(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
We are all, every one of us, unique perfect miracles, with thoughts, experiences, beliefs, feelings, likes, dislikes, hopes, dreams, fears, (and bodies) that combine in unrepeated and unrepeatable ways to make us the individuals we are. But simultaneously, sometimes demography is destiny, and am I am betting that like 99% of the people who share my particular niche – early 40s bookishly-nerdy guy – also like House of Leaves. For those of y’all who haven’t read it, it’s an early-aughts pomo horror story that centers on a documentary made by a man whose family house is being overwritten by – or perhaps always connected to – an infinite, empty labyrinth. But the story of the documentary is surrounded by several other layers of narrative and commentary, including a film scholar who deconstructs the story as fast as the documentarian constructs it, which are set off through various cool typographical and word-art flourishes.
This is maybe an odd way to start a review of Blood Island, a choice-based reality show/slasher flick mash-up, but in some ways they’re doing a lot that’s similar. Blood Island’s engagingly-written narrative also centers on a horror movie (the slasher stuff pre-empts the reality TV, obviously enough), and also includes a bunch of media criticism intended to prod the audience the think about the tropes that it’s deploying. But unlike House of Leaves, it mashes all the different things it’s doing into a single narrative thread rather than imposing any kind of structure, and it neglects the emotional core of the characters at the heart of its story. It’s also way too excited about the media studies stuff, leaving the whole package unbalanced, as though the Camille Paglia chapter of House of Leaves took over half the book. When Blood Island is doing the thing that it’s trying to do, it works pretty well – but it spends way too much time talking about the thing rather than doing it.
So what is the thing? Well, as the genre mash-up indicates, it’s looking at the commonalities between slasher flicks and reality shows about dating – and spoiler alert, many of these are about gender. Thus the setup: you play a new contestant on a reality show where you’re isolated in a lovely beachy paradise with a bunch of other hot singles, and if you’re ever not coupled up, you’re at risk of getting sent home. But the previous season of the show was interrupted when a masked maniac stuck a cake knife into the back of one of the cast members, so as you’re gearing up to find love (or lust) you also need to worry about whether the killer’s also returned.
It’s no spoiler to confirm that yes, they have. As a result, there’s an engaging split in gameplay, because even as you’re picking which of the various bachelors and bachelorettes you want to get to know better (you can choose any gender identity and sexual orientation for your character you like; the game doesn’t care a jot, which is an enlightened attitude though does make scenes like the one where the other contestants are staring at your wet-tee-shirt-clad, heaving chest land a little a differently when you’ve decided your character is a middle-aged dude in mediocre shape) you’re also getting glimpses of the killer and deciding how to evade or confront them. It doesn’t take long for things to escalate drastically, with set-piece dates – a romantic scuba-dive! – turning into set-piece murder attempts – uh oh, there’s chum in the water!
Anyone who’s heard the phrase “Final Girl” will get why these two genres are being smashed together. The producers of these entertainments have a clear view of the mix of voyeurism and sexual moralizing that they expect their audiences to bring to the table, for one thing, and the process of winnowing a diverse cast down until there’s just an attractive white girl standing I’d assume plays out similarly in both.
Unfortunately, rather than juxtaposing these elements and creating space for the player to tease out the parallels, the game wants to like engage you in continued Socratic dialogue about this stuff to make sure you aren’t missing anything. Very frequently, the action will screech to a halt so one character or another can ask you why you think people like horror movies, of whether you think the killer is going to intentionally target people who drink and have sex, or what the formula to a successful reality TV show is. In a few places, this is OK – it makes sense for the contestants on one of these shows to reflect on how they work – but when these conversations are happening when you’re still bleeding from barely fending off an attack it feels deeply artificial. Beyond this being a suicidally bad idea from a strategic point of view, there’s no diegetic reason connecting the killer’s behavior to movies – it’s like spending your time unpacking the storytelling tropes in the Godfather trilogy when the real-life mob has put out a hit on you.
It could be the case that this is intentional, that the author is trying to undermine the emotional engagement of the various scenarios the game creates. Some late-game plot elements maybe reinforce this idea: (Spoiler - click to show)so first, the character you’ve spent the most time with gets brutally murdered ¾ of the way through the game, which tanked my emotional engagement because I didn’t care about any of the rest of them, and knew that I’d survive to the end. And second, if most people in my specific demographic know House of Leaves, just about everybody in my age group knows Scream, and are probably going to think about it when an early sequence involves identifying the “rules” of horror movies – so having the twist here be exactly the same as the twist in Scream seems like a really questionable choice if you wanted to maintain tension. But I don’t understand why that would be the case! Indeed, when the Postmodern Studies 101 stuff recedes, some of the dating pieces can be cutely fun, and the killer’s various stratagems for getting at you often exhibit the mix of viciousness and humor you see in good slasher movies (or so I’ve heard; I’ve actually seen very few, I must confess). As a result, I can’t help wondering what a version of this story where the media crit stuff was separated out would look like – dare I say that the “Stateful Narration” approach Dorian Passer has taken in his recent games might be an interesting fit? – not only would that make the narrative aspects more compelling, I suspect they’d also prompt the player to engage more with the bigger questions the author is trying to frame, since they’d no longer be at war with the story.
