Ned Nelson really needs anger management classes, was the sense I got when the option "punch Mr. Jett directly in his face" popped up at the very beginning of Ned’s interview with his prospective new boss. Admittedly, said boss is an irritating tech-bro caricature, but beyond Ned’s titularly-established desperation for work, the violence seems completely out of scale with Jett’s fist-bumping, profanity-overusing ways, annoying though they may be. Ultimately, it turns out that he is more than deserving of Ned’s rage, but in this case the game’s jumping ahead before doing the work to get the player – or the protagonist – in the proper headspace, which is a flaw that threads through an otherwise well-executed game.
Since I’m also now running the risk of getting a bit ahead of myself, let’s take a step back: NNRNJ (which sort of looks like the noise the Hulk makes when he’s trying to lift a building, now that I type it out) is a Twine game in three acts, in which the down-on-his-luck Ned tries to work his way into Mr. Jett’s good graces, and thereby into employment. It’s linear, with success-or-failure checkpoints at the end of each of the first two sections, and then a number of instant bad ends once you’re in the climactic third. While I found it easy to get through the last act, the first two required a fair bit of trial and error. Fortunately, there are checkpoints to zoom you to the start of each of the sections, three levels of hints on offer every time you go wrong, and no overly-slow timed text or anything awful that would make replaying a pain.
The plot winds up being pretty solid – while the premise is all about acing the job interview, Ned also faces some challenges in navigating his first day on the job, with a few reveals, surprises, and triumphs along the way. It’s not at all subtle about its satire of startup culture and mores, with Jett’s boorishness completely over the top – not all the jokes landed for me, but there are some good ones. Like, I’ve had this interaction:
"You stand up and go to shake his hand, but halfway there he changes to a fist bump. You wind up awkwardly grabbing his fist. He then pulls you close to him and claps you on the back about three too many times."
And towards the end, you have the opportunity to call Jett out on his habit of assigning nicknames to his staff, and one hapless employee notes that he “would actually rather die than be called Sam the Clam.”
What works less well is that it feels like the game’s mostly working backwards from the third act. When you get there, it all generally works, but there’s oddness on the run up. As mentioned, the option to attack Jett shows up far too early to make sense – it needs to come after Ned, and the player, have more reason to detest him – but this isn’t the only misstep like this. When the receptionist is walking Ned into his interview, she has an oddly intense, familiar moment with him that makes sense in retrospect but feels jarring when first experienced. The idea that Ned hasn’t bothered to learn what the company does – and doesn’t think to do a quick search on his phone in the opening scene, when he realizes his mistake but is still waiting in the lobby – isn’t very believable either, indicating an authorial impatience to get to the fun reveals of the mid-game without laying the groundwork. And the one real puzzle sacrifices logic in service of paying off that “punch” option, again without at least lampshading it: (Spoiler - click to show)at the climax of act II, Jett takes you into one of the puppy-kicking booths to test your performance, giving you a choice of weapons to use to assault the poor dog. Obviously this is the moment you need to attack him and turn the tables, but the story only progresses if you’d picked the brass knuckles, which allow your punch to knock him out. But if you opt instead for say the nunchucks, the game for some reason has you drop them before making the punch, which of course is too weak to knock him out.
My other complaint is more personal and may be idiosyncratic, but I have to say the violence was less cartoonish than I would have preferred. The description of Jett’s long-awaited face-punching goes into detail about his septum snapping under the force of Ned’s fist – and the idea that this is the best experience Ned has ever had is just ugly. There’s also a reference to Jett being subjected to prison violence once he’s locked up. And then of course there’s the whole reveal – (Spoiler - click to show)literally kicking puppies, which is described more robustly than it needs to be. The satire isn’t sharp enough to go this dark, I don’t think, leading to some tonal clashes.
I’m harping on flaws, but I did enjoy NNRNJ once it caught up to itself, and Jett eventually does blossom into a good villain – it’s just a shame it doesn’t have the full scaffolding to get there.
Pure enthusiasm will get you pretty far in life, and Heroes! is proof this applies just as strongly to IF as it does anywhere else. Stripped to its essentials, what we’ve got here is just a time cave – literally the oldest structure for a choice-based game, with an initial choice of three different characters further ramifying into completely different adventures depending on whether, say, you opt to explore the woods or the castle. And the setting is just another fantasy world, with goblins and princes and creatures with silly names, and happy endings that typically involve cozying up to an age-appropriate opposite-gender companion of royal birth. But it works!
