Reviews by Mike Russo

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Stoned Ape Hypothesis, by James Heaton
3 of 3 people found the following review helpful:
Pre-board games, December 11, 2020*
by Mike Russo (Los Angeles)

I’m actually a bit familiar with the theory behind SAH, by virtue of having some entheogen enthusiast friends in college – the idea, as I recall it at any rate, is that human cognitive evolution was occasionally bootstrapped by an adventurous Cro-Magnon snacking on psilocybin-containing mushrooms, with concomitant increases in creativity, perceptual acuity, social engagement, de-prioritization of self, and so on. I was and am skeptical, not least from observing the behavior of said friends while high (I kid, love to you all) but it’s a fun idea, right up there with “our corpus callosum used to be less effective so gods and miracles were just the two halves of our brain not being able to play nicely together.”

SAH doesn’t do too much with this setup, but it does provide a structure that lends a nice progression to a fairly standard series of puzzles. You play a (nameless, but I suppose that’s appropriate) early human who wanders around a small map, resolving such era-appropriate problems as cutting wood, making fire, and obtaining clothes. Intermittently you find and snack on a hallucinogenic mushroom which, in a neat touch, makes the prose of the game grow more sophisticated to represent your increasing mental acuity (though I only really noticed the first shift – there was an opportunity to expand this a bit more, I think).

Oddly, most of your attempts at mastering your environment are prompted by seeing other, more advanced humans wear clothes and make fire. The reason why they’re more advanced, and you’re still flailing around with the basics, wasn’t explained as far as I could tell, and I think this was a misstep – because you’re just playing catchup, and doing things that the player can grasp in an instant, this feels less like guiding a pioneer into a new age of cognitive development, and more like helping an utter thicko learn to take care of himself.

The puzzles themselves are fine so far as they go, though playing tic-tac-toe feels a bit silly, and I struggled with the implementation of mancala, with some confusing ASCII art and what might have been non-standard rules leaving me flailing (I still won even though I thought I was trying to put my stones in the wrong bowl, which suggests the AI opponent is not trying to put up much of a fight). Overall, it’s the Stone Age environment, including reasonably well-detailed depictions of tool use in an early society, that are the highlights here, providing a fairly unique backdrop to the otherwise quite standard adventuring.

* This review was last edited on December 12, 2020
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Standing on the Shoulders of Giants, by Kenneth Pedersen (as Ilmur Eggert)
3 of 3 people found the following review helpful:
Tonal issues mar what could have been a charming historical send-up, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Typically when playing a game, I don't find it too hard to figure out what the author was aiming for, but I have a hard time getting a handle on SSG. I went into it thinking it would be a sort of edu-tainment game about physics, maybe with puzzles involving classical mechanics – it isn’t that. Then after I played for a bit and it tipped its hand by involving an actual witch (in the first real scene, so I don’t think this is a spoiler), I thought it was shaping up to be a fish-out-of-water setup with a scientist trying to make sense of magic – it isn’t that. Once the (Spoiler - click to show)time travel and alternate history kicked in I thought we might be swerving back to being educational, but nope, not that either. But even after having finished it, I have a much easier time laying out what it isn’t than what it is.

Part of this is the tone of the writing, which is generally clean but very matter-of-fact throughout. At first, this scans as jokey: in the opening sequence, your buddy greets you with a hearty “Hey, Newt!”, which is a funny way to think of someone greeting Isaac Newton. But this same sort of low-key prose style persists throughout the game and doesn’t escalate or respond to situations that are increasingly silly – which means that what starts out as jokey eventually winds up feeling understated or flat. Tone is one of the key ways an author can guide the player’s reactions to the story, but without that to rely on, I often felt unsure how to feel about what was happening, or if something was or wasn’t a joke or was meant to be incongruous (Spoiler - click to show)(X ME, for example, reveals that Isaac is “wearing the most expensive and fashionable clothes from 1673,” which is initially a bit funny because what about, say, the king? And once you time-travel to 2020 I thought this was going to set up a gag, but nobody remarks on it at all, so just add that to the list of things that happen without evoking much response).

