Reviews by Mike Russo

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Star Tripper, by Sam Ursu
2 of 2 people found the following review helpful:
A slow-paced space trading sim with a well-written intro, January 8, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. Star Tripper was an entry in that Comp, but was withdrawn by the author midway through)

After playing a bunch of games in a row that required a fair bit of unpacking, can I confess that it felt nice to sink into one that’s content to be just a game, and a fairly low-key one at that? Don’t get me wrong, Star Tripper has a lot going on – it’s a space trading sim a la Elite or Privateer, with dozens of planets and starbases, a host of commodities with varying levels of supply and demand depending on how developed a world is, an ore mining minigame, as well as an overarching plot, all smoothly implemented in ChoiceScript. But it’s fairly slow-paced, quite content to let you tootle around the galaxy buying low and selling high, and despite intermittently-threatening events like losing half your fuel when you need to make an emergency jump away from a black hole or space cops fining you for your forged ship registration, mostly it’s an exercise in slowly watching your number of credits tick upwards.

I don’t in any way mean this as a criticism. There’s this game design framework called MDA that’s gained some currency among tabletop gamers over the last decade or two which breaks down the reasons players engage with a game into a list of different “aesthetics” – this includes predictable stuff like narrative, discovery, challenge, and expression, which are all intuitively applicable to the IF context. But last on the list is one called “abnegation”, which is all about the joy of shutting off your brain and enjoying the sensation of progress without too many demands being placed upon you. Hardcore people often bristle when this comes up, but in my experience abnegation has a lot to recommend it in the right time and place – when I was in law school and spending a lot of time cramming information into my head, for example, I often spent an hour or so in the evening listening to Mountain Goats bootlegs and playing FreeCell over and over.

Star Tripper offers similar pleasures, though again, the modeling here seems reasonably complex – you can’t just run the same commodity to the same destination over and over, as plants only want a finite number of each, and there’s a sort of primitive supply-chain modeled, with lower-tech planets having a lot of low-cost raw materials and a limited ability to pay for some luxury goods and the fewer high-tech paradises shelling out top dollar for everything but selling at even dearer prices, with intermediate worlds somewhere in the middle. Since you’re not given a map at the outset, this means that every once in a while you’ll need to hop to a new quadrant of space and explore to find a new trade route before exhausting it in turn. And at each stage hopefully you’re earning enough to upgrade your ship to increase its cargo bays (and passenger berths – you’ll find folks on starbases willing to pay passage to particular worlds, though the rewards here are much lower than straight commodity trading) and do it all over again, just at a bigger scale.

While the gameplay is the main draw, there is actually a plot here, too – and one I enjoyed. There’s an extended opening sequence that sees your out-of-touch space aristocrat forced into interstellar mercantilism in order to mount an off-the-grid rescue of a kidnapped sibling. The writing here is wry and enjoyable, and creates an effective narrative framework around the standard interstellar-merchant premise (though once you’ve completed the story campaign, it looks like you can unlock a more sandbox experience that drops these elements). Of course, the plot is mostly absent once you get into the game proper – though I think I accidentally clicked through at least one random event involving a message from my sibling, oops! – but it does what it needs to do.

The main complaint I have about the game is that in the hour and a half or so that I played, it felt very slow and samey, with all the different trading routes and ships failing to shake up the simple basic gameplay – though in fairness, it appears some elements, like combat, might be gated behind plot events in the campaign, and I was acutely aware that were I playing on my laptop instead of my phone, I’d likely have been able to build a spreadsheet that would have allowed me to hoover credits out of the galaxy much faster than my haphazard explorations allowed.

This seems like part of the game’s chilled-out design ethos, though. My life situation is not currently one where I can put on a podcast and play a couple hours of video games each day, but if it were I think I’d enjoy getting deep into Star Tripper, seeing my ship slowly get bigger and bigger as my bank account swelled towards the million-dollar payday needed to reach the plot’s endgame. As it is, the 90 minutes I’ve put in are probably about all I’ll be able to muster, but I can’t begrudge the relaxing time I had with the game even in that short interval.

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A Long Way to the Nearest Star, by SV Linwood
6 of 6 people found the following review helpful:
Far more than a typical derelict-spaceship game, January 7, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Stop me oh stop me if you think that you’ve heard this one before: so you’re playing this game where you’re an interstellar thief pulling a heist to relieve a space-governor of his space-crystals, when you get rumbled by the fuzz, except while that all sounds supremely fun it’s actually just the quickly-dispensed with, non-interactive backstory justifying why you’re forced to make a blind hyperjump and wind up lost in space – until you come across and board a derelict vessel, which holds the promise of rescue if you reactive enough of its broken systems to scavenge for parts, though since the crew’s all dead and the superficially-helpful ship’s AI seems alarmingly erratic it’s clear danger could be lurking where you least – or rather most – expect it…

Zoomed out to this level, ALWNS might as well be called “Space Game” – it wouldn’t be much worse than the actual, horribly-generic, title – because anybody who’s played much IF has probably encountered this scenario dozens of times. There’s a slight variation here because I feel like this type of game is usually parser-based, while this one’s a puzzley Twine game that has the same adventure-game type interface I discussed in my One Way Ticket review (click on highlighted objects in location descriptions to examine them in more detail, open up your inventory if you see an opportunity to use one of the things you’ve collected – 95% of the time the only action verb available is “use”, in fact). But if I were to describe a puzzle at random, or similarly highlight one of the plot beats, you’d probably roll your eyes and say been there, done that.

Given all of this, you’ll forgive me for being surprised that this game is actually great. It’s by no means going to set the world on fire with innovation, but it executes on its premise with well-designed puzzles, a nicely pacey plot that boasts at least one clever twist, and character-focused writing that’s way, way, way above the standard for this sort of thing – plus there’s a fair degree of nonlinearity, bonus objectives, and player agency allowing you to make the story your own, on your way to getting one of five different endings or collecting a half-dozen achievements. Sure, there are a couple of puzzles that could use slightly better signposting – though there is an in-game hint system and a robust walkthrough – and if you’re completionist about running through conversation topics with the AI, the middle part of the game can feel a little quiet. But these are small niggles in an entertaining and dare I say even slightly heart-warming take on a classic premise.