So first, about that structure. Time caves have lots of branching, with few choke points and many different endings – but whereas in the classic Choose Your Own Adventure version, many of those endings are unfairly sudden deaths, here it’s pretty hard to get a truly bad ending. True, there’s one correct “legendary” ending for each character, but there are a host of near-miss endings where you save the day or make friends for life, even if you do fall just short of achieving everything you ever dreamed. And the game does a good job of mixing up the kinds of choices on offer – mainly they are about pursuing different branches, but there are a few false choices that just offer a little bit of different scenery on the way to the same goal, and right answer/wrong answer binaries that either allow you to progress or bring your journey to an end. Combined with the modest length of any given path through the story, the choices being restricted to only offering one or two options at a time, and a fast Quest implementation that makes it simple to skip previously-seen passages, this means it’s fun to play Heroes! and easy to replay it to search out different threads of story.
Meanwhile, though the stories aren’t the most original things under the sun, they’ve got moxie (and fun illustrations with have a colorful, doodle-y energy to them). The eponymous heroes are all plucky underdogs out to prove themselves, and while they may occasionally be a bit naïve or act too rashly, they’ve got big hearts – getting the legendary endings typically involves finding a friend, building their self-esteem, and prioritizing their safety over anything else when the confrontation with the big bad goes down.
Sure, this means the different characters do sorta blend into each other; sure, obstacles are bottom-lined and solved almost as soon as they’re introduced; and sure, there are a good number of typos and odd bits of worldbuilding (one leader of bandits is referred to as a “drug lord”, for example). But it feels churlish to dwell on such things in light of how winning and feel-good the whole thing winds up being –just when you notice a flaw, the narrator will interject to make the player understands that ogres really do eat people so are you sure you don’t want to run away instead of helping a new-found friend (but of course you should stay and help. What else would a hero do?)
In the last few comps and festivals I’ve played, for some reason the first game that’s come up in the randomizer has been something edgy, grimdark, and/or violent. What a pleasure, then, to start off instead with a winsome entry in the slice-of-life genre – and parser-based too, which tends to be my favorite. The premise is all right there in the title: there’s a dog needs walking, but our PC isn’t all that great at keeping track of either time or possessions so there’s some light puzzling to get through before Muffins’ micturitions can moisten the meadows (thankfully, despite the on-screen clock, there doesn’t appear to be a time limit).
Like many IF players, I’ve seen approximately eleventy-billion games by first-time authors – which Ell, from the credits, appears to be – where you start in an apartment and are faced with a series of quotidian household tasks, typically involving doors and/or screwdrivers. Here, the puzzles and implementation are good enough for the job at hand, but it’s the writing that stands out. I’ve already applied “winsome” to the game as a whole, but it’s the best description of the prose, too. It’s written informally and hits the ear easily, with a high density of gentle gags, but has more tricks than just the chatty voice – like the habit of responding to many instances of X [PIECE OF FURNITURE] with a dry, one-word summation like “lumpy” or “beige”. And the author’s done a good job of parceling out fun bits of writing to reward poking around this basically one-room game. Here’s a favorite sequence:
> X COLLAR
A pink sparkly collar with a link to hook a leash. It has a tag that says “MUFFINS.”
> TAKE IT
You give Muffins a scritch-scrotch and take off her collar. She looks confused and licks her nose, then trots over to the part of the living room where there should really be a rug but isn’t.
> X RUG
Oh, you had to get rid of your rug after your old roommate spilled matcha on it. You’re completely over it, though.
> PUT COLLAR ON MUFFINS
You put Muffins’ collar back on. Muffins looks like she wishes you’d make up your mind, but you could just be reading too much into her beady little expression.
None of that was at all helpful for reaching my objective, but for a low-key game like the one in hand, this is just what one wants, with random exploration yielding small conversational asides instead of the player being channeled towards the solution by overserious parser-responses.
With that said, while most of the game is easygoing enough, there is one puzzle where its laissez-faire approach provides insufficient direction: the last hurdle to getting Muffins to the park is to find your missing shoes, which don’t turn up no matter how assiduously you look under or behind the furniture (I should say that it’s nice that these options are provided for!) The hint that I “always have trouble finding them in daylight”, since they’re apparently going-out shoes, made me think I needed darkness, put I couldn’t figure out how to make that happen. Fortunately, there’s a walkthrough provided that got me unstuck, but the intended solution – (Spoiler - click to show)TURN OFF LIGHTS – doesn’t feel like it’s playing fair, (Spoiler - click to show) since electric lights or switches aren’t described anywhere even if you examine the walls or ceiling, and beyond that the game starts at 9 AM so I assumed daylight was the bigger problem.
As mentioned, the implementation is generally solid. I ran into a few niggles – when I tried to give Muffins commands, the game understands MUFFINS, SIT as asking her to sit on her collar, which doesn’t make much sense, and I missed getting full points since I found the superior leash before the inferior one, which appears to have prevented me from getting points for picking up the latter. Plus I saw a couple of line-break issues. But especially for what appears to be a first effort, it’s well put-together in terms of coding, as it is in every other area, save that one iffy puzzle. Take the Dog Out is a lovely bagatelle, and hopefully a good omen for the other games to come!
