one of the earlier puzzles: (Spoiler - click to show)fixing the wire. The walkthrough helpfully clarified that I needed an object to connect the two wires together.
The horse-riding puzzle, unfortunately, was a pain.
(Spoiler - click to show)You pull the left and right reins to steer the horse as she moves. However, she would keep moving before I turned her towards the right direction. In one case, I ended up inside the house since she would go in any direction than the one I wanted.
And if she were pointed the right way, she wouldn’t move. The room description would read, (on Buttercup, facing [the direction I want], on the move). Despite saying “on the move,” she wouldn’t move. If I pulled on the reins, she would start to walk… in the wrong direction.
To work around this, I would maneuver her in the right direction, get off so she stops, get back on, and then use the crop to get her to move forward (the crop only gets her to move once she’s stopped moving). So, that was a struggle.
The only other complaint I have is a possible unwinnable state. In my first playthrough I ran into a problem with the two lighters. They both died. It seems that I used up their juice by lighting them while exploring and/or fooling around which was unexpected. I had no way of seeing (Spoiler - click to show)what was inside the box buried in the graveyard. I restarted the game.
> light lighter
The lighter seems to be dead.
Perhaps that’s my own careless fault, not the game’s. Do not waste the lighters!
Story
Frankenfingers advertises itself as “A Gothic Tale of Love, Redemption, and Dismemberment,” and we get to see all three.
The dismemberment part takes place before the game begins, thankfully. Frankenstein and (Spoiler - click to show)Igor have been kidnapping villagers and using them as “donors” for experimentation, cutting up their bodies and burying any possessions to avoid suspicion. The creature in Frankenstein’s lab is made of body parts from these villagers, including that of the protagonist who was merely traveling home to his wife and daughter.
If love is what brought the severed hand to life, redemption is the part that drives the protagonist to (Spoiler - click to show)go home one last time.
(Spoiler - click to show)After finding the wedding ring, we travel to the protagonist’s house. When we reach the yard, the game happily kicks us in the feels. The yard is lovingly landscaped with Penelope’s favorite flowers. What a lovely little house. You enter the window, and what do you see? A nursery. Of course, it would be a nursery. Really, game? Things are sad enough as it is.
It’s a powerful way to end the game. Penelope comes it, sees the ring, and- go play it.
Additional thoughts: The ending says that she does not know if he’s dead. However, his name is listed in the obituary section of the newspaper, which suggests that she will eventually be notified by the newspaper or another source. At least here she has some closure. Then again, she’s probably wondering exactly how/why her husband has been reduced to a sentient hand… (Now that he’s transcended, I wonder what she will do with his hand? Keep it? Or just the ring?).
Characters
Frankenfingers is proof that even a severed hand can be something players will want to root for. My feelings about being a severed hand were not of disgust. In fact, there was something oddly endearing about a hand wearing a purse to cart around useful items while exploring a gothic household.
The protagonist isn’t out for vengeance or violence. We don’t sense anger or hatred. Only longing for what’s important. Motivated by (Spoiler - click to show)Penelope’s handbag and the smell of her perfume, the protagonist embarks with quiet determination to reunite with her, no matter how brief that reunion may be.
And surprising empathy is extended towards (Spoiler - click to show)Frankenstein’s monster who is merely referred to as “the creature.” He sees us and understands how we feel. We feel for him too.
Final thoughts
Frankenfingers is not the first interactive fiction game I’ve played that features a body part as a protagonist, but it certainly stands out and has left a lasting impression with its overlapping of gothic horror and love. I was not expecting the depth of emotion found in the final scene.
I’m giving it four stars because of the horse puzzle. It could use further refinement, or at least have the walkthrough further explain how the reigns work. Other than that, I am pleased with my experience. If you want a horror game with humanizing qualities, play Frankenfingers.