Let’s start with the puzzles and the overall game structure, since while they’re well done and important, they’re not what makes the game sing (spoiler: that’s the AI). As you’d imagine, there’s a MacGuffin or two that you need to recover from the ship in order to get the coordinates you need to make your way back to civilization, but various ID-locked doors, nonfunctional elevators, and areas of hard vacuum need to be surmounted in order to find and retrieve them. For the most part, solving these challenges is satisfying without being too tricky – you’ll fix robots, look up schematics, and gain false credentials. There’s also a pleasing variety of puzzle mechanics, from simple use-x-on-y stuff to figuring out a crew member’s ship ID based on their favorite order in the dining hall, and even, in a memorable set piece, using a chair’s ergonomic features to defend yourself. There are a couple of places where things can get a little clumsy – I was stumped for a while on an early puzzle because instead of being able to directly input the passcode I’d deduced, I had to go back to an earlier clue so the game could acknowledge I’d figured it out, and there’s one (optional) chemical-mixing puzzle that doesn’t clearly signpost why you need a source of antimatter different than an easily-available one you’d already used for a previous puzzle – but these are very much the exception, and if you get stuck, you can take a quick nap in your ship and get a hint while resting.

As for structure, the underlying rhythm of the game involves unlocking a new set of areas, exploring them, and discovering new items or information you can use to solve puzzles that in turn unlock the next set of areas. As you go, you’ll also uncover more about the members of the ship’s crew – they all have their secrets and hidden agendas, of course, that you can plumb by gaining access to their personal datapads and video recordings of their final days, just like in any good System Shock riff. As with the rest of the game, it’s nothing fancy, but it’s effective at sustaining player interest and injecting regular novelty into the proceedings. It’s also one of the things that makes your AI interlocutor, Solis, so compelling – you converse with the computer via terminals located in each room, and as you open up new parts of the ship, you get new dialogue options where you can ask about what you find and the facts you discover.

Solis is the heart of ALWNS, as it turns out, both because the narrative hinges on plumbing the depths of its character as you talk to it about the terrible things it’s seen, and done, in the catastrophe that befell the ship, and because unraveling its motivations form a sort of metapuzzle that undergirds the whole game, with your ending largely determined by how many layers of the onion you’ve pulled back. I realize that laid out like that, it sounds like conversing with Solis is a chilly game of mechanical-cat and organic-mouse – but here’s the thing: Solis is funny. Actually, the whole game is funny – I probably should have mentioned that earlier? Here’s the line telling you that your ship’s gotten lost:

"Your navigator is telling you you’re inside the core of a blue-white supergiant in the Hyades cluster, which you’re pretty sure is not correct.”

But most of the comedy comes from Solis, who’s got a great sense of comic timing for a bunch of superconductors. It initially greets you with a chirpy “it’s nice to meet you too, random organic person!” (which, not going to lie, feels like the subtext of 90% of my in-person interactions these days), and when you try to get it to comment on a boring hallway, it makes up a limerick to entertain you – then comes up with a second, even worse/better one, if you press the point!

It’s not all fun and games, though, and as you make your way through the ship you get the chance to engage in some deeper conversations with Solis, about its function and place in the world – as you quickly learn, the inhibitor programs that typically keep AIs on a short leash have degraded during its long isolation – its feelings about the different members of the now-deceased crew, and its curiosity about the rest of the galaxy. Again, these are exactly the topics you’d expect to come up in a game focusing on an AI as the main secondary character, but the writing here is really strong, fostering an empathetic connection with Solis even as the player knows that it doesn’t seem 100% trustworthy.

ALWNS’s success isn’t purely down to craft, I should say: near the end, there are a couple puzzles that feel fairly novel (I was partial to the janitorbot security code one), and there’s one narrative twist that I didn’t see coming, with the narrative zigging when I thought it was going to zag. I don’t want to spoil that, except to say that it made the ending I was going for even more satisfying than I thought it was going to be. Still, if the other 95% of the game hadn’t been executed at such a high level, these last bits of legerdemain would have felt like lipstick on a pig, rather than the final flourishes drawing attention to how cleverly the magic trick’s been done. Between the generic title, abstract cover art, low-key blurb, and long playing time, I worry that A Long Way to the Nearest Star might not get the attention it deserves, which would be a shame – just about any IF fan would find something to enjoy here.

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According to Cain, by Jim Nelson
7 of 7 people found the following review helpful:
A masterful alchemical mystery, January 6, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I beta tested this game, but did a full replay before writing this review).

This is my last review of the 2022 Comp, so y’all will hopefully forgive me if I indulge in one of my worst habits, which is opening a review with a meandering personal anecdote that’s only tangentially related to the matter at hand (see, now I’ve lampshaded it, it’s fine) – it’s about my favorite band, the Mountain Goats. If you’re not familiar, for purposes of this story the salient facts about them are a) as good as their albums are, the live shows are really where it’s at, and thus there’s a very robust, band-sanctioned bootleg scene, and b) even in 2005 when this story is set they had a deep, deep discography with hundreds of unreleased songs, limited-run EPs, and albums released on cassette-only record labels lost to do the mists of time, such that even a devoted fan like me couldn’t come close to being familiar with all of it.