So YWTMaFAYTaW – I feel like I need an acronym for the acronym, why don’t we just go with Thank a Werewolf – so Thank a Werewolf’s About text says that this is a “collaboration” with the GPT-2 text generation algorithm, which involved feeding the program bits of the author’s (static, I assume) fiction, then curating and arranging the output to form the game. I went into the experience deeply skeptical that I’d find anything interesting in it, and I have to confess that nothing in the game wound up changing my mind.
I can’t really talk about the story or the premise since this is all algorithm-driven gobbledygook – the blurb’s claim that it’s about “a lifelong romantic relationship” I think must be a joke about the relationship between the author and their work, rather than about anything depicted in the text. Format-wise, you get a couple paragraphs of prose then one or two hyperlinked lines at the end that lead to the next bit of the story; I assume there’s branching but given the lack of narrative coherence, much less cause-and-effect, I’m not sure what difference or impact this would have. Most passages have one or two footnotes, which expand when clicked: I think these might be the prompts used to generate the text, since they often used the same words as showed up in the main text, but were uniformly more coherent and interesting than what was above.
If there’s not a consistent narrative, there’s perhaps a somewhat more consistent tone, beyond of course the omnipresent surrealism – most of the generated text feels like it’s about younger people, late teenagers to twentysomethings, sad about stuff and unsure about what they’re doing (I mean, fair enough). And there were a few scattered bits that had some zing to them. This was probably my favorite:
"I began to write the descriptions of my wishes. Letters with descriptions of things I wanted to happen, wishes that were already in the cards. An ambulance for a sick child. A dog for its owner. A car so nice it needs a full-sized garage. My first kiss. Your first kiss with me."
But that’s almost immediately followed by:
"I was the best cheerleading man in high school, and you were the best kisser in college. But you never kissed me glumly, always raising your hand majestically, like a majestically colored bikini. You kissed me so high that my boots creased the carpet beneath you."
And
"This town doesn’t cook delicious, but it does let you eat whatever the fuck you want. Your ovaries are like television, only they are hooked on the news. You can’t even spell rhyme or reason correctly. The stagehands send out the correct notes. The comedian sets the tone; the crowd gets funnier. It’s all a matter of perspective."
For a tone poem, one or two high points might be enough, but this thing is also at least two or three times longer than it should be – once my brain twigged to the fact that it was just watching a slot machine, I found it really hard to push on.
I do get the appeal, if not fascination, this sort of thing can have for a writer: the prospect of looking at your work through a glass, darkly, so you can apprehend it in a new way. I wrote a (very bad) novel in my younger days, about high-school wrestlers who I must confess were far more foul-mouthed even than Tom Trundle, and when I finished the first draft I excitedly ran it through Word’s (I think now deprecated) autosummarize feature, only to see my 300-page novel turned into three paragraphs of this:
"Fuck. “What if Coach found out?” Jesus, Coach. The first match I wrestled? Fuck. Three matches. Fuck. Fuck. “Yeah.” “Right.” “Yeah, right.” “Oh, right.” “Right.” “Redford?” “Yeah, yeah. Fucking math. Shit.” “Fuck. Fuck. Fucking test. Very helpful, Redford.” Redford nods. “Right.” “Fuck.” “Ah,” sighs Redford. “If only.” Everybody likes Redford. Anais? Fuck. “Yeah.” “Uh, right.” Redford’s word."
I died laughing – this is actually my ghost writing this – and resolved to tone down the profanity somewhat. As a way to change perspective, or add a bit of surprising flavor to the hand-crafted sauce (this metaphor has gotten away from me), I can see the value of procedurally-generated text – and I’m sure in twenty or thirty years Skynet will have come for the writers the same way it’ll have come for everybody else – but in the meantime, the werewolf’s getting no thank-yous from me.
There are a fair few pieces of IF that explore feelings of constraint or paralysis by seeming to offer choices but then negating the player’s attempts at agency – Rameses, most famously, or I was partial to Constraints from a couple years after. There’s also lots of IF involving neuroatypical protagonists, from your garden-variety aliens or disembodied consciousnesses to, as here, more grounded examples like autistic folks. I don’t recall seeing the two of these elements combined in the way YCHDT does, which makes for a marriage of theme and form that elevates this short story about a traumatic event.
