Reviews by verityvirtue

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Before The Show, by piratescarfy
1 of 1 people found the following review helpful:
A Twine manifestation of the restlessness before the curtain rises, August 30, 2016
by verityvirtue (London)
Related reviews: melancholic

The stage is prepared. The house is open. Now, you wait.

The author captures the inner landscapes of performance well here. There's the restlessness before the curtain rises. Reflecting this, there's a small number of things you can do in this game, which is randomised in parts. There aren't any obvious goals. You can do things for NPCs - tiny quests, if you will. Regardless of what you do, the curtains will eventually rise, and you will assume your role.

Another aspect of performance: the bleeding over of on-stage roles into how you see the actors themselves. NPCs are referred to by their roles - Chatillon, 1st Executioner - even before they get on stage.

I was attracted to this because I've had my share of performances, with very similar feelings. If you've ever been part of any kind of performance, you'll probably enjoy it.

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The Ocean, by Joyce Hatton
2 of 2 people found the following review helpful:
Listen to the sound of the sea, August 27, 2016
by verityvirtue (London)
Related reviews: melancholic

[Time to completion: 5-10 minutes]

In this game, you are at the beach with your boyfriend, medicinal weed brownies and a lump in your breast. This game is not about the lump, not mainly. This game is about confronting your own mortality and anxieties.

The Ocean is surprisingly similar to Tapes: both have a female protagonist who has some kind of physical ailment; both are in a relationship with a man, but most of all both share the same introspective, melancholic mood.

The Ocean uses a stream-of-consciousness style, coloured with metaphors, to explore the protagonist's emotions. The tone is distant, as if recalling a long-ago event, but unexpectedly snarky in places. The reader, here, is the narrator's confidante and companion. The reader's role, here, is not to perform or do or solve problems: it is to listen. And in the act of listening - of clicking through the words and reading it - the narrator comes to a kind of peace.

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woods leaves stream body blood, by David Demchuk
1 of 1 people found the following review helpful:
What you find in the woods, July 19, 2016
by verityvirtue (London)
Related reviews: melancholic

[This game features graphic descriptions of violence. Please exercise discretion.]

A short horror IF about something you found in the woods. There is a body. There is blood.

This game uses a branch-and-bottleneck structure, lending it some of the dread-inducing momentum as False Mavis had. The descriptions are visceral; the pace, inexorable. Instead of focusing on verbs - how you interact with your environment - the game instead focuses on nouns - what you interact with, as alluded to in the title. This gave me a sense of the PC focusing on the trivial, filling their senses with the minutiae of one thing, to block out the horror of the whole. Perhaps making the protagonist a child enhanced this: for how can a child make sense of all this?

The ending is ambiguous and addresses the story indirectly, so one might fill the blanks with one's own imagination. wood leaves stream body blood is a bleak and desolate short story, well worth the 10 minutes it took to play.

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Singular, by Gritfish
4 of 4 people found the following review helpful:
Compact, well-conceptualised RPG, July 10, 2016*
by verityvirtue (London)
Related reviews: phlegmatic

This entry in Twiny Jam uses the 300 word limit and a endlessly looping structure (similar to It is Not So Much a Story) to create a landscape. It's remarkably evocative, and in terms of content, it's similar in spirit to vale of singing metals.

Singular is well-conceptualised and, like The Tiniest Room, makes full use of the 300 word limit. For its size, there is progress, of a sort. There is a world to explore in little chunks. Take a little more time than you might and you might discover something unexpected.

* This review was last edited on July 31, 2016
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Glass Jar, by elizawriteshere
1 of 1 people found the following review helpful:
An unsettling epistolary work, June 30, 2016
by verityvirtue (London)

He's been stalking you again. He knows where you live. Your only hope now is through this forum. Through the one person still on this forum.

Glass Jar is a short work of dynamic fiction. Its brevity serves it well, keeping it from becoming melodramatic, as well as setting up for the subsequent reveal. The twist was similar to the type of story one might find on /r/nosleep - gory, disturbing and plumbing familiar depths of depravity. It's put together well, although the premise might not be to everyone's tastes.

