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.
I must confess, my brain constructed an impression on what Signal Hill was going to be like when I first saw the listing on IFDB and itchio. It seemed really cool. I had a guess for the appearance and gameplay structure. If turned out that way, it still would have been a great game.
But what I found was far more innovative and creative than said impression. One that you can't really put a single genre on. There is an extra magic to Signal Hill. It is not the most innovative or complex Twine I have seen, but the author expertly balances gameplay mechanics with story and setting so everything enhances each other, creating a game with a deep and dynamic world.
Granted, this is a demo, but an incredibly strong one. This review will probably be longer than usual.
Overview
You lay there on the ground, bleeding into the ash from a hole in your side, staring up at the blazing red of the sunless sky.
And you’re off to a great start.
In the intro you are trekking across the wasteland in a caravan to the city of Signal Hill, same as the game’s title. You and your traveling companions are delivering cargo to the city when everyone is ambushed. Everyone dies… except you, although the bullet hole on your torso is on the verge of changing that.
Fortunately, you are found in time and brought to the Signal Hill Free Clinic where you are revived and saved by emergency surgery thanks to a man named Dr. Zhao and his coworker, Dr. Ellis.
Unfortunately, you confirm the worst: the cargo was stolen. This bad for your client. It also throws a wrench into your plans since the paycheck for the delivery was what you were going to use to make a new life in the city. Looks like you need a new plan of survival if you want to find answers and claim Signal Hill as your new home.
Gameplay
And it's a city. One you wander around in. There are districts. You talk to people, even buy things. Take on quests, be a nuisance, make friends, or just explore. That enticing Twine gameplay flexibility.
So yeah. The medical clinic serves as your temporary home, one where you can come and go freely. There are plenty of places to visit. The aim is to find “leads,” or quests that allow you to investigate the city and the forces behind the stolen cargo. Leads take all sort of forms and are introduced like this:
ZINE COLLECTOR
The lady at the bookstore offered rewards in exchange for zines. If you come across some, you should bring them back for her to photocopy.
Speaking of which, has anyone found any zines, yet? I haven't.
These leads shape the gameplay. You can start many but finish few due to the constraints in this demo. No more progress can be made on a lead when the (dreaded) message that reads, “This lead will be implemented in a later version,” appears next to its listing.
Since Signal Hill is a demo, I kept waiting for the game to use the “Congratulations, you have reached the end of the demo!” message, but that never happened. The demo never “ends.” Instead, there is a point where you exhaust every lead and undiscovered morsel of gameplay. And it takes a while. When I ran through it all again to clarify some things for this review, I still stumbled across missed content.
I made the most progress in the Red Light District. Yeah, stop smiling. It’s not (quite) what it sounds.
Let me back this up. When Dr. Zhao stitches you back together, he asks about your specialties. This results in him recommending one of three ways of finding more info about the cargo and ambush. These are mere starting points to get the player started. They consist of investigating the Red Light District, contacting the Lamplighters outside of the city, or get started on deciphering the documents uncovered about the cargo.
Out of these three general paths, the adventure in the Red Light District was the only one that seemed to “end” without any additional strings that were restricted by the demo in the sense that it would not result in a new lead that could not be pursued. It is called (Spoiler - click to show) RIDE THE WAVEFORM. I do have one question about it. While it wraps up neatly, (Spoiler - click to show) Yvette explains that you be contacted soon for more work. Does that occur in the demo? Because I’ve tried sleeping several times but doing so has no effect on the timeframe in the game’s world.
As an RPG, stats are part of the experience. In the intro, you choose a specific reason for arriving at Signal Hill. This increases one of four possible stats in this game: Glam, Savvy, Signal, Brawn.
WHY ARE YOU HERE?
Not much work back home for mechanical types. Here, though? Plenty of machines out here, maybe too many.
That old place? Got bored of it. This city has the excitement you really crave. Until you get bored of this, too.
You shoot things for a living. You just go where the money goes. Or more accurately, where the bullets need to go.
You're in tune enough with the universe to know where you're needed. You hear its signal. It's calling you here.
You also must choose one weakness that gives you a -1 for a stat. You can upgrade this back to 0 with 10 XP points. However, I have been able to get no more than 5 XP in this demo.
For certain gameplay choices, the game will roll two dice to determine the outcome.
Just give the man your name.
Give him a fake name, just in case.
Get him to put it on Yvette's tab.
The last option has an icon of two dice and a heart, which means there is an advantage if you have a higher “Glam” stat. You are sort of at the mercy of the game.
