(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I can’t really talk through my feelings about this one without spoiling not just it, but also my entry into this year’s Comp (Sting), so bear that in mind if you plan to read further. Bottom line The Dead Account gets some real emotion out of a premise that’s simultaneously ridiculous and all-too-plausible (you play a social-network employee whose job is to identify the accounts of dead people and delete them), and is definitely worth the playthrough.
(Spoiler - click to show)I had two conflicting reactions to the game: first, a feeling of unfamiliarity given that the social milieu of the dead character is pretty different from anything I’m directly familiar with, and even a bit of artificiality, because I didn’t see why a social network would pay money to proactively close accounts (like, wouldn’t they just wait for the next of kin to get into contact?) But then second, I also felt some incredibly sharp shocks of recognition. That’s because my twin sister passed away a year and a half ago – this is a chunk of what Sting is about, as it’s a memoir – and despite the superficial differences (we were not part of a friend group that played Apex Legends together, for one thing), The Dead Account still manages to hit on some real moments of universality. I very much found the characters’ actions and emotional responses plausible and engaging. Like, I archived all my old texts with her, and I send her an email on our birthday, though I send it to myself, not to her old account since that forwards to my brother-in-law now. Oh, and our birthday is/was December 3rd, so the fact that the software update that created this new dead-account deletion policy was version 12.3.14 was a little spooky!
This game is a small thing – there’s only the one account to assess, and there’s only really one choice to be made: whether or not to delay deleting the account at the family and friends’ request. But the choice has some layers to it – I opted to delay, but felt conflicted about it – and as one character says in their DMs to the dead person, life is made out of the small stuff.
Highlight: The game is so much of a piece that it’s hard to break off a single highlight, but I will say I did really enjoy the bee-hive themed title graphic (another point of overlap with Sting!)
Lowlight: This is very much an intended part of the experience, but reading the dead character’s messaging history felt really unpleasantly voyeuristic and I considered fast-forwarding through (though of course I wound up reading everything anyway. Games make us complicit!)
How I failed the author: I think I did OK with this one – Henry was napping really well and my brain wasn’t too fuzzy, and I managed to bang through three shorter games without too many interruptions.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The main character in Taste of Fingers is I think the second-worst person among this year’s Comp protagonists (The Best Man’s Aiden is still a prohibitive favorite to take the crown). You’d think it’d be easy to sympathize with someone hiding out from a zombie apocalypse, regardless of their peccadilloes, but our man manages it: in a series of flashbacks, we get to know him before everything went wrong, and oof, what a piece of work he is. Beyond the overwhelming contempt that flavors all his observations, the racism is probably the most obviously awful thing about him – he’s a white person (I think some kind of banker?) on a business trip to Hong Kong when the plague hits, and he’s got no shortage of disdain for the locals, even stipulating that the prostitute he hires has to be European. But when he realizes that the disease triggering the outbreak only targets Asian folks (some kind of genetic rigmarole is invoked – PSA, race is a social construct not a biological one, though the game's themes need this dodgy bit of science to work so it gets a pass), his matter-of-fact satisfaction, unalloyed by any compassion for the vulnerable, bespeaks near-psychopathic levels of solipsism.
This is as it’s meant to be – we’re firmly in horror territory here, and one of the tropes of zombie fiction is that the stress of societal collapse brings out the worst in humanity. Taste of Fingers doesn’t wallow in too many other of the standard motifs of the subgenre, though, since the zombies aren’t actually onscreen for most of the game. It’s got an interesting structure, where present-time vignettes set in the coffee-shop fridge unit where the main character is lying low alternate with the aforementioned flashbacks. In each section, you’ve got a choice of three memories, and you get to explore two out of the three before time moves on. There’s little other branching, as far as I could tell, but the game offers a good amount of interactivity, as in each passage there are a lot of words to be clicked on. Most of these will expand out descriptions of items, or spell out the main character’s perspective or thoughts on something that’s happened – I wound up lawnmowering, but generally found the extra text added to the experience rather than being busywork.
