Time spent: 30-45 mins
You find yourself in a whale. Survive.
It is not a personal slight to the writers that I was not moved.
The text declares a lot of terror and nightmarish qualities, but fails to describe it, or illustrate any existential threat or urgency to the player character. Even the NPC interactions seem mostly benign. I found little to anchor myself and have an emotional stake in the PC; even less to understand if there was a threat to them at all.
The writing is blatantly transparent about the story’s scope - at every major choice, the player is reminded of the key stat, sanity, and number of passages explored. However, the Sanity stat seems to act as a binary switch rather than, e.g. a way of colouring the PC’s perceptions. (Spoiler - click to show)It was hard to tell which choices reduced it, and there was little to no sense of threat when it reduced to zero. One of the scenes when the PC reaches zero sanity becomes a “get out” clause, which felt reductive - I thought I would have to work through the consequences of my actions.
There were lots of potentially juicy themes that went unexplored. The loss of control, being at the mercy of something impossibly beyond an individual scope, the fragility of companionship… Instead I felt almost detached. The scope presented by the choices at each decision-making point is quite narrow, where one is presented as moving the story forward, as a yes/no decision rather than one between two interesting potential paths.
This game is built on a platform called Plotopolis, where you progress by typing keywords. It behaves like a choice-based game, despite the appearance of a parser, and does not accept what should be synonyms.
I recall similar chat-like software used in choice-based stories in previous years. I presume this is meant to make IF more accessible to people used to chat interfaces. I do wonder how much the IF-naive person interacts with a chat interface expecting prose and narrative, though, compared to how they approach games (a framework and premise; expectations on how the player interacts with the game; a reward for a skill performed correctly or interaction in the “correct” way).
The Whale’s Keeper had potential, but I fear it failed to hit the right notes for me.
(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.
The storyline is a familiar one, of course. The narrator remains generic throughout, without a place on the lab team, and in fact so do the other characters. The explanations for each choice gives the narration a distinctly self-conscious air.
My overall impression was that it could use more polish. The writing feels rushed in places - as if it was trying to sketch out a scene and ran out of time. There are unfinished branches, which is a shame for a competition entry.
Without being emotionally invested in the narrator as a person, I felt no need to ensure their survival - instead finding all the branches felt like a story mapping exercise. There is definitely potential in the storyline to populate it with perhaps fewer but more realised characters to give the choices some emotional weight.
The Chekhov story is framed as something someone is reading on her phone - this results in a whole lot of text, and multiple parallel storylines.
The decision-making points come in the form of free text, but not like a parser in the sense that you input commands (i.e. verbs) and seem to be largely determining mood. As far as I can tell, though, they don’t actually change the following text. Maybe the choices affect the reader more than the story…? Maybe the act of choosing is part of the game; the appearance of having an open choice changes the interaction.
The elements of this story were intriguing separately: the purple prose surrounding a meme site, a la Imgur; the lottery theme in a late capitalism-type setting. But together I didn’t know how they fit together (especially the juxtaposition of those two threads), and perhaps I missed something; I’m afraid it didn’t quite work for me.
An interesting mechanic, and I would be curious to see how it worked with different styles of story. I would have liked to see it used for more than aesthetics, and it would be even better if such an unusual mechanism tied in with the themes of the story.
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.
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.
[Time to completion: 5-10 minutes]
[This game contains descriptions of gun violence.]
You’re on a boxcar, but something’s not quite right… You need to figure out why you’re here.
Murder on the Big Nothing is told through a series of vignettes, each described with enough visual detail to suggest cinematic inspirations. Indeed, there is a bit of the classic Western of it, from the storyline to the setting.
This game feels a little rough around the edges, and it felt like it ended before I had seen all the story has to offer. There was an implied puzzle (i.e. an obstacle stopping you from seeing everything there was to see), but no way I could figure out to solve it. It’s interesting enough though, and calls the reader to draw their own conclusions.
If you enjoyed this, you might like Niney, another surreal game set on a train (well, boxcars, trains… moving boxes on rails, right?).
[Time to completion: 10-15 minutes]
An SCP - standing either for “Secure, Contain, Protect” or “Secure Containment Procedures“, depending on who you ask - is also a weird phenomenon or creature; an aberration. Known only by a number, SCPs are governed and classified by a generically-named Foundation which is as much bureaucracy and
The majority of the SCP wiki is much as you might expect from an encyclopaedia.
