(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There’s a bit in the British sitcom Extras where Sir Ian McKellen, playing a parodic version of himself, goes on an extended monologue laying out his acting method – which in this case means he explains, at length, that he is not actually a wizard, but he pretended to be one, and people wrote lines for him in a script, which he said, while he imagined that he was actually a wizard and acted the way he pictured the wizard might act.
(The bit is funnier when Ian McKellen does it).
I was put in mind of this skit by one of the pieces of introductory text in The Hidden King’s Tomb:
"The goal of this game is to escape the dungeon. You’ll do this by exploring, gaining an understanding of the dungeon in order to find and navigate towards the exit, and clearing any obstacles that stand in your way. These obstacles can be thought of as “doors” opened by “keys,” though these “doors” and “keys” are usually disguised as other objects entirely. For example, a key could be a secret password used to gain entry to a thieves” hideout, a rope used to climb a cliff, or a lantern used to light a dark room. These are puzzles."
This is hard to gainsay, but also seems to be belaboring the obvious. That maybe holds true for the game as a whole, which is about as straightforward a piece of extruded text-adventure product as you’re likely to see. There are some hints of more distinctive writing, as well as some implementation issues albeit nothing you wouldn’t expect to see in something from a first-time author, so I’d definitely play another game by him. But as for this one, it left me asking myself “well yeah, this is how this kind of game works. Is that it?”
Partially this is due to the game’s tomb-raiding premise, which goes back at least as far as Infidel (though the instant piece lacks that game’s ironic bite; the graverobbing is played straight). While that’s a trusty old setup, it’s not going to set the world on fire – it all comes down to the quality of the traps, the cleverness of the puzzles, and the splendor of the treasures to bring the setup to life. But what’s here checks the minimum of each box. There are three tombs to loot, but they’re all completely unguarded; there’s a little flooding mechanism and a secret passage that provides a bit of a gimmick, but it’s very straightforward and that’s the only actual puzzle; and as for treasures, well, here’s an excerpt from my transcript:
>i
You are carrying:
fourteen lit candles (providing light)
three treasures
The Book of the Dead
The Hidden King’s sword
some wrappings
some bones
>x treasure
You see nothing special about the treasure.
Ooof.
Beyond the bland writing and design, the coding, while competent, could use some polish. The treasures aren’t the only thing lacking a description, and there’s lots of unimplemented scenery in most rooms in this small map. Sometimes default reporting rules aren’t suppressed when there’s a custom one that should take priority, and the corpses of the royal family – at least one of which you need to loot in order to complete the game – are implemented as containers, leading to awkwardness like this:
> open coffin
(first removing the lit candle)
Taken.
Resting in the coffin is a rag-wrapped skeleton.
You open The Hidden King’s Coffin, revealing The Hidden King (wrapped).
> search skeleton
You can’t see inside, since The Hidden King is closed.
> open king
You pull the wrappings from The Hidden King, revealing The Hidden King’s sword and The Book of the Dead.
Again, this is all quite forgivable for a first game, and there were some descriptions I quite liked – beyond the Hidden King, the tomb is also the final repose of the Furtive Child and the Secret Queen, and something about those proper-noun titles carries an evocative hint of mystery, for one thing. I’m guessing the author learned a lot from making it, and entering it into the Comp, so I wouldn’t be surprised if their second game is worth checking out; sadly, Tomb of the Hidden King isn’t.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Credit where it’s due – it’s hard to come up with a good game title, but “An Alien’s Mistaken Impressions of Humanity’s Pockets” is a doozy. It’s slightly awkward and wordy, true, but that’s consonant with the comedically-rich premise it encapsulates, of over-earnest scientists drawing over-confident and overly-detailed conclusions from inadequate information, generalizing about our society based on the random detritus that’s happened to fetch up in our pockets. I’d seen the name when I first skimmed the list of games in the Comp, and I was excited to see it come up relatively quickly in my queue.
Now that I’ve reached it and played it, does it live up to its name and my expectations? Well, yes and no. The plot and premise are exactly as it says on the tin; there’s some extremely light choice-based puzzling as you help an alien named Gaffor (he refers to his people as “aliens”, which is confusing!) do experiments on ordinary household objects to identify their purpose, with their inevitable incorrect guesses played for laughs. But once I was in, I realized two things: 1) there are a ton of typos, including lots of misspellings, inconsistent capitalization, and missing spaces, and a few small bugs (nothing game-breaking, but several sequences that seem like they should only fire once are repeatable ad infinitum) that make the experience less pleasant than I’d hoped, and 2) I’d radically misapprehended how the humor would work.
This is on me rather than the game, I suppose, but going in I’d assumed that this would be a work of satire – like, the aliens would think that our smartphones were religious icons we hold in high veneration to remind us of our connection to transcendent reality – why else would we never let go of them – and conclude that 2001:A Space Odyssey was a documentary about the monolith in whose image they were created. That’s a not very clever gag, I admit – but still, given this setup it seems like you should be able to do something with some teeth in it.
That’s not really part of the author’s agenda, though – the aliens just confuse things by e.g. thinking clicky pens are used for tattooing or maybe as hole-punches, or that credit and debit cards were pieces in a dominoes-style card game. These confusions are played for laughs (as well as being the basis for a desultory puzzle or two) but the jokes are at the level of the Little Mermaid calling a fork a dinglehopper and trying to comb her hair with it. I didn’t find them especially funny, I have to confess, though partially that’s because I was distracted by the omnipresent typos and awkward grammar, which would have made even the funniest gag hard to land.
This is an inoffensive game – and the ending credits suggest it was made as a class project – and as I said, my disappointment was largely about me going in with incorrect assumptions. The few puzzles are reasonably designed and pleasant to solve, boasting at least a little variety so you don’t get bored with them even though they’re all quite simple, so that’s a solid base to start from. There’s nothing wrong with a short gag game that isn’t going for social comment, and the author’s clearly mastered the art of coming up with a grabby title! Still, the game desperately needs a fair bit more spit and polish to get the prose up to snuff – it’s hard to enjoy what is here when the reader is wincing at a typo or grammar error every other line.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I beta tested this game, and didn't replay its final IFComp version so caveat lector).
