Reviews by verityvirtue

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In The Friend Zone, by Brendan Vance
2 of 2 people found the following review helpful:
Lost in a surreal, violent world, November 12, 2015
by verityvirtue (London)
Related reviews: IFComp 2015

This Twine game plays on the oft-repeated phrase ‘friend zone’, using it as a literal prison for Nice Guys. It brands itself as a horror-parody 'in the tradition of Franz Kafka’, but I’m not sure Kafka could have topped this level of bizarre imagery.

What is by far the most distinctive thing about this game is its writing and mythos, really. There are apocalyptic scenes galore, and Lovecraft inches his way into each scene. It feels like the game Neka Psaria. It feels like a slimy version of Stross’s Rule 34. It feels like some kind of regional gothic, made interactive. This game reads like Porpentine… kind of, with more effigies and less cyberpunk.

The story appears to be set in an elaborate mythos with Priapus (in its original form, a Greek god of fertility and protector of male genitalia) worshipped as a kind of malevolent deity.

It’s no surprise that there’s sexual imagery throughout, though the imagery seems less erotic than violent. There is also quite a fair bit of violence, though at that point it felt more abstract than visceral. This was partly because the targets of the violence were nameless and, for all purposes, not distinct.

Apart from that, I found it hard to get my bearings. The way to progress through the game isn’t really clear - you start off naming a person you’re looking for, but exactly what has happened to that person is very unclear. It made it frustrating for me, half because I kept 'walking’ in circles, half because I didn’t know how to advance the story.

Nevertheless, Vance’s writing is sound. It never veers into Lovecraftian purple prose, despite its influence, and putting aside my misgivings, this is an able piece of genre writing.

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scarfmemory, by Michael Brough
1 of 1 people found the following review helpful:
Interactive diary entry about creation and loss, kinda, October 25, 2015
by verityvirtue (London)

scarfmemory is a short game (about 10-15 minutes' play for one play-through), in memory of a lost scarf - something beautiful, now forever gone. More accurately described as an interactive diary, it reads like a stream of tangentially connected thoughts and experiences, accompanied by occasional photos.

The game works with links which expand out, when you click on them, to a related chunk of text. How to explain? It's like how Lime Ergot worked - you click on a link, it expands out to relate a related memory or experience. It muses on the fate of the scarf, and the musings of a creator: where are these bits of yourself, whose intimate history only you know? Is anyone using it? If they use it, would they know its story - how it came about? Would it matter?

I felt the reflection made it a little more than just a 'day in life' kind of game, simply because it was thoughtful, and it was born of something which other creators of things would probably have thought about.

scarfmemory is as simple as it sounds, and to say there was nothing else remarkable about this game would be to treat this little game unfairly.

(Spoiler - click to show)As a last thought, I got a BAD END at the end of the game, which left me wondering if I could get a good ending...

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The Fixer, by Chikodili Emelumadu
2 of 2 people found the following review helpful:
Dynamic fiction with beautiful art, October 24, 2015
by verityvirtue (London)

Women come to her when their husbands stray. She accepts not crude cash, but things of beauty. She will fix them- for as long as they live.

The Fixer is linear, but a delight to play through. Emelumadu paints a city where spirits and humans mingle; where believing in mysticism is common sense and practicality. She merges the absurd with the filthy; the beautiful with the pragmatic.

Emelumadu’s writing is rich with flavour and beautifully detailed, even when she goes into sordid detail of a certain character. Her writing moves from being initially subtle - from hinting at the narrator’s identity - to exulting in the narrator’s strange abilities.

The Fixer also uses graphics throughout the story, though I didn’t listen to the audio, and the story art is gorgeous and unobtrusive. A delight to read.

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Elsewhere, by Stacey Mason
2 of 2 people found the following review helpful:
Short but sweet, October 21, 2015
by verityvirtue (London)

This game was written for the Twiny Jam, meaning this game was written within 300 words. In South America, the Water Wars are raging, but, for you, you're more concerned about your own building's water ration. It starts at midnight, and if you start early enough, maybe you'll have enough for a shower, to flush the toilet and wash your clothes today.

This game, given its brevity, uses the cyclinglink macro to economise on words and to great effect: Mason used it to implement steps of a routine, such as preparing for a shower. This, combined with timed text, created a sense of urgency appropriate to the situation.

The game is limited in scope, but there are hints to a mildly dystopic future - hints of a wider world, and that made it feel less like a short game per se, but rather a limited window into the author's world.

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Tea Ceremony, by Naomi Hinchen
3 of 3 people found the following review helpful:
Small puzzles and a mischevious sense of humour, September 15, 2015
by verityvirtue (London)

You are a junior diplomat, though not a very good one; you probably shouldn’t have gone to that party last night, amongst other things. And now you have an angry Glorpian in front of you. And Glorpians are sticklers for etiquette.

Tea Ceremony is a simple game, in prose and in mechanics. The writing is perhaps sparser than it could be, though it serves its purpose. This game, however, has puzzles at its heart, rather than story. Whether this harms or helps the story is another creature altogether. Logic puzzles abound, which will probably be familiar to even newbies. Mechanically, Tea Ceremony is well-done; the parser handles commands for the puzzles intuitively and everything the player needs to know to solve the puzzles and win the game is clearly stated in-game.

The game’s very simple prose gives the feeling of being unsubstantial, but there are, in fact, some gems, as suggested at the end of the game, to discover. Strong, technically, imbued with a sense of playfulness, even if it doesn’t give the impression of being highly polished.