SCP-3939 - the game - follows a familiar choose-your-own-adventure style, making the stakes clear straight away. The wiki’s structure is part of the story, too, since the encyclopaedia entry appears above the game text. The more you find out about the SCP, the longer the article becomes.
What makes this more interesting is the interaction between the story and the game. Not to spoil anything, but the crux of the story hinges on the very self-aware SCP. Good fun, especially if you’re already a fan of the SCP wiki.
This game is described as an exercise in human-mediated computer-computer interaction - based on a chat programme meant to simulate a psychotherapist.
It’s… strange. This game has the disjointed feel of a b minus seven work. Common phrases twisted into unfamiliar shapes give the narrative not much more than a direction, but not any material details. This is the uncanny valley of natural language, and Really If, Really Always delights in it.
Of all the works focusing on singularity - this is one of the most polished… and I wonder what all these works say about our vision of artificial intelligence.
As you drift through time-space, you see sights that no mortal would ever imagine... yet, it's not enough. As a god-like being, you can go out to the depths of the universe, travel wherever you like, eat every kind of food, and yet you're bored.
Aeternal's prose is slightly purple (as is the background), and its circuitous structure drives home its point. It’s a good setup and could have been an interesting setting, were there - for lack of a better term - more human interest. Something to make the player curious. Something to make the player care.
This game branches prolifically, with more content that it might seem, but it never really leads to anything concrete, and it feels like the game could go on forever, and ever, unto eternity…
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.
Black Marker is a game about censorship in an authoritarian regime. In this case, though, the redaction masks a mystery, and you can choose the types of information to censor.
This game is not the first of its kind. Other notable examples include Blackbar and Redactor. In Blackbar, you have to guess the redactor word - you play an anti-censor, where you must create meaning from what was eradicated by government censors. Redactor is probably closest in implementation, but with the added pressure of a time limit. Black Marker, however, grounds the material in its own universe, with a coherent storyline across pieces of material.
Select one piece of information, and all the phrases in the passage relating to that piece of information will be censored for you. The game penalises both censoring too much or too little, and so requires a little more thought than just clicking phrases at random. Where the game could have been stronger, though, is the emotional heart - the player character is little more than a faceless actor, and having some in-universe intrinsic motivation to do one’s job - or not do one’s job - would have heightened the tension in Black Marker.
You’ve been receiving a series of weird postcards. In a bid to find the person behind them, you find yourself at a very strange house indeed.
It’s the archetypal start of a haunted house story. What follows, however, could well be set anywhere else.
The cover art had me primed for Alice in Wonderland-style whimsy. I think that was the intention of the author, with the non sequitur rooms, but this game gives me the overriding impression of being… benign. The prose is quite plain and functional. The puzzles work, without being too contrived, and are reasonably logical.
The Quest interface at least provides more than one way (well, most of the time) to perform basic parser-like actions, such as moving or manipulating objects, though this was inconsistent across rooms.
This generally reminds me of Transparent, which also involves a haunted house, albeit a much more malevolent one.
From the blurb: “A VIP's been murdered at the reservation casino. As the deputy on call, it's up to you to find the killer. You have until morning before the FBI turns up the heat.”
This murder mystery takes the form of a parser-choice hybrid, with an interface reminiscent of Robin Johnson’s Detectiveland. Settings are individually illustrated, and the system is more or less robust, with a separate conversation mode. It may not look the slickest of interfaces - it recalls, vaguely, flash web games with a touch of homebrew about it.
The stakes are not always made clear: there are hints about this being troublesome because it’s on reservation land, and about FBI involvement, but these hints never added any tension to gameplay.
I would have liked a little more flair, a little more panache in the descriptions, but overall this is a mystery which does what’s expected of it.
Swigian is a text-sparse parser game. You are an outdoorsy person of no distinct description (“You look like me” is… suggestive) and… well, let’s start by building a fire.
The player’s only stated motivation is escaping an unnamed group: “them”. I would usually prefer more explanation, but here, in this style, that is enough. You are running from them. That is all I need to know.
Objects are barely described – “That is what it is” – encouraging the player to take the writer at face value. Object manipulation for puzzles is simplified, though most of the usual parser commands have been preserved.
