(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Let Them Eat Cake lulls you in with a premise that echoes the cozycore vibe of games like Stardew Valley – you’re an apprentice baker tasked with gathering the not-at-all-exotic ingredients to make a cake for a village festival in your new home. The aesthetic is homey as well, with text that unfurls across a background that remind me of my grandma’s old recipe cards, and the portraits of your various neighbors depicted in an appealingly ugly-cute style.
It doesn’t take long for things to curdle, though, since this Twine game isn’t so much folksy as folk horror. The most benign of the villagers is the one who did in her daughter’s fiancé with rat poison; it’s best not to pry into what the farmer’s prizewinning pigs have been eating to make them grow so fat; and the vibes in the mill were so bad I just noped my way out of there before figuring out the exact flavor of wrong that was going on there. It sure seems like your master has got some secrets too, and who knows what really goes on at the festival…
Well, I don’t, I have to admit, since I ran into a bug that saw me stuck in a time loop after bringing the ingredients back to the baker; he told me to make some butter, I did that and poked around the bakery, then the link to gather the ingredients together reset me back to the beginning of the scene, locked into an endless repetition that was horrifying enough but not, I think, what the author intended. Indeed, while the game nails the vibe, it’s in need of some polish beyond just bug-fixing. The prose is evocative, but has lots of typos and is occasionally awkward:
"The farm is run down, as you might begin to wonder that every part of this small, hidden town is. It’s hidden, tucked away so small that it doesn’t register on any of the local maps you’ve seen, but the merchants seem to know where it is."
With that coat of polish, I think this could be a fun, scary game – the contrast between the twee presentation and brutal reality is entertaining, and each of the little vignettes was engaging, with choices that invited me to push my luck (though admittedly the fact that I’d died and restarted a couple times by the time I hit the endless-butter bug, reducing my desire to try the whole thing yet again – since there are so many endings, many of them appearing to be bad ones, enabling undo would probably have been a good idea). So I’ll keep an eye out for a post-Comp release, as I don’t think I’ve yet had my fill.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
In this year's Comp, there’s no author braver than David Gürçay-Morris. “I would like you to directly compare my writing to Joan Didion’s scalpel-sharp prose, please” is a sentence uttered by no sane writer ever, and yet his entry invites the player to do just that. Elvish for Goodbye isn’t just a riff on Didion’s seminal kiss-off to New York City, Goodbye to All That – the author’s note at the end acknowledges a debt to Calvino too, and appropriately enough for elf stuff, there’s some light linguistics as well – but it does take some of its subject matter from the essay, and even redeploys a few specific lines and incidents to its own purposes. Hell, the blurb even uses a quote as its epigram, going out of its way to draw the player’s attention to the Didion connection at the outset rather than take the comparatively-safer option of pointing it out in the afterword! This is foolhardiness taken to the extreme, so while I can’t condone the author’s choices, I can certainly admire the courage on display.
The above could read as though I’m setting up the author for a savaging, trying to buck him up before the evisceration. Nothing could be further from the truth! Elvish for Goodbye is lovely and loving, a literary tribute to a writer who clearly had an impact on the author, and if holding Didion’s model close to mind meant that I was hyperaware of every slightly-inapt metaphor or just-too-long sentence, that’s just the price for taking such a big swing.
(This is maybe an opportune time to say this is another review where I get spoilery. For best results, you should probably play the game – and read or reread the Didion essay – before continuing).
The story of the game is simple. The protagonist, a writer himself, encounters a woman who was among the last to live among the lost city of the elves; she tells him of that city, of the time she spent there, and how that time came to an end (she’s the Didion character, in other words). The protagonist is callow, the writer experienced; he asks questions, she responds. There’s some interactivity – you can pick the place where the two first meet and decide exactly how in-depth you want the protagonist’s questions to be, as well as putting a little bit of English on his reaction to the final revelation of the Elven city’s fate – but this is largely expressive interactivity; it doesn’t seem like the plot or its overall vibe changes much regardless.
I think this was probably the right call – the effectiveness of the game relies very heavily on the mood it conveys as well as the diptych it forms with Didion’s essay, and being able to rewrite the substance or even the sequence of events too broadly would threaten that. Besides, having made my initial choices, I can’t conceive of wanting to go back and make different ones. Indeed, there’s even a passage that underlines this:
"She remarked that one hard lesson of her early years in Wild Idyll had been learning that a tale’s accuracy was far less important than the specificity with which it was told. That those details and particularities, the minutiae of actions and adjectives, were what lodged in our memory, more than a sense of the tale’s 'truth.'"
(Yes, the Elven city is called “Wild Idyll”, an inversion of the Idlewild airport – rechristened JFK after the assassination – where Didion first alights).
The game does a good job with this specificity. Here’s the protagonist reflecting, as a spoken-word performance comes to a close, on the fact that the image he’d formed of the Didion-analogue from her writing and recordings was some ways distant from her reality as a person:
"Of course I didn’t know that at the time, couldn’t have known it, not until after the desultory applause that greeted the show’s end as idol-smashing houselights flickered to full."
