Reviews by verityvirtue

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View this member's reviews by tag: 2018 choleric ECTOCOMP ECTOCOMP 2016 IFComp 2015 IFComp 2016 IFComp 2017 IFComp 2018 IFComp 2022 IFComp 2023 Introcomp Ludum Dare melancholic melancholy parser phlegmatic religion Ren'Py sanguine Spring Thing 2015 Spring Thing 2016 sub-Q Tiny Utopias
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The Domovoi, by Bravemule
4 of 4 people found the following review helpful:
The fluid nature of storytelling and grim folklore, May 6, 2016
by verityvirtue (London)

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.

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The Warbler's Nest, by Jason McIntosh
4 of 4 people found the following review helpful:
Quietly sinister short story set in a reedbank, May 1, 2016
by verityvirtue (London)
Related reviews: phlegmatic

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.

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Fridgetopia, by Mathbrush
2 of 2 people found the following review helpful:
The building blocks of a utopia, April 29, 2016*
by verityvirtue (London)
Related reviews: Tiny Utopias

Time to completion: 10-15 minutes or shorter

Fridgetopia has been described by the author as "mechanically utopian", in that it doesn't necessarily sketch out a utopia per se: there is not much world-building here. But this is not a slight against the game. Rather than describe your interactions with a specific space or time, Fridgetopia instead gives you tools with which you can create your own world, to a certain extent.

Fridgetopia is very short, and perhaps not very polished. It reads as much as a coding exercise (albeit an interesting one) as a game, but it does hide at least one secret, which... let's just say it deserves the label of 'fridge horror'. Very clever.

* This review was last edited on April 30, 2016
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The Shape of Our Container, by Rocketnia
3 of 3 people found the following review helpful:
A looping conversation with a loved one, April 29, 2016*
by verityvirtue (London)
Related reviews: Tiny Utopias

Time to completion: 20-30 minutes

The Shape of Our Container is a peaceful, conversation-led game about lying in the grass with your loved one. Similar to the other tiny utopias, there is a broad sense of forgiveness and peace. Structure-wise, the game has a broadly branching time-cave structure, allowing large variations between play-throughs. This gives the impression of living many parallel lives, of the impression of time passing.

Container is definitely polished and has fairly high replay value. Short, tender and intimate.

* This review was last edited on April 30, 2016
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Evita Sempai, by Florencia Rumpel Rodriguez
3 of 3 people found the following review helpful:
Vignettes of relationships and romances, April 27, 2016*
by verityvirtue (London)
Related reviews: Spring Thing 2016

Evita Sempai centres around one woman's adoration/love for Eva Perón, who was the first lady of Argentina from 1946 to 1952. It is told in a series of episodes from the narrator's perspective, centred around encounters with Perón.

This game has social relationships at its core, but where other games allow us to manipulate our position in those relationships, the narrator of Evita Sempai already has a predefined position in her social circle. Dropping the player in all these relationships in medias res felt a little disorienting at first, but it also helped to flesh out a fully-formed protagonist who was not only in love with Eva Perón, but also a sister, daughter and breadwinner.

I went into this game without any knowledge of who Eva Perón was, but it's not strictly necessary. Context will certainly explain the later events in this game, and perhaps explain other NPCs' reactions to the titular first lady.

I found the narrator's relationships with NPCs difficult to follow initially, but this is really a minor quibble. Evita Sempai is neatly styled, with changing backgrounds highlighting the transitions between sections.

I am a sucker for local detail and this game does a nicely subtle job of it, even though (to my memory) city and place names are almost never mentioned. Evita Sempai explores a real-life setting not often found in IF, which is definitely something I'd like to see more of.

* This review was last edited on April 28, 2016
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Kotodama, by Aidan Doyle
4 of 4 people found the following review helpful:
An outbreak of lethal poetry, April 22, 2016*
by verityvirtue (London)

Time to completion: 15-25 minutes

Tokyo has been hit by a poetry outbreak. You, a robot, have been sent to deal with it.

Kotodama is set in a world in which poetry is akin to a contagious disease, and that shapes much of the world-building. This is evident from the first line, and the game is consciously thematically consistent.

The writing sparkles with wit, and the game's use of metaphor (that is, making it have literal consequences) called to mind Patanoir. Kotodama also gives a welcome depth to the world-building by giving a nod to familiar narratives such as racism or the role of immigrants. This seems to have some link to the title: according to the Oxford Dictionaries blog, which the game quotes, the concept of 'kotodama' applies especially to Japanese in its 'purest' form - that is, the language without any loan words - yet, definitions of what counted as 'pure' varied over the years.