Sometimes it is not always clear if you succeeded with the dice rolls. For the most part you get the long-term outcome anyway (for example, if you (Spoiler - click to show) fail in your attempt to break up the fight in the Rose and Thorn, management still gives you a job). It can be vague.
But it can also mean an undeniable victorious win.
Success. Flawless execution.
It does happen, you know.
You sit back and wait for the questioning to begin. This is kind of exciting.
Not bad. I hope further updates will let us experience the combat component of the game.
Geography
It was a blast exploring the city. I have no complaints in the regard. However, I have feedback based on the game’s own description on itchio. It read, “Each area is a snapshot of city life, from the luxury of The Heights to the poverty-stricken slums of Skid Row.” I did not experience this.
My reaction is that while the city certainly had locational differences, it never felt like there was much contrast prosperity and/or social demographics between areas as suggested. Any contrasting information are more centered in locations’ descriptions rather than in immediate gameplay. They are well-written but long, meaning that players are not likely to read them each time they visit. The atmosphere is thus overlooked.
I agree that The Heights stands out as the snazziest place, Skid Row, the least in prosperity and glamour. The Stacks would fall between the two. Did they feel like separate “snapshots” when you go out exploring? Not really. The Red Light District is an interesting case. It too felt like the other areas of the city. If anything, like an extension of The Heights due to the high quantities of glitz, glamour, and luxury.
But while the district’s name may draw assumptions of what it entails, the author crafts a world that just may turn challenge that assumption. Tangent time.
Besides Signal Hill, I’ve played only one other IF game that depicts a red-light district setting that goes beyond a single establishment, such as a brothel: Gotomomi. Despite some roughness with the implementation, I really liked Gotomomi for its open-world atmosphere, one that I have never quite been able to find anywhere else. (Games that stick to a single location include Sense of Harmony, a custom choice-based game, and Desert Heat which is made with TADS).
Gotomomi is a parser game set in a fictional Japanese city of the same name. It stars Ayako, a teenager on the run from her wealthy and influential father. She loses her wallet and must hustle for money to buy a train ticket out of the city. While the game does not apply the term “red-light district,” to a designated area, a huge chunk of the city clearly fits the bill.
The nightlife is infused with a sense of vibrant possibility as we navigate it from Ayako’s perspective. But above all else, the city is coated in a garish sleaziness that permeates everything. This kind of seediness is not present in Signal Hill even if its own Red Light District strives to be unapologetically tacky (in a luxurious way, of course). The Rose and Thorn in Signal Hill is nothing like its equivalent in Gotomomi.
With Signal Hill, it was cool to see how it opts for a slightly different portrayal than a stereotypical (but still just as valid) vision of a nightlife district dedicated to “adult entertainment.” There is no mix of impoverishment and wealth (an unfortunate reality in today’s world, sadly) like that in Gotomomi or other games I’ve seen that depict sex work and similar activities. Sense of Harmony is another good exception. As an interactive fiction work, it was a refreshing contribution to the subject matter!
Finally, I am not saying that the Red Light District has to be seedy to stand out from the rest of Signal Hill city, only that it currently shares more or less of the same ambience as The Heights, The Stacks, and Skid Row. Perhaps even the Lamplighter HQ.
Story
Before we talk about the story, I must acknowledge the writing. The writing is bold, potent, humorous. Surprisingly daring and underscored by a brash, unashamed sexiness. Especially in the Red Light District. Everything about Signal Hill is over the top but narrowly dodges being overdone or contrived. It is not an easy balance, but that game navigates it with ease.
Between that and his usual silver screen-ready makeup, he was really rocking the 'rich widow who has no clue who shot her husband, officer' look.
Not sure I why I found it so funny. I just did. That happens a lot in the game.
Alright, story. I like to think of the story as having three layers. The immediate story about trying to recover the cargo, the overarching story surrounding the city, and the over-overarching story on the game’s universe. Presumably, they are all connected. Let’s dive into the last two.
Over-overarching story: Something has happened to modern civilization. An apocalypse that no one can remember or explain. All of this is underscored by background static, something that you can not only hear but reexperience past events. It depends on your affinity for sensing it. It has a sci-fi feel. Perhaps the universe runs on a computer. Probably not. There is also a spiritual, maybe even supernatural element interwoven in between. At this point, all I have are speculations.
Overarching story: I am still piecing everything together, but I’ll bounce some ideas around. (Spoiler - click to show) Signal Hill was transformed by a man named Nadir whose wealth came from the South and revitalized the city infrastructure, starting with an electric company. He was not the official owner of the city, but he also kind of was. Things were rocky. A month before the game begins, he was shot and killed. Things are still rocky.