We know going in that the player character is autistic, and the opening does a good job of laying out what that means for the protagonist: challenges with eye contact, comfort in repetitive activities, difficulty speaking when triggered. There are small, well-drawn incidents or choices that establish each of these pieces before the main story kicks off, which helped me better orient towards how to portray the character. Indeed, they did such a good job that I don’t think I realized how the choices work until I did a replay: while you do occasionally get choices that would push against Theo’s boundaries, when you try to select these you get told You Couldn’t Have Done that and sent back down the other path. While this means I missed out on some of how YCHDT works on my initial foray, I don’t think that undermines the intended experience since I’d basically internalized the constraints.
The story is really about setting up, then relating, a single traumatic encounter, so it’s very focused throughout its short length. This does mean that there are some elements in the first half or so of the game that seem odd, as there are specific details and characters’ actions that seem to get disproportionate attention. The actions of the antagonistic character slowly escalate over time, and grow increasingly pushy and bizarre. Again, there’s a good synthesis of tone and theme here, since this gives an off-kilter, horror-movie vibe to proceedings.
When the traumatic event comes, it similarly has a lot of terrible immediacy, and again a few strange, specific details keep the engagement high (I think I saw another review mention that this is based on an actual experience of the author, which is awful). YCHDT doesn’t wallow in awfulness, though, and after this crisis the main character does get some support, which I was glad of as otherwise I was worried the game might feel pretty bleak. I will say I was a bit surprised there wasn’t more of the aftermath portrayed, though – I wanted to know a bit more about how Theo wound up processing the event, and how, if at all, it impacted her moving forward. But I think the game is quite effective as it stands, and was stable and almost entirely typo-free – I feel a bit dumb because I often say “this game does exactly what it’s trying to do”, but since there are so many different ways of writing good IF it’s worth acknowledging when one, like YCHDT, is exemplary for its type.
I’m not sure what I ever did to it, but the Comp randomizer apparently has decided to punish me by stacking rock-hard games one after the other. WtWOBF (that’s an awful acronym, but I’m stymied for alternatives) is a Twine game with extraordinarily lavish production values – there are lovely paintings, some video, a fancy interface with plenty of neat flourishes – set in a compelling world that features hard-edged examinations of trauma and moral compromise in a fantasy version of the American Southwest. Unfortunately for me, I also found that the copious RPG-style mechanics layered on top of the story tended to take me out of it, and even when playing in “God mode” I hit dead ends, meaning I couldn’t finish the game in two hours.
Right, starting with the story side of things: the world is a major draw here, as there’s clearly a lot of thought that’s gone into the relationships between different sets of people, how to translate real-world events and situations like the wars in Iraq and Afghanistan or the meth epidemic into a fantasy context, and developing a big cast of distinct, appealing characters. Some of this world-building comes in a little clumsily (partially due to how it’s tied to the game mechanics, for which see below), and whenever it talks about guns the voice shifts into a hyper-detailed mode that I’m not sure serves the overall tone and worldbuilding well (like, was there a like were-badger engineer named Glock in this setting?) – but on the whole it’s compelling stuff, and the writing does a good job of anchoring these grounded themes and concerns in a world of magic and talking animals.
The situations presented by the plot are also pretty grabby. The opening frame story does a good job of evoking survivor’s guilt, and the other major segments I encountered, involving a teenager’s difficult relationship with her aunt, and a compromised man attempting to live a moral life in a world that doesn’t give people like him that choice, are also dealing with serious issues in a serious way. It definitely gets grim – pay attention to the content warning on this one, folks, and don’t discount it just because there are furries! – in a way that I sometimes found hard to take, but I think WtWOBF comes to those moments fairly.
The game side of things I thought didn’t work so well, and at times served to undermine the solid writing and intriguing dilemmas the narrative presents. There are several layers of mechanics at play here – the most obvious is an RPG system where you assign points to various skills or traits, like Brains or Swift Feet, during character creation. Then during play, occasionally these traits will be tested, and if you succeed you might see them increase while unlocking a bonus backstory, or if you fail they might decrease.
Beyond these traits, there’s also a “Lore” score that seems to gate progress, and similarly goes up or down with your choices – you can get a game over screen if your Lore number isn’t sufficiently high at the end of a chapter, and I saw a lot of these. Partially this may be because I was playing the RPG minigame wrong – I have to confess I wasn’t sure what rhyme or reason there was to when they went up or down, and since the viewpoint character changes several times, it was pretty unclear whether they represent anything in-game, or are just meant as a sort of out-of-world plot token. There also may be an element of (unexplained) random chance, because sometimes on replays I think the same choices I’d succeeded with earlier failed when tried again. I also found character creation challenging, since it doesn’t feel like you’re given a large pool of points, there’s no advice on whether specialization is better than going for a generalist approach, and feedback on whether e.g. a 5 in Brains is good, bad, or mediocre.
