In some ways it’s apt that the randomizer gave me Red Radish Robots right after Ascension of Limbs (yes, I’ve gotten to the point in the Comp where I’m starting to think about the randomizer…), because while AoL’s secret sauce was that it was just the right length for its content, RRR suffers from going on too long for the interest its setting and puzzles can support.
The concept is a fine if unexceptional one – robot waking up after some kind of disaster and trying to reconstruct what’s happening while solving straightforward puzzles – but the trouble is, it isn’t too hard to suss out what’s happened, and the puzzles are all quite straightforward. The closest thing to a twist is that the robot has been deactivated without fingers, so you need to gather them one by one until you have a full complement of ten, which allows you to get to the end-game. But ten is too high a number to which to have to count, given that you mostly find them by unlocking doors (some with keys, some by oiling stuck hinges), opening multiple safes, finding a note where someone’s written down their computer login and clues to their password… Again, there’s nothing wrong with the classics, but in too large portions it feels overly starchy.
There are ways to be destroyed or get to a dead end, but a limited number of respawns are possible (respawns also appear to somehow rewind time as to at least one object, which is helpful but confusing!) The writing is typo-free and does what it needs to to communicate the setting and what’s going on. And there are a couple of puzzles that have a bit more zip to them, like the final one (Spoiler - click to show)(though requiring the player to lie to the “bad” robot, then sucker-punch him while shouting out that I’m fine being a slave was maybe not my favorite aspect of the game). But my interest started to flag on like the sixth spin through the same eight rooms to see what one new quotidian interaction my incremental progress had unlocked, before having to do the inevitable seventh. All this speaks well of what the author will do next – and there are indications there’s more work already in the oven – hopefully with a bit of trimming to cut away any unneeded filler!
Radicofani is a bit of an odd duck that’s frustrating to play, but part of the frustration for me was that I found its world intriguing and was annoyed I couldn’t see as much of it as I wanted. Starting with what’s off-putting: this is a custom-parser game that runs as a standalone Windows executable, with some awkward programming choices – the game is constantly popping up separate, standalone windows, and there’s a noticeable lag after every action – and even more annoying visual-design choices – there are a lot of documents depicted with blurry, pixelated fonts that make reading headache-inducing, and some of the darker colors were hard to read against the black background. It’s apparently a translation of an earlier Italian version, and there are a host of typos and English-language infelicities that indicate that this wasn’t the smoothest process.
The design of the game itself also makes for a bumpy ride. Most locations list their interactive objects after the room description – a nice convenience - but there are also sometimes objects that aren’t listed despite being obvious and quite prominent (on the flip side, there are also some objects that don’t appear to be mentioned anywhere except the hints). And descriptions can be quite sparse – early on as the player is exploring their ex’s apartment, they see the listing “I see a voice mail“, with no cue about it being on an answering machine. There’s also a bench the player can open, I suppose like a piano bench, but the only cue that that’s possible is a note in the description that it has “a usable bottom.”
Predictably, there are guess-the-verb issues, and wandering into a church appears to be an automatic game-over, with no warning so far as I could tell (there’s no UNDO, either). And the results of one’s actions are often very unclear. Here’s the response to MOVE CARPET:
"What should I do now? move carpet
I am watching…
UGH! I must have stopped a gathering of dust mites
You have been missing for a long time…"
Huh?
Yet, despite all these irritations there are parts of Radicofani I really enjoyed. The setting is the primary draw – the player is investigating the disappearance of his ex, who’s an art restorer who went missing in an old medieval hill-town in Tuscany. I’ve been to a similar place, and perhaps the memory of that experience made me find this one so evocative. But there are times when the descriptions, awkward as they sometimes are, do paint a compelling picture of this ancient, mysterious city – and there are a few well-chosen graphics that also fit the mood. The business of the game has to do with libraries, antiquarians, secret passages, and churches, which all appeal to me in a Name-of-the-Rose sort of way.