This extends to the descriptions of the city, too:
"Oh, those trees! Never before had I seen trees like those of the Idyll: soaring to heaven, their leafy crowns a crystal mosaic sky of greens aglow in golden light, backed in sapphire. These towers of living wood sheltered the great city of Elvenkind. Their immense verticality and spreading canopy formed living caverns in which districts and neighborhoods, each centered about a verdant plaza, were strung together by the grassy esplanades and riverbed boulevards that meandered through the city’s glens and dells."
The writing isn’t quite as clean when it shifts into narrative mode, though. As it turns out, the city was lost because one day, the Elves up and left. Here’s the moment where that’s revealed:
“When Wild Idyll disappeared, those of us left behind–the non-elvenkind of the city–well, I think we half-thought the whole blessed city had blown away! There had been a storm the night before, and while the rain was gone by dawn, a wind had persisted in blowing across the city all morning. For an insane instant the idea that the wind had just picked up the city and carried it away truly seemed like the most reasonable explanation for the Idyll’s sudden absence. We were, after all, always comparing it to a fleet of sails, a field of flags, or a flock of kites.”
There are good images here, but the hesitation of “half-thought”, the adjectivitis and adverbitis of the third sentence, undercut their power. Again, this isn’t anything that I’d normally harp on, but I can’t picture the real Joan Didion saying, much less writing, sentences like these.
Another departure from Didion, this one I think intentional, is that where her essay dwells on the social world she encountered in New York, and the shifting impact that society has on her psychological well-being, the game largely ignores such considerations in favor of an extended riff on Elvish linguistics. We’re told that there are hundreds, if not a thousand, different words the Elves use for goodbye, depending on who’s doing the leaving, their relative social rank, the emotional tenor of the present encounter, and on and on and on. This maybe gets a little tedious – you’re given an option to have the protagonist cut some of the exposition short, blessedly – but it’s all in service of the reveal that there’s one last, most important and permanent word for goodbye (were I tempted to cross-pollinate LA literary icons, I suppose I could label it the Big Goodbye):
"This last ‘goodbye’ was a great equalizer–if such can be said of a word–because it existed in only one form, with total disregard for rank or relation, for being the one leaving or the one left behind. It could be literally translated as ‘goodbye to everything, forever’; or more poetically as ‘goodbye to…all that.’” She made a gesture with her hands which simultaneously took in the world around us, and shooed it all away."
That’s a good punch-line, and reconnection with Didion, but a groaner nonetheless, and exemplifies as well as anything else the tightrope the game has to walk: hew too closely to the original essay, and you risk just saying stuff she said earlier and better, or take it as a point of departure and risk the cognitive dissonance of doing non-Didion stuff in your Didion homage. And I admit that while by this point I felt like the game was doing about as well striking that balance as could be expected, I wasn’t sure the game was worth the candle. My mind was changed by the final few sequences, though. After the elves leave, the woman and her compatriots ruminate on their sudden departure means – apologies for one last lengthy quote:
“I find it much harder to see when things end. Even though I know the truth of this with respect to the small, everyday endings, some very human part of me remains convinced that when it comes to the grand things, those events which define a generation or an entire people for generations to come: those moments, surely, must tower before us, clear to see! … I understood, in that moment when I knew what the missing word for ‘goodbye’ must be, that this was exactly the opposite of the truth: the ending of a whole world is, in fact, the hardest thing to see… The specificity of beginnings always eclipse the tattered endings carpeting the ground of its arrival.”
This is compelling in its own right – to take one potential application among many, I feel like anyone who’s had a serious breakup or gotten divorced would recognize something true in that passage – and it also completes a thought Didion left hanging in her essay; “it is easy to see the beginnings of things, and harder to see the ends” is the opening of Goodbye to All That, and she circles back around to having missed the ending of her love affair with New York by the close of the essay, but simply leaps to her newfound sense of disgust at the things that used to delight her without reflecting on what could have changed and why she missed noticing the shift.
Elvish for Goodbye also has a more regenerative approach to what to make of such endings. The very close of Didion’s essay reads to me like sour grapes; she talks about how the last time she was in New York, everyone was “ill and tired” or had moved away, unconvincingly counterposing this with her idealized moonlit, jasmine-scented Los Angeles life – or maybe I’m projecting, as someone who grew up in the New York burbs and passed a good portion of my twenties in the city, but is still reconciling himself to living in LA despite the fact that I’ve been doing it for fifteen years! But in the game, the city of the elves that passed away is the same as the human city that the protagonist now inhabits, completely different yet completely the same – which feels to me like a more plausible account of the way change and continuity intertwine in the wake of great upheavals, which can make you feel like an exile when you’ve only walked a few steps, or feel like you’ve returned home when you travel thousands of miles to a place you’ve never been.
