Oh, lordy. Savor is a generally well-written horror game with intriguing mysteries, mostly-solid prose, and some beautiful presentation elements, but painful design choices and egregious bugs made this perhaps my most unpleasant experience in the Comp so far.
Right, let’s start with the good. The setting is a unique one that made me eager to learn more – the protagonist is an amnesiac suffering from a poorly-understood but crippling disease, who wakes up in a sun-blasted corn field and eventually strikes an uneasy détente with the farmer who lives there and also has the same disease. There are occasional flashbacks that hint at what’s going on, and an alternation of laconic dialogue with lush landscape description that’s a little Faulknerian. Usually this is effective – here’s an early bit:
"The sky a gradient stretching up from a deep mauve horizon to the violet highs above. Corn stalks line your horizon, menacing, ragged and gnarled yellow heads blooming with the threat of death."
Occasionally it tips over and feels overwritten (soon after that passage, there’s this: “The door finally frees itself from the constricting embrace of its jamb and tiredly swings inward, granting you access”), but for the most part the prose is one of the main draws here. And there are nicely-curated, blanched-out photographs that serve as the background for the text and help underline the alienation, pain, and flatness that define the protagonist’s existence.
Sadly, now we’re on to the litany of complaints. All that well-written text is presented in timed fashion, and while it displays quickly, it still makes replays really frustrating. You get occasional, signposted choices that are the most significant ones, but there are also many smaller ones along the way – most of which are about physically navigating a space, but the environment is usually described in a confused way so that I wasn’t sure why ENTER HOUSE and OPEN GATE were meaningfully different when I was (I think) standing at a house’s outside gate. Progression seems very arbitrary – at one point, (Spoiler - click to show)the protagonist committed suicide without any clear prompting for what I could have done differently – and when I tried to rewind by clicking the big “replay” button that popped up on the achievements page, the game crashed. And when I started poking around to try to figure out where I got stuck, I found the myriad bugs lurking below the surface.
So, in the course of playing the game, you’ll occasionally accumulate books or journal entries, sometimes for unclear reasons (you’ll just get an out-of-world notification like “You acquired Book: Book1”). On first play, I was confused about how to read these, but it turns out that if you type ESC (there’s no button or on-screen menu icon), you’ll hit a screen that shows a bunch of collectibles including journal pages, books, “fragments,” and “rewind tokens.” If you click on one of the books, you’ll get a bit of (I thought badly-written) poetry, a notification that you’ve unlocked one of those rewind tokens, and an error message. If you click on anything else, you’ll get taken to a page not found error that permanently halts progress since there’s no undo (hopefully you figured out that when the menu says you can type L to load, actually that takes you to a screen where you can save too). And while from looking at the walkthrough the intended path through the game involves using those rewind tokens to explore every possible choice – it’s really not clear how this works in-universe – I found their implementation was pretty spotty and they didn’t always work.
I struggled with Savor for another half hour or so to see if I could get to some reasonable ending, and even dove into the source code to see if I could read where things were headed, but the frustration won out in the end. The story, at least as far as I got, really only has one note (slow physical decline in a depressing landscape, with a monotonous existence broken up only by even more monotonous chores), so that combined with the technical issues made for a really unfun time. There are indications that there might be a more hopeful ending possible (Spoiler - click to show)(much as in another game in the Comp, you’re a secret vampire, and immersion in holy water might be a cure) but I lack the fortitude to push through any more of this punishing experience to get there.
This isn’t a game, but rather a simulated divination device using a deck of cards – think a Tarot deck but with more topical cards and a simplified reading layout. It’s got lush production values, with the table wood-grain a strong point and the cards animated with a pleasant tactility. These aren’t really elements that I’m comfortable evaluating in a work of interactive fiction, though, and as such it’s hard to figure out how to review it since it’s not a game, and there’s no narrative or progression. I suppose I can just describe the reading I did with it? Given the tenor of the times, I predictably asked the deck what I should do if the election got weird (I played it the Monday before Election Day). Here’s what I got:
In the “Paradigm” slot, which I think describes the overall situation, I got the Slacker, which indicates a “surfeit of possibility.” Awesome, thanks cards, that’s super helpful. Though the more in-depth explanation closes with a quote reminding us that “washing one’s hands of the conflict between the powerful and powerless means to side with the powerful, not to remain neutral.” So perhaps that’s on point after all.