With that background set, let me take you back seventeen years ago – I was living in New York City, and cursing my luck because the band’s frontman was coming to the city to do a pair of rooftop shows over the Fourth of July weekend, which was the same weekend an old high school friend of mine was getting married in Massachusetts. The wedding was lovely, I have to admit, but part of me was gritting my teeth with fomo the whole time, knowing I was missing what were surely some awesome shows. Fortunately, a kind soul recorded them, and after a few weeks’ waiting, I downloaded the files – and then was beyond startled to see listed fifteenth on the July 2nd setlist a song called Going to Port Washington. Port Washington, you see, is where I grew up, a Long Island town – technically a hamlet – of 15,000 souls, so unexceptional that its Wikipedia page will put you to sleep (the most notable fact is that we were big in sand-mining in the 1870s). The odds that my favorite band would have written a song about my hometown seemed astronomically small – and I came so close to discovering this at a live show I could have attended myself but for that quirk of scheduling.

That brings us, at long last, to According to Cain. This thing is my jam – it’s a smartly-implemented, beautifully written parser game where you use an authentically-researched alchemy system to delve into the psychology behind Cain’s slaying of Abel, with a list of inspirations that had me nodding my head as I went down the list from obvious (of course Name of the Rose is on there, everyone loves Name of the Rose) to the obscure (I’ve not previously met anyone who knows, let alone adores, Peter Gabriel’s soundtrack to the Last Temptation of Christ, but here we are). So what’s the fomo? While I’m glad to have been a tester and help with the game’s development, part of me wishes I could have just discovered the game fresh in the competition, playing it in its fully formed version and free to shout to anyone who’d listen that they have to play this one (I feel it’s gauche to do that for something where you’re listed in the credits!)

With the Comp coming to a close, though, it’s well past time to sing the game’s praises. To start, for all that the premise is a bit brainy and potentially daunting, it does a very good job of easing the player in. The opening narration gives you just enough to understand who you are, what you’re doing, and why you’re doing it: you’re an alchemical investigator, sent back in time to investigate the settlement abandoned by the first humans in the wake of Cain’s kinslaying, in order to learn the nature of the mark God put upon Cain as a punishment for his crime. It also gradually introduces the tools you’ll use to unravel the mystery of Cain’s mark. You start with a small collection of alchemical reagents, then acquire a reference book you can use to look up the objects, people, and spells that you’ll encounter in your adventure (complete with chatty, helpful marginalia from your mentor).

The rituals start out simple, and directly clued, before growing in complexity without ever becoming obfuscated or overwhelming. There are two basic kinds of puzzles in the game, beyond simply collecting more ingredients to empower your spells as you go. The most straightforward involve using alchemical formulae to wreak physical changes on your environment. These often require you to be creative about looking up possible approaches in your reference book – you might be confronted with a boulder and start casting about for potential solutions, for example – at which point you’ll learn the required ingredients. Second, the most narratively-important puzzles involve unlocking “revelations” – looking for things or places that bore witness to significant events in Cain’s story, then accessing the memories imprinted upon them by applying an appropriate mix of elements. One of the first formulas you learn will tell you the list of required ingredients, but sometimes these encode riddles – you might be told you need to apply salt, phlegm, and the poison of Abel’s humour, say, meaning that you need to figure out which of the four basic humours most resonates with his personality.

This isn’t just a way of gating progress and making the puzzles more interesting than following a recipe – it winds up tying the magic system to the themes of the story, and requires the player to understand, and engage with, the psychology of the lead players of the drama. In fact, one of the things that’s most successful about According to Cain is that all of its elements are cannily judged to reinforce the story’s themes. The landscape, for example, is geologically active as befits a young earth, roiling and burning and churning just as Cain resents his brother’s insolence. Meanwhile, your character is gently characterized, given a bit of backstory that lightly suggests that you can sympathize with the experience of someone driven out from their home and, justly or unjustly, made a scapegoat.

The writing is another strength, as it’s particularly graceful throughout. It’s not showy – in fact, it’s often downright terse – but it’s evocative, nailing the peculiar dance required of parser-game prose by communicating lovely, lyrical imagery while still being concrete enough to allow the player to understand what they’re seeing and how to use it to solve puzzles. Here’s the description of a crow flying across a river:

"As though demonstrating the ease of fording a river, the crow launches from the far bank, soars over the river in a geometric arc, and lands gracefully a few feet from you."

More darkly, here’s the description of a slaughterhouse:

"The planks are a rich tannin color from the sheer quantity of blood spilled. The coloration spreads up the walls, spattered from countless slaughtered animals. You imagine a grim assortment of iron tools and instruments once filled this place. Mostly, it’s the lingering odor here that strikes you."

We’re not inundated with extraneous details, all of which would need to be implemented as scenery and laboriously examined in turn, but it’s more than enough to get a feeling of the places you’re exploring as you perform your forensic investigations and piece together what really happened (as the description indications, SMELL and LISTEN are implemented where appropriate).

The game’s structure is also well judged. It opens up in layers, with a medium-sized map gradually unlocking as you solve puzzles, with progress corresponding to deeper understanding of the story behind Cain’s growing resentment of Abel. While you’ve always got quite a lot of freedom to explore, the puzzle-solving dependencies mean that you’ll likely encounter the different memories in a sequence that piques your curiosity about what really happened between the brothers, as early fragments of knowledge quickly establish that the conventional tale omits key facts. Indeed, the game’s narrative treats all the characters with some degree of sympathy; while Cain is situated as the most important character, and given some clear reasons for his violent acts, he’s not let completely off the hook, just as the bratty, button-pushing Abel is also allowed a few moments of subjectivity before the end.

Do I have critiques? Well, I can think of one, which involves the aforementioned ending, though it’s fairly minor – let me take this behind spoiler tags: (Spoiler - click to show)you start the game with a magic bracelet that will allow you to return to your home, but it’s quickly lost. Fortunately, there’s a replacement that can be found, which belonged to one of the previous investigators assigned to plumb the mystery of Cain’s mark but who died by misadventure along the way. The game frames the question of whether to take this bracelet as a dilemma – you can return it to the corpse that it can be sent back and presumably receive a proper burial – but the decision feels too easy, especially because the protagonist comes down with a fever partway through the game that’s a death sentence if they’re not able to make it home. This is too bad because the downbeat ending where you learn the secret you’re searching for, but must resign yourself to a lonely death in exchange, seems a better thematic fit for the dour, obsessive mood the game conjures up, but to access this more satisfying resolution the player needs to take actions that are clearly counter to the protagonist’s interests.

