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.)
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.
The game world suggests one accustomed to sudden, almost comic violence, where one’s weapons are identity. The comic aspect, however, takes some of the edge (ahem, mind the pun) off: to aid surgery, for instance, the PC comes with a “pectoral zipper”.
The world described here is festering and disgusting, but with the embellished, ornate language, the terse phrasing, we readers are, at least, one step away from all that.
(Spoiler - click to show)It is striking that there are no completely happy endings here. There is no escape to a less violent future - not without relinquishing your identity as a knife punk. As much as I would love to see more in the same universe, I get the feel that this universe is most intriguing in small snippets.
Bloody Raoul is brutish and short, but not nasty at all. If you liked this, you might like The Unstoppable Vengeance of Doctor Bonesaw, from the same author.
This is a game about forming words and the nature of language. You can flick through clusters of syllables to form nigh unpronounceable words which later form the names of languages and places.
It calls to mind, for me, Emily Short’s procedurally generated almanac, The Annals of the Parrigues, as well as the style of 500 Apocalypses. The style is slightly formal, as one might find in a Borges short story. Polysyllabic words dot the prose like raisins in a bagel. HSQ includes the phrase “it's [sic] decipherment like a feverish hallucination”; the same applies to reading this game sometimes.
HSQ will probably make more sense if you’re familiar with linguistics concepts. Languages can be formed with different “basic units of thought”, and so on. And all this would be fascinating if there was a chance to use this knowledge practically.
Dear reader, there was not.
HSQ presents some rather interesting and original ideas, but without a narrative arc to bind everything together, remains an idea - an interesting one, but not quite a story.
Missive starts with the familiar my-grubby-apartment setting, but really it's about a murder mystery wrapped in word puzzles - armchair detective work at its finest. An alternative headline for this would naturally be "a riddle wrapped in a mystery inside an enigma."
The puzzles are optional, not connected, and of the cryptic crossword type. A phrase in the text might prompt the reader to look for, say, every third letter of each word. These were pretty fun, even if most of the puzzles were completely unintelligible to me.
Good if you like cryptic crosswords and lots of wordplay loosely connected to plot.