Before closing, I have one more critique of one detail of Blood Island’s implementation, but it risks ruining the game – I wish I didn’t know it – so I’m going to spoiler-block it. Read at your peril.
(Spoiler - click to show)So in my playthrough, I chose to romance/make friends with Mona, who’s described as a jaded cynic – I am not a reality TV person so focusing on someone who was also not in the tank for this stuff seemed appealing, plus she’s Middle Eastern like my wife is, I dunno maybe I have a type. Anyway! I was surprised to find that despite her initially-crusty demeanor, she very quickly seemed to click with me and starting talking about e.g. how romantic the starlit night. On a hunch, I tried starting over and dragging the bookish, 20-something ingenue on dates, and sure enough, but for a very, very few bits of introductory writing, everything down to the specific dialogue appears to be the same regardless of who you pick. This even extends to changing the identity of the killer, so that the story plays out in exactly the same way, with almost exactly the same way, each time. I’m not one to harp on authors for not spending time writing a bunch of words no-one will ever see – I loved the completely-linear January, for example – but if the game is asking the player to engage with its characters and framing the choice of which one to build a relationship with as significant, having their personalities be completely interchangeable feels like a dirty trick indeed, a betrayal of players who approach the premise sincerely.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. Also, I beta tested this game and haven’t done a full reply, so caveat lector)
The second of the big parser puzzlefests in this year’s Comp, Arborea is a decidedly queer duck. It satisfies the expectations of its genre by providing a host of clever condundrums, but the plot it presents is enigmatic and oddly elusive – instead, it relies on a strong sense of theme to unify its disparate parts. Despite its old-school vibe, I can’t say I’ve played anything else quite like it, and while not every swing it takes connects, there’s more than enough creativity here to make Arborea worth a visit.
There’s very little setup provided before you’re thrust into the game – you’re told that you’re in a simulation and that you’ve got to retrieve a “kernel” (yes, of course it’s a pun), and then you’re left to your own devices in the middle of a sea of trees. This isn’t a maze, though; it’s a clever puzzle that requires you to identify a few different kinds of trees to unlock passages to eight different areas, each with a distinct theme built around said tree. A pine tree points the way to a Norse encampment holding a wake for a dead thane; a bodhi tree to helps you navigate to a mountainous region populated by monks and demons; an oak tree leads you to Renaissance England. There are people to meet and puzzles to solve in each area, though typically you don’t have a clear goal other than to go everywhere and surmount clear barriers when they present themselves – it’s about exploring and experiencing each area, rather than advancing any particular agenda.
The primary motivator, then, is the puzzles, and they’re a curious lot. Some are quite traditional item-swappers, but you’ll also help a monkey find a friend, clean a pirate ship with a slightly kinky crew, and solve a math puzzle in the mountains. Then there are those that are deeply nonstandard and rely on typing commands of the sort parser players have been trained to expect not to work – telling the game why or how you’re doing something, rather than just what you’re doing. These are interesting puzzles and I can see how from a certain point of view they’re fair, but since I think in most cases the player will have figured out the solution but not the exact command the game will accept, they wind up being frustrating; best to have recourse to the walkthrough in these situations.
Regardless of these rough patches, this is a solid, enjoyable set of puzzles, with enough interconnections between the different sub-areas that I liked the chance to wander around unlocking new paths and seeing how an object found in one could be used in another. And while at first the mishmash of settings and tasks struck me as too much of a grab-bag, as I settled into the game’s groove I realized that each place I was visiting had a different story to tell about humanity’s relationship with trees. Admittedly, sometimes these were a little thin – the pine forests felt mostly incidental to the Viking bit – or felt too dark for what’s generally a lighthearted game (I’m thinking of one section in particular that deals with American slavery; the player gets to take some satisfying action here, but it represents a tonal swerve I’m not sure Arborea fully pulls off). But there were several areas, largely those dealing with our economic exploitation of trees, where I felt the theme land quite powerfully.
To sum up – well, this is a hard game to sum up. It’s a big one, made up of many pieces, and the endgame sequence, which is quite distinct from the main body of the action, doesn’t provide any unifying answers. But for all that many of its scenes and set-pieces are stuck in my memory even now, several months after having tested it – if it’s kind of patchy, and more about the journey than the destination, well, I suppose that’s appropriate for a wander through a forest.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I always feel a bit like a fraud when I play work of IF and my strongest reaction is to look at the art and go “oooh, pretty” – like I’m getting distracted by superficial fripperies instead of engaging with the words and mechanics that are the bread and butter of the genre. But hopefully that’s a forgivable response to something as lovely as Under the Bridge, a short you-are-the-monster Twine game whose creepily evocative animated drawings instantly communicate, and deepen, the vibe.
That isn’t to say that the premise or writing are bad – far from it! I actually really like the setup, which has an elemental, fairy-tale power to it. You play a man-eating beast who’s been driven from their usual abode by perfidious humans, and find shelter under a bridge. Three times passers-by tromp across the bridge, and three times, you can choose how and whether to reveal yourself, when to speak and when to feast. There aren’t a lot of words wasted communicating this minimalist setup, but those that are there are used to good effect. Here’s the aftermath of my first attack, spare prose detailing the wildlife around the bridge:
Frogs with too large eyes, flies that congregate at the left-over pieces of flesh, birds that caw a little too loudly through the quiet forest.