Again, that’s not much of a criticism – I thoroughly enjoyed my time with According to Cain, and while I feel like it was designed specifically to appeal to me, I think many other players will be in the same boat. And if I didn’t get to experience the pleasing shock of discovery when stumbling upon this gem amid a sea of 70 other Comp entries, well, I can’t have too many regrets, since after all I did get to play it. Highly recommended (oh, so too is Going to Port Washington, I forgot to say! It would make for an unflattering lead-in anecdote if the song was bad, so luckily that’s not the case).

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The Princess of Vestria, by K Paulo
1 of 1 people found the following review helpful:
Well-done whitebread fantasy, January 5, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(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, and didn't do a full replay before writing this review).

It’s been many years since I’ve read any fantasy fiction, but my sense is that slightly-generic medievalish fantasy is rather passe, with post-Game of Thrones grimdarkery and settings drawing from a broader set of cultural touchpoints being where the current action is at. This seems a healthy progression, all told (albeit I personally prefer my ruthless political maneuvering to not be accompanied by too much torture and rape, thanks), but I have to confess that having read reams of Tolkein knockoffs and callow Arthuriana in my younger years, I still have a soft spot for the earnest sort of fantasy offered up by the Princess of Vestria.

This Twine game sticks to the archetypes: you play the eponymous royal, traveling incognito on a quest to a fractious province to track down the dark magician who’s put a curse on your brother. You get the expected farrago of proper nouns setting this all up, with some early infodumps that are perhaps a little overlong given that everything here is played decidedly straight, but it doesn’t take long to suss out the important facts and characters, and the very familiarity of the setup enabled me to get into the action pretty quickly.

There’s an impressive amount of responsiveness across this fairly-long game – while the overall shape of the journey appears to be roughly constant, there’s a lot of scope to make different choices that will impact what the trip is like and how prepared you’ll be for the endgame. For example, in my playthrough, I accreted a frenemy-style sidekick who played a central role through the whole middle third of the game, but you can decide not to bring him along, which would substantially change the feel of this section. You can also determine whether, and to what extent, to delve into a tome of forbidden lore that can teach you some magic abilities, and while there’s a somewhat complex backstory that explains what’s happening, much of it appears to be missable. The most fun element like this for me, though, was the opening, where you’ve only got time to make a few preparations before embarking on your secret quest – I’m not sure how much the specific choices of how much money to bring or whether to risk carrying your signet ring branch the story that significantly, but they feel satisfyingly weighty.

The game does have some woolier aspects – there’s a timed puzzle that feels a little too abstruse (though it’s possible to brute-force), there are two different risk-cushioning mechanics (extra lives and luck) that are a bit redundant, and the tone can be a bit inconsistent, with the protagonist sometimes presented with rather more cutthroat options than the genre and characterization would seem to support. I also found the final confrontation a bit unsatisfying; it definitely works well as a mechanically-complex, high-stakes climax that pays off your preparations, but given all that I’d learned about the antagonist over the course of the game, I would have preferred there to be more options to talk and at least try for a nonviolent solution rather than having it jump straight to a fight.

These flaws didn’t do too much to undermine my enjoyment of the game, though. Sure, it’s IF comfort food, but there’s absolutely nothing wrong with that when it’s as well-served as it is in the Princess of Vestria. A whole Comp of this stuff would be cloying, and I’m not regretting that I don’t read much of this stuff anymore, but it’s nostalgic fun to dip back into a game like this, like eating your mom’s old meatloaf.*

* I’m vegetarian, but when I was growing up my mom had a great meatloaf recipe, and the one time she tried to make tofu it was awful – it was the 80s – so I’m sticking with the metaphor.

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Blood Island, by Billy Krolick
1 of 1 people found the following review helpful:
A meta reality-tv/slasher movie mash up that goes too heavy on the meta, January 4, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

We are all, every one of us, unique perfect miracles, with thoughts, experiences, beliefs, feelings, likes, dislikes, hopes, dreams, fears, (and bodies) that combine in unrepeated and unrepeatable ways to make us the individuals we are. But simultaneously, sometimes demography is destiny, and am I am betting that like 99% of the people who share my particular niche – early 40s bookishly-nerdy guy – also like House of Leaves. For those of y’all who haven’t read it, it’s an early-aughts pomo horror story that centers on a documentary made by a man whose family house is being overwritten by – or perhaps always connected to – an infinite, empty labyrinth. But the story of the documentary is surrounded by several other layers of narrative and commentary, including a film scholar who deconstructs the story as fast as the documentarian constructs it, which are set off through various cool typographical and word-art flourishes.

This is maybe an odd way to start a review of Blood Island, a choice-based reality show/slasher flick mash-up, but in some ways they’re doing a lot that’s similar. Blood Island’s engagingly-written narrative also centers on a horror movie (the slasher stuff pre-empts the reality TV, obviously enough), and also includes a bunch of media criticism intended to prod the audience the think about the tropes that it’s deploying. But unlike House of Leaves, it mashes all the different things it’s doing into a single narrative thread rather than imposing any kind of structure, and it neglects the emotional core of the characters at the heart of its story. It’s also way too excited about the media studies stuff, leaving the whole package unbalanced, as though the Camille Paglia chapter of House of Leaves took over half the book. When Blood Island is doing the thing that it’s trying to do, it works pretty well – but it spends way too much time talking about the thing rather than doing it.