With few choices or immediate action to keep the pace up, the prose has to do a lot of the heavy lifting, and it’s mostly up to the task. The writing is evocative throughout, freighting almost every sentence with the key themes of decay, corruption, and contempt. It can go a bit over the top at times, flabbing up a clause with one adjective too many, but since the vibe here isn’t exactly understated, better too big than too small. The style also shifts effectively in the final sequence, which sees a change in perspective that adds a neat twist to the otherwise-straightforward narrative. Again, it’s nothing too unexpected given the territory, but it makes this small, nasty game more memorable, and provides some healthy outside perspective on the terrible protagonist.
Highlight : The protagonist’s asides when you click on highlighted words in the passages expand into the original text, which helps keep this on-rails story engaging (it helps that as I mentioned, the writing in these bits is generally strong).
Lowlight : I generally don’t mind when a main character is an unpleasant person to spend time with so long as there's a point to it, but the sequence in the strip club threatened to be a bit too much for me.
How I failed the author : I think I did OK with this one – short choice-based games I can play on my phone are really coming through for me this Comp!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
This Comp has had a good number of surreal games featuring relationship allegories pitched at varying degrees of abstraction, and most of them haven’t grabbed me very hard, making me wonder whether this subgenre just isn’t for me. But here we are with the last one of these, and I actually kinda love it? The premise sounds absurd when you state it flat-out – the world is being taken over by Platonic solids, and you need to go on a puzzle-solving mission with your ex to try to save it – but it winds up being surprisingly rich, and the writing is a joy, allusive yet precise in just the right measure.
How it was… has the courage of its convictions, meaning it’s not afraid to lean way, way into its conceit, but also doesn’t get stuck there. There’s not a simple, one-to-one mapping between the rather-bonkers central metaphor and the issues the main characters are confronting, at least so far as I can decode, but it’s clear there are deep veins of meaning being mined. The weird shapes are breaking down and fraying, maybe suggesting the way clear ideals and emotions get muddy and messy in the crucible of a relationship. The main character has more specific associations, recalling analogies to the domestic geometries of the house they shared with their ex as they traverse the hostile landscape. And the puzzles are all about decoding fuzzy signals, trying to wrest meaning from ambiguity – given that the relationship ultimately fails, maybe it’s appropriate that I sucked at them.
On the flip side, the game doesn’t stay at this high, abstract level, showing a keen eye for detail and making clear that idiosyncratic specificity has just as much importance as totalizing thematics. Here’s an early bit, which also shows off the strength of the prose:
The first street where we lived together was lined with orange trees. In January, when everything else was pale and lifeless, our street would be bursting with radiant spheres.
The oranges were bitter, of course. The metaphor is too evident to be useful: too hard to wrestle into a different meaning.
Similarly, Clara, the main character’s ex, comes across as a person, with a distinctively laconic lilt to her dialogue – she’s not simply a vague stand-in for a generic beloved. Putting all the pieces together, the writing creates a compelling allegory about how this specific relationship failed, rather than issuing mushy-mounted platitudes about how any relationship can fail (though of course there’s universal resonance and relatability in this very specific story!)
As for the puzzles, there are two kinds, one about translating an image into numbers and the other about recognizing deformed shapes. As mentioned I thought they were thematically resonant, though I also found them pretty tough. Even once I basically figured out the gist, there’s some fuzziness baked into them, sometimes literally, that made it hard to be sure I was getting the right answer (I was also playing on mobile, which might have messed with some of the layouts).
As a result, I wound up getting a really bad ending – the weird geometry took over everything, meaning my poor communication skills doomed not only my relationship with Clara but also what felt like the whole world (per a later note from the author, actually it's just the main character, so yay?) I guess that’s a little harsh, but losing your partner can certainly feel apocalyptic, so while I wish the story had resolved on a more positive note, the ending I got did feel like a satisfying resolution. Did the world need another game in the surreal relationship-issues drama? On the basis of How it was…, yes, certainly – and now when I run across one in next year’s Comp, I’ll know I can really like the genre.
Highlight: fittingly, this is a bit abstract, but one of the strongest elements of the game is its pacing. There are a lot of elements here, from present-day dialogue with Clara, flashbacks to the mission briefing, deeper flashbacks to the relationship, and puzzle interludes, and the game shuttles between them with a light touch, keeping the momentum up without the central narrative thread feeling disconnected.
Lowlight: as mentioned, I though I destroyed the world through incompetence so that feels like a big lowlight even though I actually just got the protagonist killed?
