I'm putting the full review here under a spoiler block, but let me just flag two things: 1) this game is fun, and 2) if you're finding it tough going, you might better understand it if you check it out in context on the original IF Comp entries page.
(Spoiler - click to show)So yeah, the three games with similar titles and cover art, and obviously pseudonymous authors, are in fact all the same game. I don’t think the author is trying very hard to hide this, and honestly given how big the field is this year, that’s probably a good decision – lots of people are just going to play the first five or ten games the randomizer hands them, so making these similarities clear, including a note in the blurb that “you may need to seek aid from an unusual place”, and requiring cross-referencing multiple games to solve every puzzle so that it’s impossible to spend more than five or ten minutes on any game before you figure out the trick are all helpful concessions that hopefully mean more people will be able to play this Voltronish game (the ending screen calls it The Knot, so that’s how I’m going to refer to it, rather than trying to juggle the three more unwieldy titles).
This trend of erring on the side of simplicity continues into the puzzles themselves. Once you’ve figured out the trick, they’re extraordinarily straightforward. The first one involves finding the right order to insert colored orbs into a mural depicting a solar system – and there’s a reference item in one of the other games that runs through five planets in order, with relevant colors marked out in highlighted text, and at the end there’s a page headlined “TO SUM UP THIS IMPORTANT CLUE” that spells out the order again and tells you to keep it handy. Most of the puzzles are like this, with clear signposting of the steps needed to solve each of them. This makes juggling the three games a breeze, and it’s fun to jump between browser tabs decoding hieroglyphs and inserting combinations, but since there are only two puzzles per games, it makes the game-y part of the Knot feel rather slight.
The depth really comes in in the writing and story. Each of the three installments operates in a different genre – over-the-top action archeology, over-the-top pulp sci-fi, and over-the-top swords and sorcery. The same set of exotic words and names are used in each (look at the title for a sampling), but remixed and reconfigured – sometimes Chirlu is the name of the rival archaeologist working for the Nazis, sometimes he’s a sympathetic alien doing research on the extradimensional Knot that wends through all three titles. In each, the baddies are always described as fascist, but sometimes that’s the corrupt horde known as the Illfane, and sometimes it’s the monsters attacking the people whose protector is the priestly leader called the Illfane.
In fact, the Knot is surprisingly political – at one point, a set of baddies are said to be trying to “make the galaxy great again”, though in another, a set of characters rebelling against unjust oppression are called “deplorables” – to editorialize for a moment, it’s a sad statement on current events that a game worrying about authoritarianism and fascism scans as topical (as you reach the ending, you encounter a character who’s unlocked the potential within the Knot and lists off the reality-bending now within their power, but who notes “but I can’t do anything about the Nazis”). Beyond these signifiers, the ending also seems to point to a vision of a sort of socialist utopia, as instead of exploiting the Knot as a mystical power source to be hoarded by those wishing power to defeat their enemies, it rather becomes distributed to all, granting a tiny bit of magic and hope to everyone. The Nazis are said not to understand what’s going on as the climax nears, and the ancient tomb they’re pursuing turns out to be made of papier-mâché. This doesn’t come off as leaden political allegory, though – the writing is fleet, and there’s lots of incidental text that’s very fun and funny (my favorite was the series of fairy tales that were all bent in a dystopic-capitalist direction).
All this makes the Knot a fun distraction with a clever gimmick and enough hints of depth to enliven its relatively straightforward puzzles. I was left wanting a little more, though – and actually, wonder whether in fact there are secrets beyond those needed to get to the ending (the introduction to the fairy tales protests perhaps a bit overmuch that they’re not related to the puzzles, and there are intimations that sussing out the identity of the player character in the sci-fi section might be important). Even if this is all that’s on offer, though, it’s still worth a play.
I'm putting the full review here under a spoiler block, but let me just flag two things: 1) this game is fun, and 2) if you're finding it tough going, you might better understand it if you check it out in context on the original IF Comp entries page.
(Spoiler - click to show)So yeah, the three games with similar titles and cover art, and obviously pseudonymous authors, are in fact all the same game. I don’t think the author is trying very hard to hide this, and honestly given how big the field is this year, that’s probably a good decision – lots of people are just going to play the first five or ten games the randomizer hands them, so making these similarities clear, including a note in the blurb that “you may need to seek aid from an unusual place”, and requiring cross-referencing multiple games to solve every puzzle so that it’s impossible to spend more than five or ten minutes on any game before you figure out the trick are all helpful concessions that hopefully mean more people will be able to play this Voltronish game (the ending screen calls it The Knot, so that’s how I’m going to refer to it, rather than trying to juggle the three more unwieldy titles).