This carries over into both the plot and gameplay side of things. Plot-wise – well, I can’t discuss this without spoilers, but my basic critique is that this really left me scratching my head, even leaving aside the presence of witches and magic and so on. (Spoiler - click to show) So the conceit appears to be that by sending Newton forward in time before he’s written the Principia and introduced calculus, the witch has deprived future scientists of what they need to make progress so that instead of coming up with the theory of relativity and helping advance quantum mechanics, Einstein has to reinvent Newton’s discoveries over 200 years late, so things that rely on advanced solid-state physics and electrical engineering are breaking down. Even leaving aside the fact that Leibniz at worst developed the calculus contemporaneously to Newton so this wouldn’t have been so bad, this really is hard to wrap one’s head around – if history has changed, why are there still empty shelves in the library for relativity and quantum mechanics? And if Newton didn’t write the Principia, just plagiarized it from future-Einstein, even leaving aside the grandfather paradox wouldn’t sending him forward in time actually put the timeline on the “correct” course, since it’s only as a result of the time travel that we wind up getting the calculus in the late 17th century? If you clicked through that spoiler, you know I’m overthinking this, but again, without guardrails for how I should be engaging with what’s happening this is where my brain starts to go.

Matching the rest of the trifecta, the gameplay is also quite puzzling. Not, I hasten to add, because there are lots of puzzles – there’s maybe one and a half, quite easy – but because it leads to very odd pacing. The first half to two thirds of the game consists of typing in heavily cued movement commands and reaching very long noninteractive sequences after every half dozen or so. There are opportunities to do a bit of poking around in this section, but the map is very linear and there’s not much scenery of interest (though everything mentioned responds to being examined, as far I could tell). Then you get the aforementioned simple puzzle-and-a-half, and then the game ends. There’s one opportunity for some fun exploration (Spoiler - click to show)(there are some easter eggs in the library, where you can type in a bunch of authors and see what the library has on offer – though there aren’t really jokes or anything interesting here, just the frisson of pleasure at guessing that you can get a response if you type in CERVANTES).

So yeah, here we are, 800 words into this writeup and I still don’t really know what to tell you. SSG is solidly implemented at least, and it’s pleasant enough to play through, which is a level of quality that’s hard to hit in a work of parser IF. And it’s got a fairly unique protagonist and setup. I’m just not sure what it all adds up to.

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Stand Up / Stay Silent, by Y Ceffyl Gwyn
6 of 6 people found the following review helpful:
A good message does not a good game make, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

The randomizer giveth, with three games in a row I really enjoyed and some solid highlights immediately before that (Sage Sanctum Scramble, A Murder in Fairyland, and then a Rope of Chalk was also bracketed by Magpie Takes the Train, which I beta-tested so I’m not reviewing it yet but is also quite good, and my own game which, whatever its intrinsic merits, I’m happy to see finally show up). But the randomizer also taketh away, and Stand Up / Stay Silent is where this world-beating run came to a close.

Look, I get that SU/SS has its heart in a good place and is trying to convey the urgency of fighting for social justice. There’s a list of Black Lives Matter-related resources displayed prominently if you check for the credits at the beginning or at the end, many of which I think are pretty good. But holy Jesus, the way the game communicates its convictions is via a hectoring, didactic “fable” that’s only slightly less off-putting and unsubtle than someone shouting “ARE YOU A GOOD PERSON? YES OR NO!” and then hugging or slapping you depending on what you answer. And I say this as someone who works for a civil rights organization in my day job – like, I’m one of those wild-eyed defund-the-police radicals (supply your own scare quotes as desired), albeit in the spreadsheets-and-regs division rather than the whose-streets-our-streets side of the cabal. If you’ve got someone like me mulishly clicking the fascist-hugging “stay silent” options, something’s gone deeply wrong.