So what is the thing? Well, as the genre mash-up indicates, it’s looking at the commonalities between slasher flicks and reality shows about dating – and spoiler alert, many of these are about gender. Thus the setup: you play a new contestant on a reality show where you’re isolated in a lovely beachy paradise with a bunch of other hot singles, and if you’re ever not coupled up, you’re at risk of getting sent home. But the previous season of the show was interrupted when a masked maniac stuck a cake knife into the back of one of the cast members, so as you’re gearing up to find love (or lust) you also need to worry about whether the killer’s also returned.

It’s no spoiler to confirm that yes, they have. As a result, there’s an engaging split in gameplay, because even as you’re picking which of the various bachelors and bachelorettes you want to get to know better (you can choose any gender identity and sexual orientation for your character you like; the game doesn’t care a jot, which is an enlightened attitude though does make scenes like the one where the other contestants are staring at your wet-tee-shirt-clad, heaving chest land a little a differently when you’ve decided your character is a middle-aged dude in mediocre shape) you’re also getting glimpses of the killer and deciding how to evade or confront them. It doesn’t take long for things to escalate drastically, with set-piece dates – a romantic scuba-dive! – turning into set-piece murder attempts – uh oh, there’s chum in the water!

Anyone who’s heard the phrase “Final Girl” will get why these two genres are being smashed together. The producers of these entertainments have a clear view of the mix of voyeurism and sexual moralizing that they expect their audiences to bring to the table, for one thing, and the process of winnowing a diverse cast down until there’s just an attractive white girl standing I’d assume plays out similarly in both.

Unfortunately, rather than juxtaposing these elements and creating space for the player to tease out the parallels, the game wants to like engage you in continued Socratic dialogue about this stuff to make sure you aren’t missing anything. Very frequently, the action will screech to a halt so one character or another can ask you why you think people like horror movies, of whether you think the killer is going to intentionally target people who drink and have sex, or what the formula to a successful reality TV show is. In a few places, this is OK – it makes sense for the contestants on one of these shows to reflect on how they work – but when these conversations are happening when you’re still bleeding from barely fending off an attack it feels deeply artificial. Beyond this being a suicidally bad idea from a strategic point of view, there’s no diegetic reason connecting the killer’s behavior to movies – it’s like spending your time unpacking the storytelling tropes in the Godfather trilogy when the real-life mob has put out a hit on you.

It could be the case that this is intentional, that the author is trying to undermine the emotional engagement of the various scenarios the game creates. Some late-game plot elements maybe reinforce this idea: (Spoiler - click to show)so first, the character you’ve spent the most time with gets brutally murdered ¾ of the way through the game, which tanked my emotional engagement because I didn’t care about any of the rest of them, and knew that I’d survive to the end. And second, if most people in my specific demographic know House of Leaves, just about everybody in my age group knows Scream, and are probably going to think about it when an early sequence involves identifying the “rules” of horror movies – so having the twist here be exactly the same as the twist in Scream seems like a really questionable choice if you wanted to maintain tension. But I don’t understand why that would be the case! Indeed, when the Postmodern Studies 101 stuff recedes, some of the dating pieces can be cutely fun, and the killer’s various stratagems for getting at you often exhibit the mix of viciousness and humor you see in good slasher movies (or so I’ve heard; I’ve actually seen very few, I must confess). As a result, I can’t help wondering what a version of this story where the media crit stuff was separated out would look like – dare I say that the “Stateful Narration” approach Dorian Passer has taken in his recent games might be an interesting fit? – not only would that make the narrative aspects more compelling, I suspect they’d also prompt the player to engage more with the bigger questions the author is trying to frame, since they’d no longer be at war with the story.

Before closing, I have one more critique of one detail of Blood Island’s implementation, but it risks ruining the game – I wish I didn’t know it – so I’m going to spoiler-block it. Read at your peril.

(Spoiler - click to show)So in my playthrough, I chose to romance/make friends with Mona, who’s described as a jaded cynic – I am not a reality TV person so focusing on someone who was also not in the tank for this stuff seemed appealing, plus she’s Middle Eastern like my wife is, I dunno maybe I have a type. Anyway! I was surprised to find that despite her initially-crusty demeanor, she very quickly seemed to click with me and starting talking about e.g. how romantic the starlit night. On a hunch, I tried starting over and dragging the bookish, 20-something ingenue on dates, and sure enough, but for a very, very few bits of introductory writing, everything down to the specific dialogue appears to be the same regardless of who you pick. This even extends to changing the identity of the killer, so that the story plays out in exactly the same way, with almost exactly the same way, each time. I’m not one to harp on authors for not spending time writing a bunch of words no-one will ever see – I loved the completely-linear January, for example – but if the game is asking the player to engage with its characters and framing the choice of which one to build a relationship with as significant, having their personalities be completely interchangeable feels like a dirty trick indeed, a betrayal of players who approach the premise sincerely.

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Arborea, by Richard Develyn
2 of 2 people found the following review helpful:
An elusive tree-focused puzzlefest, January 3, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. Also, I beta tested this game and haven’t done a full reply, so caveat lector)

The second of the big parser puzzlefests in this year’s Comp, Arborea is a decidedly queer duck. It satisfies the expectations of its genre by providing a host of clever condundrums, but the plot it presents is enigmatic and oddly elusive – instead, it relies on a strong sense of theme to unify its disparate parts. Despite its old-school vibe, I can’t say I’ve played anything else quite like it, and while not every swing it takes connects, there’s more than enough creativity here to make Arborea worth a visit.

There’s very little setup provided before you’re thrust into the game – you’re told that you’re in a simulation and that you’ve got to retrieve a “kernel” (yes, of course it’s a pun), and then you’re left to your own devices in the middle of a sea of trees. This isn’t a maze, though; it’s a clever puzzle that requires you to identify a few different kinds of trees to unlock passages to eight different areas, each with a distinct theme built around said tree. A pine tree points the way to a Norse encampment holding a wake for a dead thane; a bodhi tree to helps you navigate to a mountainous region populated by monks and demons; an oak tree leads you to Renaissance England. There are people to meet and puzzles to solve in each area, though typically you don’t have a clear goal other than to go everywhere and surmount clear barriers when they present themselves – it’s about exploring and experiencing each area, rather than advancing any particular agenda.