This trend of erring on the side of simplicity continues into the puzzles themselves. Once you’ve figured out the trick, they’re extraordinarily straightforward. The first one involves finding the right order to insert colored orbs into a mural depicting a solar system – and there’s a reference item in one of the other games that runs through five planets in order, with relevant colors marked out in highlighted text, and at the end there’s a page headlined “TO SUM UP THIS IMPORTANT CLUE” that spells out the order again and tells you to keep it handy. Most of the puzzles are like this, with clear signposting of the steps needed to solve each of them. This makes juggling the three games a breeze, and it’s fun to jump between browser tabs decoding hieroglyphs and inserting combinations, but since there are only two puzzles per games, it makes the game-y part of the Knot feel rather slight.
The depth really comes in in the writing and story. Each of the three installments operates in a different genre – over-the-top action archeology, over-the-top pulp sci-fi, and over-the-top swords and sorcery. The same set of exotic words and names are used in each (look at the title for a sampling), but remixed and reconfigured – sometimes Chirlu is the name of the rival archaeologist working for the Nazis, sometimes he’s a sympathetic alien doing research on the extradimensional Knot that wends through all three titles. In each, the baddies are always described as fascist, but sometimes that’s the corrupt horde known as the Illfane, and sometimes it’s the monsters attacking the people whose protector is the priestly leader called the Illfane.
In fact, the Knot is surprisingly political – at one point, a set of baddies are said to be trying to “make the galaxy great again”, though in another, a set of characters rebelling against unjust oppression are called “deplorables” – to editorialize for a moment, it’s a sad statement on current events that a game worrying about authoritarianism and fascism scans as topical (as you reach the ending, you encounter a character who’s unlocked the potential within the Knot and lists off the reality-bending now within their power, but who notes “but I can’t do anything about the Nazis”). Beyond these signifiers, the ending also seems to point to a vision of a sort of socialist utopia, as instead of exploiting the Knot as a mystical power source to be hoarded by those wishing power to defeat their enemies, it rather becomes distributed to all, granting a tiny bit of magic and hope to everyone. The Nazis are said not to understand what’s going on as the climax nears, and the ancient tomb they’re pursuing turns out to be made of papier-mâché. This doesn’t come off as leaden political allegory, though – the writing is fleet, and there’s lots of incidental text that’s very fun and funny (my favorite was the series of fairy tales that were all bent in a dystopic-capitalist direction).
All this makes the Knot a fun distraction with a clever gimmick and enough hints of depth to enliven its relatively straightforward puzzles. I was left wanting a little more, though – and actually, wonder whether in fact there are secrets beyond those needed to get to the ending (the introduction to the fairy tales protests perhaps a bit overmuch that they’re not related to the puzzles, and there are intimations that sussing out the identity of the player character in the sci-fi section might be important). Even if this is all that’s on offer, though, it’s still worth a play.
I played this after a Comp entry that leaned almost entirely in the story direction, so it's interesting that At Night takes the opposite tack. Don’t get me wrong, there’s a bit of a plot and some internal conflict – the main character is being plagued by nightmares, you see – but what’s distinctive about it is the combat system, which you need to master in order to reach a successful ending (reaching other endings, where you die horrible, is much simpler!)
The initial impression At Night makes is charming – there’s some cute pixel art, and good use of sound with raindrops outside the main character’s window as they play games late into the night. After finally going to sleep, though, they’re hurled (in their dreams?) into a hellish realm and meet a demon who’ll swallow their soul unless they fight for his amusement against a group of his servitors. This section was really frustrating, I found. When you first confront this head demon, you have a number of choices on how to proceed, including attacking flat-out or deciding what to offer him to get him to release you.
There’s only one correct answer here – the others get you killed – but I think I exhausted every wrong answer on the way to finding it, both because I wanted to run through the full dialogue tree before moving to the next bit, but also because the main character kept attacking the demon-lord when I was trying to agree to fight his minions. Part of the fault here is that I found some of the dialogue and options unclear: the game appears translated from Spanish (in one maze sequence, I saw the word “izquierda” substitute for “left”) and there are some puzzling phrases and awkward grammar at times (I was told that my “bladder has lost its youth”, and that “it is very good playing [video games] when it is a dog day”). Making things worse, there’s no save option, and there’s lots of timed text, making replays fairly excruciating.
Once I did figure out how to agree to the deal, things got better, thankfully. There’s a clever combat system that relies on using positional audio to track down and beat up the minions (who it turns out are ghosts, not demons). I did die once more because I thought you were supposed to elude the monsters – the main character is completely unarmed – but that just gives them a free hit. The combat minigame works well enough, and even got a laugh out of me because of how the interface is set up: you need to click “left” or “right” depending on where you hear the audio cue, except the screen lists “right” on the left, and “left” on the right, which lent my attempts a slapstick air as I tried to get my stupid, stupid brain to click in the correct place despite this confusing layout. After killing enough demons you win the game and wake up from your nightmare – though there’s the inevitable horror movie sting to suggest you haven’t (this is done in an entertainingly cheesy fashion that also got a laugh out of me).
