Reviews by verityvirtue

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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
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How To Be A Blackbird, by Holly Gramazio

1 of 1 people found the following review helpful:
Finding beauty in the small things, September 1, 2018
by verityvirtue (London)
Related reviews: sanguine

[Time to completion: 10-20 mins]

The blackbird is one of the most common birds, certainly in the UK, but surprisingly beautiful in the right light. Its feathers are black speckled with white, or so glossy black they shine blue; they are small but complete, and perfectly formed.

Holly Gramazio’s How to be a Blackbird captures the same sense of finding beauty in the smallest of things, using playful text effects, a stream of consciousness style of writing, even the background noises that make up this game’s soundtrack.

This game is a pleasure to play: it is a world not without worries, but with no bad endings, starring a character incredibly comfortable in their own body (with the glossiest feathers and the prettiest song).

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Winter Storm Draco, by Ryan Veeder

3 of 3 people found the following review helpful:
A grimly playful exploration of a winter landscape, September 1, 2018
by verityvirtue (London)
Related reviews: melancholic

Winter Storm Draco is a moody traipse through an over-snowed path, but with some strange sights on the way.

Winter Storm Draco is a game that is well-suited to its format. It plays on one of the strengths of the parser format, by allowing the author to wrench control from the player at key moments - first in navigation, when even the compass directions so ubiquitous in parser games mean nothing; later, in the end-scene.

I relied on the walkthrough in several parts but mostly there were textual clues enough to let a reader canny with parser game conventions to proceed without too much difficulty.

It has the signature self-referential, dry wit that came through so markedly in Nautilisia, though Winter Storm Draco is a little more introspective, a little grimmer. Overall, enjoyable and atmospheric.

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Doki Doki Literature Club, by Team Salvato

3 of 3 people found the following review helpful:
Subverting visual novel conventions with a dark story, September 1, 2018
by verityvirtue (London)
Related reviews: choleric

[Content warning: depicted violence, suicide.]

In Doki Doki Literature Club (DDLC), you’re invited to join your neighbour’s tiny after school club, the literature club. Even though your only exposure to literature is reading manga, the club members themselves are each compelling in their own way.

Much has been written about this game, by people who are much more familiar with visual novels than I am, so I won’t feign familiarity with the conventions of the visual novel genre. But judging from this game alone, it seems that visual novels, like parser games, are good at signalling inevitability. Unlike parser games, they can do this with long stretches of dialogue-heavy storytelling without any choices. DDLC uses this to its advantage, using its episodic format to set patterns and break them.

This game is deliberately vague in its advertising about its content warnings, since those are spoilers in themselves. These are big heavy subjects that the game mentions, though, and it’s mostly used as plot point rather than being discussed.

Some gripes, then. Some of the story elements didn’t feel gelled together. In particular the poetry-writing felt like a flimsy justification for the premise. Additionally, the way this story handles mental illness is pretty superficial - more plot point than anything else. This attitude is endemic in horror fiction in general. We can do better.

DDLC is probably more worth playing for seeing how the visual novel format can be subverted than for its actual storyline, and for its questioning of the divide between player-character and player. It displays some clever tricks, but tends to use violence and mental illness as a shock tactic. Lynnea Glasser’s Creatures Such as We also explores such metatextual issues, but far more thoughtfully.

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All Hail the Spider God, by Nelson

2 of 2 people found the following review helpful:
You and all the Yous you've left behind, August 31, 2018
by verityvirtue (London)

[Time to completion: 15-25 mins]

You play an arachnoid deity, who flails against your environment. Despite your greatness and your manifest ability to manipulate the forces of nature, you have no name; you are incomplete.

You play a high priest, whose devotion slowly becomes undermined by their discontent. Or puns. It’s hard to tell.

This is a game that probably would only work in text. Nelson’s feather-light touch balances comedy and seriousness. Only in his games would you be able to pull off a pun battle in the middle of a Serious Religious Ceremony.

All Hail switches between perspectives, softening the boundaries between the identities of the two PCs. Because who is the Spider God?

And… who are you?

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Inheritance, by rosencrantz

3 of 3 people found the following review helpful:
Portals as just another room, August 31, 2018
by verityvirtue (London)
Related reviews: melancholic

Yulia’s inherited a ring from her beloved grandmother - one which opens up portals to other worlds.

Inheritance draws on what is now surely a familiar concept of portals to other worlds. These other worlds, however, are never anything more than sketched out, and encounters with NPCs feel like a fever dream… or perhaps just a little transparently like an NPC encounter. They have exactly one message to impart, not that Yulia can actually interact with them, and then she’s off.

Yulia can only agree or disagree with NPCs, and/or move somewhere else. In this game, she is forever running away from something. Yet, without a clear story direction, exploration becomes a thing to do to find an ending instead of being intrinsically motivated. Being able to see portals merely expands the story map, instead of being a tool for achieving some goal.

Inheritance is prettily styled, though one might wonder if this formatting could have been put to more intentional use. One of the many other games which plays with the idea of portals is Invisible Parties by Sam Kabo Ashwell, which brings out the idea of worlds being tangled and messy, with consequences which matter to the PC, a bit more than Inheritance does.