The primary motivator, then, is the puzzles, and they’re a curious lot. Some are quite traditional item-swappers, but you’ll also help a monkey find a friend, clean a pirate ship with a slightly kinky crew, and solve a math puzzle in the mountains. Then there are those that are deeply nonstandard and rely on typing commands of the sort parser players have been trained to expect not to work – telling the game why or how you’re doing something, rather than just what you’re doing. These are interesting puzzles and I can see how from a certain point of view they’re fair, but since I think in most cases the player will have figured out the solution but not the exact command the game will accept, they wind up being frustrating; best to have recourse to the walkthrough in these situations.

Regardless of these rough patches, this is a solid, enjoyable set of puzzles, with enough interconnections between the different sub-areas that I liked the chance to wander around unlocking new paths and seeing how an object found in one could be used in another. And while at first the mishmash of settings and tasks struck me as too much of a grab-bag, as I settled into the game’s groove I realized that each place I was visiting had a different story to tell about humanity’s relationship with trees. Admittedly, sometimes these were a little thin – the pine forests felt mostly incidental to the Viking bit – or felt too dark for what’s generally a lighthearted game (I’m thinking of one section in particular that deals with American slavery; the player gets to take some satisfying action here, but it represents a tonal swerve I’m not sure Arborea fully pulls off). But there were several areas, largely those dealing with our economic exploitation of trees, where I felt the theme land quite powerfully.

To sum up – well, this is a hard game to sum up. It’s a big one, made up of many pieces, and the endgame sequence, which is quite distinct from the main body of the action, doesn’t provide any unifying answers. But for all that many of its scenes and set-pieces are stuck in my memory even now, several months after having tested it – if it’s kind of patchy, and more about the journey than the destination, well, I suppose that’s appropriate for a wander through a forest.

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Under the Bridge, by Samantha Khan
1 of 1 people found the following review helpful:
Spooky art enlivens a dark fairy tale, January 2, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I always feel a bit like a fraud when I play work of IF and my strongest reaction is to look at the art and go “oooh, pretty” – like I’m getting distracted by superficial fripperies instead of engaging with the words and mechanics that are the bread and butter of the genre. But hopefully that’s a forgivable response to something as lovely as Under the Bridge, a short you-are-the-monster Twine game whose creepily evocative animated drawings instantly communicate, and deepen, the vibe.

That isn’t to say that the premise or writing are bad – far from it! I actually really like the setup, which has an elemental, fairy-tale power to it. You play a man-eating beast who’s been driven from their usual abode by perfidious humans, and find shelter under a bridge. Three times passers-by tromp across the bridge, and three times, you can choose how and whether to reveal yourself, when to speak and when to feast. There aren’t a lot of words wasted communicating this minimalist setup, but those that are there are used to good effect. Here’s the aftermath of my first attack, spare prose detailing the wildlife around the bridge:

Frogs with too large eyes, flies that congregate at the left-over pieces of flesh, birds that caw a little too loudly through the quiet forest.

The gameplay is grabby too. You almost always just have two choices of just two or three words each, but the author does a good job of conveying the stakes for your decisions while providing all the information the monster should have – sometimes you need to act under conditions of ambiguity, but it feels fair because the uncertainty feels baked into the situation, rather than being introduced by the author to make you sweat over your options. And the choices feel like they matter; I only played once, but I get the sense that there are a number of different potential endings (I got an accommodationist one where I made a deal with the villagers only to eat the bad people, because even when play-acting as a cannibalistic abomination I can’t stop being a boring liberal).

But as I said, all this pales next to the art. The first image you see when starting the game is an antlered skull rendered in a black-on-black scrawl, with stark white eyes and a queasily animated halo flickering behind its horns – if I saw that coming at me from under a bridge, you’d better believe I’d run. There are similar images interspersed through the story, all working from the same limited palette and establishing a richly threatening energy that nicely accentuates the text (the flip side of this emphasis on aesthetics is that there are blurred-text animations that fire off between passages – this technique is a near cousin go the hated timed-text mechanic, but thankfully the transitions run sufficiently quickly that they don’t get annoying).

This year had some great EctoComp games, so those in the market for something spooky are spoiled for choice, but regardless Under the Bridge has you covered for getting into the Halloween spirit – it’s a moody little slice of horror that’s as assured a debut as you’re likely to see from a first-time author.

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CHASE THE SUN, by Frankie Kavakich
1 of 1 people found the following review helpful:
Lyrical mid-apocalyptic road-trip, January 1, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I was reading Andrew Schultz’s thread on games set in all 50 states the other day, and feeling surprised everybody was blanking on contenders in the great state of Pennsylvania – it’s big, with a couple major cities, a good amount of history, what’s not to like? Well, I must have been tuning into something, since after The Counsel of the Caves, we’ve now hit our second Pennsylvania-set game of the Comp. The protagonist of Chasing the Sun isn’t a native, admittedly: she’s from Vermont but fleeing a bad marriage and a mysterious slow-motion apocalypse (wait – is that you, Nitocris?!) With the sun stopped low in the sky and an unnatural, deadly storm creeping west across the Atlantic, she starts to run out of gas as she hits a forested part of the state, which is where the game opens.

So far what I’ve described would fit a horror game – at first the premise reminded me strongly of 2020’s Alone, for example – but the mood in Chasing the Sun is far more contemplative, and the language is lush and literary. Here’s one of the opening paragraphs:

"The sunless Pennsylvania Wilds zips past your car windows — trees upon trees upon trees. Green as envy and swollen with humidity. You are surrounded and far, far away from home. The road ahead is quiet. The air is breathable. The cabin of your truck is dry and covered in trash and bridal lace. You’re alone and you’re not dead yet."