There’s some clever technical design here, and I really did like the art, so this is a good foundation to build on. In a post-Comp release that tightens up the writing, and irons out some of the more frustrating aspects of the design, this would be a fun distraction, though At Night isn’t quite there yet.
There are two kinds of fantasy RPGs: the bad ones, where the wizard is named something dumb like Firganzallum or Thoranor or what have you, and the good ones, where the wizard is named Wizard. Ipso facto, this is one of the good ones.
All right, I’m being (slightly) tongue in cheek, but The Arkhill Darkness is not faffing about. You’re a fledgling adventurer who needs to free a town from an unearthly curse of darkness, so you hit the tavern to get quests from your mentor and chat with half a dozen people who have job titles where their names should be. There’s a faint tongue-in-cheekness about this, though proceedings mostly proceed in a po-faced way with a slight flavor of horror, and the writing sports some typos and comma errors, so altogether TAD conveys a distinctive (and to me at least, oddly appealing) author’s-first-game jankiness.
Gameplay-wise, this is a pretty clean adventure/RPG hybrid, with a clearly-delimited area to go to grind encounters for cash and ingredients, but most exploration plays out in a choice-based fashion with the occasional puzzle and less interspersal of combat than I expected ((Spoiler - click to show)maybe it’s just the choices I made, but there were only three set-piece encounters involving combat: the werewolf, where fighting is a losing game regardless of one’s stats, the landwurm, which is much more about minigame mechanics as far as I could tell, and then the dragon fight at the end).
The grinding didn’t seem to have much impact – I seemed to do as much damage, and if anything hit more frequently, when kicking as when using a weapon, and Wizard never followed through on his promise to brew me a potion with which to poison my axe – so the adventure side of things I think predominates over the RPG elements. The exploration sequences are fleet enough so as not to wear out their welcome, and use a variety of different approaches: there’s a traditional password-puzzle, a choose-the-right-option action sequence, and a climactic battle that involves some timing-based minigames (these were a fun idea, but very hard on my trackpad, for what it’s worth).
Throughout, the prose is functional, though typically a bit wordy and in need of an editing pass. There are some moments when things tip over into being more evocative, usually when the game is leaning into its horror vibe, as here when the player is battling a sort of monstrous congeries of five or six different sorcery-warped horses:
"As the horsething continues to advance upon you, you dart towards the underbelly of the horsething. As you do, you have an idea. You pull out your Axe and begin to hack its legs as you run. It is clear the horsething was not expecting this move. It stumbles as you cut off a couple of its legs. You dive forward, as the beast falls to its underbelly. You turn and start chopping of its heads, one by one. The horsething screams as its head come off. Even with the last head dismembered, its necks flail around. At last the flailing stops, as it’s last scream turns into the a weak wheeze."
Grammar issues and typos aside, this is pretty metal.
TAD’s not exactly a diamond in the rough – I don’t think it’s sufficiently ambitious, and its highs are really just about evoking warm feelings of familiarity – but I had a fun old time with it: perhaps the quintessential “if you like this sort of thing, you’ll probably like this thing” game.
(Oh, and a quick warning: despite there being a Save Game option, I could never get it to work. Fortunately there’s back/forward functionality throughout the story, so it’s not a major concern).
Hey, a Nick Montfort game! I loved Ad Verbum! But this is, uh, not that. I saw a couple of forum threads talking about this game before I’d played it, and let my curiosity get the better of me, which I think was to the good in terms of level-setting my expectations, but really did ruin the gag. I think now that the Comp is over, most folks know what's up with this one (and other reviews on this page spell out what's what) so I'm not going to spoiler-block the rest of the review, but fair warning that I discuss exactly how the game's central mechanic works.
So this is a Mad-Libs text generator in a lightly-implied science-fantasy setting. There’s an overwrought introduction and even “strategy guide” that orient you towards the game – more on those later – but the program just spits out a series of yes/no questions prompted by telling you that your fleet has come across an ADJECTIVE NOUN (“hexagonal outpost”, “dim land”, “luminous planet”, etc.) and allowing you to VERB (“seek out help”, “sneak up and raid”, “speak plainly”), or not. You get a result, which could be positive (“you win cattle”) or negative (“a ship lost!”), but this is based entirely on a die roll and the outcomes are completely disconnected from the choices, and even the situations (like, winning cattle seems a logical result of raiding an outpost, but refusing to speak plainly in a tiny capital will likewise sometimes net you a reward of kine). And there’s zero state-tracking.