I hope the game focuses more on the player’s ability to cross-examine story material from different parts of the gameplay. I love how the game overlaps information about (Spoiler - click to show) Nadir throughout the gameplay. We hear snippets of it on the radio and in conversation with other characters. This provides fantastic worldbuilding because it starts to feel like a separate fictional universe.
The most prominent example of story overlap is when (Spoiler - click to show) KC from the Lamplighter HQ shares her story about guarding a tent for Nadir and his daughter, Yvette, when they were camped out with some caravan. After that experience, Nadir had a chip on his shoulder about mercenaries. KC does not shy away when telling the story. At one point she says:
"You ever heard of this girl? She's pretty f****** important now that daddy got shot, so I guess you might know about her."
"I don't think so."
YES, WE DO. (I censored the quote by the way. The game itself does not hesitate.)
That’s the issue: I just waltzed out of the Waveform quest. The one where you curl up (as in, fall asleep) in the fancy back room in the Waveform club with Yasmine? The game acts like we are learning about this for the first time.
"Don't bother trying to meet her, I've heard she's gone off the deep end nowadays."
Yeah, already been done.
Yasmine mentions a little about this. Tidbits about her father’s will that left her the fortune but also required that she be hounded bodyguard/handlers (city militia, perhaps?) who “look after her,” to borrow her own words. Vague and intriguing. One thing is obvious: Beneath Yasmine’s superficial partygoer glamour, it is obvious that her father’s death deeply upsets her.
Not sure where your missing cargo comes in, though.
I would not expect the player to be able to interrupt (Spoiler - click to show) KC and say, “actually, I did… blah, blah, blah etc.” Blathering about everything you know seems like a bad idea in this environment. However, I was expecting the game to subtly acknowledge that the player has in fact heard about this before. Some way to connect these experiences together. And vice versa. You can visit (Spoiler - click to show) Lamplighter HQ before the Waveform club. That’s what I mean by cross-examining story material.
It would be interesting, though probably unwise, to show (Spoiler - click to show) Yvette the letter that he wrote on the hand drawn map that you receive from Dr. Zhao. Who’s Emil? Yeah, probably a bad idea. Still, it piques your curiosity.
Characters
I could ramble about the unique and interesting NPCs that fill the game, but Signal Hill is highly player centric (and this review already too long). Yes, it’s all about you. It features considerable character customization. Sculpting a persona is a main theme in this text adventure. It can be broken down into two fields: Personal identity and physical appearance. Especially the former.
Who am I?
Throughout the game you will have opportunities to accept certain identities as they arise. When you make certain choices or have a particular encounter, the game will present you with messages like this:
DEVOTEE
You venerate The Lady Death, whose loving embrace will bring us all into the end-times when our brains stop working and we succcumb to her will. While you're alive, offerings to her at your altar can perhaps grant you luck, love, and happiness- or skill bonuses.
Would you like to accept this identity?
--- YES / NO ---
The DEVOTEE identity is the first one offered in the game. You cannot miss it. Other identities, however, are tougher to find. So far, I found eight: (Spoiler - click to show) Augur, Devotee, Genderfuck, Hedonist, Machinist, Medic, Merc, Nomad.
I do not think that the demo is large enough to see these identities manifest due to length and limited opportunities in the gameplay. For example, part of the MERC identity reads:
You know how to get work, never have to roll to get a gig, and can negotiate better pay. However, you're also bound by your word- if you back out on a job, or fail, you lose this perk.
I never had a chance to see this perk in action. That is not a complaint, just that I am eager to explore them further.
The identity I could engage with the most was by far DEVOTEE. (Spoiler - click to show) You can turn a table in the medical clinic into an altar to give offerings. A few things changed in the city after I did this. For example, I went to the Trading Company there was an option to look for candles (there were none worthy for the altar) which is not shown otherwise. It’s as if the game’s landscape is adapting to your own character development. That was delightfully cool and immersive.
I gave my (Spoiler - click to show) altar three offerings: a packet of painkillers, a bottle of whiskey, and my severed pinky finger. I got an achievement for that one. It was worth it. Still, it was not enough to get any of the special perks promised in the DEVOTEE identity description.
(It would have been funny if Yasmin noticed your missing finger when you extend your hand to her during the Waveform club quest: “Eager, you step toward her and take her hand. Like accepting a gift.”)
Looking good
If you like games that allow you to adjust your physical appearance, Signal Hill may be to your liking. In the intro, you have choices for gender, hair, body type, cosmetics, piercings, tattoos, and clothing. And your name. There are plenty of options and yet it avoids flooding the player with its selection.
