(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
As I’ve mentioned in other reviews, I have evolving views about custom parsers, but at this point in the Comp I’m starting to realize I should probably develop some thoughts about custom choice engines too! I'm lucky that it’s Silicon and Cells that occasions the thought, because it’s a really impressive piece of work. The system has an attractive visual design, with a nice color scheme and the ability to display graphics; the text is clean, large, and readable; it’s quickly responsive to user clicks; and it’s got support for timed events and other bells and whistles.
The engine’s in service of a game that’s on the more systemic side of the choice-based spectrum, as you guide a plucky heroine through a heist and subsequent investigations in a cyberpunk world. The hook here is that through the course of the story, you pick up a variety of Deus-Ex-style upgrades – for each slot, you get a choice of either psionic or cybernetic options which works a little differently – that open up new choices if they’re activated at the appropriate time. You only have limited energy, though, so you’ll usually need to choose which to have powered up. In most sequences, you can freely reallocate energy so you can lawnmower your way through the options, but there are some timed events where preparation – or manual dexterity in clicking to shift energy – will lead to better outcomes.
It’s this aspect of the game that gives rise to the “metroidvania” tag in the blurb, as you spend a good amount of time looping back over previous locations to see whether a newly-acquired ability has unlocked any new possibilities. This is just as satisfying here as it is in a traditional side-scroller, too, so it’s neat to see the mechanic deployed in a radically different genre.
As for the story behind this system, it’s a solid one, though Silicon and Cells is less innovative on this side of things. The introduction feels rather abrupt, as we’re thrown into an expository conversation where Jaya, the protagonist, meets with a mentor character and gains her first ability in service of a planned heist of a high-rolling casino. It took me a little while to feel like I was up to speed on why we were doing this heist and how the characters related – plus I found Jaya was a bit of a cipher at first.
This initial awkwardness goes away reasonably quickly, though, as the momentum of the heist – and its fallout – creates immediate goals, and Jaya begins to develop more of a personality. She’s an appealing figure, from one of the city’s slums but trying to do better not just for herself but also her community, and as the plot expands in scope you wind up getting the chance to make decisions that can have a really significant impact. Most of the main beats are things you’ve seen before in cyberpunk stories – there’s an all-powerful AI running the city, a corporation with shady motives, a circle of founding hackers with messy personal fallout – but it’s all well executed, and the different environments and challenges provide good variety. There’s a fantasy MUD that’s the playground of one of the aforementioned hackers, the casino, which has some working gambling games to play (though I think I found a bug where I couldn’t win at the Yes/No/Go game in the Pearly Gates section, albeit I had so much money by that point it didn’t matter), and various cyberspace archives and corporate HQs, all rendered in tight prose that provides just enough detail to be memorable. Overall, by the ending, I was invested in the story and satisfied with how the choices I’d made – both about gear and about people – wound up playing out. I know download-only games sometimes don’t get as much attention in the Comp, especially if they’re choice-based, but this one’s definitely worth a play.
Highlight: I enjoyed the MUD pastiche, from the realistically-annoying veteran player to the bartender who uses timed-text to deliver a well-paced joke.
Lowlight: the plot thread involving the casino owner felt underdeveloped to me, which was too bad since I enjoyed the initial verbal sparring with her and would have enjoyed seeing it go somewhere – possibly there are alternate approaches where she plays more of a role in the endgame, though.
How I failed the author: the timed events are fun and well-designed, but I’m clumsy with my laptop’s touchpad in the best of circumstances (I haven’t had much chance to sit down at a desk these last few weeks) so reallocating energy to my mods in real time was very hard. Fortunately the game’s forgiving, and autoresolved the key challenges in my favor even when I was flailing, though I was embarrassed that it basically wound up playing itself.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I’m bummed I already brought up the comparison in my Ghosts Within review, because now that I’ve played D’ARKUN, I’m turning into the Boy Who Cried Anchorhead. The similarity is even clearer this time out, though, as while the former game had a dreamlike vibe very much its own, in this long Dialog game we’re firmly in remixed Lovecraft-plot territory. There’s a decayed mansion with secret passages a-plenty (including an attic telescope), a seaside town with more than its share of creepy inhabitants, nightmares that grow worse as the days go by, a wicked inheritance dredging the sins of the past into the present day, and – natch – tentacles galore. While D’ARKUN has its weak spots, with a thinner-than-it-needed-to-be story and some underclued puzzles in the back half, it very much scratches that old Mythos itch.