The gameplay is grabby too. You almost always just have two choices of just two or three words each, but the author does a good job of conveying the stakes for your decisions while providing all the information the monster should have – sometimes you need to act under conditions of ambiguity, but it feels fair because the uncertainty feels baked into the situation, rather than being introduced by the author to make you sweat over your options. And the choices feel like they matter; I only played once, but I get the sense that there are a number of different potential endings (I got an accommodationist one where I made a deal with the villagers only to eat the bad people, because even when play-acting as a cannibalistic abomination I can’t stop being a boring liberal).
But as I said, all this pales next to the art. The first image you see when starting the game is an antlered skull rendered in a black-on-black scrawl, with stark white eyes and a queasily animated halo flickering behind its horns – if I saw that coming at me from under a bridge, you’d better believe I’d run. There are similar images interspersed through the story, all working from the same limited palette and establishing a richly threatening energy that nicely accentuates the text (the flip side of this emphasis on aesthetics is that there are blurred-text animations that fire off between passages – this technique is a near cousin go the hated timed-text mechanic, but thankfully the transitions run sufficiently quickly that they don’t get annoying).
This year had some great EctoComp games, so those in the market for something spooky are spoiled for choice, but regardless Under the Bridge has you covered for getting into the Halloween spirit – it’s a moody little slice of horror that’s as assured a debut as you’re likely to see from a first-time author.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I was reading Andrew Schultz’s thread on games set in all 50 states the other day, and feeling surprised everybody was blanking on contenders in the great state of Pennsylvania – it’s big, with a couple major cities, a good amount of history, what’s not to like? Well, I must have been tuning into something, since after The Counsel of the Caves, we’ve now hit our second Pennsylvania-set game of the Comp. The protagonist of Chasing the Sun isn’t a native, admittedly: she’s from Vermont but fleeing a bad marriage and a mysterious slow-motion apocalypse (wait – is that you, Nitocris?!) With the sun stopped low in the sky and an unnatural, deadly storm creeping west across the Atlantic, she starts to run out of gas as she hits a forested part of the state, which is where the game opens.
So far what I’ve described would fit a horror game – at first the premise reminded me strongly of 2020’s Alone, for example – but the mood in Chasing the Sun is far more contemplative, and the language is lush and literary. Here’s one of the opening paragraphs:
"The sunless Pennsylvania Wilds zips past your car windows — trees upon trees upon trees. Green as envy and swollen with humidity. You are surrounded and far, far away from home. The road ahead is quiet. The air is breathable. The cabin of your truck is dry and covered in trash and bridal lace. You’re alone and you’re not dead yet."
The sentence lengths could use more variation – ditto with the choice of verbs – but still, this is a well-written bit of prose, setting a high bar for quality that’s sustained through the twenty minute runtime, albeit with the occasional hiccup (there’s a mention of the onrushing storm “dragging its clouds towards the id-soaked sunset”).
Similarly, the gameplay doesn’t have you making tense, high-stakes decisions as you squabble for supplies with other desperate survivors. For the most part, the drag-and-drop Texture interface gives you two options in each passage, one which allows you to move some kind of examining or exploration action onto a couple of different nouns to go deeper, and one that moves the game linearly forward. Later on, you fetch up at a farmhouse where gas and other necessities are freely available, and you get into an intense conversation with a woman you seem to share some kind of spark with, which does involve more discrete choices, but these are heavily telegraphed, giving the player free reign to define how they want the tete-a-tete to play out.
There is one odd exception, though, which is that if you spend too much time in the opening futzing around twirling the dial on your radio in search of active stations, you’ll get in a game-ending car crash. I think this is an ill-advised design decision, since it punishes exploration in a way that’s ultimately to the game’s detriment (though I have to say, I find the Texture interface finicky since I use a touchpad – the drag-and-drop feels inaccurate and sometimes releasing the click doesn’t seem to register – I of course don’t hold that against the game, but maybe contributed to my disinclination to mess about after that death).
It’s after you reach the farmhouse that Chasing the Sun shows its hand: the conversation with Bird, the woman you find there, is the center of the piece, as you quickly jump past the wary formalities of meeting someone new and leap into unburdening each other of your respective secrets. This works… okay. I can see what the author is going for – Bird has a specific orientation towards the apocalypse that you can choose to agree or disagree with, and which gets at some heavy (though hardly novel or underexplored) themes – and the dialogue feels largely naturalistic.