Beyond the RPG system that allows you to try different actions in the world, most pages also have a minigame of sorts embedded in them (though some of the aspects described here were altered in a mid-Comp update -- see the addendum below). There are numbered hyperlinks in many of the passages, some of which advance to the next passage, some of which expand the text on the page. The sidebar will usually have a “hint” listed – these start out easy, for example just as “2”, which indicates that if you click the link labeled 2 first, you’ll probably get a reward of stats gain or Lore increase or see your backstory codex filled in. These quickly get more complex, with wildcards thrown in and not all the options visible from the off.
Here’s an example from the mid-game - the hint here says “1, 2, ?”:
"Bobcat surveyed the slaughterhouse. Time had not been kind to it. The place was old, rundown. Yet surprisingly all the equipment had been well-maintained or replaced with new gear. A row of new galvanized steel pens occupied a portion of the left wall. There were a great many (1.) tools and machines.
"Long metal work tables occupied the back, along with cattle splitting saw, band saws, leg saws, and a giant (4.) Thompson 61000 Industrial Mixer Grinder.
"A handful of Synth crammed inside the pens started bellowing, as though pleading to be spared their grim fate."
This means I’m supposed to click the first link, which expands the text to show a link numbered (2), which I click in turn to reveal link (3). Then I’ve got a 50-50 chance of guessing right and unlocking the reward (I clicked 3, and failed).
I found trying to engage with this minigame required me to go out of world, since success seems random rather than linked to the world or text in any concrete way. The interface also doesn’t help – I found the interface sidebar sometimes moved to the side, but sometimes was below the main text, so I had to do a lot of clicking and scrolling. Winning a test often unlocked a new bit of backstory or a mission in the sidebar, which involved more clicking and being out of the story. All told, it’s a lot of cruft that I found messed with the story’s pacing, creating a juddering start-and-stop rhythm.
It would be one thing if it were possible to opt out of this part of the game, but I don’t think that’s possible without activating the God Mode that maxes all your stats – I tried to replay the second chapter five times, but failed due to insufficient lore each time, which seemed disconnected from the actual choices I’d made (perhaps I’d just done too badly In the first chapter, so I was in a dead man walking scenario)? Even after I restarted in God Mode, I still reached a dead end, due to a choice that was probably risky, but which didn’t seem completely unwarranted by any means (Spoiler - click to show)(as Diamondback, using magic to blast Bobcat.
By that time I’d used up the full two hours of the judging period, sadly. Not to be a broken record, but I would like to see more of this story and this world (the Book I subtitle is hopefully a good sign on that front), but retuning the difficulty and de-cluttering some of the gamier elements here would be helpful upgrades.
MUCH LATER ADDENDUM: The game has seen a pretty substantial update since I wrote this review, so I went back to check it out. A bunch of the issues I mentioned in this review have definitely been addressed, but I’d say they’ve been reduced in salience rather than completely ironed out. The hints have definitely gotten better – they’re now cryptic little sentences incorporating words from the passages, and engaging with them is more immersive than the non-diegetic numbered hints in the previous versions. The progress-gating lore checks have been relaxed a bit, though not eliminated – in a non-God-mode playthrough, I was able to get into Chapter 3 before getting stuck when Pink Belly refused to reveal his secret.
Seeing a little more of the game, I was able to discover that some things that seem like choices are actually a bit on rails – which I was actually impressed by, since it does a good job of creating an illusion of choice. I was also able to get close to the end of the story, as the different characters’ paths began to come together, but unfortunately ran into a bug that prevented me from seeing the end (I was told I unlocked “the gem of quickness” and got a bonus applied, but then couldn’t click anywhere). So still a little bit of technical stuff to clean up, but this version is definitely easier to get into, and the writing and worldbuilding remain strong throughout.
Weird confession: I’ve been a public-transit user all my life, and now that I haven’t had a commute in over six months – I kind of miss it? Despite the fact that What the Bus? presents public transit commuting (accurately, at least by my experience living in LA!) as a surrealistic nightmare of mysterious delays, interminable transfers, and subterranean disorientation, I sank into it like a warm blanket, partially because it was scratching an itch I didn’t know I had. Again and again I smiled in fond recognition at things that are, objectively, awful:
“You follow signs for the Blue Line through a long tunnel, up a flight of stairs, down a shorter flight of stairs, up another flight of stairs, through some sort of central lobby with an insane number of passages branching off of it, and then down a hallway that you feel like has one too many right turns.”
Yup, I’ve transferred from the 1 to the A-C-E in New York by going through that awful Times Square to Port Authority tunnel, this is exactly right.
“The train is packed, other than one conspicuously empty seat, which you avoid.”
This is obviously correct behavior.
After complaining to a friend about delays:
“Yeah, I hate that, Chris replies. Especially when it’s due to an unspecified emergency or the existence of seasons. Those are the worst.”
Indeed, who at a transit agency could have ever predicted seasons!