So I was willing to put up with trying to bash my way through by regular consultation of the hints and squinting at the Italian-language walkthrough Mathbrush found, but sadly even this wasn’t enough to get me past one puzzle (Spoiler - click to show)(what to do once you’ve found the secret shelf in the library). If anyone writes up a walkthrough I’ll gladly come back to this one and go along for the ride just to enjoy some virtual tourism, but absent that sort of guide, Radifocani is hard to recommend.
MUCH LATER UPDATE: with the kind assistance of the author, I was able to finish my playthrough of Radicofani. I’m glad I saw the ending, since there’s a fun and creepy confrontation with the entity behind your ex’s disappearance, and the setting continues to be a highlight. The puzzles did continue to feel pretty arbitrary at times, however, with certain necessary actions seeming pretty unmotivated and underclued to me (I’m thinking especially of (Spoiler - click to show)hypnotizing the antiquarian, since I didn’t notice any indication the player character knew how to do that and it’s kind of a big deal to do that to someone without their consent!). Some of the late-game challenges do make good use of the graphics the game occasionally pops up, embedding hints that felt satisfying to figure out, but they didn’t always feel well integrated with the story – the final puzzle especially. With that said, the ending sequence is nicely put together and ties a satisfying bow around the game, albeit with a couple lines that read to me as some iffy gender politics (Spoiler - click to show)(the girlfriend is said to be changed by her ordeal and now focuses more on stability and things like cooking for you, without her same “thirst for work”, and this is presented as a positive thing). As I said, I was happy to get through to the end, but I’m left wondering what a more experientially-focused game that created more space for the pleasure of exploring the nicely-realized setting would have looked like – with easier or fewer puzzles, I think more folks would be able to enjoy Radicofani.
There’s a fun mix of the whimsical and the scientific in Quintessence. The player character is one of a group of multiply-incarnating quantum intelligences, who goes on a cosmic romp aiming to foil the plots of all-powerful cat to contact a broader multiverse. On the whimsical side, the cursor shapeshifts as the player’s circumstances change, from cat to dinosaur to dog; on the scientific side, I caught lightly-allegorized references to straightforward stuff like the Big Bang and the expansion of the universe, but also choices that bear on whether this particular universe is closed or open in the cosmological sense.
I sometimes found it a bit challenging to reconcile the two sides of the piece – possibly this is because I, a pedant who studied astrophysics in undergrad, kept trying to figure out what was “really” going on in the various options about how the dog-civilization should try to make contact with parallel realities, rather than simply going with the flow of things. But I think the structure of the piece also maybe pushes play in this direction, since there are clearly “right” and “wrong” answers and branches.
There are five “real” endings (I found two of them, including what seems to be the best one), but many other choices will lead to the cat foiling your explorations, sending you back to the start. Without a way to undo or save, this means that the choices feel fairly weighty, since an incorrect one can require a fair bit of repetition to get back to the place where you made an incorrect choice.
Since there are consequences for the choices, what sometimes felt like a lack of full information about the context and implications of those choices undermined the joy of exploration for me – which is a shame, because there are definitely places where this combination of hard science and animal allegory is really fun (I mentioned the dog civilization!) Hopefully there’s a post-comp release with a back button or the ability to save, since I’d look forward to checking out the other paths through the game.
Your enjoyment of QftSoJ will come down to two things: 1) how forgiving are you of RPG Maker games in IFComp (I’m fine either way, though it doesn’t seem like the engine’s strengths are well-suited for the competition); and 2) are you in the market for a solidly-done but not especially groundbreaking JRPG satire (in space-year 2020, I gotta say – eh, not really?)