Starting with that plot, the impetus for getting the protagonist to this accursed stretch of the German coastline is a new one on me – your student character is on vacation and managed to rent the world’s worst Airbnb – but after an eldritch encounter all thoughts of relaxation are put aside as you start delving into the mysteries of your rented house. This shift happens too abruptly for my taste, as there isn’t much time spent establishing why you’re suddenly climbing down cliff-faces and looking behind paintings, except that there’s not much else to do to pass the time (if the cosmic horrors hadn’t materialized, one wonders how you’d have spent your holiday).
Exploration is almost immediately rewarding, though, and it’s just fun to find a madman’s scrawled notes or hidden compartments in the family mausoleum. This first half of the game is well paced too, as new locations gradually open up as the clock moves forward (the accompanying map is really evocative), and you work through satisfying puzzles that aren’t too tricky: there’s a well-implemented set of climbing gear that allows you to clamber around obstacles, and while there are some objects that require SEARCHing to find, the ABOUT text gives fair warning. There is a tricky light puzzle, where you need to make good use of the handful of turns your lantern has before it runs out of oil, but copious use of UNDO saw me through.
I found the second half didn’t fully pay off the promising opening, though. Partially this is due to the implementation starting to feel less polished: I started running into disambiguation issues, there are some guess the verb issues (figuring out how to use the syringe was tortuous), and to get to one location I think you have to type RIDE TO SIEBENSCHIEDERSTEIN, which should never be required of any player. There are also more NPCs to deal with, and they’re drawn rather thinly, without many dialogue options or much in the way of interactivity to make them feel like anything other than contrivances. Beyond implementation, the clueing also starts to get thinner: there’s a puzzle involving getting past a guard that feels like it involves reading the author’s mind, a maze that has a clever twist but will probably get brute-forced, and at another point progress requires you to get into what looks like an unwinnable situation and spend several turns waiting before a deus ex machina rescues you, rather than undoing or restoring to safety.
More impactfully, I didn’t feel like the plot really cohered. It gestures in the direction of enough Lovecraftian tropes that I can see where things are meant to be going – there’s a horrifying ritual, an extradimensional temple, a surprise or two – but the stakes are sketchy, both for the world as a whole but also for your character. A bit more polish and a bit more focus on the subjectivity of the protagonist would have made D’ARKUN a very worthy Anchorhead-alike; as it is, it’s a good time but requires the player to fill in some blanks.
Highlight: the creepy mansion is a good example of the genre; it’s not too big, but dense with creepy scenery and not-too-tough exploration puzzles.
Lowlight the recipe puzzle is neat in theory, but required more trial and error than I wanted – there are clues helping you figure out what the mixture is supposed to look like, but there’s some vagueness in the puzzle (Spoiler - click to show)(I got the potion to look “shiny”, as the notes said, but still needed to add another dose of the relevant ingredient) that made it unsatisfying to solve.
How I failed the author: this is a long one and it took me a couple days to work through it, so that’s perhaps contributed to my feeling that it’s a bit scattershot.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Universal Hologram takes the player on a joyride through altered states both inner (via lucid dreaming) and outer (via stacked simulated realities), with enough big ideas to make Philip K. Dick blush and off-kilter prose that sells the premise with brio.
Admittedly, it starts a little slow – the opening is well considered in name-checking some of the major concepts that will be explored in what’s to come, and giving the player the opportunity to dig into what they’re most interested in, be that the history of the far-future world, the mechanics of lucid dreaming, or just interacting with other people. But it isn’t until maybe a third of the way in that a real conflict or sense of urgency start to come into the story; before that, it’s pretty much all exploration. Since the writing is good and the world is interesting (it’s a sort of Martian post-scarcity techno-utopia where the Internet is a person and the Earth is gone, but much less annoying than I’ve made that sound), I was sufficiently engaged to stick around until the game got more grabby. I’m once again in the position of having played on my phone, so I was too lazy to copy and paste bits of writing that I liked and I’m therefore in the unenviable position of having to broadly characterize it and say “trust me, it’s good.” But I really liked the way the writing takes a off-kilter conversational, even occasionally lightly confrontational, tone while digging into the heady concepts underlying the setting.