It takes a little while to get there, but ultimately Elvish for Goodbye transcends being a mere Didion pastiche, and winds up in dialogue with her essay without suffering unduly from the juxtaposition – a neat trick to manage! Indeed, there’s a way in which its vision has the last laugh, for despite the emphatic never-going-back-there tone of Goodbye to All That, some twenty years after writing it Didion did return to New York, and stayed there for the closing decades of her life. The game prompts us to ask, did she come back to the city, or did she find one anew? And what language could she use to describe this combined valediction and salutation? Elvish for Goodbye suggests an answer, though it doesn’t tell us how to pronounce it.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Props to Who Shot Gum E. Bear? – it commits to the bit. In this absurdist detective-noir parody, you’re the one honest private dick (or Jane, actually) in a spun-sugar city where the candy-bar cast are as crooked as they are sweet, determined to crack the case of who offed the eponymous pop-rock-snorting bear. Your tools are a set of standard parser verbs, a willingness to poke your nose where it doesn’t belong (if you have a nose? X ME just says you’re “a street-smart broad with a hard sugar shell but a soft centre”, so like the green M&M maybe?), and the ability to ACCUSE any character of the crime (er, plus the bonus ability to UNDO if you happen to guess wrong).
It’d be easy for the film-noir business to overtake the parodic elements until they were just a layer of surrealism sprinkled lightly over a stale procedural plot, like so much powdered sugar. Bu the writing never lets you forget, in ways both PG and not. Here’s what you see when you peruse the wares at an, uh, adult bookshop:
"You’re never going to look at lollipops the same way again."
Eek.
There are some light puzzles to solve along the way, allowing you to access some locked areas on the small map, and opening up more people/treats to interrogate using a fairly robustly-implemented ASK/TELL ABOUT system. But lawnmowering your way through these will largely just rule out suspects and resolve ancillary mysteries. Success requires the player, not the protagonist, to make a realization, and if you don’t pay attention to the confectionary nature of your surroundings, your victim, and your suspect, you’ll never crack the case, which relies on the player being a careful, and clever, observer of events (or, again, trial-and-error via the UNDO function, not that I would know anything about that).
This gimmick wound up being my favorite part of the design, helping integrate the comedy with the gameplay. Who Shot Gum E. Bear is still rather slight; depending on how deep you want to get into everybody’s dialogue options before you figure out the answer/start spamming the ACCUSE command, you’re looking at ten or twenty minutes, and the mystery is as thin as the central-casting characters – the mob boss Don Toberlone, the tough-as-nails Jawbreaker, the femme fatale Candy Kane. But it’s amusing and clever, so I’m quite confident pronouncing it the best sweets-based murder-mystery of this or any Comp.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
The randomizer continues to send me games that rhyme; You May Not Escape!, much like One Final Pitbull Song, communicates what it’s like to live a marginalized existence through a combination of satire and allegory. This one’s a parser game, though, and cleverly expresses its themes through a slight recontextualization of typical parser gameplay element (in keeping with parser tradition, it’s a lonelier experience too, lacking the found-family gaggle of OFPS). While the ending didn’t fully land for me, and I think the game maybe errs a little too much towards abstraction, it’s still a neat marriage of narrative and crossword, with clean implementation that’s especially impressive for what I think is the author’s first parser game.
Now that I’ve said all that, this is a maze game. Wait, come back! Yes, 90% of the gameplay is wandering around a big, nearly-empty maze, and if you’re allergic to that sort of thing you probably won’t enjoy yourself here (I have to confess, it’s not my personal favorite). But that’s integral to the premise of the game: you’ve been chosen, through a process whose exact operation isn’t clear but which is clearly deeply unfair, to be thrown into a maze. There is an exit, you’re assured by the representative who greets you upon your entry, but it may or may not be unlocked. Still, there’s nothing for it but to try.
This is clearly a bone-dry premise, but it’s not too hard to suss out what it’s in service of. When you ask the representative why you’ve been picked for the maze, he’s a bit shift, but admits “[i]t could be based on any number of factors. Your body, your mind, your home, your clothes – any of these could make you eligible.” As you explore the maze, you come across screens where outside observers seem to be commenting on your situation, sometimes offering not-very-helpful advice, sometimes sending thoughts and prayers, and sometimes vituperatively wishing for bad things to happen to you. And one of the points of interest in the labyrinth is a graveyard with four tombstones – one’s being readied for you, making clear the graves are for those who never escape the maze, while the others appear to be victims of right-wing politics (as best I can make out, there’s a trans woman, a woman who died because she wasn’t able to get an abortion, and some people who were killed by a fire in a gay bar).
It doesn’t take much deductive reasoning to understand that the game is articulating something about what it feels like to face explicit discrimination and hatred, and the implicit challenges of living in a world not designed for you, with the metaphor being sufficiently supple to accommodate several different angles on the idea. It makes sense, then, that navigating your way through the landscape should be difficult, confusing, and fairly depressing. Thus it’s no surprise that exploration is unpleasant: there are lots of twists and turns, with few landmarks and many locations that look exactly the same. Moreover, it quickly begins to rain, soaking you and making the dirty-floored maze muddy as all get-out. And – shocker of shockers – when you get to the exit, it turns out it is indeed locked.
Or at least it was in my game – for the maze is procedurally generated. This is another nice thematic twist, since of course while many marginalized folks face similar barriers, their experiences and circumstances are each unique, and as far as I could tell it worked completely smoothly in my game, which is an impressive bit of coding. So the metaphorical resonance takes some of the sting out of the exhausting gameplay, and the author also provides some support for the maze-averse player through use of an exit-listing status bar that highlights places you haven’t been yet (the ABOUT text also recommends mapping, which would make things much easier – I didn’t, to my regret).