How I failed the author: this was a near-miss failure, thankfully, because when I first started the game on my iPhone none of the text other than the links was coming through. Happily the author put in a theme select to tweak the colors, which allowed me to read the rest of the words.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Allegory is deceptively tricky business. At first blush it seems easy enough: take a situation, abstract it to its generalities to make it more universal, heighten the key elements and emotional dynamics, and maybe add a supernatural element or two that works as a slightly-too-on-the-nose metaphor, and there you are. But that second bit's where the trap-door lies: pretty much any human predicament, no matter how poignant, can sound trite when you state it as a general proposition. Most of the time it’s the specifics that ground a story and allow others to empathize with it. This is where An Aside About Everything didn’t work for me: while this a choice-based investigation boasts some evocative atmosphere and satisfying interactivity, the characters and emotional dynamics didn’t succeed in getting their hooks into me.
Plotwise, the player character – a sort of metaphysical detective who goes by Him – sets out on a missing-persons case looking for a woman with whom he’s got some sort of history, then proceeds through various descents and ascents before slipping to an other-worldly backstage, his steps dogged all the way by a trio of cryptic women who help him surmount the surreal obstacles in his path. It’s all as existentialist-chic as you please (in the movie version, everyone’s always smoking) and there are some interesting choices on offer, as you can lean on different women to help you get through each barrier.
But it all feels bloodless – I had a hard time keeping the three helper-ladies distinct, and none of them seemed to have much subjectivity or for that matter an agenda of their own, besides helping Him on His quest. The different areas you visit are suggestive, but you rattle through them before any has much chance to make an impression. And when you crack the case, the ultimate revelations aren’t especially novel (Spoiler - click to show)(my sense of the story is that it’s ultimately about not being able to let an ex go after a break up)</spoi.er> – sure, there are stories there, but you need to tell them for them to have impact, not just gesture in their direction. Too often, An Aside About Everything feels like it’s holding itself back and contenting itself with allusion rather than committing to something specific.
Highlight: The second sequence, set on an airship, boasts some strong atmosphere and the game’s most resonant choices.
Lowlight: In my first playthrough, I got stuck in the mine area, unable either to proceed or go back to where I came from, and once I realized this wasn’t a statement about the main character’s emotional paralysis, I had to restart (I think I ran into the bug because I went to the mine, listed third in the navigation menu, before the first-listed bar. When I ran through the locations in order, I was able to progress).
How I failed the author: I played the game’s three main sequences in three separate sessions, each separated by several hours as I tended to Henry-related stuff, so that probably contributed to me not being able to keep the characters straight or identify too many clear thematic throughlines.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Back in the early 90s, every once in a while I would come across a game that was full of style but didn’t make much sense (typically it would be some kind of French adventure game or RPG, with an 80-page novella in the manual that somehow just made things even harder to understand), and I’d be dragged through a confusing plot and obscure gameplay by sheer force of aesthetics. Recon keeps this tradition alive: I wasn’t really clear on the characters, stakes, and setting until the final few sequences, and my understanding of what was going on changed radically a couple of times though not in ways that I think were intended. And the puzzles are a mix of clever and off-the-wall. But there was enough verve on display to make my time with the game an enjoyable ride nonetheless.
Recon’s first impression is a pretty accurate sample of what you’re in for. The cover image is a gorgeous slab of sci-fi, and the title and chapter screens continue the high production values. Then you’re dumped into a bar with a kitten, and asked to participate in the world’s most awkward character-customization process (you’re required to specify your skin color, which can be “Nordic”, “Caucasian”, “Ethiopic”, “American”, or “Oriental”) As this opening sequence proceeds, it becomes clear that you’re there to check on two of your allies, “X” and “Equis” (it turns out these are actually the same person), and you’re up against the jackbooted thugs of “Faro”, which is not a gang boss as I first thought (nor a card game or grain, for that matter) but an evil corporation that calls the shots in this dystopia.
Things clear up a bit from there, but only a bit, and beyond this Faro mix-up, I also had at least two other moments where a glancing reference or new development made me realize I had deeply misunderstood the main character’s situation and motivation (Spoiler - click to show)the others turned on the “Recon” group that the main character leads, and the ending’s indication that a functioning court system exists and can actually bring down the mighty Faro. The writing is also a bit off-kilter, contributing to this discombobulated mood – there aren’t many typos or out-and-out errors, but the syntax and word choice are often strange in a way I associate with translated works or writing from folks whose native language isn’t English – it’s not necessarily bad, but it’s often hard to scan and understand.