The sentence lengths could use more variation – ditto with the choice of verbs – but still, this is a well-written bit of prose, setting a high bar for quality that’s sustained through the twenty minute runtime, albeit with the occasional hiccup (there’s a mention of the onrushing storm “dragging its clouds towards the id-soaked sunset”).

Similarly, the gameplay doesn’t have you making tense, high-stakes decisions as you squabble for supplies with other desperate survivors. For the most part, the drag-and-drop Texture interface gives you two options in each passage, one which allows you to move some kind of examining or exploration action onto a couple of different nouns to go deeper, and one that moves the game linearly forward. Later on, you fetch up at a farmhouse where gas and other necessities are freely available, and you get into an intense conversation with a woman you seem to share some kind of spark with, which does involve more discrete choices, but these are heavily telegraphed, giving the player free reign to define how they want the tete-a-tete to play out.

There is one odd exception, though, which is that if you spend too much time in the opening futzing around twirling the dial on your radio in search of active stations, you’ll get in a game-ending car crash. I think this is an ill-advised design decision, since it punishes exploration in a way that’s ultimately to the game’s detriment (though I have to say, I find the Texture interface finicky since I use a touchpad – the drag-and-drop feels inaccurate and sometimes releasing the click doesn’t seem to register – I of course don’t hold that against the game, but maybe contributed to my disinclination to mess about after that death).

It’s after you reach the farmhouse that Chasing the Sun shows its hand: the conversation with Bird, the woman you find there, is the center of the piece, as you quickly jump past the wary formalities of meeting someone new and leap into unburdening each other of your respective secrets. This works… okay. I can see what the author is going for – Bird has a specific orientation towards the apocalypse that you can choose to agree or disagree with, and which gets at some heavy (though hardly novel or underexplored) themes – and the dialogue feels largely naturalistic.

Still, it feels very rushed, and while the story tries to paper over the way these two strangers immediately reveal their deepest selves to each other by invoking some kind of ineffable, sudden bond (the protagonist, a woman, seems like she might be gay and either closeted or prevented from living her true sexuality by a repressive family), it still takes an act of will to suspend one’s disbelief. Similarly, the details of the storm’s movement and the end of the earth’s rotation don’t hold together if you start questioning them. Taking it on its own terms, though, I found Chasing the Sun rather lovely, and would love to see the author tackle a somewhat longer piece that gives its characters and themes a little more room to breathe.

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[IFComp 22 - Beta] Cannelé & Nomnom - Defective Agency, by Younès R. & Yazaleea
2 of 2 people found the following review helpful:
A chaotically inventive work-in-progress, December 31, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I've mentioned in other reviews that I have a one year old son. He is an amazing, lovable little guy, but he is also precocious as all get-out, meaning that he’s realized that since he’s (mostly) figured out how to walk, he might as well get started on other life skills such as climbing out of his play-pen, eating anything that looks like it’s been on the floor for a long time, and face-planting into the edges of his toys. He’s a one-baby force of anarchy, and my wife and I trade off trailing after him, trying to preserve him from gross bodily injury and restore some semblance of order in his wake.

Speaking of gross, an hour ago as of this writing he pooped in his bathtub. You know what’s not especially pleasant to clean up? Poop. From a bathtub.

I share this not to give Henry something unique to tell his therapist when, later in life, he’s asked why he’s a pathologically private person – that’s a happy side-effect – but to say that a) I know whereof I speak when I say trying to keep the eponymous detectives in Cannelé & Nomnom on track feels like bottling chaos, and b) given that’s what I already spend the majority of my non-work hours doing, I’m maybe not the ideal audience for the game. Combine that with running into some bugs that, from looking at other reviews, don’t seem to strike universally, and I unfortunately didn’t wind up liking this big, funny, creative game as much as I think it deserves.

This is another high-production-value Twine game, with attractive character art, well-chosen colors, and a bunch of different sub-interfaces and minigames that bring its mechanics to life. The story is just as vibrant, taking a hoary old protagonist-with-amnesia premise and giving it an extra jolt by having you turn to the aforementioned duo, who bicker like a long-married couple and whose approaches to crime-solving turn on blagging your way into places you don’t belong with no goal or aim in mind, and trying to cadge free food wherever it can be found, respectively. The world isn’t our own, either – while the overall vibe struck me as early 20th-Century French, everyone’s got some kind of magical gift (so far as I could tell these tend to be fairly low-key – less slinging fireballs, more having a really sensitive nose), and it’s populated by characters who are less colorful than the title pair, but only just, from a hobo with a magic coin to a delightfully-married couple of cheesemonging (cheesemongering?) lesbians.

Does this sound overstuffed? It feels overstuffed. Getting from point A to point B typically involves detours through C, D, X, H, back to A, choice of L or R, and then a jaunt to the conspiracy-board minigame where you match clue post-its to the mysteries they solve to finally unlock the road to B. There are further diversions, like having the option to defer to one detective or the other in their attempts to crack the case of your identity, which sometimes adds to their respective scores, which are tracked and always visible in the game’s sidebar; I also played a Texas-Hold-em-meets-Scrabble minigame, to no clear purpose, and had fun though I suspect the game cheats to get to the narratively correct result. Plus getting anywhere always involves a lot of banter between the core trio, which is advanced single line by single line (thankfully, you can bang the space bar instead of wearing out your finger clicking).

All this is to say that after an hour and a half of play, I’d only just managed to make it to the first significant location of the investigation and gotten the clues to solve the first non-tutorial mystery; I’m a fan of shaggy dog stories, but the game felt especially shaggy to me. Partially this is because I wound up finding Cannelé and Nomnom a little annoying. They’re each funny, and are able to create distinct scenarios of comedic mayhem – I don’t mean to be a killjoy, there is some good stuff here, with the quip that the cat who’d run off with my wallet had committed a “heinous feline-y” eliciting a half-laugh, half-groan – but they’re very one-note characters, at least in the time I spent with them. More, they’re continually at each others’ throats, forcing the player to mediate, keep them focused, and/or take sides between them; again, it’s like the most exhausting parts of parenting, with siblings who never let up the bickering to play nicely together or give a compliment if one has a good idea. This is a dynamic that can work in adventure games, I think – it’s not miles off Sam and Max, for example – but I think there’s a difference between games where you play one of the chaotic duo, and this one where you play their babysitter.