So the game qua game can’t really hold one’s interest for more than a minute or two, and the prose, as you can tell from the examples above, is likewise workmanlike at best. What there is is the intro and strategy guide. The first lines of the game itself are “The gods grant victory. Now go home!”, but above the game window is the motto “I must decide as if it all depends on me, trust as if it all depends on the gods.” And throughout the page-and-a-half strategy guide, the reader is confronted with a series of questions and statements prompting them to second-guess whether any course of action is better than any other, given that anything could happen and your ideas of what’s safe or unsafe might not be right. There’s also a lot of verbiage about how the player’s “cultural world-view” might structure how they understand what you “might think of as” chance or chaos.
There’s a point being made here, or at least a question being asked, about agency and subjectivity and what if the real game isn’t being played on the screen but in our heads comma man. I’m not saying the point/question is necessarily a bad one to be raising, to be clear! There are different interpretations you can put on what Amazing Quest is offering up, and probably someone more attuned to the aesthetics of the Commodore-64 presentation experiences it differently than I, who never had one, do.
But I don’t think that the way this reasonable question is being raised is very interesting or successful. Execution matters a lot! Like, think about how Rameses, or the unjustifiably-forgotten 19th-place-finisher-in-the-2002-IFComp Constraints, are all about a lack of agency and paralysis, but they give the player a lot to do and are rewarding to engage with. Now compare them to a notional game – let’s call it Bartleby – that presents a situation but responds to literally every player input with “I would prefer not to.” Same point, sure. But while Constraints left me dancing around the room making comparisons to Dubliners – oh yes, I was even more pretentious as a 21-year-old than I am today – I doubt I’d have anything like the same reaction to our imaginary Bartleby, and to my mind Amazing Quest is much closer to that, I’m going to say wrong, side of the spectrum. There’s something here, sure, and if you’re so inclined it can prompt you to think interesting thoughts – but I’m not so inclined so there you are, my thoughts about it are uninteresting.
(I beta tested this game)
There are a few games in this year’s Comp that gain resonance from having been written in 2020 – Babyface, for example, where the way COVID limits the main character’s ability to interact with their father is an important part of the overall discombobulation the game is imparting. Alone also falls into this category: despite the fact that it doesn’t specifically mention the current pandemic and draws on common post-apocalyptic and zombie fiction tropes, the game’s aura of isolation and fear of infection would not land with nearly so much impact in a different year. That’s not to say that it’s only because of current events that the game works, to be clear – the prose is admirably sparse and the I found the sequence where you’re at risk from one of the infected fairly tense – but there is a little extra frisson from playing Alone now.
The game itself is relatively straightforward in premise – after running out of gas on a lonely stretch of highway, your post-apocalyptic survivor hikes to an abandoned gas station only to find more than they bargained for. There’s some secret backstory to uncover, but it’s nothing too fancy (though I did find one aspect – (Spoiler - click to show)the rationale behind a collapsing government concealing a secret research facility under a gas station – a bit odd and underexplained). Really the focus here is on puzzle solving, so good thing that they’re solid and fairly well-clued. Most involve using machinery or tools in a reasonable way, with most relatively straightforward though there are a couple that involve some more complex mechanisms ((Spoiler - click to show)the control panel is fun to play around with, though it can also lock you into a sub-optimal ending if you play around too much). There were a few that sparked aha moments for me, which is always satisfying ((Spoiler - click to show)the cinder block puzzle, and figuring out how to use the control panel to get the best ending). The structure is maybe a little more linear than would be ideal – though the map is relatively open, there’s usually only one puzzle you can work on at a time. But since the puzzles are fair and not too challenging, this doesn’t present too much of a problem.
Technically, Alone is well put-together: I didn’t run into guess the verb or disambiguation issues in the release version, and the only typo I noticed this time out was a missing line break that make the paragraph spacing look odd in the dumbwaiter sequence. And it has a deceptive amount of choice built into it as you come close to the end of the game, with several different possible endings. While I found these more compelling as a goad to solve the last puzzles correctly than as alternate narrative resolutions, I think that’s fine – characterization and plot aren’t Alone’s area of focus, and it succeeds admirably in presenting a series of fun puzzles in a foreboding atmosphere.
So there was this book that circulated amongst the, shall we say, less-popular kids when I was in high school and college (the mid to late 90s, for reference) – the Illuminatus! Trilogy, by two dudes named Robert. It’s this frothy, over-the-top, drug-fueled mélange of Philip K. Dick sci-fi tropes, secret-society paranoia, revisionist history, anarchist theory and praxis, Tantric sex, gnostic apocalyptica, and like twenty other things all cut together in high-Seventies style. I don’t know whether people still read it these days, or if it would have the same impact in a world with Wikipedia, but I remember it as a big deal because it connected basically everything a certain kind of person might be into – any individual sorta-weirdo probably was big into, and familiar with, a portion of what was on offer, but certainly not all. And in fact I think of there being two main channels into it – first, you could be a dork coming to it from the sci-fi, history, and religion side of things (it me), or alternately it was also big with the folks who took a bunch of drugs and were excited about blowing up authority.
