Reviews by Mike Russo

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i wish you were dead., by Sofía Abarca
3 of 3 people found the following review helpful:
Breaking up is hard to do, January 16, 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).

There’s this episode of The Office where Michael needs to fire somebody – appropriately enough on Halloween, when I’m this review. Given his general irresolution, his pathological desire to be liked by everyone, and the extra hurdle that it takes to psych yourself up to firing somebody wearing a vampire costume, he hems and haws all day, having weird hesitant interactions where he sort of starts to fire the person then backs down, drawing it out in a way that winds up being way more painful, both for him and the firee, than if he’d just been able to do the thing. In the middle of this can’t-look-away trainwreck, there’s an interview clip with him where he says “I went hunting once. I shot a deer in the leg – had to finish it off with a shovel. It took about an hour. Why do you ask?”

(When searching out the exact wording of that quote, I found a dispiritingly large number of like Reddit threads where people were in fact asking where this question came from and what it has to do with the rest of the episode. Sigh).

For all that this may be a good guide to what termination of employment looks like, I think it works as well if not better when it comes to breaking up with a partner. Oh sure, you’ll roleplay it out in your head and talk it over with loved ones, and commit to doing it quickly and cleanly. But then they’ll ask a question or you’ll feel weird about how you’re ending things, so you’ll keep talking to try to explain or justify or empathize, and before you know it, you’re forty-five minutes in, there’s blood everywhere, and you just keep bringing that shovel down over and over and over again, despite the twin realizations that a) it doesn’t seem to be doing what you need it to, and b) there’s nothing else you could possibly do except keep on going.

At its best, i wish you were dead captures this slow-motion car-crash through fumbling, authentically-painful dialogue that’s general enough to be near universally resonant. It starts in medias res, with the protagonist in the middle of explaining to their girlfriend why they need to separate. The player starts out as much in the dark as the partner, with only hints at backstory and context showing up in the corners of what each partner says – apparently there was a previous breakup and reconciliation, a question of whether the protagonist has actually been forgiven for some earlier transgression. At every juncture, you have a choice of dialogue options, some of which try to cut things off and simply end the breakup, others that try to respond to your partner’s questions or provide a better sense of why you’re doing this – and despite the obvious understanding that you should just end this horrible, no-good interaction for both of your sakes, inevitably the player winds up gravitating to the choices that keep it going. It’s a lovely marriage of in-game and out-of-game motivations – after all, we want to know more of the story, and doesn’t the partner deserve to know the truth? – and it communicates the queasily squirming horror of this awful situation as well as anything else in IF.

At its worst, i wish you were dead makes you pull up Twitter (RIP) while you wait for literal minutes of timed text to unspool, as though forcing you to hang on each um and ah will somehow make the dialogue feel more realistic, and then buries the strongly-written conversation in histrionic stage directions:

"She turns her gaze to my hands, which fingerprints are tightly against the wood of the table. I can feel the despondency of her eyes, slowly blinking as she nibbles on the inside of her cheeks. She shifts her weight and she crosses her legs, the same position she adopts when she rests her right calf on the seat under her left leg."

Look, we’ve all done this sort of thing as novice writers, feeling like we can’t just run the dialogue on without checking in on what’s physically happening in the room. But we can! This would be 5x more powerful as “She looks at my hands and shifts her weight,” and 10x more powerful as literally nothing.

This dichotomy unfortunately extends to some of the details that get slowly revealed about the doomed relationship being dissected. There’s a canny reversal of sympathies that plays out over the course of the conversation, as you begin to put together the pieces of what’s going on and understand that the protagonist’s motives, and previous behavior, are not wholly blameless and this isn’t the altruistic we-need-to-break-up-for-your-own-good situation they start out presenting it as. That’s a neat narrative dynamic, but I personally found the game overcorrected, and by the end I felt like the protagonist was a profoundly toxic, un-self-aware person to an extent that significantly reduced my investment in the relationship (Spoiler - click to show)(you appear to be terminally insecure and broke up with your actor girlfriend the first time because she went to a cast party; you’re now freaking out because she’s texting with a friend, though admittedly one she might have feelings for). Different players might have different tolerance for these kinds of things, admittedly, but this is another place where I feel like a more grounded, low-drama approach would have been more effective.

