In Rough Draft, you’re helping Denise, a writer suffering from writer’s block, decide the course of her story, a fairly generic fantasy-type story. At some points, though, the narrator decides that the story can go no further; you, as invisible editor, can go back and get her to rewrite at a certain decision-making point. It takes the concept of the meta-writing game and really runs with it.
What makes this game unusual is being able to visualise the story structure. I liked how information from one rejected branch unlocked decisions in other branches – a reflection, perhaps, of how brainstorming sparks off ideas, even if the original ideas never do make it into the final product.
Story branches are quickly pruned off, which means that players must do a bit of lawn-mowering (this is not necessarily meant as a harsh critique, goodness knows I’m guilty of that myself) to find the ‘right’ story branch that allows progress. It would have been great to be able to complete the story using a variety of ways – that, after all, is the power of the imagination.
It’s a pity that the meta-story (the fantasy story the player helps to write) is relatively bland. The fantasy story seems to follow stock tropes and template-like encounters; dialogue sometimes feels stilted. Nonetheless, it is evident that the author has spent much effort on this – the screens which show the story in progress are in reality separate images, as is the story map – and its implementation of this idea, which has so often been talked about, is laudable.
Content warning: this game contains sometimes unexpected descriptions of death and gore.
You wake up in a North London flat, unable to remember how you got there (sound familiar?). Tottenham is devoid of people. It's time to go.
The game is initially a lot about exploration. There isn't much of a clear goal, but as you explore, it's clear that something very bad has happened. The game never makes it clear what you're aiming for - perhaps a vague attempt at safety - even to the end.
Howwl is written with a vaguely Twine or Undum-like format, where you click links to progress.The links suggest what would be common actions in a typical parser game - taking inventory, inspecting objects and so on. The layout is attractive and neat, in which links add to a growing transcript which can be scrolled back. Header images mark changes in location. You can create an account to save your place in the story, but given that the scope of the game, as it stands (I played Beta 0.81), isn't too long, you might not need this.
Howwl aims for the gritty urban apocalyptic atmosphere in its abandoned buildings and filthy interiors, and does it quite well. You never get to see the source of ominous (and sometimes uncomfortably human) noises. You stumble over unexpectedly gruesome sights. The writing style is detached - is it resignation on the PC's part? Hopelessness?
I found the PC to be way too generic to give the reader a stake in how the story progressed- not that you get to make many significant choices, anyway; the author's method of removing options if they're not necessary makes it impossible, for example, to escape a certain place or to explore more buildings than the author intended you to.
Because the author removes links deemed unnecessary, it is possible to get impossibly stuck at some point(s?) in the game. So it's not that the game is unforgiving in its puzzles - there aren't really puzzles - it's more... a design fault, kind of. (I'll email them to let them know.)
I had some minor niggles about the writing. Brand names are mentioned, almost to the exclusion of actual description for some items. The PC is horribly generic; we know more about the PC's dressing and clothing than the PC themselves. (Spoiler - click to show)Also, when you start, the PC is somehow aware that you're on the eleventh floor despite not knowing where you are or how you got there.
(Spoiler - click to show)There are occasionally external links to illustrate what, for example, a minotaur or a Molotov cocktail is. Though I can see how they might be useful, I found them distracting.
Some things I liked, though: I liked the interface, though I found the scrollback style made it visually distracting since your gaze must constantly move from the new text to the links. (Spoiler - click to show)I also liked the unusual mix of classical monsters (there are minotaurs, for example) in a modern urban landscape, something I've not seen before.
Howwl is hugely promising, I think - I like the way it looks, the way it does atmosphere and its premise. (Urban fantasy. I dig urban fantasy.)
stone is a love (?) letter to a close friend, who is an aromantic student. Their incapability of infatuation and romantic love is viewed, in this world, as a sign of illness - of a stone heart, so to speak.