Warrior Poet of Mourdrascus (aka Warrior Poet of Mourdrascus, Part 1: The City of Dol Bannath) is an RPG fantasy game that follows the journey of a warrior poet (not poet warrior, mind you) who has embarked on a task…
…a task they received because no one else wanted to find someone more suitable do it. Both capable and perhaps a little out of their league, they face their journey head-on, or else they won’t officially graduate from the College of Myth and Legend.
The city of Dol Bannath is where their journey begins.
Gameplay
About this task. The overarching objective of Warrior Poet of Mourdrascus is to hunt down someone named Professor Zylock who stole an important poetry artifact. We don’t get anywhere near to achieving this since this is only Part I of a larger game.
Instead, the game’s objective is for the player to (Spoiler - click to show)seek passage to the Island of Attar, though this isn’t clear until you’ve spoken to the cleric about the tombstone descriptions. After that, the gameplay boils down to acquiring an amulet from a goblin by doing her a favor so you can afford a spot on a ship.
Ultimately, gameplay consists of buying and/or selling items to maximize your stats to prepare for fight sequences. With just under two dozen locations, there is plenty to explore.
Also: The game needs to make (Spoiler - click to show)Chantal more obvious in the room descriptions, especially at the Oasis. There is a lot of text for that location, and you only see her by examining an ornament for sale. To make things worse, my hamster brain naturally read “talk to goblin” on the walkthrough as “talk to the elf shopkeeper,” in the game, initially leaving me unable to make further progress. Fortunately, I figured it out.
RPG elements
There is a neat RPG system in the game, featuring armor for defense, weapons for physical attacks, and relics that enhance the strength of your Rhymes.
Some may be skeptical at the idea of fighting fire with poetry, but I think the concept of a warrior poet is clever and a nice change of pace. Rather than the player choosing between character classes of a scholarly poet or a skillful warrior, why not combine both?
However, I hope the author refines the game’s implementation of poetry because I often had a hard time taking it seriously. For instance:
When your words come, thunder cracks, the sky opens up, and a fount of terrible beauty expels from your lips like magma from the earth -- like wildfire -- like death! You cry out:
"This little piggy went to the market..."
Yes… Mortals will tremble at the mere mention of This Little Piggy!
Annihilating someone through the power of poetry has the potential of being an awesome moment, but that won’t happen when the protagonist is throwing out Twinkle, Twinkle, Little Star. Also, it’s hard not to win. Within three moves I beat my opponents.
Tone
I have a hard time identifying whether the game is trying to be a silly game or an epic fantasy game filled with danger and strategic thinking.
When it comes to using poetry in combat, I envisioned it being taken seriously in the game’s world. Just how the characters in Counterfeit Monkey, a wordplay game, accept word manipulation as an established fact, I thought the characters in Warrior Poet of Mourdrascus would universally acknowledge that spoken words, like poetry, could have a tangible effect on the physical world.
And the characters (or at least some) in Warrior Poet of Mourdrascus do acknowledge the power of poetry, but when it’s Mary Had a Little Lamb… How serious is it?
I will say, while Warrior Poet of Mourdrascus is not a wordplay game, the description on the tombstone in the cemetery reminded me of the implementation of language in the world of Counterfeit Monkey.
Ozul, born almost 600 years ago in 1023, is a famed hero, whose Rhymes were instrumental in the War of Antiphocles that resulted in the independence of Mourdrascus.
Compare with the description for Counterfeit Monkey:
Anglophone Atlantis has been an independent nation since an April day in 1822, when a well-aimed shot from their depluralizing cannon reduced the British colonizing fleet to one ship.
In both cases, language can be wielded in powerful ways. Of course, Warrior Poet of Mourdrascus is still in development.
Story
I quite liked the story, even if it’s mostly inaccessible for the player. The protagonist’s determination and enthusiasm for their studies made their pursuit of the task compelling.
You, a warrior poet, came from a place called Mourdrascus where you pursued your studies in the Department of Poetry and War at the College of Myth and Legend (what a wordy sentence). However, interest in the department has declined. Administration is considering discontinuing it altogether. And this frustration is felt all too often in real life.