Still, when it works it really works – and it did make me bark a stunned laugh of disbelief at something that ultimately wound up as a headfake, albeit it still makes me giggle (Spoiler - click to show)(at around the one-third mark, as you work up the nerve to ask about the person you’re worried has displaced you in your intended’s affections, you blurt out “who’s Link?” and I thought, holy shit, this is a close-perspective melodrama about Gannon feeling two-timed by Zelda, that’s amazing. It isn’t, but wow now I want that game). Ironically, I might have had the best possible experience with i wish you were dead if I’d just brought it to an early conclusion, picking dialogue options that steered the conversation to an ending without revealing too much about how awful the protagonist is, or giving so much space for the bad writing to overcome the good parts. But human nature is human nature, so what was I to do but bring that shovel up for another heart-not-fully-in-it thwack…

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To Persist/Exist/Endure, Press 1, by Anthony O
2 of 2 people found the following review helpful:
Touchtone gloom, January 15, 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).

This is the last of the Texture games in the Comp, and I have to say, up until now part of me has been playing these games thinking to myself “wouldn’t this have worked better in Twine instead?” the whole time. I’m hopefully not too narrow-minded about platforms, but much of the time, I feel like the games haven’t done much with the unique aspects of Texture – like exploiting the built in “verb”/”noun” functionality the interface enables, instead of just allowing one or two choices per passage that would work better as simple Twine-style links – while suffering from the somewhat awkward way the drag-and-drop thing works on a touchscreen, or the way the lack of a scrolling feature means text shrinks as passages get longer. Finally, though, here’s one that takes advantages of the affordances!

The whole of To Persist/Exist/Endure, Press 1 is played via a telephone interface, as a depressed protagonist navigates an interminable, hostile phone tree in search of a flicker of hope. This is another of those short games that eschews plot or characters in order to focus on presenting an allegory for what it’s like to experience a mental health challenge – like Nose Bleed, which I reviewed earlier – and I think this one works. For one thing, the slight irritation of trying to drag the “press” button onto the small numbers representing the different options fits the mood of frustration to a T, and the juxtaposition of these “press” options with the constantly-available hang-up option reflects the omnipresent temptation to just stop trying in the face of so many barriers.

Your exploration of the various options turns up surprises, too, so while the game is basically one-note, it doesn’t feel monotonous. You have an option to switch languages to Polish, for example, which rewrites many of the possible choices into that consonant-heavy language; similarly, the organization you’re on hold with is the Agency of Neverending Happiness and Clearing Out Monsters From Under Your Bed, and fruitlessly attempting to chase down information related to the second part of that mandate was entertaining. You can try to speak with an operator – but of course no one ever answers, you’re just stuck listening to the same annoying musical-hold tune over and over, until it starts to drive you mad. Or you can leave a voicemail, but the system never seems to understand your message.

These are all about how hard it is to escape from depression, of course: you try to reach out, but it feels like there’s nobody there for you, or they’re talking a foreign language. And if you do get someone to listen, you can’t explain yourself in a way that will make them understand (plus, despite how it might sometimes feel, you can’t find a monster to blame; it’s just you, and your broken brain-chemistry). The allegory isn’t especially subtle, but each bit of the phone tree is fleet enough not to outstay its welcome, and none of them are trying too hard to be coy, so overall it worked for me.

What worked less well was the endings – or basically ending, since in all of them the protagonist finally has to hang up, defeated, reflecting that despite all their efforts “everything is the same as it was. And everything is as sad as it’s always been.” Having there be no escape or positive solution is a valid, albeit downbeat choice, but since the game is entirely focused on the phone call and doesn’t set up the protagonist’s negative feelings outside of having to deal with the frustrating stuff they’re hearing on the line, I experienced a mismatch between their feelings and my own – hanging up felt like a relief to me since I didn’t have any context for the baseline unpleasant existence the protagonist must be living.