I have a bit of history with the Perplexity engine that powers Headlights. A custom parser that aims to provide a natural-language approach to IF so that it can be played via voice (though I’ve admittedly never tried this out), I first encountered it in last Comp’s Kidney Kwest, an educational game aimed at helping kids with kidney disease manage their conditions; despite its humanitarian aims, I cold-bloodedly lambasted it for running slowly, requiring finicky syntax (you couldn’t even drop “the” when referring to objects without the parser complaining), and neglecting basic conveniences offered by mature IF languages (no pronouns, no UNDO, awkward disambiguation). Then this year’s Spring Thing boasted Baby on Board, a comedy about dropping a kid off at day-care, which I similarly found weighed down by an engine that made things way too hard, with few upsides to justify its idiosyncrasies.
So when I saw the author of a new game using Perplexity asking for testers on the forum, part of me groaned, but a fortunately-bigger part of me realized it’d probably be better to be inside the tent peeing out rather than continuing to stay outside peeing in, as LBJ used to say (well, in slightly saltier language). And I have to say, Headlights is a great improvement over what’s come before, at least for my playstyle. At a technical level, it runs notably faster, with barely any noticeable pauses on my machine, and while the game still accepts more complex sentence structures that mimic human speech, typical IF commands are catered to as well. And because the game also offers more traditional gameplay – use-object-A-on-object-B puzzle-solving, for the most part – I could actually see the advantage of some of Perplexity’s key features, like the ability to ask where you left certain items or otherwise interrogate the game about the state of the world.
The flip side of these moves towards the norm is that the scenario is also less novel than in the two previous Perplexity games – it’s a simple series of deserted, dreamlike environments setting up a twist you’ll see coming a mile away, with straightforward puzzles that help pace the experience appropriately but don’t have much inherent interest. And some of the parser’s remaining weirdness – like its tendency to expose ugly game-mechanical constructs at the slightest provocation when they’d better be kept discreetly out of sight – undercuts mimesis. I’m still waiting on the Perplexity game that wouldn’t be better off just being implemented in TADS or Inform, but I think Headlights shows a path towards getting there: firm up the fundamentals, and once the base is solid, lean into a design that takes advantage of the system’s idiosyncratic strengths.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I sometimes worry that I give short games short shrift – I mean I guess in a way that would be appropriate, as often there’s just less to say about a game that says less and in the attention-economy it’s easy to equate length with value. But still, there’s a lot to admire in a game that knows how long it should be, knows that the 90-second punk-rock version of a song is often strictly better than the 12-minute prog-rock version. In last year’s Comp, I adored some shorter games, like Funicular Simulator 2021, Closure, and My Gender is a Fish (I only just now realized that sometime in the last year my memory had invisibly renamed this game to I am a Fish, which of course would be the title of the inevitable genderqueer Faulkner mashup) – they didn’t need to maunder on endlessly to make an impression.
Sometimes, though, short games are too short to adequately develop their ideas, and sadly, such is the case with 4 Edith + 2 Niki. Per the blurb, this is a dating sim, implemented in basic-Twine style, though it takes a couple minutes to reveal itself as such. You start outside a shanty, given a choice of whether to enter or stay outside. If you choose the latter, you’re treated to a series of increasingly random vignettes with questionable grammar, before being railroaded into going outside. Here’s the last, so you get a flavor:
"You decide to stay longer. A horrible young man appears and names him a coffee-mouthed boy. Marvel starts entertaining with stories, especially the X-Men, Iron Man, and Dr. Strange sequels. After a while, though, it’s just Enter…"
Once inside, it turns out the shanty is a spacious office, with six different sub-locations to explore; two have people named Niki inside them, and four have people named Edit (not Edith), each with a different number to distinguish them. The various Edits will ask you on dates or mention an event they’re going to, and after visiting all the rooms you decide which of the four to pursue, at which point the game ends with a different, but identically-cynical, ending involving you getting coupled-up with that iteration of Edit. Like, here’s the one where you go get Slovak food with Edit 1 (I’m like a quarter Slovak, and since that’s an especially random ethnicity even by the low-stakes standards of Eastern Europe you’d better believe I picked that first when I saw it was an option):
"You decide to go to the Museum Village, where you will meet Edit 1. At first you fuck like rabbits, but less and less often, and you can listen to his head-voiced laughter at his shitty jokes. Plus, by the end, you’re completely silly."
Lest you think this is an outlier, punishing those who foolishly think Slovak food sounds like a good time – lots of love to my grandmother, but so far as I could tell from her cooking, flour dumplings, sausages, and doughy pastries were the highlights of the cuisine – here’s the one where you go to a concert:
"You went to the Anne and the Barbies concert and then you became a couple. Over the years, you realize that she’s a little hysterical, but which woman isn’t. That’s all there is to it."
That sounds pretty misogynist, but maybe it’s a knowing pun, you know like hysterical → hystera → uterus? This is awfully abbreviated to try to draw conclusions from, though, and indeed, that’s how I feel about the game as a whole. Is this meant as a satire of dating sims, making fun of the idea that you make a few low-context choices and you wind up mated for life? Is it trying to say something about the banality of identity in modern society by having all the romantic options have the same name? Is the juxtaposition of dateable Edits and standoffish Nikis (one’s implied to be an ex) getting at the sometimes-arbitrary way people present themselves or don’t present themselves as potential partners? Is the fact that the only option you have is which of these people to date, with remaining self-assuredly single not even a fail state or but-thou-must false choice like the one in the opening, trying to critique the normativity of coupledom, a la Lanthimos’s The Lobster?
I dunno, man, nor do I know what that any of that has to do with Iron Man or TARDIS-like shanties that contain office buildings. It just feels like stuff, and while individual vignettes have some disorienting zip, there’s just not enough here – not enough characters or plot or engagement – for them to cohere into anything with impact.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
A couple days ago, someone slipped a flyer under the windshield wipers of my wife’s car while she was shopping in Target, two pages of densely-packed type fulminating about the horrible pedophilic grooming that our sleepy Southern California school district is inflicting upon our children – it was wall to wall homophobia, transphobia, and racist to boot.