Next we have the “Punctum,” which I think indicates an approach to consider taking? The card here is the Other, reflecting “relocating blame” and “categorization.” Apparently it’s meant to remind us of the folly of “constructing an Other out of your ignorances and unknowns, then attacking it.” Some reasonable applicability to how folks tend to characterize the supporters of the other side here…
Now the “Vehicle,” signifying a tool that may be of use. I got Weird, top-line summary being “abjection.” Digging deeper, “weird is the process of being and becoming, that predominantly lies outside the observers [sic] power.” This is above my head, except to say that yeah, things are likely to get weird (that was even how I phrased the question!) – not sure that’s a useful tool to help accomplish anything though!
For “Outcome” – self-explanatory enough, I think – I got Synthesis, “alignment of activity,” “resolution of conflict through shared submission to an overarching goal.” That’s… surprisingly positive?
Putting this all together, I think what the deck is telling me is to think more broadly about what might happen tomorrow, to be mindful of what we all have in common, and that something strange and beyond our powers of understanding might usher in a harmonious future where Americans reconciled and working together towards a new common cause. So basically, if the world goes full Watchmen tomorrow and we wind up forgetting about Democrats and Republicans as we all band together to fight alien squid-monsters, you heard it here first.
POST-ELECTION UPDATE: This did not happen.
Reader, a confession: it’s only now, as I’m sitting down to write this review, that I have realized that Sage Sanctum Scramble and Under They Thunder were written by different people. I must have gotten the impression they shared an author when I was first page-downing my way through the giant list of games, and my shortcut-loving brain must have thought “right, two word games by people whose names started with A, that’s all sorted then,” despite the fact that I’ve played other games by both authors before. Anyway, the conceit for this review was going to be a compare-and-contrast between the two games, which felt reasonable to do when I thought they were by the same person but churlish and weird now that I have at long last disassembled the DiBianca-Schultz gestalt entity living in my head. I guess we’ll just have to wing it!
Typically I like to start with the premise, but, um, that feels challenging here. I’m going to attempt to describe the plot without going back to my notes: you (I don’t think who you are is explained) are magically whisked to an other-worldly word-sanctum, where the head of the titular sages tells you they need your help. An evil four-armed monster is using magic to tear up the place and you need to solve a bunch of word puzzles to build out the vocabulary you’ll need to fight him. OK, let’s see how I did… huh, turns out my brain is playing tricks again, because the game actually sets things up with you solving word puzzles in medias res, and you only get one sentence’s worth of backstory/motivation after you’ve figured out ten of them. This is sub-Bookworm Adventures in terms of character-centricity and narrative cohesion, with the main defining feature being lots and lots of silly names that seem like they should be anagram-jokes but aren’t.
Anyway who cares because I loved this. The premise is there to get you solving word puzzles; there are several dozen on offer, and though you can get a solid enough ending after getting as few as thirty, I banged my way through all of them (Spoiler - click to show)(sixty, plus the bonus ones too!) because I was having so much fun. There’s nothing too novel here, though there is an impressive variety: there are word-substitution puzzles, mastermind-style word-guessing games, word-bridge puzzles where you’re transforming a word one letter at a time, and of course lots and lots of anagrams. Each puzzle is self-contained and fairly quick to solve once you get the trick, and while I don’t think there are any repeats, the later, much harder puzzles build off of what came before, so even the trickiest of them feel like they’re playing by a consistent, fair set of rules that have been introduced to the player.
The puzzles unlock as you solve them, and you typically have the choice of half a dozen or so, which means it’s easy enough to hop around and feel like you’re making progress – it was only when I was closing in on the last ten or so that progress began to slow, at which point I was sufficiently in the head-space of the game (like, I was starting to look for anagrams in work emails) that I appreciated the challenge. They’re almost all impeccably constructed in terms of puzzle design: there are definitely several that would be hard for folks who don’t have a mastery of English idiom (the one where you need to figure out what two words have in “uncommon”, or a few that rely on knowing a common phrase based on one word in it, come to mind), and a few that rely as much on grunt work as a moment of inspiration, but almost always when I got a solution (or, for some of the last few, was prompted to the solution by some considerately-provided hints on the forum), I was smacking my head and muttering “that makes sense.”