I don’t want to go into a laundry list of faults here, but I think there are two design choices and one flaw that are just completely fatal to SU/SS’s aims. The first choice is the sci-fi frame, which is beyond under-baked outside of establishing that we’re on Mars and there’s been some terraforming. I suppose this is in the service of delivering the fable promised in the subtitle, but the problem is that the player has no concept of what’s actually going on and there are zero stakes. The opening suggests that there’s income inequality, but doesn’t really frame that in a way the player can understand or engage with (there is a note that an expensive cocktail costs about three hours’ wages for the main character. I was curious about whether I could deduce anything about the overall economy from this, and the fanciest cocktails I could find at Michelin-star restaurants are like 35 bucks – so even assuming a hefty markup to deal with the being-on-Mars thing, this suggests the main character is making a bit above the minimum wage where I live, and is able to save up to go to a fancy restaurant, which doesn’t seem that bad?) There are indications that mass protests are heavily regulated, but it’s not really established what the protests are actually about. Once the player starts making choices, jackbooted thugs do start showing up (including getting ready to tase someone in the middle of a fancy restaurant, which seems odd…) but this is all very bloodless and completely fails to establish the bone-deep sense of revulsion at injustice that powers much activism, much less the ways those injustices are embedded in social and public systems.

The second design issue is that the choices are completely binary, with no room for nuance or even delayed consequences. There are as few as two, or I think as many as four, choices in any given playthrough, with one of them offering a “Stand By” as a middle-ground between the always-there “Stand Up” and “Stay Silent”. There’s never any ambiguity as to what option the game wants you to take: stand up, and you get a charge of self-righteous energy and your partner thinks you’re sexy; do anything else, and the game tells you you’re a physical coward and you get dumped. And this all plays out immediately, so you don’t even get the (incredibly common in unjust societies!) experience of worrying that a decision will blow up on you later on. Again, this feels excessively didactic, and given the focus on your flatly-characterized partner, much of it feels like it reinforces a retrograde “protesting will get you laid” message.

The flaw is the writing. It’s technically fine (though there’s one early misstep where there’s a comma right after a dash, about which I can only imagine the Ferryman’s Gate protagonist freaking out), but it’s both vague and overly-conclusory. It’s hard to separate this out from the sketchy worldbuilding, but I was very frequently at a loss to understand what was happening. Like, the inciting incident is a member of the waitstaff at the fancy restaurant standing up on one of the tables and mumbling. If this happened in real life, my first thought would not be that the server is pissed about economic injustice! But the main character’s internal monologue leaps ahead and makes a bunch of assumptions about their motivations and what they’re up to that are just not supported by the described behavior. Similarly, later on when you hear your partner talking about their plans for direct action, the description is sufficiently muddy that it really wasn’t clear to me whether they were plotting terroristic violence – seems relevant!

There is good art to be made about the queasy compromises of living under authoritarian regimes – and the dangerous, giddy elation of taking action to try to win freedom. But getting that right requires enough context to give the player a stake in what’s going on, and enough sympathy for the fallible human beings who live in these systems (in all systems!) to portray the situation with nuance. Despite all the good intentions in the world, SS/SU falls profoundly short of the mark.

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SOUND, by CynthiaP
2 of 2 people found the following review helpful:
Worth playing for the ending, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Despite the probably-annoying prolixity of most of my reviews, I don’t have a lot to say about Sound. It’s a vignette-driven game with choices determining which bits of the story the player sees. The player mostly makes choices on behalf of some sort of doctor interviewing someone named “Orange” about her experiences and opinions on a course of treatment, though the perspective sometimes shifts between the two.

I found the presentation somewhat oblique, which I believe is often intentional, but is also sometimes down to some awkwardness of language that may not have been. Orange’s speech is often interrupted with dashes, which may be indicating a stutter or other nonstandard speech pattern (it appears that the treatment may be related to this). But there are also sentences like this, where she recalls being a barista: “I did not re-realize the complexity with the customization of the or-orders.” Or this line, after the player character asks about whether Orange plays a musical instrument: “You assumes she has the musical spirit in her as a maneuver.”