Illuminatus! isn’t mentioned in the Brobdingnagian acknowledgments page for Accelerate, so I suppose there’s no direct linkage, but I share that to give some partial flavor of what’s contained in this maximalist work, and also to acknowledge that while I think I get a lot of what’s going on here, I’m aware that I’m significantly too square to be the ideal audience for the piece – like, through my choices I think I made Accelerate’s transgender divine assassin sometimes feel a little normcore? So while I thought it was really good, I suspect there’s a chunk of folks to whom this will be amazing (and also a chunk of folks for whom this will really not be their thing, of course).
This is one of those games that’s hard to figure out how to get one’s pick into, so I’ll fall back on some structure to make it seem like my thoughts all connect up. I don’t think it’s worth trying to write about this piece without getting fairly spoilery, so I haven’t bothered to use tags, but fair warning that you should really play this for yourself, and only then come back to the remainder of what I’ve written.
1. The saha world of birth-and-death
(By which I mean, what is going on within the fictional world of the game – there is probably a way to write about Accelerate that does not involve reaching for the most pretentious references you can think of, but where’s the fun in that?)
Though the introduction to the game is intentionally jumbled up and disorienting, what’s going on here is relatively straightforward – the protagonist, an inhabitant of a repressive and despoiled future that is not different from today in any significant respect, feels a kind of internal brokenness. They check themselves into a sort of clinic, partially to score some drugs, but eventually enter into the spirit of the program, which involves transformation and transcendence of the self (the body, the mind, the soul – transgenderism is a strong element here but isn’t, I think, the whole of what’s going on). However, it turns out that the program doesn’t stop there, and is also focused on external change – soon the protagonist is going on high-stakes missions to disrupt capitalism, government, and religion, and in the climax hijacks a spaceship-chariot and storms the Garden of Eden to immanetize the eschaton by exploding the demiurge with a cancer-bomb.
So like I said, simple, straightforward stuff.
Though the overall arc here is I think fixed, there are nonetheless significant pieces of interactivity, through what I think are three primary types of choices. First, there are lots of opportunities to either get more detail, or speed through some of the denser parts of the narrative – I pretty much always opted to explore since I enjoyed the worldbuilding and the writing, but since I barely finished within two hours and others might be less into e.g. reading like 5,000 of a fictionalized interview transcript in between the main plot arc progressing, I think these were a nice convenience. The second set of choices are about giving the player an opportunity to characterize their, or the protagonist’s, responses to what’s going on – ones that I don’t think dramatically shift the story, but offer a welcome invitation to the player to engage with what’s being presented and own it through shaping a reaction.
The third set of choices are the most traditionally gamey, and allow what I think are whole scenes or sequences to be opted into or out of. There was a bit early on where the protagonist had the option of sneaking into the clinic’s basement to search out drugs, but I took a nap instead (told you I was normcore!) There’s also a big set-piece midway through where the player has a choice of different missions to disrupt society – I got a suicide-bombing at a punk show, but from reading other reviews it seems like there’s also an art gallery sequence on offer. So while the overall arc of the narrative appears pretty fixed, the choices do have a significant impact – in particular, the horrifying, civilian-directed violence of that punk-show chapter strongly colored how I experienced everything that came after, so I’m curious how the other branches would change things.
2. Logos
But look, none of the above would be worth very much if it wasn’t written like getting the right words on the page was a matter of life and death. The whole thing is animated by a feral, demented energy that goes way, way over the top, and sure, sometimes stumbles on itself, but is grabby as fuck. I was copy-and-pasting passages that I wanted to remember as I was playing, and wound up with over 2,000 words accumulated by the end. I’m going to excerpt one early bit of world-building at length so you can see what it’s like:
"Tracksuited guerillas, insurgent corpses arranged in strict lines and half-buried in the mud, tanks burnt to husks with broiled gunners hanging out the top, men in traction, bandage golems with zero visible skin, mothers clutching photos over corpses, raucous funerals spilling into the street, apartments burning, soldiers moving down the boulevard, blurs across an insensitive filmstrip, infants with white phosphorus birthmarks and depleted uranium rosacea, teenage boys in covered wagons and armored personnel carriers, sharp military uniforms and wry quarter-smiles, balaclava-clad youths like saplings on the hill, frozen corpses with hellish graffiti outlines drawn over their chest in the new snow, artillery backblast spraying topsoil meters into the air, gunshot eyes, fingers, jaws, testicles, feuds and rivalries sworn for centuries, gods forsaken and rediscovered, children defiled, defaced, strangled, in any order, people of all colors and ages cut down with firearms and bayonets, megaliters of tears mixing with poisoned groundwater, teeth gnashed and garments rent, blood-bright flowers laid across monochromatic funereal garb, a million amateur cenotaphs, rifles, cairns, and crosses dropping like location pins across every populated zone, streams of tracers like furious red whips against the clouded night, the high wasp howl of high-caliber bullets as they pass the ear, the thumping low note as they drive their way through flesh, like an axe-wielding man chopping through an entire cow in one swing, houses blown apart in broad tornado scars, roads and dancehalls empty, barrel bombs landing all bass no treble vacuuming blood and air out of all they touch, foreheads torn open like gift wrapping, hollow-point violets wide, essences quickly devoured by that which proceeds battle, preteens with eyes full of genocide already, bootprints in congealing viscera, senile veterans gibbering like the rabid, mothers too gone to nurse or produce, babies like dry leaves, mad-eyed warlords with huge grins and bigger jokes, murals peppered by bullet and blast, toddlers playing on abandoned military vehicles, outside homes-now-crypts, concentration camps, mass graves, faded stadiums and gymnasia, human abattoirs now empty save for the wind, abandoned, rusting instruments of torture, broken skeletons, thin polymer roofing torn to maypole shreds, falling with leaves in late autumn."