As with Equal-librium, this is a short game with only one real gag, so it’s impossible to discuss without blowing the punch-line. So you might as well go play it, it’ll take five minutes. I’ll keep busy here thinking about CRPG tropes that have and haven’t been sent up. Let’s see, there’s the slay-foozle plot, the companions who’ll defend you to the death five minutes after your first meeting, the economy-ruining hoards of magical items and gold you obtain after a couple hours of low-danger grinding, the way the world levels up alongside your character until you hit the town where every random guard is 60th level, the endless fetch-quests with either disproportionately meager or disproportionately lavish rewards… all that’s pretty well-plowed ground, I think. It’s pretty hard to think of something that hasn’t been the butt of lots and lots of jokes!
OK, we’re back, and now that we know QftSoJ takes aim at the adventurer-who-takes-everything-that-isn’t-nailed-down-because-an-old-man-told-him-he-was-the-chosen-one trope, perhaps you too can relate to the sense of ennui in the first paragraph above. This is a pretty good take on the genre, but to say it’s hoary is an insult to octogenarians. The joke is well constructed: while the absence of any introductory text setting up your task I think is a misstep, it’s pretty clear that you’re supposed to think you need to gather equipment before getting out of town (and that you’ll specifically need a sword to clear some foliage for one of the villagers). The backstory the old man spouts is just the sort of generic JRPG guff that makes the player’s eyes roll without reading it closely enough to realize it’s loony. And there’s a bit of reactivity at the trial depending on your previous actions, as well as your legal strategy, making it worth a replay to see the different outcomes (of course you’re doomed no matter what).
But even the greatest amount of craft has a hard time making a five-minute joke game all that memorable. And I personally found the setup funnier than the actual writing and jokes (with one or two exceptions: the protagonist being named “Adonis Orcbane” is 80% of the way to being a great gag, and the guard arresting you with a “You’re nicked, Sonny Jim!” got a chortle out of me). If it’s your first time encountering this sort of thing, I could see QftSoJ being a hoot – but it’s hard for me to believe that’s true for many folks!
There’ve been a number of folks who’ve written reviews of PISG already, all of whom noted running into the same issue I did – after setting up the premise (win a 99-contestant singing-and-dancing reality show), introducing a small set of characters (the plucky sidekick, the arrogant rival, etc.), and giving a first introduction to the basic mechanics of the contest (via a series of choices during the prep and performance, leverage a set of four skills to determine how the player did, then give opportunities to improve relationships, sabotage others, and grind up skills in the downtime between challenges), the thing just ends, maybe ten minutes in.
This is well short of the advertised hour and a half playtime, so it’s unclear whether this is a bug, the wrong file was uploaded, an incomplete game was intentionally entered, or the whole thing is an exercise in Brechtian audience-expectation-undermining (the joke is that this is probably a single word in German) that puts For a Place by the Putrid Sea to Shame. None of those options present an easy jumping-off point for a review, sadly (well, except maybe the last one), so this will be a series of notes in place of what might turn into something robust if the game gets updated.
There are definitely a lot of typos and grammar errors, possibly the result of translation? Despite this, or maybe partially because of this, the game has a demented charm that arises from the confluence of the heightened artificiality of the game-show setup and a puppyishly overenthusiastic narrative voice. Like, after being introduced to the competition, we get this:
"You meet your new partner/roommate in a dance studio located inside the ships Tudor-style library. Your partner is Fuko Yamamoto, the daughter of a famous ventriloquist. She hopes to reinvigorate the idol community with the true spirit of enthusiasm and creativity."
I have no idea what to do with any of that, but it’s actually amazing.
It also has the coldest burn of any game so far. As the player character is saying goodbye to her family:
"Despite your dad being a 'boomer,' You love your dad dearly and are sad to leave him."
I’m a millenni-old, not a Boomer, but still: ice cold.
(I have been trying to make millenni-old a thing, by the by, to refer to folks born roughly between 1980 and 1984, who are technically millennials per the demographers but who didn’t have the same ab-ovo familiarity with computers and the internet as the rest of the generation, while still being too young to be invested in GenX touchstones like (shudder) Reality Bites or fully experience the impact of the end of the Cold War. Millenni-old – let’s all make it a thing!)