In fact, you can complete ignore customization. Clothing? Optional. You can literally be wandering around in nothing but underwear and electrical tape, and everyone- the attackers who shoot you, pedestrians, the guy who stiches you back together- will just be like, “hi, welcome to Signal Hill.” Well, maybe not the attackers. My point is that there is no judgment about your appearance.
Although, the idea of trekking across the wasteland with a caravan while wearing strappy heels makes me anxious. It is a sprained ankle just eagerly waiting to happen. Speaking of impractical outfits, I once started the game in a sequin dress, silk gloves, pearls, and high heels. I felt so weird, but I did so for a reason.
My knowledge is that the only time someone acknowledges the PC’s customizable design choices is during the (Spoiler - click to show) RIDE THE WAVEFORM where Yvette responds to your appearance with different dialog depending on if you dressed to the nines or look shabby.
"What on earth are you wearing?! My god, you're lucky you're cute. This is an important mission, you know!"
This was enough to make me want to restart the entire game.
At that time, I had no idea how to make money in this game (I do now). I figured that I should start the game with clothing that Yvette would approve of to avoid having to scavenge clothes later and/or enduring Yvette’s criticism. Hence the poorly chosen wasteland explorer outfit.
But besides this, I did not notice any gameplay that made note of what you wear.
Complaints/Concerns
I’ve got something to complain about (mostly just to vent). There are two guys in the warehouse who talk about a religion of being connected to the “static.” If you try to listen to it and succeed, one character gives you instructions to (Spoiler - click to show) talk to the bookseller for more info. She has a price if you want to take it another step.
Pay the woman. (4)
“Woah. That's crazy!”
(The first choice is to pay; second choice is if you cannot afford it. I could afford it.)
This is a placeholder. You shouldn't be able to get this much money in the current version.
And a way out in case you cheat yourself into this passage somehow. Naughty.
You don’t understand. I DID make that much money. My wealth was 4. That was the price she wanted. Cheating? How would one do that? I suppose this is not a fair complaint since the author clearly states that the demo is just that: a demo. Still, I was so pleased to have accumulated the wealth to unlock the next phase of this story.
In another playthrough, I got it up to 5. I cannot believe that wealth 5 is not enough to buy something in L'Apothecaire, although I applaud how the player discovers the store by (Spoiler - click to show) listening to the radio in the Juice Bar. That part was clever.
The other notable thing about this place was the prices. They were all listed on the shelves, and lord were they ludicrous. There was no way you could afford any of this stuff. Maybe a pack of their cheapest cigarettes.
Ah, well. Maybe when you earn more cash.
There is no higher wealth level than 5! The description of this wealth level is “Rich get richer. Get into any club, hire anybody, buy whatever you want.” Hear that? Buy anything.
Also, I bought a radio from the electronics story, but it never showed up in my inventory. That annoyed me. Why did I bother increasing my wealth if it has little use? It is like someone gives you candy with the condition that you are not allowed to eat it.
There are some broken links that are highlighted in red. I was disappointed to see:
Error: <<include>>: passage “Personal Shoutout” does not exist
…after paying for a shoutout at the radio station.
As a demo, these technicalities can slide, but I hope that the author continues to develop the game.
Visuals
Features a graphic of a computer screen that contains text from the gameplay. The screen’s appearance can be adjusted. I set it to “dark mode” to make it easier on my eyes. Behind it all is a backdrop designed to look like a concrete wall. Adds a nice grunginess.
The menu section on the left side of the screen is cleverly depicted as VHS tapes with handwritten titles like “Gear,” “ID,” or “Leads.” They are animated to slide out when you hover over them.
I am incredibly happy that the font is readable. Some games use ultra-pixelated font when going for a computer screen vibe which can be difficult to read, especially for long gameplays. With Signal Hill, the default is easy to read, and you can even change it in the settings. Options!
Final thoughts
Signal Hill is an ambitious game that delivers. It never seems like the author bit off more than they can chew in the sense that they envisioned a bold idea for gameplay and had the implementation to pull it off. While there are natural limitations to Twine and other choice-based formats when simulating a navigable city, its components support one another so that it feels that much more complex.
I loved the focus on fluidity of individuality, and I feel like that will be a main draw for other players. Rather than boxing yourself in a single role, you can collect identities like trading cards. The story is the same way. You start at a lead of your choosing and simply see where it takes you. There is no singular path. Nor do you have to pick a single path and stick to it.
Or at least right now. I have a feeling that the stakes will raise as the game continues to be developed.
Where will we go from here? This is a ridiculously generous and detailed demo. It is off to a fantastic start… However, there are many cool demos out there that I have yet to see finished. I know it’s asking for a lot, but you know, make it come full circle. I won’t pretend to understand the sheer work that goes into making a large, ambitious game. Still, if you have a gem, keep at it. FiNiSh tHeSe GaMeS!