This is the kind of thing that’s easy to do very very badly – and maybe you think this is bad, fair enough! It’s definitely unpleasant. But while I’m old and technocratic now, I remember being young and angry and thinking and writing things like this right after 9/11, when we started invading and bombing everybody in sight. This style works, it compels, and it doesn’t let up. I don’t want to just keep regurgitating bits of writing I liked, because again I’ve got 1,700 more words where that came from, but the language is intense, it’s smart, it’s playful and self-referential – it’s grim, so very grim, but leavened with joy and jokes as well. Two full hours of being in this world might not seem the most appealing prospect – and to be fair, it isn’t meant to be, and it isn’t – but it was the quality of prose that kept me going.
All right, here’s one more, a description of a spaceship dogfight of all things: “Hamish sends flaming whips at our pursuers. One flashes to dust in the dark. Each spirals outwards in sine waves of decreasing frequency, whirling towards us.”
The visual design of the game itself is also quite smooth and pleasing. The fonts, colors, and animation all work to keep the focus on the text, while frequent chapter-breaks parcel out a story that would feel overwhelming if undifferentiated. My setup doesn’t lend itself to audio, unfortunately, so I wasn’t able to experience the music, though it appears a lot of thought and effort went into that.
3. The realm of forms
As is hopefully clear from the above, there are a lot of ideas at play in Accelerate, and even more references. Again, the acknowledgments are comprehensive and worth a read, though many of them are catchable as you go (Accelerate confirms my theory that if you ever see someone use the word “preterite”, there is a 75% chance they are winking at Thomas Pynchon, and a 25% chance they are themselves Thomas Pynchon). You’ve got Jacob wrestling the angel, 1990s space-rock band Spiritualized, the Albigensian heresy, and way way more within the fictional conceit of the world – and in the authors notes and acknowledgments, a clear invocation and situation of the piece within (what is at least presented as) a personal history of trauma and reclamation, the Black Lives Matter movement, and more.
If I were to try to sum up the ideological action as compactly as possible (which, to be clear, is probably not a particularly useful or interesting thing to do), it’s the Gnosticism that rises to the top. Accelerate, it seems to me, is about how the material world we inhabit is broken, fallen, and incomplete – and it makes this case convincingly! It posits that this is the result of a betrayal by an evil Archon, and that through personal and societal transcendence we can reclaim our birthright of immanence. And it portrays that redemption happening through often-horrifying violence visited upon often-anonymous people who are complicit in evil through their silence and acquiescence.
This is fair, as far as it goes – within the fictional world, the baddies certainly give better than they get, and épater la bourgeoisie is a hallowed strategy. And it also echoes some of the alleged deeds of the worst of the gnostics, whose revulsion at the fallen nature of the material world led some to commit enormities (at least in the unreliable narration of their orthodox enemies). Still, at a time when catharsis through violence animates so much of our art and, more to the point, our politics… it made me feel bad (the pathetic, mewling cry of the too-subjective critic). To be clear, Accelerate isn’t positing an ethic of brutality – the authors note in particular offers (again, apparently real-world) forgiveness for an awful crime – but I did feel like I sensed some quiet sorting of wheat and tares, of who is given the chance to be redeemed and who is not.
Wrapping up here feels like ending on a sour note, but I hope the author(s) will forgive that. Accelerate certainly wasn’t written for everyone; a large chunk of it worked very well for me, and it’s not too hard to imagine the person for whom it fires on all cylinders. It’s a wonderful, well-conceived and well-executed experience, and one I won’t forget anytime soon.
Oh, I just got (Spoiler - click to show)got why the subtitle’s funny.