The technical implementation is also incredibly impressive – everything just works, which at first I didn’t really pay attention to because these are just word puzzles, how complex can it be? But when I thought about the amount of work that would need to go into each and every one of the over fifty on offer, in terms of coding custom responses and making what’s basically a different limited-parser game for each (you access a puzzle index by typing PUZZLES and then using numbers to jump around the list, BOOK shows you the keywords you’ve accumulated, and other than that it’s basically just typing in guesses), while having to parse not just whole words and recognize the entire dictionary, but also for many registering and responding to the individual letters and lengths… it’s very impressive, I repeat, and almost completely smooth (I think there were like two times when I got an incorrect result – one was when it wouldn’t accept “anoint” as a verb starting with a, to give you a flavor of what these edge cases are like).
There’s a smart layer of meta-progression over the puzzles that makes it even more compelling than it would be as a strict grab-bag, too. To beat the boss (you remember there was a monster, right? In the rich and compelling backstory?) you need to engage him in a word-fight, and while merely winning just requires you to accumulate enough keywords, he also throws out spells that can only be defended against if you’ve got a matching keyword: one that’s a palindrome, or only made up of letters from the second half of the alphabet. If you don’t have one, it’s not game over, but the eponymous sanctum takes some damage, which makes the ending feel a little less happy. Fortunately, you can always REWIND and try again after padding out your arsenal some more. (Spoiler - click to show)There’s also a small suite of bonus puzzles that unlock some alternate options around the ending, and which were quite fun to find and work through, with the caveat that it took me much longer to figure out how to access them than it should have because I failed at counting.
As I have with many other reviews in the Comp, I’ll conclude by making the obvious point that this is a game with a specific target audience, and if you’re in it you’ll probably really enjoy it but if word puzzles aren’t your jam, you’ll probably appreciate its craft but not find it too compelling. The difference is, I’m actually in that target audience this time out, and hopefully it’s clear that despite my affectionate bagging on the story and premise, I loved it to death.
I think I mentioned somewhere in the interminable chain of my previous Comp reviews that my knowledge of recent IF is rather patchy: I got into it in the early aughts, playing through all the Comp games from like ’02 through ’06 and catching up on most of the classics of the scene (I mean except Curses since it’s hard), but then got less obsessive about it over the next few years and only dipped in intermittently through the teens, before the bug came roaring back last year. All of which is to say I’ve managed to pretty much entirely miss the era of Ryan Veeder – I think Taco Fiction was in the last Comp I took a half-serious run at before 2019’s, and dimly remember that it was fun and funny but not much else. As I’ve been getting back into things, I have checked out a few of his other games – Captain Verdeterre’s Plunder and Ascent of the Gothic Tower – but I’m still aware that “Ryan Veeder games” are a well-defined thing these days, though one that's a bit of a mystery to me.
All of which is by way of saying that I’m not going to be able to situate A Rope of Chalk in the author’s oeuvre and am not completely sure what to make of the metafictional post-script – but nevertheless, I still dug the hell out of this game. ARoC situates itself as an attempt to document a college art contest from a decade in the past, while acknowledging in an introductory note that memory and the limitations of perspective being what they are, we’re in for a Rashomon-style confusion of narratives. You’re given the choice to opt in or out of the story given these caveats, and if you say “no” the game quits, so fair warning that subjectivity is the order of the day. The game lives up to this premise by rotating you among four or five different protagonists (depending on how you count), and while there’s not much divergence in the actual sequence of events, each has a distinct narrative voice, with modifications not just to descriptions and action responses, but also most parser responses to account for who the protagonist is in each sequence. There’s even different punctuation around dialogue options depending on who the main character is!