But so anyway the writer of the letter had a lot of complaints about what was being taught in sex ed, and said that I could see for myself the filth that was being crammed down kids’ throats by going to TeenTalk.ca. I figured I would check it out, less because I was expecting to be shocked and more because I wanted to verify a hunch I had based on the URL suffix. Sure enough, not only was the content on TeenTalk.ca completely anodyne (I mean, so long as you don’t have a panic attack at the idea of gay and transgender folks, like, existing), the “About Us” blurb at the very top of the page noted that they were a Winnipeg-based nonprofit that worked across most of Manitoba. They have nothing to do with the California-based organization that uses the same TeenTalk trade name for their programming, and which had actually been tapped to create the materials for the district.
I wrote what I thought was, under the circumstances, a remarkably temperate letter informing the woman who made the flyer that while by my lights she was advancing a hateful, ignorant agenda, at least we could hopefully agree that spreading blatant misinformation was in no one’s interest, and, since the peccadilloes of those modern Sodomites called Manitobans could be of no possible relevance to Californians like us, it would behoove her to update her flyers.
I don’t know what I was expecting, but it wasn’t what I got, which was a reply doubling down, saying that she 1000% meant to link to that Canadian site, because as the flyer said, it was just giving people an idea of the type of thing they were teaching down here, and the district was keeping the actual curriculum so tightly locked up that this was the only way to spread the word (none of this was true; the flyer specifically said these were the folks making the curriculum, and if you search TeenTalk with the name of the school district, the first hit that comes up is a Google Drive containing the actual slides and lesson plans the district is using).
I bring this up in the context of The Grown-Up Detective Agency – well, mostly because I find the anecdote darkly hilarious. But the fig leaf of relevance I’m using to crowbar it in is that the game’s protagonist, 21-year-old lesbian detective Bell Park, is suffering from a species of the same mind-blowingly-implausible and toxic self-delusion as afflicts my right-wing interlocutor (she’s also from Canada, so there) (Bell I mean, not the DeSantis groupie).
Bell was once a kid detective, you see, solving crimes a la Encyclopedia Brown or Nancy Drew, and in the course of one of her cases realized she was gay and even started dating an amazing girlfriend – much of which is depicted in the author’s previous games, though I haven’t played any of them. But somewhere along the way, as she got older, the detective game started to curdle her, making her cynical about other people but mostly herself. As the game opens, she’s got a desk in a Toronto coworking space, a favorite mall-court chicken place, and not much else, cut out of the lives of all her old friends and ex-partners and convincing herself it’s for the best. Two visitors might just jolt her out of this rut, though – one is an old crush, turning to Bell because her fiancé has gone missing, while the other is herself as she was at 12 years old, a plucky, can-do kid vomited up by the space-time continuum for what’s surely some reason. Can they crack the case?
This is an all-time amazing premise, made all the more compelling by the intertitle:
PART 1: THE HETEROSEXUAL DISAPPEARANCE OF MARK G
Reader, I laughed, and then laughed harder when the old flame’s description of her in-fact-incredibly-het boyfriend made me feel completely attacked, from his boring hair to his normcore fashion sense. While I usually enjoy comedy games, very few of them manage to get more than a wry chuckle out of me, but this game had me giggling at least once per scene. Like, here’s the two Bells interrogating someone about the photo of a suspect who’s wearing some very incongruous headwear:
ADULT BELL: Where’d he get the crown?
BRETT: Let’s just say I’ve got a connection at Medieval Times. (He lowers his voice.) And you didn’t hear this from me, but the jousting is rigged.
KID BELL: You should tell them the menu has too many New World crops for a medieval European banquet.
Speaking of self-delusion, I’m going to spend the next couple of days trying to convince myself this is a joke I’ve actually made.
While it’s very, very funny, though, Grown-Up Detective also wears its heart on its sleeve. Indeed, if I have a critique it’s that the case that’s notionally the jumping-off point for the adventure quickly recedes into a mere justification for the two Bells to bounce off of each other. Adult Bell is frustrated by her younger version’s naivete, while Kid Bell can’t understand why her grown-up self is so cranky to be living her dream – it’s a standard dynamic when flatly stated, but the dialogue between the two of them is very well-written, always pithy and with plenty of punch lines but enlivened by real emotion. Plus it turns out that there are some root causes to their tension – in particular, Kid Bell is outraged that Adult Bell has let a great relationship slip through her fingers, for what seems the dumbest of reasons.
All of this is played out in an attractive, low-friction interface; there are nicely-done cartoon portraits of all the main characters, the prose efficiently sets the stage for each part of the investigation, and it moves you quickly through dialogue, which typically progresses through a series of forward-linking choices rather than looping back into trees that need to be laboriously explored. I found I played this one really quickly, because the pacing is excellent – each scene was just long enough to get me eager for the next one, and progressed the Bells’ character arcs in meaningful ways as well as providing plenty of comment on the challenges of growing up gay or the vicissitudes gentrification has inflicted on Toronto.
I don’t think it’s possible to fail the case, which despite a bunch of twists and turns past a certain point feels like it largely solves itself, and again – without spoiling too much – reveals itself to have much lower stakes than what’s ostensibly the B-plot of how Kid Bell became Adult Bell. While the detective frame becomes a bit of an afterthought in narrative terms, though, it’s necessary to make the character business work. For all that Adult Bell thinks she’s a hard-boiled detective, she’s let depression prevent her from truly seeing her situation for what it is; Kid Bell, still analytic to a fault, runs down the clues, pushes back against her subject’s self-delusions, and eventually gets her to realize the truth. Would that everyone was afforded such a chance to let go of the lies they tell themselves – the world might be a different place.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp)
Autumn Chen has had the kind of year that makes one reevaluate one’s standards for productivity. Her impressively-detailed debut in the Comp, last year’s A Paradox Between Worlds, came tenth in a crowded field; New Year’s Eve, 2019, her Spring Thing entry, won nods for Best Writing and Best Characters (and unless I miss my guess, didn’t miss out on a Best In Show ribbon by very much); and just a month or two back, she worked with Emily Short to recover and reimplement Bee, one of Short’s “lost” games.