Academic Pursuits is a funny, focused game with an assured narrative voice, and while there are no puzzles to speak of, there’s plenty of entertainment to be had fiddling about its one-room setting. The player character has to unpack their boxes after an office move – they’ve just taken a new job at a university – and while the nuts and bolts of the gameplay involves finding small, medium, and large spaces for the small, medium, and large items coming out of the boxes a few at a time, the real engagement comes from peeling back the player character’s backstory and characterization.
This is done in several layers: most prosaically by EXAMINING each item in turn, but there’s also a THINK ABOUT verb implemented which provides some additional context and hints at the player character’s history with the item. You can get further information, and views into the protagonist’s character, depending on where you place the item: you could put the farewell card from your old colleagues in a prominent place on your desk or bookshelf, secreted away in a bottom drawer of your desk, or simply chuck it into the rubbish bin. In each case, you’ll get a response showing you more of the player character’s thought process, and also might make an impact on the mood of your room – there are a few objects that have a rather dour aspect, like a jar of soil where you’re unsuccessfully trying to grow some flowers, and putting too many of them out will lead to your office being described as having a gloomy mood.
There’s a story – or maybe it’s better to say a situation – that emerges from all of this, and it’s fun to piece together this tale of academic rivalry with a twist. It’s fairly simple to get the broad strokes of what’s going on ((Spoiler - click to show)I figured out the protagonist’s deal as soon as I started messing around with the first object, a mug with suspicious dark stains – and yes, the jar of soil isn’t really for flowers), but the relationship between the main character and the Professor has clearly taken some twists and turns that are fun to try to trace through, even if they didn’t all clearly resolve for me. The writing is strong throughout, boasting clean prose with nary a typo to be seen, and a wry, arch tone that’s full of small jokes and double-entendres.
The implementation is similarly solid – though the main action involves juggling multiple items into different containers, with size always being an important factor, objects can be dropped places and swapped fairly easily, with a minimum of parser annoyance. This is important since seeing the end will probably require rejiggering your solution once or twice, as a new object emerging from a late box will often upend your plans. The one niggle I ran into was that uncharacteristically for an Inform game, I couldn’t refer to the “wide shelf” or the “narrow shelf” as simply WIDE or NARROW, which was simple to work around.
My only real disappointment with the game is that I’d hoped for a bit more reactivity from the ending. As far as I can tell, there’s not an optimum solution to the unpacking puzzle that puts every object somewhere, and the tradeoffs you’re forced to make are implied to be reflective of how you’re playing the main character – at least some objects will need to be discarded, and as you put each one in the rubbish bin there’s a small judgment voiced about why the protagonist is doing that and what it says about their character, and the same is true of which objects you choose to display openly and which you hide. Based on that, I’d been expecting that there’d be some summing up of my choices at the end, with a statement about what they all said about my version of the protagonist. But I didn’t notice anything of the sort, just a quick reference to the objects I’d left easily visible that restricted itself to the concrete.
Working out the combinatorial possibilities here I’m sure would be exhausting – my game has a similar, but much simpler, setup in one of its puzzles, and implementing it nearly broke me – though I thought it would have provided a neat bow on the whole experience. But even without that, Academic Pursuits still makes for a lovely game – nothing wrong with focusing on the journey, not the destination, after all.
Conversations are the central part of (s)wordsmyth – hang up, we’re not doing this.
Conversations are the central part of wordsmyth (the s is in parentheses so it’s silent, and besides “word” is a better fit for the themes of the game than “sword”). Where other games might have set-piece battles or a fiendish puzzle, this one is paced around a series of one-on-one or two-on-one (and even a single one-and-a-half-on-one) dialogues between the main character – a swordsperson-in-training seeking vengeance, or at least closure, after the death of their mentor – and those who lie in the path of the journey. Each one requires a different approach, and to pick out the course to a successful resolution from the thicket of options requires empathy and attention to detail. It also requires a large dollop of luck, so you’ll be replaying some of these sequences a lot.
The world is only thinly sketched-in, but it’s clearly a mystical take on an Asian milieu (I’m not familiar enough with the tropes to be able to resolve it with more specificity than that). These tropes, as well as the nature of the character’s quest, set you up to expect the main character to be a warrior-monk, or dedicated swordsman. Refreshingly, though, the focus is on confrontations that must be resolved with social skills, rather than resorting to violence. The backstory here, and the big bad at the end of the path too, don’t stick to the typical notes, and seeing my presuppositions shift as the game went kept me engaged in the fairly standard hero’s-journey narrative. The writing doesn’t try for anything fancy, but is largely solid and typo-free, while succeeding at differentiating the voices of the various characters.