Solving puzzles opens up new areas of the map. While the in-game map actually covers a large area, you only ever spend a short time in each area; often, there is exactly one thing you need to do there. The writing is evocative, but firmly rooted in reality – no metaphor for this, unlike, say, baby tree, another text-sparse parser game.
Overall, a solid game which I enjoyed playing, set firmly in parser’s traditional penchant for object-oriented puzzles.
The blurb tells us that this is ostensibly about one or more abandoned German mines in Czechoslovakia, circa 1949. If I had been playing without that knowledge, I would never have known that.
Despite it being about discovery and exploration, the narration is devoid of excitement. The PC betrays no emotion or indeed reaction to anything. Because of that, it was hard for me to find in-game motivation to keep exploring. Most of the context comes from the blurb, in fact.
While this game could do with a little proofreading and beta-testing for functionality expected of most parser games (the game doesn't end properly, for instance), this game was not submitted without thought: relatively straightforward puzzles whose presentations suggest their solutions, and an object-based hint system. A decent entry, though using the exploration to frame a story would have given it more depth.
You are standing at a crossroads. Wherever you go, you will end up at a crossroads.
The writing is memorable: evocative language, unsettling imagery. Visit a location twice, and it opens up. Enter. Participate. Maybe, finally, you'll discover where you are. Some locations recall childhood - a playground; a zoo - but all are deserted. There is a semblance of life, but you never get to see it for yourself.
Quiet piano music, links which set the pace and mutable text illustrate a place which changes only when you're not looking, which constantly keeps the ground uneven under your feet.
In the pattern of my father's long, long legs, Crossroads presents itself as an unsettling, low-interactivity twine. As dynamic fiction, one tends to ask, would this work as static fiction?
Perhaps not. Not without a way to set a reader's expectations, and let the reader discover how they might be broken.
This game was one of the first few games written in the current incarnation of Texture, presumably meant to showcase Texture's strengths and capabilities. At the moment, these are very similar to that of a limited parser. Like a limited parser, Texture lends itself to focusing on a small collection of verbs while giving the reader some ability to interact with the environment (compared to, say, purely choice-based games), and it is used here to simulate making and redirecting conversation, to surprising effect.
There is an elegant twist in this, and it's pleasingly circular, topping off the whole game like the proverbial cherry on the ice cream. Predictions is brief and very largely linear, but hides a positively delightful surprise.
You have gone an ocean of souls and crossed the underworld all for this: the Metaphysician. Only the Metaphysician can help you ascend to your true form.
The subject matter - identity - gives the story an added sharpness. The story Elixir tells is beyond just parlaying with demons and dealing with paperwork. The PC can only fulfil their true form with the approval of a Metaphysician - a third party who knows nothing about the PC - and this comes only if the PC's behaviour must jibe with the Metaphysician's seemingly arbitrary criteria. Why? The Metaphysician is the only distributor of the titular elixir. What real-life parallels this has is left as an exercise for the reader.
One notable aspect of this game is the use of Infernal, a conlang (constructed language) with its own grammar. Its Latin-like construction and its heavy Gothic font set the tone for the setting. This Hell is gothic, ornate, yet detached, its horrors hidden more in paperwork than in demons. Goat-headed, hornèd beasts hold no more terror than unnecessarily complicated bureaucracy.
The use of the conlang creates an asymmetry in the reader's and the PC's knowledge. When choosing how the PC responds to NPCs, the reader can only guess at the meaning of each of the choices. You can't choose the 'right' answer; you can't plan ahead; all this makes the Metaphysician's unsaid, inscrutable criteria for dispensing the elixir frustratingly unreachable.
Definitely an underrated game about creating identity and throwing off the shackles of the system. It's short, maybe insubstantial in scope and length, but glances off some very real present-day issues.
The premise of Oxygen is simple - no tricks, few puzzles, mostly choices. You, a lowly technician, have the unenviable task of deciding who on board the Aegis mining station will get oxygen from the slowly leaking tanks.
This is a resource management game in which you decide how oxygen supplies on a spaceship are to be diverted. You have three moves each time to decide. Tension comes from the fact that the ship is, literally, divided: striking miners on one side, and "the establishment" - the captain and the rest of the crew - on the other.
The initial section was very fiddly for me, because I have lots of trouble visualising mechanical solutions, so I followed the walkthrough for that. The bulk of the story is mechanically much simpler, though.