This is a work of interactive poetry, and in many respects is highly atypical. The kerning is uneven; the tone, conversational. The relationship between the two main characters is clothed in a magical setting where students build bestiaries and have to pass evoking exams. It is fitting, then, that the NPC's inability to feel romantic love is compared to a pathological calcification of the soul.
stone is affectionate, intimate, reassuring. The world building reminded me of Michael Swanwick's The Iron Dragon's Daughter, with its mix of sci-fi and high fantasy. stone, however, is almost its opposite. While Swanwick's novel heavily features sexual energy as a source of power, stone's magicians need not experience sexual attraction. The Iron Dragon's Daughter features an unforgiving, gritty world; stone depicts a tender, intimate moment between two friends. Recommended.
You've heard that faerie, if you treat them right, will grant you any wish. That's why you've sought out a faerie ring, to step into the other world.
Like Dalmady's other work, BtFFYE is a beautifully designed Twine work, with stylistic (and judicious) use of rhyming. There aren't really outright puzzles, though there's a bit where Dalmady does some rather clever things with the text... 'nuff said.
Each scene plays on the tranquil image of elves and fairies playfully cavorting in the woods, combined with common stories: that cold iron will stave off the fae, that eating or drinking food in the faerie world will change you permanently, and so on. Another common theme in BtFFYE's fae world is the search for home. This is explicit in one of the choices you can make early on, but it's there in the other story branches, I think.
Despite the genre, this is not child's play. Dalmady includes multiple endings in BtFFYE, and none of them are happy endings. Some might say that as long as you meet the queen, you're pretty much set for disappointment, if you were ever expecting anything vaguely optimistic to come out of it. It made sense, though, because it was in line with the idea of faerie being duplicitous, of being all about glamour and trickery. Some of the endings are brutal, visceral; others are bittersweet.
A technical note: the link text jumps around every time I get to a new page when playing on Chrome, but this resolves when I put the browser on 90% view. Or switch browser.
Light My Way Home is a contemplative Shufflecomp entry set by a hydro corridor, and the landscape is unlikely: metal towers, scrabbly grass, abandoned barns. But in the midst of this comes a simple, lovely story of longing and loss.
Light My Way Home is a lovely sensory experience. The location descriptions are evocative; it features a quiet soundtrack punctuated by the chirping of crickets. This game revolves around a special command, >POWER OBJECT, which allows you to change the environment around you to guide the one NPC and, in so doing, find out more about yourself.
Time to completion: 20-30 minutes
You play Jack, whose girlfriend Elizabeth has left for Mars for a position teaching anthropology. Constrained by cost, the only means of communication you have with her are the letters, and each takes three months to arrive. Three months is a long time...
The gameplay reminded me of First Draft of the Revolution, with the epistolary format and the way branching is achieved. 13 Minutes of Light introduces a wider story arc of political unrest and social inequality to contextualise the relationship, contrasting the content of the letters with snippets from a mockup of Reddit's /r/mars.
I particularly liked Elizabeth's development from anthropology graduate to (Spoiler - click to show)political leader. This game also plays on the uncertainty and tension that comes with such a restricted form of communication as letters: how do you know what the other party really means?
There are some bits which could have been improved to make 13 Minutes of Light more enjoyable, one of which was a feedback system I didn't understand. The game tells you which parts of the letter go off well, which don't and which are mysteriously relevant to the story. This felt out of place with the theme, given that we are told (repeatedly) how long letters take to be delivered - and whose point of view are these from, anyway?
13 Minutes of Light could maybe stand to be aesthetically more pleasing, but it still represents a solid example of epistolary branching IF.
Your friend is a storyteller, and she's polishing her latest work about a domovoi, or protective house spirit, lingering in a guttered hut. You are her audience.
The Domovoi is a game about storytelling. Like Whom the Telling Changed, you get to influence events in the story, but where the PC works against an antagonist in Whom the Telling Changed, here the story is a collaborative work. Your friend may express doubt or satisfaction at your choice, and the PC's perspective outside of the story in the making allows for in-universe commentary. The unnamed NPC in Domovoi has her own views, after all, and if you suggest something with which she disagrees, she will probably slant the story to include that, but make her feelings known.