Escape isn’t too difficult, though I’m embarrassed to admit it took me longer than it should have since I failed to notice an important detail (in my defense, there are a lot of random events and atmospheric text that fires, meaning my eyes were starting to skip over some of the words by halfway through). But there are also a few optional puzzles that help flesh out the experience and deepen the metaphor. Many of them are pretty intuitive things you’re likely to try anyway, but once again, the author’s provided some assistance in the form of a STATS command that tracks your progress.
All told I found You May Not Escape a smart, well-designed experience. Personally it was more intellectually than emotionally engaging, since the allegory is fairly dry – I got a deep sense of the protagonist’s discomfort, but since the protagonist isn’t characterized in any real way, and there are no other people that they have a relationship with, their suffering isn’t especially barbed. But I think that’s a reasonable authorial choice, and in some way may be a comment on the stereotypical right brain/left brain split between choice-based and parser games (increasingly inaccurate as the division of IF into those two houses is becoming).
As flagged above, the other thing that didn’t fully work for me is the ending, and what it seems to be saying – but to explain this, I’ll have to back up to the beginning. So the person who meets you upon your entry into the maze is one John Everyman, who says he’s there to answer your questions and advocate for you with the people outside to eventually make your lot in life slightly easier. He’s not especially helpful or sympathetic though, growing truculent through the course of your conversation and eventually berating you for “alienat[ing] your potential allies.” Similarly, among the social-media-style messages you’re bombarded with along the way, is this one “Have you considered voting? If we get more of a majority in six months, maybe we can demolish a few of the hallways.” Suffice to say the game seems intensely skeptical of political solutions to the problems it allegorizes.
So if politics and voting aren’t the answer, what is? Here I’ll shift over to spoiler territory.
(Spoiler - click to show)When you get to the gate, you’ll see that it boasts an inscription: “AND IN THE END, THEY FOUND THEMSELVES RETURNED TO THE BEGINNING.” And sure enough, if you wend your way back through the maze, you find that Everyman has skedaddled, but also that there’s now a sledgehammer waiting for you, with which you can simply batter down the gate. As with most metaphors, this is subject to several readings, but one of the most straightforward is that it’s about returning to oneself, gathering one’s strength, and then simply refusing to be bound by the limits society imposes.
That’s an empowering enough message, but also kind of unrealistic and maybe in its own way not dissimilar to some of the annoying “just try harder” messages you seem ticking across the screens? I’m probably biased because my day job involves public policy, but at least in American society it sure does seem to me that there are a whole host of places where the lives of the most vulnerable can be meaningfully improved – maybe even only be meaningfully improved, at least for now – by voting, gathering coalitions of friends who can sometimes be kinda flaky, and at least starting out by making awful things like 15% less awful, in order to get to the place where true transformative change becomes possible. This is not a very inspiring view of the world, I admit! And far be it from me to lecture folks far more directly impacted by oppression on what their strategy for social change should look like, much less how they express themselves through art. But it seems to me this alternative has something to offer folks who can’t find a sledgehammer inside themselves, or find that in battering against the walls that surround them, they’re the ones who start to give.
Okay, back from spoiler-town. I’ll wrap up by saying that just because I didn’t find the game’s suggested resolution of the dilemmas it raises especially compelling, that didn’t undercut the effectiveness with which it poses said dilemmas. You May Not Escape is a smart game that knows how to weave its themes into its gameplay and its themes into its gameplay, which is a rare thing and well worth celebrating.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Okay, this is getting spooky – I’ve had a bunch of similar games come up one after another in the order the Comp’s randomizer handed me, and this time the points of overlap are really uncanny. Remember how in Chase the Sun, the protagonist was a runaway bride, gay but on the cusp of marrying a guy due to family and social pressures, escaping by driving westward, and still wearing her wedding dress? Yeah, new bottle, same wine. You can even get to an early bad ending via a car crash, albeit this time it’s more clearly signposted because what do you think is going to happen if you choose the option that has you nod off while driving? But I gotta ask, did I like miss a TV show or something that’s providing a common jumping-off point here, or is it just a creepy coincidence?
There are some differences, of course. Most notably, instead of the lush forests of western Pennsylvania, here you’re driving through the sun-baked desert at the Colorado-Arizona border, which is obviously less lovely but just as pregnant with metaphor. Less positively, the prose is more inconsistent. Some passages boast a solid, albeit adjective-heavy, invocation of mood:
"It’s sandstone, dust, and dirt everywhere you look, wind-worn and desolate. Large dust clouds rise up, making the sky a grimy blue."
Other times, though, the author seems to get overpowered by their own metaphors:
"You’re on U.S. Route 160, a massive stretch of concrete spanning east to west with almost nothing in between. You could say it’s like a head without a brain – everything’s just swimming in the middle, floating in and out."
I can’t picture how that’s meant to work, and even if I could, it’s even harder to picture what the image is supposed to add to the first sentence.
There are also some typos that make me wonder whether the game was partially written with text-recognition software – “tool” for “tulle”, “ultraviolence” for “ultraviolet” – as well as too-quickly-vanishing timed text, that make the reading process a little sloppy (there’s also mention of an advertisement prompting you to “call 1-800-JESUS for absolution”, which put my down a Wikipedia rabbit hole to see when the US moved to seven-digit phone numbers within area codes – a long time ago, as it turns out).