I hope to see Signal Hill completed. (Please)
Overrun is a cyberpunk hacking game set in 2050. Nearly two decades prior, a virus known as the Crash Virus wiped out the internet and every database, toppling governments and nations which would be replaced by corporations. To investigate the virus, computer experts turned to an experimental brain-computer interface called a cyberdeck that allows the human mind to enter the digital world. Eventually, the Crash Virus was destroyed, though not without killing some cyberdeck users in the process.
You were one of the experts who helped in destroying the Crash Virus and are now employed at the corporation Renraku Arcology as a programmer and corporate decker. One day, your System Identification Number (SIN)- akin to a Social Security number- is erased. You have no memory as to why, only that without a SIM, you no longer exist in society. To find answers, you turn to your cyberdeck.
Background
Janos Biro originally wrote and released this game in Portuguese but later posted an English version, both of which are available on IFDB. If it isn’t obvious, I played the latter. Overrun is based off a tabletop RPG game called Shadowrun, which details the discovery of magic in conjunction with pre-existing cybernetic technology. A quick glance at Wikipedia reveals similar themes and features in both pieces, particularly dystopian corporate undertones. The game also explains that Biro created a 1996 version of Overrun in QBASIC. It is cool when authors decide to revisit their previous works.
Gameplay
I was not expecting such a complex and immersive game when I sat down to play this. I figured it would be a familiar cyberpunk Twine game about defying corporations with gameplay where you are presented with three to four choices at a time to influence a storyline. While those games are also fun, Overrun brings something new to the table. It's a hacking game, or at least a "hacking" game, but one that makes you feel like a pro at computer hacking wizardry even though you fully know that you are just messing around on a Twine game.
Everything is centered around completing missions where you hack into systems to either find files, disable system functions, or shutdown the entire server. Completing missions rewards you with experience points, and payments from jobs allow you to upgrade utilities that give you extra skills in the field. You can also sell files for extra income.
Hacking is an interesting experience in Overrun. The server is represented with an in-game map depicting corridors and system nodes, within which are your avatar and icons representing IC programs that patrol for intruders. You move in up/down/left/right directions, either by clicking the screen or using your keyboard. Next to the map is a list of your utilities and your stat resources. Spending memory on your utilities gives you an edge of overcoming challenges. Just be careful not to set off any alarms.
It really feels like you are hacking into the "mainframe." That sounds cringy, but it is true. There is a somewhat steep learning curve. I was clicking things at random for a while but eventually I got the hang of all the RPG functions and features. Everything was rather easy after that. Maybe even too easy, but I have no complaints. Strategy is still required and provides a meaningful gameplay experience. This is what the menu of your cyberdeck looks like:
>>>Shadowland
>>>Hacker Shop
>>>Hacker Board
>>>Hacker Bar
>>>Fixer
>>>Hosts
>>>Simulation
[Decker] [Files] [Mission]
[Saves] [Options] [Help] [Quit]
And that's not including the extensive stats at the bottom of the page. In retrospect, all this feels straightforward, but nonetheless left me overwhelmed when I first found the game. There is a learning curve that may compel players to quit before reaching that moment when you finally feel like you are making progress. For me, it was using the utilities in combat.
Mirror failed!
Pyro is containing you!
Mirror failed!
Pyro caused 8 damage to you.
Mirror failed!
The more you upgrade your utilities the more effective they are in the field. However, they start out as being in effective and flimsy until they are upgraded. Spending 6 memory on a mirror function that did not even work (see above) was frustrating, but it was all part of the learning curve. Stick with it, especially if you like RPG games.
To advance the story, you must build a rapport with the hackers in the Hacker Bar. They give you tasks and odd jobs in exchange for information or leads on your situation. The more they trust you the more exciting the quests. Later, there is a (Spoiler - click to show) big boss fight where you recruit almost all the hacker NPCs to hunt down a character who refers to herself as Alice in Wonderland. That one is a lot of fun.
My main complaint is a need for organizing ongoing objectives. There is the “Mission” section that lists active missions from the Hacker Board, but it does not include special tasks taken on from the other hackers. The annotation section in your files similarly lists the tasks you’ve completed, but not the ones currently in progress. While the hosts are automatically listed in your cyberdeck, you must remember who requested what which can be confusing if you have taken on multiple tasks. An objectives page would have been helpful.
Story
For those interested in worldbuilding, Overrun is a great example. There is an info section called Shadowland that provides more than enough story context. More than most people would care to read, although I far prefer having too much over too little. I appreciate the author’s thoughtfulness in providing in-depth exposition for the player.
