If you like Jasper Fforde’s Jack Sprat series, a novel series giving a noir spin to nursery rhymes, you’ll probably enjoy this. All the field mice have been leaving town; someone’s been bopping heads - and it’s up to you, Fairy Detective, to find out why.
Hudson’s writing is extremely readable, and while the characters may be talking fluffy animals, there is sharpness underneath. The forces working in the town are the familiar push and pull of racism and the search for better opportunities, anthropomorphism or not.
Foo Foo is directed enough that I could figure most things out with just a little guidance and some in-game hints. Overall a well-written murder mystery, with an intriguing setting that I enjoyed.
A short, minimal puzzle parser game, with a similar concept to Clue, in which you have to figure out the location of a murderer, the weapon used and the murderer. As a slight complication, you can’t use the same element (location, weapon or murderer) in consecutive accusations.
There are some self-referencing Easter egg-style props, and characters that sound like they could be condiments on a fried egg, but the game is basically that. If you’re used to this kind of game, one playthrough could take about 5 minutes. A little rough around the edges, but it’s a bit like one of those little plastic toys you can fidget with.
[Time to completion: 10-15 mins]
A New Year's Eve offering from Bruno Dias, set in the same world as Cape and Mere Anarchy.
When I played this for the first time, I had barely played the games referenced here, so why did it appeal so much to me? It's something about being a refuge from chaos, a safe place where those who put things right can rest - for now. The characters are weary, but at peace.
Its size and scope are kept deliberately small: the verb set is pared down to three verbs; the setting, to one room. But that one room suggests an entire world - one the player gets to know through its people rather than its locations. For a New Year’s Eve story, The World Turned Upside Down doesn’t point so much to hope for the year ahead, as it does to the fixing of past wrongs.
Disclaimer: I identify, to a frightening extent, with one of the characters.
You are a pathfinder, responsible for the survival of this ragtag group by determining where they should go next. But this ability, this gift - it threatens to tear you apart as well, because you aren’t quite what people think you are.
In Heretic Dreams, you must challenge your changing nature, and decide whether humanity is a source of strength or a necessary obstacle. Heretic Dreams is not quite survival story, not quite horror, although there are elements of both. It feels like distant footsteps on freshly fallen snow; like dark clouds congealing on the horizon promising thunder.
Do you lure trouble away with yourself or stick together? Is it possible to get out of this unscathed? It’s hard to tell. Nonetheless, the narrator’s position within their community and their proximity to the leader gives your choices a sense of impact.
A well-written, grim story about leading your community to the promise of a better land.
You are running. From what? Where to?
Digital Witnesses is set within a futuristic, post-apocalyptic world, one which regulates every step its citizens make, every role each person plays - think of your standard dystopia - think Brave New World and The Giver and The Island. You, your running: that is a spanner in the well-oiled works of the city.
The passage constraint means that, for economy, passages loop round. Chunks of backstory are revealed as you go along, and it gradually becomes clear what the stakes of this are on you. (Note the phrasing: this is dynamic fiction - not linear, because it is not told linearly, but without choices in the traditional story-altering sense either.)
The world building here is evocative, eschewing exhaustive detail for revealing it through actions and people. Perhaps the predictable setting and plot works for it - what else would a dystopian story be about other than escape? - since it allows the reader to fill in the details with their imagination, and allowing the reader to focus on the craft of the writing rather than the mechanics of the world. Certainly this was an enjoyable, short piece of dynamic fiction with the pacing of a movie.
You are a Fabricationist, and you are the last of your kind. And now, you have awoken from your centuries-long slumber… and you have a visitor.
This game looks and sounds beautiful. Its soundscape is vaguely industrial, all hollow metal booms and gratings and the squeal of an untuned radio; the backgrounds are swimming watercolours.
This post-apocalyptic salvation story has an emotional heft that transcends the usual stakes implied by a post-apocalyptic story (the loss of life as we know it), thanks to the interactions - the give and take, really - between the narrator and an unexpected companion. Alone, who would have mourned the Fabricationist’s passing, or celebrate his achievement?