While it’s easy to focus on the style, there do appear to be some systems undergirding the thing, with stats tracked for your singing, your dancing, your “visuals”, and pretty much everything else (like, you have a fourth stat called “variety” that reflects miscellaneous talents, personality, sense of humor…), as well as numerical values for your relationships with other contestants. It’s easy to see how this would support the game-y side of proceedings, as you customize a character who’ll romp through some challenges while struggling with others, and figure out how best to engage in social maneuvering to come out on top.
None of this is in the game at least as far as I can access it, but the bones are there. Hopefully we’ll see a mid-comp update/fix, or at least PISG Phase Two in next year’s Comp – Long Xiaofan, I’m coming for you!
The Place is existentialist Mad-Libs, and says so before you ever get into the game – the blurb endorses the credo that existence is absurdity, and makes clear that all the game’s choices lead to the same outcome and their primary impact is on how you think about the journey. This isn’t an uncommon model for choice-based works, and it can definitely work when done well, with care given to how different choices might allow the player to experience different themes or aspects of a mostly-static story.
The Place changes up the standard approach here by making the choices literal Mad Libs – at several choices, you’re prompted to put in a word or phrase, usually something rather concrete or literal, and that fills in a blank in the story that’s being told. At one point there’s a small layer of obfuscation, as you’re prompted to type in a series of numbers, which are then translated into the names of a few cities, but for the most part these are pretty direct: if you’re asked what the main character’s favorite song is, the text you type will be inserted into a sentence mentioning what she’s listening to on the radio, for example. Occasionally there are small callbacks to a choice you made a few passages before, and there are some additional choices where you can decide to skip over a few of the text vignettes – though in a game this short, I’m not sure those are a good idea, frankly.
Anyway, the fill-in-the-blank mechanic is a risky one, I think: the author is putting themselves at the mercy of a player who’ll type in stupid or silly stuff because they don’t yet know, or aren’t clicking with, the mood of the game. The Place also misses some opportunities to use its default answers to guide the player or at least provide a baseline experience for someone who’s just clicking through: the default name for the protagonist is “name”, and if you just click accept on the default question for her favorite pastime, you get passages like “she gets bored easily so she finds her ways to keep herself busy. Only eg: eating ice cream simply doesn’t do it.”
The story here is fairly sketched-in, but does I think hang together – the narrator is reminiscing about a friend of his who’s struggling with some weighty themes, and who fantasizes about travel as an escape from her miserable environment before, it’s implied in the ending, having a moment of satori and realizing that internal transformation rather than external escape is the only path forward. There’s a clear connection between this thematic arc and gameplay that’s just about typing in signifiers for music, travel destinations, and career aspirations that are empty both in narrative and mechanical terms.
I didn’t ultimately find The Place engaging, though, despite the fact that the structure and them hold together. First, just because a game holds together in these terms doesn’t necessarily mean it will be satisfying. Second, the writing isn’t strong enough to carry what’s primarily a work of static fiction. On a technical level, it has numerous typos, grammatical errors, and awkward phrases – though I should say that while I always feel trepidation about speculating that an author’s first language isn’t English, I got that sense here, which helps explain if not excuse these issues (authors: hit folks up on these forums if you need people to read over your text and help tighten it up!)
But leaving those problems aside, the story is often fairly vague – we don’t get a great sense of the main character’s personality beyond a couple of very broad strokes, and the story is described more in vague feelings and overall impressions of what’s happening, rather than being embodied in concrete scenes with specific details or emotions to latch on to. The narrator states that the protagonist is an abusive environment, for example, and while I’m definitely not saying we need to see episodes of abuse graphically depicted, as it is this is just one or two sentences that are never followed up on or illustrated in any immediate way, severely undercutting its impact. And this is true too for the catharsis at the end, which feels more described than evoked. I can see what The Place is going for, and it has pieces in place to get there, but I didn’t find the details of how it’s put together strong enough to feel the intended impact.