Time to dive into some (major) spoilers. (Spoiler - click to show) Turns out your SIN was erased because your physical body died. How is this possible? Well, it appears that the human brain can make a digital copy of itself as a last measure of defense when the physical body is on the brink of being killed. The person lives on as a program in their own cyberdeck, sometimes not realizing what had happened, as is the case for the protagonist. This raises all sorts of interesting implications of what it means to be a former human and a sentient being in the non-physical world.
This game does leave you with murky, answered questions. (Spoiler - click to show) There is some ambiguity about Project Morgan and why Renraku decided to terminate you as their employee. As part of your job, you were testing Morgan's program, but somehow was deemed a threat to the corporation. An “accident” was faked to cover for your death when in truth Renraku hired some shadowrunners to do the dirty work by ensuring that you were killed while hooked up to your cyberdeck. Ironically, two of those shadowrunners turn out to be at the Hacker Bar. If you ask the right questions, Morgan will tell you about this. I recommend saving before you talk to Morgan in the Hacker Bar because some dialog options only appear once.
While technically the erasure of your SIN means you are free from the influence of governments or corporations, you are still confined with the limitations of your cyberdeck program. Morgan and Jerusalem ramble about the Resonance and its path towards freedom but the game never provides any answers. The player is not free their program whereas Morgan apparently is, and she makes it sound so easy. Morgan is extremely confident that the player can be free, but ultimately the player pays dearly for thinking that. I will discuss this in the next section about endings.
Thoughts on genre
I have never been a huge fan of the sci-fi fantasy genre. I like sci-fi 110%. I apologize if that makes me one-dimensional. I still like trying the genre's games because you never know if you will find something that does resonate with you. For example, I am a huge fan of Skybreak! It is made with ADRIFT and balances the two genres perfectly. Overrun does a decent job in combining the two genres, and I liked the emphasis on science fiction over magic while still staying true to its fantasy elements. Still, it took some time to get used to it. The last thing I think of when I see the year 5050 are dragons or magic, especially when cyberpunk themes are involved.
It occurred to me that the hacking sequences feel reminiscent of a dungeon crawl puzzle where you have a map with opponents. Play is move by move. Instead of ogres and looters you have anti-malware sentries roaming for you. Instead of a chest of gold you get classified files. From the other side of the room if you saw the game's map you would probably assume that you were looking at a dungeon map.
Endings
The major downside to Overrun is a lack of commitment to the endings. The endgame involves hacking into a server to talk to a digital program named Mirage who was tasked with helping computer experts overcome the Crash Virus. After some dialog, Mirage offers some intriguing solutions on how to end the game. Unfortunately, the execution of these endings is flimsy, leaving the player with few substantial options to conclude the lengthy gameplay.
I like to avoid dissecting every ending in my reviews to keep from spoiling everything but sometimes I simply want to discuss these outcomes, especially if I feel strongly about them. So here you go: A guide about the endings. I will stick it all under one big spoiler tag. Please avoid this section if you have not played the game yet. (Spoiler - click to show)
>>>I want to have a body.
>>>I want to cease to exist.
>>>I want to be free.
>>>I think I have enough, I don't need the Resonance.
The first three are the only ones that have endings that actually end the game. The fourth option just sends you back to your cyberdeck menu.
>>>I want to have a body.
The outcome I was looking for. It feels like the PC was not finished living when Renraku had them terminated. Why not seek a second chance? Mirage tells use to look for a person named Thomas Roxborough. But when you ask Jerusalem about finding Roxborough he says, "His research will only increase the power of megacorporations over people and the Matrix," and refuses to help you. That’s ominous. When finally find Roxborough he offers you to join the Brainscan project which seeks to build synthetic bodies for individuals who have lost their body. Then the game ends. I was hoping to see the implications of this decision.
>>>I want to cease to exist.
This results in a generic “You died” ending. Well, we did ask for it, didn’t we?
>>>I want to be free.
So, this one is a zinger. Turns out you cannot be free. I still do not quite understand what Mirage means by this; it seems like we can never get more than a cryptic explanation from anyone about your situation. But by making this request we are told that are story will end once we leave the server. Whether this means death is unclear, only that the game ends immediately after. This was a potent ending that bites the player out of nowhere, but it is also a bit disappointing since Morgan, Dodger, and the other characters are flouncing around explaining that you can be free! Free from your program! All you need is the Resonance!!! I still don’t understand what the Resonance is.
Oh well. The most answers you find, the more questions remain unanswered.