I think the game would have been stronger if it had laid more of this groundwork, but at the same time, it might have diluted the purity of the concept. Anyway if the worst thing I can say of a game that takes five or ten minutes to play is that while what it did was good, I wanted it to do some additional stuff too, well, that probably means it’s a success, even if there’s space for deeper explorations of the premise.

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Glimmer, by Katie Benson
1 of 1 people found the following review helpful:
Points of light, January 14, 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).

These days it’s easy to take a look around and feel like the world is pretty bleak. Sure, it’s perhaps the case that throughout human history the world has generally looked pretty bleak, and it’s just because of the semi-recent memory of the 90s, when the Cold War was over but we were still close enough to World War II that Nazis knew they had to keep it in their pants instead of whining about cancel culture, that we in the west have an expectation that things should be basically okay. Regardless, what with an on-and-off pandemic, a land war in Europe, rising inflation, raging inequality, the global rise of an anti-democratic right, oh yeah and the marching inevitable catastrophe of climate change, it’s understandable that folks get depressed at where we’re at. And compared to where I live in the US, this is maybe especially the case right now in the post-Brexit, post let’s-crash-the-bond-market-by-being-supply-side-morons UK, where Glimmer is set.

This short choice-based game tracks a simple down-and-up arc. On the front end, you’re confronted with a well-written, linear series of shocks and shames, each of which pushes the protagonist – and the player, as their proxy – into an act of forced renunciation:

"On the bus home the next day, you pick up an abandoned newspaper. It’s filled with stories of war, poverty, and environmental destruction.

"You stop reading the news.

"Your manager calls you into a meeting. She’s been asked to make cut backs. There’s a genuine sadness in her eyes.

"You stop going to work."

It all ends with you huddled under a duvet because you’ve had to turn off the heat, disconnecting from your loved ones since they’re all just enacting different versions of the fear that’s paralyzed you, and giving up the last thing there is to give: “you stop caring.” From there, though, a friend visits, bringing tea and biscuits, and choices start to open up as you begin to consider that maybe life can be something other than a monotonic decline.

That’s all there is to it – this is a game you can blaze through in five minutes. And even when you reach the part with options, it’s still quite linear, as you end up in the same place, with almost exactly the same plot beats, regardless of what you pick. I found this did undercut the impact of the story on me, I have to admit, and I wished there was a little more detail, a little more specificity, to help the conclusion land with a bit more force (the friend isn’t given a gender, much less a name). With that said, I can’t fault the message Glimmer ultimately conveys, and overall I did find the game effective, albeit more so the first half than the second. That’s no surprise, I suppose – I suspect it’s easier to convey a slide into depression than communicate an authentic path out of it, especially these days.

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The Lottery Ticket, by Dorian Passer
1 of 1 people found the following review helpful:
An innovative gamble, January 13, 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, though I did replay it in its final form).

There are always a few odd ducks in any IF competition or festival, and Dorian Passer’s Cost of Living was a whole flock of ‘em in one in this summer’s ParserComp; using a bespoke system that required the user to type single words to fill out an ongoing dialogue between two characters discussing a public-domain sci-fi story – don’t call it MadLibs! – it occasioned some controversy, being disqualified as being IF but not really an example of a parser game, then kinda-sorta-unofficially reinstated after discussion, with the author posting some detailed notes relating the thinking behind the so-called “stateful narration” approach he’s taking and kicking off much discussion in reviews and on this forum.

This time, we’ve once again got an original story juxtaposed against a text written by someone else – here a Chekhov short story, making The Lottery Ticket a competitive runner-up to Elvish for Goodbye in the I-am-going-to-hubristically-invite-comparison-to-a-badass-writer side-comp – but rather than a peanut gallery directly commenting on the story, here what connects the two narrative strands is a bit of thematic irony: the Chekhov story is a compact fable about a man driven to selfish misanthropy by the possibility that his wife might have won a fortune, while the frame story involves a near-future office worker killing time and texting with her roommates while similarly awaiting the outcome of a lotto drawing –

– sorry, I am informed that a group of ducks is not typically called a flock; instead they can be a raft, a team, a paddling, a skein, a badling, a plump, or a brace. I regret the error but honestly, look at all those synonyms, I feel like the ducks have to shoulder their share of the blame here too.