This inconsistency characterizes the substance of the story, too. While there are at least three endings you can obtain, they’re all varying flavors of tragic, with the differences between them largely coming down to titrating the balance between fleeing your past and confronting it. The protagonist has more than her share of trauma she’s working through, and while I’m sure this is sadly realistic enough and reflects many folks’ experience, as artistically rendered, it falls a little flat. Her mother is a two-dimensionally abusive presence, while her fiancé is a domineering, reactionary preacher who seems entirely motivated by wanting to make the protagonist’s life terrible by marrying her, without a clear view of what he thinks he’s going to get out of the equation. I’m more than willing to accept that such people exist – I mean, look around – but as literary creations, these two aren’t up to much, and similarly, the protagonist’s angst, while dialed to 11, lacks much heft.
The flip side is that the protagonist’s lover is completely amazing, but here at least there’s some specificity of description:
Featherlight thumb brushes away crystalline tears.
Her eyes are stardust.
Galaxies threaded through the freckles across her nose.
A black hole in the scar on her upper lip.
The imagery is familiar and overwrought, but in a romance that’s forgivable, and there’s something affecting in the giddy, cosmically-abnegating delight the protagonist takes in a flaw as small as her lover’s scar.
The other difference with Chasing the Sun is that where that game ended, at least in my last playthrough, in a moment of connection, U.S. Route 160 seems to lead to the pain of final separation no matter what you choose. This is a reasonable storytelling choice in the abstract, but it’s one I found dissatisfying here; since the game portrays negative emotions with less verve than the positive ones, wallowing in sorrow means engaging with the weaker, more cliched parts of the writing, and most of the endings didn’t seem especially cathartic to me, with over-the-top violence sometimes deployed to make up for a lack of emotional heft.
I can understand the impulse to write downbeat narratives; with so many messages of positivity beaming at us through every channel, it can be empowering to reject all that and explore the possibility that it won’t all work out in the end, and posit that both fleeing from evil and confronting it are doomed to fail with the choice largely just a matter of aesthetics. But for that approach to produce an effective story, the darkness needs to be more compelling than the light, like Milton’s Satan showing up his Godhead; unfortunately for U.S. Route 160, here the reverse is true.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There’s this episode of The Office where Michael needs to fire somebody – appropriately enough on Halloween, when I’m this review. Given his general irresolution, his pathological desire to be liked by everyone, and the extra hurdle that it takes to psych yourself up to firing somebody wearing a vampire costume, he hems and haws all day, having weird hesitant interactions where he sort of starts to fire the person then backs down, drawing it out in a way that winds up being way more painful, both for him and the firee, than if he’d just been able to do the thing. In the middle of this can’t-look-away trainwreck, there’s an interview clip with him where he says “I went hunting once. I shot a deer in the leg – had to finish it off with a shovel. It took about an hour. Why do you ask?”
(When searching out the exact wording of that quote, I found a dispiritingly large number of like Reddit threads where people were in fact asking where this question came from and what it has to do with the rest of the episode. Sigh).
For all that this may be a good guide to what termination of employment looks like, I think it works as well if not better when it comes to breaking up with a partner. Oh sure, you’ll roleplay it out in your head and talk it over with loved ones, and commit to doing it quickly and cleanly. But then they’ll ask a question or you’ll feel weird about how you’re ending things, so you’ll keep talking to try to explain or justify or empathize, and before you know it, you’re forty-five minutes in, there’s blood everywhere, and you just keep bringing that shovel down over and over and over again, despite the twin realizations that a) it doesn’t seem to be doing what you need it to, and b) there’s nothing else you could possibly do except keep on going.
At its best, i wish you were dead captures this slow-motion car-crash through fumbling, authentically-painful dialogue that’s general enough to be near universally resonant. It starts in medias res, with the protagonist in the middle of explaining to their girlfriend why they need to separate. The player starts out as much in the dark as the partner, with only hints at backstory and context showing up in the corners of what each partner says – apparently there was a previous breakup and reconciliation, a question of whether the protagonist has actually been forgiven for some earlier transgression. At every juncture, you have a choice of dialogue options, some of which try to cut things off and simply end the breakup, others that try to respond to your partner’s questions or provide a better sense of why you’re doing this – and despite the obvious understanding that you should just end this horrible, no-good interaction for both of your sakes, inevitably the player winds up gravitating to the choices that keep it going. It’s a lovely marriage of in-game and out-of-game motivations – after all, we want to know more of the story, and doesn’t the partner deserve to know the truth? – and it communicates the queasily squirming horror of this awful situation as well as anything else in IF.
At its worst, i wish you were dead makes you pull up Twitter (RIP) while you wait for literal minutes of timed text to unspool, as though forcing you to hang on each um and ah will somehow make the dialogue feel more realistic, and then buries the strongly-written conversation in histrionic stage directions:
"She turns her gaze to my hands, which fingerprints are tightly against the wood of the table. I can feel the despondency of her eyes, slowly blinking as she nibbles on the inside of her cheeks. She shifts her weight and she crosses her legs, the same position she adopts when she rests her right calf on the seat under her left leg."