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Square Circle, by Eric Eve
4 of 4 people found the following review helpful:
Puzzley and technically strong, with unfortunate infodumps, September 13, 2015
by verityvirtue (London)

You are a prisoner for a crime you don't remember committing, and your only chance of escape is to draw a square circle.

Kafkaesque is a word many have used to describe this game, and indeed a sense of claustrophobia pervades the entire escape attempt. The writing is solid and sometimes witty; most visible objects were implemented. It was, however, marred for me with imperfect line breaks and the occasional "infodump".

Balance between story and puzzles was probably a tough call here. There is plenty of both, which provides for a rich playing experience, but the delivery of major plot points was often delivered as an uninterrupted chunk of text. Reading the 'infodump' like that broke the flow of the story and, for me, lessened the impact of the most major twists. The puzzles were well-hinted with contextual hints, and there are multiple solutions to some of the puzzles. Despite this, the puzzles are not easy. For me, solutions weren't immediately obvious and I often referred to the hints. I found it hard to find that moment of enlightenment when solving the puzzles, partly because there wasn't enough material with which I could experiment. Also, it seems to be possible to put the game into an unwinnable state, probably meriting its Nasty rating on the Forgiveness scale.

Conversation in Square Circle also merits some mention, with most topics of conversation given an appropriate response. As with Blighted Isle, Eve also includes some natural-sounding responses to topics for which the NPCs do not have an answer - a thoughtful, and also playful, gesture.

Square Circle is technically strong, with a well-thought-out story and interesting puzzles. There is a good twist towards the end, and perhaps could adopt a more strongly consistent tone, but well worth playing.

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The Sacred Staff of Deck Koji, by Dr. Al Gore
2 of 2 people found the following review helpful:
Short, silly adventure spoof, September 9, 2015
by verityvirtue (London)

Playing time: ~5 minutes

Styled as a spoof fantasy adventure, complete with wise old sage, you play a hero venturing in search of the titular Sacred Staff of Deck Koji. True to the spirit of the thing, the obstacles you face are silly. The writing is competent and the game isn’t buggy, but it was a rather unmemorable game - it felt more like a test game - but the ‘Making Of’ section included in the game is worth reading.

I just have one quibble, though given the size of this game, it may be a trivial one - many decision points have choices which result in dead ends. There doesn’t seem to be any rhyme or reason why this should be, which made it, in the authors’ words, ‘mildly irritating’. ...Was this intentional?

So, is it fun? Er. Hardly. I had more fun reading the ‘Making Of’ than playing the game, so… your mileage may vary, I guess. Two stars for functionality: it works, and I didn't spot any bugs or typos.

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Starborn, by Juhana Leinonen
2 of 2 people found the following review helpful:
Brief melancholia, September 2, 2015
by verityvirtue (London)

Note: this review is for the Undum/Vorple version. It does not appear to work on Google Chrome (44.0.2403) or Safari (8.0.8).

You were born on the Magellan, kilometres and kilometres away from Earth. You were born and raised in space, and the ship Magellan has been the only home you've ever known.

You want to get home.

Starborn is a melancholic exploration game. Originally a Z-machine game, it has since been adapted for Undum/Vorple, which is a natural fit for this format. The writing is clean, though unremarkable; the most memorable feature about this game would probably be the close attention paid to the playing experience. Keywords are both hyperlinked and given a special column. Navigation can be done either through the hyperlinked keywords or through the panel on the left.

In terms of story, the author gives hints as to what's going on, but the writing has some emotional depth: a sense of alienation (ahem) and loneliness pervades the descriptions of Earth, and of yourself.

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The Urge, by PaperBlurt
5 of 5 people found the following review helpful:
Looks great, but... , August 25, 2015
by verityvirtue (London)

You are a serial killer, with his (his? It’s not entirely clear) next ‘guest’.

The Urge is by turns gory and mundane, but largely linear. It is more a character study than an interactive story. It takes us through what the author imagines to be the everyday life of a serial killer, (Spoiler - click to show)juxtaposing the PC’s uncontrollable bloodlust with mundane activities like cleaning up and going grocery shopping.

What graphics included in the game are well-rendered and attractive, but the formatting of the text had several slips, including missing punctuation marks and inconsistent line breaks.

The story could also have taken some interesting turns - letting the reader decide the PC’s motivation, for example, or the extent to which the PC will go. Instead, the linear storyline reads like lots of other serial-killer TV serials, with little nuance or, indeed, anything to invest the reader in the PC. Maybe this was a reflection of the unstoppable nature of the titular urge to kill. Maybe it was unintentional. But it felt like clicking through a story, and not a very engaging one, at that.

Overall, I felt the graphics looked good and were used thoughtfully, but the story was rather lacking, which is a pity!

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New Cat, by Poster
5 of 5 people found the following review helpful:
Cute premise, but..., August 25, 2015
by verityvirtue (London)

This game is a li’l bit similar to Snack Time, wherein you view a typical human environment through an animal’s eyes. This kind of game works when there is charm and puzzles/actions which hinge on understanding the perspective and making use of it.

One big problem is that ‘look’ doesn’t produce a description of the room you’re in. In an exploration game, this is a very strange omission. Also, for an exploration game, a lot of things aren’t really implemented. (Spoiler - click to show)I don’t understand how examining a object lets you know its name.

The limits of your understanding also seem arbitrary: you don’t know what walls and doors are, calling them ‘ows’ and ‘mows’, yet you know what (Spoiler - click to show)‘metal’ is, even ‘bathroom’, even though a moment ago you were calling it a dark room smelling of water.

The inconsistencies make immersion into the game difficult. Even if the premise is very cute, I found it hard to get into the flow of the thing, because a lot of objects were described in rather generic, sterile ways... unlike a kitten.

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