That’s not just a bit – I’m flagging the ridiculous fecundity of the English language to highlight the potential of the sentiment-analysis approach to player input the game takes. Whereas in a traditional parser game, the game only recognizes a few standard bits of vocabulary, plus whatever else the author has laboriously taught the engine to understand, and in a choice-based game your options are constrained to picking whatever’s been programmed in, in theory a player could type nearly any English word into the input boxes offered by the Lottery Ticket and see a reasonable response.

In practice, the design doesn’t fully take full advantage of this flexibility, I think because Passer is trying to walk before he runs. While I found the frame story engaging as a work of fiction, it’s a bit thinner when it comes to interactivity. There are only four places where the player is asked for input, and the results appear to be fairly binary – half allow the player to express whether or not the protagonist attempts to play down her anxiety about the lottery’s outcome with her roommates, while the other half are about matters of taste (being bored by a roommate’s cooking, preferring light or dark coffee) that are essentially aesthetic.

Passer’s written about wanting to deemphasize players’ expectations of agency in terms of changing the plot, since that’s a promise no author can ever fully deliver, in terms of creating so-called “narrational agency” – the idea, as I understand it, is that the player doesn’t alter what happens in the story, but how the story is told. And that’s a fine theory; I don’t mind that these choices aren’t narratively impactful – expressive choice works fine, after all – but they perhaps feel too simple, too reducible to a coin flip, even if that overly facile take ignores what’s actually happening behind the scenes, and even blows past how impactful even these simple choices are. Like, it makes a big difference to our understanding of the story if the protagonist is honest with her friends or if she feels she needs to hide her nervousness from them, especially since she’s said she’ll split any potential winnings with them! Imagine a version of Gatsby where he levels with Nick about how he actually made his money, rather than flashing a fake medal from Montenegro – it’s not at all the same story.

While recognizing this, it’s hard for me to fully let go of the expectations I’ve built up from many many years of playing more traditional pieces of IF – these kinds of toggles just don’t bring the fireworks when other games engage the player in more visceral ways. Still, this seems like a surmountable problem; I’m intrigued by the idea that the engine here could add a second dimension, so that each word’s input wouldn’t be assessed on a single continuum but on two at the same time, or possibly adding granularity so that instead of a positive/negative switch, the system clearly recognized degrees as well… And what’s promising is that the system, because it just relies on an algorithmic assessment of words, could be infinitely malleable, rather than relying on bespoke simulations of particular physical situations or pre-chosen options for its ability to be responsive. This “narrational agency” approach doesn’t have its killer app yet, but The Lottery Ticket is definitely moving things ahead, and I’m looking forward to seeing what might come next.

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Death by Lightning, by Chase Capener
5 of 5 people found the following review helpful:
Surreal but maybe too personal, January 12, 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).

In a forum conversation about Lucid, I mentioned that I’ve run across other entries in the “short, surreal, dark” subgenre of choice-based games and found them too personal, or at least too idiosyncratic to the author’s specific preoccupations, to be very engaging. I must have jinxed myself, because just a few entries later, here we are with a stylish, moody game with some attention-getting writing that feels too solipsistic for me to enjoy.

Death by Lightning is presented via a Game Boy aesthetic, with a single static grayscale image that I think is meant to depict a cabin in the Alps; there’s a subwindow with scrolling, pixelated text, and every once in a while you’re presented with two low-context options to choose between. It makes for a stark, tense experience, which is underlined by the first sequence: after an epigrammatic quote, the player is told that “you are a man being sexually penetrated in a hut in the alps.” That is certainly a uh grabby opening, though at least it’s quickly established that this is a consensual encounter. The dynamics are complicated when you learn that it’s your task to distract your partner and keep him in this cabin while some other, undescribed event happens, leading up to your first choice – whether to try to persuade him to stay, or sneak out to sabotage the car. I played through twice: in the first, I opted for persuasion, leading to a branch where I resorted to increasingly-pathetic emotional blackmail before suggesting a sightseeing trip to Rome, at which point the game ended in a form of dissociation, feeling like a tourist in my own mind; then I went back and tried to rip out the car’s wires, but was surprised by wolves and drove up into the mountains, abandoning my lover but I think eventually succumbing to frostbite and drifting into incoherence.