Oxygen's story is largely linear, with just a few major branches; so far, none of the endings I've found are exactly happy. Your position as a tech notwithstanding, you ultimately must choose where you stand - with the miners or with the leadership - and either results in the destruction of the other (or both). It was heartening to see the PC change from lazy and over-ambitious to actually taking a stand.
Oxygen reminded me of Fragile Shells: both are set in a spaceship, with mechanical puzzles. Fragile Shells is a bit more focused on story and characters, while Oxygen, more on the PC's current relationship with his other crewmates and resource management.
The Moonlit Tower is a small, self-contained game, set in a lush, unusual setting. Who you are is not immediately clear; finding out is its own experience.
Again, the player's goal is not clear at first. While this would usually be considered less than desirable, in this case this encourages exploration, and what a world there is to explore! The setting here draws on East Asian influences, and various features give the impression of gilt and intricate detail, such as you might find in a palace in ancient China or during the Joseon dynasty, and it is this detail in the crevices of the text which encourages replay.
This is a small game whose sparse puzzles are enriched by the enjoyable writing. The game boasts gentle, evocative, lush descriptions galore, rich with odd turns of phrase. Story is revealed in vignettes, flashes of memory; nothing is concrete.
This is an RPG in the barest sense of the word. You choose a class. You encounter characters and go places, each narrated within the space of one line. The brevity of each passage belies a very broadly branching decision tree. In fact, given how widely stories could diverge, I found the narration of your choices in the end to be a nice touch. brevity quest makes liberal use of familiar tropes and creatures, making the reader's imagination take up most of the storytelling slack.
Several games share the text-sparse, location-based mould. A few which come to mind: The Tiniest Room, vale of singing metals or even burning temples.
What makes these worth having a look at are how they simplify foreign terrains, diplomatic moves and combat into the sparse language they use. I found pleasant small surprises, at times, when the game (brevity quest, but the others as well) showed me that it wasn't just branching blindly - it remembered the decisions that I made. Of course, this is technically very easy to do, but satisfying nonetheless.
You are the executioner in the Duc's palace, and the Duc wants a head. You have to get it. The problem is, the next execution is four days away, so you'll have to... improvise.
The setting is one of the strong points in this work. The Duc's palace stars inhabitants so perfectly adapted to their role, it seems they would shrivel and perish if they were removed from it. The... oozy aesthetic reminded me of Nekra Psaria (https://jayisgames.com/games/nekra-psaria/).
Bring Me a Head is, at heart, a chain of fetch quests. Talk to characters, who will tell you what you need to get them. Chandler's writing is succinct, sketching out a disgusting, baroque setting, off set by wry humour - a double entendre here (Spoiler - click to show)in, say, breaking horses, an unexpected name there.
If you liked it, I recommend a tiny utopia by the same author, Skullscraper.
Time to completion: 10-20 minutes
Written for Porpentine's Twiny Jam, vale of singing metals presents a dream-like maze in a strange landscape. Landmarks like boiling streams and oil lakes give the impression of a volcanic landscape, life creeping in fields of grass and flowers. And, yes, it is that now-rare thing in IF, a maze. Yet, it feels less of a hassle than an exploration through an empty space.
vale of singing metals is a lovely little piece, scenic in the way that Kitty Horrorshow's work is, and an interesting take on how mazes can be implemented in very little space.
[Time to completion: 15-20 minutes]
You are a groundskeeper on the last day on the job. The majordomo demands it be so.
The Periwink brings the player through surreal, toothy, quietly alive landscapes, somewhat like a pastel-hued Porpentine work. The monuments in The Periwink are not neutral or even benign, but if you treat them right, they will return the favour.
As groundskeeper, the viewpoint character knows much more about the perils of each monument than the majordomo, which forms a foil to his casual arrogance. But the groundskeeper also knows a lot more than the player - hence, while the player may have control over the PC's actions, the first-time player cannot guess at the motive or implications of those actions.
The horror here is understated; the writing, a pleasure to read. For someone who loves rambling around alien landscapes, this was a delectable treat.
[May mention suicide, abusive relationships, self-loathing. Time to completion: 5 minutes]
What to Do describes a Google with sinister intentions - one which sees through the user's seemingly innocuous searches to the doubt and fears behind it. Perhaps it is the intimacy of a search engine that fuels this idea, and the fact that we might address the search engine as we would a friend, and indeed, in the starting screen, the engine introduced itself by saying, "Don't worry about keywords; just talk to us like we're a friend.". It's the ultimate natural language processor, isn't it? These games ask, "What if your ultimate reference, your personal librarian, was thinking, remembering, learning?"
