Reviews by verityvirtue

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When acting as a particle / When acting as a wave, by David T. Marchand
1 of 1 people found the following review helpful:
Peeking through a pinhole, February 6, 2016
by verityvirtue (London)

I can't give much context on this piece, because every word in this Twine is a link. Without scenery text - text to set the scene - you see the game world solely through the decisions available to you. It's like peeking through a pinhole. Even then, the author suggests a dream sequences and segments of real life, with eerie parallels. The same actions repeat themselves, but take on deeper meanings in different contexts.

The format really works for the story. Reading only the links keeps the rhythm of the writing going. Circuitous conversations are shown through cycling links; social interactions crescendo in a series of seemingly trivial choices.

When acting as a particle was created for the Fear of Twine exhibition, organised by Richard Goodness, a collation of Twine games featuring a broad variety of styles and ways of using words. It's fairly short - reminiscent of the party game where you have to guess the story by asking the storyteller only yes/no questions - and well worth a look to consider how Twine can be used differently.

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SABBAT, by Eva
4 of 4 people found the following review helpful:
Surprisingly affectionate witch fantasy game about gaining power, February 5, 2016*
by verityvirtue (London)

Time to completion: 20-30 minutes

(There is also a commercial/paid version of SABBAT with art and a soundtrack. This was based on the free version, linked above.)

[Warning: this game contains mentions of sexual content and self-harm, also optional animal abuse.]

It's hard to have a sabbat of one, but hopefully, once you get all the materials together, you'll be able to gather power for yourself.

SABBAT's narrator is friendly and encouraging. It was kind of like having a friend to guide and cheer you on, and in a game about making blood sacrifices to gain power, it was unexpected, but oddly cheering: I cannot hate a game which calls me witchdumpling. The mildly cynical humour here is refreshing. Instead of making trite remarks about how awful everything is, the humours slants toward the self-referential. You've made candles infused with centipede venom, and you muse how hard it was to get that venom in the first place and why did you buy a centipede again?

This game taps on the 'Living Alone in My Sad Apartment' genre, but uses this to highlight the contrast between your current state and the power that you eventually attain. Amongst other things, SABBAT draws on the idea of power through sex. Part of the PC's transformation involves a change in sexual organs, and one of the ways the transformed PC gets power from people is by having sex (or at least attempting to).

The game could be a bit of a mixed bag. The subject matter involves mixing with unknown forces, a theme usually given a more serious treatment in other fiction, but here it feels almost everyday. Yet the game remains self-aware as the PC acknowledges the strangeness of it all.

The branching reminded me of Magical Makeover, where combinations of items combine to produce different outcomes. Like MM, there are no 'bad' combinations in SABBAT (though there are some which are more amusing than others).

I wouldn't usually have plumped for the storyline, but the narrator really made the game for me. It can be polarising, but, for me, it was a charming game about the powerless seeking power and the lonely seeking companionship.

(This was originally published here: https://verityvirtue.wordpress.com/2016/01/24/sabbat/)

* This review was last edited on April 30, 2016
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Icepunk, by pageboy
3 of 3 people found the following review helpful:
Grindy but intriguing procgen exploration through a winter wasteland, February 5, 2016
by verityvirtue (London)

You are the last living inhabitant of your Habitat, your only companions the robots that maintain your living spaces. But there is hope... if you can collect enough data to feed the central computer in your Habitat, maybe you can avert catastrophe.

First, the interesting stuff. Icepunk features a procedurally generated landscape, represented on an ASCII map. Likewise, each setting is illustrated with ASCII art. I'm sure this took effort.

Data, in Icepunk's setting, takes myriad forms. Some comes from the lingering traces of mechanical life - ice golems, families and so forth - but in building your future, you must destroy them. Data also comes in the form of excerpts from (public domain) books and, in one memorable instance, tweets (which nets you '5 TB of Frivolous data'...).

