A convenience store with a secret - standard fare I'm sure for those who grew up on adventure games. This game feels timeless, actually; what use is trappings of modern life if all around you is blank desert? Features a generic PC whose motives are generic and relationship with the titular uncle conveniently vague. Look, it's not a bad game. While short and predictable, it's complete and mechanically sound; please don't see my rating as meaning that the game is actively bad.
MacLeod the neighbour has a kelpie - the water horse of yore - the same kind of creature that drowned the PC's aunt.
The story was compact; the writing descriptive and the storyline fairly straightforward. Each decision has realistic moral stakes, and if we're talking about moral decisions in IFComp 2019, this was much more convincing than, say, the Milgram Parable. Overall this was a polished piece of work and very competently done.
Starting with the story of Stanley Milgram's psychological experiments, The Milgram Parable reads like an allegory, using the setting of a corporate militia. All the elements are there: unquestioning obedience, limited information and one to one meetings with superiors. I guess the sporadic binary choices come with the narrative territory, too.
So the game forces you to make increasingly abstract choices. Showing compassion at the start of the game yields the admonishment that you are quick to judge using very little information; this is what the game forces you to do. Ironic? Purposeful? Maybe. The scope of the game is so narrow, the stakes and emotional impact so vague, that the decisions start to feel academic.
This is a conversation-powered, living poem in which two people uncover a village previously submerged by a dam. As they uncover layers of the physical landscapes, so they also uncover the landscapes of the PC's childhood and family.
Everything is fragmentary, forgotten, which creates a sort of creeping horror. The unpredictable visual design adds to that.
The game has a striking use of images throughout, and whether by design or browser variability, the text design occasionally looks buggy - text sometimes appears in unexpected places, or laid out in odd ways. Here I chose to see that as part of the effect of the game.
The Good People was intriguing, not least because it scratched my particular itch of exploring abandoned landscapes and memories.
Here is a tiny story of an assassin and a contract and a deal to keep a kingdom safe. It's a bit like a braided bracelet: there are no proper endings (veiled commentary? An inevitable unsolved struggle?) but you can take different threads each time. As with the most intriguing small games, offers the prospect of a much bigger narrative space - much like hearing the reverberation of a huge room, yet only seeing one corner of it.
Explore a thriving underwater coral reef in search of treasure, so you can report back to your local Adventurer's Society!
The imagery in this game feels like a summer's day, all bright colours and friendly characters. Some underwater adventures are characterised by peril; Santa Tortosa is punctuated with wonder. The logging was a particular highlight for me, and provided a fun added bit of flavour text.
Verb handling is, as always, a tricky beast. How much is an artefact of Inform 7 is not for me to question! However, item states can be unpredictable, and I found unreasonable resistance with the jar. That said, the puzzles are generally straightforward.
Under the Sea is a short game - I took about 15 mins - but is a prime example of a straightforward, cheerful puzzle game.
Premise: You're one of the last people in the town. Everyone else has fled on the government's orders, on threat of an unknown Enemy (yes, capital E).
Nightfall is technically proficient, featuring several good examples of parser conveniences. The player can use the "GO TO" command to navigate the substantial map, and there is an impressive amount of content to explore.
I found the sheer number of memories available slightly overwhelming, even if most of them appear almost… trivial. Memories sparked by visiting certain places for the first time are indexed for future reference, though not all of the memories turn out to be important for progressing in the story.
The swelling inventory is disambiguated, but in a way that shows off the underlying skeleton of the parser format. Items of the same kind are colour-coded, like one might find in a point-and-click game (does anyone even remember those any more?!), whose artificiality becomes more obvious the more time one spends with non-parser or more modern, naturalistic games.
I found it hard to suspend disbelief starting from the premise. The town in Nightfall has the air of an unimportant town caught in the thrall of international politics, a little like Salisbury was to UK politics in 2018. The game remains infuriatingly vague about specifics, though, and do not offer too much information payoff for following a lead. If anything, the character motivations struck me as being a bit threadbare. The player character appears to be motivated mostly by an obsession with the unnamed female character, whose motivations we never understand - we cannot even infer it from the PC's memories of her - until the ending.
Nightfall is a large and mostly well-constructed game. The espionage setting will be familiar to denizens of the parser format, and despite everything I could still enjoy the game. Recommended.
(This review was based on the IFComp version on IFDB.)
(Warning: This review might contain spoilers. Click to show the full review.)CW: violence - spoiler reveals more specific, but spoilery CWs: (Spoiler - click to show)Abduction, violence against children, abuse
Although the titular character is framed as the bogeymen of children’s stories, to another eye - an adult eye, probably - he is a more quotidian, though no less terrifying variety of criminal. Fairytale elements meld easily with real-life methods of cruelty and control: the strange food and drink; the deserted cabin in the middle of the woods; turning frightened people on each other.
Bogyeman is largely linear, but where there are choices, they are difficult - emotional dilemmas most of them, choices between self-gain and protecting your fellow captives.
In other aspects, it’s simply a good game. Its slick design reminds me of A Good Wick, though much more readable. The layout of choices, especially where they concern exploring a space, are laid out to reflect that space. This has been one of the things that I found difficult when building a map of the story world during choice-based games. The directions I can explore are almost always laid out in lines of text, which I must translate in my head to how they would look on a diagram.
Bogeyman is certainly not an easy-going read, but grim and focused and well worth playing.
[Time to completion: 15-20 minutes]
Yesterday explores what happens when the excitement over and the gilt is peeling. You are Lucy Newman, in eighth grade, but yesterday you were a Stellar Warrior. You had to face off The Void alone. And today, you have to wake up and go to school.
Two groups came to mind, reading this, who would probably identify with the PC strongly.
The first: those labelled as “gifted” in childhood. The burden of expectation from family, school, society lies on you, but you get all the wrong support. All the support to develop your abilities - to win all the competitions, ace all the exams - and too little to equip you emotionally and psychologically.
The second: those who do jobs that require them to run towards danger - emergency services, healthcare, mental health services, social work. You are the help that people call for. Sometimes you face things that terrify you, absolute disasters on a scale big or small, and you run out of resources, knowledge and wits. Yet, you can’t abscond from your responsibilities, and when you go back into the “normal world”, you have no words to explain to your friends outside this line
Structurally, Yesterday flashes back and forth between the PC’s life as a schoolgirl and her previous magical girl life. This is further set off by a parallel choice structure. Yesterday also uses the limited choices afforded by the CYOA format to illustrate character development.
Amongst many other things - a vivid protagonist, thoughtful design, a subversion on the magical girl narrative - Yesterday is a really good example of how a choice-based narrative can play with choices to reinforce the story.
This is a surreal story about… having your phone in your mouth. It’s more cyberpunk than it sounds, promise, and delivers a complete narrative arc in not very many words at all.
Arnott captures the craving for that rush of neurotransmitters that social media is designed to deliver, but transforms it into something a bit more insidious. (Spoiler - click to show)The titular phenomenon (yes) forms a whole subculture by itself, into something meshed into the fabric of society.
Phone in Mouth is less of a fully-formed dystopian story, but almost more like a thought experiment. It ponders what wearable technologies could possibly look like, then what it might look like when it all goes wrong. It is a little on the nose as a cautionary tale, with shades of 1984 - but then again, looking behind the scenes at companies like Amazon seems to suggest that whatever you can imagine, there’s probably a company doing worse.