I’m not sure whether or not I reached the real ending. I hit a certain point where a passage kept generating new words, and new links, which in turn generated more new words. It was kind of lovely, almost a polyphonic catharsis or collapse (Spoiler - click to show)– there’s an implication in the text that Orange is rejecting the course of treatment, which is trying to turn her voice into something it’s not – but I wasn’t sure whether I was missing something and it should have been possible to progress past there.

All in all a memorable, if somewhat mystifying, game, though I really enjoyed the ending if ending it was.

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Sonder Snippets, by Sana
1 of 1 people found the following review helpful:
A bit too obfuscated, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Another short choice-based game that didn’t quite land for me, Sonder Snippets offers a few densely-written fables, with a slight frame story of a grandmother telling stories to a child. There are a couple of passages with lots of words to click, but how these relate to the text or whether they impact the stories you hear wasn’t obvious to me, and the frame story is very minimally suggested (I only fully twigged to what was happening after a story concluded and I was given a choice to hear another one or “make new memories” by having the grand-daughter go outside and playing with other children). So the meat is really in the fables, which are – basically fine?

They seem to be creation-myths or just-so stories, which are hard to write because it’s challenging to reconcile the abstract, iconic nature of such storytelling with the specificity and detail that gives a tale its punch. I thought How the Elephant’s Child…, from much earlier in my list, nailed this balance, admittedly by aping Kipling and eschewing the cosmological for the practical. Sonder Snippets I think sticks too close to the abstract side of things: all the stories seem to involve a Thief (capital the author’s), a sort of demiurge or at least trickster-figure, who addresses the moon, or a lover, and does – stuff. That’s an awful word, I know, but it’s pretty hard to decode the meaning beneath language that’s often intentionally obfuscated. This sort of technique can create a dreamlike sense of allusion, but I confess it more usually felt muddled to me, especially because the tone seemed less folkloric and more undergraduate po-mo. Consider:

"Reparations have to be made for that which was stolen from the sanctity of silence only to be silenced on the terms of another. Water holds memory, and the tears the Thief’s lover—the lover still only known in relation, in possession, to the Thief—cried, hold memory."

I think this is about oceans or the tide or something? It just leaves me a bit cold – it’s too high-level, there’s nothing I was able to grab on to.

The stories are also fairly short (maybe 4-500 words?) and there aren’t that many of them: the first time I played, after getting my first story, I clicked the link to hear another, which brought me to a second, but then I got that same second story four times in a row. I dipped back in for a quick replay as I wrote this review, and looks like there are a few more, so perhaps I just got unlucky that first time, but it’s still a fairly limited pool, with no customization or responsiveness to other choices within the stories as far as I can tell. And by design, you just keep clicking through to generate a new story until you get bored and decide to send the grand-daughter outside to make snow-forts.

Sonder Snippets isn’t bad by any means, with technically-solid writing and bug-free implementation, and stories that clearly have significance to the author. And I liked the few hints I got of the relationship between the grandmother and grand-daughter. But it doesn’t feel like a game that’s considered what impact it wants to have on its audience, and tailored itself accordingly.

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Sheep Crossing, by Andrew Geng
1 of 1 people found the following review helpful:
An entertaining ten-minute diversion, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Sheep Crossing is a one-puzzle game, with no plot to speak of, and the puzzle is one that pretty much everybody has heard of and solved by the time they’re seven. But wait, come back! Another way to recite the same facts is that it’s a cute and charming take on a classic puzzle, and since neither the author nor the player need to pretend that figuring out the solution is the point, it’s all about riffing on that premise and finding as many gags, and ways to fail at this beyond-simple task, as possible.