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Hefty Seamstress, by George Buckenham, Jonathan Whiting

2 of 2 people found the following review helpful:
A wordtoy rather than a word-game, August 31, 2018
by verityvirtue (London)

There isn’t too much to say about this game. Hefty Seamstress creates nonsensical acrostic sentences from words, even allowing user input, starting with “You ogre! Unhand that hefty seamstress!”

Tasking the reader to add their own phrases where they lack creates a universe of strangeness. These additions do not appear to be moderated or supervised: proceed with caution (although everyone appears to have been very civilised so far).

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All the pleading emoticons, by Finny

2 of 2 people found the following review helpful:
A brief vignette of an ultimatum, August 31, 2018
by verityvirtue (London)
Related reviews: choleric

The game opens with the player-character on the cusp of harming themselves. This is not a moment of impulse, not a “call for attention”. This is a culmination of seconds upon seconds, years of keenly feeling one’s lack of agency, in social situations and intimate ones.

What was slightly unusual was the mixing of divine and profane imagery and language, which portrayed the player-character’s action or inaction as a sort of reckoning with a faceless, unknown force.

Games like this are easily dismissed for their “navel-gazing”, but are well worth considering for what are often first-person, personal narratives of mental illness, discrimination and/or marginalisation. Games in a similar vein include Tapes, by Jenni Vedenoja, or All I do is Dream, by Megan Stevens.

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Eat Me, by Chandler Groover

3 of 3 people found the following review helpful:
Visceral, lush, a grotesque escape game, July 17, 2018
by verityvirtue (London)
Related reviews: choleric

Chandler Groover’s work often mixes the decadent with the grotesque, the macabre with the picturesque. Think rotting roses; mouldering filigree.

Here, bound in a prison made of food, your only way out is by eating.

Who knew that eating could be so visceral? This is not just simple eating, it is consumption for consumption’s sake, for pleasure, for satiation. This is not going to be a game for everyone: the descriptions are so detailed as to be cloying, and there is heavy use of cutscenes to denote scene transitions.

This game is generous in allowing the player to backtrack and figure out what to do. As the name suggests, the range of actions available for the player are limited to eating, with the occasional exception clearly signalled - similar, then, to Arthur DiBianca’s games, such as Grandma Bethlinda’s Variety Box and Inside the Facility.

Eat Me resembles Groover’s Bring Me A Head, both in setting and in grotesquerie: both set in crumbling castles, each compartment holding just one singular occupant, doomed, it seems, to pursue their one occupation for the rest of time. Eat Me is not for the faint-hearted, definitely, but well worth playing, perhaps alongside other games with a similar setting.

For a lighter version of an eating-oriented game, try Jenni Polodna’s Dinner Bell; for more of the same, Bring Me a Head and Open That Vein by the same author.

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Honeysuckle, by Cat Manning

5 of 5 people found the following review helpful:
A mid length Texture game about escaping an abusive relationship , July 10, 2018
by verityvirtue (London)
Related reviews: melancholic

[Mentions abusive relationships. Time to completion: 15-20 minutes]

Being the wife of an august wizard brings its own dangers.

The PC is wife to the wizard who is now her husband. They were, if not colleagues, then teacher and student, yet he dismisses her own “unruly” research, allowing her to continue only because “it seems to please her”. This echoes sexist assumptions of skill common to numerous other fields - from game development to medicine - which often casts women as the amateurs, forever the apprentice to their male counterparts. And, most notably, she plays into this as well, describing herself as an amateur.

The use of the verb ‘consider’ turns an invasion of privacy into something more like observing, but it quickly becomes clear that the PC’s husband is not who he says he is, that the PC is not /safe/, that prying is the only way to survival. Unusually for Texture games, Honeysuckle is strongly location-based.

What I most enjoyed - if one may call it ‘enjoyed’ - was the subversion of the traditional player as the chosen one, the powerful one, the one with the gifts. In Honeysuckle, the PC is, initially, utterly disempowered. She is the apprentice, the junior one, the amateur. She is the humble one - the /humbled/ one - who does not speak up because she knows few will listen.

Honeysuckle stands up as a modern retelling of Blackbeard: a predatory husband; the PC just one in a line of victims. The difference, of course, being the outcome. In the same way, this game has similar themes to Sara Dee’s Tough Beans. Both have female PCs who are babied by their male partners, and both find their salvation in his destruction. But where Tough Beans is unambiguous in its outcome, Honeysuckle is a little more ominous: each of its ending branches is wracked with uncertainty.

Honeysuckle is a game about alchemy and escaping domestic peril, and it is straightforward in that front. Several aspects of the story, however, are far from fantasy for a significant part of the population. Although its ending is ambiguous, Honeysuckle envisions the possibility - with both means and opportunity intact - of escape.

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Murder on the Big Nothing, by Tony Pisculli

2 of 2 people found the following review helpful:
Surreal vignette-driven Western, July 10, 2018
by verityvirtue (London)
Related reviews: phlegmatic

[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?).

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