Coming now to the Archivist and the Revolution, I think it’s that last effort that’s most relevant. Don’t get me wrong, there’s quite a lot of continuity with the two previous games: we’ve got a ChoiceScript-aping game (actually implemented in Dendry this time) with a slightly overwhelming amount of well-written content; we’ve got a cast where just about everybody sympathetic is a (trans or cis) lesbian; we’ve got a plethora of endings. But the narrative structure is largely procedural with randomly-available and discrete storylet-like passages playing a significant role in what the player understands the plot to be, and the interface foregrounds a resource-management frame where narrative actions produce mechanical rewards that in turn feed into new narrative consequences – it’s all very reminiscent of late-period Short (has anyone done the definitive charting of the arc of her career? I mean the Emily Short who’s interested in procedural text and works for Failbetter).
Think I’m reaching? Check the name of the main character then get back to me.
(Post-Comp update: the author replied to this review and confirmed that I was, in fact, reaching)
This isn’t a critique, I should make clear – far from it! Chen’s take on this structure feels assured and very much her own, with a dystopic, genderpunk setting quite far from anything I’ve seen in Emily Short’s work, and her trademark emotional palette of anxious grays and exhausted blues, illuminated by the occasional miraculous, vital yellow, is very much in effect. The mood is sketched with an evocative, efficient opening:
"The light outside the window was bright and artificial, emanating from a poor simulacrum of the sun hanging on the metal ceiling above. Rows of green and violet macroalgal trees emulated an ancient streetscape, the scene completed by the humans walking by. It was the equivalent of midday in the city without a sun."
(I’d forgotten that there’s literally no sun. Metaphors!)
In this downbeat arcology, the protagonist, Em, works as a freelance archivist, working to recover information have encoded in the genetic material of ambient bacteria – this world has suffered from cycle after cycle of horrific war and violence that appears to have destroyed most traditional forms of information storage, so previous generations of scientists have cannily developed this technique to leverage the hardiness of unicellular life and send messages-in-a-biological-bottle to a future age. That idea, on its own, would be beautiful – except that the shores were these bottles have fetched up are dark ones indeed. After the latest convulsion of violence, the city (and maybe the world as a whole?) has been taken over by a reactionary, oppressive party that brutally enforces traditional gender roles – they’ve recently put down an abortive uprising that Em, a trans woman, took some vague part in – and doesn’t seem able to provide even reasonably economically-productive residents with a decent social minimum.
What this means is that you’ve got rent to pay, and to earn money you need to use your skills to decrypt your pick of two or three of a randomly-selected set of snippets of genetic information, and then send the resulting information to the archive (you do this by clicking, there are no cryptography puzzles or anything). Sometimes the information is garbled or no longer meaningful; sometimes it contains important scientific information; sometimes it contains the personal musings of the recently-suppressed revolutionaries; and sometimes it hearkens back to the very dawn of history, and the events that put the city on track to become the hell that it is. And then you pay for food and hormone treatments, hope you’ve netted enough on the day to be on track to make rent, and do it again the next day, with a new set of randomly-selected snippets waiting on your work account.
The game isn’t limited to just this loop, though. You get opportunities to decompress or interact with others in between, or even instead of, shifts of decryption. Some of these are minor-key – like trawling the CityNet for news stories (Em, in a display of obvious self-hatred, always reads the comments), or tooling around in a samizdat MMO. Others, though, unfurl into major character arcs, largely centering on two of Em’s former partners – one who’s also trans, but “de-transitioned” to hide from the authorities, and the other who’s raising her and Em’s son – and just from those short descriptions you can tell there’s a lot to dig into. Oh, and there’s also a mutual aid society made up of folks who share her revolutionary past and want to recruit her.
If this sounds overstuffed, that’s because it’s overstuffed. It’s here that the more procedural, storylet-based design proves successful. There’s no way you could see a fraction of the content on offer in just one playthrough, and you’re somewhat at the mercy of the RNG because what snippets are presented to you will have a significant impact on how much you can guide the story. And while it’s clear that you can focus more on one partner or the other (or neither) depending on your choices – simple enough – there are also ongoing plot threads woven into the DNA decryption. Some of this is game-mechanical, since at the beginning you lack the technical skills necessary to analyze certain cryptographic algorithms, but you can pick up the needed techniques if you find certain snippets that provide a how-to guide. But it’s also narrative, too – there are prefixes to the snippets that I think mark each as belonging to a particular genre, from deep history to the suppressed diaries of revolutionaries to literally Wikipedia. You can lean more towards one set rather than another, but ultimately, you’ll have a very hard time exhausting even one while spinning all the other plates you’ve got to keep an eye on.
This could be a recipe for incoherence, but I found the engine was tuned to create a satisfying story regardless of what was surely the suboptimal course I charted. I began by largely ignoring my job to meet all the different characters I could, then realized I was going to be short on my bills and overcorrected into work mode, then stumbled across a sequence of snippets that put into question many of the things I’d assumed to be bedrock truths of the city, then went broke nonetheless. At the end, my version of Em achieved an unexpected sort of apotheosis, riding a series of twists I saw coming just before they hit, and leavening the grimness of the story in a way I didn’t think would be possible. It felt lovely and inevitable, but it was only one of nine endings! I doubt they’re all as satisfying, but even so, the way I was able to retroactively construct a clear, clean narrative arc out of so many randomly-generated pieces, quite sure that I missed more words than I saw, was little short of magical.
Do I have complaints? By now I feel like y’all know me, I always have complaints. First, for all that the setting is established as violently repressive, in the game itself didn’t feel much sense of immediate threat, even when choosing somewhat-risky options, and the very real threat posed by Em’s rising rent comes off impersonal and inevitable, rather than terrifying – hell, even the online trolls seem significantly less vicious than the kind you see in real life. Beyond that, there’s a closing revelation that doesn’t quite play fair with Em’s backstory. And in a world where my morning paper included Russian missiles raining on Ukrainian civilians, Los Angeles City Councilors taped being absurdly racist while dividing up the city’s districts, and Iranian geronto-theocrats murdering dozens of women and children to prop up their illegitimate regime, the idea that the world’s conflicts would reduce down to the single point of gender identity seems a bit hard to credit – I’m certainly not complaining about the game foregrounding what it’s about and reading the rhetoric of various contemporary right-wing ideologues you’d be forgiven for thinking transgender rights is the only contested ground in our society. But still, there might have been opportunities to explore some intersectionalities around race, since Em is depicted as Asian and I don’t think it’s implied that everybody else is, too (in fairness, some of these dynamics might be explored in DNA-storylets that I didn’t find).