I could construct various theories of what the game is “about” or what it’s trying to say – I suspect the title and epigram [FN1] point to not to literal death, but to ego-death and the possibility of enlightenment through a surrender or submission that negates one’s preconceptions about what enlightenment, or love, or fulfillment, look like, daring blasphemy (typically punished via death by lightning) to attain something higher – which might create some common ground between the wildly varying narratives and thematics in the two branches I explored – but as a text, Death by Lightning doesn’t feel to me like it provides sufficient scaffolding to be confident in the exercise; it’d be not so much extracting Deep Hidden Meaning, but inventing Cosmic BS, as we used to say in my high school English classes.

I will say that there are some sentences here I really liked:

He opens a window and the wind howls hexes. “Christ”, he scans the mountain anxiously.

And the bit towards the end of the first ending I got, the tourist one, talked about “becoming abstract to yourself”, which feels like a metaphor that has something to it. But again, these images never feel like they’re rooted to anything solid in terms of character or theme or narrative, so they fail to make much impression. And some of the writing in the second branch I explored is just not very good – after a series of near-syllogisms about God, the sublime, the erotic, etc., I got this:

Hyper-spiritualism is co-morbid with the path through it.

If I could decode the specialized vocabulary the author is deploying here I might be able to extract some larger meaning from that sentence, but as is it’s pretty clunky.

I’m not averse to doing some work to find value in a piece of writing – and I don’t just mean like Joyce or the accepted dead-white-guy canon, that applies to IF too, Queenlash and Manifest No are some of my favorite games of the last couple of years! But most good difficult writing, in my experience, wants to be read, and is written that way because that’s the only way that particular work could be written. I get the sense that Death by Lightning could only have been written this way, but I’m not convinced about the first part; I think it’s very meaningful to the author, but I suspect they were more focused on that than on making it meaningful to players.

FN1: atypically for me, I couldn’t find a way to crowbar an unrelated personal anecdote into this review, but I actually have one about the poem that opens the game! I’ve read it before, in a collection called Japanese Death Poems that compiles what are called jisei, or poems written in the last moments of the author’s life. The book was a Christmas gift from an ex-girlfriend of mine; I returned the favor by getting her a volume of Sylvia Plath’s poems.

Despite what you might think, we weren’t yet exes at the time we exchanged these deeply seasonally-inappropriate gifts, though unsurprisingly the relationship didn’t last through to March.

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Through the Forest with the Beast, by Star
1 of 1 people found the following review helpful:
Underdeveloped but enthusiastic fairy-tale-ish riffs, January 11, 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).

Many years ago, I was on a family road trip where I wound up sitting next to my three-year-old cousin for a four-hour drive through New England. The early-summer scenery was lovely, and my cousin was delightful company – and still is, for that matter, albeit the fact that she’s now in college is a deeply unpleasant reminder of the relentless march of time – because, a precociously verbal child, she decided to pass the time in telling stories. These stories had several things in common: 1) she was always the main character; 2) there was always a forest, and a monster (in that order); 3) they each went through setup, rising action, climax, and very-compressed denouement in like four minutes apiece; and 4) the next one started immediately after the previous one wrapped up.

Playing Through the Forest With the Beast, the years melted away until I felt like I was back in that car again, listening to my cousin babble on, albeit it only lasts fifteen minutes and nobody got carsick, which must be counted as improvements on both scores.