However, where Icepunk is weaker is its reliance on lawn-mowering. You have to make repeated trips out into the wastes and return to your home base to deposit the data in the central computer - this is not in itself anything bad, but there seems to be little enough variation in the landscape that regions start feeling homogenous. Also, you can only travel by clicking on a map symbol adjacent to where you are - making travel back to your home base at best, mundane; at worst, frustrating. The delay that I encountered in loading the page only added to the frustration. I imagine this would deter people from playing it through to completion.

Nonetheless, Icepunk is an interesting experiment in exploration in IF, one which gives a different meaning to 'datamining', even if it was let down by tedium.

(This was first published here: https://verityvirtue.wordpress.com/2016/02/03/icepunk)

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Tailypo, by Chandler Groover
4 of 4 people found the following review helpful:
Short desperation horror, compelled by starvation, February 1, 2016
by verityvirtue (London)

It's winter, and he's run out of food. He's hungry, he's cold, and if he doesn't go hunting, he'll freeze soon. But something wanders into his house. If he doesn't eat it, he will starve.

[This game contains sound effects.]

Tailypo belongs solidly in the desperation-horror genre: the horror that comes from doing something loathsome, even though it is a choice between that and dying. Groover makes judicious use of timed effects in Twine and repetition, building tension as creak, creak did.

Like Taghairm, Tailypo derives its premise from a creature from Appalachian folklore. While it might be easily repurposed as a story for campfires, or otherwise sanitised, I think Groover's take on this creature captures some of the desperation and terror - a terror from knowing that you are the only human in a mile's radius, and that no matter what, you have to do something - that probably inspired the original folk tale.

A short-ish Twine, published on Sub-Q, well worth playing.

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The Northnorth Passage., by Caleb Wilson (as Snowball Ice)
6 of 6 people found the following review helpful:
A family curse brings you across space and time, January 30, 2016*
by verityvirtue (London)
Related reviews: phlegmatic

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/

* This review was last edited on April 30, 2016
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Chemistry and Physics, by Caelyn Sandel (as Colin Sandel) and Carolyn VanEseltine
3 of 3 people found the following review helpful:
Tension-filled chase in a lab, January 27, 2016
by verityvirtue (London)

When you agreed to meet him, you thought it would all end amicably. That you could go away and close this chapter of your life. Instead, you're now running from him. Bad news: no cell phone reception. You can't call for help. You're stuck. Good news: this is familiar territory. This is your lab. Can you get out of this alive?

Be warned: this game contains mentions of abuse and violence.

The game is simply done and technically well-thought-out, with an inventory system and a navigation system using a compass, a la The Axolotl Project. Item descriptions of things in the lab reveal a close attention to accuracy and detail; you can pick up a beaker of isopropyl and trust that the information you get will be like something you might find on an MSDS (Material Safety Data Sheet).

The writing steers clear of florid detail or elaborate tricks with language, instead reminding the player of the urgency of the chase at every other turn ("He's near"). Some might find it too technical or clinical; I found it struck a good balance.

Chemistry and Physics uses no fancy tricks, does nothing neat with multimedia, but instead relies on the strength of its writing to convey the animal fear of being chased.

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Open That Vein, by Chandler Groover
4 of 4 people found the following review helpful:
Limited verb lists illustrate shining vignettes, January 23, 2016
by verityvirtue (London)

It's simple: you have to open that vein. But the vein is just the start of your troubles: you're chasing... something.

Open That Vein worked impressively within its self-imposed constraints, since the PC could only interact with any noun in very limited ways. Even more impressive knowing that all this was coded in three hours.

The game is linear, with extensive use of cutscenes at important points, and this is what lets Groover's descriptive, evocative writing shine. The details he gives home in on the visceral. He gives glimpses of images, gorgeous vignettes, though they didn't immediately make sense to me. There's a lot of mention about things 'feeling right', which I'm still trying to parse.

As with Midnight. Swordfight, this work also makes use of a limited verb list, but the game also supplies suggested verbs without prompting, so a player new to parser IF should not have a problem playing it. This design decision adds an example to the ongoing discussion of how to make parser IF more accessible to new players. Groover solves this by telling the player what to type, and by moulding the game environment around the constraints of the limited verb list. A limited simulation like this works well for short works, but one wonders if this couldn't be extended to more open-format/sandboxy works - maybe with a gradually expanding verb list? Commands you can 'discover'?