Still, it feels very rushed, and while the story tries to paper over the way these two strangers immediately reveal their deepest selves to each other by invoking some kind of ineffable, sudden bond (the protagonist, a woman, seems like she might be gay and either closeted or prevented from living her true sexuality by a repressive family), it still takes an act of will to suspend one’s disbelief. Similarly, the details of the storm’s movement and the end of the earth’s rotation don’t hold together if you start questioning them. Taking it on its own terms, though, I found Chasing the Sun rather lovely, and would love to see the author tackle a somewhat longer piece that gives its characters and themes a little more room to breathe.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I've mentioned in other reviews that I have a one year old son. He is an amazing, lovable little guy, but he is also precocious as all get-out, meaning that he’s realized that since he’s (mostly) figured out how to walk, he might as well get started on other life skills such as climbing out of his play-pen, eating anything that looks like it’s been on the floor for a long time, and face-planting into the edges of his toys. He’s a one-baby force of anarchy, and my wife and I trade off trailing after him, trying to preserve him from gross bodily injury and restore some semblance of order in his wake.
Speaking of gross, an hour ago as of this writing he pooped in his bathtub. You know what’s not especially pleasant to clean up? Poop. From a bathtub.
I share this not to give Henry something unique to tell his therapist when, later in life, he’s asked why he’s a pathologically private person – that’s a happy side-effect – but to say that a) I know whereof I speak when I say trying to keep the eponymous detectives in Cannelé & Nomnom on track feels like bottling chaos, and b) given that’s what I already spend the majority of my non-work hours doing, I’m maybe not the ideal audience for the game. Combine that with running into some bugs that, from looking at other reviews, don’t seem to strike universally, and I unfortunately didn’t wind up liking this big, funny, creative game as much as I think it deserves.
This is another high-production-value Twine game, with attractive character art, well-chosen colors, and a bunch of different sub-interfaces and minigames that bring its mechanics to life. The story is just as vibrant, taking a hoary old protagonist-with-amnesia premise and giving it an extra jolt by having you turn to the aforementioned duo, who bicker like a long-married couple and whose approaches to crime-solving turn on blagging your way into places you don’t belong with no goal or aim in mind, and trying to cadge free food wherever it can be found, respectively. The world isn’t our own, either – while the overall vibe struck me as early 20th-Century French, everyone’s got some kind of magical gift (so far as I could tell these tend to be fairly low-key – less slinging fireballs, more having a really sensitive nose), and it’s populated by characters who are less colorful than the title pair, but only just, from a hobo with a magic coin to a delightfully-married couple of cheesemonging (cheesemongering?) lesbians.
Does this sound overstuffed? It feels overstuffed. Getting from point A to point B typically involves detours through C, D, X, H, back to A, choice of L or R, and then a jaunt to the conspiracy-board minigame where you match clue post-its to the mysteries they solve to finally unlock the road to B. There are further diversions, like having the option to defer to one detective or the other in their attempts to crack the case of your identity, which sometimes adds to their respective scores, which are tracked and always visible in the game’s sidebar; I also played a Texas-Hold-em-meets-Scrabble minigame, to no clear purpose, and had fun though I suspect the game cheats to get to the narratively correct result. Plus getting anywhere always involves a lot of banter between the core trio, which is advanced single line by single line (thankfully, you can bang the space bar instead of wearing out your finger clicking).
All this is to say that after an hour and a half of play, I’d only just managed to make it to the first significant location of the investigation and gotten the clues to solve the first non-tutorial mystery; I’m a fan of shaggy dog stories, but the game felt especially shaggy to me. Partially this is because I wound up finding Cannelé and Nomnom a little annoying. They’re each funny, and are able to create distinct scenarios of comedic mayhem – I don’t mean to be a killjoy, there is some good stuff here, with the quip that the cat who’d run off with my wallet had committed a “heinous feline-y” eliciting a half-laugh, half-groan – but they’re very one-note characters, at least in the time I spent with them. More, they’re continually at each others’ throats, forcing the player to mediate, keep them focused, and/or take sides between them; again, it’s like the most exhausting parts of parenting, with siblings who never let up the bickering to play nicely together or give a compliment if one has a good idea. This is a dynamic that can work in adventure games, I think – it’s not miles off Sam and Max, for example – but I think there’s a difference between games where you play one of the chaotic duo, and this one where you play their babysitter.
The game’s also shaggy because it has some polish and stability issues to iron out. I think the authors’ first language is French, as there are some passages that seem oddly or incompletely translated – “we have many interrogations”, one character says upon opening up an interview – plus there’s a cool rotating-text effect that leads to spaces getting erased, as well as the generally-flabby pacing mentioned above that would probably be tightened in an editing pass.
The bigger issue were the host of bugs I ran into, though. The conspiracy board is the game’s primary mechanic, but from the tutorial, it was throwing off errors. I seemed to be able to ignore a popup saying there was a bad evaluation error, but when I tried to link any clue to certain mysteries, I got another popup complaining about not being able to read the properties of an undefined ‘note_id’. At first this only afflicted an optional mystery, but eventually it spread to a mystery I needed to solve to move the story forward, bringing my progress to a halt. Attempts to shake off the bug by restarting and reloading, or trying a different browser (I was using Chrome, truly the most normcore of browsers) failed to fix the issue.
Despite the complaints I’ve leveled, I was disappointed when that happened; there’s much more good here than bad, and if I’d had the chance I would have followed Cannelé and Nomnom to the end. Per a post-Comp news update, it looks like the authors are hard at work working on finishing the game. I’ll of necessity be keeping my toddler-wrangling skills sharp in the meantime, so should be ready to go whenever it surfaces!