What we’ve got here is a short, choice-based game that’s much simpler than the setup, with its glancingly-blasphemous worldbuilding and survival-game stat-box, communicates. You’ve got a mark on your chest that identifies you as some kind of beast to a frightened populace, which you’d think would imply a religious or apocalyptic angle, and an omnipresent set of health and stamina bar charts, plus a hunger and thirst meter, that set you up to expect resource-management sim elements. But the game pretty much entirely consists of just walking through a forest until you get to the safety of the other side, running through a short set of encounters that just sort of happen, without any of them setting up or impacting any of the rest, until you get to a sudden ending.

On the plus side, the game has some of the manic energy of an impatient toddler trying to distract herself. It’s truly impossible to predict what’s going to happen next – I won’t spoil the specific scenes I came across, few as they are, but while some predictably riff off of fairy tales, others go much farther afield (the only scene I ran into in my first playthrough appears to be a medium-length (Spoiler - click to show)Star Trek easter egg). And the simple prose keeps things moving, with a charming amount of editorializing about how exciting everything is:

"You follow the twisty windy road as vines move on their own and trees seem to bend to block out the sun. Time itself seems to have lost meaning back here. Finally you exit out into a clearing. At the far end is a small wooden cabin shockingly built in this forest."

On the negative side, the game also has the attention span you’d expect from an impatient toddler trying to distract herself. For one thing, during the opening you’re asked for your name and favorite color, with the former being mentioned one time in a skippable sequence, so far as I can tell, and the latter never coming up again at all. Similarly, your heath, stamina, hunger, and thirst appear to change only at fixed points, in predictable ways, so despite their prominent placement they feel very much like afterthoughts in play. The same description or plot point can also be repeated in adjacent sentences, as though the author forgot they already established something and thought they had to do it again.

Through the Forest can also feel exhausting, despite its short length: the backdrop is a pretty but very busy set of paintbrush-swirls that does succeed in evoking a forest, but succeeded even better in giving me a headache. Plus, many of the choices are simple, zero-context “do you want to go forward or back, or left or right?” quandaries where it’s impossible to know whether there are better or worse choices to make, which can be wearying, and there are no real puzzles to create deeper engagement.

At least it’s easy; I go through successfully in all three games I tried, and I was curious enough about the paths not taken to jump right back to the beginning those first two times to see what I’d missed. Twice was enough, though – there’s no real payoff to reaching your goal, no sense of how you’ve been changed, and without those elements, the story felt like it often reduced to “and then this happened, and then that happened, the end.” I was very much done after those fifteen minutes were up – though, points in Through the Forest’s favor, it was way easier to bring the game to a stop by closing my browser window than it would have been to bail out of that road trip with more than three hours still to go.

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HOURS, by aidanvoidout
4 of 4 people found the following review helpful:
Demented and incomprehensible (mostly but not entirely in a bad way), January 10, 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).

Before you embark on a journey of revenge, says the proverb, dig two graves. It’s an admirably pithy way of foregrounding the corrosive effects of giving yourself over to the single-minded pursuit of vengeance, even if it does raise some practical questions (if you dig them before you leave on a journey, does that mean some poor schmuck of an undertaker has to haul two rapidly-moldering bodies all the way back to the graves? Seems inefficient!)

Sadly, I can’t tell you whether HOURS grapples with the psychological and logistical complexities raised by the adage, because bugs meant I failed in my quest to assassinate the Shogun of the game’s techno-magic empire; his legions of soldiers stymied me just for a moment, but “I need usable code to the right of =.” ended my journey right quick. I can relate that I did not excavate any tombs at the outset, and in fact launched into this quixotic adventure without much in the way of forethought at all. The protagonist is a soldier in the Shogun’s army (initially nameless, though later it’s revealed he’s called Jack so he probably should have stuck with him man-with-no-name schtick. At least he makes out better than the poor Shogun, whose parents called him Charlie) – sorry, lost the plot there for a moment, a soldier who’s told by a ghost that he’s gonna die, so he might as well assassinate his own leader.

Lest you think I’m bottom-lining this in too conclusory a fashion, here’s the passage in question:

According to an apparition you saw on the battlefield, you had less than a day to live.