This game is also a pleasure to play, not least because it is styled attractively. Like Beneath Floes, it features illustrations that set the mood and whose colour schemes demarcate changes in perspective.
Perhaps true to oral tradition, the story you help to tell can vary between play-throughs, depending on the choices you make. The game didn't dwell on the meta aspect much, though, focusing instead on the meat of the story.
In summary: The Domovoi is an introspective work which taps into Slavic folklore, with a lively NPC and a story within a story. Recommended, if nothing else than for its luscious illustrations and sound effects.
You are searching amongst the reeds for eggshells. If you believe the tailor, these are what you need to take back what is yours.
The Warbler's Nest doesn't immediately give up its story, but rather reveals it both through cutscenes and through environmental detail. This is aided by the mechanic, which is basically a treasure hunt. Given that this game is rather short, though, to reveal more about the story would spoil it. All I will say is that this game taps on faerie folklore and rituals related to them. It follows the interpretation of faerie folk as being intensely selfish yet bound by immoveable, arcane rules, which gives a quietly sinister air to the game as a whole.
Overall: understated horror is one of my favourite genres, and I really like how The Warbler's Nest handled that. This is a gem of a short story, well worth the 20 or so minutes it takes to play.
Time to completion: 20-30 minutes
The family curse has activated. If you do not go north, you will die.
The Northnorth Passage plays around with restricted actions, and this is what makes it so extraordinarily suited for the parser, because the parser gives the impression of freedom, yet you can only really do one thing. Obeying the parser, though, brings you through a series of self-contained scenes, colourful and detailed; Wilson's writing sparks with life, with the kind of evocativeness reminiscent of Sunless Sea.
Yet, in each scene, you must forever remain at arm's length. In this sense, it is similar to dynamic fiction, the term coined to describe linear games which nevertheless require the player's interaction and participation to reveal the story. The PC's travel north also seems to reflect the passing of time (the movement over swathes of space and time reminded me of Victor Ojuel's Pilgrimage).
There was a very, very clever move right at the end of the game - an invisible puzzle, if you'd like - which wrapped it up perfectly. If I were to mention a game with a similar move, it would be very spoilery, but there is one...
Originally published here: https://verityvirtue.wordpress.com/2016/01/30/the-northnorth-passage/
Time to completion: 40-45 minutes
Groover presents a game in the best tradition of the locked-room murder mystery, featuring a canine protagonist. As with other games featuring canine protagonists, the sense of smell is tremendously important. In fact, in Toby's Nose, >SMELL acts like how >EXAMINE does in Lime Ergot. In fact, the author's note acknowledges the contribution of Lime Ergot and Pacian's Castle of the Red Prince in his coming up with the game's core mechanic.
Toby's Nose is generously and lavishly written; almost everything is implemented and written in vivid, eye-catching detail. As with other games using 'telescopic' observations, the parser remains a uniquely flexible tool to shift the PC's focus from objects distant both geographically and conceptually.
There are generous hints provided, but the writing gave clear enough hints to allow the reader to figure out what's going on. That brings us to another thing unique about this game: the reader has the responsibility to make the observations and deductions. Unlike many other mystery games, the game reveals nothing of the correct answer (i.e. whodunit), not in the form of a notebook, not in the form of a list of clues, leaving any explanation of the crime to the end. Shifting the responsibility to the reader to figure out what's going on invests the reader much more in the game.
As with other dog-PC games, this game remains lighthearted, even when the PC is recalling other characters' sordid details, and maintains a gentle sense of humour throughout. A comment about the ending is below, but overall, I found Toby's Nose a very charming and highly polished game, featuring excellent writing and a good use of the core mechanic.
(Spoiler - click to show)One might complain that the ending of Toby's Nose is a bit of a wall of text. One would not be wrong! However, this echoes the structure of the original Holmes stories - Doyle's idea of a resolution was quite often to have Holmes explain what he had been doing right under the reader's nose - so Groover is perhaps justified in this aspect.