Admittedly, there’s not much to the game besides navigating the Kafkaesque labyrinth in search of the ten endings, which are helpfully tracked for you – though I like to think the fact that I got to my office successfully on my second try indicates that real-life skill with public transit translates. But there’s plenty to enjoy along each of the branches, and the “Back” button at the bottom of each passage makes it easy to check out other paths. And now that I’ve played What the Bus?, I think I miss my commute a little less!
The Wayward Story lives up to its title – this is a narrative-driven piece of IF that wends through a bunch of different characters, settings, times, and even genres. There is an overall structure that unifies the whole, but ultimately I think it plays its cards a little too close to the vest. Players who do the work to make the puzzle pieces fit will experience a satisfying click, but I can’t help wishing TWS did a little more to invite the needed effort.
It’s tough to talk about the game without going into a little bit of detail on at least the structure of the game, so expect some light spoilers from here on out (I’ll still spoiler-block anything major). Briefly, there are three major types of scenes: first, there’s the core thread of the game, which follows an isolated loner who falls asleep while watching TV and then finds himself in a strange, dark castle. Then while exploring, he’s drawn into three scenes, each set in a different genre of escapist fiction (post-apocalyptic, fantasy, Indiana Jones-style adventure) – these are the gamiest parts of the piece. And finally there are a series of vignettes set in the real world, at varying points in time and with different viewpoint characters.
There are a variety of linkages between all these different parts, some of which are clearer than others, and working through them is where the real meat of the game lies, since there aren’t really challenges or puzzles in the traditional sense. In each of the three genre-y scenes, you’re given a single clear task or direction, but it’s simple enough to follow directions to reach the end. However, each of them also has an optional alternate path. In retrospect it’s clear these are moral choices, and the game responds accordingly, but one of my quibbles with TWS is that some of them are very easy to overlook (the one in the post-apocalyptic scenario is straightforward enough, but the desert one requires what may be a tricky leak of logic, and whether or not you even notice that there’s a choice at all in the fantasy vignette turns on whether you explore off the beaten path when there’s reason not to do so).
There’s nothing wrong with hiding some pieces of a story, but here I think there are a few design decisions that compound the risks that some players will miss out on what’s really going on. First, depending on what choices you make in the three game-y scenes, you appear to either get different real-world vignettes, or none at all. Second, there’s a fake-out that I think is too effective (Spoiler - click to show)(after you reach the end, the game appears to restart – you need to keep playing and see what’s changed to get to the real ending, but there aren’t immediate indications that this is intended and not a bug so it’d be easy to assume you’ve reached the end and it’s time to quit). If a player starts poking around and gets to some of the harder-to-find bits, I think they’re more likely to be hooked and keep exploring to try to fully understand what’s happening – but if they don’t, I’m not sure they’d even notice that there’s stuff they’re missing.
This is a shame because there’s a lot to like here. The writing isn’t overwrought, but it conveys the main character’s isolation effectively through some simple but smart tricks: for example, the apartment where the game begins has its furniture described with each piece broken out on its own line, and called out as being empty, or standing alone. Effort is made to make sure the narrative voice is distinct for each of the various characters, and while this sometimes leads to overcorrection – I found the tone in the first vignette, where you play as Jack, a bit over-the-top – in general it works. Different scenes also use color to create or shift the mood, which worked well for me, as well as helping make the structure clearer. The text is close to typo-free, and the parser is implemented well as far as I can tell, though again, as a beta tester, that’s hard for me to really assess. Overall TWS is very much worth playing – it just takes a little bit of work to get to what’s good about it.
(I beta tested this game)
It’s an iron law of comedy that nothing’s as funny the second time around (leaving aside things like the Simpsons rake gag where repetition is the point). It’s still fun to see the punch lines form up and get ready to arrive, and a solid joke is a solid joke no matter whether it’s your first time seeing it, but robbed of the surprise, it’s just never going to land the same way. Why, then, did I find myself giggling when I just replayed Vampire Ltd, despite having run through it two or three times while testing it? Partially I’m sure it’s my sieve-like brain – it has been a couple months since the testing – and there are definitely a few new gags since then, but mostly it’s that the writing has bite.
Pleasantly, this isn’t a matter of individual jokey bits coming at the expense of a consistent, well-realized world, nor is it a case of funny writing making up for wonky design or buggy implementation. The humor comes straight out of the premise and characters, so before I get to the fun part of highlighting some of the bits that made me laugh the hardest, let’s get the setup out of the way.