Fortunately, the game is well-paced and doesn’t require you to understand the big picture to work through. Each of its chapters is structured similarly, with a bunch of story progression and narrative choices building up to a major puzzle that gates progress. These are all one-of-a-kind, running from an adventure-game style search of X’s house to pattern-recognition tests. Many feature some fun fourth-wall breaking, and you’ll see substantially different puzzles depending on which of the major midgame branches you go down. Some are a little too out there, I thought – even looking at the walkthrough, I don’t understand the (Spoiler - click to show)Morse code puzzle. But luckily, that walkthrough is comprehensive, and also boasts impressive layout and design. Once I used it to reach the end, I was able to appreciate the aesthetic experience Recon provides – but I do with there’d been some more careful worldbuilding, clearer writing, and better-clued puzzles to go alongside.
Highlight: There’s a surprising amount of interactivity in the mid-game – there’s a major branch that meant I ran into completely different plot and challenges than the ones the walkthrough described, and there seems to be a good scope for different choices in how you treat a potential ally to lead to different results.
Lowlight: The game doesn’t have content warnings, but I would have appreciated one since a late-game sequence features an interrogation that does spill over into what I’d consider torture – most of your options involve verbal coercion, but there is a “hit” option. Making this sequence even less enjoyable, I ran into a bug after failing it the first time, as once the interrogation restarted I was missing some of the options needed to progress (Spoiler - click to show)(I could no longer try to blackmail, or press for a confession), and after I gave up and checked the walkthrough, it turned out that the intended solution is actually pretty counterintuitive since you need to get the target’s stress level outside of the range marked “optimum” to succeed (this might be a display issue from playing on my phone, upon further reflection).
How I failed the author: I just did not get what was happening for like 90% of the game, and I can’t imagine that my generally fuzzy-brained state (Henry’s been having some congestion and not sleeping as well as usual, poor thing) helped matters.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
This is the second game I’ve played in the comp that explores issues of identity and trauma via online fandom, after A Paradox Between Worlds. The two make for an interesting study in contrasts, because while I thought Paradox was overstuffed with characters and plotlines, to the detriment of its strongest narrative throughline, I found extraordinary_fandoms.exe erred on the side of minimalism. Everything outside its core story is only briefly sketched in, with the titular fandom and characters other than the protagonist feeling rather sketched-in, and no obvious places where choices lead to much variation, even at a cosmetic level.
There are advantages to focus – and since, per the author’s postscript, a lot of the (awful) details of domestic abuse here are autobiographical, it’s completely understandable that everything else would fade in importance. But for me, the absence of context supporting the story meant it didn’t land as strongly as it could, though it is compellingly drawn. The central conflict is about the main character – who goes by the handle Pinecone – finding what seems like their first real friends via a Discord-style chat server and wiki dedicated to an anime franchise. Pinecone’s halting steps towards self-confidence and self-awareness are affecting, and the link between their struggles and those of the fandom character they gravitate to – who suffers from hidden low self-esteem – makes thematic sense. And it’s heartwarming to see the affirmation and support Pinecone gets from the other people on the server.
But the other characters feel pretty thin; there are maybe half a dozen folks who hang out to chat and do (short) roleplay, but outside of their favorite anime characters they don’t have much in the way of personality. And there’s a very stark divide between Pinecone’s home life, which is portrayed as unremittingly horrible, and things on the server, where everyone is uniformly and immediately positive, with never even the slightest disagreement about how best support them. Ultimately I thought the game works, but this flatness robs it of some of its power.
Highlight: The choices aren’t a major focus of extraordinary_fandom.exe, with many passages connected by a single “continue” link or its equivalent, and most others just having two choices that amount to very slightly different ways of saying the same thing – which is all fine. But this low-key approach to choices helps set up an effective moment that I’m going to spoiler-block: (Spoiler - click to show)at one point as the other folks on the server are asking Pinecone whether they can help, you’re offered two choices: “No” or “No”. The moment conveys the paralysis that often comes with being in an abusive environment in a show-don’t-tell way that the rest of the game sometimes struggles to achieve.