I started that paragraph out talking about the premise but quickly fell into the implementation, and that’s accurate to my experience of the game. The plot and characters are fun and everything’s well-written, but when I’m thinking back on what it was like to play ARoC, it’s really the attention to detail and depth of implementation that stand out – like, that’s a thing that reviewers, including me, say about many games, but here it’s almost spooky how the author sometimes seemed to be reading my mind. Like, there’s a point where your character’s perceptions get shifted (Spoiler - click to show)(I realize this applies to several bits, but I’m thinking of the beginning of the Nathalie sequence), and all sorts of verbs are rewritten to respond to the situation, including some that aren’t ever useful to the story like JUMP and LAUGH. I don’t want to spoil too many more, but there were a bunch of times when I typed something into the parser just to be cute, and was amazed to find that the author had gotten there first. There are niggles, of course – I hit on the idea of (Spoiler - click to show)using water to erase chalk art I didn’t like while in the first sequence, playing as Lane, but instead of being told that wasn’t something she would consider, there was a bunch of unpromising parser wrestling, so it was a bit surprising when that very thing wound up being suggested right out the gate in the second sequence. But many of these niggles are I think due to my own expectations, which had been inflated excessively high by the overall extreme level of responsiveness.
Plot-wise, ARoC is all about building up to one big event – you’re primed to know that something will go disastrously pear-shaped by the blurb and intro, and the opening sections have quite a lot to do and explore so it doesn’t feel like busywork even though from a certain point of view, you’re just marking time until things really kick off. There are a bunch of characters to engage with, and while they all present as stereotypes at first blush, there’s enough substance beneath the surface to have made me wish there were more than the 4 or 5 dialogue options on offer for each conversation (even though I don’t think the game would work as well if I got my wish – this is me noting smart design, not indicating an oversight). And since this is a sidewalk-chalk tournament, there’s a lot of fun, well-described art to look at, with each piece casting some light on the artist who made it (I was expecting Rachel’s to be bad from the lead up, but I had no idea how awful it would actually turn out to be).
Once the key event kicks in, the game gets a little more focused and there’s even what you might be able to call a puzzle if you squint at it. But even as there’s some additional urgency, and a few real obstacles (Spoiler - click to show)(well, they might not be real but close enough), you’re always rewarded for lingering and straying off the beaten path – and the steps you need to take to progress are always quite clear, keeping the momentum and the enjoyment up.
I have a couple of more spoiler-y thoughts on the ending, so I’ll wrap up with those, after repeating again that this is an excellent, funny game (I’ve barely talked about the jokes, I realize). Anyway: (Spoiler - click to show)there’s a moment or two of catharsis at the end of the story, then an optional sequence where you can wander around what’s presented as the author’s office, finding various bits of correspondence and photos that purport to indicate the research that’s been done into the tournament, as well as providing some glimpses of what happened to these kids ten years out from college. I found this a bit enigmatic, since the ending didn’t really leave me with a strong takeaway that was then recast by the afterward – it all worked well enough on its own, but I think I was waiting for some kind of twist or emotional punch that never fully landed. But in the end I think this might be the point: there are big things that happen in our lives sometimes and loom large in our memories, but when you try to pin down exactly what happened, or what simple cause-and-effect impact it had, it all slips away because people don’t really work like that. I oscillate between thinking A Rope of Chalk is nostalgic and thinking it’s anti-nostalgic, because it makes the past loom so large and presents a memory with such immediacy and impact, but also refuses to tie a bow around it and spell out what it all means.
I swear, the randomizer has a sense of humor – after giving me Tangled Tales, prompting me to whine about a too-large map and guess-the-verb puzzles, it decided to serve up Return to Castle Coris to see how I liked a double-helping of those issues, plus extreme pixelbitching and copious opportunities to be straight-up killed or, worse, unwittingly get myself into a walking dead situation. This one’s billed as longer than two hours, but I have to confess I gave up on it less than halfway into the judging period.
This is apparently a late entry in a long series of games, stretching back several decades, so it comes by its old-school approach honorably. The introductory text calls back to many of the protagonist’s previous adventures, including one in the eponymous castle, which you’re now called to follow up on after the discovery of a new tunnel in the dungeons. There’s nothing really motivating the exploration – you’re just asked to go into the tunnels and check things out – except perhaps a hint, when examining the protagonist’s clothing and finding out that his wife made him throw out all his old, comfy gear and get nice new stuff, that he feels slightly henpecked and is looking for a distraction.
