Ratings and Reviews by verityvirtue

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Dwelling: Insomnia, by 0vr
verityvirtue's Rating:

Hello Wordd, by B Minus Seven
3 of 3 people found the following review helpful:
A bit of word salad for you? , June 28, 2015
by verityvirtue (London)

You are a component of the revolutionary new spellchecking programme, SpelRite. All you need to do is to suggest a correct spelling for the wrongly spelled word in the given sentence.

The direction where the game goes reminds me of (Spoiler - click to show)Inward Narrow Crooked Lanes - it has the same surreal, nonsense-language feel. Sadly, as with INCL, I also didn’t quite catch the finer points and didn’t really get where it was going.

That given, I liked how Hello Wordd created a little verisimilitude with the Bitbux and the 'store'; the attention given to make the endings make sense, in-universe, was also appreciated.

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Lime Ergot, by Caleb Wilson (as Rust Blight)
7 of 7 people found the following review helpful:
Ingenious mechanic, unsettling atmosphere, May 8, 2015
by verityvirtue (London)

You and the general are the last ones left on the island of St Stellio, and she wants adrink. You’re the lower-ranking officer, so it’s up to you to get the drink done.

The game consists of find-the-object puzzles through descriptions which act like nested dolls (‘telescopic’ descriptions?). Examining one object reveals another, which reveals another, which reveals another… While the puzzle itself wasn't much, the joy of playing Lime Ergot was in the devices and scenery. The mechanic was ingenious, keeping the game’s scope small without feeling contrived. The writing is lush and evocative, and suited the mildly hallucinatory state of the PC. Lime Ergot is a well-thought-out, tidy piece for one written in three hours.

Similar to Castle of the Red Prince.

Approx playing time: 30 mins

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Can You Find The Mole In This Spy Organization?, by ClickHole
4 of 5 people found the following review helpful:
Cute premise but thin on story, May 7, 2015*
by verityvirtue (London)

I loved the blurb. Spy hands! Spy keys! It pretty much encapsulates what the game is about.

This Twine-style game is a silly, entertaining romp through the tropes of noir fiction and espionage stories. While it superficially channeled John le Carré, it grew tiresome after a while, precisely because the 'parody' aspect was laid on too thick. Any semblance of humanity in the NPCs or, indeed, in the PC, was quickly quashed by the lack of a sensible storyline. A lesson, perhaps, to us that genre-breaking and lampshading are nice to have, but without a good story, they are merely gimmicks.

Maybe this is just my inner curmudgeonly old man speaking, but while this short game is good for a quick laugh, it is, in the end, rather unmemorable.

* This review was last edited on May 8, 2015
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Bigger Than You Think, by Andrew Plotkin
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Caroline, by Kristian Kronstrand
1 of 1 people found the following review helpful:
unsettling and claustrophobic, March 1, 2015
by verityvirtue (London)

You're on a dinner date with Caroline. She's mysterious, and just before you leave her for the night, she tells you to meet her at Hydra Park the next day.

Caroline has the looks of a Twine game but uses a streamlined parser. Despite this, though, the range of actions available to the PC was extremely limited - meaning instead of clicking links as in Twine, one has to type out the keywords… word for word.

The minimal presentation of the text, while pretty, made the game feel claustrophobic. Perhaps it was meant to heighten the uneasy atmosphere of later chapters. Perhaps it was to highlight the impact of the words, the terse questions. If it was, then this worked for me.

The lack of choices in what would ordinarily be extremely open-ended situations (sitting in a room with a stranger, for example) felt contrived sometimes. This made it hard for me to suspend disbelief, though this was at least somewhat addressed in the final chapter.

I had a little beef with this curious fact: in Caroline, no one has much of a background story and everyone is generic! The PC is just… a man. Caroline… is a woman. This all added to the claustrophobic feel of the game. In the end, Caroline scores neither on the quality of story, nor on use of game mechanics.

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♥Magical Makeover♥, by S. Woodson
7 of 7 people found the following review helpful:
Entertaining, if wordy, parody, February 27, 2015*
by verityvirtue (London)
Related reviews: sanguine

Magical Makeover is a self-styled parody of over-the-top Flash games 'for girls', namely those whose interactivity consists wholly of choosing outfits. It starts with floridly named makeup products and a rhyming, snarky mirror but delves into a touch of body horror, and into riffs off fairy tales.

This game is generous, in various senses of the word. The writer revels in description, evoking sparkly, colourful images. While the passages got lengthy at times, this was made up for by the wit: the game lampshades tropes from fairy tales and adventure stories. ‘Lampshades’ doesn’t even begin to describe it - much of the game felt more like an exuberant riff.

The level of story branching was certainly generous as well. As the author says, there are seven possible endings, but I was impressed by how distinct and well-developed each of them were, with their own backstories.

* This review was last edited on May 24, 2016
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Cat Petting Simulator 2014, by neongrey
verityvirtue's Rating:

Endless, Nameless, by Adam Cadre
verityvirtue's Rating:

Inward Narrow Crooked Lanes, by B Minus Seven
1 of 1 people found the following review helpful:
Twice any anger ran ragged its long ladder against the roof rough with orchids., January 27, 2015*
by verityvirtue (London)

I really liked the blurb. It sounds snarky. It sounds like it could be a satire. It sounds like it could be fun. The game itself, though, was none of these, sorry to say. It was hard to understand- if there was something deeper than what I saw, then I missed it entirely.

The intake form of which the blurb speaks doesn't even give you a chance to make sense of things. It doesn't start off normal - it's garbled through and through, and finishing it takes you to a room. Rooms, as it turns out - the content of which changes with your earlier choices in the form. What happens in them... (Spoiler - click to show)also doesn't make much sense. Playing it, I got the persistent feeling that I was missing something somewhere. Should I be understanding this? Is there some textual hint? Read the first letters of each word or something? Apparently not. This made the game vaguely unsatisfying, like an itch your arms are too short to scratch. In short, interesting premise, I guess, but either badly executed or just not for me.

(Removed reference to Twine bugs.)

* This review was last edited on March 24, 2016
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