The plot, once it comes, ties together the game’s different themes with some elegance, and the choices at that point shift from being primarily about which parts of the setting you want to dig into to allowing you to decide how or whether you want to cooperate with the ontological heist your character gets press-ganged into, with some surprising action-y bits even coming into play to change things up in the late game. I’m not sure the ending I got completely stuck the landing (though see “how I failed the author,” below), but the journey was well worth the price of admission.
Highlight: I’m a sucker for a good heist sequence, and this one delivers, with high stakes and curve-balls coming left and right.
Lowlight: A tradeoff of this fleet, too-clever-by-half voice is the occasional clanger – there’s one out-of-context Lawnmower Man reference that really should have been left on the cutting room floor.
How I failed the author: after I finished the game, I was turning over its big-picture themes and intentionally-disjointed plot in my brain to see how it all coheres. But almost immediately Henry needed a diaper change, and it was a rough one with two mid-change pees, and after the chaos died down I’d lost the thread and as a result my final take on what the game’s saying and doing is fuzzier than I’d like!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The blurb for Beneath Fenwick says its genre is “suspense, with horror overtones”, but the opening of this parser-aping Twine game couldn’t be hitting the Lovecraft notes harder if it tried. The protagonist is on a creepy old bus, being driven towards an isolated New England town, and once you arrive the dilapidated architecture, pug-ugly inhabitants, and even the creepy grocery store invoke Shadow Over Innsmouth so directly that it’s clearly intentional. The story doesn’t stick too closely to that template, though – we’re in the present day, not the 1920s, and rather than being alone, the botany-student protagonist (named… Hedgerow) arrives alongside her boyfriend, as they’re both planning on attending the local college. Vive la difference, but still, I wound up wishing it had stuck with the horror tropes more fully, as the story slowed down in its last half before ending too abruptly. And while I usually enjoy the puzzley gameplay this kind of Twine game enables, Beneath Fenwick could have benefitted from leaning into its choice-based nature a little more fully.
Starting with the second piece first, the game’s interface does a really good job of mimicking parser conventions. Notable bits of scenery, usable objects, and other characters are highlighted in the text, and clicking on any of them pops up a new window with a more detailed description and possibly further possibilities for interaction – taking, unlocking, all the usual medium-dry-goods stuff, plus talking, which gives you a choice of topics. There’s a full inventory a click away, which works similarly, as well as a subsystem that lets you combine two or more carried objects. The major departure is in navigation: instead of compass directions, exits are listed by name.
This works well, but what you get is what you get, and I wound up missing more traditional Twine touches. Beyond the plain-vanilla puzzles, there are long cutscenes – especially the opening sequence – where there’s just a single continue option available, and the keyword-based conversation system doesn’t allow for dialogue choices. I suppose that it’s odd that I’m totally willing to roll with these limitations in a parser game, but it still seems a shame to do so much work to re-create in Twine the things that parser systems aren’t as good at.
The other issue I ran into had to do with moving around the world. The map is very dense, with a number of different roads and locations in the town, and the boarding house where the main characters wind up staying has an especially large number of rooms whose interconnections aren’t obvious and which have forgettable names. I know many folks find compass directions inaccessible, but they would have made it much easier for me to build a mental model of how the geography fit together.
Story-wise, Beneath Fenwick does a good job with the gradual build of tension. It’s beyond clear from the get-go that something’s deeply wrong in this town, but the game doesn’t tip its hand too early by indicating which of the many, many creepy people, places, and things on hand are the main threats. There’s at least one clever bait-and-switch (Spoiler - click to show)(the university at the edge of town isn’t a Miskatonic-style hotbed of occultism – in fact you never make it there), and it steers clear of the typical Lovecraft-game shift into gonzo violence midway through. At the same time, that means that some of the mid- and late-game felt slow, and even unmotivated – the requirement to fully explore the boarding house on the second day before running your errands felt artificial, and to get to the endgame sequence you need to break into a shed with no indication there’s anything important there.
Speaking of the ending, it’s effectively surprising, but rather abrupt – there’s no denouement to speak of, and the resolution of the mysteries of Fenwick felt disappointingly straightforward. I almost felt like the game stopped midway through – I would have definitely stuck around for a second hour that added in some more interesting puzzles and deeper interactions, while ramping up the tension into a more sustained climax. It’s always good to leave the player wanting more, of course, but maybe not so much more.
Highlight: The main character’s boyfriend – Randall, an architecture major – is a delightful fuddy-duddy despite being in his early 20s. He even introduces the protagonist (his girlfriend, again) as “my companion”!
