weird tape in the mail was highlighted by Porpentine in her interview with Emily Short as featuring lots of art and 'piss ethos', so of course I had to check it out. This game features .gifs and animations with flashing effects.
You found a tape at your door last night. Your uncle is the only one who has a tape machine.
One of the most striking features about this game is the all-lowercase, no-punctuation, almost conversational or stream-of-consciousness writing style, similar to some of Porpentine's work, which could be dubbed 'flattened affect'. It suggests the weariness that comes with routine and less-than-pleasant living conditions. The writing sometimes feels rough - it wasn't written necessarily to be pleasing on the ear - but definitely not without thought. The art adds to the sense of tiredness with the same hand-drawn (or mouse-drawn, perhaps), scribbly quality of Nekra Psaria.
The game hints at consumerism and the idea of worth vs. value as a theme, but this was never explored beyond allusions and exaggerated statements. I found this a pity! It could have served as a backbone to the ideas floating around in the game.
weird tape in the mail is a strange, strange game, verging on hallucinatory, but it never really delved into any one idea far enough to use the strangeness to its advantage.
Klara has fallen asleep in her parents' charmed garden - no, not asleep - but catatonic. This is surely the work of an enemy sorcerer! As one of the dolls enchanted to guard and protect Klara, it is your duty to find you what's wrong and reverse it.
Starry Seeksorrow is delightfully charming in its writing - the flora featured are given descriptive, sometimes whimsical names linked to their function (reminding me of Caelyn Sandel's Seeds and Solutions). Yet, there's a sinister overtone: a good number of the plants you encounter are harmful. I would have loved to explore the flowers' abilities further, and explored the different ways they could be used, but that is likely beyond the remit of this game.
The puzzles in Starry Seeksorrow are well-hinted, with the systems behind the puzzles behaving consistently. But the memories that the PC carries add a much greater emotional depth to the story, fleshing the story out to something that could be placed in a wider fictional world, as well as shaping the setting as a result of its creators' personalities and pasts, instead of being merely 'magical cute garden'.
Starry Seeksorrow doesn't play with the parser as much as in Wilson's other works (I'm thinking of The Northnorth Passage and Lime Ergot, specifically), but it's nonetheless a great piece of writing.
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.
You wake up. Something in your room is different. You could sleep, yes, or you could try and find out what it is.
At once a riff on the theme of 'sleepless in your bedroom' and an exploration of dream-spaces, Hypnagogue presumably derives its name from 'hypnagogic' - the fugue state between sleep and wakefulness. The spaces you explore and look in on are likewise the spaces between sleep and wakefulness, as you catch glimpses of people's bedrooms. The author provides tantalising details of these spaces, but these are only ever glimpses. The author delights in giving strange bits of story, but the writing overall felt unfocused. Hypnagogue felt like it was trying to make a point, but I couldn't figure out what it might be referring to. Maybe there is no real-life analogue and I'm overthinking it.
That said, Hypnagogue is generally a well-written expedition through some very strange spaces. This is a game in which the setting is more of a character than the PC: you are merely the means to explore it.
A Bucket Filled with Sand is a short adventure in building a city. In a hundred years a dragon will come, but for now, you start with the simplest of building materials: a bucket filled with sand.
This game presents simple binary choices, each of which build up your sand-kingdom. You can choose between war or negotiation; between building trust and pre-empting treachery. I found it interesting how the writing maintained the tone of detached resignation throughout - even the expansion of your empire is never truly counted as a victory, but rather an opportunity for more problems to arise.
What really makes the game is its illustrations. They give a visual portrayal of your budding kingdom, as it grows from just one castle to a veritable empire. The arrival of the dragon also served as a rather effective pacing device, giving the story a sure structure, and tying the story up at the end rather neatly.
One grouse - and my main one - is that there are lots of typos. Given that some thought appears to have been put into this, it just feels so out of place. Otherwise, though, A Bucket Filled with Sand is a melancholic, highly branching game which touches on the impermanence of human endeavours.
In a cyberpunk world where you are inextricably linked to implants, where your memories aren't just in your brain, someone's meddled with your implanted hardware, and the doctors had to do a soft reset. In the process, they damaged quite a lot of hardware and took away a big part of your 'dry' memory. You are a blank slate now.
[This game is about a D/S relationship - no overt sexual content]
I'm not entirely sure what to say about this. Reset is an exploration of relationships in a world where you can surrender all control, physically and mentally. Underlining the inseparability of the PC's implants and the PC, Reset uses the second person cleverly - there is a 'metal-you', a 'you-you' and a 'body-you' - bringing into question what identity means, in this universe. What does it mean when 'body-you', your physical self, remembers things which 'you-you' doesn't? Are your feelings just as valid when only one aspect of your identity derives pleasure from them?
Bradley delivers the story brilliantly. One bit which was particularly excellent was the description of the PC surrendering their control to Alison - the author brought out the interactions between the different aspects of the PC's personality very well. The story was also extraordinarily well-constructed. Recommended.
You're a hardened bounty hunter, the toughest this side of town, and you're riding in the sunset when you see a figure. And that rarely means good news.
The writing in Out West is elegant and spare, which suited the setting. I thought there was a little too much reflection- thoughts which could be
This game was oddly coy with the action. Every time action is promised, there are numerous little pacing devices to distance the player from the shoot-enemy-and-move-on action that one might expect from a Western. No, instead of letting you blast enemies, it takes a more reflective pace, reminding you of Ma's sayings. The contemplative air felt at odds with the sense of urgency that the game was trying to create, though it worked in the later half.
Out West features lovely pixel art and adds to the tone of the story. The game is well-thought out and I enjoyed the writing. It certainly gives a nice dark slant to the classic Western setting, but there were things that irked me, which I can't discuss without spoilers. (Warning: long spoilers)
(Spoiler - click to show)Out West works in a cyclical fashion, where you 'die' after running from the stranger or standing him down, then are given instructions. Given the nature of what we might call the antagonist, this actually made a lot of sense. What was a bit more infuriating was the game's unwillingness to let the player know if we had made any progress towards the goal. This style was done in Bigger than You Think, or Endless, Nameless, and in those games, it was clear what you were meant to do differently in each iteration. Here, there seem to be only trivial differences in the outcome of each iteration, no matter what you do. There's also no indication whether you're come anywhere closer to the goal. The PC is told that they're supposed to harvest souls for the entity, but the actual harvesting is never shown - only the aftermath (at least, that's what I thought it was) - and the entity never seems to acknowledge what you're done.
Also, an even more spoilery thing, but one which niggled at me: jul vf gur CP nqqerffrq nf Orrymroho? Vs gur CP vf nqqerffrq nf fhpu, gura jub vf nqqerffvat gur CP?
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)