Reviews by verityvirtue

View this member's profile

Show ratings only | both reviews and ratings
View this member's reviews by tag: 2018 choleric ECTOCOMP ECTOCOMP 2016 IFComp 2015 IFComp 2016 IFComp 2017 IFComp 2018 IFComp 2022 IFComp 2023 Introcomp Ludum Dare melancholic melancholy parser phlegmatic religion Ren'Py sanguine Spring Thing 2015 Spring Thing 2016 sub-Q Tiny Utopias
Previous | 21–30 of 256 | Next | Show All


Dead Pavane for a Princess, by Emily Boegheim
3 of 3 people found the following review helpful:
Tiny escape game with Impressionist classical musicians, August 11, 2020
by verityvirtue (London)
Related reviews: sanguine

Escape the zombie form of Debussy! Technically, a survival thriller; in practice, comedic horror. You can be done in 5 moves, and you might appreciate it more if you knew a little about Ravel or Debussy, but you don't need to, to enjoy it. Short and sweet.

You can log in to rate this review, mute this user, or add a comment.

Dull Grey, by Provodnik Games
5 of 5 people found the following review helpful:
Coming of age in a stark landscape, August 9, 2020
by verityvirtue (London)
Related reviews: melancholic

This review is based on the current version, not the IFComp version.

Dull Grey is a coming of age story in a mechanised, stark landscape with the aesthetic of Soviet fiction. The story universe is dominated by the Progress-program, but it seems to have little sway in the towns we venture through. To them, the Progress-program is a distant mandates and forms flashpoints for ideology; the decision-making power does not lie with them.

The game itself is visually gorgeous, with just enough descriptive writing to sketch out a deserted depot here; a village house there.

Handling the choices was simply and very well done. You technically only ever have a binary choice between two professions. Neither seems good. The lack of choice is by design - and to good effect. There is a bit at the end which reveals the true scope of the game(Spoiler - click to show), rather like Caleb Wilson's The Northnorth Passage (I hope this isn't too revealing!). It also divulges the percentages of players who found certain endings, and looking at contemporaneous reviews, I'm starting to wonder how true this is.

This game piqued my curiosity in many ways, and was surprising in the best ways.

You can log in to rate this review, mute this user, or add a comment.

Old Jim's Convenience Store, by Anssi Räisänen
3 of 3 people found the following review helpful:
Short, timeless adventure, August 6, 2020
by verityvirtue (London)

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.

You can log in to rate this review, mute this user, or add a comment.

Each-uisge, by Jacic
4 of 4 people found the following review helpful:
Sombre take on folklore, August 5, 2020
by verityvirtue (London)
Related reviews: phlegmatic

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.

You can log in to rate this review, mute this user, or add a comment.

The Milgram Parable, by Peter Eastman
3 of 3 people found the following review helpful:
Allegory with a hint of story, August 4, 2020
by verityvirtue (London)
Related reviews: choleric

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.

You can log in to rate this review, mute this user, or add a comment.

The good people, by Pseudavid
4 of 4 people found the following review helpful:
Conversation-powered living poem, August 3, 2020
by verityvirtue (London)
Related reviews: melancholy

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.

You can log in to rate this review, mute this user, or add a comment.

It Is not so Much a Story, by Bruno Dias
4 of 4 people found the following review helpful:
Cycling, sparse hypertext, June 4, 2020
by verityvirtue (London)
Related reviews: melancholy

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.

You can log in to rate this review, mute this user, or add a comment.

Under the Sea, by Heike Borchers
5 of 5 people found the following review helpful:
Delightful, brief seascape exploration, June 4, 2020
by verityvirtue (London)
Related reviews: sanguine

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.

You can log in to rate this review, mute this user, or add a comment.

Nightfall, by Eric Eve
4 of 4 people found the following review helpful:
Slightly generic espionage work in an unnamed town against an unnamed enemy, June 30, 2019
by verityvirtue (London)
Related reviews: melancholic

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.)

You can log in to rate this review, mute this user, or add a comment.

Bogeyman, by Elizabeth Smyth
9 of 10 people found the following review helpful:
A horrifying story told with fairytale elements, November 6, 2018*
by verityvirtue (London)
Related reviews: melancholic, phlegmatic

(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.

* This review was last edited on October 19, 2022
You can log in to rate this review, mute this user, or add a comment.


Previous | 21–30 of 256 | Next | Show All