Finally, I ran into some bugs. Several were found in the resource-management side of the game, though since, as I previously noted, that’s not where the action is they were fairly low-impact: A few times, I decoded DNA but failed to get a message the next day telling whether I’d classified it correctly and giving me my payment; on one occasion, I’d decoded and archived two sequences but only had one acknowledged, while the other time I’d similarly archived two but saw only blank lines when I clicked the link to check for messages the next day. And the finale sequence opened with a two-paragraph warning that I was behind on my rent and would be evicted if I went another week in arrears, followed immediately by another paragraph telling me actually I was being evicted now.
There were also what seemed like a few narrative glitches, in particular two sequences that seemed to assume information that I don’t think was established on-screen in my playthrough (Em references a leaflet leading her to the mutual aid society, but I never found such a thing, and in one scene where (Spoiler - click to show) K- has a breakdown, as it’s wrapping up she glancingly mentions getting a new job, which Em rolls with without comment despite not having previously known that K- got fired). And I found one dialogue option in the first meeting with the mutual aid society misleading: one of them said something about how I probably wasn’t a government infiltrator, to which I responded “no”, thinking that would be interpreted as agreement – but the game took that to mean refusing their recruitment pitch.
None of these did much to dent my enjoyment of the game – I’m flagging them in the hope they can be ironed out for a post-Comp release, since The Archivist and the Revolution is richly deserving of a second visit after the present frenzy of games wraps up. I’m curious to see how the narrative engine holds up to repeat play, and what happens if I try to focus my energies on a single plot thread rather than playing the field as I did this time out. But even if you just go through the story once, this is a clear highlight of the Comp.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
January is a postapocalyptic story that puts no interesting spin or distinctive worldbuilding on its hoary premise. The player has absolutely no agency, and the only interactive element is that you can sometimes make the unmotivated choice to read the passages in random rather than chronological order (an option that readers of regular books also have, though understandably they don’t exercise it that often). There’s only one character, outside of the beginning and ending the plot is pretty much just a grab-bag of stuff that happens, and the illustrations that conclude each segment are often a bit amateurish. And speaking of art, the cover, as well as the title and blurb, are at best unexciting and at worst actively off-putting.
It got me more excited than anything else I played in the Comp.
This is another review that’s going to spoil things pretty thoroughly, and there’s at least one thing the game does that I think I would have been upset to know about going in, so I’m once again going to recommend you play January first, then come back here. I found it took a little while for me to settle into it, so even if your first impression isn’t great, give it a half hour to see if you’re able to get on its wavelength – if you can, I think you’ll be glad of it.
Okay, I’ll give one more teaser before getting into the review proper. Here’s a passage from fairly late in the story, when the protagonist, realizing that he doesn’t know what most plants are actually called, decides to just pick the ones that seem to fit:
"He found a sprig of stubby flowers bowered beneath a tree. They huddled together in an unfriendly way, white-petaled, small-eyed, so he called them elderflowers. On the side of the road, fuzzy yellow things sprouted from the earth like uncombed licks of hair. He knew that daisies were yellow, and so daisies they became, and the cat entertained itself by weaving through them, its feathery tail flicking among the flowerheads like it might convince them it belonged.
"Coral tree-buds became peonies; umbrella-wide blooms, dahlias; a weeping of top-heavy bells, willowseeds."
(Spoilers from this point on. But you can now probably guess why I like January. That prose!)
January plays its cards a little close to the chest at first, but seeing the “end of the world” tag in the blurb and the lone shovel in the cover illustration gave me some suspicions. When the first couple of scenes involved a nameless man scavenging through an eerie, lifeless environment with no other living souls around, those suspicions deepened, though I held out hope that this was like a nuclear winter scenario or something (there’s snow on the cover image too!) But no, my fears were proved right soon thereafter when the first zombie reared its ugly, decaying head.
I just don’t get on with zombie stories. Fast, slow, allegorical, supernatural, intimate, blockbuster, it really doesn’t matter – I am down with a comedy zombie, but outside of that very specific special case, if something has zombies in it that’s an instant turn-off. I find gore unpleasant, for one thing, and zombie stuff almost always involves a very blunt form of body horror that I find disgusting but not especially scary. As mindless, relentless antagonists, I feel like they don’t add much narrative interest. And 99 times out of 100, wittingly or not the politics seem to me dumbed-down and retrograde, vindicating the society-shunning “self-reliance” of survivalists, who use violence to reinscribe fear-based patriarchy across the ruins of a failed cosmopolitan society – grosser than any tub of entrails. There are far-distant riffs on zombie stories that I do enjoy, admittedly (like, squint at Battlestar Galactica and you can see the zombie DNA in it, at least for the first season or two), but the original recipe doesn’t appeal.
So getting to that plot point, and realizing I still had another hour and a half of this game left, made my heart sink a little, since I thought I could see exactly where January was headed – a dark, nihilistic slog that would end either with an unsatisfying surrender to the inevitable (my worries on this score deepened substantially once the cat entered the picture), or an implausible, unsatisfying last-minute turn towards optimism. Still, I stuck with it, largely on the strength of the writing. While the opening is quite episodic and not especially creative in terms of the scenarios it presents, January doesn’t waste much time before laying down some well-crafted imagery. Here’s an abandoned train, turned into a shelter by some other survivors:
"The train unfurled from the tunnel like a tongue. The front engine had come to rest half a mile from the mouth of the tunnel, and behind it a long procession of tattered boxcars faded into the dark, their orange paint dulled to sepia and their wheels spiked with weeds. A single oil tanker, bulbous and pale as the head of a cyst, interrupted the straight line of boxcars."