So it’s really a straight-ahead dungeon crawl, which I can certainly be in the mood for, but the emphasis here is on the “crawl.” The puzzles rely on going through the dungeon like you’re being paid by the hour, and poking at every single object like you’re a CSI technician analyzing a crime scene. Sometimes this is just a matter of tedium: there’s one area that’s made up of about ten wooden landings on a set of stairs, and you need to SEARCH the random detritus that’s glancingly included in the identical room descriptions to find a hidden key in one of them. But usually it’s much more involved, due to the profusion of verbs.
LOOK and LOOK AROUND are billed as different actions. SEARCHing an object won’t disclose if it’s on top of something; that takes MOVE. Your initial inventory includes a magic bottomless bag (handy!) but neither the inventory listing nor X BAG reveals that this open bag actually contains a rope and grapnel – you need to LOOK IN BAG for that.
This is where the guess-the-verb issues and the hunt-the-pixel ones combine into a cocktail of eye-stabbing frustration. To solve the first puzzle, you need to find a hammer and chisel. These are hidden in the space below a set of spiral stairs leading back up to the castle (why are they there? Who knows), four screens north of your starting area which clearly prompts you to explore the area to the south. If you X STAIRS you get told “They go Up to Castle Coris itself. Under the bottom of the stair you see a space.” OK, X SPACE: “A space under the spiral stairs about a foot or so high.” That’s right, you need to LOOK IN SPACE.
This is not to undervalue the places where the way to solve the puzzle is obvious, but you can’t get the syntax right. In the above-mentioned stairway, at one point there’s a gap in the wooden stairs that you need to cross, described as follows: “You are on a platform in the spiral stairway in the vertical shaft on the west side. There is a gap in the stairs further down where the wood has rotted away and you can only go Up to the platform above this one.” The grapnel and rope is the obvious way to proceed, but THROW GRAPNEL ACROSS GAP, THROW GRAPNEL OVER GAP, THROW GRAPNEL AT STAIRS, TIE ROPE TO PLATFORM, THROW GRAPNEL AT PLATFORM, and THROW GRAPNEL ACROSS SHAFT all fail with unhelpful errors. Maybe there’s a non-obvious solution? No, you just need to THROW GRAPNEL AT UNDERSIDE of the platform above – a word that shows up nowhere in the descriptions of the scant scenery here, at least when just using the standard EXAMINE.
The punch line here is that five minutes after using the walkthrough to get past that puzzle, I faced an almost-identical one where I had to climb down into a dark chasm, with a conspicuous wooden railing at the top providing a convenient anchor point. Again, I tried TIE ROPE TO RAILING, HOOK ROPE TO RAILING, HOOK GRAPNEL TO RAILING – nope, none of it works, just HOOK GRAPNEL TO WOOD. Then I found myself in a pit with a snake who seemed to autokill me in half a dozen turns no matter what I did, including the time I was able to climb all the way back up the rope to what I thought was safety. It appears to have been magical in other ways too:
"The snake hisses loudly and its forked tongue whips in and out of its mouth as it tastes the air to work out what you are.
STAB SNAKE WITH SWORD
You can’t see the tunnel snake!
The snake throws itself at you, knocking you to the ground. You try to scrabble away but the creature coils its muscular body around you and starts to squeeze."
The old-school tough-as-nails adventure game is part of an honorable tradition, and I’m sure there are players who slot into the mindset necessary to make progress in RtCC without too much difficulty. But I am just not a bad enough dude to rescue the president/mess around in the dark for hours until hopefully stumbling onto a plot. When I checked in the walkthrough and found that I was maybe 10 percent of the way through the game, and also saw there was no mention of the snake but a bunch of stuff I’d missed in the beginning (apparently by not shining my lamp at the walls for no prompted reason I could see) and I was once again walking dead, I just didn’t have the heart to spend any more time with this one.