The game’s also shaggy because it has some polish and stability issues to iron out. I think the authors’ first language is French, as there are some passages that seem oddly or incompletely translated – “we have many interrogations”, one character says upon opening up an interview – plus there’s a cool rotating-text effect that leads to spaces getting erased, as well as the generally-flabby pacing mentioned above that would probably be tightened in an editing pass.

The bigger issue were the host of bugs I ran into, though. The conspiracy board is the game’s primary mechanic, but from the tutorial, it was throwing off errors. I seemed to be able to ignore a popup saying there was a bad evaluation error, but when I tried to link any clue to certain mysteries, I got another popup complaining about not being able to read the properties of an undefined ‘note_id’. At first this only afflicted an optional mystery, but eventually it spread to a mystery I needed to solve to move the story forward, bringing my progress to a halt. Attempts to shake off the bug by restarting and reloading, or trying a different browser (I was using Chrome, truly the most normcore of browsers) failed to fix the issue.

Despite the complaints I’ve leveled, I was disappointed when that happened; there’s much more good here than bad, and if I’d had the chance I would have followed Cannelé and Nomnom to the end. Per a post-Comp news update, it looks like the authors are hard at work working on finishing the game. I’ll of necessity be keeping my toddler-wrangling skills sharp in the meantime, so should be ready to go whenever it surfaces!

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Nose Bleed, by Stanley W. Baxton
5 of 6 people found the following review helpful:
Hell is other people (and a bloody nose), December 30, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I feel like I’ve seen enough games like Nose Bleed to posit that a mini-genre of choice-based IF – the short, abstract game that’s light on concrete narrative content and is all about simulating a mental illness or disorder. The best recent example I can think of was fix it in this year’s Spring Thing, which trapped the player in an OCD loop, and now there’s Nose Bleed, which takes on the social anxiety/imposter syndrome combo pack (apparently this is a fairly common linkage, which is something I learned from post-game Googling; I’ve got a touch of social anxiety, albeit it’s receded substantially from what it was like when I was younger, but as you can probably tell from how much I spout off on this website, for better or more likely worse I’ve never suffered from imposter syndrome).

(While I’m making parenthetical asides, it occurs to me that if you dropped the “choice-based” and lightened up the low-narrative-content criterion, you could recruit Rameses into this subgenre, which might lead to an interesting hybrid lineage to trace. For another time!)

This Texture game is laser-focused on what it’s trying to do – every single passage, if not every single sentence, is dripping with crippling self-consciousness. Much of this is just dramatizing the awful but quotidian experience of these disorders, as the dream-like plot shunts the nameless, ageless protagonist from one stuff-of-nightmares scenario to another: there’s feeling like you don’t know what you’re doing at work, not being able to figure out how to join a conversation, worrying that everyone’s expecting you to do something but you don’t know what it is…. But beyond setting up these situations, the game also takes a more visceral approach to communicating how folks with these conditions suffer. And of course I used the word “visceral” advisedly – also “dripping”, back at the beginning of this paragraph – because per the title, the um, somewhat on-the-nose metaphor here involves spewing blood out of your schnozz when you feel the anxiety coming on.

This is a smart choice, because I think the situations on their own probably wouldn’t be as effective. Even as someone who can struggle a bit in large group settings where I don’t know anyone, I found the protagonist’s mumbley, low-self-esteem flailing occasionally annoying – even when there’s a coworker who seems to want to seek you out to put you on the spot, it still seemed to me that the protagonist could have met some of these challenges with a bit more assertiveness. But when they’re depicted as spewing blood over all and sundry, the idea that everyone would be looking at them with dismay and revulsion lands much more intuitively.

Choice is used effectively to underline the intensity of these episodes. When each attack hits, you typically have a choice of two or three different ways to try to cope – you could try to wipe away the blood, or hold your head at a weird angle to keep it dripping, or mop it up with your shirt – but of course they all look equally unpromising, which I think accurately evokes the feeling that here, unlike other issues like OCD or depression, the problem isn’t that your choices are constrained, it’s that nothing you do can soothe the anxiety (the fact that the nose bleeds are repeated, and per the protagonist’s comments something that they’ve previously struggled with too, makes me wonder why they don’t just carry around a ton of tissues all the time, but that would ruin the conceit so I think it’s forgivable that the game doesn’t even mention the idea).

The visuals work well too; without giving too many of this short game’s surprises away, I’ll just note that there are some arresting graphical effects that helped make things feel substantially more engaging than the prose alone would have managed (speaking of the prose, it’s fine – it does what it needs to do, but it’s not especially evocative. I’d have copied and pasted to show some examples, but Texture apparently doesn’t let you do that, so I suppose you’ll have to take my word for it).

In my analysis, then, I think Nose Bleed succeeds at what it sets out to do. I’m not sure I liked it as much as it deserved, though? Maybe it’s because, unlike most games of this type, in this case I do have some direct knowledge of what Nose Bleed is about, and as a result the depiction didn’t seem as revelatory as it otherwise might have. It could also be that the one-note nature of the protagonist’s characterization did start to get on my nerves after a while, even while conceding that they kind of have to be a perpetual wet noodle for the game to work. I think my reactions here were unfair, though; it’s a well-crafted piece, and has a nice button at the end that indicates a goodly amount of self-awareness, and avoids the trap games in this sub-genre can fall into, with the ultimate message of the game reducing to “look at people who suffer from this disorder, doesn’t it suck” – instead the final note is a subtly hopeful one, pointing to the possibility of connection despite everything.

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