Lowlight: The “.exe” in the title really bugs me. I don’t really know how Discord works, but I think it’s like an IRC channel, right? And the wiki is a wiki. So what’s the executable program?
How I failed the author: I didn’t have any issues playing through the game, but Henry’s been struggling with gas today, so I’ve started and stopped writing this review like eight times as I’ve jumped up to soothe him after he woke up crying from what seemed like a perfectly nice nap. Apologies if it’s disjointed as a result!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
A short mood piece – if it were a painting, it’d be a landscape – The Miller’s Garden provides a tidy meditation on impermanence. There’s no backstory or characters, just a situation: the player comes to an abandoned garden by the side of a river, which is slowly being reclaimed by weeds and water, and each day can choose how and whether to try to shore it up – cutting the reeds, mowing the grass, maintaining the rocky banks.
Of course there’s a catch, and the catch is – well, spoilers for a ten-minute game: (Spoiler - click to show) entropy, because this isn’t a farming sim. No matter how much you shore up the riverbank, the water will eventually drown the garden. Pleasantly, this isn’t just a matter of nature swallowing the hubristic works of man, since my reading of the game is that the construction of the now-defunct mill changed the behavior of the river, and now the river is in turn changing the garden. There’s a nice sentiment that emerges here, as you tend the garden to create some transient beauty before the inevitable comes, without the game implying that this is a futile or useless task (besides the occasional prompt asking you if you’re sure you want to persist until the end – I detected no judgment when I said I wanted to do so.)
It’s a lovely idea and it works on its own terms, but I wished there’d been a little more descriptive zing to the prose. Since this is such a small thing, confined to the same few locations and the same few tasks over multiple days, I would have liked to see a little more detail on exactly what kind of flowers are growing, or have the river’s rise rendered with a bit more sensitivity. Still, there’s a power in restraint in a piece of this kind, so I can respect that.
Highlight: The game is pretty much of a piece, but I got a lot of enjoyment from the opening epigram, which quotes from a recent scientific paper on the game’s exact subject matter – I can’t help but wonder whether it was the impetus for the piece’s creation.
Lowlight: I’m not sure if this was a bug or not, but about midway through the game, the garden’s flowerbed location seemed to disappear, so I could only go from the lawn to the river-bank. I liked that flowerbed, so I missed it!
How I failed the author : it took me way longer to realize the flowerbed had gone away than it should have (blame sleep deprivation).
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Ugh, the title here is apt in more ways that one. It’s a clever bit of wordplay for this parser-based fortuneteller-me-do – we’re not talking turbans and crystal balls, you’re just looking to show off your palmistry to some friends at a party – but it also conveys how frustrating it is that the significant promise here is let down by significant implementation issues. This isn’t just a matter of smacking down a few bugs here and there: there’s a need for additional design work, from fleshing out the conversations, deepening the characterization of the party-goers, and providing clearer feedback on how you’re making progress, as well as a good amount of polish. But even the rough version on offer goes a good way towards showing the (I think first-time?) author has some great ideas for how to realize this wonderful premise.
Digging into that setup, which is delightfully more specific than the blurb initially made me think: as mentioned we’re in the real world, not a fantasy one, and the protagonist is a hobbyist, not a carnival charlatan or anything like that (in fact, since you do get vague flashes at least some of the time when you do a reading, you might have some real talent). And the party here is one of those awkward post-college hangouts featuring a mix of old friends, exes, and coworkers, some of whom can’t stand each other. There’s a complex web of actual and potential connections, which creates a lot of potential for how things can shift once you start telling fortunes and intervening.
That’s the other part of the premise, you see – the game proceeds in two phases, with an initial round of conversation and palm-reading giving way to an interactive second phase as the characters start bouncing off of each other and having accidents both happy and not. Success isn’t about guessing a correct fortune and then lying back and waiting for fate to catch up to your intuition, though: you do have a choice of three different prognostications to offer to each of the other guests, but except for the first, generally negative, option, they won’t come true if you take a laissez-faire approach: you might have to arrange some mood music, or make sure someone has what they need to ensure a romantic gesture goes off.