Look, we’ve all done this sort of thing as novice writers, feeling like we can’t just run the dialogue on without checking in on what’s physically happening in the room. But we can! This would be 5x more powerful as “She looks at my hands and shifts her weight,” and 10x more powerful as literally nothing.
This dichotomy unfortunately extends to some of the details that get slowly revealed about the doomed relationship being dissected. There’s a canny reversal of sympathies that plays out over the course of the conversation, as you begin to put together the pieces of what’s going on and understand that the protagonist’s motives, and previous behavior, are not wholly blameless and this isn’t the altruistic we-need-to-break-up-for-your-own-good situation they start out presenting it as. That’s a neat narrative dynamic, but I personally found the game overcorrected, and by the end I felt like the protagonist was a profoundly toxic, un-self-aware person to an extent that significantly reduced my investment in the relationship (Spoiler - click to show)(you appear to be terminally insecure and broke up with your actor girlfriend the first time because she went to a cast party; you’re now freaking out because she’s texting with a friend, though admittedly one she might have feelings for). Different players might have different tolerance for these kinds of things, admittedly, but this is another place where I feel like a more grounded, low-drama approach would have been more effective.
Still, when it works it really works – and it did make me bark a stunned laugh of disbelief at something that ultimately wound up as a headfake, albeit it still makes me giggle (Spoiler - click to show)(at around the one-third mark, as you work up the nerve to ask about the person you’re worried has displaced you in your intended’s affections, you blurt out “who’s Link?” and I thought, holy shit, this is a close-perspective melodrama about Gannon feeling two-timed by Zelda, that’s amazing. It isn’t, but wow now I want that game). Ironically, I might have had the best possible experience with i wish you were dead if I’d just brought it to an early conclusion, picking dialogue options that steered the conversation to an ending without revealing too much about how awful the protagonist is, or giving so much space for the bad writing to overcome the good parts. But human nature is human nature, so what was I to do but bring that shovel up for another heart-not-fully-in-it thwack…
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
This is the last of the Texture games in the Comp, and I have to say, up until now part of me has been playing these games thinking to myself “wouldn’t this have worked better in Twine instead?” the whole time. I’m hopefully not too narrow-minded about platforms, but much of the time, I feel like the games haven’t done much with the unique aspects of Texture – like exploiting the built in “verb”/”noun” functionality the interface enables, instead of just allowing one or two choices per passage that would work better as simple Twine-style links – while suffering from the somewhat awkward way the drag-and-drop thing works on a touchscreen, or the way the lack of a scrolling feature means text shrinks as passages get longer. Finally, though, here’s one that takes advantages of the affordances!
The whole of To Persist/Exist/Endure, Press 1 is played via a telephone interface, as a depressed protagonist navigates an interminable, hostile phone tree in search of a flicker of hope. This is another of those short games that eschews plot or characters in order to focus on presenting an allegory for what it’s like to experience a mental health challenge – like Nose Bleed, which I reviewed earlier – and I think this one works. For one thing, the slight irritation of trying to drag the “press” button onto the small numbers representing the different options fits the mood of frustration to a T, and the juxtaposition of these “press” options with the constantly-available hang-up option reflects the omnipresent temptation to just stop trying in the face of so many barriers.
Your exploration of the various options turns up surprises, too, so while the game is basically one-note, it doesn’t feel monotonous. You have an option to switch languages to Polish, for example, which rewrites many of the possible choices into that consonant-heavy language; similarly, the organization you’re on hold with is the Agency of Neverending Happiness and Clearing Out Monsters From Under Your Bed, and fruitlessly attempting to chase down information related to the second part of that mandate was entertaining. You can try to speak with an operator – but of course no one ever answers, you’re just stuck listening to the same annoying musical-hold tune over and over, until it starts to drive you mad. Or you can leave a voicemail, but the system never seems to understand your message.
These are all about how hard it is to escape from depression, of course: you try to reach out, but it feels like there’s nobody there for you, or they’re talking a foreign language. And if you do get someone to listen, you can’t explain yourself in a way that will make them understand (plus, despite how it might sometimes feel, you can’t find a monster to blame; it’s just you, and your broken brain-chemistry). The allegory isn’t especially subtle, but each bit of the phone tree is fleet enough not to outstay its welcome, and none of them are trying too hard to be coy, so overall it worked for me.
What worked less well was the endings – or basically ending, since in all of them the protagonist finally has to hang up, defeated, reflecting that despite all their efforts “everything is the same as it was. And everything is as sad as it’s always been.” Having there be no escape or positive solution is a valid, albeit downbeat choice, but since the game is entirely focused on the phone call and doesn’t set up the protagonist’s negative feelings outside of having to deal with the frustrating stuff they’re hearing on the line, I experienced a mismatch between their feelings and my own – hanging up felt like a relief to me since I didn’t have any context for the baseline unpleasant existence the protagonist must be living.