When Professor Zylock, head of the department, nabs the Mantablasphere, a valuable poetry artifact, and flees, your chance of graduating is jeopardized. The Academic Tribunal doesn’t care enough to formally chase him down. Instead, they send you, a go-getter student, on a quest to apprehend their rogue colleague.
Looking past the cheesy poems, a highlight of the game was the writing because it gives the impression that the author wants to offer the player a scenic gameplay experience in a fanciful city on top of their main objective of tracking down the treacherous teacher (alliteration!). Like when we get a room at the inn.
Your stay includes a breakfast of mogwai eggs baked in a tortoise shell with tengo root, grilled asobi fish, a side of tremor fruit, and hot black coffee, all delivered on a tray to your room in the morning by a smiling attendant. You consume the meal heartily. After finishing, you take up your pack, leave the room and lock the door behind you.
Five pieces of gold well spent. More exploring awaits!
Oddly enough, the game can also be sparse in implementation. On one hand, the game’s locations are dynamic in detail. On the other, it uses default parser responses for basic actions. Examining yourself only gets, “As good-looking as ever.”
Despite the unevenness, there is something pleasantly atmospheric about the gameplay. I genuinely wanted to visit every establishment and see what was for sale even if I could only afford one or two items.
Characters
I was shocked to discover that our protagonist is rather arrogant… and kind of a jerk. I was imagining a humbled, disciplined, warrior + poet, but instead? We get:
And as if that were not enough, you say, "The cove was crawling with dangerous pirates, but they were no match for my destructive Poetry and the lethal sharpness of my blade."
Okay, hotshot.
To be fair, the protagonist is not usually a jerk. But when they are, it makes you think who is this guy? It seems like I seriously misread them which can be off-putting.
(Spoiler - click to show)Consider the goblin who is minding her own business in Oasis of Dreams. We saunter up and callously address her as “little green goblin” before saying, “’I learned my trade at the legendary University of Mourdrascus; certainly you've heard of it. My dangerous adventures leave me with little time for a collecting hobby.’" Mm hmm.
The protagonist also feels that “Peasant classes require their pointless pursuits as they struggle to find meaning in their inconsequential lives.” Perhaps it was naïve of me to think that the titular warrior poet would act with humility and self-awareness, but I guess that’s my own fault.
They even try to pull a Poetry-Jedi-Mind-Trick on the goblin, but predictably, that doesn’t work. (We later learn that her name is Chantal).
She shows surprise, raising soft, sculpted eyebrows singed with purple highlights.
She sounds way cooler than the protagonist.
Final thoughts
Warrior Poet of Mourdrascus is a creative fantasy RPG that promises a grand story of hunting down a runaway professor and poetry artifact. However, for it to truly shine, the implementation needs to be refined so the player has more direction of what to do. Ensuring that detail is evenly distributed throughout the gameplay would also help.
As standalone work, it’s a dead end since we never come close apprehending Professor Zylock. Fortunately, the game is merely Part I of a larger narrative, a narrative I look forward to playing in the future.
Seriously, though:
"Little Miss Muffet sat on a tuffet..."
Please do something about this.
Ancient China.
You are a poet whose family fell from grace, making you somewhat of an outcast. But time has passed, and you’ve now carved a simple existence out of reading and staying out of the public eye.
Then, one night, a court official visits your home. You are informed that your poetry has caught the attention of society’s elite. Coincidentally, the Emperor is hosting a banquet to select a new court poet, and you are invited at his request.
Gameplay
you are an ancient chinese poet at the neo-orchid pavilion (aka YAAACPATNOP. Naw, too long) revolves around a sole task: creating a poem to present at the banquet.
The Emperor has a special request for you. He wants your poem to reflect the current climate of his court and the motivations of the people within it, citing your reclusive lifestyle as making you a neutral judge of the factions present at the banquet.
Gameplay is structured into sections where the player interacts with characters or scenery to develop each line of the poem. To provide inspiration for the guests, multiple activities take place at the banquet.
North, in the direction of a fruit orchard in the distance.
East, to a field where the polo court lies.