Originally published here: https://verityvirtue.wordpress.com/2016/01/23/open-that-vein/

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Patrick, by michael lutz
5 of 5 people found the following review helpful:
Unsettling case of mistaken identity, January 22, 2016*
by verityvirtue (London)

Patrick is a short, mostly linear game about being mistaken for someone else. It’s not just about people calling you by the wrong name. It’s about strangers clapping you on the back and saying how glad they are to find someone from their frat; about waiters giving you ‘your usual’; about lovers whispering a familiar yet strange name in your ear.

While not as dark as my father’s long, long legs, Patrick once again showcases Lutz’s gift of making every day events subtly disturbing, bringing out the way in which a mistaken identity can be a violation of something intimate. Your alter ego seems to more a parasitic twin than a person. He is forever disrupting your life, even in your most private moments, and your life and his are pressed up against each other skin-close.

The events are uncanny, yet the narrator treats them as everyday (which, for him, probably is). In the end, it is the narrator’s tone which moves the story from surreal horror to the benignly surreal: it is matter of fact, self-aware, even joking.

Lutz does a great job of sketching vignettes of these scenes of mistaken identity, using a few details here and there to instil a sense of unease.

Originally published here: https://verityvirtue.wordpress.com/2016/01/20/patrick/

* This review was last edited on January 23, 2016
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Play Nice, by alicethornburgh
2 of 2 people found the following review helpful:
Mixed feelings about this space courtesy sim, January 17, 2016*
by verityvirtue (London)

You have the unenviable role of Ambassador to Emerpus, a highly intelligent race with complex social rules. If you can make it through the entire dinner, you should be fine. If not, then you better wave goodbye to your job and, possibly, entire career.

Play Nice is, simply put, a test of whether you know how to play by the rules, a la Tea Ceremony. The rules are given, and though they look complex, I found that not all came into play in the game itself - a bit of an unfired Chekhov's gun. The NPC's responses to various social faux pas also did not quite resonate with what had been laid out in the rules.

The game presents three choices at each turn to test your memory of the in-game rules, and at each decision-making node, there is only one correct answer; selecting the wrong answer leads to instadeath. Replaying it, therefore, is like re-taking a school quiz where you already know the answers. While such linearity was not unexpected for this game, I still would have appreciated some subtlety, where you could build up or break down relations between you and any of the NPCs separately.

Still, the writing is conversational and light-hearted; the observations of the aliens feel like that which a child would make. The game would have benefited from taking itself a bit less seriously, though.

Play Nice is a bit of a mixed bag, unfortunately. On the one hand, it does have a less than serious space-age feel to it; on the other, the story structure is punishingly linear, where it could have done with a sense of playfulness.

* This review was last edited on January 18, 2016
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Dastardly, by Andy Chase
3 of 3 people found the following review helpful:
A respectable effort in a crumbling theatre, January 17, 2016*
by verityvirtue (London)

When you and James first set up the Orpheum, oh, what dreams you had! But now, burlesque is the only thing which brings people to the crumbling theatre.

The ‘about’ section promises just one puzzle, but without a clearly indicated goal for the PC, I found it hard to figure out what to do. (Maybe it’s just me.) (Okay, figured it out.) It took a little leap of logic for me, but once a certain step is done, things moved quickly.

This game was written for 24 Hours of Inform 2004, in which participants had to write an Inform game with 24 hours (no surprise there), and the game had to be set in a theatre, include a petticoat, an advertisement, something repainted and a trapdoor. The time limit probably explains why the environment was not as exhaustively implemented as it could have been, but at least the location descriptions are sufficiently interesting, and successfully convey the sense of dereliction and despair that now plagues the Orpheum.

The game is still buggy in places and the puzzle didn’t fully make sense, but it was still a respectable effort.

* This review was last edited on January 18, 2016
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