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I feel like I’ve seen enough games like Nose Bleed to posit that a mini-genre of choice-based IF – the short, abstract game that’s light on concrete narrative content and is all about simulating a mental illness or disorder. The best recent example I can think of was fix it in this year’s Spring Thing, which trapped the player in an OCD loop, and now there’s Nose Bleed, which takes on the social anxiety/imposter syndrome combo pack (apparently this is a fairly common linkage, which is something I learned from post-game Googling; I’ve got a touch of social anxiety, albeit it’s receded substantially from what it was like when I was younger, but as you can probably tell from how much I spout off on this website, for better or more likely worse I’ve never suffered from imposter syndrome).
(While I’m making parenthetical asides, it occurs to me that if you dropped the “choice-based” and lightened up the low-narrative-content criterion, you could recruit Rameses into this subgenre, which might lead to an interesting hybrid lineage to trace. For another time!)
This Texture game is laser-focused on what it’s trying to do – every single passage, if not every single sentence, is dripping with crippling self-consciousness. Much of this is just dramatizing the awful but quotidian experience of these disorders, as the dream-like plot shunts the nameless, ageless protagonist from one stuff-of-nightmares scenario to another: there’s feeling like you don’t know what you’re doing at work, not being able to figure out how to join a conversation, worrying that everyone’s expecting you to do something but you don’t know what it is…. But beyond setting up these situations, the game also takes a more visceral approach to communicating how folks with these conditions suffer. And of course I used the word “visceral” advisedly – also “dripping”, back at the beginning of this paragraph – because per the title, the um, somewhat on-the-nose metaphor here involves spewing blood out of your schnozz when you feel the anxiety coming on.
This is a smart choice, because I think the situations on their own probably wouldn’t be as effective. Even as someone who can struggle a bit in large group settings where I don’t know anyone, I found the protagonist’s mumbley, low-self-esteem flailing occasionally annoying – even when there’s a coworker who seems to want to seek you out to put you on the spot, it still seemed to me that the protagonist could have met some of these challenges with a bit more assertiveness. But when they’re depicted as spewing blood over all and sundry, the idea that everyone would be looking at them with dismay and revulsion lands much more intuitively.
Choice is used effectively to underline the intensity of these episodes. When each attack hits, you typically have a choice of two or three different ways to try to cope – you could try to wipe away the blood, or hold your head at a weird angle to keep it dripping, or mop it up with your shirt – but of course they all look equally unpromising, which I think accurately evokes the feeling that here, unlike other issues like OCD or depression, the problem isn’t that your choices are constrained, it’s that nothing you do can soothe the anxiety (the fact that the nose bleeds are repeated, and per the protagonist’s comments something that they’ve previously struggled with too, makes me wonder why they don’t just carry around a ton of tissues all the time, but that would ruin the conceit so I think it’s forgivable that the game doesn’t even mention the idea).
The visuals work well too; without giving too many of this short game’s surprises away, I’ll just note that there are some arresting graphical effects that helped make things feel substantially more engaging than the prose alone would have managed (speaking of the prose, it’s fine – it does what it needs to do, but it’s not especially evocative. I’d have copied and pasted to show some examples, but Texture apparently doesn’t let you do that, so I suppose you’ll have to take my word for it).
In my analysis, then, I think Nose Bleed succeeds at what it sets out to do. I’m not sure I liked it as much as it deserved, though? Maybe it’s because, unlike most games of this type, in this case I do have some direct knowledge of what Nose Bleed is about, and as a result the depiction didn’t seem as revelatory as it otherwise might have. It could also be that the one-note nature of the protagonist’s characterization did start to get on my nerves after a while, even while conceding that they kind of have to be a perpetual wet noodle for the game to work. I think my reactions here were unfair, though; it’s a well-crafted piece, and has a nice button at the end that indicates a goodly amount of self-awareness, and avoids the trap games in this sub-genre can fall into, with the ultimate message of the game reducing to “look at people who suffer from this disorder, doesn’t it suck” – instead the final note is a subtly hopeful one, pointing to the possibility of connection despite everything.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There’s just something about trains, perhaps because they’re the very archetype of the liminal space: in a train car you’re halfway between where you were and where you’re going, not tied to your past and not yet able to make progress on your future. So it is for the protagonist of One Way Ticket, who’s bought the eponymous unidirectional fare in hopes of finding a new life, but who can do little but speculate as to what that life will be about so long as they’re riding the train – all the more so when the train tracks are blocked by a mountain of freshly-harvested corn, and they have to descend and solve the quotidian-yet-cryptic problems of the magical-realistic town where they’ve fetched up.
Maybe magical realism is the wrong comparison to invoke, though, since the vibe I get from the game is less South American literature and more European art film. This is one weird town – they use gold sand for currency, the local shop moves from place to place, the inn only serves food made from corn, people change names depending on what time you visit them, and there are omnipresent jackals who make travel a dangerous business. While you’re simply trying to unblock the tracks, the goals of the inhabitants are far stickier things: an inventor wants to raid the stopped train for part to build a machine of inscrutable purpose, while an unlucky gambler’s on the hunt for the aces missing from his deck. Everyone’s playing an angle – except the tavern hostess, who seems perhaps a little too interested in you, and the train driver and conductor, who’d rather drink and gamble than do their jobs and help you get the train moving again.