South, to where a stage for outdoor opera sits.
West, towards a set of low set buildings.
Each activity is run by a group that shares an ideology. For example, visiting the polo courts introduces you to the School of Numerical Perfection, a group that is attempting to create the perfect poem using math because they believe that human experience can be quantified to create order.
You visit two groups, sampling the different ideologies at play. You then decide whether to agree or disagree with the group’s beliefs, forging a new line of your poem. The climax of the story occurs when you choose to meet with either Princess Anying or General Zhang to further investigate the court’s alliances. Once the poem is completed, the endgame reveals the impact of your words.
The game allows you to start from the beginning of the story or to start at the banquet, encouraging replays.
Story
The story is interwoven with political undertones of factions vying for power. The Emperor’s sister, Princess Anying, and his cousin, General Zhang are major figureheads in the court’s politics. They make an appearance at the banquet, and while the three appear to tease and cajole each other as family members, unseen plans lurk under the surface.
When you reach the lake, you decide to walk…
Clockwise, towards the blooming lotus.
Counter-clockwise, where the wild reeds ramble.
Visit the lotus for the Princess, the reeds for the General.
Your interactions with the banquet guests and either the Princess or the General are conveyed through your poem and thus determine the story’s outcome. For instance, (Spoiler - click to show)you can align yourself with the Princess, resulting in an ending where you become her court poet. Assuming the rest of her plans fall into place, of course.
Endings
There are 23 possible endings. So far, I’ve only found: 2, 5, 6, 7, 8, 10, 14, 15, 16, and 23. That’s not even half. I tried to create a spreadsheet to keep track of how to reach them, but it became too complicated.
I will say, some endings feel cut and paste with their writing. Consider endings 2 and 10:
(Spoiler - click to show)Although your poem is not overly adulatory towards the Princess Anying and the factions she has been secretly supporting, it manages to convince the emperor that she is not the looming threat he should be wary of.
Although your poem is not overly supportive towards General Zhang and the factions he directs, it is enough to convince the emperor that he is not the threat that the emperor considers him to be.
Same outcome, just with the characters swapped out. That said, this only became apparent to me after I replayed the game countless times to try to find every ending.
Theory on endings
Just some ideas.
It seems that disagreeing with The Conscientious Anarchists always leads to a negative ending steeped with civil strife, regardless of whether the player makes approving choices in every other interaction.
Beyond the Anarchists, it’s difficult to pinpoint the specific effect each group has on the end. It does appear that disagreeing with both groups (remember, you choose two) has an effect. For example, if you disagree with both and do not support the Princess or General, the Princess/General won’t have enough power to overthrow the Emperor.
On the flipside, if you agree with both groups but decline to support the Princess/General, the Princess/General will take power and leave you in the dust.
As long as you don’t upset the Anarchists, you can displease both groups and get a (more or less) good ending by supporting the Princess or General.
At least, that’s my best guess. Probably not 100% accurate. I still haven’t been able to find every ending.
Characters
The protagonist’s own story is more of a backdrop to explain your presence at the banquet rather than forming the main narrative. We don’t know a lot, but the amount we do know suits the game’s purposes just fine.
I will say, it’s kind of shocking to see Princess Anying act so affectionately towards the Emperor at the banquet (Spoiler - click to show) only to have him (and her cousin) executed in ending 8.
Or when General Zhang reminisces about chasing fireflies with the Emperor and Princess as children (Spoiler - click to show)before taking the firefly off your shoulder and crushing it. He, too, is more than willing to eliminate his relatives.
Also, I kept getting Attendant Zhang and General Zhang mixed up.
Visuals
The visuals are simple yet elegant.
Text is placed in a cream-coloured panel set against a backdrop that changes colours as we explore the banquet. On the right side of the screen is a small photograph, such as a lake, for every location.
Overall, its appearance is bright but not distracting. The author seemed to put a lot of care into conveying simple elegance.