Lowlight: It is possible to die in Beneath Fenwick, and while it offers a one-turn rewind, I think this can leave you stuck in an unwinnable state. Fortunately I’d done a save at the beginning of the day when this happened, but it was still frustrating to have to replay a bunch of the quotidian exploration I’d already completed.
How I failed the author: Playing the game went fine, but Henry’s been super congested and fussy today so I’ve written this review in like ten two-minute bursts, so apologies if it’s choppy and doesn’t make sense!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I’ve seen a number of games that ape the text-message format, but Closure manages something novel and very impressive by doing so in parser, rather than choice based, format. It’s a brilliant move, since text-adventure shorthand makes more sense if you’re texting someone in a time-sensitive situation, and Closure goes the extra mile by recasting all the parser error messages in the voice of your friend. Oh, and through some interpreter wizardry, the game actually looks like it’s playing out via text bubbles, complete with short but not irritating delays between messages.
As impressive as the first impression is, Closure isn’t all style and no substance because the gameplay itself is satisfying too. It’s a short, one-room game, as you guide your friend Kira through an ill-advised break-in so she can search her ex’s dorm room for clues to what drove them apart. It does the usual one-room game trick of providing telescoping detail – there’s a closet, which when opened has another half-dozen objects, and so on – and since this is a character-focused piece, most of what you’re doing is just examining, with only one real puzzle (it’s a pretty clever one, though – it uses a trick that often seems a little unfair in a regular parser game, but makes total sense here). The voice is dead on, and it’s satisfying to peel back the layers of the ex’s plausibly-realized college life.
If I have a quibble, it’s that Kira’s moment of revelation felt a bit on-on-the-nose, and her sense of what counts as someone’s identity is pretty juvenile. Plus I’m pretty sure she could have read between the lines and figured out what was going on earlier than she did. But hey, these are teenaged characters, so maybe that’s fitting.
Highlight: there are a lot of neat touches here, but one of my favorites was the elegant way the game responds if you take the high road and refuse to read the ex’s personal notes.
Lowlight: There’s a mad-libs style opening where you can type in some things you do to relax, with the responses getting braided into the game later on. This works as well as mad-libs stuff usually does in IF, which is to say, awkwardly (both narratively and on a technical level, as I capitalized my entries, and the capitalization was retained even when the responses came in the middle of sentences).
How I failed the author: with Henry mid-nap I was able to play through in one sitting, and even took notes and everything! I did forget to save a transcript though, so my new-father brain did still manage to mess something up.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
It’s a testament to the current state of visual design in IF that in this Comp, a Twine game that uses the default formatting (black background, white text, blue links, that recognizable font) really stands out. This isn’t a critique, though, both because I’ve got no leg to stand on (one reason I like making Inform games is because the idea of having to make aesthetic decisions gives me hives), but because the unfriendly vibe of plain-vanilla Twine creates a fittingly stark, oppressive mood for this ghost story set at the world’s worst nursing home (predictably, it’s in Florida).
The story hits the beats you’d expect given that setup, but again, that’s not necessarily a negative. The Waiting Room doesn’t waste much time establishing the protagonist (a newly-hired nurse) or their motivations, focusing more on creating a foreboding atmosphere from the jump, and while the scares start early and rarely stray beyond what’s expected, nonetheless they’re executed well. Some of the story strains credulity – the number of moldering corpses secreted around the place makes one wonder how much the last state inspector got bribed – and it’s hard to imagine many players being tempted by some of the alternate paths on offer, many of which come down to whether you want to cover up for a fellow nurse’s potentially fatal negligence or instead behave like a minimally moral human being. But for a quick horror piece like this, that’s very much secondary to the chills on offer. Since I definitely had hair standing up on the back of my neck at least once, I’m counting The Waiting Room a success.
Highlight: there’s one particular scare (Spoiler - click to show)(the one hinging on Paulie’s echolalia) that I’ll definitely remember the next couple of times I’m trying to get to sleep.
Lowlight: the protagonist is so thinly sketched, I was pretty sure we were headed for a “you were a ghost all along” twist – but nope, it’s on the level.