In some ways it’s apt that the randomizer gave me Red Radish Robots right after Ascension of Limbs (yes, I’ve gotten to the point in the Comp where I’m starting to think about the randomizer…), because while AoL’s secret sauce was that it was just the right length for its content, RRR suffers from going on too long for the interest its setting and puzzles can support.
The concept is a fine if unexceptional one – robot waking up after some kind of disaster and trying to reconstruct what’s happening while solving straightforward puzzles – but the trouble is, it isn’t too hard to suss out what’s happened, and the puzzles are all quite straightforward. The closest thing to a twist is that the robot has been deactivated without fingers, so you need to gather them one by one until you have a full complement of ten, which allows you to get to the end-game. But ten is too high a number to which to have to count, given that you mostly find them by unlocking doors (some with keys, some by oiling stuck hinges), opening multiple safes, finding a note where someone’s written down their computer login and clues to their password… Again, there’s nothing wrong with the classics, but in too large portions it feels overly starchy.
There are ways to be destroyed or get to a dead end, but a limited number of respawns are possible (respawns also appear to somehow rewind time as to at least one object, which is helpful but confusing!) The writing is typo-free and does what it needs to to communicate the setting and what’s going on. And there are a couple of puzzles that have a bit more zip to them, like the final one (Spoiler - click to show)(though requiring the player to lie to the “bad” robot, then sucker-punch him while shouting out that I’m fine being a slave was maybe not my favorite aspect of the game). But my interest started to flag on like the sixth spin through the same eight rooms to see what one new quotidian interaction my incremental progress had unlocked, before having to do the inevitable seventh. All this speaks well of what the author will do next – and there are indications there’s more work already in the oven – hopefully with a bit of trimming to cut away any unneeded filler!
Radicofani is a bit of an odd duck that’s frustrating to play, but part of the frustration for me was that I found its world intriguing and was annoyed I couldn’t see as much of it as I wanted. Starting with what’s off-putting: this is a custom-parser game that runs as a standalone Windows executable, with some awkward programming choices – the game is constantly popping up separate, standalone windows, and there’s a noticeable lag after every action – and even more annoying visual-design choices – there are a lot of documents depicted with blurry, pixelated fonts that make reading headache-inducing, and some of the darker colors were hard to read against the black background. It’s apparently a translation of an earlier Italian version, and there are a host of typos and English-language infelicities that indicate that this wasn’t the smoothest process.
The design of the game itself also makes for a bumpy ride. Most locations list their interactive objects after the room description – a nice convenience - but there are also sometimes objects that aren’t listed despite being obvious and quite prominent (on the flip side, there are also some objects that don’t appear to be mentioned anywhere except the hints). And descriptions can be quite sparse – early on as the player is exploring their ex’s apartment, they see the listing “I see a voice mail“, with no cue about it being on an answering machine. There’s also a bench the player can open, I suppose like a piano bench, but the only cue that that’s possible is a note in the description that it has “a usable bottom.”
Predictably, there are guess-the-verb issues, and wandering into a church appears to be an automatic game-over, with no warning so far as I could tell (there’s no UNDO, either). And the results of one’s actions are often very unclear. Here’s the response to MOVE CARPET:
"What should I do now? move carpet
I am watching…
UGH! I must have stopped a gathering of dust mites
You have been missing for a long time…"
Huh?
Yet, despite all these irritations there are parts of Radicofani I really enjoyed. The setting is the primary draw – the player is investigating the disappearance of his ex, who’s an art restorer who went missing in an old medieval hill-town in Tuscany. I’ve been to a similar place, and perhaps the memory of that experience made me find this one so evocative. But there are times when the descriptions, awkward as they sometimes are, do paint a compelling picture of this ancient, mysterious city – and there are a few well-chosen graphics that also fit the mood. The business of the game has to do with libraries, antiquarians, secret passages, and churches, which all appeal to me in a Name-of-the-Rose sort of way.
So I was willing to put up with trying to bash my way through by regular consultation of the hints and squinting at the Italian-language walkthrough Mathbrush found, but sadly even this wasn’t enough to get me past one puzzle (Spoiler - click to show)(what to do once you’ve found the secret shelf in the library). If anyone writes up a walkthrough I’ll gladly come back to this one and go along for the ride just to enjoy some virtual tourism, but absent that sort of guide, Radifocani is hard to recommend.