Hey, it’s another game about waiting for the bus! As I made clear in my What the Bus? review, I am here for this kind of content. While both games are more about the journey than the destination, the Pinecone isn’t an absurdist descent into a transit nightmare, but a short, surrealist vignette (it’s sufficiently short and surrealist that I don’t want to go into details – you’re waiting for a bus, and as the cover indicates there’s a pinecone and at least one goat who enter into the proceedings). The author notes that this was adapted from a piece of static flash-fiction, and that’s the source of the game’s greatest strength, as well perhaps of its limitations.
The strength is the writing, which isn’t just “good for IF,” but flat-out good. I don’t mean to undercut how hard it is to write well for IF – it’s just that when you’re doing, say, a parser game you often need to describe very precise spatial relationships while keeping the amount of text under control so the player is able to pick out the key details. There’s usually more freedom in choice-based IF, but there’s similarly lots of weight on the text, say if the author is trying to provide enough information to help the player feel like they’re making decisions based on a full understanding on the situation and characterization of the protagonist and other folks in a scene. The Pinecone, though, barrels past those constraints and offers prose that wouldn’t be out of place in something by an Iowa Writers’ Workshop alum. Here’s how the eponymous seedcase is described:
“You feel the pinecone’s scaly ridges, its sheafed layers, its smooth-rough texture, a grenade mid-explosion, a spacious, fruitless pineapple.”
There’s a good amount of detail provided, but they words all well chosen to set a mood, and show off the author’s gift for memorable images and clever turns of phrase. And the presentation – clean white background, with an attractive font – adds an additional note of class.
The flip side of this is that I don’t think the game is trying very hard to be a game. I felt a bit lost as I hit most of the choice points, as I didn’t feel like I had much context or even access to the information that the main character should have (there’s clearly some family lore about goats that’s only stated after you make a choice that relies on that knowledge). And if you’re interested in things beyond the very specific items and situations the author is focused on, you’re out of luck, as there’s no real scope for exploration.
I don’t think any of that matters very much – there are distinct endings (I got three out of the four) but all of them seemed like a fitting capper for the experience, so the stakes for your decisions are generally low, and as the situation as a whole is fairly incomprehensible for the character as well as the player, a bit of confusion might be fitting. There’s some gentle humor in the writing and the absurdity of the situation, but really, the star here is the literary prose.
Oh hey, another literary reimagining by the author who did How the Elephant’s Child Who Walked By Himself Got His Wings – I’m sensing a (very fun) theme! And it’s funny, just a few weeks ago I went down a Wikipedia rabbit-hole checking out all the different literary, cinematic, and theatrical depictions of the Phantom of the Opera and the various ways his psychology and disfigurement were portrayed, quite similar to the rundown the author provides in the opening (now it bothers me that I can’t for the life of me remember what set me off on this jaunt).
Offering options to the player for what kind of Phantom they want to have in their story, whether modern or archaic, and your choice of insane, vengeful, or romantic personalities, is a nice touch to acknowledge the diversity of different moods the story can have, though I think this is primarily a bit of sleight of hand to prime the player’s expectations rather than a significant branch point (I went for sexytrad my first go-round, then did a quick psychomod replay, and only saw substantial divergence in a few elements of the last scene of Act III). In fact while there are a lot of choices, almost all of them felt to me like the kind of choices that allow the player to reflect on how they understand the main character (you play Christine) and their circumstances, rather than slotting in different options for the narrative. As it happens, this is one of my favorite things choice games allow you to do, so that worked for me, but I can see other players perhaps being a bit frustrated by the perception of linearity.