It’s not just the existentialist substance of the narrative and characters, though: for that authentic foreign-movie vibe, the text seems translated into English, with the occasional ungainliness, but also occasional uniquely-turned phrase, that entails. Here’s an encounter with a woman trying to enlist the player’s help in finding love, in a dialogue taking place over a shell game:
“The problem with our city is that people have stopped listening to each other. And topics for conversation are another story!”
“Have stopped listening?”
“Well, yes,” she continued the chaotic round dance of cups, “once, probably, people listened to each other, but now everyone is on their own wave — and, to be honest, these waves have already overgrown with mud.”
“What do you mean?”
She abruptly stopped the run of the cups:
“I mean that people discuss the same thing all the time, but everything is so everyday, mundane, boring, trivial… I could list a few more synonyms.”
“Perhaps I understand you.”
“Well I hope.”
“And you need to talk about the sublime?”
“Everyone needs to talk about something sublime from time to time. Especially me.”
(The shell game, like everything else in this town, isn’t on the level, natch).
Similarly, sometimes you come across a simile that makes the prose come to a lurching stop – as the protagonist makes their way through the dining car, they note that it’s “long and empty, like my intestines” – but there are some great images too, like the train station being described as “a low building with a platform, long as a bayonet, cutting the cornfield in two.”
Mechanically, this kind of story seems like it’d be a good fit for a choice-based system, making it easy to read long passages of sometimes-opaque text and present options allowing the player to progress without requiring them to completely understand everything that’s going on. Subverting expectations, though, One Way Ticket uses a very adventure-gamey approach, with quite granular actions, rather than the broader strokes allowed for by less systemic choice-based interfaces. A location typically boasts three or four links for the important objects or people there, and clicking each will usually change the final paragraph of the passage to provide for detail on whatever you selected. Often this paragraph will have additional options for interaction – moving or talking or taking something or what have you – meaning the rhythm of gameplay proceeds sort of like it does in a parser game, where you examine each item in turn and then decide what to do. You also have a modestly-sized inventory, as well as a much larger list of facts or questions you’ve accumulated in your notebook. At certain times, the graphics for these will highlight, indicating that you can choose an item or topic to try to apply to your current circumstances: when talking to the hostess, for example, you can go to the notebook to mention that the Mayor told you there’d be free lodging at the tavern.
It’s a solid system, similar to ones I’ve liked in games by Abigail Corfman or Agnieszka Trzaska. I’m not sure it’s a great fit for One Way Ticket, though, since it serves to slow down the pacing quite a lot: while the inventory is relatively compact, the topic list quickly reaches a dozen or more entries, and sometimes the proper choices to pick are relatively obscure due to the often-confusing nature of the situation and the prose. Exploration is also challenging because sometimes clicking on the name of an object will lock you into choosing an action and progressing, meaning you need to leave and then come back, hopefully remembering which choice was the booby-trap, to fully plumb the depths of each location. Relatedly, the map is big, and often you need to click through several links to get to the travel options in a location – plus, several puzzles have a fair bit of busywork, requiring you to go from one end of the town to the other, sometimes going to the tavern to wait for nightfall too, before you can make much progress. And while this is a big game with lots of stuff to do, the first portion of it seemed fairly linear, with only one puzzle that’s possible to solve at a time even though you’ll quickly unlock a dozen locations (with different night and day locations) and twice as many items and notebook topics.
All this means that after spending an initial hour enjoyably but bewilderedly exploring my way around town and solving a few puzzles, I began to worry and checked the helpfully-provided walkthrough, which indicated I’d barely gotten a quarter of the way in. I started consulting the walkthrough more regularly after that, but still, I’d only gotten maybe 2/3 of the way through when the two-hour judging deadline hit. Usually I’m not shy about scribbling down a rating then pressing on to the finish line for longer games, but here, I found myself anxious to move on. Partially that’s because it’s only the first game in my queue and I’m very aware of the distance to go to play all of them by November 15th, but partially it’s because while I like the ingredients here, the sheer quantity of options and obstacles feels overwhelming – going back to the movie metaphor, what would be a cryptically compelling 85-minute film can get quite exhausting once it rounds the two hour mark, in my experience.
If I wrap up my Comp before the deadline, I’ll definitely try to get back to One Way Ticket, since there is a lot here I’m enjoying – if I do, I’ll go back and update this review accordingly. Part of me, though, almost hopes I don’t; there’d be something apt about leaving the protagonist mid-quest, with one of the gambler’s aces found and halfway through a flirtatious dinner with the tavern hostess, eternally poised on the threshold of resolution, forever stuck between stations.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
OK, I gotta get this out of the way before starting the review proper: “Caliban’s Revenge” is by far the most metal pseudonym in this year’s, nay, any year’s IF Comp. Whoever you are, O author of mystery – massive, massive kudos.