How I failed the author: I played this one alone at midnight, with most of the lights off – I was keeping an eye on a napping Henry while my wife slept in the other room. For once, rather than failing the author, I think my circumstances meant I played the game exactly the way it should be!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
This short Twine game is basically just one extended chase sequence, but it’s a pacey, thrilling ride that keeps the excitement high without resorting to killing the player. The setup is classic postapocalyptic sci-fi – you and your trusty robot sidekick (actually, given his competence maybe you’re the sidekick?) are transporting a mystery cargo across the hostile wastes in your hovercraft when everything goes wrong. Dealing with ship repairs, fending off angry raiders, and surviving the consequences of your patrons’ decision to keep you in the dark keep the player busy, as there’s always a new crisis coming up.
What you’re meant to do next is usually clear, but figuring out the exact right places to look for the tools you need, or how best to shoot up the nomads, can require a bit of fumbling that ratchets up the tension. At first the interface was responsible for some of this clumsiness, since the inventory system is a little idiosyncratic, but once I figured out how it worked everything was very smooth. The story here goes exactly how you would expect, and all the characters remain stock types, but the high quality of the implementation still makes the game an entertaining way to spend half an hour.
Highlight: The descriptions of the wasteland were surprisingly evocative, given that it could have easily just been a sketched-in backdrop for the action.
Lowlight: The ending is the one place where the pacing fails; after the clear climax of the story, there’s an extended but simple sequence where you secure transportation for your escape, and then the game ends anticlimactically, without much of a denouement. It would have been more satisfying had the ending been either hard up against the action-packed climax, or pushed back to allow more room for the aftermath of the story to be established.
How I failed the author: I was once again playing this left-handed on my phone, so I didn’t copy-and-paste any of the wasteland descriptions to illustrate the highlight – you’ll just need to take my word for it.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The credits for Cyborg Arena include thank-yous to a large number of Patreon donors, and I can see how a game like this would be perfect for building a dedicated following on that platform: it’s got a compelling and accessible hook, clean storytelling, lots of opportunities to customize the player character’s identity and key relationships, a complex but manageable set of mechanics, and a half-hour length that’s perfect for showcasing the impact of choices without letting things become unmanageable (and also makes it possible to finish new projects at a reasonable clip). Turns out this makes for a solid IF Comp entry too!
The premise here is sturdy, and well-communicated by the blurb – you guide a cyborg gladiator through a climactic fight – but everything is realized with more craft than it needs to be, from the grabby in medias res opening starting things off with adrenaline to the embedded character-defining flashbacks that go beyond the literal nuts and bolts of your stats to get at how you navigate the dog-eat-dog social milieu of the gladiator stables. While the worldbuilding doesn’t go beyond what’s needed to support the big fight, there’s also some plausible social satire that I thought was well handled.
All this attention to bells and whistles (oh, and on that subject, the visual design is good without being overly fussy) doesn’t come at the expense of the game’s core appeal, either. The fight involves juggling two distinct tracks – there’s a set of rock-paper-scissors combat options that depend on the stats you’ve chosen for you and your opponent, but you also need to keep the audience’s interest high, which requires not repeating the same moves too many times. This means you have to mix things up and trade off fighting effectiveness against crowd appeal, sometimes taking a punch if it adds to the match's excitement. It’s not especially hard, but it’s engaging to decide on your round-by-round approach, and this added complexity makes victory feels satisfying.
If I have a critique, it’s that the game ends rather abruptly, and while there are lots of different ways the fight can conclude based on your decisions, there’s not much of a denouement laying out your character’s fate beyond the immediate events of the night. But since one of the key tenets of showmanship is to always leave the audience wanting more, it’s hard to lay too much fault here – Cyborg Arena is already much more generous than it needs to be.
Highlight: The game takes a page from modern deckbuilders by disclosing what move your opponent is going to make each turn, meaning combat isn’t a roll of the dice but requires strategic consideration of your options, as you consider both short-term success and your longer-term positioning in the fight overall.
Lowlight: I mentioned the abbreviated ending above, but I especially wanted a little more closure on the legal and social changes the game briefly sketches in – again, this is efficient worldbuilding but it left me feeling a bit unsatisfied at a lack of follow-through.
How I failed the author: Cyborg Arena is sufficiently short and player-friendly that I don’t think I could have messed it up if I tried.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
There’s lots of high-concept IF, but those concepts usually focus on a specific gameplay gimmick or unique setting – After-Words takes the road less traveled by adopting a constraint on the writing. Every sentence, description, and response in the game is at most two words long. There are two different ways you could go with this: one would be to keep things as stripped-down and literal as possible, to make sure the player always understands exactly what’s going on despite the limited number of words available to communicate, while the other would be to use evocative language, neologisms, and metaphor to paint a picture and engage the emotions even at the risk of leaving the player a bit at sea. After-Words opts for the latter approach, which makes for a more fun game overall though I did spend some time floundering.