Those details are chosen with care, adjectives sparingly used to pick out what’s important like flecks of white directing the eye in an oil painting. The author uses this literary style to good effect when laying out the various landscapes the protagonist traverses, allowing the reader to glimpse the eerie beauty of the world that comes after this one, but it also is deployed to darker effect, making the zombies’ decaying bodies into aesthetic objects of fascination and revulsion:
"A smaller girl shadowed the window’s bottom panel. The blood hadn’t dripped that far yet; he could see her raw, macilent hands as she dragged herself across the carpet to the window. One of her legs must have sloughed off, or both. She drew close enough to mush her face to the glass, and toothlessly she jawed at it, docked tongue quivering in a cockroach mouth."
This is deeply unpleasant, but it’s a novel way of approaching the subject – the prose holds the zombies at a distance so the reader can contemplate them without the blurring abstraction imposed by adrenaline. Indeed, the protagonist is generally well-armed and competent, and the zombies, while sometimes aggressive, often are portrayed as pathos-inducing and pathetic, almost becoming an especially atmospheric part of the landscape rather than immediate threats:
"And a head, visible now as he approached the window and cut out the sun’s glare. The dead body nuzzled the liquor store window, its hands plastered to the glass, fingers curling at the bottom edge of BEER. With no mandible to contain it, the body’s tongue lolled caninely from its drooping mouth. Harmless. Most of them had forgotten doors."
The style also supports the game’s structure, which is a series of loosely-connected tone poems arranged in a calendar. This is the one place where the player has some say in the text the game provides; at any point in time, you’ll typically have two or three unread days marked on the calendar interface, and you can choose which to turn to next, though as I said above, I’m not sure what reading them out of order would do except needlessly confuse you. There are usually two weeks or so between vignettes, and they often start just as an incident is kicking off, and end before it’s wrapped up, with enough left blurry that attempting to construct the full narrative thread that connects all the dots is a fool’s errand (sometimes reading a later day will open up a new, final page or two in a previously-visited day, which adds more context but typically doesn’t radically revise the player’s understanding of events).
There is one major point of continuity between these sequences, though, and that’s the cat. Early in the game, the protagonist picks up a cat as a companion, and begins to look out for it by getting it food and shelter, and being looked out for by the animal in its turn, as its sensitive hearing and unease around zombies serves as something of an early warning system. Much like the rest of the story, the relationship between the two is predictable in its outlines – we learn from the opening line that the protagonist is fleeing some sort of tragedy, though since this is a zombie story a) we already knew that, and b) we’re also pretty sure what the tragedy was, so it’s through caring for the cat that the protagonist learns to be vulnerable and care for others again. But it’s still very finely drawn, with a light touch that lets the player fill in the blanks, and once I’d realized that this internal dynamic was what January was interested in, rather than positing its zombies as metaphors for capitalism or wanting to comment on the decadence of society or anything like that, I finally relaxed, looking forward to some lovely writing on the way to the clearly-telegraphed end.
And then at the 80% mark, January does something unexpected. All at once, the previously third-person narration switches over to first person, and the flowery prose shifts to a far more grounded style – and this doesn’t just apply prospectively, all the previous entries are rewritten, with a new perspective and new details revealed. This is a jarring change that risks alienating the player, especially so because it’s really the prose that’s the highlight of the first part of the game, so radically altering the writing style risks undercutting the thing that’s drawing the player along, far more so than the comparatively-thin plot and even-thinner interactivity.
Fortunately, the new mode of writing is also very well done, though clearly distinct from what’s come before – it’s comparatively plain in terms of word choice and sentence structure, but the ideas and imagery are still very rewarding:
"I let Cat drink from the cap of my bottle, and watching him lap up the clear water, I thought it was funny how water doesn’t turn blue until there’s enough of it. That it has to grow into itself, like a newborn kitten crawling around blind til it gets the strength to open its eyes."
This just might be a metaphor for how the protagonist sees himself as the story is wrapping up – and the late-in-the-game invocations of Aeneas and Dido also clearly bear some relation to his perception of his role in the originating tragedy. Similarly, there are varying interpretations you can put on the language shift, but one of the simplest is surely just that it reflects the end of a distancing, depersonalized shield the protagonist had erected – and again, despite its slight reticence towards the start, January isn’t trying to be needlessly obscure. But secrecy and concealment aren’t the only route to literary power.
January isn’t faultless. Besides the issues I’ve raised above about genre and interactivity that might prove off-putting to some players, and the art that’s so much less evocative and polished than the prose, it’s also the case that very occasionally the writing gets over its skis – when the protagonist says of a pair of metal scissors that’s grown hot under direct sunlight that “they burned against his ear like a slow-motion boxing, the handle as hot and hard as any father’s hand”, my eyes rolled. But for how many big, big swings the author takes, it’s astonishing how few misses like this there are. It was also astonishing to me that for all the typical aspects of IF that January eschews, I missed basically none of them – this isn’t the sort of game that would be measurably improved by a hunger meter or premature bad endings. If you come to IF largely focused on the interactivity, this one might not be for you, but if the fiction side looms larger for you, there might not be a better game in the Comp.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There have been a lot of cities in this year’s Comp, I’ve noticed – the arboreal paradise of Elvish for Goodbye, the gentrifying Toronto of Grown-Up Detective Agency, the dying arcology of Archivist and the Revolution, the city-of-Damocles of Hanging by Threads – but I reckon Conduin, the desert metropolis that’s both setting and star of Prism, is the one to beat. The game’s got characters and a plot and significant choices, all which work perfectly well, but it’s this fantastical city at the center of the work, with the story continually circling around the questions of what it is, where it came from, and what it could be.
So what’s the deal with Conduin? While it’s blooming in the middle of the wasteland, with canals sluicing life-giving water in the midst of the sands, it’s no paradise: the city is a stratified place, with the poor chased out even of empty apartments, and growing your own food is a crime because self-sufficiency would insulate you from the lightning-based economy that structures society. Crystal-structured buildings are drawn up from the depths of the dunes by geologicians, the domes of the academy glow on the horizon with the promise of a better life, and couriers cling to a marginal existence, ferrying precious cargo and messages across the rooftops, dodging corrupt constables and cultist-gangsters alike.
This is a hell of a setting, and that’s just what’s established in the opening, before any of its secrets begin to be peeled back. The protagonist, of course, is one of those couriers, with the game starting as they’re hired onto a job that could change everything for them (most people in the city go by “they”; gender is seen as a foreign affectation only a few opt into, choosing pronouns regardless of their body’s biology). What starts as a simple delivery from one scholar to another will see you decide to take a stand against the injustices in Conduin, discover the mysteries behind its rise from arid destitution – or just keep your head down and get paid.