“How?” you asked. After all, you didn’t feel any different from usual.

“It may not look like it, but it’s your injuries. You’ll die soon.”

“…”

(Jack is a master of JRPG-protagonist ellipses).

“You will die by dawn tomorrow.”

You pull an arrow from your arm and tear a piece of cloth off a corpse to use as a bandage.

“…”

“Nothing to say?”

“…”

(See? I told you!)

“Well, since you’ll die anyway… I have a little favour to ask of you in the last hours of your life. Could you help to assassinate the Shogun of your nation? I’ll keep you alive with magic until dawn, but that’s the most I can do.”

Jack is quickly teleported to the capital city, leaving him with only five hours to spare, so he immediately – rents a room in an inn (hopefully an option to invest in his 401(k) will be added to a post-Comp release). While you have the option to mope around until dawn kills you, you can also just march down to the Shogun’s castle and launch a frontal assault on his personal bodyguard of hardened mercenaries, which isn’t suicidal because Jack just remembered he has a magic sword that can kill people if you stab where they used to be – this makes for a badass fight scene though also makes me wonder why he doesn’t just head to the hospital where the Shogun was born and skip some steps. Anyway after interrogating the lone survivor about some heretofore-unmentioned magical soldiers, Jack heads to a slave auction where poor captives who seem to have X-Men style superpowers are tortured and sold to the highest bidder (I’m not sure what level of Econ Shogun Charlie got to in college, but his failure to establish a monopsony here feels like a major oversight). And then the aforementioned bug brought proceedings to a halt.

I’ve been making fun, but honestly, I was disappointed not to see where things ended. HOURS has the demented, incomprehensible energy of the kind of anime I occasionally was able to watch when I was a kid in the early 90s, where someone at school’s uncle’s cousin stayed up until midnight to tape a poorly-dubbed episode from two thirds of the way through the run of some show you’d never even heard of before and never would again, except the station wasn’t paying attention to the timings so it cut off right before the end so they could run a Thighmaster infomercial. I can’t say that it’s good, but I was carried along by its silly enthusiasm for a while, even as I was MST3king it in my head – and getting any kind of emotional response out of the audience is something a first-time author can be proud of. HOURS isn’t an especially auspicious starting point, no more so than a two-grave cemetery, but here’s hoping the author’s journey into IF creation comes to a better end than Jack’s quest did.

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Tower of Plargh, by caranmegil
7 of 7 people found the following review helpful:
Not a lot rhymes with Plargh, January 9, 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).

(With apologies to Leonard Cohen)

Well, my friends are gone, and my hair is grey
I got to the end but I’m not sure what I just played
I’m crazy for IF but I’m rating this one blargh
The cover pic’s Big Ben but I’m talking about the Tower of Plargh

I asked Andrew Plotkin, “are these puzzles tough
Or is it just that they’re not explained enough?”
Andrew Plotkin looked at me like I was from Camargue
It’s all trial and error in the Tower of Plargh

First you drop an egg in rooms with funny names
Then a voice from above has you playing silly games
I looked up the list of Inform actions and ran through them in a slog
To solve the monkey puzzle in the Tower of Plargh

The scenery is implemented never
And you are as good-looking as ever
If you like descriptive detail, you will say “argh”
'Cause there’s not much to look at in the Tower of Plargh

Four times you need to get to the next floor
The map’s always the same and the clueing’s rather poor
There’s one typo that shows up in almost every room
Who put us in this place, and why are we collecting golden cruft?
Who’s the voice on the other side of that big red button we push?
Pondering these questions puts me into a mood of gloom

Now I’m closing down the game, and I won’t be back
There are 70 other Comp entries, and I’ve got to stay on track
I’ll remember this one though, even through a bit of fog
At least it wasn’t a dumb apartment, it was the Tower of Plargh

Well, my friends are gone, and my hair is grey
I got to the end but I’m not sure what I just played
When critiquing first-time authors, I don’t like to flog
Still, I hope your next game will be better than the Tower of Plargh

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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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