The clever touches begin with some canny substitution – the prototypical version of this puzzle involves some grain, a chicken, and a fox, I believe (it’s the one where each will eat one of the others, and you need to take them across a river one at a time). But clearly, the bear on offer here is funnier than a fox, and a cabbage is likewise funnier than a sack of grain (the sheep vs. chicken matchup is closer, but let’s give it to the sheep by decision). If you want to just get them across the river to grandmother’s house in the prescribed order, you face a slight barrier inasmuch as the sheep starts out too hangry to be manhandled into the boat, but this is easily remedied, and then it’s off to grandma’s, well done, gold star for you.

The fun comes in when you try to mess things up. Obviously if you leave the wrong pair behind on a trip, game-ending acts of ingestion will occur in your absence. And there are myriad ways to fail beyond this, from tangling with the bear to chowing down on something yourself to deciding sod this for a game of soldiers and wandering off. There are lots, lots more, with many nonstandard verbs implemented with surprising detail. I don’t want to spoil any more of the fun, but I found that the author had thought of the most of the ideas that popped into my head, often with different outcomes depending on which of the trio I was attempting to misuse.

For all that, this is still a ten-minute diversion, tops. And I didn’t discover any unexpected interactions that led to alternate positive endings or revealed anything unexpected, which might have been nice – instead it’s all just different ways to flub things up. This means it’s easy to type undo and try again, but also somewhat reduces the novelty and potential surprise of trying new things. But the gag in its current form certainly works, and coming so late in the Comp for me, that was just what I was looking for.

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Shadow Operative, by Michael Lauenstein
2 of 2 people found the following review helpful:
An easygoing cyberpunk adventure, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

(I beta tested this game)

In my unreliable memory, cyberpunk used to be a pretty common genre for IFComp entries, but it’s become a bit more rare these days – Sense of Harmony included many of the tropes, as did Move On in its implied setting, and I suppose BYOD is all about corporate hacking. Maybe the genre as a whole is less relevant as we’ve all gotten used to the fact that we’re basically swimming in cyberspace 24/7 and corporate-run authoritarian dystopias don’t really land as a scary unknown any more? Regardless of any of that, Shadow Operative is a cyberpunk adventure of the old school, as a rogue hacker with a cyberjack in, and a price on, their head infiltrates a megacorp to exfiltrate hidden data that could bring down the whole company. Story-wise it’s a bit by the numbers, but satisfying puzzles and a slick presentation mean this one definitely scratches the shadowrunning itch.

Starting with that presentation, since it’s the first thing you notice when starting the game, it’s anything but a throwback: while written in Inform and fully playable by the parser alone, there are also a lot of conveniences in various sidebars, including a usable map, hyperlinks for important objects, a clickable list of common verbs (with ENTER CYBERSPACE first on the list, because of course), and a title image and music throughout. I played via typing, but this one should be pretty accessible to those who prefer to click their way through or who are less familiar with parser-only games – and it all really reinforces the mood of the piece, placing you in the shoes of an enhanced operative who can quickly figure out everything that’s going on.

As mentioned, the setting and setup are classic cyberpunk – after a botched job, you’ve got hitmen after you, and while laying low you get sucked into doing one more job for an old friend. The emphasis is clearly on that one more job, though – the price on your head doesn’t really connect to what you’re doing after the first five minutes of the story (and is resolved rather summarily in the conclusion). This maybe reduces the drama somewhat, but does perhaps better fit the mood, which is more easygoing than the typical cyberpunk vibe – it definitely starts out all edgy, but pretty soon your badass operative has crashed into the back of a garbage truck, and it pretty much goes on from there. I don’t think there’s any way to die (though there is a way to make the game unwinnable: (Spoiler - click to show)don’t drink away your upgrade money!>/spoiler>), and instead of a cold, geometric void, cyberspace is presented as rather cheerful medieval or feudal Japanese worlds with anthropomorphized programs. There are also rather a lot of jokes and in-jokes, which I thought mostly landed – I’m not sure the world needed another “the cake is a lie” gag, but I’m always down for an “I’m selling these fine leather jackets” callback.