On to the substance! It’s a funny coincidence that I played Lucid right after A Long Way to the Nearest Star, because I wound up having similar feelings about them, despite them being very different in just about every way (beyond them both being implemented in Twine). Once again, we’ve got a game that presents itself as belong to a hoary genre – here, we’ve got an allegorical, confusing flight across a dark and menacing city, with the protagonist’s outer conflicts obviously mirroring some underexplained internal ~trauma~. Once again, we’ve got a plot that hits familiar beats before a final twist. Once again, there are some fairly straightforward puzzles to solve (albeit they’re much simpler here). And once again, I very much enjoyed the game despite all this, almost purely down to the care taken with the implementation, and the quality of the prose.
Let’s switch up the order and start with the writing this time. Lucid is written in a noirish, blank-verse style that would be very, very easy to mess up and thereby make the proceedings seem ridiculous. It does veer close to that shoal from time to time – there’s an early mention of a puddle reflecting a streetlight “with a chitinous gleam”, which is almost successful – but for the most part it paints the city in compelling, concise imagery. Inevitably, you arrive via a train:
The station is brush-stroke clean, grime describes its edges.
Later you have to climb an interminable number of flights of stairs (it’s 13) in a public housing project:
The seventh flight
Is dark and stifled like
Sleep after middle age,
Oxygen thin,
Never quite enough,
You wheeze on the unseen stairs
Last one – here are moths, found sleeping in a fridge that lights up when you open the door:
Hyles lineata,
Sphinxes.
False eyes flutter on their
Mascara wing tips,
Orbiting a false moon,
In the midst of a false waking.
It helps that the prose isn’t entirely po-faced – there’s a bit where you can buy a box of cereal that conceals a special prize:
The legend tells of Frosted Flakes.
But the box is heavy.
Heavier than flakes however frosted.
Because the game’s well-written, the author’s able to evoke a number of different moods across a fairly short scenario. There are fewer than half a dozen distinct locations to explore, but while they’re all recognizably of a (gloomy) piece, the recovered-memory horror of the school feels quite distinct from the Lynchian terror attendant on the project-dwelling witch and her twin salamanders.
Lucid isn’t just a mood piece, though – after trapping you in what feels like it’s going to be an endlessly-repeating maze of shadow and fear, it reveals that there might be a way out, if you enact a prescribed set of highly ritualized behaviors in just the right order. I hesitate to describe this as a puzzle, since the steps don’t turn on conventional or even cartoon logic – it’s all free association, and somewhat inconsistent free association since in different circumstances the game takes varying stances towards violence, and towards the darkness/light dichotomy – but the solution’s close to spelled out by a particular character, so it doesn’t wind up presenting much of a challenge.
It does provide a prompt to slow down and engage with the metaphors, though, and appreciate the way the evocative prose resolves the various conflicts the game’s set up. Ultimately I’m not sure Lucid is saying anything especially profound, but it’s expressing a fine sentiment, and what it says it says eloquently. Similarly, I’m not sure I’m taking away any deep insights into mental health, but there are definitely some turns of phrase that are going to stick in my head for a while – not to mention those pale, cruel salamanders…
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I’m going to dare to assert a generalization: it you like IF, you probably like books. Don’t get me wrong, I know that many of us identify primarily with the STEM side of the house – and seriously, god bless y’all, without you we wouldn’t have the authoring languages or interpreters or whatever the hell GlkOte is (please, please don’t try to explain it to me) – but still, I feel like if you’re the type of nerd who slept through English class, you’re probably off messing around with roguelikes or something rather than hanging around our community’s fair precincts.
If I’m right about that, that means there’s probably a reasonable slice of the Comp audience who’ll get a kick out of You Feel Like You’ve Read This in a Book, a by-the-numbers choice-based puzzler enlivened by an ongoing game of guess-the-reference. You start out, in that hoary old adventure-game trope, with amnesia, but from a threatening note left nearby you quickly learn that you’ve got to gather a $50,000 ransom – or the just-implanted packet of neurotoxins in your head will explode and bring you to an unpleasant end. But as you scramble to find the money, the player realizes that either the setting is some kind of literary mashup, or whatever happened to the protagonist’s brain is stimulating their nostalgia circuits too, because nearly every location you visit strongly reminds you of a book you’ve read (both you the protagonist and you the player – I’m guessing most folks will be at least somewhat familiar with at least two thirds of the works on the list).
This means that as you go through the motions of resolving your immediate dilemma – exploring the town, trying to re-find your apartment, looking for something valuable to hock to the pawn shop to make up the ransom – you’re also seeing if you can figure out the literary source for whatever you’re experiencing. Sometimes this is trivial, as when you visit your downstairs neighbors, who have a curious habit:
"Whenever someone dies around the city, they tend to leave their unit, sometimes for the whole day…. You scan the room for valuables, but you are overwhelmed with the plethora of knicknacks, so numerous they are practically balancing on top each other. Old books, pictures on the wall of various people none of whom you recognize, glass bottles, and just when you thought it couldn’t get more weird, a skull? Just out in the open? The only things that seems to be of value are a violin and a small flashlight, both of which you grab."
Others, though, are a bit harder to catch – fortunately, there’s a walkthrough that not only spoils the puzzles, it also lists off all the works being riffed on.