So the main draw really is the writing and the story, and you’re in good hands here. The author does a great job of moving the story around in time and place, and concisely sketching in characters and situations, so elegantly you’re never quite aware of how the trick’s being done. I am not an opera buff at all, but the prose effectively conveys both the behind-the-scenes mechanics of how it is produced and performed, as well as the aesthetic impact it has when done well. There are also some good jokes: in discussing the legend of the phantom, one character says “Some people say he was a famous tenor who died onstage. But other people say that’s just romantic nonsense, and he was really a baritone.” (I think that’s an opera-diss).
The two main characters very much come through. The author conveys a mix of tyranny, wistfulness, and threat in the Phantom, which is as it should be. And this Christine is definitely not the ingenue of the musical – one of my favorite bits is that when the Phantom first brings her back to his subterranean lair, she fans out her keys into impromptu brass knuckles just in case! I found that to be a bit of a double-edged sword, though – I have an extended series of thoughts on that with which I’ll wrap up, so those who haven’t played yet, feel free to hop off at this point secure in knowing that Phantom is worth the time!
All right, those of y’all left, please join me behind the curtain as we explore what I mean about Christine: (Spoiler - click to show)The major surprise of Phantom has nothing to do with the titular cape-afficionado: it’s that Christine is one hardcore motherfucker. After her rival tries to put itching powder in her wig, Christine escalates – in one step! – to straight-up murder. In fact when reflecting on said rival, she shares this observation: “Unfortunately, you have never been very good at making friends with other women. In your own mind, you mostly categorize them into two groups: those who are potentially useful to you, and those who are potential rivals.” And this is after choosing the option to try to be friendly! Or again, here’s her thought process when being introduced to Raoul: “This is a man who could make your career, if only you can win his support. But how? If you were to sleep with him, would that help to secure him? Or is it just what everyone does?” Lady, if that’s what everyone does, he is going to give you chlamydia.
There’s nothing inherently wrong with making Christine an antihero rather than a naif, but I’m not sure it really works. For one thing, this characterization flirts with some misogynistic tropes, which I don’t think is intended at all, but since the game is so short we don’t really get a sense of her as a more rounded character or if there’s anything behind her sociopathy, putting her at risk of being a comic-opera villain. But more saliently, it feels odd to cram this Christine into the exact same plot structure of the traditional Phantom – with the murder only described obliquely and retrospectively, she’s still more acted-upon than acting, and often feels passive (the fact that the choices don’t generally change the narrative but are only internal is maybe a factor here). I think there were some missed opportunities to break the mold and do something unexpected to give our new Christine the opportunity to come into her own.
Despite the bad rap they sometimes get, to my mind there’s absolutely nothing wrong with a metaphor that’s too on-the-nose. Sure, the author might get an eye-roll or two at how obvious they’re being, but most of the time that’s outweighed by the pleasure the reader gets at figuring out what’s going on, or feeling like they’ve gotten one over on the author (they haven’t). If the emotion or idea that the metaphor is going for resonates, and it’s grounded in specific circumstances and well-drawn characters so it doesn’t just float away – and if it doesn’t wear out its welcome – this can be a solid approach for a work of fiction. I’m thinking of the novel Exit West, for example, which explores immigration by having magic portals appear in the middle of a war-torn country, allowing people to leave in an instant but with no say where they wind up – there’s the eye-roll – but because the two main characters and their relationship are written with enough subtlety and detail that they feel true and specific, Exit West is good.
So, Passages then. Our narrator lives in another one of those worlds where magic portals are cropping up hither and yon, though these appear able to move one through time instead of space. Their partner, it quickly eventuates, has gone missing, either accidentally or on purpose entering one of the portals, or maybe their unhappiness summoned the portal or somehow they turned into one? It’s unclear, which is fine (what’s less fine is this awkwardness around pronouns, which is hard to write around since neither character has a name or gender assigned as far as I could tell – based on the relationship dynamics, I thought the narrator was male-coded and the partner female-coded, so I’m going to go with that while acknowledging it’s arbitrary). We read occasional journal entries from the narrator as he dives into the portals, turning over his faults and recalling memories of happier times he searches for her in the nooks and crannies of the past (eye-roll).