There are two aspects of the way the story is told that undercut my enjoyment of wordsmyth, though. The first is the presentation: the game is set up in visual-novel style, with dialogue delivered sentence by sentence, necessitating a click to advance after each. This is not my favorite format for a game, but in a visual novel the tradeoff is that you get a lot of screen real estate given to the art, which hopefully helps evoke the scene or communicate the mood of a character or what have you. Here, though, there’s no art, so most of the time three quarters of the screen is completely black, and you're staring at a small text box at the bottom (when choices come up, they fill the screen). There’s also no skip-text option that I could find, which made replaying sequences to make different choices a slog.
This is no minor issue because of the second thing: the author says they tried to make a choose-your-own-adventure game, and they certainly succeeded to the extent that there are a LOT of ways to die. You can die by picking the wrong one of two dialogue choices that seem indistinguishable (when confronting a hungry monster, you can ask what it wants to eat, or tell it you can get it anything it desires. One of these allows progress, the other puts you on the menu). You can die by saying you want to go back, when you should say you want to go home. You can die by asking to take your turn hiding after a round of hide and seek. You can even die by going the wrong way a crossroads.
There’s no manual saving, so each death means rewinding to the beginning of the encounter and trying again. Many of these conversations go at least ten options deep, so this can be a long, slow process of trial and error that becomes an exercise in exhausting all the choices rather than trying to engage with what’s happening and weigh the right move. It could be that I just wasn’t paying enough attention, but too often I felt like my ability to progress was arbitrary, and by the time I got to the second half of the game, at least 80% of the choices felt like they had one right option and one or more that led to an instant game over.
This is a shame because there was some fun to be had along the way – I liked meeting the (Spoiler - click to show)ghost child, and some of the fencing with the (Spoiler - click to show)cat spirit, and there are a few neat twists around the final encounter that are clever and sit nicely with the quiet theme of nonviolence that runs throughout. I’m glad I suffered through the punishing gauntlet of choices to get there, but really wish I hadn’t had to.
This is one of only two games in the 2020 Comp with the “educational” genre tag and credit where it’s due, it lives up to the billing. #VanLife is ship’s-biscuit dry, and while I can see the appeal of a rigorous, math-y renewable energy simulator, some implementation wonkiness and punishing difficulty spikes make the experience hard to enjoy.
The setup is a bit odd, but fine as far as things go: you’ve decided to live in a solar-powered van, so have to spend your days balancing power usage, purchasing upgrades for your power-generation system and your appliances, and occasionally posting inspirational quotes to Twitter, while hopefully making enough money from photography and freelance work to repay your #VanLoan. The gameplay is highly regimented: you start each day with social media, then you’re given two or three choices about how to carry out your daily tasks, usually involving some tradeoff between your mood and your batteries: you might need to decide whether the heat the water before doing the dishes, or see your mood decrease as your hands turn blue. Occasionally you get the chance to buy a new tea-kettle or oven. In between decisions, you’re often asked math and physics questions – it felt like 80 percent of them were simple variants on Ohm’s Law, though, so I didn’t find them very interesting, and it was unclear what effect, if any, getting the quiz questions right or wrong had on the game systems.
The implementation definitely feels wobbly. There are numerous typos, including one (“millage” for “mileage”) in the first game passage, followed quickly by a “you’re parents”. The interface is a bit obfuscated, too – I was confused by references in some of the pop-up hits to a side menu, which turns out is concealed under a pink arrow that’s only intermittently visible (it leads to a hideously complex series of menus and shopping options that’s pretty unfriendly, so maybe this is a mixed blessing). And while you can always see your mood and battery levels as a percentage, for the battery that’s not that helpful since you need to know the specific Watt-hours you’ve got in order to make good choices (in most of the decision points, you get told the current and voltage the appliance uses as well as a duration, rather than “running the water heater will use 10% of your battery’s capacity”). And there are flat-out bugs – after I restarted from my first failed run, the game started playing itself, automatically clicking options and shuffling through the choices faster than I could read them (a second reset fixed things, though). Plus the math on the loan repayment seemed off to me – I could only choose to repay a few cents per day, when actually I needed to pony up several orders of magnitude more to stay out of the red.
Compounding the unfriendliness of the game, some decision points are real widowmakers. Typically you’ll face choices that can impact your mood gauge by maybe 10-30%, but there are some that can drain you by almost half the gauge. These mood-killers require huge tradeoffs on the power-management side – having to run fans overnight to stay cool, or keep a laptop on for eight hours of work, seem to impose a ruinous toll on your batteries. And there doesn’t appear to be any rhyme or reason behind when you’ll get socked with one of these spikes, meaning that you can’t even prepare for them by prioritizing mood or power in the run-up. As a result, even playing at the easiest difficulty level, I never made it more than four or five days in.
This is very negative, unfortunately, but that’s an accurate reflection of my time with the game – more focus on making the game parts fun, and a bit more forgiving, would make #VanLife a better pedagogical tool.