The puzzles are no brain-scratchers – if you’ve got the right item or piece of information, they’ll largely solve themselves. Things are made somewhat more complex by the fact that there are multiple different endings you can try for, but the biggest complication is that the neurotoxins are no idle threat – time does pass as you play (in a nice touch, some location descriptions and events actually shift as the day wears on) and if you faff around too much, boom. I have to confess that I found the timer annoying, but at the same time the less-petulant part of me has to concede it’s well done; a kick against puzzley choice-based games without parser-style features is that they too easily turn into an exercise in lawn-mowering, so the timer ensures you can’t just mindlessly click through every option, and it’s tuned to allow you to explore almost everything your first time through, though actually solving it of course takes some replays.
(I should say, while there isn’t the kind of worked-out inventory or interaction system like you find in One Way Ticket or A Long Way to the Nearest Star, there are still some canny design choices here – in particular, text color is used to good effect to highlight what’s merely background description, and what has game-mechanical significance).
It all works well enough, but still, for a game that evokes so many positive memories, I found it curiously forgettable – like, it hasn’t been twelve hours since I played it, but I couldn’t tell you which ending is the one that reveals what’s actually going on with the protagonist’s amnesia and who the nemesis with the vendetta is, much less what those explanations wind up being. Part of that, let’s be real, is probably due to the fact I’m feeling a bit zonked out right now – my son’s teething, so this has been a week of long days and longer nights – but partially because the TFLYRTB is very much a case of the journey trumping the destination. I had a lot of fun wandering around playing spot the reference (at least once I made my peace with that #$%$ timer); I probably would have enjoyed it less if there hadn’t been a minimally-plausible framework holding the experience together, but the framework certainly isn’t the draw.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Graveyard Strolls is a game of halves. All games are games of halves, the pedantic part of me wants to point out –and I just did, spoiler alert, “the pedantic part of me” is just me – but in this case, it really does feel like there are two distinct pieces to Graveyard Strolls. The first half is a relatively lighthearted, mostly linear help-ghosts-resolve-their-issues-and-move-on kind of setup, while the second, entirely linear, piece swerves into the intensely personal, with the threat of the supernatural functioning as a veil-thin metaphor for trauma. There’s things to like about both of them, but I’m not convinced that they sit together easily, and the skeletal nature of the game’s choice elements don’t make much of a case for interactivity.
Taking the first piece first, the game opens with you having decided to go to a graveyard to see whether it might be haunted, on the advice of one of your favorite YouTubers. So far so Scooby Doo, but after you hear a spooky groan on the wind, you quickly encounter the first of a series of ghosts, all of whom seem more or less in denial or confusion about their deaths, and all of whom look to you for guidance. Other than their tendency to float and annoying bouts of amnesia, these spooks are understandably human, with relatable challenges. Hank, the first one you meet, is working through some issues with his wife; the second one fell in with a bad crowd and hasn’t quite internalized his mistakes. As for the third, on reflection I suppose he’s not technically “understandably human,” but I found him quite relatable all the same (Spoiler - click to show)(he’s a dog).
Persuading them into the great beyond is a straightforward affair. In just about every passage, you’re given a choice of two options, one of which typically involves engaging with the ghost, being sympathetic to them, or putting pieces together, while the other usually ignores them, is dismissive of their feelings, or otherwise seems clearly marked as a bad choice. This doesn’t make for very compelling gameplay, unfortunately, all the more so because it doesn’t take much to get a game over. In the first real choice, for example, I decided to believe that the spooky noise was just the wind – which led to me getting freaked out, leaving the cemetery, and being brutally attacked in a way that makes sense in retrospect now that I’ve finished the game, but initially just seemed like out-of-context, incongruously brutal violence.
This means that I quickly stopped experimenting and just defaulted to the choice the game seemed to be pushing me towards, which, as you can imagine, wasn’t especially engaging, since felt like I was being presented with false choice after false choice. I liked exploring the backstories of the first two ghosts, and interacting with the third, though, and was ready to finish my time with Graveyard Strolls chalking it up as a fairly enjoyable but very low-key spooky story. But then I got to the final sequence, and everything changed.
I don’t want to spoil the plot points here, since this surprise is much of what makes the game interesting (though nor are the specifics especially relevant to my evaluation of the game, so I’m not going to blurry-text them – the game’s short, just play it if you’re curious). It’s a fairly visceral twist that involves the protagonist’s backstory, injecting an element of psychological horror into proceedings. But it doesn’t seem to build in a meaningful way on anything that’s come before, and the protagonist’s lack of subjectivity or interiority in the first part of the game – you mostly seem like a player-insert who’s just there to listed to ghosts, not a specific character with their own experience of the world – makes the sudden shift feel jarring.
The final sequence is well written, or at least I found it fairly gripping, but to me it felt too disconnected both narratively and thematically from the rest of the game, as if the aforementioned Scooby Doo episode had ten minutes of The Haunting of Hill House spliced onto the end. There’s maybe a way to make that work, but it would probably require more connective tissue than Graveyard Strolls offers – as well as leveraging interactivity to engage the player more fully than the current, rather desultory, approach does. I’d gladly play something else by the author, but once again feel like a little more expansion and refinement would make for a more compelling experience.