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Redactor, by Austin Auclair, Katie Atkinson, Laura Buda, Teddy Rodger, Catherine Shook, Brent Stansell
1 of 1 people found the following review helpful:
Time-based puzzle set in Orwell's 1984, June 25, 2016
by verityvirtue (London)
Related reviews: phlegmatic

Time to completion: 15-20 minutes

Redactor is based on George Orwell's 1984, where you are a worker in the Ministry of Truth who is charged with changing written history to suit the party's needs. The task itself is simple; you simply click on what needs to be changed. The trouble is, it's all time-based, and you'll need a quick eye to find all the keywords - and it's not always easy.

The key mechanic is ingenious and well suited to Twine. Timing adds tension, interaction with NPCs adds tension; the subtlety of the job adds tension (when it goes from redacting all mentions of a certain name to changing bad news to good, it can get fiddly).

Ideal for those who enjoyed (or at least fascinated) by the world of 1984 and would like to explore it from an insider's perspective.

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False Mavis, by Ted Casaubon (as Litany Brisket)
1 of 1 people found the following review helpful:
In the style of a murder ballad, June 25, 2016
by verityvirtue (London)
Related reviews: melancholic

Time to completion: 15-20 minutes

This game is based on the English murder ballad Long Lankin and Burning Rope by Genesis. You are a servant in the Wearie household, and you need to secure the house, or Long Lankin will get in.

This game was based on and inspired by murder ballads, not just in the plot, but in the tone. It's probably worth listening to it after playing False Mavis. The author paints a decrepit mansion, filled with relics from a better time, filled with subtle dread. The reveal of the PC's true intentions was brilliantly done; the first time I read it, I did a double take. It's not immediately clear what you're supposed to do, but there's a lot in the setting to absorb the reader. This game apparently has multiple endings, but I haven't managed to reach a second.

False Mavis is a grim and brutal horror story about removing the traces of your past misdeeds. It has a great setting with lots of moving parts, and what the player has to do to progress in the story is thematically consistent.

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First Person, by Buster Hudson
6 of 7 people found the following review helpful:
An unsettling parser experiment, June 10, 2016
by verityvirtue (London)
Related reviews: melancholic

[This game concerns a sadistic kidnapper. Please exercise discretion.]

First Person turns the relationship between the parser and the player on its head, making your interaction with the parser into a dialogue of sorts between a kidnapper and the victim. It's very brief. Details are kept to a minimum, to the point of underimplementation - it sometimes feels more like a proof of concept rather than a full-fledged game that one may be immersed into.

First Person is unsettling once you figure out what's going on, and be warned: there are no happy endings in this one. It's worth playing to figure out what's going on with the parser.

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Boogle, by Buster Hudson
2 of 2 people found the following review helpful:
A very short game about a strange search engine, June 3, 2016*
by verityvirtue (London)
Related reviews: choleric

Time to completion: 5-10 minutes

[This game contains a large, unannounced picture of a certain animal - see image files included with the download]

Boogle riffs on Google default messages and online ads to create a creeping sense of dread. The eponymous search engine is an NPC in its own right, which directs your search results to serve its own purposes. It's a mood piece more than a game, really; the story is not particularly fleshed out, but the idea is so very creepy.

This game deserves a mention of multimedia, because it makes ingenious use of otherwise basic Twine functions to replicate familiar sights.

* This review was last edited on June 4, 2016
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City of the Living Dead, by Joshua Houk (as Tanah Atkinson)
3 of 3 people found the following review helpful:
Forever wandering, June 3, 2016
by verityvirtue (London)
Related reviews: melancholic

This game takes the form of a continual uprooting and moving. Circumstances - renovation, increasing cost of living, disruptive neighbours - constantly make it impossible for you to live there. Each passage lists what you missed from the last place, a sketch of the place you've moved to, and what eventually forces you to leave. At each turn, the direction from which you came is blocked off: you can never return where you came from.

The mechanics work well to illustrate the concept. It stabs at the insidious force of gentrification and also casts a glance at the impersonal nature of urban living, where it is possible to live months in a place without ever knowing anyone.

It would have been good if I, the reader, could have been more invested in the PC. The reasons why you move out are so varied that it can be hard to tell what the PC is like, and the descriptions are always more about the environment than about the PC. I imagine, though, that each play through shows the player a different set of circumstances which drive the PC out.

This game is otherwise technically sound: each passage appears procedurally generated, making it possible to wander through this city virtually forever.

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