I think the game would have been stronger if it had laid more of this groundwork, but at the same time, it might have diluted the purity of the concept. Anyway if the worst thing I can say of a game that takes five or ten minutes to play is that while what it did was good, I wanted it to do some additional stuff too, well, that probably means it’s a success, even if there’s space for deeper explorations of the premise.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
These days it’s easy to take a look around and feel like the world is pretty bleak. Sure, it’s perhaps the case that throughout human history the world has generally looked pretty bleak, and it’s just because of the semi-recent memory of the 90s, when the Cold War was over but we were still close enough to World War II that Nazis knew they had to keep it in their pants instead of whining about cancel culture, that we in the west have an expectation that things should be basically okay. Regardless, what with an on-and-off pandemic, a land war in Europe, rising inflation, raging inequality, the global rise of an anti-democratic right, oh yeah and the marching inevitable catastrophe of climate change, it’s understandable that folks get depressed at where we’re at. And compared to where I live in the US, this is maybe especially the case right now in the post-Brexit, post let’s-crash-the-bond-market-by-being-supply-side-morons UK, where Glimmer is set.
This short choice-based game tracks a simple down-and-up arc. On the front end, you’re confronted with a well-written, linear series of shocks and shames, each of which pushes the protagonist – and the player, as their proxy – into an act of forced renunciation:
"On the bus home the next day, you pick up an abandoned newspaper. It’s filled with stories of war, poverty, and environmental destruction.
"You stop reading the news.
"Your manager calls you into a meeting. She’s been asked to make cut backs. There’s a genuine sadness in her eyes.
"You stop going to work."
It all ends with you huddled under a duvet because you’ve had to turn off the heat, disconnecting from your loved ones since they’re all just enacting different versions of the fear that’s paralyzed you, and giving up the last thing there is to give: “you stop caring.” From there, though, a friend visits, bringing tea and biscuits, and choices start to open up as you begin to consider that maybe life can be something other than a monotonic decline.
That’s all there is to it – this is a game you can blaze through in five minutes. And even when you reach the part with options, it’s still quite linear, as you end up in the same place, with almost exactly the same plot beats, regardless of what you pick. I found this did undercut the impact of the story on me, I have to admit, and I wished there was a little more detail, a little more specificity, to help the conclusion land with a bit more force (the friend isn’t given a gender, much less a name). With that said, I can’t fault the message Glimmer ultimately conveys, and overall I did find the game effective, albeit more so the first half than the second. That’s no surprise, I suppose – I suspect it’s easier to convey a slide into depression than communicate an authentic path out of it, especially these days.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I also beta tested this game, though I did replay it in its final form).
There are always a few odd ducks in any IF competition or festival, and Dorian Passer’s Cost of Living was a whole flock of ‘em in one in this summer’s ParserComp; using a bespoke system that required the user to type single words to fill out an ongoing dialogue between two characters discussing a public-domain sci-fi story – don’t call it MadLibs! – it occasioned some controversy, being disqualified as being IF but not really an example of a parser game, then kinda-sorta-unofficially reinstated after discussion, with the author posting some detailed notes relating the thinking behind the so-called “stateful narration” approach he’s taking and kicking off much discussion in reviews and on this forum.
This time, we’ve once again got an original story juxtaposed against a text written by someone else – here a Chekhov short story, making The Lottery Ticket a competitive runner-up to Elvish for Goodbye in the I-am-going-to-hubristically-invite-comparison-to-a-badass-writer side-comp – but rather than a peanut gallery directly commenting on the story, here what connects the two narrative strands is a bit of thematic irony: the Chekhov story is a compact fable about a man driven to selfish misanthropy by the possibility that his wife might have won a fortune, while the frame story involves a near-future office worker killing time and texting with her roommates while similarly awaiting the outcome of a lotto drawing –
– sorry, I am informed that a group of ducks is not typically called a flock; instead they can be a raft, a team, a paddling, a skein, a badling, a plump, or a brace. I regret the error but honestly, look at all those synonyms, I feel like the ducks have to shoulder their share of the blame here too.
That’s not just a bit – I’m flagging the ridiculous fecundity of the English language to highlight the potential of the sentiment-analysis approach to player input the game takes. Whereas in a traditional parser game, the game only recognizes a few standard bits of vocabulary, plus whatever else the author has laboriously taught the engine to understand, and in a choice-based game your options are constrained to picking whatever’s been programmed in, in theory a player could type nearly any English word into the input boxes offered by the Lottery Ticket and see a reasonable response.
In practice, the design doesn’t fully take full advantage of this flexibility, I think because Passer is trying to walk before he runs. While I found the frame story engaging as a work of fiction, it’s a bit thinner when it comes to interactivity. There are only four places where the player is asked for input, and the results appear to be fairly binary – half allow the player to express whether or not the protagonist attempts to play down her anxiety about the lottery’s outcome with her roommates, while the other half are about matters of taste (being bored by a roommate’s cooking, preferring light or dark coffee) that are essentially aesthetic.