The setup really is masterful, and in some ways I feel like it’s wasted on IF – for all that the author does a good job limning the city and it’s precincts, really this calls out for the AAA treatment. I can easily see Prism as a hybrid of Mirror’s Edge and Dishonored (there’s even some whalepunk elements to this one…), unspooling the same plot over a series of action-packed missions that send you sprinting over, above, and through the city, getting into kinetic fights with the constables, and unlocking supernatural powers if you decide to join the Streetborn cult.
That’s not to say it doesn’t work well in its current form, though. Exploring the city is still very engaging, and unlike many Ink games I’ve played, it’s quite interactive; you can choose to focus on your mission, seek out your childhood friend who has joined the aforementioned group of cultists, or get drawn into a street brawl with a silver-armored superhero. Sure, many of these involve action or sneaking scenes of one description or other – thus the wish for the more conventionally video game version – but the prose is tight and exciting when it needs to be.
While all the pieces are in place for a memorable experience, I think the structure slightly lets Prism down. The game’s overall a sort of dumbbell-shape: there’s the aforementioned delivery mission and related side-activities, and after that wraps up you can either decide to take your earnings and get on with your life, or dig deeper into the secrets that you’ve started to catch glimpses of. If you opt for the latter choice, there’s a time jump, a whole bunch of new characters are introduced, and then you’re conveyed into another action-packed sequence that wraps up the game as a whole. The plot holds together, but it feels unbalanced – after finishing the delivery I spent a long time thinking that I was experiencing an extended, kind of anticlimactic denouement before realizing the narrative hadn’t actually wrapped up. The two pieces didn’t mesh together smoothly in my playthrough, either: I got hints at what Conduin’s engine of prosperity actually was in the course of the delivery, but in the remainder of the game, the protagonist seemed ignorant of those hints even in moments where it seemed like they really should have. Whether these were bugs or narrative oversights, they reinforced the feeling that Prism is two separate experiences stapled together in the middle.
Still, I enjoyed both experiences. Sure, the narrative is a little lumpy, and the fact that I’m gushing about the worldbuilding over all else I think is an indication that the plot and characters are, when you strip away the rococo detail-work, fairly straight-ahead. But it’s not like I needed more of an excuse to play tourist in Conduin, which might wind up being counted as one of the great IF cities.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Maybe we should style the title here as The Thirty Nine Steps by John Buchan, by Graham Walmsley? You see, this is a Twine reimagining of the early-Twentieth-Century novel that kicked off the spy thriller genre, albeit with all-new text rather than interpolating the original’s prose. I haven’t read the book, though going in was dimly aware of the plot – a resourceful hero forced to flee an omnipresent conspiracy, sort of a last-century Three Days of the Condor, with the mysterious title referring to some sort of cipher that needed to be unraveled to foil the plot of the baddies – which seemed well-suited to an IF rendering, what with the focus on action and puzzles.
(I've also heard debate about whether there are anti-Semitic implications to the novel – there are definitely some wrong ways to depict an international conspiracy – but happily there’s nothing like that in the game).
Overall I’d rate this as a successful adaptation. The game has a breathless pace that makes it the interactive equivalent of a page-turner – at every stage, you’re having to live by your wits, eluding your pursuers, trying to make progress on a dead man’s coded notebook, or having to decide whether a seemingly-friendly stranger is a potential ally or a disguised hunter. Throughout, there’s a simple but robust system that sorts most of your choices into clever, bold, or open options – unlike in a ChoiceScript game where these would probably be skills that you would develop through repetitive use, here they’re simply different choices of tactics (in fact sometimes a single decision-point could have multiple clever choices, or none), with the caveat that the best ending is reserved for players who take enough of the trustingly-naïve open choices to maintain their faith in humanity through to the end.
Some of these choices are definitely better than others, mind, and it’s certainly possible to end a chapter with a suboptimal result, or even fail the story entirely. But while there isn’t a save or undo system – they’d probably reduce the tension of the game significantly – in a nice compromise, you can go back and replay each chapter when you hit its conclusion; the few times I tried it, I found it only took a few minutes to retrace my steps and get a more positive outcome.
The game’s prose helps with this overall zippiness. It’s unadorned, but the locution is formal enough to suggest the milieu it’s trying to evoke, and it gets right to the point. Here’s the inciting incident that sets the plot in motion – there’s a lot packed into these two sentences:
"The man on the floor was quite dead, a knife through his heart skewering him to the floorboards. He was an upstairs neighbor, a trim man with gimlet eyes, who had looked at me searchingly whenever we passed on the stairs."
I do have a few critiques, mind. One is that while the game generally lets you fail forward, the difficulty of getting an ending where you figure out the plot and foil it completely seems quite high. For instance, several times in your journey, you’ll have a brief respite where you can try to improve your disguise, find some useful items, get some food or sleep, or work on decoding the dead man’s notebook. Obviously, the latter of these is quite important, but as far as I can make out, to suss out the baddies’ plans you need to choose the code-cracking option every single time. Meanwhile, the game flat-out tells you that the final chapter is meant to be played multiple times in order to gather the information needed for a winning run, without a metafictional conceit to justify the need for such outside knowledge.
The second flaw in the story – and given the genre I’m sincerely not sure how heavily to weight this – is that none of it makes the slightest lick of sense. Like, go back to that opening: you wake up with a dead man in your flat, and with all your belongings searched, because the evil conspirators know that the guy they murdered had written down many of their secrets in a notebook. Of course, you find said notebook almost immediately, at which point you have to elude the agents who are keeping your dwelling under observation so they can jump you. This is all well and good in terms of setting up thrilling set pieces, but pause for a moment and it crumples into incoherence. If the bad guys were so worried about this notebook, and so attuned to the risk of the protagonist finding it, shouldn’t they have murdered him in his sleep, rather than obligingly letting him slumber on uninterrupted? Contrarily, if they’d written him off as a threat, why establish such tight surveillance and try to grab him as soon as he leaves his apartment?