This is fine so far as it goes – the writing isn’t lyrical or anything, but it’s well-considered and typo-free, and the narrator has a strong voice. And the experience Passages explores is quite universal so I’m sure it will have at least some resonance for most readers. There are two issues holding it back, though, one minor and one major. The minor issue is that Passages is barely interactive, beyond clicking to move to the next section of text There are I think two places where you can click a bit of text to change a word, but not in a way that really impacts the valence of the passage (one of them is something like “I look for her in March/July/February/December”). This makes it potentially an awkward fit in an interactive fiction competition, but isn’t really a problem except to the extent that its presentation might lead the reader to expect a form of engagement that’s not on offer.
The bigger issue is I didn’t find sufficient specificity in the characters and their relationship for them to transcend the metaphor and animate the piece with something of interest beyond the dry metaphor. The narrator is given a few details and bits of personality – he’d always wanted to be a carpenter, and he makes a number of nerdy references in the course of his writing – but it’s pretty thin. And the partner is given almost no characteristics whatsoever. Partially I think this is because the narrator is idealizing her, now that he’s lost her. But if anything this makes him seem even more self-regarding and navel-gazing.
And while we get the subject matter of some of the issues in the relationship, the dynamics are left frustratingly vague: at one point the narrator talks about a big fight they got into about the utility bills, and acknowledges that that’s a dumb thing to have a fight about, but there’s no remembered dialogue or other indication of the content of the fight. My brain can fill in some blanks (and here’s where gendered presuppositions are probably having an impact on my experience of the game): maybe he thought the water bill was too high because she was taking too long in the shower, and got mad about that? That’s not very creative, but at least it’s something, and seeing her do something that pisses off the narrator would help the piece land and provide fuel for his eventual catharsis.
Passages is zippy, and establishes a solid premise and character arc in the ten minutes or so to work through it, so it definitely speaks of an author to keep an eye on – but without a little more work done to make these characters breathe, I’m not sure how much of an impact it’ll have on most readers.
All through the Comp, I’ve been waiting for a specific kind of game to show up in my queue: a choice-based game that incorporates elements typically found in parser games (object-based puzzles, an inventory, compass navigation, etc.) and focuses on puzzles. I like this sort of thing – Chuk and the Arena from last year’s Comp is a great example – so I was disappointed that it looked like I was going to get through 2020 without seeing one. Lo and behold, A Murder in Fairyland showed up three quarters of the way through my queue, and now that itch is well and truly scratched.
It looks like AMiF is set in the same world as the author’s previous games, but I haven’t played them, and I have to confess I found one element the setting off-putting at first: with the blurb and cover art leading me up to expect a jaunt to a classical conception of Faerie, running into a joke about “Steam-powered engines” that riffs on the video-game platform drew me up short. There are also bits of code embedded in the spells you gather, which at first I thought were bugs, and everyone speaks with an @ before their name like they’re tweeting at you rather than having a normal conversation. I’m not sure why these things rubbed me the wrong way, since I wound up really enjoying some aspects of the fae-world-meets-modernity setting, like the bureaucracy and social justice organizing (more on those below) – it might have just been mis-set expectations, or just that Internet culture parodies don’t have much personal appeal for me. Folks who have played the previous games, or who are more drawn to this sort of comedic approach, probably wouldn’t face the same barrier to entry, and it’s a pretty modest one at any rate.
While we’re on the subject of potentially misleading stuff in the blurb: admitting that I’m not very good at puzzles sometimes, and I also tried to wait out a specific timing puzzle rather than expend resources to get around it, this is more like two hours to get to an unsatisfying ending and three to actually solve the mystery. I don’t think I learned about the eponymous murder until after the one-hour mark, in fact! AMiF has a relatively small map, but boasts lots of multi-part puzzles, an expandable roster of spells, several distinct minigames, and more. There are often ways to bypass challenges by expending a set of resources that seem finite but ultimately are renewable once you solve a specific puzzle, but that puzzle is a reasonably hard one, and buying your way through the plot probably isn’t the most fun way to engage with the game anyway. There’s a lot here to play around with, and I think it’s better to go in with the expectation that this is a game to settle into rather than blaze through.