These puzzles are pretty tricky, though. For one thing, it seems like there’s tight timing in the section – the other characters move around, and while some of the setup can be done ahead of time, there are also some right-place right-time pieces. You also can’t work on most of the fortunes on their own – the majority of them are about romantic matters, so how the fortune you pick for one character plays out can depend on what you picked for one or more complementary characters. In fact, after an initial, spectacularly unsuccessful playthrough, I realized Unfortunate is meant to be played multiple times as an optimization challenge – there’s a clever meta touch here, since the player’s accumulating knowledge over multiple passes stands in for the protagonist’s flashes of intuition.
On paper this should appeal to me, since I usually like optimization puzzles and real-world settings. Unfortunately (there’s that word), implementation issues bedeviled my enjoyment, so I didn’t get very far. Again, this isn’t just implementation in the sense of programming, though there’s some of that – X ME has the default description, lots of scenery is unimplemented, rules for picking up objects give responses that only make sense the first time you take something, whether or not a device is technically switched on doesn’t make a difference to whether it works or not, there are misdescribed or even missing exit listings, and room descriptions sometimes don’t update even after you’ve removed objects. And there are lots of typos.
The bigger issue is that there are significant chunks in need of a lot of polish, and sometimes things even feeling unfinished. The characters are probably the major example here. There are seven of them, and their backstories and roles are intriguing enough to set up a bunch of potential business as they bounce off of each other. But they’re thinly drawn, with physical descriptions focusing on superficial details like clothing. While there’s a multiple-choice conversation system, all the characters have the same three options (one of which initiates fortune-telling), which feels quite artificial. And there’s something odd about the implementation of the second phase, since the different characters don’t actually seem to be present and available for interaction, even as event text describes them talking and moving around.
I also wanted there to be better feedback on how I was doing on the puzzles. There are some ideas that seemed obvious but the game wouldn’t let me try (Spoiler - click to show)(Moses is allergic to flowers so giving him the bouquet for his big demonstration of affection doesn’t work – but while the herb bouquet seems a likely substitute, I couldn’t get him to accept it) and some of the fortunes are probably a little too vague, since there were a couple of times when I thought I’d satisfied one only for the post-game scoring to say I hadn’t. Combined with the combinatorial explosion of trying different mutually-dependent fortunes and the choreography required in the second act, this lack of clueing makes it feel like making real progress would require a lot of trial and error.
It’s not hard to guess at the source of these rough patches: Unfortunate doesn’t list any testers in its credits, and however much playtesting it got wasn’t enough. I’m really really hoping for a post-comp release of this that makes upgrades and bug-fixes based on folks’ transcripts, since Unfortunate could easily be a five-star game given the quality of what’s already here – I haven’t mentioned the prose yet but there’s some really good writing too – if it had more time in the oven. Here’s hoping it gets it, and that the author keeps writing games but gets more testers next time (I’ll volunteer, just DM me!)
Highlight: Figuring out how to get one of the good fortunes to work felt really rewarding – this is a great puzzle-solving framework.
Lowlight: The game lists exits in all-caps, which is a nice convenience – except one’s mislabeled (it says it’s east but it’s actually in) and then there’s one that isn’t even mentioned at all (tip: going IN from the kitchen will get you to the laundry room).
How I failed the author: Henry was having a fussier couple of days, so I only put like half an hour into the game before I had to put it aside for a little over a day, and while I intended to play more, the challenging difficulty and thin characters meant I wasn’t able to get back into it.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Smart Theory is part of a sub-genre of games that, by my lights, has yet to produce a single successful entry: the much-dreaded polemic about current events. Don’t get me wrong, I like politics in my stories, but using narrative to convince, rather than to explore, sets authors up for failure, and often the temptation is to use thin plots and thinner characters to prop up an ideological point, rather than using beliefs to enrich people and stories that are compelling in their own right.
Smart Theory does not break this streak or beat the already dismal batting average of the sub-genre. I suppose it’s possible I think that because I’m on the opposite side of the particular culture-war fight apparently being picked – the game appears to be an attempt to take down Critical Race Theory, and inasmuch as I work for a civil rights organization and took a class in law school from one of the founders of CRT, I’m on team wrongthink as far as it’s concerned – but at the same time, Stand Up / Stay Silent from last year’s Comp was basically Defund the Police: The Game and I thought that one profoundly didn’t work too. No, the problem isn’t that Smart Theory is trying to gore my oxen: it’s that it’s rather a bore about it.