This remains one of my favourite games, for its message of hope in the midst of apocalypse is sorely needed these days.
As the title suggests, this game is about Emma, a generically-named child of a rich family. Her sole defining characteristic is that she's a "trust fund baby", a tycoon's daughter. What she would be called in Chinese can be literally translated as "thousand pieces of gold".
For all that, the game feels colourless, populated as it is with stock phrases and characters. Emma herself has barely any background and a scant personality; she might as well be a machine. The writing is relentlessly expository, sometimes going to the extent of explaining common phrases. Even the conflicts and seamy underbelly of Emma's surroundings are neatly summarised.
It doesn't quite read as a satire. It reads more like one of those TV serials - the type that goes on for two hundred episodes, which makes you painfully aware of the actors trying to show you that they're angry, but never quite succeeding.
It doesn't help that this game is almost entirely linear, despite the fact that Emma’s extraordinary privilege gives her an unusual amount of choice of what she could do with her life. Even the choices play on gross stereotypes instead of investing the player in Emma's development. There is little sense of development, growth or humanity… and whether or not that’s part of the point is up to you, dear reader, to decide.
[Time to completion: 5-10 minutes]
This game uses Google Forms, and why not? It sets up your own website for you, it allows you to make choices in various ways, it even can display text conditionally. It’s a blunt tool, obviously not suited for the task, but it… kinda works?
It is primarily dialogue-focused, taking on the feeling of an interrogation, an interrogation one who has brought on some unnamed catastrophe on the city. There is gentle, devastating rhythm in the prose.
All Your Time-Tossed Selves explores the various ways there are to make choices, with a little surprise at the end.
Time to completion: 45 mins - 1 hour
One of the top-rated games on textadventures.co.uk, Victorian Detective has you take on the persona of a distinctly Sherlockian police detective to solve a murder.
The structure of the game is, intentionally or not, very similar to the Conan Doyle stories, in that the titular detective makes an impressive but slightly far-fetched inference about some tiny observation, which determines the entire course of the investigation. Victorian Detective rewards detailed reading by carefully firing Chekhov's guns, even if the clues given are sometimes frankly esoteric (Spoiler - click to show)(I don't know, but can you identify the smell of haddock compared to other fish? This isn't Toby's Nose!).
Although this game predates Toby's Nose, the way both games get the reader to come to their own conclusions is quite similar, and indeed constructing a web of clues for the reader to pick apart is no mean feat.
This game is relatively well thought out. Occasional illustrations add a whimsical tone to the story, and in at least one point serves as a plot point. Not the most solid mystery, but mildly entertaining.
You’re exploring a nuclear shelter - alone - on a dare. It’s not entirely clear what era this is set in, but it’s almost unnecessary, partly because the threat of powerful men doing rash things is ever present, partly because I suspect that was the intention - what matters is that nuclear shelters are a thing of the past, decommissioned, relics, ancient… but safe? Are they safe?
It’s hard to describe this without spoiling it, because the twist is one of the main things that holds this game together. Cutting out the spoilers makes it a very short piece of text, so I’d say you could safely go off, play it - it’s not long - and come back. I’ll wait. Minuteman is a bit of a mood piece, a piece of dynamic fiction, because of its linearity. It is more a relived memory than an adventure. I couldn’t quite follow the logic of the thing, but I certainly caught the mood, and its brevity gives it the intensity of a fever dream.
(Spoiler - click to show)By your actions - born of ignorance, but that is no excuse - you doom a whole town. You never see the havoc you wreak directly, but only ever observe it from a position of relative safety, which adds to the feeling of feverish detachment - like those dreams where you see disaster coming, but cannot move a muscle, cannot say a word. Text effects transform the piece from passive interaction with a static, dead place to one bristling with imminent threat, and while I don’t usually appreciate Harlowe’s default text effects, here I imagined them as different voices in a spoken performance.