Kotodama is relatively short, but is highly polished (I found the Poetry Dojo to be a stroke of genius) and very cleverly written. Highly recommended.

* This review was last edited on April 30, 2016
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Ruiness, by Porpentine Charity Heartscape
3 of 3 people found the following review helpful:
Travels in a dystopian wilderness, April 20, 2016*
by verityvirtue (London)
Related reviews: Spring Thing 2015, melancholic

Time to completion: 30-40 minutes

You are a traveller - whether you be scavenger or dustrunner - and, on your steed, you traverse the hostile lands.

Ruiness is set in what I term 'dystopian wilderness': not quite post-apocalyptic, but barren, harsh, downright caustic environments. The prose is purple and abstract; the story typically abstruse. The florid prose thrums with purpose, though: each place has a distinct climate and role, and the different races or roles you can assume remain thematically consistent.

This game has all the hallmarks of a Porpentine game, but what I found the most interesting was the map/travel system. You travel by typing in your destination in a text field. Whilst in new locations, you discover new names, and the cities you have discovered are mapped out on a chart you carry. This allows for Easter eggs, for openness, for a sense of discovery.

Ruiness is a mid-length confection of a game which affords slightly different perspectives with different characters. The travel system is definitely worth having a look at.

* This review was last edited on April 30, 2016
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The Role of Music in Your Life, by Five Dials
4 of 4 people found the following review helpful:
An anxious mother seeks a piano teacher, April 19, 2016
by verityvirtue (London)

The Role of Music in Your Life is, on first glance, an odd thing: a questionnaire? Seriously? Is this really IF?

The Role of Music in Your Life expands out into a dialogue-driven, minimal story about an anxious mother and her kid. The character development is handled deftly, especially when the kid in question speaks up, forming a good foil to his mother's perspective. Telling this story through just dialogue raised the possibility of an unreliable narrator, which gave a sinister edge to the mother's lines.

I was disappointed to find that, despite the choices, the story doesn't actually branch. It would have been satisfying, or at least fun, to see how different answers to the personality quiz-type questions affected how the mother treated the PC. Nonetheless, this minimal piece of CYOA has some very clever writing and a delicious use of unreliable narrator. I enjoyed it.

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Sisters of Claro Largo, by David T. Marchand
4 of 4 people found the following review helpful:
Telescopic tale of two women and a city, April 18, 2016*
by verityvirtue (London)
Related reviews: Spring Thing 2016

Time to completion: 20-30 minutes

When you escaped, you were childless. Now, away from the City and its cells, you have two daughters, both special and peculiar in their own ways. Their stories will shape the future of Claro Largo.

The narrator in this game is pretty much invisible, compared to what the titular sisters do (and end up doing). The story is grim, melancholic; the village setting suggests claustrophobia, despite its promise of freedom. To me, this called to mind stories such as The Ones Who Walk Away from Omelas by Ursula Le Guin, or Shirley Jackson's We Have Always Lived in the Castle. (Of course, these comparisons are far from perfect, though they share similar tones and atmospheres.)

This game uses telescopic text (similar to what this tool does) to slowly reveal the story. This gimmick is purely mechanical (technically, there's nothing really to stop this being a linear story), but the order in which text is presented makes clear the conceptual links, the story's chronological order. Sisters is very simple, but tells a good story.

* This review was last edited on April 30, 2016
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Tapes, by Jenni Vedenoja
3 of 3 people found the following review helpful:
A pastel-hued vignette of a relationship, April 18, 2016
by verityvirtue (London)

Tapes is a linear work about, as the author states, sex and disability. At its centre, though, it is a close-up look into a moment of intimacy. Both characters are shown naked in the game art and they hug-wrestle, but this is not sexual intimacy. This is emotional intimacy: about showing vulnerability to a loved one.

The exact disability from which the PC suffers is never really stated, but from context, we gather that the PC experiences painful muscle spasms which are relieved by kinesiology tape. Is the name important, though?

The sole two reviewers on IFDB (as of this writing) express their distaste at the linearity of this game, but it might be worth having a think on Linear IF, or dynamic fiction, is becoming increasingly accepted. Dynamic fiction borrows the structures and conventions (e.g. second person narrative, platforms) of branching IF to enhance storytelling, either through visual text effects, or by inviting the player to participate in revealing the story step by step. Tapes veers toward the latter, with the game art in each passage illustrating the dialogue.

Tapes is a sweet, peaceful vignette of an intimate moment. Play if you like linear, dialogue-driven scenes and 8-bit art.

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