We’re in a revenge-cum-corporate-espionage caper, with the vampire main character hell-bent on getting back at their former mentor, who’s now running a green-energy company. Vampires, as it turns out, have set their sights higher than just sucking the blood out of humanity one at a time, and now scale the loftiest heights of capitalism (and in the game!) The player character, however, is a bit of a failure (“Just because of a handful of failed startups and lawsuits and bankruptcies?”, he asks himself incredulously, and looking at the state of American politics at least it’s hard to fault him), and so decides to infiltrate his rival’s corporate campus looking to wreck and/or steal the new energy breakthrough (it is not exactly a well-laid plan).
This kicks off a series of gentle puzzles, all of which are well-clued, with one great gag that’s also completely logical thrown in there (Spoiler - click to show)(the bit with the grapes). A particularly clever touch is that as you go about the early stages of the game – acing your interview for a customer-service job, gaining access to all corners of the corporate campus, guessing an idiot’s computer password – it teaches you about the weaknesses vampires have in this setting. They’re almost but not exactly the same as what’s in traditional vampire law, but it’s especially handy to have all of these reminders before the inevitable confrontation with your rival. And implementation is rock-solid throughout, with nary an unimplemented bit of scenery or overlooked synonym. My favorite example is what happens if you try to drink the blood-bag you’ve brought along as a snack in the first scene, where you’re amidst the crowd watching a press conference – after you write BITE BAG, the game spits out “(first turning discreetly away from the audience)” before describing your nosh. That’s an awesome bit of attention to detail, plus gains additional kudos for using the word “discreetly” correctly, which basically never happens in video games!
All this means that the writing is given the support it needs to shine. The humor is really all about how much capitalism, er, sucks, but it doesn’t rest on that perhaps too-easy premise and goes the extra mile with sharp, specific jokes. The entire job interview is a highlight – turns out answering that “what’s your greatest weakness?” question is more complex if you’re a vampire! – but even the throwaway gags are great. There are a set of construction workers early on, and if you try to talk to them, the main character rebuffs you, saying “you don’t like being outnumbered by labour.” The janitor on anti-vampire strike was another highlight, explaining her protest this way:
“It’s against vampires. Especially our guy in charge. It’s against vampiric systems. It’s against the exploitation of labour on long hours and low pay. It’s for changes at the highest level for Lunarcel and every other company which lines its own pockets at the expense of workers. It’s for radical new ways of being which aren’t built on blood and toil.” (You don’t like this woman.)
There are maybe one or two places where the prose could be pared down a little (the job interview scene is great, but the responses to the joke answers are maybe 20% longer than they need to be). But in general the writing’s got snap. I mean, here’s the villain of the piece crowing about his great invention: “Oh, some of the staff carped at me about inefficiency, and how hard it is to safely contain a nuclear explosion, and how it shouldn’t have a window.”
All in all, Vampire Ltd has it where it counts – ulp, I’ve just been informed I’ve exceeded my vampire-joke quota and this review is now over. Sorry folks!
This is a hard review to write – both because my transcript didn’t wind up getting saved so I’m bereft of notes, and because my take on the game shifted a fair bit over the course of my time with it, and I’m having a hard time reconciling my views. If you’d asked me an hour in, I’d have said Vain Empires was a commanding Comp front-runner, with clever puzzles that lead to lots of self-satisfied “aha” moments, an archly funny tone, and a diamond-bright polish on its implementation. By the time I finished – which was about two hours later, after I’d locked in my score – though, some of the bloom had come off each of those roses. The first half is legitimately great, and it was compelling enough to keep me playing after the two-hour cutoff despite 70-odd more games still waiting for me, so I don’t mean to undercut what’s a significant achievement, but I think some of the late-game missteps are worth drawing out too.
Let’s lead with the good, of which there’s rather a smorgasbord. The conceit is that the player is an incorporeal demon, a lawyer-spy on the front lines of a supernatural Cold War who’s been tasked with cleaning up some codebooks from a spy-post that’s been compromised by their angelic opposite-numbers. Said codebooks are all hidden in spiritually-inviolable containers, requiring the demon to enlist various humans to its cause, by judicious use of an intention-planting mechanic that’s inspired (with attribution) by Andrew Plotkin’s Delightful Wallpaper.
To give a (made-up so as not to spoil any puzzles) example: say you’d discovered that one of the codebooks was hidden in a closed piano, but the piano player has the DRINK intent and is just pounding down cocktails instead of doing their job. You might nip out to the sidewalk, see a child chalking hopscotch squares in the sidewalk, and take the PLAY intent from them. One GIVE PLAY TO PIANIST later, you’d have solved the puzzle.