Conclusion
As an entrant to this year’s IFComp, this is a game that you play with for a few minutes before rushing off to play one of the more fast-paced entries. But later, you find yourself drifting back and giving it more attention, taking your time to glean how your choices influence each ending. And I enjoyed it.
Now, the game can get repetitive if you try to strategize to find every ending since picking apart the variables makes the story feel more superficial. However, most players will be content to play it a few times for the overall experience. Carefully crafting a poem can serve as a meditative exercise for anyone.
And on that note… an obligatory poem:
The lonely bird's call battles laughter and music,
Swimming fishes surge to meet the sporting waves,
One with the earth, soil underfoot,
Pouring pearls forth, set loose into the world.
Haiku was submitted to the Twiny Jam (hosted by Porpentine, yay!) where the rules were simply to make short Twine game with no more than 300 words. This was partly to make the idea of submitting a game to a jam/event less daunting since it can be easy to talk oneself out of participating, you know, just in case everyone submits a longer and better game than your own creation. I'm part joking, but there is truth to it. Submitting a game to anything can be a big unknown. Narrowing down the word limit to 300 reigns in the expectations of scale while also encouraging innovative cleverness though a word limit.
The game's title borrows from a traditional Japanese poetic structure known as a haiku. These are short three lined poems with specific rules on how many syllables can be in each line. Haiku lets you compose a poem by clicking on each line of a haiku provided at the start of the game. I believe the terms a replace macro. It’s a common sight in Twine games. Each line has about five choices to choose from. You swap each line out with another until you are satisfied with your creation. Here is mine:
A pond full of carps
Tells a story to the child
Lies among the grass
The game then ends on a peaceful, reflective note.
I must say, Haiku is rather minimalist, even for the game jam. From a gameplay standpoint the haiku creation process is not particularly advanced. Clicking on a bunch of links several times is not necessarily going to be a hit with players, but offsetting this through other characteristics that engage the player transforms the gameplay experience.
In this case, I’d say that the writing would be the characteristic that keeps the game afloat, and I think it mostly succeeds with this. The first haiku line had some cool options, but the options for lines two and three were not quite as potent. It did not quite feel as satisfying as I expected but I still enjoyed it.
The author plays with some simple but appealing visuals for ambience. The background is off-white colour with green text. The bottom of the screen has simple artwork of riverbank surrounded by grass and cattails. The artwork uses basic brush strokes and is merely meant to be a vague impression.
Haiku captures the idea of less is more, which only enhances the minimal yet potency of haiku poetry. Simple and subtle things can work together to make a finished work more complex than its individual components. Now, I am giving this game three stars instead of four because its premise could have been a little more evolved with how the player interacts with the poetry. That said, it still captures a strong sense of serenity through its haiku concept and visual design that makes it enjoyable to play.
If you are shopping around for anything to do with poetry in interactive fiction, I recommend Haiku.
The gameplay is extremely simple. Each turn, or "act," you choose two qualities from an action list and a manner list. For example, I could choose "fast" from the action list and "eagerly" from the manner list. The game then combines these two factors into a sonnet. The whole process repeats itself. You can make as many sonnets as you want and there is no ending. It ends when you no longer feel like playing.
The authors seem to take a reflective approach in the notes section of their game by explaining the process of cycling sonnets to tell a story. In this case, stories are produced gradually, and emerge through patient reiterations of sonnets formed by the player. According to the notes, an individual story cycle can easily involve the creation of a hundred sonnets (although less will work as well), and that the process of this would hopefully provide a centered and meditative experience. But from a practical standpoint, players are likely to only give this game a go for a few rounds, possibly not as much as the game intended. The sonnets are quite similar to each other at first glance. Carefully reading them reveals their differences, and within that, paints a story, but you have to feel compelled approach it slowly. I am not sure if players are going to stick with it. I tried for a bit, but it is easy to experiment with different word combinations without focusing on the sonnets that are produced from them.
The notes continue on and leave things open-ended. If you are curious to know more, read them and test the game out to see what you think.
Final thought: I liked the peach colour scheme with the pink links. It made things feel more stylized and complete.