(After the initial version of this review was posted, the author responded and related that Smart Theory isn't directly meant to be about CRT. That's fair enough, but perhaps this points out another problem with satirical exaggeration in this subgenre...)
Things start to go wrong from the very premise. Where other polemical games dress up their ideological agendas in at least some narrative fancy-dress, here the story is tacked-on as can be: you’re a student who attends a college lecture by a proponent of the new “Smart Theory” craze, which again is a very thinly-veiled CRT stand-in (like, a book called “Dumb Fragility” gets name-checked). There’s barely any plot to be had other than talking-heads yelling at each other, and the lecturer doesn’t get any characterization beyond “over the top charlatan.” So things that stories are traditionally good at are off the table, and the game lives and dies by the quality of its arguments.
Reader, these are not good, on either side of the debate! The lecturer’s explication of the theory is glib and parodic, which I guess makes the polemic go down easy but there’s not much here that a CRT proponent would recognize, as Smart Theory seems way more focused on French structuralism and postmodernism than on the actual stuff CRT deals with. On the flip side, partially due to the nature of the choice format, where you can’t easily have the player’s choices go on for paragraphs, the counterarguments the player character raises are also so superficial and unconvincing that a tiny part of me wonders whether the game is sort of double-agent, secretly parodying the anti-CRT position.
This ain’t changing anyone’s mind – it’s comforting pabulum for those who already agree that CRT is poisoning our children, trivially dismissible by those who don’t, and I’d wager completely incomprehensible to those who don’t already have their minds made up. Maybe someday someone will write the game that changes peoples’ politics by main force, rather than by grounding their ideas in compelling characters, rich settings, and satisfying plots, but today is not that day.
Highlight: Again, these barbs are largely mis-aimed (protip: critical theory and critical legal studies are not the same thing!), but there are some good jokes about postmodernism – the best being a mid-lecture celebratory announcement that “our crack team of social scientists has successfully added one more [post] prefix” to the modernism, postmodernism, post-postmodernism, etc. that Smart Theory is based on.
Lowlight: I think I’ve said enough on this score.
How I failed the author: er, fairly comprehensively, I should think. I really liked the author’s Ascension of Limbs from last year, for what it’s worth!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Enveloping Darkness is a straightforward fantasy story, requiring a ten-minute series of binary choices to navigate. There’s nothing here anybody hasn’t seen before – there are raiding orcs, a desperate quest to find a kidnapped brother, picking up weapons and armor at the main city, and negotiating with potential allies. And the narrative feels like it’s on rails, with few choices mattering except to avoid an instant death midway through – in fact I just went back to check on this, and yeah, this is pretty much the case. In particular, while you’ve got a number of opportunities to talk to a particular beggar or walk by, or how much to engage with him while you’re talking, no matter what I picked he still wound up tagging along on my journey.
There’s nothing wrong with a straightforward premise and disguised linearity in my book, but if a game is forgoing those opportunities for engagement, ideally there’d be some other aspect of the game that’s grabby – an interesting prose style, well-drawn characters, good jokes... Enveloping Darkness does okay but not great on this score. There’s not much that jumps out as distinctive.
On the other hand, the execution is solid. The writing is generally clean and typo-free, with an understated voice that can occasionally be funny. There’s only one other character worth noting – the aforementioned beggar, who turns out to be a half-orc who acts as your sidekick – but I enjoyed him, especially once I realized he actually winds up doing most of the work. I can’t say the game will stick with me, but it’s a fun enough way to while away a few minutes, which I think is most of what it’s trying to do.
Highlight: I liked the sequence where your character, who works as a miner before deciding to go on their quest of rescue, just walks up to the king and asks for stuff to help on their mission. And it works!
Lowlight: This is a game that ends pretty abruptly once you complete your mission. Authors, once you’ve done so much work to set up a story, it takes so little additional work to make the ending a satisfying victory lap or opportunity to reflect on what’s happened – don’t neglect the denouement!
How I failed the author: about midway through the game, I faced a moral dilemma as I came across a golem about to harm a baby, and I had the choice of saving the kid or trying to fight the monster directly. Given my current day-to-day I of course opted for the former choice – which was 100% the wrong answer as it led to death and a restart (I guess this is more me failing myself than failing the author).