This is just a simple example, but the puzzles even from the off are significantly more complex than this. Most involve manipulating the intentions of two or more characters, out of a list that starts around half a dozen and soon grows even larger. The second major segment adds an additional complexity (mechanical spoiler: (Spoiler - click to show)adverbs), and timing and sequencing are critical, and so while the concept is simple, there’s a lot of satisfaction in looking through your tool-belt and figuring out how to best manipulate the sheep, er, humans, around you. The game also does a good job of keeping each codebook puzzle relatively self-contained – while there are ultimately a fair number to find (one I think is optional), they’re segmented into three major sections, and within each section you can generally solve in any order you like, with the humans you need for a particular puzzle clearly grouped around the codebook you’re going for.
The puzzles are definitely the main draw here, but the writing and implementation are highlights too. The protagonist has a devilishly sly voice (go figure), intent on its mission while taking time to comment on the incomprehensible foibles of the humans it observes. The metaphysical Cold War idea is not fully novel, but it’s a spry premise that makes good sense of the gameplay, and the authors offer some clever repurposings of supernatural tropes into the new spy-thriller idiom (Spoiler - click to show)(using the bell, book, and candle as a direct line to a hellish Q knock-off was an especially fun touch). The mundane setting – a glamorous hotel and casino – is described with just the right amount of detail, and the implementation is as smooth as butter. You can be sure just about everything mentioned in a room description will be available to examine, without drowning the scene in detail; and there are some nice implementation touches, like the way the game limits the combinatorial explosion inherent in the mechanics by saying that some intents only impact a human “vaguely”, implying that this isn’t a fruitful avenue to pursue. There’s also a gorgeous blueprint map always visible on the top of the screen, which helps make sense of the fairly large world.
If I’d stopped after the hour and a half that’s listed on the tin – I think about the time I finished the second of the main segments – that would be all she wrote, and I’d have stamped “MODERN CLASSIC” upon its brow and we’d be done. Sad to say, there’s a lot of game after that second segment – a full third area, then a transitional escalation sequence, before a multi-part finale. And here, things don’t feel quite as polished. On a prosaic level, that’s because I suddenly started seeing some typos and missing scenery, which earlier had been notable by their absence (for the typos; for the scenery I suppose notable for the absence of their absence?)
But the plot also takes a turn for the more earnest and raises the stakes, in a way that didn’t feel particularly well-aligned with what had come before (Spoiler - click to show)(if there was a major arms agreement happening in the hotel, wouldn’t there have been some sign of that in the hotel and casino areas, or some mention made before arriving there – or even some relationship to the boring trade deal that you actually wind up engaging with in the third segment, which seems a weird thing to be doing on the sidelines of something like this? And isn’t it awfully coincidental that the compromised demonic spy-den also just happens to be the site of said conference?). Plausibility is one thing, but this also shifts the tone: instead of a cynical, omnicompetent operative, the protagonist becomes a self-righteous hero (Spoiler - click to show)trying to preserve a delicate détente against Heavenly adventurism. Again, this feels like a left (or rather, right) turn from what’s come before, and is less fun and funny to boot.
All of this would be forgivable but for the way the puzzles tip over into overcomplexity. Whereas most of the puzzles in the previous sections have clear, physical goals that you can achieve by manipulating two or at most three characters, the puzzles in this next section were an order of magnitude more challenging. Partially this is just the accretion of intents – these aren’t used up as you go, so by the end you’ve got a huge inventory to juggle. While in the early going, punny or non-obvious interpretations of intents led to some fun moments of lateral thinking, in the late stage they become de rigueur, which made me resort to rote trial and error (for a flavor of this, (Spoiler - click to show)giving OPEN to a diplomat leads them to want to start negotiations, while EXPLORE makes them want to simplify the language of a potential trade deal by looking at different wording options). Combined with the added system I mentioned above, this means the player is often staring at a giant toolbox and not sure what any of it will do.
The situations themselves also become less concrete (Spoiler - click to show)(such as concluding a three-party trade deal or sabotaging a diplomat’s speech), and the descriptive text setting up what’s happening in each also starts to get less useful (Spoiler - click to show)(I still don’t really know how the briefcase made it onto the chandelier, or why OPEN and FOLD are used to start and stop the speechwriter’s radio feed). By the end, I was using the hints copiously – and even then got stuck on one of the finale puzzles for half an hour because I wasn’t sure exactly how to do what it was saying (there’s no walkthrough, just the hints). It doesn’t help that the finale also feels like it goes on too long: twice, I solved what I was sure was the final puzzle, only to groan when it only opened up another, even bigger, puzzle.
I don’t like wrapping up my review with grousing, since Vain Empires at its best is very very good indeed, and it stays at its best for a long time. And even when it hits the weaker final part, I’d still say it’s quite good! But it’s hard to avoid feeling like there was a missed opportunity here, and that with some judicious cuts and tightening this’d be one for the record books. My advice? Walk away after finishing the hotel segment, vanishing into the air like all good spies should (and await, perhaps, a post-Comp release that brings the latter sections to the same high polish as the first).