The game elements are pretty unique, too. After-Words uses a custom web-based interface that’s narrowly-tailored to what it does. The main screen shows an icon-based grid map that you can directly navigate with arrows, gives you an interface element to toggle between your two available actions (looking and interacting), and features a small window for the text describing what you see in each location. You’re exploring a surreal city, most of which is initially gated off – unlocking the various barriers so you can open up the full grid takes up most of the game’s running time, and this is largely done via a series of simple item-based interactions. Sometimes this is as simple as using a coin to pay a bridge’s toll, but usually there’s some leap of logic required, based on interpreting the fantastical world sketched out by the game’s dreamlike language: figuring out how to repair the city’s screaming gunflowers, or how to impress the backflipping flickerking.
There’s only a minimal amount of story or context here – you’re solving puzzles because you’re a player and supposed to solve puzzles – but the writing does a good job of presenting a consistent world, and key themes do emerge: there’s a strong elemental vibe to the different districts of the city, religious practice seems to be a central concern of its residents, and what technology exists is bespoke and near-organic.
Getting to see new parts of the map, then, also means learning more about this strange, intriguing place, and solving the puzzles similarly provides a sense of the rules that govern it. I found this gameplay loop effective for about the first two-thirds of the half-hour running time. In the last ten minutes or so, the large number of open locations and slightly bigger inventory (previously there’d only been one or two items carried at a time) made it harder to intuit what steps would lead to progress, and reduced me to lawnmowering my way through the map. But overall I’d judge After-Words an experiment that succeeds – though I wouldn’t be shy about using the built-in hints to prevent it from wearing thin in the late-game.
Highlight: One location, described as the city’s “stochastic court”, just intrigued me no measure, and I spent a few minutes spinning out possible interpretations for what the legal system here could look like.
Lowlight: There’s one interaction – receiving a benediction from “in-sects” who inhabit the city’s “seahives” – that seems to break the two-word-sentence rule: ”our – buzz – blessing – buzz” only skates by on a technicality.
How I failed the author : As with many of the choice-based games, I played After-Words on my phone in between taking care of the baby, which wasn’t the best way to experience the game – using Safari to play it online, the top-of-window options (including save and load functionality, as well as hints and a walkthrough) weren’t visible, and using inventory items required a lot of awkward scrolling up and down. Dipping back in on my desktop makes the game a much smoother experience.
(This is a repost of a review I wrote on the IF newsgroups right after the 2004 Comp)
If ever a game were a guilty pleasure, Sting of the Wasp would be it; the overall plot is pure soap-opera, the NPC interactions are all about eking out the maximum amount of cattiness, and the puzzles derive their enjoyment value from pure spite -- all of which is to say that it hits its design goals exactly. Guiding the super-snob player character on a rampage through a high-end country club inhabited by people even more deserving of comeuppance than you do is entertaining on its own, and it's all the more so when combined with the viciously funny descriptions and withering repartee on offer.
Indeed, the game's great success is in setting the mood. Part of this is due to the author's strong writing skills — there are some laugh-out-loud moments, such as the PC's observation that a half-eaten bowl of salad bespeaks some rival's lack of willpower in sticking to her diet, and the dialogue is razor sharp — but much of the heavy lifting is done by the robust world simulation. NPCs will remark on the items you're carrying around, smells are implemented, and the scenery is both dense and well-described.
This very much reinforces the sense of immersion, but it's the puzzles which really nail the feel. Without exception, every puzzle you solve winds up advantaging you at somebody else's expense, whether it's through property damage, blackmail, exploiting a dangerous allergy, or just destroying some poor old lady's hair. The PC goes about her wicked business with flair and panache, and it's hard not to cackle at her exploits as long as one isn't encumbered by too many moral objections (which isn't hard in a farce this enjoyable).
There are a few flaws — I think there's a bug with the exit descriptions on the dining terrace, and the social comment is a bit too easy to be worth anything other than a few cheap laughs — but they do little to detract from the overall experience. The author knew exactly what he was going for, and the prose, puzzles, and implementation all work together flawlessly to convey his caustic vision.