The action is all about the central job, and it’s well put together and paced. There’s a bit of preliminary work to do to get ready for the heist, then you go through the infiltration and a cyberspace misadventure before having to make your escape. The puzzles are fairly simple but reasonable and satisfying to solve, with the trickiest ones coming in cyberspace. Again, this is presented in somewhat cartoony fashion – defeating the megacorp’s security primarily involves using musical instruments that I guess are really programs to overcome AI ICE that takes the shape of various guard-animals? – but it works well enough and doesn’t require the player to absorb a bunch of technobabble. There is one really good twist, which I mostly saw coming but still landed well.

It’s all solidly implemented, too (the only issue I found is that you can pick up the bamboo tree – bit of an oops but no big deal), and the interface removes any guess the verb issues. Overall Shadow Operative goes down smooth and easy, and provides a good argument for why this old genre has some life in it yet.

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The Shadow In The Snow, by Andrew Brown
2 of 2 people found the following review helpful:
You will shoot the monster as fast as you shoot a werewolf, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

A short, sharp horror game, Shadow in the Snow doesn’t have much in its quiver besides some effective description of a frozen wood and a single kinda-wonky puzzle, but given its focused ambitions I’m not sure it needs much else. The backstory is wholly elided – the main character has run their car into a snow-ditch in the middle of nowhere, but we get no details on who they are, where they were going, or the state of the world (Spoiler - click to show)(I could by wrong on this, but felt like the characters didn’t seem especially surprised about the existence of giant bloodthirsty werewolf-monsters). Since the focus is on short-term survival, this isn’t a fatal misstep and in fact helps establish a feeling of woozy confusion that winds up being a little effective at drawing the player in.

There’s not a lot to do here – it becomes clear early on that there’s something stalking the main character, and they need to explore a limited set of locations in order to obtain the clues and knowledge to fight back. I’m not sure how fair the puzzle was – I think you need to explore the locations in a specific and nonintuitive order (Spoiler - click to show)(stumbling around in the snowy forest instead of going up the road to a motel seems less than obvious!) and involved a situation I found quite contrived (Spoiler - click to show)(there are just gold, silver, and arsenic shotgun cartridges available off the shelf, labelled only by their elemental symbols? This is why I wonder about whether the supernatural is a known quantity in this world) plus there are a fair number of deaths possible and no save option, meaning you’re in for a full replay if you guess something wrong. Still, there are some clues to most of the key pieces of the puzzle, and I got to a good ending first time through, so I think it works well enough.

The prose generally fits this spare premise. It doesn’t go into a ton of noodly detail, but it does effectively communicate the isolation of being alone in a snowy forest. There’s also an abandoned motel, and some gore, which are described in similar style and which works well enough, but winter landscapes are my favorite backdrop for horror so the woodsy bits were my favorites. The signs the monster is stalking you are also effectively spooky, though I thought the eventual confrontation was maybe a bit anticlimactic – certainly the ending felt more abrupt than I was expecting.

On clicking restart to replay, I found what might be some small bugs related to variables not being cleared (Spoiler - click to show)(if I went to the motel before the cabin, I was able to pick up cartridges and load them into a shotgun I hadn’t yet obtained, and the description for the motel reception area said it was “the same as before” even on my first visit) but otherwise the implementation seemed fine, and I didn’t notice any typos. SitS didn’t knock my socks off, but it’s a pleasant enough ten minutes of being stalked through the woods which is sometimes all that one wants.

* This review was last edited on December 11, 2020
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Sense of Harmony, by Scenario World
3 of 3 people found the following review helpful:
A lovely prelude, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Oh, more of this, please. Sense of Harmony is clearly stated to be a “prelude to further mysteries”, and its one-hour gameplay time is also marked on the tin, so I have no one to blame but myself for the disappointed groan I emitted when I hit the “demo’s done, stay tuned for more!” message just when things were getting exciting. I hope the authors don’t spend too long basking in deserved praise and get back to the salt mines right quick, because I want to play the rest, damn it!