While it may be superficially and mechanically similar to Josh Giesbrecht's Awake, the intent of this game's search engine is unambiguous. Awake's search engine is wide-eyed with wonder. This is actively malicious - this was written for ECTOCOMP, after all.
The text effects are normally much maligned, but are used especially thoughtfully here, making What to Do work well as an interactive vignette of a sinister encounter.
[Time to completion: 10 minutes]
You are a lone hitchhiker stranded in Kinsale, the gourmet capital of Ireland. The longer you stay, the weirder things get.
This brand of horror blends elements which wouldn't be amiss in Welcome to Night Vale or Stephen King. There's much which is familiar here: Your standard hollow bells soundtrack. Sinister, suspicious villagers. People behaving weirdly.
The prose is clipped, terse. The author uses small elements - a shop sign, a smell - to build up atmosphere. The setting is grounded by specific details: shop names, landmarks. The ending was... witty, to say the least. It's a relatively short one, so well worth a try if you like Stephen King-style or Lovecraft-style deserted towns with strange happenings.
Three Dragons was designed as a micro-RPG, and is a technically polished Twine with slick text effects. This game has several of the hallmarks of a usual RPG: there's an inventory system, combat, and a completely characterless PC.
Two things of note: stats are presented qualitatively, not quantitatively, meaning you see "You are in good health" or "The dragon is stable" instead of numerical values for health, or any other stat. This, for me, kept it from being a numbers game - it signalled that trying to keep track of health lost and damage dealt was not the point. What you have are tactics: do you feint, or swipe with your weapon, or retreat?
Second, combat is in realtime. This lends a sense of urgency to the fight: if you delay, your options dwindle. In IF and text-based combat games, this is a rare thing indeed.
So far, I haven't found any way to get anything resembling a 'successful' ending, though it's not actually clear why. Three Dragons feels like an introduction more than anything, but it introduces some interesting system which I wouldn't mind seeing in future works.
This entry in Twiny Jam uses the 300 word limit and a endlessly looping structure (similar to It is Not So Much a Story) to create a landscape. It's remarkably evocative, and in terms of content, it's similar in spirit to vale of singing metals.
Singular is well-conceptualised and, like The Tiniest Room, makes full use of the 300 word limit. For its size, there is progress, of a sort. There is a world to explore in little chunks. Take a little more time than you might and you might discover something unexpected.
Time to completion: 15-20 minutes
Redactor is based on George Orwell's 1984, where you are a worker in the Ministry of Truth who is charged with changing written history to suit the party's needs. The task itself is simple; you simply click on what needs to be changed. The trouble is, it's all time-based, and you'll need a quick eye to find all the keywords - and it's not always easy.
The key mechanic is ingenious and well suited to Twine. Timing adds tension, interaction with NPCs adds tension; the subtlety of the job adds tension (when it goes from redacting all mentions of a certain name to changing bad news to good, it can get fiddly).
Ideal for those who enjoyed (or at least fascinated) by the world of 1984 and would like to explore it from an insider's perspective.
Time to completion: 20-30 minutes
This game reminded me strongly of porpentine's Ruinness, with its multiple protagonists and deliberate strangeness. Like porpentine's worlds, institutions are mostly faceless, cruel, unsentimental; mystic symbolism is commonplace; place details are but sketched out.
Here, you attempt to stop the end of days. There's no narrative conflict more often thrown around: after all, what bigger stakes could there be besides the end of the world?
Heretic Pride's view of the apocalypse is intimate, gentle. There is less of dramatic world-saving, more conversation. Who do you miss, one character asks. How was your childhood. Heretic Pride is a phlegmatic/melancholic read, with a focus on building a spare, gentle mood.
Time to completion: 10-15 minutes (your mileage may vary)
Three cycles since fecundation. The pharates can taste our thoughts. Their pupal minds yearn for mothers' milk.
You are sending commands to a parasitic, insectile entity, and there are a number of steps it must complete before it can successfully parasitise the host. Your task, then, is to figure out the correct order for the steps.
The puzzle is aided by informative failure messages, but even then, I took many turns to figure out a vaguely correct sequence. There is no question of error.