The whole game is like this. You hop a train to Scotland, losing yourself in sparsely-populated Highland villages, only to discover that there are conspirators on the train with you or waiting ahead at the station in the smallest of hamlets – if there’s a justification for this other than that they’ve somehow read the script, I didn’t pick it up. Fortunately, coincidences don’t just break for the bad guys: at one point, I was captured but managed to escape the deserted farmhouse where they’d taken me, only to blunder into a river fisherman mid-angling – who immediately recognized me, as he was a high officer in the Foreign Service who already knew I was innocent of the murder the villains had tried to pin on me and cleared my name without the slightest fuss or bother. Meanwhile, the final confrontation with this octopus-like conspiracy, that’s managed to extrude its tentacles across the length and breadth of the British Isles and has dozens of agents everywhere you look, involves facing down two weedy chaps, an elderly gentleman, and their noncombatant maidservant.
I’m not sure whether these are inconsistencies that can be laid at the door of the original, or were introduced in the adaptation. And again, for the thriller genre I’m not sure implausibility is too great of an issue – I seem to recall that the opening chapter of The Da Vinci Code involves an albino self-flagellating Opus Dei assassin monk named Silas escaping from a Spanish prison when an earthquake knocks down the walls, which is a sentence I can’t type without sniggering, though joke’s on me since it sold eight gazillion copies. Indeed, I almost got more enjoyment rolling my eyes at the silliness of the plot, and then just rolling with it, than I would have if everything had fit together with a neat and boring logic. The Thirty Nine Steps doesn’t seem to mind whether you’re laughing with it or at it, meanwhile – it’s too busy rushing from one fun, ridiculous stunt to the next.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Would it be elitist to confess that I can’t say for sure whether I’ve ever eaten at an Applebee’s? I’ve mostly lived in fairly big cities, and even when I travel for work, because I don’t drive I never wind up at the sorts of suburban strip-malls that tend to host the chain restaurant. For purposes of this review, though, I’m trying to conjure up some associations – I’ve got a sense of the look and overall vibes from Friday Night Lights, since one of the characters was a waitress there for a couple of seasons, and for the actual food I’m imagining Chili’s and subtracting the (admittedly already rather slight) southwestern angle (Chili’s is also a strip-mall kind of place, I think, but there was one sort of accessible when I was in high school so at least I’ve been there a couple times).
Anyway based on that almost-completely-groundless supposition, what I’m coming up with is a restaurant that isn’t any better than it ought to be, but isn’t much worse, either – like, a mediocre place that earns its meh rating not through consistent middle-of-the-road performance, but by frustrating whatever expectations you bring to it: if you think it’s going to be awful, you might be surprised that one or two of the things you get are relatively solid, but if you go in expecting to be wowed, you’re likely in for disappointment.
If that’s right, the restaurant has something in common with the characters of Use Your Psychic Powers at Applebee’s, a short optimization game in Ink that tasks you – an employee of the Schtupmeister brewery, purveyors of a syrupy ale that sounds simply revolting – with reading the minds of four patrons of a franchise somewhere in Middle America and giving them a mental nudge, when the moment’s right, suggesting they try one of your patron’s products using your psychic powers (you can only make one such suggestion per person, due to incredibly-fuzzily-invoked legal issues). In practice, what this means is that you eavesdrop on each, listening to the thoughts of the waitress, the already-in-his-cups older man, the crypto bro, the snot-nosed tween (yes, you can get a 12-year-old hooked on Schtupmeister. Apparently Applebee’s isn’t big on carding?), learning a little about their hopes, dreams, and fears, waiting for a moment when they’re happily distracted enough for your brain mojo to give them a little push.
What you find out, listening in, is that they’re all a little scuzzy – but not too scuzzy. The older guy is celebrating a not-especially-savory escapade that’s left him flush with cash, but he didn’t do anything so awful, and hey, he kinda needed a win. The kid’s consumed with figuring out which of two characters would win in a fight, but he’s also contemplating a crime of his own. The waitress isn’t above a spot of pickpocketing, but adheres to a consistent set of carnie values. The crypto bro – well, he’s a crypto bro, but at least he has a sick mom. And as for you, well, read the previous paragraph about what your job is again.
A game where you only get four opportunities to act could get a little stale, but the author’s done a good job of fitting the design to the constraint. For one thing, it’s short – each playthrough takes maybe five minutes or so, meaning there’s not a lot of downtime where you’re just waiting to click next even if you’ve already taken all your shots. Second, time marches ahead regardless of who you’re listening to – so if you flit from person to person, you could well miss out on a key opportunity, or key information, from someone else. So it works like an optimization game, as you’ll probably do a series of playthroughs focusing on one or maybe two characters each until you have a sense of what their deal is, and when they might be vulnerable. And then there are also a few moments when you’ve got the opportunity to do something other than push a crappy beer on vulnerable people, before reaching the denouement which gives you a last chance to interact with each of the characters and then offers a quickie job evaluation from your boss.
It’s a solid structure that supports four or five playthroughs to get the outcome that feels right to you –one canny thing about the setup is that since complete success means getting a large number of people potentially hooked on a terrible product, the compulsion to play past the point of enjoyment to wring out a “best ending” is largely absent. And honestly, I wanted to put in those replays to see all the jokes I’d missed. I’d characterize Use Your Psychic Powers at Applebee’s more as amusing than laugh-out-loud funny, but it had me smiling a bunch all the same. Like, here’s what happens if you try to strike up a conversation with the drunk guy by pretending you know him from somewhere:
”Excuse me, sir,” you stop to ask the customer. “Sorry to bug you, but this is driving me crazy. Did we go to magician school together?”
”No, I never went to magician school… but it’s not the first time someone’s … asked me that. There must be an up-and-coming… magician who looks just like me,” the customer replies, drunk and befuddled.
Sometimes the author is reaching a little too hard to find humor – there’s a Clubhouse joke that feels instantly dated – but there are way more hits than misses here, and it’s nice that the laughs don’t come too much at the expense of the sad-sacks stuck in a chain restaurant on what feels like it must be a Tuesday night. Between the good writing, clever design, and faintly-detectable humanist vibe, after all maybe this one’s more Cheesecake Factory than Applebee’s.