Backing up slightly: Sense of Harmony is a cyberpunk adventure that takes advantage of players’ likely familiarity with the genre while layering a smart twist on top: while the player character has a full suite of cybernetic enhancements, enabling her to jack into electronics, have full recall of her memories, and, most notably, be the mistress of any social situation through a complement of enhanced senses that allow her to read subtle cues in intonation, body language, and even sweat-sheen differentials, these are not common technologies, and as far as she knows she’s the only one of her kind.

Because these abilities are presented as unique, and not just a quotidian part of the setting, the game really foregrounds them, through a clever melding of writing and interface. In most every passage, you have several color-coded links allowing you to access your enhanced sight, or hearing, or touch, many of which open up additional actions or choices. This is really effectively done, making you feel like an omniscient Sherlock Holmes while ensuring that the player still needs to synthesize the tidal wave of information and make decisions based on it, rather than it being a matter of picking one right option after using the correct magic power. As an early example, there’s a sequence where the player character can tell that one of her clients is upset about something, and after asking some probing questions, can get a clear sense of their emotional disposition, whether they might be hiding something, and the presence of some underlying tensions related to some of the topics they bring up. But the player still needs to make a (hard!) choice about what to do with all of that knowledge.

It really is an amazing power fantasy, and the writing helps sell it, too. This description of remote-hacking a lock is one of the best of its ilk I’ve ever read:

"Whatever it is that makes you not a paperclip. Not a stone just eroding away in the waters of life.

Whatever that is, it’s left you. Distantly, you feel it coiling itself around the fingerprint scanner and squeezing itself into its circuit boards. The deeper it goes, the further it feels, and the emptier your chest, the dimmer your light.

You’re hollow."

This tells me what it feels like to have these abilities, in a way that really drew me into the world.

The cavalcade of information also helps put the player in the same mindset as the character. Every interaction becomes slowed-down, hyperreal – even noticing a coworker with an interesting tattoo can spiral into multiple avenues of investigation, but it’s not clear whether that’s because there’s anything significant going on, or because the player character’s abilities make everything feel significant (I mean, it’s a game, I’m guessing the former, but still, the slightly-paranoid, slightly-overwhelming vibe really works).

I haven’t said much about the plot yet – largely because there isn’t that much to it at present beyond a slice-of-life vignette and a mysterious encounter that doesn’t yet resolve. This is all well done, especially the first bit – the player character moonlights doing sex work, which, as far as I can tell, is portrayed in a sensitive, non-prurient way that underscores the emotional labor required. The few characters are well-drawn, with the player character’s extraordinary senses providing a great channel for adding shading and depth to people like the brothel’s new boss, who initially comes across as an awkward meathead but also has an appealing kindness to him.

Again, everything here just works, and I’m eager to see where things go from here. I’m unsure exactly what that will look like – and I’m a bit worried about the amount of work required, since to do the senses justice requires so much detail that I’m guessing this could easily be a ten or twenty hour game! So please, don’t kill yourselves but definitely get cracking.

* This review was last edited on December 11, 2020
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Seasonal Apocalypse Disorder, by Zan and Xavid
3 of 3 people found the following review helpful:
Clever but underdeveloped, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

One of SAD’s co-authors also co-authored Vain Empires, and so is almost single-handedly supporting the supernatural spy-thriller IF subgenre. There, it was angels and demons; here it’s time-traveling druids which is an even fresher premise. Some solid puzzling makes this a pleasant enough entry, but I found SAD a bit underdeveloped, both in terms of the worldbuilding and especially in terms of the characters, so it doesn’t add up to more than the sum of its parts.