MUCH LATER UPDATE: with the kind assistance of the author, I was able to finish my playthrough of Radicofani. I’m glad I saw the ending, since there’s a fun and creepy confrontation with the entity behind your ex’s disappearance, and the setting continues to be a highlight. The puzzles did continue to feel pretty arbitrary at times, however, with certain necessary actions seeming pretty unmotivated and underclued to me (I’m thinking especially of (Spoiler - click to show)hypnotizing the antiquarian, since I didn’t notice any indication the player character knew how to do that and it’s kind of a big deal to do that to someone without their consent!). Some of the late-game challenges do make good use of the graphics the game occasionally pops up, embedding hints that felt satisfying to figure out, but they didn’t always feel well integrated with the story – the final puzzle especially. With that said, the ending sequence is nicely put together and ties a satisfying bow around the game, albeit with a couple lines that read to me as some iffy gender politics (Spoiler - click to show)(the girlfriend is said to be changed by her ordeal and now focuses more on stability and things like cooking for you, without her same “thirst for work”, and this is presented as a positive thing). As I said, I was happy to get through to the end, but I’m left wondering what a more experientially-focused game that created more space for the pleasure of exploring the nicely-realized setting would have looked like – with easier or fewer puzzles, I think more folks would be able to enjoy Radicofani.
There’s a fun mix of the whimsical and the scientific in Quintessence. The player character is one of a group of multiply-incarnating quantum intelligences, who goes on a cosmic romp aiming to foil the plots of all-powerful cat to contact a broader multiverse. On the whimsical side, the cursor shapeshifts as the player’s circumstances change, from cat to dinosaur to dog; on the scientific side, I caught lightly-allegorized references to straightforward stuff like the Big Bang and the expansion of the universe, but also choices that bear on whether this particular universe is closed or open in the cosmological sense.
I sometimes found it a bit challenging to reconcile the two sides of the piece – possibly this is because I, a pedant who studied astrophysics in undergrad, kept trying to figure out what was “really” going on in the various options about how the dog-civilization should try to make contact with parallel realities, rather than simply going with the flow of things. But I think the structure of the piece also maybe pushes play in this direction, since there are clearly “right” and “wrong” answers and branches.
There are five “real” endings (I found two of them, including what seems to be the best one), but many other choices will lead to the cat foiling your explorations, sending you back to the start. Without a way to undo or save, this means that the choices feel fairly weighty, since an incorrect one can require a fair bit of repetition to get back to the place where you made an incorrect choice.
Since there are consequences for the choices, what sometimes felt like a lack of full information about the context and implications of those choices undermined the joy of exploration for me – which is a shame, because there are definitely places where this combination of hard science and animal allegory is really fun (I mentioned the dog civilization!) Hopefully there’s a post-comp release with a back button or the ability to save, since I’d look forward to checking out the other paths through the game.
Your enjoyment of QftSoJ will come down to two things: 1) how forgiving are you of RPG Maker games in IFComp (I’m fine either way, though it doesn’t seem like the engine’s strengths are well-suited for the competition); and 2) are you in the market for a solidly-done but not especially groundbreaking JRPG satire (in space-year 2020, I gotta say – eh, not really?)
As with Equal-librium, this is a short game with only one real gag, so it’s impossible to discuss without blowing the punch-line. So you might as well go play it, it’ll take five minutes. I’ll keep busy here thinking about CRPG tropes that have and haven’t been sent up. Let’s see, there’s the slay-foozle plot, the companions who’ll defend you to the death five minutes after your first meeting, the economy-ruining hoards of magical items and gold you obtain after a couple hours of low-danger grinding, the way the world levels up alongside your character until you hit the town where every random guard is 60th level, the endless fetch-quests with either disproportionately meager or disproportionately lavish rewards… all that’s pretty well-plowed ground, I think. It’s pretty hard to think of something that hasn’t been the butt of lots and lots of jokes!