Characters
The Hacker Bar is full of interesting hacker NPCs with names like Misfill, Skinpact, and Dodger. They come from different backgrounds and have their own specialties. Not all of them can be found in the Hacker Bar when you first visit. Some show up later in the game as you build a reputation for yourself which was a nice change in pace.
Both Skinpact and Crapper will (Spoiler - click to show) challenge you to a cyberduel, but I was surprised at how easy it was to defeat them. I spent a lot of time practicing with the simulation feature and building up my utilities, only to crush my opponents after a few moves. It seems like battle is mostly reserved for system ICs.
Visuals
The game uses visual effects to emulate a familiar “computer” atmosphere, particularly with thick green glowing text against a black screen. Its careful selection of font also adds to this look. It does use some scrolling text, mostly with character conversation, which was tedious but otherwise used infrequently enough to avoid dragging the player down. I liked how the game used flashing, urgent text for when you trigger an active alert while sneaking through a server.
Fun graphics are also included. Beside the server maps, the characters in the Hacker Bar each have their own character portrait, and the start of the game features imagery as it provides an overview on the history behind the story. The game even includes corporate logos for the files on corporations in the Shadowland module. That was a nice bit of atmosphere.
Final thoughts
I highly recommend this game to anyone interested in hacking themes in interactive fiction and/or if you are a fan of the Shadowrun universe. Fans of cyberpunk may also enjoy this, but it seems to cater to a specific audience. Not everyone will be interested in this game but those who are will probably be immersed by what it has to offer. It is especially fun if you are looking for a long RPG Twine game with stats and strategized combat. Overrun is ultimately a cyberpunk adventure with a strong foundation.
Disclaimer: I am not literate in French. Instead, I played the game with translation. I would highlight the entire page, right click, and select "translate selection to English," which did a decent job (I think). Does that overlook the fact that it is a game made in a foreign language? I hope not. I am not trying to distract from that. But it was a game that I wanted to play for a while, and I was excited to find a way to do so.
The premise of the story is that the protagonist previously received a job from a high-ranking executive of a large corporation with the task of ensuring the safety of a visiting nephew. But when this goes wrong the executive goes on the warpath. The protagonist is now on the run, trying to make ends meet with shady jobs.
Night City 2020 is set in a world where only people with upper-class jobs can live in the middle of the city with skyscrapers containing the best cutting-edge technology. Without a corporate job, an individual cannot even indulge the thought of stepping foot into that area of the city. If you did have such a job, it would change everything.
Gameplay
This is an RPG game. Stats, character customization, combat, you name it. All in a choice-based format. It also follows a choose-your-own-adventure style. The player is presented with one or more choices that are numbered: If you want to do X click to passage 4, if you want to do Y go to passage 10. This format tends to make the gameplay more generalized at the risk of the player not feeling like they can closely interact with the story. I think Night City 2020 makes up for that by allowing the player to fine-tune their character’s stats and inventory items (as is often the case with RPGs). Without these features the game would have been less engaging.
The game begins with customizing your character with cybernetic implants. Each option gives you a wide range of abilities from built-in night vision to brain-computer interface. However, each implant reduces your humanity score, a stat that affects your ability to connect with other people. This was a catchy way of starting the game.
Gameplay branches out quite a bit, depending on the job you pursue. You can investigate a gangster's missing sister, investigate the disappearance of a corporate official's daughter, or accept a mission to assassinate a former rival. Each route has unique gameplay but later, they start to merge. The game has a score system of 20 points. Not all endings reach a perfect score. Instead, the game encourages the player to try out different routes, adding replay value.
Story
While the jobs feature different gameplay in the first half of the game, they eventually gravitate to the (Spoiler - click to show) same location: the pharmacy, where the endgame occurs. This is where the story becomes streamlined. They all center around discovering a scheme of illegal cybernetic surgery and human trafficking. How the player responds to this is tailored to the job you choose at the start of the game. The story content consists of language and violence. There was one scene with some (Spoiler - click to show) brief graphic sexual content that caught me off guard but most of the game does not include this.
There is some worldbuilding. There is an opportunity to check the news online, and the game will sometimes interject news items in certain scenes, such as when using public transportation. The Neuromat implant also sometimes provides extra information on things you encounter. I think this attention to detail helped make the city setting more interesting.
Design/Visuals
Its appearance is white background with black lines and text. Some dialog is colour-coded for convenience. The left side of the screen has a column with the player’s stats and links with reference guides, such as a glossary, that provides nifty background information without leaving the game. This was one of the first things that stood out to me.
Occasionally, there is art. I did not see the first piece of art until later in the game, so it took me by surprise. The art is basic and done in pencil or ink but does augment the player's imagination of this futuristic cyberpunk world (I guess technically it takes place in the past since it is set in 2020 instead of 2022 as I write this review. Everything in it is still futuristic). I found four total.