Passer’s written about wanting to deemphasize players’ expectations of agency in terms of changing the plot, since that’s a promise no author can ever fully deliver, in terms of creating so-called “narrational agency” – the idea, as I understand it, is that the player doesn’t alter what happens in the story, but how the story is told. And that’s a fine theory; I don’t mind that these choices aren’t narratively impactful – expressive choice works fine, after all – but they perhaps feel too simple, too reducible to a coin flip, even if that overly facile take ignores what’s actually happening behind the scenes, and even blows past how impactful even these simple choices are. Like, it makes a big difference to our understanding of the story if the protagonist is honest with her friends or if she feels she needs to hide her nervousness from them, especially since she’s said she’ll split any potential winnings with them! Imagine a version of Gatsby where he levels with Nick about how he actually made his money, rather than flashing a fake medal from Montenegro – it’s not at all the same story.
While recognizing this, it’s hard for me to fully let go of the expectations I’ve built up from many many years of playing more traditional pieces of IF – these kinds of toggles just don’t bring the fireworks when other games engage the player in more visceral ways. Still, this seems like a surmountable problem; I’m intrigued by the idea that the engine here could add a second dimension, so that each word’s input wouldn’t be assessed on a single continuum but on two at the same time, or possibly adding granularity so that instead of a positive/negative switch, the system clearly recognized degrees as well… And what’s promising is that the system, because it just relies on an algorithmic assessment of words, could be infinitely malleable, rather than relying on bespoke simulations of particular physical situations or pre-chosen options for its ability to be responsive. This “narrational agency” approach doesn’t have its killer app yet, but The Lottery Ticket is definitely moving things ahead, and I’m looking forward to seeing what might come next.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
In a forum conversation about Lucid, I mentioned that I’ve run across other entries in the “short, surreal, dark” subgenre of choice-based games and found them too personal, or at least too idiosyncratic to the author’s specific preoccupations, to be very engaging. I must have jinxed myself, because just a few entries later, here we are with a stylish, moody game with some attention-getting writing that feels too solipsistic for me to enjoy.
Death by Lightning is presented via a Game Boy aesthetic, with a single static grayscale image that I think is meant to depict a cabin in the Alps; there’s a subwindow with scrolling, pixelated text, and every once in a while you’re presented with two low-context options to choose between. It makes for a stark, tense experience, which is underlined by the first sequence: after an epigrammatic quote, the player is told that “you are a man being sexually penetrated in a hut in the alps.” That is certainly a uh grabby opening, though at least it’s quickly established that this is a consensual encounter. The dynamics are complicated when you learn that it’s your task to distract your partner and keep him in this cabin while some other, undescribed event happens, leading up to your first choice – whether to try to persuade him to stay, or sneak out to sabotage the car. I played through twice: in the first, I opted for persuasion, leading to a branch where I resorted to increasingly-pathetic emotional blackmail before suggesting a sightseeing trip to Rome, at which point the game ended in a form of dissociation, feeling like a tourist in my own mind; then I went back and tried to rip out the car’s wires, but was surprised by wolves and drove up into the mountains, abandoning my lover but I think eventually succumbing to frostbite and drifting into incoherence.
I could construct various theories of what the game is “about” or what it’s trying to say – I suspect the title and epigram [FN1] point to not to literal death, but to ego-death and the possibility of enlightenment through a surrender or submission that negates one’s preconceptions about what enlightenment, or love, or fulfillment, look like, daring blasphemy (typically punished via death by lightning) to attain something higher – which might create some common ground between the wildly varying narratives and thematics in the two branches I explored – but as a text, Death by Lightning doesn’t feel to me like it provides sufficient scaffolding to be confident in the exercise; it’d be not so much extracting Deep Hidden Meaning, but inventing Cosmic BS, as we used to say in my high school English classes.
I will say that there are some sentences here I really liked:
He opens a window and the wind howls hexes. “Christ”, he scans the mountain anxiously.
And the bit towards the end of the first ending I got, the tourist one, talked about “becoming abstract to yourself”, which feels like a metaphor that has something to it. But again, these images never feel like they’re rooted to anything solid in terms of character or theme or narrative, so they fail to make much impression. And some of the writing in the second branch I explored is just not very good – after a series of near-syllogisms about God, the sublime, the erotic, etc., I got this:
Hyper-spiritualism is co-morbid with the path through it.
If I could decode the specialized vocabulary the author is deploying here I might be able to extract some larger meaning from that sentence, but as is it’s pretty clunky.
I’m not averse to doing some work to find value in a piece of writing – and I don’t just mean like Joyce or the accepted dead-white-guy canon, that applies to IF too, Queenlash and Manifest No are some of my favorite games of the last couple of years! But most good difficult writing, in my experience, wants to be read, and is written that way because that’s the only way that particular work could be written. I get the sense that Death by Lightning could only have been written this way, but I’m not convinced about the first part; I think it’s very meaningful to the author, but I suspect they were more focused on that than on making it meaningful to players.
FN1: atypically for me, I couldn’t find a way to crowbar an unrelated personal anecdote into this review, but I actually have one about the poem that opens the game! I’ve read it before, in a collection called Japanese Death Poems that compiles what are called jisei, or poems written in the last moments of the author’s life. The book was a Christmas gift from an ex-girlfriend of mine; I returned the favor by getting her a volume of Sylvia Plath’s poems.
Despite what you might think, we weren’t yet exes at the time we exchanged these deeply seasonally-inappropriate gifts, though unsurprisingly the relationship didn’t last through to March.