Starting with the worldbuilding part of that, the introduction does a good job of creating urgency – apparently a cult of fire-worshippers managed to destroy the world (hate it when that happens) but the “Federal Bureau of Druids” is able to send a single operative (guess who) a couple days back in time to stop things. You don’t have a Q-style array of gadgets, but almost as good, you have a magic cocoon whose threads can take you to different time periods, along with some additional powers, with the only caveat being that you need to feed various mystical plants into the thing to unlock its abilities. While the playing area is relatively small – a dozen or so locations in and around the cult’s lakeside compound – you can ultimately access four timelines (one for each season) so there’s a lot of ground to cover.

This is more than enough to get the player up and running, but I felt like I wanted a bit more to chew on. The whole “Federal Bureau of Druids” thing set me up to expect a fantasy/modern mash-up, but as far as I could tell things are pretty much pure fantasy save for the incongruous appearance of an orange traffic cone. The cult seems to have some odd beliefs – they’re very into hand tattoos – but the narrative voice doesn’t comment on whether any of this is familiar to the player character, or how they should understand it. Late in the game, there are intimations of a third faction at play, but despite the ending text indicating that they’re a known quantity to the player character, there’s no in-game indication of what their agenda might be and how it intersects with the player’s – which is disappointing, since deciding whether or not to aid them is an important part of determining which ending you get.

Exacerbating this issue are the other characters. There are I think five other people running around between the various time periods, all members of the cult. Oddly, none of them seemed especially upset to see someone in the uniform of their enemy wandering around their base, beyond barring access to a few especially high-security areas. And in fact you spend a bunch of the game doing small favors for them, fetching them snacks and so on, which they reciprocate like they’re happy to be good chums with you (the cult’s ringleader will even make an attractive commemorative plaque to memorialize how you helped him out this one time). Curiously, you don’t share a language with any of them, though, so you can’t communicate – even more curiously, though, you’re still able to read the documents they write. This comes off as a game-y contrivance to minimize the difficulty of implementing conversation with too many NPCs, which is fair enough, but it also means that the world felt underbaked and I was often unsure of my mission – like, these people all seem nice enough, maybe this apocalypse is just a big misunderstanding?

Really what it all comes down to, then, is the puzzles, and here SAD is on surer footing. Steadily increasing the power of the cocoon and opening up all the timelines, and then new powers, makes for a very satisfying progression. And most of the puzzles are reasonably clued; a few leaned a bit more heavily into comedy than I was expecting (Spoiler - click to show)(pulling a hat off somebody’s head with a fishing rod, interrupting a why-did-the-chicken-cross-the-road joke in progress), another sign of some of the tonal issues here, but the hints and walkthrough do a fine job of keeping you on track. I did feel like the time-travel aspect of things wasn’t used to its fullest – there are only a couple of classic “do something in the past to change the future” puzzles, which are usually the draw of this kind of thing – but again, what’s here is solid enough. I did think there was some misleading clueing around one puzzle (Spoiler - click to show) (unlocking the rainbow lockbox, where finding the orange pentagon drawing made me think I’d need to find clues to the combination one by one) but stumbling onto the real solution wasn’t too tricky.

Despite the challenge of keeping track of all the different timelines, implementation is smooth throughout, and it’s fun to be able to just type WINTER or SUMMER and be whisked away to a whole new world – as in Vain Empires, there’s an attractive and helpful map always visible at the top of the window, and it changes to match the season which is really helpful for staying oriented. Location descriptions and scenery implementation are both a bit sparse, but that does help keep things streamlined.

Again, I had fun with SAD (irony!), and I know in the Comp it’s usually better to deliver a more modest and solid game than go too big and risk a fiasco. Still, I wish the authors had been a bit more ambitious throughout: they go big with the endings, with eight available, but that felt like too many given that the loose worldbuilding hadn’t given me sufficient stakes or grounds to decide which direction to go. With more love devoted to the setting, and characters who invest the player in the world and establish the impact of their actions, this could have been a real standout – as it is, it was still a pleasant find as the Comp is winding to its close.

* This review was last edited on December 11, 2020
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