The writing in this game is deliberately wielded as well: the language is florid, like that favoured by Lovecraft, but terse; a tally of the casualties (or the pharates you fail to guide to eclosion) reminds you of the consequences of your clumsiness. This is body horror the way I like it.
Content warning: this game contains sometimes unexpected descriptions of death and gore.
You wake up in a North London flat, unable to remember how you got there (sound familiar?). Tottenham is devoid of people. It's time to go.
The game is initially a lot about exploration. There isn't much of a clear goal, but as you explore, it's clear that something very bad has happened. The game never makes it clear what you're aiming for - perhaps a vague attempt at safety - even to the end.
Howwl is written with a vaguely Twine or Undum-like format, where you click links to progress.The links suggest what would be common actions in a typical parser game - taking inventory, inspecting objects and so on. The layout is attractive and neat, in which links add to a growing transcript which can be scrolled back. Header images mark changes in location. You can create an account to save your place in the story, but given that the scope of the game, as it stands (I played Beta 0.81), isn't too long, you might not need this.
Howwl aims for the gritty urban apocalyptic atmosphere in its abandoned buildings and filthy interiors, and does it quite well. You never get to see the source of ominous (and sometimes uncomfortably human) noises. You stumble over unexpectedly gruesome sights. The writing style is detached - is it resignation on the PC's part? Hopelessness?
I found the PC to be way too generic to give the reader a stake in how the story progressed- not that you get to make many significant choices, anyway; the author's method of removing options if they're not necessary makes it impossible, for example, to escape a certain place or to explore more buildings than the author intended you to.
Because the author removes links deemed unnecessary, it is possible to get impossibly stuck at some point(s?) in the game. So it's not that the game is unforgiving in its puzzles - there aren't really puzzles - it's more... a design fault, kind of. (I'll email them to let them know.)
I had some minor niggles about the writing. Brand names are mentioned, almost to the exclusion of actual description for some items. The PC is horribly generic; we know more about the PC's dressing and clothing than the PC themselves. (Spoiler - click to show)Also, when you start, the PC is somehow aware that you're on the eleventh floor despite not knowing where you are or how you got there.
(Spoiler - click to show)There are occasionally external links to illustrate what, for example, a minotaur or a Molotov cocktail is. Though I can see how they might be useful, I found them distracting.
Some things I liked, though: I liked the interface, though I found the scrollback style made it visually distracting since your gaze must constantly move from the new text to the links. (Spoiler - click to show)I also liked the unusual mix of classical monsters (there are minotaurs, for example) in a modern urban landscape, something I've not seen before.
Howwl is hugely promising, I think - I like the way it looks, the way it does atmosphere and its premise. (Urban fantasy. I dig urban fantasy.)
You are searching amongst the reeds for eggshells. If you believe the tailor, these are what you need to take back what is yours.
The Warbler's Nest doesn't immediately give up its story, but rather reveals it both through cutscenes and through environmental detail. This is aided by the mechanic, which is basically a treasure hunt. Given that this game is rather short, though, to reveal more about the story would spoil it. All I will say is that this game taps on faerie folklore and rituals related to them. It follows the interpretation of faerie folk as being intensely selfish yet bound by immoveable, arcane rules, which gives a quietly sinister air to the game as a whole.
Overall: understated horror is one of my favourite genres, and I really like how The Warbler's Nest handled that. This is a gem of a short story, well worth the 20 or so minutes it takes to play.
Time to completion: 20-30 minutes
The family curse has activated. If you do not go north, you will die.
The Northnorth Passage plays around with restricted actions, and this is what makes it so extraordinarily suited for the parser, because the parser gives the impression of freedom, yet you can only really do one thing. Obeying the parser, though, brings you through a series of self-contained scenes, colourful and detailed; Wilson's writing sparks with life, with the kind of evocativeness reminiscent of Sunless Sea.
Yet, in each scene, you must forever remain at arm's length. In this sense, it is similar to dynamic fiction, the term coined to describe linear games which nevertheless require the player's interaction and participation to reveal the story. The PC's travel north also seems to reflect the passing of time (the movement over swathes of space and time reminded me of Victor Ojuel's Pilgrimage).
There was a very, very clever move right at the end of the game - an invisible puzzle, if you'd like - which wrapped it up perfectly. If I were to mention a game with a similar move, it would be very spoilery, but there is one...
Originally published here: https://verityvirtue.wordpress.com/2016/01/30/the-northnorth-passage/