Leading with these somewhat negative comments I think accurately conveys my initial impressions of the game, but to be clear, once I had a better sense of what was going on here I very much enjoyed it, because the worldbuilding is ultimately quite fun and the puzzles are clever and very satisfying to work through. First, on the world, it effectively recasts old-school fairy-tale tropes (a focus on seasonality and bargains, eating anything is dangerous) using a modern lens (there are voting rules and politicking around the seasonal courts, the bargains have turned into contracts that are part of a hidebound bureaucracy, and the faerie court’s indifference to issues of civil rights and social justice is a meaningful sub-theme – the player character is in a wheel chair, and while they’re quite capable, it’s also clear that this world does not take their needs into account).
This isn’t just a fresh coat of paint slapped on the same hoary skeleton – there’s clearly a lot of thought that went into how this society’s institutions would function. As someone who works in advocacy, I was impressed by the protest organized by gnomes and other smaller creatures to push for better accessibility. It’s a bit silly to hear a magical being talking about how they’re trying to ensure the optics of the event line up with the broader message of the campaign, or how they’re trying to open up opportunities for solidarity without risking the movement being co-opted, but actually this is smart, respectful stuff!
And it isn’t just idle worldbuilding, either, because there’s also a lot of care to link the setting with the gameplay, meaning the core puzzles feel well-integrated into this specific story. I’m using some wiggle words here because there are some puzzles that are functionally standalone minigames – there are word-searches which even in retrospect feel a little out-of-place, as well as a Fool’s-Errand-referencing card game that doesn’t feel especially connected to anything. But for the most part these are tied to the resource-management layer of the game, rather than the puzzles that gate progression or impact the plot.
Most of the latter have to do with the bureaucracy of Fairyland, and specifically finding and filling out forms, having to do with everything from lodging complaints to accessing records to requesting permission to do or know a particular thing. These puzzles are great! There’s a complicated instruction manual on how the various forms are indexed, which is incredibly satisfying to work through, and then the filling-out process feels appropriately fiddly while usually offering sufficient opportunities to get help or in the worst case just brute-force your way to the solution. And while the game’s structure is maybe a bit too linear during the opening act (there’s a three-part puzzle that can be worked on in any order, admittedly, but two of the steps were much easier than the third so it felt like there was really only one plausible sequence), it opens up quite a lot once the murder investigation proper begins, with many different strands of evidence and potential motives to track down.
The investigation itself boasts a couple of fun twists: one that’s revealed quite early (Spoiler - click to show)(there are a bunch of suspects all claiming to have done the deed, since it improves their reputations for ruthlessness), and another that unfolds midway through (Spoiler - click to show)(turns out the real puzzle isn’t so much solving the murder as it is engineering a specific political outcome). This is all really fun to experience, and while the broad strokes of what’s going on don’t take too long to figure out, putting together all the steps needed to get to a good result gives you the pleasant feeling of having a plan, then working to accomplish it by making a series of logical deductions and taking well-motivated actions. I wasn’t able to fully solve AMiF (Spoiler - click to show)(debunking Nyx’s claim to be the murderer eluded me – I thought it might have something to do with photographing the stab wounds, or bribing him with the goblin-made horn, but neither of those worked) but you don’t need to check all the boxes to get a near-ideal ending.
Ultimately, despite some initial incorrect assumptions about what AMiF was going to be about, I really had a fun time with what winds up being a satisfying game that checks just about all the boxes. Once the Comp wraps up, I’m definitely checking out some of the author’s other work!