OK, we’re back, and now that we know QftSoJ takes aim at the adventurer-who-takes-everything-that-isn’t-nailed-down-because-an-old-man-told-him-he-was-the-chosen-one trope, perhaps you too can relate to the sense of ennui in the first paragraph above. This is a pretty good take on the genre, but to say it’s hoary is an insult to octogenarians. The joke is well constructed: while the absence of any introductory text setting up your task I think is a misstep, it’s pretty clear that you’re supposed to think you need to gather equipment before getting out of town (and that you’ll specifically need a sword to clear some foliage for one of the villagers). The backstory the old man spouts is just the sort of generic JRPG guff that makes the player’s eyes roll without reading it closely enough to realize it’s loony. And there’s a bit of reactivity at the trial depending on your previous actions, as well as your legal strategy, making it worth a replay to see the different outcomes (of course you’re doomed no matter what).
But even the greatest amount of craft has a hard time making a five-minute joke game all that memorable. And I personally found the setup funnier than the actual writing and jokes (with one or two exceptions: the protagonist being named “Adonis Orcbane” is 80% of the way to being a great gag, and the guard arresting you with a “You’re nicked, Sonny Jim!” got a chortle out of me). If it’s your first time encountering this sort of thing, I could see QftSoJ being a hoot – but it’s hard for me to believe that’s true for many folks!
There’ve been a number of folks who’ve written reviews of PISG already, all of whom noted running into the same issue I did – after setting up the premise (win a 99-contestant singing-and-dancing reality show), introducing a small set of characters (the plucky sidekick, the arrogant rival, etc.), and giving a first introduction to the basic mechanics of the contest (via a series of choices during the prep and performance, leverage a set of four skills to determine how the player did, then give opportunities to improve relationships, sabotage others, and grind up skills in the downtime between challenges), the thing just ends, maybe ten minutes in.
This is well short of the advertised hour and a half playtime, so it’s unclear whether this is a bug, the wrong file was uploaded, an incomplete game was intentionally entered, or the whole thing is an exercise in Brechtian audience-expectation-undermining (the joke is that this is probably a single word in German) that puts For a Place by the Putrid Sea to Shame. None of those options present an easy jumping-off point for a review, sadly (well, except maybe the last one), so this will be a series of notes in place of what might turn into something robust if the game gets updated.
There are definitely a lot of typos and grammar errors, possibly the result of translation? Despite this, or maybe partially because of this, the game has a demented charm that arises from the confluence of the heightened artificiality of the game-show setup and a puppyishly overenthusiastic narrative voice. Like, after being introduced to the competition, we get this:
"You meet your new partner/roommate in a dance studio located inside the ships Tudor-style library. Your partner is Fuko Yamamoto, the daughter of a famous ventriloquist. She hopes to reinvigorate the idol community with the true spirit of enthusiasm and creativity."
I have no idea what to do with any of that, but it’s actually amazing.
It also has the coldest burn of any game so far. As the player character is saying goodbye to her family:
"Despite your dad being a 'boomer,' You love your dad dearly and are sad to leave him."
I’m a millenni-old, not a Boomer, but still: ice cold.
(I have been trying to make millenni-old a thing, by the by, to refer to folks born roughly between 1980 and 1984, who are technically millennials per the demographers but who didn’t have the same ab-ovo familiarity with computers and the internet as the rest of the generation, while still being too young to be invested in GenX touchstones like (shudder) Reality Bites or fully experience the impact of the end of the Cold War. Millenni-old – let’s all make it a thing!)
While it’s easy to focus on the style, there do appear to be some systems undergirding the thing, with stats tracked for your singing, your dancing, your “visuals”, and pretty much everything else (like, you have a fourth stat called “variety” that reflects miscellaneous talents, personality, sense of humor…), as well as numerical values for your relationships with other contestants. It’s easy to see how this would support the game-y side of proceedings, as you customize a character who’ll romp through some challenges while struggling with others, and figure out how best to engage in social maneuvering to come out on top.
None of this is in the game at least as far as I can access it, but the bones are there. Hopefully we’ll see a mid-comp update/fix, or at least PISG Phase Two in next year’s Comp – Long Xiaofan, I’m coming for you!