Design wise, there are some rough areas. I only found one broken link. When I clicked on (Spoiler - click to show) 305 it led me to a page where the only option was 85, but it was not a link. All it said was "[[85]" which required that I restore to an earlier save. I also encountered two cases where a macro error shows up instead of the link. Other than that, the game seemed consistently built.
Final thoughts
It is not a flawless piece, but it is one that can maintain the player’s interest, especially if they enjoy RPG games. Be aware, if you end up translating the game like I did with my browser, you will probably have a slight less seamless experience. There is lots of stat management with a focus on combat, and its branching gameplay encourages more than one playthrough. Overall, it is a nice addition to the cyberpunk genre.
The story is one of finding a place in a welcoming community. You have been granted a cottage in a town on a new island and have access to a range of locations and townspeople. With this new start, you find ways of making the cottage your home.
There is one thing I want to say about content. When I first played this game on itchio it came with one of those “You must be 18+ to view this content” popup warnings but there is little explicit content to be worried about. The game’s content warning includes (Spoiler - click to show) language, violent events, and brief blood, which is true. However, after playing the game I sincerely feel that the content implemented is nowhere near an 18+ rating. I am only saying this because the +18 rating may discourage some players from even trying it which would mean missing out on an excellent and light-hearted game. That is my take on it. I would describe this game as not for kids but reasonable for most ages.
Gameplay
The gameplay is broken into days. Each day begins at the player’s cottage. At the start of each day the player can travel, harvest their garden, craft items, read books, and invite people over if they have a good enough relationship. Sometimes the player will get notifications in their mailbox about events and festivals held by the island community.
The travel locations are the town, forest, coast, and river, each having one main character that the player can build a relationship with (and possibly pursue romance). At each location the player can scavenge for raw materials and then craft items from them. You can then sell these creations at the market or give them to other characters as gifts. Sometimes new locations will briefly be available, such as (Spoiler - click to show) a shipwreck.
You can sell and buy things at the market which was exciting at first. However, it does not take long for you to buy out everything in the market. It also felt unrealistic that you can harvest a fresh crop from your garden every single day. Selling all that produce contributed to the excess of coins that I accumulated. I was surprised there was no way to customize your cottage beyond books and plants. A room extension or remodeling would burn off those extra coins.
One of the biggest strengths in this game is that quests are smoothly implemented. Quests usually involve finding and talking to new characters for information or crafting special items. Even though quests follow a similar model they avoid feeling repetitive. Sometimes they overlap which makes the game’s world more fluid.
Story
The ultimate goal is to become a happy member of the community but there is no variation in endings. The only ending is to (Spoiler - click to show) complete every task and achievement which is shown in a list. Because of this, players may not be compelled to replay it. I could see this as a game that you play again several months later when you stumble across it and decide to revisit it.
Characters
The game requires that the player become friends with the other characters. The only way to move forward in character interactions is to (Spoiler - click to show) alternate between giving them gifts and talking to them. It feels sort of awkward to have a heated interaction with a character and then earning points with them by giving them things out of nowhere. It is like in the Sims games where you give someone a high five until they become your best friend. Nonetheless, characters are richly implemented. They may be found strolling along in locations you normally would not find them, giving you an opportunity to chat. I also liked the idea of (Spoiler - click to show) recruiting the characters as teachers if you decide to turn the abandoned house into a school because it ties back to the theme of community building.
There is also a mild stat system that is used in character dialog. Gameplay choices affect your Sanguine, Melancholic, Choleric, and Phlegmatic levels. There is no way of checking your stat levels and it is not clear on what choices contribute to a particular stat, but it does add some extra depth. You might be presented with a list of options such as these: Here is an example of three links you could click on to respond to a character:
'Sorry. I didn't mean to intrude.'
'You left your door open.'
(Choleric) 'Looking around. Who are you?'
Each one of these would be a response to a character. If you did not have a high enough Choleric stat for the last option, it would be crossed out. Using stats in Twine games always adds a little complexity to the gameplay and Ataraxia is no exception.
Visuals
Game uses a simple colour scheme of teal background and orange text with occasional text effects in some of the quests. Everything is easy to read and navigate which is especially helpful in an RPG game where you are constantly flipping through inventories and stat statistics. I think its appearance is one of the game’s strongest points.
Final thoughts
Ataraxia is a nice ambient game with lighthearted themes of aspiration and productive community-building (along with just a touch of fantasy). Its gameplay is complex but not puzzle heavy and is an excellent example of a choice-based RPG.